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- in vec3 position3DHigh;
- in vec3 position3DLow;
- // In 2D and in 3D, texture coordinate normalization component signs encodes:
- // * X sign - sidedness relative to right plane
- // * Y sign - is negative OR magnitude is greater than 1.0 if vertex is on bottom of volume
- #ifndef COLUMBUS_VIEW_2D
- in vec4 startHiAndForwardOffsetX;
- in vec4 startLoAndForwardOffsetY;
- in vec4 startNormalAndForwardOffsetZ;
- in vec4 endNormalAndTextureCoordinateNormalizationX;
- in vec4 rightNormalAndTextureCoordinateNormalizationY;
- #else
- in vec4 startHiLo2D;
- in vec4 offsetAndRight2D;
- in vec4 startEndNormals2D;
- in vec2 texcoordNormalization2D;
- #endif
- in float batchId;
- out vec4 v_startPlaneNormalEcAndHalfWidth;
- out vec4 v_endPlaneNormalEcAndBatchId;
- out vec4 v_rightPlaneEC;
- out vec4 v_endEcAndStartEcX;
- out vec4 v_texcoordNormalizationAndStartEcYZ;
- // For materials
- #ifdef WIDTH_VARYING
- out float v_width;
- #endif
- #ifdef ANGLE_VARYING
- out float v_polylineAngle;
- #endif
- #ifdef PER_INSTANCE_COLOR
- out vec4 v_color;
- #endif
- void main()
- {
- #ifdef COLUMBUS_VIEW_2D
- vec3 ecStart = (czm_modelViewRelativeToEye * czm_translateRelativeToEye(vec3(0.0, startHiLo2D.xy), vec3(0.0, startHiLo2D.zw))).xyz;
- vec3 forwardDirectionEC = czm_normal * vec3(0.0, offsetAndRight2D.xy);
- vec3 ecEnd = forwardDirectionEC + ecStart;
- forwardDirectionEC = normalize(forwardDirectionEC);
- // Right plane
- v_rightPlaneEC.xyz = czm_normal * vec3(0.0, offsetAndRight2D.zw);
- v_rightPlaneEC.w = -dot(v_rightPlaneEC.xyz, ecStart);
- // start plane
- vec4 startPlaneEC;
- startPlaneEC.xyz = czm_normal * vec3(0.0, startEndNormals2D.xy);
- startPlaneEC.w = -dot(startPlaneEC.xyz, ecStart);
- // end plane
- vec4 endPlaneEC;
- endPlaneEC.xyz = czm_normal * vec3(0.0, startEndNormals2D.zw);
- endPlaneEC.w = -dot(endPlaneEC.xyz, ecEnd);
- v_texcoordNormalizationAndStartEcYZ.x = abs(texcoordNormalization2D.x);
- v_texcoordNormalizationAndStartEcYZ.y = texcoordNormalization2D.y;
- #else // COLUMBUS_VIEW_2D
- vec3 ecStart = (czm_modelViewRelativeToEye * czm_translateRelativeToEye(startHiAndForwardOffsetX.xyz, startLoAndForwardOffsetY.xyz)).xyz;
- vec3 offset = czm_normal * vec3(startHiAndForwardOffsetX.w, startLoAndForwardOffsetY.w, startNormalAndForwardOffsetZ.w);
- vec3 ecEnd = ecStart + offset;
- vec3 forwardDirectionEC = normalize(offset);
- // start plane
- vec4 startPlaneEC;
- startPlaneEC.xyz = czm_normal * startNormalAndForwardOffsetZ.xyz;
- startPlaneEC.w = -dot(startPlaneEC.xyz, ecStart);
- // end plane
- vec4 endPlaneEC;
- endPlaneEC.xyz = czm_normal * endNormalAndTextureCoordinateNormalizationX.xyz;
- endPlaneEC.w = -dot(endPlaneEC.xyz, ecEnd);
- // Right plane
- v_rightPlaneEC.xyz = czm_normal * rightNormalAndTextureCoordinateNormalizationY.xyz;
- v_rightPlaneEC.w = -dot(v_rightPlaneEC.xyz, ecStart);
- v_texcoordNormalizationAndStartEcYZ.x = abs(endNormalAndTextureCoordinateNormalizationX.w);
- v_texcoordNormalizationAndStartEcYZ.y = rightNormalAndTextureCoordinateNormalizationY.w;
- #endif // COLUMBUS_VIEW_2D
- v_endEcAndStartEcX.xyz = ecEnd;
- v_endEcAndStartEcX.w = ecStart.x;
- v_texcoordNormalizationAndStartEcYZ.zw = ecStart.yz;
- #ifdef PER_INSTANCE_COLOR
- v_color = czm_batchTable_color(batchId);
- #endif // PER_INSTANCE_COLOR
- // Compute a normal along which to "push" the position out, extending the miter depending on view distance.
- // Position has already been "pushed" by unit length along miter normal, and miter normals are encoded in the planes.
- // Decode the normal to use at this specific vertex, push the position back, and then push to where it needs to be.
- vec4 positionRelativeToEye = czm_computePosition();
- // Check distance to the end plane and start plane, pick the plane that is closer
- vec4 positionEC = czm_modelViewRelativeToEye * positionRelativeToEye; // w = 1.0, see czm_computePosition
- float absStartPlaneDistance = abs(czm_planeDistance(startPlaneEC, positionEC.xyz));
- float absEndPlaneDistance = abs(czm_planeDistance(endPlaneEC, positionEC.xyz));
- vec3 planeDirection = czm_branchFreeTernary(absStartPlaneDistance < absEndPlaneDistance, startPlaneEC.xyz, endPlaneEC.xyz);
- vec3 upOrDown = normalize(cross(v_rightPlaneEC.xyz, planeDirection)); // Points "up" for start plane, "down" at end plane.
- vec3 normalEC = normalize(cross(planeDirection, upOrDown)); // In practice, the opposite seems to work too.
- // Extrude bottom vertices downward for far view distances, like for GroundPrimitives
- upOrDown = cross(forwardDirectionEC, normalEC);
- upOrDown = float(czm_sceneMode == czm_sceneMode3D) * upOrDown;
- upOrDown = float(v_texcoordNormalizationAndStartEcYZ.y > 1.0 || v_texcoordNormalizationAndStartEcYZ.y < 0.0) * upOrDown;
- upOrDown = min(GLOBE_MINIMUM_ALTITUDE, czm_geometricToleranceOverMeter * length(positionRelativeToEye.xyz)) * upOrDown;
- positionEC.xyz += upOrDown;
- v_texcoordNormalizationAndStartEcYZ.y = czm_branchFreeTernary(v_texcoordNormalizationAndStartEcYZ.y > 1.0, 0.0, abs(v_texcoordNormalizationAndStartEcYZ.y));
- // Determine distance along normalEC to push for a volume of appropriate width.
- // Make volumes about double pixel width for a conservative fit - in practice the
- // extra cost here is minimal compared to the loose volume heights.
- //
- // N = normalEC (guaranteed "right-facing")
- // R = rightEC
- // p = angle between N and R
- // w = distance to push along R if R == N
- // d = distance to push along N
- //
- // N R
- // { \ p| } * cos(p) = dot(N, R) = w / d
- // d\ \ | |w * d = w / dot(N, R)
- // { \| }
- // o---------- polyline segment ---->
- //
- float width = czm_batchTable_width(batchId);
- #ifdef WIDTH_VARYING
- v_width = width;
- #endif
- v_startPlaneNormalEcAndHalfWidth.xyz = startPlaneEC.xyz;
- v_startPlaneNormalEcAndHalfWidth.w = width * 0.5;
- v_endPlaneNormalEcAndBatchId.xyz = endPlaneEC.xyz;
- v_endPlaneNormalEcAndBatchId.w = batchId;
- width = width * max(0.0, czm_metersPerPixel(positionEC)); // width = distance to push along R
- width = width / dot(normalEC, v_rightPlaneEC.xyz); // width = distance to push along N
- // Determine if this vertex is on the "left" or "right"
- #ifdef COLUMBUS_VIEW_2D
- normalEC *= sign(texcoordNormalization2D.x);
- #else
- normalEC *= sign(endNormalAndTextureCoordinateNormalizationX.w);
- #endif
- positionEC.xyz += width * normalEC;
- gl_Position = czm_depthClamp(czm_projection * positionEC);
- #ifdef ANGLE_VARYING
- // Approximate relative screen space direction of the line.
- vec2 approxLineDirection = normalize(vec2(forwardDirectionEC.x, -forwardDirectionEC.y));
- approxLineDirection.y = czm_branchFreeTernary(approxLineDirection.x == 0.0 && approxLineDirection.y == 0.0, -1.0, approxLineDirection.y);
- v_polylineAngle = czm_fastApproximateAtan(approxLineDirection.x, approxLineDirection.y);
- #endif
- }
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