Files
OpenSpace/shaders/abuffer/resolvehelpers.glsl
2019-05-16 16:56:56 -06:00

270 lines
9.6 KiB
GLSL

/*****************************************************************************************
* *
* OpenSpace *
* *
* Copyright (c) 2014-2019 *
* *
* 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. *
****************************************************************************************/
#ifndef _RESOLVEHELPERS_GLSL_
#define _RESOLVEHELPERS_GLSL_
float acc = 0;
#if RAYCASTING_ENABLED
#include "raycasterdata.glsl"
// Include all ray caster helpers
#for id, helperPath in resolveData.helperPaths
#include <#{helperPath}>
#endfor
// Include all ray casters
#for id, raycaster in resolveData.raycasters
#include <#{raycaster.raycastPath}>
#endfor
#for index in 1..#{resolveData.nRaycasters}
uniform bool insideRaycaster#{index};
uniform vec3 cameraPosInRaycaster#{index}
#endfor
#endif
uniform int nAaSamples;
void sortFragments(uint nFrags) {
ABufferFragment tmp;
uint i, j;
// Insertion sort
for(i = 1; i < nFrags; ++i) {
tmp = fragments[i];
for(j = i; j > 0 && _depth_(tmp) < _depth_(fragments[j-1]); --j) {
fragments[j] = fragments[j-1];
}
fragments[j] = tmp;
}
}
uint countSamples(uint mask) {
return ((mask >> 0) & 1)
+ ((mask >> 1) & 1)
+ ((mask >> 2) & 1)
+ ((mask >> 3) & 1)
+ ((mask >> 4) & 1)
+ ((mask >> 5) & 1)
+ ((mask >> 6) & 1)
+ ((mask >> 7) & 1);
}
uint depthFilterFragments(uint nFrags, float depthThreshold) {
uint j = 0;
for (uint i = 0; i < nFrags; i++) {
if (_type_(fragments[i]) != 0 || _depth_(fragments[i]) < depthThreshold) {
fragments[j] = fragments[i];
j++;
}
}
return j;
}
uint mergeFragments(uint nFrags) {
uint outputIndex = 0;
for (uint inputIndex = 0; inputIndex < nFrags; inputIndex++, outputIndex++) {
ABufferFragment frag = fragments[inputIndex];
uint accumulatedMask = _msaa_(fragments[inputIndex]);
uint newMask = _msaa_(fragments[inputIndex]);
int type = _type_(fragments[inputIndex]);
// Accumulate sample mask
for (uint j = inputIndex + 1;
//abs(_depth_(fragments[j]) - _depth_(fragments[inputIndex])) < 0.000000001; //&&
j < nFrags && ((newMask = _msaa_(fragments[j])) & accumulatedMask) == 0 && _type_(fragments[j]) == type;
j++) {
accumulatedMask |= newMask;
inputIndex = j;
}
uint nSamples = countSamples(accumulatedMask);
ABufferFragment outputFragment = fragments[inputIndex];
if (type == 0) {
vec4 color = _color_(fragments[inputIndex]); // TODO: Possibly weigh all samples together?
// Adjust the alpha by the ratio of accumulated samples
float alpha = float(nSamples) / float(nAaSamples);
color.a *= alpha;
_color_(outputFragment, color);
}
fragments[outputIndex] = outputFragment;
}
// return number of outputted fragments
return outputIndex;
}
#if RAYCASTING_ENABLED
/**
* Iterate through list of sorted fragments,
* and retrieve raycasting position, direction, scale
*/
void retrieveRaycasterData(uint nFrags) {
float entryDepths[N_RAYCASTERS];
#for i in 1..#{resolveData.nRaycasters}
{
int j = #{i} - 1;
entryDepths[j] = -1;
raycasterData[j].scale = -1;
bool inside = insideRaycaster#{i};
if (inside) {
entryDepths[j] = 0;
raycasterData[j].position = cameraPosInRaycaster#{i};
raycasterData[j].previousJitterDistance = 0;
}
}
#endfor
for (int i = 0; i < nFrags; i++) {
int type = _type_(fragments[i]); // - 1;
vec3 position = _position_(fragments[i]);
float depth = _depth_(fragments[i]);
uint blend = _blend_(fragments[i]);
if (type > 0) { // enter raycaster
int raycasterId = type - 1;
if (entryDepths[raycasterId] < 0) { // first entry
raycasterData[raycasterId].position = position;
raycasterData[raycasterId].previousJitterDistance = 0;
entryDepths[raycasterId] = depth;
raycasterData[raycasterId].scale = -1;
}
} else if (type < 0) { // exit raycaster
int raycasterId = -type - 1;
vec3 localDirection = position - raycasterData[raycasterId].position;
raycasterData[raycasterId].direction = safeNormalize(localDirection);
raycasterData[raycasterId].scale = safeLength(localDirection) / (depth - entryDepths[raycasterId]);
raycasterData[raycasterId].blend = blend;
}
}
}
/**
* Perform raycasting
*/
void raycast(float raycastDepth, uint raycasterMask, inout vec3 accumulatedColor, inout vec3 accumulatedAlpha) {
float nextStepSize = raycastDepth;
float currentStepSize = 0.0;
float jitterFactor = 0.5 + 0.5 * rand(gl_FragCoord.xy); // should be between 0.5 and 1.0
#for index, raycaster in resolveData.raycasters
if ((raycasterMask & #{raycaster.bitmask}) != 0) {
RaycasterData data = raycasterData[#{index}];
float maxStepSizeLocal = stepSize#{raycaster.id}(data.position, data.direction);
float maxStepSize = maxStepSizeLocal / data.scale;
nextStepSize = min(nextStepSize, maxStepSize);
}
#endfor
float currentDepth = 0.0;
for (int steps = 0;
(accumulatedAlpha.x < ALPHA_LIMIT ||
accumulatedAlpha.y < ALPHA_LIMIT ||
accumulatedAlpha.z < ALPHA_LIMIT) &&
steps < RAYCAST_MAX_STEPS;
++steps) {
bool exceededDepth = currentDepth + nextStepSize * jitterFactor > raycastDepth;
bool shortStepSize = nextStepSize < raycastDepth / 10000000000.0;
if (exceededDepth || shortStepSize) {
break;
}
currentStepSize = nextStepSize;
currentDepth += currentStepSize;
nextStepSize = raycastDepth - currentDepth;
#for index, raycaster in resolveData.raycasters
if ((raycasterMask & #{raycaster.bitmask}) != 0) {
RaycasterData data = raycasterData[#{raycaster.id}];
float stepSizeLocal = currentStepSize * data.scale;
float jitteredStepSizeLocal = stepSizeLocal * jitterFactor;
vec3 jitteredPosition = data.position + data.direction*jitteredStepSizeLocal;
raycasterData[#{raycaster.id}].position += data.direction * stepSizeLocal;
float maxStepSizeLocal;
acc += 1.0;
sample#{raycaster.id}(jitteredPosition,
data.direction,
accumulatedColor,
accumulatedAlpha,
maxStepSizeLocal);
float sampleDistance = jitteredStepSizeLocal + data.previousJitterDistance;
uint blend = raycasterData[#{raycaster.id}].blend;
/*
if (blend == BLEND_MODE_NORMAL) {
normalBlendStep(finalColor, raycasterContribution, sampleDistance);
} else if (blend == BLEND_MODE_ADDITIVE) {
additiveBlendStep(finalColor, raycasterContribution, sampleDistance);
}*/
//finalColor = raycasterContribution;
raycasterData[#{raycaster.id}].previousJitterDistance = stepSizeLocal - jitteredStepSizeLocal;
float maxStepSize = maxStepSizeLocal/data.scale;
nextStepSize = min(nextStepSize, maxStepSize);
}
#endfor
}
}
bool initRaycasterMask(inout uint raycasterMask) {
bool insideAnyRaycaster = false;
raycasterMask = 0;
#for i in 1..#{resolveData.nRaycasters}
{
int j = #{i} - 1;
if (insideRaycaster#{i} && raycasterData[j].scale > 0) {
raycasterMask |= (1 << j);
insideAnyRaycaster = true;
}
}
#endfor
return insideAnyRaycaster;
}
#endif // RAYCASTING_ENABLED
#endif // _RESOLVEHELPERS_GLSL_