Michaël Lemaire
f990ec4032
This allows for some optimization in render tests and improves low-quality render times
106 lines
3.5 KiB
C++
106 lines
3.5 KiB
C++
#ifndef RASTERIZER_H
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#define RASTERIZER_H
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#include "software_global.h"
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namespace paysages {
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namespace software {
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const int RASTERIZER_CLIENT_SKY = 0;
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const int RASTERIZER_CLIENT_WATER = 1;
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const int RASTERIZER_CLIENT_TERRAIN = 2;
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const int RASTERIZER_CLIENT_VEGETATION = 3;
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typedef struct ScanPoint ScanPoint;
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typedef struct RenderScanlines RenderScanlines;
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/**
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* @brief Base abstract class for scenery pieces that can be rasterized to polygons.
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*/
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class SOFTWARESHARED_EXPORT Rasterizer {
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public:
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Rasterizer(SoftwareRenderer *renderer, RenderProgress *progress, int client_id, const Color &color);
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virtual ~Rasterizer();
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inline SoftwareRenderer *getRenderer() const {
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return renderer;
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}
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inline int getTriangleCount() const {
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return triangle_count;
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}
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/**
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* Set the rasterization quality factor.
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*/
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virtual void setQuality(double factor);
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/**
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* Set the edge length under which to stop auto-cutting triangles near the camera.
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*/
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void setAutoCutLimit(double limit);
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/**
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* Abstract method to prepare for the rasterization process, and return the estimated progress count.
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*/
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virtual int prepareRasterization() = 0;
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/**
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* Abstract method to effectively do the rasterization on a canvas.
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*/
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virtual void rasterizeToCanvas(CanvasPortion *canvas) = 0;
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/**
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* Abstract method to render a fragment stored on a canvas, to a color.
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*/
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virtual Color shadeFragment(const CanvasFragment &fragment, const CanvasFragment *previous) const = 0;
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/**
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* Ask for an interrupt in rasterization process.
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*/
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virtual void interrupt();
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void setColor(const Color &color);
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void setBackFaceCulling(bool cull);
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void setPerspectiveCorrection(bool active);
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/**
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* Reset the internal triangle counter to 0.
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*/
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void resetTriangleCount();
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void pushTriangle(CanvasPortion *canvas, const Vector3 &v1, const Vector3 &v2, const Vector3 &v3);
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void pushDisplacedTriangle(CanvasPortion *canvas, const Vector3 &v1, const Vector3 &v2, const Vector3 &v3,
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const Vector3 &ov1, const Vector3 &ov2, const Vector3 &ov3);
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void pushQuad(CanvasPortion *canvas, const Vector3 &v1, const Vector3 &v2, const Vector3 &v3, const Vector3 &v4);
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void pushDisplacedQuad(CanvasPortion *canvas, const Vector3 &v1, const Vector3 &v2, const Vector3 &v3,
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const Vector3 &v4, const Vector3 &ov1, const Vector3 &ov2, const Vector3 &ov3,
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const Vector3 &ov4);
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protected:
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bool pushProjectedTriangle(CanvasPortion *canvas, const Vector3 &pixel1, const Vector3 &pixel2,
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const Vector3 &pixel3, const Vector3 &location1, const Vector3 &location2,
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const Vector3 &location3);
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Color *color;
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SoftwareRenderer *renderer;
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RenderProgress *progress;
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int client_id;
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bool interrupted;
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private:
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void scanGetDiff(ScanPoint *v1, ScanPoint *v2, ScanPoint *result);
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void scanInterpolate(CameraDefinition *camera, ScanPoint *v1, ScanPoint *diff, double value, ScanPoint *result);
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void pushScanPoint(CanvasPortion *canvas, RenderScanlines *scanlines, ScanPoint *point);
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void pushScanLineEdge(CanvasPortion *canvas, RenderScanlines *scanlines, ScanPoint *point1, ScanPoint *point2);
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void renderScanLines(CanvasPortion *canvas, RenderScanlines *scanlines);
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int triangle_count;
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double auto_cut_limit;
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bool backface_culling;
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bool perspective_correction;
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};
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}
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}
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#endif // RASTERIZER_H
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