server now sends jobs to client and client can send result image to server

This commit is contained in:
2025-02-25 01:53:08 +01:00
parent fcc6f8266b
commit 29f00cf9b2
13 changed files with 182 additions and 91 deletions

View File

@ -6,15 +6,15 @@
/* By: tomoron <tomoron@student.42angouleme.fr> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */
/* Created: 2025/02/20 18:25:18 by tomoron #+# #+# */
/* Updated: 2025/02/23 22:41:25 by tomoron ### ########.fr */
/* Updated: 2025/02/25 01:49:07 by tomoron ### ########.fr */
/* */
/* ************************************************************************** */
#ifndef CLUSTERIZER_HPP
# define CLUSTERIZER_HPP
#pragma once
# include "RT.hpp"
typedef enum e_job_status
{
WAITING,
@ -24,19 +24,19 @@ typedef enum e_job_status
typedef struct s_job
{
std::string scene;
glm::vec3 pos;
glm::vec2 dir;
size_t samples;
GPUDenoise denoise;
size_t id;
size_t frameNb;
} t_job;
typedef struct s_client
{
std::vector<uint8_t> buffer;
t_job *curJob;
int progress;
uint8_t progress;
bool ready;
} t_client;
@ -44,33 +44,31 @@ typedef enum e_msg
{
RDY,
JOB,
JOB_RES_RQ,
ACK,
WAIT,
IMAGE,
ERR,
UNKNOWN
PROGRESS_UPDATE,
IMG_SEND_RQ,
IMG
} t_msg;
class Clusterizer
{
public:
Clusterizer(Arguments &args);
Clusterizer(Arguments &args, Renderer *renderer);
~Clusterizer();
void update(void);
void update(Scene &scene, Window &win, std::vector<GLuint> &textures, ShaderProgram &denoisingProgram);
bool getError(void);
void imguiRender(void);
bool isServer(void);
bool hasJobs(void);
void addJob(glm::vec3 pos, glm::vec2 dir, size_t samples);
void addJob(glm::vec3 pos, glm::vec2 dir, size_t samples, size_t frames, GPUDenoise &denoise);
private:
bool _isActive;
bool _isServer;
bool _error;
std::string _sceneName;
Renderer *_renderer;
std::vector<t_job *> _jobs[3];
@ -78,18 +76,23 @@ class Clusterizer
void imguiClients(void);
private: //client
void initClient(std::string &dest);
void openClientConnection(const char *ip, int port);
void clientHandleBuffer(void);
void updateClient(void);
void clientGetJob(void);
void clientReceive(void);
void initClient(std::string &dest);
void openClientConnection(const char *ip, int port);
void clientHandleBuffer(void);
void updateClient(Scene &scene, Window &win, std::vector<GLuint> &textures, ShaderProgram &denoisingProgram);
void clientGetJob(void);
void clientReceive(void);
void handleCurrentJob(Scene &scene, Window &win, std::vector<GLuint> &textures, ShaderProgram &denoisingProgram);
void sendProgress(uint8_t progress);
void sendImageToServer(std::vector<GLuint> &textures, ShaderProgram &denoisingProgram);
int _serverFd;
std::string _serverIp;
int _serverPort;
std::vector<uint8_t> _receiveBuffer;
t_job _currentJob;
t_job *_currentJob;
uint8_t _progress;
bool _srvReady;
private: //server
void initServer(std::string port);
@ -104,13 +107,8 @@ class Clusterizer
int dispatchJobs(void);
int _serverSocket;
struct pollfd *_pollfds;
std::map<int, t_client> _clients;
size_t _curId;
};
#endif