ilightprofile.h File Reference
Description
Scene element Lightprofile.
Code Example
ilightprofile.h
//*****************************************************************************
// Copyright 1986, 2016 NVIDIA Corporation. All rights reserved.
//*****************************************************************************
//*****************************************************************************
#ifndef MI_NEURAYLIB_ILIGHTPROFILE_H
#define MI_NEURAYLIB_ILIGHTPROFILE_H
#include <mi/neuraylib/iscene_element.h>
#include <mi/neuraylib/version.h>
namespace mi {
namespace neuraylib {
enum Lightprofile_flags {
LIGHTPROFILE_CLOCKWISE = 1,
LIGHTPROFILE_COUNTER_CLOCKWISE = 2,
LIGHTPROFILE_ROTATE_TYPE_B = 4,
LIGHTPROFILE_ROTATE_TYPE_C_90_270 = 8,
LIGHTPROFILE_FLAGS_FORCE_32_BIT = 0xffffffffU
};
mi_static_assert( sizeof( Lightprofile_flags) == sizeof( Uint32));
enum Lightprofile_degree {
LIGHTPROFILE_HERMITE_BASE_1 = 1,
LIGHTPROFILE_HERMITE_BASE_3 = 3,
LIGHTPROFILE_DEGREE_FORCE_32_BIT = 0xffffffffU
};
mi_static_assert( sizeof( Lightprofile_degree) == sizeof( Uint32));
class ILightprofile :
public base::Interface_declare<0xa4ac11fd,0x705d,0x4a0a,0x80,0x0b,0x38,0xe5,0x3d,0x46,0x96,0x47,
neuraylib::IScene_element>
{
public:
virtual Sint32
reset_file(
const char* filename,
Uint32 resolution_phi = 0,
Uint32 resolution_theta = 0,
Lightprofile_degree degree = LIGHTPROFILE_HERMITE_BASE_1,
Uint32 flags = LIGHTPROFILE_COUNTER_CLOCKWISE) = 0;
virtual const char* get_filename() const = 0;
virtual const char* get_original_filename() const = 0;
virtual Uint32
get_resolution_phi() const = 0;
virtual Uint32
get_resolution_theta() const = 0;
virtual Lightprofile_degree
get_degree() const = 0;
virtual Uint32
get_flags() const = 0;
virtual Float32
get_phi( Uint32 index) const = 0;
virtual Float32
get_theta( Uint32 index) const = 0;
virtual const Float32* get_data() const = 0;
virtual Float32
get_data( Uint32 index_phi, Uint32 index_theta) const = 0;
virtual Float64
get_candela_multiplier() const = 0;
virtual Float32
sample( Float32 phi, Float32 theta, bool candela) const = 0;
};
// end group mi_neuray_misc
} // namespace neuraylib
#ifdef MI_NEURAYLIB_DEPRECATED_NAMESPACE_MI_TRANSITION
using neuraylib::ILightprofile;
using neuraylib::IScene_element;
using neuraylib::LIGHTPROFILE_CLOCKWISE;
using neuraylib::LIGHTPROFILE_COUNTER_CLOCKWISE;
using neuraylib::LIGHTPROFILE_DEGREE_FORCE_32_BIT;
using neuraylib::LIGHTPROFILE_FLAGS_FORCE_32_BIT;
using neuraylib::LIGHTPROFILE_HERMITE_BASE_1;
using neuraylib::LIGHTPROFILE_HERMITE_BASE_3;
using neuraylib::LIGHTPROFILE_ROTATE_TYPE_B;
using neuraylib::LIGHTPROFILE_ROTATE_TYPE_C_90_270;
using neuraylib::Lightprofile_degree;
using neuraylib::Lightprofile_flags;
#endif // MI_NEURAYLIB_DEPRECATED_NAMESPACE_MI_TRANSITION
} // namespace mi
#endif // MI_NEURAYLIB_ILIGHTPROFILE_H
Namespaces
- namespace
- Common namespace for APIs of NVIDIA Advanced Rendering Center GmbH. More...
- namespace
- Namespace for the neuray API. More...
Classes
- class
- This interface represents light profiles. More...
Enumerations
- enum {LIGHTPROFILE_HERMITE_BASE_1 = 1, LIGHTPROFILE_HERMITE_BASE_3 = 3, LIGHTPROFILE_DEGREE_FORCE_32_BIT = 0xffffffffU }
- Degree of hermite interpolation. More...
- enum {LIGHTPROFILE_CLOCKWISE = 1, LIGHTPROFILE_COUNTER_CLOCKWISE = 2, LIGHTPROFILE_ROTATE_TYPE_B = 4, LIGHTPROFILE_ROTATE_TYPE_C_90_270 = 8, LIGHTPROFILE_FLAGS_FORCE_32_BIT = 0xffffffffU }
- Ordering of horizontal angles in a light profile. More...