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lightFilter.h
1 //
2 // Copyright 2019 Pixar
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5 // with the following modification; you may not use this file except in
6 // compliance with the Apache License and the following modification to it:
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24 #ifndef EXT_RMANPKG_22_0_PLUGIN_RENDERMAN_PLUGIN_HD_PRMAN_LIGHT_FILTER_H
25 #define EXT_RMANPKG_22_0_PLUGIN_RENDERMAN_PLUGIN_HD_PRMAN_LIGHT_FILTER_H
26 
27 #include "pxr/pxr.h"
28 #include "pxr/imaging/hd/sprim.h"
29 #include "Riley.h"
30 
31 PXR_NAMESPACE_OPEN_SCOPE
32 
33 // For now, the procs in this file are boiler plate for when hdPrman needs to
34 // have light filters become prime citizens. This will probably happen when
35 // its time to implement shared light filters. For now, light filters are
36 // handled inside the lights in light.cpp.
37 //
38 // Also, for now base the HdPrmanLightFilter class on HdSprim as there
39 // currently is no HdLightFilter class.
40 
41 class HdSceneDelegate;
42 struct HdPrman_Context;
43 
48 class HdPrmanLightFilter final : public HdSprim
49 {
50 public:
51  HdPrmanLightFilter(SdfPath const& id, TfToken const& lightFilterType);
52  virtual ~HdPrmanLightFilter();
53 
55  void Sync(HdSceneDelegate *sceneDelegate,
56  HdRenderParam *renderParam,
57  HdDirtyBits *dirtyBits) override;
58 
62  HdDirtyBits GetInitialDirtyBitsMask() const override;
63 
64  riley::ShadingNode *GetLightFilter() const { return _lightFilter; }
65 
67  bool IsValid() const;
68 
69  void Finalize(HdRenderParam *renderParam) override;
70 
71 private:
72  void _ResetLightFilter(HdPrman_Context *context);
73 
74  const TfToken _hdLightFilterType;
75  riley::ShadingNode *_lightFilter;
76 };
77 
78 
79 PXR_NAMESPACE_CLOSE_SCOPE
80 
81 #endif // EXT_RMANPKG_22_0_PLUGIN_RENDERMAN_PLUGIN_HD_PRMAN_LIGHT_FILTER_H
void Sync(HdSceneDelegate *sceneDelegate, HdRenderParam *renderParam, HdDirtyBits *dirtyBits) override
Synchronizes state from the delegate to this object.
void Finalize(HdRenderParam *renderParam) override
Finalizes object resources.
The HdRenderParam is an opaque (to core Hydra) handle, to an object that is obtained from the render ...
A representation for light filters.
Definition: lightFilter.h:48
Token for efficient comparison, assignment, and hashing of known strings.
Definition: token.h:87
Adapter class providing data exchange with the client scene graph.
A path value used to locate objects in layers or scenegraphs.
Definition: path.h:288
Sprim (state prim) is a base class of managing state for non-drawable scene entity (e...
Definition: sprim.h:52
bool IsValid() const
Return true if this light filter is valid.
HdDirtyBits GetInitialDirtyBitsMask() const override
Returns the minimal set of dirty bits to place in the change tracker for use in the first sync of thi...