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Seele/src/Engine/Graphics/Meshlet.cpp
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#include "Meshlet.h"
#include "Containers/Map.h"
#include "Containers/List.h"
#include "Containers/Set.h"
using namespace Seele;
void Meshlet::build(const Array<Vector>& positions, const Array<uint32>& indices, Array<Meshlet>& meshlets)
{
Meshlet current = {
.numVertices = 0,
.numPrimitives = 0,
};
auto findIndex = [&current](uint32 index) -> int {
for (uint32 i = 0; i < current.numVertices; ++i)
{
if (current.uniqueVertices[i] == index)
{
return i;
}
}
if (current.numVertices == Gfx::numVerticesPerMeshlet)
{
return -1;
}
current.uniqueVertices[current.numVertices] = index;
return current.numVertices++;
};
auto completeMeshlet = [&positions, &meshlets, &current]() {
for (uint32 i = 0; i < current.numVertices; ++i)
{
current.boundingBox.adjust(positions[current.uniqueVertices[i]]);
}
meshlets.add(current);
current = {
.numVertices = 0,
.numPrimitives = 0,
};
};
for (size_t faceIndex = 0; faceIndex < indices.size() / 3; ++faceIndex)
{
int f1 = findIndex(indices[faceIndex * 3 + 0]);
int f2 = findIndex(indices[faceIndex * 3 + 1]);
int f3 = findIndex(indices[faceIndex * 3 + 2]);
if (f1 == -1 || f2 == -1 || f3 == -1)
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{
completeMeshlet();
f1 = findIndex(indices[faceIndex * 3 + 0]);
f2 = findIndex(indices[faceIndex * 3 + 1]);
f3 = findIndex(indices[faceIndex * 3 + 2]);
}
current.primitiveLayout[current.numPrimitives * 3 + 0] = uint8(f1);
current.primitiveLayout[current.numPrimitives * 3 + 1] = uint8(f2);
current.primitiveLayout[current.numPrimitives * 3 + 2] = uint8(f3);
current.numPrimitives++;
if (current.numPrimitives == Gfx::numPrimitivesPerMeshlet)
{
completeMeshlet();
}
}
if (current.numVertices > 0)
{
completeMeshlet();
}
}