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- // Copyright (C) 2009-present, Panagiotis Christopoulos Charitos and contributors.
- // All rights reserved.
- // Code licensed under the BSD License.
- // http://www.anki3d.org/LICENSE
- #pragma once
- #include <AnKi/Scene/Common.h>
- #include <AnKi/Math.h>
- #include <AnKi/Collision/Plane.h>
- #include <AnKi/Util/WeakArray.h>
- namespace anki {
- /// @addtogroup scene
- /// @{
- /// Software rasterizer for visibility tests.
- class SoftwareRasterizer
- {
- public:
- /// Prepare for rendering. Call it before every draw.
- void prepare(const Mat4& mv, const Mat4& p, U32 width, U32 height);
- /// Render some verts.
- /// @param[in] verts Pointer to the first vertex to draw.
- /// @param vertCount The number of verts to draw.
- /// @param stride The stride (in bytes) of the next vertex.
- /// @param backfaceCulling If true it will do backface culling.
- /// @note It's thread-safe against other draw() invocations only.
- void draw(const F32* verts, U vertCount, U stride, Bool backfaceCulling);
- /// Fill the depth buffer with some values.
- void fillDepthBuffer(ConstWeakArray<F32> depthValues);
- /// Perform visibility tests.
- /// @param aabb The Aabb in of the cs in world space.
- /// @return Return true if it's visible and false otherwise.
- Bool visibilityTest(const Aabb& aabb) const;
- private:
- Mat4 m_mv; ///< ModelView.
- Mat4 m_p; ///< Projection.
- Mat4 m_mvp;
- Array<Plane, 6> m_planesL; ///< In view space.
- Array<Plane, 6> m_planesW; ///< In world space.
- U32 m_width;
- U32 m_height;
- SceneDynamicArray<Atomic<U32>> m_zbuffer;
- /// @param tri In clip space.
- void rasterizeTriangle(const Vec4* tri);
- Bool computeBarycetrinc(const Vec2& a, const Vec2& b, const Vec2& c, const Vec2& p, Vec3& uvw) const;
- /// Clip triangle in the near plane.
- /// @note Triangles in view space.
- void clipTriangle(const Vec4* inTriangle, Vec4* outTriangles, U& outTriangleCount) const;
- Bool visibilityTestInternal(const Aabb& aabb) const;
- };
- /// @}
- } // end namespace anki
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