2015-10-18 15:26:19 +00:00
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#include "VegetationRasterizer.h"
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#include <cassert>
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#include "CanvasFragment.h"
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#include "Color.h"
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#include "SpaceSegment.h"
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#include "SoftwareRenderer.h"
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#include "VegetationRenderer.h"
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#include "RayCastingResult.h"
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2015-11-09 21:38:00 +00:00
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VegetationRasterizer::VegetationRasterizer(SoftwareRenderer *renderer, RenderProgress *progress, int client_id)
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: TerrainRasterizer(renderer, progress, client_id) {
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2015-10-18 15:26:19 +00:00
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setYOffset(0.5);
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setColor(Color(0.8, 1.0, 0.8, 0.5));
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}
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2015-11-09 21:38:00 +00:00
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Color VegetationRasterizer::shadeFragment(const CanvasFragment &fragment, const CanvasFragment *previous) const {
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2015-10-18 15:26:19 +00:00
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assert(previous != NULL);
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2015-11-09 21:38:00 +00:00
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if (not fragment.isFrontFacing() or previous->getClient() == RASTERIZER_CLIENT_SKY) {
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2015-10-18 15:26:19 +00:00
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// This is an exit fragment, or the last before sky
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return COLOR_TRANSPARENT;
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}
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// Even if we assert, this may happen in rare circumstances (no opaque background fragment), so don't crash
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2015-11-09 21:38:00 +00:00
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if (previous == NULL) {
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2015-10-18 15:26:19 +00:00
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return COLOR_TRANSPARENT;
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}
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SoftwareRenderer *renderer = getRenderer();
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SpaceSegment segment(renderer->unprojectPoint(fragment.getPixel()), renderer->unprojectPoint(previous->getPixel()));
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RayCastingResult result = renderer->getVegetationRenderer()->getResult(segment);
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2015-11-09 21:38:00 +00:00
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if (result.hit) {
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2015-10-18 15:26:19 +00:00
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return result.hit_color;
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2015-11-09 21:38:00 +00:00
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} else {
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2015-10-18 15:26:19 +00:00
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return COLOR_TRANSPARENT;
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}
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}
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