#ifndef SOFTWARECANVASRENDERER_H #define SOFTWARECANVASRENDERER_H #include "software_global.h" #include "SoftwareRenderer.h" namespace paysages { namespace software { /** * @brief Software rendering inside a Canvas surface. * * This class launches the rasterization process into canvas portions and * redirects post processing to the software renderer. * * It tries to keep a canvas portion rasterized ahead of the post processing. */ class SOFTWARESHARED_EXPORT SoftwareCanvasRenderer: public SoftwareRenderer { public: SoftwareCanvasRenderer(); virtual ~SoftwareCanvasRenderer(); inline const Canvas *getCanvas() const {return canvas;} /** * Set the renderer configuration. */ void setConfig(const RenderConfig &config); /** * @brief Set the rendering size in pixels. * * Set 'samples' to something bigger than 1 to allow for the multi-sampling of pixels. */ void setSize(int width, int height, int samples=1); /** * @brief Start the two-pass render process. */ void render(); /** * @brief Interrupt the render process. */ void interrupt(); /** * @brief Get the list of objects that can be rasterized to polygons on a canvas. */ virtual const std::vector &getRasterizers() const; /** * Get a rasterizer by its client id. */ const Rasterizer &getRasterizer(int client_id) const; protected: /** * @brief Rasterize the scenery into a canvas portion. * * If 'threaded' is true, the rasterization will take advantage of multiple CPU cores. */ void rasterize(CanvasPortion *portion, bool threaded=false); /** * @brief Apply pixel shader to fragments stored in the CanvasPortion. * * If 'threaded' is true, the shader will take advantage of multiple CPU cores. */ void applyPixelShader(CanvasPortion *portion, bool threaded=true); private: Canvas *canvas; std::vector rasterizers; bool started; bool interrupted; ParallelWork *current_work; }; } } #endif // SOFTWARECANVASRENDERER_H