Thank you!
Closed this issue · 1 comments
Deleted user commented
We focus on simplicity and ease of integration with all relevant code provided in a 2-file, header only-like format
Thank you very much for providing a simple example to show the ease of integration!
Build started...
1>------ Build started: Project: PreBuild, Configuration: Debug x64 ------
2>------ Build started: Project: IntegratedExternals, Configuration: Debug x64 ------
2>cencode.c
2>json_exporter.cpp
2>mesh_splitter.cpp
2>AssxmlExporter.cpp
2>BlenderBMesh.cpp
2>BlenderCustomData.cpp
2>BlenderDNA.cpp
1>BinaryToCppEmbedder: 126 files embedded into 'C:\Users\iamvfx\Desktop\XeGTAO\VisualStudio\PreBuild\..\..\Source\\EmbeddedMedia.inc'.
3>------ Build started: Project: AllModules, Configuration: Debug x64 ------
2>BlenderLoader.cpp
2>BlenderModifier.cpp
3>simplexnoise1234.c
3>xxhash.c
2>BlenderScene.cpp
3>vaBenchmarkTool.cpp
3>vaLargeBitmapFile.cpp
2>BlenderTessellator.cpp
3>vaMiniScript.cpp
2>BVHLoader.cpp
3>vaPoissonDiskGenerator.cpp
2>AssimpCExport.cpp
2>CInterfaceIOWrapper.cpp
2>ColladaExporter.cpp
2>Assimp.cpp
3>vaPropertyContainer.cpp
2>BaseImporter.cpp
3>vaResourceFormats.cpp
2>BaseProcess.cpp
2>Bitmap.cpp
2>CreateAnimMesh.cpp
2>DefaultIOStream.cpp
3>vaXXHash.cpp
2>DefaultIOSystem.cpp
3>vaPlatformFileStream.cpp
2>DefaultLogger.cpp
3>vaPlatformFileTools.cpp
3>vaPlatformSocket.cpp
2>Exporter.cpp
2>Importer.cpp
2>ImporterRegistry.cpp
3>vaPlatformThreading.cpp
3>vaApplicationWin.cpp
2>PostStepRegistry.cpp
2>RemoveComments.cpp
2>scene.cpp
2>SceneCombiner.cpp
3>vaInputKeyboard.cpp
2>ScenePreprocessor.cpp
2>SGSpatialSort.cpp
2>simd.cpp
2>SkeletonMeshBuilder.cpp
2>SpatialSort.cpp
2>SplitByBoneCountProcess.cpp
2>StandardShapes.cpp
3>vaInputMouse.cpp
2>Subdivision.cpp
3>vaPlatformBase.cpp
2>TargetAnimation.cpp
2>Version.cpp
2>VertexTriangleAdjacency.cpp
2>ZipArchiveIOSystem.cpp
2>FBXAnimation.cpp
3>vaPlatformStringTools.cpp
2>FBXBinaryTokenizer.cpp
3>vaSplashScreen.cpp
2>FBXConverter.cpp
2>FBXDeformer.cpp
3>vaCompressionStream.cpp
2>FBXDocument.cpp
2>FBXDocumentUtil.cpp
3>vaFileTools.cpp
3>vaMemoryStream.cpp
2>FBXExporter.cpp
2>FBXExportNode.cpp
2>FBXExportProperty.cpp
2>FBXImporter.cpp
2>FBXMaterial.cpp
3>vaThreading.cpp
2>FBXMeshGeometry.cpp
2>FBXModel.cpp
3>vaApplicationBase.cpp
2>FBXNodeAttribute.cpp
2>FBXParser.cpp
3>vaConcurrency.cpp
2>FBXProperties.cpp
2>FBXTokenizer.cpp
3>vaCore.cpp
2>FBXUtil.cpp
2>glTF2Exporter.cpp
2>glTF2Importer.cpp
3>vaEvent.cpp
2>glTFCommon.cpp
3>vaGeometry.cpp
2>glTFExporter.cpp
3>vaLog.cpp
2>glTFImporter.cpp
2>StepFileGen2.cpp
3>vaMath.cpp
3>vaMemory.cpp
3>vaProfiler.cpp
2>StepFileGen3.cpp
2>StepFileImporter.cpp
2>STEPFileEncoding.cpp
3>vaSerializer.cpp
3>vaStringTools.cpp
2>STEPFileReader.cpp
2>MaterialSystem.cpp
2>ObjExporter.cpp
3>vaUI.cpp
2>ObjFileImporter.cpp
2>ObjFileMtlImporter.cpp
2>ObjFileParser.cpp
3>vaUIDObject.cpp
2>ArmaturePopulate.cpp
2>CalcTangentsProcess.cpp
2>ComputeUVMappingProcess.cpp
3>vaDirectXRecOMatic.cpp
3>vaDirectXTools.cpp
2>ConvertToLHProcess.cpp
3>vaGBufferDX.cpp
2>DeboneProcess.cpp
3>vaGPUTimerDX12.cpp
2>DropFaceNormalsProcess.cpp
2>EmbedTexturesProcess.cpp
2>FindDegenerates.cpp
2>FindInstancesProcess.cpp
2>FindInvalidDataProcess.cpp
2>FixNormalsStep.cpp
3>vaRenderBuffersDX12.cpp
2>GenBoundingBoxesProcess.cpp
2>GenFaceNormalsProcess.cpp
3>vaRenderDeviceContextDX12.cpp
2>GenVertexNormalsProcess.cpp
2>ImproveCacheLocality.cpp
2>JoinVerticesProcess.cpp
3>vaRenderDeviceDX12.cpp
2>LimitBoneWeightsProcess.cpp
2>MakeVerboseFormat.cpp
2>OptimizeGraph.cpp
2>OptimizeMeshes.cpp
2>PretransformVertices.cpp
2>ProcessHelper.cpp
2>RemoveRedundantMaterials.cpp
2>RemoveVCProcess.cpp
3>vaRenderMaterialDX12.cpp
2>ScaleProcess.cpp
2>SortByPTypeProcess.cpp
2>SplitLargeMeshes.cpp
2>TextureTransform.cpp
2>TriangulateProcess.cpp
3>vaRenderMeshDX12.cpp
2>ValidateDataStructure.cpp
2>RawLoader.cpp
2>StepExporter.cpp
2>FIReader.cpp
2>o3dgcArithmeticCodec.cpp
2>o3dgcTools.cpp
2>o3dgcTriangleFans.cpp
3>vaSceneLightingDX12.cpp
2>StepFileGen1.cpp
3>vaSceneRaytracingDX12.cpp
3>vaShaderDX12.cpp
3>vaTextureDX12.cpp
3>vaASSAOLite.cpp
3>vaCMAA2.cpp
2>DDSTextureLoader.cpp
2>BC.cpp
2>BC4BC5.cpp
2>BC6HBC7.cpp
2>BCDirectCompute.cpp
3>vaCMAA2DX12.cpp
2>DirectXTexCompress.cpp
3>vaDepthOfField.cpp
2>DirectXTexCompressGPU.cpp
2>DirectXTexConvert.cpp
3>vaGTAO.cpp
2>DirectXTexD3D11.cpp
3>vaPostProcess.cpp
2>DirectXTexDDS.cpp
3>vaPostProcessBlur.cpp
3>vaPostProcessTonemap.cpp
2>DirectXTexFlipRotate.cpp
2>DirectXTexHDR.cpp
2>DirectXTexImage.cpp
2>DirectXTexMipmaps.cpp
3>vaSky.cpp
3>vaSkybox.cpp
2>DirectXTexMisc.cpp
2>DirectXTexNormalMaps.cpp
2>DirectXTexPMAlpha.cpp
3>vaTAA.cpp
2>DirectXTexResize.cpp
2>DirectXTexTGA.cpp
2>DirectXTexUtil.cpp
3>vaImageCompareTool.cpp
3>vaTextureReductionTestTool.cpp
2>DirectXTexWIC.cpp
2>ScreenGrab.cpp
2>WICTextureLoader.cpp
3>vaZoomTool.cpp
2>imgui_impl_dx12.cpp
3>vaAssetPack.cpp
2>imgui_impl_win32.cpp
2>imgui.cpp
3>vaDebugCanvas.cpp
2>ImCurveEdit.cpp
2>ImGradient.cpp
2>ImGuizmo.cpp
2>ImSequencer.cpp
2>imgui_draw.cpp
2>imgui_tables.cpp
2>imgui_widgets.cpp
2>imgui_stdlib.cpp
2>allocator.cpp
2>clusterizer.cpp
2>indexcodec.cpp
2>indexgenerator.cpp
2>overdrawanalyzer.cpp
2>overdrawoptimizer.cpp
2>simplifier.cpp
2>spatialorder.cpp
2>stripifier.cpp
3>vaGBuffer.cpp
3>vaGPUTimer.cpp
2>vcacheanalyzer.cpp
2>vcacheoptimizer.cpp
2>vertexcodec.cpp
2>vertexfilter.cpp
2>vfetchanalyzer.cpp
2>vfetchoptimizer.cpp
2>tinyxml2.cpp
2>vaImguiIntegration.cpp
2>vaTaskflowIntegration.cpp
3>vaIBL.cpp
3>vaPathTracer.cpp
3>vaRenderBuffers.cpp
2>DDSTextureLoader12.cpp
2>DirectXTexD3D12.cpp
2>ScreenGrab12.cpp
2>WICTextureLoader12.cpp
3>vaRenderCamera.cpp
3>vaRenderDevice.cpp
2>imgui_demo.cpp
2>adler32.c
2>compress.c
3>vaRenderDeviceContext.cpp
2>crc32.c
2>deflate.c
2>gzclose.c
2>gzlib.c
2>gzread.c
2>gzwrite.c
2>infback.c
2>inffast.c
2>inflate.c
2>inftrees.c
2>trees.c
2>uncompr.c
2>zutil.c
3>vaRenderGlobals.cpp
3>vaRendering.cpp
3>vaRenderInstanceList.cpp
3>vaRenderMaterial.cpp
3>vaRenderMesh.cpp
3>vaSceneLighting.cpp
3>vaSceneRaytracing.cpp
3>vaSceneRenderer.cpp
3>vaSceneRenderInstanceProcessor.cpp
3>vaSceneRenderViews.cpp
3>vaShader.cpp
3>vaStandardShapes.cpp
3>vaTexture.cpp
3>vaTextureHelpers.cpp
3>vaAssetImporter.cpp
3>vaAssetImporter_Assimp.cpp
2>IntegratedExternals.vcxproj -> C:\Users\iamvfx\Desktop\XeGTAO\VisualStudio\.intermediate\.lib\IntegratedExternals\x64\Debug\IntegratedExternals.lib
3>vaCameraBase.cpp
3>vaCameraControllers.cpp
3>vaScene.cpp
3>vaSceneComponentCore.cpp
3>vaSceneComponents.cpp
3>vaSceneComponentsIO.cpp
3>vaSceneComponentsUI.cpp
3>vaSceneSystems.cpp
3>vaSceneAsync.cpp
3>vaSimpleParticles.cpp
3>AllModules.vcxproj -> C:\Users\iamvfx\Desktop\XeGTAO\VisualStudio\.intermediate\.lib\AllModules\x64\Debug\AllModules.lib
4>------ Build started: Project: Vanilla, Configuration: Debug x64 ------
4>Asteroids.cpp
4>Samples.cpp
4>Vanilla.cpp
4>Workspaces.cpp
4> Creating library C:\Users\iamvfx\Desktop\XeGTAO\VisualStudio\..\Build\VanillaD.lib and object C:\Users\iamvfx\Desktop\XeGTAO\VisualStudio\..\Build\VanillaD.exp
4>Vanilla.vcxproj -> C:\Users\iamvfx\Desktop\XeGTAO\Build\VanillaD.exe
========== Build: 4 succeeded, 0 failed, 0 up-to-date, 0 skipped ==========
fstrugar commented
Hi - thanks. Framework is a bit on the bigger side - didn't have time to cut it down but there sure is a lot of redundancy: on my TODO list :)
Please let me know if you have any ideas/suggestions; I'll close the issue otherwise. All the best!