Qt Quick 3D - Volumetric Rendering Example | Qt Quick 3D 6.7.2
Description: Demonstrates how to do volumetric rendering in Qt Quick 3D.

- Qt 6.7
- Qt Quick 3D
- Qt Quick 3D Examples and Tutorials
- Qt Quick 3D - Volumetric Rendering Example
- Qt Quick 3D | Commercial or GPLv3

# 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;
         }
     }