Trying to fix mesh culling
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@@ -26,7 +26,7 @@ void taskMain(
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{
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head = 0;
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float3 origin = float3(0, 0, 0);
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const float offset = 0.0f;
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const float offset = 600.0f;
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float3 corners[4] = {
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screenToModel(instance.inverseTransformMatrix, float4(offset, offset, -1.0f, 1.0f)).xyz,
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screenToModel(instance.inverseTransformMatrix, float4(pViewParams.screenDimensions.x - offset, offset, -1.0f, 1.0f)).xyz,
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@@ -46,7 +46,7 @@ void taskMain(
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{
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uint m = mesh.meshletOffset + i;
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MeshletDescription meshlet = pScene.meshletInfos[m];
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//if(meshlet.bounding.insideFrustum(viewFrustum))
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if(meshlet.bounding.insideFrustum(viewFrustum))
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{
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uint index;
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InterlockedAdd(head, 1, index);
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@@ -54,7 +54,7 @@ struct BlinnPhong : IBRDF
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float3 h = normalize(lightDir_TS + viewDir_TS);
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float specular = saturate(dot(normal_TS, h));
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return baseColor;//((baseColor * diffuse) + (specularColor * specular)) * lightColor;
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return (baseColor * diffuse * lightColor) + (specularColor * specular) * lightColor;
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}
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float3 evaluateAmbient()
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@@ -169,7 +169,7 @@ struct CookTorrance : IBRDF
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float nDotL = max(dot(n, lightDir_TS), 0.0);
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float3 result = (k_d * baseColor / PI + specular) * nDotL * lightColor;
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return baseColor;//result * ambientOcclusion;
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return result * ambientOcclusion;
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}
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float3 evaluateAmbient()
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{
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@@ -2,7 +2,7 @@ import Bounding;
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struct MeshletDescription
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{
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AABB bounding;
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BoundingSphere 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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@@ -13,7 +13,7 @@ struct MeshletDescription
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struct MeshData
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{
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AABB bounding;
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BoundingSphere bounding;
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uint32_t numMeshlets;
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uint32_t meshletOffset;
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uint32_t firstIndex;
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@@ -400,6 +400,7 @@ void MeshLoader::loadMaterials(const aiScene* scene, const Map<std::string, PTex
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brdf.profile = "CelShading";
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break;
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case aiShadingMode_CookTorrance:
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default:
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brdf.profile = "CookTorrance";
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brdf.variables["roughness"] = outputRoughness;
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brdf.variables["metallic"] = outputMetallic;
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@@ -408,8 +409,6 @@ void MeshLoader::loadMaterials(const aiScene* scene, const Map<std::string, PTex
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brdf.variables["ambientOcclusion"] = outputAmbient;
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}
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break;
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default:
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throw std::logic_error("Todo");
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};
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materialLayout->create();
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@@ -121,18 +121,19 @@ void DebugPass::createRenderPass()
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pipelineLayout = graphics->createPipelineLayout("DebugPassLayout");
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pipelineLayout->addDescriptorLayout(viewParamsLayout);
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pipelineLayout->create();
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ShaderCreateInfo createInfo = {
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.name = "DebugVertex",
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.mainModule = "Debug",
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.entryPoint = "vertexMain",
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.rootSignature = pipelineLayout,
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};
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vertexShader = graphics->createVertexShader(createInfo);
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createInfo.name = "DebugFragment";
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createInfo.entryPoint = "fragmentMain";
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fragmentShader = graphics->createFragmentShader(createInfo);
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pipelineLayout->create();
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VertexInputStateCreateInfo inputCreate = {
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.bindings = {
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@@ -46,43 +46,45 @@ 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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Vector min = bounding.center - bounding.radius * Vector(1, 1, 1);
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Vector max = bounding.center + bounding.radius * Vector(1, 1, 1);
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corners[0] = transformMatrix * Vector4(min.x, min.y, min.z, 1);
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corners[1] = transformMatrix * Vector4(min.x, min.y, max.z, 1);
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corners[2] = transformMatrix * Vector4(min.x, max.y, min.z, 1);
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corners[3] = transformMatrix * Vector4(min.x, max.y, max.z, 1);
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corners[4] = transformMatrix * Vector4(max.x, min.y, min.z, 1);
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corners[5] = transformMatrix * Vector4(max.x, min.y, max.z, 1);
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corners[6] = transformMatrix * Vector4(max.x, max.y, min.z, 1);
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corners[7] = transformMatrix * Vector4(max.x, max.y, 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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@@ -169,7 +171,7 @@ 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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@@ -178,7 +180,7 @@ 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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@@ -33,7 +33,7 @@ public:
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};
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struct MeshData
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{
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AABB bounding;
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BoundingSphere 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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@@ -86,7 +86,7 @@ protected:
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VertexData();
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struct MeshletDescription
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{
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AABB bounding;
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BoundingSphere 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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@@ -21,7 +21,7 @@ GameView::GameView(Gfx::PGraphics graphics, PWindow window, const ViewportCreate
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renderGraph.addPass(new DepthPrepass(graphics, scene));
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renderGraph.addPass(new LightCullingPass(graphics, scene));
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renderGraph.addPass(new BasePass(graphics, scene));
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//renderGraph.addPass(new DebugPass(graphics, scene));
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renderGraph.addPass(new DebugPass(graphics, scene));
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//renderGraph.addPass(new SkyboxRenderPass(graphics, scene));
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renderGraph.setViewport(viewport);
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renderGraph.createRenderPass();
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