//This file is automatically rebuilt by the Cesium build process. export default "// These octree flags must be in sync with GpuOctreeFlag in VoxelTraversal.js\n\ #define OCTREE_FLAG_INTERNAL 0\n\ #define OCTREE_FLAG_LEAF 1\n\ #define OCTREE_FLAG_PACKED_LEAF_FROM_PARENT 2\n\ \n\ #define OCTREE_MAX_LEVELS 32 // Harcoded value because GLSL doesn't like variable length loops\n\ \n\ uniform sampler2D u_octreeInternalNodeTexture;\n\ uniform vec2 u_octreeInternalNodeTexelSizeUv;\n\ uniform int u_octreeInternalNodeTilesPerRow;\n\ #if (SAMPLE_COUNT > 1)\n\ uniform sampler2D u_octreeLeafNodeTexture;\n\ uniform vec2 u_octreeLeafNodeTexelSizeUv;\n\ uniform int u_octreeLeafNodeTilesPerRow;\n\ #endif\n\ \n\ struct OctreeNodeData {\n\ int data;\n\ int flag;\n\ };\n\ \n\ struct TraversalData {\n\ ivec4 octreeCoords;\n\ int parentOctreeIndex;\n\ };\n\ \n\ struct SampleData {\n\ int megatextureIndex;\n\ ivec4 tileCoords;\n\ vec3 tileUv;\n\ #if (SAMPLE_COUNT > 1)\n\ float weight;\n\ #endif\n\ };\n\ \n\ // Integer mod: For WebGL1 only\n\ int intMod(in int a, in int b) {\n\ return a - (b * (a / b));\n\ }\n\ int normU8_toInt(in float value) {\n\ return int(value * 255.0);\n\ }\n\ int normU8x2_toInt(in vec2 value) {\n\ return int(value.x * 255.0) + 256 * int(value.y * 255.0);\n\ }\n\ float normU8x2_toFloat(in vec2 value) {\n\ return float(normU8x2_toInt(value)) / 65535.0;\n\ }\n\ \n\ OctreeNodeData getOctreeNodeData(in vec2 octreeUv) {\n\ vec4 texData = texture(u_octreeInternalNodeTexture, octreeUv);\n\ \n\ OctreeNodeData data;\n\ data.data = normU8x2_toInt(texData.xy);\n\ data.flag = normU8x2_toInt(texData.zw);\n\ return data;\n\ }\n\ \n\ OctreeNodeData getOctreeChildData(in int parentOctreeIndex, in ivec3 childCoord) {\n\ int childIndex = childCoord.z * 4 + childCoord.y * 2 + childCoord.x;\n\ int octreeCoordX = intMod(parentOctreeIndex, u_octreeInternalNodeTilesPerRow) * 9 + 1 + childIndex;\n\ int octreeCoordY = parentOctreeIndex / u_octreeInternalNodeTilesPerRow;\n\ vec2 octreeUv = u_octreeInternalNodeTexelSizeUv * vec2(float(octreeCoordX) + 0.5, float(octreeCoordY) + 0.5);\n\ return getOctreeNodeData(octreeUv);\n\ }\n\ \n\ int getOctreeParentIndex(in int octreeIndex) {\n\ int octreeCoordX = intMod(octreeIndex, u_octreeInternalNodeTilesPerRow) * 9;\n\ int octreeCoordY = octreeIndex / u_octreeInternalNodeTilesPerRow;\n\ vec2 octreeUv = u_octreeInternalNodeTexelSizeUv * vec2(float(octreeCoordX) + 0.5, float(octreeCoordY) + 0.5);\n\ vec4 parentData = texture(u_octreeInternalNodeTexture, octreeUv);\n\ int parentOctreeIndex = normU8x2_toInt(parentData.xy);\n\ return parentOctreeIndex;\n\ }\n\ \n\ /**\n\ * Convert a position in the uv-space of the tileset bounding shape\n\ * into the uv-space of a tile within the tileset\n\ */\n\ vec3 getTileUv(in vec3 shapePosition, in ivec4 octreeCoords) {\n\ // PERFORMANCE_IDEA: use bit-shifting (only in WebGL2)\n\ float dimAtLevel = pow(2.0, float(octreeCoords.w));\n\ return shapePosition * dimAtLevel - vec3(octreeCoords.xyz);\n\ }\n\ \n\ void getOctreeLeafSampleData(in OctreeNodeData data, in ivec4 octreeCoords, out SampleData sampleData) {\n\ sampleData.megatextureIndex = data.data;\n\ sampleData.tileCoords = (data.flag == OCTREE_FLAG_PACKED_LEAF_FROM_PARENT)\n\ ? ivec4(octreeCoords.xyz / 2, octreeCoords.w - 1)\n\ : octreeCoords;\n\ }\n\ \n\ #if (SAMPLE_COUNT > 1)\n\ void getOctreeLeafSampleDatas(in OctreeNodeData data, in ivec4 octreeCoords, out SampleData sampleDatas[SAMPLE_COUNT]) {\n\ int leafIndex = data.data;\n\ int leafNodeTexelCount = 2;\n\ // Adding 0.5 moves to the center of the texel\n\ float leafCoordXStart = float(intMod(leafIndex, u_octreeLeafNodeTilesPerRow) * leafNodeTexelCount) + 0.5;\n\ float leafCoordY = float(leafIndex / u_octreeLeafNodeTilesPerRow) + 0.5;\n\ \n\ // Get an interpolation weight and a flag to determine whether to read the parent texture\n\ vec2 leafUv0 = u_octreeLeafNodeTexelSizeUv * vec2(leafCoordXStart + 0.0, leafCoordY);\n\ vec4 leafData0 = texture(u_octreeLeafNodeTexture, leafUv0);\n\ float lerp = normU8x2_toFloat(leafData0.xy);\n\ sampleDatas[0].weight = 1.0 - lerp;\n\ sampleDatas[1].weight = lerp;\n\ // TODO: this looks wrong? Should be comparing to OCTREE_FLAG_PACKED_LEAF_FROM_PARENT\n\ sampleDatas[0].tileCoords = (normU8_toInt(leafData0.z) == 1)\n\ ? ivec4(octreeCoords.xyz / 2, octreeCoords.w - 1)\n\ : octreeCoords;\n\ sampleDatas[1].tileCoords = (normU8_toInt(leafData0.w) == 1)\n\ ? ivec4(octreeCoords.xyz / 2, octreeCoords.w - 1)\n\ : octreeCoords;\n\ \n\ // Get megatexture indices for both samples\n\ vec2 leafUv1 = u_octreeLeafNodeTexelSizeUv * vec2(leafCoordXStart + 1.0, leafCoordY);\n\ vec4 leafData1 = texture(u_octreeLeafNodeTexture, leafUv1);\n\ sampleDatas[0].megatextureIndex = normU8x2_toInt(leafData1.xy);\n\ sampleDatas[1].megatextureIndex = normU8x2_toInt(leafData1.zw);\n\ }\n\ #endif\n\ \n\ OctreeNodeData traverseOctreeDownwards(in vec3 shapePosition, inout TraversalData traversalData) {\n\ float sizeAtLevel = 1.0 / pow(2.0, float(traversalData.octreeCoords.w));\n\ vec3 start = vec3(traversalData.octreeCoords.xyz) * sizeAtLevel;\n\ vec3 end = start + vec3(sizeAtLevel);\n\ OctreeNodeData childData;\n\ \n\ for (int i = 0; i < OCTREE_MAX_LEVELS; ++i) {\n\ // Find out which octree child contains the position\n\ // 0 if before center, 1 if after\n\ vec3 center = 0.5 * (start + end);\n\ vec3 childCoord = step(center, shapePosition);\n\ \n\ // Get octree coords for the next level down\n\ ivec4 octreeCoords = traversalData.octreeCoords;\n\ traversalData.octreeCoords = ivec4(octreeCoords.xyz * 2 + ivec3(childCoord), octreeCoords.w + 1);\n\ \n\ childData = getOctreeChildData(traversalData.parentOctreeIndex, ivec3(childCoord));\n\ \n\ if (childData.flag != OCTREE_FLAG_INTERNAL) {\n\ // leaf tile - stop traversing\n\ break;\n\ }\n\ \n\ // interior tile - keep going deeper\n\ start = mix(start, center, childCoord);\n\ end = mix(center, end, childCoord);\n\ traversalData.parentOctreeIndex = childData.data;\n\ }\n\ \n\ return childData;\n\ }\n\ \n\ /**\n\ * Transform a given position to an octree tile coordinate and a position within that tile,\n\ * and find the corresponding megatexture index and texture coordinates\n\ */\n\ void traverseOctreeFromBeginning(in vec3 shapePosition, out TraversalData traversalData, out SampleData sampleDatas[SAMPLE_COUNT]) {\n\ traversalData.octreeCoords = ivec4(0);\n\ traversalData.parentOctreeIndex = 0;\n\ \n\ OctreeNodeData nodeData = getOctreeNodeData(vec2(0.0));\n\ if (nodeData.flag != OCTREE_FLAG_LEAF) {\n\ nodeData = traverseOctreeDownwards(shapePosition, traversalData);\n\ }\n\ \n\ #if (SAMPLE_COUNT == 1)\n\ getOctreeLeafSampleData(nodeData, traversalData.octreeCoords, sampleDatas[0]);\n\ sampleDatas[0].tileUv = getTileUv(shapePosition, sampleDatas[0].tileCoords);\n\ #else\n\ getOctreeLeafSampleDatas(nodeData, traversalData.octreeCoords, sampleDatas);\n\ sampleDatas[0].tileUv = getTileUv(shapePosition, sampleDatas[0].tileCoords);\n\ sampleDatas[1].tileUv = getTileUv(shapePosition, sampleDatas[1].tileCoords);\n\ #endif\n\ }\n\ \n\ bool inRange(in vec3 v, in vec3 minVal, in vec3 maxVal) {\n\ return clamp(v, minVal, maxVal) == v;\n\ }\n\ \n\ bool insideTile(in vec3 shapePosition, in ivec4 octreeCoords) {\n\ vec3 tileUv = getTileUv(shapePosition, octreeCoords);\n\ bool inside = inRange(tileUv, vec3(0.0), vec3(1.0));\n\ // Assume (!) the position is always inside the root tile.\n\ return inside || octreeCoords.w == 0;\n\ }\n\ \n\ void traverseOctreeFromExisting(in vec3 shapePosition, inout TraversalData traversalData, inout SampleData sampleDatas[SAMPLE_COUNT]) {\n\ if (insideTile(shapePosition, traversalData.octreeCoords)) {\n\ for (int i = 0; i < SAMPLE_COUNT; i++) {\n\ sampleDatas[0].tileUv = getTileUv(shapePosition, sampleDatas[0].tileCoords);\n\ }\n\ return;\n\ }\n\ \n\ // Go up tree until we find a parent tile containing shapePosition\n\ for (int i = 0; i < OCTREE_MAX_LEVELS; ++i) {\n\ traversalData.octreeCoords.xyz /= 2;\n\ traversalData.octreeCoords.w -= 1;\n\ \n\ if (insideTile(shapePosition, traversalData.octreeCoords)) {\n\ break;\n\ }\n\ \n\ traversalData.parentOctreeIndex = getOctreeParentIndex(traversalData.parentOctreeIndex);\n\ }\n\ \n\ // Go down tree\n\ OctreeNodeData nodeData = traverseOctreeDownwards(shapePosition, traversalData);\n\ \n\ #if (SAMPLE_COUNT == 1)\n\ getOctreeLeafSampleData(nodeData, traversalData.octreeCoords, sampleDatas[0]);\n\ sampleDatas[0].tileUv = getTileUv(shapePosition, sampleDatas[0].tileCoords);\n\ #else\n\ getOctreeLeafSampleDatas(nodeData, traversalData.octreeCoords, sampleDatas);\n\ sampleDatas[0].tileUv = getTileUv(shapePosition, sampleDatas[0].tileCoords);\n\ sampleDatas[1].tileUv = getTileUv(shapePosition, sampleDatas[1].tileCoords);\n\ #endif\n\ }\n\ ";