Files
OpenSpace/shaders/framebuffer/raycastframebuffer.frag
2016-06-08 15:00:03 +02:00

172 lines
6.0 KiB
GLSL

/*****************************************************************************************
* *
* OpenSpace *
* *
* Copyright (c) 2016 *
* *
* 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 sampler2DMS mainDepthTexture;
uniform bool insideRaycaster;
uniform vec3 cameraPosInRaycaster;
#include "blending.glsl"
#include "rand.glsl"
#include "PowerScaling/powerScalingMath.hglsl"
#include <#{fragmentPath}>
#for id, helperPath in helperPaths
#include <#{helperPath}>
#endfor
#include <#{raycastPath}>
out vec4 finalColor;
#define ALPHA_LIMIT 0.99
#define RAYCAST_MAX_STEPS 1000
#define MAX_AA_SAMPLES 8
uniform int nAaSamples;
void main() {
vec2 texCoord = vec2(gl_FragCoord.x / #{rendererData.windowWidth},
gl_FragCoord.y / #{rendererData.windowHeight});
vec4 exitColorTexture = texture(exitColorTexture, texCoord);
if (exitColorTexture.a < 1.0) {
discard;
}
// fetch exit point from texture
vec3 exitPos = exitColorTexture.rgb;
float exitDepth = denormalizeFloat(texture(exitDepthTexture, texCoord).x);
float jitterFactor = 0.5 + 0.5 * rand(gl_FragCoord.xy); // should be between 0.5 and 1.0
vec3 entryPos;
float entryDepth;
if (insideRaycaster) {
entryPos = cameraPosInRaycaster;
entryDepth = 0;
} else {
// fetch entry point from rendered fragment
Fragment f = getFragment();
entryPos = f.color.xyz;
entryDepth = f.depth;
}
vec3 position = entryPos;
vec3 diff = exitPos - entryPos;
vec3 direction = normalize(diff);
float raycastDepth = length(diff);
float raycastDepths[MAX_AA_SAMPLES];
int i, j;
float tmp;
for (i = 0; i < nAaSamples; i++) {
float geoDepth = denormalizeFloat(texelFetch(mainDepthTexture, ivec2(gl_FragCoord), i).x);
float geoRatio = clamp((geoDepth - entryDepth) / (exitDepth - entryDepth), 0.0, 1.0);
raycastDepths[i] = geoRatio * raycastDepth;
}
for(i = 1; i < nAaSamples; ++i) {
tmp = raycastDepths[i];
for(j = i; j > 0 && tmp < raycastDepths[j - 1]; --j) {
raycastDepths[j] = raycastDepths[j-1];
}
raycastDepths[j] = tmp;
}
float currentDepth = 0.0;
// todo: shorten depth if geometry is intersecting!
float nextStepSize = stepSize#{id}(position, direction);
float currentStepSize;
float previousJitterDistance = 0.0;
int steps = 0;
float aaOpacity = 1.0;
int sampleIndex = 0;
float opacityDecay = 1.0 / nAaSamples;
vec3 accumulatedColor = vec3(0.0);
vec3 accumulatedAlpha = vec3(0.0);
for (steps = 0; (accumulatedAlpha.r < ALPHA_LIMIT || accumulatedAlpha.g < ALPHA_LIMIT || accumulatedAlpha.b < ALPHA_LIMIT) && steps < RAYCAST_MAX_STEPS; ++steps) {
while (sampleIndex < nAaSamples && currentDepth + nextStepSize * jitterFactor > raycastDepths[sampleIndex]) {
sampleIndex++;
aaOpacity -= opacityDecay;
}
bool shortStepSize = nextStepSize < raycastDepth / 10000000000.0;
if (sampleIndex >= nAaSamples || shortStepSize) {
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 = aaOpacity * (jitteredStepSize + previousJitterDistance);
//blendStep(finalColor, raycasterContribution, sampleDistance);
//finalColor
previousJitterDistance = currentStepSize - jitteredStepSize;
float maxStepSize = raycastDepths[nAaSamples - 1] - currentDepth;
nextStepSize = min(nextStepSize, maxStepSize);
}
finalColor = vec4(accumulatedColor, (accumulatedAlpha.r + accumulatedAlpha.g + accumulatedAlpha.b) / 3);
finalColor.rgb /= finalColor.a;
gl_FragDepth = normalizeFloat(entryDepth);
}