add flag to toggle tracy (disabled for now)
This commit is contained in:
@ -1,10 +1,14 @@
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#include "camera.hpp"
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#include "config.hpp"
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#include "tracy.hpp"
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#include <raylib.h>
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#include <raymath.h>
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#ifdef TRACY
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#include "tracy.hpp"
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#include <tracy/Tracy.hpp>
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#endif
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auto OrbitCamera3D::HandleCameraInput() -> Vector2 {
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Vector2 mouse = GetMousePosition();
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if (mouse.x >= GetScreenWidth() / 2.0 && mouse.y >= MENU_HEIGHT) {
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@ -1,10 +1,14 @@
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#include "input.hpp"
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#include "config.hpp"
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#include "tracy.hpp"
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#include <algorithm>
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#include <raylib.h>
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#ifdef TRACY
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#include "tracy.hpp"
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#include <tracy/Tracy.hpp>
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#endif
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auto InputHandler::HandleMouseHover() -> void {
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const int board_width = GetScreenWidth() / 2.0 - 2 * BOARD_PADDING;
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const int board_height = GetScreenHeight() - MENU_HEIGHT - 2 * BOARD_PADDING;
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20
src/main.cpp
20
src/main.cpp
@ -1,14 +1,17 @@
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#include <mutex>
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#include <raylib.h>
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#include <raymath.h>
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#include <tracy/Tracy.hpp>
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#include "config.hpp"
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#include "input.hpp"
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#include "physics.hpp"
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#include "renderer.hpp"
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#include "state.hpp"
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#ifdef TRACY
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#include "tracy.hpp"
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#include <tracy/Tracy.hpp>
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#endif
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// TODO: Klotski state file loading
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// - File should contain a single state per line, multiple lines possible
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@ -20,8 +23,6 @@
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// - Click states to display them in the board
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// - Find shortest path to any winning state and mark it in the graph
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// - Also mark the next move along the path on the board
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// TODO: Do I have a huge memory leak or is the memory just not reclaimed from
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// the C++ runtime?
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auto main(int argc, char *argv[]) -> int {
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// if (argc < 2) {
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@ -50,7 +51,9 @@ auto main(int argc, char *argv[]) -> int {
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// Game loop
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while (!WindowShouldClose()) {
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#ifdef TRACY
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FrameMarkStart("MainThread");
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#endif
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// Input update
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state.previous_state = state.current_state;
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@ -58,9 +61,15 @@ auto main(int argc, char *argv[]) -> int {
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state.UpdateGraph(); // Add state added after user input
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// Read positions from physics thread
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#ifdef TRACY
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FrameMarkStart("MainThreadConsumeLock");
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#endif
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{
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#ifdef TRACY
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std::unique_lock<LockableBase(std::mutex)> lock(physics.state.data_mtx);
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#else
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std::unique_lock<std::mutex> lock(physics.state.data_mtx);
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#endif
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ups = physics.state.ups;
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@ -77,7 +86,9 @@ auto main(int argc, char *argv[]) -> int {
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physics.state.data_consumed_cnd.notify_all();
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}
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}
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#ifdef TRACY
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FrameMarkEnd("MainThreadConsumeLock");
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#endif
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// Update the camera after the physics, so target lock is smooth
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std::size_t current_index = state.CurrentMassIndex();
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@ -92,7 +103,10 @@ auto main(int argc, char *argv[]) -> int {
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renderer.DrawKlotski();
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renderer.DrawMenu(masses, springs);
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renderer.DrawTextures(ups);
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#ifdef TRACY
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FrameMark;
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FrameMarkEnd("MainThread");
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#endif
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}
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CloseWindow();
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@ -1,11 +1,15 @@
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#include "octree.hpp"
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#include "config.hpp"
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#include "tracy.hpp"
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#include "util.hpp"
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#include <iostream>
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#include <raymath.h>
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#ifdef TRACY
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#include "tracy.hpp"
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#include <tracy/Tracy.hpp>
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#endif
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auto OctreeNode::ChildCount() const -> int {
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int child_count = 0;
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for (int child : children) {
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@ -1,20 +1,21 @@
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#include "physics.hpp"
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#include "config.hpp"
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#include "tracy.hpp"
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#include <BS_thread_pool.hpp>
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#include <algorithm>
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#include <cfloat>
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#include <chrono>
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#include <cstddef>
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#include <mutex>
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#include <ratio>
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#include <raylib.h>
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#include <raymath.h>
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#include <tracy/Tracy.hpp>
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#include <utility>
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#include <vector>
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#ifdef TRACY
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#include "tracy.hpp"
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#include <tracy/Tracy.hpp>
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#endif
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auto Mass::ClearForce() -> void { force = Vector3Zero(); }
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auto Mass::CalculateVelocity(const float delta_time) -> void {
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@ -94,7 +95,9 @@ auto MassSpringSystem::Clear() -> void {
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}
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auto MassSpringSystem::ClearForces() -> void {
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#ifdef TRACY
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ZoneScoped;
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#endif
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for (auto &mass : masses) {
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mass.ClearForce();
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@ -102,7 +105,9 @@ auto MassSpringSystem::ClearForces() -> void {
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}
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auto MassSpringSystem::CalculateSpringForces() -> void {
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#ifdef TRACY
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ZoneScoped;
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#endif
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for (const auto spring : springs) {
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Mass &a = masses.at(spring.a);
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@ -116,7 +121,9 @@ auto MassSpringSystem::SetThreadName(std::size_t idx) -> void {
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}
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auto MassSpringSystem::BuildOctree() -> void {
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#ifdef TRACY
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ZoneScoped;
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#endif
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octree.nodes.clear();
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octree.nodes.reserve(masses.size() * 2);
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@ -151,7 +158,9 @@ auto MassSpringSystem::BuildOctree() -> void {
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}
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auto MassSpringSystem::CalculateRepulsionForces() -> void {
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#ifdef TRACY
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ZoneScoped;
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#endif
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BuildOctree();
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@ -173,7 +182,9 @@ auto MassSpringSystem::CalculateRepulsionForces() -> void {
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}
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auto MassSpringSystem::VerletUpdate(float delta_time) -> void {
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#ifdef TRACY
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ZoneScoped;
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#endif
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for (auto &mass : masses) {
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mass.VerletUpdate(delta_time);
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@ -198,7 +209,9 @@ auto ThreadedPhysics::PhysicsThread(ThreadedPhysics::PhysicsState &state)
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unsigned int updates = 0;
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while (state.running.load()) {
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#ifdef TRACY
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FrameMarkStart("PhysicsThread");
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#endif
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// Time tracking
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std::chrono::time_point now = std::chrono::high_resolution_clock::now();
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@ -209,7 +222,11 @@ auto ThreadedPhysics::PhysicsThread(ThreadedPhysics::PhysicsState &state)
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// Handle queued commands
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{
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#ifdef TRACY
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std::lock_guard<LockableBase(std::mutex)> lock(state.command_mtx);
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#else
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std::lock_guard<std::mutex> lock(state.command_mtx);
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#endif
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while (!state.pending_commands.empty()) {
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Command &cmd = state.pending_commands.front();
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cmd.visit(visitor);
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@ -234,9 +251,15 @@ auto ThreadedPhysics::PhysicsThread(ThreadedPhysics::PhysicsState &state)
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}
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// Publish the positions for the renderer (copy)
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#ifdef TRACY
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FrameMarkStart("PhysicsThreadProduceLock");
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#endif
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{
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#ifdef TRACY
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std::unique_lock<LockableBase(std::mutex)> lock(state.data_mtx);
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#else
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std::unique_lock<std::mutex> lock(state.data_mtx);
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#endif
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state.data_consumed_cnd.wait(
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lock, [&] { return state.data_consumed || !state.running.load(); });
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if (!state.running.load()) {
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@ -268,29 +291,43 @@ auto ThreadedPhysics::PhysicsThread(ThreadedPhysics::PhysicsState &state)
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}
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// Notify the rendering thread that new data is available
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state.data_ready_cnd.notify_all();
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#ifdef TRACY
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FrameMarkEnd("PhysicsThreadProduceLock");
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FrameMarkEnd("PhysicsThread");
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#endif
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}
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}
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auto ThreadedPhysics::AddMassCmd() -> void {
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{
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#ifdef TRACY
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std::lock_guard<LockableBase(std::mutex)> lock(state.command_mtx);
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#else
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std::lock_guard<std::mutex> lock(state.command_mtx);
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#endif
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state.pending_commands.push(AddMass{});
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}
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}
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auto ThreadedPhysics::AddSpringCmd(std::size_t a, std::size_t b) -> void {
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{
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#ifdef TRACY
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std::lock_guard<LockableBase(std::mutex)> lock(state.command_mtx);
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#else
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std::lock_guard<std::mutex> lock(state.command_mtx);
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#endif
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state.pending_commands.push(AddSpring{a, b});
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}
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}
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auto ThreadedPhysics::ClearCmd() -> void {
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{
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#ifdef TRACY
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std::lock_guard<LockableBase(std::mutex)> lock(state.command_mtx);
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#else
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std::lock_guard<std::mutex> lock(state.command_mtx);
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#endif
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state.pending_commands.push(ClearGraph{});
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}
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}
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@ -299,7 +336,11 @@ auto ThreadedPhysics::AddMassSpringsCmd(
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std::size_t num_masses,
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const std::vector<std::pair<std::size_t, std::size_t>> &springs) -> void {
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{
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#ifdef TRACY
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std::lock_guard<LockableBase(std::mutex)> lock(state.command_mtx);
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#else
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std::lock_guard<std::mutex> lock(state.command_mtx);
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#endif
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for (std::size_t i = 0; i < num_masses; ++i) {
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state.pending_commands.push(AddMass{});
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}
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@ -1,8 +1,13 @@
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#include "puzzle.hpp"
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#include "tracy.hpp"
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#include "config.hpp"
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#include <unordered_set>
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#ifdef TRACY
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#include "tracy.hpp"
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#include <tracy/Tracy.hpp>
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#endif
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auto Block::Hash() const -> int {
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std::string s = std::format("{},{},{},{}", x, y, width, height);
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return std::hash<std::string>{}(s);
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@ -267,6 +272,10 @@ auto State::GetNextStates() const -> std::vector<State> {
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auto State::Closure() const
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-> std::pair<std::vector<State>,
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std::vector<std::pair<std::size_t, std::size_t>>> {
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#ifdef TRACY
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ZoneScoped;
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#endif
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std::vector<State> states;
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std::vector<std::pair<std::size_t, std::size_t>> links;
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@ -1,14 +1,17 @@
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#include "renderer.hpp"
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#include "config.hpp"
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#include "puzzle.hpp"
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#include "tracy.hpp"
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#include <algorithm>
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#include <format>
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#include <raylib.h>
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#include <raymath.h>
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#include <rlgl.h>
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#ifdef TRACY
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#include "tracy.hpp"
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#include <tracy/Tracy.hpp>
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#endif
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#ifdef BATCHING
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#include <cstring>
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@ -59,11 +62,15 @@ auto Renderer::ReallocateGraphInstancingIfNecessary(std::size_t size) -> void {
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auto Renderer::DrawMassSprings(
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const std::vector<Vector3> &masses,
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const std::vector<std::pair<std::size_t, std::size_t>> &springs) -> void {
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#ifdef TRACY
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ZoneScoped;
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#endif
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// Prepare cube instancing
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{
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#ifdef TRACY
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ZoneNamedN(prepare_masses, "PrepareMasses", true);
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#endif
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if (masses.size() < DRAW_VERTICES_LIMIT) {
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if (transforms == nullptr) {
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AllocateGraphInstancing(masses.size());
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@ -85,7 +92,9 @@ auto Renderer::DrawMassSprings(
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// Draw springs (batched)
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{
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#ifdef TRACY
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ZoneNamedN(draw_springs, "DrawSprings", true);
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#endif
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rlBegin(RL_LINES);
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for (const auto &[from, to] : springs) {
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if (masses.size() > from && masses.size() > to) {
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@ -101,7 +110,9 @@ auto Renderer::DrawMassSprings(
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// Draw masses (instanced)
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{
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#ifdef TRACY
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ZoneNamedN(draw_masses, "DrawMasses", true);
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#endif
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if (masses.size() < DRAW_VERTICES_LIMIT) {
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// NOTE: I don't know if drawing all this inside a shader would make it
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// much faster... The amount of data sent to the GPU would be
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@ -171,7 +182,9 @@ auto Renderer::DrawMassSprings(
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}
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auto Renderer::DrawKlotski() -> void {
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#ifdef TRACY
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ZoneScoped;
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#endif
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BeginTextureMode(klotski_target);
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ClearBackground(RAYWHITE);
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@ -262,7 +275,9 @@ auto Renderer::DrawKlotski() -> void {
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auto Renderer::DrawMenu(
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const std::vector<Vector3> &masses,
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const std::vector<std::pair<std::size_t, std::size_t>> &springs) -> void {
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#ifdef TRACY
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ZoneScoped;
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#endif
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BeginTextureMode(menu_target);
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ClearBackground(RAYWHITE);
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@ -1,9 +1,14 @@
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#include "state.hpp"
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#include "config.hpp"
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#include "presets.hpp"
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#include "tracy.hpp"
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#include <raymath.h>
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#ifdef TRACY
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#include "tracy.hpp"
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#include <tracy/Tracy.hpp>
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#endif
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auto StateManager::LoadPreset(int preset) -> void {
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current_preset = preset;
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current_state = CurrentGenerator()();
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@ -1,5 +1,8 @@
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#include "tracy.hpp"
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#include "config.hpp"
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#ifdef TRACY
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#include "tracy.hpp"
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#include <tracy/Tracy.hpp>
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void *operator new(std::size_t count) {
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@ -15,3 +18,5 @@ void operator delete(void *ptr, std::size_t count) noexcept {
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TracyFreeS(ptr, 20);
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free(ptr);
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}
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#endif
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Block a user