18 r.set_attribute(
"vertex_offset",
static_cast<uint64_t
>(
vertex_offset));
19 r.set_attribute(
"index_count",
static_cast<uint64_t
>(
index_count));
33 std::optional<RegionGroup> submeshes)
35 const auto* vbytes = std::get_if<std::vector<uint8_t>>(&vertex_variant);
36 if (!vbytes || vbytes->empty()) {
38 "as_mesh_access: vertex_variant must hold a non-empty vector<uint8_t>");
42 const auto* ibuf = std::get_if<std::vector<uint32_t>>(&index_variant);
43 if (!ibuf || ibuf->empty()) {
45 "as_mesh_access: index_variant must hold a non-empty vector<uint32_t>");
51 "as_mesh_access: layout stride_bytes is zero");
57 "as_mesh_access: layout has no attributes");
63 "as_mesh_access: vertex byte count {} is not a multiple of stride {}",
72 ma.
index_count =
static_cast<uint32_t
>(ibuf->size());
#define MF_ERROR(comp, ctx,...)
@ Runtime
General runtime operations (default fallback)
@ Kakshya
Containers[Signalsource, Stream, File], Regions, DataProcessors.
std::optional< MeshAccess > as_mesh_access(const DataVariant &vertex_variant, const DataVariant &index_variant, const VertexLayout &layout, std::optional< RegionGroup > submeshes)
Construct a MeshAccess from two DataVariant instances.
std::variant< std::vector< double >, std::vector< float >, std::vector< uint8_t >, std::vector< uint16_t >, std::vector< uint32_t >, std::vector< std::complex< float > >, std::vector< std::complex< double > >, std::vector< glm::vec2 >, std::vector< glm::vec3 >, std::vector< glm::vec4 >, std::vector< glm::mat4 > > DataVariant
Multi-type data storage for different precision needs.
const uint32_t * index_ptr
std::optional< RegionGroup > submeshes
Non-owning read view over a pair of DataVariant streams representing interleaved vertex bytes and a f...
Region to_region() const
Convert this subrange to a Region for use in RegionGroup.
uint32_t vertex_offset
Base vertex added to each index (large-mesh batching)
std::string material_name
void set_attribute(const std::string &key, std::any value)
Set an attribute value by key.
Represents a point or span in N-dimensional space.
uint32_t stride_bytes
Total bytes per vertex (stride in Vulkan terms) e.g., 3 floats (position) + 3 floats (normal) = 24 by...
uint32_t vertex_count
Total number of vertices in this buffer.
std::vector< VertexAttributeLayout > attributes
All attributes that make up one vertex Ordered by shader location (0, 1, 2, ...)
Complete description of vertex data layout in a buffer.