kicad/3d-viewer/3d_rendering/post_shader.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.h
* @brief A base class to create post shaders.
*/
#ifndef POST_SHADER_H
#define POST_SHADER_H
#include <gal/3d/camera.h>
class POST_SHADER
{
public:
explicit POST_SHADER( const CAMERA& aCamera );
virtual ~POST_SHADER();
virtual SFVEC3F Shade( const SFVEC2I& aShaderPos ) const = 0;
/**
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* Apply the final color process using a previous stage color.
*
* @param aShadeColor The result of the shader.
* @return the result of the shade process
*/
virtual SFVEC3F ApplyShadeColor( const SFVEC2I& aShaderPos, const SFVEC3F& aInputColor,
const SFVEC3F& aShadeColor ) const = 0;
void UpdateSize( const SFVEC2UI& aSize );
void UpdateSize( unsigned int xSize, unsigned int ySize );
void InitFrame() { m_tmin = FLT_MAX; m_tmax = 0.0f; }
void SetPixelData( unsigned int x, unsigned int y, const SFVEC3F& aNormal,
const SFVEC3F& aColor, const SFVEC3F& aHitPosition,
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float aDepth, float aShadowAttFactor );
const SFVEC3F& GetColorAtNotProtected( const SFVEC2I& aPos ) const;
void DebugBuffersOutputAsImages() const;
inline unsigned int GetIndex( const SFVEC2F& aPos ) const
{
SFVEC2F clampPos;
clampPos.x = glm::clamp( aPos.x, 0.0f, 1.0f );
clampPos.y = glm::clamp( aPos.y, 0.0f, 1.0f );
const unsigned int idx = (unsigned int)( (float)m_size.x * clampPos.x +
(float)m_size.x * (float)m_size.y *
clampPos.y );
return glm::min( idx, m_size.x * m_size.y );
}
inline unsigned int GetIndex( const SFVEC2I& aPos ) const
{
SFVEC2I clampPos;
clampPos.x = glm::clamp( aPos.x, 0, (int)m_size.x - 1 );
clampPos.y = glm::clamp( aPos.y, 0, (int)m_size.y - 1 );
return (unsigned int)( clampPos.x + m_size.x * clampPos.y );
}
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protected:
const SFVEC3F& GetNormalAt( const SFVEC2F& aPos ) const;
const SFVEC3F& GetColorAt( const SFVEC2F& aPos ) const;
const SFVEC3F& GetPositionAt( const SFVEC2F& aPos ) const;
float GetDepthAt( const SFVEC2F& aPos ) const;
const SFVEC3F& GetNormalAt( const SFVEC2I& aPos ) const;
const SFVEC3F& GetColorAt( const SFVEC2I& aPos ) const;
const SFVEC3F& GetPositionAt( const SFVEC2I& aPos ) const;
const float& GetShadowFactorAt( const SFVEC2I& aPos ) const;
float GetDepthAt( const SFVEC2I& aPos ) const;
float GetDepthNormalizedAt( const SFVEC2I& aPos ) const;
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float GetMaxDepth() const { return m_tmax; }
private:
void destroy_buffers();
protected:
const CAMERA& m_camera;
SFVEC2UI m_size;
SFVEC3F* m_normals;
SFVEC3F* m_color;
SFVEC3F* m_wc_hitposition;
float* m_depth;
float* m_shadow_att_factor;
float m_tmin;
float m_tmax;
};
#endif // POST_SHADER_H