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/*
* 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) 1992-2016 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 cpostshader.cpp * @brief a base class to create post shaders */
#include "cpostshader.h"
#include "buffers_debug.h"
#include <wx/debug.h>
CPOSTSHADER::CPOSTSHADER( const CCAMERA &aCamera ) : m_camera(aCamera){ m_size = SFVEC2UI( 0, 0 ); m_normals = NULL; m_color = NULL; m_depth = NULL; m_wc_hitposition = NULL; m_shadow_att_factor = NULL; m_tmin = FLT_MAX; m_tmax = FLT_MIN;}
CPOSTSHADER::~CPOSTSHADER(){ destroy_buffers();}
void CPOSTSHADER::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 CPOSTSHADER::UpdateSize( const SFVEC2UI &aSize ){ UpdateSize( aSize.x, aSize.y );}
void CPOSTSHADER::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 CPOSTSHADER::destroy_buffers(){ delete m_normals; m_normals = 0; delete m_color; m_color = 0; delete m_depth; m_depth = 0; delete m_shadow_att_factor; m_shadow_att_factor = 0; delete m_wc_hitposition; m_wc_hitposition = 0;}
const SFVEC3F &CPOSTSHADER::GetNormalAt( const SFVEC2F &aPos ) const{ return m_normals[ getIndex( aPos ) ];}
const SFVEC3F &CPOSTSHADER::GetColorAt( const SFVEC2F &aPos ) const{ return m_color[ getIndex( aPos ) ];}
float CPOSTSHADER::GetDepthAt( const SFVEC2F &aPos ) const{ return m_depth[ getIndex( aPos ) ];}
const SFVEC3F &CPOSTSHADER::GetPositionAt( const SFVEC2F &aPos ) const{ return m_wc_hitposition[ getIndex( aPos ) ];}
const SFVEC3F &CPOSTSHADER::GetNormalAt( const SFVEC2I &aPos ) const{ return m_normals[ getIndex( aPos ) ];}
const SFVEC3F &CPOSTSHADER::GetColorAt( const SFVEC2I &aPos ) const{ return m_color[ getIndex( aPos ) ];}
const SFVEC3F &CPOSTSHADER::GetColorAtNotProtected( const SFVEC2I &aPos ) const{ return m_color[ aPos.x + m_size.x * aPos.y ];}
float CPOSTSHADER::GetDepthAt( const SFVEC2I &aPos ) const{ return m_depth[ getIndex( aPos ) ];}
float CPOSTSHADER::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 &CPOSTSHADER::GetPositionAt( const SFVEC2I &aPos ) const{ return m_wc_hitposition[ getIndex( aPos ) ];}
const float &CPOSTSHADER::GetShadowFactorAt( const SFVEC2I &aPos ) const{ return m_shadow_att_factor[ getIndex( aPos ) ];}
void CPOSTSHADER::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 );}
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