Initial code for UV Spheres
parent
d7a5507774
commit
0622c53d29
141
src/srender.h
141
src/srender.h
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@ -17,7 +17,6 @@ typedef enum {
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SRndrCmdTypeFrame = 0,
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SRndrCmdTypeGrid,
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SRndrCmdTypeCube,
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SRndrCmdTypeLight,
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SRndrCmdTypeSphere
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} SRndrCmdType;
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@ -131,6 +130,7 @@ typedef struct srmeshdata {
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static srmeshdata gCoordFrameMesh = {0};
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static srmeshdata gGridMesh = {0};
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static srmeshdata gCubeMesh = {0};
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static srmeshdata gUVSphereMesh = {0};
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typedef struct srshader {
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const char* vert_fname;
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@ -477,14 +477,14 @@ void init_debug_meshes() {
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dbg_vbuf_offset += sizeof(srvrtxdata) * 24;
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GLuint cube_indices[] = {
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// clang-format off
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// clang-format off
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0, 1, 2, 0, 2, 3,
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4, 5, 6, 4, 6, 7,
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8, 9, 10, 8, 10, 11,
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12, 13, 14, 12, 14, 15,
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16, 17, 18, 16, 18, 19,
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20, 21, 22, 20, 22, 23
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// clang-format on
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// clang-format on
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};
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for (int i = 0; i < 36; i++) {
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@ -502,6 +502,119 @@ void init_debug_meshes() {
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gCubeMesh.mode = GL_TRIANGLES;
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gCubeMesh.count = 36;
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//
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// UVSphere
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//
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gUVSphereMesh.vao_id = gDebugShapesVAId;
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gUVSphereMesh.vb_id = gDebugShapesVBOId;
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// loosely based on http://www.songho.ca/opengl/gl_sphere.html
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int stack_count = 4;
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int sector_count = 4;
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gUVSphereMesh.nvertices = (stack_count + 1) * (sector_count + 1);
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gLog("UVsphere vertices: %d", gUVSphereMesh.nvertices);
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srvrtxdata* uvsphere_vertices =
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calloc(sizeof(srvrtxdata), gUVSphereMesh.nvertices);
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float sector_step = 2.f * M_PI / sector_count;
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float stack_step = M_PI / stack_count;
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float sector_angle, stack_angle;
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for (int i = 0; i <= stack_count; ++i) {
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stack_angle = M_PI / 2 - i * stack_step; // starting from pi/2 to -pi/2
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float xy = cosf(stack_angle); // r * cos(u)
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float z = sinf(stack_angle); // r * sin(u)
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// add (sector_count+1) vertices per stack
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// the first and last vertices have same position and normal, but different tex coords
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for (int j = 0; j <= sector_count; ++j) {
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int vertex_index = (i * (sector_count + 1)) + j;
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gLog("vertex_index %d", vertex_index);
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srvrtxdata* vertex = &uvsphere_vertices[vertex_index];
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sector_angle = j * sector_step; // starting from 0 to 2pi
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// vertex position (x, y, z)
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vertex->x = xy * cosf(sector_angle); // r * cos(u) * cos(v)
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vertex->y = xy * sinf(sector_angle); // r * cos(u) * sin(v)
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vertex->z = z;
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vertex->w = 1.f;
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// normalized vertex normal (nx, ny, nz)
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vertex->nx = vertex->x;
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vertex->ny = vertex->y;
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vertex->nz = vertex->z;
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// vertex tex coord (s, t) range between [0, 1]
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vertex->s = (float)j / sector_count;
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vertex->t = (float)i / stack_count;
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vertex->r = 128;
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vertex->g = 128;
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vertex->b = 128;
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vertex->a = 255;
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}
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}
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glBindBuffer(GL_ARRAY_BUFFER, gDebugShapesVBOId);
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glBufferSubData(
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GL_ARRAY_BUFFER,
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dbg_vbuf_offset,
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sizeof(srvrtxdata) * gUVSphereMesh.nvertices,
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uvsphere_vertices);
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dbg_vbuf_offset += sizeof(srvrtxdata) * gUVSphereMesh.nvertices;
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free(uvsphere_vertices);
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gUVSphereMesh.nindices =
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stack_count * sector_count * 3 * 2 - sector_count * 2 * 3;
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GLuint* uvsphere_indices = calloc(sizeof(GLuint), gUVSphereMesh.nindices);
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gLog("nindices = %d", gUVSphereMesh.nindices);
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// generate CCW index list of sphere triangles
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int k1, k2;
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GLuint tri_index = 0;
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for (int i = 0; i < stack_count; ++i) {
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k1 = i * (sector_count + 1); // beginning of current stack
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k2 = k1 + sector_count + 1; // beginning of next stack
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for (int j = 0; j < sector_count; ++j, ++k1, ++k2) {
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// 2 triangles per sector excluding first and last stacks
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// k1 => k2 => k1+1
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if (i != 0) {
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uvsphere_indices[++tri_index] = k1;
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uvsphere_indices[++tri_index] = k2;
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uvsphere_indices[++tri_index] = k1 + 1;
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}
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// k1+1 => k2 => k2+1
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if (i != (stack_count - 1)) {
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uvsphere_indices[++tri_index] = k1 + 1;
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uvsphere_indices[++tri_index] = k2;
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uvsphere_indices[++tri_index] = k2 + 1;
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}
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gLog("tri_index = %d", tri_index);
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}
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}
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for (int i = 0; i < gUVSphereMesh.nindices; i++) {
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uvsphere_indices[i] +=
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gCoordFrameMesh.nvertices + gGridMesh.nvertices + gCubeMesh.nvertices;
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}
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glGenBuffers(1, &gUVSphereMesh.idb_id);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, gUVSphereMesh.idb_id);
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glBufferData(
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GL_ELEMENT_ARRAY_BUFFER,
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sizeof(GLuint) * gUVSphereMesh.nindices,
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uvsphere_indices,
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GL_STATIC_DRAW);
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free(uvsphere_indices);
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gUVSphereMesh.mode = GL_TRIANGLES;
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gUVSphereMesh.count = gUVSphereMesh.nindices;
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glBindVertexArray(0);
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};
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@ -668,6 +781,20 @@ void srndr_run_cube_command(const srcmd* cmd) {
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glBindVertexArray(0);
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}
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void srndr_run_sphere_command(const srcmd* cmd) {
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glBindVertexArray(gCubeMesh.vao_id);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, gUVSphereMesh.idb_id);
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glDrawElements(
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gUVSphereMesh.mode,
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gUVSphereMesh.count,
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GL_UNSIGNED_INT,
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(void*)0);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindVertexArray(0);
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}
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void srndr_render(srndr* srndr, srview* sview, srcmdbuf* scmdbuf) {
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, sview->mFrameBufferId);
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@ -675,9 +802,8 @@ void srndr_render(srndr* srndr, srview* sview, srcmdbuf* scmdbuf) {
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glClearColor(0.1f, 0.1f, 0.1f, 0.1f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_CULL_FACE);
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glCullFace(GL_BACK);
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// glEnable(GL_CULL_FACE);
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// glCullFace(GL_BACK);
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glUseProgram(gDefaultShader.program_id);
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GLint view_mat_loc =
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@ -708,6 +834,9 @@ void srndr_render(srndr* srndr, srview* sview, srcmdbuf* scmdbuf) {
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case SRndrCmdTypeCube:
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srndr_run_cube_command(cmd);
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break;
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case SRndrCmdTypeSphere:
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srndr_run_sphere_command(cmd);
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break;
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default:
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gLog("Invalid command type %d at index %d", cmd->type, i);
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break;
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@ -165,7 +165,7 @@ void DoRender() {
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simd4x4f view;
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simd4x4f proj;
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simd4x4f_translation(&view, 0.1f, 0.1f, -0.5f);
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simd4f eye = simd4f_create (2.f * sin(gTimer->mCurrentTime), 1.f, 2.f * cos (gTimer->mCurrentTime), 1.f);
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simd4f eye = simd4f_create (2.f * sin(gTimer->mCurrentTime), sin(gTimer->mCurrentTime * 0.5f), 2.f * cos (gTimer->mCurrentTime), 1.f);
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simd4x4f_lookat(
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&view,
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eye,
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@ -197,10 +197,6 @@ void DoRender() {
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rcmd.type = SRndrCmdTypeFrame;
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srcmdbuf_add(gRndrCmds, &rcmd);
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rcmd.type = SRndrCmdTypeGrid;
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srcmdbuf_add(gRndrCmds, &rcmd);
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rcmd.type = SRndrCmdTypeGrid;
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simd4x4f_translation(&rcmd.mat, 10.f, 0.f, 10.f);
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srcmdbuf_add(gRndrCmds, &rcmd);
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@ -224,7 +220,7 @@ void DoRender() {
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srcmdbuf_add(gRndrCmds, &rcmd);
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srcmd_clear(&rcmd);
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rcmd.type = SRndrCmdTypeCube;
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rcmd.type = SRndrCmdTypeSphere;
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srcmdbuf_add(gRndrCmds, &rcmd);
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// Perform the actual render
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