View Frustum culling for mesh shading
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@@ -38,7 +38,7 @@ void VertexData::updateMesh(PMesh mesh, Component::Transform& transform)
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.instance = InstanceData {
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.transformMatrix = transform.toMatrix(),
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},
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.data = data
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.data = data,
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});
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}
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matInstanceData.materialInstance = mesh->referencedMaterial->getHandle();
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@@ -109,10 +109,12 @@ 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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.boundingBox = m.boundingBox,
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.vertexCount = m.numVertices,
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.primitiveCount = m.numPrimitives,
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.vertexOffset = vertexOffset,
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.primitiveOffset = primitiveOffset,
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.color = Vector((float)rand() / RAND_MAX, (float)rand() / RAND_MAX, (float)rand() / RAND_MAX),
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});
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}
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meshData[id].add(MeshData{
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