Some ray tracing changes
This commit is contained in:
+147
-40
@@ -5,58 +5,165 @@
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#include "Asset/MaterialInstanceAsset.h"
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#include "Asset/MeshAsset.h"
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#include "Asset/TextureAsset.h"
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#include <assimp/Exporter.hpp>
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#include <assimp/Importer.hpp>
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#include <assimp/postprocess.h>
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#include <assimp/scene.h>
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#include <fstream>
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#include <iostream>
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using namespace Seele;
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AssetRegistry* _instance = new AssetRegistry();
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int main(int, char**) {
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// if(argc < 2)
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//{
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// return -1;
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// }
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std::filesystem::path path = std::filesystem::path("C:\\Users\\Dynamitos\\TrackClear\\Assets\\Dirt.asset");
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std::ifstream stream = std::ifstream(path, std::ios::binary);
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Assimp::Importer importer;
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const aiScene* scene =
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importer.ReadFile("C:\\Users\\Dynamitos\\MeshShadingDemo\\import\\models\\after-the-rain-vr-sound\\source\\WhitechapelSrc.fbx",
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(uint32)(aiProcess_FlipUVs | aiProcess_Triangulate | aiProcess_ImproveCacheLocality));
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ArchiveBuffer buffer;
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buffer.readFromStream(stream);
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auto interpolate = [](Vector p0, Vector p1, Vector p2) { return (p0 + p1 + p2) / 3.0f; };
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//std::fstream stats("s.csv");
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//stats << "area" << std::endl;
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for (uint32 m = 0; m < scene->mNumMeshes; ++m) {
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aiMesh* mesh = scene->mMeshes[m];
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Array<Vector> positions(mesh->mNumVertices);
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Array<Vector> normals(mesh->mNumVertices);
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Array<Vector> tangents(mesh->mNumVertices);
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Array<Vector> biTangents(mesh->mNumVertices);
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Array<Vector> texCoords(mesh->mNumVertices);
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Array<Vector> texCoords1(mesh->mNumVertices);
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if (mesh->HasTextureCoords(2))
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abort();
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for (int32 i = 0; i < mesh->mNumVertices; ++i) {
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positions[i] = Vector(mesh->mVertices[i].x, mesh->mVertices[i].y, mesh->mVertices[i].z);
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// Read asset type
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uint64 identifier;
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Serialization::load(buffer, identifier);
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if (mesh->mTextureCoords[0] != nullptr)
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texCoords[i] = Vector(mesh->mTextureCoords[0][i].x, mesh->mTextureCoords[0][i].y, 0);
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// Read name
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std::string name;
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Serialization::load(buffer, name);
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if (mesh->mTextureCoords[1] != nullptr)
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texCoords1[i] = Vector(mesh->mTextureCoords[1][i].x, mesh->mTextureCoords[1][i].y, 0);
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// Read folder
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std::string folderPath;
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Serialization::load(buffer, folderPath);
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if (mesh->mNormals != nullptr)
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normals[i] = Vector(mesh->mNormals[i].x, mesh->mNormals[i].y, mesh->mNormals[i].z);
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PAsset asset;
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switch (identifier) {
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case TextureAsset::IDENTIFIER:
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asset = new TextureAsset(folderPath, name);
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break;
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case MeshAsset::IDENTIFIER:
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asset = new MeshAsset(folderPath, name);
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break;
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case MaterialAsset::IDENTIFIER:
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asset = new MaterialAsset(folderPath, name);
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break;
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case MaterialInstanceAsset::IDENTIFIER:
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asset = new MaterialInstanceAsset(folderPath, name);
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// TODO
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break;
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case FontAsset::IDENTIFIER:
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asset = new FontAsset(folderPath, name);
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break;
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default:
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throw new std::logic_error("Unknown Identifier");
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if (mesh->mTangents != nullptr)
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tangents[i] = Vector(mesh->mTangents[i].x, mesh->mTangents[i].y, mesh->mTangents[i].z);
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if (mesh->mBitangents != nullptr)
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biTangents[i] = Vector(mesh->mBitangents[i].x, mesh->mBitangents[i].y, mesh->mBitangents[i].z);
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}
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struct Tri {
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uint32 p[3];
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};
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auto calcArea = [&positions](Tri t) {
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Vector p1 = positions[t.p[0]];
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Vector p2 = positions[t.p[1]];
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Vector p3 = positions[t.p[2]];
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return 0.5 * glm::length(glm::cross(p2 - p1, p3 - p1));
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};
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Array<Tri> tris(mesh->mNumFaces);
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for (int32 faceIndex = 0; faceIndex < mesh->mNumFaces; ++faceIndex) {
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tris[faceIndex].p[0] = mesh->mFaces[faceIndex].mIndices[0];
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tris[faceIndex].p[1] = mesh->mFaces[faceIndex].mIndices[1];
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tris[faceIndex].p[2] = mesh->mFaces[faceIndex].mIndices[2];
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}
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auto tesselate = [&](uint32 i) {
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uint32 p0 = tris[i].p[0];
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uint32 p1 = tris[i].p[1];
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uint32 p2 = tris[i].p[2];
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uint32 p3 = positions.size();
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positions.add(interpolate(positions[p0], positions[p1], positions[p2]));
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if (mesh->mTextureCoords[0] != nullptr)
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texCoords.add(interpolate(texCoords[p0], texCoords[p1], texCoords[p2]));
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if (mesh->mTextureCoords[1] != nullptr)
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texCoords1.add(interpolate(texCoords1[p0], texCoords1[p1], texCoords1[p2]));
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if (mesh->mNormals != nullptr)
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normals.add(interpolate(normals[p0], normals[p1], normals[p2]));
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if (mesh->mTangents != nullptr)
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tangents.add(interpolate(tangents[p0], tangents[p1], tangents[p2]));
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if (mesh->mBitangents != nullptr)
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biTangents.add(interpolate(biTangents[p0], biTangents[p1], biTangents[p2]));
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tris[i].p[2] = p3;
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tris.add(Tri{p1, p2, p3});
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tris.add(Tri{p2, p0, p3});
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};
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//for (uint32 i = 0; i < tris.size(); ++i) {
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// stats << calcArea(tris[i]) << std::endl;
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//}
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bool tess = false;
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while (!tess) {
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tess = true;
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for (uint32 i = 0; i < tris.size(); ++i) {
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if (calcArea(tris[i]) > 100.f) {
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tesselate(i);
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tess = false;
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}
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}
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}
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aiVector3D* newPos = new aiVector3D[positions.size()];
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std::memcpy(newPos, positions.data(), positions.size() * sizeof(Vector));
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if (mesh->mTextureCoords[0] != nullptr) {
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aiVector3D* newTex = new aiVector3D[texCoords.size()];
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std::memcpy(newTex, texCoords.data(), texCoords.size() * sizeof(Vector));
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mesh->mTextureCoords[0] = newTex;
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}
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if (mesh->mTextureCoords[1] != nullptr) {
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aiVector3D* newTex = new aiVector3D[texCoords1.size()];
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std::memcpy(newTex, texCoords1.data(), texCoords1.size() * sizeof(Vector));
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mesh->mTextureCoords[1] = newTex;
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}
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if (mesh->mNormals != nullptr) {
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aiVector3D* newNor = new aiVector3D[normals.size()];
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std::memcpy(newNor, normals.data(), normals.size() * sizeof(Vector));
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mesh->mNormals = newNor;
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}
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if (mesh->mTangents != nullptr) {
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aiVector3D* newTan = new aiVector3D[tangents.size()];
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std::memcpy(newTan, tangents.data(), tangents.size() * sizeof(Vector));
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mesh->mTangents = newTan;
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}
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if (mesh->mBitangents != nullptr) {
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aiVector3D* newBit = new aiVector3D[biTangents.size()];
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std::memcpy(newBit, biTangents.data(), biTangents.size() * sizeof(Vector));
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mesh->mBitangents = newBit;
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}
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uint32 numFaces = tris.size();
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aiFace* newFaces = new aiFace[numFaces];
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for (uint32 i = 0; i < numFaces; ++i) {
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newFaces[i].mNumIndices = 3;
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newFaces[i].mIndices = new uint32[3];
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newFaces[i].mIndices[0] = tris[i].p[0];
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newFaces[i].mIndices[1] = tris[i].p[1];
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newFaces[i].mIndices[2] = tris[i].p[2];
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}
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mesh->mNumVertices = positions.size();
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mesh->mVertices = newPos;
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mesh->mFaces = newFaces;
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mesh->mNumFaces = tris.size();
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}
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Assimp::Exporter exporter;
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exporter.Export(scene, "fbx",
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"C:\\Users\\Dynamitos\\MeshShadingDemo\\import\\models\\after-the-rain-vr-sound\\source\\Whitechapel.fbx");
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for (uint32 i = 0; i < exporter.GetExportFormatCount(); ++i) {
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auto desc = exporter.GetExportFormatDescription(i);
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std::cout << desc->description << " " << desc->fileExtension << " " << desc->id << " " << std::endl;
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}
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asset->load(buffer);
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std::cin.get();
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}
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