Clarisse 5.0 SP8 SDK  5.0.5.8.0
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OSLShaderInputs Struct Reference

Public Attributes

GMathVec3f P
 
GMathVec3f dPdx
 
GMathVec3f dPdy
 
GMathVec3f dPdz
 
GMathVec3f I
 
GMathVec3f dIdx
 
GMathVec3f dIdy
 
GMathVec3f N
 
GMathVec3f Ng
 
float u
 
float dudx
 
float dudy
 
float v
 
float dvdx
 
float dvdy
 
GMathVec3f dPdu
 
GMathVec3f dPdv
 
float time
 
float dtime
 
GMathVec3f dPdtime
 
GMathVec3f Ps
 
GMathVec3f dPsdx
 
GMathVec3f dPsdy
 
OSLShaderInputState input_state
 
const GMathMatrix4x4d * object2common
 
const GMathMatrix4x4d * shader2common
 
float surfacearea
 
GMathRay::Type raytype
 
int flipHandedness
 
int backfacing
 
GMathRay::Type raytrace_type
 
const CtxGasctx_gas
 

Member Data Documentation

int OSLShaderInputs::backfacing

True if we are shading the backside of the surface

const CtxGas* OSLShaderInputs::ctx_gas
GMathVec3f OSLShaderInputs::dIdx
GMathVec3f OSLShaderInputs::dIdy

Incident ray

GMathVec3f OSLShaderInputs::dPdtime

Velocity

GMathVec3f OSLShaderInputs::dPdu
GMathVec3f OSLShaderInputs::dPdv

Tangents on the surface

GMathVec3f OSLShaderInputs::dPdx
GMathVec3f OSLShaderInputs::dPdy

Position

GMathVec3f OSLShaderInputs::dPdz

z zeriv for volume shading

GMathVec3f OSLShaderInputs::dPsdx
GMathVec3f OSLShaderInputs::dPsdy

Point being lit (valid only in light attenuation shaders

float OSLShaderInputs::dtime

Time interval for each sample

float OSLShaderInputs::dudx
float OSLShaderInputs::dudy

Surface parameter u

float OSLShaderInputs::dvdx
float OSLShaderInputs::dvdy

Surface parameter v

int OSLShaderInputs::flipHandedness

flips the result of calculatenormal()

GMathVec3f OSLShaderInputs::I
OSLShaderInputState OSLShaderInputs::input_state
GMathVec3f OSLShaderInputs::N

Shading normal

GMathVec3f OSLShaderInputs::Ng

True geometric normal

const GMathMatrix4x4d* OSLShaderInputs::object2common

Object->common xform

GMathVec3f OSLShaderInputs::P
GMathVec3f OSLShaderInputs::Ps
GMathRay ::Type OSLShaderInputs::raytrace_type
GMathRay ::Type OSLShaderInputs::raytype

Bit field of ray type flags

const GMathMatrix4x4d* OSLShaderInputs::shader2common

Shader->common xform

float OSLShaderInputs::surfacearea

Total area of the object (defined by light shaders for energy normalization)

float OSLShaderInputs::time

Time for each sample

float OSLShaderInputs::u
float OSLShaderInputs::v