Changing vertex data interfaces
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@@ -6,6 +6,7 @@
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#include "Graphics/Mesh.h"
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#include "Graphics/Shader.h"
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#include "Graphics/StaticMeshVertexData.h"
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#include "ThreadPool.h"
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#include <Asset/MaterialLoader.h>
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#include <Asset/TextureLoader.h>
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#include <assimp/Importer.hpp>
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@@ -102,6 +103,8 @@ void MeshLoader::loadMaterials(const aiScene* scene, const Array<PTextureAsset>&
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std::string materialName = fmt::format("M{0}{1}{2}", baseName, material->GetName().C_Str(), m);
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materialName.erase(std::remove(materialName.begin(), materialName.end(), '.'),
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materialName.end()); // dots break adding the .asset extension later
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materialName.erase(std::remove(materialName.begin(), materialName.end(), ':'),
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materialName.end()); // dots break adding the .asset extension later
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materialName.erase(std::remove(materialName.begin(), materialName.end(), '-'),
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materialName.end()); // dots break adding the .asset extension later
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materialName.erase(std::remove(materialName.begin(), materialName.end(), ' '),
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@@ -401,81 +404,87 @@ void findMeshRoots(aiNode* node, List<aiNode*>& meshNodes) {
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void MeshLoader::loadGlobalMeshes(const aiScene* scene, const Array<PMaterialInstanceAsset>& materials, Array<OMesh>& globalMeshes,
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Component::Collider& collider) {
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//List<std::function<void()>> work;
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for (int32 meshIndex = 0; meshIndex < scene->mNumMeshes; ++meshIndex) {
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aiMesh* mesh = scene->mMeshes[meshIndex];
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if (!(mesh->mPrimitiveTypes & aiPrimitiveType_TRIANGLE))
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continue;
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collider.boundingbox.adjust(Vector(mesh->mAABB.mMin.x, mesh->mAABB.mMin.y, mesh->mAABB.mMin.z));
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collider.boundingbox.adjust(Vector(mesh->mAABB.mMax.x, mesh->mAABB.mMax.y, mesh->mAABB.mMax.z));
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// assume static mesh for now
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Array<Vector4> positions(mesh->mNumVertices);
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StaticArray<Array<Vector2>, MAX_TEXCOORDS> texCoords;
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for (size_t i = 0; i < MAX_TEXCOORDS; ++i) {
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texCoords[i].resize(mesh->mNumVertices);
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}
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Array<Vector4> normals(mesh->mNumVertices);
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Array<Vector4> tangents(mesh->mNumVertices);
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Array<Vector4> biTangents(mesh->mNumVertices);
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Array<Vector4> colors(mesh->mNumVertices);
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globalMeshes.add(nullptr);
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StaticMeshVertexData* vertexData = StaticMeshVertexData::getInstance();
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for (int32 i = 0; i < mesh->mNumVertices; ++i) {
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positions[i] = Vector4(mesh->mVertices[i].x, mesh->mVertices[i].y, mesh->mVertices[i].z, 1.0f);
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for (size_t j = 0; j < MAX_TEXCOORDS; ++j) {
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if (mesh->HasTextureCoords(j)) {
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texCoords[j][i] = Vector2(mesh->mTextureCoords[j][i].x, mesh->mTextureCoords[j][i].y);
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MeshId id = vertexData->allocateVertexData(mesh->mNumVertices);
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uint64 offset = vertexData->getMeshOffset(id);
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collider.boundingbox.adjust(Vector(mesh->mAABB.mMin.x, mesh->mAABB.mMin.y, mesh->mAABB.mMin.z));
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collider.boundingbox.adjust(Vector(mesh->mAABB.mMax.x, mesh->mAABB.mMax.y, mesh->mAABB.mMax.z));
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//work.add([&]() {
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// assume static mesh for now
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Array<Vector4> positions(mesh->mNumVertices);
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StaticArray<Array<Vector2>, MAX_TEXCOORDS> texCoords;
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for (size_t i = 0; i < MAX_TEXCOORDS; ++i) {
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texCoords[i].resize(mesh->mNumVertices);
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}
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Array<Vector4> normals(mesh->mNumVertices);
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Array<Vector4> tangents(mesh->mNumVertices);
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Array<Vector4> biTangents(mesh->mNumVertices);
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Array<Vector4> colors(mesh->mNumVertices);
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for (int32 i = 0; i < mesh->mNumVertices; ++i) {
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positions[i] = Vector4(mesh->mVertices[i].x, mesh->mVertices[i].y, mesh->mVertices[i].z, 1.0f);
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for (size_t j = 0; j < MAX_TEXCOORDS; ++j) {
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if (mesh->HasTextureCoords(j)) {
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texCoords[j][i] = Vector2(mesh->mTextureCoords[j][i].x, mesh->mTextureCoords[j][i].y);
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} else {
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texCoords[j][i] = Vector2(0, 0);
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}
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}
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normals[i] = Vector4(mesh->mNormals[i].x, mesh->mNormals[i].y, mesh->mNormals[i].z, 1.0f);
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if (mesh->HasTangentsAndBitangents()) {
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tangents[i] = Vector4(mesh->mTangents[i].x, mesh->mTangents[i].y, mesh->mTangents[i].z, 1.0f);
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biTangents[i] = Vector4(mesh->mBitangents[i].x, mesh->mBitangents[i].y, mesh->mBitangents[i].z, 1.0f);
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} else {
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texCoords[j][i] = Vector2(0, 0);
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tangents[i] = Vector4(0, 0, 1, 1);
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biTangents[i] = Vector4(1, 0, 0, 1);
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}
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if (mesh->HasVertexColors(0)) {
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colors[i] = Vector4(mesh->mColors[0][i].r, mesh->mColors[0][i].g, mesh->mColors[0][i].b, 1.0f);
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} else {
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colors[i] = Vector4(1, 1, 1, 1);
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}
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}
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normals[i] = Vector4(mesh->mNormals[i].x, mesh->mNormals[i].y, mesh->mNormals[i].z, 1.0f);
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if (mesh->HasTangentsAndBitangents()) {
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tangents[i] = Vector4(mesh->mTangents[i].x, mesh->mTangents[i].y, mesh->mTangents[i].z, 1.0f);
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biTangents[i] = Vector4(mesh->mBitangents[i].x, mesh->mBitangents[i].y, mesh->mBitangents[i].z, 1.0f);
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} else {
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tangents[i] = Vector4(0, 0, 1, 1);
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biTangents[i] = Vector4(1, 0, 0, 1);
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vertexData->loadPositions(offset, positions);
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for (size_t i = 0; i < MAX_TEXCOORDS; ++i) {
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vertexData->loadTexCoords(offset, i, texCoords[i]);
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}
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if (mesh->HasVertexColors(0)) {
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colors[i] = Vector4(mesh->mColors[0][i].r, mesh->mColors[0][i].g, mesh->mColors[0][i].b, 1.0f);
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} else {
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colors[i] = Vector4(1, 1, 1, 1);
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vertexData->loadNormals(offset, normals);
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vertexData->loadTangents(offset, tangents);
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vertexData->loadBiTangents(offset, biTangents);
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vertexData->loadColors(offset, colors);
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Array<uint32> indices(mesh->mNumFaces * 3);
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for (int32 faceIndex = 0; faceIndex < mesh->mNumFaces; ++faceIndex) {
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indices[faceIndex * 3 + 0] = mesh->mFaces[faceIndex].mIndices[0];
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indices[faceIndex * 3 + 1] = mesh->mFaces[faceIndex].mIndices[1];
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indices[faceIndex * 3 + 2] = mesh->mFaces[faceIndex].mIndices[2];
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}
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}
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MeshId id = vertexData->allocateVertexData(mesh->mNumVertices);
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vertexData->loadPositions(id, positions);
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for (size_t i = 0; i < MAX_TEXCOORDS; ++i) {
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vertexData->loadTexCoords(id, i, texCoords[i]);
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}
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vertexData->loadNormals(id, normals);
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vertexData->loadTangents(id, tangents);
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vertexData->loadBiTangents(id, biTangents);
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vertexData->loadColors(id, colors);
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Array<Meshlet> meshlets;
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meshlets.reserve(indices.size() / (3ull * Gfx::numPrimitivesPerMeshlet));
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Meshlet::build(positions, indices, meshlets);
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vertexData->loadMesh(id, indices, meshlets);
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Array<uint32> indices(mesh->mNumFaces * 3);
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for (int32 faceIndex = 0; faceIndex < mesh->mNumFaces; ++faceIndex) {
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indices[faceIndex * 3 + 0] = mesh->mFaces[faceIndex].mIndices[0];
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indices[faceIndex * 3 + 1] = mesh->mFaces[faceIndex].mIndices[1];
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indices[faceIndex * 3 + 2] = mesh->mFaces[faceIndex].mIndices[2];
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}
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// collider.physicsMesh.addCollider(positions, indices, Matrix4(1.0f));
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Array<Meshlet> meshlets;
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meshlets.reserve(indices.size() / (3ull * Gfx::numPrimitivesPerMeshlet));
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Meshlet::build(positions, indices, meshlets);
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vertexData->loadMesh(id, indices, meshlets);
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// collider.physicsMesh.addCollider(positions, indices, Matrix4(1.0f));
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globalMeshes[meshIndex] = new Mesh();
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globalMeshes[meshIndex]->vertexData = vertexData;
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globalMeshes[meshIndex]->id = id;
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globalMeshes[meshIndex]->referencedMaterial = materials[mesh->mMaterialIndex];
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globalMeshes[meshIndex]->meshlets = std::move(meshlets);
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globalMeshes[meshIndex]->indices = std::move(indices);
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globalMeshes[meshIndex]->vertexCount = mesh->mNumVertices;
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globalMeshes[meshIndex] = new Mesh();
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globalMeshes[meshIndex]->vertexData = vertexData;
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globalMeshes[meshIndex]->id = id;
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globalMeshes[meshIndex]->referencedMaterial = materials[mesh->mMaterialIndex];
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globalMeshes[meshIndex]->meshlets = std::move(meshlets);
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globalMeshes[meshIndex]->indices = std::move(indices);
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globalMeshes[meshIndex]->vertexCount = mesh->mNumVertices;
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//});
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}
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//getThreadPool().runAndWait(std::move(work));
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}
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Matrix4 convertMatrix(aiMatrix4x4 matrix) {
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