2013-12-05 15:44:18 +00:00
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#ifndef TERRAINRASTERIZER_H
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#define TERRAINRASTERIZER_H
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#include "software_global.h"
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2014-06-05 15:12:49 +00:00
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#include "Rasterizer.h"
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2013-12-05 15:44:18 +00:00
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#include "Vector3.h"
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namespace paysages {
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namespace software {
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2014-06-05 15:12:49 +00:00
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class SOFTWARESHARED_EXPORT TerrainRasterizer: public Rasterizer
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2013-12-05 15:44:18 +00:00
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{
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public:
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typedef struct
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{
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Vector3 point_nw;
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Vector3 point_sw;
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Vector3 point_se;
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Vector3 point_ne;
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int detail_hint;
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} TerrainChunkInfo;
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public:
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2014-06-12 15:45:59 +00:00
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TerrainRasterizer(SoftwareRenderer* renderer, int client_id);
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2013-12-05 15:44:18 +00:00
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/**
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* Method called for each chunk tessellated by getTessellationInfo.
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*/
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2014-08-19 09:44:54 +00:00
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void processChunk(CanvasPortion* canvas, TerrainChunkInfo* chunk, double progress);
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2013-12-05 15:44:18 +00:00
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/**
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* Tessellate the terrain, calling processChunk for each chunk.
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*
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* The terrain will be broken in chunks, most detailed near the camera.
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*/
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2014-06-18 20:10:46 +00:00
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void getTessellationInfo(CanvasPortion* canvas, int displaced);
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2013-12-05 15:44:18 +00:00
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/**
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* Tessellate a terrain chunk, pushing the quads in the render area.
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*/
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2014-06-18 20:10:46 +00:00
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void tessellateChunk(CanvasPortion* canvas, TerrainChunkInfo* chunk, int detail);
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void renderQuad(CanvasPortion* canvas, double x, double z, double size, double water_height);
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2013-12-05 15:44:18 +00:00
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2014-08-19 07:18:55 +00:00
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virtual void rasterizeToCanvas(CanvasPortion* canvas) override;
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virtual Color shadeFragment(const CanvasFragment &fragment) const override;
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2013-12-05 15:44:18 +00:00
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};
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}
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}
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#endif // TERRAINRASTERIZER_H
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