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
28 #include "pxr/imaging/hd/sprim.h"
31 PXR_NAMESPACE_OPEN_SCOPE
42 struct HdPrman_Context;
57 HdDirtyBits *dirtyBits)
override;
64 riley::ShadingNode *GetLightFilter()
const {
return _lightFilter; }
72 void _ResetLightFilter(HdPrman_Context *context);
74 const TfToken _hdLightFilterType;
75 riley::ShadingNode *_lightFilter;
79 PXR_NAMESPACE_CLOSE_SCOPE
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.
Token for efficient comparison, assignment, and hashing of known strings.
Adapter class providing data exchange with the client scene graph.
A path value used to locate objects in layers or scenegraphs.
Sprim (state prim) is a base class of managing state for non-drawable scene entity (e...
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...