Trying compression
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@@ -11,7 +11,7 @@
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using namespace Seele;
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constexpr static uint64 NUM_DEFAULT_ELEMENTS = 17962284;
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constexpr static uint64 NUM_DEFAULT_ELEMENTS = 36;
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uint64 VertexData::meshletCount = 0;
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void VertexData::resetMeshData() {
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@@ -82,7 +82,8 @@ void VertexData::updateMesh(uint32 meshletOffset, PMesh mesh, Component::Transfo
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matInstanceData.instanceData.add(inst);
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matInstanceData.instanceMeshData.add(data);
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matInstanceData.cullingOffsets.add(meshletOffset);
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for (size_t i = 0; i < 0; ++i) {
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/* for (size_t i = 0; i < 0; ++i) {
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auto bounding = meshlets[data.meshletOffset + i].bounding;
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StaticArray<Vector, 8> corners;
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Vector min = bounding.min; // bounding.center - bounding.radius * Vector(1, 1, 1);
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@@ -119,7 +120,7 @@ void VertexData::updateMesh(uint32 meshletOffset, PMesh mesh, Component::Transfo
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addDebugVertex(DebugVertex{.position = corners[7], .color = meshlets[data.meshletOffset + i].color});
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addDebugVertex(DebugVertex{.position = corners[5], .color = meshlets[data.meshletOffset + i].color});
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addDebugVertex(DebugVertex{.position = corners[7], .color = meshlets[data.meshletOffset + i].color});
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}
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}*/
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}
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void VertexData::createDescriptors() {
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@@ -226,7 +227,6 @@ void VertexData::commitMeshes() {
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.data = (uint8*)meshlets.data(),
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},
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.numElements = meshlets.size(),
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.dynamic = false,
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.name = "MeshletBuffer",
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});
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vertexIndicesBuffer = graphics->createShaderBuffer(ShaderBufferCreateInfo{
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@@ -236,7 +236,6 @@ void VertexData::commitMeshes() {
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.data = (uint8*)vertexIndices.data(),
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},
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.numElements = vertexIndices.size(),
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.dynamic = false,
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.name = "VertexIndicesBuffer",
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});
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@@ -247,7 +246,6 @@ void VertexData::commitMeshes() {
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.data = (uint8*)primitiveIndices.data(),
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},
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.numElements = primitiveIndices.size(),
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.dynamic = false,
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.name = "PrimitiveIndicesBuffer",
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});
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updateBuffers();
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@@ -352,15 +350,12 @@ void VertexData::init(Gfx::PGraphics _graphics) {
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instanceDataLayout->create();
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cullingOffsetBuffer = graphics->createShaderBuffer(ShaderBufferCreateInfo{
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.dynamic = true,
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.name = "MeshletOffset",
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});
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instanceBuffer = graphics->createShaderBuffer(ShaderBufferCreateInfo{
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.dynamic = true,
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.name = "InstanceBuffer",
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});
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instanceMeshDataBuffer = graphics->createShaderBuffer(ShaderBufferCreateInfo{
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.dynamic = true,
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.name = "MeshDataBuffer",
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});
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resizeBuffers();
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