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-rw-r--r--src/datavisualization/engine/shaders/texture3d.frag155
1 files changed, 155 insertions, 0 deletions
diff --git a/src/datavisualization/engine/shaders/texture3d.frag b/src/datavisualization/engine/shaders/texture3d.frag
new file mode 100644
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+++ b/src/datavisualization/engine/shaders/texture3d.frag
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+#version 120
+
+varying highp vec3 pos;
+varying highp vec3 rayDir;
+
+uniform highp sampler3D textureSampler;
+uniform highp vec4 colorIndex[256];
+uniform highp int color8Bit;
+uniform highp vec3 textureDimensions;
+uniform highp int sampleCount; // This is the maximum sample count
+uniform highp float alphaMultiplier;
+uniform highp int preserveOpacity;
+uniform highp vec3 minBounds;
+uniform highp vec3 maxBounds;
+
+// Ray traveling straight through a single 'alpha thickness' applies 100% of the encountered alpha.
+// Rays traveling shorter distances apply a fraction. This is used to normalize the alpha over
+// entire volume, regardless of texture dimensions
+const highp float alphaThicknesses = 32.0;
+
+void main() {
+ vec3 rayStart = pos;
+
+ highp vec3 startBounds = minBounds;
+ highp vec3 endBounds = maxBounds;
+ if (rayDir.x < 0.0) {
+ startBounds.x = maxBounds.x;
+ endBounds.x = minBounds.x;
+ }
+ if (rayDir.y > 0.0) {
+ startBounds.y = maxBounds.y;
+ endBounds.y = minBounds.y;
+ }
+ if (rayDir.z > 0.0) {
+ startBounds.z = maxBounds.z;
+ endBounds.z = minBounds.z;
+ }
+
+ // Calculate ray intersection endpoint
+ highp vec3 rayStop;
+ highp vec3 invRayDir = 1.0 / rayDir;
+ highp vec3 t = (endBounds - rayStart) * invRayDir;
+ highp float endT = min(t.x, min(t.y, t.z));
+ rayStop = rayStart + endT * rayDir;
+ if (endT <= 0.0)
+ discard;
+
+ // Convert intersections to texture coords
+ rayStart = 0.5 * (rayStart + 1.0);
+ rayStop = 0.5 * (rayStop + 1.0);
+
+ highp vec3 ray = rayStop - rayStart;
+
+ highp vec3 absRay = abs(ray);
+ highp vec3 invAbsRay = 1.0 / absRay;
+ highp float fullDist = length(ray);
+ highp vec3 curPos = rayStart;
+
+ highp vec4 curColor = vec4(0, 0, 0, 0);
+ highp float curAlpha = 0.0;
+ highp float curLen = 0.0;
+ highp vec3 curRgb = vec3(0, 0, 0);
+
+ highp vec4 destColor = vec4(0, 0, 0, 0);
+ highp float totalOpacity = 1.0;
+
+ highp float extraAlphaMultiplier = fullDist * alphaThicknesses * alphaMultiplier;
+
+ // nextEdges vector indicates the next edges of the texel boundaries along each axis that
+ // the ray is about to cross. The first edges are offset by a fraction of a texel to
+ // avoid artifacts from rounding errors later.
+ highp vec3 nextEdges = vec3(floor(curPos.x / textureDimensions.x) * textureDimensions.x,
+ floor(curPos.y / textureDimensions.y) * textureDimensions.y,
+ floor(curPos.z / textureDimensions.z) * textureDimensions.z);
+
+ highp vec3 textureSteps = textureDimensions;
+ highp vec3 textureOffset = textureDimensions * 0.001;
+ if (ray.x > 0) {
+ nextEdges.x += textureDimensions.x + textureOffset.x;
+ } else {
+ nextEdges.x -= textureOffset.x;
+ textureSteps.x = -textureDimensions.x;
+ }
+ if (ray.y > 0) {
+ nextEdges.y += textureDimensions.y + textureOffset.y;
+ } else {
+ nextEdges.y -= textureOffset.y;
+ textureSteps.y = -textureDimensions.y;
+ }
+ if (ray.z > 0) {
+ nextEdges.z += textureDimensions.z + textureOffset.z;
+ } else {
+ nextEdges.z -= textureOffset.z;
+ textureSteps.z = -textureDimensions.z;
+ }
+
+ // 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)];
+
+ // Find which dimension has least to go to figure out the next step distance
+ highp vec3 delta = abs(nextEdges - curPos);
+ highp vec3 modDelta = delta * invAbsRay;
+ highp float minDelta = min(modDelta.x, min(modDelta.y, modDelta.z));
+ highp float stepSize;
+ if (minDelta == modDelta.x) {
+ nextEdges.x += textureSteps.x;
+ stepSize = delta.x * invAbsRay.x;
+ }
+ if (minDelta == modDelta.y) {
+ nextEdges.y += textureSteps.y;
+ stepSize = delta.y * invAbsRay.y;
+ }
+ if (minDelta == modDelta.z) {
+ nextEdges.z += textureSteps.z;
+ stepSize = delta.z * invAbsRay.z;
+ }
+
+ curPos += stepSize * ray;
+ curLen += stepSize;
+
+ if (curColor.a >= 0.0) {
+ if (curColor.a == 1.0 && (preserveOpacity == 1 || alphaMultiplier >= 1.0))
+ curAlpha = 1.0;
+ else
+ curAlpha = curColor.a * extraAlphaMultiplier * stepSize;
+ highp float nextOpacity = totalOpacity - curAlpha;
+ // If opacity goes beyond full opacity, we need to adjust current alpha according
+ // to the fraction of the distance the material is visible, so that we don't get
+ // box artifacts around texels.
+ if (nextOpacity < 0.0) {
+ curAlpha *= totalOpacity / curAlpha;
+ nextOpacity = 0.0;
+ }
+ curRgb = curColor.rgb * curAlpha * (totalOpacity + nextOpacity);
+ totalOpacity = nextOpacity;
+ destColor.rgb += curRgb;
+ }
+
+ if (curLen >= 1.0 || totalOpacity <= 0.0)
+ break;
+ }
+
+ if (totalOpacity == 1.0)
+ discard;
+
+ // Brighten up the final color if there is some transparency left
+ if (totalOpacity >= 0.0 && totalOpacity < 1.0)
+ destColor *= (1.0 - (totalOpacity * 0.5)) / (1.0 - totalOpacity);
+
+ destColor.a = (1.0 - totalOpacity);
+ gl_FragColor = clamp(destColor, 0.0, 1.0);
+}