Seth Hillbrand 0b2d4d4879 Revise Copyright statement to align with TLF
Recommendation is to avoid using the year nomenclature as this
information is already encoded in the git repo.  Avoids needing to
repeatly update.

Also updates AUTHORS.txt from current repo with contributor names
2025-01-01 14:12:04 -08:00

217 lines
5.4 KiB
C++

/*
* This program source code file is part of KiCad, a free EDA CAD application.
*
* Copyright (C) 2015-2016 Mario Luzeiro <mrluzeiro@ua.pt>
* Copyright The 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 post_shader.cpp
* @brief A base class to create post shaders.
*/
#include "post_shader.h"
#include "buffers_debug.h"
#include <wx/debug.h>
POST_SHADER::POST_SHADER( const CAMERA& aCamera ) :
m_camera( aCamera )
{
m_size = SFVEC2UI( 0, 0 );
m_normals = nullptr;
m_color = nullptr;
m_depth = nullptr;
m_wc_hitposition = nullptr;
m_shadow_att_factor = nullptr;
m_tmin = FLT_MAX;
m_tmax = FLT_MIN;
}
POST_SHADER::~POST_SHADER()
{
destroy_buffers();
}
void POST_SHADER::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 SFVEC4F[n_elements];
m_depth = new float[n_elements];
m_wc_hitposition = new SFVEC3F[n_elements];
m_shadow_att_factor = new float[n_elements];
}
void POST_SHADER::UpdateSize( const SFVEC2UI& aSize )
{
UpdateSize( aSize.x, aSize.y );
}
void POST_SHADER::SetPixelData( unsigned int x, unsigned int y, const SFVEC3F& aNormal,
const SFVEC4F& 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 POST_SHADER::destroy_buffers()
{
delete[] m_normals;
m_normals = nullptr;
delete[] m_color;
m_color = nullptr;
delete[] m_depth;
m_depth = nullptr;
delete[] m_shadow_att_factor;
m_shadow_att_factor = nullptr;
delete[] m_wc_hitposition;
m_wc_hitposition = nullptr;
}
const SFVEC3F& POST_SHADER::GetNormalAt( const SFVEC2F& aPos ) const
{
return m_normals[GetIndex( aPos )];
}
const SFVEC4F& POST_SHADER::GetColorAt( const SFVEC2F& aPos ) const
{
return m_color[GetIndex( aPos )];
}
float POST_SHADER::GetDepthAt( const SFVEC2F& aPos ) const
{
return m_depth[GetIndex( aPos )];
}
const SFVEC3F& POST_SHADER::GetPositionAt( const SFVEC2F& aPos ) const
{
return m_wc_hitposition[GetIndex( aPos )];
}
const SFVEC3F& POST_SHADER::GetNormalAt( const SFVEC2I& aPos ) const
{
return m_normals[GetIndex( aPos )];
}
const SFVEC4F& POST_SHADER::GetColorAt( const SFVEC2I& aPos ) const
{
return m_color[GetIndex( aPos )];
}
const SFVEC4F& POST_SHADER::GetColorAtNotProtected( const SFVEC2I& aPos ) const
{
return m_color[ aPos.x + m_size.x * aPos.y ];
}
float POST_SHADER::GetDepthAt( const SFVEC2I& aPos ) const
{
return m_depth[GetIndex( aPos )];
}
float POST_SHADER::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& POST_SHADER::GetPositionAt( const SFVEC2I& aPos ) const
{
return m_wc_hitposition[GetIndex( aPos )];
}
const float& POST_SHADER::GetShadowFactorAt( const SFVEC2I& aPos ) const
{
return m_shadow_att_factor[GetIndex( aPos )];
}
void POST_SHADER::DebugBuffersOutputAsImages() const
{
DBG_SaveBuffer( wxT( "m_shadow_att_factor" ), m_shadow_att_factor, m_size.x, m_size.y );
DBG_SaveBuffer( wxT( "m_color" ), m_color, m_size.x, m_size.y );
DBG_SaveNormalsBuffer( wxT( "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( wxT( "m_depthNormalized" ), normalizedDepth, m_size.x, m_size.y );
free( normalizedDepth );
}