Add GPU instance setup
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1 changed files with 95 additions and 27 deletions
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@ -16,6 +16,7 @@ const CYAN = rl.Color{ .r = 0, .g = 255, .b = 255, .a = 255 };
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// entity rendering
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const ENTITY_RADIUS: f32 = 4.0;
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const TEXTURE_SIZE: i32 = 16; // must be >= 2 * radius
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const MESH_SIZE: f32 = @floatFromInt(TEXTURE_SIZE); // match texture size
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// logging thresholds
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const TARGET_FRAME_MS: f32 = 16.7; // 60fps
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@ -129,15 +130,38 @@ fn createCircleTexture() ?rl.Texture2D {
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return target.texture;
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}
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fn createOrthoCamera() rl.Camera3D {
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// orthographic camera looking down -Y axis at XZ plane
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// positioned to match 2D screen coordinates
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const hw = @as(f32, @floatFromInt(SCREEN_WIDTH)) / 2.0;
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const hh = @as(f32, @floatFromInt(SCREEN_HEIGHT)) / 2.0;
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return .{
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.position = .{ .x = hw, .y = 1000, .z = hh },
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.target = .{ .x = hw, .y = 0, .z = hh },
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.up = .{ .x = 0, .y = 0, .z = -1 }, // -Z is up to match screen Y
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.fovy = @floatFromInt(SCREEN_HEIGHT), // ortho uses fovy as height
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.projection = .orthographic,
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};
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}
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fn createInstanceMaterial(texture: rl.Texture2D) ?rl.Material {
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var material = rl.loadMaterialDefault() catch return null;
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rl.setMaterialTexture(&material, rl.MATERIAL_MAP_DIFFUSE, texture);
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return material;
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}
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pub fn main() !void {
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// parse args
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var bench_mode = false;
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var use_instancing = false;
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var args = try std.process.argsWithAllocator(std.heap.page_allocator);
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defer args.deinit();
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_ = args.skip(); // skip program name
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while (args.next()) |arg| {
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if (std.mem.eql(u8, arg, "--bench")) {
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bench_mode = true;
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} else if (std.mem.eql(u8, arg, "--gpu")) {
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use_instancing = true;
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}
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}
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@ -162,6 +186,36 @@ pub fn main() !void {
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};
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defer rl.unloadTexture(circle_texture);
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// GPU instancing setup (only if --gpu flag)
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var quad_mesh: ?rl.Mesh = null;
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var instance_material: ?rl.Material = null;
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var ortho_camera: rl.Camera3D = undefined;
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// static buffer for transforms - allocated once, reused each frame
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var transforms: [sandbox.MAX_ENTITIES]rl.Matrix = undefined;
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if (use_instancing) {
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// create quad mesh (XZ plane, will view from above)
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quad_mesh = rl.genMeshPlane(MESH_SIZE, MESH_SIZE, 1, 1);
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rl.uploadMesh(&quad_mesh.?, false); // upload to GPU
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// material with circle texture
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instance_material = createInstanceMaterial(circle_texture) orelse {
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std.debug.print("failed to create instance material\n", .{});
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return;
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};
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// orthographic camera for 2D-like rendering
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ortho_camera = createOrthoCamera();
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std.debug.print("GPU instancing mode enabled\n", .{});
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}
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defer {
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if (quad_mesh) |*m| rl.unloadMesh(m.*);
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if (instance_material) |mat| mat.unload();
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}
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// load UI font (embedded)
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const font_data = @embedFile("verdanab.ttf");
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const ui_font = rl.loadFontFromMemory(".ttf", font_data, 32, null) catch {
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@ -242,39 +296,53 @@ pub fn main() !void {
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rl.beginDrawing();
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rl.clearBackground(BG_COLOR);
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// draw entities using rlgl quad batching
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const size = @as(f32, @floatFromInt(TEXTURE_SIZE));
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const half = size / 2.0;
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if (use_instancing) {
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// GPU instancing path
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// fill transforms array with entity positions
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for (entities.items[0..entities.count], 0..) |entity, i| {
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// entity (x, y) maps to 3D (x, 0, y) on XZ plane
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transforms[i] = rl.Matrix.translate(entity.x, 0, entity.y);
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}
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rl.gl.rlSetTexture(circle_texture.id);
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rl.gl.rlBegin(rl.gl.rl_quads);
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// draw all entities with single instanced call
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ortho_camera.begin();
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rl.drawMeshInstanced(quad_mesh.?, instance_material.?, transforms[0..entities.count]);
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ortho_camera.end();
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} else {
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// rlgl quad batching path (original)
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const size = @as(f32, @floatFromInt(TEXTURE_SIZE));
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const half = size / 2.0;
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for (entities.items[0..entities.count]) |entity| {
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// extract RGB from entity color (0xRRGGBB)
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const r: u8 = @truncate(entity.color >> 16);
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const g: u8 = @truncate(entity.color >> 8);
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const b: u8 = @truncate(entity.color);
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rl.gl.rlColor4ub(r, g, b, 255);
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rl.gl.rlSetTexture(circle_texture.id);
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rl.gl.rlBegin(rl.gl.rl_quads);
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const x1 = entity.x - half;
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const y1 = entity.y - half;
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const x2 = entity.x + half;
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const y2 = entity.y + half;
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for (entities.items[0..entities.count]) |entity| {
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// extract RGB from entity color (0xRRGGBB)
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const r: u8 = @truncate(entity.color >> 16);
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const g: u8 = @truncate(entity.color >> 8);
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const b: u8 = @truncate(entity.color);
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rl.gl.rlColor4ub(r, g, b, 255);
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// quad vertices: bottom-left, bottom-right, top-right, top-left
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rl.gl.rlTexCoord2f(0, 0);
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rl.gl.rlVertex2f(x1, y2);
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rl.gl.rlTexCoord2f(1, 0);
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rl.gl.rlVertex2f(x2, y2);
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rl.gl.rlTexCoord2f(1, 1);
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rl.gl.rlVertex2f(x2, y1);
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rl.gl.rlTexCoord2f(0, 1);
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rl.gl.rlVertex2f(x1, y1);
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const x1 = entity.x - half;
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const y1 = entity.y - half;
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const x2 = entity.x + half;
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const y2 = entity.y + half;
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// quad vertices: bottom-left, bottom-right, top-right, top-left
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rl.gl.rlTexCoord2f(0, 0);
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rl.gl.rlVertex2f(x1, y2);
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rl.gl.rlTexCoord2f(1, 0);
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rl.gl.rlVertex2f(x2, y2);
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rl.gl.rlTexCoord2f(1, 1);
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rl.gl.rlVertex2f(x2, y1);
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rl.gl.rlTexCoord2f(0, 1);
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rl.gl.rlVertex2f(x1, y1);
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}
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rl.gl.rlEnd();
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rl.gl.rlSetTexture(0);
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}
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rl.gl.rlEnd();
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rl.gl.rlSetTexture(0);
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// metrics overlay (skip in bench mode for cleaner headless run)
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if (!bench_mode) {
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ui.drawMetrics(&entities, update_time_us, render_time_us, paused, ui_font);
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