02b4141cc1
Issue 0049c. Tres optimizaciones internas en graph_renderer.cpp + un
helper puro en graph_force_layout para detectar convergencia. API publica
intacta — solo cambian el layout interno de los buffers, el shader y
los costes por frame.
1. RGBA8 color packing
- El instance buffer de nodos pasa de (x,y,size,r,g,b,a) 28B a
(x,y,size,color_u32) 16B (-43%). Aristas: 24B → 12B/vertex (-50%).
- Shaders desempaquetan con bit shifts (compatible GL 3.30+, no
necesita unpackUnorm4x8 que es 4.20+).
- Helpers expuestos: pack_rgba8 / unpack_rgba8 / modulate_alpha_rgba8
en graph_renderer.h. Los GraphNode.color y la paleta ya tenian el
layout correcto (R en LSB), asi que CPU ahora pasa el uint32 directo
sin convertir a 4 floats por nodo y por frame.
2. Capacity-tracked streaming buffers
- Sustituye el doble glBufferData de antes por:
glBufferData(NULL, capacity, STREAM_DRAW) // orphan + reserva
glBufferSubData(0, used_bytes, data) // solo lo usado
- capacity crece x2 cuando hace falta (inicial 4096 nodos /
8192 vertices de aristas) → reallocaciones en O(log N).
- Staging CPU (NodeInstance* / EdgeVertex*) reusado entre frames con
realloc, no malloc/free per frame.
3. Frustum cull (CPU-side)
- AABB del viewport en world coords con margen 10%.
- Aristas: skip si AABB del segmento no intersecta el viewport.
- Nodos: solo los visibles entran al instance buffer; visible_count
es el N que pasa a glDrawArraysInstanced. Pop-in de borde mitigado
por el margen.
4. graph_force_layout_should_pause(low_frames, min_consecutive)
- Helper puro: el caller mantiene el contador, la funcion solo
decide si parar. Reemplaza la rama inline en demos_graph.cpp.
- Test Catch2 con secuencias artificiales.
Tests: test_graph_pack_rgba8 (16401 asserts, 4 cases — roundtrip exhaustivo
+ alpha modulation + clamp). test_graph_should_pause (3 cases, 14 asserts).
Los 29 tests del cpp/tests/ siguen verdes (incluido test_visual con goldens).
Bump versiones:
- graph_renderer 1.1.0 → 1.2.0
- graph_force_layout 1.0.0 → 1.1.0 (tested: true via should_pause test)
545 lines
20 KiB
C++
545 lines
20 KiB
C++
#include "viz/graph_renderer.h"
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#include "viz/graph_types.h"
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// gl_loader: en Linux es no-op (incluye GL headers con GL_GLEXT_PROTOTYPES);
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// en Windows expone los punteros via #define gl* fn_gl* tras gl_loader_init().
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#include "gfx/gl_loader.h"
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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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// ---------------------------------------------------------------------------
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static const uint32_t k_palette[10] = {
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0xFF4CAF50, // green
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0xFFF44336, // red
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0xFF2196F3, // blue
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0xFFFF9800, // orange
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0xFF9C27B0, // purple
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0xFF00BCD4, // cyan
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0xFFFFEB3B, // yellow
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0xFFE91E63, // pink
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0xFF795548, // brown
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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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struct GraphRenderer {
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unsigned int fbo;
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unsigned int texture;
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unsigned int rbo; // depth/stencil renderbuffer
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int width, height;
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// Node rendering (instanced quads)
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unsigned int node_vao, node_quad_vbo, node_instance_vbo;
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unsigned int node_shader;
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// Edge rendering (lines)
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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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// ---------------------------------------------------------------------------
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// Shader sources
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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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// 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 uint a_color;
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out vec2 v_uv;
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out vec4 v_color;
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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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vec2 screen = a_pos * u_scale + u_translate;
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screen += a_quad * a_size * u_scale;
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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_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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// Node fragment shader — SDF circle with outline
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static const char* k_node_frag = R"(
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#version 330 core
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in vec2 v_uv;
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in vec4 v_color;
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out vec4 frag_color;
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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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float dist = length(v_uv - 0.5);
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float r = 0.5;
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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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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);
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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 (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 uint a_color;
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out vec4 v_color;
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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 = unpack_rgba8(a_color);
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}
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)";
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// Edge fragment shader
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static const char* k_edge_frag = R"(
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#version 330 core
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in vec4 v_color;
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out vec4 frag_color;
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void main() {
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frag_color = v_color;
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}
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)";
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// ---------------------------------------------------------------------------
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// Shader helpers
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// ---------------------------------------------------------------------------
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static unsigned int compile_shader(GLenum type, const char* src) {
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unsigned int s = glCreateShader(type);
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glShaderSource(s, 1, &src, nullptr);
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glCompileShader(s);
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int ok;
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glGetShaderiv(s, GL_COMPILE_STATUS, &ok);
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if (!ok) {
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char buf[512];
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glGetShaderInfoLog(s, sizeof(buf), nullptr, buf);
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fprintf(stderr, "[graph_renderer] shader compile error: %s\n", buf);
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}
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return s;
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}
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static unsigned int link_program(const char* vert_src, const char* frag_src) {
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unsigned int vs = compile_shader(GL_VERTEX_SHADER, vert_src);
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unsigned int fs = compile_shader(GL_FRAGMENT_SHADER, frag_src);
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unsigned int prog = glCreateProgram();
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glAttachShader(prog, vs);
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glAttachShader(prog, fs);
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glLinkProgram(prog);
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int ok;
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glGetProgramiv(prog, GL_LINK_STATUS, &ok);
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if (!ok) {
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char buf[512];
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glGetProgramInfoLog(prog, sizeof(buf), nullptr, buf);
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fprintf(stderr, "[graph_renderer] program link error: %s\n", buf);
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}
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glDeleteShader(vs);
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glDeleteShader(fs);
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return prog;
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}
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// ---------------------------------------------------------------------------
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// FBO helpers
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// ---------------------------------------------------------------------------
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static void create_fbo(GraphRenderer* r) {
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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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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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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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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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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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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, r->rbo);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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}
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static void destroy_fbo(GraphRenderer* r) {
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glDeleteFramebuffers(1, &r->fbo);
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glDeleteTextures(1, &r->texture);
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glDeleteRenderbuffers(1, &r->rbo);
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r->fbo = r->texture = r->rbo = 0;
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}
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// ---------------------------------------------------------------------------
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// Capacity-tracked streaming helpers
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// ---------------------------------------------------------------------------
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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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// Public API
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// ---------------------------------------------------------------------------
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GraphRenderer* graph_renderer_create(int width, int height, const GraphRendererConfig& config) {
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GraphRenderer* r = new GraphRenderer();
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r->width = width;
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r->height = height;
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r->config = config;
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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;
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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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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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-0.5f, 0.5f,
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0.5f, 0.5f,
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};
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glGenVertexArrays(1, &r->node_vao);
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glBindVertexArray(r->node_vao);
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// Quad VBO (location 0)
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glGenBuffers(1, &r->node_quad_vbo);
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glBindBuffer(GL_ARRAY_BUFFER, r->node_quad_vbo);
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glBufferData(GL_ARRAY_BUFFER, sizeof(quad_verts), quad_verts, GL_STATIC_DRAW);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), (void*)0);
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// 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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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);
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glEnableVertexAttribArray(2); // size (1 float)
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glVertexAttribPointer(2, 1, GL_FLOAT, GL_FALSE,
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sizeof(NodeInstance),
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(void*)offsetof(NodeInstance, size));
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glVertexAttribDivisor(2, 1);
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glEnableVertexAttribArray(3); // color (1 uint32) — IPointer, no normalizado
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glVertexAttribIPointer(3, 1, GL_UNSIGNED_INT,
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sizeof(NodeInstance),
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(void*)offsetof(NodeInstance, color));
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glVertexAttribDivisor(3, 1);
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glBindVertexArray(0);
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// --- Edge VAO ---
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glGenVertexArrays(1, &r->edge_vao);
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glBindVertexArray(r->edge_vao);
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glGenBuffers(1, &r->edge_vbo);
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glBindBuffer(GL_ARRAY_BUFFER, r->edge_vbo);
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glEnableVertexAttribArray(0); // pos
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glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE,
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sizeof(EdgeVertex),
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(void*)offsetof(EdgeVertex, x));
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glEnableVertexAttribArray(1); // color (uint32)
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glVertexAttribIPointer(1, 1, GL_UNSIGNED_INT,
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sizeof(EdgeVertex),
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(void*)offsetof(EdgeVertex, color));
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glBindVertexArray(0);
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// --- Shaders ---
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r->node_shader = link_program(k_node_vert, k_node_frag);
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r->edge_shader = link_program(k_edge_vert, k_edge_frag);
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return r;
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}
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void graph_renderer_destroy(GraphRenderer* r) {
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if (!r) return;
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destroy_fbo(r);
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glDeleteVertexArrays(1, &r->node_vao);
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glDeleteBuffers(1, &r->node_quad_vbo);
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glDeleteBuffers(1, &r->node_instance_vbo);
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glDeleteVertexArrays(1, &r->edge_vao);
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glDeleteBuffers(1, &r->edge_vbo);
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glDeleteProgram(r->node_shader);
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glDeleteProgram(r->edge_shader);
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free(r->node_staging);
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free(r->edge_staging);
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delete r;
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}
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void graph_renderer_resize(GraphRenderer* r, int width, int height) {
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if (!r) return;
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if (r->width == width && r->height == height) return;
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r->width = width;
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r->height = height;
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destroy_fbo(r);
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create_fbo(r);
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}
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unsigned int graph_renderer_draw(GraphRenderer* r, const GraphData& graph,
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float cam_x, float cam_y, float cam_zoom) {
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if (!r) return 0;
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// --- Save GL state ---
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GLint prev_fbo;
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glGetIntegerv(GL_FRAMEBUFFER_BINDING, &prev_fbo);
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GLint prev_viewport[4];
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glGetIntegerv(GL_VIEWPORT, prev_viewport);
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// --- Bind FBO ---
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glBindFramebuffer(GL_FRAMEBUFFER, r->fbo);
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glViewport(0, 0, r->width, r->height);
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// Clear with bg_color (interpreted as RGBA8 packed — same memory layout)
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uint8_t br, bg, bb, ba;
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unpack_rgba8(r->config.bg_color, br, bg, bb, ba);
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glClearColor(br / 255.0f, bg / 255.0f, bb / 255.0f, ba / 255.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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// View transform: world -> screen pixels
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float scale = cam_zoom;
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float tx = -cam_x * scale + (float)r->width * 0.5f;
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float ty = -cam_y * scale + (float)r->height * 0.5f;
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// Frustum cull AABB en world coords. Margen del 10% para que un nodo o
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// arista a punto de entrar en pantalla no haga pop-in al moverse.
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float half_w = ((float)r->width * 0.5f) / std::max(scale, 0.0001f);
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float half_h = ((float)r->height * 0.5f) / std::max(scale, 0.0001f);
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const float margin = 0.10f;
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float vx0 = cam_x - half_w * (1.0f + margin);
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float vx1 = cam_x + half_w * (1.0f + margin);
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float vy0 = cam_y - half_h * (1.0f + margin);
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float vy1 = cam_y + half_h * (1.0f + margin);
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// ----------------------------------------------------------------
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// Draw edges (frustum-culled)
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// ----------------------------------------------------------------
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if (graph.edge_count > 0 && graph.edges && graph.nodes) {
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// 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;
|
|
}
|
|
|
|
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;
|
|
|
|
const GraphNode& ns = graph.nodes[e.source];
|
|
const GraphNode& nt = graph.nodes[e.target];
|
|
|
|
// 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;
|
|
|
|
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, frustum-culled)
|
|
// ----------------------------------------------------------------
|
|
if (graph.node_count > 0 && graph.nodes) {
|
|
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;
|
|
}
|
|
|
|
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;
|
|
|
|
uint32_t ncol = n.color != 0 ? n.color : k_palette[n.community % 10];
|
|
r->node_staging[visible++] = { n.x, n.y, sz, ncol };
|
|
}
|
|
|
|
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));
|
|
}
|
|
|
|
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);
|
|
|
|
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 ---
|
|
glDisable(GL_BLEND);
|
|
glBindFramebuffer(GL_FRAMEBUFFER, (GLuint)prev_fbo);
|
|
glViewport(prev_viewport[0], prev_viewport[1], prev_viewport[2], prev_viewport[3]);
|
|
|
|
return r->texture;
|
|
}
|