#ifndef SOFTWARERENDERER_H #define SOFTWARERENDERER_H #include "software_global.h" #include "RenderArea.h" #include "RayCastingManager.h" namespace paysages { namespace software { /*! * \brief This class renders a defined scenery in sotware mode (using only standard CPU computations). */ class SOFTWARESHARED_EXPORT SoftwareRenderer { public: SoftwareRenderer(Scenery* scenery=0); virtual ~SoftwareRenderer(); /* Render base configuration */ int render_quality; int render_width; int render_height; CameraDefinition* render_camera; /* Render related */ RenderArea* render_area; double render_progress; int render_interrupt; int is_rendering; void* customData[10]; virtual Vector3 getCameraLocation(const Vector3 &target); virtual Vector3 getCameraDirection(const Vector3 &target); virtual double getPrecision(const Vector3 &location); virtual Vector3 projectPoint(const Vector3 &point); virtual Vector3 unprojectPoint(const Vector3 &point); virtual int addRenderProgress(double progress); virtual void pushTriangle(const Vector3 &v1, const Vector3 &v2, const Vector3 &v3, RenderArea::f_RenderFragmentCallback callback, void* callback_data); virtual void pushQuad(const Vector3 &v1, const Vector3 &v2, const Vector3 &v3, const Vector3 &v4, RenderArea::f_RenderFragmentCallback callback, void* callback_data); virtual void pushDisplacedTriangle(const Vector3 &v1, const Vector3 &v2, const Vector3 &v3, const Vector3 &ov1, const Vector3 &ov2, const Vector3 &ov3, RenderArea::f_RenderFragmentCallback callback, void* callback_data); virtual void pushDisplacedQuad(const Vector3 &v1, const Vector3 &v2, const Vector3 &v3, const Vector3 &v4, const Vector3 &ov1, const Vector3 &ov2, const Vector3 &ov3, const Vector3 &ov4, RenderArea::f_RenderFragmentCallback callback, void* callback_data); /*! * \brief Set the scenery to render. * * Don't call this after rendering has already started. */ virtual void setScenery(Scenery* scenery); /*! * \brief Prepare the renderer sub-systems. * * This will clear the caches and connect elements together. * After this call, don't update the scenery when renderer is in use. */ virtual void prepare(); /*! * \brief Get the list of objects that can be rasterized to polygons on a canvas. */ virtual void getRasterizers(std::vector *array); /*! * \brief Start the rasterization process. */ virtual void rasterize(); /*! * \brief Disable the clouds feature. * * This toggle is permanent, provided the clouds part of the sceney is not changed. */ void disableClouds(); /*! * \brief Disable atmosphere and sky lighting, replacing it by static lights. * * This function needs to be called after each prepare(). */ void disableAtmosphere(); void disableAtmosphere(const std::vector &lights); void setPreviewCallbacks(RenderArea::RenderCallbackStart start, RenderArea::RenderCallbackDraw draw, RenderArea::RenderCallbackUpdate update); void start(RenderArea::RenderParams params); void interrupt(); inline Scenery* getScenery() const {return scenery;} inline BaseAtmosphereRenderer* getAtmosphereRenderer() const {return atmosphere_renderer;} inline CloudsRenderer* getCloudsRenderer() const {return clouds_renderer;} inline TerrainRenderer* getTerrainRenderer() const {return terrain_renderer;} inline TexturesRenderer* getTexturesRenderer() const {return textures_renderer;} inline WaterRenderer* getWaterRenderer() const {return water_renderer;} inline NightSky* getNightSky() const {return nightsky_renderer;} inline FluidMediumManager* getFluidMediumManager() const {return fluid_medium;} inline LightingManager* getLightingManager() const {return lighting;} virtual Color applyLightingToSurface(const Vector3 &location, const Vector3 &normal, const SurfaceMaterial &material); virtual Color applyMediumTraversal(Vector3 location, Color color); virtual RayCastingResult rayWalking(const Vector3 &location, const Vector3 &direction, int terrain, int water, int sky, int clouds); private: Scenery* scenery; FluidMediumManager* fluid_medium; LightingManager* lighting; BaseAtmosphereRenderer* atmosphere_renderer; CloudsRenderer* clouds_renderer; TerrainRenderer* terrain_renderer; TexturesRenderer* textures_renderer; WaterRenderer* water_renderer; NightSky* nightsky_renderer; }; } } #endif // SOFTWARERENDERER_H