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Seele/src/Engine/Graphics/Mesh.cpp
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#include "Mesh.h"
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#include "Graphics/Graphics.h"
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#include "Asset/AssetRegistry.h"
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using namespace Seele;
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Mesh::Mesh()
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{
}
Mesh::~Mesh()
{
}
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void Mesh::save(ArchiveBuffer& buffer) const
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{
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Serialization::save(buffer, transform);
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Serialization::save(buffer, vertexData->getTypeName());
Serialization::save(buffer, vertexCount);
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Serialization::save(buffer, indices);
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Serialization::save(buffer, meshlets);
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Serialization::save(buffer, referencedMaterial->getFolderPath());
Serialization::save(buffer, referencedMaterial->getName());
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vertexData->serializeMesh(id, vertexCount, buffer);
}
void Mesh::load(ArchiveBuffer& buffer)
{
std::string typeName;
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Serialization::load(buffer, transform);
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Serialization::load(buffer, typeName);
Serialization::load(buffer, vertexCount);
vertexData = VertexData::findByTypeName(typeName);
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Serialization::load(buffer, indices);
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Serialization::load(buffer, meshlets);
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std::string refFolder;
Serialization::load(buffer, refFolder);
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std::string refId;
Serialization::load(buffer, refId);
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referencedMaterial = AssetRegistry::findMaterialInstance(refFolder, refId);
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id = vertexData->allocateVertexData(vertexCount);
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vertexData->loadMesh(id, indices, meshlets);
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vertexData->deserializeMesh(id, buffer);
}