134 lines
3 KiB
C++
134 lines
3 KiB
C++
#include "SoftwareCanvasRenderer.h"
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#include "Rasterizer.h"
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#include "SoftwareRenderer.h"
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#include "Canvas.h"
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#include "TerrainRasterizer.h"
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#include "WaterRasterizer.h"
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#include "SkyRasterizer.h"
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#include "CameraDefinition.h"
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#include "ParallelWork.h"
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#include "CanvasPortion.h"
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#include "CanvasPixelShader.h"
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SoftwareCanvasRenderer::SoftwareCanvasRenderer()
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{
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started = false;
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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));
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rasterizers.push_back(new TerrainRasterizer(this, 2));
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current_work = NULL;
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}
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SoftwareCanvasRenderer::~SoftwareCanvasRenderer()
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{
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delete canvas;
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for (auto &rasterizer: rasterizers)
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{
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delete rasterizer;
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}
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}
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void SoftwareCanvasRenderer::setSize(int width, int height, int samples)
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{
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if (not started)
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{
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canvas->setSize(width * samples, height * samples);
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}
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}
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void SoftwareCanvasRenderer::render()
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{
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// TEMP
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started = true;
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render_quality = 3;
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render_camera->setRenderSize(canvas->getWidth(), canvas->getHeight());
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prepare();
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// Iterate portions
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int nx = canvas->getHorizontalPortionCount();
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int ny = canvas->getVerticalPortionCount();
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for (int y = 0; y < ny; y++)
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{
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for (int x = 0; x < nx; x++)
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{
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CanvasPortion *portion = canvas->at(x, y);
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if (not render_interrupt)
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{
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portion->preparePixels();
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rasterize(portion, true);
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}
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if (not render_interrupt)
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{
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applyPixelShader(portion, true);
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}
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portion->discardPixels();
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}
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}
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}
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void SoftwareCanvasRenderer::interrupt()
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{
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SoftwareRenderer::interrupt();
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if (current_work)
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{
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current_work->interrupt();
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}
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for (auto &rasterizer:getRasterizers())
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{
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rasterizer->interrupt();
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}
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}
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const std::vector<Rasterizer *> &SoftwareCanvasRenderer::getRasterizers() const
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{
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return rasterizers;
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}
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const Rasterizer &SoftwareCanvasRenderer::getRasterizer(int client_id) const
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{
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return *(getRasterizers()[client_id]);
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}
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void SoftwareCanvasRenderer::rasterize(CanvasPortion *portion, bool threaded)
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{
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for (auto &rasterizer:getRasterizers())
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{
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rasterizer->rasterizeToCanvas(portion);
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}
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}
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void SoftwareCanvasRenderer::applyPixelShader(CanvasPortion *portion, bool threaded)
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{
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// Subdivide in chunks
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int chunk_size = 64;
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int chunks_x = (portion->getWidth() - 1) / chunk_size + 1;
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int chunks_y = (portion->getHeight() - 1) / chunk_size + 1;
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int units = chunks_x * chunks_y;
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// Render chunks in parallel
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for (int sub_chunk_size = chunk_size; sub_chunk_size >= 1; sub_chunk_size /= 2)
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{
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if (render_interrupt)
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{
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break;
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}
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CanvasPixelShader shader(*this, portion, chunk_size, sub_chunk_size, chunks_x, chunks_y);
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ParallelWork work(&shader, units);
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current_work = &work;
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work.perform();
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current_work = NULL;
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}
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}
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