Fork Heaps on GitHub
Menu

Example CubeTexture

«    »

Assigning materials in Heaps

class CubeTexture extends hxd.App {

  var skyTexture : h3d.mat.Texture;

  override function init() {

    skyTexture = new h3d.mat.Texture(128, 128, [Cube, MipMapped]);
    var bmp = hxd.Pixels.alloc(skyTexture.width, skyTexture.height, h3d.mat.Texture.nativeFormat);
    var faceColors = [0xFF0000, 0x00FF00, 0x0000FF, 0xFFFF00, 0x00FFFF, 0xFF00FF];
    for( i in 0...6 ) {
      for( x in 0...128 )
        for( y in 0...128 )
          bmp.setPixel(x,y, (x + y) & 1 == 0 ? faceColors[i] : (faceColors[i]>>1)&0x7F7F7F);
      skyTexture.uploadPixels(bmp, 0, i);
    }
    skyTexture.mipMap = Linear;

    var sky = new h3d.prim.Sphere(30, 128, 128);
    sky.addNormals();
    var skyMesh = new h3d.scene.Mesh(sky, s3d);
    skyMesh.material.mainPass.culling = Front;
    skyMesh.material.mainPass.addShader(new h3d.shader.CubeMap(skyTexture));
    skyMesh.material.shadows = false;

    var sp = new h3d.prim.Sphere(0.5, 64, 64);
    sp.addNormals();
    var m = new h3d.scene.Mesh(sp, null, s3d);
    m.material.mainPass.enableLights = true;
    m.material.shadows = false;
    m.material.mainPass.addShader(new h3d.shader.CubeMap(skyTexture, true));

    var pt = new h3d.scene.fwd.PointLight(s3d);
    pt.x = 2;
    pt.y = 1;
    pt.z = 4;
    pt.enableSpecular = true;
    pt.params.set(0, 1, 0);

    s3d.lightSystem.ambientLight.set(0.1, 0.1, 0.1);

    new h3d.scene.CameraController(5, s3d).loadFromCamera();

  }

  override function update(dt:Float) {
    if( hxd.Key.isPressed("M".code) ) {
      skyTexture.mipMap = switch( skyTexture.mipMap ) {
      case None: Nearest;
      case Nearest: Linear;
      case Linear: None;
      }
    }
  }

  static function main() {
    new CubeTexture();
  }

}

View source on Github Open in new tab