paysages3d/src/render/software/SoftwareCanvasRenderer.cpp

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#include "SoftwareCanvasRenderer.h"
#include "Rasterizer.h"
#include "SoftwareRenderer.h"
#include "Canvas.h"
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#include "TerrainRasterizer.h"
#include "WaterRasterizer.h"
#include "SkyRasterizer.h"
#include "CameraDefinition.h"
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#include "ParallelWork.h"
#include "CanvasPortion.h"
#include "CanvasPixelShader.h"
SoftwareCanvasRenderer::SoftwareCanvasRenderer()
{
started = false;
canvas = new Canvas();
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rasterizers.push_back(new SkyRasterizer(this, 0));
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rasterizers.push_back(new WaterRasterizer(this, 1));
rasterizers.push_back(new TerrainRasterizer(this, 2));
}
SoftwareCanvasRenderer::~SoftwareCanvasRenderer()
{
delete canvas;
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for (auto &rasterizer: rasterizers)
{
delete rasterizer;
}
}
void SoftwareCanvasRenderer::setSize(int width, int height, int samples)
{
if (not started)
{
canvas->setSize(width * samples, height * samples);
}
}
void SoftwareCanvasRenderer::render()
{
// TEMP
started = true;
CanvasPortion *portion = canvas->at(0, 0);
render_width = canvas->getWidth();
render_height = canvas->getHeight();
render_quality = 3;
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render_camera->setRenderSize(canvas->getWidth(), canvas->getHeight());
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prepare();
rasterize(portion, true);
postProcess(portion, true);
}
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const std::vector<Rasterizer *> &SoftwareCanvasRenderer::getRasterizers() const
{
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return rasterizers;
}
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const Rasterizer &SoftwareCanvasRenderer::getRasterizer(int client_id) const
{
return *(getRasterizers()[client_id]);
}
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void SoftwareCanvasRenderer::rasterize(CanvasPortion *portion, bool threaded)
{
for (auto &rasterizer:getRasterizers())
{
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rasterizer->rasterizeToCanvas(portion);
}
}
void SoftwareCanvasRenderer::postProcess(CanvasPortion *portion, bool threaded)
{
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// Subdivide in chunks
int chunk_size = 32;
int chunks_x = portion->getWidth() / chunk_size + 1;
int chunks_y = portion->getHeight() / chunk_size + 1;
int units = chunks_x * chunks_y;
// Render chunks in parallel
CanvasPixelShader shader(*this, portion, chunk_size, chunks_x, chunks_y);
ParallelWork work(&shader, units);
work.perform();
}