godot/thirdparty/thekla_atlas/nvmesh/raster/Raster.h

50 lines
1.9 KiB
C++

// This code is in the public domain -- castanyo@yahoo.es
#pragma once
#ifndef NV_MESH_RASTER_H
#define NV_MESH_RASTER_H
/** @file Raster.h
* @brief Rasterization library.
*
* This is just a standard scanline rasterizer that I took from one of my old
* projects. The perspective correction wasn't necessary so I just removed it.
**/
#include "nvmath/Vector.h"
#include "nvmesh/nvmesh.h"
namespace nv
{
namespace Raster
{
enum Mode {
Mode_Nearest,
Mode_Antialiased,
//Mode_Conservative
};
/// A callback to sample the environment. Return false to terminate rasterization.
typedef bool (NV_CDECL * SamplingCallback)(void * param, int x, int y, Vector3::Arg bar, Vector3::Arg dx, Vector3::Arg dy, float coverage);
// Process the given triangle. Returns false if rasterization was interrupted by the callback.
NVMESH_API bool drawTriangle(Mode mode, Vector2::Arg extents, bool enableScissors, const Vector2 v[3], SamplingCallback cb, void * param);
// Process the given quad. Returns false if rasterization was interrupted by the callback.
NVMESH_API bool drawQuad(Mode mode, Vector2::Arg extents, bool enableScissors, const Vector2 v[4], SamplingCallback cb, void * param);
typedef bool (NV_CDECL * LineSamplingCallback)(void * param, int x, int y, float t, float d); // t is the position along the segment, d is the distance to the line.
// Process the given line.
NVMESH_API void drawLine(bool antialias, Vector2::Arg extents, bool enableScissors, const Vector2 v[2], LineSamplingCallback cb, void * param);
// Draw vertical or horizontal segments. For degenerate triangles.
//NVMESH_API void drawSegment(Vector2::Arg extents, bool enableScissors, const Vector2 v[2], SamplingCallback cb, void * param);
}
}
#endif // NV_MESH_RASTER_H