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- 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 getPolylineWindowCoordinates(vec4 position, vec4 previous, vec4 next, float expandDirection, float width, bool usePrevious) {
- vec4 endPointWC, p0, p1;
- bool culledByNearPlane, clipped;
-
- vec4 positionEC = czm_modelViewRelativeToEye * position;
- vec4 prevEC = czm_modelViewRelativeToEye * previous;
- vec4 nextEC = czm_modelViewRelativeToEye * next;
-
- 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;
- if (czm_equalsEpsilon(normalize(previous.xyz - position.xyz), vec3(0.0), czm_epsilon1) || czm_equalsEpsilon(prevWC, -nextWC, czm_epsilon1))
- {
- direction = vec2(-nextWC.y, nextWC.x);
- }
- else if (czm_equalsEpsilon(normalize(next.xyz - position.xyz), vec3(0.0), czm_epsilon1) || clipped)
- {
- 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_resolutionScale;
- return vec4(endPointWC.xy + offset, -endPointWC.z, 1.0);
- }
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