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- void clipLineSegmentToNearPlane(
- vec3 p0,
- vec3 p1,
- out vec4 positionWC,
- out bool clipped,
- out bool culledByNearPlane,
- out vec4 clippedPositionEC)
- {
- culledByNearPlane = false;
- clipped = false;
- vec3 p0ToP1 = p1 - p0;
- float magnitude = length(p0ToP1);
- vec3 direction = normalize(p0ToP1);
- // Distance that p0 is behind the near plane. Negative means p0 is
- // in front of the near plane.
- float endPoint0Distance = czm_currentFrustum.x + p0.z;
- // Camera looks down -Z.
- // When moving a point along +Z: LESS VISIBLE
- // * Points in front of the camera move closer to the camera.
- // * Points behind the camrea move farther away from the camera.
- // When moving a point along -Z: MORE VISIBLE
- // * Points in front of the camera move farther away from the camera.
- // * Points behind the camera move closer to the camera.
- // Positive denominator: -Z, becoming more visible
- // Negative denominator: +Z, becoming less visible
- // Nearly zero: parallel to near plane
- float denominator = -direction.z;
- if (endPoint0Distance > 0.0 && abs(denominator) < czm_epsilon7)
- {
- // p0 is behind the near plane and the line to p1 is nearly parallel to
- // the near plane, so cull the segment completely.
- culledByNearPlane = true;
- }
- else if (endPoint0Distance > 0.0)
- {
- // p0 is behind the near plane, and the line to p1 is moving distinctly
- // toward or away from it.
- // t = (-plane distance - dot(plane normal, ray origin)) / dot(plane normal, ray direction)
- float t = endPoint0Distance / denominator;
- if (t < 0.0 || t > magnitude)
- {
- // Near plane intersection is not between the two points.
- // We already confirmed p0 is behind the naer plane, so now
- // we know the entire segment is behind it.
- culledByNearPlane = true;
- }
- else
- {
- // Segment crosses the near plane, update p0 to lie exactly on it.
- p0 = p0 + t * direction;
- // Numerical noise might put us a bit on the wrong side of the near plane.
- // Don't let that happen.
- p0.z = min(p0.z, -czm_currentFrustum.x);
- clipped = true;
- }
- }
- clippedPositionEC = vec4(p0, 1.0);
- positionWC = czm_eyeToWindowCoordinates(clippedPositionEC);
- }
- vec4 getPolylineWindowCoordinatesEC(vec4 positionEC, vec4 prevEC, vec4 nextEC, float expandDirection, float width, bool usePrevious, out float angle)
- {
- // expandDirection +1 is to the _left_ when looking from positionEC toward nextEC.
- #ifdef POLYLINE_DASH
- // Compute the window coordinates of the points.
- vec4 positionWindow = czm_eyeToWindowCoordinates(positionEC);
- vec4 previousWindow = czm_eyeToWindowCoordinates(prevEC);
- vec4 nextWindow = czm_eyeToWindowCoordinates(nextEC);
- // Determine the relative screen space direction of the line.
- vec2 lineDir;
- if (usePrevious) {
- lineDir = normalize(positionWindow.xy - previousWindow.xy);
- }
- else {
- lineDir = normalize(nextWindow.xy - positionWindow.xy);
- }
- angle = atan(lineDir.x, lineDir.y) - 1.570796327; // precomputed atan(1,0)
- // Quantize the angle so it doesn't change rapidly between segments.
- angle = floor(angle / czm_piOverFour + 0.5) * czm_piOverFour;
- #endif
- vec4 clippedPrevWC, clippedPrevEC;
- bool prevSegmentClipped, prevSegmentCulled;
- clipLineSegmentToNearPlane(prevEC.xyz, positionEC.xyz, clippedPrevWC, prevSegmentClipped, prevSegmentCulled, clippedPrevEC);
- vec4 clippedNextWC, clippedNextEC;
- bool nextSegmentClipped, nextSegmentCulled;
- clipLineSegmentToNearPlane(nextEC.xyz, positionEC.xyz, clippedNextWC, nextSegmentClipped, nextSegmentCulled, clippedNextEC);
- bool segmentClipped, segmentCulled;
- vec4 clippedPositionWC, clippedPositionEC;
- clipLineSegmentToNearPlane(positionEC.xyz, usePrevious ? prevEC.xyz : nextEC.xyz, clippedPositionWC, segmentClipped, segmentCulled, clippedPositionEC);
- if (segmentCulled)
- {
- return vec4(0.0, 0.0, 0.0, 1.0);
- }
- vec2 directionToPrevWC = normalize(clippedPrevWC.xy - clippedPositionWC.xy);
- vec2 directionToNextWC = normalize(clippedNextWC.xy - clippedPositionWC.xy);
- // If a segment was culled, we can't use the corresponding direction
- // computed above. We should never see both of these be true without
- // `segmentCulled` above also being true.
- if (prevSegmentCulled)
- {
- directionToPrevWC = -directionToNextWC;
- }
- else if (nextSegmentCulled)
- {
- directionToNextWC = -directionToPrevWC;
- }
- vec2 thisSegmentForwardWC, otherSegmentForwardWC;
- if (usePrevious)
- {
- thisSegmentForwardWC = -directionToPrevWC;
- otherSegmentForwardWC = directionToNextWC;
- }
- else
- {
- thisSegmentForwardWC = directionToNextWC;
- otherSegmentForwardWC = -directionToPrevWC;
- }
- vec2 thisSegmentLeftWC = vec2(-thisSegmentForwardWC.y, thisSegmentForwardWC.x);
- vec2 leftWC = thisSegmentLeftWC;
- float expandWidth = width * 0.5;
- // When lines are split at the anti-meridian, the position may be at the
- // same location as the next or previous position, and we need to handle
- // that to avoid producing NaNs.
- if (!czm_equalsEpsilon(prevEC.xyz - positionEC.xyz, vec3(0.0), czm_epsilon1) && !czm_equalsEpsilon(nextEC.xyz - positionEC.xyz, vec3(0.0), czm_epsilon1))
- {
- vec2 otherSegmentLeftWC = vec2(-otherSegmentForwardWC.y, otherSegmentForwardWC.x);
- vec2 leftSumWC = thisSegmentLeftWC + otherSegmentLeftWC;
- float leftSumLength = length(leftSumWC);
- leftWC = leftSumLength < czm_epsilon6 ? thisSegmentLeftWC : (leftSumWC / leftSumLength);
- // The sine of the angle between the two vectors is given by the formula
- // |a x b| = |a||b|sin(theta)
- // which is
- // float sinAngle = length(cross(vec3(leftWC, 0.0), vec3(-thisSegmentForwardWC, 0.0)));
- // Because the z components of both vectors are zero, the x and y coordinate will be zero.
- // Therefore, the sine of the angle is just the z component of the cross product.
- vec2 u = -thisSegmentForwardWC;
- vec2 v = leftWC;
- float sinAngle = abs(u.x * v.y - u.y * v.x);
- expandWidth = clamp(expandWidth / sinAngle, 0.0, width * 2.0);
- }
- vec2 offset = leftWC * expandDirection * expandWidth * czm_pixelRatio;
- return vec4(clippedPositionWC.xy + offset, -clippedPositionWC.z, 1.0) * (czm_projection * clippedPositionEC).w;
- }
- vec4 getPolylineWindowCoordinates(vec4 position, vec4 previous, vec4 next, float expandDirection, float width, bool usePrevious, out float angle)
- {
- vec4 positionEC = czm_modelViewRelativeToEye * position;
- vec4 prevEC = czm_modelViewRelativeToEye * previous;
- vec4 nextEC = czm_modelViewRelativeToEye * next;
- return getPolylineWindowCoordinatesEC(positionEC, prevEC, nextEC, expandDirection, width, usePrevious, angle);
- }
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