So in WebGL, I can store a texture in up to 2 dimensions- and read it in the shader using texture2D(whatever);
If i wanted to store a 3 dimensional texture so that I can read 3-dimensions worth of data on the shader, how would I do it?
Here are my ideas- and I am wondering if I am approaching it correctly:
In Javascript:
var info = [];
for (var x = 0; x < 1; x+=.1) {
for (var y = 0; y < 1; y+=.1) {
for (var z = 0; z < 1; z+=.1) {
info.push (x*y*z);
info.push(0);
info.push(0);
info.push(0);
}
}
}
//bind texture here- whatever
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 10, 100, 0,
gl.RGBA, gl.FLOAT, data_on_shader);
//other texture stuff
On the shader:
uniform sampler data_on_shader;
x= texture.r//
y = texture.g//
z = texture.b//
xfixed = floor(x*10.)/10. + .5;
yfixed = floor(y*10.)/10. + .5;
zfixed = floor(z*10.)/10. + .5;
float data_received = texture2D(data_on_shader, vec2(xfixed, yfixed*10. + zfixed)).r;
Something to the effect of using row major order within a 2d texture? Thoughts?
Thanks in advance!
You can simulate a 3d texture by storing each plane of the 3d texture in a 2d texture
Then a function like this will let you use it as a 3d texture
If your 3d texture was 8x8x8 then you'd make a 2d texture that is 64x8 and put each plane of the 3d texture in your 2d texture. Then, knowing that was originally 8x8x8 you'd pass in
8.0
for the size tosampleAs3DTexture
Note: the function above assumes you want bilinear filtering between the planes. If you don't you can simplify the function.
There's a video explanation of this code here which is from this sample.