#include <SlrLightInfo.h>
Public Member Functions | |
| SlrLightShader * | lightShader () const |
| Convenience to get light shader from material. Warning, does no null testing! | |
Public Attributes | |
| uint32_t | lightIndex |
| Index of the light prim in the SlrLightInfoList. | |
| usg::Path | primPath |
| Prim path in Stage. | |
| usg::Path | materialPath |
| Material binding path in Stage (for projections) | |
| SlrLightMaterial * | material |
| Light material (stored in SlrRenderContext) | |
| bool | castShadows |
| Does the light cast a shadow? | |
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.
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