void Renderer::startRendering(size_t i_threadCount) { threadCount = i_threadCount; mThreadHandle = ThreadHandle(threadCount); imageWidth = renderImage.GetWidth(); imageHeight = renderImage.GetHeight(); noOfRowsToRenderPerThread = imageHeight / threadCount; renderingImage = renderImage.GetPixels(); zBufferImage = renderImage.GetZBuffer(); sampleCountImage = renderImage.GetSampleCount(); operationCountImage = renderImage.GetOperationCountImage(); myEngine::Timing::Clock *clock = myEngine::Timing::Clock::createAndStart(); /*for (int i = 0; i < renderImage.GetHeight(); ++i) { for (int j = 0; j < renderImage.GetWidth(); ++j) { calculatePixelColor(rootNode,lights,j, i); } }*/ int *threadVal = new int[threadCount]; for (size_t i = 0; i < threadCount; i++) { threadVal[i] = i; std::cout << "\nPassing Value to thread" << threadVal[i]; mThreadHandle.thread[i] = CreateThread(nullptr, 0, static_cast<LPTHREAD_START_ROUTINE>(renderPixel), &threadVal[i], CREATE_SUSPENDED, nullptr); } for (size_t i = 0; i < threadCount;i++) { ResumeThread(mThreadHandle.thread[i]); } std::cout << "Wait Val"<<std::endl << WaitForMultipleObjects(threadCount, mThreadHandle.thread, TRUE, INFINITE) << std::endl;; std::cout << "Wait finished"; if (WaitForMultipleObjects(threadCount + 1, mThreadHandle.thread, TRUE, INFINITE)) { mThreadHandle.destroyThread(); } TCHAR* mutexName = __T("WritingMutex"); HANDLE mutexHandle = OpenMutex(MUTEX_ALL_ACCESS, FALSE, mutexName); CloseHandle(mutexHandle); renderImage.SaveImage("RayCasted.ppm"); renderImage.ComputeZBufferImage(); renderImage.SaveZImage("RayCastWithZ.ppm"); renderImage.ComputeSampleCountImage(); renderImage.SaveSampleCountImage("SampleCountImage.ppm"); clock->updateDeltaTime(); double time = clock->getdeltaTime(); printf("Time to render ray casting %f", clock->getdeltaTime()); }