Lighting still looks horrible, but whatever for now
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@@ -38,9 +38,11 @@ void VertexData::updateMesh(PMesh mesh, Component::Transform& transform)
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MaterialInstanceData& matInstanceData = matData.instances[referencedInstance->getId()];
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for (const auto& data : meshData[mesh->id])
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{
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Matrix4 transformMatrix = transform.toMatrix() * mesh->transform;
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matInstanceData.meshes.add(MeshInstanceData{
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.instance = InstanceData {
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.transformMatrix = mesh->transform * transform.toMatrix(),
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.transformMatrix = transformMatrix,
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.inverseTransformMatrix = glm::inverse(transformMatrix),
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},
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.data = data,
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});
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@@ -167,7 +169,7 @@ void VertexData::loadMesh(MeshId id, Array<uint32> loadedIndices, Array<Meshlet>
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primitiveIndices.resize(primitiveOffset + (m.numPrimitives * 3));
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std::memcpy(primitiveIndices.data() + primitiveOffset, m.primitiveLayout, m.numPrimitives * 3 * sizeof(uint8));
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meshlets.add(MeshletDescription{
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.bounding = m.boundingBox.toSphere(),
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.bounding = m.boundingBox,//.toSphere(),
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.vertexCount = m.numVertices,
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.primitiveCount = m.numPrimitives,
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.vertexOffset = vertexOffset,
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@@ -176,7 +178,7 @@ void VertexData::loadMesh(MeshId id, Array<uint32> loadedIndices, Array<Meshlet>
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});
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}
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meshData[id].add(MeshData{
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.bounding = meshAABB.toSphere(),
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.bounding = meshAABB,//.toSphere(),
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.numMeshlets = numMeshlets,
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.meshletOffset = meshletOffset,
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.indicesOffset = (uint32)meshOffsets[id],
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@@ -185,16 +187,20 @@ void VertexData::loadMesh(MeshId id, Array<uint32> loadedIndices, Array<Meshlet>
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}
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meshData[id][0].firstIndex = indices.size();
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meshData[id][0].numIndices = loadedIndices.size();
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indices.resize(indices.size() + loadedIndices.size());
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std::memcpy(indices.data() + meshData[id][0].firstIndex, loadedIndices.data(), loadedIndices.size() * sizeof(uint32));
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indexBuffer = graphics->createIndexBuffer(IndexBufferCreateInfo{
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.sourceData = {
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.size = sizeof(uint32) * indices.size(),
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.data = (uint8*)indices.data(),
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},
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.indexType = Gfx::SE_INDEX_TYPE_UINT32,
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.name = "IndexBuffer",
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});
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if (!graphics->supportMeshShading())
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{
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indices.resize(indices.size() + loadedIndices.size());
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std::memcpy(indices.data() + meshData[id][0].firstIndex, loadedIndices.data(), loadedIndices.size() * sizeof(uint32));
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indexBuffer = graphics->createIndexBuffer(IndexBufferCreateInfo{
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.sourceData = {
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.size = sizeof(uint32) * indices.size(),
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.data = (uint8*)indices.data(),
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},
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.indexType = Gfx::SE_INDEX_TYPE_UINT32,
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.name = "IndexBuffer",
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});
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}
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meshletBuffer = graphics->createShaderBuffer(ShaderBufferCreateInfo{
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.sourceData = {
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.size = sizeof(MeshletDescription) * meshlets.size(),
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@@ -273,7 +279,7 @@ void Seele::VertexData::init(Gfx::PGraphics _graphics)
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graphics = _graphics;
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verticesAllocated = NUM_DEFAULT_ELEMENTS;
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instanceDataLayout = graphics->createDescriptorLayout("pScene");
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instanceDataLayout->addDescriptorBinding(Gfx::DescriptorBinding{.binding =0, .descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER,});
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instanceDataLayout->addDescriptorBinding(Gfx::DescriptorBinding{.binding = 0, .descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER,});
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// meshData
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instanceDataLayout->addDescriptorBinding(Gfx::DescriptorBinding{.binding = 1, .descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER,});
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