Implementing basic asset serialization
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@@ -5,6 +5,7 @@
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#include "Component/Transform.h"
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#include "Asset/AssetRegistry.h"
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#include "Asset/TextureAsset.h"
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#include "Asset/MaterialAsset.h"
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using namespace Seele;
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@@ -28,9 +29,9 @@ void Scene::update(float deltaTime)
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physics.update(deltaTime);
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}
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Array<StaticMeshBatch> Scene::getStaticMeshes()
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Array<MeshBatch> Scene::getStaticMeshes()
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{
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Array<StaticMeshBatch> result;
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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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@@ -44,7 +45,7 @@ Array<StaticMeshBatch> Scene::getStaticMeshes()
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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;
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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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@@ -69,7 +69,7 @@ public:
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{
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registry.view<Component>().each(func);
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}
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Array<StaticMeshBatch> getStaticMeshes();
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Array<MeshBatch> getStaticMeshes();
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LightEnv getLightBuffer() const;
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Component::Skybox getSkybox();
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Gfx::PStructuredBuffer getSceneDataBuffer() const { return sceneDataBuffer; }
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