Esempio n. 1
0
        protected override IRenderResult OnRender(RenderConfig config, RenderJobCallBackDelegate progressCallBackAction)
        {
            CameraBase camera = m_Scene.camera;

            if (camera == null)
            {
                throw new System.ArgumentNullException();
            }

            Texture result = new Texture(config.width, config.height);

            camera.SetRenderTarget(result);

            RenderJob <PathTracerRenderJobResult, PathTracer> job = new RenderJob <PathTracerRenderJobResult, PathTracer>(config, m_Scene, this);

            for (int j = 0; j < camera.renderTarget.height; j += 32)
            {
                for (int i = 0; i < camera.renderTarget.width; i += 32)
                {
                    job.AddWork(new PathTracerRenderWork(i, j, (int)config.width, (int)config.height));
                }
            }
            job.Render(camera.renderTarget, progressCallBackAction);

            return(result);
        }
Esempio n. 2
0
        private void RenderMultiThread(Scene scene, System.Action <int, int> progressCallBackAction)
        {
            List <ManualResetEvent> eventList = new List <ManualResetEvent>();

            int samplerIndex = 0;
            int total        = m_RenderTarget.width * m_RenderTarget.height;
            int finished     = 0;

            for (int j = 0; j < m_RenderTarget.height; j++)
            {
                for (int i = 0; i < m_RenderTarget.width; i++)
                {
                    var job = new RenderJob(i, j, m_Samplers[samplerIndex], scene, this);
                    samplerIndex += 1;
                    if (samplerIndex >= m_Samplers.Length)
                    {
                        samplerIndex = 0;
                    }
                    eventList.Add(job.resetEvent);
                    ThreadPool.QueueUserWorkItem(job.Render);

                    if (eventList.Count >= Environment.ProcessorCount)
                    {
                        WaitRender(eventList);
                        progressCallBackAction?.Invoke(finished, total);
                        finished++;
                    }
                }
            }

            while (eventList.Count > 0)
            {
                WaitRender(eventList);
                progressCallBackAction?.Invoke(finished, total);
                finished++;
            }
        }