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shadowMatrixComputation.h
1 //
2 // Copyright 2016 Pixar
3 //
4 // Licensed under the Apache License, Version 2.0 (the "Apache License")
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:
7 // Section 6. Trademarks. is deleted and replaced with:
8 //
9 // 6. Trademarks. This License does not grant permission to use the trade
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11 // and its affiliates, except as required to comply with Section 4(c) of
12 // the License and to reproduce the content of the NOTICE file.
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14 // You may obtain a copy of the Apache License at
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16 // http://www.apache.org/licenses/LICENSE-2.0
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19 // distributed under the Apache License with the above modification is
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24 #ifndef HDX_COMPUTE_SHADOW_MATRIX_H
25 #define HDX_COMPUTE_SHADOW_MATRIX_H
26 
27 #include "pxr/pxr.h"
28 #include "pxr/imaging/hdx/api.h"
29 #include "pxr/imaging/hdx/version.h"
30 #include "pxr/imaging/cameraUtil/conformWindow.h"
31 #include "pxr/base/gf/matrix4d.h"
32 
33 PXR_NAMESPACE_OPEN_SCOPE
34 
35 
36 // Interface class for computing the shadow matrix
37 // for a given viewport.
38 class HdxShadowMatrixComputation {
39 public:
40  virtual GfMatrix4d Compute(const GfVec4f &viewport, CameraUtilConformWindowPolicy policy) = 0;
41 
42 protected:
43  HdxShadowMatrixComputation() = default;
44  virtual ~HdxShadowMatrixComputation() = default;
45 
46 private:
47  HdxShadowMatrixComputation(const HdxShadowMatrixComputation &) = delete;
48  HdxShadowMatrixComputation &operator =(const HdxShadowMatrixComputation &) = delete;
49 };
50 
51 
52 PXR_NAMESPACE_CLOSE_SCOPE
53 
54 #endif // HDX_COMPUTE_SHADOW_MATRIX_H
Stores a 4x4 matrix of double elements.
Definition: matrix4d.h:88
Basic type for a vector of 4 float components.
Definition: vec4f.h:63