HPS
This is a very simple HPS sample to create a shell using Physically Based Rendering (or PBR).
More details are available about PBR and related properties under the Materials documentation.
Instructions
Add the following code to a CHPSView User Code method in the MFC Sandbox application:
void CHPSView::OnUserCode3() { PortfolioKey portfolio = Database::CreatePortfolio(); SegmentKey my_seg = GetCanvas().GetFrontView().GetAttachedModel().GetSegmentKey(); my_seg.GetPortfolioControl().Push(portfolio); { auto load_png = [&](const char * file_name, const char * image_name) -> bool { HPS::Image::ImportOptionsKit iok; iok.SetFormat(HPS::Image::Format::Png); ImageKit image_kit = Image::File::Import(file_name, iok); ImageDefinition image_def = portfolio.DefineImage(image_name, image_kit); TextureDefinition txr_def = portfolio.DefineTexture(image_name, image_def); return true; }; load_png("ship.png", "ship"); load_png("IMAGE_PBR_PATH/chipped-paint-metal/chipped-paint-metal-albedo.png", "chipped-paint-metal-albedo"); load_png("IMAGE_PBR_PATH/chipped-paint-metal/chipped-paint-ao.png", "chipped-paint-metal-ao"); load_png("IMAGE_PBR_PATH/chipped-paint-metal/chipped-paint-metal-metal.png", "chipped-paint-metal-metalness"); load_png("IMAGE_PBR_PATH/chipped-paint-metal/chipped-paint-metal-rough2.png", "chipped-paint-metal-roughness"); load_png("IMAGE_PBR_PATH/chipped-paint-metal/chipped-paint-metal-normal-dx.png", "chipped-paint-metal-normal"); GlyphKit glyphKit = GlyphKit(); glyphKit.SetRadius(0); glyphKit.SetOffset(GlyphPoint(0, 0)); ImageGlyphElement imageGlyphElement; imageGlyphElement.SetSource("ship"); GlyphElementArray glyphElements; glyphElements.push_back(imageGlyphElement); glyphKit.SetElements(glyphElements); portfolio.DefineGlyph("shipGlyph", glyphKit); } SegmentKey shellSegment = my_seg.Subsegment(); shellSegment.GetVisibilityControl().SetEverything(false); // Insert a small test shell with parameterization ShellKey shellKey; { float const quad_points[] = { -0.75f, 0.75f, 0.0f, 0.75f, 0.75f, 0.0f, 0.75f, -0.75f, 0.0f, -0.75f, -0.75f, 0.0f }; int const quad_flist[] = { 4, 0, 1, 2, 3 }; float const quad_uvs[] = { 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, }; shellKey = shellSegment.InsertShell(4, (Point const *)&quad_points[0], 5, quad_flist); shellKey.SetVertexParametersByRange(0, 8, quad_uvs, 2); } my_seg.GetVisibilityControl().SetEverything(false).SetFaces(true).SetLights(true); my_seg.ReferenceGeometry(shellKey); PBRMaterialKit pbr; pbr.SetBaseColorMap("chipped-paint-metal-albedo"); pbr.SetNormalMap("chipped-paint-metal-normal"); pbr.SetMetalnessMap("chipped-paint-metal-metalness", HPS::Material::Texture::ChannelMapping::Red); pbr.SetRoughnessMap("chipped-paint-metal-roughness", HPS::Material::Texture::ChannelMapping::Red); pbr.SetOcclusionMap("chipped-paint-metal-ao", HPS::Material::Texture::ChannelMapping::Red); my_seg.SetPBRMaterial(pbr); my_seg.InsertDistantLight(Vector(0.4174f, 0.2564f, -0.8951f)); }
Download the Chipped Paint Metal PBR Material images archive from FreePBR.com called chipped-paint-metal-ue and install it on your system.
Replace “IMAGE_PBR_PATH” in the code with the actual path to the unzipped Chipped Paint Metal files.
This should result in a scene similar to:
3DF
This is a very simple 3DF sample function to create a shell using Physically Based Rendering (or PBR).
More details are available about PBR and related properties under the Materials documentation.
Instructions
Add the following test function to a HOOPS 3DF application:
int TestPBR () { if (!IsShaderDriver()) // make sure driver is ogl or dx11 return TEST_UNSUPPORTED; HC_Open_Segment ("a"); HC_Open_Segment("image"); { HC_Set_Visibility("images=off"); auto load_png = [](const char * file_name, const char * image_name) -> bool { FILE *file = fopen(file_name), "rb"); if (!file) return false; fseek(file, 0, SEEK_END); int length = ftell(file); fseek(file, 0, SEEK_SET); unsigned char * buffer = new unsigned char[length]; fread(buffer, sizeof(unsigned char), length, file); fclose(file); HC_Insert_Compressed_Image(0, 0, 0, H_FORMAT_TEXT("png, name = %s", image_name), -1, -1, length, buffer); delete[] buffer; return true; }; if (!load_png("IMAGE_PBR_PATH/sandstonecliff-albedo.png", "sandstonecliff-albedo")) return TEST_IMAGE_MISSING; if (!load_png("IMAGE_PBR_PATH/sandstonecliff-ao.png", "sandstonecliff-ao")) return TEST_IMAGE_MISSING; if (!load_png("IMAGE_PBR_PATH/sandstonecliff-metalness.png", "sandstonecliff-metalness")) return TEST_IMAGE_MISSING; if (!load_png("IMAGE_PBR_PATH/sandstonecliff-roughness.png", "sandstonecliff-roughness")) return TEST_IMAGE_MISSING; if (!load_png("IMAGE_PBR_PATH/sandstonecliff-normal-ue.png", "sandstonecliff-normal")) return TEST_IMAGE_MISSING; } HC_Close_Segment(); HC_Set_PBR_Material("sandstonecliff-albedo", "sandstonecliff-normal", nullptr, "sandstonecliff-metalness", 0, "sandstonecliff-roughness", 0, "sandstonecliff-ao", 0, nullptr, 1.0, 1.0, 1.0, 1.0, 1.0, nullptr); HC_Insert_Distant_Light(1, 1, -1); HC_Open_Segment("shell"); { float const quad_points[] = { -0.75f, 0.75f, 0.0f, 0.75f, 0.75f, 0.0f, 0.75f, -0.75f, 0.0f, -0.75f, -0.75f, 0.0f }; int const quad_flist[] = {4, 0, 1, 2, 3}; float const quad_uvs[] = { 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, }; HC_Set_Visibility("no edges, no markers"); HC_KEY shell_key = HC_Insert_Shell(4, quad_points, 5, quad_flist); HC_MSet_Vertex_Parameters(shell_key, 0, 4, 2, quad_uvs); } HC_Close_Segment(); HC_Close_Segment(); return TEST_COMPLETE; }
Download the Sand Stone Cliff images archive from FreePBR.com called sandstonecliff-ue and install it on your system.
Replace “IMAGE_PBR_PATH” in the code with the actual path to the unzipped Sand Stone Cliff files.
Do not worry about IsShaderDriver() or the specific return values.
This should result in a scene similar to: