paysages3d/src/render/software/Rasterizer.h
Michaël Lemaire f990ec4032 Added control of perspective correction
This allows for some optimization in render tests and
improves low-quality render times
2015-11-10 00:34:19 +01:00

106 lines
3.5 KiB
C++

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