Adding AABB to meshlets
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@@ -97,9 +97,11 @@ void VertexData::loadMesh(MeshId id, Array<uint32> loadedIndices, Array<Meshlet>
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{
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uint32 numMeshlets = std::min<uint32>(512, loadedMeshlets.size() - currentMesh);
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uint32 meshletOffset = meshlets.size();
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AABB meshAABB;
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for (uint32 i = 0; i < numMeshlets; ++i)
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{
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Meshlet& m = loadedMeshlets[currentMesh + i];
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meshAABB = meshAABB.combine(m.boundingBox);
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uint32 vertexOffset = vertexIndices.size();
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vertexIndices.resize(vertexOffset + m.numVertices);
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std::memcpy(vertexIndices.data() + vertexOffset, m.uniqueVertices, m.numVertices * sizeof(uint32));
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@@ -107,7 +109,7 @@ void VertexData::loadMesh(MeshId id, Array<uint32> loadedIndices, Array<Meshlet>
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primitiveIndices.resize(primitiveOffset + (m.numPrimitives * 3));
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std::memcpy(primitiveIndices.data() + primitiveOffset, m.primitiveLayout, m.numPrimitives * 3 * sizeof(uint8));
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meshlets.add(MeshletDescription{
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.boundingBox = MeshletAABB(),
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.boundingBox = m.boundingBox,
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.vertexCount = m.numVertices,
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.primitiveCount = m.numPrimitives,
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.vertexOffset = vertexOffset,
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@@ -115,6 +117,7 @@ void VertexData::loadMesh(MeshId id, Array<uint32> loadedIndices, Array<Meshlet>
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});
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}
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meshData[id].add(MeshData{
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.boundingBox = meshAABB,
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.numMeshlets = numMeshlets,
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.meshletOffset = meshletOffset,
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.indicesOffset = static_cast<uint32>(meshOffsets[id]),
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@@ -230,14 +233,14 @@ VertexData::VertexData()
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{
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}
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void Seele::Meshlet::buildFromIndexBuffer(const Array<uint32>& indices, Array<Meshlet>& meshlets)
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void Meshlet::build(const Array<Vector>& positions, const Array<uint32>& indices, Array<Meshlet>& meshlets)
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{
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std::set<uint32> uniqueVertices;
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Meshlet current = {
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.numVertices = 0,
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.numPrimitives = 0,
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};
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auto insertAndGetIndex = [&uniqueVertices, ¤t](uint32 index) -> int8_t
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auto insertAndGetIndex = [&positions, &uniqueVertices, ¤t](uint32 index) -> int8_t
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{
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auto [it, inserted] = uniqueVertices.insert(index);
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if (inserted)
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@@ -247,6 +250,7 @@ void Seele::Meshlet::buildFromIndexBuffer(const Array<uint32>& indices, Array<Me
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return -1;
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}
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current.uniqueVertices[current.numVertices] = index;
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current.boundingBox.adjust(positions[index]);
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return current.numVertices++;
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}
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else
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