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- in vec2 v_textureCoordinates;
-
- uniform int u_polygonsLength;
- uniform int u_extentsLength;
- uniform highp sampler2D u_polygonTexture;
- uniform highp sampler2D u_extentsTexture;
-
- int getPolygonIndex(float dimension, vec2 coord) {
- vec2 uv = coord.xy * dimension;
- return int(floor(uv.y) * dimension + floor(uv.x));
- }
-
- vec2 getLookupUv(ivec2 dimensions, int i) {
- int pixY = i / dimensions.x;
- int pixX = i - (pixY * dimensions.x);
- float pixelWidth = 1.0 / float(dimensions.x);
- float pixelHeight = 1.0 / float(dimensions.y);
- float u = (float(pixX) + 0.5) * pixelWidth; // sample from center of pixel
- float v = (float(pixY) + 0.5) * pixelHeight;
- return vec2(u, v);
- }
-
- vec4 getExtents(int i) {
- return texture(u_extentsTexture, getLookupUv(textureSize(u_extentsTexture, 0), i));
- }
-
- ivec2 getPositionsLengthAndExtentsIndex(int i) {
- vec2 uv = getLookupUv(textureSize(u_polygonTexture, 0), i);
- vec4 value = texture(u_polygonTexture, uv);
- return ivec2(int(value.x), int(value.y));
- }
-
- vec2 getPolygonPosition(int i) {
- vec2 uv = getLookupUv(textureSize(u_polygonTexture, 0), i);
- return texture(u_polygonTexture, uv).xy;
- }
-
- vec2 getCoordinates(vec2 textureCoordinates, vec4 extents) {
- float latitude = mix(extents.x, extents.x + 1.0 / extents.z, textureCoordinates.y);
- float longitude = mix(extents.y, extents.y + 1.0 / extents.w, textureCoordinates.x);
- return vec2(latitude, longitude);
- }
-
- void main() {
- int lastPolygonIndex = 0;
- out_FragColor = vec4(1.0);
-
- // Get the relevant region of the texture
- float dimension = float(u_extentsLength);
- if (u_extentsLength > 2) {
- dimension = ceil(log2(float(u_extentsLength)));
- }
- int regionIndex = getPolygonIndex(dimension, v_textureCoordinates);
-
- if (regionIndex >= u_extentsLength) {
- return; // done (no polygons in this region)
- }
-
- for (int polygonIndex = 0; polygonIndex < u_polygonsLength; polygonIndex++) {
- ivec2 positionsLengthAndExtents = getPositionsLengthAndExtentsIndex(lastPolygonIndex);
- int positionsLength = positionsLengthAndExtents.x;
- int polygonExtentsIndex = positionsLengthAndExtents.y;
- lastPolygonIndex += 1;
-
- // Read the individual polygon extent (2 pixels: south/west, latRange/lonRange)
- vec2 extentsSouthWest = getPolygonPosition(lastPolygonIndex);
- vec2 extentsRange = getPolygonPosition(lastPolygonIndex + 1);
- vec4 polygonExtent = vec4(extentsSouthWest, extentsRange);
- lastPolygonIndex += 2;
-
- if (polygonExtentsIndex < regionIndex) {
- lastPolygonIndex += positionsLength;
- continue; // skip to next (TODO: could optimize further if we knew how many polygons to skip)
- } else if (polygonExtentsIndex > regionIndex) {
- break; // done (we know polygons are sorted by regionIndex)
- }
-
- // Only compute signed distance for the relevant part of the atlas
- float clipAmount = czm_infinity;
- vec4 extents = getExtents(polygonExtentsIndex);
- vec2 textureOffset = vec2(mod(float(polygonExtentsIndex), dimension), floor(float(polygonExtentsIndex) / dimension)) / dimension;
- vec2 p = getCoordinates((v_textureCoordinates - textureOffset) * dimension, extents); // current pixel position
-
- // Only consider polygons whos boundingbox includes current pixel (with a slight padding)
- float padding = 0.05; // 5% of polygon extents
- float polygonNorth = polygonExtent.x + polygonExtent.z;
- float polygonEast = polygonExtent.y + polygonExtent.w;
- float latPadding = padding * polygonExtent.z; // padding as fraction of latitude range
- float lonPadding = padding * polygonExtent.w; // padding as fraction of longitude range
- if (p.x < polygonExtent.x - latPadding || p.x > polygonNorth + latPadding ||
- p.y < polygonExtent.y - lonPadding || p.y > polygonEast + lonPadding) {
- lastPolygonIndex += positionsLength;
- continue; // skip to next
- }
-
- float s = 1.0;
-
- // Check each edge for absolute distance.
- // Cache the previous vertex to halve the texture reads per iteration.
- vec2 prev = getPolygonPosition(lastPolygonIndex + positionsLength - 1);
- for (int i = 0; i < positionsLength; i++) {
- vec2 a = getPolygonPosition(lastPolygonIndex + i);
- vec2 b = prev;
- prev = a;
-
- vec2 ab = b - a;
- vec2 pa = p - a;
- float t = dot(pa, ab) / dot(ab, ab);
- t = clamp(t, 0.0, 1.0);
-
- vec2 pq = pa - t * ab;
- float d = length(pq);
-
- // Inside / outside computation to determine sign
- bvec3 cond = bvec3(p.y >= a.y,
- p.y < b.y,
- ab.x * pa.y > ab.y * pa.x);
- if (all(cond) || all(not(cond))) s = -s;
- if (abs(d) < abs(clipAmount)) {
- clipAmount = d;
- }
- }
-
- // Normalize the range to [0,1]
- vec4 result = (s * vec4(clipAmount * length(extents.zw))) / 2.0 + 0.5;
- // In the case where we've iterated through multiple polygons, take the minimum
- out_FragColor = min(out_FragColor, result);
-
- lastPolygonIndex += positionsLength;
- }
- }
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