//
// Copyright 2016 Pixar
//
// Licensed under the Apache License, Version 2.0 (the "Apache License")
// with the following modification; you may not use this file except in
// compliance with the Apache License and the following modification to it:
// Section 6. Trademarks. is deleted and replaced with:
//
// 6. Trademarks. This License does not grant permission to use the trade
//    names, trademarks, service marks, or product names of the Licensor
//    and its affiliates, except as required to comply with Section 4(c) of
//    the License and to reproduce the content of the NOTICE file.
//
// You may obtain a copy of the Apache License at
//
//     http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the Apache License with the above modification is
// distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY
// KIND, either express or implied. See the Apache License for the specific
// language governing permissions and limitations under the Apache License.
//
#ifndef USDLUX_GENERATED_LIGHT_H
#define USDLUX_GENERATED_LIGHT_H

/// \file usdLux/light.h

#include "pxr/pxr.h"
#include "pxr/usd/usdLux/api.h"
#include "pxr/usd/usdGeom/xformable.h"
#include "pxr/usd/usd/prim.h"
#include "pxr/usd/usd/stage.h"
#include "pxr/usd/usdLux/tokens.h"

#include "pxr/usd/usdLux/linkingAPI.h" 

#include "pxr/base/vt/value.h"

#include "pxr/base/gf/vec3d.h"
#include "pxr/base/gf/vec3f.h"
#include "pxr/base/gf/matrix4d.h"

#include "pxr/base/tf/token.h"
#include "pxr/base/tf/type.h"

PXR_NAMESPACE_OPEN_SCOPE

class SdfAssetPath;

// -------------------------------------------------------------------------- //
// LIGHT                                                                      //
// -------------------------------------------------------------------------- //

/// \class UsdLuxLight
///
/// Base class for all lights.
///
class UsdLuxLight : public UsdGeomXformable
{
public:
    /// Compile-time constant indicating whether or not this class corresponds
    /// to a concrete instantiable prim type in scene description.  If this is
    /// true, GetStaticPrimDefinition() will return a valid prim definition with
    /// a non-empty typeName.
    static const bool IsConcrete = false;

    /// Construct a UsdLuxLight on UsdPrim \p prim .
    /// Equivalent to UsdLuxLight::Get(prim.GetStage(), prim.GetPath())
    /// for a \em valid \p prim, but will not immediately throw an error for
    /// an invalid \p prim
    explicit UsdLuxLight(const UsdPrim& prim=UsdPrim())
        : UsdGeomXformable(prim)
    {
    }

    /// Construct a UsdLuxLight on the prim held by \p schemaObj .
    /// Should be preferred over UsdLuxLight(schemaObj.GetPrim()),
    /// as it preserves SchemaBase state.
    explicit UsdLuxLight(const UsdSchemaBase& schemaObj)
        : UsdGeomXformable(schemaObj)
    {
    }

    /// Destructor.
    USDLUX_API
    virtual ~UsdLuxLight();

    /// Return a vector of names of all pre-declared attributes for this schema
    /// class and all its ancestor classes.  Does not include attributes that
    /// may be authored by custom/extended methods of the schemas involved.
    USDLUX_API
    static const TfTokenVector &
    GetSchemaAttributeNames(bool includeInherited=true);

    /// Return a UsdLuxLight holding the prim adhering to this
    /// schema at \p path on \p stage.  If no prim exists at \p path on
    /// \p stage, or if the prim at that path does not adhere to this schema,
    /// return an invalid schema object.  This is shorthand for the following:
    ///
    /// \code
    /// UsdLuxLight(stage->GetPrimAtPath(path));
    /// \endcode
    ///
    USDLUX_API
    static UsdLuxLight
    Get(const UsdStagePtr &stage, const SdfPath &path);


private:
    // needs to invoke _GetStaticTfType.
    friend class UsdSchemaRegistry;
    USDLUX_API
    static const TfType &_GetStaticTfType();

    static bool _IsTypedSchema();

    // override SchemaBase virtuals.
    USDLUX_API
    virtual const TfType &_GetTfType() const;

public:
    // --------------------------------------------------------------------- //
    // INTENSITY 
    // --------------------------------------------------------------------- //
    /// Scales the power of the light linearly.
    ///
    /// \n  C++ Type: float
    /// \n  Usd Type: SdfValueTypeNames->Float
    /// \n  Variability: SdfVariabilityVarying
    /// \n  Fallback Value: 1.0
    USDLUX_API
    UsdAttribute GetIntensityAttr() const;

    /// See GetIntensityAttr(), and also 
    /// \ref Usd_Create_Or_Get_Property for when to use Get vs Create.
    /// If specified, author \p defaultValue as the attribute's default,
    /// sparsely (when it makes sense to do so) if \p writeSparsely is \c true -
    /// the default for \p writeSparsely is \c false.
    USDLUX_API
    UsdAttribute CreateIntensityAttr(VtValue const &defaultValue = VtValue(), bool writeSparsely=false) const;

public:
    // --------------------------------------------------------------------- //
    // EXPOSURE 
    // --------------------------------------------------------------------- //
    /// Scales the power of the light exponentially as a power
    /// of 2 (similar to an F-stop control over exposure).  The result
    /// is multiplied against the intensity.
    ///
    /// \n  C++ Type: float
    /// \n  Usd Type: SdfValueTypeNames->Float
    /// \n  Variability: SdfVariabilityVarying
    /// \n  Fallback Value: 0.0
    USDLUX_API
    UsdAttribute GetExposureAttr() const;

    /// See GetExposureAttr(), and also 
    /// \ref Usd_Create_Or_Get_Property for when to use Get vs Create.
    /// If specified, author \p defaultValue as the attribute's default,
    /// sparsely (when it makes sense to do so) if \p writeSparsely is \c true -
    /// the default for \p writeSparsely is \c false.
    USDLUX_API
    UsdAttribute CreateExposureAttr(VtValue const &defaultValue = VtValue(), bool writeSparsely=false) const;

public:
    // --------------------------------------------------------------------- //
    // DIFFUSE 
    // --------------------------------------------------------------------- //
    /// A multiplier for the effect of this light on the diffuse
    /// response of materials.  This is a non-physical control.
    ///
    /// \n  C++ Type: float
    /// \n  Usd Type: SdfValueTypeNames->Float
    /// \n  Variability: SdfVariabilityVarying
    /// \n  Fallback Value: 1.0
    USDLUX_API
    UsdAttribute GetDiffuseAttr() const;

    /// See GetDiffuseAttr(), and also 
    /// \ref Usd_Create_Or_Get_Property for when to use Get vs Create.
    /// If specified, author \p defaultValue as the attribute's default,
    /// sparsely (when it makes sense to do so) if \p writeSparsely is \c true -
    /// the default for \p writeSparsely is \c false.
    USDLUX_API
    UsdAttribute CreateDiffuseAttr(VtValue const &defaultValue = VtValue(), bool writeSparsely=false) const;

public:
    // --------------------------------------------------------------------- //
    // SPECULAR 
    // --------------------------------------------------------------------- //
    /// A multiplier for the effect of this light on the specular
    /// response of materials.  This is a non-physical control.
    ///
    /// \n  C++ Type: float
    /// \n  Usd Type: SdfValueTypeNames->Float
    /// \n  Variability: SdfVariabilityVarying
    /// \n  Fallback Value: 1.0
    USDLUX_API
    UsdAttribute GetSpecularAttr() const;

    /// See GetSpecularAttr(), and also 
    /// \ref Usd_Create_Or_Get_Property for when to use Get vs Create.
    /// If specified, author \p defaultValue as the attribute's default,
    /// sparsely (when it makes sense to do so) if \p writeSparsely is \c true -
    /// the default for \p writeSparsely is \c false.
    USDLUX_API
    UsdAttribute CreateSpecularAttr(VtValue const &defaultValue = VtValue(), bool writeSparsely=false) const;

public:
    // --------------------------------------------------------------------- //
    // NORMALIZE 
    // --------------------------------------------------------------------- //
    /// Normalizes power by the surface area of the light.
    /// This makes it easier to independently adjust the power and shape
    /// of the light, by causing the power to not vary with the area or
    /// angular size of the light.
    ///
    /// \n  C++ Type: bool
    /// \n  Usd Type: SdfValueTypeNames->Bool
    /// \n  Variability: SdfVariabilityVarying
    /// \n  Fallback Value: False
    USDLUX_API
    UsdAttribute GetNormalizeAttr() const;

    /// See GetNormalizeAttr(), and also 
    /// \ref Usd_Create_Or_Get_Property for when to use Get vs Create.
    /// If specified, author \p defaultValue as the attribute's default,
    /// sparsely (when it makes sense to do so) if \p writeSparsely is \c true -
    /// the default for \p writeSparsely is \c false.
    USDLUX_API
    UsdAttribute CreateNormalizeAttr(VtValue const &defaultValue = VtValue(), bool writeSparsely=false) const;

public:
    // --------------------------------------------------------------------- //
    // COLOR 
    // --------------------------------------------------------------------- //
    /// The color of emitted light, in energy-linear terms.
    ///
    /// \n  C++ Type: GfVec3f
    /// \n  Usd Type: SdfValueTypeNames->Color3f
    /// \n  Variability: SdfVariabilityVarying
    /// \n  Fallback Value: (1, 1, 1)
    USDLUX_API
    UsdAttribute GetColorAttr() const;

    /// See GetColorAttr(), and also 
    /// \ref Usd_Create_Or_Get_Property for when to use Get vs Create.
    /// If specified, author \p defaultValue as the attribute's default,
    /// sparsely (when it makes sense to do so) if \p writeSparsely is \c true -
    /// the default for \p writeSparsely is \c false.
    USDLUX_API
    UsdAttribute CreateColorAttr(VtValue const &defaultValue = VtValue(), bool writeSparsely=false) const;

public:
    // --------------------------------------------------------------------- //
    // ENABLECOLORTEMPERATURE 
    // --------------------------------------------------------------------- //
    /// Enables using colorTemperature.
    ///
    /// \n  C++ Type: bool
    /// \n  Usd Type: SdfValueTypeNames->Bool
    /// \n  Variability: SdfVariabilityVarying
    /// \n  Fallback Value: False
    USDLUX_API
    UsdAttribute GetEnableColorTemperatureAttr() const;

    /// See GetEnableColorTemperatureAttr(), and also 
    /// \ref Usd_Create_Or_Get_Property for when to use Get vs Create.
    /// If specified, author \p defaultValue as the attribute's default,
    /// sparsely (when it makes sense to do so) if \p writeSparsely is \c true -
    /// the default for \p writeSparsely is \c false.
    USDLUX_API
    UsdAttribute CreateEnableColorTemperatureAttr(VtValue const &defaultValue = VtValue(), bool writeSparsely=false) const;

public:
    // --------------------------------------------------------------------- //
    // COLORTEMPERATURE 
    // --------------------------------------------------------------------- //
    /// Color temperature, in degrees Kelvin, representing the
    /// white point.  The default is a common white point, D65.  Lower
    /// values are warmer and higher values are cooler.  Only takes effect
    /// when enableColorTemperature is set to true.  When active, the
    /// computed result multiplies against the color attribute.
    /// See UsdLuxBlackbodyColorTemperatureAsRgb().
    ///
    /// \n  C++ Type: float
    /// \n  Usd Type: SdfValueTypeNames->Float
    /// \n  Variability: SdfVariabilityVarying
    /// \n  Fallback Value: 6500.0
    USDLUX_API
    UsdAttribute GetColorTemperatureAttr() const;

    /// See GetColorTemperatureAttr(), and also 
    /// \ref Usd_Create_Or_Get_Property for when to use Get vs Create.
    /// If specified, author \p defaultValue as the attribute's default,
    /// sparsely (when it makes sense to do so) if \p writeSparsely is \c true -
    /// the default for \p writeSparsely is \c false.
    USDLUX_API
    UsdAttribute CreateColorTemperatureAttr(VtValue const &defaultValue = VtValue(), bool writeSparsely=false) const;

public:
    // --------------------------------------------------------------------- //
    // FILTERS 
    // --------------------------------------------------------------------- //
    /// Relationship to the light filters that apply to this light.
    ///
    USDLUX_API
    UsdRelationship GetFiltersRel() const;

    /// See GetFiltersRel(), and also 
    /// \ref Usd_Create_Or_Get_Property for when to use Get vs Create
    USDLUX_API
    UsdRelationship CreateFiltersRel() const;

public:
    // ===================================================================== //
    // Feel free to add custom code below this line, it will be preserved by 
    // the code generator. 
    //
    // Just remember to: 
    //  - Close the class declaration with }; 
    //  - Close the namespace with PXR_NAMESPACE_CLOSE_SCOPE
    //  - Close the include guard with #endif
    // ===================================================================== //
    // --(BEGIN CUSTOM CODE)--

    /// Computes the base emission (aka radiant flux density, aka energy
    /// per unit area), incorporating the parameters for intensity,
    /// exposure, color, and colorTemperature attributes.
    ///
    /// This "base" emission method exists solely as a reference example
    /// implementation of how to interpret these parameters.  It is
    /// expected that most rendering backends will consume the parameter
    /// values directly rather than call this method.
    ///
    /// The base emission is only one step in the process of sampling
    /// light radiance. It does not incorporate effects from:
    ///
    /// - textural/procedural modifications
    /// - normalization by area
    /// - specular/diffuse multipliers
    ///
    USDLUX_API
    GfVec3f ComputeBaseEmission() const;

    /// Return the UsdLuxLinkingAPI interface used for examining and
    /// modifying the light-linking of this light.  Light-linking
    /// controls to which geometry this light contributes illumination.
    USDLUX_API
    UsdLuxLinkingAPI GetLightLinkingAPI() const;

    /// Return the UsdLuxLinkingAPI interface used for examining and
    /// modifying the shadow-linking of this light.  Shadow-linking
    /// controls which geometry casts shadows from this light.
    USDLUX_API
    UsdLuxLinkingAPI GetShadowLinkingAPI() const;
};

PXR_NAMESPACE_CLOSE_SCOPE

#endif
