/* * This program source code file is part of KiCad, a free EDA CAD application. * * Copyright (C) 2015-2016 Mario Luzeiro * 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.cpp * @brief A base class to create post shaders. */ #include "post_shader.h" #include "buffers_debug.h" #include POST_SHADER::POST_SHADER( const CAMERA& aCamera ) : m_camera( aCamera ) { m_size = SFVEC2UI( 0, 0 ); m_normals = nullptr; m_color = nullptr; m_depth = nullptr; m_wc_hitposition = nullptr; m_shadow_att_factor = nullptr; m_tmin = FLT_MAX; m_tmax = FLT_MIN; } POST_SHADER::~POST_SHADER() { destroy_buffers(); } void POST_SHADER::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 POST_SHADER::UpdateSize( const SFVEC2UI& aSize ) { UpdateSize( aSize.x, aSize.y ); } void POST_SHADER::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 POST_SHADER::destroy_buffers() { delete[] m_normals; m_normals = nullptr; delete[] m_color; m_color = nullptr; delete[] m_depth; m_depth = nullptr; delete[] m_shadow_att_factor; m_shadow_att_factor = nullptr; delete[] m_wc_hitposition; m_wc_hitposition = nullptr; } const SFVEC3F& POST_SHADER::GetNormalAt( const SFVEC2F& aPos ) const { return m_normals[GetIndex( aPos )]; } const SFVEC3F& POST_SHADER::GetColorAt( const SFVEC2F& aPos ) const { return m_color[GetIndex( aPos )]; } float POST_SHADER::GetDepthAt( const SFVEC2F& aPos ) const { return m_depth[GetIndex( aPos )]; } const SFVEC3F& POST_SHADER::GetPositionAt( const SFVEC2F& aPos ) const { return m_wc_hitposition[GetIndex( aPos )]; } const SFVEC3F& POST_SHADER::GetNormalAt( const SFVEC2I& aPos ) const { return m_normals[GetIndex( aPos )]; } const SFVEC3F& POST_SHADER::GetColorAt( const SFVEC2I& aPos ) const { return m_color[GetIndex( aPos )]; } const SFVEC3F& POST_SHADER::GetColorAtNotProtected( const SFVEC2I& aPos ) const { return m_color[ aPos.x + m_size.x * aPos.y ]; } float POST_SHADER::GetDepthAt( const SFVEC2I& aPos ) const { return m_depth[GetIndex( aPos )]; } float POST_SHADER::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& POST_SHADER::GetPositionAt( const SFVEC2I& aPos ) const { return m_wc_hitposition[GetIndex( aPos )]; } const float& POST_SHADER::GetShadowFactorAt( const SFVEC2I& aPos ) const { return m_shadow_att_factor[GetIndex( aPos )]; } void POST_SHADER::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 ); }