Files
OpenSpace/shaders/framebuffer/raycastframebuffer.frag
Alexander Bock 820e90eab4 Happy new year
2025-01-14 16:21:08 +01:00

132 lines
4.9 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. *
****************************************************************************************/
#version __CONTEXT__
uniform sampler2D exitColorTexture;
uniform sampler2D exitDepthTexture;
uniform sampler2D mainDepthTexture;
uniform vec3 cameraPosInRaycaster;
uniform vec2 windowSize;
uniform int rayCastSteps;
#include "blending.glsl"
#include "rand.glsl"
#include "floatoperations.glsl"
#for id, helperPath in helperPaths
#include <#{helperPath}>
#endfor
#include <#{raycastPath}>
out vec4 finalColor;
#define ALPHA_LIMIT 0.99
#include <#{getEntryPath}>
void main() {
vec2 texCoord = vec2(gl_FragCoord.xy / windowSize);
// Boundary position in view space
vec4 exitColorTexture = texture(exitColorTexture, texCoord);
// If we don't have an exit, discard the ray
if (exitColorTexture.a < 1.f || exitColorTexture.rgb == vec3(0.f)) {
discard;
}
// Fetch exit point from texture
vec3 exitPos = exitColorTexture.rgb;
float exitDepth = denormalizeFloat(texture(exitDepthTexture, texCoord).x);
float jitterFactor = 0.5f + 0.5f * rand(gl_FragCoord.xy); // should be between 0.5 and 1.0
vec3 entryPos;
float entryDepth;
getEntry(entryPos, entryDepth);
// If we don't have an entry, discard the ray
if (entryPos == vec3(0.f)) {
discard;
}
vec3 position = entryPos;
vec3 diff = exitPos - entryPos;
vec3 direction = normalize(diff);
float raycastDepth = length(diff);
float geoDepth = denormalizeFloat((texture(mainDepthTexture, texCoord).x));
float geoRatio = clamp((geoDepth - entryDepth) / (exitDepth - entryDepth), 0.f, 1.f);
raycastDepth = geoRatio * raycastDepth;
float currentDepth = 0.f;
float nextStepSize = stepSize#{id}(position, direction);
float currentStepSize;
float previousJitterDistance = 0.f;
int nSteps = 0;
int sampleIndex = 0;
float opacityDecay = 1.f;
vec3 accumulatedColor = vec3(0.f);
vec3 accumulatedAlpha = vec3(0.f);
for (nSteps = 0;
(accumulatedAlpha.r < ALPHA_LIMIT || accumulatedAlpha.g < ALPHA_LIMIT ||
accumulatedAlpha.b < ALPHA_LIMIT) && nSteps < rayCastSteps;
++nSteps)
{
if (nextStepSize < raycastDepth / 10000000000.f) {
break;
}
currentStepSize = nextStepSize;
currentDepth += currentStepSize;
float jitteredStepSize = currentStepSize * jitterFactor;
vec3 jitteredPosition = position + direction * jitteredStepSize;
position += direction * currentStepSize;
sample#{id}(jitteredPosition, direction, accumulatedColor, accumulatedAlpha, nextStepSize);
float sampleDistance = jitteredStepSize + previousJitterDistance;
previousJitterDistance = currentStepSize - jitteredStepSize;
float maxStepSize = raycastDepth - currentDepth;
nextStepSize = min(nextStepSize, maxStepSize);
}
finalColor = vec4(accumulatedColor, (accumulatedAlpha.r + accumulatedAlpha.g + accumulatedAlpha.b) / 3.f);
finalColor.rgb /= finalColor.a;
gl_FragDepth = normalizeFloat(entryDepth);
}