// See Octree.glsl for the definitions of SampleData and intMod /* Megatexture defines (set in Scene/VoxelRenderResources.js) #define SAMPLE_COUNT ### #define NEAREST_SAMPLING #define PADDING */ uniform ivec2 u_megatextureSliceDimensions; // number of slices per tile, in two dimensions uniform ivec2 u_megatextureTileDimensions; // number of tiles per megatexture, in two dimensions uniform vec2 u_megatextureVoxelSizeUv; uniform vec2 u_megatextureSliceSizeUv; uniform vec2 u_megatextureTileSizeUv; uniform ivec3 u_dimensions; // does not include padding #if defined(PADDING) uniform ivec3 u_paddingBefore; uniform ivec3 u_paddingAfter; #endif // Integer min, max, clamp: For WebGL1 only int intMin(int a, int b) { return a <= b ? a : b; } int intMax(int a, int b) { return a >= b ? a : b; } int intClamp(int v, int minVal, int maxVal) { return intMin(intMax(v, minVal), maxVal); } vec2 index1DTo2DTexcoord(int index, ivec2 dimensions, vec2 uvScale) { int indexX = intMod(index, dimensions.x); int indexY = index / dimensions.x; return vec2(indexX, indexY) * uvScale; } /* How is 3D data stored in a 2D megatexture? In this example there is only one loaded tile and it has 2x2x2 voxels (8 voxels total). The data is sliced by Z. The data at Z = 0 is placed in texels (0,0), (0,1), (1,0), (1,1) and the data at Z = 1 is placed in texels (2,0), (2,1), (3,0), (3,1). Note that there could be empty space in the megatexture because it's a power of two. 0 1 2 3 +---+---+---+---+ | | | | | 3 +---+---+---+---+ | | | | | 2 +-------+-------+ |010|110|011|111| 1 |--- ---|--- ---| |000|100|001|101| 0 +-------+-------+ When doing linear interpolation the megatexture needs to be sampled twice: once for the Z slice above the voxel coordinate and once for the slice below. The two slices are interpolated with fract(coord.z - 0.5). For example, a Z coordinate of 1.0 is halfway between two Z slices so the interpolation factor is 0.5. Below is a side view of the 3D voxel grid with voxel coordinates on the left side. 2 +---+ |001| 1 +-z-+ |000| 0 +---+ When doing nearest neighbor the megatexture only needs to be sampled once at the closest Z slice. */ Properties getPropertiesFromMegatexture(in SampleData sampleData) { vec3 tileUv = clamp(sampleData.tileUv, vec3(0.0), vec3(1.0)); // TODO is the clamp necessary? int tileIndex = sampleData.megatextureIndex; vec3 voxelCoord = tileUv * vec3(u_dimensions); ivec3 voxelDimensions = u_dimensions; #if defined(PADDING) voxelDimensions += u_paddingBefore + u_paddingAfter; voxelCoord += vec3(u_paddingBefore); #endif #if defined(NEAREST_SAMPLING) // Round to the center of the nearest voxel voxelCoord = floor(voxelCoord) + vec3(0.5); #endif // Tile location vec2 tileUvOffset = index1DTo2DTexcoord(tileIndex, u_megatextureTileDimensions, u_megatextureTileSizeUv); // Slice location float slice = voxelCoord.z - 0.5; int sliceIndex = int(floor(slice)); int sliceIndex0 = intClamp(sliceIndex, 0, voxelDimensions.z - 1); vec2 sliceUvOffset0 = index1DTo2DTexcoord(sliceIndex0, u_megatextureSliceDimensions, u_megatextureSliceSizeUv); // Voxel location vec2 voxelUvOffset = clamp(voxelCoord.xy, vec2(0.5), vec2(voxelDimensions.xy) - vec2(0.5)) * u_megatextureVoxelSizeUv; // Final location in the megatexture vec2 uv0 = tileUvOffset + sliceUvOffset0 + voxelUvOffset; #if defined(NEAREST_SAMPLING) return getPropertiesFromMegatextureAtUv(uv0); #else float sliceLerp = fract(slice); int sliceIndex1 = intMin(sliceIndex + 1, voxelDimensions.z - 1); vec2 sliceUvOffset1 = index1DTo2DTexcoord(sliceIndex1, u_megatextureSliceDimensions, u_megatextureSliceSizeUv); vec2 uv1 = tileUvOffset + sliceUvOffset1 + voxelUvOffset; Properties properties0 = getPropertiesFromMegatextureAtUv(uv0); Properties properties1 = getPropertiesFromMegatextureAtUv(uv1); return mixProperties(properties0, properties1, sliceLerp); #endif } // Convert an array of sample datas to a final weighted properties. Properties accumulatePropertiesFromMegatexture(in SampleData sampleDatas[SAMPLE_COUNT]) { #if (SAMPLE_COUNT == 1) return getPropertiesFromMegatexture(sampleDatas[0]); #else // When more than one sample is taken the accumulator needs to start at 0 Properties properties = clearProperties(); for (int i = 0; i < SAMPLE_COUNT; ++i) { float weight = sampleDatas[i].weight; // Avoid reading the megatexture when the weight is 0 as it can be costly. if (weight > 0.0) { Properties tempProperties = getPropertiesFromMegatexture(sampleDatas[i]); tempProperties = scaleProperties(tempProperties, weight); properties = sumProperties(properties, tempProperties); } } return properties; #endif }