remove batched rendering code
This commit is contained in:
@ -4,8 +4,6 @@
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#include <raylib.h>
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#define PRINT_TIMINGS
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// #define BATCHING
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#define INSTANCING // Fastest (so far)
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// #define WEB
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// Window
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@ -51,10 +51,6 @@ private:
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Material vertex_mat;
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// Batching
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float *cube;
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Mesh graph;
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// Instancing
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int transforms_size;
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Matrix *transforms;
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@ -68,8 +64,8 @@ public:
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public:
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Renderer()
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: camera(OrbitCamera3D(Vector3(0, 0, 0), CAMERA_DISTANCE)),
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mark_solutions(false), connect_solutions(false), cube(nullptr),
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transforms_size(0), transforms(nullptr) {
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mark_solutions(false), connect_solutions(false), transforms_size(0),
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transforms(nullptr) {
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render_target = LoadRenderTexture(GetScreenWidth() / 2.0,
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GetScreenHeight() - MENU_HEIGHT);
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klotski_target = LoadRenderTexture(GetScreenWidth() / 2.0,
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@ -92,12 +88,6 @@ public:
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UnloadMaterial(vertex_mat);
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// Batching
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if (cube != nullptr) {
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MemFree(cube);
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UnloadMesh(graph);
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}
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// Instancing
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if (transforms != nullptr) {
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MemFree(transforms);
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@ -108,26 +98,18 @@ public:
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}
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}
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public:
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auto UpdateCamera(const MassSpringSystem &mass_springs,
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const State ¤t_state) -> void;
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auto UpdateTextureSizes() -> void;
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#ifdef BATCHING
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auto AllocateGraphBatching() -> void;
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auto ReallocateGraphBatchingIfNecessary(const MassSpringSystem &mass_springs)
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-> void;
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#endif
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#ifdef INSTANCING
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private:
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auto AllocateGraphInstancing(const MassSpringSystem &mass_springs) -> void;
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auto
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ReallocateGraphInstancingIfNecessary(const MassSpringSystem &mass_springs)
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-> void;
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#endif
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public:
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auto UpdateCamera(const MassSpringSystem &mass_springs,
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const State ¤t_state) -> void;
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auto UpdateTextureSizes() -> void;
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auto DrawMassSprings(const MassSpringSystem &mass_springs,
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const State ¤t_state,
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114
src/renderer.cpp
114
src/renderer.cpp
@ -117,58 +117,6 @@ auto Renderer::UpdateTextureSizes() -> void {
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menu_target = LoadRenderTexture(width * 2, MENU_HEIGHT);
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}
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#ifdef BATCHING
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auto Renderer::AllocateGraphBatching() -> void {
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int vertices = 36;
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int max_masses = 100000;
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graph = {0};
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graph.vertexCount = max_masses * vertices;
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graph.triangleCount = max_masses * 12;
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graph.vertices = (float *)MemAlloc(graph.vertexCount * 3 * sizeof(float));
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memset(graph.vertices, 0, graph.vertexCount * 3 * sizeof(float));
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UploadMesh(&graph, true);
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Mesh indexed_cube = GenMeshCube(VERTEX_SIZE, VERTEX_SIZE, VERTEX_SIZE);
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cube = (float *)MemAlloc(indexed_cube.triangleCount * 3 * 3 * sizeof(float));
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for (int i = 0; i < indexed_cube.triangleCount * 3; ++i) {
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int idx = indexed_cube.indices[i];
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cube[i * 3 + 0] = indexed_cube.vertices[idx * 3 + 0];
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cube[i * 3 + 1] = indexed_cube.vertices[idx * 3 + 1];
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cube[i * 3 + 2] = indexed_cube.vertices[idx * 3 + 2];
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}
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UnloadMesh(indexed_cube);
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std::cout << "Allocated graph mesh." << std::endl;
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}
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auto Renderer::ReallocateGraphBatchingIfNecessary(
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const MassSpringSystem &mass_springs) -> void {
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if (graph.vertexCount / 3 > mass_springs.masses.size()) {
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return;
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}
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int vertices = 36;
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int max_masses = mass_springs.masses.size() * 2;
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UnloadMesh(graph);
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graph = {0};
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graph.vertexCount = max_masses * vertices;
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graph.triangleCount = max_masses * 12;
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graph.vertices = (float *)MemAlloc(graph.vertexCount * 3 * sizeof(float));
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memset(graph.vertices, 0, graph.vertexCount * 3 * sizeof(float));
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UploadMesh(&graph, true);
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std::cout << "Reallocated graph mesh." << std::endl;
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}
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#endif
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#ifdef INSTANCING
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auto Renderer::AllocateGraphInstancing(const MassSpringSystem &mass_springs)
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-> void {
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cube_instance = GenMeshCube(VERTEX_SIZE, VERTEX_SIZE, VERTEX_SIZE);
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@ -194,12 +142,24 @@ auto Renderer::ReallocateGraphInstancingIfNecessary(
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transforms_size = mass_springs.masses.size();
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}
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}
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#endif
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auto Renderer::DrawMassSprings(const MassSpringSystem &mass_springs,
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const State ¤t_state,
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const std::unordered_set<State> &winning_states)
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-> void {
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// Prepare cube instancing
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if (transforms == nullptr) {
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AllocateGraphInstancing(mass_springs);
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}
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ReallocateGraphInstancingIfNecessary(mass_springs);
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int i = 0;
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for (const auto &[state, 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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++i;
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}
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BeginTextureMode(render_target);
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ClearBackground(RAYWHITE);
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@ -217,56 +177,8 @@ auto Renderer::DrawMassSprings(const MassSpringSystem &mass_springs,
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rlEnd();
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// Draw masses (instanced)
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#ifdef INSTANCING
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if (transforms == nullptr) {
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AllocateGraphInstancing(mass_springs);
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}
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ReallocateGraphInstancingIfNecessary(mass_springs);
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int i = 0;
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for (const auto &[state, 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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++i;
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}
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DrawMeshInstanced(cube_instance, vertex_mat, transforms,
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mass_springs.masses.size());
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#endif
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// Draw masses (batched)
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#ifdef BATCHING
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if (cube == nullptr) {
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AllocateGraphBatching();
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}
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ReallocateGraphBatchingIfNecessary(mass_springs);
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int vertices = 36;
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int current_size = mass_springs.masses.size();
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int i = 0;
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for (const auto &[state, mass] : mass_springs.masses) {
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for (int v = 0; v < vertices; ++v) {
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int dst = (i * vertices + v) * 3;
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int src = v * 3;
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graph.vertices[dst + 0] = cube[src + 0] + mass.position.x;
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graph.vertices[dst + 1] = cube[src + 1] + mass.position.y;
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graph.vertices[dst + 2] = cube[src + 2] + mass.position.z;
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}
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++i;
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}
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UpdateMeshBuffer(graph, 0, graph.vertices,
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current_size * vertices * 3 * sizeof(float), 0);
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// Temporarily reduce the vertex count to the used part (we overallocate)
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int full_size = graph.vertexCount;
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graph.vertexCount = current_size * vertices;
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graph.triangleCount = current_size * 12;
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DrawMesh(graph, vertex_mat, MatrixIdentity());
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// Restore the vertex count
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graph.vertexCount = full_size;
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graph.triangleCount = full_size / 3;
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#endif
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// Mark current state
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const Mass ¤t_mass = mass_springs.GetMass(current_state);
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