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bool | ProcessBuffersData (float *position, uint32_t vtxNum) |
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uint8_t * | RetrieveBufferData (const RPI::BufferAssetView *bufferView, RHI::Format &format, uint32_t expectedAmount, uint32_t &existingAmount, RHI::BufferViewDescriptor &bufferDesc) |
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bool | RetrieveSourceMeshData (const RPI::ModelLodAsset::Mesh &meshAsset, MeshRenderData &meshRenderData, uint32_t vertexCount, uint32_t indexCount) |
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uint32_t | CreateMeshlets (GeneratorMesh &mesh) |
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uint32_t | CreateMeshlets (float *positions, float *normals, float *texCoords, uint32_t vtxNum, uint16_t *indices, uint32_t idxNum, RHI::Format IndexStreamFormat) |
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uint32_t | CreateMeshletsFromModelAsset (Data::Asset< RPI::ModelAsset > sourceModelAsset) |
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uint32_t | CreateMeshletsRenderObject (const RPI::ModelLodAsset::Mesh &meshAsset, MeshRenderData &meshRenderData) |
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bool | BuildDrawPacket (RHI::DrawPacketBuilder::DrawRequest &drawRequest, MeshRenderData &meshRenderData) |
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bool | CreateAndBindRenderBuffers (MeshRenderData &meshRenderData) |
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void | PrepareComputeSrgDescriptors (MeshRenderData &meshRenderData, uint32_t vertexCount, uint32_t indexCount) |
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bool | CreateComputeBuffers (MeshRenderData &meshRenderData) |
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bool | SetShaders () |
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Currently assuming single model without Lods so that the handling of the meshlet creation and handling of the array is easier. If several meshes or Lods exist, they will be created as separate models and the last model's instance will be kept in this class. To enhance this, add inheritance to lower levels of the model / mesh. MeshletsModel represents a combined model that can contain an array of ModelLods. Each one of the ModelLods contains a vector of meshes, representing possible multiple element within the mesh.