kicad/3d-viewer/3d_rendering/post_shader.cpp

217 lines
5.3 KiB
C++

/*
* 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.
*
* 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 <wx/debug.h>
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 );
}