added very basic multithreading to renderer

This commit is contained in:
arvid schröder 2022-11-23 15:42:21 +01:00
parent 41ae90b1b5
commit f0a7cffc39
4 changed files with 26 additions and 17 deletions

View file

@ -2,6 +2,7 @@ cmake_minimum_required(VERSION 3.5)
project(CG1_Tracer LANGUAGES CXX)
set(CMAKE_CXX_STANDARD 17)
set(CMAKE_CXX_STANDARD_REQUIRED ON)
set(CMAKE_CXX_FLAGS "-O3 -pthread")
if(NOT WIN32)
find_package(Threads REQUIRED)

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@ -1,3 +1,3 @@
#include "ray.h"
int Ray::rayCount = 0;
std::atomic_int Ray::rayCount = 0;

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@ -42,7 +42,7 @@ private:
int remainingBounces = ICG_RAY_BOUNCES;
#endif
static int rayCount;
static std::atomic_int rayCount;
};
#endif

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@ -4,6 +4,7 @@
#include <iostream>
#include <chrono>
#include <iomanip>
#include <thread>
Texture SimpleRenderer::renderImage(Scene const &scene, Camera const &camera, int width, int height) {
Texture image(width, height);
@ -17,9 +18,9 @@ Texture SimpleRenderer::renderImage(Scene const &scene, Camera const &camera, in
// Super-hacky progress bar!
std::cout << "(SimpleRenderer): Begin rendering..." << std::endl;
std::cout << "| 0%";
int const barSize = 50;
int const stepSize = (width * height) / barSize;
for (int i = 0; i < barSize - 3 - 5; ++i)
int const barSizeGoal = 100;
int const stepSize = width / barSizeGoal;
for (int i = 0; i < width / stepSize - 3 - 5; ++i)
std::cout << " ";
std::cout << "100% |" << std::endl << "|";
int k = 0;
@ -27,18 +28,25 @@ Texture SimpleRenderer::renderImage(Scene const &scene, Camera const &camera, in
// Start timer
start = std::chrono::steady_clock::now();
float const aspectRatio = static_cast<float>(height) / width;
float const aspectRatio = static_cast<float>(height) / static_cast<float>(width);
std::vector<std::thread> threads;
threads.reserve(width);
for (int x = 0; x < image.width(); ++x) {
threads.emplace_back([&image, aspectRatio](auto camera, auto scene, int x) {
for (int y = 0; y < image.height(); ++y) {
Ray ray = camera.createRay((static_cast<float>(x) / width * 2 - 1), -(static_cast<float>(y) / height * 2 - 1) * aspectRatio);
image.setPixelAt(x, y, clamped(scene.traceRay(ray)));
Ray ray = camera->createRay((static_cast<float>(x) / image.width() * 2.0f - 1),
-(static_cast<float>(y) / image.height() * 2 - 1) * aspectRatio);
image.setPixelAt(x, y, clamped(scene->traceRay(ray)));
}
}, &camera, &scene, x);
}
for (auto &thread: threads) {
thread.join();
// Super hacky progress bar!
if (++k % stepSize == 0) {
std::cout << "=" << std::flush;
}
}
}
// Stop timer
stop = std::chrono::steady_clock::now();