Files
random_tools/node_modules/@cesium/engine/Source/Shaders/PolygonSignedDistanceFS.glsl
T
2026-08-11 09:53:42 -04:00

131 lines
5.2 KiB
GLSL

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;
}
}