kitgit

tirbofish/dropbear

main / crates / dropbear-engine / src / model.rs · 66033 bytes

crates/dropbear-engine/src/model.rs
use crate::asset::{AssetRegistry, Handle};
use crate::buffer::{DynamicBuffer, UniformBuffer, WritableBuffer};
use crate::texture::TextureBuilder;
use crate::{
    graphics::SharedGraphicsContext,
    texture::{Texture, TextureWrapMode},
    utils::ResourceReference,
};
use gltf::image::{Format, Source};
use gltf::texture::MinFilter;
use parking_lot::RwLock;
use puffin::profile_scope;
use rayon::prelude::*;
use rkyv::Archive;
use serde::{Deserialize, Serialize};
use std::hash::{DefaultHasher, Hash, Hasher};
use std::sync::Arc;
use std::{mem, ops::Range};
use std::cmp::PartialEq;
use wgpu::{
    BufferAddress, FilterMode, MipmapFilterMode, VertexAttribute, VertexBufferLayout,
    util::DeviceExt,
};

// note to self: do not derive clone otherwise it wil take too much memory
// #[derive(Clone)]
pub struct Model {
    pub hash: u64, // also the id related to the handle
    pub label: String,
    pub path: ResourceReference,
    pub meshes: Vec<Mesh>,
    pub materials: Vec<Material>,
    pub skins: Vec<Skin>,
    pub animations: Vec<Animation>,
    pub nodes: Vec<Node>,
    pub morph_deltas_buffer: Option<wgpu::Buffer>,
}

// #[derive(Clone)]
pub struct Mesh {
    pub name: String,
    pub vertex_buffer: DynamicBuffer<ModelVertex>,
    pub index_buffer: DynamicBuffer<u32>,
    pub num_elements: u32,
    pub material: usize,
    pub morph_deltas_offset: u32,
    pub morph_target_count: u32,
    pub morph_vertex_count: u32,
    pub morph_default_weights: Vec<f32>,
}

#[derive(Clone, PartialEq)]
pub struct Material {
    pub name: String,
    pub texture_tag: Option<String>,

    pub diffuse_texture: Handle<Texture>,
    pub base_colour: [f32; 4],

    pub metallic_roughness_texture: Option<Handle<Texture>>,
    pub metallic_factor: f32,
    pub roughness_factor: f32,

    pub normal_texture: Option<Handle<Texture>>,
    pub normal_scale: f32,

    pub emissive_texture: Option<Handle<Texture>>,
    pub emissive_factor: [f32; 3],
    pub emissive_strength: f32,

    pub occlusion_texture: Option<Handle<Texture>>,
    pub occlusion_strength: f32,

    pub uv_tiling: [f32; 2],
    pub uv_offset: [f32; 2],
    pub wrap_mode: TextureWrapMode,

    pub alpha_mode: AlphaMode,
    pub alpha_cutoff: Option<f32>,

    pub uniform: UniformBuffer<MaterialUniform>,
    pub bind_group: wgpu::BindGroup,

    // pub double_sided: bool, // not sure as to why its here
}

#[derive(
    Clone,
    Copy,
    Eq,
    PartialEq,
    Debug,
    Serialize,
    Deserialize,
    Archive,
    rkyv::Serialize,
    rkyv::Deserialize,
    Default,
)]
#[repr(u32)]
pub enum AlphaMode {
    #[default]
    Opaque = 1,
    Mask   = 2,
    Blend  = 3,
}

impl Into<AlphaMode> for gltf::material::AlphaMode {
    fn into(self) -> AlphaMode {
        match self {
            gltf::material::AlphaMode::Opaque => AlphaMode::Opaque,
            gltf::material::AlphaMode::Mask => AlphaMode::Mask,
            gltf::material::AlphaMode::Blend => AlphaMode::Blend,
        }
    }
}

/// Represents a node in the scene graph (can be a joint/bone or a mesh)
#[derive(
    Clone, Debug, serde::Serialize, serde::Deserialize, Archive, rkyv::Serialize, rkyv::Deserialize,
)]
pub struct Node {
    pub name: String,
    pub parent: Option<usize>,
    pub children: Vec<usize>,
    pub transform: NodeTransform,
}

/// Local transform of a node relative to its parent
#[derive(
    Clone, Debug, serde::Serialize, serde::Deserialize, Archive, rkyv::Serialize, rkyv::Deserialize,
)]
pub struct NodeTransform {
    pub translation: glam::Vec3,
    pub rotation: glam::Quat,
    pub scale: glam::Vec3,
}

impl NodeTransform {
    pub fn to_matrix(&self) -> glam::Mat4 {
        glam::Mat4::from_scale_rotation_translation(self.scale, self.rotation, self.translation)
    }

    pub fn identity() -> Self {
        Self {
            translation: glam::Vec3::ZERO,
            rotation: glam::Quat::IDENTITY,
            scale: glam::Vec3::ONE,
        }
    }
}

/// A skin defines how a mesh is bound to a skeleton
#[derive(
    Clone, Debug, serde::Serialize, serde::Deserialize, Archive, rkyv::Serialize, rkyv::Deserialize,
)]
pub struct Skin {
    pub name: String,
    /// Indices of joints (nodes) in the Model's nodes array
    pub joints: Vec<usize>,
    /// Inverse bind matrices - one per joint
    pub inverse_bind_matrices: Vec<glam::Mat4>,
    /// Optional root joint index
    pub skeleton_root: Option<usize>,
}

/// An animation that can be played on a skeleton
#[derive(
    Debug, Clone, serde::Serialize, serde::Deserialize, Archive, rkyv::Serialize, rkyv::Deserialize,
)]
pub struct Animation {
    pub name: String,
    pub channels: Vec<AnimationChannel>,
    pub duration: f32,
}

/// Describes how an animation affects a specific node
#[derive(
    Debug, Clone, serde::Serialize, serde::Deserialize, Archive, rkyv::Serialize, rkyv::Deserialize,
)]
pub struct AnimationChannel {
    /// Target node index in the Model's nodes array
    pub target_node: usize,
    /// Keyframe times
    pub times: Vec<f32>,
    /// Animation data
    pub values: ChannelValues,
    /// Interpolation method
    pub interpolation: AnimationInterpolation,
}

#[derive(
    Debug, Clone, serde::Serialize, serde::Deserialize, Archive, rkyv::Serialize, rkyv::Deserialize,
)]
pub enum ChannelValues {
    Translations(Vec<glam::Vec3>),
    Rotations(Vec<glam::Quat>),
    Scales(Vec<glam::Vec3>),
    MorphWeights(Vec<Vec<f32>>),
}

impl Material {
    fn build_bind_group(
        registry: &mut AssetRegistry,
        graphics: &Arc<SharedGraphicsContext>,
        tint_buffer: &UniformBuffer<MaterialUniform>,
        diffuse_texture: Handle<Texture>,
        normal_texture: Option<Handle<Texture>>,
        emissive_texture: Option<Handle<Texture>>,
        metallic_roughness_texture: Option<Handle<Texture>>,
        occlusion_texture: Option<Handle<Texture>>,
    ) -> wgpu::BindGroup {
        let d = registry
            .get_texture(diffuse_texture)
            .expect("diffuse texture handle missing from registry");

        let n = if let Some(normal) = normal_texture {
            registry
                .get_texture(normal)
                .expect("normal texture handle missing from registry")
        } else {
            let flat_normal_texture = registry.solid_texture_rgba8(
                graphics.clone(),
                [128, 128, 255, 255],
                Some(Texture::TEXTURE_FORMAT_BASE),
            );
            registry
                .get_texture(flat_normal_texture)
                .expect("flat normal fallback texture missing from registry")
        };

        let e = if let Some(emissive) = emissive_texture {
            registry
                .get_texture(emissive)
                .expect("emissive texture handle missing from registry")
        } else {
            let emissive = registry.solid_texture_rgba8(
                graphics.clone(),
                [0, 0, 0, 255],
                Some(Texture::TEXTURE_FORMAT_BASE),
            );
            registry
                .get_texture(emissive)
                .expect("emissive fallback texture missing from registry")
        };

        let mr = if let Some(metallic_roughness) = metallic_roughness_texture {
            registry
                .get_texture(metallic_roughness)
                .expect("metallic roughness texture handle missing from registry")
        } else {
            let metallic_roughness = registry.solid_texture_rgba8(
                graphics.clone(),
                [0, 128, 0, 255],
                Some(Texture::TEXTURE_FORMAT_BASE),
            );
            registry
                .get_texture(metallic_roughness)
                .expect("metallic roughness fallback texture missing from registry")
        };

        let o = if let Some(occlusion) = occlusion_texture {
            registry
                .get_texture(occlusion)
                .expect("occlusion texture handle missing from registry")
        } else {
            let occlusion = registry.solid_texture_rgba8(
                graphics.clone(),
                [255, 255, 255, 255],
                Some(Texture::TEXTURE_FORMAT_BASE),
            );
            registry
                .get_texture(occlusion)
                .expect("occlusion fallback texture missing from registry")
        };

        graphics
            .device
            .create_bind_group(&wgpu::BindGroupDescriptor {
                label: Some("material bind group"),
                layout: &graphics.layouts.material_bind_layout,
                entries: &[
                    wgpu::BindGroupEntry {
                        binding: 0,
                        resource: tint_buffer.buffer().as_entire_binding(),
                    },
                    wgpu::BindGroupEntry {
                        binding: 1,
                        resource: wgpu::BindingResource::TextureView(&d.view),
                    },
                    wgpu::BindGroupEntry {
                        binding: 2,
                        resource: wgpu::BindingResource::Sampler(&d.sampler),
                    },
                    wgpu::BindGroupEntry {
                        binding: 3,
                        resource: wgpu::BindingResource::TextureView(&n.view),
                    },
                    wgpu::BindGroupEntry {
                        binding: 4,
                        resource: wgpu::BindingResource::Sampler(&n.sampler),
                    },
                    wgpu::BindGroupEntry {
                        binding: 5,
                        resource: wgpu::BindingResource::TextureView(&e.view),
                    },
                    wgpu::BindGroupEntry {
                        binding: 6,
                        resource: wgpu::BindingResource::Sampler(&e.sampler),
                    },
                    wgpu::BindGroupEntry {
                        binding: 7,
                        resource: wgpu::BindingResource::TextureView(&mr.view),
                    },
                    wgpu::BindGroupEntry {
                        binding: 8,
                        resource: wgpu::BindingResource::Sampler(&mr.sampler),
                    },
                    wgpu::BindGroupEntry {
                        binding: 9,
                        resource: wgpu::BindingResource::TextureView(&o.view),
                    },
                    wgpu::BindGroupEntry {
                        binding: 10,
                        resource: wgpu::BindingResource::Sampler(&o.sampler),
                    },
                ],
            })
    }

    pub fn new(
        registry: &mut AssetRegistry,
        graphics: Arc<SharedGraphicsContext>,
        name: impl Into<String>,
        diffuse_texture: Handle<Texture>,
        normal_texture: Option<Handle<Texture>>,
        emissive_texture: Option<Handle<Texture>>,
        metallic_roughness_texture: Option<Handle<Texture>>,
        occlusion_texture: Option<Handle<Texture>>,
        tint: [f32; 4],
        texture_tag: Option<String>,
    ) -> Self {
        puffin::profile_function!();
        let name = name.into();

        let uv_tiling = [1.0, 1.0];

        let uniform = MaterialUniform {
            base_colour: tint,

            metallic_factor: 1.0,
            roughness_factor: 1.0,

            normal_scale: 1.0,

            _padding: 0.0,
            emissive_factor: [0.0, 0.0, 0.0],
            emissive_strength: 1.0,

            occlusion_strength: 1.0,

            _padding2: 0.0,
            uv_tiling,
            uv_offset: [0.0; 2],

            alpha_cutoff: 0.5,
            alpha_mode: AlphaMode::default() as u32,

            has_normal_texture: normal_texture.is_some() as u32,
            has_emissive_texture: emissive_texture.is_some() as u32,
            has_metallic_texture: metallic_roughness_texture.is_some() as u32,
            has_occlusion_texture: occlusion_texture.is_some() as u32,
        };

        let tint_buffer = UniformBuffer::new(&graphics.device, "material_tint_uniform");
        tint_buffer.write(&graphics.queue, &uniform);
        let bind_group = Self::build_bind_group(
            registry,
            &graphics,
            &tint_buffer,
            diffuse_texture,
            normal_texture,
            emissive_texture,
            metallic_roughness_texture,
            occlusion_texture,
        );

        Self {
            name,
            diffuse_texture,
            normal_texture,
            base_colour: tint,
            emissive_factor: [0.0, 0.0, 0.0],
            emissive_strength: 1.0,
            metallic_factor: 1.0,
            roughness_factor: 1.0,
            alpha_mode: AlphaMode::Opaque,
            alpha_cutoff: None,
            occlusion_strength: 1.0,
            normal_scale: 1.0,
            uv_tiling,
            uv_offset: [0.0; 2],
            uniform: tint_buffer,
            bind_group,
            texture_tag,
            wrap_mode: TextureWrapMode::Repeat,
            emissive_texture,
            metallic_roughness_texture,
            occlusion_texture,
        }
    }

    pub fn sync_uniform(&self, graphics: &SharedGraphicsContext) {        
        let uniform = MaterialUniform {
            base_colour: self.base_colour,
            emissive_factor: self.emissive_factor,
            emissive_strength: self.emissive_strength,
            metallic_factor: self.metallic_factor,
            roughness_factor: self.roughness_factor,
            normal_scale: self.normal_scale,
            occlusion_strength: self.occlusion_strength,
            alpha_cutoff: self.alpha_cutoff.unwrap_or(0.5),
            alpha_mode: self.alpha_mode as u32,
            uv_tiling: self.uv_tiling,
            uv_offset: self.uv_offset,
            has_normal_texture: self.normal_texture.is_some() as u32,
            has_emissive_texture: self.emissive_texture.is_some() as u32,
            has_metallic_texture: self.metallic_roughness_texture.is_some() as u32,
            has_occlusion_texture: self.occlusion_texture.is_some() as u32,
            _padding: 0.0,
            _padding2: 0.0,
        };

        self.uniform.write(&graphics.queue, &uniform);
    }

    pub fn rebuild_bind_group(
        &mut self,
        registry: &mut AssetRegistry,
        graphics: &Arc<SharedGraphicsContext>,
    ) {
        self.bind_group = Self::build_bind_group(
            registry,
            graphics,
            &self.uniform,
            self.diffuse_texture,
            self.normal_texture,
            self.emissive_texture,
            self.metallic_roughness_texture,
            self.occlusion_texture,
        );
    }
}

#[derive(
    Debug,
    Clone,
    Copy,
    PartialEq,
    Eq,
    serde::Serialize,
    serde::Deserialize,
    Archive,
    rkyv::Serialize,
    rkyv::Deserialize,
)]
pub enum AnimationInterpolation {
    /// The animated values are linearly interpolated between keyframes
    Linear,
    /// The animated values remain constant between keyframes
    Step,
    /// The animated values are interpolated using a cubic spline
    CubicSpline,
}

struct GLTFTextureInformation {
    sampler: wgpu::SamplerDescriptor<'static>,
    pixels: Vec<u8>,
    mime_type: Option<String>,
    width: u32,
    height: u32,
    #[allow(dead_code)]
    mip_level_count: u32,
    #[allow(dead_code)]
    format: wgpu::TextureFormat,
}

impl GLTFTextureInformation {
    fn fetch(tex: &gltf::Texture<'_>, images: &Vec<gltf::image::Data>) -> GLTFTextureInformation {
        puffin::profile_function!();
        let sampler = tex.sampler();

        let mime = match tex.source().source() {
            Source::View { mime_type, .. } => Some(mime_type.to_string()),
            Source::Uri { mime_type, .. } => mime_type.map(|value| value.to_string()),
        };

        let mag_filter = match sampler.mag_filter() {
            Some(gltf::texture::MagFilter::Nearest) => wgpu::FilterMode::Nearest,
            _ => wgpu::FilterMode::Linear,
        };

        let (min_filter, mipmap_filter) = match sampler.min_filter() {
            Some(MinFilter::Nearest) => (wgpu::FilterMode::Nearest, wgpu::FilterMode::Nearest),
            Some(MinFilter::Linear) => (wgpu::FilterMode::Linear, wgpu::FilterMode::Nearest),
            Some(MinFilter::NearestMipmapNearest) => {
                (wgpu::FilterMode::Nearest, wgpu::FilterMode::Nearest)
            }
            Some(MinFilter::LinearMipmapNearest) => {
                (wgpu::FilterMode::Linear, wgpu::FilterMode::Nearest)
            }
            Some(MinFilter::NearestMipmapLinear) => {
                (wgpu::FilterMode::Nearest, wgpu::FilterMode::Linear)
            }
            Some(MinFilter::LinearMipmapLinear) => {
                (wgpu::FilterMode::Linear, wgpu::FilterMode::Linear)
            }
            None => (wgpu::FilterMode::Linear, wgpu::FilterMode::Linear),
        };

        fn map_wrap(wrap: gltf::texture::WrappingMode) -> wgpu::AddressMode {
            match wrap {
                gltf::texture::WrappingMode::ClampToEdge => wgpu::AddressMode::ClampToEdge,
                gltf::texture::WrappingMode::MirroredRepeat => wgpu::AddressMode::MirrorRepeat,
                gltf::texture::WrappingMode::Repeat => wgpu::AddressMode::Repeat,
            }
        }

        let sampler = wgpu::SamplerDescriptor {
            label: None,
            address_mode_u: map_wrap(sampler.wrap_s()),
            address_mode_v: map_wrap(sampler.wrap_t()),
            address_mode_w: wgpu::AddressMode::Repeat,
            mag_filter,
            min_filter,
            mipmap_filter: match mipmap_filter {
                FilterMode::Nearest => MipmapFilterMode::Nearest,
                FilterMode::Linear => MipmapFilterMode::Linear,
            },
            lod_min_clamp: 0.0,
            lod_max_clamp: 32.0,
            compare: None,
            anisotropy_clamp: 1,
            border_color: None,
        };

        let image_index = tex.source().index();
        let image_data = &images[image_index];

        let width = image_data.width;
        let height = image_data.height;

        let mip_level_count = (width.max(height) as f32).log2().floor() as u32 + 1;

        let (pixels, format) = match image_data.format {
            Format::R8 => (image_data.pixels.clone(), wgpu::TextureFormat::R8Unorm),
            Format::R8G8 => (image_data.pixels.clone(), wgpu::TextureFormat::Rg8Unorm),
            Format::R8G8B8 => {
                let mut rgba = Vec::with_capacity(image_data.pixels.len() / 3 * 4);
                for chunk in image_data.pixels.chunks(3) {
                    rgba.extend_from_slice(chunk);
                    rgba.push(255);
                }
                (rgba, wgpu::TextureFormat::Rgba8Unorm)
            }
            Format::R8G8B8A8 => (image_data.pixels.clone(), wgpu::TextureFormat::Rgba8Unorm),
            Format::R16 => (image_data.pixels.clone(), wgpu::TextureFormat::R16Unorm),
            Format::R16G16 => (image_data.pixels.clone(), wgpu::TextureFormat::Rg16Unorm),
            Format::R16G16B16 => {
                let mut rgba = Vec::with_capacity(image_data.pixels.len() / 6 * 8);
                for chunk in image_data.pixels.chunks(6) {
                    rgba.extend_from_slice(chunk);
                    rgba.extend_from_slice(&[255u8, 255u8]);
                }
                (rgba, wgpu::TextureFormat::Rgba16Unorm)
            }
            Format::R16G16B16A16 => (image_data.pixels.clone(), wgpu::TextureFormat::Rgba16Unorm),
            Format::R32G32B32FLOAT => {
                let mut rgba = Vec::with_capacity(image_data.pixels.len() / 12 * 16);
                for chunk in image_data.pixels.chunks(12) {
                    rgba.extend_from_slice(chunk);
                    rgba.extend_from_slice(&1.0f32.to_ne_bytes());
                }
                (rgba, wgpu::TextureFormat::Rgba32Float)
            }
            Format::R32G32B32A32FLOAT => {
                (image_data.pixels.clone(), wgpu::TextureFormat::Rgba32Float)
            }
        };

        GLTFTextureInformation {
            sampler,
            mip_level_count,
            pixels,
            format,
            width,
            height,
            mime_type: mime,
        }
    }
}

struct GLTFMeshInformation {
    name: String,
    primitive_index: usize,
    material_index: usize,
    mode: gltf::mesh::Mode,
    positions: Vec<[f32; 3]>,
    indices: Vec<u32>,
    normals: Vec<[f32; 3]>,
    tangents: Vec<[f32; 4]>,
    colors: Vec<[f32; 4]>,
    joints: Vec<[u16; 4]>,
    weights: Vec<[f32; 4]>,
    tex_coords0: Vec<[f32; 2]>,
    tex_coords1: Vec<[f32; 2]>,
    morph_deltas: Vec<f32>,
    morph_target_count: usize,
    morph_default_weights: Vec<f32>,
}

struct GLTFMaterialInformation {
    name: String,
    diffuse_texture: Option<GLTFTextureInformation>,
    normal_texture: Option<GLTFTextureInformation>,
    emissive_texture: Option<GLTFTextureInformation>,
    metallic_roughness_texture: Option<GLTFTextureInformation>,
    occlusion_texture: Option<GLTFTextureInformation>,
    tint: [f32; 4],
    emissive_factor: [f32; 3],
    metallic_factor: f32,
    roughness_factor: f32,
    alpha_mode: gltf::material::AlphaMode,
    alpha_cutoff: Option<f32>,
    occlusion_strength: f32,
    normal_scale: f32,
}

struct ProcessedMaterialTextures {
    name: String,
    diffuse: Option<ProcessedTexture>,
    normal: Option<ProcessedTexture>,
    emissive: Option<ProcessedTexture>,
    metallic_roughness: Option<ProcessedTexture>,
    occlusion: Option<ProcessedTexture>,
    tint: [f32; 4],
    emissive_factor: [f32; 3],
    metallic_factor: f32,
    roughness_factor: f32,
    alpha_mode: gltf::material::AlphaMode,
    alpha_cutoff: Option<f32>,
    occlusion_strength: f32,
    normal_scale: f32,
}

struct ProcessedTexture {
    pixels: Vec<u8>,
    dimensions: (u32, u32),
    format: wgpu::TextureFormat,
    sampler: wgpu::SamplerDescriptor<'static>,
    mime_type: Option<String>,
}

/// Adapter that feeds indexed triangle mesh data into bevy_mikktspace and
/// collects the resulting per-vertex tangents (xyzw, where w is handedness).
struct MikktMesh<'a> {
    positions: &'a [[f32; 3]],
    normals: &'a [[f32; 3]],
    tex_coords: &'a [[f32; 2]],
    indices: &'a [u32],
    /// Output tangents, indexed by vertex (same order as `positions`).
    tangents: Vec<[f32; 4]>,
}

impl<'a> bevy_mikktspace::Geometry for MikktMesh<'a> {
    fn num_faces(&self) -> usize {
        self.indices.len() / 3
    }

    fn num_vertices_of_face(&self, _face: usize) -> usize {
        3
    }

    fn position(&self, face: usize, vert: usize) -> [f32; 3] {
        self.positions[self.indices[face * 3 + vert] as usize]
    }

    fn normal(&self, face: usize, vert: usize) -> [f32; 3] {
        self.normals[self.indices[face * 3 + vert] as usize]
    }

    fn tex_coord(&self, face: usize, vert: usize) -> [f32; 2] {
        self.tex_coords[self.indices[face * 3 + vert] as usize]
    }

    fn set_tangent(
        &mut self,
        tangent_space: Option<bevy_mikktspace::TangentSpace>,
        face: usize,
        vert: usize,
    ) {
        let vertex_idx = self.indices[face * 3 + vert] as usize;
        if let Some(ts) = tangent_space {
            self.tangents[vertex_idx] = ts.tangent_encoded();
        }
    }
}

impl Model {
    fn load_materials(
        gltf: &gltf::Document,
        _buffers: &Vec<gltf::buffer::Data>,
        images: &Vec<gltf::image::Data>,
    ) -> Vec<GLTFMaterialInformation> {
        puffin::profile_function!();
        let process_texture = |texture: gltf::Texture<'_>| -> Option<GLTFTextureInformation> {
            puffin::profile_scope!(
                "reading texture bytes",
                texture.name().unwrap_or("Unnamed Texture")
            );
            Some(GLTFTextureInformation::fetch(&texture, images))
        };

        let mut material_data = Vec::new();

        for material in gltf.materials() {
            let material_name = material.name().unwrap_or("Unnamed Material").to_string();
            puffin::profile_scope!("loading material", &material_name);

            let tint = material.pbr_metallic_roughness().base_color_factor();
            let tint = [tint[0], tint[1], tint[2], tint[3]];

            let pbr = material.pbr_metallic_roughness();
            let diffuse_texture = pbr.base_color_texture();
            let metallic_roughness_texture = pbr.metallic_roughness_texture();
            let normal_texture = material.normal_texture();
            let occlusion_texture = material.occlusion_texture();
            let emissive_texture = material.emissive_texture();

            let diffuse_texture_info = diffuse_texture
                .as_ref()
                .and_then(|info| process_texture(info.texture()));
            let metallic_roughness_texture_info = metallic_roughness_texture
                .as_ref()
                .and_then(|info| process_texture(info.texture()));

            let normal_texture_info = normal_texture
                .as_ref()
                .and_then(|info| process_texture(info.texture()));
            let occlusion_texture_info = occlusion_texture
                .as_ref()
                .and_then(|info| process_texture(info.texture()));
            let emissive_texture_info = emissive_texture
                .as_ref()
                .and_then(|info| process_texture(info.texture()));

            let emissive_factor = material.emissive_factor();
            let metallic_factor = pbr.metallic_factor();
            let roughness_factor = pbr.roughness_factor();
            let alpha_mode = material.alpha_mode();
            let alpha_cutoff = material.alpha_cutoff();
            let occlusion_strength = occlusion_texture
                .as_ref()
                .map(|info| info.strength())
                .unwrap_or(1.0);
            let normal_scale = normal_texture
                .as_ref()
                .map(|info| info.scale())
                .unwrap_or(1.0);

            material_data.push(GLTFMaterialInformation {
                name: material_name,
                diffuse_texture: diffuse_texture_info,
                normal_texture: normal_texture_info,
                emissive_texture: emissive_texture_info,
                metallic_roughness_texture: metallic_roughness_texture_info,
                occlusion_texture: occlusion_texture_info,
                tint,
                emissive_factor,
                metallic_factor,
                roughness_factor,
                alpha_mode,
                alpha_cutoff,
                occlusion_strength,
                normal_scale,
            });
        }

        if material_data.is_empty() {
            material_data.push(GLTFMaterialInformation {
                name: "Default".to_string(),
                diffuse_texture: None,
                normal_texture: None,
                emissive_texture: None,
                metallic_roughness_texture: None,
                occlusion_texture: None,
                tint: [1.0, 1.0, 1.0, 1.0],
                emissive_factor: [0.0, 0.0, 0.0],
                metallic_factor: 1.0,
                roughness_factor: 1.0,
                alpha_mode: gltf::material::AlphaMode::Opaque,
                alpha_cutoff: None,
                occlusion_strength: 1.0,
                normal_scale: 1.0,
            });
        }

        material_data
    }

    fn load_meshes(
        mesh: &gltf::Mesh,
        buffers: &Vec<gltf::buffer::Data>,
        mesh_collector: &mut Vec<GLTFMeshInformation>,
    ) -> anyhow::Result<()> {
        let mesh_name = mesh.name().unwrap_or("Unnamed Mesh").to_string();
        puffin::profile_function!(&mesh_name);

        let mesh_weights = mesh
            .weights()
            .map(|weights| weights.to_vec())
            .unwrap_or_default();

        for (primitive_index, primitive) in mesh.primitives().enumerate() {
            puffin::profile_scope!(
                "reading primitive",
                &format!("{}[{}]", &mesh_name, primitive_index)
            );

            let reader = primitive.reader(|buffer| Some(&buffers[buffer.index()]));

            let positions: Vec<[f32; 3]> = reader
                .read_positions()
                .ok_or_else(|| anyhow::anyhow!("Mesh missing positions"))?
                .collect();

            let indices: Vec<u32> = reader
                .read_indices()
                .ok_or_else(|| anyhow::anyhow!("Mesh missing indices"))?
                .into_u32()
                .collect();

            let normals: Vec<[f32; 3]> = reader
                .read_normals()
                .map(|iter| iter.collect())
                .unwrap_or_else(|| vec![[0.0, 1.0, 0.0]; positions.len()]);

            let colors: Vec<[f32; 4]> = reader
                .read_colors(0)
                .map(|iter| iter.into_rgba_f32().collect())
                .unwrap_or_else(|| vec![[1.0; 4]; positions.len()]);

            let joints: Vec<[u16; 4]> = reader
                .read_joints(0)
                .map(|iter| iter.into_u16().collect())
                .unwrap_or_else(|| vec![[0u16; 4]; positions.len()]);

            let mut weights: Vec<[f32; 4]> = reader
                .read_weights(0)
                .map(|iter| iter.into_f32().collect())
                .unwrap_or_else(|| vec![[1.0, 0.0, 0.0, 0.0]; positions.len()]);

            for weight in &mut weights {
                let sum = weight[0] + weight[1] + weight[2] + weight[3];
                if sum > 0.0 {
                    weight[0] /= sum;
                    weight[1] /= sum;
                    weight[2] /= sum;
                    weight[3] /= sum;
                }
            }

            let tex_coords: Vec<[f32; 2]> = reader
                .read_tex_coords(0)
                .map(|iter| iter.into_f32().collect())
                .unwrap_or_else(|| vec![[0.0, 0.0]; positions.len()]);

            let tex_coords1: Vec<[f32; 2]> = reader
                .read_tex_coords(1)
                .map(|iter| iter.into_f32().collect())
                .unwrap_or_else(|| vec![[0.0, 0.0]; positions.len()]);

            let tangents: Vec<[f32; 4]> = reader
                .read_tangents()
                .map(|iter| iter.collect())
                .unwrap_or_else(|| {
                    let mut mikkt = MikktMesh {
                        positions: &positions,
                        normals: &normals,
                        tex_coords: &tex_coords,
                        indices: &indices,
                        tangents: vec![[1.0, 0.0, 0.0, 1.0]; positions.len()],
                    };
                    let _ = bevy_mikktspace::generate_tangents(&mut mikkt);
                    mikkt.tangents
                });

            let mut morph_deltas: Vec<f32> = Vec::new();
            let mut morph_target_count: usize = 0;
            for (target_positions, _target_normals, _target_tangents) in reader.read_morph_targets()
            {
                let target_positions: Vec<[f32; 3]> = target_positions
                    .map(|iter| iter.collect())
                    .unwrap_or_else(|| vec![[0.0, 0.0, 0.0]; positions.len()]);

                if target_positions.len() != positions.len() {
                    return Err(anyhow::anyhow!(
                        "Morph target position length mismatch for {}: expected {}, got {}",
                        mesh_name,
                        positions.len(),
                        target_positions.len()
                    ));
                }

                for target_pos in &target_positions {
                    morph_deltas.push(target_pos[0]);
                    morph_deltas.push(target_pos[1]);
                    morph_deltas.push(target_pos[2]);
                }

                morph_target_count += 1;
            }

            let expected_len = positions.len();
            let check_len = |label: &str, len: usize| -> anyhow::Result<()> {
                if len == expected_len {
                    Ok(())
                } else {
                    Err(anyhow::anyhow!(
                        "Mesh attribute length mismatch for {}: expected {}, got {}",
                        label,
                        expected_len,
                        len
                    ))
                }
            };

            check_len("normals", normals.len())?;
            check_len("tangents", tangents.len())?;
            check_len("colors", colors.len())?;
            check_len("joints", joints.len())?;
            check_len("weights", weights.len())?;
            check_len("tex_coords0", tex_coords.len())?;
            check_len("tex_coords1", tex_coords1.len())?;

            mesh_collector.push(GLTFMeshInformation {
                name: mesh_name.clone(),
                primitive_index,
                material_index: primitive.material().index().unwrap_or(0),
                mode: primitive.mode(),
                positions,
                indices,
                normals,
                tangents,
                colors,
                joints,
                weights,
                tex_coords0: tex_coords,
                tex_coords1,
                morph_deltas,
                morph_target_count,
                morph_default_weights: mesh_weights.clone(),
            });
        }

        Ok(())
    }

    fn load_nodes(gltf: &gltf::Document) -> Vec<Node> {
        puffin::profile_function!("loading nodes");
        let mut nodes = Vec::new();

        for node in gltf.nodes() {
            profile_scope!("reading node", node.name().unwrap_or("Unnamed Node"));
            let (translation, rotation, scale) = node.transform().decomposed();

            let transform = NodeTransform {
                translation: glam::Vec3::from(translation),
                rotation: glam::Quat::from_array(rotation),
                scale: glam::Vec3::from(scale),
            };

            nodes.push(Node {
                name: node.name().unwrap_or("Unnamed Node").to_string(),
                parent: None,
                children: node.children().map(|n| n.index()).collect(),
                transform,
            });
        }

        for (node_index, node) in gltf.nodes().enumerate() {
            profile_scope!(
                "second pass enumerating children",
                node.name().unwrap_or("Unnamed Node")
            );
            for child in node.children() {
                if let Some(child_node) = nodes.get_mut(child.index()) {
                    child_node.parent = Some(node_index);
                }
            }
        }

        nodes
    }

    fn load_skins(gltf: &gltf::Document, buffers: &[gltf::buffer::Data]) -> Vec<Skin> {
        puffin::profile_function!("loading skins");
        let mut skins = Vec::new();

        for skin in gltf.skins() {
            puffin::profile_scope!("reading skin", skin.name().unwrap_or("Unnamed Skin"));
            let joints: Vec<usize> = skin.joints().map(|j| j.index()).collect();

            let inverse_bind_matrices = if let Some(accessor) = skin.inverse_bind_matrices() {
                let view = accessor.view().expect("Accessor must have a buffer view");
                let buffer_data = &buffers[view.buffer().index()];
                let start = view.offset() + accessor.offset();
                let stride = view.stride().unwrap_or(accessor.size());

                let mut matrices = Vec::with_capacity(accessor.count());
                for i in 0..accessor.count() {
                    let offset = start + i * stride;
                    let matrix_bytes = &buffer_data[offset..offset + 64];

                    let mut floats = [0f32; 16];
                    for (j, chunk) in matrix_bytes.chunks_exact(4).enumerate() {
                        floats[j] = f32::from_le_bytes([chunk[0], chunk[1], chunk[2], chunk[3]]);
                    }

                    matrices.push(glam::Mat4::from_cols_array(&floats));
                }
                matrices
            } else {
                vec![glam::Mat4::IDENTITY; joints.len()]
            };

            skins.push(Skin {
                name: skin.name().unwrap_or("Unnamed Skin").to_string(),
                joints,
                inverse_bind_matrices,
                skeleton_root: skin.skeleton().map(|n| n.index()),
            });
        }

        skins
    }

    fn load_animations(gltf: &gltf::Document, buffers: &[gltf::buffer::Data]) -> Vec<Animation> {
        puffin::profile_function!("loading animations");
        let mut animations = Vec::new();

        for animation in gltf.animations() {
            puffin::profile_scope!(
                "reading animation",
                animation.name().unwrap_or("Unnamed Animation")
            );
            let mut channels = Vec::new();
            let mut max_time = 0.0f32;

            for channel in animation.channels() {
                let target = channel.target();
                let reader = channel.reader(|buffer| Some(&buffers[buffer.index()]));
                let interpolation_mode = channel.sampler().interpolation();

                let times: Vec<f32> = if let Some(inputs) = reader.read_inputs() {
                    inputs.collect()
                } else {
                    continue;
                };

                if let Some(&last_time) = times.last() {
                    max_time = max_time.max(last_time);
                }

                let num_morph_targets = channel
                    .target()
                    .node()
                    .mesh()
                    .map(|mesh| {
                        mesh.primitives()
                            .next()
                            .map(|prim| prim.morph_targets().count())
                            .unwrap_or(0)
                    })
                    .unwrap_or(0);

                let values = match target.property() {
                    gltf::animation::Property::Translation => {
                        puffin::profile_scope!("reading translation values");
                        if let Some(outputs) = reader.read_outputs() {
                            match outputs {
                                gltf::animation::util::ReadOutputs::Translations(iter) => {
                                    let translations: Vec<glam::Vec3> =
                                        iter.map(|t| glam::Vec3::from(t)).collect();
                                    ChannelValues::Translations(translations)
                                }
                                _ => continue,
                            }
                        } else {
                            continue;
                        }
                    }
                    gltf::animation::Property::Rotation => {
                        puffin::profile_scope!("reading rotation values");
                        if let Some(outputs) = reader.read_outputs() {
                            match outputs {
                                gltf::animation::util::ReadOutputs::Rotations(iter) => {
                                    let rotations: Vec<glam::Quat> = if interpolation_mode
                                        == gltf::animation::Interpolation::CubicSpline
                                    {
                                        iter.into_f32()
                                            .enumerate()
                                            .map(|(i, r)| {
                                                let q = glam::Quat::from_array(r);
                                                if i % 3 == 1 { q.normalize() } else { q }
                                            })
                                            .collect()
                                    } else {
                                        iter.into_f32()
                                            .map(|r| glam::Quat::from_array(r).normalize())
                                            .collect()
                                    };
                                    ChannelValues::Rotations(rotations)
                                }
                                _ => continue,
                            }
                        } else {
                            continue;
                        }
                    }
                    gltf::animation::Property::Scale => {
                        puffin::profile_scope!("reading scale values");
                        if let Some(outputs) = reader.read_outputs() {
                            match outputs {
                                gltf::animation::util::ReadOutputs::Scales(iter) => {
                                    let scales: Vec<glam::Vec3> =
                                        iter.map(|s| glam::Vec3::from(s)).collect();
                                    ChannelValues::Scales(scales)
                                }
                                _ => continue,
                            }
                        } else {
                            continue;
                        }
                    }
                    gltf::animation::Property::MorphTargetWeights => {
                        puffin::profile_scope!("reading morph target weights");
                        if let Some(outputs) = reader.read_outputs() {
                            match outputs {
                                gltf::animation::util::ReadOutputs::MorphTargetWeights(iter) => {
                                    let flat: Vec<f32> = iter.into_f32().collect();

                                    let weights: Vec<Vec<f32>> = flat
                                        .chunks(num_morph_targets)
                                        .map(|chunk| chunk.to_vec())
                                        .collect();

                                    ChannelValues::MorphWeights(weights)
                                }
                                _ => continue,
                            }
                        } else {
                            continue;
                        }
                    }
                };

                let interpolation = match channel.sampler().interpolation() {
                    gltf::animation::Interpolation::Linear => AnimationInterpolation::Linear,
                    gltf::animation::Interpolation::Step => AnimationInterpolation::Step,
                    gltf::animation::Interpolation::CubicSpline => {
                        AnimationInterpolation::CubicSpline
                    } // note with morph target weights
                };

                channels.push(AnimationChannel {
                    target_node: target.node().index(),
                    times,
                    values,
                    interpolation,
                });
            }

            animations.push(Animation {
                name: animation.name().unwrap_or("Unnamed Animation").to_string(),
                channels,
                duration: max_time,
            });
        }

        animations
    }

    pub async fn load_from_memory_raw<B>(
        graphics: Arc<SharedGraphicsContext>,
        buffer: B,
        optional_resref: Option<ResourceReference>,
        label: Option<&str>,
        registry: Arc<RwLock<AssetRegistry>>,
    ) -> anyhow::Result<Handle<Model>>
    where
        B: AsRef<[u8]>,
    {
        puffin::profile_function!(label.unwrap_or("unlabelled model"));
        log::debug!("Loading model: {:?}", label);
        let mut registry = registry.write();

        let model_label = label
            .map(ToString::to_string)
            .or_else(|| {
                optional_resref
                    .as_ref()
                    .and_then(ResourceReference::as_uri)
                    .and_then(|uri| uri.rsplit('/').next())
                    .map(|name| {
                        name.rsplit_once('.')
                            .map(|(stem, _)| stem)
                            .unwrap_or(name)
                            .to_string()
                    })
            })
            .unwrap_or_else(|| "No named model".to_string());
        let hash = {
            puffin::profile_scope!("hashing model");
            let mut hasher = DefaultHasher::default();
            if let Some(label) = label {
                label.hash(&mut hasher);
            } else {
                buffer.as_ref().hash(&mut hasher);
            };
            hasher.finish()
        };

        if let Some(model) = registry.model_handle_by_hash(hash) {
            return Ok(model);
        }

        let (gltf, buffers, images) = gltf::import_slice(buffer.as_ref())?;

        let mut meshes = Vec::new();
        for mesh in gltf.meshes() {
            Self::load_meshes(&mesh, &buffers, &mut meshes)?;
        }

        let nodes = Self::load_nodes(&gltf);

        let skins = Self::load_skins(&gltf, &buffers);

        let animations = Self::load_animations(&gltf, &buffers);

        log::debug!(
            "Loaded {} nodes, {} skins, {} animations for model [{:?}]",
            nodes.len(),
            skins.len(),
            animations.len(),
            label
        );

        let material_data = Self::load_materials(&gltf, &buffers, &images);

        let processed_textures: Vec<ProcessedMaterialTextures> = material_data
            .into_par_iter()
            .map(|material_info| {
                puffin::profile_scope!("processing material textures");
                let material_name = material_info.name;

                let extract = |info: Option<GLTFTextureInformation>| -> Option<ProcessedTexture> {
                    info.map(|info| ProcessedTexture {
                        pixels: info.pixels,
                        dimensions: (info.width, info.height),
                        format: info.format,
                        sampler: info.sampler,
                        mime_type: info.mime_type,
                    })
                };

                let processed_diffuse = extract(material_info.diffuse_texture);
                let processed_normal = extract(material_info.normal_texture);
                let processed_emissive = extract(material_info.emissive_texture);
                let processed_metallic_roughness =
                    extract(material_info.metallic_roughness_texture);
                let processed_occlusion = extract(material_info.occlusion_texture);

                let tint = material_info.tint;
                let emissive_factor = material_info.emissive_factor;
                let metallic_factor = material_info.metallic_factor;
                let roughness_factor = material_info.roughness_factor;
                let alpha_mode = material_info.alpha_mode;
                let alpha_cutoff = material_info.alpha_cutoff;
                let occlusion_strength = material_info.occlusion_strength;
                let normal_scale = material_info.normal_scale;

                ProcessedMaterialTextures {
                    name: material_name,
                    diffuse: processed_diffuse,
                    normal: processed_normal,
                    emissive: processed_emissive,
                    metallic_roughness: processed_metallic_roughness,
                    occlusion: processed_occlusion,
                    tint,
                    emissive_factor,
                    metallic_factor,
                    roughness_factor,
                    alpha_mode,
                    alpha_cutoff,
                    occlusion_strength,
                    normal_scale,
                }
            })
            .collect();

        let mut materials = Vec::new();

        for processed in processed_textures {
            puffin::profile_scope!("creating material");

            let material_name = processed.name;

            let build_texture = |tex: ProcessedTexture, format: wgpu::TextureFormat| -> Texture {
                let mut builder = TextureBuilder::new(&graphics.device)
                    .with_raw_pixels(graphics.clone(), tex.pixels.as_slice())
                    .size(tex.dimensions.0, tex.dimensions.1)
                    .format(format)
                    .sampler(tex.sampler)
                    .label(material_name.as_str());
                if let Some(mime) = tex.mime_type {
                    builder = builder.mime_type(&mime);
                }

                builder.build()
            };

            let diffuse_handle = if let Some(diffuse) = processed.diffuse {
                let format = diffuse.format.add_srgb_suffix();
                registry.add_texture(build_texture(diffuse, format))
            } else {
                registry.solid_texture_rgba8(
                    graphics.clone(),
                    [255, 255, 255, 255],
                    Some(Texture::TEXTURE_FORMAT_BASE.add_srgb_suffix()),
                )
            };

            let normal_handle = processed.normal.map(|n| {
                let format = n.format;
                registry.add_texture(build_texture(n, format))
            });

            let emissive_handle = processed.emissive.map(|e| {
                let format = e.format.add_srgb_suffix();
                registry.add_texture(build_texture(e, format))
            });

            let metallic_roughness_handle = processed.metallic_roughness.map(|mr| {
                let format = mr.format;
                registry.add_texture(build_texture(mr, format))
            });

            let occlusion_handle = processed.occlusion.map(|occ| {
                let format = occ.format;
                registry.add_texture(build_texture(occ, format))
            });

            let texture_tag = Some(material_name.clone());

            let mut material = Material::new(
                &mut *registry,
                graphics.clone(),
                material_name,
                diffuse_handle,
                normal_handle,
                emissive_handle,
                metallic_roughness_handle,
                occlusion_handle,
                processed.tint,
                texture_tag,
            );

            material.emissive_factor = processed.emissive_factor;
            material.metallic_factor = processed.metallic_factor;
            material.roughness_factor = processed.roughness_factor;
            material.alpha_mode = processed.alpha_mode.into();
            material.alpha_cutoff = processed.alpha_cutoff;
            material.occlusion_strength = processed.occlusion_strength;
            material.normal_scale = processed.normal_scale;
            material.sync_uniform(&graphics);

            materials.push(material);
        }

        let mut gpu_meshes = Vec::new();
        let mut morph_deltas: Vec<f32> = Vec::new();
        for mesh_info in meshes {
            if mesh_info.mode != gltf::mesh::Mode::Triangles {
                return Err(anyhow::anyhow!(
                    "Unsupported primitive mode {:?} for mesh '{}' (primitive {})",
                    mesh_info.mode,
                    mesh_info.name,
                    mesh_info.primitive_index
                ));
            }

            let morph_deltas_offset = morph_deltas.len() as u32;
            if !mesh_info.morph_deltas.is_empty() {
                morph_deltas.extend_from_slice(&mesh_info.morph_deltas);
            }

            let mut vertices = Vec::with_capacity(mesh_info.positions.len());
            for index in 0..mesh_info.positions.len() {
                vertices.push(ModelVertex {
                    position: mesh_info.positions[index],
                    normal: mesh_info.normals[index],
                    tangent: mesh_info.tangents[index],
                    tex_coords0: mesh_info.tex_coords0[index],
                    tex_coords1: mesh_info.tex_coords1[index],
                    colour0: mesh_info.colors[index],
                    joints0: mesh_info.joints[index],
                    weights0: mesh_info.weights[index],
                });
            }

            let vertex_buffer = DynamicBuffer::from_slice(
                &graphics.device,
                &vertices,
                wgpu::BufferUsages::VERTEX | wgpu::BufferUsages::COPY_DST,
                &format!("{} Vertex Buffer", model_label),
            );

            let index_buffer = DynamicBuffer::from_slice(
                &graphics.device,
                &mesh_info.indices,
                wgpu::BufferUsages::INDEX | wgpu::BufferUsages::COPY_DST,
                &format!("{} Index Buffer", model_label),
            );

            gpu_meshes.push(Mesh {
                name: mesh_info.name,
                vertex_buffer,
                index_buffer,
                num_elements: mesh_info.indices.len() as u32,
                material: mesh_info.material_index,
                morph_deltas_offset,
                morph_target_count: mesh_info.morph_target_count as u32,
                morph_vertex_count: mesh_info.positions.len() as u32,
                morph_default_weights: mesh_info.morph_default_weights,
            });
        }

        log::debug!("Successfully loaded model [{:?}]", label);

        let model_path = optional_resref
            .clone()
            .unwrap_or_else(|| ResourceReference::from_bytes(buffer.as_ref()));

        let morph_deltas_buffer = if morph_deltas.is_empty() {
            None
        } else {
            Some(
                graphics
                    .device
                    .create_buffer_init(&wgpu::util::BufferInitDescriptor {
                        label: Some("model morph deltas buffer"),
                        contents: bytemuck::cast_slice(&morph_deltas),
                        usage: wgpu::BufferUsages::STORAGE | wgpu::BufferUsages::COPY_DST,
                    }),
            )
        };

        let model = Model {
            label: model_label,
            hash,
            path: model_path,
            meshes: gpu_meshes,
            materials,
            skins,
            animations,
            nodes,
            morph_deltas_buffer,
        };

        let handle = if let Some(label) = label {
            registry.add_model_with_label(label, model)
        } else {
            registry.add_model(model)
        };

        Ok(handle)
    }
}

pub trait DrawModel<'a> {
    #[allow(unused)]
    fn draw_mesh(
        &mut self,
        mesh: &'a Mesh,
        material: &'a Material,
        globals_camera_bind_group: &'a wgpu::BindGroup,
        animation_bind_group: &'a wgpu::BindGroup,
        environment_bind_group: &'a wgpu::BindGroup,
    );
    fn draw_mesh_instanced(
        &mut self,
        mesh: &'a Mesh,
        material: &'a Material,
        instances: Range<u32>,
        globals_camera_bind_group: &'a wgpu::BindGroup,
        animation_bind_group: &'a wgpu::BindGroup,
        environment_bind_group: &'a wgpu::BindGroup,
    );

    #[allow(unused)]
    fn draw_model(
        &mut self,
        model: &'a Model,
        globals_camera_bind_group: &'a wgpu::BindGroup,
        animation_bind_group: &'a wgpu::BindGroup,
        environment_bind_group: &'a wgpu::BindGroup,
    );
    fn draw_model_instanced(
        &mut self,
        model: &'a Model,
        instances: Range<u32>,
        globals_camera_bind_group: &'a wgpu::BindGroup,
        animation_bind_group: &'a wgpu::BindGroup,
        environment_bind_group: &'a wgpu::BindGroup,
    );
}

impl<'a, 'b> DrawModel<'b> for wgpu::RenderPass<'a>
where
    'b: 'a,
{
    fn draw_mesh(
        &mut self,
        mesh: &'b Mesh,
        material: &'b Material,
        globals_camera_bind_group: &'b wgpu::BindGroup,
        animation_bind_group: &'a wgpu::BindGroup,
        environment_bind_group: &'a wgpu::BindGroup,
    ) {
        self.draw_mesh_instanced(
            mesh,
            material,
            0..1,
            globals_camera_bind_group,
            animation_bind_group,
            environment_bind_group,
        );
    }

    fn draw_mesh_instanced(
        &mut self,
        mesh: &'b Mesh,
        material: &'b Material,
        instances: Range<u32>,
        globals_camera_bind_group: &'b wgpu::BindGroup,
        animation_bind_group: &'a wgpu::BindGroup,
        environment_bind_group: &'a wgpu::BindGroup,
    ) {
        self.set_vertex_buffer(0, mesh.vertex_buffer.full_slice());
        self.set_index_buffer(mesh.index_buffer.full_slice(), wgpu::IndexFormat::Uint32);
        self.set_bind_group(0, globals_camera_bind_group, &[]);
        self.set_bind_group(1, &material.bind_group, &[]);
        self.set_bind_group(2, animation_bind_group, &[]);
        self.set_bind_group(3, environment_bind_group, &[]);

        self.draw_indexed(0..mesh.num_elements, 0, instances);
    }

    fn draw_model(
        &mut self,
        model: &'b Model,
        globals_camera_bind_group: &'b wgpu::BindGroup,
        animation_bind_group: &'a wgpu::BindGroup,
        environment_bind_group: &'a wgpu::BindGroup,
    ) {
        self.draw_model_instanced(
            model,
            0..1,
            globals_camera_bind_group,
            animation_bind_group,
            environment_bind_group,
        );
    }

    fn draw_model_instanced(
        &mut self,
        model: &'b Model,
        instances: Range<u32>,
        globals_camera_bind_group: &'b wgpu::BindGroup,
        animation_bind_group: &'a wgpu::BindGroup,
        environment_bind_group: &'a wgpu::BindGroup,
    ) {
        for mesh in &model.meshes {
            let material = &model.materials[mesh.material];
            self.draw_mesh_instanced(
                mesh,
                material,
                instances.clone(),
                globals_camera_bind_group,
                animation_bind_group,
                environment_bind_group,
            );
        }
    }
}

pub trait DrawLight<'a> {
    #[allow(unused)]
    fn draw_light_mesh(
        &mut self,
        mesh: &'a Mesh,
        camera_bind_group: &'a wgpu::BindGroup,
        light_bind_group: &'a wgpu::BindGroup,
    );
    fn draw_light_mesh_instanced(
        &mut self,
        mesh: &'a Mesh,
        instances: Range<u32>,
        camera_bind_group: &'a wgpu::BindGroup,
        light_bind_group: &'a wgpu::BindGroup,
    );

    #[allow(unused)]
    fn draw_light_model(
        &mut self,
        model: &'a Model,
        camera_bind_group: &'a wgpu::BindGroup,
        light_bind_group: &'a wgpu::BindGroup,
    );
    fn draw_light_model_instanced(
        &mut self,
        model: &'a Model,
        instances: Range<u32>,
        camera_bind_group: &'a wgpu::BindGroup,
        light_bind_group: &'a wgpu::BindGroup,
    );
}

impl<'a, 'b> DrawLight<'b> for wgpu::RenderPass<'a>
where
    'b: 'a,
{
    fn draw_light_mesh(
        &mut self,
        mesh: &'a Mesh,
        camera_bind_group: &'a wgpu::BindGroup,
        light_bind_group: &'a wgpu::BindGroup,
    ) {
        self.draw_light_mesh_instanced(mesh, 0..1, camera_bind_group, light_bind_group);
    }

    fn draw_light_mesh_instanced(
        &mut self,
        mesh: &'a Mesh,
        instances: Range<u32>,
        camera_bind_group: &'a wgpu::BindGroup,
        light_bind_group: &'a wgpu::BindGroup,
    ) {
        self.set_vertex_buffer(0, mesh.vertex_buffer.full_slice());
        self.set_index_buffer(mesh.index_buffer.full_slice(), wgpu::IndexFormat::Uint32);
        self.set_bind_group(0, camera_bind_group, &[]);
        self.set_bind_group(1, light_bind_group, &[]);
        self.draw_indexed(0..mesh.num_elements, 0, instances);
    }

    fn draw_light_model(
        &mut self,
        model: &'a Model,
        camera_bind_group: &'a wgpu::BindGroup,
        light_bind_group: &'a wgpu::BindGroup,
    ) {
        self.draw_light_model_instanced(model, 0..1, camera_bind_group, light_bind_group);
    }

    fn draw_light_model_instanced(
        &mut self,
        model: &'a Model,
        instances: Range<u32>,
        camera_bind_group: &'a wgpu::BindGroup,
        light_bind_group: &'a wgpu::BindGroup,
    ) {
        for mesh in &model.meshes {
            self.draw_light_mesh_instanced(
                mesh,
                instances.clone(),
                camera_bind_group,
                light_bind_group,
            );
        }
    }
}

pub trait Vertex {
    fn desc() -> VertexBufferLayout<'static>;
}

/// Maps to
/// ```wgsl
/// struct VertexInput {
///     @location(0) position: vec3<f32>,
///     @location(1) normal: vec3<f32>,
///     @location(2) tangent: vec4<f32>,
///     @location(3) tex_coords0: vec2<f32>,
///     @location(4) tex_coords1: vec2<f32>,
///     @location(5) color0: vec4<f32>,
///     @location(6) joints0: vec4<u32>,
///     @location(7) weights0: vec4<f32>,
/// };
/// ```
#[repr(C)]
#[derive(
    Copy,
    Clone,
    Debug,
    bytemuck::Pod,
    bytemuck::Zeroable,
    Serialize,
    Deserialize,
    Archive,
    rkyv::Serialize,
    rkyv::Deserialize,
)]
pub struct ModelVertex {
    pub position: [f32; 3],
    pub normal: [f32; 3],
    pub tangent: [f32; 4], // xyz + handedness (w)
    pub tex_coords0: [f32; 2],
    pub tex_coords1: [f32; 2], // optional, can be zeroed if missing
    pub colour0: [f32; 4],     // optional, default to white
    pub joints0: [u16; 4],
    pub weights0: [f32; 4],
}

impl Vertex for ModelVertex {
    fn desc() -> wgpu::VertexBufferLayout<'static> {
        VertexBufferLayout {
            array_stride: mem::size_of::<ModelVertex>() as BufferAddress,
            step_mode: wgpu::VertexStepMode::Vertex,
            attributes: &[
                // position
                VertexAttribute {
                    format: wgpu::VertexFormat::Float32x3,
                    offset: 0,
                    shader_location: 0,
                },
                // normal
                wgpu::VertexAttribute {
                    offset: mem::size_of::<[f32; 3]>() as wgpu::BufferAddress,
                    shader_location: 1,
                    format: wgpu::VertexFormat::Float32x3,
                },
                // tangent
                wgpu::VertexAttribute {
                    offset: mem::size_of::<[f32; 6]>() as wgpu::BufferAddress,
                    shader_location: 2,
                    format: wgpu::VertexFormat::Float32x4,
                },
                // tex_coords0
                wgpu::VertexAttribute {
                    offset: mem::size_of::<[f32; 10]>() as wgpu::BufferAddress,
                    shader_location: 3,
                    format: wgpu::VertexFormat::Float32x2,
                },
                // tex_coords1
                wgpu::VertexAttribute {
                    offset: mem::size_of::<[f32; 12]>() as wgpu::BufferAddress,
                    shader_location: 4,
                    format: wgpu::VertexFormat::Float32x2,
                },
                // color0
                wgpu::VertexAttribute {
                    offset: mem::size_of::<[f32; 14]>() as wgpu::BufferAddress,
                    shader_location: 5,
                    format: wgpu::VertexFormat::Float32x4,
                },
                // joints0
                wgpu::VertexAttribute {
                    offset: mem::size_of::<[f32; 18]>() as wgpu::BufferAddress,
                    shader_location: 6,
                    format: wgpu::VertexFormat::Uint16x4,
                },
                // weights0
                wgpu::VertexAttribute {
                    offset: (mem::size_of::<[f32; 18]>() + mem::size_of::<[u16; 4]>())
                        as wgpu::BufferAddress,
                    shader_location: 7,
                    format: wgpu::VertexFormat::Float32x4,
                },
            ],
        }
    }
}

impl PartialEq for ModelVertex {
    fn eq(&self, other: &Self) -> bool {
        self.position.map(f32::to_bits) == other.position.map(f32::to_bits)
            && self.normal.map(f32::to_bits) == other.normal.map(f32::to_bits)
            && self.tangent.map(f32::to_bits) == other.tangent.map(f32::to_bits)
            && self.tex_coords0.map(f32::to_bits) == other.tex_coords0.map(f32::to_bits)
            && self.tex_coords1.map(f32::to_bits) == other.tex_coords1.map(f32::to_bits)
            && self.colour0.map(f32::to_bits) == other.colour0.map(f32::to_bits)
            && self.joints0 == other.joints0
            && self.weights0.map(f32::to_bits) == other.weights0.map(f32::to_bits)
    }
}

// Eq is just a marker trait — no methods needed
impl Eq for ModelVertex {}

impl Hash for ModelVertex {
    fn hash<H: Hasher>(&self, state: &mut H) {
        for v in &self.position {
            v.to_bits().hash(state);
        }
        for v in &self.normal {
            v.to_bits().hash(state);
        }
        for v in &self.tangent {
            v.to_bits().hash(state);
        }
        for v in &self.tex_coords0 {
            v.to_bits().hash(state);
        }
        for v in &self.tex_coords1 {
            v.to_bits().hash(state);
        }
        for v in &self.colour0 {
            v.to_bits().hash(state);
        }
        self.joints0.hash(state);
        for v in &self.weights0 {
            v.to_bits().hash(state);
        }
    }
}

#[repr(C)]
#[derive(Copy, Clone, Debug, PartialEq, bytemuck::Pod, bytemuck::Zeroable)]
pub struct MaterialUniform {
    pub base_colour: [f32; 4],

    pub metallic_factor: f32,
    pub roughness_factor: f32,

    pub normal_scale: f32,

    pub _padding: f32, // 4 byte padding to align emissive_factor to offset 32

    pub emissive_factor: [f32; 3],
    pub emissive_strength: f32,

    pub occlusion_strength: f32,

    pub _padding2: f32, // 4 byte padding to align uv_tiling to offset 56

    pub uv_tiling: [f32; 2],
    pub uv_offset: [f32; 2],

    pub alpha_cutoff: f32,
    pub alpha_mode: u32,

    pub has_normal_texture: u32,
    pub has_emissive_texture: u32,
    pub has_metallic_texture: u32,
    pub has_occlusion_texture: u32,
}