//-----------------------------------------------------------------------------
//
// Copyright 1993-1996 id Software
// Copyright 1999-2016 Randy Heit
// Copyright 2016 Magnus Norddahl
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program. If not, see http://www.gnu.org/licenses/
//
//-----------------------------------------------------------------------------
#pragma once
#include <stddef.h>
#include <vector>
#include <memory>
#include <thread>
#include <mutex>
#include <condition_variable>
#include "r_defs.h"
#include "d_player.h"
extern cycle_t FrameCycles;
class PolyDepthStencil;
namespace swrenderer
{
extern cycle_t WallCycles, PlaneCycles, MaskedCycles, DrawerWaitCycles;
class RenderThread;
class RenderScene
{
public:
RenderScene();
~RenderScene();
void Deinit();
void SetClearColor(int color);
void RenderView(player_t *player, DCanvas *target, void *videobuffer, int bufferpitch);
void RenderViewToCanvas(AActor *actor, DCanvas *canvas, int x, int y, int width, int height, bool dontmaplines = false);
bool DontMapLines() const { return dontmaplines; }
RenderThread *MainThread() { return Threads.front().get(); }
private:
void RenderActorView(AActor *actor,bool renderplayersprite, bool dontmaplines);
void RenderThreadSlices();
void RenderThreadSlice(RenderThread *thread);
void RenderPSprites();
void StartThreads(size_t numThreads);
void StopThreads();
bool dontmaplines = false;
int clearcolor = 0;
std::unique_ptr<PolyDepthStencil> DepthStencil;
std::vector<std::unique_ptr<RenderThread>> Threads;
std::mutex start_mutex;
std::condition_variable start_condition;
bool shutdown_flag = false;
int run_id = 0;
std::mutex end_mutex;
std::condition_variable end_condition;
size_t finished_threads = 0;
};
}