omni/avreality/rain/IWetnessController.h

File members: omni/avreality/rain/IWetnessController.h

// Copyright (c) 2023, NVIDIA CORPORATION. All rights reserved.
//
// NVIDIA CORPORATION and its licensors retain all intellectual property
// and proprietary rights in and to this software, related documentation
// and any modifications thereto. Any use, reproduction, disclosure or
// distribution of this software and related documentation without an express
// license agreement from NVIDIA CORPORATION is strictly prohibited.
//

#pragma once

#include <carb/Interface.h>
#include <carb/Types.h>

namespace omni::avreality::rain
{

struct IWetnessController
{
    CARB_PLUGIN_INTERFACE("omni::avreality::rain::IWetnessController", 1, 0)

    void(CARB_ABI* applyGlobalWetnessState)(bool wetnessState, const char* usdContextName);

    void(CARB_ABI* applyGlobalWetness)(float wetness, const char* usdContextName);

    void(CARB_ABI* applyGlobalPorosity)(float porosity, const char* usdContextName);

    void(CARB_ABI* applyGlobalPorosityScale)(float porosityScale, const char* usdContextName);

    void(CARB_ABI* applyGlobalWaterAlbedo)(carb::ColorRgb waterAlbedo, const char* usdContextName);

    void(CARB_ABI* applyGlobalWaterTransparency)(float waterTransparency, const char* usdContextName);

    void(CARB_ABI* applyGlobalWaterAccumulation)(float waterAccumulation, const char* usdContextName);

    void(CARB_ABI* applyGlobalWaterAccumulationScale)(float waterAccumulationScale, const char* usdContextName);

    void(CARB_ABI* loadShadersParameters)(const char* usdContextName);
};

} // namespace omni::avreality::rain