Horizontal rendering
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@@ -33,22 +33,18 @@ void ProgressiveRenderer::Input() {
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ImGui::NewFrame();
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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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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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void workerThread(ProgressiveRenderer* renderer, int idd, int yStart, int yRange) {
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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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for (int y = yStart; y < yStart + yRange; y++)
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for (int x = 0; x < renderer->m_scene->w; x++) {
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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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@@ -57,20 +53,37 @@ void workerThread(ProgressiveRenderer* renderer, int idd, int xStart, int xRange
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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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/*
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New design is needed
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as follows is pretty
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good
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class threadpool {
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vector thread* threads
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vector bool status
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vector uint32 buffers
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void merge()
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}
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maybe
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class thread {
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framebuffer
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}
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*/
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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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(m_scene->h / m_workerMax) * i,
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-((m_scene->h / m_workerMax) * i - m_scene->h)
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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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(m_scene->h / m_workerMax) * i,
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(m_scene->h / m_workerMax) * (i + 1) - (m_scene->h / m_workerMax) * i
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));
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}
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}
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@@ -90,22 +103,6 @@ void ProgressiveRenderer::Render() {
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for (auto& thread : m_workers) {
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thread->join();
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}
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// auto frameStartTime = std::chrono::high_resolution_clock::now();
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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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void ProgressiveRenderer::RenderProgressive() {
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