Trying to switch to 16 bit indices
This commit is contained in:
@@ -258,9 +258,12 @@ void MeshLoader::loadGlobalMeshes(const aiScene* scene, const Array<PMaterialIns
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vertexData->loadBiTangents(id, biTangents);
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vertexData->loadColors(id, colors);
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Array<uint32> indices(mesh->mNumFaces * 3);
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Array<uint16> indices(mesh->mNumFaces * 3);
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for (size_t faceIndex = 0; faceIndex < mesh->mNumFaces; ++faceIndex)
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{
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assert(mesh->mFaces[faceIndex].mIndices[0] < std::numeric_limits<uint16>::max());
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assert(mesh->mFaces[faceIndex].mIndices[1] < std::numeric_limits<uint16>::max());
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assert(mesh->mFaces[faceIndex].mIndices[2] < std::numeric_limits<uint16>::max());
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indices[faceIndex * 3 + 0] = mesh->mFaces[faceIndex].mIndices[0];
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indices[faceIndex * 3 + 1] = mesh->mFaces[faceIndex].mIndices[1];
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indices[faceIndex * 3 + 2] = mesh->mFaces[faceIndex].mIndices[2];
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@@ -127,7 +127,7 @@ void computeFaceIntegrals(Face& f, ComputationState& state)
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+ w * (2 * (n[state.A] * state.Paa + n[state.B] * state.Pab) + w * state.Pa));
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}
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void computeVolumeIntegrals(const Array<Vector> vertices, const Array<uint32>& indices, ComputationState& state)
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void computeVolumeIntegrals(const Array<Vector> vertices, const Array<uint16>& indices, ComputationState& state)
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{
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std::memset(&state, 0, sizeof(ComputationState));
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for (size_t i = 0; i < indices.size(); i+=3)
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@@ -172,7 +172,7 @@ void computeVolumeIntegrals(const Array<Vector> vertices, const Array<uint32>& i
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state.TP /= 2.0f;
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}
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void computePhysicsParamsForMesh(Array<Vector>& vertices, const Array<uint32_t>& indices, Matrix3& bodyInertia, Vector& centerOfMass, float& mass)
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void computePhysicsParamsForMesh(Array<Vector>& vertices, const Array<uint16>& indices, Matrix3& bodyInertia, Vector& centerOfMass, float& mass)
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{
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ComputationState state;
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computeVolumeIntegrals(vertices, indices, state);
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@@ -200,7 +200,7 @@ ShapeBase::ShapeBase()
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}
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ShapeBase::ShapeBase(Array<Vector> vertices, Array<uint32> indices)
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ShapeBase::ShapeBase(Array<Vector> vertices, Array<uint16> indices)
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: vertices(vertices)
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, indices(indices)
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{
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@@ -217,7 +217,7 @@ ShapeBase ShapeBase::transform(const Component::Transform& transform) const
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return result;
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}
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void ShapeBase::addCollider(Array<Vector> verts, Array<uint32> inds, Matrix4 matrix)
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void ShapeBase::addCollider(Array<Vector> verts, Array<uint16> inds, Matrix4 matrix)
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{
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size_t indOffset = vertices.size();
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for(auto vert : verts)
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@@ -10,15 +10,15 @@ namespace Component
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struct ShapeBase
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{
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ShapeBase();
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ShapeBase(Array<Vector> vertices, Array<uint32> indices);
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ShapeBase(Array<Vector> vertices, Array<uint16> indices);
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ShapeBase transform(const Component::Transform& transform) const;
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void addCollider(Array<Vector> vertices, Array<uint32> indices, Matrix4 matrix);
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void addCollider(Array<Vector> vertices, Array<uint16> indices, Matrix4 matrix);
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void visualize() const;
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Vector centerOfMass;
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float mass;
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Matrix3 bodyInertia;
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Array<Vector> vertices;
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Array<uint32> indices;
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Array<uint16> indices;
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};
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} // namespace Component
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} // namespace Seele
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@@ -15,7 +15,7 @@ public:
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MeshId id;
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uint64 vertexCount;
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PMaterialInstanceAsset referencedMaterial;
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Array<uint32> indices;
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Array<uint16> indices;
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Array<Meshlet> meshlets;
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void save(ArchiveBuffer& buffer) const;
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void load(ArchiveBuffer& buffer);
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@@ -32,6 +32,7 @@ void completeMeshlet(Array<Meshlet>& meshlets, Meshlet& current)
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{
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meshlets.add(current);
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current = {
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.boundingBox = AABB(),
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.numVertices = 0,
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.numPrimitives = 0,
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};
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@@ -60,40 +61,20 @@ void addTriangle(Array<Meshlet>& meshlets, Meshlet& current, Triangle tri)
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}
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}
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void Meshlet::build(const Array<Vector>& positions, const Array<uint32>& indices, Array<Meshlet>& meshlets)
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void Meshlet::build(const Array<Vector>& positions, const Array<uint16>& indices, Array<Meshlet>& meshlets)
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{
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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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Array<Triangle> triangles(indices.size() / 3);
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for (size_t i = 0; i < triangles.size(); ++i)
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for (size_t i = 0; i < indices.size() / 3; ++i)
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{
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triangles[i].indices[0] = indices[i * 3 + 0];
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triangles[i].indices[1] = indices[i * 3 + 1];
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triangles[i].indices[2] = indices[i * 3 + 2];
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}
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while (!triangles.empty())
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{
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uint32 best = 0;
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float lowestSurface = std::numeric_limits<float>::max();
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AABB newAABB;
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for (uint32 i = 0; i < triangles.size(); ++i)
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{
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AABB adjusted = current.boundingBox;
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adjusted.adjust(positions[triangles[i].indices[0]]);
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adjusted.adjust(positions[triangles[i].indices[1]]);
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adjusted.adjust(positions[triangles[i].indices[2]]);
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float surface = adjusted.surfaceArea();
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if (surface < lowestSurface)
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{
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lowestSurface = surface;
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best = i;
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newAABB = adjusted;
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}
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}
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current.boundingBox = newAABB;
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addTriangle(meshlets, current, triangles[best]);
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triangles.removeAt(best);
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addTriangle(meshlets, current, Triangle{
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.indices = {
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indices[i * 3 + 0],
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indices[i * 3 + 1],
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indices[i * 3 + 2],
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},
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});
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}
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}
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@@ -7,10 +7,10 @@ namespace Seele
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struct Meshlet
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{
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AABB boundingBox;
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uint32 uniqueVertices[Gfx::numVerticesPerMeshlet]; // unique vertiex indices in the vertex data
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uint16 uniqueVertices[Gfx::numVerticesPerMeshlet]; // unique vertiex indices in the vertex data
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uint8 primitiveLayout[Gfx::numPrimitivesPerMeshlet * 3]; // indices into the uniqueVertices array, only uint8 needed
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uint32 numVertices;
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uint32 numPrimitives;
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static void build(const Array<Vector>& positions, const Array<uint32>& indices, Array<Meshlet>& meshlets);
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static void build(const Array<Vector>& positions, const Array<uint16>& indices, Array<Meshlet>& meshlets);
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};
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} // namespace Seele
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@@ -44,43 +44,43 @@ void VertexData::updateMesh(PMesh mesh, Component::Transform& transform)
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},
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.data = data,
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});
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//for (size_t i = 0; i < data.numMeshlets; ++i)
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//{
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// auto bounding = meshlets[data.meshletOffset + i].bounding;
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// StaticArray<Vector, 8> corners;
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// corners[0] = transform.toMatrix() * Vector4(bounding.min.x, bounding.min.y, bounding.min.z, 1);
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// corners[1] = transform.toMatrix() * Vector4(bounding.min.x, bounding.min.y, bounding.max.z, 1);
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// corners[2] = transform.toMatrix() * Vector4(bounding.min.x, bounding.max.y, bounding.min.z, 1);
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// corners[3] = transform.toMatrix() * Vector4(bounding.min.x, bounding.max.y, bounding.max.z, 1);
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// corners[4] = transform.toMatrix() * Vector4(bounding.max.x, bounding.min.y, bounding.min.z, 1);
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// corners[5] = transform.toMatrix() * Vector4(bounding.max.x, bounding.min.y, bounding.max.z, 1);
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// corners[6] = transform.toMatrix() * Vector4(bounding.max.x, bounding.max.y, bounding.min.z, 1);
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// corners[7] = transform.toMatrix() * Vector4(bounding.max.x, bounding.max.y, bounding.max.z, 1);
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// addDebugVertex(DebugVertex{ .position = corners[0], .color = meshlets[data.meshletOffset + i].color });
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// addDebugVertex(DebugVertex{ .position = corners[1], .color = meshlets[data.meshletOffset + i].color });
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// addDebugVertex(DebugVertex{ .position = corners[0], .color = meshlets[data.meshletOffset + i].color });
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// addDebugVertex(DebugVertex{ .position = corners[2], .color = meshlets[data.meshletOffset + i].color });
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// addDebugVertex(DebugVertex{ .position = corners[1], .color = meshlets[data.meshletOffset + i].color });
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// addDebugVertex(DebugVertex{ .position = corners[3], .color = meshlets[data.meshletOffset + i].color });
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// addDebugVertex(DebugVertex{ .position = corners[2], .color = meshlets[data.meshletOffset + i].color });
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// addDebugVertex(DebugVertex{ .position = corners[3], .color = meshlets[data.meshletOffset + i].color });
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// addDebugVertex(DebugVertex{ .position = corners[0], .color = meshlets[data.meshletOffset + i].color });
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// addDebugVertex(DebugVertex{ .position = corners[4], .color = meshlets[data.meshletOffset + i].color });
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// addDebugVertex(DebugVertex{ .position = corners[1], .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[2], .color = meshlets[data.meshletOffset + i].color });
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// addDebugVertex(DebugVertex{ .position = corners[6], .color = meshlets[data.meshletOffset + i].color });
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// addDebugVertex(DebugVertex{ .position = corners[3], .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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// addDebugVertex(DebugVertex{ .position = corners[4], .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[4], .color = meshlets[data.meshletOffset + i].color });
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// addDebugVertex(DebugVertex{ .position = corners[6], .color = meshlets[data.meshletOffset + i].color });
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// addDebugVertex(DebugVertex{ .position = corners[6], .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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// 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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for (size_t i = 0; i < data.numMeshlets; ++i)
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{
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auto bounding = meshlets[data.meshletOffset + i].bounding;
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StaticArray<Vector, 8> corners;
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corners[0] = transform.toMatrix() * Vector4(bounding.min.x, bounding.min.y, bounding.min.z, 1);
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corners[1] = transform.toMatrix() * Vector4(bounding.min.x, bounding.min.y, bounding.max.z, 1);
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corners[2] = transform.toMatrix() * Vector4(bounding.min.x, bounding.max.y, bounding.min.z, 1);
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corners[3] = transform.toMatrix() * Vector4(bounding.min.x, bounding.max.y, bounding.max.z, 1);
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corners[4] = transform.toMatrix() * Vector4(bounding.max.x, bounding.min.y, bounding.min.z, 1);
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corners[5] = transform.toMatrix() * Vector4(bounding.max.x, bounding.min.y, bounding.max.z, 1);
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corners[6] = transform.toMatrix() * Vector4(bounding.max.x, bounding.max.y, bounding.min.z, 1);
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corners[7] = transform.toMatrix() * Vector4(bounding.max.x, bounding.max.y, bounding.max.z, 1);
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addDebugVertex(DebugVertex{ .position = corners[0], .color = meshlets[data.meshletOffset + i].color });
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addDebugVertex(DebugVertex{ .position = corners[1], .color = meshlets[data.meshletOffset + i].color });
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addDebugVertex(DebugVertex{ .position = corners[0], .color = meshlets[data.meshletOffset + i].color });
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addDebugVertex(DebugVertex{ .position = corners[2], .color = meshlets[data.meshletOffset + i].color });
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addDebugVertex(DebugVertex{ .position = corners[1], .color = meshlets[data.meshletOffset + i].color });
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addDebugVertex(DebugVertex{ .position = corners[3], .color = meshlets[data.meshletOffset + i].color });
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addDebugVertex(DebugVertex{ .position = corners[2], .color = meshlets[data.meshletOffset + i].color });
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addDebugVertex(DebugVertex{ .position = corners[3], .color = meshlets[data.meshletOffset + i].color });
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addDebugVertex(DebugVertex{ .position = corners[0], .color = meshlets[data.meshletOffset + i].color });
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addDebugVertex(DebugVertex{ .position = corners[4], .color = meshlets[data.meshletOffset + i].color });
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addDebugVertex(DebugVertex{ .position = corners[1], .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[2], .color = meshlets[data.meshletOffset + i].color });
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addDebugVertex(DebugVertex{ .position = corners[6], .color = meshlets[data.meshletOffset + i].color });
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addDebugVertex(DebugVertex{ .position = corners[3], .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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addDebugVertex(DebugVertex{ .position = corners[4], .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[4], .color = meshlets[data.meshletOffset + i].color });
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addDebugVertex(DebugVertex{ .position = corners[6], .color = meshlets[data.meshletOffset + i].color });
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addDebugVertex(DebugVertex{ .position = corners[6], .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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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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matInstanceData.materialInstance = referencedInstance;
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referencedInstance->updateDescriptor();
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@@ -142,7 +142,7 @@ void VertexData::createDescriptors()
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}
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}
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void VertexData::loadMesh(MeshId id, Array<uint32> loadedIndices, Array<Meshlet> loadedMeshlets)
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void VertexData::loadMesh(MeshId id, Array<uint16> loadedIndices, Array<Meshlet> loadedMeshlets)
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{
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meshlets.reserve(meshlets.size() + loadedMeshlets.size());
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vertexIndices.reserve(vertexIndices.size() + loadedMeshlets.size() * Gfx::numVerticesPerMeshlet);
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@@ -164,7 +164,7 @@ 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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.bounding = m.boundingBox.toSphere(),
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.bounding = m.boundingBox,//.toSphere(),
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.vertexCount = m.numVertices,
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.primitiveCount = m.numPrimitives,
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.vertexOffset = vertexOffset,
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@@ -173,7 +173,7 @@ 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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.bounding = meshAABB.toSphere(),
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.bounding = meshAABB,//.toSphere(),
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.numMeshlets = numMeshlets,
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.meshletOffset = meshletOffset,
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.indicesOffset = (uint32)meshOffsets[id],
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@@ -183,13 +183,13 @@ void VertexData::loadMesh(MeshId id, Array<uint32> loadedIndices, Array<Meshlet>
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meshData[id][0].firstIndex = indices.size();
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meshData[id][0].numIndices = loadedIndices.size();
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indices.resize(indices.size() + loadedIndices.size());
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std::memcpy(indices.data() + meshData[id][0].firstIndex, loadedIndices.data(), loadedIndices.size() * sizeof(uint32));
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std::memcpy(indices.data() + meshData[id][0].firstIndex, loadedIndices.data(), loadedIndices.size() * sizeof(uint16));
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indexBuffer = graphics->createIndexBuffer(IndexBufferCreateInfo{
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.sourceData = {
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.size = sizeof(uint32) * indices.size(),
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.size = sizeof(uint16) * indices.size(),
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.data = (uint8*)indices.data(),
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},
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.indexType = Gfx::SE_INDEX_TYPE_UINT32,
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.indexType = Gfx::SE_INDEX_TYPE_UINT16,
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});
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meshletBuffer = graphics->createShaderBuffer(ShaderBufferCreateInfo{
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.sourceData = {
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@@ -201,7 +201,7 @@ void VertexData::loadMesh(MeshId id, Array<uint32> loadedIndices, Array<Meshlet>
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});
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vertexIndicesBuffer = graphics->createShaderBuffer(ShaderBufferCreateInfo{
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.sourceData = {
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.size = sizeof(uint32) * vertexIndices.size(),
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.size = sizeof(uint16) * vertexIndices.size(),
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.data = (uint8*)vertexIndices.data(),
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},
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.numElements = vertexIndices.size(),
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@@ -32,7 +32,7 @@ public:
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};
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struct MeshData
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{
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BoundingSphere bounding;
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AABB bounding;
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uint32 numMeshlets = 0;
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uint32 meshletOffset = 0;
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uint32 firstIndex = 0;
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@@ -61,7 +61,7 @@ public:
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void resetMeshData();
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void updateMesh(PMesh mesh, Component::Transform& transform);
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void createDescriptors();
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void loadMesh(MeshId id, Array<uint32> indices, Array<Meshlet> meshlets);
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void loadMesh(MeshId id, Array<uint16> indices, Array<Meshlet> meshlets);
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MeshId allocateVertexData(uint64 numVertices);
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uint64 getMeshOffset(MeshId id);
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uint64 getMeshVertexCount(MeshId id);
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@@ -85,7 +85,7 @@ protected:
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VertexData();
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struct MeshletDescription
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{
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BoundingSphere bounding;
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AABB bounding;
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uint32_t vertexCount;
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uint32_t primitiveCount;
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uint32_t vertexOffset;
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@@ -100,8 +100,8 @@ protected:
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Map<MeshId, uint64> meshVertexCounts;
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Array<MeshletDescription> meshlets;
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Array<uint8> primitiveIndices;
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Array<uint32> vertexIndices;
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Array<uint32> indices;
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Array<uint16> vertexIndices;
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Array<uint16> indices;
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Gfx::PGraphics graphics;
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Gfx::ODescriptorLayout instanceDataLayout;
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// for mesh shading
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@@ -140,8 +140,8 @@ struct AABB
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corners[5] = Vector(max.x, min.y, max.z);
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corners[6] = Vector(max.x, max.y, min.z);
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corners[7] = Vector(max.x, max.y, max.z);
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Vector tmin = Vector(1, 1, 1) * std::numeric_limits<float>::max();
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Vector tmax = Vector(1, 1, 1) * std::numeric_limits<float>::lowest();
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Vector tmin = Vector(std::numeric_limits<float>::max());
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Vector tmax = Vector(std::numeric_limits<float>::lowest());
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for(int i = 0; i < 8; ++i)
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{
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Vector transformed = matrix * Vector4(corners[i], 1.0f);
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@@ -21,7 +21,7 @@ GameView::GameView(Gfx::PGraphics graphics, PWindow window, const ViewportCreate
|
||||
renderGraph.addPass(new DepthPrepass(graphics, scene));
|
||||
renderGraph.addPass(new LightCullingPass(graphics, scene));
|
||||
renderGraph.addPass(new BasePass(graphics, scene));
|
||||
//renderGraph.addPass(new DebugPass(graphics, scene));
|
||||
renderGraph.addPass(new DebugPass(graphics, scene));
|
||||
//renderGraph.addPass(new SkyboxRenderPass(graphics, scene));
|
||||
renderGraph.setViewport(viewport);
|
||||
renderGraph.createRenderPass();
|
||||
|
||||
Reference in New Issue
Block a user