fix instancing so that gltf assets always fill the first instance slot
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@@ -3,9 +3,49 @@
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#include "scene/GltfSceneAssetInstance.hpp"
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#include "gltfio/FilamentInstance.h"
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#include "Log.hpp"
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#include <memory>
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#include <vector>
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#include <filament/Engine.h>
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#include <filament/RenderableManager.h>
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#include <filament/VertexBuffer.h>
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#include <filament/IndexBuffer.h>
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#include <gltfio/AssetLoader.h>
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#include <gltfio/FilamentAsset.h>
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#include <gltfio/MaterialProvider.h>
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#include <utils/NameComponentManager.h>
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#include "scene/GltfSceneAssetInstance.hpp"
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#include "components/AnimationComponentManager.hpp"
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#include "components/CollisionComponentManager.hpp"
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#include "scene/SceneAsset.hpp"
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namespace thermion
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{
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GltfSceneAsset::GltfSceneAsset(
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gltfio::FilamentAsset *asset,
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gltfio::AssetLoader *assetLoader,
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Engine *engine,
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utils::NameComponentManager* ncm,
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MaterialInstance **materialInstances,
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size_t materialInstanceCount,
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int instanceIndex) : _asset(asset),
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_assetLoader(assetLoader),
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_engine(engine),
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_ncm(ncm),
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_materialInstances(materialInstances),
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_materialInstanceCount(materialInstanceCount)
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{
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createInstance();
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TRACE("Created GltfSceneAsset from FilamentAsset %d with %d reserved instances", asset, asset->getAssetInstanceCount());
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}
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GltfSceneAsset::~GltfSceneAsset()
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{
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_instances.clear();
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@@ -14,6 +54,13 @@ namespace thermion
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TRACE("Destroyed");
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}
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void GltfSceneAsset::destroyInstance(SceneAsset *asset) {
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auto it = std::remove_if(_instances.begin(), _instances.end(), [=](auto &sceneAsset)
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{ return sceneAsset.get() == asset; });
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_instances.erase(it, _instances.end());
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};
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SceneAsset *GltfSceneAsset::createInstance(MaterialInstance **materialInstances, size_t materialInstanceCount)
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{
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auto instanceNumber = _instances.size();
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