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

View File

@ -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);

View File

@ -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)