Move inlined functions out of the class definition for better readability
This commit is contained in:
parent
6b3803cb3b
commit
5a1c8131c5
2 changed files with 215 additions and 198 deletions
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@ -21,6 +21,30 @@ LevelMesh::LevelMesh()
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Mesh.MaxNodes = (int)std::max(Collision->get_nodes().size() * 2, (size_t)10000);
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}
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void LevelMesh::Reset(const LevelMeshLimits& limits)
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{
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Mesh.Vertices.Resize(limits.MaxVertices);
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Mesh.UniformIndexes.Resize(limits.MaxVertices);
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Mesh.Surfaces.Resize(limits.MaxSurfaces);
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Mesh.Uniforms.Resize(limits.MaxUniforms);
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Mesh.Materials.Resize(limits.MaxUniforms);
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Mesh.Lights.Resize(16);
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Mesh.LightIndexes.Resize(16);
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Mesh.Indexes.Resize(limits.MaxIndexes);
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Mesh.SurfaceIndexes.Resize(limits.MaxIndexes / 3 + 1);
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Mesh.DrawIndexes.Resize(limits.MaxIndexes);
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FreeLists.Vertex.Clear(); FreeLists.Vertex.Push({ 0, limits.MaxVertices });
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FreeLists.Index.Clear(); FreeLists.Index.Push({ 0, limits.MaxIndexes });
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FreeLists.Uniforms.Clear(); FreeLists.Uniforms.Push({ 0, limits.MaxUniforms });
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FreeLists.Surface.Clear(); FreeLists.Surface.Push({ 0, limits.MaxSurfaces });
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FreeLists.DrawIndex.Clear(); FreeLists.DrawIndex.Push({ 0, limits.MaxIndexes });
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}
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void LevelMesh::AddEmptyMesh()
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{
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GeometryAllocInfo ginfo = AllocGeometry(12, 3 * 4);
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@ -92,98 +92,16 @@ public:
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TArray<LevelMeshPortal> Portals;
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GeometryAllocInfo AllocGeometry(int vertexCount, int indexCount)
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{
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GeometryAllocInfo info;
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info.VertexStart = RemoveRange(FreeLists.Vertex, vertexCount);
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info.VertexCount = vertexCount;
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info.IndexStart = RemoveRange(FreeLists.Index, indexCount);
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info.IndexCount = indexCount;
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info.Vertices = &Mesh.Vertices[info.VertexStart];
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info.UniformIndexes = &Mesh.UniformIndexes[info.VertexStart];
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info.Indexes = &Mesh.Indexes[info.IndexStart];
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GeometryAllocInfo AllocGeometry(int vertexCount, int indexCount);
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UniformsAllocInfo AllocUniforms(int count);
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SurfaceAllocInfo AllocSurface();
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AddRange(UploadRanges.Vertex, { info.VertexStart, info.VertexStart + info.VertexCount });
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AddRange(UploadRanges.UniformIndexes, { info.VertexStart, info.VertexStart + info.VertexCount });
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AddRange(UploadRanges.Index, { info.IndexStart, info.IndexStart + info.IndexCount });
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AddRange(UploadRanges.SurfaceIndex, { info.IndexStart / 3, (info.IndexStart + info.IndexCount) / 3 });
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Mesh.IndexCount = std::max(Mesh.IndexCount, info.IndexStart + info.IndexCount);
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return info;
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}
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UniformsAllocInfo AllocUniforms(int count)
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{
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UniformsAllocInfo info;
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info.Start = RemoveRange(FreeLists.Uniforms, count);
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info.Count = count;
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info.Uniforms = &Mesh.Uniforms[info.Start];
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info.Materials = &Mesh.Materials[info.Start];
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AddRange(UploadRanges.Uniforms, { info.Start, info.Start + info.Count });
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return info;
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}
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SurfaceAllocInfo AllocSurface()
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{
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SurfaceAllocInfo info;
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info.Index = RemoveRange(FreeLists.Surface, 1);
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info.Surface = &Mesh.Surfaces[info.Index];
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AddRange(UploadRanges.Surface, { info.Index, info.Index + 1 });
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return info;
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}
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void FreeGeometry(int vertexStart, int vertexCount, int indexStart, int indexCount)
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{
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// Convert triangles to degenerates
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for (int i = 0; i < indexCount; i++)
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Mesh.Indexes[indexStart + i] = 0;
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AddRange(UploadRanges.Index, { indexStart, indexStart + indexCount });
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AddRange(FreeLists.Vertex, { vertexStart, vertexStart + vertexCount });
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AddRange(FreeLists.Index, { indexStart, indexStart + indexCount });
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}
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void FreeUniforms(int start, int count)
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{
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AddRange(FreeLists.Uniforms, { start, start + count });
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}
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void FreeSurface(unsigned int surfaceIndex)
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{
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// To do: remove the surface from the surface tile, if attached
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AddRange(FreeLists.Surface, { (int)surfaceIndex, (int)surfaceIndex + 1 });
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}
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void FreeGeometry(int vertexStart, int vertexCount, int indexStart, int indexCount);
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void FreeUniforms(int start, int count);
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void FreeSurface(unsigned int surfaceIndex);
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// Sets the sizes of all the GPU buffers and empties the mesh
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virtual void Reset(const LevelMeshLimits& limits)
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{
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Mesh.Vertices.Resize(limits.MaxVertices);
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Mesh.UniformIndexes.Resize(limits.MaxVertices);
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Mesh.Surfaces.Resize(limits.MaxSurfaces);
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Mesh.Uniforms.Resize(limits.MaxUniforms);
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Mesh.Materials.Resize(limits.MaxUniforms);
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Mesh.Lights.Resize(16);
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Mesh.LightIndexes.Resize(16);
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Mesh.Indexes.Resize(limits.MaxIndexes);
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Mesh.SurfaceIndexes.Resize(limits.MaxIndexes / 3 + 1);
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Mesh.DrawIndexes.Resize(limits.MaxIndexes);
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FreeLists.Vertex.Clear(); FreeLists.Vertex.Push({ 0, limits.MaxVertices });
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FreeLists.Index.Clear(); FreeLists.Index.Push({ 0, limits.MaxIndexes });
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FreeLists.Uniforms.Clear(); FreeLists.Uniforms.Push({ 0, limits.MaxUniforms });
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FreeLists.Surface.Clear(); FreeLists.Surface.Push({ 0, limits.MaxSurfaces });
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FreeLists.DrawIndex.Clear(); FreeLists.DrawIndex.Push({ 0, limits.MaxIndexes });
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}
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virtual void Reset(const LevelMeshLimits& limits);
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// Data placed in GPU buffers
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struct
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@ -263,123 +181,12 @@ public:
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void AddEmptyMesh();
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void UploadPortals()
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{
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UploadRanges.Portals.Clear();
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AddRange(UploadRanges.Portals, { 0, (int)Portals.Size() });
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}
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void UploadPortals();
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void UploadCollision();
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void UploadCollision()
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{
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UploadRanges.Node.Clear();
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if (Collision)
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UploadRanges.Node.Push({ 0, (int)Collision->get_nodes().size() });
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}
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int RemoveRange(TArray<MeshBufferRange>& ranges, int count)
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{
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for (unsigned int i = ranges.Size(); i > 0; i--)
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{
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auto& item = ranges[i - 1];
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if (item.End - item.Start >= count)
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{
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int pos = item.Start;
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item.Start += count;
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if (item.Start == item.End)
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{
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ranges.Delete(i - 1);
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}
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return pos;
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}
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}
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I_FatalError("Could not find space in level mesh buffer");
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}
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void RemoveRange(TArray<MeshBufferRange>& ranges, MeshBufferRange range)
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{
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if (range.Start == range.End)
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return;
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auto entry = std::lower_bound(ranges.begin(), ranges.end(), range, [](const auto& a, const auto& b) { return a.End < b.End; });
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if (entry->Start == range.Start && entry->End == range.End)
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{
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ranges.Delete(entry - ranges.begin());
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}
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else if (entry->Start == range.Start)
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{
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entry->Start = range.End;
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}
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else if (entry->End == range.End)
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{
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entry->End = range.Start;
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}
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else
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{
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MeshBufferRange split;
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split.Start = entry->Start;
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split.End = range.Start;
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entry->Start = range.End;
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ranges.Insert(entry - ranges.begin(), split);
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}
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}
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void AddRange(TArray<MeshBufferRange>& ranges, MeshBufferRange range)
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{
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// Empty range?
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if (range.Start == range.End)
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return;
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// First element?
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if (ranges.Size() == 0)
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{
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ranges.push_back(range);
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return;
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}
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// Find start position in ranges
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auto right = std::lower_bound(ranges.begin(), ranges.end(), range, [](const auto& a, const auto& b) { return a.Start < b.Start; });
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bool leftExists = right != ranges.begin();
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bool rightExists = right != ranges.end();
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auto left = right;
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if (leftExists)
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--left;
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// Is this a gap between two ranges?
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if ((!leftExists || left->End < range.Start) && (!rightExists || right->Start > range.End))
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{
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ranges.Insert(right - ranges.begin(), range);
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return;
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}
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// Are we extending the left or the right range?
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if (leftExists && range.Start <= left->End)
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{
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left->End = std::max(left->End, range.End);
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right = left;
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}
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else // if (rightExists && right->Start <= range.End)
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{
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right->Start = range.Start;
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right->End = std::max(right->End, range.End);
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left = right;
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}
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// Merge overlaps to the right
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while (true)
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{
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++right;
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if (right == ranges.end() || right->Start > range.End)
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break;
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left->End = std::max(right->End, range.End);
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}
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// Remove ranges now covered by the extended range
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//ranges.erase(++left, right);
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++left;
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auto leftPos = left - ranges.begin();
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auto rightPos = right - ranges.begin();
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ranges.Delete(leftPos, rightPos - leftPos);
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}
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void AddRange(TArray<MeshBufferRange>& ranges, MeshBufferRange range);
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void RemoveRange(TArray<MeshBufferRange>& ranges, MeshBufferRange range);
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int RemoveRange(TArray<MeshBufferRange>& ranges, int count);
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};
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struct LevelMeshTileStats
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@ -391,3 +198,189 @@ struct LevelMeshTileStats
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Stats tiles, pixels;
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};
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inline GeometryAllocInfo LevelMesh::AllocGeometry(int vertexCount, int indexCount)
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{
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GeometryAllocInfo info;
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info.VertexStart = RemoveRange(FreeLists.Vertex, vertexCount);
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info.VertexCount = vertexCount;
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info.IndexStart = RemoveRange(FreeLists.Index, indexCount);
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info.IndexCount = indexCount;
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info.Vertices = &Mesh.Vertices[info.VertexStart];
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info.UniformIndexes = &Mesh.UniformIndexes[info.VertexStart];
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info.Indexes = &Mesh.Indexes[info.IndexStart];
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AddRange(UploadRanges.Vertex, { info.VertexStart, info.VertexStart + info.VertexCount });
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AddRange(UploadRanges.UniformIndexes, { info.VertexStart, info.VertexStart + info.VertexCount });
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AddRange(UploadRanges.Index, { info.IndexStart, info.IndexStart + info.IndexCount });
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AddRange(UploadRanges.SurfaceIndex, { info.IndexStart / 3, (info.IndexStart + info.IndexCount) / 3 });
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Mesh.IndexCount = std::max(Mesh.IndexCount, info.IndexStart + info.IndexCount);
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return info;
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}
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inline UniformsAllocInfo LevelMesh::AllocUniforms(int count)
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{
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UniformsAllocInfo info;
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info.Start = RemoveRange(FreeLists.Uniforms, count);
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info.Count = count;
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info.Uniforms = &Mesh.Uniforms[info.Start];
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info.Materials = &Mesh.Materials[info.Start];
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AddRange(UploadRanges.Uniforms, { info.Start, info.Start + info.Count });
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return info;
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}
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inline SurfaceAllocInfo LevelMesh::AllocSurface()
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{
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SurfaceAllocInfo info;
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info.Index = RemoveRange(FreeLists.Surface, 1);
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info.Surface = &Mesh.Surfaces[info.Index];
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AddRange(UploadRanges.Surface, { info.Index, info.Index + 1 });
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return info;
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}
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inline void LevelMesh::FreeGeometry(int vertexStart, int vertexCount, int indexStart, int indexCount)
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{
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// Convert triangles to degenerates
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for (int i = 0; i < indexCount; i++)
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Mesh.Indexes[indexStart + i] = 0;
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AddRange(UploadRanges.Index, { indexStart, indexStart + indexCount });
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AddRange(FreeLists.Vertex, { vertexStart, vertexStart + vertexCount });
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AddRange(FreeLists.Index, { indexStart, indexStart + indexCount });
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}
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inline void LevelMesh::FreeUniforms(int start, int count)
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{
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AddRange(FreeLists.Uniforms, { start, start + count });
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}
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inline void LevelMesh::FreeSurface(unsigned int surfaceIndex)
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{
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// To do: remove the surface from the surface tile, if attached
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AddRange(FreeLists.Surface, { (int)surfaceIndex, (int)surfaceIndex + 1 });
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}
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inline void LevelMesh::UploadPortals()
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{
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UploadRanges.Portals.Clear();
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AddRange(UploadRanges.Portals, { 0, (int)Portals.Size() });
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}
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inline void LevelMesh::UploadCollision()
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{
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UploadRanges.Node.Clear();
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if (Collision)
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UploadRanges.Node.Push({ 0, (int)Collision->get_nodes().size() });
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}
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inline void LevelMesh::AddRange(TArray<MeshBufferRange>& ranges, MeshBufferRange range)
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{
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// Empty range?
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if (range.Start == range.End)
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return;
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// First element?
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if (ranges.Size() == 0)
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{
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ranges.push_back(range);
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return;
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}
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// Find start position in ranges
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auto right = std::lower_bound(ranges.begin(), ranges.end(), range, [](const auto& a, const auto& b) { return a.Start < b.Start; });
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bool leftExists = right != ranges.begin();
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bool rightExists = right != ranges.end();
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auto left = right;
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if (leftExists)
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--left;
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// Is this a gap between two ranges?
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if ((!leftExists || left->End < range.Start) && (!rightExists || right->Start > range.End))
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{
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ranges.Insert(right - ranges.begin(), range);
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return;
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}
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// Are we extending the left or the right range?
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if (leftExists && range.Start <= left->End)
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{
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left->End = std::max(left->End, range.End);
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right = left;
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}
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else // if (rightExists && right->Start <= range.End)
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{
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right->Start = range.Start;
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right->End = std::max(right->End, range.End);
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left = right;
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}
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// Merge overlaps to the right
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while (true)
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{
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++right;
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if (right == ranges.end() || right->Start > range.End)
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break;
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left->End = std::max(right->End, range.End);
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}
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// Remove ranges now covered by the extended range
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//ranges.erase(++left, right);
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++left;
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auto leftPos = left - ranges.begin();
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auto rightPos = right - ranges.begin();
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ranges.Delete(leftPos, rightPos - leftPos);
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}
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inline void LevelMesh::RemoveRange(TArray<MeshBufferRange>& ranges, MeshBufferRange range)
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{
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if (range.Start == range.End)
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return;
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auto entry = std::lower_bound(ranges.begin(), ranges.end(), range, [](const auto& a, const auto& b) { return a.End < b.End; });
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if (entry->Start == range.Start && entry->End == range.End)
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{
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ranges.Delete(entry - ranges.begin());
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}
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else if (entry->Start == range.Start)
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{
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entry->Start = range.End;
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}
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else if (entry->End == range.End)
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{
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entry->End = range.Start;
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}
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else
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{
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MeshBufferRange split;
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split.Start = entry->Start;
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split.End = range.Start;
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entry->Start = range.End;
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ranges.Insert(entry - ranges.begin(), split);
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}
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}
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inline int LevelMesh::RemoveRange(TArray<MeshBufferRange>& ranges, int count)
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{
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for (unsigned int i = ranges.Size(); i > 0; i--)
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{
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auto& item = ranges[i - 1];
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if (item.End - item.Start >= count)
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{
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int pos = item.Start;
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item.Start += count;
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if (item.Start == item.End)
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{
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ranges.Delete(i - 1);
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}
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return pos;
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}
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}
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I_FatalError("Could not find space in level mesh buffer");
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}
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