Don't copy scenery in the renderer
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parent
db0be5204f
commit
56dae1e38e
10 changed files with 20 additions and 41 deletions
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@ -203,9 +203,8 @@ int main(int argc, char** argv)
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Vector3 step = {conf_camera_step_x, conf_camera_step_y, conf_camera_step_z};
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camera->setLocation(camera->getLocation().add(step));
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renderer = new SoftwareCanvasRenderer();
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renderer = new SoftwareCanvasRenderer(scenery);
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renderer->setConfig(conf_render_params);
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renderer->setScenery(scenery);
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if (outputcount >= conf_first_picture)
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{
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@ -17,12 +17,12 @@
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MainModelerWindow::MainModelerWindow()
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{
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Scenery scenery;
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scenery.autoPreset();
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scenery = new Scenery();
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scenery->autoPreset();
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Logs::debug() << "Initialized scenery:\n" << scenery.toString() << std::endl;
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Logs::debug() << "Initialized scenery:\n" << scenery->toString() << std::endl;
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renderer = new OpenGLRenderer(&scenery);
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renderer = new OpenGLRenderer(scenery);
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render_preview_provider = new RenderPreviewProvider();
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@ -77,11 +77,6 @@ void MainModelerWindow::setState(const QString &stateName)
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rootObject()->setProperty("state", stateName);
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}
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Scenery *MainModelerWindow::getScenery() const
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{
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return renderer->getScenery();
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}
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void MainModelerWindow::keyReleaseEvent(QKeyEvent *event)
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{
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if (getState() == "Render Dialog")
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@ -21,7 +21,7 @@ public:
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QString getState() const;
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void setState(const QString &stateName);
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Scenery *getScenery() const;
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inline Scenery *getScenery() const {return scenery;}
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inline OpenGLRenderer *getRenderer() const {return renderer;}
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inline ModelerCameras *getCamera() const {return cameras;}
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@ -29,6 +29,7 @@ protected:
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virtual void keyReleaseEvent(QKeyEvent *event) override;
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private:
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Scenery *scenery;
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OpenGLRenderer *renderer;
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AtmosphereModeler *atmosphere;
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@ -76,8 +76,7 @@ void RenderProcess::startRender(Scenery *scenery, const RenderConfig &config)
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delete renderer;
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}
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renderer = new SoftwareCanvasRenderer();
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renderer->setScenery(scenery);
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renderer = new SoftwareCanvasRenderer(scenery);
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renderer->setConfig(config);
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destination->setCanvas(renderer->getCanvas());
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@ -14,7 +14,7 @@ namespace opengl {
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class OPENGLSHARED_EXPORT OpenGLRenderer: public SoftwareRenderer
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{
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public:
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OpenGLRenderer(Scenery* scenery=0);
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OpenGLRenderer(Scenery* scenery);
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virtual ~OpenGLRenderer();
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inline OpenGLSkybox *getSkybox() const {return skybox;}
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@ -14,7 +14,8 @@
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#include "ColorProfile.h"
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#include "CanvasPreview.h"
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SoftwareCanvasRenderer::SoftwareCanvasRenderer()
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SoftwareCanvasRenderer::SoftwareCanvasRenderer(Scenery *scenery):
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SoftwareRenderer(scenery)
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{
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started = false;
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finished = false;
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@ -19,7 +19,7 @@ namespace software {
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class SOFTWARESHARED_EXPORT SoftwareCanvasRenderer: public SoftwareRenderer
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{
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public:
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SoftwareCanvasRenderer();
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SoftwareCanvasRenderer(Scenery *scenery);
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virtual ~SoftwareCanvasRenderer();
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inline const Canvas *getCanvas() const {return canvas;}
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@ -20,14 +20,9 @@
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#include "System.h"
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#include "Thread.h"
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SoftwareRenderer::SoftwareRenderer(Scenery* scenery)
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SoftwareRenderer::SoftwareRenderer(Scenery* scenery):
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scenery(scenery)
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{
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this->scenery = new Scenery;
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if (scenery)
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{
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scenery->copy(this->scenery);
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}
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render_quality = 5;
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render_camera = new CameraDefinition;
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@ -61,13 +56,6 @@ SoftwareRenderer::~SoftwareRenderer()
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delete terrain_renderer;
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delete textures_renderer;
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delete water_renderer;
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delete scenery;
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}
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void SoftwareRenderer::setScenery(Scenery* scenery)
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{
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scenery->copy(this->scenery);
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}
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void SoftwareRenderer::prepare()
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@ -15,7 +15,7 @@ class SOFTWARESHARED_EXPORT SoftwareRenderer
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{
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public:
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SoftwareRenderer(Scenery* scenery=0);
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SoftwareRenderer(Scenery* scenery);
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virtual ~SoftwareRenderer();
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/* Render base configuration */
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@ -30,13 +30,6 @@ public:
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virtual Vector3 projectPoint(const Vector3 &point);
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virtual Vector3 unprojectPoint(const Vector3 &point);
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/*!
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* \brief Set the scenery to render.
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*
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* Don't call this after rendering has already started.
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*/
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virtual void setScenery(Scenery* scenery);
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/*!
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* \brief Prepare the renderer sub-systems.
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*
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@ -11,14 +11,17 @@ class FluidMediumManager_Test:public BaseTestCase
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protected:
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virtual void setUp()
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{
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renderer = new SoftwareRenderer();
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scenery = new Scenery();
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renderer = new SoftwareRenderer(scenery);
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}
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virtual void tearDown()
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{
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delete renderer;
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delete scenery;
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}
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Scenery *scenery;
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SoftwareRenderer *renderer;
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};
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