LuxCoreRender Project wants you!

Discussion related to the Engine functionality, implementations and API.
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B.Y.O.B.
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Re: LuxCoreRender Project wants you!

Post by B.Y.O.B. » Sat Mar 02, 2019 8:15 pm

CodeHD wrote:
Sat Mar 02, 2019 5:50 pm
Hi,

I am currently trying to read myself a bit thorugh the C++ code to get some better understanding of how it works, but it is difficult for me to see how the different bits and pieces connect.
While I know general C++ syntax, I have never done a project like this in this language (I worked more in python), so I lack the experience or the feeling for where to expect the connecting code.

What I am looking for is a bit of an introduction, something like "The directory /samples/luxcoreui/... contains the user interface. The function to read scene is in /xyz/abc.cpp. When you start a render, the selected render engine is connceted to the sampelr by the code in the file /src/abc/xyz.cpp, then the bvh traversal in ..." etc.

If that example doesn't help: I just want to get some help about how to dig through the code :D
This could be a could thing to have as a pinned and locked thread.
Here's a bit on the OpenCL side: https://wiki.blender.org/wiki/User:Jbak ... /LuxRender
A tutorial on writing imagepipeline plugins: https://wiki.luxcorerender.org/Writing_ ... ine_Plugin
And here's an incomplete one on how to add a texture, unfortunately I never finished it: https://wiki.luxcorerender.org/Implementing_a_Texture

Apart from these (probably not too helpful) pointers I can only recommend to install a powerful IDE/text editor where you can click on a class name to go to the definition, easily switch header/source and so on, this helps a lot when exploring the source code.
Support LuxCoreRender project with salts and bounties

CodeHD
Posts: 98
Joined: Tue Dec 11, 2018 12:38 pm

Re: LuxCoreRender Project wants you!

Post by CodeHD » Sun Mar 03, 2019 6:25 pm

Thanks for the responses. I wasn't looking for a whole book, don't worry ;) The links provided by B.Y.O.B. are a good start, I should read them first.

A the moment I am still stuck with installing all sorts of IDEs and dependencies (new computer). I am at the point where it compiles luxcore without warnings, but I can't run anything becasue of missing dlls.

Also, installing Visual Studio with multiple language packs seems to have been a bad idea. The start menu entries for the different command prompts are mixed trilingual between english, german and italian, and its not the same language as it executes :roll:

I will come back to specific questions once i have this sh*t figured out...

CodeHD
Posts: 98
Joined: Tue Dec 11, 2018 12:38 pm

Re: LuxCoreRender Project wants you!

Post by CodeHD » Mon Mar 04, 2019 10:17 pm

Dade wrote:
Sat Mar 02, 2019 8:04 pm
Pick a specific topic: textures, image pipeline plugin, camera, volumes or whatever and start to try to understanding a specific aspect.
I've started now to get familiar with the camera. Seems like a good starting point so far. I now have to work myself through all the derived-class function-implementations :)

My idea for an exercise (after gaining the neccessary understanding) is implementing a "detector", as I worked around here with a matte-translucent slab + ortho camera:

viewtopic.php?f=4&t=793&start=10#p8335

For after that, I thought of continuing with the light sources, with the practical exercise of figuring out issue #2 in this post:

viewtopic.php?f=4&t=943

Do you think this is a good idea, or do you have any objections to starting like this?

motaman
Posts: 12
Joined: Tue Mar 12, 2019 4:03 pm

Re: LuxCoreRender Project wants you!

Post by motaman » Tue Mar 12, 2019 6:51 pm

Plugin/exporter developer :twisted: maya

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