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rudybear
lux
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lux
/
run_interactive_cpp.bat
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37 lines (32 loc) · 1.37 KB
master
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lux
/
run_interactive_cpp.bat
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@echo off
REM Interactive glTF PBR viewer — C++ Vulkan engine
REM Controls: mouse drag to orbit, scroll to zoom, ESC to exit
if not exist playground_cpp\build\Release\lux-playground.exe (
echo C++ engine not built. Build with:
echo cd playground_cpp ^&^& cmake -B build ^&^& cmake --build build --config Release
exit /b 1
)
set SCENE=assets/DamagedHelmet.glb
set IBL=pisa
REM Prefer manifest-based auto-selection, fall back to explicit permutation, then hand-written
if exist shadercache\gltf_pbr_layered.manifest.json (
set PIPELINE=shadercache/gltf_pbr_layered
echo Using layered PBR raster pipeline (manifest auto-selection^)
) else if exist shadercache\gltf_pbr_layered+emission+normal_map.frag.spv (
set PIPELINE=shadercache/gltf_pbr_layered+emission+normal_map
echo Using layered PBR raster pipeline (explicit permutation^)
) else if exist shadercache\gltf_pbr.frag.spv (
set PIPELINE=shadercache/gltf_pbr
echo Using hand-written PBR raster pipeline
) else (
echo No compiled shaders found. Compile first with:
echo compile_all.bat
exit /b 1
)
echo === Interactive C++ Viewer ===
echo Scene: %SCENE%
echo Pipeline: %PIPELINE%
echo IBL: %IBL%
echo Controls: mouse drag = orbit, scroll = zoom, ESC = exit
echo.
playground_cpp\build\Release\lux-playground.exe --scene %SCENE% --pipeline %PIPELINE% --ibl %IBL% --interactive
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