Reworking VertexData
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@@ -16,7 +16,6 @@ Scene::Scene(Gfx::PGraphics graphics)
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: graphics(graphics)
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, physics(registry)
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{
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ShaderBufferCreateInfo structInfo = {
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.resourceData = {
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.size = sizeof(Component::DirectionalLight) * MAX_DIRECTIONAL_LIGHTS,
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@@ -50,59 +49,6 @@ void Scene::update(float deltaTime)
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physics.update(deltaTime);
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}
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Array<MeshBatch> Scene::getStaticMeshes()
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{
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Array<MeshBatch> result;
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auto view = registry.view<Component::StaticMesh, Component::Transform>();
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uint32 sceneDataIndex = 0;
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sceneData.clear();
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for(auto&& [entity, mesh, transform] : view.each())
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{
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sceneData.add(PrimitiveSceneData {
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.localToWorld = transform.toMatrix(),
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.worldToLocal = glm::inverse(transform.toMatrix()),
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.actorLocation = Vector4(transform.getPosition(), 1.0f)
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});
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for(auto& m : mesh.mesh->meshes)
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{
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auto& batch = result.add();
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batch.material = m->referencedMaterial->getMaterial();
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batch.isBackfaceCullingDisabled = false;
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batch.isCastingShadow = true;
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batch.topology = Gfx::SE_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST;
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batch.useReverseCulling = false;
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batch.useWireframe = false;
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batch.vertexInput = m->vertexInput;
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MeshBatchElement batchElement;
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batchElement.baseVertexIndex = 0;
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batchElement.firstIndex = 0;
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batchElement.indexBuffer = m->indexBuffer;
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batchElement.indirectArgsBuffer = nullptr;
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batchElement.isInstanced = false;
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batchElement.numInstances = 1;
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batchElement.sceneDataIndex = sceneDataIndex;
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batch.elements.add(batchElement);
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}
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sceneDataIndex++;
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}
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if(sceneDataBuffer == nullptr || sceneDataBuffer->getNumElements() != sceneData.size())
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{
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ShaderBufferCreateInfo createInfo = ShaderBufferCreateInfo {
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.resourceData = {
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.size = sceneData.size() * sizeof(PrimitiveSceneData),
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.data = nullptr,
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},
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.stride = (uint32)sceneData.size(),
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};
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sceneDataBuffer = graphics->createShaderBuffer(createInfo);
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}
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sceneDataBuffer->updateContents(BulkResourceData {
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.size = sceneData.size() * sizeof(PrimitiveSceneData),
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.data = (uint8*)sceneData.data(),
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});
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return result;
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}
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LightEnv Scene::getLightBuffer()
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{
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StaticArray<Component::DirectionalLight, MAX_DIRECTIONAL_LIGHTS> dirLights;
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