wip: wait until data is ready and has been consumed (couples physics and rendering thread again)
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@ -33,8 +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 std::vector<Mass> &masses)
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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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@ -48,16 +47,14 @@ auto Renderer::AllocateGraphInstancing(const std::vector<Mass> &masses)
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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(masses.size() * sizeof(Matrix));
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transforms_size = 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 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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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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@ -76,9 +73,9 @@ auto Renderer::DrawMassSprings(
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ZoneNamedN(prepare_masses, "PrepareMasses", true);
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if (masses.size() < DRAW_VERTICES_LIMIT) {
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if (transforms == nullptr) {
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AllocateGraphInstancing(masses);
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AllocateGraphInstancing(masses.size());
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}
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ReallocateGraphInstancingIfNecessary(masses);
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ReallocateGraphInstancingIfNecessary(masses.size());
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int i = 0;
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for (const auto &mass : masses) {
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