diff --git a/src/Editor/Asset/TextureLoader.cpp b/src/Editor/Asset/TextureLoader.cpp index bf24c20..d37feec 100644 --- a/src/Editor/Asset/TextureLoader.cpp +++ b/src/Editor/Asset/TextureLoader.cpp @@ -111,12 +111,13 @@ void TextureLoader::import(TextureImportArgs args, PTextureAsset textureAsset) { ktxBasisParams basisParams = { .structSize = sizeof(ktxBasisParams), .uastc = true, - .threadCount = 1, + .threadCount = 14, + .compressionLevel = 3, .uastcFlags = KTX_PACK_UASTC_LEVEL_FASTEST, .uastcRDO = true, }; - // KTX_ASSERT(ktxTexture2_CompressBasisEx(kTexture, &basisParams)); - // KTX_ASSERT(ktxTexture2_DeflateZstd(kTexture, 20)); + KTX_ASSERT(ktxTexture2_CompressBasisEx(kTexture, &basisParams)); + KTX_ASSERT(ktxTexture2_DeflateZstd(kTexture, 20)); char writer[100]; snprintf(writer, sizeof(writer), "%s version %s", "SeeleEngine", "0.0.1"); diff --git a/src/Editor/main.cpp b/src/Editor/main.cpp index 2d3a7a7..c625a8b 100644 --- a/src/Editor/main.cpp +++ b/src/Editor/main.cpp @@ -112,11 +112,11 @@ int main() { // AssetImporter::importTexture(TextureImportArgs{ // .filePath = sourcePath / "import/textures/wgen.png", //}); - AssetImporter::importMesh(MeshImportArgs{ - .filePath = sourcePath / "import/models/after-the-rain-vr-sound/source/Whitechapel.glb", - .importPath = "Whitechapel", - }); - //AssetImporter::importMesh(MeshImportArgs{ + // AssetImporter::importMesh(MeshImportArgs{ + // .filePath = sourcePath / "import/models/after-the-rain-vr-sound/source/Whitechapel.glb", + // .importPath = "Whitechapel", + //}); + // AssetImporter::importMesh(MeshImportArgs{ // .filePath = sourcePath / "import/models/box.glb", // .importPath = "", //}); @@ -125,9 +125,13 @@ int main() { .importPath = "", }); //AssetImporter::importMesh(MeshImportArgs{ - // .filePath = sourcePath / "import/models/town_hall.glb", - // .importPath = "", + // .filePath = sourcePath / "import/models/main1_sponza/sponza.gltf", + // .importPath = "sponza", //}); + // AssetImporter::importMesh(MeshImportArgs{ + // .filePath = sourcePath / "import/models/town_hall.glb", + // .importPath = "", + // }); getThreadPool().waitIdle(); vd->commitMeshes(); WindowCreateInfo mainWindowInfo = { @@ -146,16 +150,16 @@ int main() { }; OGameView sceneView = new Editor::PlayView(graphics, window, sceneViewInfo, binaryPath.generic_string()); sceneView->setFocused(); - //OInspectorView inspectorView = new Editor::InspectorView(graphics, window, - // ViewportCreateInfo{ - // .dimensions = - // { - // .size = {1920, 1080}, - // .offset = {0, 0}, - // }, - // .fieldOfView = 0, - // .numSamples = Gfx::SE_SAMPLE_COUNT_1_BIT, - // }); + // OInspectorView inspectorView = new Editor::InspectorView(graphics, window, + // ViewportCreateInfo{ + // .dimensions = + // { + // .size = {1920, 1080}, + // .offset = {0, 0}, + // }, + // .fieldOfView = 0, + // .numSamples = Gfx::SE_SAMPLE_COUNT_1_BIT, + // }); // window->show(); while (windowManager->isActive() && getGlobals().running) { diff --git a/src/Engine/Asset/TextureAsset.cpp b/src/Engine/Asset/TextureAsset.cpp index 6517525..182d6a4 100644 --- a/src/Engine/Asset/TextureAsset.cpp +++ b/src/Engine/Asset/TextureAsset.cpp @@ -32,8 +32,7 @@ void TextureAsset::load(ArchiveBuffer& buffer) { KTX_ASSERT( ktxTexture_CreateFromMemory(ktxData.data(), ktxData.size(), KTX_TEXTURE_CREATE_LOAD_IMAGE_DATA_BIT, (ktxTexture**)&ktxHandle)); - ktxTexture2_TranscodeBasis(ktxHandle, KTX_TTF_RGBA32, 0); - // ktxTexture2_DeflateZstd(ktxHandle, 0); + ktxTexture2_TranscodeBasis(ktxHandle, KTX_TTF_BC7_RGBA, 0); Gfx::PGraphics graphics = buffer.getGraphics(); TextureCreateInfo createInfo = { diff --git a/src/Engine/Graphics/RenderPass/RayTracingPass.cpp b/src/Engine/Graphics/RenderPass/RayTracingPass.cpp index b81932a..67a99aa 100644 --- a/src/Engine/Graphics/RenderPass/RayTracingPass.cpp +++ b/src/Engine/Graphics/RenderPass/RayTracingPass.cpp @@ -131,7 +131,18 @@ void RayTracingPass::render() { } } pipeline = graphics->createRayTracingPipeline(Gfx::RayTracingPipelineCreateInfo{ - .pipelineLayout = pipelineLayout, .rayGenGroup = {.shader = rayGen}, .hitGroups = callableGroups, .missGroups = {{.shader = miss}}, + .pipelineLayout = pipelineLayout, + .rayGenGroup = + { + .shader = rayGen, + }, + .hitGroups = callableGroups, + .missGroups = + { + { + .shader = miss, + }, + }, //.callableGroups = callableGroups, }); tlas = graphics->createTopLevelAccelerationStructure(Gfx::TopLevelASCreateInfo{