squash merge threaded-physics into main
This commit is contained in:
194
src/renderer.cpp
194
src/renderer.cpp
@ -1,6 +1,5 @@
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#include "renderer.hpp"
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#include "config.hpp"
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#include "physics.hpp"
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#include "puzzle.hpp"
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#include "tracy.hpp"
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@ -10,7 +9,6 @@
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#include <raymath.h>
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#include <rlgl.h>
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#include <tracy/Tracy.hpp>
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#include <unordered_set>
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#ifdef BATCHING
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#include <cstring>
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@ -33,8 +31,7 @@ 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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-> void {
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auto Renderer::AllocateGraphInstancing(std::size_t size) -> void {
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cube_instance = GenMeshCube(VERTEX_SIZE, VERTEX_SIZE, VERTEX_SIZE);
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instancing_shader = LoadShader("shader/instancing_vertex.glsl",
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@ -48,40 +45,34 @@ 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(size * sizeof(Matrix));
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transforms_size = 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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auto Renderer::ReallocateGraphInstancingIfNecessary(std::size_t size) -> void {
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if (transforms_size != size) {
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transforms = (Matrix *)MemRealloc(transforms, size * sizeof(Matrix));
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transforms_size = 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<Vector3> &masses,
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const std::vector<std::pair<std::size_t, std::size_t>> &springs) -> 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.size());
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}
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ReallocateGraphInstancingIfNecessary(mass_springs);
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ReallocateGraphInstancingIfNecessary(masses.size());
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int i = 0;
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for (const auto &mass : mass_springs.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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for (const Vector3 &mass : masses) {
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transforms[i] = MatrixTranslate(mass.x, mass.y, mass.z);
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++i;
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}
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}
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@ -96,13 +87,14 @@ 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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// 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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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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for (const auto &[from, to] : springs) {
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if (masses.size() > from && masses.size() > to) {
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const Vector3 &a = masses.at(from);
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const Vector3 &b = masses.at(to);
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rlColor4ub(EDGE_COLOR.r, EDGE_COLOR.g, EDGE_COLOR.b, EDGE_COLOR.a);
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rlVertex3f(a.x, a.y, a.z);
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rlVertex3f(b.x, b.y, b.z);
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}
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}
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rlEnd();
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}
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@ -110,49 +102,63 @@ 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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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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}
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if (input.mark_solutions || input.connect_solutions) {
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for (const State &_state : state.winning_states) {
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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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std::size_t winning_index = state.states.at(_state);
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if (masses.size() > winning_index) {
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const Vector3 &winning_mass = masses.at(winning_index);
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if (input.mark_solutions) {
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DrawCube(winning_mass, 2 * VERTEX_SIZE, 2 * VERTEX_SIZE,
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2 * VERTEX_SIZE, BLUE);
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}
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std::size_t current_index = state.CurrentMassIndex();
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if (input.connect_solutions && masses.size() > current_index) {
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const Vector3 ¤t_mass = masses.at(current_index);
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DrawLine3D(winning_mass, current_mass, PURPLE);
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}
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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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for (const State &_state : state.visited_states) {
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std::size_t visited_index = state.states.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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if (masses.size() > visited_index) {
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const Vector3 &visited_mass = masses.at(visited_index);
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DrawCube(visited_mass, 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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}
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// Mark starting state
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const Mass &starting_mass = mass_springs.GetMass(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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std::size_t starting_index = state.states.at(state.starting_state);
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if (masses.size() > starting_index) {
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const Vector3 &starting_mass = masses.at(starting_index);
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DrawCube(starting_mass, VERTEX_SIZE * 2, VERTEX_SIZE * 2, VERTEX_SIZE * 2,
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ORANGE);
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}
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// Mark current state
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const Mass ¤t_mass = mass_springs.GetMass(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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std::size_t current_index = state.states.at(state.current_state);
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if (masses.size() > current_index) {
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const Vector3 ¤t_mass = masses.at(current_index);
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DrawCube(current_mass, VERTEX_SIZE * 2, VERTEX_SIZE * 2, VERTEX_SIZE * 2,
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RED);
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}
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// DrawCubeWires(current_mass.position, REPULSION_RANGE, REPULSION_RANGE,
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// REPULSION_RANGE, BLACK);
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@ -164,9 +170,7 @@ auto Renderer::DrawMassSprings(const MassSpringSystem &mass_springs,
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EndTextureMode();
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}
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auto Renderer::DrawKlotski(const State &state, int hov_x, int hov_y, int sel_x,
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int sel_y, int block_add_x, int block_add_y,
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const WinCondition win_condition) -> void {
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auto Renderer::DrawKlotski() -> void {
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ZoneScoped;
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BeginTextureMode(klotski_target);
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@ -175,22 +179,26 @@ auto Renderer::DrawKlotski(const State &state, int hov_x, int hov_y, int sel_x,
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// Draw Board
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const int board_width = GetScreenWidth() / 2 - 2 * BOARD_PADDING;
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const int board_height = GetScreenHeight() - MENU_HEIGHT - 2 * BOARD_PADDING;
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int block_size =
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std::min(board_width / state.width, board_height / state.height) -
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2 * BLOCK_PADDING;
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int x_offset =
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(board_width - (block_size + 2 * BLOCK_PADDING) * state.width) / 2.0;
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int y_offset =
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(board_height - (block_size + 2 * BLOCK_PADDING) * state.height) / 2.0;
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int block_size = std::min(board_width / state.current_state.width,
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board_height / state.current_state.height) -
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2 * BLOCK_PADDING;
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int x_offset = (board_width - (block_size + 2 * BLOCK_PADDING) *
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state.current_state.width) /
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2.0;
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int y_offset = (board_height - (block_size + 2 * BLOCK_PADDING) *
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state.current_state.height) /
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2.0;
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DrawRectangle(0, 0, GetScreenWidth() / 2, GetScreenHeight() - MENU_HEIGHT,
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RAYWHITE);
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DrawRectangle(
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x_offset, y_offset, board_width - 2 * x_offset + 2 * BOARD_PADDING,
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board_height - 2 * y_offset + 2 * BOARD_PADDING,
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win_condition(state) ? GREEN : (state.restricted ? DARKGRAY : LIGHTGRAY));
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for (int x = 0; x < state.width; ++x) {
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for (int y = 0; y < state.height; ++y) {
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DrawRectangle(x_offset, y_offset,
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board_width - 2 * x_offset + 2 * BOARD_PADDING,
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board_height - 2 * y_offset + 2 * BOARD_PADDING,
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state.CurrentWinCondition()(state.current_state)
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? GREEN
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: (state.current_state.restricted ? DARKGRAY : LIGHTGRAY));
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for (int x = 0; x < state.current_state.width; ++x) {
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for (int y = 0; y < state.current_state.height; ++y) {
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DrawRectangle(x_offset + BOARD_PADDING + x * BLOCK_PADDING * 2 +
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BLOCK_PADDING + x * block_size,
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y_offset + BOARD_PADDING + y * BLOCK_PADDING * 2 +
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@ -200,13 +208,13 @@ auto Renderer::DrawKlotski(const State &state, int hov_x, int hov_y, int sel_x,
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}
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// Draw Blocks
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for (Block block : state) {
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for (Block block : state.current_state) {
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Color c = BLOCK_COLOR;
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if (block.Covers(sel_x, sel_y)) {
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if (block.Covers(input.sel_x, input.sel_y)) {
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c = HL_BLOCK_COLOR;
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}
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if (block.target) {
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if (block.Covers(sel_x, sel_y)) {
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if (block.Covers(input.sel_x, input.sel_y)) {
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c = HL_TARGET_BLOCK_COLOR;
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} else {
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c = TARGET_BLOCK_COLOR;
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@ -222,7 +230,7 @@ auto Renderer::DrawKlotski(const State &state, int hov_x, int hov_y, int sel_x,
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2 * BLOCK_PADDING,
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c);
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if (block.Covers(hov_x, hov_y)) {
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if (block.Covers(input.hov_x, input.hov_y)) {
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DrawRectangleLinesEx(
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Rectangle(x_offset + BOARD_PADDING + block.x * BLOCK_PADDING * 2 +
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BLOCK_PADDING + block.x * block_size,
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@ -237,12 +245,13 @@ auto Renderer::DrawKlotski(const State &state, int hov_x, int hov_y, int sel_x,
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}
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// Draw editing starting position
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if (block_add_x >= 0 && block_add_y >= 0) {
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DrawCircle(x_offset + BOARD_PADDING + block_add_x * BLOCK_PADDING * 2 +
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BLOCK_PADDING + block_add_x * block_size + block_size / 2,
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y_offset + BOARD_PADDING + block_add_y * BLOCK_PADDING * 2 +
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BLOCK_PADDING + block_add_y * block_size + block_size / 2,
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block_size / 10.0, Fade(BLACK, 0.5));
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if (input.block_add_x >= 0 && input.block_add_y >= 0) {
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DrawCircle(
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x_offset + BOARD_PADDING + input.block_add_x * BLOCK_PADDING * 2 +
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BLOCK_PADDING + input.block_add_x * block_size + block_size / 2,
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y_offset + BOARD_PADDING + input.block_add_y * BLOCK_PADDING * 2 +
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BLOCK_PADDING + input.block_add_y * block_size + block_size / 2,
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block_size / 10.0, Fade(BLACK, 0.5));
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}
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DrawLine(GetScreenWidth() / 2 - 1, 0, GetScreenWidth() / 2 - 1,
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@ -250,10 +259,9 @@ 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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const std::unordered_set<State> &winning_states)
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-> 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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ZoneScoped;
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BeginTextureMode(menu_target);
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@ -277,8 +285,8 @@ 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(),
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state.winning_states.size()),
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DARKGREEN);
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draw_btn(
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0, 1,
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@ -294,21 +302,21 @@ auto Renderer::DrawMenu(const MassSpringSystem &mass_springs,
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draw_btn(1, 2, std::format("Print Board State to Console (P)"), DARKBLUE);
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draw_btn(2, 0,
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std::format("Preset (M/N): {}, {} (F)", current_preset,
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current_state.restricted ? "Restricted" : "Free"),
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std::format("Preset (M/N): {}, {} (F)", state.current_preset,
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state.current_state.restricted ? "Restricted" : "Free"),
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DARKPURPLE);
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draw_btn(2, 1, std::format("Populate Graph (G), Clear Graph (C)"),
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DARKPURPLE);
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draw_btn(2, 2,
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std::format("Mark (I): {} / Connect (O): {}", mark_solutions,
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connect_solutions),
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std::format("Mark (I): {} / Connect (O): {}", input.mark_solutions,
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input.connect_solutions),
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DARKPURPLE);
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DrawLine(0, MENU_HEIGHT - 1, GetScreenWidth(), MENU_HEIGHT - 1, BLACK);
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EndTextureMode();
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}
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auto Renderer::DrawTextures() -> void {
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auto Renderer::DrawTextures(float ups) -> void {
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BeginDrawing();
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DrawTextureRec(menu_target.texture,
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Rectangle(0, 0, menu_target.texture.width,
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@ -322,7 +330,9 @@ auto Renderer::DrawTextures() -> void {
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Rectangle(0, 0, render_target.texture.width,
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-1 * render_target.texture.height),
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Vector2(GetScreenWidth() / 2.0, MENU_HEIGHT), WHITE);
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DrawFPS(GetScreenWidth() / 2 + 10, MENU_HEIGHT + 10);
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DrawText(TextFormat("%.0f UPS", ups), GetScreenWidth() / 2 + 120,
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MENU_HEIGHT + 10, 20, ORANGE);
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EndDrawing();
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FrameMark;
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}
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