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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
90 lines
3.1 KiB
C++
90 lines
3.1 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 The 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_ssao.h
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* @brief Implements a post shader screen space ambient occlusion on software
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*/
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#ifndef POST_SHADER_SSAO_H
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#define POST_SHADER_SSAO_H
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#include "post_shader.h"
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class POST_SHADER_SSAO : public POST_SHADER
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{
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public:
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explicit POST_SHADER_SSAO( const CAMERA& aCamera );
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SFVEC3F Shade(const SFVEC2I& aShaderPos ) const override;
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SFVEC4F ApplyShadeColor( const SFVEC2I& aShaderPos, const SFVEC4F& aInputColor,
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const SFVEC3F& aShadeColor ) const override;
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SFVEC3F Blur( const SFVEC2I& aShaderPos ) const;
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void SetShadedBuffer( SFVEC3F* aShadedBuffer )
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{
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m_shadedBuffer = aShadedBuffer;
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}
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void SetShadowsEnabled( bool aIsShadowsEnabled )
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{
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m_isUsingShadows = aIsShadowsEnabled;
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}
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private:
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SFVEC3F posFromDepth( const SFVEC2F& coord ) const;
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float ec_depth( const SFVEC2F& tc ) const;
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float aoFF( const SFVEC2I& aShaderPos, const SFVEC3F& ddiff, const SFVEC3F& cnorm,
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const float aShadowAtSamplePos, const float aShadowAtCenterPos,
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int c1, int c2 ) const;
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float giFF( const SFVEC2I& aShaderPos, const SFVEC3F& ddiff, const SFVEC3F& cnorm,
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const float aShadow, int c1, int c2 ) const;
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/**
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* Apply a curve transformation to the original color.
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*
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* It will attenuate the bright colors (works as a gamma function):
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* http://fooplot.com/#W3sidHlwZSI6MCwiZXEiOiIxLjAtKDEvKHgqMS4wKzEuMCkpK3gqMC4zMCIsImNvbG9yIjoiIzAwMDAwMCJ9LHsidHlwZSI6MTAwMCwid2luZG93IjpbIi0wLjA2MjE4NDYxNTM4NDYxNTUwNSIsIjEuMTQyOTg0NjE1Mzg0NjE0NiIsIi0wLjEyNzA5OTk5OTk5OTk5OTc3IiwiMS4xMzI2Il19XQ--
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*
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* @param aColor input color.
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* @return transformed color.
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*/
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SFVEC3F giColorCurve( const SFVEC3F& aColor ) const;
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SFVEC4F giColorCurve( const SFVEC4F& aColor ) const;
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SFVEC3F giColorCurveShade( const SFVEC4F& aColor ) const;
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SFVEC3F* m_shadedBuffer;
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bool m_isUsingShadows;
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};
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#endif // POST_SHADER_SSAO_H
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