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"
#include "RenderConfig.h"
#include "ColorProfile.h"
#include "CanvasPreview.h"
#include "RenderProgress.h"
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SoftwareCanvasRenderer::SoftwareCanvasRenderer(Scenery *scenery):
SoftwareRenderer(scenery)
{
started = false;
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finished = false;
interrupted = false;
canvas = new Canvas();
progress = new RenderProgress();
samples = 1;
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rasterizers.push_back(new SkyRasterizer(this, progress, 0));
rasterizers.push_back(new WaterRasterizer(this, progress, 1));
rasterizers.push_back(new TerrainRasterizer(this, progress, 2));
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current_work = NULL;
}
SoftwareCanvasRenderer::~SoftwareCanvasRenderer()
{
delete canvas;
delete progress;
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for (auto &rasterizer: rasterizers)
{
delete rasterizer;
}
}
double SoftwareCanvasRenderer::getProgress() const
{
return progress->get();
}
void SoftwareCanvasRenderer::setConfig(const RenderConfig &config)
{
if (not started)
{
setSize(config.width, config.height, config.antialias);
render_quality = config.quality;
}
}
void SoftwareCanvasRenderer::setSize(int width, int height, int samples)
{
if (not started)
{
canvas->setSize(width * samples, height * samples);
this->samples = samples;
}
}
void SoftwareCanvasRenderer::render()
{
started = true;
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progress->reset();
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render_camera->setRenderSize(canvas->getWidth(), canvas->getHeight());
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prepare();
// Iterate portions
int nx = canvas->getHorizontalPortionCount();
int ny = canvas->getVerticalPortionCount();
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int n = nx * ny;
progress->enterSub(n);
for (int y = 0; y < ny; y++)
{
for (int x = 0; x < nx; x++)
{
CanvasPortion *portion = canvas->at(x, y);
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progress->enterSub(2);
if (not interrupted)
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{
portion->preparePixels();
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rasterize(portion);
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}
if (not interrupted)
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{
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applyPixelShader(portion);
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}
portion->discardPixels();
progress->exitSub();
}
}
progress->exitSub();
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finished = true;
}
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void SoftwareCanvasRenderer::interrupt()
{
interrupted = true;
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if (current_work)
{
current_work->interrupt();
}
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for (auto &rasterizer:rasterizers)
{
rasterizer->interrupt();
}
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}
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const Rasterizer &SoftwareCanvasRenderer::getRasterizer(int client_id) const
{
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return *(rasterizers[client_id]);
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}
bool SoftwareCanvasRenderer::saveToDisk(const std::string &filepath) const
{
return getCanvas()->saveToDisk(filepath, *getCanvas()->getPreview()->getToneMapping(), samples);
}
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void SoftwareCanvasRenderer::rasterize(CanvasPortion *portion)
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{
int count = 0;
for (auto &rasterizer:rasterizers)
{
count += rasterizer->prepareRasterization();
}
progress->enterSub(count);
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for (auto &rasterizer:rasterizers)
{
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rasterizer->rasterizeToCanvas(portion);
}
progress->exitSub();
}
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void SoftwareCanvasRenderer::applyPixelShader(CanvasPortion *portion)
{
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// Subdivide in chunks
int chunk_size = 64;
int chunks_x = (portion->getWidth() - 1) / chunk_size + 1;
int chunks_y = (portion->getHeight() - 1) / chunk_size + 1;
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int units = chunks_x * chunks_y;
// Render chunks in parallel
progress->enterSub(portion->getWidth() * portion->getHeight());
for (int sub_chunk_size = chunk_size; sub_chunk_size >= 1; sub_chunk_size /= 2)
{
if (interrupted)
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{
break;
}
CanvasPixelShader shader(*this, portion, progress, chunk_size, sub_chunk_size, chunks_x, chunks_y);
ParallelWork work(&shader, units);
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current_work = &work;
work.perform();
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current_work = NULL;
}
progress->exitSub();
}