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Faster multi agent vulkan rendering #8

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Apr 13, 2021
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95 changes: 58 additions & 37 deletions src/libs/v4r_rendering/src/v4r_env_renderer.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -4,9 +4,16 @@
#include <glm/ext.hpp>
#include <glm/gtc/type_ptr.hpp>

#include <Magnum/Trade/MeshData.h>
#include <Magnum/GlmIntegration/Integration.h>

#include <Corrade/Containers/Array.h>
#include <Corrade/Containers/ArrayView.h>
#include <Corrade/Containers/ArrayViewStl.h>

#include <Magnum/SceneGraph/Camera.h>
#include <Magnum/SceneGraph/Drawable.h>
#include <Magnum/Trade/MeshData.h>

#include <Magnum/SceneGraph/AbstractObject.h>

#include <cuda.h>
Expand All @@ -25,41 +32,40 @@
using namespace std;
using namespace Magnum;
using namespace Magnum::Math::Literals;
namespace Cr = Corrade;

using namespace VoxelWorld;


class VoxelWorld::V4RDrawable : public SceneGraph::Drawable3D
{
public:
explicit V4RDrawable(
SceneGraph::AbstractObject3D &parentObject,
v4r::Environment &renderEnv,
uint32_t instanceID,
SceneGraph::DrawableGroup3D &drawables)
class VoxelWorld::V4RDrawable : public SceneGraph::Drawable3D {
public:
explicit V4RDrawable(SceneGraph::AbstractObject3D &parentObject,
Cr::Containers::ArrayView<v4r::Environment> renderEnvs,
Cr::Containers::Array<uint32_t> instanceIDs,
SceneGraph::DrawableGroup3D &drawables)
: SceneGraph::Drawable3D{parentObject, &drawables},
_renderEnv(renderEnv),
_instanceID(instanceID)
{}
_renderEnvs(std::move(renderEnvs)),
_instanceIDs(std::move(instanceIDs)) {
CORRADE_INTERNAL_ASSERT(_renderEnvs.size() == _instanceIDs.size());
}

private:
void draw(const Matrix4 &transformation, SceneGraph::Camera3D &) override
{
_renderEnv.updateInstanceTransform(_instanceID, glm::make_mat4(transformation.data()));
public:
void updateAbsoluteTransformation() {
glm::mat4x3 trans{glm::mat4{object().absoluteTransformationMatrix()}};
for (size_t i = 0; i < _renderEnvs.size(); ++i)
_renderEnvs[i].updateInstanceTransform(_instanceIDs[i], trans);
}

public:
void updateAbsoluteTransformation()
{
_renderEnv.updateInstanceTransform(_instanceID, glm::make_mat4(object().absoluteTransformationMatrix().data()));
private:
void draw(const Matrix4 &transformation, SceneGraph::Camera3D &) override {
glm::mat4x3 trans{glm::mat4{transformation}};
for (size_t i = 0; i < _renderEnvs.size(); ++i)
_renderEnvs[i].updateInstanceTransform(_instanceIDs[i], trans);
}

private:
v4r::Environment &_renderEnv;
uint32_t _instanceID;
Cr::Containers::ArrayView<v4r::Environment> _renderEnvs;
Cr::Containers::Array<uint32_t> _instanceIDs;
};


struct ColorCompare
{
bool operator()(const Magnum::Color3 &c1, const Magnum::Color3 &c2) const
Expand Down Expand Up @@ -262,19 +268,33 @@ void V4REnvRenderer::Impl::reset(Env &env, int envIdx)

// drawables
{
const auto &drawables = env.getDrawables();

for (int agentIdx = 0; agentIdx < env.getNumAgents(); ++agentIdx) {
const auto renderEnvIdx = envIdx * env.getNumAgents() + agentIdx;
auto &renderEnv = renderEnvs[renderEnvIdx];
Cr::Containers::ArrayView<v4r::Environment> envRenderEnvs = renderEnvs;
envRenderEnvs = envRenderEnvs.slice(envIdx * env.getNumAgents(),
(envIdx + 1) * env.getNumAgents());

for (const auto &[drawableType, meshIndex] : meshIndices) {
for (const auto &sceneObjectInfo : drawables.at(drawableType)) {
const auto &color = sceneObjectInfo.color;
const auto materialIdx = materialIndices[color]; // if we forgot to add the color to the palette, we should crash here
const auto renderID = renderEnv.addInstance(uint32_t(meshIndex), uint32_t(materialIdx), glm::mat4(1.f));
sceneObjectInfo.objectPtr->addFeature<V4RDrawable>(renderEnv, renderID, envDrawables[envIdx]);
const auto &drawables = env.getDrawables();
for (const auto &[drawableType, meshIndex] : meshIndices) {
for (const auto &sceneObjectInfo : drawables.at(drawableType)) {
const auto &color = sceneObjectInfo.color;
const auto materialIdx =
materialIndices[color]; // if we forgot to add the color
// to the palette, we should
// crash here

Cr::Containers::Array<uint32_t> instanceIDs{
Cr::Containers::DefaultInit, size_t(env.getNumAgents())};
for (int agentIdx = 0; agentIdx < env.getNumAgents();
++agentIdx) {
auto &renderEnv = envRenderEnvs[agentIdx];

instanceIDs[agentIdx] = renderEnv.addInstance(
uint32_t(meshIndex), uint32_t(materialIdx),
glm::mat4(1.f));
}

sceneObjectInfo.objectPtr->addFeature<V4RDrawable>(
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So the change here is that instead of having one Magnum feature for every pair agent-3D object we only have one feature per object. And it handles its own update in all "render envs", i.e. for all agents at once.

I like this! Indeed this should minimize the amount of work on Magnum side, and it makes more sense in general.

I trust you that it works, good contribution!

envRenderEnvs, std::move(instanceIDs),
envDrawables[envIdx]);
}
}

Expand All @@ -284,7 +304,8 @@ void V4REnvRenderer::Impl::reset(Env &env, int envIdx)
auto &object = envDrawables[envIdx][i].object();
drawablesObjects[envIdx].emplace_back(object);

auto v4rDrawable = dynamic_cast<V4RDrawable *>(&envDrawables[envIdx][i]);
auto v4rDrawable =
dynamic_cast<V4RDrawable *>(&envDrawables[envIdx][i]);
v4rDrawables[envIdx].emplace_back(v4rDrawable);
}

Expand Down