| 425 | } |
| 426 | |
| 427 | void HnLight::Sync(pxr::HdSceneDelegate* SceneDelegate, |
| 428 | pxr::HdRenderParam* RenderParam, |
| 429 | pxr::HdDirtyBits* DirtyBits) |
| 430 | { |
| 431 | if (*DirtyBits == pxr::HdLight::Clean) |
| 432 | return; |
| 433 | |
| 434 | const pxr::SdfPath& Id = GetId(); |
| 435 | |
| 436 | bool LightDirty = false; |
| 437 | |
| 438 | { |
| 439 | bool IsVisible = SceneDelegate->GetVisible(Id); |
| 440 | if (IsVisible != m_IsVisible) |
| 441 | { |
| 442 | m_IsVisible = IsVisible; |
| 443 | LightDirty = true; |
| 444 | m_IsShadowMapDirty = true; |
| 445 | } |
| 446 | } |
| 447 | |
| 448 | bool ShadowTransformDirty = false; |
| 449 | if (*DirtyBits & DirtyTransform) |
| 450 | { |
| 451 | const pxr::GfMatrix4d Transform = SceneDelegate->GetTransform(Id); |
| 452 | |
| 453 | const float3 Position = ToFloat3(Transform.ExtractTranslation()); |
| 454 | if (Position != m_Position) |
| 455 | { |
| 456 | m_Position = Position; |
| 457 | LightDirty = true; |
| 458 | } |
| 459 | |
| 460 | // Convention is to emit light along -Z |
| 461 | const pxr::GfVec4d zDir = Transform.GetRow(2); |
| 462 | const float3 Direction = -ToFloat3(pxr::GfVec3d{zDir[0], zDir[1], zDir[2]}); |
| 463 | if (Direction != m_Direction) |
| 464 | { |
| 465 | m_Direction = Direction; |
| 466 | |
| 467 | float3 LightSpaceX, LightSpaceY, LightSpaceZ; |
| 468 | BasisFromDirection(m_Direction, true, LightSpaceX, LightSpaceY, LightSpaceZ); |
| 469 | m_ViewMatrix = float4x4::ViewFromBasis(LightSpaceX, LightSpaceY, LightSpaceZ); |
| 470 | |
| 471 | LightDirty = true; |
| 472 | } |
| 473 | |
| 474 | ShadowTransformDirty = true; |
| 475 | |
| 476 | *DirtyBits &= ~DirtyTransform; |
| 477 | } |
| 478 | |
| 479 | if (*DirtyBits & DirtyParams) |
| 480 | { |
| 481 | auto LightType = GLTF::Light::TYPE::UNKNOWN; |
| 482 | if (m_TypeId == pxr::HdPrimTypeTokens->distantLight) |
| 483 | { |
| 484 | LightType = GLTF::Light::TYPE::DIRECTIONAL; |
nothing calls this directly
no test coverage detected