improve rendering performance even more by using instanced rendering
This commit is contained in:
@ -4,6 +4,8 @@
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#include <raylib.h>
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#define PRINT_TIMINGS
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// #define BATCHING
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#define INSTANCING // Fastest (so far)
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// #define WEB
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// Window
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@ -49,9 +49,17 @@ private:
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RenderTexture klotski_target;
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RenderTexture menu_target;
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Material vertex_mat;
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// Batching
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float *cube;
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Mesh graph;
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Material mat;
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// Instancing
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int transforms_size;
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Matrix *transforms;
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Mesh cube_instance;
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Shader instancing_shader;
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public:
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bool mark_solutions;
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@ -60,13 +68,16 @@ public:
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public:
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Renderer()
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: camera(OrbitCamera3D(Vector3(0, 0, 0), CAMERA_DISTANCE)),
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mark_solutions(false), connect_solutions(false) {
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mark_solutions(false), connect_solutions(false), cube(nullptr),
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transforms_size(0), transforms(nullptr) {
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render_target = LoadRenderTexture(GetScreenWidth() / 2.0,
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GetScreenHeight() - MENU_HEIGHT);
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klotski_target = LoadRenderTexture(GetScreenWidth() / 2.0,
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GetScreenHeight() - MENU_HEIGHT);
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menu_target = LoadRenderTexture(GetScreenWidth(), MENU_HEIGHT);
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AllocateGraphMesh();
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vertex_mat = LoadMaterialDefault();
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vertex_mat.maps[MATERIAL_MAP_DIFFUSE].color = VERTEX_COLOR;
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}
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Renderer(const Renderer ©) = delete;
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@ -78,9 +89,23 @@ public:
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UnloadRenderTexture(render_target);
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UnloadRenderTexture(klotski_target);
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UnloadRenderTexture(menu_target);
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UnloadMesh(graph);
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UnloadMaterial(mat);
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UnloadMaterial(vertex_mat);
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// Batching
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if (cube != nullptr) {
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MemFree(cube);
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UnloadMesh(graph);
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}
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// Instancing
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if (transforms != nullptr) {
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MemFree(transforms);
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UnloadMesh(cube_instance);
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// I think the shader already gets unloaded with the material?
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// UnloadShader(instancing_shader);
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}
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}
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public:
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@ -89,10 +114,20 @@ public:
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auto UpdateTextureSizes() -> void;
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auto AllocateGraphMesh() -> void;
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#ifdef BATCHING
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auto AllocateGraphBatching() -> void;
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auto ReallocateGraphMeshIfNecessary(const MassSpringSystem &mass_springs)
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auto ReallocateGraphBatchingIfNecessary(const MassSpringSystem &mass_springs)
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-> void;
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#endif
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#ifdef INSTANCING
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auto AllocateGraphInstancing(const MassSpringSystem &mass_springs) -> void;
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auto
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ReallocateGraphInstancingIfNecessary(const MassSpringSystem &mass_springs)
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-> void;
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#endif
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auto DrawMassSprings(const MassSpringSystem &mass_springs,
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const State ¤t_state,
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8
instancing_fragment.glsl
Normal file
8
instancing_fragment.glsl
Normal file
@ -0,0 +1,8 @@
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#version 330
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uniform vec4 colDiffuse;
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out vec4 finalColor;
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void main() {
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finalColor = colDiffuse;
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}
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13
instancing_vertex.glsl
Normal file
13
instancing_vertex.glsl
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@ -0,0 +1,13 @@
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#version 330
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in vec3 vertexPosition;
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in vec2 vertexTexCoord;
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in vec3 vertexNormal;
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in vec4 vertexColor;
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in mat4 instanceTransform;
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uniform mat4 mvp;
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void main() {
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gl_Position = mvp * instanceTransform * vec4(vertexPosition, 1.0);
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}
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@ -43,8 +43,8 @@ auto main(int argc, char *argv[]) -> int {
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#endif
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// RayLib window setup
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SetTraceLogLevel(LOG_ERROR);
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SetConfigFlags(FLAG_VSYNC_HINT);
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// SetTraceLogLevel(LOG_ERROR);
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// SetConfigFlags(FLAG_VSYNC_HINT);
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SetConfigFlags(FLAG_MSAA_4X_HINT);
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SetConfigFlags(FLAG_WINDOW_RESIZABLE);
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SetConfigFlags(FLAG_WINDOW_ALWAYS_RUN);
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@ -105,7 +105,6 @@ auto main(int argc, char *argv[]) -> int {
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renderer.UpdateCamera(mass_springs, state.current_state);
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renderer.UpdateTextureSizes();
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renderer.ReallocateGraphMeshIfNecessary(mass_springs);
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renderer.DrawMassSprings(mass_springs, state.current_state,
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state.winning_states);
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@ -114,7 +114,8 @@ auto Renderer::UpdateTextureSizes() -> void {
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menu_target = LoadRenderTexture(width * 2, MENU_HEIGHT);
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}
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auto Renderer::AllocateGraphMesh() -> void {
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#ifdef BATCHING
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auto Renderer::AllocateGraphBatching() -> void {
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int vertices = 36;
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int max_masses = 100000;
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@ -137,13 +138,10 @@ auto Renderer::AllocateGraphMesh() -> void {
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}
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UnloadMesh(indexed_cube);
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mat = LoadMaterialDefault();
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mat.maps[MATERIAL_MAP_DIFFUSE].color = VERTEX_COLOR;
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std::cout << "Allocated graph mesh." << std::endl;
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}
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auto Renderer::ReallocateGraphMeshIfNecessary(
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auto Renderer::ReallocateGraphBatchingIfNecessary(
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const MassSpringSystem &mass_springs) -> void {
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if (graph.vertexCount / 3 > mass_springs.masses.size()) {
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return;
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@ -165,6 +163,35 @@ auto Renderer::ReallocateGraphMeshIfNecessary(
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std::cout << "Reallocated graph mesh." << std::endl;
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}
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#endif
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#ifdef INSTANCING
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auto Renderer::AllocateGraphInstancing(const MassSpringSystem &mass_springs)
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-> void {
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cube_instance = GenMeshCube(VERTEX_SIZE, VERTEX_SIZE, VERTEX_SIZE);
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instancing_shader =
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LoadShader("instancing_vertex.glsl", "instancing_fragment.glsl");
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instancing_shader.locs[SHADER_LOC_MATRIX_MVP] =
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GetShaderLocation(instancing_shader, "mvp");
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instancing_shader.locs[SHADER_LOC_VECTOR_VIEW] =
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GetShaderLocation(instancing_shader, "viewPos");
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vertex_mat.shader = instancing_shader;
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transforms = (Matrix *)MemAlloc(mass_springs.masses.size() * sizeof(Matrix));
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transforms_size = mass_springs.masses.size();
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}
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auto Renderer::ReallocateGraphInstancingIfNecessary(
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const MassSpringSystem &mass_springs) -> void {
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if (transforms_size != mass_springs.masses.size()) {
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transforms = (Matrix *)MemRealloc(transforms, mass_springs.masses.size() *
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sizeof(Matrix));
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transforms_size = mass_springs.masses.size();
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}
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}
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#endif
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auto Renderer::DrawMassSprings(const MassSpringSystem &mass_springs,
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const State ¤t_state,
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@ -186,7 +213,30 @@ auto Renderer::DrawMassSprings(const MassSpringSystem &mass_springs,
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}
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rlEnd();
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// Draw masses (instanced)
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#ifdef INSTANCING
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if (transforms == nullptr) {
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AllocateGraphInstancing(mass_springs);
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}
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ReallocateGraphInstancingIfNecessary(mass_springs);
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int i = 0;
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for (const auto &[state, mass] : mass_springs.masses) {
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transforms[i] =
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MatrixTranslate(mass.position.x, mass.position.y, mass.position.z);
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++i;
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}
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DrawMeshInstanced(cube_instance, vertex_mat, transforms,
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mass_springs.masses.size());
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#endif
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// Draw masses (batched)
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#ifdef BATCHING
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if (cube == nullptr) {
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AllocateGraphBatching();
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}
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ReallocateGraphBatchingIfNecessary(mass_springs);
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int vertices = 36;
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int current_size = mass_springs.masses.size();
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int i = 0;
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@ -208,11 +258,12 @@ auto Renderer::DrawMassSprings(const MassSpringSystem &mass_springs,
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graph.vertexCount = current_size * vertices;
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graph.triangleCount = current_size * 12;
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DrawMesh(graph, mat, MatrixIdentity());
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DrawMesh(graph, vertex_mat, MatrixIdentity());
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// Restore the vertex count
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graph.vertexCount = full_size;
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graph.triangleCount = full_size / 3;
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#endif
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// Mark current state
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const Mass ¤t_mass = mass_springs.GetMass(current_state);
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