draw graph edges much faster (using raw vertex array)

This commit is contained in:
2026-03-06 21:16:57 +01:00
parent 591f018685
commit e482adbb76
8 changed files with 152 additions and 51 deletions

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@ -35,9 +35,10 @@ set(SOURCES
# Libraries
include(FetchContent)
find_package(raylib REQUIRED)
find_package(GLEW REQUIRED)
find_package(libmorton REQUIRED)
find_package(Boost COMPONENTS program_options REQUIRED)
set(LIBS raylib Boost::headers Boost::program_options)
set(LIBS raylib GLEW::GLEW Boost::headers Boost::program_options)
set(FLAGS "")
if(WIN32)

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@ -250,6 +250,7 @@ rec {
buildInputs = with pkgs; [
# C/C++:
raylib
glew
raygui
thread-pool
libmorton
@ -424,4 +425,4 @@ rec {
};
}
);
}
}

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@ -75,8 +75,9 @@ constexpr float SOFTENING = 0.05; // Barnes-Hut [0.01, 1.0]
// Graph Drawing
static const Color EDGE_COLOR = Fade(BLUE, 0.3);
constexpr int DRAW_EDGES_LIMIT = 5'000'000;
constexpr float VERTEX_SIZE = 0.75;
constexpr int DRAW_VERTICES_LIMIT = 1000000;
constexpr int DRAW_VERTICES_LIMIT = 1'000'000;
static const Color VERTEX_COLOR = Fade(BLUE, 0.8);
constexpr Color VERTEX_VISITED_COLOR = ORANGE;
constexpr Color VERTEX_START_COLOR = ORANGE;

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@ -24,10 +24,15 @@ private:
RenderTexture klotski_target = LoadRenderTexture(GetScreenWidth() / 2, GetScreenHeight() - MENU_HEIGHT);
RenderTexture menu_target = LoadRenderTexture(GetScreenWidth(), MENU_HEIGHT);
// Batching
// Edges
unsigned int edge_vao_id = 0;
unsigned int edge_vbo_id = 0;
std::vector<Vector3> edge_vertices;
Shader edge_shader = LoadShader("shader/edge_vertex.glsl", "shader/edge_fragment.glsl");
int edge_color_loc = -1;
std::vector<std::pair<Vector3, Vector3>> connections;
// Instancing
// Vertex instancing
static constexpr int INSTANCE_COLOR_ATTR = 5;
std::vector<Matrix> transforms;
std::vector<Color> colors;
@ -37,30 +42,45 @@ private:
unsigned int color_vbo_id = 0;
public:
renderer(const orbit_camera& _camera,
const state_manager& _state,
input_handler& _input,
user_interface& _gui)
// TODO: I am allocating HUGE vertex buffers instead of resizing dynamically...
// Edges: 5'000'000 * 2 * 12 Byte ~= 115 MB
// Verts: 1'000'000 * 16 Byte ~= 15 MB
// This is also allocated on the CPU by the vectors
renderer(const orbit_camera& _camera, const state_manager& _state, input_handler& _input, user_interface& _gui)
: state(_state), input(_input), gui(_gui), camera(_camera)
{
// Edges
edge_shader.locs[SHADER_LOC_VERTEX_POSITION] = GetShaderLocationAttrib(edge_shader, "vertexPosition");
edge_shader.locs[SHADER_LOC_MATRIX_MVP] = GetShaderLocation(edge_shader, "mvp");
edge_shader.locs[SHADER_LOC_COLOR_DIFFUSE] = GetShaderLocation(edge_shader, "colDiffuse");
edge_color_loc = GetShaderLocation(edge_shader, "colDiffuse");
edge_vertices.reserve(DRAW_EDGES_LIMIT * 2);
edge_vao_id = rlLoadVertexArray();
edge_vbo_id = rlLoadVertexBuffer(nullptr, DRAW_EDGES_LIMIT * 2 * sizeof(Vector3), true);
rlEnableVertexArray(edge_vao_id);
rlEnableVertexBuffer(edge_vbo_id);
rlSetVertexAttribute(0, 3, RL_FLOAT, false, sizeof(Vector3), 0);
rlEnableVertexAttribute(0);
rlDisableVertexBuffer();
rlDisableVertexArray();
// Vertex instancing
instancing_shader.locs[SHADER_LOC_MATRIX_MVP] = GetShaderLocation(instancing_shader, "mvp");
instancing_shader.locs[SHADER_LOC_MATRIX_MODEL] = GetShaderLocationAttrib(
instancing_shader,
"instanceTransform");
instancing_shader.locs[SHADER_LOC_VECTOR_VIEW] = GetShaderLocation(instancing_shader, "viewPos");
// infoln("LOC vertexPosition: {}",
// rlGetLocationAttrib(instancing_shader.id, "vertexPosition"));
// infoln("LOC instanceTransform: {}",
// rlGetLocationAttrib(instancing_shader.id, "instanceTransform"));
// infoln("LOC instanceColor: {}", rlGetLocationAttrib(instancing_shader.id, "instanceColor"));
// vertex_mat.maps[MATERIAL_MAP_DIFFUSE].color = VERTEX_COLOR;
vertex_mat.shader = instancing_shader;
transforms.reserve(DRAW_VERTICES_LIMIT);
colors.reserve(DRAW_VERTICES_LIMIT);
color_vbo_id = rlLoadVertexBuffer(colors.data(), DRAW_VERTICES_LIMIT * sizeof(Color), true);
color_vbo_id = rlLoadVertexBuffer(nullptr, DRAW_VERTICES_LIMIT * sizeof(Color), true);
rlEnableVertexArray(cube_instance.vaoId);
rlEnableVertexBuffer(color_vbo_id);
@ -83,12 +103,19 @@ public:
UnloadRenderTexture(klotski_target);
UnloadRenderTexture(menu_target);
// Edges
rlUnloadVertexArray(edge_vao_id);
rlUnloadVertexBuffer(edge_vbo_id);
UnloadShader(edge_shader);
// Instancing
UnloadMaterial(vertex_mat);
UnloadMesh(cube_instance);
// I think the shader already gets unloaded with the material?
// UnloadShader(instancing_shader);
rlUnloadVertexBuffer(color_vbo_id);
}
private:

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@ -0,0 +1,9 @@
#version 330
uniform vec4 colDiffuse;
out vec4 finalColor;
void main()
{
finalColor = colDiffuse;
}

9
shader/edge_vertex.glsl Normal file
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@ -0,0 +1,9 @@
#version 330
in vec3 vertexPosition;
uniform mat4 mvp;
void main()
{
gl_Position = mvp * vec4(vertexPosition, 1.0);
}

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@ -1,7 +1,3 @@
#include <chrono>
#include <mutex>
#include <raylib.h>
#include "config.hpp"
#include "input_handler.hpp"
#include "cpu_layout_engine.hpp"
@ -9,6 +5,10 @@
#include "state_manager.hpp"
#include "user_interface.hpp"
#include <chrono>
#include <mutex>
#include <GL/glew.h>
#include <raylib.h>
#include <filesystem>
#if not defined(_WIN32)
@ -65,6 +65,13 @@ auto ui_mode() -> int
SetConfigFlags(FLAG_WINDOW_ALWAYS_RUN);
InitWindow(INITIAL_WIDTH * 2, INITIAL_HEIGHT + MENU_HEIGHT, "MassSprings");
// GLEW setup
glewExperimental = GL_TRUE;
const GLenum glew_err = glewInit();
if (glew_err != GLEW_OK) {
TraceLog(LOG_FATAL, "Failed to initialize GLEW: %s", glewGetErrorString(glew_err));
}
// Game setup
cpu_layout_engine physics(thread_pool);
state_manager state(physics, preset_file);

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@ -4,6 +4,7 @@
#include <raylib.h>
#include <raymath.h>
#include <rlgl.h>
#include <GL/glew.h>
auto renderer::update_texture_sizes() -> void
{
@ -34,10 +35,24 @@ auto renderer::draw_mass_springs(const std::vector<Vector3>& masses) -> void
return;
}
// Prepare connection batching
// Prepare edge buffer
{
#ifdef TRACY
ZoneNamedN(prepare_connections, "PrepareConnectionsBatching", true);
ZoneNamedN(prepare_edge_buffers, "PrepareEdgeBuffers", true);
#endif
edge_vertices.clear();
for (const auto& [from, to] : state.get_links()) {
edge_vertices.push_back(masses[from]);
edge_vertices.push_back(masses[to]);
}
rlUpdateVertexBuffer(edge_vbo_id, edge_vertices.data(), edge_vertices.size() * sizeof(Vector3), 0);
}
// Prepare connection drawing
{
#ifdef TRACY
ZoneNamedN(prepare_connections, "PrepareConnectionsDrawing", true);
#endif
connections.clear();
@ -47,7 +62,6 @@ auto renderer::draw_mass_springs(const std::vector<Vector3>& masses) -> void
const Vector3& current_mass = masses[state.get_current_index()];
const Vector3& winning_mass = masses[_state];
connections.emplace_back(current_mass, winning_mass);
DrawLine3D(current_mass, winning_mass, Fade(TARGET_BLOCK_COLOR, 0.5));
}
}
}
@ -73,24 +87,26 @@ auto renderer::draw_mass_springs(const std::vector<Vector3>& masses) -> void
#endif
const Ray ray = GetScreenToWorldRayEx(
GetMousePosition() - Vector2(GetScreenWidth() / 2.0f, MENU_HEIGHT),
camera.camera, graph_target.texture.width, graph_target.texture.height);
RayCollision collision; // Ray collision hit info
camera.camera,
graph_target.texture.width,
graph_target.texture.height);
// Ray collision hit info
size_t mass = 0;
for (const auto& [x, y, z] : masses) {
collision = GetRayCollisionBox(ray,
BoundingBox{
{
x - VERTEX_SIZE / 2.0f,
y - VERTEX_SIZE / 2.0f,
z - VERTEX_SIZE / 2.0f
},
{
x + VERTEX_SIZE / 2.0f,
y + VERTEX_SIZE / 2.0f,
z + VERTEX_SIZE / 2.0f
}
});
const RayCollision collision = GetRayCollisionBox(ray,
BoundingBox{
{
x - VERTEX_SIZE / 2.0f,
y - VERTEX_SIZE / 2.0f,
z - VERTEX_SIZE / 2.0f
},
{
x + VERTEX_SIZE / 2.0f,
y + VERTEX_SIZE / 2.0f,
z + VERTEX_SIZE / 2.0f
}
});
if (collision.hit) {
input.collision_mass = mass;
break;
@ -160,23 +176,53 @@ auto renderer::draw_mass_springs(const std::vector<Vector3>& masses) -> void
ClearBackground(RAYWHITE);
BeginMode3D(camera.camera);
// Draw springs (batched)
rlDrawRenderBatchActive();
// Draw edges
{
#ifdef TRACY
ZoneNamedN(draw_springs, "DrawSprings", true);
#endif
rlBegin(RL_LINES);
for (const auto& [from, to] : state.get_links()) {
if (masses.size() > from && masses.size() > to) {
const auto& [ax, ay, az] = masses[from];
const auto& [bx, by, bz] = masses[to];
rlColor4ub(EDGE_COLOR.r, EDGE_COLOR.g, EDGE_COLOR.b, EDGE_COLOR.a);
rlVertex3f(ax, ay, az);
rlVertex3f(bx, by, bz);
}
}
rlEnd();
rlEnableShader(edge_shader.id);
Matrix modelview = rlGetMatrixModelview();
Matrix projection = rlGetMatrixProjection();
Matrix mvp = MatrixMultiply(modelview, projection);
rlSetUniformMatrix(edge_shader.locs[SHADER_LOC_MATRIX_MVP], mvp);
const std::array<float, 4> edge_color = {
EDGE_COLOR.r / 255.0f,
EDGE_COLOR.g / 255.0f,
EDGE_COLOR.b / 255.0f,
EDGE_COLOR.a / 255.0f
};
rlSetUniform(edge_color_loc, edge_color.data(), SHADER_UNIFORM_VEC4, 1);
glBindVertexArray(edge_vao_id);
glDrawArrays(GL_LINES, 0, edge_vertices.size());
glBindVertexArray(0);
rlDisableShader();
// This draws triangles:
// rlEnableVertexArray(edge_vao_id);
// rlColor4ub(EDGE_COLOR.r, EDGE_COLOR.g, EDGE_COLOR.b, EDGE_COLOR.a);
// rlDrawVertexArray(0, edge_vertices.size());
// rlDisableVertexArray();
// This is fucking slow:
// rlBegin(RL_LINES);
// for (const auto& [from, to] : state.get_links()) {
// if (masses.size() > from && masses.size() > to) {
// const auto& [ax, ay, az] = masses[from];
// const auto& [bx, by, bz] = masses[to];
// rlColor4ub(EDGE_COLOR.r, EDGE_COLOR.g, EDGE_COLOR.b, EDGE_COLOR.a);
// rlVertex3f(ax, ay, az);
// rlVertex3f(bx, by, bz);
// }
// }
// rlEnd();
}
// Draw masses (instanced)