paysages3d/src/render/software/TerrainRasterizer.h

78 lines
2.2 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 override;
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(TerrainRasterizer::TerrainChunkInfo* chunk, double x, double z, double size, bool displaced);
private:
// Quality control
double base_chunk_size;
double detail_factor;
int max_chunk_detail;
};
}
}
#endif // TERRAINRASTERIZER_H