Explicit threadpooling and framebuffers
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@@ -7,6 +7,7 @@
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#include "../display/displayinterface.hpp"
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#include "../util/assetloader.hpp"
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#include "../util/threadpool.hpp"
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#include "../definitions/primatives/primative.hpp"
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#include "../definitions/camera.hpp"
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@@ -18,7 +19,9 @@ ProgressiveRenderer::ProgressiveRenderer() {
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}
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void ProgressiveRenderer::Init(DisplayInterface* interface, Scene* scene) {
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m_threadPool = new RenderThreadPool();
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m_engine = new RenderEngine();
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m_engine->Mode = MODE_RENDER_PATHTRACE;
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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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@@ -33,76 +36,30 @@ void ProgressiveRenderer::Input() {
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ImGui::NewFrame();
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ImGui::Begin("Debug");
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ImGui::Checkbox("Render Normals", &m_normals);
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if (m_normals) {
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m_engine->Mode = MODE_RENDER_NORMALS;
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} else {
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m_engine->Mode = MODE_RENDER_PATHTRACE;
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}
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ImGui::End();
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}
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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 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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}
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}
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}
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void ProgressiveRenderer::Render() {
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m_threadPool->SetJobs(this, m_scene->w, m_scene->h);
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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->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->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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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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Ready = true;
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m_threadPool->Ready = true;
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while (m_interface->Active) {
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if (m_threadPool->CheckAllJobs()) m_threadPool->RunJobsAgain();
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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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m_threadPool->Destroy();
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}
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void ProgressiveRenderer::RenderProgressive() {
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