diff options
author | Miikka Heikkinen <miikka.heikkinen@digia.com> | 2014-08-22 13:19:18 +0300 |
---|---|---|
committer | Miikka Heikkinen <miikka.heikkinen@digia.com> | 2014-08-22 14:47:54 +0300 |
commit | ae411d84b9eac08c217bdda3aa5fbc6f39d03d85 (patch) | |
tree | ff929c13722fe6f90412f8da473445dc92800fd4 /src | |
parent | 8fab0a9cfcbed9deb47f4a9bd101434985c1c611 (diff) |
Tweak volume shaders.
Also fix custom object default texture.
Change-Id: Iba9ff6afb807d9f7a4e1f58b0e5fb4bca4c9c431
Reviewed-by: Mika Salmela <mika.salmela@digia.com>
Diffstat (limited to 'src')
-rw-r--r-- | src/datavisualization/data/customrenderitem.cpp | 18 | ||||
-rw-r--r-- | src/datavisualization/data/qcustom3ditem.cpp | 2 | ||||
-rw-r--r-- | src/datavisualization/engine/shaders/texture3d.frag | 136 | ||||
-rw-r--r-- | src/datavisualization/engine/shaders/texture3dslice.frag | 27 |
4 files changed, 102 insertions, 81 deletions
diff --git a/src/datavisualization/data/customrenderitem.cpp b/src/datavisualization/data/customrenderitem.cpp index b96a4957..3eb68845 100644 --- a/src/datavisualization/data/customrenderitem.cpp +++ b/src/datavisualization/data/customrenderitem.cpp @@ -52,13 +52,17 @@ void CustomRenderItem::setMesh(const QString &meshFile) void CustomRenderItem::setColorTable(const QVector<QRgb> &colors) { - m_colorTable.resize(colors.size()); - for (int i = 0; i < m_colorTable.size(); i++) { - const QRgb &rgb = colors.at(i); - m_colorTable[i] = QVector4D(float(qRed(rgb)) / 255.0f, - float(qGreen(rgb)) / 255.0f, - float(qBlue(rgb)) / 255.0f, - float(qAlpha(rgb)) / 255.0f); + m_colorTable.resize(256); + for (int i = 0; i < 256; i++) { + if (i < colors.size()) { + const QRgb &rgb = colors.at(i); + m_colorTable[i] = QVector4D(float(qRed(rgb)) / 255.0f, + float(qGreen(rgb)) / 255.0f, + float(qBlue(rgb)) / 255.0f, + float(qAlpha(rgb)) / 255.0f); + } else { + m_colorTable[i] = QVector4D(0.0f, 0.0f, 0.0f, 0.0f); + } } } diff --git a/src/datavisualization/data/qcustom3ditem.cpp b/src/datavisualization/data/qcustom3ditem.cpp index 1d419cee..cb843b62 100644 --- a/src/datavisualization/data/qcustom3ditem.cpp +++ b/src/datavisualization/data/qcustom3ditem.cpp @@ -367,6 +367,7 @@ QString QCustom3DItem::textureFile() const QCustom3DItemPrivate::QCustom3DItemPrivate(QCustom3DItem *q) : q_ptr(q), + m_textureImage(QImage(1, 1, QImage::Format_ARGB32)), m_position(QVector3D(0.0f, 0.0f, 0.0f)), m_positionAbsolute(false), m_scaling(QVector3D(0.1f, 0.1f, 0.1f)), @@ -382,6 +383,7 @@ QCustom3DItemPrivate::QCustom3DItemPrivate(QCustom3DItem *q, const QString &mesh const QVector3D &position, const QVector3D &scaling, const QQuaternion &rotation) : q_ptr(q), + m_textureImage(QImage(1, 1, QImage::Format_ARGB32)), m_meshFile(meshFile), m_position(position), m_positionAbsolute(false), diff --git a/src/datavisualization/engine/shaders/texture3d.frag b/src/datavisualization/engine/shaders/texture3d.frag index e56506ff..90876596 100644 --- a/src/datavisualization/engine/shaders/texture3d.frag +++ b/src/datavisualization/engine/shaders/texture3d.frag @@ -12,78 +12,90 @@ uniform highp int sampleCount; // This is the maximum sample count const highp float alphaThreshold = 0.0001; void main() { - // Raytrace into volume, need to sample pixels along the eye ray until we hit opacity 1 - - // Find out where ray intersects the object highp vec3 rayDir = -(cameraPositionRelativeToModel - pos); - highp vec3 invRayDir = 1.0 / rayDir; - highp vec3 minCorner = vec3(-1.0); - highp vec3 maxCorner = vec3(1.0); - highp vec3 t1 = invRayDir * (minCorner - pos); - highp vec3 t2 = invRayDir * (maxCorner - pos); - highp vec3 tmin = min(t1, t2); - highp vec3 tmax = max(t1, t2); - highp vec2 t = max(tmin.xx, tmin.yz); - t = min(tmax.xx, tmax.yz); - float tFar = min(t.x, t.y); - highp vec3 rayStart = pos; + vec3 rayStart = pos; // Flip Y and Z so QImage bits work directly for texture and first image is in the front + rayDir.yz = -rayDir.yz; rayStart.yz = -rayStart.yz; - highp vec3 rayStop = pos + rayDir * tFar; - rayStop.yz = -rayStop.yz; - - // Convert intersections to texture coords - rayStart = 0.5 * (rayStart + 1.0); - rayStop = 0.5 * (rayStop + 1.0); - - 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); - // Adjust alpha multiplier according to the step size to get uniform alpha effect - // regardless of the ray angle. - highp float alphaMultiplier = stepSize / (1.0 / sampleCount); + // Calculate ray intersection endpoint + vec3 rayStop; + if (rayDir.x == 0.0) { + rayStop.yz = rayStart.yz; + rayStop.x = -rayStart.x; + } else if (rayDir.y == 0.0) { + rayStop.xz = rayStart.xz; + rayStop.y = -rayStart.y; + } else if (rayDir.z == 0.0) { + rayStop.xy = rayStart.xy; + rayStop.z = -rayStart.z; + } else { + highp vec3 boxBounds = vec3(1.0, 1.0, 1.0); + highp vec3 invRayDir = 1.0 / rayDir; + if (rayDir.x < 0) + boxBounds.x = -1.0; + if (rayDir.y < 0) + boxBounds.y = -1.0; + if (rayDir.z < 0) + boxBounds.z = -1.0; + highp vec3 t = (boxBounds - rayStart) * invRayDir; + highp float minT = min(t.x, t.y); + minT = min(minT, t.z); + rayStop = rayStart + minT * rayDir; + } - highp float totalDist = 0.0; - highp float totalAlpha = 0.0; highp vec4 destColor = vec4(0, 0, 0, 0); - highp vec4 curColor = vec4(0, 0, 0, 0); - highp vec3 curRgb = vec3(0, 0, 0); - highp float curAlpha = 0.0; - - for (int i = 0; i < sampleCount; i++) { - curColor = texture3D(textureSampler, curPos); - if (color8Bit != 0) - curColor = colorIndex[int(curColor.r * 255.0)]; + highp float totalAlpha = 0.0; - if (curColor.a == 1.0) - curAlpha = 1.0; - else - curAlpha = clamp(curColor.a * alphaMultiplier, 0.0, 1.0); - if (curAlpha > alphaThreshold) { - curRgb = curColor.rgb * curAlpha * (1.0 - totalAlpha); - destColor.rgb += curRgb; - totalAlpha += curAlpha; - } - curPos += step; - totalDist += stepSize; - if (totalDist > fullDist || totalAlpha >= 1.0) { - break; + if (rayStart != rayStop) { + // Convert intersections to texture coords + rayStart = 0.5 * (rayStart + 1.0); + rayStop = 0.5 * (rayStop + 1.0); + + highp vec3 ray = rayStop - rayStart; + highp float fullDist = abs(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); + int maxCount = int(floor(maxRayDim)); + + highp vec3 step = ray / maxRayDim; + highp float stepSize = fullDist / maxRayDim; + + rayStart += (step * 0.001); + highp vec3 curPos = rayStart; + + // Adjust alpha multiplier according to the step size to get uniform alpha effect + // regardless of the ray angle. + highp float alphaMultiplier = stepSize / (1.0 / sampleCount); + + highp vec4 curColor = vec4(0, 0, 0, 0); + highp vec3 curRgb = vec3(0, 0, 0); + highp float curAlpha = 0.0; + + // Raytrace into volume, need to sample pixels along the eye ray until we hit opacity 1 + for (int i = 0; i < sampleCount; i++) { + curColor = texture3D(textureSampler, curPos); + if (color8Bit != 0) + curColor = colorIndex[int(curColor.r * 255.0)]; + + if (curColor.a == 1.0) + curAlpha = 1.0; + else + curAlpha = clamp(curColor.a * alphaMultiplier, 0.0, 1.0); + if (curAlpha > alphaThreshold) { + curRgb = curColor.rgb * curAlpha * (1.0 - totalAlpha); + destColor.rgb += curRgb; + totalAlpha += curAlpha; + } + if (i == maxCount || totalAlpha >= 1.0) + break; + curPos += step; } } destColor.a = totalAlpha; gl_FragColor = clamp(destColor, 0.0, 1.0); } - diff --git a/src/datavisualization/engine/shaders/texture3dslice.frag b/src/datavisualization/engine/shaders/texture3dslice.frag index e095bc5f..409ab41d 100644 --- a/src/datavisualization/engine/shaders/texture3dslice.frag +++ b/src/datavisualization/engine/shaders/texture3dslice.frag @@ -15,24 +15,27 @@ const highp vec3 zPlaneNormal = vec3(0, 0, 1.0); const highp float alphaThreshold = 0.0001; void main() { - // Raytrace into volume, need to sample pixels along the eye ray until we hit opacity 1 - // Find out where ray intersects the slice planes highp vec3 rayDir = -(cameraPositionRelativeToModel - pos); + rayDir = normalize(rayDir); highp vec3 rayStart = pos; // Flip Y and Z so QImage bits work directly for texture and first image is in the front rayStart.yz = -rayStart.yz; rayDir.yz = -rayDir.yz; - highp vec3 invRayDir = 1.0 / rayDir; - highp vec3 minCorner = vec3(-1.0); - highp vec3 maxCorner = vec3(1.0); - highp vec3 t1 = invRayDir * (minCorner - rayStart); - highp vec3 t2 = invRayDir * (maxCorner - rayStart); - highp vec3 tmin = min(t1, t2); - highp vec3 tmax = max(t1, t2); - highp vec2 t = max(tmin.xx, tmin.yz); - t = min(tmax.xx, tmax.yz); - float tFar = min(t.x, t.y); + highp float tFar = 2.0f; + if (rayDir.x != 0.0 && rayDir.y != 0.0 && rayDir.z != 0.0) { + highp vec3 boxBounds = vec3(1.0, 1.0, 1.0); + highp vec3 invRayDir = 1.0 / rayDir; + if (rayDir.x < 0) + boxBounds.x = -1.0; + if (rayDir.y < 0) + boxBounds.y = -1.0; + if (rayDir.z < 0) + boxBounds.z = -1.0; + highp vec3 t = (boxBounds - rayStart) * invRayDir; + tFar = max(t.x, t.y); + tFar = max(tFar, t.z); + } highp vec3 xPoint = vec3(volumeSliceIndices.x, 0, 0); highp vec3 yPoint = vec3(0, volumeSliceIndices.y, 0); |