Implementing ECS SystemBase and updating slang
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@@ -36,7 +36,7 @@ void MeshLoader::importAsset(const std::filesystem::path &path)
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import(path, asset);
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}
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void MeshLoader::loadMaterials(const aiScene* scene, Array<PMaterialAsset>& globalMaterials, Gfx::PGraphics graphics)
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void MeshLoader::loadMaterials(const aiScene* scene, Array<PMaterialAsset>& globalMaterials)
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{
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using json = nlohmann::json;
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for(uint32 i = 0; i < scene->mNumMaterials; ++i)
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@@ -111,44 +111,44 @@ void findMeshRoots(aiNode *node, List<aiNode *> &meshNodes)
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}
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VertexStreamComponent createVertexStream(uint32 size, aiVector3D* sourceData, Gfx::PGraphics graphics)
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{
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Array<Vector> buffer(size);
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Array<Math::Vector> buffer(size);
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for(uint32 i = 0; i < size; ++i)
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{
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buffer[i] = Vector(sourceData[i].x, sourceData[i].y, sourceData[i].z);
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buffer[i] = Math::Vector(sourceData[i].x, sourceData[i].y, sourceData[i].z);
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}
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VertexBufferCreateInfo vbInfo;
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vbInfo.numVertices = size;
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vbInfo.vertexSize = sizeof(Vector);
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vbInfo.vertexSize = sizeof(Math::Vector);
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vbInfo.resourceData.data = (uint8 *)buffer.data();
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vbInfo.resourceData.owner = Gfx::QueueType::DEDICATED_TRANSFER;
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vbInfo.resourceData.size = sizeof(Vector) * (uint32)buffer.size();
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vbInfo.resourceData.size = sizeof(Math::Vector) * buffer.size();
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Gfx::PVertexBuffer vertexBuffer = graphics->createVertexBuffer(vbInfo);
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vertexBuffer->transferOwnership(Gfx::QueueType::GRAPHICS);
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return VertexStreamComponent(vertexBuffer, 0, vbInfo.vertexSize, Gfx::SE_FORMAT_R32G32B32_SFLOAT);
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}
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VertexStreamComponent createVertexStream(uint32 size, aiVector2D* sourceData, Gfx::PGraphics graphics)
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{
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Array<Vector2> buffer(size);
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Array<Math::Vector2> buffer(size);
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for(uint32 i = 0; i < size; ++i)
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{
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buffer[i] = Vector2(sourceData[i].x, sourceData[i].y);
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buffer[i] = Math::Vector2(sourceData[i].x, sourceData[i].y);
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}
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VertexBufferCreateInfo vbInfo;
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vbInfo.numVertices = size;
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vbInfo.vertexSize = sizeof(Vector2);
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vbInfo.vertexSize = sizeof(Math::Vector2);
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vbInfo.resourceData.data = (uint8 *)buffer.data();
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vbInfo.resourceData.owner = Gfx::QueueType::DEDICATED_TRANSFER;
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vbInfo.resourceData.size = sizeof(Vector2) * (uint32)buffer.size();
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vbInfo.resourceData.size = sizeof(Math::Vector2) * buffer.size();
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Gfx::PVertexBuffer vertexBuffer = graphics->createVertexBuffer(vbInfo);
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vertexBuffer->transferOwnership(Gfx::QueueType::GRAPHICS);
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return VertexStreamComponent(vertexBuffer, 0, vbInfo.vertexSize, Gfx::SE_FORMAT_R32G32_SFLOAT);
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}
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void MeshLoader::loadGlobalMeshes(const aiScene* scene, Array<PMesh>& globalMeshes, const Array<PMaterialAsset>& materials, Gfx::PGraphics graphics)
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void MeshLoader::loadGlobalMeshes(const aiScene* scene, Array<PMesh>& globalMeshes, const Array<PMaterialAsset>& materials)
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{
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for (uint32 meshIndex = 0; meshIndex < scene->mNumMeshes; ++meshIndex)
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{
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aiMesh *mesh = scene->mMeshes[meshIndex];
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PMaterialAsset material = materials[mesh->mMaterialIndex];
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PStaticMeshVertexInput vertexShaderInput = new StaticMeshVertexInput(std::string(mesh->mName.C_Str()));
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StaticMeshDataType data;
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data.positionStream = createVertexStream(mesh->mNumVertices, mesh->mVertices, graphics);
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@@ -188,7 +188,7 @@ void MeshLoader::loadGlobalMeshes(const aiScene* scene, Array<PMesh>& globalMesh
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idxInfo.indexType = Gfx::SE_INDEX_TYPE_UINT32;
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idxInfo.resourceData.data = (uint8 *)indices.data();
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idxInfo.resourceData.owner = Gfx::QueueType::DEDICATED_TRANSFER;
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idxInfo.resourceData.size = sizeof(uint32) * (uint32)indices.size();
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idxInfo.resourceData.size = sizeof(uint32) * indices.size();
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Gfx::PIndexBuffer indexBuffer = graphics->createIndexBuffer(idxInfo);
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indexBuffer->transferOwnership(Gfx::QueueType::GRAPHICS);
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@@ -249,10 +249,10 @@ void MeshLoader::import(std::filesystem::path path, PMeshAsset meshAsset)
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Array<PMaterialAsset> globalMaterials(scene->mNumMaterials);
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loadTextures(scene, path.parent_path());
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loadMaterials(scene, globalMaterials, graphics);
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loadMaterials(scene, globalMaterials);
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Array<PMesh> globalMeshes(scene->mNumMeshes);
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loadGlobalMeshes(scene, globalMeshes, globalMaterials, graphics);
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loadGlobalMeshes(scene, globalMeshes, globalMaterials);
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List<aiNode *> meshNodes;
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