//
// 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 USDRI_GENERATED_RILIGHTFILTERAPI_H
#define USDRI_GENERATED_RILIGHTFILTERAPI_H

/// \file usdRi/riLightFilterAPI.h

#include "pxr/pxr.h"
#include "pxr/usd/usdRi/api.h"
#include "pxr/usd/usd/schemaBase.h"
#include "pxr/usd/usd/prim.h"
#include "pxr/usd/usd/stage.h"
#include "pxr/usd/usdRi/tokens.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;

// -------------------------------------------------------------------------- //
// RILIGHTFILTERAPI                                                           //
// -------------------------------------------------------------------------- //

/// \class UsdRiRiLightFilterAPI
///
/// Renderman-specific attributes for light filters.
///
/// For any described attribute \em Fallback \em Value or \em Allowed \em Values below
/// that are text/tokens, the actual token is published and defined in \ref UsdRiTokens.
/// So to set an attribute to the value "rightHanded", use UsdRiTokens->rightHanded
/// as the value.
///
class UsdRiRiLightFilterAPI : public UsdSchemaBase
{
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 UsdRiRiLightFilterAPI on UsdPrim \p prim .
    /// Equivalent to UsdRiRiLightFilterAPI::Get(prim.GetStage(), prim.GetPath())
    /// for a \em valid \p prim, but will not immediately throw an error for
    /// an invalid \p prim
    explicit UsdRiRiLightFilterAPI(const UsdPrim& prim=UsdPrim())
        : UsdSchemaBase(prim)
    {
    }

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

    /// Destructor.
    USDRI_API
    virtual ~UsdRiRiLightFilterAPI();

    /// 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.
    USDRI_API
    static const TfTokenVector &
    GetSchemaAttributeNames(bool includeInherited=true);

    /// Return a UsdRiRiLightFilterAPI 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
    /// UsdRiRiLightFilterAPI(stage->GetPrimAtPath(path));
    /// \endcode
    ///
    USDRI_API
    static UsdRiRiLightFilterAPI
    Get(const UsdStagePtr &stage, const SdfPath &path);


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

    static bool _IsTypedSchema();

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

public:
    // --------------------------------------------------------------------- //
    // RICOMBINEMODE 
    // --------------------------------------------------------------------- //
    /// Specifies how this filter combines with others.
    /// Valid values are:
    /// 
    /// - multiply: The results of filters are multiplied together
    /// - max: The maximum result of the filters is used.  This
    /// works best for grey-scale filters.
    /// - min: The minimum result of the filters is used. This
    /// works best for grey-scale filters.
    /// - screen: Similar to max, but combines gradients in a smoother
    /// way by using a screen operation:
    /// <pre>screen(a,b) = 1-(1-a)(1-b)</pre>
    /// This works best for grey-scale filters.
    /// 
    /// Light filters on a light are grouped by their combine mode.
    /// Each group is executed and combined using that mode.  Then,
    /// the final results of each group are multiplied together.
    /// 
    /// Fallback: multiply
    /// 
    ///
    /// \n  C++ Type: TfToken
    /// \n  Usd Type: SdfValueTypeNames->Token
    /// \n  Variability: SdfVariabilityVarying
    /// \n  Fallback Value: No Fallback
    /// \n  \ref UsdRiTokens "Allowed Values": [multiply, max, min, screen]
    USDRI_API
    UsdAttribute GetRiCombineModeAttr() const;

    /// See GetRiCombineModeAttr(), 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.
    USDRI_API
    UsdAttribute CreateRiCombineModeAttr(VtValue const &defaultValue = VtValue(), bool writeSparsely=false) const;

public:
    // --------------------------------------------------------------------- //
    // RIDENSITY 
    // --------------------------------------------------------------------- //
    /// Scales the strength of the filter.
    ///
    /// \n  C++ Type: float
    /// \n  Usd Type: SdfValueTypeNames->Float
    /// \n  Variability: SdfVariabilityVarying
    /// \n  Fallback Value: No Fallback
    USDRI_API
    UsdAttribute GetRiDensityAttr() const;

    /// See GetRiDensityAttr(), 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.
    USDRI_API
    UsdAttribute CreateRiDensityAttr(VtValue const &defaultValue = VtValue(), bool writeSparsely=false) const;

public:
    // --------------------------------------------------------------------- //
    // RIINVERT 
    // --------------------------------------------------------------------- //
    /// When true, inverts the output of the light filter.
    ///
    /// \n  C++ Type: bool
    /// \n  Usd Type: SdfValueTypeNames->Bool
    /// \n  Variability: SdfVariabilityVarying
    /// \n  Fallback Value: No Fallback
    USDRI_API
    UsdAttribute GetRiInvertAttr() const;

    /// See GetRiInvertAttr(), 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.
    USDRI_API
    UsdAttribute CreateRiInvertAttr(VtValue const &defaultValue = VtValue(), bool writeSparsely=false) const;

public:
    // --------------------------------------------------------------------- //
    // RIINTENSITY 
    // --------------------------------------------------------------------- //
    /// Multipier for the diffuse and specular result.
    ///
    /// \n  C++ Type: float
    /// \n  Usd Type: SdfValueTypeNames->Float
    /// \n  Variability: SdfVariabilityVarying
    /// \n  Fallback Value: No Fallback
    USDRI_API
    UsdAttribute GetRiIntensityAttr() const;

    /// See GetRiIntensityAttr(), 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.
    USDRI_API
    UsdAttribute CreateRiIntensityAttr(VtValue const &defaultValue = VtValue(), bool writeSparsely=false) const;

public:
    // --------------------------------------------------------------------- //
    // RIDIFFUSE 
    // --------------------------------------------------------------------- //
    /// 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: No Fallback
    USDRI_API
    UsdAttribute GetRiDiffuseAttr() const;

    /// See GetRiDiffuseAttr(), 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.
    USDRI_API
    UsdAttribute CreateRiDiffuseAttr(VtValue const &defaultValue = VtValue(), bool writeSparsely=false) const;

public:
    // --------------------------------------------------------------------- //
    // RISPECULAR 
    // --------------------------------------------------------------------- //
    /// 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: No Fallback
    USDRI_API
    UsdAttribute GetRiSpecularAttr() const;

    /// See GetRiSpecularAttr(), 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.
    USDRI_API
    UsdAttribute CreateRiSpecularAttr(VtValue const &defaultValue = VtValue(), bool writeSparsely=false) 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)--
};

PXR_NAMESPACE_CLOSE_SCOPE

#endif
