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OpenSpace/modules/multiresvolume/shaders/raycast.glsl
Alexander Bock 820e90eab4 Happy new year
2025-01-14 16:21:08 +01:00

120 lines
5.5 KiB
GLSL

/*****************************************************************************************
* *
* OpenSpace *
* *
* Copyright (c) 2014-2025 *
* *
* Permission is hereby granted, free of charge, to any person obtaining a copy of this *
* software and associated documentation files (the "Software"), to deal in the Software *
* without restriction, including without limitation the rights to use, copy, modify, *
* merge, publish, distribute, sublicense, and/or sell copies of the Software, and to *
* permit persons to whom the Software is furnished to do so, subject to the following *
* conditions: *
* *
* The above copyright notice and this permission notice shall be included in all copies *
* or substantial portions of the Software. *
* *
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, *
* INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A *
* PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT *
* HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF *
* CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE *
* OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. *
****************************************************************************************/
layout (shared) buffer atlasMapBlock_#{id} {
uint atlasMap_#{id}[];
};
uniform float opacity_#{id};
uniform sampler1D transferFunction_#{id};
uniform sampler3D textureAtlas_#{id};
uniform int gridType_#{id};
uniform uint maxNumBricksPerAxis_#{id};
uniform uint paddedBrickDim_#{id};
uniform ivec3 nBricksInAtlas_#{id};
uniform ivec3 atlasSize_#{id};
uniform float stepSizeCoefficient_#{id} = 1.0;
void atlasMapDataFunction_#{id}(ivec3 brickCoords, inout uint atlasIntCoord,
inout uint level)
{
int linearBrickCoord = multires_intCoord(
brickCoords,
ivec3(maxNumBricksPerAxis_#{id})
);
uint mapData = atlasMap_#{id}[linearBrickCoord];
level = mapData >> 28;
atlasIntCoord = mapData & 0x0FFFFFFF;
}
vec3 atlasCoordsFunction_#{id}(vec3 position) {
uint maxNumBricksPerAxis = maxNumBricksPerAxis_#{id};
uint paddedBrickDim = paddedBrickDim_#{id};
ivec3 brickCoords = ivec3(position * maxNumBricksPerAxis);
uint atlasIntCoord;
uint level;
atlasMapDataFunction_#{id}(brickCoords, atlasIntCoord, level);
float levelDim = float(maxNumBricksPerAxis) / pow(2.0, level);
vec3 inBrickCoords = mod(position * levelDim, 1.0);
float scale = float(paddedBrickDim) - 2.0;
vec3 paddedInBrickCoords = (1.0 + inBrickCoords * scale) / paddedBrickDim;
ivec3 numBricksInAtlas = ivec3(vec3(atlasSize_#{id}) / paddedBrickDim);
vec3 atlasOffset = multires_vec3Coords(atlasIntCoord, numBricksInAtlas);
return (atlasOffset + paddedInBrickCoords) / vec3(numBricksInAtlas);
}
float stepSize#{id}(vec3 samplePos, vec3 dir) {
return 0.01;
if (true /*opacity_#{id} >= MULTIRES_OPACITY_THRESHOLD*/) {
return stepSizeCoefficient_#{id}/float(maxNumBricksPerAxis_#{id})/float(paddedBrickDim_#{id});
}
else {
// return a number that is garantueed to be bigger than the whole volume
return 2.0;
}
}
void sample#{id}(vec3 samplePos, vec3 dir, inout vec3 accumulatedColor,
inout vec3 accumulatedAlpha, inout float maxStepSize)
{
//vec4 sample#{id}(vec3 samplePos, vec3 dir, vec4 foregroundColor, inout float maxStepSize) {
//return vec4(1.0, 1.0, 1.0, 1.0);
if (true /*opacity_#{id} >= MULTIRES_OPACITY_THRESHOLD*/) {
if (gridType_#{id} == 1) {
samplePos = multires_cartesianToSpherical(samplePos);
}
vec3 sampleCoords = atlasCoordsFunction_#{id}(samplePos);
//return vec4(sampleCoords, 1.0);
//sampleCoords = vec3(1.0,0.0, 0.0);
float intensity = texture(textureAtlas_#{id}, sampleCoords).x;
//intensity = sampleCoords;
maxStepSize = stepSizeCoefficient_#{id}/float(maxNumBricksPerAxis_#{id})/float(paddedBrickDim_#{id});
//return vec4(vec3(intensity), 1.0);
vec4 contribution = texture(transferFunction_#{id}, intensity);
contribution.a = 1.0 - pow(1.0 - contribution.a, maxStepSize);
//contribution = vec4(sampleCoords, 1.0);
//vec4 contribution = vec4(vec3(intensity), 1.0);
//contribution.a *= 0.3;
//contribution = vec4(1.0, 1.0, 1.0, intensity * 1000000.0);
//contribution = vec4(1.0, 1.0, 1.0, 1.0);
//contribution.a *= opacity_#{id};
//maxStepSize = 0.01;
vec3 oneMinusFrontAlpha = vec3(1.0) - accumulatedAlpha;
accumulatedColor += oneMinusFrontAlpha * contribution.rgb * contribution.a;
accumulatedAlpha += oneMinusFrontAlpha * vec3(contribution.a);
}
else {
maxStepSize = 2.0;
}
}