Fixing some potential crashes
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+6
-94
@@ -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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