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-rw-r--r--src/datavisualization/engine/shaders/texture3d.frag162
1 files changed, 109 insertions, 53 deletions
diff --git a/src/datavisualization/engine/shaders/texture3d.frag b/src/datavisualization/engine/shaders/texture3d.frag
index 1192ae85..6dd7f78c 100644
--- a/src/datavisualization/engine/shaders/texture3d.frag
+++ b/src/datavisualization/engine/shaders/texture3d.frag
@@ -11,7 +11,10 @@ uniform highp int sampleCount; // This is the maximum sample count
uniform highp float alphaMultiplier;
uniform highp int preserveOpacity;
-const highp float alphaThreshold = 0.0001;
+// 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() {
highp vec3 rayDir = -(cameraPositionRelativeToModel - pos);
@@ -41,69 +44,122 @@ void main() {
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);
+ highp float minT = min(t.x, min(t.y, t.z));
rayStop = rayStart + minT * rayDir;
}
+ // Convert intersections to texture coords
+ rayStart = 0.5 * (rayStart + 1.0);
+ rayStop = 0.5 * (rayStop + 1.0);
+
+ highp vec3 ray = rayStop - rayStart;
+
+ // Avoid artifacts from divisions by zero
+ if (ray.x == 0)
+ ray.x = 0.000000001;
+ if (ray.y == 0)
+ ray.y = 0.000000001;
+ if (ray.z == 0)
+ ray.z = 0.000000001;
+
+ 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 totalAlpha = 0.0;
-
- 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 totalAlphaMultiplier = (stepSize / (1.0 / sampleCount)) * alphaMultiplier;
-
- 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)];
-
- // Unless we have explicit alpha multiplier, we want to preserve opacity anyway
- if (curColor.a == 1.0 && (preserveOpacity != 0 || alphaMultiplier == 1.0))
+ highp float totalOpacity = 1.0;
+ highp float nextOpacity = 1.0;
+
+ highp float extraAlphaMultiplier = fullDist * alphaThicknesses;
+
+ // 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) {
+ curAlpha = alphaMultiplier * curColor.a;
+ if (curAlpha >= 1.0 || (curColor.a == 1.0 && preserveOpacity == 1))
curAlpha = 1.0;
else
- curAlpha = clamp(curColor.a * totalAlphaMultiplier, 0.0, 1.0);
-
- if (curAlpha > alphaThreshold) {
- curRgb = curColor.rgb * curAlpha * (1.0 - totalAlpha);
- destColor.rgb += curRgb;
- totalAlpha += curAlpha;
+ curAlpha = curAlpha * 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;
}
- if (i == maxCount || totalAlpha >= 1.0)
- break;
- curPos += step;
+ curRgb = curColor.rgb * curAlpha * (totalOpacity + nextOpacity);
+ totalOpacity = nextOpacity;
+ destColor.rgb += curRgb;
}
+
+ if (curLen >= 1.0 || totalOpacity <= 0.0)
+ break;
}
// Brighten up the final color if there is some transparency left
- if (totalAlpha > alphaThreshold && totalAlpha < 1.0)
- destColor *= 1.0 / totalAlpha;
+ if (totalOpacity >= 0.0 && totalOpacity < 1.0)
+ destColor *= (1.0 - (totalOpacity * 0.5)) / (1.0 - totalOpacity);
- destColor.a = totalAlpha;
+ destColor.a = (1.0 - totalOpacity);
gl_FragColor = clamp(destColor, 0.0, 1.0);
}