kicad/3d-viewer/3d_rendering/cpostshader.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>
* 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.h
* @brief a base class to create post shaders
*/
#ifndef CPOSTSHADER_H
#define CPOSTSHADER_H
#include "ccamera.h"
class CPOSTSHADER
{
public:
explicit CPOSTSHADER( const CCAMERA &aCamera );
virtual ~CPOSTSHADER();
virtual SFVEC3F Shade( const SFVEC2I &aShaderPos ) const = 0;
/**
* @brief ApplyShadeColor - 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,
float aDepth,
float aShadowAttFactor );
const SFVEC3F &GetColorAtNotProtected( const SFVEC2I &aPos ) const;
void DebugBuffersOutputAsImages() const;
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;
float GetMaxDepth() const { return m_tmax; }
private:
void destroy_buffers();
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 );
}
protected:
const CCAMERA &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 // CPOSTSHADER_H