add vertices draw limit after I accidentally removed it
This commit is contained in:
@ -70,7 +70,11 @@ auto main(int argc, char *argv[]) -> int {
|
||||
std::chrono::high_resolution_clock::now();
|
||||
#endif
|
||||
|
||||
while (timestep_accumulator > TIMESTEP) {
|
||||
// Do not try to catch up if we're falling behind. Frametimes would get
|
||||
// larger, resulting in more catching up, resulting in even larger
|
||||
// frametimes.
|
||||
// while (timestep_accumulator > TIMESTEP) {
|
||||
if (timestep_accumulator > TIMESTEP) {
|
||||
mass_springs.ClearForces();
|
||||
mass_springs.CalculateSpringForces();
|
||||
mass_springs.CalculateRepulsionForces();
|
||||
@ -119,7 +123,8 @@ auto main(int argc, char *argv[]) -> int {
|
||||
<< render_time_accumulator / loop_count << "." << std::endl;
|
||||
std::cout << " - Physics updates avg: "
|
||||
<< static_cast<float>(update_accumulator) / loop_count
|
||||
<< "x per frame." << std::endl;
|
||||
<< "x per frame (" << timestep_accumulator << "s remaining)."
|
||||
<< std::endl;
|
||||
last_print_time = GetTime();
|
||||
physics_time_accumulator = std::chrono::duration<double, std::milli>(0);
|
||||
render_time_accumulator = std::chrono::duration<double, std::milli>(0);
|
||||
|
||||
@ -68,16 +68,18 @@ auto Renderer::DrawMassSprings(const MassSpringSystem &mass_springs,
|
||||
ZoneScoped;
|
||||
|
||||
// Prepare cube instancing
|
||||
if (transforms == nullptr) {
|
||||
AllocateGraphInstancing(mass_springs);
|
||||
}
|
||||
ReallocateGraphInstancingIfNecessary(mass_springs);
|
||||
if (mass_springs.masses.size() < DRAW_VERTICES_LIMIT) {
|
||||
if (transforms == nullptr) {
|
||||
AllocateGraphInstancing(mass_springs);
|
||||
}
|
||||
ReallocateGraphInstancingIfNecessary(mass_springs);
|
||||
|
||||
int i = 0;
|
||||
for (const auto &[state, mass] : mass_springs.masses) {
|
||||
transforms[i] =
|
||||
MatrixTranslate(mass.position.x, mass.position.y, mass.position.z);
|
||||
++i;
|
||||
int i = 0;
|
||||
for (const auto &[state, mass] : mass_springs.masses) {
|
||||
transforms[i] =
|
||||
MatrixTranslate(mass.position.x, mass.position.y, mass.position.z);
|
||||
++i;
|
||||
}
|
||||
}
|
||||
|
||||
BeginTextureMode(render_target);
|
||||
@ -97,12 +99,14 @@ auto Renderer::DrawMassSprings(const MassSpringSystem &mass_springs,
|
||||
rlEnd();
|
||||
|
||||
// Draw masses (instanced)
|
||||
// NOTE: I don't know if drawing all this inside a shader would make it much
|
||||
// faster...
|
||||
// The amount of data sent to the GPU would be reduced (just positions
|
||||
// instead of matrices), but is this noticable for < 100000 cubes?
|
||||
DrawMeshInstanced(cube_instance, vertex_mat, transforms,
|
||||
mass_springs.masses.size());
|
||||
if (mass_springs.masses.size() < DRAW_VERTICES_LIMIT) {
|
||||
// NOTE: I don't know if drawing all this inside a shader would make it much
|
||||
// faster...
|
||||
// The amount of data sent to the GPU would be reduced (just positions
|
||||
// instead of matrices), but is this noticable for < 100000 cubes?
|
||||
DrawMeshInstanced(cube_instance, vertex_mat, transforms,
|
||||
mass_springs.masses.size());
|
||||
}
|
||||
|
||||
// Mark winning states
|
||||
if (mark_solutions || connect_solutions) {
|
||||
|
||||
Reference in New Issue
Block a user