first build attempt
This commit is contained in:
116
shaders/sweep.frag
Normal file
116
shaders/sweep.frag
Normal file
@@ -0,0 +1,116 @@
|
||||
/*
|
||||
* MIT License
|
||||
* Author: Mark Allyn
|
||||
*
|
||||
* 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.
|
||||
*
|
||||
* PPI convention: north = +y, east = +x; bearing = atan2(x, y)
|
||||
* in degrees, clockwise from north.
|
||||
*/
|
||||
#version 330 core
|
||||
|
||||
in vec2 vTexCoord;
|
||||
|
||||
layout(location = 0) out vec4 fragOut; // .r = energy; .gba unused
|
||||
|
||||
uniform sampler2D u_prevPhosphor; // previous frame's energy texture (GL_R32F)
|
||||
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_halfBeamDeg; // half-beamwidth for target blobs (display widening)
|
||||
|
||||
// Targets: .x = range_norm (0-1), .y = bearing_deg, .z = brightness, .w = size_norm
|
||||
uniform vec4 u_targets[32];
|
||||
uniform int u_targetCount;
|
||||
|
||||
// Range rings: up to 4 normalised radii
|
||||
uniform float u_ringRadii[4];
|
||||
uniform int u_ringCount;
|
||||
uniform float u_ringWidth; // half-width in normalised range units
|
||||
uniform float u_ringBrightness;
|
||||
|
||||
// ----------------------------------------------------------------
|
||||
|
||||
// Smallest unsigned angular distance between two bearings [0,360)
|
||||
float angleDiff(float a, float b) {
|
||||
float d = mod(abs(a - b), 360.0);
|
||||
return (d > 180.0) ? (360.0 - d) : d;
|
||||
}
|
||||
|
||||
// True if bearing b is inside the arc [prev, curr] swept this frame.
|
||||
// Handles the 0/360 wraparound when the sweep crosses north.
|
||||
bool inSweep(float b, float prev, float curr) {
|
||||
if (curr >= prev) {
|
||||
return (b >= prev && b <= curr);
|
||||
}
|
||||
// Wraparound: arc crosses 360→0
|
||||
return (b >= prev || b <= curr);
|
||||
}
|
||||
|
||||
// ----------------------------------------------------------------
|
||||
|
||||
void main() {
|
||||
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);
|
||||
return;
|
||||
}
|
||||
|
||||
// Bearing: clockwise from north — atan2(east, north) = atan2(x, y)
|
||||
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;
|
||||
|
||||
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) ----
|
||||
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);
|
||||
}
|
||||
}
|
||||
|
||||
// ---- Target echoes ----
|
||||
for (int i = 0; i < u_targetCount; i++) {
|
||||
float tRng = u_targets[i].x;
|
||||
float tBrg = u_targets[i].y;
|
||||
float tBrt = u_targets[i].z;
|
||||
float tSize = u_targets[i].w;
|
||||
|
||||
if (tRng <= 0.0 || tBrt <= 0.0) continue;
|
||||
|
||||
// Angular proximity: beam must be sweeping over the target's bearing
|
||||
float dBrg = angleDiff(brg, tBrg);
|
||||
if (dBrg >= u_halfBeamDeg) 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);
|
||||
}
|
||||
|
||||
energy = max(energy, contrib);
|
||||
}
|
||||
|
||||
fragOut = vec4(clamp(energy, 0.0, 1.0), 0.0, 0.0, 1.0);
|
||||
}
|
||||
Reference in New Issue
Block a user