#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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