#include "SoftwareCanvasRenderer.h" #include "Rasterizer.h" #include "SoftwareRenderer.h" #include "Canvas.h" #include "TerrainRasterizer.h" #include "WaterRasterizer.h" #include "SkyRasterizer.h" #include "CameraDefinition.h" #include "ParallelWork.h" #include "CanvasPortion.h" #include "CanvasPixelShader.h" SoftwareCanvasRenderer::SoftwareCanvasRenderer() { started = false; interrupted = false; canvas = new Canvas(); rasterizers.push_back(new SkyRasterizer(this, 0)); rasterizers.push_back(new WaterRasterizer(this, 1)); rasterizers.push_back(new TerrainRasterizer(this, 2)); current_work = NULL; } SoftwareCanvasRenderer::~SoftwareCanvasRenderer() { delete canvas; 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; render_quality = 3; render_camera->setRenderSize(canvas->getWidth(), canvas->getHeight()); prepare(); // Iterate portions int nx = canvas->getHorizontalPortionCount(); int ny = canvas->getVerticalPortionCount(); for (int y = 0; y < ny; y++) { for (int x = 0; x < nx; x++) { CanvasPortion *portion = canvas->at(x, y); if (not interrupted) { portion->preparePixels(); rasterize(portion, true); } if (not interrupted) { applyPixelShader(portion, true); } portion->discardPixels(); } } } void SoftwareCanvasRenderer::interrupt() { interrupted = true; if (current_work) { current_work->interrupt(); } for (auto &rasterizer:getRasterizers()) { rasterizer->interrupt(); } } const std::vector &SoftwareCanvasRenderer::getRasterizers() const { return rasterizers; } const Rasterizer &SoftwareCanvasRenderer::getRasterizer(int client_id) const { return *(getRasterizers()[client_id]); } void SoftwareCanvasRenderer::rasterize(CanvasPortion *portion, bool threaded) { for (auto &rasterizer:getRasterizers()) { rasterizer->rasterizeToCanvas(portion); } } void SoftwareCanvasRenderer::applyPixelShader(CanvasPortion *portion, bool threaded) { // 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; int units = chunks_x * chunks_y; // Render chunks in parallel for (int sub_chunk_size = chunk_size; sub_chunk_size >= 1; sub_chunk_size /= 2) { if (interrupted) { break; } CanvasPixelShader shader(*this, portion, chunk_size, sub_chunk_size, chunks_x, chunks_y); ParallelWork work(&shader, units); current_work = &work; work.perform(); current_work = NULL; } }