Revert "Try interleaved vertex attributes" it's slower :(
This reverts commit f21bc2245a9629981ce9719c3c500c8614da83fa.
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b0163b1f6b
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@ -282,7 +282,17 @@ const NullMesh = LoadedMesh{
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.offset = 0,
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.stride = 0,
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},
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.ps_data = BufferSlice{
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.normals = BufferSlice{
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.buffer = 0,
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.offset = 0,
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.stride = 0,
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},
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.tangents = BufferSlice{
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.buffer = 0,
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.offset = 0,
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.stride = 0,
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},
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.uvs = BufferSlice{
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.buffer = 0,
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.offset = 0,
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.stride = 0,
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@ -329,8 +339,13 @@ fn loadMeshErr(self: *AssetManager, id: AssetId) !LoadedMesh {
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gl.namedBufferSubData(self.vertex_heap.vertices.buffer, @intCast(vertex_offset * @sizeOf(formats.Vector3)), @intCast(vertices_len * @sizeOf(formats.Vector3)), @ptrCast(mesh.vertices.ptr));
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checkGLError();
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gl.namedBufferSubData(self.vertex_heap.ps_data.buffer, @intCast(vertex_offset * @sizeOf(formats.VertexPSData)), @intCast(vertices_len * @sizeOf(formats.VertexPSData)), @ptrCast(mesh.ps_data.ptr));
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gl.namedBufferSubData(self.vertex_heap.normals.buffer, @intCast(vertex_offset * @sizeOf(formats.Vector3)), @intCast(vertices_len * @sizeOf(formats.Vector3)), @ptrCast(mesh.normals.ptr));
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checkGLError();
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gl.namedBufferSubData(self.vertex_heap.tangents.buffer, @intCast(vertex_offset * @sizeOf(formats.Vector3)), @intCast(vertices_len * @sizeOf(formats.Vector3)), @ptrCast(mesh.tangents.ptr));
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checkGLError();
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gl.namedBufferSubData(self.vertex_heap.uvs.buffer, @intCast(vertex_offset * @sizeOf(formats.Vector2)), @intCast(vertices_len * @sizeOf(formats.Vector2)), @ptrCast(mesh.uvs.ptr));
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checkGLError();
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const index_offset = allocation.index.offset;
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gl.namedBufferSubData(self.vertex_heap.indices.buffer, @intCast(index_offset * @sizeOf(formats.Index)), @intCast(mesh.indices.len * @sizeOf(formats.Index)), @ptrCast(mesh.indices.ptr));
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@ -346,10 +361,20 @@ fn loadMeshErr(self: *AssetManager, id: AssetId) !LoadedMesh {
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.offset = @intCast(vertex_offset * @sizeOf(formats.Vector3)),
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.stride = @sizeOf(formats.Vector3),
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},
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.ps_data = .{
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.buffer = self.vertex_heap.ps_data.buffer,
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.offset = @intCast(vertex_offset * @sizeOf(formats.VertexPSData)),
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.stride = @sizeOf(formats.VertexPSData),
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.normals = .{
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.buffer = self.vertex_heap.normals.buffer,
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.offset = @intCast(vertex_offset * @sizeOf(formats.Vector3)),
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.stride = @sizeOf(formats.Vector3),
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},
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.tangents = .{
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.buffer = self.vertex_heap.tangents.buffer,
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.offset = @intCast(vertex_offset * @sizeOf(formats.Vector3)),
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.stride = @sizeOf(formats.Vector3),
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},
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.uvs = .{
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.buffer = self.vertex_heap.uvs.buffer,
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.offset = @intCast(vertex_offset * @sizeOf(formats.Vector2)),
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.stride = @sizeOf(formats.Vector2),
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},
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.indices = .{
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.buffer = self.vertex_heap.indices.buffer,
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@ -519,7 +544,9 @@ const LoadedMesh = struct {
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aabb: AABB,
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heap_handle: VertexBufferHeap.Alloc,
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positions: BufferSlice,
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ps_data: BufferSlice,
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normals: BufferSlice,
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tangents: BufferSlice,
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uvs: BufferSlice,
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indices: IndexSlice,
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material: formats.Material,
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};
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@ -727,15 +754,17 @@ const VertexBufferHeap = struct {
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};
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}
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pub fn bind(self: *const Buffer, index: gl.GLuint, offset: gl.GLintptr) void {
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gl.bindVertexBuffer(index, self.buffer, offset, self.stride);
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pub fn bind(self: *const Buffer, index: gl.GLuint) void {
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gl.bindVertexBuffer(index, self.buffer, 0, self.stride);
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}
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};
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vertex_buddy: BuddyAllocator,
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index_buddy: BuddyAllocator,
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vertices: Buffer,
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ps_data: Buffer,
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normals: Buffer,
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tangents: Buffer,
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uvs: Buffer,
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indices: Buffer,
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pub fn init(allocator: std.mem.Allocator) !Self {
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@ -751,7 +780,7 @@ const VertexBufferHeap = struct {
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const vertex_buf_size = vertex_buddy.getSize();
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const index_buf_size = index_buddy.getSize();
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var bufs = [_]gl.GLuint{ 0, 0, 0 };
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var bufs = [_]gl.GLuint{ 0, 0, 0, 0, 0 };
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gl.createBuffers(bufs.len, &bufs);
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errdefer gl.deleteBuffers(bufs.len, &bufs);
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@ -762,8 +791,10 @@ const VertexBufferHeap = struct {
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}
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const vertices = Buffer.init(bufs[0], @sizeOf(formats.Vector3));
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const ps_data = Buffer.init(bufs[1], @sizeOf(formats.VertexPSData));
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const indices = Buffer.init(bufs[2], @sizeOf(formats.Index));
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const normals = Buffer.init(bufs[1], @sizeOf(formats.Vector3));
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const tangents = Buffer.init(bufs[2], @sizeOf(formats.Vector3));
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const uvs = Buffer.init(bufs[3], @sizeOf(formats.Vector2));
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const indices = Buffer.init(bufs[4], @sizeOf(formats.Index));
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gl.namedBufferStorage(
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vertices.buffer,
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@ -772,8 +803,20 @@ const VertexBufferHeap = struct {
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gl.DYNAMIC_STORAGE_BIT,
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);
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gl.namedBufferStorage(
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ps_data.buffer,
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@intCast(vertex_buf_size * @sizeOf(formats.VertexPSData)),
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normals.buffer,
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@intCast(vertex_buf_size * @sizeOf(formats.Vector3)),
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null,
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gl.DYNAMIC_STORAGE_BIT,
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);
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gl.namedBufferStorage(
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tangents.buffer,
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@intCast(vertex_buf_size * @sizeOf(formats.Vector3)),
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null,
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gl.DYNAMIC_STORAGE_BIT,
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);
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gl.namedBufferStorage(
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uvs.buffer,
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@intCast(vertex_buf_size * @sizeOf(formats.Vector2)),
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null,
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gl.DYNAMIC_STORAGE_BIT,
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);
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@ -788,7 +831,9 @@ const VertexBufferHeap = struct {
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.vertex_buddy = vertex_buddy,
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.index_buddy = index_buddy,
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.vertices = vertices,
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.ps_data = ps_data,
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.normals = normals,
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.tangents = tangents,
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.uvs = uvs,
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.indices = indices,
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};
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}
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@ -797,7 +842,7 @@ const VertexBufferHeap = struct {
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self.index_buddy.deinit();
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self.vertex_buddy.deinit();
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const bufs = [_]gl.GLuint{ self.vertices, self.ps_data, self.indices };
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const bufs = [_]gl.GLuint{ self.vertices, self.normals, self.tangents, self.uvs, self.indices };
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gl.deleteBuffers(bufs.len, &bufs);
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}
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@ -830,13 +830,13 @@ pub fn finish(self: *Render) void {
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gl.GL_ARB_bindless_texture.uniformHandleui64ARB(Uniform.ShadowMap2D.value(), self.shadow_texture_handle);
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gl.GL_ARB_bindless_texture.uniformHandleui64ARB(Uniform.ShadowMapCube.value(), self.cube_shadow_texture_handle);
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self.assetman.vertex_heap.vertices.bind(Render.Attrib.Position.value(), 0);
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self.assetman.vertex_heap.normals.bind(Render.Attrib.Normal.value());
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checkGLError();
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self.assetman.vertex_heap.ps_data.bind(Render.Attrib.Normal.value(), @offsetOf(formats.VertexPSData, "normal"));
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self.assetman.vertex_heap.tangents.bind(Render.Attrib.Tangent.value());
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checkGLError();
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self.assetman.vertex_heap.ps_data.bind(Render.Attrib.Tangent.value(), @offsetOf(formats.VertexPSData, "tangent"));
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self.assetman.vertex_heap.uvs.bind(Render.Attrib.UV.value());
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checkGLError();
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self.assetman.vertex_heap.ps_data.bind(Render.Attrib.UV.value(), @offsetOf(formats.VertexPSData, "uv"));
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self.assetman.vertex_heap.vertices.bind(Render.Attrib.Position.value());
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checkGLError();
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gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, self.assetman.vertex_heap.indices.buffer);
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checkGLError();
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@ -23,18 +23,14 @@ pub const AABB = extern struct {
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};
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pub const Index = u32;
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pub const VertexPSData = extern struct {
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normal: Vector3,
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tangent: Vector3,
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uv: Vector2,
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};
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pub const Mesh = struct {
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aabb: AABB,
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material: Material,
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vertices: []align(1) Vector3,
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ps_data: []align(1) VertexPSData,
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normals: []align(1) Vector3,
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tangents: []align(1) Vector3,
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uvs: []align(1) Vector2,
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indices: []align(1) Index,
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// This will panic if data is incorrect
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@ -67,9 +63,13 @@ pub const Mesh = struct {
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size = vert_len * @sizeOf(Vector3);
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const vertices = std.mem.bytesAsSlice(Vector3, buffer[offset .. offset + size]);
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offset += size;
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const normals = std.mem.bytesAsSlice(Vector3, buffer[offset .. offset + size]);
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offset += size;
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const tangents = std.mem.bytesAsSlice(Vector3, buffer[offset .. offset + size]);
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offset += size;
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size = vert_len * @sizeOf(VertexPSData);
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const ps_data = std.mem.bytesAsSlice(VertexPSData, buffer[offset .. offset + size]);
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size = vert_len * @sizeOf(Vector2);
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const uvs = std.mem.bytesAsSlice(Vector2, buffer[offset .. offset + size]);
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offset += size;
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size = ind_len * @sizeOf(Index);
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@ -80,14 +80,16 @@ pub const Mesh = struct {
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.aabb = aabb,
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.material = material.*,
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.vertices = vertices,
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.ps_data = ps_data,
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.normals = normals,
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.tangents = tangents,
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.uvs = uvs,
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.indices = indices,
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};
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}
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};
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pub fn writeMesh(writer: anytype, value: Mesh, endian: std.builtin.Endian) !void {
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std.debug.assert(value.vertices.len == value.ps_data.len);
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std.debug.assert(value.vertices.len == value.normals.len);
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// AABB
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{
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@ -104,10 +106,14 @@ pub fn writeMesh(writer: anytype, value: Mesh, endian: std.builtin.Endian) !void
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for (value.vertices) |v| {
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try writeVector3(writer, v, endian);
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}
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for (value.ps_data) |data| {
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try writeVector3(writer, data.normal, endian);
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try writeVector3(writer, data.tangent, endian);
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try writeVector2(writer, data.uv, endian);
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for (value.normals) |n| {
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try writeVector3(writer, n, endian);
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}
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for (value.tangents) |t| {
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try writeVector3(writer, t, endian);
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}
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for (value.uvs) |uv| {
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try writeVector2(writer, uv, endian);
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}
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for (value.indices) |i| {
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try writer.writeInt(Index, i, endian);
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@ -426,7 +426,10 @@ fn processMesh(allocator: std.mem.Allocator, scene: *const c.aiScene, material_o
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if (mesh.mNumUVComponents[0] != 2) return error.WrongUVComponents;
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var vertices = try allocator.alloc(Vector3, @intCast(mesh.mNumVertices));
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var ps_data = try allocator.alloc(formats.VertexPSData, @intCast(mesh.mNumVertices));
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var normals = try allocator.alloc(Vector3, @intCast(mesh.mNumVertices));
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var tangents = try allocator.alloc(Vector3, @intCast(mesh.mNumVertices));
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var uvs = try allocator.alloc(Vector2, @intCast(mesh.mNumVertices));
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var indices = try allocator.alloc(formats.Index, @intCast(mesh.mNumFaces * 3)); // triangles
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for (0..mesh.mNumVertices) |i| {
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@ -435,17 +438,17 @@ fn processMesh(allocator: std.mem.Allocator, scene: *const c.aiScene, material_o
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.y = mesh.mVertices[i].y,
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.z = mesh.mVertices[i].z,
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};
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ps_data[i].normal = .{
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normals[i] = .{
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.x = mesh.mNormals[i].x,
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.y = mesh.mNormals[i].y,
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.z = mesh.mNormals[i].z,
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};
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ps_data[i].tangent = .{
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tangents[i] = .{
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.x = mesh.mTangents[i].x,
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.y = mesh.mTangents[i].y,
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.z = mesh.mTangents[i].z,
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};
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ps_data[i].uv = .{
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uvs[i] = .{
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.x = mesh.mTextureCoords[0][i].x,
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.y = mesh.mTextureCoords[0][i].y,
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};
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@ -479,7 +482,9 @@ fn processMesh(allocator: std.mem.Allocator, scene: *const c.aiScene, material_o
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},
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},
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.vertices = vertices,
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.ps_data = ps_data,
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.normals = normals,
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.tangents = tangents,
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.uvs = uvs,
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.indices = indices,
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.material = material,
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};
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