kicad/3d-viewer/3d_rendering/post_shader_ssao.h

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/*
* This program source code file is part of KiCad, a free EDA CAD application.
*
* Copyright (C) 2015-2016 Mario Luzeiro <mrluzeiro@ua.pt>
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* Copyright (C) 2015-2020 KiCad Developers, see AUTHORS.txt for contributors.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, you may find one here:
* http://www.gnu.org/licenses/old-licenses/gpl-2.0.html
* or you may search the http://www.gnu.org website for the version 2 license,
* or you may write to the Free Software Foundation, Inc.,
* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
*/
/**
* @file post_shader_ssao.h
* @brief Implements a post shader screen space ambient occlusion on software
*/
#ifndef POST_SHADER_SSAO_H
#define POST_SHADER_SSAO_H
#include "post_shader.h"
class POST_SHADER_SSAO : public POST_SHADER
{
public:
explicit POST_SHADER_SSAO( const CAMERA& aCamera );
SFVEC3F Shade(const SFVEC2I& aShaderPos ) const override;
SFVEC3F ApplyShadeColor( const SFVEC2I& aShaderPos, const SFVEC3F& aInputColor,
const SFVEC3F& aShadeColor ) const override;
SFVEC3F Blur( const SFVEC2I& aShaderPos ) const;
void SetShadedBuffer( SFVEC3F* aShadedBuffer )
{
m_shadedBuffer = aShadedBuffer;
}
void SetShadowsEnabled( bool aIsShadowsEnabled )
{
m_isUsingShadows = aIsShadowsEnabled;
}
private:
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SFVEC3F posFromDepth( const SFVEC2F& coord ) const;
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float ec_depth( const SFVEC2F& tc ) const;
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float aoFF( const SFVEC2I& aShaderPos, const SFVEC3F& ddiff, const SFVEC3F& cnorm,
const float aShadowAtSamplePos, const float aShadowAtCenterPos,
int c1, int c2 ) const;
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float giFF( const SFVEC2I& aShaderPos, const SFVEC3F& ddiff, const SFVEC3F& cnorm,
const float aShadow, int c1, int c2 ) const;
/**
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* Apply a curve transformation to the original color.
*
* It will attenuate the bright colors (works as a gamma function):
* http://fooplot.com/#W3sidHlwZSI6MCwiZXEiOiIxLjAtKDEvKHgqMS4wKzEuMCkpK3gqMC4zMCIsImNvbG9yIjoiIzAwMDAwMCJ9LHsidHlwZSI6MTAwMCwid2luZG93IjpbIi0wLjA2MjE4NDYxNTM4NDYxNTUwNSIsIjEuMTQyOTg0NjE1Mzg0NjE0NiIsIi0wLjEyNzA5OTk5OTk5OTk5OTc3IiwiMS4xMzI2Il19XQ--
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*
* @param aColor input color.
* @return transformed color.
*/
SFVEC3F giColorCurve( const SFVEC3F& aColor ) const;
SFVEC3F* m_shadedBuffer;
bool m_isUsingShadows;
};
#endif // POST_SHADER_SSAO_H