90 lines
3.1 KiB
C++
90 lines
3.1 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) 2015-2024 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_ssao.h
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* @brief Implements a post shader screen space ambient occlusion on software
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*/
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#ifndef POST_SHADER_SSAO_H
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#define POST_SHADER_SSAO_H
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#include "post_shader.h"
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class POST_SHADER_SSAO : public POST_SHADER
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{
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public:
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explicit POST_SHADER_SSAO( const CAMERA& aCamera );
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SFVEC3F Shade(const SFVEC2I& aShaderPos ) const override;
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SFVEC4F ApplyShadeColor( const SFVEC2I& aShaderPos, const SFVEC4F& aInputColor,
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const SFVEC3F& aShadeColor ) const override;
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SFVEC3F Blur( const SFVEC2I& aShaderPos ) const;
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void SetShadedBuffer( SFVEC3F* aShadedBuffer )
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{
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m_shadedBuffer = aShadedBuffer;
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}
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void SetShadowsEnabled( bool aIsShadowsEnabled )
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{
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m_isUsingShadows = aIsShadowsEnabled;
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}
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private:
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SFVEC3F posFromDepth( const SFVEC2F& coord ) const;
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float ec_depth( const SFVEC2F& tc ) const;
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float aoFF( const SFVEC2I& aShaderPos, const SFVEC3F& ddiff, const SFVEC3F& cnorm,
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const float aShadowAtSamplePos, const float aShadowAtCenterPos,
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int c1, int c2 ) const;
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float giFF( const SFVEC2I& aShaderPos, const SFVEC3F& ddiff, const SFVEC3F& cnorm,
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const float aShadow, int c1, int c2 ) const;
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/**
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* Apply a curve transformation to the original color.
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*
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* It will attenuate the bright colors (works as a gamma function):
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* http://fooplot.com/#W3sidHlwZSI6MCwiZXEiOiIxLjAtKDEvKHgqMS4wKzEuMCkpK3gqMC4zMCIsImNvbG9yIjoiIzAwMDAwMCJ9LHsidHlwZSI6MTAwMCwid2luZG93IjpbIi0wLjA2MjE4NDYxNTM4NDYxNTUwNSIsIjEuMTQyOTg0NjE1Mzg0NjE0NiIsIi0wLjEyNzA5OTk5OTk5OTk5OTc3IiwiMS4xMzI2Il19XQ--
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*
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* @param aColor input color.
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* @return transformed color.
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*/
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SFVEC3F giColorCurve( const SFVEC3F& aColor ) const;
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SFVEC4F giColorCurve( const SFVEC4F& aColor ) const;
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SFVEC3F giColorCurveShade( const SFVEC4F& aColor ) const;
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SFVEC3F* m_shadedBuffer;
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bool m_isUsingShadows;
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};
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#endif // POST_SHADER_SSAO_H
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