123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130 |
- void clipLineSegmentToNearPlane(
- vec3 p0,
- vec3 p1,
- out vec4 positionWC,
- out bool clipped,
- out bool culledByNearPlane)
- {
- culledByNearPlane = false;
- clipped = false;
- vec3 p1ToP0 = p1 - p0;
- float magnitude = length(p1ToP0);
- vec3 direction = normalize(p1ToP0);
- float endPoint0Distance = -(czm_currentFrustum.x + p0.z);
- float denominator = -direction.z;
- if (endPoint0Distance < 0.0 && abs(denominator) < czm_epsilon7)
- {
- culledByNearPlane = true;
- }
- else if (endPoint0Distance < 0.0 && abs(denominator) > czm_epsilon7)
- {
- // t = (-plane distance - dot(plane normal, ray origin)) / dot(plane normal, ray direction)
- float t = (czm_currentFrustum.x + p0.z) / denominator;
- if (t < 0.0 || t > magnitude)
- {
- culledByNearPlane = true;
- }
- else
- {
- p0 = p0 + t * direction;
- clipped = true;
- }
- }
- positionWC = czm_eyeToWindowCoordinates(vec4(p0, 1.0));
- }
- vec4 getPolylineWindowCoordinatesEC(vec4 positionEC, vec4 prevEC, vec4 nextEC, float expandDirection, float width, bool usePrevious, out float angle)
- {
- vec4 endPointWC, p0, p1;
- bool culledByNearPlane, clipped;
- #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
- clipLineSegmentToNearPlane(prevEC.xyz, positionEC.xyz, p0, clipped, culledByNearPlane);
- clipLineSegmentToNearPlane(nextEC.xyz, positionEC.xyz, p1, clipped, culledByNearPlane);
- clipLineSegmentToNearPlane(positionEC.xyz, usePrevious ? prevEC.xyz : nextEC.xyz, endPointWC, clipped, culledByNearPlane);
- if (culledByNearPlane)
- {
- return vec4(0.0, 0.0, 0.0, 1.0);
- }
- vec2 prevWC = normalize(p0.xy - endPointWC.xy);
- vec2 nextWC = normalize(p1.xy - endPointWC.xy);
- float expandWidth = width * 0.5;
- vec2 direction;
- #ifdef CLIP_POLYLINE
- if (clipped)
- {
- if (prevEC.z - positionEC.z < 0.0)
- {
- direction = vec2(prevWC.y, -prevWC.x);
- }
- else
- {
- direction = vec2(-prevWC.y, prevWC.x);
- }
- }
- else
- #endif
- if (czm_equalsEpsilon(prevEC.xyz - positionEC.xyz, vec3(0.0), czm_epsilon1) || czm_equalsEpsilon(prevWC, -nextWC, czm_epsilon1))
- {
- direction = vec2(-nextWC.y, nextWC.x);
- }
- else if (czm_equalsEpsilon(nextEC.xyz - positionEC.xyz, vec3(0.0), czm_epsilon1))
- {
- direction = vec2(prevWC.y, -prevWC.x);
- }
- else
- {
- vec2 normal = vec2(-nextWC.y, nextWC.x);
- direction = normalize((nextWC + prevWC) * 0.5);
- if (dot(direction, normal) < 0.0)
- {
- direction = -direction;
- }
- // 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(direction, 0.0), vec3(nextWC, 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.
- float sinAngle = abs(direction.x * nextWC.y - direction.y * nextWC.x);
- expandWidth = clamp(expandWidth / sinAngle, 0.0, width * 2.0);
- }
- vec2 offset = direction * expandDirection * expandWidth * czm_pixelRatio;
- return vec4(endPointWC.xy + offset, -endPointWC.z, 1.0);
- }
- 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);
- }
|