mirror of
https://github.com/OpenSpace/OpenSpace.git
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270 lines
9.6 KiB
GLSL
270 lines
9.6 KiB
GLSL
/*****************************************************************************************
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* *
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* OpenSpace *
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* *
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* Copyright (c) 2014-2019 *
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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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#ifndef _RESOLVEHELPERS_GLSL_
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#define _RESOLVEHELPERS_GLSL_
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float acc = 0;
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#if RAYCASTING_ENABLED
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#include "raycasterdata.glsl"
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// Include all ray caster helpers
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#for id, helperPath in resolveData.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 resolveData.raycasters
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#include <#{raycaster.raycastPath}>
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#endfor
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#for index in 1..#{resolveData.nRaycasters}
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uniform bool insideRaycaster#{index};
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uniform vec3 cameraPosInRaycaster#{index}
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#endfor
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#endif
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uniform int nAaSamples;
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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 depthFilterFragments(uint nFrags, float depthThreshold) {
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uint j = 0;
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for (uint i = 0; i < nFrags; i++) {
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if (_type_(fragments[i]) != 0 || _depth_(fragments[i]) < depthThreshold) {
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fragments[j] = fragments[i];
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j++;
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}
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}
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return j;
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}
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uint mergeFragments(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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//abs(_depth_(fragments[j]) - _depth_(fragments[inputIndex])) < 0.000000001; //&&
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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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ABufferFragment outputFragment = fragments[inputIndex];
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if (type == 0) {
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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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_color_(outputFragment, color);
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}
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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 i in 1..#{resolveData.nRaycasters}
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{
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int j = #{i} - 1;
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entryDepths[j] = -1;
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raycasterData[j].scale = -1;
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bool inside = insideRaycaster#{i};
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if (inside) {
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entryDepths[j] = 0;
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raycasterData[j].position = cameraPosInRaycaster#{i};
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raycasterData[j].previousJitterDistance = 0;
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}
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}
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#endfor
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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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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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raycasterData[raycasterId].blend = blend;
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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 vec3 accumulatedColor, inout vec3 accumulatedAlpha) {
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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 resolveData.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;
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(accumulatedAlpha.x < ALPHA_LIMIT ||
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accumulatedAlpha.y < ALPHA_LIMIT ||
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accumulatedAlpha.z < ALPHA_LIMIT) &&
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steps < RAYCAST_MAX_STEPS;
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++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 resolveData.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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acc += 1.0;
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sample#{raycaster.id}(jitteredPosition,
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data.direction,
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accumulatedColor,
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accumulatedAlpha,
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maxStepSizeLocal);
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float sampleDistance = jitteredStepSizeLocal + data.previousJitterDistance;
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uint blend = raycasterData[#{raycaster.id}].blend;
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/*
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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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//finalColor = raycasterContribution;
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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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bool initRaycasterMask(inout uint raycasterMask) {
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bool insideAnyRaycaster = false;
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raycasterMask = 0;
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#for i in 1..#{resolveData.nRaycasters}
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{
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int j = #{i} - 1;
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if (insideRaycaster#{i} && raycasterData[j].scale > 0) {
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raycasterMask |= (1 << j);
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insideAnyRaycaster = true;
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}
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}
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#endfor
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return insideAnyRaycaster;
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}
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#endif // RAYCASTING_ENABLED
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#endif // _RESOLVEHELPERS_GLSL_
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