Nuke binary plugins 15.0.5
 
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slr::SlrPrimInfo Class Reference

#include <SlrPrimInfo.h>

Public Attributes

uint32_t objectIndex
 Index of object in renderable_prims in SlrRenderContext.
 
usg::Path primPath
 Prim path in Stage (prototype path if an instance)
 
SlrPrimTypeAdapter primAdapter
 To drive render primitive conversion.
 
int32_t facesetBaseIndex
 Faceset base prim in renderable_prims in SlrRenderContext.
 
int32_t facesetIndex
 Faceset index if this prim is one, otherwise -1.
 
int32_t instancerIndex
 Instancer index in instancer_prims in SlrRenderContext.
 
int32_t instanceIndex
 Instance index if this prim is one, otherwise -1.
 
usg::Path materialPath
 Material binding path in Stage.
 
SlrSurfaceMaterialmaterial
 Render material (stored in SlrRenderContext)
 
bool visibleToCamera
 Should the object be visible to camera?
 
bool castsShadow
 Does the object cast a shadow?
 
bool receivesShadow
 Does the object get shadowed by lights?
 
fdk::Mat4dList transforms
 Double-precision scene-transform matrices.
 

Friends

std::ostream & operator<< (std::ostream &, const SlrPrimInfo &)
 

Detailed Description

Replacement for legacy GeoInfo 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 primitive adapters at render time. However the Prim's concatenated scene transform is time sampled and stored in the 'transforms' - note that all matrices are now double-precision.

The previous GeoInfo often contained an internal list of 'atomic' Primitives such as triangles, points and polygons, but these are deprecated in favor of the SlrPrimInfo representing a single 'compound', or complex primitive such as a MeshPrim or PointsPrim, so there's no longer a reason for SlrPrimInfo to contain anything besides what's needed for the renderer to sample the usg::Prim and convert it to its internal render primitives, which is usually triangles.



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