Falling back to bevel when exceeding miterLimit
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@@ -43,17 +43,15 @@ void main(void) {
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vec2 dirVect = a_nextPos - a_position;
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vec2 tmpNormal = normalize(vec2(-dirVect.y, dirVect.x));
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vec2 tangent = normalize(normalize(a_nextPos - a_position) + normalize(a_position - a_lastPos));
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vec2 normal = vec2(tangent.y, -tangent.x);
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vec2 normal = vec2(-tangent.y, tangent.x);
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float miterLength = v_halfWidth / dot(normal, tmpNormal);
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if (mod(a_direction, 23.0) == 0.0) {
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offset = normal * direction * miterLength;
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if (mod(a_direction, 2.0) == 0.0) {
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offset = normal * direction * miterLength;
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v_round = 1.0;
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v_roundVertex = projPos + u_offsetScaleMatrix * vec4(0., 0., 0., 0.);
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} else if (miterLength > u_miterLimit) {
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offset = tmpNormal * direction * v_halfWidth;
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} else {
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offset = normal * direction * miterLength;
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}
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} else {
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offset = normal * direction * miterLength;
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@@ -58,14 +58,14 @@ goog.addSingletonGetter(ol.render.webgl.linestringreplay.shader.DefaultVertex);
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* @const
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* @type {string}
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*/
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ol.render.webgl.linestringreplay.shader.DefaultVertex.DEBUG_SOURCE = 'varying float v_round;\nvarying vec4 v_roundVertex;\nvarying float v_halfWidth;\n\n\nattribute vec2 a_lastPos;\nattribute vec2 a_position;\nattribute vec2 a_nextPos;\nattribute float a_direction;\n\nuniform mat4 u_projectionMatrix;\nuniform mat4 u_offsetScaleMatrix;\nuniform float u_lineWidth;\nuniform float u_miterLimit;\n\nvoid main(void) {\n v_halfWidth = u_lineWidth / 2.0;\n vec2 offset;\n v_round = 0.0;\n float direction = a_direction / abs(a_direction);\n vec4 projPos = u_projectionMatrix * vec4(a_position, 0., 1.);\n if (mod(a_direction, 3.0) == 0.0 || mod(a_direction, 17.0) == 0.0) {\n vec2 dirVect = a_nextPos - a_position;\n vec2 normal = normalize(vec2(-dirVect.y, dirVect.x));\n offset = v_halfWidth * normal * direction;\n if (mod(a_direction, 2.0) == 0.0) {\n v_roundVertex = projPos + u_offsetScaleMatrix * vec4(0., 0., 0., 0.);\n }\n } else if (mod(a_direction, 5.0) == 0.0 || mod(a_direction, 13.0) == 0.0) {\n vec2 dirVect = a_lastPos - a_position;\n vec2 normal = normalize(vec2(dirVect.y, -dirVect.x));\n offset = v_halfWidth * normal * direction;\n if (mod(a_direction, 2.0) == 0.0) {\n v_roundVertex = projPos + u_offsetScaleMatrix * vec4(0., 0., 0., 0.);\n }\n } else if (mod(a_direction, 19.0) == 0.0 || mod(a_direction, 23.0) == 0.0) {\n vec2 dirVect = a_nextPos - a_position;\n vec2 tmpNormal = normalize(vec2(-dirVect.y, dirVect.x));\n vec2 tangent = normalize(normalize(a_nextPos - a_position) + normalize(a_position - a_lastPos));\n vec2 normal = vec2(tangent.y, -tangent.x);\n float miterLength = v_halfWidth / dot(normal, tmpNormal);\n if (mod(a_direction, 23.0) == 0.0) {\n if (mod(a_direction, 2.0) == 0.0) {\n offset = normal * direction * miterLength;\n v_round = 1.0;\n v_roundVertex = projPos + u_offsetScaleMatrix * vec4(0., 0., 0., 0.);\n } else if (miterLength > u_miterLimit) {\n offset = tmpNormal * direction * v_halfWidth;\n } else {\n offset = normal * direction * miterLength;\n }\n } else {\n offset = normal * direction * miterLength;\n vec4 defaultOffset = u_offsetScaleMatrix * vec4(0., 0., 0., 0.);\n vec4 firstProjPos = u_projectionMatrix * vec4(a_lastPos, 0., 1.) + defaultOffset;\n vec4 secondProjPos = projPos + defaultOffset;\n vec4 thirdProjPos = u_projectionMatrix * vec4(a_nextPos, 0., 1.) + defaultOffset;\n float firstSegLength = distance(secondProjPos.xy, firstProjPos.xy);\n float secondSegLength = distance(thirdProjPos.xy, secondProjPos.xy);\n float miterSegLength = distance(secondProjPos.xy, vec4(projPos + u_offsetScaleMatrix * vec4(offset, 0., 0.)).xy);\n //TODO: Write a more accurate method for identifying sharp angles.\n if (miterSegLength > min(firstSegLength, secondSegLength)) {\n if (firstSegLength < secondSegLength) {\n dirVect = a_lastPos - a_position;\n tmpNormal = normalize(vec2(dirVect.y, -dirVect.x));\n projPos = firstProjPos - defaultOffset;\n } else {\n projPos = thirdProjPos - defaultOffset;\n }\n offset = tmpNormal * direction * v_halfWidth;\n }\n }\n } else if (mod(a_direction, 7.0) == 0.0 || mod(a_direction, 11.0) == 0.0) {\n vec2 normal;\n if (mod(a_direction, 7.0) == 0.0) {\n vec2 dirVect = a_position - a_nextPos;\n vec2 firstNormal = normalize(dirVect);\n vec2 secondNormal = vec2(firstNormal.y * direction, -firstNormal.x * direction);\n vec2 hypotenuse = normalize(firstNormal - secondNormal);\n normal = vec2(hypotenuse.y * direction, -hypotenuse.x * direction);\n } else {\n vec2 dirVect = a_position - a_lastPos;\n vec2 firstNormal = normalize(dirVect);\n vec2 secondNormal = vec2(-firstNormal.y * direction, firstNormal.x * direction);\n vec2 hypotenuse = normalize(firstNormal - secondNormal);\n normal = vec2(-hypotenuse.y * direction, hypotenuse.x * direction);\n }\n float length = sqrt(v_halfWidth * v_halfWidth * 2.0);\n offset = normal * length;\n if (mod(a_direction, 2.0) == 0.0) {\n v_round = 1.0;\n v_roundVertex = projPos + u_offsetScaleMatrix * vec4(0., 0., 0., 0.);\n }\n }\n vec4 offsets = u_offsetScaleMatrix * vec4(offset, 0., 0.);\n gl_Position = projPos + offsets;\n}\n\n\n';
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ol.render.webgl.linestringreplay.shader.DefaultVertex.DEBUG_SOURCE = 'varying float v_round;\nvarying vec4 v_roundVertex;\nvarying float v_halfWidth;\n\n\nattribute vec2 a_lastPos;\nattribute vec2 a_position;\nattribute vec2 a_nextPos;\nattribute float a_direction;\n\nuniform mat4 u_projectionMatrix;\nuniform mat4 u_offsetScaleMatrix;\nuniform float u_lineWidth;\nuniform float u_miterLimit;\n\nvoid main(void) {\n v_halfWidth = u_lineWidth / 2.0;\n vec2 offset;\n v_round = 0.0;\n float direction = a_direction / abs(a_direction);\n vec4 projPos = u_projectionMatrix * vec4(a_position, 0., 1.);\n if (mod(a_direction, 3.0) == 0.0 || mod(a_direction, 17.0) == 0.0) {\n vec2 dirVect = a_nextPos - a_position;\n vec2 normal = normalize(vec2(-dirVect.y, dirVect.x));\n offset = v_halfWidth * normal * direction;\n if (mod(a_direction, 2.0) == 0.0) {\n v_roundVertex = projPos + u_offsetScaleMatrix * vec4(0., 0., 0., 0.);\n }\n } else if (mod(a_direction, 5.0) == 0.0 || mod(a_direction, 13.0) == 0.0) {\n vec2 dirVect = a_lastPos - a_position;\n vec2 normal = normalize(vec2(dirVect.y, -dirVect.x));\n offset = v_halfWidth * normal * direction;\n if (mod(a_direction, 2.0) == 0.0) {\n v_roundVertex = projPos + u_offsetScaleMatrix * vec4(0., 0., 0., 0.);\n }\n } else if (mod(a_direction, 19.0) == 0.0 || mod(a_direction, 23.0) == 0.0) {\n vec2 dirVect = a_nextPos - a_position;\n vec2 tmpNormal = normalize(vec2(-dirVect.y, dirVect.x));\n vec2 tangent = normalize(normalize(a_nextPos - a_position) + normalize(a_position - a_lastPos));\n vec2 normal = vec2(-tangent.y, tangent.x);\n float miterLength = v_halfWidth / dot(normal, tmpNormal);\n if (mod(a_direction, 23.0) == 0.0) {\n offset = normal * direction * miterLength;\n if (mod(a_direction, 2.0) == 0.0) {\n v_round = 1.0;\n v_roundVertex = projPos + u_offsetScaleMatrix * vec4(0., 0., 0., 0.);\n } else if (miterLength > u_miterLimit) {\n offset = tmpNormal * direction * v_halfWidth;\n }\n } else {\n offset = normal * direction * miterLength;\n vec4 defaultOffset = u_offsetScaleMatrix * vec4(0., 0., 0., 0.);\n vec4 firstProjPos = u_projectionMatrix * vec4(a_lastPos, 0., 1.) + defaultOffset;\n vec4 secondProjPos = projPos + defaultOffset;\n vec4 thirdProjPos = u_projectionMatrix * vec4(a_nextPos, 0., 1.) + defaultOffset;\n float firstSegLength = distance(secondProjPos.xy, firstProjPos.xy);\n float secondSegLength = distance(thirdProjPos.xy, secondProjPos.xy);\n float miterSegLength = distance(secondProjPos.xy, vec4(projPos + u_offsetScaleMatrix * vec4(offset, 0., 0.)).xy);\n //TODO: Write a more accurate method for identifying sharp angles.\n if (miterSegLength > min(firstSegLength, secondSegLength)) {\n if (firstSegLength < secondSegLength) {\n dirVect = a_lastPos - a_position;\n tmpNormal = normalize(vec2(dirVect.y, -dirVect.x));\n projPos = firstProjPos - defaultOffset;\n } else {\n projPos = thirdProjPos - defaultOffset;\n }\n offset = tmpNormal * direction * v_halfWidth;\n }\n }\n } else if (mod(a_direction, 7.0) == 0.0 || mod(a_direction, 11.0) == 0.0) {\n vec2 normal;\n if (mod(a_direction, 7.0) == 0.0) {\n vec2 dirVect = a_position - a_nextPos;\n vec2 firstNormal = normalize(dirVect);\n vec2 secondNormal = vec2(firstNormal.y * direction, -firstNormal.x * direction);\n vec2 hypotenuse = normalize(firstNormal - secondNormal);\n normal = vec2(hypotenuse.y * direction, -hypotenuse.x * direction);\n } else {\n vec2 dirVect = a_position - a_lastPos;\n vec2 firstNormal = normalize(dirVect);\n vec2 secondNormal = vec2(-firstNormal.y * direction, firstNormal.x * direction);\n vec2 hypotenuse = normalize(firstNormal - secondNormal);\n normal = vec2(-hypotenuse.y * direction, hypotenuse.x * direction);\n }\n float length = sqrt(v_halfWidth * v_halfWidth * 2.0);\n offset = normal * length;\n if (mod(a_direction, 2.0) == 0.0) {\n v_round = 1.0;\n v_roundVertex = projPos + u_offsetScaleMatrix * vec4(0., 0., 0., 0.);\n }\n }\n vec4 offsets = u_offsetScaleMatrix * vec4(offset, 0., 0.);\n gl_Position = projPos + offsets;\n}\n\n\n';
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/**
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* @const
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* @type {string}
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*/
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ol.render.webgl.linestringreplay.shader.DefaultVertex.OPTIMIZED_SOURCE = 'varying float a;varying vec4 b;varying float c;attribute vec2 d;attribute vec2 e;attribute vec2 f;attribute float g;uniform mat4 h;uniform mat4 i;uniform float j;uniform float k;void main(void){c=j/2.0;vec2 offset;a=0.0;float direction=g/abs(g);vec4 projPos=h*vec4(e,0.,1.);if(mod(g,3.0)==0.0||mod(g,17.0)==0.0){vec2 dirVect=f-e;vec2 normal=normalize(vec2(-dirVect.y,dirVect.x));offset=c*normal*direction;if(mod(g,2.0)==0.0){b=projPos+i*vec4(0.,0.,0.,0.);}} else if(mod(g,5.0)==0.0||mod(g,13.0)==0.0){vec2 dirVect=d-e;vec2 normal=normalize(vec2(dirVect.y,-dirVect.x));offset=c*normal*direction;if(mod(g,2.0)==0.0){b=projPos+i*vec4(0.,0.,0.,0.);}} else if(mod(g,19.0)==0.0||mod(g,23.0)==0.0){vec2 dirVect=f-e;vec2 tmpNormal=normalize(vec2(-dirVect.y,dirVect.x));vec2 tangent=normalize(normalize(f-e)+normalize(e-d));vec2 normal=vec2(tangent.y,-tangent.x);float miterLength=c/dot(normal,tmpNormal);if(mod(g,23.0)==0.0){if(mod(g,2.0)==0.0){offset=normal*direction*miterLength;a=1.0;b=projPos+i*vec4(0.,0.,0.,0.);}else if(miterLength>k){offset=tmpNormal*direction*c;}else{offset=normal*direction*miterLength;}} else{offset=normal*direction*miterLength;vec4 defaultOffset=i*vec4(0.,0.,0.,0.);vec4 firstProjPos=h*vec4(d,0.,1.)+defaultOffset;vec4 secondProjPos=projPos+defaultOffset;vec4 thirdProjPos=h*vec4(f,0.,1.)+defaultOffset;float firstSegLength=distance(secondProjPos.xy,firstProjPos.xy);float secondSegLength=distance(thirdProjPos.xy,secondProjPos.xy);float miterSegLength=distance(secondProjPos.xy,vec4(projPos+i*vec4(offset,0.,0.)).xy);if(miterSegLength>min(firstSegLength,secondSegLength)){if(firstSegLength<secondSegLength){dirVect=d-e;tmpNormal=normalize(vec2(dirVect.y,-dirVect.x));projPos=firstProjPos-defaultOffset;}else{projPos=thirdProjPos-defaultOffset;}offset=tmpNormal*direction*c;}}}else if(mod(g,7.0)==0.0||mod(g,11.0)==0.0){vec2 normal;if(mod(g,7.0)==0.0){vec2 dirVect=e-f;vec2 firstNormal=normalize(dirVect);vec2 secondNormal=vec2(firstNormal.y*direction,-firstNormal.x*direction);vec2 hypotenuse=normalize(firstNormal-secondNormal);normal=vec2(hypotenuse.y*direction,-hypotenuse.x*direction);}else{vec2 dirVect=e-d;vec2 firstNormal=normalize(dirVect);vec2 secondNormal=vec2(-firstNormal.y*direction,firstNormal.x*direction);vec2 hypotenuse=normalize(firstNormal-secondNormal);normal=vec2(-hypotenuse.y*direction,hypotenuse.x*direction);}float length=sqrt(c*c*2.0);offset=normal*length;if(mod(g,2.0)==0.0){a=1.0;b=projPos+i*vec4(0.,0.,0.,0.);}} vec4 offsets=i*vec4(offset,0.,0.);gl_Position=projPos+offsets;}';
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ol.render.webgl.linestringreplay.shader.DefaultVertex.OPTIMIZED_SOURCE = 'varying float a;varying vec4 b;varying float c;attribute vec2 d;attribute vec2 e;attribute vec2 f;attribute float g;uniform mat4 h;uniform mat4 i;uniform float j;uniform float k;void main(void){c=j/2.0;vec2 offset;a=0.0;float direction=g/abs(g);vec4 projPos=h*vec4(e,0.,1.);if(mod(g,3.0)==0.0||mod(g,17.0)==0.0){vec2 dirVect=f-e;vec2 normal=normalize(vec2(-dirVect.y,dirVect.x));offset=c*normal*direction;if(mod(g,2.0)==0.0){b=projPos+i*vec4(0.,0.,0.,0.);}} else if(mod(g,5.0)==0.0||mod(g,13.0)==0.0){vec2 dirVect=d-e;vec2 normal=normalize(vec2(dirVect.y,-dirVect.x));offset=c*normal*direction;if(mod(g,2.0)==0.0){b=projPos+i*vec4(0.,0.,0.,0.);}} else if(mod(g,19.0)==0.0||mod(g,23.0)==0.0){vec2 dirVect=f-e;vec2 tmpNormal=normalize(vec2(-dirVect.y,dirVect.x));vec2 tangent=normalize(normalize(f-e)+normalize(e-d));vec2 normal=vec2(-tangent.y,tangent.x);float miterLength=c/dot(normal,tmpNormal);if(mod(g,23.0)==0.0){offset=normal*direction*miterLength;if(mod(g,2.0)==0.0){a=1.0;b=projPos+i*vec4(0.,0.,0.,0.);}else if(miterLength>k){offset=tmpNormal*direction*c;}} else{offset=normal*direction*miterLength;vec4 defaultOffset=i*vec4(0.,0.,0.,0.);vec4 firstProjPos=h*vec4(d,0.,1.)+defaultOffset;vec4 secondProjPos=projPos+defaultOffset;vec4 thirdProjPos=h*vec4(f,0.,1.)+defaultOffset;float firstSegLength=distance(secondProjPos.xy,firstProjPos.xy);float secondSegLength=distance(thirdProjPos.xy,secondProjPos.xy);float miterSegLength=distance(secondProjPos.xy,vec4(projPos+i*vec4(offset,0.,0.)).xy);if(miterSegLength>min(firstSegLength,secondSegLength)){if(firstSegLength<secondSegLength){dirVect=d-e;tmpNormal=normalize(vec2(dirVect.y,-dirVect.x));projPos=firstProjPos-defaultOffset;}else{projPos=thirdProjPos-defaultOffset;}offset=tmpNormal*direction*c;}}}else if(mod(g,7.0)==0.0||mod(g,11.0)==0.0){vec2 normal;if(mod(g,7.0)==0.0){vec2 dirVect=e-f;vec2 firstNormal=normalize(dirVect);vec2 secondNormal=vec2(firstNormal.y*direction,-firstNormal.x*direction);vec2 hypotenuse=normalize(firstNormal-secondNormal);normal=vec2(hypotenuse.y*direction,-hypotenuse.x*direction);}else{vec2 dirVect=e-d;vec2 firstNormal=normalize(dirVect);vec2 secondNormal=vec2(-firstNormal.y*direction,firstNormal.x*direction);vec2 hypotenuse=normalize(firstNormal-secondNormal);normal=vec2(-hypotenuse.y*direction,hypotenuse.x*direction);}float length=sqrt(c*c*2.0);offset=normal*length;if(mod(g,2.0)==0.0){a=1.0;b=projPos+i*vec4(0.,0.,0.,0.);}} vec4 offsets=i*vec4(offset,0.,0.);gl_Position=projPos+offsets;}';
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/**
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