Files
random_tools/node_modules/@cesium/engine/Source/Shaders/Voxels/Megatexture.glsl
T
2026-08-11 09:53:42 -04:00

56 lines
2.1 KiB
GLSL

// See Octree.glsl for the definitions of SampleData
/* Megatexture defines (set in Scene/VoxelRenderResources.js)
#define SAMPLE_COUNT ###
#define PADDING
*/
uniform ivec3 u_megatextureTileCounts; // number of tiles in the megatexture, along each axis
vec3 index1DTo3DTexCoord(int index)
{
int tilesPerZ = u_megatextureTileCounts.x * u_megatextureTileCounts.y;
int iz = index / tilesPerZ;
int remainder = index - iz * tilesPerZ;
int iy = remainder / u_megatextureTileCounts.x;
int ix = remainder - iy * u_megatextureTileCounts.x;
return vec3(ix, iy, iz) / vec3(u_megatextureTileCounts);
}
Properties getPropertiesFromMegatexture(in SampleData sampleData) {
int tileIndex = sampleData.megatextureIndex;
vec3 voxelCoord = sampleData.inputCoordinate;
// UV coordinate of the lower corner of the tile in the megatexture
vec3 tileUvOffset = index1DTo3DTexCoord(tileIndex);
// Voxel location
vec3 tileDimensions = vec3(u_inputDimensions);
vec3 clampedVoxelCoord = clamp(voxelCoord, vec3(0.5), tileDimensions - vec3(0.5));
vec3 voxelUv = clampedVoxelCoord / tileDimensions / vec3(u_megatextureTileCounts);
return getPropertiesFromMegatextureAtUv(tileUvOffset + voxelUv);
}
// 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
}