wip: integrating threaded decoupled physics
Current Issues: - HUGE memory leak - HUGE amount of needles copying - FillGraph() does thousands of lock_guards instead of one - Can no longer rely on new states appearing immediately - have to check each access - Physics run as fast as possible, no constant sim speed` - Irregular long freezes
This commit is contained in:
50
src/main.cpp
50
src/main.cpp
@ -1,3 +1,4 @@
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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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@ -37,20 +38,27 @@ auto main(int argc, char *argv[]) -> int {
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// Game setup
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OrbitCamera3D camera;
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Renderer renderer(camera);
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MassSpringSystem mass_springs;
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StateManager state(mass_springs);
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ThreadedPhysics physics;
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StateManager state(physics);
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InputHandler input(state, renderer);
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std::vector<Mass> masses; // Read from physics
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std::unordered_map<State, int> state_masses; // Read from physics
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std::vector<Spring> springs; // Read from physics
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std::unordered_map<std::pair<State, State>, int>
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state_springs; // Read from physics
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// Game loop
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double timestep_accumulator = 0.0;
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// double timestep_accumulator = 0.0;
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while (!WindowShouldClose()) {
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timestep_accumulator += GetFrameTime();
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// timestep_accumulator += GetFrameTime();
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// Input update
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state.previous_state = state.current_state;
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input.HandleInput();
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state.UpdateGraph(); // Add state added after user input
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/*
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// Physics update
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if (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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@ -63,21 +71,43 @@ auto main(int argc, char *argv[]) -> int {
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timestep_accumulator -= TIMESTEP;
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}
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*/
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// Read positions from physics thread
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// TODO: We're reading a HUGE amount of SHIT, because the state
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// representations (std::string, ~100 Bytes) are copied ~3 times per
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// spring: state_masses<State, int> and state_springs<<State, State>,
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// int>
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// TODO: Don't download each frame if nothing changed, check for update
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// first
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{
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std::lock_guard<LockableBase(std::mutex)> lock(physics.state.pos_mtx);
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masses = physics.state.masses;
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state_masses = physics.state.state_masses;
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springs = physics.state.springs;
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state_springs = physics.state.state_springs;
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}
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// Update the camera after the physics, so target lock is smooth
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camera.Update(mass_springs.GetMass(state.current_state).position);
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if (state_masses.contains(state.current_state)) {
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const Mass ¤t_mass =
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masses.at(state_masses.at(state.current_state));
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camera.Update(current_mass.position);
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}
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// Rendering
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renderer.UpdateTextureSizes();
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renderer.DrawMassSprings(mass_springs, state.current_state,
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state.starting_state, state.winning_states,
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state.visited_states);
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if (masses.size() > 0 && state_masses.contains(state.current_state)) {
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renderer.DrawMassSprings(masses, state_masses, springs, state_springs,
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state.current_state, state.starting_state,
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state.winning_states, state.visited_states);
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}
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renderer.DrawKlotski(state.current_state, input.hov_x, input.hov_y,
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input.sel_x, input.sel_y, input.block_add_x,
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input.block_add_y, state.CurrentWinCondition());
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renderer.DrawMenu(mass_springs, state.current_preset, state.current_state,
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state.winning_states);
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renderer.DrawMenu(masses, springs, state.current_preset,
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state.current_state, state.winning_states);
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renderer.DrawTextures();
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}
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@ -344,15 +344,15 @@ auto ThreadedPhysics::PhysicsThread(ThreadedPhysics::PhysicsState &state)
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MassSpringSystem mass_springs;
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const auto visitor = overloads{
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[&](const AddMass &am) { mass_springs.AddMass(am.s); },
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[&](const AddSpring &as) { mass_springs.AddSpring(as.a, as.b); },
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[&](const ClearGraph &cg) { mass_springs.Clear(); },
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[&](const struct AddMass &am) { mass_springs.AddMass(am.s); },
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[&](const struct AddSpring &as) { mass_springs.AddSpring(as.a, as.b); },
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[&](const struct ClearGraph &cg) { mass_springs.Clear(); },
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};
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while (state.running) {
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// Handle queued commands
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{
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std::lock_guard<std::mutex> lock(state.command_mtx);
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std::lock_guard<LockableBase(std::mutex)> lock(state.command_mtx);
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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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@ -373,7 +373,7 @@ auto ThreadedPhysics::PhysicsThread(ThreadedPhysics::PhysicsState &state)
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// Publish the positions for the renderer (copy)
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{
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std::lock_guard<std::mutex> lock(state.pos_mtx);
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std::lock_guard<LockableBase(std::mutex)> lock(state.pos_mtx);
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state.masses = mass_springs.masses;
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state.state_masses = mass_springs.state_masses;
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state.springs = mass_springs.springs;
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@ -381,3 +381,24 @@ auto ThreadedPhysics::PhysicsThread(ThreadedPhysics::PhysicsState &state)
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}
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}
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}
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auto ThreadedPhysics::AddMassCmd(const State &_state) -> void {
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{
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std::lock_guard<LockableBase(std::mutex)> lock(state.command_mtx);
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state.pending_commands.push(AddMass{_state});
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}
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}
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auto ThreadedPhysics::AddSpringCmd(const State &a, const State &b) -> void {
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{
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std::lock_guard<LockableBase(std::mutex)> lock(state.command_mtx);
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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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std::lock_guard<LockableBase(std::mutex)> lock(state.command_mtx);
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state.pending_commands.push(ClearGraph{});
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}
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}
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@ -33,7 +33,7 @@ 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::AllocateGraphInstancing(const MassSpringSystem &mass_springs)
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auto Renderer::AllocateGraphInstancing(const std::vector<Mass> &masses)
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-> void {
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cube_instance = GenMeshCube(VERTEX_SIZE, VERTEX_SIZE, VERTEX_SIZE);
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@ -48,38 +48,40 @@ auto Renderer::AllocateGraphInstancing(const MassSpringSystem &mass_springs)
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vertex_mat.maps[MATERIAL_MAP_DIFFUSE].color = VERTEX_COLOR;
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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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transforms = (Matrix *)MemAlloc(masses.size() * sizeof(Matrix));
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transforms_size = 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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const std::vector<Mass> &masses) -> void {
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if (transforms_size != masses.size()) {
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transforms =
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(Matrix *)MemRealloc(transforms, masses.size() * sizeof(Matrix));
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transforms_size = masses.size();
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}
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}
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auto Renderer::DrawMassSprings(const MassSpringSystem &mass_springs,
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const State ¤t_state,
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const State &starting_state,
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const std::unordered_set<State> &winning_states,
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const std::unordered_set<State> &visited_states)
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-> void {
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auto Renderer::DrawMassSprings(
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const std::vector<Mass> &masses,
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const std::unordered_map<State, int> &state_masses,
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const std::vector<Spring> &springs,
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const std::unordered_map<std::pair<State, State>, int> state_springs,
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const State ¤t_state, const State &starting_state,
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const std::unordered_set<State> &winning_states,
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const std::unordered_set<State> &visited_states) -> void {
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ZoneScoped;
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// Prepare cube instancing
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{
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ZoneNamedN(prepare_masses, "PrepareMasses", true);
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if (mass_springs.masses.size() < DRAW_VERTICES_LIMIT) {
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if (masses.size() < DRAW_VERTICES_LIMIT) {
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if (transforms == nullptr) {
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AllocateGraphInstancing(mass_springs);
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AllocateGraphInstancing(masses);
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}
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ReallocateGraphInstancingIfNecessary(mass_springs);
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ReallocateGraphInstancingIfNecessary(masses);
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int i = 0;
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for (const auto &mass : mass_springs.masses) {
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for (const auto &mass : 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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@ -96,10 +98,10 @@ auto Renderer::DrawMassSprings(const MassSpringSystem &mass_springs,
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{
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ZoneNamedN(draw_springs, "DrawSprings", true);
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rlBegin(RL_LINES);
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for (const auto &spring : mass_springs.springs) {
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for (const auto &spring : springs) {
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// We have to do a lookup of the actual mass object, which is slow :(
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const Mass &a = mass_springs.masses.at(spring.mass_a);
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const Mass &b = mass_springs.masses.at(spring.mass_b);
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const Mass &a = masses.at(spring.mass_a);
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const Mass &b = masses.at(spring.mass_b);
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rlColor4ub(EDGE_COLOR.r, EDGE_COLOR.g, EDGE_COLOR.b, EDGE_COLOR.a);
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rlVertex3f(a.position.x, a.position.y, a.position.z);
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rlVertex3f(b.position.x, b.position.y, b.position.z);
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@ -110,20 +112,19 @@ auto Renderer::DrawMassSprings(const MassSpringSystem &mass_springs,
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// Draw masses (instanced)
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{
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ZoneNamedN(draw_masses, "DrawMasses", true);
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if (mass_springs.masses.size() < DRAW_VERTICES_LIMIT) {
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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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// reduced (just positions instead of matrices), but is this
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// 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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DrawMeshInstanced(cube_instance, vertex_mat, transforms, masses.size());
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}
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}
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// Mark winning states
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if (mark_solutions || connect_solutions) {
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for (const auto &state : winning_states) {
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const Mass &winning_mass = mass_springs.GetMass(state);
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const Mass &winning_mass = masses.at(state_masses.at(state));
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if (mark_solutions) {
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DrawCube(winning_mass.position, 2 * VERTEX_SIZE, 2 * VERTEX_SIZE,
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2 * VERTEX_SIZE, BLUE);
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@ -131,26 +132,26 @@ auto Renderer::DrawMassSprings(const MassSpringSystem &mass_springs,
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if (connect_solutions) {
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DrawLine3D(winning_mass.position,
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mass_springs.GetMass(current_state).position, PURPLE);
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masses.at(state_masses.at(current_state)).position, PURPLE);
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}
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}
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}
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// Mark visited states
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for (const auto &state : visited_states) {
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const Mass &visited_mass = mass_springs.GetMass(state);
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const Mass &visited_mass = masses.at(state_masses.at(state));
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DrawCube(visited_mass.position, VERTEX_SIZE * 1.5, VERTEX_SIZE * 1.5,
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VERTEX_SIZE * 1.5, PURPLE);
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}
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// Mark starting state
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const Mass &starting_mass = mass_springs.GetMass(starting_state);
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const Mass &starting_mass = masses.at(state_masses.at(starting_state));
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DrawCube(starting_mass.position, VERTEX_SIZE * 2, VERTEX_SIZE * 2,
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VERTEX_SIZE * 2, ORANGE);
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// Mark current state
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const Mass ¤t_mass = mass_springs.GetMass(current_state);
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const Mass ¤t_mass = masses.at(state_masses.at(current_state));
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DrawCube(current_mass.position, VERTEX_SIZE * 2, VERTEX_SIZE * 2,
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VERTEX_SIZE * 2, RED);
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@ -250,8 +251,9 @@ auto Renderer::DrawKlotski(const State &state, int hov_x, int hov_y, int sel_x,
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EndTextureMode();
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}
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auto Renderer::DrawMenu(const MassSpringSystem &mass_springs,
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int current_preset, const State ¤t_state,
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auto Renderer::DrawMenu(const std::vector<Mass> &masses,
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const std::vector<Spring> &springs, int current_preset,
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const State ¤t_state,
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const std::unordered_set<State> &winning_states)
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-> void {
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ZoneScoped;
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@ -277,8 +279,7 @@ auto Renderer::DrawMenu(const MassSpringSystem &mass_springs,
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draw_btn(0, 0,
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std::format("States: {}, Transitions: {}, Winning: {}",
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mass_springs.masses.size(), mass_springs.springs.size(),
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winning_states.size()),
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masses.size(), springs.size(), winning_states.size()),
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DARKGREEN);
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draw_btn(
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0, 1,
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@ -1,8 +1,8 @@
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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 <mutex>
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#include <raymath.h>
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auto StateManager::LoadPreset(int preset) -> void {
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@ -38,30 +38,18 @@ auto StateManager::FillGraph() -> void {
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std::pair<std::unordered_set<State>, std::vector<std::pair<State, State>>>
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closure = current_state.Closure();
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for (const auto &state : closure.first) {
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mass_springs.AddMass(MASS, false, state);
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physics.AddMassCmd(state);
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}
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for (const auto &[from, to] : closure.second) {
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mass_springs.AddSpring(from, to, SPRING_CONSTANT, DAMPENING_CONSTANT,
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REST_LENGTH);
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physics.AddSpringCmd(from, to);
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}
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std::cout << "Inserted " << mass_springs.masses.size() << " masses and "
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<< mass_springs.springs.size() << " springs." << std::endl;
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FindWinningStates();
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std::cout << "Consuming "
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<< sizeof(decltype(*mass_springs.masses.begin())) *
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mass_springs.masses.size()
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<< " Bytes for masses." << std::endl;
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std::cout << "Consuming "
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<< sizeof(decltype(*mass_springs.springs.begin())) *
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mass_springs.springs.size()
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<< " Bytes for springs." << std::endl;
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}
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auto StateManager::UpdateGraph() -> void {
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if (previous_state != current_state) {
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mass_springs.AddMass(MASS, false, current_state);
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mass_springs.AddSpring(current_state, previous_state, SPRING_CONSTANT,
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DAMPENING_CONSTANT, REST_LENGTH);
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physics.AddMassCmd(current_state);
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physics.AddSpringCmd(current_state, previous_state);
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if (win_conditions[current_preset](current_state)) {
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winning_states.insert(current_state);
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}
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@ -72,8 +60,8 @@ auto StateManager::UpdateGraph() -> void {
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auto StateManager::ClearGraph() -> void {
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winning_states.clear();
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visited_states.clear();
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mass_springs.Clear();
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mass_springs.AddMass(MASS, false, current_state);
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physics.ClearCmd();
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physics.AddMassCmd(current_state);
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// The previous_state is no longer in the graph
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previous_state = current_state;
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@ -84,14 +72,16 @@ auto StateManager::ClearGraph() -> void {
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auto StateManager::FindWinningStates() -> void {
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winning_states.clear();
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for (const auto &[state, mass] : mass_springs.state_masses) {
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std::unordered_map<State, int> state_masses;
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{
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std::lock_guard<LockableBase(std::mutex)> lock(physics.state.pos_mtx);
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state_masses = physics.state.state_masses;
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}
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for (const auto &[state, mass] : state_masses) {
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if (win_conditions[current_preset](state)) {
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winning_states.insert(state);
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}
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}
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std::cout << "Found " << winning_states.size() << " winning states."
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<< std::endl;
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}
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auto StateManager::CurrentGenerator() -> StateGenerator {
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