at least something renders now
This commit is contained in:
parent
cee9d47dc2
commit
3c94d3a32a
2 changed files with 56 additions and 265 deletions
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@ -231,12 +231,8 @@
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gl.useProgram(this.program);
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console.log(drd.radials.length);
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gl.uniform1i(gl.getUniformLocation(this.program, 'azimuthCount'), drd.radials.length);
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console.log('done');
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console.log(
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gl.getUniform(this.program, gl.getUniformLocation(this.program, 'azimuthCount'))
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);
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gl.uniform1fv(
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gl.getUniformLocation(this.program, 'azimuthAngles'),
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new Float32Array(
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@ -272,49 +268,31 @@
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}
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}
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}
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const dataTexture = gl.createTexture();
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gl.activeTexture(gl.TEXTURE0);
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gl.bindTexture(gl.TEXTURE_2D, dataTexture);
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const level = 0;
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const internalFormat = gl.R32F;
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const width = 720;
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const height = 1832;
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const border = 0;
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const format = gl.RED;
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const type = gl.FLOAT;
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// interleave the data
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const data: number[] = [];
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for (let y = 0; y < height; y++) {
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for (let x = 0; x < width; x++) {
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const radial = drd.radials[x];
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if (radial.product && radial.product.data) {
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data.push(scaleMomentData(radial, radial.product.data.data[y]));
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}
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const rdata: number[] = [];
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for (const radial of drd.radials) {
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for (const tdata of radial.product.data.data) {
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rdata.push(scaleMomentData(radial, tdata));
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}
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}
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const typedData = new Float32Array(data);
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gl.texImage2D(
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gl.TEXTURE_2D,
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level,
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internalFormat,
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width,
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height,
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border,
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format,
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type,
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data
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);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
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const data = new Float32Array(rdata);
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gl.uniform1i(gl.getUniformLocation(this.program, 'scaledData'), 4);
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gl.activeTexture(gl.TEXTURE0 + 4);
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this.texture = gl.createTexture();
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gl.bindTexture(gl.TEXTURE_2D, this.texture);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
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const alignment = 1;
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gl.pixelStorei(gl.UNPACK_ALIGNMENT, alignment);
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gl.uniform1i(gl.getUniformLocation(this.program, 'scaledData'), 0);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
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gl.texImage2D(gl.TEXTURE_2D, 0, gl.R32F, 720, 1832, 0, gl.RED, gl.FLOAT, data);
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},
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render(gl, args) {
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gl.useProgram(this.program);
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gl.activeTexture(gl.TEXTURE0 + 4);
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gl.bindTexture(gl.TEXTURE_2D, this.texture);
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gl.uniformMatrix4fv(
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gl.getUniformLocation(this.program, 'u_matrix'),
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false,
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@ -19,211 +19,6 @@ void xyToLngLat(in float x, in float y, out float lat, out float lng) {
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in vec4 raw_pos;
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struct Ellipsoid {
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float semiMajorAxisMeters;
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float semiMinorAxisMeters;
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float flattening;
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float inverseFlattening;
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};
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Ellipsoid fromAAndInverseF(float semiMajorAxisMeters, float inverseFlattening) {
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float f = 1.0 / inverseFlattening;
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float b = (1.0 - f) * semiMajorAxisMeters;
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return Ellipsoid(semiMajorAxisMeters, b, f, inverseFlattening);
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}
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struct Angle {
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float radians;
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};
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float angleAsDegrees(Angle angle) {
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return degrees(angle.radians);
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}
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Angle radianAngle(float radians) {
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return Angle(radians);
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}
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Angle degreeAngle(float degrees) {
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return Angle(radians(degrees));
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}
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struct GlobalCoordinates {
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Angle latitude;
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Angle longitude;
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};
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void canonicalizeGlobalCoordinates(inout GlobalCoordinates coords) {
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float latitudeRadians = coords.latitude.radians;
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float longitudeRadians = coords.longitude.radians;
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latitudeRadians = mod((latitudeRadians + PI), TWO_PI);
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if (latitudeRadians < 0.0) {
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latitudeRadians += TWO_PI;
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}
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latitudeRadians -= PI;
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if (latitudeRadians > PI_OVER_TWO) {
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latitudeRadians = PI - latitudeRadians;
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longitudeRadians += PI;
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} else if (latitudeRadians < NEGATIVE_PI_OVER_TWO) {
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latitudeRadians = -PI - latitudeRadians;
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longitudeRadians += PI;
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}
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longitudeRadians = mod((longitudeRadians + PI), TWO_PI);
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if (longitudeRadians <= 0.0) {
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longitudeRadians += TWO_PI;
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}
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longitudeRadians -= PI;
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coords.latitude = radianAngle(latitudeRadians);
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coords.longitude = radianAngle(longitudeRadians);
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}
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struct Geodedic {
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float s;
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Angle a1;
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Angle a2;
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bool didGetGoodEstimate;
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};
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const float tolerance = pow(10.0, -13.0);
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Geodedic vincenty(Ellipsoid ellipsoid, GlobalCoordinates start, GlobalCoordinates end) {
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float a = ellipsoid.semiMajorAxisMeters;
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float b = ellipsoid.semiMinorAxisMeters;
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float f = ellipsoid.flattening;
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float phi1 = start.latitude.radians;
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float lambda1 = start.longitude.radians;
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float phi2 = end.latitude.radians;
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float lambda2 = end.longitude.radians;
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float a2 = a * a;
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float b2 = b * b;
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float a2b2b2 = (a2 - b2) / b2;
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float omega = lambda2 - lambda1;
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float tanphi1 = tan(phi1);
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float tanU1 = (1.0 - f) * tanphi1;
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float U1 = atan(tanU1);
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float sinU1 = sin(U1);
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float cosU1 = cos(U1);
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float tanphi2 = tan(phi2);
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float tanU2 = (1.0 - f) * tanphi2;
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float U2 = atan(tanU2);
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float sinU2 = sin(U2);
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float cosU2 = cos(U2);
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float sinU1sinU2 = sinU1 * sinU2;
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float cosU1sinU2 = cosU1 * sinU2;
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float sinU1cosU2 = sinU1 * cosU2;
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float cosU1cosU2 = cosU1 * cosU2;
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// equ. 13
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float lambda = omega;
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// intermediates to compute 's'
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float A = 0.0;
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float B = 0.0;
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float sigma = 0.0;
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float deltasigma = 0.0;
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float lambda0;
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bool converged = false;
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for (int i = 0; i < 20; i++) {
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lambda0 = lambda;
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float sinlambda = sin(lambda);
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float coslambda = cos(lambda);
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// equ. 14
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float cosU1sinU2_sinU2cosU2coslambda = cosU1sinU2 - sinU1cosU2 * coslambda;
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float sin2sigma = (cosU2 * sinlambda * cosU2 * sinlambda) + (cosU1sinU2_sinU2cosU2coslambda * cosU1sinU2_sinU2cosU2coslambda);
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float sinsigma = sqrt(sin2sigma);
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// equ. 15
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float cossigma = sinU1sinU2 + (cosU1cosU2 * coslambda);
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// equ. 16
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sigma = atan(sinsigma, cossigma);
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// equ. 17 - careful, sin2sigma might be almost 0
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float sinalpha = (sin2sigma == 0.0) ? 0.0 : cosU1cosU2 * sinlambda / sinsigma;
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float alpha = asin(sinalpha);
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float cosalpha = cos(alpha);
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float cos2alpha = cosalpha * cosalpha;
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// equ. 18 - careful, cos2alpha might be almost 0
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float cos2sigmam = (cos2alpha == 0.0) ? 0.0 : cossigma - 2.0 * sinU1sinU2 / cos2alpha;
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float u2 = cos2alpha * a2b2b2;
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float cos2sigmam2 = cos2sigmam * cos2sigmam;
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// equ. 3
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A = 1.0 + u2 / 16384.0 * (4096.0 + u2 * (-768.0 + u2 * (320.0 - 175.0 * u2)));
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// equ. 4
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B = u2 / 1024.0 * (256.0 + u2 * (-128.0 + u2 * (74.0 - 47.0 * u2)));
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// equ. 6
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deltasigma = B * sinsigma * (cos2sigmam + B / 4.0 * (cossigma * (-1.0 + 2.0 * cos2sigmam2) - B / 6.0 * cos2sigmam * (-3.0 + 4.0 * sin2sigma) * (-3.0 + 4.0 * cos2sigmam2)));
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// equ. 10
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float C = f / 16.0 * cos2alpha * (4.0 + f * (4.0 - 3.0 * cos2alpha));
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// equ. 11 (modified)
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lambda = omega + (1.0 - C) * f * sinalpha * (sigma + C * sinsigma * (cos2sigmam + C * cossigma * (-1.0 + 2.0 * cos2sigmam2)));
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if (i < 2) {
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continue;
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}
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float change = abs((lambda - lambda0) / lambda);
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if (change < tolerance) {
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converged = true;
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break;
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}
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// equ. 19
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float s = b * A * (sigma - deltasigma);
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Angle alpha1;
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Angle alpha2;
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bool didGetGoodEstimate = true;
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// didn't converge? must be N/S
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if (!converged) {
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if (phi1 > phi2) {
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alpha1 = degreeAngle(180.0);
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alpha2 = degreeAngle(0.0);
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} else if (phi1 < phi2) {
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alpha1 = degreeAngle(0.0);
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alpha2 = degreeAngle(180.0);
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} else {
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alpha1 = Angle(0.0 / 0.0); // NaN
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alpha2 = Angle(0.0 / 0.0); // NaN
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didGetGoodEstimate = false;
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}
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} else {
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float radians;
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// equ. 20
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radians = atan(cosU2 * sin(lambda), (cosU1sinU2 - sinU1cosU2 * cos(lambda)));
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if (radians < 0.0) {
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radians += TWO_PI;
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}
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alpha1 = radianAngle(radians);
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radians = atan(cosU1 * sin(lambda), (-sinU1cosU2 + cosU1sinU2 * cos(lambda))) + PI;
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if (radians < 0.0) {
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radians += TWO_PI;
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}
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alpha2 = radianAngle(radians);
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}
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if (alpha1.radians >= TWO_PI) {
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alpha1 = radianAngle(alpha1.radians - TWO_PI);
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}
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if (alpha2.radians >= TWO_PI) {
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alpha2 = radianAngle(alpha2.radians - TWO_PI);
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}
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return Geodedic(s, alpha1, alpha2, didGetGoodEstimate);
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}
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}
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uniform int azimuthCount;
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uniform float[720] azimuthAngles;
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uniform float azimuthSpacing;
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@ -266,7 +61,6 @@ LocateRadialResult locateRadial(float forAzimuth) {
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}
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void main() {
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Ellipsoid WGS84 = fromAAndInverseF(6378137.0, 298.257223563);
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float lat;
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float lng;
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xyToLngLat(raw_pos.x, raw_pos.y, lat, lng);
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@ -276,24 +70,24 @@ void main() {
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return;
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}
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GlobalCoordinates radar = GlobalCoordinates(degreeAngle(radarLat), degreeAngle(radarLng));
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canonicalizeGlobalCoordinates(radar);
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GlobalCoordinates
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samplePoint = GlobalCoordinates(degreeAngle(lat), degreeAngle(lng));
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canonicalizeGlobalCoordinates(samplePoint);
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float R = 6371.0 * pow(10.0, 3.0); // meters
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float phi1 = radians(radarLat);
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float phi2 = radians(lat);
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float lambda1 = radians(radarLng);
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float lambda2 = radians(lng);
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Geodedic vincentyResult = vincenty(WGS84, radar, samplePoint);
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float deltaPhi = radians(lat - radarLat);
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float deltaLambda = radians(lng - radarLng);
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float a = sin(deltaPhi / 2.0) * sin(deltaPhi / 2.0) + cos(phi1) * cos(phi2) * sin(deltaLambda / 2.0) * sin(deltaLambda / 2.0);
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float c = 2.0 * atan(sqrt(a), sqrt(1.0 - a));
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float d = R * c; // meters
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if (!vincentyResult.didGetGoodEstimate) {
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fragColor = vec4(0.0, 0.0, 0.0, 0.0);
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return;
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}
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float d_m = d;
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float d_m = vincentyResult.s;
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float azimuth = degrees(vincentyResult.a1.radians);
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if (azimuth < 0.0) {
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azimuth += 360.0;
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}
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float y = sin(lambda2 - lambda1) * cos(phi2);
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float x = cos(phi1) * sin(phi2) - sin(phi1) * cos(phi2) * cos(lambda2 - lambda1);
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float theta = atan(y, x);
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float azimuth = (theta * 180.0 / PI + 360.0); // degrees
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LocateRadialResult maybeRadial = locateRadial(azimuth);
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if (!maybeRadial.didFindRadial) {
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@ -306,7 +100,7 @@ void main() {
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float gate_spacing_km = sampleInterval / 1000.0;
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if (distance_km < first_gate_distance_km) {
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fragColor = vec4(1.0, 0.0, 0.0, 1.0);
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fragColor = vec4(0.0, 0.0, 0.0, 0.0);
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return;
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}
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@ -316,8 +110,27 @@ void main() {
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return;
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}
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vec2 coords = vec2(float(maybeRadial.radialIndex), float(gate));
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float rawValue = texture(scaledData, coords).r;
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if (!maybeRadial.didFindRadial) {
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fragColor = vec4(0.0, 0.0, 0.0, 0.0);
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return;
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}
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ivec2 coords = ivec2(maybeRadial.radialIndex, gate);
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float rawValue = texelFetch(scaledData, coords, 0).r;
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const float BELOW_THRESHOLD = -9999.0;
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const float RANGE_FOLDED = -9998.0;
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if (rawValue == BELOW_THRESHOLD) {
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fragColor = vec4(0.0, 0.0, 0.0, 0.0);
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return;
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}
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if (rawValue == RANGE_FOLDED) {
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fragColor = vec4(1.0, 0.0, 1.0, 1.0);
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return;
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}
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//float rawValue = (float(value.r) - float(value.g)) / float(value.b);
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if (rawValue > 80.0) {
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fragColor = vec4(128.0 / 255.0, 128.0 / 255.0, 128.0 / 255.0, 1.0);
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