Combine render functions into single gpu_render()
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@@ -52,13 +52,10 @@ int main(int argc, char *argv[])
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// Initialise GPU and load model
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gpu_ctx_t gpu;
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gpu_model_t gpu_model1, gpu_model2;
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gpu_model_t gpu_models[2];
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gpu_init(&gpu, window, "Foo");
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gpu_model_load(&gpu, &model, &gpu_model1);
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gpu_model_load(&gpu, &model, &gpu_model2);
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// Initialise animation
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animation_state_t anim = animation_init(&model);
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gpu_model_load(&gpu, &model, gpu_models + 0);
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gpu_model_load(&gpu, &model, gpu_models + 1);
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const vec3_t cam = { 0, 4, -8 };
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const vec3_t tgt = { 0, 0, 0 };
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@@ -66,46 +63,48 @@ int main(int argc, char *argv[])
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.view = mat4_lookat(cam, tgt, (vec3_t) { 0, 1, 0 }),
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.proj = mat4_perspective((float)W / H, PI / 8, 0.1, 100.0),
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};
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mat4_t transform1 = mat4_mul(
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MAT4_TRANSLATE(1, 0, 0),
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(mat4_t) {
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{ 0, 0, -1, 0 },
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{ -1, 0, 0, 0 },
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{ 0, 1, 0, 0 },
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{ 0, 0, 0, 1 },
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});
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mat4_t transform2 = mat4_mul(
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MAT4_TRANSLATE(2, 0, 0),
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mat4_mul(
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MAT4_ROTATE_Y(PI),
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(mat4_t) {
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{ 0, 0, -1, 0 },
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{ -1, 0, 0, 0 },
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{ 0, 1, 0, 0 },
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{ 0, 0, 0, 1 },
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}));
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mat4_t transforms[] = {
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mat4_mul(
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MAT4_TRANSLATE(1, 0, 0),
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(mat4_t) {
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{ 0, 0, -1, 0 },
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{ -1, 0, 0, 0 },
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{ 0, 1, 0, 0 },
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{ 0, 0, 0, 1 },
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}),
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mat4_mul(
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MAT4_TRANSLATE(2, 0, 0),
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mat4_mul(
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MAT4_ROTATE_Y(PI),
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(mat4_t) {
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{ 0, 0, -1, 0 },
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{ -1, 0, 0, 0 },
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{ 0, 1, 0, 0 },
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{ 0, 0, 0, 1 },
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})),
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};
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const mat4_t rot1 = MAT4_ROTATE_Y(PI / 170);
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const mat4_t rot2 = MAT4_ROTATE_Y(-PI / 340);
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// Set up animation
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animation_state_t anim = animation_init(&model);
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animation_start(&anim, &model, 0);
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while (!glfwWindowShouldClose(window)) {
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glfwPollEvents();
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transform1 = mat4_mul(rot1, transform1);
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transform2 = mat4_mul(rot2, transform2);
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transforms[0] = mat4_mul(MAT4_ROTATE_Y(PI / 170), transforms[0]);
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transforms[1] = mat4_mul(MAT4_ROTATE_Y(-PI / 340), transforms[1]);
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animation_update(&anim, &model, DT);
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gpu_render_begin(&gpu, vp);
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gpu_render_model(&gpu, &gpu_model1, anim.bone_matrices, transform1);
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gpu_render_model(&gpu, &gpu_model2, anim.bone_matrices, transform2);
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gpu_render_submit(&gpu);
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const mat4_t *bone_matrices[]
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= { anim.bone_matrices, anim.bone_matrices };
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gpu_render(&gpu, vp, 2, gpu_models, bone_matrices, transforms);
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}
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// Clean up
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animation_cleanup(&anim);
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gpu_model_cleanup(&gpu, &gpu_model1);
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gpu_model_cleanup(&gpu, &gpu_model2);
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gpu_model_cleanup(&gpu, gpu_models + 0);
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gpu_model_cleanup(&gpu, gpu_models + 1);
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gpu_cleanup(&gpu);
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model_cleanup(&model);
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glfwDestroyWindow(window);
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