Model polygon clipping shader impl - #13647
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Description
This PR wires up the vector textures as uniforms through the
ModelClippingPolygonsPipelineStage, and uses them with the vector-clipping shader functions to replace SDF-based clipping.As of this PR, 3D tiles and standalone models perform clipping via the vector pipeline. (Though the SDF textures are still generated, just not used anymore -- that stuff is fully removed in the next PR).
Issue number and link
TODO: need issue
Testing plan
A sandcastle that uses a star shaped polygon to clip the globe (feel free to add terrain and test that too). Use the slider or input field to change the scale of the star and ensure it's crisp at all scales.
Standalone model clipping
Dynamic clipping collection -- this one tests adding and removing clipping polygons from a collection. Use drop-down to test on terrain and 3d tiles.
Standard clipping regions sandcastle -- basic functionality check
The clipping performance dev sandcastle is another good one for testing various numbers (of polygons, points per polygon, spacing, etc.). Performance should be slightly better than previously, but it's still dominated by the per-frame checks that iterate over every polygon vertex to check for mutations (likely to be removed soon).
Author checklist
CONTRIBUTORS.mdCHANGES.mdwith a short summary of my changeAI acknowledgment
If yes, I used the following Tools(s) and/or Service(s):
If yes, I used the following Model(s):
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