Threaded progressive renderer
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@@ -1,5 +1,7 @@
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#include "progressiverenderer.hpp"
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#include "renderengine.hpp"
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#include "../common.hpp"
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#include "../pixel.hpp"
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#include "../display/displayinterface.hpp"
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@@ -16,8 +18,10 @@ ProgressiveRenderer::ProgressiveRenderer() {
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}
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void ProgressiveRenderer::Init(DisplayInterface* interface, Scene* scene) {
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m_engine = new RenderEngine();
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m_engine->SetScene(scene);
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m_interface = interface;
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m_scene = scene;
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m_scene = scene;
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}
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void ProgressiveRenderer::Input() {
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@@ -31,69 +35,79 @@ void ProgressiveRenderer::Input() {
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ImGui::Begin("Debug");
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ImGui::Text("Hello, world %d", 123);
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if (ImGui::Button("Save")) {}
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char* buf = ""; float f;
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ImGui::InputText("string", buf, IM_ARRAYSIZE(buf));
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ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
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ImGui::End();
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}
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void workerThread(ProgressiveRenderer* renderer, int idd, int xStart, int xRange) {
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while (!renderer->Ready) {
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std::chrono::milliseconds dura(10);
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std::this_thread::sleep_for(dura);
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}
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while (renderer->Ready) {
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for (int x = xStart; x < xStart + xRange; x++)
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for (int y = 0; y < renderer->m_scene->h; y++) {
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Ray ray = renderer->m_scene->camera->CastRay(x, y);
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glm::vec3 col = renderer->m_engine->GetColour(ray, 0);
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renderer->m_interface->SetPixelSafe(x, y, col);
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}
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}
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}
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void ProgressiveRenderer::Render() {
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int frames = 0;
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auto startTime = std::chrono::high_resolution_clock::now();
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// Allocates threads with ranges to render
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for (int i = 0; i < m_workerMax; i++) {
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if (i == m_workerMax - 1) {
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m_workers.push_back(new std::thread(workerThread, this, i,
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(m_scene->w / m_workerMax) * i,
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-((m_scene->w / m_workerMax) * i - m_scene->w)
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));
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} else {
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m_workers.push_back(new std::thread(workerThread, this, i,
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(m_scene->w / m_workerMax) * i,
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(m_scene->w / m_workerMax) * (i + 1) - (m_scene->w / m_workerMax) * i
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));
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}
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}
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int lastTime = SDL_GetTicks();
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// Starts render loop
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while (m_interface->Active) {
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Ready = true;
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// TODO: Queue frame jobs properly
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Input();
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m_interface->Update();
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}
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Ready = false;
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for (auto& thread : m_workers) {
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thread->join();
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}
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while (m_interface->Active) {
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auto frameStartTime = std::chrono::high_resolution_clock::now();
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// auto frameStartTime = std::chrono::high_resolution_clock::now();
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#pragma omp parallel for schedule(dynamic)
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for (int x = 0; x < m_scene->w; x++)
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for (int y = 0; y < m_scene->h; y++) {
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// auto endTime = std::chrono::high_resolution_clock::now();
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Ray ray = m_scene->camera->CastRay(x, y);
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// frames++;
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// std::cout << "Frame: " << frames << std::endl;
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// std::cout << "Frame Time: " << std::chrono::duration_cast<std::chrono::seconds>(endTime - frameStartTime).count()
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// << ":" << std::chrono::duration_cast<std::chrono::milliseconds>(endTime - frameStartTime).count() << "s" << std::endl;
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// std::cout << "Avg Frame Time: " << std::chrono::duration_cast<std::chrono::seconds>(endTime - startTime).count() / frames
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// << ":" << std::chrono::duration_cast<std::chrono::milliseconds>(endTime - startTime).count() / frames << "s"
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// << std::endl << std::endl;
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float t;
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Primative* hit = nullptr;
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bool didhit = TraceRayScene(ray, m_scene, t, hit);
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if (!didhit) {
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m_interface->SetPixelSafe(x, y, 0x000000);
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continue;
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}
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glm::vec3 hitPoint = ray.origin + ray.direction * t;
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glm::vec3 normal = hit->SurfaceNormal(hitPoint);
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Pixel col((normal.x + 1.0f) * 127.5f, (normal.y + 1.0f) * 127.5f, (normal.z + 1.0f) * 127.5f);
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m_interface->SetPixelSafe(x, y, col.rgb());
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}
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auto endTime = std::chrono::high_resolution_clock::now();
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frames++;
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std::cout << "Frame: " << frames << std::endl;
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std::cout << "Frame Time: " << std::chrono::duration_cast<std::chrono::seconds>(endTime - frameStartTime).count()
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<< ":" << std::chrono::duration_cast<std::chrono::milliseconds>(endTime - frameStartTime).count() << "s" << std::endl;
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std::cout << "Avg Frame Time: " << std::chrono::duration_cast<std::chrono::seconds>(endTime - startTime).count() / frames
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<< ":" << std::chrono::duration_cast<std::chrono::milliseconds>(endTime - startTime).count() / frames << "s"
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<< std::endl << std::endl;
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// Swap framebuffers
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m_interface->Update();
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m_interface->ClearFramebuffer();
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}
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// Swap framebuffers
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// m_interface->Update();
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// m_interface->ClearFramebuffer();
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}
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void ProgressiveRenderer::RenderProgressive() {
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}
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