2013-11-09 17:46:34 +00:00
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#ifndef SOFTWARERENDERER_H
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#define SOFTWARERENDERER_H
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#include "software_global.h"
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namespace paysages {
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namespace software {
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2016-01-03 18:21:23 +00:00
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/**
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* This class renders a defined scenery in sotware mode (using only standard CPU computations).
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2013-11-09 17:46:34 +00:00
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*/
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2015-11-09 21:30:46 +00:00
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class SOFTWARESHARED_EXPORT SoftwareRenderer {
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2013-11-09 17:46:34 +00:00
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2015-11-09 21:30:46 +00:00
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public:
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SoftwareRenderer(Scenery *scenery);
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2013-11-09 17:46:34 +00:00
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virtual ~SoftwareRenderer();
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2013-12-09 10:59:57 +00:00
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/* Render base configuration */
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int render_quality;
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2015-11-09 21:30:46 +00:00
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CameraDefinition *render_camera;
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2013-12-09 10:59:57 +00:00
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2016-01-14 23:07:02 +00:00
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virtual Vector3 getCameraLocation();
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virtual Vector3 getCameraDirection();
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2013-12-11 11:46:39 +00:00
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virtual double getPrecision(const Vector3 &location);
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virtual Vector3 projectPoint(const Vector3 &point);
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virtual Vector3 unprojectPoint(const Vector3 &point);
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2013-12-09 10:59:57 +00:00
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2016-01-03 18:21:23 +00:00
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/**
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* Prepare the renderer sub-systems.
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2013-11-12 20:34:35 +00:00
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*
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* This will clear the caches and connect elements together.
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* After this call, don't update the scenery when renderer is in use.
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*/
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2013-12-09 10:59:57 +00:00
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virtual void prepare();
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2013-11-11 14:42:11 +00:00
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2016-01-03 18:21:23 +00:00
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/**
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2015-09-10 16:16:57 +00:00
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* Set the global quality control factor.
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*
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* Values between 0.0 and 1.0 are standard quality (1.0 is considered a "very good" production quality value).
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*
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* Values above 1.0 are used for boosting ("extra" quality, for demanding renders).
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*/
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virtual void setQuality(double quality);
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2015-11-09 21:30:46 +00:00
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inline Scenery *getScenery() const {
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return scenery;
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}
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inline BaseAtmosphereRenderer *getAtmosphereRenderer() const {
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return atmosphere_renderer;
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}
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inline CloudsRenderer *getCloudsRenderer() const {
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return clouds_renderer;
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}
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inline TerrainRenderer *getTerrainRenderer() const {
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return terrain_renderer;
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}
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inline TexturesRenderer *getTexturesRenderer() const {
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return textures_renderer;
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}
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inline WaterRenderer *getWaterRenderer() const {
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return water_renderer;
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}
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2015-11-09 21:38:00 +00:00
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inline VegetationRenderer *getVegetationRenderer() const {
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return vegetation_renderer;
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}
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2015-11-09 21:30:46 +00:00
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inline NightSky *getNightSky() const {
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return nightsky_renderer;
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}
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2016-01-16 14:05:01 +00:00
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inline const MoonRenderer &getMoonRenderer() const {
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return *moon_renderer;
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}
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2015-11-09 21:30:46 +00:00
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inline FluidMediumManager *getFluidMediumManager() const {
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return fluid_medium;
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}
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inline LightingManager *getLightingManager() const {
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return lighting;
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}
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inline GodRaysSampler *getGodRaysSampler() const {
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return godrays;
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}
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2016-01-26 01:26:43 +00:00
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void setAerialPerspectiveEnabled(bool enabled);
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2015-11-09 21:30:46 +00:00
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virtual Color applyLightingToSurface(const Vector3 &location, const Vector3 &normal,
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const SurfaceMaterial &material);
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2015-11-08 22:32:52 +00:00
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virtual Color applyMediumTraversal(const Vector3 &location, const Color &color);
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2015-11-09 21:30:46 +00:00
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virtual RayCastingResult rayWalking(const Vector3 &location, const Vector3 &direction, int terrain, int water,
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int sky, int clouds);
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private:
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Scenery *scenery;
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2016-01-26 01:26:43 +00:00
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bool aerial_perspective;
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2015-11-09 21:30:46 +00:00
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FluidMediumManager *fluid_medium;
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LightingManager *lighting;
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GodRaysSampler *godrays;
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BaseAtmosphereRenderer *atmosphere_renderer;
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CloudsRenderer *clouds_renderer;
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TerrainRenderer *terrain_renderer;
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TexturesRenderer *textures_renderer;
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WaterRenderer *water_renderer;
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NightSky *nightsky_renderer;
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2016-01-16 14:05:01 +00:00
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MoonRenderer *moon_renderer;
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2015-10-18 15:26:19 +00:00
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VegetationRenderer *vegetation_renderer;
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2013-11-09 17:46:34 +00:00
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};
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}
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}
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#endif // SOFTWARERENDERER_H
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