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