Add loading texture API.
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@@ -70,9 +70,7 @@ struct TinyRendererVisualShapeConverterInternalData
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int m_swWidth;
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int m_swHeight;
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TGAImage m_rgbColorBuffer;
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unsigned char* m_texture;
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int m_textureWidth;
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int m_textureHeight;
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b3AlignedObjectArray<MyTexture2> m_textures;
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b3AlignedObjectArray<float> m_depthBuffer;
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b3AlignedObjectArray<int> m_segmentationMaskBuffer;
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@@ -832,27 +830,24 @@ void TinyRendererVisualShapeConverter::resetAll()
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m_data->m_swRenderInstances.clear();
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}
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// Get shapeUniqueId from getVisualShapesData?
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void TinyRendererVisualShapeConverter::activateShapeTexture(int shapeUniqueId, int textureUniqueId)
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{
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// Use shapeUniqueId?
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int objectArrayIndex = 8;
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int objectIndex = 0;
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printf("num m_swRenderInstances = %d\n", m_data->m_swRenderInstances.size());
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TinyRendererObjectArray** ptrptr = m_data->m_swRenderInstances.getAtIndex(objectArrayIndex);
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TinyRendererObjectArray** ptrptr = m_data->m_swRenderInstances.getAtIndex(shapeUniqueId);
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if (ptrptr && *ptrptr)
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{
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TinyRendererObjectArray* ptr = *ptrptr;
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ptr->m_renderObjects[objectIndex]->m_model->setDiffuseTextureFromData(m_data->m_texture,m_data->m_textureWidth,m_data->m_textureHeight);
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ptr->m_renderObjects[0]->m_model->setDiffuseTextureFromData(m_data->m_textures[textureUniqueId].textureData,m_data->m_textures[textureUniqueId].m_width,m_data->m_textures[textureUniqueId].m_height);
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}
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}
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int TinyRendererVisualShapeConverter::registerTexture(unsigned char* texels, int width, int height)
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{
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m_data->m_texture = texels;
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m_data->m_textureWidth = width;
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m_data->m_textureHeight = height;
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return 0;
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MyTexture2 texData;
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texData.m_width = width;
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texData.m_height = height;
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texData.textureData = texels;
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m_data->m_textures.push_back(texData);
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return m_data->m_textures.size()-1;
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}
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void TinyRendererVisualShapeConverter::loadTextureFile(const char* filename)
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