Fix errors

This commit is contained in:
2026-04-24 00:25:29 -07:00
parent f68524a6ae
commit 01c1db41db
34 changed files with 361 additions and 210 deletions

View File

@@ -4,13 +4,16 @@
*
* sweep.frag — phosphor accumulation update shader.
*
* For each texel in the 1024×1024 phosphor FBO:
* 1. Decay the previous frame's energy by u_decayFactor.
* 2. If the texel's PPI bearing falls within the current sweep arc
* [u_beamAnglePrev, u_beamAngle], add contributions from:
* - range rings (beam-painted per the P7 spec)
* - target echoes
* 3. Output the updated single-channel energy value.
* The FBO is GL_RG32F (two independent energy channels):
* R — signal energy: target echoes + sweep-background glow.
* Multiplied by u_gain in the display pass so operators can
* adjust received-signal brightness without touching rings.
* G — range-ring energy: written at u_ringBrightness; NOT scaled
* by gain. Rings are a precision timing reference, not a
* received echo. Both channels decay at the same P7 rate.
*
* The sweep background (u_sweepBg) goes into the G channel so the
* rotating beam is always visible regardless of the gain setting.
*
* PPI convention: north = +y, east = +x; bearing = atan2(x, y)
* in degrees, clockwise from north.
@@ -19,17 +22,18 @@
in vec2 vTexCoord;
layout(location = 0) out vec4 fragOut; // .r = energy; .gba unused
layout(location = 0) out vec4 fragOut; // .r = signal; .g = ring+sweep; .ba unused
uniform sampler2D u_prevPhosphor; // previous frame's energy texture (GL_R32F)
uniform sampler2D u_prevPhosphor; // previous frame's energy texture (GL_RG32F)
uniform float u_decayFactor; // exp(-decay_rate * dt)
uniform float u_beamAngle; // current beam angle, degrees CW from north
uniform float u_beamAnglePrev; // beam angle at previous frame
uniform float u_sweepBg; // ambient sweep-line energy (makes beam visible)
uniform float u_sweepBg; // ambient sweep-line energy (gain-independent)
uniform float u_halfBeamDeg; // half-beamwidth for target blobs (display widening)
// Targets: .x = range_norm (0-1), .y = bearing_deg, .z = brightness, .w = size_norm
// Targets: .x = range_norm (0-1), .y = bearing_deg, .z = brightness, .w = radial_size_norm
uniform vec4 u_targets[32];
uniform float u_targetAngHalfDeg[32]; // per-target azimuthal half-width (degrees)
uniform int u_targetCount;
// Range rings: up to 4 normalised radii
@@ -59,8 +63,8 @@ bool inSweep(float b, float prev, float curr) {
// ----------------------------------------------------------------
void main() {
vec2 pos = vTexCoord * 2.0 - 1.0; // PPI coords: (-1,-1) SW … (+1,+1) NE
float rng = length(pos);
vec2 pos = vTexCoord * 2.0 - 1.0; // PPI coords: (-1,-1) SW … (+1,+1) NE
float rng = length(pos);
if (rng > 1.0) {
fragOut = vec4(0.0);
@@ -71,23 +75,25 @@ void main() {
float brg = degrees(atan(pos.x, pos.y));
if (brg < 0.0) brg += 360.0;
// Decay previous value
float energy = texture(u_prevPhosphor, vTexCoord).r * u_decayFactor;
vec2 prev = texture(u_prevPhosphor, vTexCoord).rg;
float signal = prev.r * u_decayFactor;
float ring = prev.g * u_decayFactor;
if (inSweep(brg, u_beamAnglePrev, u_beamAngle)) {
float contrib = u_sweepBg; // beam passage gives a faint ambient glow
// ---- Range rings (painted at every bearing as beam sweeps) ----
// ---- Range rings → G channel (gain-independent) ----
float ringContrib = u_sweepBg; // sweep-background glow also in G channel
for (int i = 0; i < u_ringCount; i++) {
float d = abs(rng - u_ringRadii[i]);
if (d < u_ringWidth) {
float w = 1.0 - d / u_ringWidth;
contrib = max(contrib, u_ringBrightness * w * w);
ringContrib = max(ringContrib, u_ringBrightness * w * w);
}
}
ring = max(ring, ringContrib);
// ---- Target echoes ----
// ---- Target echoes → R channel (gain-scaled in display pass) ----
float sigContrib = 0.0;
for (int i = 0; i < u_targetCount; i++) {
float tRng = u_targets[i].x;
float tBrg = u_targets[i].y;
@@ -96,21 +102,19 @@ void main() {
if (tRng <= 0.0 || tBrt <= 0.0) continue;
// Angular proximity: beam must be sweeping over the target's bearing
float tAngHalf = u_targetAngHalfDeg[i];
float dBrg = angleDiff(brg, tBrg);
if (dBrg >= u_halfBeamDeg) continue;
if (dBrg >= tAngHalf) continue;
// Range proximity: pixel must be within the target blob
float dRng = abs(rng - tRng);
if (dRng >= tSize) continue;
float bw = 1.0 - dBrg / u_halfBeamDeg; // angular taper
float rw = 1.0 - dRng / tSize; // range taper
contrib = max(contrib, tBrt * bw * rw);
float bw = 1.0 - dBrg / tAngHalf;
float rw = 1.0 - dRng / tSize;
sigContrib = max(sigContrib, tBrt * bw * rw);
}
energy = max(energy, contrib);
signal = max(signal, sigContrib);
}
fragOut = vec4(clamp(energy, 0.0, 1.0), 0.0, 0.0, 1.0);
fragOut = vec4(clamp(signal, 0.0, 1.0), clamp(ring, 0.0, 1.0), 0.0, 1.0);
}