paysages3d/src/render/software/TerrainRasterizer.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

86 lines
2.5 KiB
C++

#ifndef TERRAINRASTERIZER_H
#define TERRAINRASTERIZER_H
#include "software_global.h"
#include "Rasterizer.h"
#include "Vector3.h"
namespace paysages {
namespace software {
class SOFTWARESHARED_EXPORT TerrainRasterizer : public Rasterizer {
public:
typedef struct {
Vector3 point_nw;
Vector3 point_sw;
Vector3 point_se;
Vector3 point_ne;
int detail_hint;
} TerrainChunkInfo;
public:
TerrainRasterizer(SoftwareRenderer *renderer, RenderProgress *progress, int client_id);
/**
* Set the rasterization quality.
*
* @param base_chunk_size Size of chunks near the camera
* @param detail_factor Precision factor of a chunk's tessellation, depending on screen coverage
* @param max_chunk_detail Maximal tessellation of chunks
*/
void setQuality(double base_chunk_size, double detail_factor, int max_chunk_detail);
virtual void setQuality(double factor) override;
virtual int prepareRasterization() override;
virtual void rasterizeToCanvas(CanvasPortion *canvas) override;
virtual Color shadeFragment(const CanvasFragment &fragment, const CanvasFragment *previous) const override;
protected:
/**
* Add a vertical offset to rasterized polygons.
*
* This may be used to rasterize a covering layer on top of ground.
*/
void setYOffset(double offset);
private:
/**
* Method called for each chunk tessellated by performTessellation.
*/
void processChunk(CanvasPortion *canvas, TerrainChunkInfo *chunk);
/**
* Tessellate the terrain, calling processChunk for each chunk.
*
* The terrain will be broken in chunks, most detailed near the camera.
*
* Return the number of quads that has been pushed.
*
* *canvas* may be NULL to only simulate the tessellation.
*/
int performTessellation(CanvasPortion *canvas, bool displaced);
/**
* 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);
void getChunk(SoftwareRenderer *renderer, TerrainRasterizer::TerrainChunkInfo *chunk, double x, double z,
double size, int displaced);
private:
double yoffset;
// Quality control
double base_chunk_size;
double detail_factor;
int max_chunk_detail;
};
}
}
#endif // TERRAINRASTERIZER_H