paysages3d/src/render/software/Rasterizer.h

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#ifndef RASTERIZER_H
#define RASTERIZER_H
#include "software_global.h"
namespace paysages {
namespace software {
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typedef struct ScanPoint ScanPoint;
typedef struct RenderScanlines RenderScanlines;
/**
* @brief Base abstract class for scenery pieces that can be rasterized to polygons.
*/
class SOFTWARESHARED_EXPORT Rasterizer
{
public:
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Rasterizer(SoftwareRenderer *renderer, int client_id, const Color &color);
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virtual ~Rasterizer();
inline SoftwareRenderer *getRenderer() const {return renderer;}
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virtual void rasterizeToCanvas(CanvasPortion* canvas) = 0;
virtual Color shadeFragment(const CanvasFragment &fragment) const = 0;
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protected:
void pushProjectedTriangle(CanvasPortion *canvas, const Vector3 &pixel1, const Vector3 &pixel2, const Vector3 &pixel3, const Vector3 &location1, const Vector3 &location2, const Vector3 &location3);
void pushTriangle(CanvasPortion *canvas, const Vector3 &v1, const Vector3 &v2, const Vector3 &v3);
void pushQuad(CanvasPortion *canvas, const Vector3 &v1, const Vector3 &v2, const Vector3 &v3, const Vector3 &v4);
void pushDisplacedTriangle(CanvasPortion *canvas, const Vector3 &v1, const Vector3 &v2, const Vector3 &v3, const Vector3 &ov1, const Vector3 &ov2, const Vector3 &ov3);
void pushDisplacedQuad(CanvasPortion *canvas, const Vector3 &v1, const Vector3 &v2, const Vector3 &v3, const Vector3 &v4, const Vector3 &ov1, const Vector3 &ov2, const Vector3 &ov3, const Vector3 &ov4);
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Color* color;
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SoftwareRenderer *renderer;
int client_id;
private:
void scanGetDiff(ScanPoint *v1, ScanPoint *v2, ScanPoint *result);
void scanInterpolate(CameraDefinition *camera, ScanPoint *v1, ScanPoint *diff, double value, ScanPoint *result);
void pushScanPoint(CanvasPortion *canvas, RenderScanlines *scanlines, ScanPoint *point);
void pushScanLineEdge(CanvasPortion *canvas, RenderScanlines *scanlines, ScanPoint *point1, ScanPoint *point2);
void renderScanLines(CanvasPortion *canvas, RenderScanlines *scanlines);
};
}
}
#endif // RASTERIZER_H