Difference between revisions of "Implementing a Texture"

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(Created page with "== C++ Code == Files that need to be created: * Header: include/slg/textures/yourtexturename.h * Source: src/slg/textures/yourtexturename.cpp Files that need to be edited: *...")
 
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==== Modifying the base texture header ====
==== Modifying the base texture header ====
TODO
 
Open the file include/slg/textures/texture.h
Add your new texture type to the <code>TextureType</code> enum.


==== Modifying Sceneparse ====
==== Modifying Sceneparse ====

Revision as of 14:09, 18 June 2018

C++ Code

Files that need to be created:

  • Header: include/slg/textures/yourtexturename.h
  • Source: src/slg/textures/yourtexturename.cpp

Files that need to be edited:

  • Base texture header: include/slg/textures/texture.h
  • Sceneparse: src/slg/scene/parsetextures.cpp
  • CMakeLists.txt: src/slg/CMakeLists.txt

Commit with example: adding the "Divide" texture: https://github.com/LuxCoreRender/LuxCore/commit/ce6e23c244b1bb426c1dcd13099a41982e565b88

Modifying the base texture header

Open the file include/slg/textures/texture.h Add your new texture type to the TextureType enum.

Modifying Sceneparse

TODO

Modifying CMakeLists.txt

TODO

Compile and Test

To test your plugin, compile LuxCore: Compiling_LuxCore

After the compilation succeeds, you will need a scene to test your plugin. The easiest method is to edit one of the .scn files in the scenes/luxball directory.

TODO Example

Now, run luxcoreui from the root LuxCore directory with

./bin/luxcoreui ./scenes/luxball/luxball-sunset.cfg

TODO result example image

OpenCL Code

TODO