3D viewer: support transparent background in Raytracing mode.
This commit is contained in:
parent
4a945172db
commit
fb089a182b
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@ -2,7 +2,7 @@
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* This program source code file is part of KiCad, a free EDA CAD application.
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*
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* Copyright (C) 2016 Mario Luzeiro <mrluzeiro@ua.pt>
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* Copyright (C) 2016-2020 KiCad Developers, see AUTHORS.txt for contributors.
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* Copyright (C) 2016-2024 KiCad Developers, see AUTHORS.txt for contributors.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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@ -46,6 +46,19 @@ static void dbg_save_rgb_buffer( const wxString& aFileName, unsigned char *aRGBp
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}
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static void dbg_save_rgb_a_buffer( const wxString& aFileName, unsigned char* aRGBpixelBuffer,
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unsigned char* aAlphaBuffer, unsigned int aXSize,
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unsigned int aYSize )
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{
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wxImage image( aXSize, aYSize );
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image.SetData( aRGBpixelBuffer );
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image.SetAlpha( aAlphaBuffer );
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image = image.Mirror( false );
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image.SaveFile( aFileName + wxT( ".png" ), wxBITMAP_TYPE_PNG );
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image.Destroy();
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}
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void DBG_SaveBuffer( const wxString& aFileName, const unsigned char *aInBuffer,
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unsigned int aXSize, unsigned int aYSize )
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{
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@ -110,6 +123,31 @@ void DBG_SaveBuffer( const wxString& aFileName, const SFVEC3F *aInBuffer,
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}
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void DBG_SaveBuffer( const wxString& aFileName, const SFVEC4F *aInBuffer,
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unsigned int aXSize, unsigned int aYSize )
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{
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const unsigned int wxh = aXSize * aYSize;
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unsigned char *pixelbuffer = (unsigned char*) malloc( wxh * 4 );
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unsigned char *alphabuffer = (unsigned char*) malloc( wxh );
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for( unsigned int i = 0; i < wxh; ++i )
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{
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const SFVEC4F &v = aInBuffer[i];
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const unsigned int ix3 = i * 3;
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// Set RGB value with all same values intensities
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pixelbuffer[ix3 + 0] = (unsigned char) glm::min( (int) ( v.r * 255.0f ), 255 );
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pixelbuffer[ix3 + 1] = (unsigned char) glm::min( (int) ( v.g * 255.0f ), 255 );
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pixelbuffer[ix3 + 2] = (unsigned char) glm::min( (int) ( v.b * 255.0f ), 255 );
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alphabuffer[i] = (unsigned char) glm::min( (int) ( v.a * 255.0f ), 255 );
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}
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dbg_save_rgb_a_buffer( aFileName, pixelbuffer, alphabuffer, aXSize, aYSize );
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}
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void DBG_SaveNormalsBuffer( const wxString& aFileName, const SFVEC3F *aInNormalsBuffer,
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unsigned int aXSize, unsigned int aYSize )
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{
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@ -2,7 +2,7 @@
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* This program source code file is part of KiCad, a free EDA CAD application.
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*
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* Copyright (C) 2016 Mario Luzeiro <mrluzeiro@ua.pt>
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* Copyright (C) 2016-2020 KiCad Developers, see AUTHORS.txt for contributors.
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* Copyright (C) 2016-2024 KiCad Developers, see AUTHORS.txt for contributors.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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@ -42,6 +42,9 @@ void DBG_SaveBuffer( const wxString& aFileName, const float *aInBuffer,
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void DBG_SaveBuffer( const wxString& aFileName, const SFVEC3F *aInBuffer,
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unsigned int aXSize, unsigned int aYSize );
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void DBG_SaveBuffer( const wxString& aFileName, const SFVEC4F *aInBuffer,
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unsigned int aXSize, unsigned int aYSize );
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void DBG_SaveNormalsBuffer( const wxString& aFileName, const SFVEC3F *aInNormalsBuffer,
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unsigned int aXSize, unsigned int aYSize );
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@ -2,7 +2,7 @@
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* This program source code file is part of KiCad, a free EDA CAD application.
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*
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* Copyright (C) 2015-2016 Mario Luzeiro <mrluzeiro@ua.pt>
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* Copyright (C) 2015-2020 KiCad Developers, see AUTHORS.txt for contributors.
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* Copyright (C) 2015-2024 KiCad Developers, see AUTHORS.txt for contributors.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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@ -23,47 +23,60 @@
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*/
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/**
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* @file color_rgb.cpp
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* @file color_rgba.cpp
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*/
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#include "color_rgb.h"
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#include "color_rgba.h"
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COLOR_RGB::COLOR_RGB( const SFVEC3F& aColor )
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COLOR_RGBA::COLOR_RGBA( const SFVEC3F& aColor )
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{
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r = (unsigned int) glm::clamp( (int) ( aColor.r * 255 ), 0, 255 );
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g = (unsigned int) glm::clamp( (int) ( aColor.g * 255 ), 0, 255 );
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b = (unsigned int) glm::clamp( (int) ( aColor.b * 255 ), 0, 255 );
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a = 255;
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}
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COLOR_RGB BlendColor( const COLOR_RGB& aC1, const COLOR_RGB& aC2 )
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COLOR_RGBA::COLOR_RGBA( const SFVEC4F& aColor )
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{
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r = (unsigned int) glm::clamp( (int) ( aColor.r * 255 ), 0, 255 );
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g = (unsigned int) glm::clamp( (int) ( aColor.g * 255 ), 0, 255 );
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b = (unsigned int) glm::clamp( (int) ( aColor.b * 255 ), 0, 255 );
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a = (unsigned int) glm::clamp( (int) ( aColor.a * 255 ), 0, 255 );
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}
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COLOR_RGBA BlendColor( const COLOR_RGBA& aC1, const COLOR_RGBA& aC2 )
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{
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const unsigned int r = aC1.r + aC2.r;
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const unsigned int g = aC1.g + aC2.g;
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const unsigned int b = aC1.b + aC2.b;
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const unsigned int a = aC1.a + aC2.a;
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return COLOR_RGB( ( r >> 1 ), ( g >> 1 ), ( b >> 1 ) );
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return COLOR_RGBA( ( r >> 1 ), ( g >> 1 ), ( b >> 1 ), ( a >> 1 ) );
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}
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COLOR_RGB BlendColor( const COLOR_RGB& aC1, const COLOR_RGB& aC2, const COLOR_RGB& aC3 )
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COLOR_RGBA BlendColor( const COLOR_RGBA& aC1, const COLOR_RGBA& aC2, const COLOR_RGBA& aC3 )
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{
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const unsigned int r = aC1.r + aC2.r + aC3.r;
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const unsigned int g = aC1.g + aC2.g + aC3.g;
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const unsigned int b = aC1.b + aC2.b + aC3.b;
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const unsigned int a = aC1.a + aC2.a + aC3.a;
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return COLOR_RGB( ( r / 3 ), ( g / 3 ), ( b / 3 ) );
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return COLOR_RGBA( ( r / 3 ), ( g / 3 ), ( b / 3 ), ( a / 3 ) );
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}
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COLOR_RGB BlendColor( const COLOR_RGB& aC1, const COLOR_RGB& aC2, const COLOR_RGB& aC3,
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const COLOR_RGB& aC4 )
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COLOR_RGBA BlendColor( const COLOR_RGBA& aC1, const COLOR_RGBA& aC2, const COLOR_RGBA& aC3,
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const COLOR_RGBA& aC4 )
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{
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const unsigned int r = aC1.r + aC2.r + aC3.r + aC4.r;
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const unsigned int g = aC1.g + aC2.g + aC3.g + aC4.g;
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const unsigned int b = aC1.b + aC2.b + aC3.b + aC4.b;
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const unsigned int a = aC1.a + aC2.a + aC3.a + aC4.a;
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return COLOR_RGB( ( r >> 2 ), ( g >> 2 ), ( b >> 2 ) );
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return COLOR_RGBA( ( r >> 2 ), ( g >> 2 ), ( b >> 2 ), ( a >> 2 ) );
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}
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@ -2,7 +2,7 @@
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* This program source code file is part of KiCad, a free EDA CAD application.
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*
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* Copyright (C) 2015-2016 Mario Luzeiro <mrluzeiro@ua.pt>
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* Copyright (C) 2015-2020 KiCad Developers, see AUTHORS.txt for contributors.
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* Copyright (C) 2015-2024 KiCad Developers, see AUTHORS.txt for contributors.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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@ -23,39 +23,49 @@
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*/
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/**
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* @file color_rgb.h
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* @file color_rgba.h
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*/
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#ifndef COLOR_RGB_H
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#define COLOR_RGB_H
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#ifndef COLOR_RGBA_H
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#define COLOR_RGBA_H
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#include <plugins/3dapi/xv3d_types.h>
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union COLOR_RGB
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union COLOR_RGBA
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{
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unsigned char c[3];
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unsigned char c[4];
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struct
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{
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unsigned char r;
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unsigned char g;
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unsigned char b;
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unsigned char a;
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};
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COLOR_RGB( const SFVEC3F& aColor );
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COLOR_RGB() { r = 0; g = 0; b = 0; }
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COLOR_RGB( unsigned char aR, unsigned char aG, unsigned char aB )
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COLOR_RGBA( const SFVEC3F& aColor );
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COLOR_RGBA( const SFVEC4F& aColor );
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COLOR_RGBA() { r = 0; g = 0; b = 0; a = 0; }
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COLOR_RGBA( unsigned char aR, unsigned char aG, unsigned char aB )
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{
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r = aR;
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g = aG;
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b = aB;
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}
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COLOR_RGBA( unsigned char aR, unsigned char aG, unsigned char aB, unsigned char aA )
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{
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r = aR;
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g = aG;
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b = aB;
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a = aA;
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}
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};
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COLOR_RGB BlendColor( const COLOR_RGB& aC1, const COLOR_RGB& aC2 );
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COLOR_RGB BlendColor( const COLOR_RGB& aC1, const COLOR_RGB& aC2, const COLOR_RGB& aC3 );
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COLOR_RGB BlendColor( const COLOR_RGB& aC1, const COLOR_RGB& aC2, const COLOR_RGB& aC3,
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const COLOR_RGB& aC4 );
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COLOR_RGBA BlendColor( const COLOR_RGBA& aC1, const COLOR_RGBA& aC2 );
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COLOR_RGBA BlendColor( const COLOR_RGBA& aC1, const COLOR_RGBA& aC2, const COLOR_RGBA& aC3 );
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COLOR_RGBA BlendColor( const COLOR_RGBA& aC1, const COLOR_RGBA& aC2, const COLOR_RGBA& aC3,
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const COLOR_RGBA& aC4 );
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#endif // COLOR_RGB_H
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#endif // COLOR_RGBA_H
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@ -3,7 +3,7 @@
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*
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* Copyright (C) 2015-2020 Mario Luzeiro <mrluzeiro@ua.pt>
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* Copyright (C) 2023 CERN
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* Copyright (C) 2015-2023 KiCad Developers, see AUTHORS.txt for contributors.
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* Copyright (C) 2015-2024 KiCad Developers, see AUTHORS.txt for contributors.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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@ -444,6 +444,12 @@ void RENDER_3D_OPENGL::renderBoardBody( bool aSkipRenderHoles )
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}
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static inline SFVEC4F premultiplyAlpha( const SFVEC4F& aInput )
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{
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return SFVEC4F( aInput.r * aInput.a, aInput.g * aInput.a, aInput.b * aInput.a, aInput.a );
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}
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bool RENDER_3D_OPENGL::Redraw( bool aIsMoving, REPORTER* aStatusReporter,
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REPORTER* aWarningReporter )
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{
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@ -503,7 +509,8 @@ bool RENDER_3D_OPENGL::Redraw( bool aIsMoving, REPORTER* aStatusReporter,
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OglResetTextureState();
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// Draw the background ( rectangle with color gradient)
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OglDrawBackground( m_boardAdapter.m_BgColorTop, m_boardAdapter.m_BgColorBot );
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OglDrawBackground( premultiplyAlpha( m_boardAdapter.m_BgColorTop ),
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premultiplyAlpha( m_boardAdapter.m_BgColorBot ) );
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glEnable( GL_DEPTH_TEST );
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@ -2,7 +2,7 @@
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* This program source code file is part of KiCad, a free EDA CAD application.
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*
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* Copyright (C) 2015-2016 Mario Luzeiro <mrluzeiro@ua.pt>
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* Copyright (C) 2015-2020 KiCad Developers, see AUTHORS.txt for contributors.
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* Copyright (C) 2015-2024 KiCad Developers, see AUTHORS.txt for contributors.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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@ -63,7 +63,7 @@ void POST_SHADER::UpdateSize( unsigned int xSize, unsigned int ySize )
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const unsigned int n_elements = xSize * ySize;
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m_normals = new SFVEC3F[n_elements];
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m_color = new SFVEC3F[n_elements];
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m_color = new SFVEC4F[n_elements];
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m_depth = new float[n_elements];
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m_wc_hitposition = new SFVEC3F[n_elements];
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m_shadow_att_factor = new float[n_elements];
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@ -77,7 +77,7 @@ void POST_SHADER::UpdateSize( const SFVEC2UI& aSize )
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void POST_SHADER::SetPixelData( unsigned int x, unsigned int y, const SFVEC3F& aNormal,
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const SFVEC3F& aColor, const SFVEC3F& aHitPosition,
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const SFVEC4F& aColor, const SFVEC3F& aHitPosition,
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float aDepth, float aShadowAttFactor )
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{
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wxASSERT( x < m_size.x );
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@ -125,7 +125,7 @@ const SFVEC3F& POST_SHADER::GetNormalAt( const SFVEC2F& aPos ) const
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}
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const SFVEC3F& POST_SHADER::GetColorAt( const SFVEC2F& aPos ) const
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const SFVEC4F& POST_SHADER::GetColorAt( const SFVEC2F& aPos ) const
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{
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return m_color[GetIndex( aPos )];
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}
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@ -149,13 +149,13 @@ const SFVEC3F& POST_SHADER::GetNormalAt( const SFVEC2I& aPos ) const
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}
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const SFVEC3F& POST_SHADER::GetColorAt( const SFVEC2I& aPos ) const
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const SFVEC4F& POST_SHADER::GetColorAt( const SFVEC2I& aPos ) const
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{
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return m_color[GetIndex( aPos )];
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}
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const SFVEC3F& POST_SHADER::GetColorAtNotProtected( const SFVEC2I& aPos ) const
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const SFVEC4F& POST_SHADER::GetColorAtNotProtected( const SFVEC2I& aPos ) const
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{
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return m_color[ aPos.x + m_size.x * aPos.y ];
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}
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@ -2,7 +2,7 @@
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* This program source code file is part of KiCad, a free EDA CAD application.
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*
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* Copyright (C) 2015-2016 Mario Luzeiro <mrluzeiro@ua.pt>
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* Copyright (C) 2015-2020 KiCad Developers, see AUTHORS.txt for contributors.
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* Copyright (C) 2015-2024 KiCad Developers, see AUTHORS.txt for contributors.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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@ -46,7 +46,7 @@ public:
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* @param aShadeColor The result of the shader.
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* @return the result of the shade process
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*/
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virtual SFVEC3F ApplyShadeColor( const SFVEC2I& aShaderPos, const SFVEC3F& aInputColor,
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virtual SFVEC4F ApplyShadeColor( const SFVEC2I& aShaderPos, const SFVEC4F& aInputColor,
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const SFVEC3F& aShadeColor ) const = 0;
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void UpdateSize( const SFVEC2UI& aSize );
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@ -56,10 +56,10 @@ public:
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void InitFrame() { m_tmin = FLT_MAX; m_tmax = 0.0f; }
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void SetPixelData( unsigned int x, unsigned int y, const SFVEC3F& aNormal,
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const SFVEC3F& aColor, const SFVEC3F& aHitPosition,
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const SFVEC4F& aColor, const SFVEC3F& aHitPosition,
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float aDepth, float aShadowAttFactor );
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const SFVEC3F& GetColorAtNotProtected( const SFVEC2I& aPos ) const;
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const SFVEC4F& GetColorAtNotProtected( const SFVEC2I& aPos ) const;
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void DebugBuffersOutputAsImages() const;
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@ -88,12 +88,12 @@ public:
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protected:
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const SFVEC3F& GetNormalAt( const SFVEC2F& aPos ) const;
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const SFVEC3F& GetColorAt( const SFVEC2F& aPos ) const;
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const SFVEC4F& GetColorAt( const SFVEC2F& aPos ) const;
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const SFVEC3F& GetPositionAt( const SFVEC2F& aPos ) const;
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float GetDepthAt( const SFVEC2F& aPos ) const;
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const SFVEC3F& GetNormalAt( const SFVEC2I& aPos ) const;
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const SFVEC3F& GetColorAt( const SFVEC2I& aPos ) const;
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const SFVEC4F& GetColorAt( const SFVEC2I& aPos ) const;
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const SFVEC3F& GetPositionAt( const SFVEC2I& aPos ) const;
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const float& GetShadowFactorAt( const SFVEC2I& aPos ) const;
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@ -109,7 +109,7 @@ protected:
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SFVEC2UI m_size;
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SFVEC3F* m_normals;
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SFVEC3F* m_color;
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SFVEC4F* m_color;
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SFVEC3F* m_wc_hitposition;
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float* m_depth;
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float* m_shadow_att_factor;
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@ -2,7 +2,7 @@
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* This program source code file is part of KiCad, a free EDA CAD application.
|
||||
*
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* Copyright (C) 2015-2016 Mario Luzeiro <mrluzeiro@ua.pt>
|
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* Copyright (C) 2015-2020 KiCad Developers, see AUTHORS.txt for contributors.
|
||||
* Copyright (C) 2015-2024 KiCad Developers, see AUTHORS.txt for contributors.
|
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*
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* This program is free software; you can redistribute it and/or
|
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* modify it under the terms of the GNU General Public License
|
||||
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@ -187,21 +187,21 @@ SFVEC3F POST_SHADER_SSAO::Shade( const SFVEC2I& aShaderPos ) const
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ao += aoFF( aShaderPos, ddiff8, n, shadowAt8, shadowAt0, -npw, ph );
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||||
|
||||
gi += giFF( aShaderPos, ddiff , n, shadowAt1, npw, nph) *
|
||||
giColorCurve( GetColorAt( aShaderPos + SFVEC2I( npw, nph ) ) );
|
||||
giColorCurveShade( GetColorAt( aShaderPos + SFVEC2I( npw, nph ) ) );
|
||||
gi += giFF( aShaderPos, ddiff2, n, shadowAt2, npw, -nph) *
|
||||
giColorCurve( GetColorAt( aShaderPos + SFVEC2I( npw,-nph ) ) );
|
||||
giColorCurveShade( GetColorAt( aShaderPos + SFVEC2I( npw,-nph ) ) );
|
||||
gi += giFF( aShaderPos, ddiff3, n, shadowAt3, -npw, nph) *
|
||||
giColorCurve( GetColorAt( aShaderPos + SFVEC2I( -npw, nph ) ) );
|
||||
giColorCurveShade( GetColorAt( aShaderPos + SFVEC2I( -npw, nph ) ) );
|
||||
gi += giFF( aShaderPos, ddiff4, n, shadowAt4, -npw, -nph) *
|
||||
giColorCurve( GetColorAt( aShaderPos + SFVEC2I( -npw,-nph ) ) );
|
||||
giColorCurveShade( GetColorAt( aShaderPos + SFVEC2I( -npw,-nph ) ) );
|
||||
gi += giFF( aShaderPos, ddiff5, n, shadowAt5 , pw, nph) *
|
||||
giColorCurve( GetColorAt( aShaderPos + SFVEC2I( pw, nph ) ) );
|
||||
giColorCurveShade( GetColorAt( aShaderPos + SFVEC2I( pw, nph ) ) );
|
||||
gi += giFF( aShaderPos, ddiff6, n, shadowAt6, pw,-nph) *
|
||||
giColorCurve( GetColorAt( aShaderPos + SFVEC2I( pw,-nph ) ) );
|
||||
giColorCurveShade( GetColorAt( aShaderPos + SFVEC2I( pw,-nph ) ) );
|
||||
gi += giFF( aShaderPos, ddiff7, n, shadowAt7, npw, ph) *
|
||||
giColorCurve( GetColorAt( aShaderPos + SFVEC2I( npw, ph ) ) );
|
||||
giColorCurveShade( GetColorAt( aShaderPos + SFVEC2I( npw, ph ) ) );
|
||||
gi += giFF( aShaderPos, ddiff8, n, shadowAt8, -npw, ph) *
|
||||
giColorCurve( GetColorAt( aShaderPos + SFVEC2I( -npw, ph ) ) );
|
||||
giColorCurveShade( GetColorAt( aShaderPos + SFVEC2I( -npw, ph ) ) );
|
||||
}
|
||||
|
||||
// If it received direct light, it shouldn't consider much AO
|
||||
|
@ -227,18 +227,20 @@ SFVEC3F POST_SHADER_SSAO::Shade( const SFVEC2I& aShaderPos ) const
|
|||
}
|
||||
|
||||
|
||||
SFVEC3F POST_SHADER_SSAO::ApplyShadeColor( const SFVEC2I& aShaderPos, const SFVEC3F& aInputColor,
|
||||
SFVEC4F POST_SHADER_SSAO::ApplyShadeColor( const SFVEC2I& aShaderPos, const SFVEC4F& aInputColor,
|
||||
const SFVEC3F& aShadeColor ) const
|
||||
{
|
||||
SFVEC3F outColor;
|
||||
SFVEC4F outColor;
|
||||
SFVEC3F inColor( aInputColor );
|
||||
|
||||
const SFVEC3F subtracted = aInputColor - aShadeColor;
|
||||
const SFVEC3F mixed = glm::mix( aInputColor, aInputColor * 0.50f - aShadeColor * 0.05f,
|
||||
const SFVEC3F subtracted = inColor - aShadeColor;
|
||||
const SFVEC3F mixed = glm::mix( inColor, inColor * 0.50f - aShadeColor * 0.05f,
|
||||
glm::min( aShadeColor, 1.0f ) );
|
||||
|
||||
outColor.r = ( aShadeColor.r < 0.0f ) ? subtracted.r : mixed.r;
|
||||
outColor.g = ( aShadeColor.g < 0.0f ) ? subtracted.g : mixed.g;
|
||||
outColor.b = ( aShadeColor.b < 0.0f ) ? subtracted.b : mixed.b;
|
||||
outColor.a = std::max( aInputColor.a, ( aShadeColor.r + aShadeColor.g + aShadeColor.b ) / 3 );
|
||||
|
||||
return outColor;
|
||||
}
|
||||
|
@ -256,6 +258,18 @@ SFVEC3F POST_SHADER_SSAO::giColorCurve( const SFVEC3F& aColor ) const
|
|||
}
|
||||
|
||||
|
||||
SFVEC4F POST_SHADER_SSAO::giColorCurve( const SFVEC4F& aColor ) const
|
||||
{
|
||||
return SFVEC4F( giColorCurve( SFVEC3F( aColor ) ), aColor.a );
|
||||
}
|
||||
|
||||
|
||||
SFVEC3F POST_SHADER_SSAO::giColorCurveShade( const SFVEC4F& aColor ) const
|
||||
{
|
||||
return giColorCurve( SFVEC3F( aColor ) );
|
||||
}
|
||||
|
||||
|
||||
SFVEC3F POST_SHADER_SSAO::Blur( const SFVEC2I& aShaderPos ) const
|
||||
{
|
||||
const float dCenter = GetDepthAt( aShaderPos );
|
||||
|
|
|
@ -2,7 +2,7 @@
|
|||
* 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) 2015-2020 KiCad Developers, see AUTHORS.txt for contributors.
|
||||
* Copyright (C) 2015-2024 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
|
||||
|
@ -40,7 +40,7 @@ public:
|
|||
explicit POST_SHADER_SSAO( const CAMERA& aCamera );
|
||||
|
||||
SFVEC3F Shade(const SFVEC2I& aShaderPos ) const override;
|
||||
SFVEC3F ApplyShadeColor( const SFVEC2I& aShaderPos, const SFVEC3F& aInputColor,
|
||||
SFVEC4F ApplyShadeColor( const SFVEC2I& aShaderPos, const SFVEC4F& aInputColor,
|
||||
const SFVEC3F& aShadeColor ) const override;
|
||||
|
||||
SFVEC3F Blur( const SFVEC2I& aShaderPos ) const;
|
||||
|
@ -77,6 +77,8 @@ private:
|
|||
* @return transformed color.
|
||||
*/
|
||||
SFVEC3F giColorCurve( const SFVEC3F& aColor ) const;
|
||||
SFVEC4F giColorCurve( const SFVEC4F& aColor ) const;
|
||||
SFVEC3F giColorCurveShade( const SFVEC4F& aColor ) const;
|
||||
|
||||
SFVEC3F* m_shadedBuffer;
|
||||
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
*
|
||||
* Copyright (C) 2015-2022 Mario Luzeiro <mrluzeiro@ua.pt>
|
||||
* Copyright (C) 2023 CERN
|
||||
* Copyright (C) 2015-2023 KiCad Developers, see AUTHORS.txt for contributors.
|
||||
* Copyright (C) 2015-2024 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
|
||||
|
@ -170,7 +170,7 @@ void RENDER_3D_RAYTRACE::setupMaterials()
|
|||
|
||||
m_materials.m_Floor = BLINN_PHONG_MATERIAL( bgTop * 0.125f, SFVEC3F( 0.0f, 0.0f, 0.0f ),
|
||||
( SFVEC3F( 1.0f ) - bgTop ) / 3.0f,
|
||||
0.10f * 128.0f, 0.0f, 0.50f );
|
||||
0.10f * 128.0f, 1.0f, 0.50f );
|
||||
m_materials.m_Floor.SetCastShadows( false );
|
||||
m_materials.m_Floor.SetReflectionRecursionCount( 1 );
|
||||
}
|
||||
|
@ -817,7 +817,7 @@ void RENDER_3D_RAYTRACE::Reload( REPORTER* aStatusReporter, REPORTER* aWarningRe
|
|||
const SFVEC3F v2 = SFVEC3F( v1.x, v3.y, v1.z );
|
||||
const SFVEC3F v4 = SFVEC3F( v3.x, v1.y, v1.z );
|
||||
|
||||
SFVEC3F backgroundColor = ConvertSRGBToLinear( m_boardAdapter.m_BgColorTop );
|
||||
SFVEC3F floorColor = ConvertSRGBToLinear( m_boardAdapter.m_BgColorTop );
|
||||
|
||||
TRIANGLE* newTriangle1 = new TRIANGLE( v1, v2, v3 );
|
||||
TRIANGLE* newTriangle2 = new TRIANGLE( v3, v4, v1 );
|
||||
|
@ -828,8 +828,8 @@ void RENDER_3D_RAYTRACE::Reload( REPORTER* aStatusReporter, REPORTER* aWarningRe
|
|||
newTriangle1->SetMaterial( &m_materials.m_Floor );
|
||||
newTriangle2->SetMaterial( &m_materials.m_Floor );
|
||||
|
||||
newTriangle1->SetColor( backgroundColor );
|
||||
newTriangle2->SetColor( backgroundColor );
|
||||
newTriangle1->SetColor( floorColor );
|
||||
newTriangle2->SetColor( floorColor );
|
||||
|
||||
// Ceiling triangles
|
||||
const float maxZ = glm::max( containerBBox.Max().z, boardBBox.Max().z );
|
||||
|
@ -848,8 +848,8 @@ void RENDER_3D_RAYTRACE::Reload( REPORTER* aStatusReporter, REPORTER* aWarningRe
|
|||
newTriangle3->SetMaterial( &m_materials.m_Floor );
|
||||
newTriangle4->SetMaterial( &m_materials.m_Floor );
|
||||
|
||||
newTriangle3->SetColor( backgroundColor );
|
||||
newTriangle4->SetColor( backgroundColor );
|
||||
newTriangle3->SetColor( floorColor );
|
||||
newTriangle4->SetColor( floorColor );
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -2,7 +2,7 @@
|
|||
* This program source code file is part of KiCad, a free EDA CAD application.
|
||||
*
|
||||
* Copyright (C) 2015-2020 Mario Luzeiro <mrluzeiro@ua.pt>
|
||||
* Copyright (C) 2015-2023 KiCad Developers, see AUTHORS.txt for contributors.
|
||||
* Copyright (C) 2015-2024 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
|
||||
|
@ -31,7 +31,7 @@
|
|||
|
||||
#include "render_3d_raytrace.h"
|
||||
#include "mortoncodes.h"
|
||||
#include "../color_rgb.h"
|
||||
#include "../color_rgba.h"
|
||||
#include "3d_fastmath.h"
|
||||
#include "3d_math.h"
|
||||
#include "../common_ogl/ogl_utils.h"
|
||||
|
@ -136,12 +136,18 @@ void RENDER_3D_RAYTRACE::restartRenderState()
|
|||
}
|
||||
|
||||
|
||||
static inline void SetPixel( GLubyte* p, const COLOR_RGB& v )
|
||||
static inline void SetPixel( GLubyte* p, const COLOR_RGBA& v )
|
||||
{
|
||||
p[0] = v.c[0];
|
||||
p[1] = v.c[1];
|
||||
p[2] = v.c[2];
|
||||
p[3] = 255;
|
||||
p[3] = v.c[3];
|
||||
}
|
||||
|
||||
|
||||
static inline SFVEC4F premultiplyAlpha( const SFVEC4F& aInput )
|
||||
{
|
||||
return SFVEC4F( aInput.r * aInput.a, aInput.g * aInput.a, aInput.b * aInput.a, aInput.a );
|
||||
}
|
||||
|
||||
|
||||
|
@ -220,7 +226,8 @@ bool RENDER_3D_RAYTRACE::Redraw( bool aIsMoving, REPORTER* aStatusReporter,
|
|||
if( m_cameraLight )
|
||||
m_cameraLight->SetDirection( -m_camera.GetDir() );
|
||||
|
||||
OglDrawBackground( m_boardAdapter.m_BgColorTop, m_boardAdapter.m_BgColorBot );
|
||||
OglDrawBackground( premultiplyAlpha( m_boardAdapter.m_BgColorTop ),
|
||||
premultiplyAlpha( m_boardAdapter.m_BgColorBot ) );
|
||||
|
||||
// Bind PBO
|
||||
glBindBufferARB( GL_PIXEL_UNPACK_BUFFER_ARB, m_pboId );
|
||||
|
@ -306,8 +313,10 @@ void RENDER_3D_RAYTRACE::render( GLubyte* ptrPBO, REPORTER* aStatusReporter )
|
|||
}
|
||||
}
|
||||
|
||||
m_backgroundColorTop = ConvertSRGBToLinear( (SFVEC3F)m_boardAdapter.m_BgColorTop );
|
||||
m_backgroundColorBottom = ConvertSRGBToLinear( (SFVEC3F)m_boardAdapter.m_BgColorBot );
|
||||
m_backgroundColorTop =
|
||||
ConvertSRGBAToLinear( premultiplyAlpha( m_boardAdapter.m_BgColorTop ) );
|
||||
m_backgroundColorBottom =
|
||||
ConvertSRGBAToLinear( premultiplyAlpha( m_boardAdapter.m_BgColorBot ) );
|
||||
}
|
||||
|
||||
switch( m_renderState )
|
||||
|
@ -423,6 +432,11 @@ static SFVEC3F convertLinearToSRGB( const SFVEC3F& aRGBcolor )
|
|||
glm::lessThan( clampedColor, SFVEC3F(0.0031308f) ) );
|
||||
}
|
||||
|
||||
static SFVEC4F convertLinearToSRGBA( const SFVEC4F& aRGBAcolor )
|
||||
{
|
||||
return SFVEC4F( convertLinearToSRGB( SFVEC3F( aRGBAcolor ) ), aRGBAcolor.a );
|
||||
}
|
||||
|
||||
|
||||
// This function implements the conversion from sRGB to linear RGB
|
||||
// https://github.com/g-truc/glm/blob/master/glm/gtc/color_space.inl#L35
|
||||
|
@ -437,13 +451,18 @@ SFVEC3F ConvertSRGBToLinear( const SFVEC3F& aSRGBcolor )
|
|||
glm::lessThanEqual( aSRGBcolor, SFVEC3F( 0.04045f ) ) );
|
||||
}
|
||||
|
||||
SFVEC4F ConvertSRGBAToLinear( const SFVEC4F& aSRGBAcolor )
|
||||
{
|
||||
return SFVEC4F( ConvertSRGBToLinear( SFVEC3F( aSRGBAcolor ) ), aSRGBAcolor.a );
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
|
||||
void RENDER_3D_RAYTRACE::renderFinalColor( GLubyte* ptrPBO, const SFVEC3F& rgbColor,
|
||||
void RENDER_3D_RAYTRACE::renderFinalColor( GLubyte* ptrPBO, const SFVEC4F& rgbColor,
|
||||
bool applyColorSpaceConversion )
|
||||
{
|
||||
SFVEC3F color = rgbColor;
|
||||
SFVEC4F color = rgbColor;
|
||||
|
||||
#ifdef USE_SRGB_SPACE
|
||||
/// @note This should be used in future when the KiCad support a greater version of glm lib.
|
||||
|
@ -457,7 +476,7 @@ void RENDER_3D_RAYTRACE::renderFinalColor( GLubyte* ptrPBO, const SFVEC3F& rgbCo
|
|||
ptrPBO[0] = (unsigned int) glm::clamp( (int) ( color.r * 255 ), 0, 255 );
|
||||
ptrPBO[1] = (unsigned int) glm::clamp( (int) ( color.g * 255 ), 0, 255 );
|
||||
ptrPBO[2] = (unsigned int) glm::clamp( (int) ( color.b * 255 ), 0, 255 );
|
||||
ptrPBO[3] = 255;
|
||||
ptrPBO[3] = (unsigned int) glm::clamp( (int) ( color.a * 255 ), 0, 255 );
|
||||
}
|
||||
|
||||
|
||||
|
@ -475,9 +494,9 @@ static void HITINFO_PACKET_init( HITINFO_PACKET* aHitPacket )
|
|||
}
|
||||
|
||||
|
||||
void RENDER_3D_RAYTRACE::renderRayPackets( const SFVEC3F* bgColorY, const RAY* aRayPkt,
|
||||
void RENDER_3D_RAYTRACE::renderRayPackets( const SFVEC4F* bgColorY, const RAY* aRayPkt,
|
||||
HITINFO_PACKET* aHitPacket, bool is_testShadow,
|
||||
SFVEC3F* aOutHitColor )
|
||||
SFVEC4F* aOutHitColor )
|
||||
{
|
||||
for( unsigned int y = 0, i = 0; y < RAYPACKET_DIM; ++y )
|
||||
{
|
||||
|
@ -497,10 +516,10 @@ void RENDER_3D_RAYTRACE::renderRayPackets( const SFVEC3F* bgColorY, const RAY* a
|
|||
}
|
||||
|
||||
|
||||
void RENDER_3D_RAYTRACE::renderAntiAliasPackets( const SFVEC3F* aBgColorY,
|
||||
void RENDER_3D_RAYTRACE::renderAntiAliasPackets( const SFVEC4F* aBgColorY,
|
||||
const HITINFO_PACKET* aHitPck_X0Y0,
|
||||
const HITINFO_PACKET* aHitPck_AA_X1Y1,
|
||||
const RAY* aRayPck, SFVEC3F* aOutHitColor )
|
||||
const RAY* aRayPck, SFVEC4F* aOutHitColor )
|
||||
{
|
||||
const bool is_testShadow = m_boardAdapter.m_Cfg->m_Render.raytrace_shadows;
|
||||
|
||||
|
@ -636,14 +655,14 @@ void RENDER_3D_RAYTRACE::renderBlockTracing( GLubyte* ptrPBO, signed int iBlock
|
|||
HITINFO_PACKET_init( hitPacket_X0Y0 );
|
||||
|
||||
// Calculate background gradient color
|
||||
SFVEC3F bgColor[RAYPACKET_DIM];// Store a vertical gradient color
|
||||
SFVEC4F bgColor[RAYPACKET_DIM];// Store a vertical gradient color
|
||||
|
||||
for( unsigned int y = 0; y < RAYPACKET_DIM; ++y )
|
||||
{
|
||||
const float posYfactor = (float) ( blockPosI.y + y ) / (float) m_windowSize.y;
|
||||
|
||||
bgColor[y] = m_backgroundColorTop * SFVEC3F(posYfactor) +
|
||||
m_backgroundColorBottom * ( SFVEC3F(1.0f) - SFVEC3F(posYfactor) );
|
||||
bgColor[y] = m_backgroundColorTop * SFVEC4F(posYfactor) +
|
||||
m_backgroundColorBottom * ( SFVEC4F(1.0f) - SFVEC4F(posYfactor) );
|
||||
}
|
||||
|
||||
// Intersect ray packets (calculate the intersection with rays and objects)
|
||||
|
@ -654,7 +673,7 @@ void RENDER_3D_RAYTRACE::renderBlockTracing( GLubyte* ptrPBO, signed int iBlock
|
|||
{
|
||||
for( unsigned int y = 0; y < RAYPACKET_DIM; ++y )
|
||||
{
|
||||
const SFVEC3F& outColor = bgColor[y];
|
||||
const SFVEC4F& outColor = bgColor[y];
|
||||
|
||||
const unsigned int yBlockPos = blockPos.y + y;
|
||||
|
||||
|
@ -674,7 +693,7 @@ void RENDER_3D_RAYTRACE::renderBlockTracing( GLubyte* ptrPBO, signed int iBlock
|
|||
|
||||
for( unsigned int y = 0; y < RAYPACKET_DIM; ++y )
|
||||
{
|
||||
const SFVEC3F& outColor = bgColor[y];
|
||||
const SFVEC4F& outColor = bgColor[y];
|
||||
|
||||
const unsigned int yConst = blockPos.x + ( ( y + blockPos.y ) * m_realBufferSize.x );
|
||||
|
||||
|
@ -691,7 +710,7 @@ void RENDER_3D_RAYTRACE::renderBlockTracing( GLubyte* ptrPBO, signed int iBlock
|
|||
return;
|
||||
}
|
||||
|
||||
SFVEC3F hitColor_X0Y0[RAYPACKET_RAYS_PER_PACKET];
|
||||
SFVEC4F hitColor_X0Y0[RAYPACKET_RAYS_PER_PACKET];
|
||||
|
||||
// Shade original (0, 0) hits ("paint" the intersected objects)
|
||||
renderRayPackets( bgColor, blockPacket.m_ray, hitPacket_X0Y0,
|
||||
|
@ -699,7 +718,7 @@ void RENDER_3D_RAYTRACE::renderBlockTracing( GLubyte* ptrPBO, signed int iBlock
|
|||
|
||||
if( m_boardAdapter.m_Cfg->m_Render.raytrace_anti_aliasing )
|
||||
{
|
||||
SFVEC3F hitColor_AA_X1Y1[RAYPACKET_RAYS_PER_PACKET];
|
||||
SFVEC4F hitColor_AA_X1Y1[RAYPACKET_RAYS_PER_PACKET];
|
||||
|
||||
// Intersect one blockPosI + (0.5, 0.5) used for anti aliasing calculation
|
||||
HITINFO_PACKET hitPacket_AA_X1Y1[RAYPACKET_RAYS_PER_PACKET];
|
||||
|
@ -713,7 +732,7 @@ void RENDER_3D_RAYTRACE::renderBlockTracing( GLubyte* ptrPBO, signed int iBlock
|
|||
// Missed all the package
|
||||
for( unsigned int y = 0, i = 0; y < RAYPACKET_DIM; ++y )
|
||||
{
|
||||
const SFVEC3F& outColor = bgColor[y];
|
||||
const SFVEC4F& outColor = bgColor[y];
|
||||
|
||||
for( unsigned int x = 0; x < RAYPACKET_DIM; ++x, ++i )
|
||||
hitColor_AA_X1Y1[i] = outColor;
|
||||
|
@ -725,13 +744,13 @@ void RENDER_3D_RAYTRACE::renderBlockTracing( GLubyte* ptrPBO, signed int iBlock
|
|||
m_boardAdapter.m_Cfg->m_Render.raytrace_shadows, hitColor_AA_X1Y1 );
|
||||
}
|
||||
|
||||
SFVEC3F hitColor_AA_X1Y0[RAYPACKET_RAYS_PER_PACKET];
|
||||
SFVEC3F hitColor_AA_X0Y1[RAYPACKET_RAYS_PER_PACKET];
|
||||
SFVEC3F hitColor_AA_X0Y1_half[RAYPACKET_RAYS_PER_PACKET];
|
||||
SFVEC4F hitColor_AA_X1Y0[RAYPACKET_RAYS_PER_PACKET];
|
||||
SFVEC4F hitColor_AA_X0Y1[RAYPACKET_RAYS_PER_PACKET];
|
||||
SFVEC4F hitColor_AA_X0Y1_half[RAYPACKET_RAYS_PER_PACKET];
|
||||
|
||||
for( unsigned int i = 0; i < RAYPACKET_RAYS_PER_PACKET; ++i )
|
||||
{
|
||||
SFVEC3F color_average = ( hitColor_X0Y0[i] + hitColor_AA_X1Y1[i] ) * SFVEC3F( 0.5f );
|
||||
SFVEC4F color_average = ( hitColor_X0Y0[i] + hitColor_AA_X1Y1[i] ) * SFVEC4F( 0.5f );
|
||||
|
||||
hitColor_AA_X1Y0[i] = color_average;
|
||||
hitColor_AA_X0Y1[i] = color_average;
|
||||
|
@ -768,7 +787,7 @@ void RENDER_3D_RAYTRACE::renderBlockTracing( GLubyte* ptrPBO, signed int iBlock
|
|||
{
|
||||
hitColor_X0Y0[i] = ( hitColor_X0Y0[i] + hitColor_AA_X1Y1[i] + hitColor_AA_X1Y0[i] +
|
||||
hitColor_AA_X0Y1[i] + hitColor_AA_X0Y1_half[i] ) *
|
||||
SFVEC3F( 1.0f / 5.0f );
|
||||
SFVEC4F( 1.0f / 5.0f );
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -788,7 +807,7 @@ void RENDER_3D_RAYTRACE::renderBlockTracing( GLubyte* ptrPBO, signed int iBlock
|
|||
|
||||
for( unsigned int x = 0; x < RAYPACKET_DIM; ++x, ++i )
|
||||
{
|
||||
const SFVEC3F& hColor = hitColor_X0Y0[i];
|
||||
const SFVEC4F& hColor = hitColor_X0Y0[i];
|
||||
|
||||
if( hitPacket_X0Y0[i].m_hitresult == true )
|
||||
{
|
||||
|
@ -908,13 +927,13 @@ void RENDER_3D_RAYTRACE::postProcessBlurFinish( GLubyte* ptrPBO, REPORTER* /* aS
|
|||
const SFVEC3F bluredShadeColor = m_postShaderSsao.Blur( SFVEC2I( x, y ) );
|
||||
|
||||
#ifdef USE_SRGB_SPACE
|
||||
const SFVEC3F originColor = convertLinearToSRGB(
|
||||
const SFVEC4F originColor = convertLinearToSRGBA(
|
||||
m_postShaderSsao.GetColorAtNotProtected( SFVEC2I( x, y ) ) );
|
||||
#else
|
||||
const SFVEC3F originColor =
|
||||
const SFVEC4F originColor =
|
||||
m_postShaderSsao.GetColorAtNotProtected( SFVEC2I( x, y ) );
|
||||
#endif
|
||||
const SFVEC3F shadedColor = m_postShaderSsao.ApplyShadeColor(
|
||||
const SFVEC4F shadedColor = m_postShaderSsao.ApplyShadeColor(
|
||||
SFVEC2I( x, y ), originColor, bluredShadeColor );
|
||||
|
||||
renderFinalColor( ptr, shadedColor, false );
|
||||
|
@ -979,45 +998,47 @@ void RENDER_3D_RAYTRACE::renderPreview( GLubyte* ptrPBO )
|
|||
m_accelerator->Intersect( blockPacket, hitPacket );
|
||||
|
||||
// Calculate background gradient color
|
||||
SFVEC3F bgColor[RAYPACKET_DIM];
|
||||
SFVEC4F bgColor[RAYPACKET_DIM];
|
||||
|
||||
SFVEC4F bgTopColor = premultiplyAlpha( m_boardAdapter.m_BgColorTop );
|
||||
SFVEC4F bgBotColor = premultiplyAlpha( m_boardAdapter.m_BgColorBot );
|
||||
|
||||
for( unsigned int y = 0; y < RAYPACKET_DIM; ++y )
|
||||
{
|
||||
const float posYfactor =
|
||||
(float) ( windowsPos.y + y * 4.0f ) / (float) m_windowSize.y;
|
||||
|
||||
bgColor[y] = (SFVEC3F) m_boardAdapter.m_BgColorTop * SFVEC3F( posYfactor )
|
||||
+ (SFVEC3F) m_boardAdapter.m_BgColorBot
|
||||
* ( SFVEC3F( 1.0f ) - SFVEC3F( posYfactor ) );
|
||||
bgColor[y] = bgTopColor * SFVEC4F( posYfactor )
|
||||
+ bgBotColor * ( SFVEC4F( 1.0f ) - SFVEC4F( posYfactor ) );
|
||||
}
|
||||
|
||||
COLOR_RGB hitColorShading[RAYPACKET_RAYS_PER_PACKET];
|
||||
COLOR_RGBA hitColorShading[RAYPACKET_RAYS_PER_PACKET];
|
||||
|
||||
for( unsigned int i = 0; i < RAYPACKET_RAYS_PER_PACKET; ++i )
|
||||
{
|
||||
const SFVEC3F bhColorY = bgColor[i / RAYPACKET_DIM];
|
||||
const SFVEC4F bhColorY = bgColor[i / RAYPACKET_DIM];
|
||||
|
||||
if( hitPacket[i].m_hitresult == true )
|
||||
{
|
||||
const SFVEC3F hitColor = shadeHit( bhColorY, blockPacket.m_ray[i],
|
||||
const SFVEC4F hitColor = shadeHit( bhColorY, blockPacket.m_ray[i],
|
||||
hitPacket[i].m_HitInfo, false,
|
||||
0, false );
|
||||
|
||||
hitColorShading[i] = COLOR_RGB( hitColor );
|
||||
hitColorShading[i] = COLOR_RGBA( hitColor );
|
||||
}
|
||||
else
|
||||
hitColorShading[i] = bhColorY;
|
||||
}
|
||||
|
||||
COLOR_RGB cLRB_old[(RAYPACKET_DIM - 1)];
|
||||
COLOR_RGBA cLRB_old[(RAYPACKET_DIM - 1)];
|
||||
|
||||
for( unsigned int y = 0; y < (RAYPACKET_DIM - 1); ++y )
|
||||
{
|
||||
const SFVEC3F bgColorY = bgColor[y];
|
||||
const COLOR_RGB bgColorYRGB = COLOR_RGB( bgColorY );
|
||||
const SFVEC4F bgColorY = bgColor[y];
|
||||
const COLOR_RGBA bgColorYRGB = COLOR_RGBA( bgColorY );
|
||||
|
||||
// This stores cRTB from the last block to be reused next time in a cLTB pixel
|
||||
COLOR_RGB cRTB_old;
|
||||
COLOR_RGBA cRTB_old;
|
||||
|
||||
//RAY cRTB_ray;
|
||||
//HITINFO cRTB_hitInfo;
|
||||
|
@ -1040,13 +1061,13 @@ void RENDER_3D_RAYTRACE::renderPreview( GLubyte* ptrPBO )
|
|||
const unsigned int iRB = ( ( x + 1 ) + RAYPACKET_DIM * ( y + 1 ) );
|
||||
|
||||
// !TODO: skip when there are no hits
|
||||
const COLOR_RGB& cLT = hitColorShading[ iLT ];
|
||||
const COLOR_RGB& cRT = hitColorShading[ iRT ];
|
||||
const COLOR_RGB& cLB = hitColorShading[ iLB ];
|
||||
const COLOR_RGB& cRB = hitColorShading[ iRB ];
|
||||
const COLOR_RGBA& cLT = hitColorShading[ iLT ];
|
||||
const COLOR_RGBA& cRT = hitColorShading[ iRT ];
|
||||
const COLOR_RGBA& cLB = hitColorShading[ iLB ];
|
||||
const COLOR_RGBA& cRB = hitColorShading[ iRB ];
|
||||
|
||||
// Trace and shade cC
|
||||
COLOR_RGB cC = bgColorYRGB;
|
||||
COLOR_RGBA cC = bgColorYRGB;
|
||||
|
||||
const SFVEC3F& oriLT = blockPacket.m_ray[ iLT ].m_Origin;
|
||||
const SFVEC3F& oriRB = blockPacket.m_ray[ iRB ].m_Origin;
|
||||
|
@ -1098,7 +1119,7 @@ void RENDER_3D_RAYTRACE::renderPreview( GLubyte* ptrPBO )
|
|||
|
||||
if( hittedC )
|
||||
{
|
||||
cC = COLOR_RGB( shadeHit( bgColorY, centerRay, centerHitInfo,
|
||||
cC = COLOR_RGBA( shadeHit( bgColorY, centerRay, centerHitInfo,
|
||||
false, 0, false ) );
|
||||
}
|
||||
else
|
||||
|
@ -1107,13 +1128,13 @@ void RENDER_3D_RAYTRACE::renderPreview( GLubyte* ptrPBO )
|
|||
hittedC = m_accelerator->Intersect( centerRay, centerHitInfo );
|
||||
|
||||
if( hittedC )
|
||||
cC = COLOR_RGB( shadeHit( bgColorY, centerRay, centerHitInfo,
|
||||
cC = COLOR_RGBA( shadeHit( bgColorY, centerRay, centerHitInfo,
|
||||
false, 0, false ) );
|
||||
}
|
||||
}
|
||||
|
||||
// Trace and shade cLRT
|
||||
COLOR_RGB cLRT = bgColorYRGB;
|
||||
COLOR_RGBA cLRT = bgColorYRGB;
|
||||
|
||||
const SFVEC3F& oriRT = blockPacket.m_ray[ iRT ].m_Origin;
|
||||
const SFVEC3F& dirRT = blockPacket.m_ray[ iRT ].m_Dir;
|
||||
|
@ -1139,7 +1160,7 @@ void RENDER_3D_RAYTRACE::renderPreview( GLubyte* ptrPBO )
|
|||
glm::normalize( ( hitPacket[ iLT ].m_HitInfo.m_HitNormal +
|
||||
hitPacket[ iRT ].m_HitInfo.m_HitNormal ) * 0.5f );
|
||||
|
||||
cLRT = COLOR_RGB( shadeHit( bgColorY, rayLRT, hitInfoLRT, false,
|
||||
cLRT = COLOR_RGBA( shadeHit( bgColorY, rayLRT, hitInfoLRT, false,
|
||||
0, false ) );
|
||||
cLRT = BlendColor( cLRT, BlendColor( cLT, cRT ) );
|
||||
}
|
||||
|
@ -1164,14 +1185,14 @@ void RENDER_3D_RAYTRACE::renderPreview( GLubyte* ptrPBO )
|
|||
nodeRT );
|
||||
|
||||
if( hittedLRT )
|
||||
cLRT = COLOR_RGB( shadeHit( bgColorY, rayLRT, hitInfoLRT,
|
||||
cLRT = COLOR_RGBA( shadeHit( bgColorY, rayLRT, hitInfoLRT,
|
||||
false, 0, false ) );
|
||||
else
|
||||
{
|
||||
hitInfoLRT.m_tHit = std::numeric_limits<float>::infinity();
|
||||
|
||||
if( m_accelerator->Intersect( rayLRT,hitInfoLRT ) )
|
||||
cLRT = COLOR_RGB( shadeHit( bgColorY, rayLRT,
|
||||
cLRT = COLOR_RGBA( shadeHit( bgColorY, rayLRT,
|
||||
hitInfoLRT, false,
|
||||
0, false ) );
|
||||
}
|
||||
|
@ -1184,7 +1205,7 @@ void RENDER_3D_RAYTRACE::renderPreview( GLubyte* ptrPBO )
|
|||
}
|
||||
|
||||
// Trace and shade cLTB
|
||||
COLOR_RGB cLTB = bgColorYRGB;
|
||||
COLOR_RGBA cLTB = bgColorYRGB;
|
||||
|
||||
if( x == 0 )
|
||||
{
|
||||
|
@ -1209,7 +1230,7 @@ void RENDER_3D_RAYTRACE::renderPreview( GLubyte* ptrPBO )
|
|||
hitInfoLTB.m_HitNormal =
|
||||
glm::normalize( ( hitPacket[ iLT ].m_HitInfo.m_HitNormal +
|
||||
hitPacket[ iLB ].m_HitInfo.m_HitNormal ) * 0.5f );
|
||||
cLTB = COLOR_RGB( shadeHit( bgColorY, rayLTB, hitInfoLTB, false,
|
||||
cLTB = COLOR_RGBA( shadeHit( bgColorY, rayLTB, hitInfoLTB, false,
|
||||
0, false ) );
|
||||
cLTB = BlendColor( cLTB, BlendColor( cLT, cLB) );
|
||||
}
|
||||
|
@ -1234,14 +1255,14 @@ void RENDER_3D_RAYTRACE::renderPreview( GLubyte* ptrPBO )
|
|||
nodeLB );
|
||||
|
||||
if( hittedLTB )
|
||||
cLTB = COLOR_RGB( shadeHit( bgColorY, rayLTB, hitInfoLTB,
|
||||
cLTB = COLOR_RGBA( shadeHit( bgColorY, rayLTB, hitInfoLTB,
|
||||
false, 0, false ) );
|
||||
else
|
||||
{
|
||||
hitInfoLTB.m_tHit = std::numeric_limits<float>::infinity();
|
||||
|
||||
if( m_accelerator->Intersect( rayLTB, hitInfoLTB ) )
|
||||
cLTB = COLOR_RGB( shadeHit( bgColorY, rayLTB,
|
||||
cLTB = COLOR_RGBA( shadeHit( bgColorY, rayLTB,
|
||||
hitInfoLTB, false,
|
||||
0, false ) );
|
||||
}
|
||||
|
@ -1254,7 +1275,7 @@ void RENDER_3D_RAYTRACE::renderPreview( GLubyte* ptrPBO )
|
|||
}
|
||||
|
||||
// Trace and shade cRTB
|
||||
COLOR_RGB cRTB = bgColorYRGB;
|
||||
COLOR_RGBA cRTB = bgColorYRGB;
|
||||
|
||||
// Trace the center ray
|
||||
RAY rayRTB;
|
||||
|
@ -1277,7 +1298,7 @@ void RENDER_3D_RAYTRACE::renderPreview( GLubyte* ptrPBO )
|
|||
glm::normalize( ( hitPacket[ iRT ].m_HitInfo.m_HitNormal +
|
||||
hitPacket[ iRB ].m_HitInfo.m_HitNormal ) * 0.5f );
|
||||
|
||||
cRTB = COLOR_RGB( shadeHit( bgColorY, rayRTB, hitInfoRTB, false, 0,
|
||||
cRTB = COLOR_RGBA( shadeHit( bgColorY, rayRTB, hitInfoRTB, false, 0,
|
||||
false ) );
|
||||
cRTB = BlendColor( cRTB, BlendColor( cRT, cRB ) );
|
||||
}
|
||||
|
@ -1303,7 +1324,7 @@ void RENDER_3D_RAYTRACE::renderPreview( GLubyte* ptrPBO )
|
|||
|
||||
if( hittedRTB )
|
||||
{
|
||||
cRTB = COLOR_RGB( shadeHit( bgColorY, rayRTB, hitInfoRTB,
|
||||
cRTB = COLOR_RGBA( shadeHit( bgColorY, rayRTB, hitInfoRTB,
|
||||
false, 0, false) );
|
||||
}
|
||||
else
|
||||
|
@ -1311,7 +1332,7 @@ void RENDER_3D_RAYTRACE::renderPreview( GLubyte* ptrPBO )
|
|||
hitInfoRTB.m_tHit = std::numeric_limits<float>::infinity();
|
||||
|
||||
if( m_accelerator->Intersect( rayRTB, hitInfoRTB ) )
|
||||
cRTB = COLOR_RGB( shadeHit( bgColorY, rayRTB, hitInfoRTB,
|
||||
cRTB = COLOR_RGBA( shadeHit( bgColorY, rayRTB, hitInfoRTB,
|
||||
false, 0, false ) );
|
||||
}
|
||||
}
|
||||
|
@ -1320,7 +1341,7 @@ void RENDER_3D_RAYTRACE::renderPreview( GLubyte* ptrPBO )
|
|||
cRTB_old = cRTB;
|
||||
|
||||
// Trace and shade cLRB
|
||||
COLOR_RGB cLRB = bgColorYRGB;
|
||||
COLOR_RGBA cLRB = bgColorYRGB;
|
||||
|
||||
const SFVEC3F& oriLB = blockPacket.m_ray[ iLB ].m_Origin;
|
||||
const SFVEC3F& dirLB = blockPacket.m_ray[ iLB ].m_Dir;
|
||||
|
@ -1346,7 +1367,7 @@ void RENDER_3D_RAYTRACE::renderPreview( GLubyte* ptrPBO )
|
|||
glm::normalize( ( hitPacket[ iLB ].m_HitInfo.m_HitNormal +
|
||||
hitPacket[ iRB ].m_HitInfo.m_HitNormal ) * 0.5f );
|
||||
|
||||
cLRB = COLOR_RGB( shadeHit( bgColorY, rayLRB, hitInfoLRB, false, 0,
|
||||
cLRB = COLOR_RGBA( shadeHit( bgColorY, rayLRB, hitInfoLRB, false, 0,
|
||||
false ) );
|
||||
cLRB = BlendColor( cLRB, BlendColor( cLB, cRB ) );
|
||||
}
|
||||
|
@ -1372,7 +1393,7 @@ void RENDER_3D_RAYTRACE::renderPreview( GLubyte* ptrPBO )
|
|||
|
||||
if( hittedLRB )
|
||||
{
|
||||
cLRB = COLOR_RGB( shadeHit( bgColorY, rayLRB, hitInfoLRB,
|
||||
cLRB = COLOR_RGBA( shadeHit( bgColorY, rayLRB, hitInfoLRB,
|
||||
false, 0, false ) );
|
||||
}
|
||||
else
|
||||
|
@ -1380,7 +1401,7 @@ void RENDER_3D_RAYTRACE::renderPreview( GLubyte* ptrPBO )
|
|||
hitInfoLRB.m_tHit = std::numeric_limits<float>::infinity();
|
||||
|
||||
if( m_accelerator->Intersect( rayLRB, hitInfoLRB ) )
|
||||
cLRB = COLOR_RGB( shadeHit( bgColorY, rayLRB, hitInfoLRB,
|
||||
cLRB = COLOR_RGBA( shadeHit( bgColorY, rayLRB, hitInfoLRB,
|
||||
false, 0, false ) );
|
||||
}
|
||||
}
|
||||
|
@ -1389,7 +1410,7 @@ void RENDER_3D_RAYTRACE::renderPreview( GLubyte* ptrPBO )
|
|||
cLRB_old[x] = cLRB;
|
||||
|
||||
// Trace and shade cLTC
|
||||
COLOR_RGB cLTC = BlendColor( cLT , cC );
|
||||
COLOR_RGBA cLTC = BlendColor( cLT , cC );
|
||||
|
||||
if( hitPacket[ iLT ].m_hitresult || hittedC )
|
||||
{
|
||||
|
@ -1411,12 +1432,12 @@ void RENDER_3D_RAYTRACE::renderPreview( GLubyte* ptrPBO )
|
|||
hitInfoLTC );
|
||||
|
||||
if( hitted )
|
||||
cLTC = COLOR_RGB( shadeHit( bgColorY, rayLTC, hitInfoLTC, false,
|
||||
cLTC = COLOR_RGBA( shadeHit( bgColorY, rayLTC, hitInfoLTC, false,
|
||||
0, false ) );
|
||||
}
|
||||
|
||||
// Trace and shade cRTC
|
||||
COLOR_RGB cRTC = BlendColor( cRT , cC );
|
||||
COLOR_RGBA cRTC = BlendColor( cRT , cC );
|
||||
|
||||
if( hitPacket[ iRT ].m_hitresult || hittedC )
|
||||
{
|
||||
|
@ -1437,12 +1458,12 @@ void RENDER_3D_RAYTRACE::renderPreview( GLubyte* ptrPBO )
|
|||
hitInfoRTC );
|
||||
|
||||
if( hitted )
|
||||
cRTC = COLOR_RGB( shadeHit( bgColorY, rayRTC, hitInfoRTC, false,
|
||||
cRTC = COLOR_RGBA( shadeHit( bgColorY, rayRTC, hitInfoRTC, false,
|
||||
0, false ) );
|
||||
}
|
||||
|
||||
// Trace and shade cLBC
|
||||
COLOR_RGB cLBC = BlendColor( cLB , cC );
|
||||
COLOR_RGBA cLBC = BlendColor( cLB , cC );
|
||||
|
||||
if( hitPacket[ iLB ].m_hitresult || hittedC )
|
||||
{
|
||||
|
@ -1463,12 +1484,12 @@ void RENDER_3D_RAYTRACE::renderPreview( GLubyte* ptrPBO )
|
|||
hitInfoLBC );
|
||||
|
||||
if( hitted )
|
||||
cLBC = COLOR_RGB( shadeHit( bgColorY, rayLBC, hitInfoLBC, false,
|
||||
cLBC = COLOR_RGBA( shadeHit( bgColorY, rayLBC, hitInfoLBC, false,
|
||||
0, false ) );
|
||||
}
|
||||
|
||||
// Trace and shade cRBC
|
||||
COLOR_RGB cRBC = BlendColor( cRB , cC );
|
||||
COLOR_RGBA cRBC = BlendColor( cRB , cC );
|
||||
|
||||
if( hitPacket[ iRB ].m_hitresult || hittedC )
|
||||
{
|
||||
|
@ -1489,7 +1510,7 @@ void RENDER_3D_RAYTRACE::renderPreview( GLubyte* ptrPBO )
|
|||
hitInfoRBC );
|
||||
|
||||
if( hitted )
|
||||
cRBC = COLOR_RGB( shadeHit( bgColorY, rayRBC, hitInfoRBC, false,
|
||||
cRBC = COLOR_RGBA( shadeHit( bgColorY, rayRBC, hitInfoRBC, false,
|
||||
0, false ) );
|
||||
}
|
||||
|
||||
|
@ -1537,14 +1558,15 @@ void RENDER_3D_RAYTRACE::renderPreview( GLubyte* ptrPBO )
|
|||
|
||||
#define USE_EXPERIMENTAL_SOFT_SHADOWS 1
|
||||
|
||||
SFVEC3F RENDER_3D_RAYTRACE::shadeHit( const SFVEC3F& aBgColor, const RAY& aRay, HITINFO& aHitInfo,
|
||||
SFVEC4F RENDER_3D_RAYTRACE::shadeHit( const SFVEC4F& aBgColor, const RAY& aRay, HITINFO& aHitInfo,
|
||||
bool aIsInsideObject, unsigned int aRecursiveLevel,
|
||||
bool is_testShadow ) const
|
||||
{
|
||||
const MATERIAL* objMaterial = aHitInfo.pHitObject->GetMaterial();
|
||||
wxASSERT( objMaterial != nullptr );
|
||||
|
||||
SFVEC3F outColor = objMaterial->GetEmissiveColor() + objMaterial->GetAmbientColor();
|
||||
SFVEC4F outColor =
|
||||
SFVEC4F( objMaterial->GetEmissiveColor() + objMaterial->GetAmbientColor(), 1.0f );
|
||||
|
||||
if( aRecursiveLevel > 7 )
|
||||
return outColor;
|
||||
|
@ -1553,7 +1575,8 @@ SFVEC3F RENDER_3D_RAYTRACE::shadeHit( const SFVEC3F& aBgColor, const RAY& aRay,
|
|||
|
||||
hitPoint += aHitInfo.m_HitNormal * m_boardAdapter.GetNonCopperLayerThickness() * 0.6f;
|
||||
|
||||
const SFVEC3F diffuseColorObj = aHitInfo.pHitObject->GetDiffuseColor( aHitInfo );
|
||||
const SFVEC4F diffuseColorObj =
|
||||
SFVEC4F( aHitInfo.pHitObject->GetDiffuseColor( aHitInfo ), 1.0f );
|
||||
|
||||
#if USE_EXPERIMENTAL_SOFT_SHADOWS
|
||||
bool is_aa_enabled = m_boardAdapter.m_Cfg->m_Render.raytrace_anti_aliasing && !m_isPreview;
|
||||
|
@ -1637,8 +1660,10 @@ SFVEC3F RENDER_3D_RAYTRACE::shadeHit( const SFVEC3F& aBgColor, const RAY& aRay,
|
|||
shadow_att_factor_sum += shadow_att_factor_light;
|
||||
}
|
||||
|
||||
outColor += objMaterial->Shade( aRay, aHitInfo, NdotL, diffuseColorObj, vectorToLight,
|
||||
colorOfLight, shadow_att_factor_light );
|
||||
outColor += SFVEC4F( objMaterial->Shade( aRay, aHitInfo, NdotL, diffuseColorObj,
|
||||
vectorToLight, colorOfLight,
|
||||
shadow_att_factor_light ),
|
||||
1.0 );
|
||||
}
|
||||
|
||||
// Only use the headlight for preview
|
||||
|
@ -1658,7 +1683,7 @@ SFVEC3F RENDER_3D_RAYTRACE::shadeHit( const SFVEC3F& aBgColor, const RAY& aRay,
|
|||
}
|
||||
|
||||
// Clamp color to not be brighter than 1.0f
|
||||
outColor = glm::min( outColor, SFVEC3F( 1.0f ) );
|
||||
outColor = glm::min( outColor, SFVEC4F( 1.0f ) );
|
||||
|
||||
if( !m_isPreview )
|
||||
{
|
||||
|
@ -1670,7 +1695,7 @@ SFVEC3F RENDER_3D_RAYTRACE::shadeHit( const SFVEC3F& aBgColor, const RAY& aRay,
|
|||
const unsigned int reflection_number_of_samples =
|
||||
objMaterial->GetReflectionRayCount();
|
||||
|
||||
SFVEC3F sum_color = SFVEC3F( 0.0f );
|
||||
SFVEC4F sum_color = SFVEC4F( 0.0f );
|
||||
|
||||
const SFVEC3F reflectVector = aRay.m_Dir - 2.0f *
|
||||
glm::dot( aRay.m_Dir, aHitInfo.m_HitNormal ) * aHitInfo.m_HitNormal;
|
||||
|
@ -1699,17 +1724,19 @@ SFVEC3F RENDER_3D_RAYTRACE::shadeHit( const SFVEC3F& aBgColor, const RAY& aRay,
|
|||
|
||||
if( m_accelerator->Intersect( reflectedRay, reflectedHit ) )
|
||||
{
|
||||
sum_color += ( diffuseColorObj + objMaterial->GetSpecularColor() ) *
|
||||
SFVEC4F add = ( diffuseColorObj + SFVEC4F( objMaterial->GetSpecularColor(), 1.0f ) ) *
|
||||
shadeHit( aBgColor, reflectedRay, reflectedHit, false,
|
||||
aRecursiveLevel + 1, is_testShadow ) *
|
||||
SFVEC3F( objMaterial->GetReflection() *
|
||||
SFVEC4F( objMaterial->GetReflection() *
|
||||
// Falloff factor
|
||||
(1.0f / ( 1.0f + 0.75f * reflectedHit.m_tHit *
|
||||
reflectedHit.m_tHit) ) );
|
||||
|
||||
sum_color += add;
|
||||
}
|
||||
}
|
||||
|
||||
outColor += (sum_color / SFVEC3F( (float)reflection_number_of_samples) );
|
||||
outColor += (sum_color / SFVEC4F( (float)reflection_number_of_samples) );
|
||||
}
|
||||
|
||||
// Refraction
|
||||
|
@ -1738,7 +1765,7 @@ SFVEC3F RENDER_3D_RAYTRACE::shadeHit( const SFVEC3F& aBgColor, const RAY& aRay,
|
|||
const unsigned int refractions_number_of_samples =
|
||||
objMaterial->GetRefractionRayCount();
|
||||
|
||||
SFVEC3F sum_color = SFVEC3F(0.0f);
|
||||
SFVEC4F sum_color = SFVEC4F( 0.0f );
|
||||
|
||||
for( unsigned int i = 0; i < refractions_number_of_samples; ++i )
|
||||
{
|
||||
|
@ -1762,19 +1789,19 @@ SFVEC3F RENDER_3D_RAYTRACE::shadeHit( const SFVEC3F& aBgColor, const RAY& aRay,
|
|||
HITINFO refractedHit;
|
||||
refractedHit.m_tHit = std::numeric_limits<float>::infinity();
|
||||
|
||||
SFVEC3F refractedColor = aBgColor;
|
||||
SFVEC4F refractedColor = aBgColor;
|
||||
|
||||
if( m_accelerator->Intersect( refractedRay, refractedHit ) )
|
||||
{
|
||||
refractedColor = shadeHit( aBgColor, refractedRay, refractedHit,
|
||||
!aIsInsideObject, aRecursiveLevel + 1, false );
|
||||
|
||||
const SFVEC3F absorbance = ( SFVEC3F(1.0f) - diffuseColorObj ) *
|
||||
const SFVEC4F absorbance = ( SFVEC4F(1.0f) - diffuseColorObj ) *
|
||||
(1.0f - objTransparency ) *
|
||||
objMaterial->GetAbsorvance() *
|
||||
refractedHit.m_tHit;
|
||||
|
||||
const SFVEC3F transparency = 1.0f / ( absorbance + 1.0f );
|
||||
const SFVEC4F transparency = 1.0f / ( absorbance + 1.0f );
|
||||
|
||||
sum_color += refractedColor * transparency;
|
||||
}
|
||||
|
@ -1785,7 +1812,7 @@ SFVEC3F RENDER_3D_RAYTRACE::shadeHit( const SFVEC3F& aBgColor, const RAY& aRay,
|
|||
}
|
||||
|
||||
outColor = outColor * ( 1.0f - objTransparency ) + objTransparency * sum_color
|
||||
/ SFVEC3F( (float) refractions_number_of_samples );
|
||||
/ SFVEC4F( (float) refractions_number_of_samples );
|
||||
}
|
||||
else
|
||||
{
|
||||
|
|
|
@ -2,7 +2,7 @@
|
|||
* This program source code file is part of KiCad, a free EDA CAD application.
|
||||
*
|
||||
* Copyright (C) 2015-2020 Mario Luzeiro <mrluzeiro@ua.pt>
|
||||
* Copyright (C) 2015-2021 KiCad Developers, see AUTHORS.txt for contributors.
|
||||
* Copyright (C) 2015-2024 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
|
||||
|
@ -87,20 +87,20 @@ private:
|
|||
void postProcessShading( GLubyte* ptrPBO, REPORTER* aStatusReporter );
|
||||
void postProcessBlurFinish( GLubyte* ptrPBO, REPORTER* aStatusReporter );
|
||||
void renderBlockTracing( GLubyte* ptrPBO , signed int iBlock );
|
||||
void renderFinalColor( GLubyte* ptrPBO, const SFVEC3F& rgbColor,
|
||||
void renderFinalColor( GLubyte* ptrPBO, const SFVEC4F& rgbColor,
|
||||
bool applyColorSpaceConversion );
|
||||
|
||||
void renderRayPackets( const SFVEC3F* bgColorY, const RAY* aRayPkt, HITINFO_PACKET* aHitPacket,
|
||||
bool is_testShadow, SFVEC3F* aOutHitColor );
|
||||
void renderRayPackets( const SFVEC4F* bgColorY, const RAY* aRayPkt, HITINFO_PACKET* aHitPacket,
|
||||
bool is_testShadow, SFVEC4F* aOutHitColor );
|
||||
|
||||
void renderAntiAliasPackets( const SFVEC3F* aBgColorY, const HITINFO_PACKET* aHitPck_X0Y0,
|
||||
void renderAntiAliasPackets( const SFVEC4F* aBgColorY, const HITINFO_PACKET* aHitPck_X0Y0,
|
||||
const HITINFO_PACKET* aHitPck_AA_X1Y1, const RAY* aRayPck,
|
||||
SFVEC3F* aOutHitColor );
|
||||
SFVEC4F* aOutHitColor );
|
||||
|
||||
// Materials
|
||||
void setupMaterials();
|
||||
|
||||
SFVEC3F shadeHit( const SFVEC3F& aBgColor, const RAY& aRay, HITINFO& aHitInfo,
|
||||
SFVEC4F shadeHit( const SFVEC4F& aBgColor, const RAY& aRay, HITINFO& aHitInfo,
|
||||
bool aIsInsideObject, unsigned int aRecursiveLevel,
|
||||
bool is_testShadow ) const;
|
||||
|
||||
|
@ -180,8 +180,8 @@ private:
|
|||
|
||||
ACCELERATOR_3D* m_accelerator;
|
||||
|
||||
SFVEC3F m_backgroundColorTop;
|
||||
SFVEC3F m_backgroundColorBottom;
|
||||
SFVEC4F m_backgroundColorTop;
|
||||
SFVEC4F m_backgroundColorBottom;
|
||||
|
||||
///< Used to see if the windows size changed.
|
||||
wxSize m_oldWindowsSize;
|
||||
|
@ -218,8 +218,10 @@ private:
|
|||
|
||||
#ifdef USE_SRGB_SPACE
|
||||
extern SFVEC3F ConvertSRGBToLinear( const SFVEC3F& aSRGBcolor );
|
||||
extern SFVEC4F ConvertSRGBAToLinear( const SFVEC4F& aSRGBAcolor );
|
||||
#else
|
||||
#define ConvertSRGBToLinear( v ) ( v )
|
||||
#define ConvertSRGBAToLinear( v ) ( v )
|
||||
#endif
|
||||
|
||||
#endif // RENDER_3D_RAYTRACE_H
|
||||
|
|
|
@ -71,7 +71,7 @@ set(3D-VIEWER_SRCS
|
|||
${DIR_RAY_3D}/triangle_3d.cpp
|
||||
3d_rendering/buffers_debug.cpp
|
||||
3d_rendering/render_3d_base.cpp
|
||||
3d_rendering/color_rgb.cpp
|
||||
3d_rendering/color_rgba.cpp
|
||||
3d_rendering/image.cpp
|
||||
3d_rendering/post_shader.cpp
|
||||
3d_rendering/post_shader_ssao.cpp
|
||||
|
|
Loading…
Reference in New Issue