veloren/voxygen/src/mesh/greedy.rs
Joshua Yanovski af94753ad9 Remove panics and unwraps, part 1.
Also fixes various other miscellaneous bugs.
2021-04-10 10:03:21 +02:00

646 lines
27 KiB
Rust
Raw Blame History

This file contains ambiguous Unicode characters

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

use crate::render::{self, mesh::Quad, ColLightFmt, ColLightInfo, TerrainPipeline};
use common_base::span;
use vek::*;
type TerrainVertex = <TerrainPipeline as render::Pipeline>::Vertex;
type TodoRect = (
Vec3<i32>,
Vec2<Vec3<u16>>,
guillotiere::Rectangle,
Vec3<i32>,
);
pub struct GreedyConfig<D, FL, FG, FO, FS, FP, FT> {
pub data: D,
/// The minimum position to mesh, in the coordinate system used
/// for queries against the volume.
pub draw_delta: Vec3<i32>,
/// For each dimension i, for faces drawn in planes *parallel* to i,
/// represents the number of voxels considered along dimension i in those
/// planes, starting from `draw_delta`.
pub greedy_size: Vec3<usize>,
/// For each dimension i, represents the number of planes considered
/// *orthogonal* to dimension i, starting from `draw_delta`. This should
/// usually be the same as greedy_size.
///
/// An important exception is during chunk rendering (where vertical faces
/// at chunk boundaries would otherwise be rendered twice, and also
/// force us to use more than 5 bits to represent x and y
/// positions--though there may be a clever way around the latter).
/// Thus, for chunk rendering we set the number of *vertical* planes to
/// one less than the chunk size along the x and y dimensions, but keep
/// the number of *horizontal* planes large enough to cover the whole
/// chunk.
pub greedy_size_cross: Vec3<usize>,
/// Given a position, return the lighting information for the voxel at that
/// position.
pub get_light: FL,
/// Given a position, return the glow information for the voxel at that
/// position (i.e: additional non-sun light).
pub get_glow: FG,
/// Given a position, return the opacity information for the voxel at that
/// position. Currently, we don't support real translucent lighting, so the
/// value should either be `false` (for opaque blocks) or `true`
/// (otherwise).
pub get_opacity: FO,
/// Given a position and a normal, should we draw the face between the
/// position and position - normal (i.e. the voxel "below" this vertex)?
/// If so, provide its orientation, together with any other meta
/// information required for the mesh that needs to split up faces. For
/// example, terrain faces currently record a bit indicating whether
/// they are exposed to water or not, so we should not merge faces where
/// one is submerged in water and the other is not, even if they
/// otherwise have the same orientation, dimensions, and are
/// next to each other.
pub should_draw: FS,
/// Create an opaque quad (used for only display rendering) from its
/// top-left atlas position, the rectangle's dimensions in (2D) atlas
/// space, a world position, the u and v axes of the rectangle in (3D)
/// world space, the normal facing out frmo the rectangle in world
/// space, and meta information common to every voxel in this rectangle.
pub push_quad: FP,
/// Given a position and the lighting information for a face at that
/// position, return the texel for the face at that position.
pub make_face_texel: FT,
}
/// A suspended greedy mesh, with enough information to recover color data.
///
/// The reason this exists is that greedy meshing is split into two parts.
/// First, the meshing itself needs to be performed; secondly, we generate a
/// texture atlas. We do things in this order to avoid having to copy all the
/// old vertices to the correct location. However, when trying to use the same
/// texture atlas for more than one model, this approach runs into the
/// problem that enough model information needs to be remembered to be able to
/// generate the colors after the function returns, so we box up the actual
/// coloring part as a continuation. When called with a final tile size and
/// vector, the continuation will consume the color data and write it to the
/// vector.
pub type SuspendedMesh<'a> = dyn for<'r> FnOnce(&'r mut ColLightInfo) + 'a;
/// Shared state for a greedy mesh, potentially passed along to multiple models.
///
/// For an explanation of why we want this, see `SuspendedMesh`.
pub struct GreedyMesh<'a> {
atlas: guillotiere::SimpleAtlasAllocator,
col_lights_size: Vec2<u16>,
max_size: guillotiere::Size,
suspended: Vec<Box<SuspendedMesh<'a>>>,
}
impl<'a> GreedyMesh<'a> {
/// Construct a new greedy mesher.
///
/// Takes as input the maximum allowable size of the texture atlas used to
/// store the light/color data for this mesh.
///
/// NOTE: It is an error to pass any size > u16::MAX.
///
/// Even aside from the above limitation, this will not necessarily always
/// be the same as the maximum atlas size supported by the hardware.
/// For instance, since we want to reserve 4 bits for a bone index for
/// figures in their shadow vertex, the atlas parameter for figures has
/// to have at least 2 bits of the normal; thus, it can only take up at
/// most 30 bits total, meaning we are restricted to "only" at most 2^15
/// × 2^15 atlases even if the hardware supports larger ones.
pub fn new(max_size: guillotiere::Size) -> Self {
span!(_guard, "new", "GreedyMesh::new");
let min_max_dim = max_size.width.min(max_size.height);
assert!(
min_max_dim >= 4,
"min_max_dim={:?} >= 4 ({:?}",
min_max_dim,
max_size
);
// TODO: Collect information to see if we can choose a good value here.
let large_size_threshold = 256.min(min_max_dim / 2 + 1);
let small_size_threshold = 33.min(large_size_threshold / 2 + 1);
let size = guillotiere::Size::new(32, 32).min(max_size);
let atlas =
guillotiere::SimpleAtlasAllocator::with_options(size, &guillotiere::AllocatorOptions {
alignment: guillotiere::Size::new(1, 1),
small_size_threshold,
large_size_threshold,
});
let col_lights_size = Vec2::new(1u16, 1u16);
Self {
atlas,
col_lights_size,
max_size,
suspended: Vec::new(),
}
}
/// Perform greedy meshing on a model, separately producing "pure" model
/// data (the opaque mesh, together with atlas positions connecting
/// each rectangle with texture information), and raw light and color
/// data ready to be used as a texture (accessible with `finalize`).
/// Texture data built up within the same greedy mesh will be inserted
/// into the same atlas, which can be used to group texture data for
/// things like figures that are the result of meshing multiple models.
///
/// Returns an estimate of the bounds of the current meshed model.
///
/// For more information on the config parameter, see [GreedyConfig].
pub fn push<M: PartialEq, D: 'a, FL, FG, FO, FS, FP, FT>(
&mut self,
config: GreedyConfig<D, FL, FG, FO, FS, FP, FT>,
) where
FL: for<'r> FnMut(&'r mut D, Vec3<i32>) -> f32 + 'a,
FG: for<'r> FnMut(&'r mut D, Vec3<i32>) -> f32 + 'a,
FO: for<'r> FnMut(&'r mut D, Vec3<i32>) -> bool + 'a,
FS: for<'r> FnMut(&'r mut D, Vec3<i32>, Vec3<i32>, Vec2<Vec3<i32>>) -> Option<(bool, M)>,
FP: FnMut(Vec2<u16>, Vec2<Vec2<u16>>, Vec3<f32>, Vec2<Vec3<f32>>, Vec3<f32>, &M),
FT: for<'r> FnMut(&'r mut D, Vec3<i32>, u8, u8) -> <<ColLightFmt as gfx::format::Formatted>::Surface as gfx::format::SurfaceTyped>::DataType + 'a,
{
span!(_guard, "push", "GreedyMesh::push");
let cont = greedy_mesh(
&mut self.atlas,
&mut self.col_lights_size,
self.max_size,
config,
);
self.suspended.push(cont);
}
/// Finalize the mesh, producing texture color data for the whole model.
///
/// By delaying finalization until the contents of the whole texture atlas
/// are known, we can perform just a single allocation to construct a
/// precisely fitting atlas. This will also let us (in the future)
/// suspend meshing partway through in order to meet frame budget, and
/// potentially use a single staged upload to the GPU.
///
/// Returns the ColLightsInfo corresponding to the constructed atlas.
pub fn finalize(self) -> ColLightInfo {
span!(_guard, "finalize", "GreedyMesh::finalize");
let cur_size = self.col_lights_size;
let col_lights = vec![
TerrainVertex::make_col_light(254, 0, Rgb::broadcast(254));
usize::from(cur_size.x) * usize::from(cur_size.y)
];
let mut col_lights_info = (col_lights, cur_size);
self.suspended.into_iter().for_each(|cont| {
cont(&mut col_lights_info);
});
col_lights_info
}
pub fn max_size(&self) -> guillotiere::Size { self.max_size }
}
fn greedy_mesh<'a, M: PartialEq, D: 'a, FL, FG, FO, FS, FP, FT>(
atlas: &mut guillotiere::SimpleAtlasAllocator,
col_lights_size: &mut Vec2<u16>,
max_size: guillotiere::Size,
GreedyConfig {
mut data,
draw_delta,
greedy_size,
greedy_size_cross,
get_light,
get_glow,
get_opacity,
mut should_draw,
mut push_quad,
make_face_texel,
}: GreedyConfig<D, FL, FG, FO, FS, FP, FT>,
) -> Box<SuspendedMesh<'a>>
where
FL: for<'r> FnMut(&'r mut D, Vec3<i32>) -> f32 + 'a,
FG: for<'r> FnMut(&'r mut D, Vec3<i32>) -> f32 + 'a,
FO: for<'r> FnMut(&'r mut D, Vec3<i32>) -> bool + 'a,
FS: for<'r> FnMut(&'r mut D, Vec3<i32>, Vec3<i32>, Vec2<Vec3<i32>>) -> Option<(bool, M)>,
FP: FnMut(Vec2<u16>, Vec2<Vec2<u16>>, Vec3<f32>, Vec2<Vec3<f32>>, Vec3<f32>, &M),
FT: for<'r> FnMut(&'r mut D, Vec3<i32>, u8, u8) -> <<ColLightFmt as gfx::format::Formatted>::Surface as gfx::format::SurfaceTyped>::DataType + 'a,
{
span!(_guard, "greedy_mesh");
// TODO: Collect information to see if we can choose a good value here.
let mut todo_rects = Vec::with_capacity(1024);
// x (u = y, v = z)
greedy_mesh_cross_section(
Vec3::new(greedy_size.y, greedy_size.z, greedy_size_cross.x),
|pos| {
should_draw(
&mut data,
draw_delta + Vec3::new(pos.z, pos.x, pos.y),
Vec3::unit_x(),
Vec2::new(Vec3::unit_y(), Vec3::unit_z()),
)
},
|pos, dim, &(faces_forward, ref meta)| {
let pos = Vec3::new(pos.z, pos.x, pos.y);
let uv = Vec2::new(Vec3::unit_y(), Vec3::unit_z());
let norm = Vec3::unit_x();
let atlas_pos = add_to_atlas(
atlas,
&mut todo_rects,
pos,
uv,
dim,
norm,
faces_forward,
max_size,
col_lights_size,
);
create_quad_greedy(
pos,
dim,
uv,
norm,
faces_forward,
meta,
atlas_pos,
|atlas_pos, dim, pos, draw_dim, norm, meta| {
push_quad(atlas_pos, dim, pos, draw_dim, norm, meta)
},
);
},
);
// y (u = z, v = x)
greedy_mesh_cross_section(
Vec3::new(greedy_size.z, greedy_size.x, greedy_size_cross.y),
|pos| {
should_draw(
&mut data,
draw_delta + Vec3::new(pos.y, pos.z, pos.x),
Vec3::unit_y(),
Vec2::new(Vec3::unit_z(), Vec3::unit_x()),
)
},
|pos, dim, &(faces_forward, ref meta)| {
let pos = Vec3::new(pos.y, pos.z, pos.x);
let uv = Vec2::new(Vec3::unit_z(), Vec3::unit_x());
let norm = Vec3::unit_y();
let atlas_pos = add_to_atlas(
atlas,
&mut todo_rects,
pos,
uv,
dim,
norm,
faces_forward,
max_size,
col_lights_size,
);
create_quad_greedy(
pos,
dim,
uv,
norm,
faces_forward,
meta,
atlas_pos,
|atlas_pos, dim, pos, draw_dim, norm, meta| {
push_quad(atlas_pos, dim, pos, draw_dim, norm, meta)
},
);
},
);
// z (u = x, v = y)
greedy_mesh_cross_section(
Vec3::new(greedy_size.x, greedy_size.y, greedy_size_cross.z),
|pos| {
should_draw(
&mut data,
draw_delta + Vec3::new(pos.x, pos.y, pos.z),
Vec3::unit_z(),
Vec2::new(Vec3::unit_x(), Vec3::unit_y()),
)
},
|pos, dim, &(faces_forward, ref meta)| {
let pos = Vec3::new(pos.x, pos.y, pos.z);
let uv = Vec2::new(Vec3::unit_x(), Vec3::unit_y());
let norm = Vec3::unit_z();
let atlas_pos = add_to_atlas(
atlas,
&mut todo_rects,
pos,
uv,
dim,
norm,
faces_forward,
max_size,
col_lights_size,
);
create_quad_greedy(
pos,
dim,
uv,
norm,
faces_forward,
meta,
atlas_pos,
|atlas_pos, dim, pos, draw_dim, norm, meta| {
push_quad(atlas_pos, dim, pos, draw_dim, norm, meta)
},
);
},
);
Box::new(move |col_lights_info| {
let mut data = data;
draw_col_lights(
col_lights_info,
&mut data,
todo_rects,
draw_delta,
get_light,
get_glow,
get_opacity,
make_face_texel,
);
})
}
/// Greedy meshing a single cross-section.
// TODO: See if we can speed a lot of this up using SIMD.
fn greedy_mesh_cross_section<M: PartialEq>(
dims: Vec3<usize>,
// Should we draw a face here (below this vertex)? If so, provide its meta information.
mut draw_face: impl FnMut(Vec3<i32>) -> Option<M>,
// Vertex, width and height, and meta information about the block.
mut push_quads: impl FnMut(Vec3<usize>, Vec2<usize>, &M),
) {
span!(_guard, "greedy_mesh_cross_section");
// mask represents which faces are either set while the other is unset, or unset
// while the other is set.
let mut mask = (0..dims.y * dims.x).map(|_| None).collect::<Vec<_>>();
(0..dims.z + 1).for_each(|d| {
// Compute mask
mask.iter_mut().enumerate().for_each(|(posi, mask)| {
let i = posi % dims.x;
let j = posi / dims.x;
// NOTE: Safe because dims.z actually fits in a u16.
*mask = draw_face(Vec3::new(i as i32, j as i32, d as i32));
});
(0..dims.y).for_each(|j| {
let mut i = 0;
while i < dims.x {
// Compute width (number of set x bits for this row and layer, starting at the
// current minimum column).
if let Some(ori) = &mask[j * dims.x + i] {
let width = 1 + mask[j * dims.x + i + 1..j * dims.x + dims.x]
.iter()
.take_while(move |&mask| mask.as_ref() == Some(ori))
.count();
let max_x = i + width;
// Compute height (number of rows having w set x bits for this layer, starting
// at the current minimum column and row).
let height = 1
+ (j + 1..dims.y)
.take_while(|h| {
mask[h * dims.x + i..h * dims.x + max_x]
.iter()
.all(|mask| mask.as_ref() == Some(ori))
})
.count();
let max_y = j + height;
// Add quad.
push_quads(Vec3::new(i, j, d), Vec2::new(width, height), ori);
// Unset mask bits in drawn region, so we don't try to re-draw them.
(j..max_y).for_each(|l| {
mask[l * dims.x + i..l * dims.x + max_x]
.iter_mut()
.for_each(|mask| {
*mask = None;
});
});
// Update x value.
i = max_x;
} else {
i += 1;
}
}
});
});
}
fn add_to_atlas(
atlas: &mut guillotiere::SimpleAtlasAllocator,
todo_rects: &mut Vec<TodoRect>,
pos: Vec3<usize>,
uv: Vec2<Vec3<u16>>,
dim: Vec2<usize>,
norm: Vec3<i16>,
faces_forward: bool,
max_size: guillotiere::Size,
cur_size: &mut Vec2<u16>,
) -> guillotiere::Rectangle {
// TODO: Check this conversion.
let atlas_rect;
loop {
// NOTE: Conversion to i32 is safe because he x, y, and z dimensions for any
// chunk index must fit in at least an i16 (lower for x and y, probably
// lower for z).
let res = atlas.allocate(guillotiere::Size::new(dim.x as i32 + 1, dim.y as i32 + 1));
if let Some(atlas_rect_) = res {
atlas_rect = atlas_rect_;
break;
}
// Allocation failure.
let current_size = atlas.size();
if current_size == max_size {
// NOTE: Currently, if we fail to allocate a terrain chunk in the atlas and we
// have already reached the maximum texture size, we choose to just skip the
// geometry and log a warning, rather than panicking or trying to use a fallback
// technique (e.g. a texture array).
//
// FIXME: Either make more robust, or explicitly document that limits on texture
// size need to be respected for terrain data (the OpenGL minimum requirement is
// 1024 × 1024, but in practice almost all computers support 4096 × 4096 or
// higher; see
// https://feedback.wildfiregames.com/report/opengl/feature/GL_MAX_TEXTURE_SIZE).
panic!(
"Could not add texture to atlas using simple allocator (pos={:?}, dim={:?});we \
could not fit the whole model into a single texture on this machine
(max texture size={:?}, so we are discarding this rectangle.",
pos, dim, max_size
);
}
// Otherwise, we haven't reached max size yet, so double the size (or reach the
// max texture size) and try again.
let new_size = guillotiere::Size::new(
max_size.width.min(current_size.width.saturating_mul(2)),
max_size.height.min(current_size.height.saturating_mul(2)),
);
atlas.grow(new_size);
}
// NOTE: Conversion is correct because our initial max size for the atlas was
// a u16 and we never grew the atlas, meaning all valid coordinates within the
// atlas also fit into a u16.
*cur_size = Vec2::new(
cur_size.x.max(atlas_rect.max.x as u16),
cur_size.y.max(atlas_rect.max.y as u16),
);
// NOTE: pos can be converted safely from usize to i32 because all legal block
// coordinates in this chunk must fit in an i32 (actually we have the much
// stronger property that this holds across the whole map).
let norm = norm.map(i32::from);
todo_rects.push((
pos.map(|e| e as i32) + if faces_forward { -norm } else { Vec3::zero() },
uv,
atlas_rect,
if faces_forward { norm } else { -norm },
));
atlas_rect
}
/// We deferred actually recording the colors within the rectangles in order to
/// generate a texture of minimal size; we now proceed to create and populate
/// it.
// TODO: Consider using the heavier interface (not the simple one) which seems
// to provide builtin support for what we're doing here.
//
// TODO: See if we can speed this up using SIMD.
fn draw_col_lights<D>(
(col_lights, cur_size): &mut ColLightInfo,
data: &mut D,
todo_rects: Vec<TodoRect>,
draw_delta: Vec3<i32>,
mut get_light: impl FnMut(&mut D, Vec3<i32>) -> f32,
mut get_glow: impl FnMut(&mut D, Vec3<i32>) -> f32,
mut get_opacity: impl FnMut(&mut D, Vec3<i32>) -> bool,
mut make_face_texel: impl FnMut(&mut D, Vec3<i32>, u8, u8) -> <<ColLightFmt as gfx::format::Formatted>::Surface as gfx::format::SurfaceTyped>::DataType,
) {
todo_rects.into_iter().for_each(|(pos, uv, rect, delta)| {
// NOTE: Conversions are safe because width, height, and offset must be
// non-negative, and because every allocated coordinate in the atlas must be in
// bounds for the original size, max_texture_size, which fit into a u16.
let width = (rect.max.x - rect.min.x) as u16;
let height = (rect.max.y - rect.min.y) as u16;
let left = rect.min.x as u16;
let top = rect.min.y as u16;
let uv = uv.map(|e| e.map(i32::from));
let pos = pos + draw_delta;
(0..height).for_each(|v| {
let start = usize::from(cur_size.x) * usize::from(top + v) + usize::from(left);
(0..width)
.zip(&mut col_lights[start..start + usize::from(width)])
.for_each(|(u, col_light)| {
let pos = pos + uv.x * i32::from(u) + uv.y * i32::from(v);
// TODO: Consider optimizing to take advantage of the fact that this whole
// face should be facing nothing but air (this is not currently true, but
// could be if we used the right AO strategy).
// Each indirect light needs to come in through the direct light.
// Thus, we assign each light a score based on opacity (currently just 0 or
// 1, but it could support translucent lights in the future).
// Thus, indirect_u_opacity and indirect_v_opacity are multiplied by
// direct_opacity, and indirect_uv_opacity is multiplied by
// the maximum of both of u and v's indirect opacities (since there are
// two choices for how to get to the direct surface).
let pos = pos
+ if u + 1 == width { -uv.x } else { Vec3::zero() }
+ if v + 1 == height { -uv.y } else { Vec3::zero() };
let uv = Vec2::new(
if u + 1 == width { -uv.x } else { uv.x },
if v + 1 == height { -uv.y } else { uv.y },
);
let light_pos = pos + delta;
// Currently, we assume that direct_opacity is 1 (if it's 0, you can't see
// the face anyway, since it's blocked by the block directly in front of it).
// TODO: If we add non-0/1 opacities, fix this.
// bottom-left block
let direct_u_opacity = get_opacity(data, light_pos - uv.x);
// top-right block
let direct_v_opacity = get_opacity(data, light_pos - uv.y);
// NOTE: Since we only support 0/1 opacities currently, we assume
// direct_opacity is 1, and the light value will be zero anyway for objects
// with opacity 0, we only "multiply" by indirect_uv_opacity for now (since
// it's the only one that could be 0 even if its light value is not).
// However, "spiritually" these light values are all being multiplied by
// their opacities.
let darkness = (
// Light from the bottom-right-front block to this vertex always
// appears on this face, since it's the block this face is facing (so
// it can't be blocked by anything).
get_light(data, light_pos)
+ get_light(data, light_pos - uv.x)
+ get_light(data, light_pos - uv.y)
+ if direct_u_opacity || direct_v_opacity {
get_light(data, light_pos - uv.x - uv.y)
} else {
0.0
}
) / 4.0;
let glowiness = (get_glow(data, light_pos)
+ get_glow(data, light_pos - uv.x)
+ get_glow(data, light_pos - uv.y)
+ if direct_u_opacity || direct_v_opacity {
get_glow(data, light_pos - uv.x - uv.y)
} else {
0.0
})
/ 4.0;
let light = (darkness * 31.5) as u8;
let glow = (glowiness * 31.5) as u8;
*col_light = make_face_texel(data, pos, light, glow);
});
});
});
}
/// Precondition: when this function is called, atlas_pos should reflect an
/// actual valid position in a texture atlas (meaning it should fit into a u16).
// TODO: See if we can speed a lot of this up using SIMD.
fn create_quad_greedy<M>(
origin: Vec3<usize>,
dim: Vec2<usize>,
uv: Vec2<Vec3<u16>>,
norm: Vec3<i16>,
faces_forward: bool,
meta: &M,
atlas_pos: guillotiere::Rectangle,
mut push_quad: impl FnMut(Vec2<u16>, Vec2<Vec2<u16>>, Vec3<f32>, Vec2<Vec3<f32>>, Vec3<f32>, &M),
) {
let origin = origin.map(|e| e as f32);
// NOTE: Conversion to f32 safe by function precondition (u16 can losslessly
// cast to f32, and dim fits in a u16).
let draw_dim = uv.map2(dim.map(|e| e as f32), |e, f| e.map(f32::from) * f);
let dim = Vec2::new(Vec2::new(dim.x as u16, 0), Vec2::new(0, dim.y as u16));
let (draw_dim, dim, /* uv, */ norm) = if faces_forward {
(draw_dim, dim, norm)
} else {
(
Vec2::new(draw_dim.y, draw_dim.x),
Vec2::new(dim.y, dim.x),
-norm,
)
};
let norm = norm.map(f32::from);
// NOTE: Conversion to u16 safe by function precondition.
let atlas_pos = Vec2::new(atlas_pos.min.x as u16, atlas_pos.min.y as u16);
push_quad(atlas_pos, dim, origin, draw_dim, norm, meta);
}
pub fn create_quad<O: render::Pipeline, M>(
atlas_pos: Vec2<u16>,
dim: Vec2<Vec2<u16>>,
origin: Vec3<f32>,
draw_dim: Vec2<Vec3<f32>>,
norm: Vec3<f32>,
meta: &M,
create_vertex: impl Fn(Vec2<u16>, Vec3<f32>, Vec3<f32>, &M) -> O::Vertex,
) -> Quad<O> {
Quad::new(
create_vertex(atlas_pos, origin, norm, meta),
create_vertex(atlas_pos + dim.x, origin + draw_dim.x, norm, meta),
create_vertex(
atlas_pos + dim.x + dim.y,
origin + draw_dim.x + draw_dim.y,
norm,
meta,
),
create_vertex(atlas_pos + dim.y, origin + draw_dim.y, norm, meta),
)
}