Fixing some potential crashes
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+1
-1
@@ -26,7 +26,7 @@
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},
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{
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"name": "RelWithDebInfo",
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"generator": "Ninja Multi-Config",
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"generator": "Ninja",
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"configurationType": "RelWithDebInfo",
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"buildRoot": "${workspaceRoot}/build",
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"installRoot": "C:/Program Files/Seele",
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@@ -24,54 +24,11 @@ using namespace Seele::Editor;
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// make it global so it gets deleted last and automatically
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static Gfx::OGraphics graphics;
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struct Halfedge {
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uint32 vertexID;
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uint32 nextID;
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uint32 prevID;
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uint32 twinID;
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};
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Array<Halfedge> generateEdges() {
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Array<UVector> indices = {UVector(0, 1, 4), UVector(4, 1, 5), UVector(1, 2, 5), UVector(5, 2, 6), UVector(2, 3, 6),
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UVector(6, 3, 7), UVector(4, 5, 8), UVector(8, 5, 9), UVector(5, 6, 9), UVector(9, 6, 10),
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UVector(6, 7, 10), UVector(10, 7, 11), UVector(8, 9, 12), UVector(12, 9, 13), UVector(9, 10, 13),
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UVector(13, 10, 14), UVector(10, 11, 14), UVector(14, 11, 15)};
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Array<Halfedge> edges;
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for (auto ind : indices) {
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uint32 baseIndex = (uint32)edges.size();
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edges.add(Halfedge{ind.x, baseIndex + 1, baseIndex + 2, UINT32_MAX});
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edges.add(Halfedge{ind.y, baseIndex + 2, baseIndex, UINT32_MAX});
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edges.add(Halfedge{ind.z, baseIndex, baseIndex + 1, UINT32_MAX});
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}
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for (uint32 i = 0; i < edges.size(); ++i) {
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if (edges[i].twinID == UINT32_MAX) {
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for (uint32 j = 0; j < edges.size(); ++j) {
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if (edges[i].vertexID == edges[edges[j].nextID].vertexID && edges[edges[i].nextID].vertexID == edges[j].vertexID) {
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edges[i].twinID = j;
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edges[j].twinID = i;
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}
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}
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}
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}
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return edges;
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}
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Array<uint32> generateArray() { return Array<uint32>(); }
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int main() {
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std::string gameName = "MeshShadingDemo";
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#ifdef WIN32
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std::filesystem::path outputPath = "C:/Users/Dynamitos/MeshShadingDemoGame";
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std::filesystem::path sourcePath = "C:/Users/Dynamitos/MeshShadingDemo";
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std::filesystem::path binaryPath = sourcePath / "bin" / "MeshShadingDemo.dll";
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#elif __APPLE__
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std::filesystem::path outputPath = "/Users/dynamitos/MeshShadingDemoGame";
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std::filesystem::path sourcePath = "/Users/dynamitos/MeshShadingDemo";
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std::filesystem::path binaryPath = sourcePath / "cmake" / "libMeshShadingDemo.dylib";
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#else
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std::filesystem::path outputPath = "/home/dynamitos/MeshShadingDemoGame";
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std::filesystem::path sourcePath = "/home/dynamitos/MeshShadingDemo";
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std::filesystem::path binaryPath = sourcePath / "cmake" / "libMeshShadingDemo.so";
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#endif
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std::string gameName = "MinecraftClone";
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std::filesystem::path outputPath = fmt::format("../../{0}Game", gameName);
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std::filesystem::path sourcePath = fmt::format("../../{0}", gameName);
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std::filesystem::path binaryPath = sourcePath / "bin" / fmt::format("{0}.dll", gameName);
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std::filesystem::path cmakePath = outputPath / "cmake";
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if (true) {
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#ifdef __APPLE__
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@@ -90,55 +47,10 @@ int main() {
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AssetImporter::importFont(FontImportArgs{
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.filePath = "./fonts/arial.ttf",
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});
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AssetImporter::importMesh(MeshImportArgs{
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.filePath = sourcePath / "import/models/cube.fbx",
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});
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// AssetImporter::importMesh(MeshImportArgs{
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// .filePath = sourcePath / "import/models/culling.fbx",
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//});
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AssetImporter::importTexture(TextureImportArgs{
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.filePath = sourcePath / "import/textures/skybox.jpg",
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.type = TextureImportType::TEXTURE_CUBEMAP,
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});
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//AssetImporter::importEnvironmentMap(EnvironmentImportArgs{
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// .filePath = sourcePath / "import/models/main1_sponza/textures/kloppenheim_05_4k.hdr",
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//});
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AssetImporter::importEnvironmentMap(EnvironmentImportArgs{
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.filePath = sourcePath / "import/textures/newport_loft.hdr",
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.filePath = sourcePath / "import" / "textures" / "newport_loft.hdr",
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});
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// AssetImporter::importMesh(MeshImportArgs{
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// .filePath = sourcePath / "import/models/ship.fbx",
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// .importPath = "ship",
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// });
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// AssetImporter::importTexture(TextureImportArgs{
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// .filePath = sourcePath / "import/textures/azeroth.png",
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//});
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// AssetImporter::importTexture(TextureImportArgs{
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// .filePath = sourcePath / "import/textures/azeroth_height.png",
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//});
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// AssetImporter::importTexture(TextureImportArgs{
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// .filePath = sourcePath / "import/textures/wgen.png",
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//});
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// AssetImporter::importMesh(MeshImportArgs{
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// .filePath = sourcePath / "import/models/after-the-rain-vr-sound/source/Whitechapel.glb",
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// .importPath = "Whitechapel",
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//});
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// AssetImporter::importMesh(MeshImportArgs{
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// .filePath = sourcePath / "import/models/box.glb",
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// .importPath = "",
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//});
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AssetImporter::importMesh(MeshImportArgs{
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.filePath = sourcePath / "import/models/rttest.glb",
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.importPath = "",
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});
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AssetImporter::importMesh(MeshImportArgs{
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.filePath = sourcePath / "import/models/main1_sponza/sponza.gltf",
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.importPath = "sponza",
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});
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// AssetImporter::importMesh(MeshImportArgs{
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// .filePath = sourcePath / "import/models/town_hall.glb",
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// .importPath = "",
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// });
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getThreadPool().waitIdle();
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vd->commitMeshes();
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WindowCreateInfo mainWindowInfo = {
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@@ -224,6 +224,14 @@ void AssetRegistry::initialize(const std::filesystem::path& _rootFolder, Gfx::PG
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this->graphics = _graphics;
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this->rootFolder = _rootFolder;
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this->assetRoot = new AssetFolder("");
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if (!std::filesystem::exists(rootFolder))
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{
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std::filesystem::create_directories(rootFolder);
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}
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else if (!std::filesystem::is_directory(rootFolder))
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{
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throw std::logic_error("Asset Folder is not a directory!!");
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}
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loadRegistryInternal();
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}
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@@ -1,6 +1,7 @@
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#include "RayTracingPass.h"
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#include "Asset/AssetRegistry.h"
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#include "Asset/MeshAsset.h"
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#include "Asset/EnvironmentMapAsset.h"
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#include "Graphics/Mesh.h"
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#include "Graphics/RayTracing.h"
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#include "Graphics/Shader.h"
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@@ -59,7 +60,7 @@ RayTracingPass::RayTracingPass(Gfx::PGraphics graphics, PScene scene) : RenderPa
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.useMaterial = true,
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.rayTracing = true,
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});
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skyBox = AssetRegistry::findTexture("", "skybox")->getTexture().cast<Gfx::TextureCube>();
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skyBox = AssetRegistry::findEnvironmentMap("", "newport_loft")->getIrradianceMap();
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skyBoxSampler = graphics->createSampler({});
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}
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@@ -11,6 +11,8 @@ using namespace Seele::Vulkan;
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BufferAllocation::BufferAllocation(PGraphics graphics, const std::string& name, VkBufferCreateInfo bufferInfo,
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VmaAllocationCreateInfo allocInfo, Gfx::QueueType owner, uint64 alignment)
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: CommandBoundResource(graphics, name), size(bufferInfo.size), owner(owner) {
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if (bufferInfo.size == 0)
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return;
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VK_CHECK(vmaCreateBufferWithAlignment(graphics->getAllocator(), &bufferInfo, &allocInfo, alignment, &buffer, &allocation, &info));
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vmaGetAllocationMemoryProperties(graphics->getAllocator(), allocation, &properties);
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assert(!name.empty());
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@@ -437,6 +439,8 @@ void* ShaderBuffer::map() { return Vulkan::Buffer::map(); }
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void ShaderBuffer::unmap() { Vulkan::Buffer::unmap(); }
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void ShaderBuffer::clear() {
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if (getAlloc() == nullptr)
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return;
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PCommand command = graphics->getQueueCommands(getAlloc()->owner)->getCommands();
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command->bindResource(PBufferAllocation(getAlloc()));
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vkCmdFillBuffer(command->getHandle(), Vulkan::Buffer::getHandle(), 0, VK_WHOLE_SIZE, 0);
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@@ -447,7 +447,7 @@ Gfx::OTopLevelAS Graphics::createTopLevelAccelerationStructure(const Gfx::TopLev
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}
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void Graphics::buildBottomLevelAccelerationStructures(Array<Gfx::PBottomLevelAS> data) {
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if (!supportRayTracing())
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if (!supportRayTracing() || data.empty())
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return;
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Gfx::PShaderBuffer verticesBuffer = StaticMeshVertexData::getInstance()->getPositionBuffer();
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Gfx::PIndexBuffer indexBuffer = StaticMeshVertexData::getInstance()->getIndexBuffer();
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