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@danhambleton
Created March 28, 2017 15:48
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Volume render for 3D Texture
#include "Uniforms.glsl"
#include "Samplers.glsl"
#include "Transform.glsl"
#include "ScreenPos.glsl"
#include "Lighting.glsl"
#include "Fog.glsl"
varying vec2 vTexCoord;
varying vec3 vNormal;
varying vec4 vWorldPos;
varying vec4 vScreenPos;
varying vec4 vTangent;
varying vec3 vReflectionVec;
varying vec3 vCameraPos;
uniform float StepLength = 0.005;
uniform float Threshold = 0.45;
uniform vec3 LightPosition = vec3(0, 2, -1);
uniform vec3 LightColor = vec3(0.8, 0.8, 0.9);
uniform vec3 DiffuseMaterial = vec3(0.3, 0.3, 0.3);
uniform mat3 NormalMatrix;
uniform vec3 bMin = vec3(0,0,0);
uniform vec3 bMax = vec3(1,1,1);
#ifdef COMPILEPS
float hash( const in vec3 p ) {
return fract(sin(dot(p,vec3(127.1,311.7,758.5453123)))*43758.5453123);
}
float lookup(vec3 coord)
{
float d = texture3D(sZoneVolumeMap, coord).x;
d = (coord.y > 0.5) ? 0 : d;
return d;
}
bool IntersectBox(in vec3 ro, in vec3 rd, out float t0, out float t1)
{
vec3 invR = 1.0 / rd;
vec3 tbot = invR * (bMin-ro);
vec3 ttop = invR * (bMax-ro);
vec3 tmin = min(ttop, tbot);
vec3 tmax = max(ttop, tbot);
vec2 t = max(tmin.xx, tmin.yz);
t0 = max(t.x, t.y);
t = min(tmax.xx, tmax.yz);
t1 = min(t.x, t.y);
return t0 <= t1;
}
vec3 mapPointToBoxSpace(vec3 pt)
{
//hard code box dims
// vec3 bMin = vec3(0,0,0);
// vec3 bMax = vec3(1, 1, 1);
float x = clamp((pt.x - bMin.x)/(bMax.x - bMin.x), 0.0, 1.0);
float y = clamp((pt.y - bMin.y)/(bMax.y - bMin.y), 0.0, 1.0);
float z = clamp((pt.z - bMin.z)/(bMax.z - bMin.z), 0.0, 1.0);
return vec3(x,y,z);
}
#endif
void VS()
{
mat4 modelMatrix = iModelMatrix;
vec3 worldPos = GetWorldPos(modelMatrix);
gl_Position = GetClipPos(worldPos);
vNormal = GetWorldNormal(modelMatrix);
vWorldPos = vec4(worldPos, GetDepth(gl_Position));
vTexCoord = GetTexCoord(iTexCoord);
vScreenPos = GetScreenPos(gl_Position);
vReflectionVec = worldPos - cCameraPos;
vCameraPos = cCameraPos;
}
void PS()
{
//get ray origin and direction
vec3 ro = vCameraPos.xyz;
vec3 rd = normalize(vWorldPos.xyz - vCameraPos);
//intersect with rendering box for actual ray start and end
float tnear, tfar;
IntersectBox(ro, rd, tnear, tfar);
if (tnear < 0.0) tnear = 0.0;
vec3 rayStart = ro + rd * tnear;
vec3 rayStop = ro + rd * tfar;
//discard if bounding box is degenerate
if (rayStart == rayStop) {
discard;
return;
}
//define ray
vec3 ray = rayStop - rayStart;
float rayLength = length(ray);
vec3 stepVector = StepLength * ray/rayLength;
//jitter start pos
rayStart += stepVector * 0.5*hash(ro);;
//proceed with casting
vec3 pos = rayStart;
vec4 dst = vec4(0);
int safetyCounter = 0;
while (dst.a < 1 && rayLength > 0.001 && safetyCounter < 1000) {
//safety is on
safetyCounter++;
//WIP - make sure sample position is within 0 - 1
pos = mapPointToBoxSpace(pos);
//read the volume texture
float V = lookup(pos);
//if we are still accumulating density
if (V > Threshold) {
//do some half stepping to reduce slice artifacts
vec3 s = -stepVector * 0.5;
pos += s; V = lookup(pos);
if (V > Threshold) s *= 0.5; else s *= -0.5;
pos += s; V = lookup(pos);
//we have accumulated enough density, render!
if (V > Threshold) {
//compute gradient
float L = StepLength;
float E = lookup(pos + vec3(L,0,0));
float N = lookup(pos + vec3(0,L,0));
float U = lookup(pos + vec3(0,0,L));
//compute normal
vec3 normal = normalize(vec3(E - V, N - V, U - V));
//get light position
vec3 light = LightPosition;
//get light factor
float df = dot(-normal, light);
//define object color from light and material
vec3 color = 0.9 * df * LightColor * clamp(normal, 0.2, 0.3) + DiffuseMaterial;
//make sure alpha is 1.0
vec4 src = vec4(color, 1.0);
//reverse density accumlation trick
dst = (1.0 - dst.a) * src + dst;
break;
}
}
pos += stepVector;
rayLength -= StepLength;
}
gl_FragColor = dst;
}
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