Depth rendering of terrain works
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@@ -36,6 +36,54 @@ void VertexData::updateMesh(const Component::Transform& transform, PMesh mesh)
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matInstanceData.numMeshes += meshData[mesh->id].size();
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}
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void VertexData::createDescriptors()
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{
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instanceDataLayout->reset();
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for (const auto& [_, mat] : materialData)
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{
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for (auto& [_, matInst] : mat.instances)
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{
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Array<InstanceData> instanceData;
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Array<MeshData> meshes;
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for (auto& inst : matInst.meshes)
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{
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inst.meshes = 0;
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for (const auto& mesh : meshData[inst.id])
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{
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instanceData.add(inst.instance);
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meshes.add(mesh);
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inst.meshes++;
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}
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}
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matInst.instanceBuffer = graphics->createShaderBuffer(ShaderBufferCreateInfo{
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.sourceData = {
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.size = sizeof(InstanceData) * instanceData.size(),
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.data = (uint8*)instanceData.data(),
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},
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.stride = sizeof(InstanceData)
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});
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matInst.descriptorSet = instanceDataLayout->allocateDescriptorSet();
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matInst.descriptorSet->updateBuffer(0, matInst.instanceBuffer);
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if (graphics->supportMeshShading())
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{
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matInst.meshDataBuffer = graphics->createShaderBuffer(ShaderBufferCreateInfo{
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.sourceData = {
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.size = sizeof(MeshData) * meshes.size(),
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.data = (uint8*)meshes.data(),
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},
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.stride = sizeof(MeshData)
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});
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matInst.descriptorSet->updateBuffer(1, matInst.meshDataBuffer);
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matInst.descriptorSet->updateBuffer(2, meshletBuffer);
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matInst.descriptorSet->updateBuffer(3, primitiveIndicesBuffer);
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matInst.descriptorSet->updateBuffer(4, vertexIndicesBuffer);
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}
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matInst.descriptorSet->writeChanges();
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matInst.numMeshes = meshes.size();
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}
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}
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}
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void VertexData::loadMesh(MeshId id, Array<Meshlet> loadedMeshlets)
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{
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meshData[id].clear();
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@@ -65,79 +113,33 @@ void VertexData::loadMesh(MeshId id, Array<Meshlet> loadedMeshlets)
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.numMeshlets = numMeshlets,
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.meshletOffset = meshletOffset,
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.indicesOffset = static_cast<uint32>(meshOffsets[id]),
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});
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});
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currentMesh += numMeshlets;
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}
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meshletBuffer = graphics->createShaderBuffer(ShaderBufferCreateInfo {
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meshletBuffer = graphics->createShaderBuffer(ShaderBufferCreateInfo{
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.sourceData = {
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.size = sizeof(MeshletDescription) * meshlets.size(),
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.data = (uint8*)meshlets.data()
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},
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.stride = sizeof(MeshletDescription),
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.dynamic = true,
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});
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vertexIndicesBuffer = graphics->createShaderBuffer(ShaderBufferCreateInfo {
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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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.data = (uint8*)vertexIndices.data(),
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},
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.stride = sizeof(uint32),
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.dynamic = true,
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});
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primitiveIndicesBuffer = graphics->createShaderBuffer(ShaderBufferCreateInfo {
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});
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primitiveIndicesBuffer = graphics->createShaderBuffer(ShaderBufferCreateInfo{
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.sourceData = {
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.size = sizeof(uint8) * primitiveIndices.size(),
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.data = (uint8*)primitiveIndices.data(),
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},
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.stride = sizeof(uint8),
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.dynamic = true,
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});
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}
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void VertexData::createDescriptors()
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{
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for (const auto& [_, mat] : materialData)
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{
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for (auto& [_, matInst] : mat.instances)
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{
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Array<InstanceData> instanceData;
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Array<MeshData> meshes;
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for (const auto& inst : matInst.meshes)
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{
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for (const auto& mesh : meshData[inst.id])
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{
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instanceData.add(inst.instance);
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meshes.add(mesh);
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}
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}
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matInst.instanceBuffer = graphics->createShaderBuffer(ShaderBufferCreateInfo{
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.sourceData = {
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.size = sizeof(InstanceData) * instanceData.size(),
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.data = (uint8*)instanceData.data(),
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},
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.stride = sizeof(InstanceData)
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});
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instanceDataLayout->reset();
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matInst.descriptorSet = instanceDataLayout->allocateDescriptorSet();
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matInst.descriptorSet->updateBuffer(0, matInst.instanceBuffer);
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if (graphics->supportMeshShading())
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{
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matInst.meshDataBuffer = graphics->createShaderBuffer(ShaderBufferCreateInfo{
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.sourceData = {
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.size = sizeof(MeshData) * meshes.size(),
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.data = (uint8*)meshes.data(),
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},
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.stride = sizeof(MeshData)
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});
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matInst.descriptorSet->updateBuffer(1, matInst.meshDataBuffer);
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matInst.descriptorSet->updateBuffer(2, meshletBuffer);
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matInst.descriptorSet->updateBuffer(3, primitiveIndicesBuffer);
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matInst.descriptorSet->updateBuffer(4, vertexIndicesBuffer);
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}
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matInst.descriptorSet->writeChanges();
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matInst.numMeshes = meshes.size();
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}
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}
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});
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}
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MeshId VertexData::allocateVertexData(uint64 numVertices)
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