mirror of
https://github.com/OpenSpace/OpenSpace.git
synced 2026-01-17 17:31:10 -06:00
Web GUI from Klas Eskilson (three new modules: webgui, webbrowser and cefwebgui) Parallel connection refactorization Wormhole server added to the main repository Transfer function editor work from Cristoffer Särevall Update ghoul
156 lines
5.7 KiB
GLSL
156 lines
5.7 KiB
GLSL
/*****************************************************************************************
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* *
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* OpenSpace *
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* *
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* Copyright (c) 2014-2018 *
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* *
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* Permission is hereby granted, free of charge, to any person obtaining a copy of this *
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* software and associated documentation files (the "Software"), to deal in the Software *
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* without restriction, including without limitation the rights to use, copy, modify, *
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* merge, publish, distribute, sublicense, and/or sell copies of the Software, and to *
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* permit persons to whom the Software is furnished to do so, subject to the following *
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* conditions: *
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* *
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* The above copyright notice and this permission notice shall be included in all copies *
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* or substantial portions of the Software. *
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* *
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, *
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* INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A *
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* PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT *
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* HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF *
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* CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE *
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* OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. *
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****************************************************************************************/
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#version __CONTEXT__
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uniform sampler2D exitColorTexture;
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uniform sampler2D exitDepthTexture;
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uniform sampler2DMS mainDepthTexture;
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uniform bool insideRaycaster;
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uniform vec3 cameraPosInRaycaster;
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uniform vec2 windowSize;
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#include "blending.glsl"
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#include "rand.glsl"
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#include "floatoperations.glsl"
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#for id, helperPath in helperPaths
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#include <#{helperPath}>
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#endfor
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#include <#{raycastPath}>
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out vec4 finalColor;
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#define ALPHA_LIMIT 0.99
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#define RAYCAST_MAX_STEPS 1000
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#define MAX_AA_SAMPLES 8
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uniform int nAaSamples;
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#include <#{getEntryPath}>
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void main() {
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vec2 texCoord = vec2(gl_FragCoord.xy / windowSize);
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vec4 exitColorTexture = texture(exitColorTexture, texCoord);
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if (exitColorTexture.a < 1.0) {
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discard;
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}
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// fetch exit point from texture
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vec3 exitPos = exitColorTexture.rgb;
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float exitDepth = denormalizeFloat(texture(exitDepthTexture, texCoord).x);
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float jitterFactor = 0.5 + 0.5 * rand(gl_FragCoord.xy); // should be between 0.5 and 1.0
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vec3 entryPos;
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float entryDepth;
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getEntry(entryPos, entryDepth);
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vec3 position = entryPos;
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vec3 diff = exitPos - entryPos;
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vec3 direction = normalize(diff);
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float raycastDepth = length(diff);
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float raycastDepths[MAX_AA_SAMPLES];
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int i, j;
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float tmp;
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for (i = 0; i < nAaSamples; i++) {
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float geoDepth = denormalizeFloat(texelFetch(mainDepthTexture, ivec2(gl_FragCoord), i).x);
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float geoRatio = clamp((geoDepth - entryDepth) / (exitDepth - entryDepth), 0.0, 1.0);
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raycastDepths[i] = geoRatio * raycastDepth;
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}
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for(i = 1; i < nAaSamples; ++i) {
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tmp = raycastDepths[i];
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for(j = i; j > 0 && tmp < raycastDepths[j - 1]; --j) {
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raycastDepths[j] = raycastDepths[j-1];
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}
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raycastDepths[j] = tmp;
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}
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float currentDepth = 0.0;
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// todo: shorten depth if geometry is intersecting!
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float nextStepSize = stepSize#{id}(position, direction);
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float currentStepSize;
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float previousJitterDistance = 0.0;
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int steps = 0;
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float aaOpacity = 1.0;
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int sampleIndex = 0;
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float opacityDecay = 1.0 / nAaSamples;
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vec3 accumulatedColor = vec3(0.0);
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vec3 accumulatedAlpha = vec3(0.0);
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for (steps = 0; (accumulatedAlpha.r < ALPHA_LIMIT || accumulatedAlpha.g < ALPHA_LIMIT || accumulatedAlpha.b < ALPHA_LIMIT) && steps < RAYCAST_MAX_STEPS; ++steps) {
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while (sampleIndex < nAaSamples && currentDepth + nextStepSize * jitterFactor > raycastDepths[sampleIndex]) {
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sampleIndex++;
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aaOpacity -= opacityDecay;
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}
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bool shortStepSize = nextStepSize < raycastDepth / 10000000000.0;
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if (sampleIndex >= nAaSamples || shortStepSize) {
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break;
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}
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currentStepSize = nextStepSize;
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currentDepth += currentStepSize;
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float jitteredStepSize = currentStepSize * jitterFactor;
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vec3 jitteredPosition = position + direction*jitteredStepSize;
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position += direction * currentStepSize;
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sample#{id}(jitteredPosition, direction, accumulatedColor, accumulatedAlpha, nextStepSize);
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float sampleDistance = aaOpacity * (jitteredStepSize + previousJitterDistance);
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//blendStep(finalColor, raycasterContribution, sampleDistance);
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//finalColor
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previousJitterDistance = currentStepSize - jitteredStepSize;
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float maxStepSize = raycastDepths[nAaSamples - 1] - currentDepth;
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nextStepSize = min(nextStepSize, maxStepSize);
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}
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finalColor = vec4(accumulatedColor, (accumulatedAlpha.r + accumulatedAlpha.g + accumulatedAlpha.b) / 3);
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finalColor.rgb /= finalColor.a ;
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gl_FragDepth = normalizeFloat(entryDepth);
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}
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