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#version 120
varying highp vec3 pos;
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
uniform highp float alphaMultiplier;
uniform highp int preserveOpacity;
const highp float alphaThreshold = 0.0001;
void main() {
highp vec3 rayDir = -(cameraPositionRelativeToModel - 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;
// 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 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))
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;
}
if (i == maxCount || totalAlpha >= 1.0)
break;
curPos += step;
}
}
// Brighten up the final color if there is some transparency left
if (totalAlpha > alphaThreshold && totalAlpha < 1.0)
destColor *= 1.0 / totalAlpha;
destColor.a = totalAlpha;
gl_FragColor = clamp(destColor, 0.0, 1.0);
}
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