Qt Quick 3D - Volumetric Rendering Example
// Copyright (C) 2018 Martino Pilia <martino.pilia@gmail.com> // Copyright (C) 2023 The Qt Company Ltd. // SPDX-License-Identifier: MIT VARYING vec3 ray_direction_model; // The direction from camera eye to vertex in model space // Slab method for ray-box intersection bool ray_box_intersection(vec3 ray_origin, vec3 ray_direction, vec3 box_bottom, vec3 box_top, out float t_0, out float t_1) { vec3 direction_inv = 1.0 / ray_direction; vec3 t_top = direction_inv * (box_top - ray_origin); vec3 t_bottom = direction_inv * (box_bottom - ray_origin); vec3 t_min = min(t_top, t_bottom); vec2 t = max(t_min.xx, t_min.yz); t_0 = max(0.0, max(t.x, t.y)); vec3 t_max = max(t_top, t_bottom); t = min(t_max.xx, t_max.yz); t_1 = min(t.x, t.y); return t_1 >= 0 && t_1 >= t_0; } void MAIN() { FRAGCOLOR = vec4(0); // The camera position (eye) in model space const vec3 ray_origin_model = (inverse(MODEL_MATRIX) * vec4(CAMERA_POSITION, 1)).xyz; // Get the ray intersection with the sliced box float t_0, t_1; const vec3 top_sliced = vec3(100)*sliceMax - vec3(50); const vec3 bottom_sliced = vec3(100)*sliceMin - vec3(50); if (!ray_box_intersection(ray_origin_model, ray_direction_model, bottom_sliced, top_sliced, t_0, t_1)) return; // No ray intersection with sliced box, nothing to render // Get the start/end points of the ray in original box const vec3 top = vec3(50, 50, 50); const vec3 bottom = vec3(-50, -50, -50); const vec3 ray_start = (ray_origin_model + ray_direction_model * t_0 - bottom) / (top - bottom); const vec3 ray_stop = (ray_origin_model + ray_direction_model * t_1 - bottom) / (top - bottom); vec3 ray = ray_stop - ray_start; float ray_length = length(ray); vec3 step_vector = stepLength * ray / ray_length; vec3 position = ray_start; // Ray march until reaching the end of the volume, or color saturation while (ray_length > 0) { ray_length -= stepLength; position += step_vector; float val = textureLod(volume, position, 0).r; if (val == 0 || val < tMin || val > tMax) continue; const float alpha = multipliedAlpha ? val * stepAlpha : stepAlpha; vec4 val_color = vec4(textureLod(colormap, vec2(val, 0.5), 0).rgb, alpha); // Opacity correction val_color.a = 1.0 - pow(max(0.0, 1.0 - val_color.a), 1.0); FRAGCOLOR.rgb += (1.0 - FRAGCOLOR.a) * val_color.a * val_color.rgb; FRAGCOLOR.a += (1.0 - FRAGCOLOR.a) * val_color.a; if (FRAGCOLOR.a >= 0.95) break; } }