/* * This program source code file is part of KiCad, a free EDA CAD application. * * Copyright (C) 2015-2016 Mario Luzeiro * 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; 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