paysages3d/src/render/software/SoftwareRenderer.h

107 lines
3.2 KiB
C++

#ifndef SOFTWARERENDERER_H
#define SOFTWARERENDERER_H
#include "software_global.h"
#include "RayCastingManager.h"
namespace paysages {
namespace software {
/*!
* \brief This class renders a defined scenery in sotware mode (using only standard CPU computations).
*/
class SOFTWARESHARED_EXPORT SoftwareRenderer
{
public:
SoftwareRenderer(Scenery* scenery=0);
virtual ~SoftwareRenderer();
/* Render base configuration */
int render_quality;
int render_width;
int render_height;
CameraDefinition* render_camera;
/* Render related */
double render_progress;
int render_interrupt;
int is_rendering;
void* customData[10];
virtual Vector3 getCameraLocation(const Vector3 &target);
virtual Vector3 getCameraDirection(const Vector3 &target);
virtual double getPrecision(const Vector3 &location);
virtual Vector3 projectPoint(const Vector3 &point);
virtual Vector3 unprojectPoint(const Vector3 &point);
virtual int addRenderProgress(double progress);
/*!
* \brief Set the scenery to render.
*
* Don't call this after rendering has already started.
*/
virtual void setScenery(Scenery* scenery);
/*!
* \brief Prepare the renderer sub-systems.
*
* This will clear the caches and connect elements together.
* After this call, don't update the scenery when renderer is in use.
*/
virtual void prepare();
/*!
* \brief Disable the clouds feature.
*
* This toggle is permanent, provided the clouds part of the sceney is not changed.
*/
void disableClouds();
/*!
* \brief Disable atmosphere and sky lighting, replacing it by static lights.
*
* This function needs to be called after each prepare().
*/
void disableAtmosphere();
void disableAtmosphere(const std::vector<LightComponent> &lights);
void interrupt();
inline Scenery* getScenery() const {return scenery;}
inline BaseAtmosphereRenderer* getAtmosphereRenderer() const {return atmosphere_renderer;}
inline CloudsRenderer* getCloudsRenderer() const {return clouds_renderer;}
inline TerrainRenderer* getTerrainRenderer() const {return terrain_renderer;}
inline TexturesRenderer* getTexturesRenderer() const {return textures_renderer;}
inline WaterRenderer* getWaterRenderer() const {return water_renderer;}
inline NightSky* getNightSky() const {return nightsky_renderer;}
inline FluidMediumManager* getFluidMediumManager() const {return fluid_medium;}
inline LightingManager* getLightingManager() const {return lighting;}
virtual Color applyLightingToSurface(const Vector3 &location, const Vector3 &normal, const SurfaceMaterial &material);
virtual Color applyMediumTraversal(Vector3 location, Color color);
virtual RayCastingResult rayWalking(const Vector3 &location, const Vector3 &direction, int terrain, int water, int sky, int clouds);
private:
Scenery* scenery;
FluidMediumManager* fluid_medium;
LightingManager* lighting;
BaseAtmosphereRenderer* atmosphere_renderer;
CloudsRenderer* clouds_renderer;
TerrainRenderer* terrain_renderer;
TexturesRenderer* textures_renderer;
WaterRenderer* water_renderer;
NightSky* nightsky_renderer;
};
}
}
#endif // SOFTWARERENDERER_H