add vertices draw limit after I accidentally removed it
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@ -48,7 +48,7 @@ constexpr int REPULSION_GRID_REFRESH = 5; // Grid rebuild freq
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constexpr float VERTEX_SIZE = 0.5;
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constexpr Color VERTEX_COLOR = GREEN;
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constexpr Color EDGE_COLOR = DARKGREEN;
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constexpr int DRAW_VERTICES_LIMIT = 100000;
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constexpr int DRAW_VERTICES_LIMIT = 1000000;
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// Klotski Drawing
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constexpr int BOARD_PADDING = 5;
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@ -89,6 +89,10 @@ public:
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MassSpringSystem() {
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#ifndef BARNES_HUT
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last_build = REPULSION_GRID_REFRESH;
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std::cout << "Using uniform grid repulsion force calculation." << std::endl;
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#else
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std::cout << "Using Barnes-Hut + octree repulsion force calculation."
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<< std::endl;
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#endif
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#ifndef WEB
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@ -70,7 +70,11 @@ auto main(int argc, char *argv[]) -> int {
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std::chrono::high_resolution_clock::now();
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#endif
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while (timestep_accumulator > TIMESTEP) {
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// Do not try to catch up if we're falling behind. Frametimes would get
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// larger, resulting in more catching up, resulting in even larger
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// frametimes.
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// while (timestep_accumulator > TIMESTEP) {
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if (timestep_accumulator > TIMESTEP) {
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mass_springs.ClearForces();
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mass_springs.CalculateSpringForces();
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mass_springs.CalculateRepulsionForces();
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@ -119,7 +123,8 @@ auto main(int argc, char *argv[]) -> int {
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<< render_time_accumulator / loop_count << "." << std::endl;
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std::cout << " - Physics updates avg: "
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<< static_cast<float>(update_accumulator) / loop_count
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<< "x per frame." << std::endl;
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<< "x per frame (" << timestep_accumulator << "s remaining)."
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<< std::endl;
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last_print_time = GetTime();
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physics_time_accumulator = std::chrono::duration<double, std::milli>(0);
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render_time_accumulator = std::chrono::duration<double, std::milli>(0);
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@ -68,6 +68,7 @@ auto Renderer::DrawMassSprings(const MassSpringSystem &mass_springs,
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ZoneScoped;
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// Prepare cube instancing
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if (mass_springs.masses.size() < DRAW_VERTICES_LIMIT) {
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if (transforms == nullptr) {
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AllocateGraphInstancing(mass_springs);
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}
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@ -79,6 +80,7 @@ auto Renderer::DrawMassSprings(const MassSpringSystem &mass_springs,
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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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}
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BeginTextureMode(render_target);
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ClearBackground(RAYWHITE);
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@ -97,12 +99,14 @@ auto Renderer::DrawMassSprings(const MassSpringSystem &mass_springs,
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rlEnd();
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// Draw masses (instanced)
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if (mass_springs.masses.size() < DRAW_VERTICES_LIMIT) {
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// NOTE: I don't know if drawing all this inside a shader would make it much
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// faster...
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// The amount of data sent to the GPU would be reduced (just positions
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// instead of matrices), but is this noticable for < 100000 cubes?
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DrawMeshInstanced(cube_instance, vertex_mat, transforms,
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mass_springs.masses.size());
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}
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// Mark winning states
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if (mark_solutions || connect_solutions) {
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