#include "OverlayRasterizer.h" #include "Color.h" #include "SoftwareRenderer.h" #include "CameraDefinition.h" #include "CanvasFragment.h" OverlayRasterizer::OverlayRasterizer(SoftwareRenderer *renderer, RenderProgress *progress): Rasterizer(renderer, progress, 0, COLOR_WHITE) { } int OverlayRasterizer::prepareRasterization() { return 1; } void OverlayRasterizer::rasterizeToCanvas(CanvasPortion *canvas) { double width = (double)renderer->render_camera->getWidth(); double height = (double)renderer->render_camera->getHeight(); Vector3 topleft = renderer->unprojectPoint(Vector3(height, 0.0, 1.0)); Vector3 bottomleft = renderer->unprojectPoint(Vector3(0.0, 0.0, 1.0)); Vector3 topright = renderer->unprojectPoint(Vector3(height, width, 1.0)); Vector3 bottomright = renderer->unprojectPoint(Vector3(0.0, width, 1.0)); pushQuad(canvas, topleft, bottomleft, bottomright, topright); } Color OverlayRasterizer::shadeFragment(const CanvasFragment &fragment, const CanvasFragment *) const { double width = (double)renderer->render_camera->getWidth() - 1.0; double height = (double)renderer->render_camera->getHeight() - 1.0; double relx; double rely; double x = floor(fragment.getPixel().x); double y = floor(fragment.getPixel().y); if (width > height) { relx = 2.0 * ((x - (width - height) * 0.5) / height - 0.5); rely = 2.0 * (y / height - 0.5); } else { relx = 2.0 * (x / height - 0.5); rely = 2.0 * ((y - (height - width) * 0.5) / height - 0.5); } return processPixel((int)x, (int)y, relx, rely); }