0

added some comments

This commit is contained in:
Andrew Brown
2011-10-24 18:17:13 -04:00
parent e29731fef3
commit 420e784451

View File

@@ -108,15 +108,16 @@ class RenderNode(object):
raise ValueError("there must be at least one quadtree to work on")
self.options = options
# A list of quadtree.QuadTree objects representing each rendermode
# requested
self.quadtrees = quadtrees
#List of changed tiles
self.rendered_tiles = []
#bind an index value to the quadtree so we can find it again
#and figure out which worlds are where
i = 0
self.worlds = []
for q in quadtrees:
for i, q in enumerate(quadtrees):
q._render_index = i
i += 1
if q.world not in self.worlds:
@@ -163,18 +164,23 @@ class RenderNode(object):
else:
pool.map_async(bool,xrange(multiprocessing.cpu_count()),1)
# 1 quadtree object per rendermode requested
quadtrees = self.quadtrees
# do per-quadtree init
max_p = 0
# Determine the total number of tiles by adding up the number of tiles
# from each quadtree. Also find the max zoom level (max_p). Even though
# each quadtree will always have the same zoom level, this bit of code
# does not make that assumption.
max_p = 0
total = 0
for q in quadtrees:
total += 4**q.p
if q.p > max_p:
max_p = q.p
self.max_p = max_p
# Render the highest level of tiles from the chunks
# The next sections of code render the highest zoom level of tiles. The
# section after render the other levels.
results = collections.deque()
complete = 0
logging.info("Rendering highest zoom level of tiles now.")
@@ -247,7 +253,8 @@ class RenderNode(object):
self.print_statusline(complete, total, 1, True)
# Now do the other layers
# The highest zoom level has been rendered.
# Now do the lower zoom levels
for zoom in xrange(self.max_p-1, 0, -1):
level = self.max_p - zoom + 1
assert len(results) == 0
@@ -295,21 +302,21 @@ class RenderNode(object):
requested, a new task is added to the pool and a result returned.
"""
if batch_size < len(self.quadtrees):
batch_size = len(self.quadtrees)
batch_size = len(self.quadtrees)
batch = []
jobcount = 0
jobcount = 0
# roundrobin add tiles to a batch job (thus they should all roughly work on similar chunks)
iterables = [q.get_worldtiles() for q in self.quadtrees]
for job in roundrobin(iterables):
# fixup so the worker knows which quadtree this is
job[0] = job[0]._render_index
job[0] = job[0]._render_index
# Put this in the batch to be submited to the pool
batch.append(job)
jobcount += 1
if jobcount >= batch_size:
jobcount = 0
jobcount = 0
yield pool.apply_async(func=render_worldtile_batch, args= [batch])
batch = []
batch = []
if jobcount > 0:
yield pool.apply_async(func=render_worldtile_batch, args= [batch])
@@ -341,6 +348,7 @@ class RenderNode(object):
@catch_keyboardinterrupt
def render_worldtile_batch(batch):
# batch is a list. Each item is [quadtree_id, colstart, colend, rowstart, rowend, tilepath]
global child_rendernode
rendernode = child_rendernode
count = 0