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Copy pathBillboardCollectionVS.glsl
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BillboardCollectionVS.glsl
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#ifdef INSTANCED
attribute vec2 direction;
#endif
attribute vec4 positionHighAndScale;
attribute vec4 positionLowAndRotation;
attribute vec4 compressedAttribute0; // pixel offset, translate, horizontal origin, vertical origin, show, direction, texture coordinates (texture offset)
attribute vec4 compressedAttribute1; // aligned axis, translucency by distance, image width
attribute vec4 compressedAttribute2; // image height, color, pick color, size in meters, valid aligned axis, 13 bits free
attribute vec4 eyeOffset; // eye offset in meters, 4 bytes free (texture range)
attribute vec4 scaleByDistance; // near, nearScale, far, farScale
attribute vec4 pixelOffsetScaleByDistance; // near, nearScale, far, farScale
varying vec2 v_textureCoordinates;
#ifdef RENDER_FOR_PICK
varying vec4 v_pickColor;
#else
varying vec4 v_color;
#endif
const float UPPER_BOUND = 32768.0;
const float SHIFT_LEFT16 = 65536.0;
const float SHIFT_LEFT8 = 256.0;
const float SHIFT_LEFT7 = 128.0;
const float SHIFT_LEFT5 = 32.0;
const float SHIFT_LEFT3 = 8.0;
const float SHIFT_LEFT2 = 4.0;
const float SHIFT_LEFT1 = 2.0;
const float SHIFT_RIGHT8 = 1.0 / 256.0;
const float SHIFT_RIGHT7 = 1.0 / 128.0;
const float SHIFT_RIGHT5 = 1.0 / 32.0;
const float SHIFT_RIGHT3 = 1.0 / 8.0;
const float SHIFT_RIGHT2 = 1.0 / 4.0;
const float SHIFT_RIGHT1 = 1.0 / 2.0;
vec4 computePositionWindowCoordinates(vec4 positionEC, vec2 imageSize, float scale, vec2 direction, vec2 origin, vec2 translate, vec2 pixelOffset, vec3 alignedAxis, bool validAlignedAxis, float rotation, bool sizeInMeters)
{
vec2 halfSize = imageSize * scale * czm_resolutionScale;
halfSize *= ((direction * 2.0) - 1.0);
if (sizeInMeters)
{
positionEC.xy += halfSize;
}
vec4 positionWC = czm_eyeToWindowCoordinates(positionEC);
if (sizeInMeters)
{
positionWC.xy += (origin * abs(halfSize)) / czm_metersPerPixel(positionEC);
}
else
{
positionWC.xy += (origin * abs(halfSize));
}
#if defined(ROTATION) || defined(ALIGNED_AXIS)
if (validAlignedAxis || rotation != 0.0)
{
float angle = rotation;
if (validAlignedAxis)
{
vec3 pos = positionEC.xyz + czm_encodedCameraPositionMCHigh + czm_encodedCameraPositionMCLow;
vec3 normal = normalize(cross(alignedAxis, pos));
vec4 tangent = vec4(normalize(cross(pos, normal)), 0.0);
tangent = czm_modelViewProjection * tangent;
angle += sign(-tangent.x) * acos(tangent.y / length(tangent.xy));
}
float cosTheta = cos(angle);
float sinTheta = sin(angle);
mat2 rotationMatrix = mat2(cosTheta, sinTheta, -sinTheta, cosTheta);
halfSize = rotationMatrix * halfSize;
}
#endif
if (!sizeInMeters)
{
positionWC.xy += halfSize;
}
positionWC.xy += translate;
positionWC.xy += (pixelOffset * czm_resolutionScale);
return positionWC;
}
void main()
{
// Modifying this shader may also require modifications to Billboard._computeScreenSpacePosition
// unpack attributes
vec3 positionHigh = positionHighAndScale.xyz;
vec3 positionLow = positionLowAndRotation.xyz;
float scale = positionHighAndScale.w;
#if defined(ROTATION) || defined(ALIGNED_AXIS)
float rotation = positionLowAndRotation.w;
#else
float rotation = 0.0;
#endif
float compressed = compressedAttribute0.x;
vec2 pixelOffset;
pixelOffset.x = floor(compressed * SHIFT_RIGHT7);
compressed -= pixelOffset.x * SHIFT_LEFT7;
pixelOffset.x -= UPPER_BOUND;
vec2 origin;
origin.x = floor(compressed * SHIFT_RIGHT5);
compressed -= origin.x * SHIFT_LEFT5;
origin.y = floor(compressed * SHIFT_RIGHT3);
compressed -= origin.y * SHIFT_LEFT3;
origin -= vec2(1.0);
float show = floor(compressed * SHIFT_RIGHT2);
compressed -= show * SHIFT_LEFT2;
#ifdef INSTANCED
vec2 textureCoordinatesBottomLeft = czm_decompressTextureCoordinates(compressedAttribute0.w);
vec2 textureCoordinatesRange = czm_decompressTextureCoordinates(eyeOffset.w);
vec2 textureCoordinates = textureCoordinatesBottomLeft + direction * textureCoordinatesRange;
#else
vec2 direction;
direction.x = floor(compressed * SHIFT_RIGHT1);
direction.y = compressed - direction.x * SHIFT_LEFT1;
vec2 textureCoordinates = czm_decompressTextureCoordinates(compressedAttribute0.w);
#endif
float temp = compressedAttribute0.y * SHIFT_RIGHT8;
pixelOffset.y = -(floor(temp) - UPPER_BOUND);
vec2 translate;
translate.y = (temp - floor(temp)) * SHIFT_LEFT16;
temp = compressedAttribute0.z * SHIFT_RIGHT8;
translate.x = floor(temp) - UPPER_BOUND;
translate.y += (temp - floor(temp)) * SHIFT_LEFT8;
translate.y -= UPPER_BOUND;
temp = compressedAttribute1.x * SHIFT_RIGHT8;
vec2 imageSize = vec2(floor(temp), compressedAttribute2.w);
#ifdef EYE_DISTANCE_TRANSLUCENCY
vec4 translucencyByDistance;
translucencyByDistance.x = compressedAttribute1.z;
translucencyByDistance.z = compressedAttribute1.w;
translucencyByDistance.y = ((temp - floor(temp)) * SHIFT_LEFT8) / 255.0;
temp = compressedAttribute1.y * SHIFT_RIGHT8;
translucencyByDistance.w = ((temp - floor(temp)) * SHIFT_LEFT8) / 255.0;
#endif
#ifdef ALIGNED_AXIS
vec3 alignedAxis = czm_octDecode(floor(compressedAttribute1.y * SHIFT_RIGHT8));
temp = compressedAttribute2.z * SHIFT_RIGHT5;
bool validAlignedAxis = (temp - floor(temp)) * SHIFT_LEFT1 > 0.0;
#else
vec3 alignedAxis = vec3(0.0);
bool validAlignedAxis = false;
#endif
#ifdef RENDER_FOR_PICK
temp = compressedAttribute2.y;
#else
temp = compressedAttribute2.x;
#endif
vec4 color;
temp = temp * SHIFT_RIGHT8;
color.b = (temp - floor(temp)) * SHIFT_LEFT8;
temp = floor(temp) * SHIFT_RIGHT8;
color.g = (temp - floor(temp)) * SHIFT_LEFT8;
color.r = floor(temp);
temp = compressedAttribute2.z * SHIFT_RIGHT8;
bool sizeInMeters = floor((temp - floor(temp)) * SHIFT_LEFT7) > 0.0;
temp = floor(temp) * SHIFT_RIGHT8;
#ifdef RENDER_FOR_PICK
color.a = (temp - floor(temp)) * SHIFT_LEFT8;
vec4 pickColor = color / 255.0;
#else
color.a = floor(temp);
color /= 255.0;
#endif
///////////////////////////////////////////////////////////////////////////
vec4 p = czm_translateRelativeToEye(positionHigh, positionLow);
vec4 positionEC = czm_modelViewRelativeToEye * p;
positionEC = czm_eyeOffset(positionEC, eyeOffset.xyz);
positionEC.xyz *= show;
///////////////////////////////////////////////////////////////////////////
#if defined(EYE_DISTANCE_SCALING) || defined(EYE_DISTANCE_TRANSLUCENCY) || defined(EYE_DISTANCE_PIXEL_OFFSET)
float lengthSq;
if (czm_sceneMode == czm_sceneMode2D)
{
// 2D camera distance is a special case
// treat all billboards as flattened to the z=0.0 plane
lengthSq = czm_eyeHeight2D.y;
}
else
{
lengthSq = dot(positionEC.xyz, positionEC.xyz);
}
#endif
#ifdef EYE_DISTANCE_SCALING
scale *= czm_nearFarScalar(scaleByDistance, lengthSq);
// push vertex behind near plane for clipping
if (scale == 0.0)
{
positionEC.xyz = vec3(0.0);
}
#endif
float translucency = 1.0;
#ifdef EYE_DISTANCE_TRANSLUCENCY
translucency = czm_nearFarScalar(translucencyByDistance, lengthSq);
// push vertex behind near plane for clipping
if (translucency == 0.0)
{
positionEC.xyz = vec3(0.0);
}
#endif
#ifdef EYE_DISTANCE_PIXEL_OFFSET
float pixelOffsetScale = czm_nearFarScalar(pixelOffsetScaleByDistance, lengthSq);
pixelOffset *= pixelOffsetScale;
#endif
vec4 positionWC = computePositionWindowCoordinates(positionEC, imageSize, scale, direction, origin, translate, pixelOffset, alignedAxis, validAlignedAxis, rotation, sizeInMeters);
gl_Position = czm_viewportOrthographic * vec4(positionWC.xy, -positionWC.z, 1.0);
v_textureCoordinates = textureCoordinates;
#ifdef RENDER_FOR_PICK
v_pickColor = pickColor;
#else
v_color = color;
v_color.a *= translucency;
#endif
}