Files
cpp-masssprings/src/renderer.cpp

339 lines
12 KiB
C++

#include "renderer.hpp"
#include "config.hpp"
#include "puzzle.hpp"
#include "tracy.hpp"
#include <algorithm>
#include <format>
#include <raylib.h>
#include <raymath.h>
#include <rlgl.h>
#include <tracy/Tracy.hpp>
#ifdef BATCHING
#include <cstring>
#endif
auto Renderer::UpdateTextureSizes() -> void {
if (!IsWindowResized()) {
return;
}
UnloadRenderTexture(render_target);
UnloadRenderTexture(klotski_target);
UnloadRenderTexture(menu_target);
int width = GetScreenWidth() / 2.0;
int height = GetScreenHeight() - MENU_HEIGHT;
render_target = LoadRenderTexture(width, height);
klotski_target = LoadRenderTexture(width, height);
menu_target = LoadRenderTexture(width * 2, MENU_HEIGHT);
}
auto Renderer::AllocateGraphInstancing(std::size_t size) -> void {
cube_instance = GenMeshCube(VERTEX_SIZE, VERTEX_SIZE, VERTEX_SIZE);
instancing_shader = LoadShader("shader/instancing_vertex.glsl",
"shader/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 = LoadMaterialDefault();
vertex_mat.maps[MATERIAL_MAP_DIFFUSE].color = VERTEX_COLOR;
vertex_mat.shader = instancing_shader;
transforms = (Matrix *)MemAlloc(size * sizeof(Matrix));
transforms_size = size;
}
auto Renderer::ReallocateGraphInstancingIfNecessary(std::size_t size) -> void {
if (transforms_size != size) {
transforms = (Matrix *)MemRealloc(transforms, size * sizeof(Matrix));
transforms_size = size;
}
}
auto Renderer::DrawMassSprings(
const std::vector<Vector3> &masses,
const std::vector<std::pair<std::size_t, std::size_t>> &springs) -> void {
ZoneScoped;
// Prepare cube instancing
{
ZoneNamedN(prepare_masses, "PrepareMasses", true);
if (masses.size() < DRAW_VERTICES_LIMIT) {
if (transforms == nullptr) {
AllocateGraphInstancing(masses.size());
}
ReallocateGraphInstancingIfNecessary(masses.size());
int i = 0;
for (const Vector3 &mass : masses) {
transforms[i] = MatrixTranslate(mass.x, mass.y, mass.z);
++i;
}
}
}
BeginTextureMode(render_target);
ClearBackground(RAYWHITE);
BeginMode3D(camera.camera);
// Draw springs (batched)
{
ZoneNamedN(draw_springs, "DrawSprings", true);
rlBegin(RL_LINES);
for (const auto &[from, to] : springs) {
if (masses.size() > from && masses.size() > to) {
const Vector3 &a = masses.at(from);
const Vector3 &b = masses.at(to);
rlColor4ub(EDGE_COLOR.r, EDGE_COLOR.g, EDGE_COLOR.b, EDGE_COLOR.a);
rlVertex3f(a.x, a.y, a.z);
rlVertex3f(b.x, b.y, b.z);
}
}
rlEnd();
}
// Draw masses (instanced)
{
ZoneNamedN(draw_masses, "DrawMasses", true);
if (masses.size() < DRAW_VERTICES_LIMIT) {
// NOTE: I don't know if drawing all this inside a shader would make it
// much faster... The amount of data sent to the GPU would be
// reduced (just positions instead of matrices), but is this
// noticable for < 100000 cubes?
DrawMeshInstanced(cube_instance, vertex_mat, transforms, masses.size());
}
}
// Mark winning states
if (input.mark_solutions || input.connect_solutions) {
for (const State &_state : state.winning_states) {
std::size_t winning_index = state.states.at(_state);
if (masses.size() > winning_index) {
const Vector3 &winning_mass = masses.at(winning_index);
if (input.mark_solutions) {
DrawCube(winning_mass, 2 * VERTEX_SIZE, 2 * VERTEX_SIZE,
2 * VERTEX_SIZE, BLUE);
}
std::size_t current_index = state.CurrentMassIndex();
if (input.connect_solutions && masses.size() > current_index) {
const Vector3 &current_mass = masses.at(current_index);
DrawLine3D(winning_mass, current_mass, PURPLE);
}
}
}
}
// Mark visited states
for (const State &_state : state.visited_states) {
std::size_t visited_index = state.states.at(_state);
if (masses.size() > visited_index) {
const Vector3 &visited_mass = masses.at(visited_index);
DrawCube(visited_mass, VERTEX_SIZE * 1.5, VERTEX_SIZE * 1.5,
VERTEX_SIZE * 1.5, PURPLE);
}
}
// Mark starting state
std::size_t starting_index = state.states.at(state.starting_state);
if (masses.size() > starting_index) {
const Vector3 &starting_mass = masses.at(starting_index);
DrawCube(starting_mass, VERTEX_SIZE * 2, VERTEX_SIZE * 2, VERTEX_SIZE * 2,
ORANGE);
}
// Mark current state
std::size_t current_index = state.states.at(state.current_state);
if (masses.size() > current_index) {
const Vector3 &current_mass = masses.at(current_index);
DrawCube(current_mass, VERTEX_SIZE * 2, VERTEX_SIZE * 2, VERTEX_SIZE * 2,
RED);
}
// DrawCubeWires(current_mass.position, REPULSION_RANGE, REPULSION_RANGE,
// REPULSION_RANGE, BLACK);
// DrawGrid(100, 1.0);
// DrawSphere(camera.target, VERTEX_SIZE, ORANGE);
EndMode3D();
DrawLine(0, 0, 0, GetScreenHeight() - MENU_HEIGHT, BLACK);
EndTextureMode();
}
auto Renderer::DrawKlotski() -> void {
ZoneScoped;
BeginTextureMode(klotski_target);
ClearBackground(RAYWHITE);
// Draw Board
const int board_width = GetScreenWidth() / 2 - 2 * BOARD_PADDING;
const int board_height = GetScreenHeight() - MENU_HEIGHT - 2 * BOARD_PADDING;
int block_size = std::min(board_width / state.current_state.width,
board_height / state.current_state.height) -
2 * BLOCK_PADDING;
int x_offset = (board_width - (block_size + 2 * BLOCK_PADDING) *
state.current_state.width) /
2.0;
int y_offset = (board_height - (block_size + 2 * BLOCK_PADDING) *
state.current_state.height) /
2.0;
DrawRectangle(0, 0, GetScreenWidth() / 2, GetScreenHeight() - MENU_HEIGHT,
RAYWHITE);
DrawRectangle(x_offset, y_offset,
board_width - 2 * x_offset + 2 * BOARD_PADDING,
board_height - 2 * y_offset + 2 * BOARD_PADDING,
state.CurrentWinCondition()(state.current_state)
? GREEN
: (state.current_state.restricted ? DARKGRAY : LIGHTGRAY));
for (int x = 0; x < state.current_state.width; ++x) {
for (int y = 0; y < state.current_state.height; ++y) {
DrawRectangle(x_offset + BOARD_PADDING + x * BLOCK_PADDING * 2 +
BLOCK_PADDING + x * block_size,
y_offset + BOARD_PADDING + y * BLOCK_PADDING * 2 +
BLOCK_PADDING + y * block_size,
block_size, block_size, WHITE);
}
}
// Draw Blocks
for (Block block : state.current_state) {
Color c = BLOCK_COLOR;
if (block.Covers(input.sel_x, input.sel_y)) {
c = HL_BLOCK_COLOR;
}
if (block.target) {
if (block.Covers(input.sel_x, input.sel_y)) {
c = HL_TARGET_BLOCK_COLOR;
} else {
c = TARGET_BLOCK_COLOR;
}
}
DrawRectangle(x_offset + BOARD_PADDING + block.x * BLOCK_PADDING * 2 +
BLOCK_PADDING + block.x * block_size,
y_offset + BOARD_PADDING + block.y * BLOCK_PADDING * 2 +
BLOCK_PADDING + block.y * block_size,
block.width * block_size + block.width * 2 * BLOCK_PADDING -
2 * BLOCK_PADDING,
block.height * block_size + block.height * 2 * BLOCK_PADDING -
2 * BLOCK_PADDING,
c);
if (block.Covers(input.hov_x, input.hov_y)) {
DrawRectangleLinesEx(
Rectangle(x_offset + BOARD_PADDING + block.x * BLOCK_PADDING * 2 +
BLOCK_PADDING + block.x * block_size,
y_offset + BOARD_PADDING + block.y * BLOCK_PADDING * 2 +
BLOCK_PADDING + block.y * block_size,
block.width * block_size + block.width * 2 * BLOCK_PADDING -
2 * BLOCK_PADDING,
block.height * block_size +
block.height * 2 * BLOCK_PADDING - 2 * BLOCK_PADDING),
2.0, BLACK);
}
}
// Draw editing starting position
if (input.block_add_x >= 0 && input.block_add_y >= 0) {
DrawCircle(
x_offset + BOARD_PADDING + input.block_add_x * BLOCK_PADDING * 2 +
BLOCK_PADDING + input.block_add_x * block_size + block_size / 2,
y_offset + BOARD_PADDING + input.block_add_y * BLOCK_PADDING * 2 +
BLOCK_PADDING + input.block_add_y * block_size + block_size / 2,
block_size / 10.0, Fade(BLACK, 0.5));
}
DrawLine(GetScreenWidth() / 2 - 1, 0, GetScreenWidth() / 2 - 1,
GetScreenHeight() - MENU_HEIGHT, BLACK);
EndTextureMode();
}
auto Renderer::DrawMenu(
const std::vector<Vector3> &masses,
const std::vector<std::pair<std::size_t, std::size_t>> &springs) -> void {
ZoneScoped;
BeginTextureMode(menu_target);
ClearBackground(RAYWHITE);
float btn_width =
static_cast<float>(GetScreenWidth() - (MENU_COLS * MENU_PAD + MENU_PAD)) /
MENU_COLS;
float btn_height =
static_cast<float>(MENU_HEIGHT - (MENU_ROWS * MENU_PAD + MENU_PAD)) /
MENU_ROWS;
auto draw_btn = [&](int x, int y, std::string text, Color color) {
int posx = MENU_PAD + x * (MENU_PAD + btn_width);
int posy = MENU_PAD + y * (MENU_PAD + btn_height);
DrawRectangle(posx, posy, btn_width, btn_height, Fade(color, 0.6));
DrawRectangleLines(posx, posy, btn_width, btn_height, color);
DrawText(text.data(), posx + BUTTON_PAD, posy + BUTTON_PAD,
btn_height - 2 * BUTTON_PAD, WHITE);
};
draw_btn(0, 0,
std::format("States: {}, Transitions: {}, Winning: {}",
masses.size(), springs.size(),
state.winning_states.size()),
DARKGREEN);
draw_btn(
0, 1,
std::format("Camera Distance (SHIFT for Fast Zoom): {}", camera.distance),
DARKGREEN);
draw_btn(
0, 2,
std::format("Lock Camera to Current State (L): {}", camera.target_lock),
DARKGREEN);
draw_btn(1, 0, std::format("Reset State (R)"), DARKBLUE);
draw_btn(1, 1, std::format("Add/Remove Col/Row (Arrow Keys)"), DARKBLUE);
draw_btn(1, 2, std::format("Print Board State to Console (P)"), DARKBLUE);
draw_btn(2, 0,
std::format("Preset (M/N): {}, {} (F)", state.current_preset,
state.current_state.restricted ? "Restricted" : "Free"),
DARKPURPLE);
draw_btn(2, 1, std::format("Populate Graph (G), Clear Graph (C)"),
DARKPURPLE);
draw_btn(2, 2,
std::format("Mark (I): {} / Connect (O): {}", input.mark_solutions,
input.connect_solutions),
DARKPURPLE);
DrawLine(0, MENU_HEIGHT - 1, GetScreenWidth(), MENU_HEIGHT - 1, BLACK);
EndTextureMode();
}
auto Renderer::DrawTextures(float ups) -> void {
BeginDrawing();
DrawTextureRec(menu_target.texture,
Rectangle(0, 0, menu_target.texture.width,
-1 * menu_target.texture.height),
Vector2(0, 0), WHITE);
DrawTextureRec(klotski_target.texture,
Rectangle(0, 0, klotski_target.texture.width,
-1 * klotski_target.texture.height),
Vector2(0, MENU_HEIGHT), WHITE);
DrawTextureRec(render_target.texture,
Rectangle(0, 0, render_target.texture.width,
-1 * render_target.texture.height),
Vector2(GetScreenWidth() / 2.0, MENU_HEIGHT), WHITE);
DrawFPS(GetScreenWidth() / 2 + 10, MENU_HEIGHT + 10);
DrawText(TextFormat("%.0f UPS", ups), GetScreenWidth() / 2 + 120,
MENU_HEIGHT + 10, 20, ORANGE);
EndDrawing();
}