Files
OpenSpace/modules/volume/shaders/raycast.glsl
Emil Axelsson 5de728442d Feature/volume tools (#614)
* Create volume generation task

* Change domain bounds into a non-optional parameter

* Work on volume generation and rendering

* Example generation of time varying volume

* Example generation of time varying volume

* Compile fix in RenderableKameleonVolume

* Fix copy and paste error

* Enable spherical raycasting again

* Uniform naming

* Add some documentation and remove dead code
2018-06-08 09:47:24 -04:00

98 lines
4.3 KiB
GLSL

/*****************************************************************************************
* *
* OpenSpace *
* *
* Copyright (c) 2014-2018 *
* *
* 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 *
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* 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. *
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* 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 *
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****************************************************************************************/
uniform float maxStepSize#{id} = 0.02;
uniform sampler3D volumeTexture_#{id};
uniform sampler1D transferFunction_#{id};
uniform int gridType_#{id} = 0;
uniform int nClips_#{id};
uniform vec3 clipNormals_#{id}[8];
uniform vec2 clipOffsets_#{id}[8];
uniform float opacity_#{id} = 10.0;
// Normalization factor x for radius r [0, 1].
// value *= 1/(r^x)
// only working for volumes given in spherical coordianates.
// Applied after any linear value remapping.
uniform float rNormalization_#{id} = 0.0;
uniform float rUpperBound_#{id} = 1.0;
void sample#{id}(vec3 samplePos, vec3 dir, inout vec3 accumulatedColor,
inout vec3 accumulatedAlpha, inout float stepSize)
{
vec3 transformedPos = samplePos;
if (gridType_#{id} == 1) {
transformedPos = volume_cartesianToSpherical(samplePos);
if (abs(transformedPos.r) > 1.0) {
return;
}
}
float clipAlpha = 1.0;
vec3 centerToPos = transformedPos - vec3(0.5);
for (int i = 0; i < nClips_#{id} && i < 8; i++) {
vec3 clipNormal = clipNormals_#{id}[i];
float clipBegin = clipOffsets_#{id}[i].x;
float clipEnd = clipBegin + clipOffsets_#{id}[i].y;
clipAlpha *= smoothstep(clipBegin, clipEnd, dot(centerToPos, clipNormal));
}
clipAlpha *= 1.0 - smoothstep(rUpperBound_#{id} - 0.01, rUpperBound_#{id} + 0.01, transformedPos.x);
if (clipAlpha > 0) {
float val = texture(volumeTexture_#{id}, transformedPos).r;
if (rNormalization_#{id} > 0 && gridType_#{id} == 1) {
val *= pow(transformedPos.x, rNormalization_#{id});
}
vec4 color = texture(transferFunction_#{id}, val);
vec3 backColor = color.rgb;
vec3 backAlpha = color.aaa;
backColor *= stepSize*opacity_#{id} * clipAlpha;
backAlpha *= stepSize*opacity_#{id} * clipAlpha;
backColor = clamp(backColor, 0.0, 1.0);
backAlpha = clamp(backAlpha, 0.0, 1.0);
vec3 oneMinusFrontAlpha = vec3(1.0) - accumulatedAlpha;
accumulatedColor += oneMinusFrontAlpha * backColor;
accumulatedAlpha += oneMinusFrontAlpha * backAlpha;
}
stepSize = maxStepSize#{id};
}
float stepSize#{id}(vec3 samplePos, vec3 dir) {
return maxStepSize#{id};
}