Basic meshlet generation algorithm
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@@ -7,10 +7,33 @@ LightEnvironment::LightEnvironment(Gfx::PGraphics graphics)
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: graphics(graphics)
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{
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layout = graphics->createDescriptorLayout("LightEnvironment");
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layout->addDescriptorBinding(0, Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER);
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layout->addDescriptorBinding(0, Gfx::SE_DESCRIPTOR_TYPE_UNIFORM_BUFFER);
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layout->addDescriptorBinding(1, Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER);
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layout->addDescriptorBinding(2, Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER);
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layout->addDescriptorBinding(3, Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER);
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layout->create();
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lightEnvBuffer = graphics->createUniformBuffer(UniformBufferCreateInfo{
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.resourceData = {
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.size = sizeof(LightEnv),
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.data = (uint8*) &lightEnv,
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},
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.bDynamic = true,
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});
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directionalLights = graphics->createShaderBuffer(ShaderBufferCreateInfo{
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.resourceData = {
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.size = sizeof(Component::DirectionalLight) * MAX_DIRECTIONAL_LIGHTS,
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.data = (uint8*)dirs.data(),
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},
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.stride = sizeof(Component::DirectionalLight),
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.bDynamic = true,
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});
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pointLights = graphics->createShaderBuffer(ShaderBufferCreateInfo{
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.resourceData = {
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.size = sizeof(Component::PointLight) * MAX_POINT_LIGHTS,
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.data = (uint8*)dirs.data(),
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},
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.stride = sizeof(Component::PointLight),
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.bDynamic = true,
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});
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}
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LightEnvironment::~LightEnvironment()
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@@ -19,17 +42,39 @@ LightEnvironment::~LightEnvironment()
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void LightEnvironment::reset()
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{
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layout->reset();
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set = layout->allocateDescriptorSet();
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dirs.clear();
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points.clear();
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}
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void LightEnvironment::addDirectionalLight(Component::DirectionalLight dirLight)
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{
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dirs.add(dirLight);
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}
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void LightEnvironment::addPointLight(Component::PointLight pointLight)
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{
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points.add(pointLight);
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}
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void LightEnvironment::commit()
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{
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lightEnv.numDirectionalLights = dirs.size();
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lightEnv.numPointLights = points.size();
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lightEnvBuffer->updateContents(BulkResourceData{
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.size = sizeof(LightEnv),
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.data = (uint8*) & lightEnv,
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});
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directionalLights->updateContents(BulkResourceData{
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.size = sizeof(Component::DirectionalLight) * dirs.size(),
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.data = (uint8*)dirs.data(),
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});
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pointLights->updateContents(BulkResourceData{
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.size = sizeof(Component::PointLight) * points.size(),
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.data = (uint8*)points.data(),
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});
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set->updateBuffer(0, lightEnvBuffer);
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set->updateBuffer(1, directionalLights);
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set->updateBuffer(2, pointLights);
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}
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