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