Implementing a Texture: Difference between revisions
Jump to navigation
Jump to search
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: *..." |
|||
Line 12: | Line 12: | ||
==== Modifying the base texture header ==== | ==== Modifying the base texture header ==== | ||
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 16:09, 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