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

122 lines
4.0 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.h
* @brief A base class to create post shaders.
*/
#ifndef POST_SHADER_H
#define POST_SHADER_H
#include <gal/3d/camera.h>
class POST_SHADER
{
public:
explicit POST_SHADER( const CAMERA& aCamera );
virtual ~POST_SHADER();
virtual SFVEC3F Shade( const SFVEC2I& aShaderPos ) const = 0;
/**
* Apply the final color process using a previous stage color.
*
* @param aShadeColor The result of the shader.
* @return the result of the shade process
*/
virtual SFVEC4F ApplyShadeColor( const SFVEC2I& aShaderPos, const SFVEC4F& aInputColor,
const SFVEC3F& aShadeColor ) const = 0;
void UpdateSize( const SFVEC2UI& aSize );
void UpdateSize( unsigned int xSize, unsigned int ySize );
void InitFrame() { m_tmin = FLT_MAX; m_tmax = 0.0f; }
void SetPixelData( unsigned int x, unsigned int y, const SFVEC3F& aNormal,
const SFVEC4F& aColor, const SFVEC3F& aHitPosition,
float aDepth, float aShadowAttFactor );
const SFVEC4F& GetColorAtNotProtected( const SFVEC2I& aPos ) const;
void DebugBuffersOutputAsImages() const;
inline unsigned int GetIndex( const SFVEC2F& aPos ) const
{
SFVEC2F clampPos;
clampPos.x = glm::clamp( aPos.x, 0.0f, 1.0f );
clampPos.y = glm::clamp( aPos.y, 0.0f, 1.0f );
const unsigned int idx = (unsigned int)( (float)m_size.x * clampPos.x +
(float)m_size.x * (float)m_size.y *
clampPos.y );
return glm::min( idx, m_size.x * m_size.y );
}
inline unsigned int GetIndex( const SFVEC2I& aPos ) const
{
SFVEC2I clampPos;
clampPos.x = glm::clamp( aPos.x, 0, (int)m_size.x - 1 );
clampPos.y = glm::clamp( aPos.y, 0, (int)m_size.y - 1 );
return (unsigned int)( clampPos.x + m_size.x * clampPos.y );
}
protected:
const SFVEC3F& GetNormalAt( const SFVEC2F& aPos ) const;
const SFVEC4F& GetColorAt( const SFVEC2F& aPos ) const;
const SFVEC3F& GetPositionAt( const SFVEC2F& aPos ) const;
float GetDepthAt( const SFVEC2F& aPos ) const;
const SFVEC3F& GetNormalAt( const SFVEC2I& aPos ) const;
const SFVEC4F& GetColorAt( const SFVEC2I& aPos ) const;
const SFVEC3F& GetPositionAt( const SFVEC2I& aPos ) const;
const float& GetShadowFactorAt( const SFVEC2I& aPos ) const;
float GetDepthAt( const SFVEC2I& aPos ) const;
float GetDepthNormalizedAt( const SFVEC2I& aPos ) const;
float GetMaxDepth() const { return m_tmax; }
private:
void destroy_buffers();
protected:
const CAMERA& m_camera;
SFVEC2UI m_size;
SFVEC3F* m_normals;
SFVEC4F* m_color;
SFVEC3F* m_wc_hitposition;
float* m_depth;
float* m_shadow_att_factor;
float m_tmin;
float m_tmax;
};
#endif // POST_SHADER_H