Dreikblack Posted December 27, 2023 Posted December 27, 2023 1. Create brush and material. 2. Apply texture to material: Saved locally this texture for test purpose https://raw.githubusercontent.com/UltraEngine/Documentation/master/Assets/Materials/tiles.dds 3. Save a map with a brush. 4. Load map - no texture on brush. I can see it in a map file with a text editor. #include "UltraEngine.h" using namespace UltraEngine; int main(int argc, const char* argv[]) { //Get the displays auto displays = GetDisplays(); //Create a window auto window = CreateWindow("Ultra Engine", 0, 0, 1280, 720, displays[0], WINDOW_CENTER | WINDOW_TITLEBAR); //Load FreeImage plugin auto plg = LoadPlugin("Plugins/FITextureLoader"); //Create a world auto world = CreateWorld(); //Create a framebuffer auto framebuffer = CreateFramebuffer(window); //Create a camera auto camera = CreateCamera(world); camera->SetClearColor(0.125); camera->SetPosition(0, 1, -4); //Create light auto light = CreateBoxLight(world); light->SetRange(-10, 10); light->SetArea(15, 15); light->SetRotation(45, 35, 0); light->SetColor(2); //Create a scene auto scene = CreateMap(); scene->entities.push_back(camera); scene->entities.push_back(light); //Load model auto t = CreateBoxBrush(world, 1, 1, 1); auto texture = LoadTexture("tiles.dds"); auto material = CreateMaterial(); material->SetTexture(texture); t->SetMaterial(material); scene->entities.push_back(t); scene->Save("game.sav"); //Main loop while (window->Closed() == false and window->KeyDown(KEY_ESCAPE) == false) { if (window->KeyHit(KEY_SPACE)) { scene = LoadMap(world, "game.sav"); } world->Update(); world->Render(framebuffer); } return 0; } Quote
Josh Posted December 30, 2023 Posted December 30, 2023 Can you upload your map file please? Quote My job is to make tools you love, with the features you want, and performance you can't live without.
Dreikblack Posted December 31, 2023 Author Posted December 31, 2023 I create a map in code of this example. Quote
Dreikblack Posted December 31, 2023 Author Posted December 31, 2023 Uploaded what i got with this code just in casegame.zip Quote
Josh Posted January 16, 2024 Posted January 16, 2024 Map file appears to have all the info: "scene": { "ambientlight": [ 0.25, 0.25, 0.25 ], "base": "", "entities": [ { "camera": { "clearcolor": [ 0.125, 0.125, 0.125 ], "clearmode": 3, "fov": 90.0, "range": [ 0.10000000149011612, 1000.0 ] }, "castshadows": false, "collisiontype": 0, "friction": [ 0.5, 0.8999999761581421 ], "matrix": [ "0x3f800000", "0x0", "0x0", "0x0", "0x0", "0x3f800000", "0x0", "0x0", "0x0", "0x0", "0x3f800000", "0x0", "0x0", "0x3f800000", "0xc0800000", "0x3f800000" ], "physicsmode": 0, "pickmode": 0, "position": [ "0x0", "0x3f800000", "0xc0800000" ], "reflection": true, "uuid": "daad0d12-ac3e-41cf-968b-84119150c110" }, { "boxlight": { "area": [ 15.0, 15.0 ], "range": [ -10.0, 10.0 ] }, "castshadows": true, "collisiontype": 0, "color": [ 2.0, 2.0, 2.0, 1.0 ], "friction": [ 0.5, 0.8999999761581421 ], "matrix": [ "0x3f51b3f3", "0xb2800000", "0xbf12d5e7", "0x0", "0x3ecfa828", "0x3f3504f2", "0x3f144849", "0x0", "0x3ecfa826", "0xbf3504f3", "0x3f144848", "0x0", "0x0", "0x0", "0x0", "0x3f800000" ], "physicsmode": 0, "pickmode": 0, "quaternion": [ "0xbebadd92", "0xbe8e3de3", "0x3debac83", "0x3f61910d" ], "reflection": true, "rotation": [ "0x42340000", "0x420c0000", "0x0" ], "uuid": "f414b4a1-c817-4d48-9861-e3e605146623" }, { "brush": { "faces": [ { "indicecount": 4, "indices": 96, "mappingplane": [ [ 1.0, -0.0, -0.0, 0.0 ], [ -0.0, -0.0, -1.0, 0.0 ] ], "mappingscale": [ 400.0, 400.0 ] }, { "indicecount": 4, "indices": 104, "mappingplane": [ [ -1.0, -0.0, -0.0, 0.0 ], [ -0.0, -0.0, -1.0, 0.0 ] ], "mappingscale": [ 400.0, 400.0 ] }, { "indicecount": 4, "indices": 112, "mappingplane": [ [ -1.0, -0.0, -0.0, 0.0 ], [ -0.0, -1.0, -0.0, 0.0 ] ], "mappingscale": [ 400.0, 400.0 ] }, { "indicecount": 4, "indices": 120, "mappingplane": [ [ 1.0, -0.0, -0.0, 0.0 ], [ -0.0, -1.0, -0.0, 0.0 ] ], "mappingscale": [ 400.0, 400.0 ] }, { "indicecount": 4, "indices": 128, "mappingplane": [ [ -0.0, -0.0, -1.0, 0.0 ], [ -0.0, -1.0, -0.0, 0.0 ] ], "mappingscale": [ 400.0, 400.0 ] }, { "indicecount": 4, "indices": 136, "mappingplane": [ [ -0.0, -0.0, 1.0, 0.0 ], [ -0.0, -1.0, -0.0, 0.0 ] ], "mappingscale": [ 400.0, 400.0 ] } ], "material": 1, "vertexcount": 8, "vertices": 0 }, "castshadows": true, "collisiontype": 2, "friction": [ 0.5, 0.8999999761581421 ], "physicsmode": 1, "pickmode": 1, "reflection": true, "uuid": "e8571be5-05a9-4c18-a137-f115abdd2605" } ], "gravity": [ 0.0, -9.8100004196167, 0.0 ], "iblintensity": 1.0, "materials": [ { "displacement": [ 0.05000000074505806, -0.02500000037252903 ], "metallic": 0.0, "roughness": 1.0, "shadow": true, "texture0": "https://raw.githubusercontent.com/UltraEngine/Documentation/master/Assets/Materials/tiles.dds" } ] } Quote My job is to make tools you love, with the features you want, and performance you can't live without.
Solution Josh Posted January 16, 2024 Solution Posted January 16, 2024 Okay, I added some code so that embedded materials will be loaded correctly. It does appear that brush texcoords are not getting reloaded correctly, but I think that is a separate issue. Quote My job is to make tools you love, with the features you want, and performance you can't live without.
Josh Posted January 16, 2024 Posted January 16, 2024 Ah, it was just because the brush was not being rebuilt after applying the material. This is a little bit better code: #include "UltraEngine.h" using namespace UltraEngine; int main(int argc, const char* argv[]) { //Get the displays auto displays = GetDisplays(); //Create a window auto window = CreateWindow("Ultra Engine", 0, 0, 1280, 720, displays[0], WINDOW_CENTER | WINDOW_TITLEBAR); //Load FreeImage plugin auto plg = LoadPlugin("Plugins/FITextureLoader"); //Create a world auto world = CreateWorld(); //Create a framebuffer auto framebuffer = CreateFramebuffer(window); //Create a camera auto camera = CreateCamera(world); camera->SetClearColor(0.125); camera->SetPosition(0, 1, -4); //Create light auto light = CreateBoxLight(world); light->SetRange(-10, 10); light->SetArea(15, 15); light->SetRotation(45, 35, 0); light->SetColor(2); //Create a scene auto scene = CreateMap(); //Load model auto t = CreateBoxBrush(world, 4, 4, 4); auto texture = LoadTexture("https://raw.githubusercontent.com/UltraEngine/Documentation/master/Assets/Materials/tiles.dds"); auto material = CreateMaterial(); material->SetTexture(texture); t->SetMaterial(material); t->Build(); scene->AddEntity(t); scene->Save(GetPath(PATH_DESKTOP) + "/game.sav"); t = nullptr; //Main loop while (window->Closed() == false and window->KeyDown(KEY_ESCAPE) == false) { if (window->KeyHit(KEY_SPACE)) { scene = LoadMap(world, GetPath(PATH_DESKTOP) + "/game.sav"); } world->Update(); world->Render(framebuffer); } return 0; } Quote My job is to make tools you love, with the features you want, and performance you can't live without.
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