src/shaders/helpers/shaders.helpers.texture3d.js
import ShadersBase from '../shaders.base';
class Texture3d extends ShadersBase {
constructor() {
super();
this.name = 'texture3d';
// default properties names
this._dataCoordinates = 'dataCoordinates';
this._dataValue = 'dataValue';
this._offset = 'offset';
}
api(
baseFragment = this._base,
dataCoordinates = this._dataCoordinates,
dataValue = this._dataValue,
offset = this._offset
) {
this._base = baseFragment;
return this.compute(dataCoordinates, dataValue, offset);
}
compute(dataCoordinates, dataValue, offset) {
this.computeDefinition();
this._base._functions[this._name] = this._definition;
return `${this._name}(${dataCoordinates}, ${dataValue}, ${offset});`;
}
computeDefinition() {
let content = `
step( abs( textureIndexF - 0.0 ), 0.0 ) * texture2D(uTextureContainer[0], uv) +
step( abs( textureIndexF - 1.0 ), 0.0 ) * texture2D(uTextureContainer[1], uv) +
step( abs( textureIndexF - 2.0 ), 0.0 ) * texture2D(uTextureContainer[2], uv) +
step( abs( textureIndexF - 3.0 ), 0.0 ) * texture2D(uTextureContainer[3], uv) +
step( abs( textureIndexF - 4.0 ), 0.0 ) * texture2D(uTextureContainer[4], uv) +
step( abs( textureIndexF - 5.0 ), 0.0 ) * texture2D(uTextureContainer[5], uv) +
step( abs( textureIndexF - 6.0 ), 0.0 ) * texture2D(uTextureContainer[6], uv)`;
if (this._base._uniforms.uTextureContainer.length === 14) {
content += ` +
step( abs( textureIndexF - 7.0 ), 0.0 ) * texture2D(uTextureContainer[7], uv) +
step( abs( textureIndexF - 8.0 ), 0.0 ) * texture2D(uTextureContainer[8], uv) +
step( abs( textureIndexF - 9.0 ), 0.0 ) * texture2D(uTextureContainer[9], uv) +
step( abs( textureIndexF - 10.0 ), 0.0 ) * texture2D(uTextureContainer[10], uv) +
step( abs( textureIndexF - 11.0 ), 0.0 ) * texture2D(uTextureContainer[11], uv) +
step( abs( textureIndexF - 12.0 ), 0.0 ) * texture2D(uTextureContainer[12], uv) +
step( abs( textureIndexF - 13.0 ), 0.0 ) * texture2D(uTextureContainer[13], uv)`;
}
this._definition = `
void ${this._name}(in ivec3 dataCoordinates, out vec4 dataValue, out int offset){
float textureSizeF = float(uTextureSize);
int voxelsPerTexture = uTextureSize*uTextureSize;
int index = dataCoordinates.x
+ dataCoordinates.y * uDataDimensions.x
+ dataCoordinates.z * uDataDimensions.y * uDataDimensions.x;
// dividing an integer by an integer will give you an integer result, rounded down
// can not get float numbers to work :(
int packedIndex = index/uPackedPerPixel;
offset = index - uPackedPerPixel*packedIndex;
// Map data index to right sampler2D texture
int textureIndex = packedIndex/voxelsPerTexture;
int inTextureIndex = packedIndex - voxelsPerTexture*textureIndex;
// Get row and column in the texture
int rowIndex = inTextureIndex/uTextureSize;
float rowIndexF = float(rowIndex);
float colIndex = float(inTextureIndex - uTextureSize * rowIndex);
// Map row and column to uv
vec2 uv = vec2(0,0);
uv.x = (0.5 + colIndex) / textureSizeF;
uv.y = 1. - (0.5 + rowIndexF) / textureSizeF;
float textureIndexF = float(textureIndex);
dataValue = vec4(0.) + ${content};
}
`;
}
}
export default new Texture3d();