/* * This program source code file is part of KiCad, a free EDA CAD application. * * Copyright (C) 2015-2016 Mario Luzeiro * 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 * 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_ssao.h * @brief Implements a post shader screen space ambient occlusion on software */ #ifndef POST_SHADER_SSAO_H #define POST_SHADER_SSAO_H #include "post_shader.h" class POST_SHADER_SSAO : public POST_SHADER { public: explicit POST_SHADER_SSAO( const CAMERA& aCamera ); SFVEC3F Shade(const SFVEC2I& aShaderPos ) const override; SFVEC4F ApplyShadeColor( const SFVEC2I& aShaderPos, const SFVEC4F& aInputColor, const SFVEC3F& aShadeColor ) const override; SFVEC3F Blur( const SFVEC2I& aShaderPos ) const; void SetShadedBuffer( SFVEC3F* aShadedBuffer ) { m_shadedBuffer = aShadedBuffer; } void SetShadowsEnabled( bool aIsShadowsEnabled ) { m_isUsingShadows = aIsShadowsEnabled; } private: SFVEC3F posFromDepth( const SFVEC2F& coord ) const; float ec_depth( const SFVEC2F& tc ) const; float aoFF( const SFVEC2I& aShaderPos, const SFVEC3F& ddiff, const SFVEC3F& cnorm, const float aShadowAtSamplePos, const float aShadowAtCenterPos, int c1, int c2 ) const; float giFF( const SFVEC2I& aShaderPos, const SFVEC3F& ddiff, const SFVEC3F& cnorm, const float aShadow, int c1, int c2 ) const; /** * Apply a curve transformation to the original color. * * It will attenuate the bright colors (works as a gamma function): * http://fooplot.com/#W3sidHlwZSI6MCwiZXEiOiIxLjAtKDEvKHgqMS4wKzEuMCkpK3gqMC4zMCIsImNvbG9yIjoiIzAwMDAwMCJ9LHsidHlwZSI6MTAwMCwid2luZG93IjpbIi0wLjA2MjE4NDYxNTM4NDYxNTUwNSIsIjEuMTQyOTg0NjE1Mzg0NjE0NiIsIi0wLjEyNzA5OTk5OTk5OTk5OTc3IiwiMS4xMzI2Il19XQ-- * * @param aColor input color. * @return transformed color. */ SFVEC3F giColorCurve( const SFVEC3F& aColor ) const; SFVEC4F giColorCurve( const SFVEC4F& aColor ) const; SFVEC3F giColorCurveShade( const SFVEC4F& aColor ) const; SFVEC3F* m_shadedBuffer; bool m_isUsingShadows; }; #endif // POST_SHADER_SSAO_H