improve rendering performance even more by using instanced rendering

This commit is contained in:
2026-02-22 02:49:30 +01:00
parent 12a96cba66
commit 9446e1b86c
6 changed files with 125 additions and 17 deletions

View File

@ -43,8 +43,8 @@ auto main(int argc, char *argv[]) -> int {
#endif
// RayLib window setup
SetTraceLogLevel(LOG_ERROR);
SetConfigFlags(FLAG_VSYNC_HINT);
// SetTraceLogLevel(LOG_ERROR);
// SetConfigFlags(FLAG_VSYNC_HINT);
SetConfigFlags(FLAG_MSAA_4X_HINT);
SetConfigFlags(FLAG_WINDOW_RESIZABLE);
SetConfigFlags(FLAG_WINDOW_ALWAYS_RUN);
@ -105,7 +105,6 @@ auto main(int argc, char *argv[]) -> int {
renderer.UpdateCamera(mass_springs, state.current_state);
renderer.UpdateTextureSizes();
renderer.ReallocateGraphMeshIfNecessary(mass_springs);
renderer.DrawMassSprings(mass_springs, state.current_state,
state.winning_states);

View File

@ -114,7 +114,8 @@ auto Renderer::UpdateTextureSizes() -> void {
menu_target = LoadRenderTexture(width * 2, MENU_HEIGHT);
}
auto Renderer::AllocateGraphMesh() -> void {
#ifdef BATCHING
auto Renderer::AllocateGraphBatching() -> void {
int vertices = 36;
int max_masses = 100000;
@ -137,13 +138,10 @@ auto Renderer::AllocateGraphMesh() -> void {
}
UnloadMesh(indexed_cube);
mat = LoadMaterialDefault();
mat.maps[MATERIAL_MAP_DIFFUSE].color = VERTEX_COLOR;
std::cout << "Allocated graph mesh." << std::endl;
}
auto Renderer::ReallocateGraphMeshIfNecessary(
auto Renderer::ReallocateGraphBatchingIfNecessary(
const MassSpringSystem &mass_springs) -> void {
if (graph.vertexCount / 3 > mass_springs.masses.size()) {
return;
@ -165,6 +163,35 @@ auto Renderer::ReallocateGraphMeshIfNecessary(
std::cout << "Reallocated graph mesh." << std::endl;
}
#endif
#ifdef INSTANCING
auto Renderer::AllocateGraphInstancing(const MassSpringSystem &mass_springs)
-> void {
cube_instance = GenMeshCube(VERTEX_SIZE, VERTEX_SIZE, VERTEX_SIZE);
instancing_shader =
LoadShader("instancing_vertex.glsl", "instancing_fragment.glsl");
instancing_shader.locs[SHADER_LOC_MATRIX_MVP] =
GetShaderLocation(instancing_shader, "mvp");
instancing_shader.locs[SHADER_LOC_VECTOR_VIEW] =
GetShaderLocation(instancing_shader, "viewPos");
vertex_mat.shader = instancing_shader;
transforms = (Matrix *)MemAlloc(mass_springs.masses.size() * sizeof(Matrix));
transforms_size = mass_springs.masses.size();
}
auto Renderer::ReallocateGraphInstancingIfNecessary(
const MassSpringSystem &mass_springs) -> void {
if (transforms_size != mass_springs.masses.size()) {
transforms = (Matrix *)MemRealloc(transforms, mass_springs.masses.size() *
sizeof(Matrix));
transforms_size = mass_springs.masses.size();
}
}
#endif
auto Renderer::DrawMassSprings(const MassSpringSystem &mass_springs,
const State &current_state,
@ -186,7 +213,30 @@ auto Renderer::DrawMassSprings(const MassSpringSystem &mass_springs,
}
rlEnd();
// Draw masses (instanced)
#ifdef INSTANCING
if (transforms == nullptr) {
AllocateGraphInstancing(mass_springs);
}
ReallocateGraphInstancingIfNecessary(mass_springs);
int i = 0;
for (const auto &[state, mass] : mass_springs.masses) {
transforms[i] =
MatrixTranslate(mass.position.x, mass.position.y, mass.position.z);
++i;
}
DrawMeshInstanced(cube_instance, vertex_mat, transforms,
mass_springs.masses.size());
#endif
// Draw masses (batched)
#ifdef BATCHING
if (cube == nullptr) {
AllocateGraphBatching();
}
ReallocateGraphBatchingIfNecessary(mass_springs);
int vertices = 36;
int current_size = mass_springs.masses.size();
int i = 0;
@ -208,11 +258,12 @@ auto Renderer::DrawMassSprings(const MassSpringSystem &mass_springs,
graph.vertexCount = current_size * vertices;
graph.triangleCount = current_size * 12;
DrawMesh(graph, mat, MatrixIdentity());
DrawMesh(graph, vertex_mat, MatrixIdentity());
// Restore the vertex count
graph.vertexCount = full_size;
graph.triangleCount = full_size / 3;
#endif
// Mark current state
const Mass &current_mass = mass_springs.GetMass(current_state);