33 switch (light->type) {
35 switch (light->area_shape) {
38 data_[pxr::HdLightTokens->height] = light->area_size;
41 data_[pxr::HdLightTokens->width] = light->area_size;
42 data_[pxr::HdLightTokens->height] = light->area_sizey;
45 data_[pxr::HdLightTokens->radius] = light->area_size / 2.0f;
49 data_[pxr::HdLightTokens->radius] = (light->area_size + light->area_sizey) / 4.0f;
56 data_[pxr::HdLightTokens->radius] = light->radius;
57 if (light->radius == 0.0f) {
58 data_[pxr::UsdLuxTokens->treatAsPoint] =
true;
62 data_[pxr::UsdLuxTokens->inputsShapingConeAngle] =
RAD2DEGF(light->spotsize * 0.5f);
63 data_[pxr::UsdLuxTokens->inputsShapingConeSoftness] = light->spotblend;
68 data_[pxr::HdLightTokens->angle] =
RAD2DEGF(light->sun_angle * 0.5f);
78 if (light->type ==
LA_SUN) {
80 intensity = light->energy / 4.0f;
84 intensity = light->energy /
M_PI;
87 data_[pxr::HdLightTokens->intensity] = intensity;
88 data_[pxr::HdLightTokens->exposure] = 0.0f;
89 data_[pxr::HdLightTokens->color] = pxr::GfVec3f(light->r, light->g, light->b);
90 data_[pxr::HdLightTokens->diffuse] = light->diff_fac;
91 data_[pxr::HdLightTokens->specular] = light->spec_fac;
92 data_[pxr::HdLightTokens->normalize] =
true;