Basic meshlet generation algorithm
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@@ -6,26 +6,30 @@ namespace Seele
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class StaticMeshVertexData : public VertexData
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{
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public:
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StaticMeshVertexData(Gfx::PGraphics graphics);
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StaticMeshVertexData();
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virtual ~StaticMeshVertexData();
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static StaticMeshVertexData* getInstance();
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virtual MeshId allocateVertexData(uint64 numVertices) override;
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void loadPositions(MeshId id, const Array<Vector>& data);
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void loadTexCoords(MeshId id, const Array<Vector2>& data);
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void loadNormals(MeshId id, const Array<Vector>& data);
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void loadTangents(MeshId id, const Array<Vector>& data);
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void loadBiTangents(MeshId id, const Array<Vector>& data);
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void loadPositions(MeshId id, const Array<Vector>& data);
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void loadTexCoords(MeshId id, const Array<Vector2>& data);
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void loadNormals(MeshId id, const Array<Vector>& data);
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void loadTangents(MeshId id, const Array<Vector>& data);
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void loadBiTangents(MeshId id, const Array<Vector>& data);
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virtual void init(Gfx::PGraphics graphics) override;
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private:
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virtual void updateBuffers() override;
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Gfx::PShaderBuffer positions;
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Array<Vector> positionData;
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Array<Vector> positionData;
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Gfx::PShaderBuffer texCoords;
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Array<Vector2> texCoordsData;
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Array<Vector2> texCoordsData;
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Gfx::PShaderBuffer normals;
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Array<Vector> normalData;
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Array<Vector> normalData;
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Gfx::PShaderBuffer tangents;
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Array<Vector> tangentData;
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Array<Vector> tangentData;
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Gfx::PShaderBuffer biTangents;
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Array<Vector> biTangentData;
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Array<Vector> biTangentData;
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Map<MeshId, uint64_t> meshOffsets;
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uint64 head;
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uint64 head;
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uint64 verticesAllocated;
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};
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}
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