@cesium/engine 26.2.0 → 26.3.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (366) hide show
  1. package/Build/ThirdParty/Workers/zip-web-worker.js +656 -518
  2. package/Build/Workers/{chunk-FU4BGABC.js → chunk-2DKJSPYF.js} +14 -14
  3. package/Build/Workers/{chunk-NCL22ZUX.js → chunk-2PWVICP6.js} +1 -1
  4. package/Build/Workers/{chunk-ILME5BXA.js → chunk-2YY724ZX.js} +8 -8
  5. package/Build/Workers/{chunk-IJZJMIUY.js → chunk-4DMAXPKB.js} +11 -11
  6. package/Build/Workers/{chunk-IMBVP57H.js → chunk-4LRFYRBX.js} +2 -2
  7. package/Build/Workers/{chunk-76FDC45O.js → chunk-5JCZHJUU.js} +13 -13
  8. package/Build/Workers/{chunk-5LSOO2KD.js → chunk-5KG7KDDW.js} +7 -7
  9. package/Build/Workers/{chunk-UAZUP4I5.js → chunk-6BSNYZZG.js} +5 -5
  10. package/Build/Workers/{chunk-D6AY775A.js → chunk-6R6SGKYN.js} +6 -6
  11. package/Build/Workers/{chunk-3PSS3T43.js → chunk-6V2KDEHL.js} +4 -4
  12. package/Build/Workers/{chunk-GHXVQVUM.js → chunk-75BC2IHI.js} +7 -7
  13. package/Build/Workers/{chunk-SMTGMFBL.js → chunk-7SESBH2I.js} +4 -4
  14. package/Build/Workers/{chunk-NEFDMMLY.js → chunk-7WXBTNRV.js} +8 -8
  15. package/Build/Workers/{chunk-NXGQBQWE.js → chunk-A7SMPV6B.js} +12 -12
  16. package/Build/Workers/{chunk-O3XFXGPZ.js → chunk-ATSXKJ3L.js} +7 -7
  17. package/Build/Workers/{chunk-AHWAZRBV.js → chunk-B4AVL7VI.js} +1 -1
  18. package/Build/Workers/{chunk-OZGPS7FB.js → chunk-B7Q2WF6Q.js} +4 -4
  19. package/Build/Workers/{chunk-2RGJPWQX.js → chunk-BNDSDQ7D.js} +9 -9
  20. package/Build/Workers/{chunk-2Z4ZLVOD.js → chunk-CKK6CUXK.js} +6 -6
  21. package/Build/Workers/{chunk-FCP2QY4G.js → chunk-COKOYTRS.js} +5 -5
  22. package/Build/Workers/{chunk-6FZDPMTO.js → chunk-CQ4TZXAT.js} +6 -6
  23. package/Build/Workers/{chunk-HDL4HOXZ.js → chunk-DKSANM4A.js} +12 -12
  24. package/Build/Workers/{chunk-XCBZVTIV.js → chunk-DZK34ZVD.js} +1 -1
  25. package/Build/Workers/{chunk-N7CCOFLX.js → chunk-E7G32DWL.js} +1 -1
  26. package/Build/Workers/{chunk-XDWCTQCZ.js → chunk-EDETO6NY.js} +2 -2
  27. package/Build/Workers/{chunk-NSKZ6SBK.js → chunk-F34TJJLA.js} +14 -14
  28. package/Build/Workers/{chunk-GXWQZBAI.js → chunk-GLHDTTTO.js} +2 -2
  29. package/Build/Workers/{chunk-SJYSIOEM.js → chunk-GS7RY2DH.js} +11 -11
  30. package/Build/Workers/{chunk-5YPQBFRD.js → chunk-HDD3RFLT.js} +3 -3
  31. package/Build/Workers/{chunk-36NI5E6W.js → chunk-HDPNFEPP.js} +18 -18
  32. package/Build/Workers/{chunk-DSGLDRTI.js → chunk-JBJ6BRIM.js} +4 -4
  33. package/Build/Workers/{chunk-DZUFEE4L.js → chunk-JKTWW7IO.js} +5 -5
  34. package/Build/Workers/{chunk-O3DKEX7Q.js → chunk-JL4NWWQY.js} +5 -5
  35. package/Build/Workers/{chunk-I74ZH5LK.js → chunk-JMUUAW4X.js} +10 -10
  36. package/Build/Workers/{chunk-SXSP3JHS.js → chunk-KBGAHN5R.js} +1 -1
  37. package/Build/Workers/{chunk-GVA7XQI2.js → chunk-KEWK6VZL.js} +12 -12
  38. package/Build/Workers/{chunk-EOWDZN5S.js → chunk-L73K5UPP.js} +10 -10
  39. package/Build/Workers/{chunk-J73T2VOY.js → chunk-LL2SGJYH.js} +6 -6
  40. package/Build/Workers/{chunk-QFSSCLLZ.js → chunk-LYJUL4XQ.js} +6 -6
  41. package/Build/Workers/{chunk-MAAHFYPC.js → chunk-M6W46OAP.js} +7 -7
  42. package/Build/Workers/{chunk-FX3VEAIU.js → chunk-MDDKCLMF.js} +16 -16
  43. package/Build/Workers/{chunk-M6QKXVAU.js → chunk-MUW4DJV7.js} +17 -17
  44. package/Build/Workers/{chunk-EZGQPOIG.js → chunk-N5YK44FS.js} +5 -5
  45. package/Build/Workers/{chunk-27FWRTJI.js → chunk-NZQUP52G.js} +9 -9
  46. package/Build/Workers/{chunk-A62YI6S6.js → chunk-PKZA44LH.js} +4 -4
  47. package/Build/Workers/{chunk-7MM3N2VE.js → chunk-Q2JS5LCB.js} +17 -17
  48. package/Build/Workers/{chunk-KGXSYGBG.js → chunk-QTAEVUED.js} +13 -13
  49. package/Build/Workers/{chunk-KP5QD7WU.js → chunk-SEJIXZZ4.js} +10 -10
  50. package/Build/Workers/{chunk-PRWUMCXF.js → chunk-SL2HCFYW.js} +10 -10
  51. package/Build/Workers/{chunk-NJVBJG63.js → chunk-SLHK3KAR.js} +5 -5
  52. package/Build/Workers/{chunk-JKXV6PG5.js → chunk-UZY5XRL2.js} +1 -1
  53. package/Build/Workers/{chunk-LDRQSYBN.js → chunk-VRECSMG3.js} +2 -2
  54. package/Build/Workers/{chunk-NLLCQBX3.js → chunk-X27HKF5E.js} +2 -2
  55. package/Build/Workers/{chunk-B3QHNA4A.js → chunk-XBY3354M.js} +6 -6
  56. package/Build/Workers/{chunk-CRCGE4J4.js → chunk-XRZCS3HE.js} +8 -8
  57. package/Build/Workers/{chunk-XLQZNQ4Z.js → chunk-XSIUYAT6.js} +2 -2
  58. package/Build/Workers/{chunk-SA2A2AN5.js → chunk-Z2DW5NM2.js} +4 -4
  59. package/Build/Workers/combineGeometry.js +24 -24
  60. package/Build/Workers/createBoxGeometry.js +18 -18
  61. package/Build/Workers/createBoxOutlineGeometry.js +16 -16
  62. package/Build/Workers/createCircleGeometry.js +26 -26
  63. package/Build/Workers/createCircleOutlineGeometry.js +19 -19
  64. package/Build/Workers/createCoplanarPolygonGeometry.js +33 -33
  65. package/Build/Workers/createCoplanarPolygonOutlineGeometry.js +31 -31
  66. package/Build/Workers/createCorridorGeometry.js +29 -29
  67. package/Build/Workers/createCorridorOutlineGeometry.js +28 -28
  68. package/Build/Workers/createCylinderGeometry.js +20 -20
  69. package/Build/Workers/createCylinderOutlineGeometry.js +18 -18
  70. package/Build/Workers/createEllipseGeometry.js +26 -26
  71. package/Build/Workers/createEllipseOutlineGeometry.js +19 -19
  72. package/Build/Workers/createEllipsoidGeometry.js +19 -19
  73. package/Build/Workers/createEllipsoidOutlineGeometry.js +18 -18
  74. package/Build/Workers/createFrustumGeometry.js +18 -18
  75. package/Build/Workers/createFrustumOutlineGeometry.js +18 -18
  76. package/Build/Workers/createGeometry.js +24 -24
  77. package/Build/Workers/createGroundPolylineGeometry.js +22 -22
  78. package/Build/Workers/createPlaneGeometry.js +16 -16
  79. package/Build/Workers/createPlaneOutlineGeometry.js +15 -15
  80. package/Build/Workers/createPolygonGeometry.js +32 -32
  81. package/Build/Workers/createPolygonOutlineGeometry.js +30 -30
  82. package/Build/Workers/createPolylineGeometry.js +25 -25
  83. package/Build/Workers/createPolylineVolumeGeometry.js +31 -31
  84. package/Build/Workers/createPolylineVolumeOutlineGeometry.js +27 -27
  85. package/Build/Workers/createRectangleGeometry.js +27 -27
  86. package/Build/Workers/createRectangleOutlineGeometry.js +20 -20
  87. package/Build/Workers/createSimplePolylineGeometry.js +23 -23
  88. package/Build/Workers/createSphereGeometry.js +19 -19
  89. package/Build/Workers/createSphereOutlineGeometry.js +18 -18
  90. package/Build/Workers/createTaskProcessorWorker.js +3 -3
  91. package/Build/Workers/createVectorTileClampedPolylines.js +14 -14
  92. package/Build/Workers/createVectorTileGeometries.js +24 -24
  93. package/Build/Workers/createVectorTilePoints.js +13 -13
  94. package/Build/Workers/createVectorTilePolygons.js +22 -22
  95. package/Build/Workers/createVectorTilePolylines.js +14 -14
  96. package/Build/Workers/createVerticesFromCesium3DTilesTerrain.js +25 -25
  97. package/Build/Workers/createVerticesFromGoogleEarthEnterpriseBuffer.js +22 -22
  98. package/Build/Workers/createVerticesFromHeightmap.js +22 -22
  99. package/Build/Workers/createVerticesFromQuantizedTerrainMesh.js +20 -20
  100. package/Build/Workers/createWallGeometry.js +24 -24
  101. package/Build/Workers/createWallOutlineGeometry.js +23 -23
  102. package/Build/Workers/decodeDraco.js +10 -10
  103. package/Build/Workers/decodeGoogleEarthEnterprisePacket.js +5 -5
  104. package/Build/Workers/decodeI3S.js +10 -10
  105. package/Build/Workers/gaussianSplatSorter.js +4 -4
  106. package/Build/Workers/gaussianSplatTextureGenerator.js +4 -4
  107. package/Build/Workers/incrementallyBuildTerrainPicker.js +10 -10
  108. package/Build/Workers/transcodeKTX2.js +6 -6
  109. package/Build/Workers/transferTypedArrayTest.js +1 -1
  110. package/Build/Workers/upsampleQuantizedTerrainMesh.js +22 -22
  111. package/Build/Workers/upsampleVerticesFromCesium3DTilesTerrain.js +25 -25
  112. package/Source/Core/Ion.js +1 -1
  113. package/Source/Core/IonResource.js +5 -0
  114. package/Source/Core/IonSnapGeometryType.js +59 -0
  115. package/Source/Core/IonSnapHeat.js +33 -0
  116. package/Source/Core/IonSnapMode.js +45 -0
  117. package/Source/Core/IonSnapParentGeometryType.js +52 -0
  118. package/Source/Core/IonSnapService.js +369 -0
  119. package/Source/Core/SnapService.js +63 -0
  120. package/Source/Core/VectorPipeline.js +139 -45
  121. package/Source/Core/VectorProvider.js +311 -71
  122. package/Source/Renderer/AutomaticUniforms.js +44 -2
  123. package/Source/Renderer/ShaderBuilder.js +1 -1
  124. package/Source/Renderer/UniformState.js +47 -1
  125. package/Source/Scene/ArcGisMapService.js +1 -1
  126. package/Source/Scene/BufferPointCollection.js +4 -7
  127. package/Source/Scene/BufferPolygonCollection.js +56 -27
  128. package/Source/Scene/BufferPolylineCollection.js +61 -8
  129. package/Source/Scene/BufferPolylineMaterial.js +6 -5
  130. package/Source/Scene/BufferPrimitiveCollection.js +199 -29
  131. package/Source/Scene/Cesium3DTile.js +12 -0
  132. package/Source/Scene/Cesium3DTileset.js +61 -8
  133. package/Source/Scene/Cesium3DTilesetBaseTraversal.js +15 -3
  134. package/Source/Scene/Cesium3DTilesetCache.js +15 -0
  135. package/Source/Scene/ClippingPolygon.js +154 -100
  136. package/Source/Scene/ClippingPolygonCollection.js +352 -694
  137. package/Source/Scene/CreditDisplay.js +62 -0
  138. package/Source/Scene/GeoJsonPrimitive.js +114 -24
  139. package/Source/Scene/GlobeSurfaceShaderSet.js +33 -54
  140. package/Source/Scene/GlobeSurfaceTile.js +14 -1
  141. package/Source/Scene/GlobeSurfaceTileProvider.js +232 -25
  142. package/Source/Scene/GltfLoader.js +56 -6
  143. package/Source/Scene/HeightReference.js +1 -1
  144. package/Source/Scene/MVTDataProvider.js +9 -0
  145. package/Source/Scene/Model/Model.js +242 -16
  146. package/Source/Scene/Model/Model3DTileContent.js +5 -0
  147. package/Source/Scene/Model/ModelClippingPolygonsPipelineStage.js +54 -19
  148. package/Source/Scene/Model/ModelRenderResources.js +2 -3
  149. package/Source/Scene/Model/ModelSceneGraph.js +10 -1
  150. package/Source/Scene/Model/ModelVectorLookupPipelineStage.js +205 -0
  151. package/Source/Scene/Model/PickingPipelineStage.js +4 -0
  152. package/Source/Scene/PostProcessStage.js +22 -3
  153. package/Source/Scene/Scene.js +56 -1
  154. package/Source/Scene/Snapping.js +57 -0
  155. package/Source/Scene/UrlTemplate3DTilesDataProvider.js +12 -1
  156. package/Source/Scene/VectorGltf3DTileContent.js +10 -2
  157. package/Source/Scene/WebMapServiceImageryProvider.js +5 -1
  158. package/Source/Scene/WebMapTileServiceImageryProvider.js +6 -1
  159. package/Source/Scene/renderBufferPolylineCollection.js +5 -1
  160. package/Source/Shaders/BufferPolylineMaterialVS.glsl +14 -2
  161. package/Source/Shaders/BufferPolylineMaterialVS.js +14 -2
  162. package/Source/Shaders/Builtin/CzmBuiltins.js +2 -4
  163. package/Source/Shaders/Builtin/Functions/eyeToCartographicDelta.glsl +74 -0
  164. package/Source/Shaders/Builtin/Functions/eyeToCartographicDelta.js +76 -0
  165. package/Source/Shaders/GlobeFS.glsl +10 -9
  166. package/Source/Shaders/GlobeFS.js +11 -9
  167. package/Source/Shaders/GlobeVS.glsl +0 -32
  168. package/Source/Shaders/GlobeVS.js +0 -32
  169. package/Source/Shaders/Model/ModelClippingPolygonsStageFS.glsl +15 -3
  170. package/Source/Shaders/Model/ModelClippingPolygonsStageFS.js +15 -3
  171. package/Source/Shaders/Model/ModelClippingPolygonsStageVS.glsl +20 -24
  172. package/Source/Shaders/Model/ModelClippingPolygonsStageVS.js +20 -24
  173. package/Source/Shaders/Model/ModelFS.glsl +4 -0
  174. package/Source/Shaders/Model/ModelFS.js +4 -0
  175. package/Source/Shaders/Model/ModelVS.glsl +7 -2
  176. package/Source/Shaders/Model/ModelVS.js +7 -2
  177. package/Source/Shaders/Model/ModelVectorLookupStageFS.glsl +6 -0
  178. package/Source/Shaders/Model/ModelVectorLookupStageFS.js +8 -0
  179. package/Source/Shaders/Model/ModelVectorLookupStageVS.glsl +15 -0
  180. package/Source/Shaders/Model/ModelVectorLookupStageVS.js +17 -0
  181. package/Source/Shaders/Model/VerticalExaggerationStageVS.glsl +9 -10
  182. package/Source/Shaders/Model/VerticalExaggerationStageVS.js +9 -11
  183. package/Source/Shaders/VectorCommon.glsl +177 -50
  184. package/Source/Shaders/VectorCommon.js +251 -19
  185. package/Source/ThirdParty/Workers/zip-web-worker.js +1 -1
  186. package/index.d.ts +556 -55
  187. package/index.js +20 -13
  188. package/package.json +6 -6
  189. package/Build/Workers/chunk-2EFYUSUY.js +0 -1483
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  366. package/Source/Shaders/PolygonSignedDistanceFS.js +0 -132
@@ -1,131 +0,0 @@
1
- in vec2 v_textureCoordinates;
2
-
3
- uniform int u_polygonsLength;
4
- uniform int u_extentsLength;
5
- uniform highp sampler2D u_polygonTexture;
6
- uniform highp sampler2D u_extentsTexture;
7
-
8
- int getPolygonIndex(float dimension, vec2 coord) {
9
- vec2 uv = coord.xy * dimension;
10
- return int(floor(uv.y) * dimension + floor(uv.x));
11
- }
12
-
13
- vec2 getLookupUv(ivec2 dimensions, int i) {
14
- int pixY = i / dimensions.x;
15
- int pixX = i - (pixY * dimensions.x);
16
- float pixelWidth = 1.0 / float(dimensions.x);
17
- float pixelHeight = 1.0 / float(dimensions.y);
18
- float u = (float(pixX) + 0.5) * pixelWidth; // sample from center of pixel
19
- float v = (float(pixY) + 0.5) * pixelHeight;
20
- return vec2(u, v);
21
- }
22
-
23
- vec4 getExtents(int i) {
24
- return texture(u_extentsTexture, getLookupUv(textureSize(u_extentsTexture, 0), i));
25
- }
26
-
27
- ivec2 getPositionsLengthAndExtentsIndex(int i) {
28
- vec2 uv = getLookupUv(textureSize(u_polygonTexture, 0), i);
29
- vec4 value = texture(u_polygonTexture, uv);
30
- return ivec2(int(value.x), int(value.y));
31
- }
32
-
33
- vec2 getPolygonPosition(int i) {
34
- vec2 uv = getLookupUv(textureSize(u_polygonTexture, 0), i);
35
- return texture(u_polygonTexture, uv).xy;
36
- }
37
-
38
- vec2 getCoordinates(vec2 textureCoordinates, vec4 extents) {
39
- float latitude = mix(extents.x, extents.x + 1.0 / extents.z, textureCoordinates.y);
40
- float longitude = mix(extents.y, extents.y + 1.0 / extents.w, textureCoordinates.x);
41
- return vec2(latitude, longitude);
42
- }
43
-
44
- void main() {
45
- int lastPolygonIndex = 0;
46
- out_FragColor = vec4(1.0);
47
-
48
- // Get the relevant region of the texture
49
- float dimension = float(u_extentsLength);
50
- if (u_extentsLength > 2) {
51
- dimension = ceil(log2(float(u_extentsLength)));
52
- }
53
- int regionIndex = getPolygonIndex(dimension, v_textureCoordinates);
54
-
55
- if (regionIndex >= u_extentsLength) {
56
- return; // done (no polygons in this region)
57
- }
58
-
59
- for (int polygonIndex = 0; polygonIndex < u_polygonsLength; polygonIndex++) {
60
- ivec2 positionsLengthAndExtents = getPositionsLengthAndExtentsIndex(lastPolygonIndex);
61
- int positionsLength = positionsLengthAndExtents.x;
62
- int polygonExtentsIndex = positionsLengthAndExtents.y;
63
- lastPolygonIndex += 1;
64
-
65
- // Read the individual polygon extent (2 pixels: south/west, latRange/lonRange)
66
- vec2 extentsSouthWest = getPolygonPosition(lastPolygonIndex);
67
- vec2 extentsRange = getPolygonPosition(lastPolygonIndex + 1);
68
- vec4 polygonExtent = vec4(extentsSouthWest, extentsRange);
69
- lastPolygonIndex += 2;
70
-
71
- if (polygonExtentsIndex < regionIndex) {
72
- lastPolygonIndex += positionsLength;
73
- continue; // skip to next (TODO: could optimize further if we knew how many polygons to skip)
74
- } else if (polygonExtentsIndex > regionIndex) {
75
- break; // done (we know polygons are sorted by regionIndex)
76
- }
77
-
78
- // Only compute signed distance for the relevant part of the atlas
79
- float clipAmount = czm_infinity;
80
- vec4 extents = getExtents(polygonExtentsIndex);
81
- vec2 textureOffset = vec2(mod(float(polygonExtentsIndex), dimension), floor(float(polygonExtentsIndex) / dimension)) / dimension;
82
- vec2 p = getCoordinates((v_textureCoordinates - textureOffset) * dimension, extents); // current pixel position
83
-
84
- // Only consider polygons whos boundingbox includes current pixel (with a slight padding)
85
- float padding = 0.05; // 5% of polygon extents
86
- float polygonNorth = polygonExtent.x + polygonExtent.z;
87
- float polygonEast = polygonExtent.y + polygonExtent.w;
88
- float latPadding = padding * polygonExtent.z; // padding as fraction of latitude range
89
- float lonPadding = padding * polygonExtent.w; // padding as fraction of longitude range
90
- if (p.x < polygonExtent.x - latPadding || p.x > polygonNorth + latPadding ||
91
- p.y < polygonExtent.y - lonPadding || p.y > polygonEast + lonPadding) {
92
- lastPolygonIndex += positionsLength;
93
- continue; // skip to next
94
- }
95
-
96
- float s = 1.0;
97
-
98
- // Check each edge for absolute distance.
99
- // Cache the previous vertex to halve the texture reads per iteration.
100
- vec2 prev = getPolygonPosition(lastPolygonIndex + positionsLength - 1);
101
- for (int i = 0; i < positionsLength; i++) {
102
- vec2 a = getPolygonPosition(lastPolygonIndex + i);
103
- vec2 b = prev;
104
- prev = a;
105
-
106
- vec2 ab = b - a;
107
- vec2 pa = p - a;
108
- float t = dot(pa, ab) / dot(ab, ab);
109
- t = clamp(t, 0.0, 1.0);
110
-
111
- vec2 pq = pa - t * ab;
112
- float d = length(pq);
113
-
114
- // Inside / outside computation to determine sign
115
- bvec3 cond = bvec3(p.y >= a.y,
116
- p.y < b.y,
117
- ab.x * pa.y > ab.y * pa.x);
118
- if (all(cond) || all(not(cond))) s = -s;
119
- if (abs(d) < abs(clipAmount)) {
120
- clipAmount = d;
121
- }
122
- }
123
-
124
- // Normalize the range to [0,1]
125
- vec4 result = (s * vec4(clipAmount * length(extents.zw))) / 2.0 + 0.5;
126
- // In the case where we've iterated through multiple polygons, take the minimum
127
- out_FragColor = min(out_FragColor, result);
128
-
129
- lastPolygonIndex += positionsLength;
130
- }
131
- }
@@ -1,132 +0,0 @@
1
- //This file is automatically rebuilt by the Cesium build process.
2
- export default "in vec2 v_textureCoordinates;\n\
3
- \n\
4
- uniform int u_polygonsLength;\n\
5
- uniform int u_extentsLength;\n\
6
- uniform highp sampler2D u_polygonTexture;\n\
7
- uniform highp sampler2D u_extentsTexture;\n\
8
- \n\
9
- int getPolygonIndex(float dimension, vec2 coord) {\n\
10
- vec2 uv = coord.xy * dimension;\n\
11
- return int(floor(uv.y) * dimension + floor(uv.x));\n\
12
- }\n\
13
- \n\
14
- vec2 getLookupUv(ivec2 dimensions, int i) {\n\
15
- int pixY = i / dimensions.x;\n\
16
- int pixX = i - (pixY * dimensions.x);\n\
17
- float pixelWidth = 1.0 / float(dimensions.x);\n\
18
- float pixelHeight = 1.0 / float(dimensions.y);\n\
19
- float u = (float(pixX) + 0.5) * pixelWidth; // sample from center of pixel\n\
20
- float v = (float(pixY) + 0.5) * pixelHeight;\n\
21
- return vec2(u, v);\n\
22
- }\n\
23
- \n\
24
- vec4 getExtents(int i) {\n\
25
- return texture(u_extentsTexture, getLookupUv(textureSize(u_extentsTexture, 0), i));\n\
26
- }\n\
27
- \n\
28
- ivec2 getPositionsLengthAndExtentsIndex(int i) {\n\
29
- vec2 uv = getLookupUv(textureSize(u_polygonTexture, 0), i);\n\
30
- vec4 value = texture(u_polygonTexture, uv);\n\
31
- return ivec2(int(value.x), int(value.y));\n\
32
- }\n\
33
- \n\
34
- vec2 getPolygonPosition(int i) {\n\
35
- vec2 uv = getLookupUv(textureSize(u_polygonTexture, 0), i);\n\
36
- return texture(u_polygonTexture, uv).xy;\n\
37
- }\n\
38
- \n\
39
- vec2 getCoordinates(vec2 textureCoordinates, vec4 extents) {\n\
40
- float latitude = mix(extents.x, extents.x + 1.0 / extents.z, textureCoordinates.y);\n\
41
- float longitude = mix(extents.y, extents.y + 1.0 / extents.w, textureCoordinates.x);\n\
42
- return vec2(latitude, longitude);\n\
43
- }\n\
44
- \n\
45
- void main() {\n\
46
- int lastPolygonIndex = 0;\n\
47
- out_FragColor = vec4(1.0);\n\
48
- \n\
49
- // Get the relevant region of the texture\n\
50
- float dimension = float(u_extentsLength);\n\
51
- if (u_extentsLength > 2) {\n\
52
- dimension = ceil(log2(float(u_extentsLength)));\n\
53
- }\n\
54
- int regionIndex = getPolygonIndex(dimension, v_textureCoordinates);\n\
55
- \n\
56
- if (regionIndex >= u_extentsLength) {\n\
57
- return; // done (no polygons in this region)\n\
58
- }\n\
59
- \n\
60
- for (int polygonIndex = 0; polygonIndex < u_polygonsLength; polygonIndex++) {\n\
61
- ivec2 positionsLengthAndExtents = getPositionsLengthAndExtentsIndex(lastPolygonIndex);\n\
62
- int positionsLength = positionsLengthAndExtents.x;\n\
63
- int polygonExtentsIndex = positionsLengthAndExtents.y;\n\
64
- lastPolygonIndex += 1;\n\
65
- \n\
66
- // Read the individual polygon extent (2 pixels: south/west, latRange/lonRange)\n\
67
- vec2 extentsSouthWest = getPolygonPosition(lastPolygonIndex);\n\
68
- vec2 extentsRange = getPolygonPosition(lastPolygonIndex + 1);\n\
69
- vec4 polygonExtent = vec4(extentsSouthWest, extentsRange);\n\
70
- lastPolygonIndex += 2;\n\
71
- \n\
72
- if (polygonExtentsIndex < regionIndex) {\n\
73
- lastPolygonIndex += positionsLength;\n\
74
- continue; // skip to next (TODO: could optimize further if we knew how many polygons to skip)\n\
75
- } else if (polygonExtentsIndex > regionIndex) {\n\
76
- break; // done (we know polygons are sorted by regionIndex)\n\
77
- }\n\
78
- \n\
79
- // Only compute signed distance for the relevant part of the atlas\n\
80
- float clipAmount = czm_infinity;\n\
81
- vec4 extents = getExtents(polygonExtentsIndex);\n\
82
- vec2 textureOffset = vec2(mod(float(polygonExtentsIndex), dimension), floor(float(polygonExtentsIndex) / dimension)) / dimension;\n\
83
- vec2 p = getCoordinates((v_textureCoordinates - textureOffset) * dimension, extents); // current pixel position\n\
84
- \n\
85
- // Only consider polygons whos boundingbox includes current pixel (with a slight padding)\n\
86
- float padding = 0.05; // 5% of polygon extents\n\
87
- float polygonNorth = polygonExtent.x + polygonExtent.z;\n\
88
- float polygonEast = polygonExtent.y + polygonExtent.w;\n\
89
- float latPadding = padding * polygonExtent.z; // padding as fraction of latitude range\n\
90
- float lonPadding = padding * polygonExtent.w; // padding as fraction of longitude range\n\
91
- if (p.x < polygonExtent.x - latPadding || p.x > polygonNorth + latPadding ||\n\
92
- p.y < polygonExtent.y - lonPadding || p.y > polygonEast + lonPadding) {\n\
93
- lastPolygonIndex += positionsLength;\n\
94
- continue; // skip to next\n\
95
- }\n\
96
- \n\
97
- float s = 1.0;\n\
98
- \n\
99
- // Check each edge for absolute distance.\n\
100
- // Cache the previous vertex to halve the texture reads per iteration.\n\
101
- vec2 prev = getPolygonPosition(lastPolygonIndex + positionsLength - 1);\n\
102
- for (int i = 0; i < positionsLength; i++) {\n\
103
- vec2 a = getPolygonPosition(lastPolygonIndex + i);\n\
104
- vec2 b = prev;\n\
105
- prev = a;\n\
106
- \n\
107
- vec2 ab = b - a;\n\
108
- vec2 pa = p - a;\n\
109
- float t = dot(pa, ab) / dot(ab, ab);\n\
110
- t = clamp(t, 0.0, 1.0);\n\
111
- \n\
112
- vec2 pq = pa - t * ab;\n\
113
- float d = length(pq);\n\
114
- \n\
115
- // Inside / outside computation to determine sign\n\
116
- bvec3 cond = bvec3(p.y >= a.y, \n\
117
- p.y < b.y, \n\
118
- ab.x * pa.y > ab.y * pa.x);\n\
119
- if (all(cond) || all(not(cond))) s = -s;\n\
120
- if (abs(d) < abs(clipAmount)) {\n\
121
- clipAmount = d;\n\
122
- }\n\
123
- }\n\
124
- \n\
125
- // Normalize the range to [0,1]\n\
126
- vec4 result = (s * vec4(clipAmount * length(extents.zw))) / 2.0 + 0.5;\n\
127
- // In the case where we've iterated through multiple polygons, take the minimum\n\
128
- out_FragColor = min(out_FragColor, result);\n\
129
- \n\
130
- lastPolygonIndex += positionsLength;\n\
131
- }\n\
132
- }";