Reworking tangent lighting
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@@ -32,9 +32,9 @@ void StaticMeshVertexData::loadTexCoords(uint64 offset, uint64 index, const Arra
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dirty = true;
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}
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void StaticMeshVertexData::loadNormals(uint64 offset, const Array<Quaternion>& data) {
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void StaticMeshVertexData::loadNormals(uint64 offset, const Array<uint32>& data) {
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assert(offset + data.size() <= head);
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std::memcpy(norData.data() + offset, data.data(), data.size() * sizeof(Quaternion));
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std::memcpy(norData.data() + offset, data.data(), data.size() * sizeof(uint32));
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// normals->updateContents(offset * sizeof(Vector4), data.size() * sizeof(Vector4), data.data());
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dirty = true;
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}
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@@ -60,10 +60,10 @@ void StaticMeshVertexData::serializeMesh(MeshId id, uint64 numVertices, ArchiveB
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Serialization::save(buffer, tex[i]);
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}
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Array<Vector> pos(numVertices);
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Array<Quaternion> nor(numVertices);
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Array<uint32> nor(numVertices);
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Array<U16Vector> col(numVertices);
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std::memcpy(pos.data(), posData.data() + offset, numVertices * sizeof(Vector));
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std::memcpy(nor.data(), norData.data() + offset, numVertices * sizeof(Quaternion));
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std::memcpy(nor.data(), norData.data() + offset, numVertices * sizeof(uint32));
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std::memcpy(col.data(), colData.data() + offset, numVertices * sizeof(U16Vector));
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Serialization::save(buffer, pos);
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Serialization::save(buffer, nor);
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@@ -84,7 +84,7 @@ uint64 StaticMeshVertexData::deserializeMesh(MeshId id, ArchiveBuffer& buffer) {
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result += tex[i].size() * sizeof(U16Vector2);
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}
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Array<Vector> pos;
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Array<Quaternion> nor;
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Array<uint32> nor;
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Array<U16Vector> col;
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Serialization::load(buffer, pos);
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Serialization::load(buffer, nor);
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@@ -93,7 +93,7 @@ uint64 StaticMeshVertexData::deserializeMesh(MeshId id, ArchiveBuffer& buffer) {
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loadNormals(offset, nor);
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loadColors(offset, col);
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result += pos.size() * sizeof(Vector);
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result += nor.size() * sizeof(Quaternion);
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result += nor.size() * sizeof(uint32);
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result += col.size() * sizeof(U16Vector);
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return result;
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}
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@@ -154,7 +154,7 @@ void StaticMeshVertexData::updateBuffers() {
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normals = graphics->createShaderBuffer(ShaderBufferCreateInfo{
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.sourceData =
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{
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.size = verticesAllocated * sizeof(Quaternion),
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.size = verticesAllocated * sizeof(uint32),
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.data = (uint8*)norData.data(),
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},
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.name = "Normals",
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