paysages3d/src/render/software/TerrainRasterizer.h

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#ifndef TERRAINRASTERIZER_H
#define TERRAINRASTERIZER_H
#include "software_global.h"
#include "Rasterizer.h"
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#include "Vector3.h"
namespace paysages {
namespace software {
class SOFTWARESHARED_EXPORT TerrainRasterizer: public Rasterizer
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{
public:
typedef struct
{
Vector3 point_nw;
Vector3 point_sw;
Vector3 point_se;
Vector3 point_ne;
int detail_hint;
} TerrainChunkInfo;
public:
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TerrainRasterizer(SoftwareRenderer* renderer, int client_id);
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/**
* Method called for each chunk tessellated by getTessellationInfo.
*/
void processChunk(CanvasPortion* canvas, TerrainChunkInfo* chunk, double progress);
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/**
* Tessellate the terrain, calling processChunk for each chunk.
*
* The terrain will be broken in chunks, most detailed near the camera.
*/
void getTessellationInfo(CanvasPortion* canvas, bool displaced);
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/**
* Tessellate a terrain chunk, pushing the quads in the render area.
*/
void tessellateChunk(CanvasPortion* canvas, TerrainChunkInfo* chunk, int detail);
void renderQuad(CanvasPortion* canvas, double x, double z, double size, double water_height);
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virtual void rasterizeToCanvas(CanvasPortion* canvas) override;
virtual Color shadeFragment(const CanvasFragment &fragment) const override;
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};
}
}
#endif // TERRAINRASTERIZER_H