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nuclear@0
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1 uniform sampler3D volume;
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nuclear@0
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2 uniform sampler2D ray_tex;
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nuclear@4
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3 uniform sampler1D xfer_tex;
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nuclear@7
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4 uniform float ray_step;
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nuclear@7
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5 uniform float zclip;
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nuclear@0
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6
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nuclear@0
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7 struct Ray {
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8 vec3 origin, dir;
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9 };
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10
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nuclear@4
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11 struct AABBox {
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12 vec3 min, max;
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13 };
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nuclear@4
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14
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nuclear@0
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15 struct ISect {
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16 bool hit;
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nuclear@7
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17 float t0, t1;
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18 vec3 pos;
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19 vec3 normal;
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20 };
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21
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nuclear@1
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22 vec3 sky(Ray ray);
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nuclear@7
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23 vec3 ray_march(Ray ray, float t0, float t1);
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nuclear@26
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24 vec3 shade(Ray ray, vec3 pos, vec3 norm, vec3 ldir);
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nuclear@0
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25 Ray get_primary_ray();
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nuclear@5
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26 ISect intersect_aabb(Ray ray, AABBox aabb);
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nuclear@25
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27 ISect intersect_sphere(Ray ray, float rad);
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nuclear@25
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28
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nuclear@25
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29 //#define USE_AABB
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30
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nuclear@0
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31 void main()
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nuclear@0
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32 {
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33 Ray ray = get_primary_ray();
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34
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nuclear@4
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35 vec3 color = vec3(0.0, 0.0, 0.0);
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nuclear@4
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36
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nuclear@25
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37 #ifdef USE_AABB
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38 const AABBox aabb = AABBox(vec3(-1.0, -1.0, -1.0), vec3(1.0, 1.0, 1.0));
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nuclear@5
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39 ISect res = intersect_aabb(ray, aabb);
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nuclear@5
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40 if(res.hit) {
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nuclear@25
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41 color += ray_march(ray, res.t0, res.t1);
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nuclear@4
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42 }
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nuclear@25
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43 #else
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nuclear@25
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44 ISect res = intersect_sphere(ray, 1.5);
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nuclear@25
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45 if(res.hit) {
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nuclear@25
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46 color += ray_march(ray, res.t0, res.t1);
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nuclear@25
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47 }
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nuclear@25
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48 #endif
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nuclear@4
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49
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nuclear@4
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50 gl_FragColor = vec4(color, 1.0);
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nuclear@0
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51 }
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nuclear@0
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52
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nuclear@25
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53 vec3 sky(Ray ray)
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nuclear@25
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54 {
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nuclear@25
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55 vec3 c0 = vec3(0.2, 0.5, 0.8);
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nuclear@25
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56 vec3 c1 = vec3(0.8, 0.5, 0.2);
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nuclear@25
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57 float t = smoothstep(-0.2, 0.2, ray.dir.z);
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nuclear@25
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58 return mix(c0, c1, t);
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nuclear@25
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59 }
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nuclear@25
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60
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nuclear@20
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61 float eval(vec3 pos, out vec3 grad)
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nuclear@4
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62 {
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nuclear@5
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63 vec3 tc = pos * 0.5 + 0.5;
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nuclear@7
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64
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65 if(tc.x < 0.0 || tc.y < 0.0 || tc.z < zclip || tc.x > 1.0 || tc.y > 1.0 || tc.z > 1.0) {
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nuclear@20
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66 grad = vec3(0.0, 0.0, 0.0);
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nuclear@7
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67 return 0.0;
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nuclear@7
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68 }
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nuclear@7
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69
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nuclear@20
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70 vec4 texel = texture3D(volume, tc);
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nuclear@20
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71 grad = texel.xyz;
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nuclear@20
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72
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nuclear@20
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73 return texture1D(xfer_tex, texel.a).x;
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nuclear@4
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74 }
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nuclear@4
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75
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nuclear@7
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76 vec3 ray_march(Ray ray, float t0, float t1)
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77 {
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nuclear@0
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78 float energy = 1.0;
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nuclear@7
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79 float t = t0;
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nuclear@7
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80 vec3 col = vec3(0.0, 0.0, 0.0);
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nuclear@33
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81 vec3 ldir = normalize(vec3(-1, 1, -4));
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82
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nuclear@7
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83
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nuclear@7
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84 while(t < t1) {
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nuclear@7
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85 vec3 pos = ray.origin + ray.dir * t;
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nuclear@7
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86 t += ray_step;
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nuclear@7
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87
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nuclear@7
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88 vec3 norm;
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nuclear@20
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89 float val = eval(pos, norm);
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nuclear@7
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90
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91 float energy_drop = exp(val * -ray_step); // * scatter_coeff ?
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nuclear@25
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92 energy *= energy_drop;
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93
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nuclear@26
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94 vec3 irrad = shade(ray, pos, normalize(norm), ldir);
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nuclear@25
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95
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96 col += (1.0 - energy_drop) * energy * irrad;
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nuclear@1
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97 if(energy < 0.001) {
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nuclear@1
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98 break;
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nuclear@1
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99 }
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nuclear@0
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100 }
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nuclear@0
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101
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nuclear@7
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102 return col;
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nuclear@0
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103 }
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nuclear@0
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104
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nuclear@26
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105 vec3 shade(Ray ray, vec3 pos, vec3 norm, vec3 ldir)
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nuclear@0
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106 {
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nuclear@26
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107 vec3 vdir = -normalize(ray.dir);
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nuclear@26
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108 vec3 hdir = normalize(ldir + vdir);
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nuclear@0
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109
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110 float ndotl = abs(dot(ldir, norm));
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111 float ndoth = abs(dot(hdir, norm));
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112
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113 vec3 dcol = vec3(0.9, 0.9, 0.9) * max(ndotl, 0.0);
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nuclear@8
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114 vec3 scol = vec3(0.5, 0.5, 0.5) * pow(max(ndoth, 0.0), 50.0);
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nuclear@0
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115
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nuclear@25
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116 return dcol + scol;
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nuclear@0
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117 }
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nuclear@0
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118
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119 Ray get_primary_ray()
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120 {
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121 Ray ray;
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122 vec2 tc = gl_TexCoord[0].xy;
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123 ray.dir = gl_NormalMatrix * normalize(texture2D(ray_tex, tc).xyz);
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124 ray.origin = (gl_ModelViewMatrix * vec4(0.0, 0.0, 0.0, 1.0)).xyz;
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nuclear@0
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125 return ray;
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nuclear@0
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126 }
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nuclear@4
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127
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nuclear@35
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128 #ifdef USE_AABB
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nuclear@5
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129 ISect intersect_aabb(Ray ray, AABBox aabb)
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130 {
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nuclear@5
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131 ISect res;
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nuclear@5
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132 res.hit = false;
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nuclear@7
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133 res.t0 = res.t1 = 0.0;
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nuclear@5
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134
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135 if(ray.origin.x >= aabb.min.x && ray.origin.y >= aabb.min.y && ray.origin.z >= aabb.min.z &&
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nuclear@4
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136 ray.origin.x < aabb.max.x && ray.origin.y < aabb.max.y && ray.origin.z < aabb.max.z) {
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nuclear@5
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137 res.hit = true;
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nuclear@5
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138 return res;
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nuclear@4
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139 }
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nuclear@4
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140
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nuclear@4
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141 vec4 bbox[2];
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142 bbox[0] = vec4(aabb.min.x, aabb.min.y, aabb.min.z, 0);
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143 bbox[1] = vec4(aabb.max.x, aabb.max.y, aabb.max.z, 0);
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nuclear@4
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144
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nuclear@4
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145 int xsign = int(ray.dir.x < 0.0);
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146 float invdirx = 1.0 / ray.dir.x;
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nuclear@4
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147 float tmin = (bbox[xsign].x - ray.origin.x) * invdirx;
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nuclear@4
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148 float tmax = (bbox[1 - xsign].x - ray.origin.x) * invdirx;
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nuclear@4
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149
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nuclear@4
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150 int ysign = int(ray.dir.y < 0.0);
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nuclear@4
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151 float invdiry = 1.0 / ray.dir.y;
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nuclear@4
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152 float tymin = (bbox[ysign].y - ray.origin.y) * invdiry;
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nuclear@4
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153 float tymax = (bbox[1 - ysign].y - ray.origin.y) * invdiry;
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nuclear@4
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154
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nuclear@4
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155 if(tmin > tymax || tymin > tmax) {
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nuclear@5
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156 return res;
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nuclear@4
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157 }
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nuclear@4
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158
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nuclear@4
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159 if(tymin > tmin) tmin = tymin;
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nuclear@4
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160 if(tymax < tmax) tmax = tymax;
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nuclear@4
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161
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nuclear@4
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162 int zsign = int(ray.dir.z < 0.0);
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nuclear@4
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163 float invdirz = 1.0 / ray.dir.z;
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nuclear@4
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164 float tzmin = (bbox[zsign].z - ray.origin.z) * invdirz;
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nuclear@4
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165 float tzmax = (bbox[1 - zsign].z - ray.origin.z) * invdirz;
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nuclear@4
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166
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nuclear@4
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167 if(tmin > tzmax || tzmin > tmax) {
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nuclear@5
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168 return res;
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nuclear@4
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169 }
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nuclear@4
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170
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nuclear@7
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171 res.t0 = tmin;
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nuclear@7
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172 res.t1 = tmax;
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nuclear@5
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173 res.hit = true;
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nuclear@5
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174 return res;
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nuclear@4
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175 }
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nuclear@35
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176 #else
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nuclear@25
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177
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nuclear@25
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178 ISect intersect_sphere(Ray ray, float rad)
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nuclear@25
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179 {
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nuclear@25
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180 ISect res;
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nuclear@25
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181 res.hit = false;
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nuclear@25
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182 res.t0 = res.t1 = 0.0;
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nuclear@25
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183
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nuclear@25
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184 float a = dot(ray.dir, ray.dir);
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nuclear@25
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185 float b = 2.0 * dot(ray.dir, ray.origin);
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nuclear@25
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186 float c = dot(ray.origin, ray.origin) - rad * rad;
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nuclear@25
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187 float d = b * b - 4.0 * a * c;
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nuclear@25
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188
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nuclear@25
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189 if(d < 0.0) {
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nuclear@25
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190 return res;
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nuclear@25
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191 }
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nuclear@25
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192
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nuclear@25
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193 float sqrt_d = sqrt(d);
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nuclear@25
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194 float t0 = (-b + sqrt_d) / (2.0 * a);
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nuclear@25
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195 float t1 = (-b - sqrt_d) / (2.0 * a);
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nuclear@25
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196
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nuclear@35
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197 res.t0 = max(min(t0, t1), 0.0);
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nuclear@35
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198 res.t1 = max(max(t0, t1), 0.0);
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nuclear@25
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199 res.hit = true;
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nuclear@25
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200
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nuclear@25
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201 /*res.pos = ray.origin + ray.dir * res.t0;
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nuclear@25
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202 res.normal = normalize(res.pos);*/
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nuclear@25
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203 return res;
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nuclear@25
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204 }
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nuclear@35
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205 #endif
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