Trying to switch to 16 bit indices
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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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