merge: issue/0049c-graph-renderer-tier1 — RGBA8 + orphan + frustum cull + auto-pause helper
This commit is contained in:
@@ -208,13 +208,13 @@ void demo_graph() {
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const float per_node = s_graph.node_count > 0
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? s_state.layout_energy / (float)s_graph.node_count
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: 0.0f;
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if (per_node < k_pause_per_node) {
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if (++s_low_energy_frames >= k_pause_after_frames) {
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s_state.layout_running = false;
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s_low_energy_frames = 0;
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}
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} else {
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s_low_energy_frames = 0;
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if (per_node < k_pause_per_node) ++s_low_energy_frames;
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else s_low_energy_frames = 0;
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if (graph_force_layout_should_pause(s_low_energy_frames,
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k_pause_after_frames)) {
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s_state.layout_running = false;
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s_low_energy_frames = 0;
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}
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} else {
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s_low_energy_frames = 0;
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@@ -357,6 +357,11 @@ void graph_layout_circular(GraphData& graph, float radius) {
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graph.update_bounds();
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}
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bool graph_force_layout_should_pause(int consecutive_low_frames, int min_consecutive) {
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if (min_consecutive <= 0) return true;
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return consecutive_low_frames >= min_consecutive;
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}
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void graph_layout_grid(GraphData& graph, float spacing) {
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if (graph.node_count <= 0) return;
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int cols = (int)std::ceil(std::sqrt((float)graph.node_count));
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@@ -25,3 +25,19 @@ void graph_force_layout_reset(GraphData& graph, float spread = 200.0f);
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// Preset layouts (non-iterative, instant positioning)
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void graph_layout_circular(GraphData& graph, float radius = 100.0f);
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void graph_layout_grid(GraphData& graph, float spacing = 20.0f);
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// Auto-pause helper. Pure: el caller mantiene `consecutive_low_frames` y se
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// encarga de incrementarlo / ponerlo a cero cada frame.
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//
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// Patron de uso tipico:
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// static int low = 0;
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// float energy = graph_force_layout_step(g, cfg);
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// float per_node = g.node_count > 0 ? energy / g.node_count : 0.0f;
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// if (per_node < threshold) low++; else low = 0;
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// if (graph_force_layout_should_pause(low, min_consecutive)) running = false;
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//
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// Devuelve `true` si la energia ha caido por debajo del umbral durante al
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// menos `min_consecutive` frames consecutivos. La firma toma `low_frames`
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// directamente (en lugar de manejar el contador internamente) para que la
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// funcion sea pura — facil de testear y sin estado oculto.
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bool graph_force_layout_should_pause(int consecutive_low_frames, int min_consecutive);
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@@ -3,7 +3,7 @@ name: graph_force_layout
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kind: function
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lang: cpp
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domain: viz
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version: "1.0.0"
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version: "1.1.0"
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purity: pure
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signature: "float graph_force_layout_step(GraphData& graph, const ForceLayoutConfig& config)"
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description: "Layout force-directed con aproximacion Barnes-Hut para grafos grandes, ejecuta un paso de simulacion por llamada"
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@@ -14,9 +14,9 @@ returns: []
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returns_optional: false
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error_type: ""
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imports: []
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tested: false
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tests: []
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test_file_path: ""
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tested: true
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tests: ["should_pause threshold", "should_pause requires consecutive frames", "should_pause emulating low->high->low sequence"]
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test_file_path: "cpp/tests/test_graph_should_pause.cpp"
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file_path: "cpp/functions/viz/graph_force_layout.cpp"
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framework: imgui
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params:
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@@ -54,6 +54,10 @@ graph_layout_circular(graph, 150.0f);
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// Layout en grid instantaneo
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graph_layout_grid(graph, 25.0f);
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// Auto-pause: parar la simulacion cuando la energia se ha estabilizado.
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// Pure: el caller mantiene el contador, la funcion solo decide.
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// bool graph_force_layout_should_pause(int low_frames, int min_consecutive);
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```
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## Ejemplo de uso tipico (loop ImGui)
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@@ -61,20 +65,37 @@ graph_layout_grid(graph, 25.0f);
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```cpp
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static ForceLayoutConfig cfg;
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static bool running = true;
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static int low_frames = 0;
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const int k_min_consecutive = 30;
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const float k_threshold_per_node = 0.001f;
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if (running) {
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float energy = graph_force_layout_step(my_graph, cfg);
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if (energy < 0.01f) running = false; // convergido
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float per_node = my_graph.node_count > 0
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? energy / my_graph.node_count : 0.0f;
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if (per_node < k_threshold_per_node) ++low_frames;
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else low_frames = 0;
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if (graph_force_layout_should_pause(low_frames, k_min_consecutive)) {
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running = false;
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low_frames = 0;
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}
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}
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```
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## Notas de implementacion
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- El quadtree usa un pool estatico de `1 << 20` (~1M) celdas. Para grafos de >500K nodos
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se recomienda reducir `MAX_QUAD_NODES` o aumentarlo segun memoria disponible.
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- La pila de traversal en `quad_force` es tambien estatica (`static int stack[]`); no es
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thread-safe si se llama desde multiples hilos simultaneamente.
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- El quadtree usa un pool dinamico (`std::vector<QuadNode>`) que se redimensiona una vez
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por step a `5*N + 1024` celdas. La pila de traversal en `quad_force` es local en pila
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(256 entradas) — thread-safe bajo OpenMP.
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- `graph_force_layout_reset` usa `rand()`. Para reproducibilidad llama `srand(seed)` antes.
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- Los buffers de fuerza (`fx_buf`, `fy_buf`) se realocan una sola vez cuando el conteo de
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nodos supera la capacidad previa; en el uso normal (tamano fijo) no hay allocaciones
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por frame.
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## Notas de version
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- **v1.1** (2026-04-29, issue 0049c): añade el helper puro
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`graph_force_layout_should_pause(low_frames, min_consecutive)` para que las apps
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detecten convergencia sin replicar el contador por todas partes. Sin cambios en
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`graph_force_layout_step` ni en la API existente. Test:
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`cpp/tests/test_graph_should_pause.cpp`.
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@@ -8,7 +8,9 @@
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#include <cstdlib>
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#include <cstring>
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#include <cstdio>
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#include <cstddef>
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#include <cmath>
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#include <algorithm>
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// ---------------------------------------------------------------------------
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// Community palette (ABGR packed, 10 colors)
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@@ -26,6 +28,24 @@ static const uint32_t k_palette[10] = {
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0xFF607D8B // blue-grey
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};
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// ---------------------------------------------------------------------------
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// Per-instance / per-vertex data layouts
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// ---------------------------------------------------------------------------
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// Tier 1 packing: el color va como uint32 unico en lugar de 4 floats. Reduce
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// el bandwidth de upload en 60% para nodos (28 → 16 bytes/instance) y 50%
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// para aristas (24 → 12 bytes/vertex), y elimina la conversion ABGR→4floats
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// en CPU (los uint32 ya tienen el layout de unpackUnorm4x8 en little-endian).
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struct NodeInstance { // 16 bytes
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float x, y; // world position
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float size; // diameter
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uint32_t color; // packed RGBA8
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};
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struct EdgeVertex { // 12 bytes
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float x, y; // world position
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uint32_t color; // packed RGBA8 (alpha ya pre-multiplicada por edge_alpha)
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};
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// ---------------------------------------------------------------------------
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// Internal struct
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// ---------------------------------------------------------------------------
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@@ -43,6 +63,19 @@ struct GraphRenderer {
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unsigned int edge_vao, edge_vbo;
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unsigned int edge_shader;
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// Streaming buffer capacities (in bytes). Grow x2 cuando used > capacity.
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// Mantenemos el VBO orphaned con glBufferData(NULL, capacity) y luego
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// hacemos glBufferSubData con los bytes realmente usados — evita el
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// sync stall del driver y reduce las reallocaciones a O(log N).
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size_t node_vbo_capacity;
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size_t edge_vbo_capacity;
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// CPU staging buffers — se reusan entre frames; crecen igual que el VBO.
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NodeInstance* node_staging;
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size_t node_staging_cap; // en NodeInstances, no bytes
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EdgeVertex* edge_staging;
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size_t edge_staging_cap; // en EdgeVertex
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GraphRendererConfig config;
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};
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@@ -51,15 +84,19 @@ struct GraphRenderer {
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// ---------------------------------------------------------------------------
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// Node vertex shader — instanced unit quad
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// a_color es uint32 packeado (R,G,B,A) — unpackUnorm4x8 esta en GLSL 4.20+,
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// pero en core 3.30 lo hacemos manualmente con bit shifts. Eso mantiene
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// compatibilidad con drivers que no exponen GL 4.x sin tener que tocar
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// fn_framework.
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static const char* k_node_vert = R"(
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#version 330 core
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// Quad corners [-0.5, 0.5]
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layout(location = 0) in vec2 a_quad;
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layout(location = 0) in vec2 a_quad;
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// Per-instance: world position, size, RGBA color
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// Per-instance: world position, size, packed RGBA8 color.
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layout(location = 1) in vec2 a_pos;
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layout(location = 2) in float a_size;
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layout(location = 3) in vec4 a_color;
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layout(location = 3) in uint a_color;
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out vec2 v_uv;
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out vec4 v_color;
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@@ -68,17 +105,23 @@ uniform vec2 u_viewport; // (width, height) in pixels
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uniform float u_scale; // cam_zoom
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uniform vec2 u_translate; // (tx, ty) in pixels
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vec4 unpack_rgba8(uint c) {
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return vec4(
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float( c & 0xFFu),
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float((c >> 8) & 0xFFu),
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float((c >> 16) & 0xFFu),
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float((c >> 24) & 0xFFu)
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) * (1.0 / 255.0);
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}
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void main() {
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// World -> screen (pixels)
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vec2 screen = a_pos * u_scale + u_translate;
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// Expand quad by node radius (size = diameter)
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screen += a_quad * a_size * u_scale;
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// Screen -> NDC
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vec2 ndc = (screen / u_viewport) * 2.0 - 1.0;
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ndc.y = -ndc.y; // flip Y (screen Y grows downward)
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ndc.y = -ndc.y;
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gl_Position = vec4(ndc, 0.0, 1.0);
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v_uv = a_quad + 0.5; // [0,1]
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v_color = a_color;
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v_uv = a_quad + 0.5;
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v_color = unpack_rgba8(a_color);
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}
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)";
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@@ -94,33 +137,25 @@ uniform float u_outline_px; // outline width in uv units
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uniform float u_node_px; // node diameter in pixels (= size * zoom)
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void main() {
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// SDF circle centered at (0.5, 0.5) in uv space
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float dist = length(v_uv - 0.5);
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float r = 0.5;
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// Anti-alias edge (in uv units; 1px ~ 1/u_node_px in uv space)
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float fwidth_uv = 1.5 / max(u_node_px, 1.0);
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float alpha = 1.0 - smoothstep(r - fwidth_uv, r, dist);
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if (alpha < 0.001) discard;
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// Outline ring
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float outline_uv = u_outline_px / max(u_node_px, 1.0);
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float outline = smoothstep(r - outline_uv - fwidth_uv, r - outline_uv, dist);
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vec3 fill = v_color.rgb;
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vec3 outline_col = mix(fill, vec3(1.0), 0.6); // lighter outline
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vec3 color = mix(fill, outline_col, outline);
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vec3 fill = v_color.rgb;
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vec3 outline_col = mix(fill, vec3(1.0), 0.6);
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vec3 color = mix(fill, outline_col, outline);
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frag_color = vec4(color, v_color.a * alpha);
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}
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)";
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// Edge vertex shader
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// Edge vertex shader (RGBA8 packed)
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static const char* k_edge_vert = R"(
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#version 330 core
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layout(location = 0) in vec2 a_pos;
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layout(location = 1) in vec4 a_color;
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layout(location = 1) in uint a_color;
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out vec4 v_color;
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@@ -128,12 +163,21 @@ uniform vec2 u_viewport;
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uniform float u_scale;
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uniform vec2 u_translate;
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vec4 unpack_rgba8(uint c) {
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return vec4(
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float( c & 0xFFu),
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float((c >> 8) & 0xFFu),
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float((c >> 16) & 0xFFu),
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float((c >> 24) & 0xFFu)
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) * (1.0 / 255.0);
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}
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void main() {
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vec2 screen = a_pos * u_scale + u_translate;
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vec2 ndc = (screen / u_viewport) * 2.0 - 1.0;
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ndc.y = -ndc.y;
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gl_Position = vec4(ndc, 0.0, 1.0);
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v_color = a_color;
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v_color = unpack_rgba8(a_color);
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}
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)";
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@@ -188,7 +232,6 @@ static unsigned int link_program(const char* vert_src, const char* frag_src) {
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// FBO helpers
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// ---------------------------------------------------------------------------
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static void create_fbo(GraphRenderer* r) {
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// Texture
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glGenTextures(1, &r->texture);
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glBindTexture(GL_TEXTURE_2D, r->texture);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, r->width, r->height, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
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@@ -196,13 +239,11 @@ static void create_fbo(GraphRenderer* r) {
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glBindTexture(GL_TEXTURE_2D, 0);
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// Depth renderbuffer
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glGenRenderbuffers(1, &r->rbo);
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glBindRenderbuffer(GL_RENDERBUFFER, r->rbo);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, r->width, r->height);
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glBindRenderbuffer(GL_RENDERBUFFER, 0);
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// FBO
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glGenFramebuffers(1, &r->fbo);
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glBindFramebuffer(GL_FRAMEBUFFER, r->fbo);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, r->texture, 0);
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@@ -218,14 +259,16 @@ static void destroy_fbo(GraphRenderer* r) {
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}
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// ---------------------------------------------------------------------------
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// Helper: unpack ABGR uint32 to float RGBA
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// Capacity-tracked streaming helpers
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// ---------------------------------------------------------------------------
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static inline void abgr_to_rgba(uint32_t abgr, float& r, float& g, float& b, float& a) {
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// ABGR layout: bits 31-24 = A, 23-16 = B, 15-8 = G, 7-0 = R
|
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a = ((abgr >> 24) & 0xFF) / 255.0f;
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b = ((abgr >> 16) & 0xFF) / 255.0f;
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g = ((abgr >> 8) & 0xFF) / 255.0f;
|
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r = ((abgr ) & 0xFF) / 255.0f;
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// Doblar la capacidad cada vez que el upload supera el VBO. Asi las
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// reallocaciones quedan en O(log N) en el peor caso y en >0 en el regimen
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// estable. Capacidad inicial razonable: 4096 nodos / aristas (segun el .md
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// del issue) — la primera llamada paga el redimensionado si hay mas.
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static size_t grow_capacity(size_t current, size_t needed, size_t initial) {
|
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size_t cap = current > 0 ? current : initial;
|
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while (cap < needed) cap *= 2;
|
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return cap;
|
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}
|
||||
|
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// ---------------------------------------------------------------------------
|
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@@ -238,11 +281,17 @@ GraphRenderer* graph_renderer_create(int width, int height, const GraphRendererC
|
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r->height = height;
|
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r->config = config;
|
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|
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r->node_vbo_capacity = 0;
|
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r->edge_vbo_capacity = 0;
|
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r->node_staging = nullptr;
|
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r->node_staging_cap = 0;
|
||||
r->edge_staging = nullptr;
|
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r->edge_staging_cap = 0;
|
||||
|
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// --- FBO ---
|
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create_fbo(r);
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|
||||
// --- Node VAO ---
|
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// Unit quad: 4 vertices, each (x, y) in [-0.5, 0.5]
|
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static const float quad_verts[8] = {
|
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-0.5f, -0.5f,
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0.5f, -0.5f,
|
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@@ -260,33 +309,41 @@ GraphRenderer* graph_renderer_create(int width, int height, const GraphRendererC
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), (void*)0);
|
||||
|
||||
// Instance VBO (location 1,2,3 — position, size, color)
|
||||
// Instance VBO — layout: NodeInstance (x, y, size, color_u32)
|
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glGenBuffers(1, &r->node_instance_vbo);
|
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glBindBuffer(GL_ARRAY_BUFFER, r->node_instance_vbo);
|
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// layout: x, y, size, r, g, b, a — 7 floats per instance
|
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glEnableVertexAttribArray(1); // pos
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 7 * sizeof(float), (void*)0);
|
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glEnableVertexAttribArray(1); // pos (2 float)
|
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE,
|
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sizeof(NodeInstance),
|
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(void*)offsetof(NodeInstance, x));
|
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glVertexAttribDivisor(1, 1);
|
||||
glEnableVertexAttribArray(2); // size
|
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glVertexAttribPointer(2, 1, GL_FLOAT, GL_FALSE, 7 * sizeof(float), (void*)(2 * sizeof(float)));
|
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glEnableVertexAttribArray(2); // size (1 float)
|
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glVertexAttribPointer(2, 1, GL_FLOAT, GL_FALSE,
|
||||
sizeof(NodeInstance),
|
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(void*)offsetof(NodeInstance, size));
|
||||
glVertexAttribDivisor(2, 1);
|
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glEnableVertexAttribArray(3); // color
|
||||
glVertexAttribPointer(3, 4, GL_FLOAT, GL_FALSE, 7 * sizeof(float), (void*)(3 * sizeof(float)));
|
||||
glEnableVertexAttribArray(3); // color (1 uint32) — IPointer, no normalizado
|
||||
glVertexAttribIPointer(3, 1, GL_UNSIGNED_INT,
|
||||
sizeof(NodeInstance),
|
||||
(void*)offsetof(NodeInstance, color));
|
||||
glVertexAttribDivisor(3, 1);
|
||||
|
||||
glBindVertexArray(0);
|
||||
|
||||
// --- Edge VAO ---
|
||||
// Each edge: 2 vertices x (x, y, r, g, b, a) = 2 * 6 floats
|
||||
glGenVertexArrays(1, &r->edge_vao);
|
||||
glBindVertexArray(r->edge_vao);
|
||||
|
||||
glGenBuffers(1, &r->edge_vbo);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, r->edge_vbo);
|
||||
glEnableVertexAttribArray(0); // pos
|
||||
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)0);
|
||||
glEnableVertexAttribArray(1); // color
|
||||
glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)(2 * sizeof(float)));
|
||||
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE,
|
||||
sizeof(EdgeVertex),
|
||||
(void*)offsetof(EdgeVertex, x));
|
||||
glEnableVertexAttribArray(1); // color (uint32)
|
||||
glVertexAttribIPointer(1, 1, GL_UNSIGNED_INT,
|
||||
sizeof(EdgeVertex),
|
||||
(void*)offsetof(EdgeVertex, color));
|
||||
|
||||
glBindVertexArray(0);
|
||||
|
||||
@@ -307,6 +364,8 @@ void graph_renderer_destroy(GraphRenderer* r) {
|
||||
glDeleteBuffers(1, &r->edge_vbo);
|
||||
glDeleteProgram(r->node_shader);
|
||||
glDeleteProgram(r->edge_shader);
|
||||
free(r->node_staging);
|
||||
free(r->edge_staging);
|
||||
delete r;
|
||||
}
|
||||
|
||||
@@ -333,116 +392,147 @@ unsigned int graph_renderer_draw(GraphRenderer* r, const GraphData& graph,
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, r->fbo);
|
||||
glViewport(0, 0, r->width, r->height);
|
||||
|
||||
// Clear with bg_color (ABGR)
|
||||
float bg_a, bg_b, bg_g, bg_cr;
|
||||
abgr_to_rgba(r->config.bg_color, bg_cr, bg_g, bg_b, bg_a);
|
||||
glClearColor(bg_cr, bg_g, bg_b, bg_a);
|
||||
// Clear with bg_color (interpreted as RGBA8 packed — same memory layout)
|
||||
uint8_t br, bg, bb, ba;
|
||||
unpack_rgba8(r->config.bg_color, br, bg, bb, ba);
|
||||
glClearColor(br / 255.0f, bg / 255.0f, bb / 255.0f, ba / 255.0f);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
|
||||
// Enable blending for anti-aliasing and transparency
|
||||
glEnable(GL_BLEND);
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
|
||||
// View transform: world -> screen pixels
|
||||
// tx = -cam_x * scale + width/2
|
||||
// ty = -cam_y * scale + height/2
|
||||
float scale = cam_zoom;
|
||||
float tx = -cam_x * scale + (float)r->width * 0.5f;
|
||||
float ty = -cam_y * scale + (float)r->height * 0.5f;
|
||||
|
||||
// Frustum cull AABB en world coords. Margen del 10% para que un nodo o
|
||||
// arista a punto de entrar en pantalla no haga pop-in al moverse.
|
||||
float half_w = ((float)r->width * 0.5f) / std::max(scale, 0.0001f);
|
||||
float half_h = ((float)r->height * 0.5f) / std::max(scale, 0.0001f);
|
||||
const float margin = 0.10f;
|
||||
float vx0 = cam_x - half_w * (1.0f + margin);
|
||||
float vx1 = cam_x + half_w * (1.0f + margin);
|
||||
float vy0 = cam_y - half_h * (1.0f + margin);
|
||||
float vy1 = cam_y + half_h * (1.0f + margin);
|
||||
|
||||
// ----------------------------------------------------------------
|
||||
// Draw edges
|
||||
// Draw edges (frustum-culled)
|
||||
// ----------------------------------------------------------------
|
||||
if (graph.edge_count > 0 && graph.edges && graph.nodes) {
|
||||
// Pack: 2 vertices per edge, each vertex = (x, y, r, g, b, a) = 6 floats
|
||||
const int floats_per_edge = 2 * 6;
|
||||
float* edge_buf = (float*)malloc((size_t)graph.edge_count * floats_per_edge * sizeof(float));
|
||||
int vi = 0;
|
||||
for (int i = 0; i < graph.edge_count; ++i) {
|
||||
const GraphEdge& e = graph.edges[i];
|
||||
uint32_t ecol = e.color != 0 ? e.color : 0xFF888888u; // default gray
|
||||
float er, eg, eb, ea;
|
||||
abgr_to_rgba(ecol, er, eg, eb, ea);
|
||||
ea *= r->config.edge_alpha;
|
||||
|
||||
if (e.source < (uint32_t)graph.node_count && e.target < (uint32_t)graph.node_count) {
|
||||
const GraphNode& ns = graph.nodes[e.source];
|
||||
const GraphNode& nt = graph.nodes[e.target];
|
||||
|
||||
// Source vertex
|
||||
edge_buf[vi++] = ns.x; edge_buf[vi++] = ns.y;
|
||||
edge_buf[vi++] = er; edge_buf[vi++] = eg;
|
||||
edge_buf[vi++] = eb; edge_buf[vi++] = ea;
|
||||
// Target vertex
|
||||
edge_buf[vi++] = nt.x; edge_buf[vi++] = nt.y;
|
||||
edge_buf[vi++] = er; edge_buf[vi++] = eg;
|
||||
edge_buf[vi++] = eb; edge_buf[vi++] = ea;
|
||||
}
|
||||
// Asegurar staging — capacidad maxima posible en este frame es
|
||||
// edge_count * 2 vertices. La realidad post-cull suele ser mucho
|
||||
// menor, pero reservamos para el peor caso y no realocamos por
|
||||
// frame.
|
||||
size_t need_verts = (size_t)graph.edge_count * 2;
|
||||
if (need_verts > r->edge_staging_cap) {
|
||||
size_t new_cap = grow_capacity(r->edge_staging_cap, need_verts, 8192);
|
||||
r->edge_staging = (EdgeVertex*)realloc(r->edge_staging, new_cap * sizeof(EdgeVertex));
|
||||
r->edge_staging_cap = new_cap;
|
||||
}
|
||||
|
||||
glUseProgram(r->edge_shader);
|
||||
glUniform2f(glGetUniformLocation(r->edge_shader, "u_viewport"), (float)r->width, (float)r->height);
|
||||
glUniform1f(glGetUniformLocation(r->edge_shader, "u_scale"), scale);
|
||||
glUniform2f(glGetUniformLocation(r->edge_shader, "u_translate"), tx, ty);
|
||||
size_t out = 0;
|
||||
for (int i = 0; i < graph.edge_count; ++i) {
|
||||
const GraphEdge& e = graph.edges[i];
|
||||
if (e.source >= (uint32_t)graph.node_count) continue;
|
||||
if (e.target >= (uint32_t)graph.node_count) continue;
|
||||
|
||||
glLineWidth(r->config.edge_width);
|
||||
const GraphNode& ns = graph.nodes[e.source];
|
||||
const GraphNode& nt = graph.nodes[e.target];
|
||||
|
||||
glBindVertexArray(r->edge_vao);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, r->edge_vbo);
|
||||
// Orphan: descarta el buffer anterior antes de subir el nuevo. Evita
|
||||
// que el driver bloquee esperando que termine el frame previo (sync
|
||||
// stall) y nos da un VBO fresco. Coste: ~0; ganancia: 2-3x upload
|
||||
// throughput en drivers que respetan el hint (Mesa, NVIDIA, AMD).
|
||||
glBufferData(GL_ARRAY_BUFFER, vi * (int)sizeof(float), nullptr, GL_DYNAMIC_DRAW);
|
||||
glBufferData(GL_ARRAY_BUFFER, vi * (int)sizeof(float), edge_buf, GL_DYNAMIC_DRAW);
|
||||
glDrawArrays(GL_LINES, 0, vi / 6);
|
||||
glBindVertexArray(0);
|
||||
// Frustum cull: AABB del segmento (con margen para edges casi
|
||||
// tangentes al viewport). Si el AABB no intersecta el viewport,
|
||||
// skip — la arista no contribuye a ningun pixel visible.
|
||||
float ex0 = std::min(ns.x, nt.x);
|
||||
float ex1 = std::max(ns.x, nt.x);
|
||||
float ey0 = std::min(ns.y, nt.y);
|
||||
float ey1 = std::max(ns.y, nt.y);
|
||||
if (ex1 < vx0 || ex0 > vx1 || ey1 < vy0 || ey0 > vy1) continue;
|
||||
|
||||
free(edge_buf);
|
||||
uint32_t ecol = e.color != 0 ? e.color : pack_rgba8(0x88, 0x88, 0x88, 0xFF);
|
||||
uint32_t col = modulate_alpha_rgba8(ecol, r->config.edge_alpha);
|
||||
|
||||
r->edge_staging[out++] = { ns.x, ns.y, col };
|
||||
r->edge_staging[out++] = { nt.x, nt.y, col };
|
||||
}
|
||||
|
||||
if (out > 0) {
|
||||
const size_t used_bytes = out * sizeof(EdgeVertex);
|
||||
if (used_bytes > r->edge_vbo_capacity) {
|
||||
r->edge_vbo_capacity = grow_capacity(r->edge_vbo_capacity, used_bytes,
|
||||
8192 * sizeof(EdgeVertex));
|
||||
}
|
||||
|
||||
glUseProgram(r->edge_shader);
|
||||
glUniform2f(glGetUniformLocation(r->edge_shader, "u_viewport"),
|
||||
(float)r->width, (float)r->height);
|
||||
glUniform1f(glGetUniformLocation(r->edge_shader, "u_scale"), scale);
|
||||
glUniform2f(glGetUniformLocation(r->edge_shader, "u_translate"), tx, ty);
|
||||
|
||||
glLineWidth(r->config.edge_width);
|
||||
|
||||
glBindVertexArray(r->edge_vao);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, r->edge_vbo);
|
||||
// Orphan: descarta el contenido previo y damos al driver un
|
||||
// buffer fresco con la capacidad reservada. Despues subimos
|
||||
// solo los bytes realmente usados con BufferSubData — evitamos
|
||||
// el sync stall y reutilizamos la asignacion entre frames
|
||||
// mientras no crezca.
|
||||
glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)r->edge_vbo_capacity, nullptr, GL_STREAM_DRAW);
|
||||
glBufferSubData(GL_ARRAY_BUFFER, 0, (GLsizeiptr)used_bytes, r->edge_staging);
|
||||
glDrawArrays(GL_LINES, 0, (GLsizei)out);
|
||||
glBindVertexArray(0);
|
||||
}
|
||||
}
|
||||
|
||||
// ----------------------------------------------------------------
|
||||
// Draw nodes (instanced quads)
|
||||
// Draw nodes (instanced quads, frustum-culled)
|
||||
// ----------------------------------------------------------------
|
||||
if (graph.node_count > 0 && graph.nodes) {
|
||||
// Pack: 7 floats per node: x, y, size, r, g, b, a
|
||||
float* node_buf = (float*)malloc((size_t)graph.node_count * 7 * sizeof(float));
|
||||
for (int i = 0; i < graph.node_count; ++i) {
|
||||
const GraphNode& n = graph.nodes[i];
|
||||
uint32_t ncol = n.color != 0 ? n.color : k_palette[n.community % 10];
|
||||
float nr, ng, nb, na;
|
||||
abgr_to_rgba(ncol, nr, ng, nb, na);
|
||||
|
||||
float sz = n.size > 0.0f ? n.size : 4.0f;
|
||||
float* p = node_buf + i * 7;
|
||||
p[0] = n.x; p[1] = n.y; p[2] = sz;
|
||||
p[3] = nr; p[4] = ng; p[5] = nb; p[6] = na;
|
||||
if ((size_t)graph.node_count > r->node_staging_cap) {
|
||||
size_t new_cap = grow_capacity(r->node_staging_cap, (size_t)graph.node_count, 4096);
|
||||
r->node_staging = (NodeInstance*)realloc(r->node_staging, new_cap * sizeof(NodeInstance));
|
||||
r->node_staging_cap = new_cap;
|
||||
}
|
||||
|
||||
glUseProgram(r->node_shader);
|
||||
glUniform2f(glGetUniformLocation(r->node_shader, "u_viewport"), (float)r->width, (float)r->height);
|
||||
glUniform1f(glGetUniformLocation(r->node_shader, "u_scale"), scale);
|
||||
glUniform2f(glGetUniformLocation(r->node_shader, "u_translate"), tx, ty);
|
||||
glUniform1f(glGetUniformLocation(r->node_shader, "u_outline_px"), r->config.node_outline);
|
||||
size_t visible = 0;
|
||||
for (int i = 0; i < graph.node_count; ++i) {
|
||||
const GraphNode& n = graph.nodes[i];
|
||||
float sz = n.size > 0.0f ? n.size : 4.0f;
|
||||
float half = sz * 0.5f;
|
||||
// AABB del nodo: centro ± half. Skip si fuera del viewport.
|
||||
if (n.x + half < vx0 || n.x - half > vx1) continue;
|
||||
if (n.y + half < vy0 || n.y - half > vy1) continue;
|
||||
|
||||
glBindVertexArray(r->node_vao);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, r->node_instance_vbo);
|
||||
// Orphan + reupload (ver comentario en edge upload arriba).
|
||||
const GLsizeiptr node_bytes = graph.node_count * 7 * (GLsizeiptr)sizeof(float);
|
||||
glBufferData(GL_ARRAY_BUFFER, node_bytes, nullptr, GL_DYNAMIC_DRAW);
|
||||
glBufferData(GL_ARRAY_BUFFER, node_bytes, node_buf, GL_DYNAMIC_DRAW);
|
||||
uint32_t ncol = n.color != 0 ? n.color : k_palette[n.community % 10];
|
||||
r->node_staging[visible++] = { n.x, n.y, sz, ncol };
|
||||
}
|
||||
|
||||
// Draw 4 vertices (triangle strip quad) x node_count instances
|
||||
// Pass per-instance node_px uniform via the average size (approximation)
|
||||
// For exact per-node pixel size we'd need a texture or another approach;
|
||||
// use a uniform average for AA quality — good enough for most graphs.
|
||||
float avg_px = 8.0f * scale; // rough estimate
|
||||
glUniform1f(glGetUniformLocation(r->node_shader, "u_node_px"), avg_px);
|
||||
if (visible > 0) {
|
||||
const size_t used_bytes = visible * sizeof(NodeInstance);
|
||||
if (used_bytes > r->node_vbo_capacity) {
|
||||
r->node_vbo_capacity = grow_capacity(r->node_vbo_capacity, used_bytes,
|
||||
4096 * sizeof(NodeInstance));
|
||||
}
|
||||
|
||||
glDrawArraysInstanced(GL_TRIANGLE_STRIP, 0, 4, graph.node_count);
|
||||
glBindVertexArray(0);
|
||||
glUseProgram(r->node_shader);
|
||||
glUniform2f(glGetUniformLocation(r->node_shader, "u_viewport"),
|
||||
(float)r->width, (float)r->height);
|
||||
glUniform1f(glGetUniformLocation(r->node_shader, "u_scale"), scale);
|
||||
glUniform2f(glGetUniformLocation(r->node_shader, "u_translate"), tx, ty);
|
||||
glUniform1f(glGetUniformLocation(r->node_shader, "u_outline_px"), r->config.node_outline);
|
||||
|
||||
free(node_buf);
|
||||
glBindVertexArray(r->node_vao);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, r->node_instance_vbo);
|
||||
glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)r->node_vbo_capacity, nullptr, GL_STREAM_DRAW);
|
||||
glBufferSubData(GL_ARRAY_BUFFER, 0, (GLsizeiptr)used_bytes, r->node_staging);
|
||||
|
||||
float avg_px = 8.0f * scale; // estimacion para el AA del SDF
|
||||
glUniform1f(glGetUniformLocation(r->node_shader, "u_node_px"), avg_px);
|
||||
|
||||
glDrawArraysInstanced(GL_TRIANGLE_STRIP, 0, 4, (GLsizei)visible);
|
||||
glBindVertexArray(0);
|
||||
}
|
||||
}
|
||||
|
||||
// --- Restore GL state ---
|
||||
|
||||
@@ -26,3 +26,33 @@ void graph_renderer_resize(GraphRenderer* r, int width, int height);
|
||||
// Returns OpenGL texture ID suitable for ImGui::Image().
|
||||
unsigned int graph_renderer_draw(GraphRenderer* r, const GraphData& graph,
|
||||
float cam_x, float cam_y, float cam_zoom);
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// RGBA8 packing helpers
|
||||
// ---------------------------------------------------------------------------
|
||||
// Layout: byte 0 (LSB) = R, byte 1 = G, byte 2 = B, byte 3 (MSB) = A.
|
||||
// On a little-endian host this matches GLSL's `unpackUnorm4x8(uint)` which
|
||||
// returns vec4(byte0, byte1, byte2, byte3) / 255 — so the GPU reads it as
|
||||
// (R, G, B, A) without any swizzle.
|
||||
inline uint32_t pack_rgba8(uint8_t r, uint8_t g, uint8_t b, uint8_t a) {
|
||||
return (uint32_t)r
|
||||
| ((uint32_t)g << 8)
|
||||
| ((uint32_t)b << 16)
|
||||
| ((uint32_t)a << 24);
|
||||
}
|
||||
|
||||
inline void unpack_rgba8(uint32_t c, uint8_t& r, uint8_t& g, uint8_t& b, uint8_t& a) {
|
||||
r = (uint8_t)( c & 0xFF);
|
||||
g = (uint8_t)((c >> 8 ) & 0xFF);
|
||||
b = (uint8_t)((c >> 16) & 0xFF);
|
||||
a = (uint8_t)((c >> 24) & 0xFF);
|
||||
}
|
||||
|
||||
// Multiply alpha channel by a [0..1] scale, clamping to 255.
|
||||
inline uint32_t modulate_alpha_rgba8(uint32_t c, float scale) {
|
||||
uint32_t a = (c >> 24) & 0xFFu;
|
||||
float af = (float)a * scale + 0.5f;
|
||||
if (af < 0.0f) af = 0.0f;
|
||||
if (af > 255.0f) af = 255.0f;
|
||||
return (c & 0x00FFFFFFu) | ((uint32_t)af << 24);
|
||||
}
|
||||
|
||||
@@ -3,11 +3,11 @@ name: graph_renderer
|
||||
kind: function
|
||||
lang: cpp
|
||||
domain: viz
|
||||
version: "1.1.0"
|
||||
version: "1.2.0"
|
||||
purity: impure
|
||||
signature: "GraphRenderer* graph_renderer_create(int width, int height, const GraphRendererConfig& config)"
|
||||
description: "Renderer GPU de grafos con instanced rendering a FBO, compatible con ImGui::Image para visualizacion de grafos grandes"
|
||||
tags: [graph, renderer, opengl, gpu, instanced, fbo, visualization]
|
||||
tags: [graph, renderer, opengl, gpu, instanced, fbo, visualization, frustum-cull, rgba8]
|
||||
uses_functions: ["gl_loader_cpp_gfx"]
|
||||
uses_types: ["GraphData_cpp_viz"]
|
||||
returns: []
|
||||
@@ -88,4 +88,11 @@ ndc = (screen / viewport) * 2 - 1
|
||||
|
||||
## Notas
|
||||
|
||||
- **v1.2** (2026-04-29, issue 0049c): tres optimizaciones internas, API publica intacta.
|
||||
1. **RGBA8 packing**: el buffer de instancia/vertice usa `uint32` por color en lugar de 4 floats. Nodo: 28 → 16 bytes/instance (-43%). Edge: 24 → 12 bytes/vertex (-50%). Los shaders desempaquetan con bit shifts (compatible GL 3.30+, sin necesidad de `unpackUnorm4x8` que es 4.20+). Helpers expuestos en el .h: `pack_rgba8`, `unpack_rgba8`, `modulate_alpha_rgba8` (testeados en `test_graph_pack_rgba8.cpp`).
|
||||
2. **Capacity-tracked streaming buffers**: el VBO se mantiene orphaned con `glBufferData(NULL, capacity)` y se actualiza con `glBufferSubData` solo los bytes usados. La capacidad crece x2 cuando hace falta (inicial: 4096 nodos / 8192 vertices de aristas) → reallocaciones en O(log N). Staging CPU reutilizado entre frames.
|
||||
3. **Frustum cull**: nodos y aristas fuera del viewport AABB (con margen 10%) se saltan en CPU antes del upload. Para nodos, solo los visibles entran en el instance buffer (`glDrawArraysInstanced` con `visible_count`). Para aristas, AABB del segmento contra viewport. Pop-in al borde mitigado por el margen.
|
||||
|
||||
Resultado esperado: ~20k nodos a 60fps en GPU integrada cuando `cam_zoom` mantiene la mayoria fuera del viewport.
|
||||
|
||||
- **v1.1** (2026-04-25): cambia de raw `<GL/glext.h>` a `gfx/gl_loader.h` para que compile en cross-compile MinGW. Sin cambios funcionales — el binario Linux es bit-equivalente.
|
||||
|
||||
@@ -60,6 +60,12 @@ add_fn_test(test_sparkline test_sparkline.cpp)
|
||||
add_fn_test(test_table_view test_table_view.cpp)
|
||||
add_fn_test(test_icon_button test_icon_button.cpp)
|
||||
|
||||
# --- Issue 0049c — graph renderer Tier 1 (RGBA8 + auto-pause helper) -------
|
||||
add_fn_test(test_graph_pack_rgba8 test_graph_pack_rgba8.cpp)
|
||||
add_fn_test(test_graph_should_pause test_graph_should_pause.cpp
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/../functions/viz/graph_force_layout.cpp
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/../functions/viz/graph_types.cpp)
|
||||
|
||||
# --- Visual golden-image diff (issue 0048) ---------------------------------
|
||||
# El binario primitives_gallery se compila con --capture; el test compara los
|
||||
# PNGs generados con los goldens en cpp/tests/golden/. Si no hay goldens o el
|
||||
|
||||
@@ -0,0 +1,69 @@
|
||||
// Unit tests for graph_renderer's RGBA8 packing helpers (cpp/functions/viz/
|
||||
// graph_renderer.h). Roundtrip + alpha modulation + bit-layout match con
|
||||
// unpackUnorm4x8 de GLSL (byte 0 = R, byte 3 = A) — el shader interpreta el
|
||||
// uint32 sin swizzle, asi que el packing debe colocar R en el byte LSB.
|
||||
|
||||
#define CATCH_CONFIG_MAIN
|
||||
#include "catch_amalgamated.hpp"
|
||||
|
||||
#include "viz/graph_renderer.h"
|
||||
|
||||
#include <cstdint>
|
||||
|
||||
TEST_CASE("pack_rgba8 places R in the LSB byte", "[viz][rgba8]") {
|
||||
uint32_t c = pack_rgba8(0x12, 0x34, 0x56, 0x78);
|
||||
REQUIRE(((c ) & 0xFFu) == 0x12u); // R
|
||||
REQUIRE(((c >> 8) & 0xFFu) == 0x34u); // G
|
||||
REQUIRE(((c >> 16) & 0xFFu) == 0x56u); // B
|
||||
REQUIRE(((c >> 24) & 0xFFu) == 0x78u); // A
|
||||
}
|
||||
|
||||
TEST_CASE("pack/unpack roundtrip is exact for arbitrary bytes", "[viz][rgba8]") {
|
||||
const uint8_t samples[] = { 0x00, 0x01, 0x7F, 0x80, 0xAB, 0xCD, 0xFE, 0xFF };
|
||||
for (uint8_t r : samples) for (uint8_t g : samples)
|
||||
for (uint8_t b : samples) for (uint8_t a : samples) {
|
||||
uint32_t c = pack_rgba8(r, g, b, a);
|
||||
uint8_t r2, g2, b2, a2;
|
||||
unpack_rgba8(c, r2, g2, b2, a2);
|
||||
REQUIRE(r == r2);
|
||||
REQUIRE(g == g2);
|
||||
REQUIRE(b == b2);
|
||||
REQUIRE(a == a2);
|
||||
}
|
||||
}
|
||||
|
||||
TEST_CASE("modulate_alpha_rgba8 preserves RGB and scales alpha", "[viz][rgba8]") {
|
||||
uint32_t opaque = pack_rgba8(0x10, 0x20, 0x30, 0xFF);
|
||||
|
||||
// Full pass-through: scale=1.0 -> alpha=255
|
||||
REQUIRE(modulate_alpha_rgba8(opaque, 1.0f) == opaque);
|
||||
|
||||
// Half: alpha goes to 128 (255 * 0.5 + 0.5 = 128)
|
||||
uint32_t half = modulate_alpha_rgba8(opaque, 0.5f);
|
||||
uint8_t r, g, b, a;
|
||||
unpack_rgba8(half, r, g, b, a);
|
||||
REQUIRE(r == 0x10);
|
||||
REQUIRE(g == 0x20);
|
||||
REQUIRE(b == 0x30);
|
||||
REQUIRE(a == 128);
|
||||
|
||||
// Zero: alpha goes to 0
|
||||
uint32_t zero = modulate_alpha_rgba8(opaque, 0.0f);
|
||||
unpack_rgba8(zero, r, g, b, a);
|
||||
REQUIRE(a == 0);
|
||||
// RGB intactos
|
||||
REQUIRE(r == 0x10);
|
||||
REQUIRE(g == 0x20);
|
||||
REQUIRE(b == 0x30);
|
||||
}
|
||||
|
||||
TEST_CASE("modulate_alpha_rgba8 clamps overflow to 255", "[viz][rgba8]") {
|
||||
uint32_t c = pack_rgba8(1, 2, 3, 200);
|
||||
uint32_t out = modulate_alpha_rgba8(c, 5.0f); // 200*5 = 1000, clamp 255
|
||||
uint8_t r, g, b, a;
|
||||
unpack_rgba8(out, r, g, b, a);
|
||||
REQUIRE(a == 255);
|
||||
REQUIRE(r == 1);
|
||||
REQUIRE(g == 2);
|
||||
REQUIRE(b == 3);
|
||||
}
|
||||
@@ -0,0 +1,47 @@
|
||||
// Unit tests for graph_force_layout_should_pause — el helper puro que el
|
||||
// caller usa para decidir si parar la simulacion tras N frames consecutivos
|
||||
// con energia < umbral. La logica del contador es responsabilidad del caller;
|
||||
// la funcion solo decide "ya cumple" en base al contador y al umbral.
|
||||
|
||||
#define CATCH_CONFIG_MAIN
|
||||
#include "catch_amalgamated.hpp"
|
||||
|
||||
#include "viz/graph_force_layout.h"
|
||||
|
||||
TEST_CASE("should_pause requires consecutive frames over threshold", "[viz][pause]") {
|
||||
const int min_consec = 30;
|
||||
|
||||
REQUIRE_FALSE(graph_force_layout_should_pause(0, min_consec));
|
||||
REQUIRE_FALSE(graph_force_layout_should_pause(1, min_consec));
|
||||
REQUIRE_FALSE(graph_force_layout_should_pause(29, min_consec));
|
||||
REQUIRE (graph_force_layout_should_pause(30, min_consec));
|
||||
REQUIRE (graph_force_layout_should_pause(31, min_consec));
|
||||
REQUIRE (graph_force_layout_should_pause(1000, min_consec));
|
||||
}
|
||||
|
||||
TEST_CASE("should_pause with min_consecutive=0 always pauses", "[viz][pause]") {
|
||||
// Edge case: si el caller pide 0 frames, considerar siempre convergido.
|
||||
REQUIRE(graph_force_layout_should_pause(0, 0));
|
||||
REQUIRE(graph_force_layout_should_pause(1, 0));
|
||||
}
|
||||
|
||||
TEST_CASE("should_pause emulating a low->high->low sequence", "[viz][pause]") {
|
||||
// Simula la logica del demo: el caller resetea low_frames cuando energy
|
||||
// sube. should_pause solo depende del valor actual.
|
||||
int low = 0;
|
||||
const int target = 5;
|
||||
|
||||
// Acumulamos hasta 4: aun no.
|
||||
for (int i = 0; i < 4; ++i) {
|
||||
low++;
|
||||
REQUIRE_FALSE(graph_force_layout_should_pause(low, target));
|
||||
}
|
||||
|
||||
// El caller detecta energia alta -> reset.
|
||||
low = 0;
|
||||
REQUIRE_FALSE(graph_force_layout_should_pause(low, target));
|
||||
|
||||
// Acumulamos los 5 que pide el target.
|
||||
for (int i = 0; i < 5; ++i) low++;
|
||||
REQUIRE(graph_force_layout_should_pause(low, target));
|
||||
}
|
||||
@@ -57,7 +57,7 @@
|
||||
| [0049](0049-osint-graph-viewer.md) | OSINT graph viewer + GPU graph rendering system (multi-issue) | pendiente | alta | feature | — |
|
||||
| [0049a](completed/0049a-osint-graph-setup.md) | Setup proyecto osint_graph + sub-repo graph_explorer | completado | alta | infra | parte de 0049 |
|
||||
| [0049b](completed/0049b-cpp-bump-gl-43.md) | Bump OpenGL 3.3 → 4.3 core en cpp/framework | completado | alta | infra | parte de 0049 |
|
||||
| [0049c](0049c-graph-renderer-tier1.md) | graph_renderer Tier 1: RGBA8, orphan, frustum cull, auto-pause | pendiente | alta | perf | parte de 0049 |
|
||||
| [0049c](completed/0049c-graph-renderer-tier1.md) | graph_renderer Tier 1: RGBA8, orphan, frustum cull, auto-pause | completado | alta | perf | parte de 0049 |
|
||||
| [0049d](0049d-graph-edges-vertex-pulling.md) | Aristas via vertex pulling con TBO | pendiente | alta | perf | parte de 0049 |
|
||||
| [0049e](0049e-graph-types-extended.md) | graph_types modelo extendido + EntityType/RelationType | pendiente | alta | feature | parte de 0049 |
|
||||
| [0049f](0049f-graph-renderer-symbols.md) | Renderer extendido: shapes SDF, icon atlas, flechas, edge styles | pendiente | alta | feature | parte de 0049 |
|
||||
|
||||
Reference in New Issue
Block a user