122 lines
4.0 KiB
C++
122 lines
4.0 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.h
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* @brief A base class to create post shaders.
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*/
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#ifndef POST_SHADER_H
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#define POST_SHADER_H
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#include "camera.h"
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class POST_SHADER
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{
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public:
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explicit POST_SHADER( const CAMERA& aCamera );
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virtual ~POST_SHADER();
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virtual SFVEC3F Shade( const SFVEC2I& aShaderPos ) const = 0;
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/**
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* Apply the final color process using a previous stage color.
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*
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* @param aShadeColor The result of the shader.
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* @return the result of the shade process
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*/
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virtual SFVEC3F ApplyShadeColor( const SFVEC2I& aShaderPos, const SFVEC3F& aInputColor,
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const SFVEC3F& aShadeColor ) const = 0;
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void UpdateSize( const SFVEC2UI& aSize );
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void UpdateSize( unsigned int xSize, unsigned int ySize );
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void InitFrame() { m_tmin = FLT_MAX; m_tmax = 0.0f; }
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void 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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const SFVEC3F& GetColorAtNotProtected( const SFVEC2I& aPos ) const;
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void DebugBuffersOutputAsImages() const;
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inline unsigned int GetIndex( const SFVEC2F& aPos ) const
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{
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SFVEC2F clampPos;
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clampPos.x = glm::clamp( aPos.x, 0.0f, 1.0f );
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clampPos.y = glm::clamp( aPos.y, 0.0f, 1.0f );
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const unsigned int idx = (unsigned int)( (float)m_size.x * clampPos.x +
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(float)m_size.x * (float)m_size.y *
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clampPos.y );
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return glm::min( idx, m_size.x * m_size.y );
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}
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inline unsigned int GetIndex( const SFVEC2I& aPos ) const
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{
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SFVEC2I clampPos;
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clampPos.x = glm::clamp( aPos.x, 0, (int)m_size.x - 1 );
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clampPos.y = glm::clamp( aPos.y, 0, (int)m_size.y - 1 );
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return (unsigned int)( clampPos.x + m_size.x * clampPos.y );
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}
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protected:
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const SFVEC3F& GetNormalAt( const SFVEC2F& aPos ) const;
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const SFVEC3F& GetColorAt( const SFVEC2F& aPos ) const;
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const SFVEC3F& GetPositionAt( const SFVEC2F& aPos ) const;
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float GetDepthAt( const SFVEC2F& aPos ) const;
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const SFVEC3F& GetNormalAt( const SFVEC2I& aPos ) const;
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const SFVEC3F& GetColorAt( const SFVEC2I& aPos ) const;
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const SFVEC3F& GetPositionAt( const SFVEC2I& aPos ) const;
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const float& GetShadowFactorAt( const SFVEC2I& aPos ) const;
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float GetDepthAt( const SFVEC2I& aPos ) const;
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float GetDepthNormalizedAt( const SFVEC2I& aPos ) const;
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float GetMaxDepth() const { return m_tmax; }
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private:
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void destroy_buffers();
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protected:
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const CAMERA& m_camera;
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SFVEC2UI m_size;
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SFVEC3F* m_normals;
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SFVEC3F* m_color;
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SFVEC3F* m_wc_hitposition;
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float* m_depth;
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float* m_shadow_att_factor;
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float m_tmin;
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float m_tmax;
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};
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#endif // POST_SHADER_H
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