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Seele/src/Engine/Graphics/VertexData.cpp
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#include "VertexData.h"
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#include "Graphics/Enums.h"
#include "Graphics/Initializer.h"
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#include "Material/Material.h"
#include "Graphics/Graphics.h"
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#include "Graphics/Descriptor.h"
#include "Component/Mesh.h"
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#include "Graphics/Shader.h"
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#include "Graphics/Mesh.h"
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#include "Containers/Set.h"
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using namespace Seele;
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constexpr static uint64 NUM_DEFAULT_ELEMENTS = 1024 * 1024;
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void VertexData::resetMeshData()
{
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std::unique_lock l(materialDataLock);
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for (auto& mat : materialData)
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{
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for (auto inst : mat.instances)
{
inst.instanceData.clear();
inst.instanceMeshData.clear();
}
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if (mat.material != nullptr)
{
mat.material->getDescriptorLayout()->reset();
}
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}
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if (dirty)
{
updateBuffers();
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dirty = false;
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}
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}
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void VertexData::updateMesh(PMesh mesh, Component::Transform& transform)
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{
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std::unique_lock l(materialDataLock);
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PMaterialInstance referencedInstance = mesh->referencedMaterial->getHandle();
PMaterial mat = referencedInstance->getBaseMaterial();
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if (materialData.size() <= mat->getId())
{
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materialData.resize(mat->getId() + 1);
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}
MaterialData& matData = materialData[mat->getId()];
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matData.material = mat;
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if (matData.instances.size() <= referencedInstance->getId())
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{
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matData.instances.resize(referencedInstance->getId() + 1);
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}
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BatchedDrawCall& matInstanceData = matData.instances[referencedInstance->getId()];
const auto& data = meshData[mesh->id];
Matrix4 transformMatrix = transform.toMatrix() * mesh->transform;
matInstanceData.instanceData.add(InstanceData{
.transformMatrix = transformMatrix,
.inverseTransformMatrix = glm::inverse(transformMatrix),
});
matInstanceData.instanceMeshData.add(data);
matInstanceData.numMeshes++;
for (size_t i = 0; i < 0; ++i)
{
auto bounding = meshlets[data.meshletOffset + i].bounding;
StaticArray<Vector, 8> corners;
Vector min = bounding.min;//bounding.center - bounding.radius * Vector(1, 1, 1);
Vector max = bounding.max;//bounding.center + bounding.radius * Vector(1, 1, 1);
corners[0] = transformMatrix * Vector4(min.x, min.y, min.z, 1);
corners[1] = transformMatrix * Vector4(min.x, min.y, max.z, 1);
corners[2] = transformMatrix * Vector4(min.x, max.y, min.z, 1);
corners[3] = transformMatrix * Vector4(min.x, max.y, max.z, 1);
corners[4] = transformMatrix * Vector4(max.x, min.y, min.z, 1);
corners[5] = transformMatrix * Vector4(max.x, min.y, max.z, 1);
corners[6] = transformMatrix * Vector4(max.x, max.y, min.z, 1);
corners[7] = transformMatrix * Vector4(max.x, max.y, max.z, 1);
addDebugVertex(DebugVertex{ .position = corners[0], .color = meshlets[data.meshletOffset + i].color });
addDebugVertex(DebugVertex{ .position = corners[1], .color = meshlets[data.meshletOffset + i].color });
addDebugVertex(DebugVertex{ .position = corners[0], .color = meshlets[data.meshletOffset + i].color });
addDebugVertex(DebugVertex{ .position = corners[2], .color = meshlets[data.meshletOffset + i].color });
addDebugVertex(DebugVertex{ .position = corners[1], .color = meshlets[data.meshletOffset + i].color });
addDebugVertex(DebugVertex{ .position = corners[3], .color = meshlets[data.meshletOffset + i].color });
addDebugVertex(DebugVertex{ .position = corners[2], .color = meshlets[data.meshletOffset + i].color });
addDebugVertex(DebugVertex{ .position = corners[3], .color = meshlets[data.meshletOffset + i].color });
addDebugVertex(DebugVertex{ .position = corners[0], .color = meshlets[data.meshletOffset + i].color });
addDebugVertex(DebugVertex{ .position = corners[4], .color = meshlets[data.meshletOffset + i].color });
addDebugVertex(DebugVertex{ .position = corners[1], .color = meshlets[data.meshletOffset + i].color });
addDebugVertex(DebugVertex{ .position = corners[5], .color = meshlets[data.meshletOffset + i].color });
addDebugVertex(DebugVertex{ .position = corners[2], .color = meshlets[data.meshletOffset + i].color });
addDebugVertex(DebugVertex{ .position = corners[6], .color = meshlets[data.meshletOffset + i].color });
addDebugVertex(DebugVertex{ .position = corners[3], .color = meshlets[data.meshletOffset + i].color });
addDebugVertex(DebugVertex{ .position = corners[7], .color = meshlets[data.meshletOffset + i].color });
addDebugVertex(DebugVertex{ .position = corners[4], .color = meshlets[data.meshletOffset + i].color });
addDebugVertex(DebugVertex{ .position = corners[5], .color = meshlets[data.meshletOffset + i].color });
addDebugVertex(DebugVertex{ .position = corners[4], .color = meshlets[data.meshletOffset + i].color });
addDebugVertex(DebugVertex{ .position = corners[6], .color = meshlets[data.meshletOffset + i].color });
addDebugVertex(DebugVertex{ .position = corners[6], .color = meshlets[data.meshletOffset + i].color });
addDebugVertex(DebugVertex{ .position = corners[7], .color = meshlets[data.meshletOffset + i].color });
addDebugVertex(DebugVertex{ .position = corners[5], .color = meshlets[data.meshletOffset + i].color });
addDebugVertex(DebugVertex{ .position = corners[7], .color = meshlets[data.meshletOffset + i].color });
}
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matInstanceData.materialInstance = referencedInstance;
referencedInstance->updateDescriptor();
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}
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void VertexData::createDescriptors()
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{
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std::unique_lock l(materialDataLock);
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instanceData.clear();
instanceMeshData.clear();
uint32 numMeshlets = 0;
Array<uint32> cullingOffsets;
for (auto& mat : materialData)
{
for (auto& instance : mat.instances)
{
instance.offsets.instanceOffset = instanceData.size();
instance.offsets.cullingCounterOffset = cullingOffsets.size();
instance.numMeshes = instance.instanceData.size();
instance.numMeshlets = 0;
for (size_t i = 0; i < instance.instanceData.size(); ++i)
{
instanceData.add(instance.instanceData[i]);
instanceMeshData.add(instance.instanceMeshData[i]);
instance.numMeshlets += instance.instanceMeshData[i].numMeshlets;
cullingOffsets.add(numMeshlets);
numMeshlets += instance.numMeshlets;
}
}
}
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cullingOffsetBuffer->rotateBuffer(cullingOffsets.size() * sizeof(uint32));
cullingOffsetBuffer->updateContents(ShaderBufferCreateInfo{
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.sourceData = {
.size = cullingOffsets.size() * sizeof(uint32),
.data = (uint8*)cullingOffsets.data(),
},
.numElements = cullingOffsets.size(),
.name = "MeshletOffset"
});
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cullingOffsetBuffer->pipelineBarrier(
Gfx::SE_ACCESS_TRANSFER_WRITE_BIT,
Gfx::SE_PIPELINE_STAGE_TRANSFER_BIT,
Gfx::SE_ACCESS_MEMORY_READ_BIT,
Gfx::SE_PIPELINE_STAGE_TASK_SHADER_BIT_EXT
);
cullingBuffer->rotateBuffer(numMeshlets * sizeof(uint32));
cullingBuffer->updateContents(ShaderBufferCreateInfo{
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.sourceData = {
.size = numMeshlets * sizeof(uint32),
},
.numElements = numMeshlets,
.name = "MeshletCulling"
});
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cullingBuffer->pipelineBarrier(
Gfx::SE_ACCESS_TRANSFER_WRITE_BIT,
Gfx::SE_PIPELINE_STAGE_TRANSFER_BIT,
Gfx::SE_ACCESS_MEMORY_WRITE_BIT,
Gfx::SE_PIPELINE_STAGE_MESH_SHADER_BIT_EXT
);
instanceBuffer->rotateBuffer(instanceData.size() * sizeof(InstanceData));
instanceBuffer->updateContents(ShaderBufferCreateInfo{
.sourceData = {
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.size = instanceData.size() * sizeof(InstanceData),
.data = (uint8*)instanceData.data(),
},
.numElements = instanceData.size(),
.name = "InstanceBuffer"
});
instanceBuffer->pipelineBarrier(
Gfx::SE_ACCESS_TRANSFER_WRITE_BIT,
Gfx::SE_PIPELINE_STAGE_TRANSFER_BIT,
Gfx::SE_ACCESS_MEMORY_READ_BIT,
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Gfx::SE_PIPELINE_STAGE_VERTEX_SHADER_BIT | Gfx::SE_PIPELINE_STAGE_TASK_SHADER_BIT_EXT
);
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instanceMeshDataBuffer->rotateBuffer(sizeof(MeshData) * instanceMeshData.size());
instanceMeshDataBuffer->updateContents(ShaderBufferCreateInfo{
.sourceData = {
.size = sizeof(MeshData) * instanceMeshData.size(),
.data = (uint8*)instanceMeshData.data(),
},
.numElements = instanceMeshData.size(),
.name = "MeshDataBuffer"
});
instanceMeshDataBuffer->pipelineBarrier(
Gfx::SE_ACCESS_TRANSFER_WRITE_BIT,
Gfx::SE_PIPELINE_STAGE_TRANSFER_BIT,
Gfx::SE_ACCESS_MEMORY_READ_BIT,
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Gfx::SE_PIPELINE_STAGE_VERTEX_SHADER_BIT | Gfx::SE_PIPELINE_STAGE_TASK_SHADER_BIT_EXT
);
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instanceDataLayout->reset();
descriptorSet = instanceDataLayout->allocateDescriptorSet();
descriptorSet->updateBuffer(0, instanceBuffer);
descriptorSet->updateBuffer(1, instanceMeshDataBuffer);
descriptorSet->updateBuffer(2, meshletBuffer);
descriptorSet->updateBuffer(3, primitiveIndicesBuffer);
descriptorSet->updateBuffer(4, vertexIndicesBuffer);
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descriptorSet->updateBuffer(5, cullingOffsetBuffer);
descriptorSet->updateBuffer(6, cullingBuffer);
descriptorSet->writeChanges();
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}
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void VertexData::loadMesh(MeshId id, Array<uint32> loadedIndices, Array<Meshlet> loadedMeshlets)
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{
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std::unique_lock l(vertexDataLock);
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meshlets.reserve(meshlets.size() + loadedMeshlets.size());
vertexIndices.reserve(vertexIndices.size() + loadedMeshlets.size() * Gfx::numVerticesPerMeshlet);
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primitiveIndices.reserve(primitiveIndices.size() + loadedMeshlets.size() * Gfx::numPrimitivesPerMeshlet * 3);
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uint32 meshletOffset = meshlets.size();
AABB meshAABB;
for (uint32 i = 0; i < loadedMeshlets.size(); ++i)
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{
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Meshlet& m = loadedMeshlets[i];
meshAABB = meshAABB.combine(m.boundingBox);
uint32 vertexOffset = vertexIndices.size();
vertexIndices.resize(vertexOffset + m.numVertices);
std::memcpy(vertexIndices.data() + vertexOffset, m.uniqueVertices, m.numVertices * sizeof(uint32));
uint32 primitiveOffset = primitiveIndices.size();
primitiveIndices.resize(primitiveOffset + (m.numPrimitives * 3));
std::memcpy(primitiveIndices.data() + primitiveOffset, m.primitiveLayout, m.numPrimitives * 3 * sizeof(uint8));
meshlets.add(MeshletDescription{
.bounding = m.boundingBox,//.toSphere(),
.vertexCount = m.numVertices,
.primitiveCount = m.numPrimitives,
.vertexOffset = vertexOffset,
.primitiveOffset = primitiveOffset,
.color = Vector((float)rand() / RAND_MAX,(float)rand() / RAND_MAX,(float)rand() / RAND_MAX),
.indicesOffset = (uint32)meshOffsets[id],
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});
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}
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meshData[id] = MeshData{
.bounding = meshAABB,//.toSphere(),
.numMeshlets = (uint32)loadedMeshlets.size(),
.meshletOffset = meshletOffset,
};
meshData[id].firstIndex = indices.size();
meshData[id].numIndices = loadedIndices.size();
if (!graphics->supportMeshShading())
{
indices.resize(indices.size() + loadedIndices.size());
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std::memcpy(indices.data() + meshData[id].firstIndex, loadedIndices.data(), loadedIndices.size() * sizeof(uint32));
indexBuffer = graphics->createIndexBuffer(IndexBufferCreateInfo{
.sourceData = {
.size = sizeof(uint32) * indices.size(),
.data = (uint8*)indices.data(),
},
.indexType = Gfx::SE_INDEX_TYPE_UINT32,
.name = "IndexBuffer",
});
}
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meshletBuffer = graphics->createShaderBuffer(ShaderBufferCreateInfo{
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.sourceData = {
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.size = sizeof(MeshletDescription) * meshlets.size(),
.data = (uint8*)meshlets.data()
},
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.numElements = meshlets.size(),
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.dynamic = false,
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.name = "MeshletBuffer"
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});
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vertexIndicesBuffer = graphics->createShaderBuffer(ShaderBufferCreateInfo{
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.sourceData = {
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.size = sizeof(uint32) * vertexIndices.size(),
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.data = (uint8*)vertexIndices.data(),
},
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.numElements = vertexIndices.size(),
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.dynamic = false,
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.name = "VertexIndicesBuffer"
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});
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primitiveIndicesBuffer = graphics->createShaderBuffer(ShaderBufferCreateInfo{
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.sourceData = {
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.size = sizeof(uint8) * primitiveIndices.size(),
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.data = (uint8*)primitiveIndices.data(),
},
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.numElements = primitiveIndices.size(),
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.dynamic = false,
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.name = "PrimitiveIndicesBuffer",
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});
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}
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MeshId VertexData::allocateVertexData(uint64 numVertices)
{
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std::unique_lock l(vertexDataLock);
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MeshId res{ idCounter++ };
meshOffsets[res] = head;
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meshVertexCounts[res] = numVertices;
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head += numVertices;
if (head > verticesAllocated)
{
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verticesAllocated = std::max(head, verticesAllocated + NUM_DEFAULT_ELEMENTS);
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resizeBuffers();
}
return res;
}
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uint64 VertexData::getMeshOffset(MeshId id)
{
return meshOffsets[id];
}
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uint64 VertexData::getMeshVertexCount(MeshId id)
{
return meshVertexCounts[id];
}
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List<VertexData*> vertexDataList;
List<VertexData*> VertexData::getList()
{
return vertexDataList;
}
VertexData* VertexData::findByTypeName(std::string name)
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{
for (auto vd : vertexDataList)
{
if (vd->getTypeName() == name)
{
return vd;
}
}
return nullptr;
}
void VertexData::init(Gfx::PGraphics _graphics)
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{
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graphics = _graphics;
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verticesAllocated = NUM_DEFAULT_ELEMENTS;
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instanceDataLayout = graphics->createDescriptorLayout("pScene");
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// instanceData
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instanceDataLayout->addDescriptorBinding(Gfx::DescriptorBinding{ .binding = 0, .descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER, });
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// meshData
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instanceDataLayout->addDescriptorBinding(Gfx::DescriptorBinding{ .binding = 1, .descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER, });
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// meshletData
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instanceDataLayout->addDescriptorBinding(Gfx::DescriptorBinding{ .binding = 2, .descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER });
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// primitiveIndices
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instanceDataLayout->addDescriptorBinding(Gfx::DescriptorBinding{ .binding = 3, .descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER });
// vertexIndices
instanceDataLayout->addDescriptorBinding(Gfx::DescriptorBinding{ .binding = 4, .descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER });
// cullingList
instanceDataLayout->addDescriptorBinding(Gfx::DescriptorBinding{ .binding = 5, .descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER });
// cullingOffset
instanceDataLayout->addDescriptorBinding(Gfx::DescriptorBinding{ .binding = 6, .descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER });
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cullingOffsetBuffer = graphics->createShaderBuffer(ShaderBufferCreateInfo{ .dynamic = true });
cullingBuffer = graphics->createShaderBuffer(ShaderBufferCreateInfo{ .dynamic = true });
instanceBuffer = graphics->createShaderBuffer(ShaderBufferCreateInfo{ .dynamic = true });
instanceMeshDataBuffer = graphics->createShaderBuffer(ShaderBufferCreateInfo{ .dynamic = true });
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instanceDataLayout->create();
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resizeBuffers();
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graphics->getShaderCompiler()->registerVertexData(this);
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}
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void VertexData::destroy()
{
instanceBuffer = nullptr;
instanceMeshDataBuffer = nullptr;
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instanceDataLayout = nullptr;
meshletBuffer = nullptr;
vertexIndicesBuffer = nullptr;
primitiveIndicesBuffer = nullptr;
indexBuffer = nullptr;
meshData.clear();
materialData.clear();
}
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VertexData::VertexData()
: idCounter(0)
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, head(0)
, verticesAllocated(0)
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, dirty(false)
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{
}