various UI and rt changes
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+35
-37
@@ -54,6 +54,8 @@ Array<Halfedge> generateEdges() {
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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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@@ -113,26 +115,22 @@ int main() {
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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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//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/plane.obj",
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// .importPath = "",
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// });
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// AssetImporter::importMesh(MeshImportArgs{
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// .filePath = sourcePath / "import/models/city-suburbs/source/city-suburbs.obj",
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// .importPath = "suburbs",
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// });
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// AssetImporter::importMesh(MeshImportArgs{
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// .filePath = sourcePath / "import/models/minecraft-medieval-city.fbx",
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// .importPath = "minecraft",
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// });
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// AssetImporter::importMesh(MeshImportArgs{
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// .filePath = sourcePath / "import/models/Volvo/Volvo.fbx",
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// .importPath = "Volvo",
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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/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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@@ -142,26 +140,26 @@ int main() {
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.preferredFormat = Gfx::SE_FORMAT_B8G8R8A8_SRGB,
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};
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auto window = windowManager->addWindow(graphics, mainWindowInfo);
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// ViewportCreateInfo sceneViewInfo = {
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// .dimensions =
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// {
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// .size = {1920, 1080},
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// .offset = {0, 0},
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// },
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// .numSamples = Gfx::SE_SAMPLE_COUNT_4_BIT,
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// };
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// OGameView sceneView = new Editor::PlayView(graphics, window, sceneViewInfo, binaryPath.generic_string());
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// sceneView->setFocused();
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OInspectorView inspectorView = new Editor::InspectorView(graphics, window,
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ViewportCreateInfo{
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.dimensions =
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{
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.size = {1920, 1080},
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.offset = {0, 0},
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},
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.fieldOfView = 0,
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.numSamples = Gfx::SE_SAMPLE_COUNT_1_BIT,
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});
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ViewportCreateInfo sceneViewInfo = {
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.dimensions =
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{
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.size = {1920, 1080},
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.offset = {0, 0},
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},
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.numSamples = Gfx::SE_SAMPLE_COUNT_4_BIT,
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};
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OGameView sceneView = new Editor::PlayView(graphics, window, sceneViewInfo, binaryPath.generic_string());
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sceneView->setFocused();
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//OInspectorView inspectorView = new Editor::InspectorView(graphics, window,
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// ViewportCreateInfo{
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// .dimensions =
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// {
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// .size = {1920, 1080},
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// .offset = {0, 0},
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// },
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// .fieldOfView = 0,
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// .numSamples = Gfx::SE_SAMPLE_COUNT_1_BIT,
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// });
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while (windowManager->isActive() && getGlobals().running) {
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windowManager->render();
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