kicad/3d-viewer/3d_rendering/cpostshader.cpp

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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>
* Copyright (C) 1992-2016 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 cpostshader.cpp
* @brief a base class to create post shaders
*/
#include "cpostshader.h"
#include "buffers_debug.h"
#include <wx/debug.h>
CPOSTSHADER::CPOSTSHADER( const CCAMERA &aCamera ) : m_camera(aCamera)
{
m_size = SFVEC2UI( 0, 0 );
m_normals = NULL;
m_color = NULL;
m_depth = NULL;
m_wc_hitposition = NULL;
m_shadow_att_factor = NULL;
m_tmin = FLT_MAX;
m_tmax = FLT_MIN;
}
CPOSTSHADER::~CPOSTSHADER()
{
destroy_buffers();
}
void CPOSTSHADER::UpdateSize( unsigned int xSize, unsigned int ySize )
{
destroy_buffers();
m_size.x = xSize;
m_size.y = ySize;
const unsigned int n_elements = xSize * ySize;
m_normals = new SFVEC3F[n_elements];
m_color = new SFVEC3F[n_elements];
m_depth = new float[n_elements];
m_wc_hitposition = new SFVEC3F[n_elements];
m_shadow_att_factor = new float[n_elements];
}
void CPOSTSHADER::UpdateSize( const SFVEC2UI &aSize )
{
UpdateSize( aSize.x, aSize.y );
}
void CPOSTSHADER::SetPixelData( unsigned int x,
unsigned int y,
const SFVEC3F &aNormal,
const SFVEC3F &aColor,
const SFVEC3F &aHitPosition,
float aDepth,
float aShadowAttFactor )
{
wxASSERT( x < m_size.x );
wxASSERT( y < m_size.y );
wxASSERT( (aShadowAttFactor >= 0.0f) && (aShadowAttFactor <= 1.0f) );
const unsigned int idx = x + y * m_size.x;
m_normals[ idx ] = aNormal;
m_color [ idx ] = aColor;
m_depth [ idx ] = aDepth;
m_shadow_att_factor [ idx ] = aShadowAttFactor;
m_wc_hitposition[ idx ] = aHitPosition;
if( aDepth > FLT_EPSILON )
{
if( aDepth < m_tmin )
m_tmin = aDepth;
if( aDepth > m_tmax )
m_tmax = aDepth;
}
}
void CPOSTSHADER::destroy_buffers()
{
delete m_normals; m_normals = 0;
delete m_color; m_color = 0;
delete m_depth; m_depth = 0;
delete m_shadow_att_factor; m_shadow_att_factor = 0;
delete m_wc_hitposition; m_wc_hitposition = 0;
}
const SFVEC3F &CPOSTSHADER::GetNormalAt( const SFVEC2F &aPos ) const
{
return m_normals[ getIndex( aPos ) ];
}
const SFVEC3F &CPOSTSHADER::GetColorAt( const SFVEC2F &aPos ) const
{
return m_color[ getIndex( aPos ) ];
}
float CPOSTSHADER::GetDepthAt( const SFVEC2F &aPos ) const
{
return m_depth[ getIndex( aPos ) ];
}
const SFVEC3F &CPOSTSHADER::GetPositionAt( const SFVEC2F &aPos ) const
{
return m_wc_hitposition[ getIndex( aPos ) ];
}
const SFVEC3F &CPOSTSHADER::GetNormalAt( const SFVEC2I &aPos ) const
{
return m_normals[ getIndex( aPos ) ];
}
const SFVEC3F &CPOSTSHADER::GetColorAt( const SFVEC2I &aPos ) const
{
return m_color[ getIndex( aPos ) ];
}
const SFVEC3F &CPOSTSHADER::GetColorAtNotProtected( const SFVEC2I &aPos ) const
{
return m_color[ aPos.x + m_size.x * aPos.y ];
}
float CPOSTSHADER::GetDepthAt( const SFVEC2I &aPos ) const
{
return m_depth[ getIndex( aPos ) ];
}
float CPOSTSHADER::GetDepthNormalizedAt( const SFVEC2I &aPos ) const
{
const float depth = m_depth[ getIndex( aPos ) ];
if( depth >= m_tmin )
return (depth - m_tmin) / (m_tmax - m_tmin);
return 0.0f;
}
const SFVEC3F &CPOSTSHADER::GetPositionAt( const SFVEC2I &aPos ) const
{
return m_wc_hitposition[ getIndex( aPos ) ];
}
const float &CPOSTSHADER::GetShadowFactorAt( const SFVEC2I &aPos ) const
{
return m_shadow_att_factor[ getIndex( aPos ) ];
}
void CPOSTSHADER::DebugBuffersOutputAsImages() const
{
DBG_SaveBuffer( "m_shadow_att_factor", m_shadow_att_factor, m_size.x, m_size.y );
DBG_SaveBuffer( "m_color", m_color, m_size.x, m_size.y );
DBG_SaveNormalsBuffer( "m_normals", m_normals, m_size.x, m_size.y );
// Normalize depth
// /////////////////////////////////////////////////////////////////////////
float *normalizedDepth = (float*) malloc( m_size.x * m_size.y * sizeof( float ) );
float *normalizedDepthPTr = normalizedDepth;
for( unsigned int iy = 0; iy < m_size.y; ++iy )
for( unsigned int ix = 0; ix < m_size.x; ++ix )
{
*normalizedDepthPTr = GetDepthNormalizedAt( SFVEC2I( ix, iy) );
normalizedDepthPTr++;
}
DBG_SaveBuffer( "m_depthNormalized", normalizedDepth, m_size.x, m_size.y );
free( normalizedDepth );
}