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100 lines
2.9 KiB
C++
100 lines
2.9 KiB
C++
/*
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** Renderer multithreading framework
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** Copyright (c) 2016 Magnus Norddahl
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**
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** This software is provided 'as-is', without any express or implied
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** warranty. In no event will the authors be held liable for any damages
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** arising from the use of this software.
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**
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** Permission is granted to anyone to use this software for any purpose,
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** including commercial applications, and to alter it and redistribute it
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** freely, subject to the following restrictions:
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**
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** 1. The origin of this software must not be misrepresented; you must not
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** claim that you wrote the original software. If you use this software
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** in a product, an acknowledgment in the product documentation would be
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** appreciated but is not required.
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** 2. Altered source versions must be plainly marked as such, and must not be
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** misrepresented as being the original software.
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** 3. This notice may not be removed or altered from any source distribution.
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**
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*/
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#pragma once
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#include <memory>
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#include <thread>
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class DrawerCommandQueue;
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typedef std::shared_ptr<DrawerCommandQueue> DrawerCommandQueuePtr;
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class RenderMemory;
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class ADynamicLight;
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EXTERN_CVAR(Bool, r_models);
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extern bool r_modelscene;
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namespace swrenderer
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{
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class VisibleSpriteList;
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class RenderPortal;
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class RenderOpaquePass;
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class RenderTranslucentPass;
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class RenderPlayerSprites;
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class RenderScene;
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class RenderViewport;
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class Clip3DFloors;
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class VisiblePlaneList;
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class DrawSegmentList;
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class RenderClipSegment;
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class RenderViewport;
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class LightVisibility;
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class SWPixelFormatDrawers;
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class SWTruecolorDrawers;
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class SWPalDrawers;
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class RenderThread
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{
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public:
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RenderThread(RenderScene *scene, bool mainThread = true);
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~RenderThread();
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RenderScene *Scene;
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int X1 = 0;
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int X2 = MAXWIDTH;
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bool MainThread = false;
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std::unique_ptr<RenderMemory> FrameMemory;
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std::unique_ptr<RenderOpaquePass> OpaquePass;
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std::unique_ptr<RenderTranslucentPass> TranslucentPass;
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std::unique_ptr<VisibleSpriteList> SpriteList;
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std::unique_ptr<RenderPortal> Portal;
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std::unique_ptr<Clip3DFloors> Clip3D;
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std::unique_ptr<RenderPlayerSprites> PlayerSprites;
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std::unique_ptr<VisiblePlaneList> PlaneList;
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std::unique_ptr<DrawSegmentList> DrawSegments;
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std::unique_ptr<RenderClipSegment> ClipSegments;
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std::unique_ptr<RenderViewport> Viewport;
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std::unique_ptr<LightVisibility> Light;
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DrawerCommandQueuePtr DrawQueue;
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TArray<ADynamicLight*> AddedLightsArray;
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std::thread thread;
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// VisibleSprite working buffers
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short clipbot[MAXWIDTH];
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short cliptop[MAXWIDTH];
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SWPixelFormatDrawers *Drawers(RenderViewport *viewport);
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// Make sure texture can accessed safely
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void PrepareTexture(FTexture *texture, FRenderStyle style);
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// Setup poly object in a threadsafe manner
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void PreparePolyObject(subsector_t *sub);
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private:
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std::unique_ptr<SWTruecolorDrawers> tc_drawers;
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std::unique_ptr<SWPalDrawers> pal_drawers;
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};
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}
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