paysages3d/src/render/software/OverlayRasterizer.h
Michaël Lemaire 9a096ec329 Merge branch 'master' into vegetation
Conflicts:
	src/basics/Disk.cpp
	src/basics/Disk.h
	src/basics/SpaceSegment.cpp
	src/definition/DefinitionNode.cpp
	src/definition/DefinitionNode.h
	src/definition/Scenery.cpp
	src/definition/Scenery.h
	src/definition/SurfaceMaterial.cpp
	src/definition/SurfaceMaterial.h
	src/definition/TextureLayerDefinition.cpp
	src/definition/definition_global.h
	src/interface/commandline/tests.cpp
	src/render/opengl/OpenGLRenderer.cpp
	src/render/software/SoftwareCanvasRenderer.cpp
	src/render/software/SoftwareCanvasRenderer.h
	src/render/software/SoftwareRenderer.h
	src/render/software/TerrainRasterizer.cpp
	src/render/software/TerrainRasterizer.h
	src/render/software/TerrainRenderer.h
	src/render/software/software_global.h
2015-11-09 22:38:00 +01:00

34 lines
874 B
C++

#ifndef OVERLAYRASTERIZER_H
#define OVERLAYRASTERIZER_H
#include "software_global.h"
#include "Rasterizer.h"
namespace paysages {
namespace software {
/**
* Base class for overlay rasterizer.
*
* It's a rasterizer that puts a single quad in front of camera, in order to apply a shader on each pixel.
*/
class SOFTWARESHARED_EXPORT OverlayRasterizer : public Rasterizer {
public:
OverlayRasterizer(SoftwareRenderer *renderer, RenderProgress *progress);
/**
* Abstract method to implement to shade each pixel.
*/
virtual Color processPixel(int x, int y, double relx, double rely) const = 0;
private:
virtual int prepareRasterization();
virtual void rasterizeToCanvas(CanvasPortion *canvas);
virtual Color shadeFragment(const CanvasFragment &fragment, const CanvasFragment *previous) const;
};
}
}
#endif // OVERLAYRASTERIZER_H