add vertices draw limit after I accidentally removed it

This commit is contained in:
2026-02-23 00:27:51 +01:00
parent f5bb155b5c
commit 30b02c13ed
4 changed files with 31 additions and 18 deletions

View File

@ -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);

View File

@ -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) {