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authorMiikka Heikkinen <miikka.heikkinen@digia.com>2014-08-18 14:05:47 +0300
committerMiikka Heikkinen <miikka.heikkinen@digia.com>2014-08-19 08:12:06 +0300
commitcf95478ea842cd42a8888b0b74de3d0d0d0233ea (patch)
tree689e38c48cf39ab3907ef46015f8bf26c4040d16 /src/datavisualization/engine
parent169a4d638c6c1b6634ffcfd19c4fe3cb94cf27d5 (diff)
Make volume shading sample once per texture layer.
Change-Id: Ia3a13e2cb8d7dcf744a55dcb827f5cb436a043c4 Reviewed-by: Mika Salmela <mika.salmela@digia.com> Reviewed-by: Tomi Korpipää <tomi.korpipaa@digia.com>
Diffstat (limited to 'src/datavisualization/engine')
-rw-r--r--src/datavisualization/engine/abstract3drenderer.cpp12
-rw-r--r--src/datavisualization/engine/shaders/texture3d.frag24
2 files changed, 30 insertions, 6 deletions
diff --git a/src/datavisualization/engine/abstract3drenderer.cpp b/src/datavisualization/engine/abstract3drenderer.cpp
index cbb90af0..8eb1d2ce 100644
--- a/src/datavisualization/engine/abstract3drenderer.cpp
+++ b/src/datavisualization/engine/abstract3drenderer.cpp
@@ -1300,6 +1300,18 @@ void Abstract3DRenderer::drawCustomItems(RenderingState state,
(float(item->sliceIndexZ()) + 0.5f)
/ float(item->textureDepth()) * 2.0 - 1.0);
shader->setUniformValue(shader->volumeSliceIndices(), slices);
+ } else {
+ // Precalculate texture dimensions so we can optimize
+ // ray stepping to hit every texture layer.
+ QVector3D textureDimensions(float(item->textureWidth()),
+ float(item->textureHeight()),
+ float(item->textureDepth()));
+ shader->setUniformValue(shader->textureDimensions(), textureDimensions);
+
+ int sampleCount = qMax(item->textureWidth(), item->textureHeight());
+ sampleCount = qMax(sampleCount, item->textureDepth());
+ shader->setUniformValue(shader->sampleCount(), sampleCount);
+
}
m_drawer->drawObject(shader, item->mesh(), 0, 0, item->texture());
} else
diff --git a/src/datavisualization/engine/shaders/texture3d.frag b/src/datavisualization/engine/shaders/texture3d.frag
index 054b59cb..b9d87fcc 100644
--- a/src/datavisualization/engine/shaders/texture3d.frag
+++ b/src/datavisualization/engine/shaders/texture3d.frag
@@ -6,10 +6,11 @@ uniform highp sampler3D textureSampler;
uniform highp vec3 cameraPositionRelativeToModel;
uniform highp vec4 colorIndex[256];
uniform highp int color8Bit;
+uniform highp vec3 textureDimensions;
+uniform highp int sampleCount; // This is the maximum sample count
-const float maxDist = sqrt(2.0);
-const int sampleCount = 1024;
const float alphaThreshold = 0.001;
+
void main() {
// Raytrace into volume, need to sample pixels along the eye ray until we hit opacity 1
@@ -35,10 +36,21 @@ void main() {
rayStart = 0.5 * (rayStart + 1.0);
rayStop = 0.5 * (rayStop + 1.0);
- highp vec3 curPos = rayStart;
- highp float fullDist = distance(rayStop, rayStart);
- highp float stepSize = maxDist / float(sampleCount); // TODO: Stepsize needs to be improved
- highp vec3 step = normalize(rayStop - rayStart) * stepSize;
+ highp vec3 ray = rayStop - rayStart;
+ highp float fullDist = length(ray);
+ highp float rayX = abs(ray.x) * textureDimensions.x;
+ highp float rayY = abs(ray.y) * textureDimensions.y;
+ highp float rayZ = abs(ray.z) * textureDimensions.z;
+
+ highp float maxRayDim = max(rayX, rayY);
+ maxRayDim = max(maxRayDim, rayZ);
+
+ highp vec3 step = ray / maxRayDim;
+ highp float stepSize = abs(fullDist / maxRayDim);
+
+ // Offset a fraction of a step so we are not exactly on a texel boundary.
+ highp vec3 curPos = rayStart - (0.5 * step);
+
highp float totalDist = 0.0;
highp float totalAlpha = 0.0;
highp vec4 destColor = vec4(0, 0, 0, 0);