Public Member Functions | |
| SlrLightShader * | light () const |
| Convenience to get light shader from material. Warning, does no null testing! | |
| const fdk::Vec3f & | x () const |
| const fdk::Vec3f & | y () const |
| const fdk::Vec3f & | z () const |
| const fdk::Vec3d & | p () const |
Public Attributes | |
| uint32_t | light_index |
| Index of the light prim in the SlrLightInfoList in SlrRenderContext. | |
| usg::StageRef | stage |
| Stage containing Prim. | |
| const usg::Path * | prim_path |
| Prim path in Stage (stored in Render prim_path_cache) | |
| SlrLightMaterial * | material |
| Light material (stored in SlrRenderContext) | |
| bool | cast_shadows |
| Does the light cast a shadow? | |
| bool | enabled |
| Light is 'on' for this scene. | |
| fdk::TimeValue | time |
| Time of this prim reference. | |
| fdk::Vec3d | ltPW |
| Light origin in world-space. | |
| fdk::Vec3f | ltX |
| Light X vector in world-space, normalized. | |
| fdk::Vec3f | ltY |
| Light Y vector in world-space, normalized. | |
| fdk::Vec3f | ltZ |
| Light Z vector in world-space, normalized. | |
| ShadowmapRender * | depthmap |
| Light's depth renderer, if it has one. | |
| SlrScene * | depthmap_scene |
| To get at the light's depthmap transforms. | |
| fdk::Mat4dList | depthmap_transforms |
| Double-precision scene-transform matrices configured for depthmap render. | |
Friends | |
| std::ostream & | operator<< (std::ostream &, const SlrLightInfo &) |
Replacement for legacy LightContext structure used in the legacy DD::Image::Render based architecture like ScanlineRender, DepthMapRender, etc.
This structure represents a single usg::Prim at a single time sample. The Prim's attributes are not copied to time-sampled local arrays, that is left to the render light shader adapters at render time. However the Prim's concatenated scene transform is time sampled and stored in the 'depthmap_transforms' - note that all matrices are now double-precision.
Contains an Axis object which contains transformed & normalized Eigen vectors for fast vector comparison in shaders.
The 'depthmap_transforms' camera and projection matrices are used for shadowmap projections.
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