217 lines
5.3 KiB
C++
217 lines
5.3 KiB
C++
/*
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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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*
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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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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, you may find one here:
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* http://www.gnu.org/licenses/old-licenses/gpl-2.0.html
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* or you may search the http://www.gnu.org website for the version 2 license,
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* or you may write to the Free Software Foundation, Inc.,
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* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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/**
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* @file post_shader.cpp
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* @brief A base class to create post shaders.
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*/
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#include "post_shader.h"
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#include "buffers_debug.h"
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#include <wx/debug.h>
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POST_SHADER::POST_SHADER( const CAMERA& aCamera ) :
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m_camera( aCamera )
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{
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m_size = SFVEC2UI( 0, 0 );
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m_normals = nullptr;
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m_color = nullptr;
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m_depth = nullptr;
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m_wc_hitposition = nullptr;
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m_shadow_att_factor = nullptr;
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m_tmin = FLT_MAX;
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m_tmax = FLT_MIN;
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}
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POST_SHADER::~POST_SHADER()
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{
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destroy_buffers();
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}
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void POST_SHADER::UpdateSize( unsigned int xSize, unsigned int ySize )
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{
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destroy_buffers();
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m_size.x = xSize;
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m_size.y = 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_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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}
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void POST_SHADER::UpdateSize( const SFVEC2UI& aSize )
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{
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UpdateSize( aSize.x, aSize.y );
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}
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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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float aDepth, float aShadowAttFactor )
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{
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wxASSERT( x < m_size.x );
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wxASSERT( y < m_size.y );
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wxASSERT( ( aShadowAttFactor >= 0.0f ) && ( aShadowAttFactor <= 1.0f ) );
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const unsigned int idx = x + y * m_size.x;
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m_normals[ idx ] = aNormal;
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m_color [ idx ] = aColor;
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m_depth [ idx ] = aDepth;
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m_shadow_att_factor [ idx ] = aShadowAttFactor;
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m_wc_hitposition[ idx ] = aHitPosition;
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if( aDepth > FLT_EPSILON )
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{
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if( aDepth < m_tmin )
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m_tmin = aDepth;
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if( aDepth > m_tmax )
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m_tmax = aDepth;
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}
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}
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void POST_SHADER::destroy_buffers()
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{
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delete[] m_normals;
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m_normals = nullptr;
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delete[] m_color;
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m_color = nullptr;
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delete[] m_depth;
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m_depth = nullptr;
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delete[] m_shadow_att_factor;
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m_shadow_att_factor = nullptr;
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delete[] m_wc_hitposition;
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m_wc_hitposition = nullptr;
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}
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const SFVEC3F& POST_SHADER::GetNormalAt( const SFVEC2F& aPos ) const
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{
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return m_normals[GetIndex( aPos )];
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}
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const SFVEC3F& 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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float POST_SHADER::GetDepthAt( const SFVEC2F& aPos ) const
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{
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return m_depth[GetIndex( aPos )];
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}
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const SFVEC3F& POST_SHADER::GetPositionAt( const SFVEC2F& aPos ) const
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{
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return m_wc_hitposition[GetIndex( aPos )];
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}
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const SFVEC3F& POST_SHADER::GetNormalAt( const SFVEC2I& aPos ) const
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{
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return m_normals[GetIndex( aPos )];
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}
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const SFVEC3F& 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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{
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return m_color[ aPos.x + m_size.x * aPos.y ];
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}
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float POST_SHADER::GetDepthAt( const SFVEC2I& aPos ) const
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{
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return m_depth[GetIndex( aPos )];
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}
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float POST_SHADER::GetDepthNormalizedAt( const SFVEC2I& aPos ) const
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{
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const float depth = m_depth[GetIndex( aPos )];
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if( depth >= m_tmin )
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return (depth - m_tmin) / (m_tmax - m_tmin);
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return 0.0f;
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}
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const SFVEC3F& POST_SHADER::GetPositionAt( const SFVEC2I& aPos ) const
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{
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return m_wc_hitposition[GetIndex( aPos )];
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}
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const float& POST_SHADER::GetShadowFactorAt( const SFVEC2I& aPos ) const
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{
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return m_shadow_att_factor[GetIndex( aPos )];
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}
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void POST_SHADER::DebugBuffersOutputAsImages() const
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{
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DBG_SaveBuffer( "m_shadow_att_factor", m_shadow_att_factor, m_size.x, m_size.y );
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DBG_SaveBuffer( "m_color", m_color, m_size.x, m_size.y );
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DBG_SaveNormalsBuffer( "m_normals", m_normals, m_size.x, m_size.y );
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// Normalize depth
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float *normalizedDepth = (float*) malloc( m_size.x * m_size.y * sizeof( float ) );
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float *normalizedDepthPTr = normalizedDepth;
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for( unsigned int iy = 0; iy < m_size.y; ++iy )
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{
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for( unsigned int ix = 0; ix < m_size.x; ++ix )
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{
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*normalizedDepthPTr = GetDepthNormalizedAt( SFVEC2I( ix, iy) );
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normalizedDepthPTr++;
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}
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}
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DBG_SaveBuffer( "m_depthNormalized", normalizedDepth, m_size.x, m_size.y );
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free( normalizedDepth );
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}
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