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271 lines
10 KiB
GLSL
271 lines
10 KiB
GLSL
/*****************************************************************************************
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* *
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* OpenSpace *
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* *
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* Copyright (c) 2014 - 2016 *
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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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#include "abufferfragment.glsl"
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#include "abufferresources.glsl"
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#include "fragment.glsl"
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#include "PowerScaling/powerScalingMath.hglsl"
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#include "blending.glsl"
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#include "rand.glsl"
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layout (location = 0) out vec4 finalColor;
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uniform float blackoutFactor;
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uniform int nAaSamples;
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#define RAYCASTING_ENABLED #{raycastingEnabled}
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#define N_RAYCASTERS #{nRaycasters}
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#define ALPHA_LIMIT 0.99
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#define RAYCAST_MAX_STEPS 10000
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#define INT_MAX 2147483647
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/////////////////////////
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#if RAYCASTING_ENABLED
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#include "raycasterdata.glsl"
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RaycasterData raycasterData[N_RAYCASTERS];
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// Include all ray caster helpers
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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 all ray casters
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#for id, raycaster in raycasters
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#include <#{raycaster.raycastPath}>
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#endfor
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#endif
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/////////////////////////
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void sortFragments(uint nFrags) {
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ABufferFragment tmp;
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uint i, j;
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// Insertion sort
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for(i = 1; i < nFrags; ++i) {
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tmp = fragments[i];
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for(j = i; j > 0 && _depth_(tmp) < _depth_(fragments[j-1]); --j) {
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fragments[j] = fragments[j-1];
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}
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fragments[j] = tmp;
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}
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}
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uint countSamples(uint mask) {
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return ((mask >> 0) & 1)
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+ ((mask >> 1) & 1)
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+ ((mask >> 2) & 1)
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+ ((mask >> 3) & 1)
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+ ((mask >> 4) & 1)
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+ ((mask >> 5) & 1)
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+ ((mask >> 6) & 1)
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+ ((mask >> 7) & 1);
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}
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uint reduceFragments(uint nFrags) {
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uint outputIndex = 0;
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for (uint inputIndex = 0; inputIndex < nFrags; inputIndex++, outputIndex++) {
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ABufferFragment frag = fragments[inputIndex];
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uint accumulatedMask = _msaa_(fragments[inputIndex]);
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uint newMask = _msaa_(fragments[inputIndex]);
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int type = _type_(fragments[inputIndex]);
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// Accumulate sample mask
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for (uint j = inputIndex + 1;
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j < nFrags && ((newMask = _msaa_(fragments[j])) & accumulatedMask) == 0 && _type_(fragments[j]) == type;
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j++) {
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accumulatedMask |= newMask;
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inputIndex = j;
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}
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uint nSamples = countSamples(accumulatedMask);
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vec4 color = _color_(fragments[inputIndex]); // TODO: Possibly weigh all samples together?
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// Adjust the alpha by the ratio of accumulated samples
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float alpha = float(nSamples) / float(nAaSamples);
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color.a *= alpha;
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ABufferFragment outputFragment = fragments[inputIndex];
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_color_(outputFragment, color);
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fragments[outputIndex] = outputFragment;
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}
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// return number of outputted fragments
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return outputIndex;
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}
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#if RAYCASTING_ENABLED
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/**
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* Iterate through list of sorted fragments,
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* and retrieve raycasting position, direction, scale
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*/
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void retrieveRaycasterData(uint nFrags) {
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float entryDepths[N_RAYCASTERS];
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for (int i = 0; i < N_RAYCASTERS; i++) {
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entryDepths[i] = -1;
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}
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for (int i = 0; i < nFrags; i++) {
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int type = _type_(fragments[i]); // - 1;
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vec3 position = _position_(fragments[i]);
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float depth = _depth_(fragments[i]);
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uint blend = _blend_(fragments[i]);
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if (type > 0) { // enter raycaster
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int raycasterId = type - 1;
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if (entryDepths[raycasterId] < 0) { // first entry
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raycasterData[raycasterId].position = position;
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raycasterData[raycasterId].previousJitterDistance = 0;
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raycasterData[raycasterId].blend = blend;
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entryDepths[raycasterId] = depth;
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raycasterData[raycasterId].scale = -1;
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}
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} else if (type < 0) { // exit raycaster
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int raycasterId = -type - 1;
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vec3 localDirection = position - raycasterData[raycasterId].position;
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raycasterData[raycasterId].direction = safeNormalize(localDirection);
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raycasterData[raycasterId].scale = safeLength(localDirection) / (depth - entryDepths[raycasterId]);
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}
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}
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}
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/**
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* Perform raycasting
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*/
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void raycast(float raycastDepth, uint raycasterMask, inout vec4 finalColor) {
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float nextStepSize = raycastDepth;
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float currentStepSize = 0.0;
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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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#for index, raycaster in raycasters
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if ((raycasterMask & #{raycaster.bitmask}) != 0) {
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RaycasterData data = raycasterData[#{index}];
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float maxStepSizeLocal = stepSize#{raycaster.id}(data.position, data.direction);
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float maxStepSize = maxStepSizeLocal / data.scale;
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nextStepSize = min(nextStepSize, maxStepSize);
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}
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#endfor
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float currentDepth = 0.0;
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for (int steps = 0; finalColor.a < ALPHA_LIMIT && steps < RAYCAST_MAX_STEPS; ++steps) {
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bool exceededDepth = currentDepth + nextStepSize * jitterFactor > raycastDepth;
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bool shortStepSize = nextStepSize < raycastDepth / 10000000000.0;
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if (exceededDepth || 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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nextStepSize = raycastDepth - currentDepth;
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#for index, raycaster in raycasters
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if ((raycasterMask & #{raycaster.bitmask}) != 0) {
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RaycasterData data = raycasterData[#{raycaster.id}];
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float stepSizeLocal = currentStepSize * data.scale;
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float jitteredStepSizeLocal = stepSizeLocal * jitterFactor;
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vec3 jitteredPosition = data.position + data.direction*jitteredStepSizeLocal;
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raycasterData[#{raycaster.id}].position += data.direction * stepSizeLocal;
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float maxStepSizeLocal;
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vec4 raycasterContribution = sample#{raycaster.id}(jitteredPosition, data.direction, finalColor, maxStepSizeLocal);
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float sampleDistance = jitteredStepSizeLocal + data.previousJitterDistance;
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uint blend = raycasterData[#{raycaster.id}].blend;
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if (blend == BLEND_MODE_NORMAL) {
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normalBlendStep(finalColor, raycasterContribution, sampleDistance);
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} else if (blend == BLEND_MODE_ADDITIVE) {
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additiveBlendStep(finalColor, raycasterContribution, sampleDistance);
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}
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raycasterData[#{raycaster.id}].previousJitterDistance = stepSizeLocal - jitteredStepSizeLocal;
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float maxStepSize = maxStepSizeLocal/data.scale;
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nextStepSize = min(nextStepSize, maxStepSize);
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}
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#endfor
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}
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}
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#endif // RAYCASTING_ENABLED
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void main() {
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finalColor = vec4(0.0);
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uint nOriginalFrags = loadFragments();
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uint raycasterMask = 0;
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sortFragments(nOriginalFrags);
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uint nFrags = reduceFragments(nOriginalFrags);
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#if RAYCASTING_ENABLED
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retrieveRaycasterData(nFrags);
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#endif
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for (uint i = 0; i < nFrags; i++) {
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ABufferFragment frag = fragments[i];
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int type = _type_(frag);
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uint blend = _blend_(frag);
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if (type == 0) { // geometry fragment
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vec4 color = _color_(frag);
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if (blend == BLEND_MODE_NORMAL) {
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normalBlend(finalColor, color);
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} else if (blend == BLEND_MODE_ADDITIVE) {
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additiveBlend(finalColor, color);
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}
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}
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#if RAYCASTING_ENABLED
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else if (type > 0) { // enter volume
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int raycasterId = type - 1;
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// only enter volume if a valid scale was detected
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if (raycasterData[raycasterId].scale > 0) {
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raycasterMask |= (1 << (raycasterId));
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}
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} else { // exit volume
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int raycasterId = -type - 1;
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raycasterMask &= INT_MAX - (1 << (raycasterId));
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}
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// Ray cast to next fragment
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if (i + 1 < nFrags && raycasterMask != 0) {
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float startDepth = _depth_(fragments[i]);
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float endDepth = _depth_(fragments[i + 1]);
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raycast(endDepth - startDepth, raycasterMask, finalColor);
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}
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#endif
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}
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// finalColor is expressed with premultiplied alpha
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finalColor.rgb *= blackoutFactor;
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// Render everything on a black background
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finalColor.a = 1.0;
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}
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