KiCad PCB EDA Suite
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post_shader.cpp
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1/*
2 * This program source code file is part of KiCad, a free EDA CAD application.
3 *
4 * Copyright (C) 2015-2016 Mario Luzeiro <[email protected]>
5 * Copyright (C) 2015-2024 KiCad Developers, see AUTHORS.txt for contributors.
6 *
7 * This program is free software; you can redistribute it and/or
8 * modify it under the terms of the GNU General Public License
9 * as published by the Free Software Foundation; either version 2
10 * of the License, or (at your option) any later version.
11 *
12 * This program is distributed in the hope that it will be useful,
13 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 * GNU General Public License for more details.
16 *
17 * You should have received a copy of the GNU General Public License
18 * along with this program; if not, you may find one here:
19 * http://www.gnu.org/licenses/old-licenses/gpl-2.0.html
20 * or you may search the http://www.gnu.org website for the version 2 license,
21 * or you may write to the Free Software Foundation, Inc.,
22 * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
23 */
24
31#include "post_shader.h"
32#include "buffers_debug.h"
33#include <wx/debug.h>
34
35
37 m_camera( aCamera )
38{
39 m_size = SFVEC2UI( 0, 0 );
40 m_normals = nullptr;
41 m_color = nullptr;
42 m_depth = nullptr;
43 m_wc_hitposition = nullptr;
44 m_shadow_att_factor = nullptr;
45 m_tmin = FLT_MAX;
46 m_tmax = FLT_MIN;
47}
48
49
51{
53}
54
55
56void POST_SHADER::UpdateSize( unsigned int xSize, unsigned int ySize )
57{
59
60 m_size.x = xSize;
61 m_size.y = ySize;
62
63 const unsigned int n_elements = xSize * ySize;
64
65 m_normals = new SFVEC3F[n_elements];
66 m_color = new SFVEC4F[n_elements];
67 m_depth = new float[n_elements];
68 m_wc_hitposition = new SFVEC3F[n_elements];
69 m_shadow_att_factor = new float[n_elements];
70}
71
72
74{
75 UpdateSize( aSize.x, aSize.y );
76}
77
78
79void POST_SHADER::SetPixelData( unsigned int x, unsigned int y, const SFVEC3F& aNormal,
80 const SFVEC4F& aColor, const SFVEC3F& aHitPosition,
81 float aDepth, float aShadowAttFactor )
82{
83 wxASSERT( x < m_size.x );
84 wxASSERT( y < m_size.y );
85 wxASSERT( ( aShadowAttFactor >= 0.0f ) && ( aShadowAttFactor <= 1.0f ) );
86
87 const unsigned int idx = x + y * m_size.x;
88
89 m_normals[ idx ] = aNormal;
90 m_color [ idx ] = aColor;
91 m_depth [ idx ] = aDepth;
92 m_shadow_att_factor [ idx ] = aShadowAttFactor;
93 m_wc_hitposition[ idx ] = aHitPosition;
94
95
96 if( aDepth > FLT_EPSILON )
97 {
98 if( aDepth < m_tmin )
99 m_tmin = aDepth;
100
101 if( aDepth > m_tmax )
102 m_tmax = aDepth;
103 }
104}
105
106
108{
109 delete[] m_normals;
110 m_normals = nullptr;
111 delete[] m_color;
112 m_color = nullptr;
113 delete[] m_depth;
114 m_depth = nullptr;
115 delete[] m_shadow_att_factor;
116 m_shadow_att_factor = nullptr;
117 delete[] m_wc_hitposition;
118 m_wc_hitposition = nullptr;
119}
120
121
122const SFVEC3F& POST_SHADER::GetNormalAt( const SFVEC2F& aPos ) const
123{
124 return m_normals[GetIndex( aPos )];
125}
126
127
128const SFVEC4F& POST_SHADER::GetColorAt( const SFVEC2F& aPos ) const
129{
130 return m_color[GetIndex( aPos )];
131}
132
133
134float POST_SHADER::GetDepthAt( const SFVEC2F& aPos ) const
135{
136 return m_depth[GetIndex( aPos )];
137}
138
139
140const SFVEC3F& POST_SHADER::GetPositionAt( const SFVEC2F& aPos ) const
141{
142 return m_wc_hitposition[GetIndex( aPos )];
143}
144
145
146const SFVEC3F& POST_SHADER::GetNormalAt( const SFVEC2I& aPos ) const
147{
148 return m_normals[GetIndex( aPos )];
149}
150
151
152const SFVEC4F& POST_SHADER::GetColorAt( const SFVEC2I& aPos ) const
153{
154 return m_color[GetIndex( aPos )];
155}
156
157
159{
160 return m_color[ aPos.x + m_size.x * aPos.y ];
161}
162
163
164float POST_SHADER::GetDepthAt( const SFVEC2I& aPos ) const
165{
166 return m_depth[GetIndex( aPos )];
167}
168
169
171{
172 const float depth = m_depth[GetIndex( aPos )];
173
174 if( depth >= m_tmin )
175 return (depth - m_tmin) / (m_tmax - m_tmin);
176
177 return 0.0f;
178}
179
180
181const SFVEC3F& POST_SHADER::GetPositionAt( const SFVEC2I& aPos ) const
182{
183 return m_wc_hitposition[GetIndex( aPos )];
184}
185
186
187const float& POST_SHADER::GetShadowFactorAt( const SFVEC2I& aPos ) const
188{
189 return m_shadow_att_factor[GetIndex( aPos )];
190}
191
192
194{
195 DBG_SaveBuffer( wxT( "m_shadow_att_factor" ), m_shadow_att_factor, m_size.x, m_size.y );
196 DBG_SaveBuffer( wxT( "m_color" ), m_color, m_size.x, m_size.y );
197 DBG_SaveNormalsBuffer( wxT( "m_normals" ), m_normals, m_size.x, m_size.y );
198
199 // Normalize depth
200 float *normalizedDepth = (float*) malloc( m_size.x * m_size.y * sizeof( float ) );
201
202 float *normalizedDepthPTr = normalizedDepth;
203
204 for( unsigned int iy = 0; iy < m_size.y; ++iy )
205 {
206 for( unsigned int ix = 0; ix < m_size.x; ++ix )
207 {
208 *normalizedDepthPTr = GetDepthNormalizedAt( SFVEC2I( ix, iy) );
209 normalizedDepthPTr++;
210 }
211 }
212
213 DBG_SaveBuffer( wxT( "m_depthNormalized" ), normalizedDepth, m_size.x, m_size.y );
214
215 free( normalizedDepth );
216}
void DBG_SaveBuffer(const wxString &aFileName, const unsigned char *aInBuffer, unsigned int aXSize, unsigned int aYSize)
void DBG_SaveNormalsBuffer(const wxString &aFileName, const SFVEC3F *aInNormalsBuffer, unsigned int aXSize, unsigned int aYSize)
A class used to derive camera objects from.
Definition: camera.h:103
float * m_depth
Definition: post_shader.h:114
unsigned int GetIndex(const SFVEC2F &aPos) const
Definition: post_shader.h:66
SFVEC3F * m_normals
Definition: post_shader.h:111
const SFVEC4F & GetColorAtNotProtected(const SFVEC2I &aPos) const
POST_SHADER(const CAMERA &aCamera)
Definition: post_shader.cpp:36
void SetPixelData(unsigned int x, unsigned int y, const SFVEC3F &aNormal, const SFVEC4F &aColor, const SFVEC3F &aHitPosition, float aDepth, float aShadowAttFactor)
Definition: post_shader.cpp:79
SFVEC4F * m_color
Definition: post_shader.h:112
void DebugBuffersOutputAsImages() const
const SFVEC4F & GetColorAt(const SFVEC2F &aPos) const
float GetDepthNormalizedAt(const SFVEC2I &aPos) const
void UpdateSize(const SFVEC2UI &aSize)
Definition: post_shader.cpp:73
const SFVEC3F & GetNormalAt(const SFVEC2F &aPos) const
const SFVEC3F & GetPositionAt(const SFVEC2F &aPos) const
SFVEC3F * m_wc_hitposition
Definition: post_shader.h:113
SFVEC2UI m_size
Definition: post_shader.h:110
void destroy_buffers()
virtual ~POST_SHADER()
Definition: post_shader.cpp:50
const float & GetShadowFactorAt(const SFVEC2I &aPos) const
float GetDepthAt(const SFVEC2F &aPos) const
float m_tmax
Definition: post_shader.h:117
float * m_shadow_att_factor
Definition: post_shader.h:115
float m_tmin
Definition: post_shader.h:116
A base class to create post shaders.
glm::ivec2 SFVEC2I
Definition: xv3d_types.h:39
glm::vec2 SFVEC2F
Definition: xv3d_types.h:42
glm::vec3 SFVEC3F
Definition: xv3d_types.h:44
glm::uvec2 SFVEC2UI
Definition: xv3d_types.h:38
glm::vec4 SFVEC4F
Definition: xv3d_types.h:46