ADD: update build preqs an readme
This commit is contained in:
@@ -4,10 +4,11 @@ Multi-purpose Vulkan render engine specialized for physics simulation and solar
|
||||
## Introduction
|
||||
Work-In-Progress Vulkan render engine
|
||||
Current structure:
|
||||
- Flexible render graph system with multiple render passes
|
||||
- Flexible render graph system with multiple render passes, Hot reloading
|
||||
- Deferred rendering
|
||||
- PBR (IBL is WIP), cascaded shadows, normal mapping (MikkTSpace tangents optional)
|
||||
- GLTF loading and rendering, primitive creation and rendering.
|
||||
- Supports texture compression(BCn, non glTF standard), LRU reload
|
||||
|
||||
Work-In-Progress
|
||||
- [ ] IBL
|
||||
@@ -16,3 +17,6 @@ Work-In-Progress
|
||||
- [ ] SSR
|
||||
- [ ] SSAO, bloom
|
||||
- [ ] Planet Rendering
|
||||
|
||||
## Build prequsites
|
||||
- ktx software with libraries
|
||||
|
||||
@@ -437,7 +437,6 @@ void TextureCache::worker_loop()
|
||||
if (hasKTX2)
|
||||
{
|
||||
attemptedKTX2 = true;
|
||||
fmt::println("[TextureCache] KTX2 candidate for '{}' → '{}'", rq.path, ktxPath.string());
|
||||
ktxTexture2* ktex = nullptr;
|
||||
ktxResult kres = ktxTexture2_CreateFromNamedFile(ktxPath.string().c_str(), KTX_TEXTURE_CREATE_LOAD_IMAGE_DATA_BIT, &ktex);
|
||||
if (kres != KTX_SUCCESS || !ktex)
|
||||
@@ -511,8 +510,6 @@ void TextureCache::worker_loop()
|
||||
}
|
||||
out.width = static_cast<int>(baseW);
|
||||
out.height = static_cast<int>(baseH);
|
||||
fmt::println("[TextureCache] libktx parsed: format={}, {}x{}, mips={}, dataSize={}",
|
||||
string_VkFormat(vkfmt), baseW, baseH, mipLevels, (unsigned long long)totalSize);
|
||||
ktxTexture_Destroy(ktxTexture(ktex));
|
||||
}
|
||||
}
|
||||
|
||||
@@ -613,7 +613,7 @@ void VulkanEngine::init()
|
||||
auto imguiPass = std::make_unique<ImGuiPass>();
|
||||
_renderPassManager->setImGuiPass(std::move(imguiPass));
|
||||
|
||||
const std::string structurePath = _assetManager->modelPath("mirage2000/scene.gltf");
|
||||
const std::string structurePath = _assetManager->modelPath("sponza_2/scene.gltf");
|
||||
const auto structureFile = _assetManager->loadGLTF(structurePath);
|
||||
|
||||
assert(structureFile.has_value());
|
||||
|
||||
Reference in New Issue
Block a user