28 lines
1.1 KiB
Markdown
28 lines
1.1 KiB
Markdown
**Assets & Paths**
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- Default locations
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- `assets/` for models/textures and `shaders/` for GLSL live at the repo root.
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- The engine auto‑detects these folders by walking up from the working directory.
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- Override root via environment
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- Set `VKG_ASSET_ROOT` to a directory containing `assets/` and/or `shaders/`.
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- Example: `VKG_ASSET_ROOT=/home/user/vulkan-engine ./bin/vulkan_engine`
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- API
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- Use `AssetLocator` through `EngineContext::getAssets()` helpers:
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- `shaderPath("name.spv")` resolves a shader.
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- `assetPath("relative/or/absolute")` resolves runtime assets.
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- `modelPath("some.glb")` is an alias for `assetPath`.
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- Sample content
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- The engine loads `assets/police_office.glb` by default in `VulkanEngine::init()`.
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- Ensure this file (and any textures it references) exists under your asset root, or adjust the path used by the sample scene.
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- Materials & sRGB
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- See `docs/asset_manager.md` for mesh/material creation and sRGB/UNORM handling.
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- Conventions:
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- Albedo/base color → sRGB
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- Metallic-Roughness → UNORM (G=roughness, B=metallic)
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- Normal map → UNORM (+Y green up)
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