Moving projection to viewport
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@@ -30,11 +30,11 @@ void MeshAsset::load()
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void MeshAsset::addMesh(PMesh mesh)
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{
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std::scoped_lock lck(lock);
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meshes.push_back(mesh);
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referencedMaterials.push_back(mesh->referencedMaterial);
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meshes.add(mesh);
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referencedMaterials.add(mesh->referencedMaterial);
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}
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const std::vector<PMesh> MeshAsset::getMeshes()
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const Array<PMesh> MeshAsset::getMeshes()
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{
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std::scoped_lock lck(lock);
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return meshes;
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@@ -15,11 +15,10 @@ public:
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virtual void save() override;
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virtual void load() override;
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void addMesh(PMesh mesh);
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const std::vector<PMesh> getMeshes();
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const Array<PMesh> getMeshes();
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//Workaround while no editor
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std::vector<PMaterialAsset> referencedMaterials;
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private:
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std::vector<PMesh> meshes;
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Array<PMaterialAsset> referencedMaterials;
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Array<PMesh> meshes;
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};
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DEFINE_REF(MeshAsset)
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} // namespace Seele
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@@ -61,6 +61,10 @@ void MeshLoader::loadMaterials(const aiScene* scene, Array<PMaterialAsset>& glob
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};
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matCode["code"]["baseColor"] = "return diffuseTexture.Sample(textureSampler, input.texCoords[0]).xyz;";
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}
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else
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{
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matCode["code"]["baseColor"] = "return input.vertexColor.xyz;";
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}
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if(material->GetTexture(aiTextureType_SPECULAR, 0, &texPath) == AI_SUCCESS)
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{
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std::string texFilename = std::filesystem::path(texPath.C_Str()).replace_extension("asset").stem().string();
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@@ -143,6 +147,23 @@ VertexStreamComponent createVertexStream(uint32 size, aiVector2D* sourceData, Gf
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vertexBuffer->transferOwnership(Gfx::QueueType::GRAPHICS);
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return VertexStreamComponent(vertexBuffer, 0, vbInfo.vertexSize, Gfx::SE_FORMAT_R32G32_SFLOAT);
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}
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VertexStreamComponent createVertexStream(uint32 size, aiColor4D* sourceData, Gfx::PGraphics graphics)
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{
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Array<Math::Vector4> buffer(size);
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for(uint32 i = 0; i < size; ++i)
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{
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buffer[i] = Math::Vector4(sourceData[i].r, sourceData[i].g, sourceData[i].b, sourceData[i].a);
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}
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VertexBufferCreateInfo vbInfo;
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vbInfo.numVertices = size;
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vbInfo.vertexSize = sizeof(Math::Vector4);
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vbInfo.resourceData.data = (uint8 *)buffer.data();
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vbInfo.resourceData.owner = Gfx::QueueType::DEDICATED_TRANSFER;
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vbInfo.resourceData.size = sizeof(Math::Vector4) * buffer.size();
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Gfx::PVertexBuffer vertexBuffer = graphics->createVertexBuffer(vbInfo);
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vertexBuffer->transferOwnership(Gfx::QueueType::GRAPHICS);
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return VertexStreamComponent(vertexBuffer, 0, vbInfo.vertexSize, Gfx::SE_FORMAT_R32G32_SFLOAT);
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}
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void MeshLoader::loadGlobalMeshes(const aiScene* scene, Array<PMesh>& globalMeshes, const Array<PMaterialAsset>& materials)
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{
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for (uint32 meshIndex = 0; meshIndex < scene->mNumMeshes; ++meshIndex)
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@@ -172,7 +193,7 @@ void MeshLoader::loadGlobalMeshes(const aiScene* scene, Array<PMesh>& globalMesh
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}
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if(mesh->HasVertexColors(0))
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{
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//data.colorComponent = createVertexStream(mesh->mNumVertices, mesh->mColors[0], graphics);
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data.colorComponent = createVertexStream(mesh->mNumVertices, mesh->mColors[0], graphics);
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}
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vertexShaderInput->setData(std::move(data));
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vertexShaderInput->init(graphics);
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