Loading logic moved to Asset classes
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@@ -15,9 +15,11 @@ MeshProcessor::~MeshProcessor()
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{
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}
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void MeshProcessor::buildMeshDrawCommands(
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void MeshProcessor::buildMeshDrawCommand(
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const MeshBatch& meshBatch,
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const PPrimitiveComponent primitiveComponent,
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const PPrimitiveComponent primitiveComponent,
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const Gfx::PRenderPass renderPass,
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Gfx::PRenderCommand drawCommand,
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PMaterial material,
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Gfx::PVertexShader vertexShader,
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Gfx::PControlShader controlShader,
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@@ -37,6 +39,7 @@ void MeshProcessor::buildMeshDrawCommands(
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pipelineInitializer.evalShader = evaluationShader;
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pipelineInitializer.geometryShader = geometryShader;
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pipelineInitializer.fragmentShader = fragmentShader;
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pipelineInitializer.renderPass = renderPass;
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VertexInputStreamArray vertexStreams;
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if(positionOnly)
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@@ -47,8 +50,12 @@ void MeshProcessor::buildMeshDrawCommands(
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{
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vertexFactory->getStreams(vertexStreams);
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}
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if(vertexShader != nullptr)
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drawCommand->bindVertexBuffer(vertexStreams);
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Gfx::PGraphicsPipeline pipeline = graphics->createGraphicsPipeline(pipelineInitializer);
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drawCommand->bindPipeline(pipeline);
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for(auto element : meshBatch.elements)
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{
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}
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drawCommand->bindIndexBuffer(element.indexBuffer);
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drawCommand->draw(element);
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}
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}
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