Basic meshlet generation algorithm
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@@ -1,11 +1,11 @@
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#include "MeshLoader.h"
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#include "Graphics/GraphicsResources.h"
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#include "Graphics/Graphics.h"
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#include "Asset/MeshAsset.h"
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#include "Graphics/Mesh.h"
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#include "Graphics/StaticMeshVertexInput.h"
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#include "Graphics/StaticMeshVertexData.h"
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#include "Asset/AssetImporter.h"
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#include "Asset/MaterialAsset.h"
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#include <set>
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#include <fstream>
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#include <iostream>
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#include <nlohmann/json.hpp>
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@@ -120,7 +120,6 @@ void MeshLoader::loadMaterials(const aiScene* scene, const std::string& baseName
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}
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}
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void findMeshRoots(aiNode *node, List<aiNode *> &meshNodes)
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{
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if (node->mNumMeshes > 0)
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@@ -133,57 +132,7 @@ void findMeshRoots(aiNode *node, List<aiNode *> &meshNodes)
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findMeshRoots(node->mChildren[i], meshNodes);
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}
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}
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VertexStreamComponent createVertexStream(uint32 size, aiVector3D* sourceData, Gfx::PGraphics graphics)
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{
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Array<Vector> buffer(size);
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for(uint32 i = 0; i < size; ++i)
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{
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buffer[i] = Vector(sourceData[i].x, sourceData[i].y, sourceData[i].z);
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}
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VertexBufferCreateInfo vbInfo;
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vbInfo.numVertices = size;
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vbInfo.vertexSize = sizeof(Vector);
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vbInfo.resourceData.data = (uint8 *)buffer.data();
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vbInfo.resourceData.owner = Gfx::QueueType::DEDICATED_TRANSFER;
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vbInfo.resourceData.size = sizeof(Vector) * buffer.size();
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Gfx::PVertexBuffer vertexBuffer = graphics->createVertexBuffer(vbInfo);
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vertexBuffer->transferOwnership(Gfx::QueueType::GRAPHICS);
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return VertexStreamComponent(vertexBuffer, 0, vbInfo.vertexSize, Gfx::SE_FORMAT_R32G32B32_SFLOAT);
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}
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VertexStreamComponent createVertexStream(uint32 size, aiVector2D* sourceData, Gfx::PGraphics graphics)
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{
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Array<Vector2> buffer(size);
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for(uint32 i = 0; i < size; ++i)
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{
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buffer[i] = Vector2(sourceData[i].x, sourceData[i].y);
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}
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VertexBufferCreateInfo vbInfo;
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vbInfo.numVertices = size;
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vbInfo.vertexSize = sizeof(Vector2);
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vbInfo.resourceData.data = (uint8 *)buffer.data();
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vbInfo.resourceData.owner = Gfx::QueueType::DEDICATED_TRANSFER;
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vbInfo.resourceData.size = sizeof(Vector2) * buffer.size();
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Gfx::PVertexBuffer vertexBuffer = graphics->createVertexBuffer(vbInfo);
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vertexBuffer->transferOwnership(Gfx::QueueType::GRAPHICS);
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return VertexStreamComponent(vertexBuffer, 0, vbInfo.vertexSize, Gfx::SE_FORMAT_R32G32_SFLOAT);
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}
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VertexStreamComponent createVertexStream(uint32 size, aiColor4D* sourceData, Gfx::PGraphics graphics)
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{
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Array<Vector4> buffer(size);
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for(uint32 i = 0; i < size; ++i)
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{
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buffer[i] = Vector4(sourceData[i].r, sourceData[i].g, sourceData[i].b, sourceData[i].a);
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}
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VertexBufferCreateInfo vbInfo;
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vbInfo.numVertices = size;
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vbInfo.vertexSize = sizeof(Vector4);
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vbInfo.resourceData.data = (uint8 *)buffer.data();
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vbInfo.resourceData.owner = Gfx::QueueType::DEDICATED_TRANSFER;
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vbInfo.resourceData.size = sizeof(Vector4) * buffer.size();
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Gfx::PVertexBuffer vertexBuffer = graphics->createVertexBuffer(vbInfo);
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vertexBuffer->transferOwnership(Gfx::QueueType::GRAPHICS);
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return VertexStreamComponent(vertexBuffer, 0, vbInfo.vertexSize, Gfx::SE_FORMAT_R32G32B32A32_SFLOAT);
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}
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void MeshLoader::loadGlobalMeshes(const aiScene* scene, const Array<PMaterialAsset>& materials, Array<PMesh>& globalMeshes, Component::Collider& collider)
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{
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for (uint32 meshIndex = 0; meshIndex < scene->mNumMeshes; ++meshIndex)
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@@ -192,50 +141,106 @@ void MeshLoader::loadGlobalMeshes(const aiScene* scene, const Array<PMaterialAss
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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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//! \todo duplicate from createVertexStream, clean up
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Array<Vector> vertices(mesh->mNumVertices);
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// assume static mesh for now
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Array<Vector> positions(mesh->mNumVertices);
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Array<Vector2> texCoords(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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StaticMeshVertexData* vertexData = StaticMeshVertexData::getInstance();
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for(uint32 i = 0; i < mesh->mNumVertices; ++i)
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{
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vertices[i] = Vector(mesh->mVertices[i].x, mesh->mVertices[i].y, mesh->mVertices[i].z);
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positions[i] = Vector(mesh->mVertices[i].x, mesh->mVertices[i].y, mesh->mVertices[i].z);
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texCoords[i] = Vector2(mesh->mTextureCoords[0][i].x, mesh->mTextureCoords[0][i].x);
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normals[i] = Vector(mesh->mNormals[i].x, mesh->mNormals[i].y, mesh->mNormals[i].z);
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tangents[i] = Vector(mesh->mTangents[i].x, mesh->mTangents[i].y, mesh->mTangents[i].z);
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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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PStaticMeshVertexInput vertexShaderInput = new StaticMeshVertexInput(std::string(mesh->mName.C_Str()));
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StaticMeshDataType data;
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data.positionStream = createVertexStream(mesh->mNumVertices, mesh->mVertices, graphics);
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for(uint32 i = 0; i < MAX_TEXCOORDS; ++i)
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{
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if(mesh->HasTextureCoords(i))
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{
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data.textureCoordinates[i] = createVertexStream(mesh->mNumVertices, mesh->mTextureCoords[i], graphics);
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}
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}
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if(mesh->HasNormals())
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{
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data.tangentBasisComponents[0] = createVertexStream(mesh->mNumVertices, mesh->mNormals, graphics);
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}
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if(mesh->HasTangentsAndBitangents())
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{
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//TODO: use bitangent to calculate sign for 4th coordinate of tangentstream
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data.tangentBasisComponents[1] = createVertexStream(mesh->mNumVertices, mesh->mTangents, graphics);
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data.tangentBasisComponents[2] = createVertexStream(mesh->mNumVertices, mesh->mBitangents, graphics);
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}
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if(mesh->HasVertexColors(0))
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{
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data.colorComponent = createVertexStream(mesh->mNumVertices, mesh->mColors[0], graphics);
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}
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vertexShaderInput->setData(std::move(data));
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vertexShaderInput->init(graphics);
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MeshId id = vertexData->allocateVertexData(mesh->mNumVertices);
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vertexData->loadPositions(id, positions);
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vertexData->loadTexCoords(id, texCoords);
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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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Array<uint32> indices(mesh->mNumFaces * 3);
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for (uint32 faceIndex = 0; faceIndex < mesh->mNumFaces; ++faceIndex)
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for (size_t faceIndex = 0; faceIndex < mesh->mNumFaces; ++faceIndex)
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{
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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(vertices, indices, Matrix4(1.0f));
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if (Gfx::useMeshShading)
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{
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Array<Meshlet> meshlets;
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meshlets.reserve(indices.size() / (3ull * Gfx::numPrimitivesPerMeshlet));
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std::set<uint32> uniqueVertices;
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Meshlet current = {
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.numVertices = 0,
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.numPrimitives = 0,
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};
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auto insertAndGetIndex = [&uniqueVertices, ¤t](uint32 index) -> int8_t
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{
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auto [it, inserted] = uniqueVertices.insert(index);
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if (inserted)
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{
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if (current.numVertices == Gfx::numVerticesPerMeshlet)
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{
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return -1;
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}
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current.uniqueVertices[current.numVertices] = index;
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return current.numVertices++;
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}
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else
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{
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for (uint32 i = 0; i < current.numVertices; ++i)
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{
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if (current.uniqueVertices[i] == index)
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{
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return i;
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}
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}
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assert(false);
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}
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};
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auto completeMeshlet = [&meshlets, ¤t, &uniqueVertices]() {
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meshlets.add(current);
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current = {
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.numVertices = 0,
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.numPrimitives = 0,
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};
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uniqueVertices.clear();
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};
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for (size_t faceIndex = 0; faceIndex < mesh->mNumFaces; ++faceIndex)
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{
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auto i1 = insertAndGetIndex(mesh->mFaces[faceIndex].mIndices[0]);
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auto i2 = insertAndGetIndex(mesh->mFaces[faceIndex].mIndices[1]);
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auto i3 = insertAndGetIndex(mesh->mFaces[faceIndex].mIndices[2]);
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if (i1 == -1 || i2 == -1 || i3 == -1)
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{
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completeMeshlet();
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}
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current.primitiveLayout[current.numPrimitives * 3 + 0] = i1;
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current.primitiveLayout[current.numPrimitives * 3 + 1] = i2;
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current.primitiveLayout[current.numPrimitives * 3 + 2] = i3;
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current.numPrimitives++;
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if (current.numPrimitives == Gfx::numPrimitivesPerMeshlet)
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{
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completeMeshlet();
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}
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}
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}
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else
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{
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// \! todo
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}
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collider.physicsMesh.addCollider(positions, indices, Matrix4(1.0f));
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IndexBufferCreateInfo idxInfo;
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idxInfo.indexType = Gfx::SE_INDEX_TYPE_UINT32;
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@@ -1,7 +1,7 @@
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#pragma once
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#include "MinimalEngine.h"
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#include "Containers/List.h"
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#include "Graphics/GraphicsEnums.h"
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#include "Graphics/Enums.h"
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#include <filesystem>
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namespace Seele
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