@cesium/engine 9.0.0 → 9.1.0

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Files changed (148) hide show
  1. package/Build/ThirdParty/Workers/z-worker-pako.js +6 -5
  2. package/Build/Workers/{chunk-ZNVSKMQ2.js → chunk-2CSEEWHN.js} +6 -6
  3. package/Build/Workers/{chunk-2ZBL3MVO.js → chunk-34DGOKCO.js} +10 -12
  4. package/Build/Workers/{chunk-QKBGRKKG.js → chunk-3RZK5NNV.js} +4 -4
  5. package/Build/Workers/{chunk-RV7ZOSS6.js → chunk-3S2MFY4B.js} +13 -13
  6. package/Build/Workers/{chunk-5TIV3L26.js → chunk-4AJGCQFX.js} +13 -13
  7. package/Build/Workers/{chunk-YV4H2Y7M.js → chunk-4KIUON73.js} +4 -4
  8. package/Build/Workers/{chunk-QCQUZGXI.js → chunk-4PHPQRSH.js} +4 -4
  9. package/Build/Workers/{chunk-HBQPB6IH.js → chunk-66E3H2KU.js} +12 -12
  10. package/Build/Workers/{chunk-TJBU6GML.js → chunk-6HCAQOVK.js} +6 -6
  11. package/Build/Workers/{chunk-VR5RBW52.js → chunk-7LPEGKOF.js} +7 -7
  12. package/Build/Workers/{chunk-MWV7IZK4.js → chunk-7VZNXIKG.js} +7 -7
  13. package/Build/Workers/{chunk-SE4PXOEA.js → chunk-A6NCZSL3.js} +19 -19
  14. package/Build/Workers/{chunk-Z7FQLK6N.js → chunk-AOFMPKUB.js} +4 -4
  15. package/Build/Workers/{chunk-73FKKY52.js → chunk-AOIKO5Y7.js} +5 -5
  16. package/Build/Workers/{chunk-YDVSBWEO.js → chunk-BDUJXBVF.js} +1 -1
  17. package/Build/Workers/{chunk-ADOVHYWO.js → chunk-C5CE4OG6.js} +469 -6
  18. package/Build/Workers/{chunk-LQJ5FFFR.js → chunk-CE6GTZ4I.js} +11 -13
  19. package/Build/Workers/{chunk-DGDUKCJJ.js → chunk-CYAJYEKW.js} +6 -6
  20. package/Build/Workers/{chunk-NP2GYYE5.js → chunk-FOZQIHZK.js} +6 -6
  21. package/Build/Workers/{chunk-L4BW3RUA.js → chunk-G7CJQKKD.js} +7 -7
  22. package/Build/Workers/{chunk-CO35JNNE.js → chunk-GIFJ77E4.js} +4 -4
  23. package/Build/Workers/{chunk-7COR472O.js → chunk-I5TDPPC4.js} +7197 -5096
  24. package/Build/Workers/{chunk-RMOEYCZW.js → chunk-IBXGK4WV.js} +2 -2
  25. package/Build/Workers/{chunk-GFA4SMXV.js → chunk-JI2445T5.js} +11 -11
  26. package/Build/Workers/{chunk-5R6VWLMH.js → chunk-KPY4F4BW.js} +6 -6
  27. package/Build/Workers/{chunk-C3XBUYBO.js → chunk-LVJCR7DH.js} +17 -17
  28. package/Build/Workers/{chunk-X2F6BEPY.js → chunk-LW7WGHEU.js} +16 -16
  29. package/Build/Workers/{chunk-BCU2LH5T.js → chunk-MWYZ64MH.js} +10 -10
  30. package/Build/Workers/chunk-NI2R52QD.js +961 -0
  31. package/Build/Workers/{chunk-I37B3MZ2.js → chunk-PEABJLCK.js} +1 -1
  32. package/Build/Workers/{chunk-P2YAAMT2.js → chunk-PK7TEP3J.js} +15 -15
  33. package/Build/Workers/{chunk-3NCVAGDA.js → chunk-POLFRINT.js} +14 -14
  34. package/Build/Workers/{chunk-E6WXPSJS.js → chunk-PS6AEMBR.js} +7 -7
  35. package/Build/Workers/{chunk-M2AYBTNH.js → chunk-PWF3YJJ5.js} +13 -13
  36. package/Build/Workers/{chunk-2632RVPI.js → chunk-QKF7XXEQ.js} +7 -7
  37. package/Build/Workers/{chunk-EOXYZ34O.js → chunk-RL73GOEF.js} +2 -2
  38. package/Build/Workers/{chunk-6WF3KIF5.js → chunk-RR7EOKGZ.js} +10 -10
  39. package/Build/Workers/{chunk-GXUXEOE2.js → chunk-S4XDCPKD.js} +1 -1
  40. package/Build/Workers/{chunk-NZWNZA6S.js → chunk-TMMOULW3.js} +5 -5
  41. package/Build/Workers/{chunk-SS4ESNE3.js → chunk-U4IMCOF5.js} +2 -2
  42. package/Build/Workers/{chunk-PXB7T27O.js → chunk-UAJEGIWA.js} +6 -6
  43. package/Build/Workers/{chunk-TZORKRNK.js → chunk-UCPPWV64.js} +1 -1
  44. package/Build/Workers/{chunk-EPKE7GE3.js → chunk-V7JB576Q.js} +5 -5
  45. package/Build/Workers/{chunk-DPUSFA7S.js → chunk-WEGCQ5DY.js} +6 -6
  46. package/Build/Workers/{chunk-N4KXMWQU.js → chunk-WFICTTOE.js} +2 -2
  47. package/Build/Workers/{chunk-P4XKB3QZ.js → chunk-WWP3I7R5.js} +5 -5
  48. package/Build/Workers/{chunk-WHUSTDIB.js → chunk-XHLDDE65.js} +10 -10
  49. package/Build/Workers/{chunk-24YTYWNB.js → chunk-XWML5Y7N.js} +11 -13
  50. package/Build/Workers/{chunk-C6OI26DR.js → chunk-YLZTCEBJ.js} +1 -1
  51. package/Build/Workers/{chunk-LAQP3SCC.js → chunk-ZC4AGBZK.js} +2 -2
  52. package/Build/Workers/{chunk-RSJXEO2A.js → chunk-ZDP32RQI.js} +2 -2
  53. package/Build/Workers/{chunk-ZYPTP7GS.js → chunk-ZWPIM77Q.js} +11 -11
  54. package/Build/Workers/combineGeometry.js +22 -24
  55. package/Build/Workers/createBoxGeometry.js +16 -18
  56. package/Build/Workers/createBoxOutlineGeometry.js +14 -16
  57. package/Build/Workers/createCircleGeometry.js +24 -26
  58. package/Build/Workers/createCircleOutlineGeometry.js +17 -19
  59. package/Build/Workers/createCoplanarPolygonGeometry.js +33 -34
  60. package/Build/Workers/createCoplanarPolygonOutlineGeometry.js +29 -31
  61. package/Build/Workers/createCorridorGeometry.js +27 -29
  62. package/Build/Workers/createCorridorOutlineGeometry.js +26 -28
  63. package/Build/Workers/createCylinderGeometry.js +18 -20
  64. package/Build/Workers/createCylinderOutlineGeometry.js +16 -18
  65. package/Build/Workers/createEllipseGeometry.js +24 -26
  66. package/Build/Workers/createEllipseOutlineGeometry.js +17 -19
  67. package/Build/Workers/createEllipsoidGeometry.js +17 -19
  68. package/Build/Workers/createEllipsoidOutlineGeometry.js +16 -18
  69. package/Build/Workers/createFrustumGeometry.js +16 -18
  70. package/Build/Workers/createFrustumOutlineGeometry.js +18 -19
  71. package/Build/Workers/createGeometry.js +22 -24
  72. package/Build/Workers/createGroundPolylineGeometry.js +23 -25
  73. package/Build/Workers/createPlaneGeometry.js +14 -16
  74. package/Build/Workers/createPlaneOutlineGeometry.js +13 -15
  75. package/Build/Workers/createPolygonGeometry.js +32 -34
  76. package/Build/Workers/createPolygonOutlineGeometry.js +28 -30
  77. package/Build/Workers/createPolylineGeometry.js +23 -25
  78. package/Build/Workers/createPolylineVolumeGeometry.js +29 -31
  79. package/Build/Workers/createPolylineVolumeOutlineGeometry.js +25 -27
  80. package/Build/Workers/createRectangleGeometry.js +27 -29
  81. package/Build/Workers/createRectangleOutlineGeometry.js +18 -20
  82. package/Build/Workers/createSimplePolylineGeometry.js +21 -23
  83. package/Build/Workers/createSphereGeometry.js +17 -19
  84. package/Build/Workers/createSphereOutlineGeometry.js +16 -18
  85. package/Build/Workers/createTaskProcessorWorker.js +3 -3
  86. package/Build/Workers/createVectorTileClampedPolylines.js +14 -16
  87. package/Build/Workers/createVectorTileGeometries.js +22 -24
  88. package/Build/Workers/createVectorTilePoints.js +12 -12
  89. package/Build/Workers/createVectorTilePolygons.js +20 -22
  90. package/Build/Workers/createVectorTilePolylines.js +14 -16
  91. package/Build/Workers/createVerticesFromGoogleEarthEnterpriseBuffer.js +23 -25
  92. package/Build/Workers/createVerticesFromHeightmap.js +23 -25
  93. package/Build/Workers/createVerticesFromQuantizedTerrainMesh.js +19 -22
  94. package/Build/Workers/createWallGeometry.js +22 -24
  95. package/Build/Workers/createWallOutlineGeometry.js +21 -23
  96. package/Build/Workers/decodeDraco.js +11 -11
  97. package/Build/Workers/decodeGoogleEarthEnterprisePacket.js +5 -5
  98. package/Build/Workers/decodeI3S.js +10 -11
  99. package/Build/Workers/transcodeKTX2.js +8 -8
  100. package/Build/Workers/transferTypedArrayTest.js +1 -1
  101. package/Build/Workers/upsampleQuantizedTerrainMesh.js +20 -22
  102. package/Source/Core/Ion.js +1 -1
  103. package/Source/Core/PixelFormat.js +1 -0
  104. package/Source/Core/Rectangle.js +89 -0
  105. package/Source/DataSources/DataSourceDisplay.js +5 -0
  106. package/Source/Renderer/ShaderBuilder.js +6 -3
  107. package/Source/Scene/ArcGisMapService.js +1 -1
  108. package/Source/Scene/Billboard.js +5 -3
  109. package/Source/Scene/Cesium3DTile.js +65 -0
  110. package/Source/Scene/Cesium3DTileset.js +48 -1
  111. package/Source/Scene/ClippingPolygon.js +212 -0
  112. package/Source/Scene/ClippingPolygonCollection.js +968 -0
  113. package/Source/Scene/Globe.js +14 -0
  114. package/Source/Scene/GlobeSurfaceShaderSet.js +81 -15
  115. package/Source/Scene/GlobeSurfaceTileProvider.js +81 -1
  116. package/Source/Scene/Model/Model.js +83 -0
  117. package/Source/Scene/Model/Model3DTileContent.js +21 -0
  118. package/Source/Scene/Model/ModelClippingPolygonsPipelineStage.js +92 -0
  119. package/Source/Scene/Model/ModelSceneGraph.js +5 -0
  120. package/Source/Scene/Terrain.js +2 -2
  121. package/Source/Shaders/Builtin/CzmBuiltins.js +4 -0
  122. package/Source/Shaders/Builtin/Functions/clipPolygons.glsl +37 -0
  123. package/Source/Shaders/Builtin/Functions/clipPolygons.js +39 -0
  124. package/Source/Shaders/Builtin/Functions/unpackClippingExtents.glsl +14 -0
  125. package/Source/Shaders/Builtin/Functions/unpackClippingExtents.js +15 -0
  126. package/Source/Shaders/GlobeFS.glsl +12 -0
  127. package/Source/Shaders/GlobeFS.js +12 -0
  128. package/Source/Shaders/GlobeVS.glsl +32 -0
  129. package/Source/Shaders/GlobeVS.js +32 -0
  130. package/Source/Shaders/Model/GeometryStageVS.glsl +1 -1
  131. package/Source/Shaders/Model/GeometryStageVS.js +1 -1
  132. package/Source/Shaders/Model/ModelClippingPolygonsStageFS.glsl +6 -0
  133. package/Source/Shaders/Model/ModelClippingPolygonsStageFS.js +8 -0
  134. package/Source/Shaders/Model/ModelClippingPolygonsStageVS.glsl +27 -0
  135. package/Source/Shaders/Model/ModelClippingPolygonsStageVS.js +29 -0
  136. package/Source/Shaders/Model/ModelFS.glsl +6 -0
  137. package/Source/Shaders/Model/ModelFS.js +7 -1
  138. package/Source/Shaders/Model/ModelVS.glsl +4 -0
  139. package/Source/Shaders/Model/ModelVS.js +4 -0
  140. package/Source/Shaders/PolygonSignedDistanceFS.glsl +100 -0
  141. package/Source/Shaders/PolygonSignedDistanceFS.js +101 -0
  142. package/Source/ThirdParty/Workers/z-worker-pako.js +1 -1
  143. package/index.d.ts +227 -1
  144. package/index.js +34 -26
  145. package/package.json +1 -1
  146. package/Build/Workers/chunk-2KACWKS4.js +0 -501
  147. package/Build/Workers/chunk-2XPLH3JY.js +0 -2977
  148. package/Build/Workers/chunk-X6XOMPWL.js +0 -73
@@ -64,6 +64,7 @@ import czm_cascadeColor from './Functions/cascadeColor.js'
64
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  import czm_cascadeDistance from './Functions/cascadeDistance.js'
65
65
  import czm_cascadeMatrix from './Functions/cascadeMatrix.js'
66
66
  import czm_cascadeWeights from './Functions/cascadeWeights.js'
67
+ import czm_clipPolygons from './Functions/clipPolygons.js'
67
68
  import czm_columbusViewMorph from './Functions/columbusViewMorph.js'
68
69
  import czm_computeAtmosphereColor from './Functions/computeAtmosphereColor.js'
69
70
  import czm_computeGroundAtmosphereScattering from './Functions/computeGroundAtmosphereScattering.js'
@@ -127,6 +128,7 @@ import czm_transformPlane from './Functions/transformPlane.js'
127
128
  import czm_translateRelativeToEye from './Functions/translateRelativeToEye.js'
128
129
  import czm_translucentPhong from './Functions/translucentPhong.js'
129
130
  import czm_transpose from './Functions/transpose.js'
131
+ import czm_unpackClippingExtents from './Functions/unpackClippingExtents.js'
130
132
  import czm_unpackDepth from './Functions/unpackDepth.js'
131
133
  import czm_unpackFloat from './Functions/unpackFloat.js'
132
134
  import czm_unpackUint from './Functions/unpackUint.js'
@@ -203,6 +205,7 @@ export default {
203
205
  czm_cascadeDistance : czm_cascadeDistance,
204
206
  czm_cascadeMatrix : czm_cascadeMatrix,
205
207
  czm_cascadeWeights : czm_cascadeWeights,
208
+ czm_clipPolygons : czm_clipPolygons,
206
209
  czm_columbusViewMorph : czm_columbusViewMorph,
207
210
  czm_computeAtmosphereColor : czm_computeAtmosphereColor,
208
211
  czm_computeGroundAtmosphereScattering : czm_computeGroundAtmosphereScattering,
@@ -266,6 +269,7 @@ export default {
266
269
  czm_translateRelativeToEye : czm_translateRelativeToEye,
267
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  czm_translucentPhong : czm_translucentPhong,
268
271
  czm_transpose : czm_transpose,
272
+ czm_unpackClippingExtents : czm_unpackClippingExtents,
269
273
  czm_unpackDepth : czm_unpackDepth,
270
274
  czm_unpackFloat : czm_unpackFloat,
271
275
  czm_unpackUint : czm_unpackUint,
@@ -0,0 +1,37 @@
1
+ float getSignedDistance(vec2 uv, highp sampler2D clippingDistance) {
2
+ float signedDistance = texture(clippingDistance, uv).r;
3
+ return (signedDistance - 0.5) * 2.0;
4
+ }
5
+
6
+ void czm_clipPolygons(highp sampler2D clippingDistance, int extentsLength, vec2 clippingPosition, int regionIndex) {
7
+ // Position is completely outside of polygons bounds
8
+ vec2 rectUv = clippingPosition;
9
+ if (regionIndex < 0 || rectUv.x <= 0.0 || rectUv.y <= 0.0 || rectUv.x >= 1.0 || rectUv.y >= 1.0) {
10
+ #ifdef CLIPPING_INVERSE
11
+ discard;
12
+ #endif
13
+ return;
14
+ }
15
+
16
+ vec2 clippingDistanceTextureDimensions = vec2(textureSize(clippingDistance, 0));
17
+ vec2 sampleOffset = max(1.0 / clippingDistanceTextureDimensions, vec2(0.005));
18
+ float dimension = float(extentsLength);
19
+ if (extentsLength > 2) {
20
+ dimension = ceil(log2(float(extentsLength)));
21
+ }
22
+
23
+ vec2 textureOffset = vec2(mod(float(regionIndex), dimension), floor(float(regionIndex) / dimension)) / dimension;
24
+ vec2 uv = textureOffset + rectUv / dimension;
25
+
26
+ float signedDistance = getSignedDistance(uv, clippingDistance);
27
+
28
+ #ifdef CLIPPING_INVERSE
29
+ if (signedDistance > 0.0) {
30
+ discard;
31
+ }
32
+ #else
33
+ if (signedDistance < 0.0) {
34
+ discard;
35
+ }
36
+ #endif
37
+ }
@@ -0,0 +1,39 @@
1
+ //This file is automatically rebuilt by the Cesium build process.
2
+ export default "float getSignedDistance(vec2 uv, highp sampler2D clippingDistance) {\n\
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+ float signedDistance = texture(clippingDistance, uv).r;\n\
4
+ return (signedDistance - 0.5) * 2.0;\n\
5
+ }\n\
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+ \n\
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+ void czm_clipPolygons(highp sampler2D clippingDistance, int extentsLength, vec2 clippingPosition, int regionIndex) {\n\
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+ // Position is completely outside of polygons bounds\n\
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+ vec2 rectUv = clippingPosition;\n\
10
+ if (regionIndex < 0 || rectUv.x <= 0.0 || rectUv.y <= 0.0 || rectUv.x >= 1.0 || rectUv.y >= 1.0) {\n\
11
+ #ifdef CLIPPING_INVERSE \n\
12
+ discard;\n\
13
+ #endif\n\
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+ return;\n\
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+ }\n\
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+ \n\
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+ vec2 clippingDistanceTextureDimensions = vec2(textureSize(clippingDistance, 0));\n\
18
+ vec2 sampleOffset = max(1.0 / clippingDistanceTextureDimensions, vec2(0.005));\n\
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+ float dimension = float(extentsLength);\n\
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+ if (extentsLength > 2) {\n\
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+ dimension = ceil(log2(float(extentsLength)));\n\
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+ }\n\
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+ \n\
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+ vec2 textureOffset = vec2(mod(float(regionIndex), dimension), floor(float(regionIndex) / dimension)) / dimension;\n\
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+ vec2 uv = textureOffset + rectUv / dimension;\n\
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+ \n\
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+ float signedDistance = getSignedDistance(uv, clippingDistance);\n\
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+ \n\
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+ #ifdef CLIPPING_INVERSE\n\
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+ if (signedDistance > 0.0) {\n\
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+ discard;\n\
32
+ }\n\
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+ #else\n\
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+ if (signedDistance < 0.0) {\n\
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+ discard;\n\
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+ }\n\
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+ #endif\n\
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+ }\n\
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+ ";
@@ -0,0 +1,14 @@
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+ vec2 getLookupUv(vec2 dimensions, int i) {
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+ int pixY = i / int(dimensions.x);
3
+ int pixX = i - (pixY * int(dimensions.x));
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+ float pixelWidth = 1.0 / dimensions.x;
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+ float pixelHeight = 1.0 / dimensions.y;
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+ float u = (float(pixX) + 0.5) * pixelWidth; // sample from center of pixel
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+ float v = (float(pixY) + 0.5) * pixelHeight;
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+ return vec2(u, v);
9
+ }
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+
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+ vec4 czm_unpackClippingExtents(highp sampler2D extentsTexture, int index) {
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+ vec2 textureDimensions = vec2(textureSize(extentsTexture, 0));
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+ return texture(extentsTexture, getLookupUv(textureDimensions, index));
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+ }
@@ -0,0 +1,15 @@
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+ //This file is automatically rebuilt by the Cesium build process.
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+ export default "vec2 getLookupUv(vec2 dimensions, int i) {\n\
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+ int pixY = i / int(dimensions.x);\n\
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+ int pixX = i - (pixY * int(dimensions.x));\n\
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+ float pixelWidth = 1.0 / dimensions.x;\n\
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+ float pixelHeight = 1.0 / dimensions.y;\n\
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+ float u = (float(pixX) + 0.5) * pixelWidth; // sample from center of pixel\n\
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+ float v = (float(pixY) + 0.5) * pixelHeight;\n\
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+ return vec2(u, v);\n\
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+ }\n\
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+ \n\
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+ vec4 czm_unpackClippingExtents(highp sampler2D extentsTexture, int index) {\n\
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+ vec2 textureDimensions = vec2(textureSize(extentsTexture, 0));\n\
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+ return texture(extentsTexture, getLookupUv(textureDimensions, index));\n\
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+ }";
@@ -77,6 +77,12 @@ uniform mat4 u_clippingPlanesMatrix;
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  uniform vec4 u_clippingPlanesEdgeStyle;
78
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  #endif
79
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80
+ #ifdef ENABLE_CLIPPING_POLYGONS
81
+ uniform highp sampler2D u_clippingDistance;
82
+ in vec2 v_clippingPosition;
83
+ flat in int v_regionIndex;
84
+ #endif
85
+
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  #if defined(GROUND_ATMOSPHERE) || defined(FOG) && defined(DYNAMIC_ATMOSPHERE_LIGHTING) && (defined(ENABLE_VERTEX_LIGHTING) || defined(ENABLE_DAYNIGHT_SHADING))
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  uniform float u_minimumBrightness;
82
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  #endif
@@ -413,6 +419,12 @@ void main()
413
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  }
414
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  #endif
415
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422
+ #ifdef ENABLE_CLIPPING_POLYGONS
423
+ vec2 clippingPosition = v_clippingPosition;
424
+ int regionIndex = v_regionIndex;
425
+ clipPolygons(u_clippingDistance, CLIPPING_POLYGON_REGIONS_LENGTH, clippingPosition, regionIndex);
426
+ #endif
427
+
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  #ifdef HIGHLIGHT_FILL_TILE
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  finalColor = vec4(mix(finalColor.rgb, u_fillHighlightColor.rgb, u_fillHighlightColor.a), finalColor.a);
418
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  #endif
@@ -78,6 +78,12 @@ uniform mat4 u_clippingPlanesMatrix;\n\
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  uniform vec4 u_clippingPlanesEdgeStyle;\n\
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  #endif\n\
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  \n\
81
+ #ifdef ENABLE_CLIPPING_POLYGONS\n\
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+ uniform highp sampler2D u_clippingDistance;\n\
83
+ in vec2 v_clippingPosition;\n\
84
+ flat in int v_regionIndex;\n\
85
+ #endif\n\
86
+ \n\
81
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  #if defined(GROUND_ATMOSPHERE) || defined(FOG) && defined(DYNAMIC_ATMOSPHERE_LIGHTING) && (defined(ENABLE_VERTEX_LIGHTING) || defined(ENABLE_DAYNIGHT_SHADING))\n\
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  uniform float u_minimumBrightness;\n\
83
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  #endif\n\
@@ -414,6 +420,12 @@ void main()\n\
414
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  }\n\
415
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  #endif\n\
416
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  \n\
423
+ #ifdef ENABLE_CLIPPING_POLYGONS\n\
424
+ vec2 clippingPosition = v_clippingPosition;\n\
425
+ int regionIndex = v_regionIndex;\n\
426
+ clipPolygons(u_clippingDistance, CLIPPING_POLYGON_REGIONS_LENGTH, clippingPosition, regionIndex); \n\
427
+ #endif\n\
428
+ \n\
417
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  #ifdef HIGHLIGHT_FILL_TILE\n\
418
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  finalColor = vec4(mix(finalColor.rgb, u_fillHighlightColor.rgb, u_fillHighlightColor.a), finalColor.a);\n\
419
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  #endif\n\
@@ -46,6 +46,12 @@ out vec3 v_atmosphereMieColor;
46
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  out float v_atmosphereOpacity;
47
47
  #endif
48
48
 
49
+ #ifdef ENABLE_CLIPPING_POLYGONS
50
+ uniform highp sampler2D u_clippingExtents;
51
+ out vec2 v_clippingPosition;
52
+ flat out int v_regionIndex;
53
+ #endif
54
+
49
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  // These functions are generated at runtime.
50
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  vec4 getPosition(vec3 position, float height, vec2 textureCoordinates);
51
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  float get2DYPositionFraction(vec2 textureCoordinates);
@@ -207,6 +213,32 @@ void main()
207
213
  v_normalEC = czm_normal3D * v_normalMC;
208
214
  #endif
209
215
 
216
+ #ifdef ENABLE_CLIPPING_POLYGONS
217
+ vec2 sphericalLatLong = czm_approximateSphericalCoordinates(position3DWC);
218
+ sphericalLatLong.y = czm_branchFreeTernary(sphericalLatLong.y < czm_pi, sphericalLatLong.y, sphericalLatLong.y - czm_twoPi);
219
+
220
+ vec2 minDistance = vec2(czm_infinity);
221
+ v_clippingPosition = vec2(czm_infinity);
222
+ v_regionIndex = -1;
223
+
224
+ for (int regionIndex = 0; regionIndex < CLIPPING_POLYGON_REGIONS_LENGTH; regionIndex++) {
225
+ vec4 extents = unpackClippingExtents(u_clippingExtents, regionIndex);
226
+ vec2 rectUv = (sphericalLatLong.yx - extents.yx) * extents.wz;
227
+
228
+ vec2 clamped = clamp(rectUv, vec2(0.0), vec2(1.0));
229
+ vec2 distance = abs(rectUv - clamped) * extents.wz;
230
+
231
+ float threshold = 0.01;
232
+ if (minDistance.x > distance.x || minDistance.y > distance.y) {
233
+ minDistance = distance;
234
+ v_clippingPosition = rectUv;
235
+ if (rectUv.x > threshold && rectUv.y > threshold && rectUv.x < 1.0 - threshold && rectUv.y < 1.0 - threshold) {
236
+ v_regionIndex = regionIndex;
237
+ }
238
+ }
239
+ }
240
+ #endif
241
+
210
242
  #if defined(FOG) || (defined(GROUND_ATMOSPHERE) && !defined(PER_FRAGMENT_GROUND_ATMOSPHERE))
211
243
 
212
244
  bool dynamicLighting = false;
@@ -47,6 +47,12 @@ out vec3 v_atmosphereMieColor;\n\
47
47
  out float v_atmosphereOpacity;\n\
48
48
  #endif\n\
49
49
  \n\
50
+ #ifdef ENABLE_CLIPPING_POLYGONS\n\
51
+ uniform highp sampler2D u_clippingExtents;\n\
52
+ out vec2 v_clippingPosition;\n\
53
+ flat out int v_regionIndex;\n\
54
+ #endif\n\
55
+ \n\
50
56
  // These functions are generated at runtime.\n\
51
57
  vec4 getPosition(vec3 position, float height, vec2 textureCoordinates);\n\
52
58
  float get2DYPositionFraction(vec2 textureCoordinates);\n\
@@ -208,6 +214,32 @@ void main()\n\
208
214
  v_normalEC = czm_normal3D * v_normalMC;\n\
209
215
  #endif\n\
210
216
  \n\
217
+ #ifdef ENABLE_CLIPPING_POLYGONS\n\
218
+ vec2 sphericalLatLong = czm_approximateSphericalCoordinates(position3DWC);\n\
219
+ sphericalLatLong.y = czm_branchFreeTernary(sphericalLatLong.y < czm_pi, sphericalLatLong.y, sphericalLatLong.y - czm_twoPi);\n\
220
+ \n\
221
+ vec2 minDistance = vec2(czm_infinity);\n\
222
+ v_clippingPosition = vec2(czm_infinity);\n\
223
+ v_regionIndex = -1;\n\
224
+ \n\
225
+ for (int regionIndex = 0; regionIndex < CLIPPING_POLYGON_REGIONS_LENGTH; regionIndex++) {\n\
226
+ vec4 extents = unpackClippingExtents(u_clippingExtents, regionIndex);\n\
227
+ vec2 rectUv = (sphericalLatLong.yx - extents.yx) * extents.wz;\n\
228
+ \n\
229
+ vec2 clamped = clamp(rectUv, vec2(0.0), vec2(1.0));\n\
230
+ vec2 distance = abs(rectUv - clamped) * extents.wz;\n\
231
+ \n\
232
+ float threshold = 0.01;\n\
233
+ if (minDistance.x > distance.x || minDistance.y > distance.y) {\n\
234
+ minDistance = distance;\n\
235
+ v_clippingPosition = rectUv;\n\
236
+ if (rectUv.x > threshold && rectUv.y > threshold && rectUv.x < 1.0 - threshold && rectUv.y < 1.0 - threshold) {\n\
237
+ v_regionIndex = regionIndex;\n\
238
+ }\n\
239
+ }\n\
240
+ }\n\
241
+ #endif\n\
242
+ \n\
211
243
  #if defined(FOG) || (defined(GROUND_ATMOSPHERE) && !defined(PER_FRAGMENT_GROUND_ATMOSPHERE))\n\
212
244
  \n\
213
245
  bool dynamicLighting = false;\n\
@@ -16,7 +16,7 @@ vec4 geometryStage(inout ProcessedAttributes attributes, mat4 modelView, mat3 no
16
16
  #endif
17
17
 
18
18
  // Sometimes the custom shader and/or style needs this
19
- #if defined(COMPUTE_POSITION_WC_CUSTOM_SHADER) || defined(COMPUTE_POSITION_WC_STYLE) || defined(COMPUTE_POSITION_WC_ATMOSPHERE)
19
+ #if defined(COMPUTE_POSITION_WC_CUSTOM_SHADER) || defined(COMPUTE_POSITION_WC_STYLE) || defined(COMPUTE_POSITION_WC_ATMOSPHERE) || defined(ENABLE_CLIPPING_POLYGONS)
20
20
  // Note that this is a 32-bit position which may result in jitter on small
21
21
  // scales.
22
22
  v_positionWC = (czm_model * vec4(positionMC, 1.0)).xyz;
@@ -17,7 +17,7 @@ export default "vec4 geometryStage(inout ProcessedAttributes attributes, mat4 mo
17
17
  #endif\n\
18
18
  \n\
19
19
  // Sometimes the custom shader and/or style needs this\n\
20
- #if defined(COMPUTE_POSITION_WC_CUSTOM_SHADER) || defined(COMPUTE_POSITION_WC_STYLE) || defined(COMPUTE_POSITION_WC_ATMOSPHERE)\n\
20
+ #if defined(COMPUTE_POSITION_WC_CUSTOM_SHADER) || defined(COMPUTE_POSITION_WC_STYLE) || defined(COMPUTE_POSITION_WC_ATMOSPHERE) || defined(ENABLE_CLIPPING_POLYGONS)\n\
21
21
  // Note that this is a 32-bit position which may result in jitter on small\n\
22
22
  // scales.\n\
23
23
  v_positionWC = (czm_model * vec4(positionMC, 1.0)).xyz;\n\
@@ -0,0 +1,6 @@
1
+ void modelClippingPolygonsStage()
2
+ {
3
+ vec2 clippingPosition = v_clippingPosition;
4
+ int regionIndex = v_regionIndex;
5
+ czm_clipPolygons(model_clippingDistance, CLIPPING_POLYGON_REGIONS_LENGTH, clippingPosition, regionIndex);
6
+ }
@@ -0,0 +1,8 @@
1
+ //This file is automatically rebuilt by the Cesium build process.
2
+ export default "void modelClippingPolygonsStage()\n\
3
+ {\n\
4
+ vec2 clippingPosition = v_clippingPosition;\n\
5
+ int regionIndex = v_regionIndex;\n\
6
+ czm_clipPolygons(model_clippingDistance, CLIPPING_POLYGON_REGIONS_LENGTH, clippingPosition, regionIndex);\n\
7
+ }\n\
8
+ ";
@@ -0,0 +1,27 @@
1
+ void modelClippingPolygonsStage(ProcessedAttributes attributes)
2
+ {
3
+ vec2 sphericalLatLong = czm_approximateSphericalCoordinates(v_positionWC);
4
+ sphericalLatLong.y = czm_branchFreeTernary(sphericalLatLong.y < czm_pi, sphericalLatLong.y, sphericalLatLong.y - czm_twoPi);
5
+
6
+ vec2 minDistance = vec2(czm_infinity);
7
+ v_regionIndex = -1;
8
+ v_clippingPosition = vec2(czm_infinity);
9
+
10
+ for (int regionIndex = 0; regionIndex < CLIPPING_POLYGON_REGIONS_LENGTH; regionIndex++) {
11
+ vec4 extents = czm_unpackClippingExtents(model_clippingExtents, regionIndex);
12
+ vec2 rectUv = (sphericalLatLong.yx - extents.yx) * extents.wz;
13
+
14
+ vec2 clamped = clamp(rectUv, vec2(0.0), vec2(1.0));
15
+ vec2 distance = abs(rectUv - clamped) * extents.wz;
16
+
17
+ if (minDistance.x > distance.x || minDistance.y > distance.y) {
18
+ minDistance = distance;
19
+ v_clippingPosition = rectUv;
20
+ }
21
+
22
+ float threshold = 0.01;
23
+ if (rectUv.x > threshold && rectUv.y > threshold && rectUv.x < 1.0 - threshold && rectUv.y < 1.0 - threshold) {
24
+ v_regionIndex = regionIndex;
25
+ }
26
+ }
27
+ }
@@ -0,0 +1,29 @@
1
+ //This file is automatically rebuilt by the Cesium build process.
2
+ export default "void modelClippingPolygonsStage(ProcessedAttributes attributes)\n\
3
+ {\n\
4
+ vec2 sphericalLatLong = czm_approximateSphericalCoordinates(v_positionWC);\n\
5
+ sphericalLatLong.y = czm_branchFreeTernary(sphericalLatLong.y < czm_pi, sphericalLatLong.y, sphericalLatLong.y - czm_twoPi);\n\
6
+ \n\
7
+ vec2 minDistance = vec2(czm_infinity);\n\
8
+ v_regionIndex = -1;\n\
9
+ v_clippingPosition = vec2(czm_infinity);\n\
10
+ \n\
11
+ for (int regionIndex = 0; regionIndex < CLIPPING_POLYGON_REGIONS_LENGTH; regionIndex++) {\n\
12
+ vec4 extents = czm_unpackClippingExtents(model_clippingExtents, regionIndex);\n\
13
+ vec2 rectUv = (sphericalLatLong.yx - extents.yx) * extents.wz;\n\
14
+ \n\
15
+ vec2 clamped = clamp(rectUv, vec2(0.0), vec2(1.0));\n\
16
+ vec2 distance = abs(rectUv - clamped) * extents.wz;\n\
17
+ \n\
18
+ if (minDistance.x > distance.x || minDistance.y > distance.y) {\n\
19
+ minDistance = distance;\n\
20
+ v_clippingPosition = rectUv;\n\
21
+ }\n\
22
+ \n\
23
+ float threshold = 0.01;\n\
24
+ if (rectUv.x > threshold && rectUv.y > threshold && rectUv.x < 1.0 - threshold && rectUv.y < 1.0 - threshold) {\n\
25
+ v_regionIndex = regionIndex;\n\
26
+ }\n\
27
+ }\n\
28
+ }\n\
29
+ ";
@@ -1,3 +1,5 @@
1
+
2
+ precision highp float;
1
3
  czm_modelMaterial defaultModelMaterial()
2
4
  {
3
5
  czm_modelMaterial material;
@@ -75,6 +77,10 @@ void main()
75
77
  modelClippingPlanesStage(color);
76
78
  #endif
77
79
 
80
+ #ifdef ENABLE_CLIPPING_POLYGONS
81
+ modelClippingPolygonsStage();
82
+ #endif
83
+
78
84
  #if defined(HAS_SILHOUETTE) && defined(HAS_NORMALS)
79
85
  silhouetteStage(color);
80
86
  #endif
@@ -1,5 +1,7 @@
1
1
  //This file is automatically rebuilt by the Cesium build process.
2
- export default "czm_modelMaterial defaultModelMaterial()\n\
2
+ export default "\n\
3
+ precision highp float;\n\
4
+ czm_modelMaterial defaultModelMaterial()\n\
3
5
  {\n\
4
6
  czm_modelMaterial material;\n\
5
7
  material.diffuse = vec3(0.0);\n\
@@ -75,6 +77,10 @@ void main()\n\
75
77
  #ifdef HAS_CLIPPING_PLANES\n\
76
78
  modelClippingPlanesStage(color);\n\
77
79
  #endif\n\
80
+ \n\
81
+ #ifdef ENABLE_CLIPPING_POLYGONS\n\
82
+ modelClippingPolygonsStage();\n\
83
+ #endif\n\
78
84
  \n\
79
85
  #if defined(HAS_SILHOUETTE) && defined(HAS_NORMALS)\n\
80
86
  silhouetteStage(color);\n\
@@ -111,6 +111,10 @@ void main()
111
111
  atmosphereStage(attributes);
112
112
  #endif
113
113
 
114
+ #ifdef ENABLE_CLIPPING_POLYGONS
115
+ modelClippingPolygonsStage(attributes);
116
+ #endif
117
+
114
118
  #ifdef HAS_SILHOUETTE
115
119
  silhouetteStage(attributes, positionClip);
116
120
  #endif
@@ -111,6 +111,10 @@ void main()\n\
111
111
  #ifdef HAS_ATMOSPHERE\n\
112
112
  atmosphereStage(attributes);\n\
113
113
  #endif\n\
114
+ \n\
115
+ #ifdef ENABLE_CLIPPING_POLYGONS\n\
116
+ modelClippingPolygonsStage(attributes);\n\
117
+ #endif\n\
114
118
  \n\
115
119
  #ifdef HAS_SILHOUETTE\n\
116
120
  silhouetteStage(attributes, positionClip);\n\
@@ -0,0 +1,100 @@
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
+ for (int polygonIndex = 0; polygonIndex < u_polygonsLength; polygonIndex++) {
56
+ ivec2 positionsLengthAndExtents = getPositionsLengthAndExtentsIndex(lastPolygonIndex);
57
+ int positionsLength = positionsLengthAndExtents.x;
58
+ int polygonExtentsIndex = positionsLengthAndExtents.y;
59
+ lastPolygonIndex += 1;
60
+
61
+ // Only compute signed distance for the relevant part of the atlas
62
+ if (polygonExtentsIndex == regionIndex) {
63
+ float clipAmount = czm_infinity;
64
+ vec4 extents = getExtents(polygonExtentsIndex);
65
+ vec2 textureOffset = vec2(mod(float(polygonExtentsIndex), dimension), floor(float(polygonExtentsIndex) / dimension)) / dimension;
66
+ vec2 p = getCoordinates((v_textureCoordinates - textureOffset) * dimension, extents);
67
+ float s = 1.0;
68
+
69
+ // Check each edge for absolute distance
70
+ for (int i = 0, j = positionsLength - 1; i < positionsLength; j = i, i++) {
71
+ vec2 a = getPolygonPosition(lastPolygonIndex + i);
72
+ vec2 b = getPolygonPosition(lastPolygonIndex + j);
73
+
74
+ vec2 ab = b - a;
75
+ vec2 pa = p - a;
76
+ float t = dot(pa, ab) / dot(ab, ab);
77
+ t = clamp(t, 0.0, 1.0);
78
+
79
+ vec2 pq = pa - t * ab;
80
+ float d = length(pq);
81
+
82
+ // Inside / outside computation to determine sign
83
+ bvec3 cond = bvec3(p.y >= a.y,
84
+ p.y < b.y,
85
+ ab.x * pa.y > ab.y * pa.x);
86
+ if (all(cond) || all(not(cond))) s = -s;
87
+ if (abs(d) < abs(clipAmount)) {
88
+ clipAmount = d;
89
+ }
90
+ }
91
+
92
+ // Normalize the range to [0,1]
93
+ vec4 result = (s * vec4(clipAmount * length(extents.zw))) / 2.0 + 0.5;
94
+ // In the case where we've iterated through multiple polygons, take the minimum
95
+ out_FragColor = min(out_FragColor, result);
96
+ }
97
+
98
+ lastPolygonIndex += positionsLength;
99
+ }
100
+ }
@@ -0,0 +1,101 @@
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
+ for (int polygonIndex = 0; polygonIndex < u_polygonsLength; polygonIndex++) {\n\
57
+ ivec2 positionsLengthAndExtents = getPositionsLengthAndExtentsIndex(lastPolygonIndex);\n\
58
+ int positionsLength = positionsLengthAndExtents.x;\n\
59
+ int polygonExtentsIndex = positionsLengthAndExtents.y;\n\
60
+ lastPolygonIndex += 1;\n\
61
+ \n\
62
+ // Only compute signed distance for the relevant part of the atlas\n\
63
+ if (polygonExtentsIndex == regionIndex) {\n\
64
+ float clipAmount = czm_infinity;\n\
65
+ vec4 extents = getExtents(polygonExtentsIndex);\n\
66
+ vec2 textureOffset = vec2(mod(float(polygonExtentsIndex), dimension), floor(float(polygonExtentsIndex) / dimension)) / dimension;\n\
67
+ vec2 p = getCoordinates((v_textureCoordinates - textureOffset) * dimension, extents);\n\
68
+ float s = 1.0;\n\
69
+ \n\
70
+ // Check each edge for absolute distance\n\
71
+ for (int i = 0, j = positionsLength - 1; i < positionsLength; j = i, i++) {\n\
72
+ vec2 a = getPolygonPosition(lastPolygonIndex + i);\n\
73
+ vec2 b = getPolygonPosition(lastPolygonIndex + j);\n\
74
+ \n\
75
+ vec2 ab = b - a;\n\
76
+ vec2 pa = p - a;\n\
77
+ float t = dot(pa, ab) / dot(ab, ab);\n\
78
+ t = clamp(t, 0.0, 1.0);\n\
79
+ \n\
80
+ vec2 pq = pa - t * ab;\n\
81
+ float d = length(pq);\n\
82
+ \n\
83
+ // Inside / outside computation to determine sign\n\
84
+ bvec3 cond = bvec3(p.y >= a.y, \n\
85
+ p.y < b.y, \n\
86
+ ab.x * pa.y > ab.y * pa.x);\n\
87
+ if (all(cond) || all(not(cond))) s = -s;\n\
88
+ if (abs(d) < abs(clipAmount)) {\n\
89
+ clipAmount = d;\n\
90
+ }\n\
91
+ }\n\
92
+ \n\
93
+ // Normalize the range to [0,1]\n\
94
+ vec4 result = (s * vec4(clipAmount * length(extents.zw))) / 2.0 + 0.5;\n\
95
+ // In the case where we've iterated through multiple polygons, take the minimum\n\
96
+ out_FragColor = min(out_FragColor, result);\n\
97
+ }\n\
98
+ \n\
99
+ lastPolygonIndex += positionsLength;\n\
100
+ }\n\
101
+ }";