Disable IBL on Windows
There isn't enough features on the Vulkan backend to prevent it from crashing :V
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73fa35b674
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2 changed files with 12 additions and 4 deletions
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@ -27,6 +27,14 @@ constexpr bool default_enable_normal_mapping = false;
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constexpr bool default_enable_point_shadows = false;
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constexpr bool default_enable_point_shadows = false;
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constexpr ShadowFilter default_shadow_filter = ShadowFilter::PCF;
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constexpr ShadowFilter default_shadow_filter = ShadowFilter::PCF;
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constexpr int default_shadow_resolution = 1024;
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constexpr int default_shadow_resolution = 1024;
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#endif
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#if defined(PLATFORM_WINDOWS)
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constexpr bool default_enable_ibl = false;
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constexpr bool default_enable_normal_mapping = true;
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constexpr bool default_enable_point_shadows = true;
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constexpr ShadowFilter default_shadow_filter = ShadowFilter::PCSS;
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constexpr int default_shadow_resolution = 2048;
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#else
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#else
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constexpr bool default_enable_ibl = true;
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constexpr bool default_enable_ibl = true;
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constexpr bool default_enable_normal_mapping = true;
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constexpr bool default_enable_normal_mapping = true;
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@ -763,10 +763,9 @@ bool material_readable(const file::Path path) {
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}
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}
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void cacheAssetFilesystem() {
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void cacheAssetFilesystem() {
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#ifndef PLATFORM_WINDOWS
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asset_files.clear();
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asset_files.clear();
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auto data_directory = "../../../data";
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auto data_directory = "data";
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for(auto& p : std::filesystem::recursive_directory_iterator(data_directory)) {
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for(auto& p : std::filesystem::recursive_directory_iterator(data_directory)) {
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if(p.path().extension() == ".model" && mesh_readable(p.path())) {
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if(p.path().extension() == ".model" && mesh_readable(p.path())) {
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asset_files[std::filesystem::relative(p, data_directory)] = AssetType::Mesh;
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asset_files[std::filesystem::relative(p, data_directory)] = AssetType::Mesh;
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@ -778,7 +777,6 @@ void cacheAssetFilesystem() {
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}
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}
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filesystem_cached = true;
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filesystem_cached = true;
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#endif
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}
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}
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void CommonEditor::drawAssets() {
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void CommonEditor::drawAssets() {
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@ -989,6 +987,8 @@ GFXTexture* CommonEditor::generate_common_preview(Scene& scene, const Vector3 ca
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GFXCommandBuffer* command_buffer = gfx->acquire_command_buffer();
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GFXCommandBuffer* command_buffer = gfx->acquire_command_buffer();
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renderer->shadow_pass->render(command_buffer, scene);
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renderer->shadow_pass->render(command_buffer, scene);
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if(render_options.enable_ibl)
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renderer->scene_capture->render(command_buffer, &scene);
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renderer->scene_capture->render(command_buffer, &scene);
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GFXRenderPassBeginInfo begin_info = {};
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GFXRenderPassBeginInfo begin_info = {};
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