#include <SlrLightShader.h>
Public Member Functions | |
~SlrLightMaterial () | |
Releases the SlrShader allocations in the SlrLightShaderGroup. | |
int32_t | renderVersion () const |
Current render version the material has been updated at. | |
void | setRenderVersion (int32_t v) |
SlrLightShader * | light () const |
SlrCoShader * | projection () const |
Color/texture used by light. | |
void | validateLight (SlrRenderContext &slrtx) |
void | requestResources (const DD::Image::ChannelSet &request_channels, SlrRenderContext &slrtx) |
Calls requestResources() on the set of input shaders. | |
void | initializeForShading (uint32_t num_shading_threads, SlrRenderContext &slrtx) |
Calls initializeForShading() on the set of input shaders. | |
bool | illuminate (const SlrShadingContext &stx, const fdk::Vec3f &lobeN, const SlrLightInfo <Info, ndk::RayContext &illumRayOut, float &directPdfWeightOut, DD::Image::Pixel &colorOut, DD::Image::Pixel &shadowTransmissionOut) const |
Redirects to light_group.output, if valid. | |
Static Public Member Functions | |
static SlrLightMaterial * | translateUsgMaterial (SlrRenderContext &slrtx, const usg::Prim &prim, const fdk::TimeValue &time, const usg::Path &material_path, SlrLightMaterial *existing_slr_material) |
Public Attributes | |
SlrLightShader * | lightShader |
Shader for light itself. | |
SlrCoShaderGroup | projectionGroup |
Shader group for image projection - managed externally. | |
DD::Image::Hash | hash |
Global hash of object material. | |
DD::Image::ChannelSet | textureChannels |
All the channels from all texture samplers. | |
DD::Image::Channel | shadowChannel |
Channels to write shadow weight to. | |
DD::Image::ChannelSet | outputChannels |
All the channels this material outputs. | |
SlrShader::InputBindingList | textureBindings |
List of all texture bindings used in material. | |
Protected Attributes | |
int32_t | _renderVersion |
Updated each time material is refreshed. | |
Entry point for SlrLightShader groups.
There's one of these created for each enabled SlrLightInfo in the primary render scene.
They're stored in the SlrRenderContext, owned by the renderer, and are are static for the entire render session so any texture bindings remain stable and thread safe through the entirety of the render.
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static |
Fills in/updates the SlrRenderContext with the SlrShaders created from the enabled SlrLightInfos.
The lightinfo will be updated to point at any created or existing material. This is usually called by the renderer in its _validate() method as all the shaders are required to know what input textures and channels the renderer needs to output and request.
The SlrRenderContext holds the shared resources that are pointed to by the SlrLightInfos.
References slr::SlrShaderGroup< ShaderT >::deleteShaders(), lightShader, slr::SlrShaderGroup< ShaderT >::output, projectionGroup, and slr::SlrShaderGroup< ShaderT >::shaders.
void slr::SlrLightMaterial::validateLight | ( | SlrRenderContext & | slrtx | ) |
Validates the output light shader, sets the output material channels, and determines enabled state of the light.
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