add a textured sphere8.obj test with obj loader
fix shaders, so that shadowed and non-shadowed are matching fix registerGraphicsUnitSphereShape API (level of detail), support textured sphere too add support for textured cube add start for a Tutorial.cpp
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@@ -8,7 +8,7 @@
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#include "Wavefront2GLInstanceGraphicsShape.h"
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#include "../../Utils/b3ResourcePath.h"
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#include "Bullet3Common/b3FileUtils.h"
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#include "stb_image/stb_image.h"
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#include "../CommonInterfaces/CommonRigidBodyBase.h"
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@@ -58,7 +58,7 @@ void ImportObjSetup::initPhysics()
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m_dynamicsWorld->getDebugDrawer()->setDebugMode(btIDebugDraw::DBG_DrawWireframe);
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const char* fileName = "samurai_monastry.obj";
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const char* fileName = "sphere8.obj";
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char relativeFileName[1024];
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if (b3ResourcePath::findResourcePath(fileName, relativeFileName, 1024))
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{
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@@ -86,10 +86,49 @@ void ImportObjSetup::initPhysics()
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btVector3 position = trans.getOrigin();
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btQuaternion orn = trans.getRotation();
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btVector3 color(0,0,1);
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btVector3 color(1,1,1);
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int textureIndex = -1;
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//try to load some texture
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for (int i=0;i<shapes.size();i++)
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{
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const tinyobj::shape_t& shape = shapes[i];
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if (shape.material.diffuse_texname.length()>0)
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{
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int width,height,n;
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const char* filename = shape.material.diffuse_texname.c_str();
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const unsigned char* image=0;
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int shapeId = m_guiHelper->getRenderInterface()->registerShape(&gfxShape->m_vertices->at(0).xyzw[0], gfxShape->m_numvertices, &gfxShape->m_indices->at(0), gfxShape->m_numIndices);
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const char* prefix[]={"./","./data/","../data/","../../data/","../../../data/","../../../../data/"};
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int numprefix = sizeof(prefix)/sizeof(const char*);
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for (int i=0;!image && i<numprefix;i++)
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{
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char relativeFileName[1024];
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sprintf(relativeFileName,"%s%s",prefix[i],filename);
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image = stbi_load(relativeFileName, &width, &height, &n, 0);
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}
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if (image)
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{
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textureIndex = m_guiHelper->getRenderInterface()->registerTexture(image,width,height);
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if (textureIndex>=0)
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{
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break;
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}
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}
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}
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}
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if (1)
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{
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}
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int shapeId = m_guiHelper->getRenderInterface()->registerShape(&gfxShape->m_vertices->at(0).xyzw[0], gfxShape->m_numvertices, &gfxShape->m_indices->at(0), gfxShape->m_numIndices,B3_GL_TRIANGLES,textureIndex);
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//int id =
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m_guiHelper->getRenderInterface()->registerGraphicsInstance(shapeId,position,orn,color,scaling);
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