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volume.frag
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volume.frag
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#version 150
//#extension GL_ARB_shading_language_420pack : require
#extension GL_ARB_explicit_attrib_location : require
#define TASK 10
#define ENABLE_OPACITY_CORRECTION 0
#define ENABLE_LIGHTNING 0
#define ENABLE_SHADOWING 0
in vec3 ray_entry_position;
layout(location = 0) out vec4 FragColor;
uniform mat4 Modelview;
uniform sampler3D volume_texture;
uniform sampler2D transfer_texture;
uniform vec3 camera_location;
uniform float sampling_distance;
uniform float sampling_distance_ref;
uniform float iso_value;
uniform vec3 max_bounds;
uniform ivec3 volume_dimensions;
uniform vec3 light_position;
uniform vec3 light_ambient_color;
uniform vec3 light_diffuse_color;
uniform vec3 light_specular_color;
uniform float light_ref_coef;
bool
inside_volume_bounds(const in vec3 sampling_position)
{
return ( all(greaterThanEqual(sampling_position, vec3(0.0)))
&& all(lessThanEqual(sampling_position, max_bounds)));
}
float
get_sample_data(vec3 in_sampling_pos)
{
vec3 obj_to_tex = vec3(1.0) / max_bounds;
return texture(volume_texture, in_sampling_pos * obj_to_tex).r;
}
vec3 get_gradient(vec3 pos) {
vec3 step = max_bounds/volume_dimensions;
vec3 gradient;
gradient.x = get_sample_data(vec3(pos.x+step.x, pos.y, pos.z)) - get_sample_data(vec3(pos.x-step.x, pos.y, pos.z));
gradient.y = get_sample_data(vec3(pos.x, pos.y + step.y, pos.z)) - get_sample_data(vec3(pos.x, pos.y - step.y, pos.z));
gradient.z = get_sample_data(vec3(pos.x, pos.y, pos.z + step.z)) - get_sample_data(vec3(pos.x, pos.y, pos.z - step.z));
return normalize(gradient);
}
vec3 getDiffuseColor(in vec3 kd, in vec3 G, in vec3 L){
float GdotL = max(dot(G,L),0.0);
return kd * light_ref_coef * GdotL ;
}
vec3 phong_model(vec3 in_sampling_pos){
float s = get_sample_data(in_sampling_pos);
vec4 kd = texture(transfer_texture, vec2(s,s));
vec3 L = normalize(get_gradient(in_sampling_pos));
vec3 Light_vec = light_position + in_sampling_pos;
float Ipx = kd.x * light_specular_color.x*max(0, dot(L,Light_vec));
float Ipy = kd.y * light_specular_color.y*max(0, dot(L,Light_vec));
float Ipz = kd.z * light_specular_color.z*max(0, dot(L,Light_vec));
vec3 phong = vec3(Ipx,Ipy,Ipz);
return phong;
}
void main()
{
/// One step trough the volume
vec3 ray_increment = normalize(ray_entry_position - camera_location) * sampling_distance;
/// Position in Volume
vec3 sampling_pos = ray_entry_position + ray_increment; // test, increment just to be sure we are in the volume
/// Init color of fragment
vec4 dst = vec4(0.0, 0.0, 0.0, 0.0);
/// check if we are inside volume
bool inside_volume = inside_volume_bounds(sampling_pos);
if (!inside_volume)
discard;
#if TASK == 10
vec4 max_val = vec4(0.0, 0.0, 0.0, 0.0);
// the traversal loop,
// termination when the sampling position is outside volume boundarys
// another termination condition for early ray termination is added
while (inside_volume)
{
// get sample
float s = get_sample_data(sampling_pos);
// apply the transfer functions to retrieve color and opacity
vec4 color = texture(transfer_texture, vec2(s, s));
// this is the example for maximum intensity projection
max_val.r = max(color.r, max_val.r);
max_val.g = max(color.g, max_val.g);
max_val.b = max(color.b, max_val.b);
max_val.a = max(color.a, max_val.a);
// increment the ray sampling position
sampling_pos += ray_increment;
// update the loop termination condition
inside_volume = inside_volume_bounds(sampling_pos);
}
dst = max_val;
#endif
#if TASK == 11
vec4 avg_val = vec4(0.0, 0.0, 0.0, 0.0);
float i = 0;
float k = 0;
float l = 0;
float m = 0;
float n = 0;
// the traversal loop,
// termination when the sampling position is outside volume boundarys
// another termination condition for early ray termination is added
while (inside_volume)
{
// get sample
float s = get_sample_data(sampling_pos);
// apply the transfer functions to retrieve color and opacity
vec4 color = texture(transfer_texture, vec2(s, s));
k = k + color.r;
l = l + color.g;
m = m + color.b;
n = n + color.a;
i++;
// increment the ray sampling position
sampling_pos += ray_increment;
// update the loop termination condition
inside_volume = inside_volume_bounds(sampling_pos);
}
avg_val.r = k / i;
avg_val.g = l / i;
avg_val.b = m / i;
avg_val.a = n / i;
dst = avg_val;
#endif
#if TASK == 12 || TASK == 13
vec4 ncolor = vec4(0.0,0.0,0.0,0.0);
vec4 color2 ;
float shadow = 1.0;
vec3 phong_shader = vec3(0.0,0.0,0.0);
vec3 save_sampling_pos = vec3(0.0,0.0,0.0);
// the traversal loop,
// termination when the sampling position is outside volume boundarys
// another termination condition for early ray termination is added
while (inside_volume)
{
// get sample
float s = get_sample_data(sampling_pos);
if(s>iso_value){
save_sampling_pos = sampling_pos;
}
/*vec4 color = texture(transfer_texture, vec2(s, s));
// dummy code
if (color.b > iso_value){
dst = vec4(light_diffuse_color, 1);
break;
}
else {
dst = vec4(light_diffuse_color, 0);
}*/
// increment the ray sampling position
#if TASK == 13 // Binary Search
float s2 = get_sample_data(sampling_pos);
color2 = texture(transfer_texture, vec2(s2,s2));
if(s2> iso_value){
vec3 low = sampling_pos - ray_increment;
vec3 high = sampling_pos;
vec3 mid;
for (int b = 0; b < 32; ++b){
mid = (low + high)/2.0;
float mid_s = get_sample_data(mid);
if (mid_s > iso_value){
high = mid;
}
else {
low = mid;
}
}
save_sampling_pos = mid;
}
/*float new_s = get_sample_data(sampling_pos);
vec4 new_color = texture(transfer_texture, vec2(new_s, new_s));
dst = vec4(new_color.rgb, 0.0); */
#endif
#if ENABLE_LIGHTNING == 1 // Add Shading
phong_shader = phong_model(save_sampling_pos);
#if ENABLE_SHADOWING == 1 // Add Shadows
shadow = 0.0;
#endif
#endif
sampling_pos += ray_increment;
// update the loop termination condition
inside_volume = inside_volume_bounds(sampling_pos);
if(save_sampling_pos!= vec3(0,0,0)){
break;
}
}
if(phong_shader!=vec3(0,0,0)){
dst = vec4(phong_shader,1.0);
}
else{
float s2 = get_sample_data(save_sampling_pos);
vec4 color2 = texture(transfer_texture, vec2(s2, s2));
dst = vec4(color2.x*shadow,color2.y*shadow,color2.z*shadow,color2.a);
}
#endif
#if TASK == 31
vec4 color4;
int i = 0;
vec3 save_sampling_pos = vec3(0.0,0.0,0.0);
vec3 save_sampling_pos2 = vec3(0.0,0.0,0.0);
float trans=1;
float save_trans=0;
vec3 d;
vec3 ds;
// the traversal loop,
// termination when the sampling position is outside volume boundarys
// another termination condition for early ray termination is added
while (inside_volume)
{
float ss = get_sample_data(sampling_pos);
vec4 colorS = texture(transfer_texture, vec2(ss,ss));
// get sample
#if ENABLE_OPACITY_CORRECTION == 1 // Opacity Correction
/* d = sampling_distance;
ds = sampling_distance_ref;
color4.r = 1 - pow(1-color4.r, (sampling_distance_ref/sampling_distance));
color4.g = 1 - pow(1-color4.g, (sampling_distance_ref/sampling_distance));
color4.b = 1 - pow(1-color4.b, (sampling_distance_ref/sampling_distance)); */
//color4.a = 1 - pow((1- color4.a), (sampling_distance_ref/sampling_distance));
trans = 1 - pow((1- trans),(sampling_distance_ref/sampling_distance)); // shows some output latest
//color4.a = 1 - pow((1- color4.a),(sampling_distance_ref/sampling_distance));
#else
//float s = get_sample_data(sampling_pos);
#endif
// dummy code
//dst = vec4(light_specular_color, 1.0);
// increment the ray sampling positi
#if ENABLE_LIGHTNING == 1 // Add Shading
colorS = vec4(phong_model(sampling_pos), colorS.a);
#endif
trans = trans* (1- save_trans);
color4 = color4 + vec4(colorS.x*trans, colorS.y*trans,colorS.z*trans, colorS.a*trans);
save_trans = color4.a;
if(trans<0.1){
break;
}
sampling_pos += ray_increment;
// update the loop termination condition
inside_volume = inside_volume_bounds(sampling_pos);
if(ss>iso_value){
save_sampling_pos = sampling_pos;
dst = color4;
i = i +1;
if (i == 1){
save_sampling_pos2 = sampling_pos;
float s1 = get_sample_data(save_sampling_pos2);
vec4 colorS1 = texture(transfer_texture, vec2(s1,s1));
dst = colorS1;
break;
}
}
}
#endif
// return the calculated color value
FragColor = dst;
}