spamming with multiple buffers to vu1
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@@ -11,6 +11,8 @@
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#include "debug/debug.hpp"
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#include <tamtypes.h>
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#include <iomanip>
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#include <string>
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#include "renderer/models/color.hpp"
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#include "loaders/3d/builder/mesh_builder_data.hpp"
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#include "renderer/3d/mesh/mesh_material_frame.hpp"
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@@ -31,12 +33,24 @@ MeshMaterialFrame::MeshMaterialFrame(const MeshBuilderData& data,
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data.materials[materialIndex]->vertexFaces,
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data.materials[materialIndex]->count);
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allocateVertices(data, frameIndex, materialIndex);
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allocateNormals(data, frameIndex, materialIndex);
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allocateTextureCoords(data, frameIndex, materialIndex);
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allocateColors(data, frameIndex, materialIndex);
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_isMother = true;
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}
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MeshMaterialFrame::MeshMaterialFrame(const MeshMaterialFrame& frame) {
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id = rand() % 1000000;
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vertexCount = frame.vertexCount;
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vertices = frame.vertices;
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normals = frame.normals;
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textureCoords = frame.textureCoords;
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colors = frame.colors;
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bbox = frame.bbox;
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_isMother = false;
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@@ -44,8 +58,124 @@ MeshMaterialFrame::MeshMaterialFrame(const MeshMaterialFrame& frame) {
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MeshMaterialFrame::~MeshMaterialFrame() {
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if (_isMother) {
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delete[] vertices;
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if (normals) delete[] normals;
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if (textureCoords) delete[] textureCoords;
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if (colors) delete[] colors;
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delete bbox;
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}
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}
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std::string MeshMaterialFrame::getPrint(const char* name) const {
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std::stringstream res;
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if (name) {
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res << name << "(";
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} else {
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res << "MeshMaterialFrame(";
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}
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res << std::fixed << std::setprecision(2);
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res << "Id: " << id << ", " << std::endl;
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res << "Vertex count: " << vertexCount << ", " << std::endl;
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res << "BBox: " << bbox->getPrint() << ", " << std::endl;
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res << "Vertices: ";
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for (u32 i = 0; i < vertexCount; i++) {
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res << vertices[i].getPrint() << ", " << std::endl;
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}
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if (normals) {
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res << "Normals: ";
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for (u32 i = 0; i < vertexCount; i++) {
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res << normals[i].getPrint() << ", " << std::endl;
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}
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}
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if (textureCoords) {
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res << "TextureCoords: ";
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for (u32 i = 0; i < vertexCount; i++) {
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res << textureCoords[i].getPrint() << ", " << std::endl;
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}
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}
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if (colors) {
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res << "Colors: ";
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for (u32 i = 0; i < vertexCount; i++) {
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res << colors[i].getPrint() << ", " << std::endl;
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}
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}
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res << ")";
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return res.str();
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}
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void MeshMaterialFrame::allocateVertices(const MeshBuilderData& data,
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const u32& frameIndex,
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const u32& materialIndex) {
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vertexCount = data.materials[materialIndex]->count; // faces count
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vertices = new Vec4[vertexCount];
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TYRA_ASSERT(vertexCount > 0, "Vertex count must be greater than 0");
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auto* rolled = data.frames[frameIndex]->vertices;
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auto* faces = data.materials[materialIndex]->vertexFaces;
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TYRA_ASSERT(rolled != nullptr, "Vertices are required");
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TYRA_ASSERT(faces != nullptr, "Vertex faces are required");
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for (u32 i = 0; i < vertexCount; i++) vertices[i] = rolled[faces[i]];
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}
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void MeshMaterialFrame::allocateTextureCoords(const MeshBuilderData& data,
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const u32& frameIndex,
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const u32& materialIndex) {
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textureCoords = nullptr;
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if (!data.textureCoordsEnabled) return;
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textureCoords = new Vec4[vertexCount];
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auto* rolled = data.frames[frameIndex]->textureCoords;
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auto* faces = data.materials[materialIndex]->textureCoordFaces;
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TYRA_ASSERT(rolled != nullptr, "Texture coordinates are required");
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TYRA_ASSERT(faces != nullptr, "Texture coordinate faces are required");
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for (u32 i = 0; i < vertexCount; i++) textureCoords[i] = rolled[faces[i]];
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}
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void MeshMaterialFrame::allocateNormals(const MeshBuilderData& data,
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const u32& frameIndex,
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const u32& materialIndex) {
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normals = nullptr;
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if (!data.normalsEnabled) return;
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normals = new Vec4[vertexCount];
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auto* rolled = data.frames[frameIndex]->normals;
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auto* faces = data.materials[materialIndex]->normalFaces;
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TYRA_ASSERT(rolled != nullptr, "Normals are required");
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TYRA_ASSERT(faces != nullptr, "Normal faces are required");
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for (u32 i = 0; i < vertexCount; i++) normals[i] = rolled[faces[i]];
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}
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void MeshMaterialFrame::allocateColors(const MeshBuilderData& data,
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const u32& frameIndex,
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const u32& materialIndex) {
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colors = nullptr;
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if (!data.manyColorsEnabled) return;
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colors = new Color[vertexCount];
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auto* rolled = data.frames[frameIndex]->colors;
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auto* faces = data.materials[materialIndex]->colorFaces;
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TYRA_ASSERT(rolled != nullptr, "Colors are required");
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TYRA_ASSERT(faces != nullptr, "Color faces are required");
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for (u32 i = 0; i < vertexCount; i++) colors[i] = rolled[faces[i]];
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}
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} // namespace Tyra
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