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- //This file is automatically rebuilt by the Cesium build process.
- /*global define*/
- define(function() {
- "use strict";
- return "void clipLineSegmentToNearPlane(\n\
- vec3 p0,\n\
- vec3 p1,\n\
- out vec4 positionWC,\n\
- out bool clipped,\n\
- out bool culledByNearPlane)\n\
- {\n\
- culledByNearPlane = false;\n\
- clipped = false;\n\
- \n\
- vec3 p1ToP0 = p1 - p0;\n\
- float magnitude = length(p1ToP0);\n\
- vec3 direction = normalize(p1ToP0);\n\
- float endPoint0Distance = -(czm_currentFrustum.x + p0.z);\n\
- float denominator = -direction.z;\n\
- \n\
- if (endPoint0Distance < 0.0 && abs(denominator) < czm_epsilon7)\n\
- {\n\
- culledByNearPlane = true;\n\
- }\n\
- else if (endPoint0Distance < 0.0 && abs(denominator) > czm_epsilon7)\n\
- {\n\
- // t = (-plane distance - dot(plane normal, ray origin)) / dot(plane normal, ray direction)\n\
- float t = (czm_currentFrustum.x + p0.z) / denominator;\n\
- if (t < 0.0 || t > magnitude)\n\
- {\n\
- culledByNearPlane = true;\n\
- }\n\
- else\n\
- {\n\
- p0 = p0 + t * direction;\n\
- clipped = true;\n\
- }\n\
- }\n\
- \n\
- positionWC = czm_eyeToWindowCoordinates(vec4(p0, 1.0));\n\
- }\n\
- \n\
- vec4 getPolylineWindowCoordinates(vec4 position, vec4 previous, vec4 next, float expandDirection, float width, bool usePrevious) {\n\
- vec4 endPointWC, p0, p1;\n\
- bool culledByNearPlane, clipped;\n\
- \n\
- vec4 positionEC = czm_modelViewRelativeToEye * position;\n\
- vec4 prevEC = czm_modelViewRelativeToEye * previous;\n\
- vec4 nextEC = czm_modelViewRelativeToEye * next;\n\
- \n\
- clipLineSegmentToNearPlane(prevEC.xyz, positionEC.xyz, p0, clipped, culledByNearPlane);\n\
- clipLineSegmentToNearPlane(nextEC.xyz, positionEC.xyz, p1, clipped, culledByNearPlane);\n\
- clipLineSegmentToNearPlane(positionEC.xyz, usePrevious ? prevEC.xyz : nextEC.xyz, endPointWC, clipped, culledByNearPlane);\n\
- \n\
- if (culledByNearPlane)\n\
- {\n\
- return vec4(0.0, 0.0, 0.0, 1.0);\n\
- }\n\
- \n\
- vec2 prevWC = normalize(p0.xy - endPointWC.xy);\n\
- vec2 nextWC = normalize(p1.xy - endPointWC.xy);\n\
- \n\
- float expandWidth = width * 0.5;\n\
- vec2 direction;\n\
- \n\
- if (czm_equalsEpsilon(normalize(previous.xyz - position.xyz), vec3(0.0), czm_epsilon1) || czm_equalsEpsilon(prevWC, -nextWC, czm_epsilon1))\n\
- {\n\
- direction = vec2(-nextWC.y, nextWC.x);\n\
- }\n\
- else if (czm_equalsEpsilon(normalize(next.xyz - position.xyz), vec3(0.0), czm_epsilon1) || clipped)\n\
- {\n\
- direction = vec2(prevWC.y, -prevWC.x);\n\
- }\n\
- else\n\
- {\n\
- vec2 normal = vec2(-nextWC.y, nextWC.x);\n\
- direction = normalize((nextWC + prevWC) * 0.5);\n\
- if (dot(direction, normal) < 0.0)\n\
- {\n\
- direction = -direction;\n\
- }\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(direction, 0.0), vec3(nextWC, 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\
- float sinAngle = abs(direction.x * nextWC.y - direction.y * nextWC.x);\n\
- expandWidth = clamp(expandWidth / sinAngle, 0.0, width * 2.0);\n\
- }\n\
- \n\
- vec2 offset = direction * expandDirection * expandWidth * czm_resolutionScale;\n\
- return vec4(endPointWC.xy + offset, -endPointWC.z, 1.0);\n\
- }\n\
- ";
- });
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