Combine render functions into single gpu_render()
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@@ -795,8 +795,6 @@ void gpu_init(gpu_ctx_t *ctx, GLFWwindow *window, const char *name)
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ctx->dev, &transient_cmd_pool_config, nullptr,
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&ctx->transient_cmd_pool);
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assert(result == VK_SUCCESS);
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ctx->active_img_index = UINT32_MAX;
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}
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void gpu_cleanup(const gpu_ctx_t *ctx)
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@@ -957,7 +955,10 @@ void gpu_model_cleanup(const gpu_ctx_t *ctx, const gpu_model_t *model)
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vkFreeMemory(ctx->dev, model->vertex_mem, nullptr);
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}
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void gpu_render_begin(gpu_ctx_t *ctx, vp_t vp)
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void gpu_render(
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const gpu_ctx_t *ctx, vp_t vp, size_t model_count,
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const gpu_model_t *models, const mat4_t **bone_matrices,
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const mat4_t *model_transforms)
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{
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VkResult result;
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@@ -966,9 +967,10 @@ void gpu_render_begin(gpu_ctx_t *ctx, vp_t vp)
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vkResetFences(ctx->dev, 1, &ctx->in_flight);
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// Aquire image from swapchain
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uint32_t curr_img;
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result = vkAcquireNextImageKHR(
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ctx->dev, ctx->swapchain, UINT64_MAX, ctx->img_avail, VK_NULL_HANDLE,
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&ctx->active_img_index);
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&curr_img);
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assert(result == VK_SUCCESS);
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// Reset command buffer, then begin writing
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@@ -986,7 +988,7 @@ void gpu_render_begin(gpu_ctx_t *ctx, vp_t vp)
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VkRenderPassBeginInfo render_pass_begin = {
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.sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO,
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.renderPass = ctx->render_pass,
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.framebuffer = ctx->framebuffers[ctx->active_img_index],
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.framebuffer = ctx->framebuffers[curr_img],
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.renderArea.extent = ctx->swapchain_extent,
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.clearValueCount = 2,
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.pClearValues = clear_values,
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@@ -1002,40 +1004,31 @@ void gpu_render_begin(gpu_ctx_t *ctx, vp_t vp)
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0, sizeof(vp_t), &vp);
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vkCmdDraw(ctx->cmd_buf, 4, 1, 0, 0);
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// Draw models
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vkCmdBindPipeline(
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ctx->cmd_buf, VK_PIPELINE_BIND_POINT_GRAPHICS, ctx->model_pipeline);
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vkCmdPushConstants(
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ctx->cmd_buf, ctx->model_pipeline_layout, VK_SHADER_STAGE_VERTEX_BIT,
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0, sizeof(vp_t), &vp);
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}
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void gpu_render_model(
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const gpu_ctx_t *ctx, const gpu_model_t *model,
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const mat4_t *bone_matrices, mat4_t transform)
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{
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assert(ctx->active_img_index < ctx->swapchain_img_count);
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model->transform_ptr[ctx->active_img_index] = transform;
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for (unsigned i = 0; i < model_count; ++i) {
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models[i].transform_ptr[curr_img] = model_transforms[i];
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memcpy(
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model->bone_ptr + (model->bone_count * ctx->active_img_index),
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bone_matrices, model->bone_count * sizeof(mat4_t));
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models[i].bone_ptr + (models[i].bone_count * curr_img),
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bone_matrices[i], models[i].bone_count * sizeof(mat4_t));
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vkCmdBindVertexBuffers(
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ctx->cmd_buf, 0, 1, &model->vertex_buf, &(VkDeviceSize) { 0 });
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ctx->cmd_buf, 0, 1, &models[i].vertex_buf,
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&(VkDeviceSize) { 0 });
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vkCmdBindIndexBuffer(
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ctx->cmd_buf, model->index_buf, 0, VK_INDEX_TYPE_UINT16);
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ctx->cmd_buf, models[i].index_buf, 0, VK_INDEX_TYPE_UINT16);
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vkCmdBindDescriptorSets(
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ctx->cmd_buf, VK_PIPELINE_BIND_POINT_GRAPHICS,
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ctx->model_pipeline_layout, 0, 1,
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model->desc_sets + ctx->active_img_index, 0, nullptr);
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ctx->model_pipeline_layout, 0, 1, models[i].desc_sets + curr_img,
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0, nullptr);
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vkCmdDrawIndexed(ctx->cmd_buf, model->index_count, 1, 0, 0, 0);
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}
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void gpu_render_submit(gpu_ctx_t *ctx)
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{
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VkResult result;
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vkCmdDrawIndexed(ctx->cmd_buf, models[i].index_count, 1, 0, 0, 0);
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}
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// Finish render pass and end writing to command buffer
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vkCmdEndRenderPass(ctx->cmd_buf);
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@@ -1065,10 +1058,8 @@ void gpu_render_submit(gpu_ctx_t *ctx)
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.pWaitSemaphores = &ctx->render_fin,
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.swapchainCount = 1,
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.pSwapchains = &ctx->swapchain,
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.pImageIndices = &ctx->active_img_index,
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.pImageIndices = &curr_img,
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};
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result = vkQueuePresentKHR(ctx->queue, &present_info);
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assert(result == VK_SUCCESS);
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ctx->active_img_index = UINT32_MAX;
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}
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@@ -47,7 +47,6 @@ typedef struct {
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VkDeviceMemory staging_mem;
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void *staging_ptr;
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VkCommandPool transient_cmd_pool;
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uint32_t active_img_index;
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} gpu_ctx_t;
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typedef struct {
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@@ -73,10 +72,9 @@ void gpu_model_load(
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const gpu_ctx_t *ctx, const model_t *model, gpu_model_t *out);
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void gpu_model_cleanup(const gpu_ctx_t *ctx, const gpu_model_t *model);
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void gpu_render_begin(gpu_ctx_t *ctx, vp_t vp);
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void gpu_render_model(
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const gpu_ctx_t *ctx, const gpu_model_t *model,
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const mat4_t *bone_matrices, mat4_t transform);
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void gpu_render_submit(gpu_ctx_t *ctx);
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void gpu_render(
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const gpu_ctx_t *ctx, vp_t vp, size_t model_count,
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const gpu_model_t *models, const mat4_t **bone_matrices,
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const mat4_t *model_transforms);
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#endif
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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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@@ -66,15 +63,16 @@ 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_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_t transform2 = mat4_mul(
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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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@@ -83,29 +81,30 @@ int main(int argc, char *argv[])
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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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};
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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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