at least something renders now
Some checks failed
Verify Latest Dependencies / Verify Latest Dependencies (push) Has been cancelled
build and test / wxbox - latest (push) Has been cancelled

This commit is contained in:
core 2025-05-25 23:40:27 -04:00
parent cee9d47dc2
commit 3c94d3a32a
2 changed files with 56 additions and 265 deletions

View file

@ -231,12 +231,8 @@
gl.useProgram(this.program);
console.log(drd.radials.length);
gl.uniform1i(gl.getUniformLocation(this.program, 'azimuthCount'), drd.radials.length);
console.log('done');
console.log(
gl.getUniform(this.program, gl.getUniformLocation(this.program, 'azimuthCount'))
);
gl.uniform1fv(
gl.getUniformLocation(this.program, 'azimuthAngles'),
new Float32Array(
@ -272,49 +268,31 @@
}
}
}
const dataTexture = gl.createTexture();
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, dataTexture);
const level = 0;
const internalFormat = gl.R32F;
const width = 720;
const height = 1832;
const border = 0;
const format = gl.RED;
const type = gl.FLOAT;
// interleave the data
const data: number[] = [];
for (let y = 0; y < height; y++) {
for (let x = 0; x < width; x++) {
const radial = drd.radials[x];
if (radial.product && radial.product.data) {
data.push(scaleMomentData(radial, radial.product.data.data[y]));
}
const rdata: number[] = [];
for (const radial of drd.radials) {
for (const tdata of radial.product.data.data) {
rdata.push(scaleMomentData(radial, tdata));
}
}
const typedData = new Float32Array(data);
gl.texImage2D(
gl.TEXTURE_2D,
level,
internalFormat,
width,
height,
border,
format,
type,
data
);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
const data = new Float32Array(rdata);
gl.uniform1i(gl.getUniformLocation(this.program, 'scaledData'), 4);
gl.activeTexture(gl.TEXTURE0 + 4);
this.texture = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, this.texture);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
const alignment = 1;
gl.pixelStorei(gl.UNPACK_ALIGNMENT, alignment);
gl.uniform1i(gl.getUniformLocation(this.program, 'scaledData'), 0);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.R32F, 720, 1832, 0, gl.RED, gl.FLOAT, data);
},
render(gl, args) {
gl.useProgram(this.program);
gl.activeTexture(gl.TEXTURE0 + 4);
gl.bindTexture(gl.TEXTURE_2D, this.texture);
gl.uniformMatrix4fv(
gl.getUniformLocation(this.program, 'u_matrix'),
false,

View file

@ -19,211 +19,6 @@ void xyToLngLat(in float x, in float y, out float lat, out float lng) {
in vec4 raw_pos;
struct Ellipsoid {
float semiMajorAxisMeters;
float semiMinorAxisMeters;
float flattening;
float inverseFlattening;
};
Ellipsoid fromAAndInverseF(float semiMajorAxisMeters, float inverseFlattening) {
float f = 1.0 / inverseFlattening;
float b = (1.0 - f) * semiMajorAxisMeters;
return Ellipsoid(semiMajorAxisMeters, b, f, inverseFlattening);
}
struct Angle {
float radians;
};
float angleAsDegrees(Angle angle) {
return degrees(angle.radians);
}
Angle radianAngle(float radians) {
return Angle(radians);
}
Angle degreeAngle(float degrees) {
return Angle(radians(degrees));
}
struct GlobalCoordinates {
Angle latitude;
Angle longitude;
};
void canonicalizeGlobalCoordinates(inout GlobalCoordinates coords) {
float latitudeRadians = coords.latitude.radians;
float longitudeRadians = coords.longitude.radians;
latitudeRadians = mod((latitudeRadians + PI), TWO_PI);
if (latitudeRadians < 0.0) {
latitudeRadians += TWO_PI;
}
latitudeRadians -= PI;
if (latitudeRadians > PI_OVER_TWO) {
latitudeRadians = PI - latitudeRadians;
longitudeRadians += PI;
} else if (latitudeRadians < NEGATIVE_PI_OVER_TWO) {
latitudeRadians = -PI - latitudeRadians;
longitudeRadians += PI;
}
longitudeRadians = mod((longitudeRadians + PI), TWO_PI);
if (longitudeRadians <= 0.0) {
longitudeRadians += TWO_PI;
}
longitudeRadians -= PI;
coords.latitude = radianAngle(latitudeRadians);
coords.longitude = radianAngle(longitudeRadians);
}
struct Geodedic {
float s;
Angle a1;
Angle a2;
bool didGetGoodEstimate;
};
const float tolerance = pow(10.0, -13.0);
Geodedic vincenty(Ellipsoid ellipsoid, GlobalCoordinates start, GlobalCoordinates end) {
float a = ellipsoid.semiMajorAxisMeters;
float b = ellipsoid.semiMinorAxisMeters;
float f = ellipsoid.flattening;
float phi1 = start.latitude.radians;
float lambda1 = start.longitude.radians;
float phi2 = end.latitude.radians;
float lambda2 = end.longitude.radians;
float a2 = a * a;
float b2 = b * b;
float a2b2b2 = (a2 - b2) / b2;
float omega = lambda2 - lambda1;
float tanphi1 = tan(phi1);
float tanU1 = (1.0 - f) * tanphi1;
float U1 = atan(tanU1);
float sinU1 = sin(U1);
float cosU1 = cos(U1);
float tanphi2 = tan(phi2);
float tanU2 = (1.0 - f) * tanphi2;
float U2 = atan(tanU2);
float sinU2 = sin(U2);
float cosU2 = cos(U2);
float sinU1sinU2 = sinU1 * sinU2;
float cosU1sinU2 = cosU1 * sinU2;
float sinU1cosU2 = sinU1 * cosU2;
float cosU1cosU2 = cosU1 * cosU2;
// equ. 13
float lambda = omega;
// intermediates to compute 's'
float A = 0.0;
float B = 0.0;
float sigma = 0.0;
float deltasigma = 0.0;
float lambda0;
bool converged = false;
for (int i = 0; i < 20; i++) {
lambda0 = lambda;
float sinlambda = sin(lambda);
float coslambda = cos(lambda);
// equ. 14
float cosU1sinU2_sinU2cosU2coslambda = cosU1sinU2 - sinU1cosU2 * coslambda;
float sin2sigma = (cosU2 * sinlambda * cosU2 * sinlambda) + (cosU1sinU2_sinU2cosU2coslambda * cosU1sinU2_sinU2cosU2coslambda);
float sinsigma = sqrt(sin2sigma);
// equ. 15
float cossigma = sinU1sinU2 + (cosU1cosU2 * coslambda);
// equ. 16
sigma = atan(sinsigma, cossigma);
// equ. 17 - careful, sin2sigma might be almost 0
float sinalpha = (sin2sigma == 0.0) ? 0.0 : cosU1cosU2 * sinlambda / sinsigma;
float alpha = asin(sinalpha);
float cosalpha = cos(alpha);
float cos2alpha = cosalpha * cosalpha;
// equ. 18 - careful, cos2alpha might be almost 0
float cos2sigmam = (cos2alpha == 0.0) ? 0.0 : cossigma - 2.0 * sinU1sinU2 / cos2alpha;
float u2 = cos2alpha * a2b2b2;
float cos2sigmam2 = cos2sigmam * cos2sigmam;
// equ. 3
A = 1.0 + u2 / 16384.0 * (4096.0 + u2 * (-768.0 + u2 * (320.0 - 175.0 * u2)));
// equ. 4
B = u2 / 1024.0 * (256.0 + u2 * (-128.0 + u2 * (74.0 - 47.0 * u2)));
// equ. 6
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)));
// equ. 10
float C = f / 16.0 * cos2alpha * (4.0 + f * (4.0 - 3.0 * cos2alpha));
// equ. 11 (modified)
lambda = omega + (1.0 - C) * f * sinalpha * (sigma + C * sinsigma * (cos2sigmam + C * cossigma * (-1.0 + 2.0 * cos2sigmam2)));
if (i < 2) {
continue;
}
float change = abs((lambda - lambda0) / lambda);
if (change < tolerance) {
converged = true;
break;
}
// equ. 19
float s = b * A * (sigma - deltasigma);
Angle alpha1;
Angle alpha2;
bool didGetGoodEstimate = true;
// didn't converge? must be N/S
if (!converged) {
if (phi1 > phi2) {
alpha1 = degreeAngle(180.0);
alpha2 = degreeAngle(0.0);
} else if (phi1 < phi2) {
alpha1 = degreeAngle(0.0);
alpha2 = degreeAngle(180.0);
} else {
alpha1 = Angle(0.0 / 0.0); // NaN
alpha2 = Angle(0.0 / 0.0); // NaN
didGetGoodEstimate = false;
}
} else {
float radians;
// equ. 20
radians = atan(cosU2 * sin(lambda), (cosU1sinU2 - sinU1cosU2 * cos(lambda)));
if (radians < 0.0) {
radians += TWO_PI;
}
alpha1 = radianAngle(radians);
radians = atan(cosU1 * sin(lambda), (-sinU1cosU2 + cosU1sinU2 * cos(lambda))) + PI;
if (radians < 0.0) {
radians += TWO_PI;
}
alpha2 = radianAngle(radians);
}
if (alpha1.radians >= TWO_PI) {
alpha1 = radianAngle(alpha1.radians - TWO_PI);
}
if (alpha2.radians >= TWO_PI) {
alpha2 = radianAngle(alpha2.radians - TWO_PI);
}
return Geodedic(s, alpha1, alpha2, didGetGoodEstimate);
}
}
uniform int azimuthCount;
uniform float[720] azimuthAngles;
uniform float azimuthSpacing;
@ -266,7 +61,6 @@ LocateRadialResult locateRadial(float forAzimuth) {
}
void main() {
Ellipsoid WGS84 = fromAAndInverseF(6378137.0, 298.257223563);
float lat;
float lng;
xyToLngLat(raw_pos.x, raw_pos.y, lat, lng);
@ -276,24 +70,24 @@ void main() {
return;
}
GlobalCoordinates radar = GlobalCoordinates(degreeAngle(radarLat), degreeAngle(radarLng));
canonicalizeGlobalCoordinates(radar);
GlobalCoordinates
samplePoint = GlobalCoordinates(degreeAngle(lat), degreeAngle(lng));
canonicalizeGlobalCoordinates(samplePoint);
float R = 6371.0 * pow(10.0, 3.0); // meters
float phi1 = radians(radarLat);
float phi2 = radians(lat);
float lambda1 = radians(radarLng);
float lambda2 = radians(lng);
Geodedic vincentyResult = vincenty(WGS84, radar, samplePoint);
float deltaPhi = radians(lat - radarLat);
float deltaLambda = radians(lng - radarLng);
float a = sin(deltaPhi / 2.0) * sin(deltaPhi / 2.0) + cos(phi1) * cos(phi2) * sin(deltaLambda / 2.0) * sin(deltaLambda / 2.0);
float c = 2.0 * atan(sqrt(a), sqrt(1.0 - a));
float d = R * c; // meters
if (!vincentyResult.didGetGoodEstimate) {
fragColor = vec4(0.0, 0.0, 0.0, 0.0);
return;
}
float d_m = d;
float d_m = vincentyResult.s;
float azimuth = degrees(vincentyResult.a1.radians);
if (azimuth < 0.0) {
azimuth += 360.0;
}
float y = sin(lambda2 - lambda1) * cos(phi2);
float x = cos(phi1) * sin(phi2) - sin(phi1) * cos(phi2) * cos(lambda2 - lambda1);
float theta = atan(y, x);
float azimuth = (theta * 180.0 / PI + 360.0); // degrees
LocateRadialResult maybeRadial = locateRadial(azimuth);
if (!maybeRadial.didFindRadial) {
@ -306,7 +100,7 @@ void main() {
float gate_spacing_km = sampleInterval / 1000.0;
if (distance_km < first_gate_distance_km) {
fragColor = vec4(1.0, 0.0, 0.0, 1.0);
fragColor = vec4(0.0, 0.0, 0.0, 0.0);
return;
}
@ -316,8 +110,27 @@ void main() {
return;
}
vec2 coords = vec2(float(maybeRadial.radialIndex), float(gate));
float rawValue = texture(scaledData, coords).r;
if (!maybeRadial.didFindRadial) {
fragColor = vec4(0.0, 0.0, 0.0, 0.0);
return;
}
ivec2 coords = ivec2(maybeRadial.radialIndex, gate);
float rawValue = texelFetch(scaledData, coords, 0).r;
const float BELOW_THRESHOLD = -9999.0;
const float RANGE_FOLDED = -9998.0;
if (rawValue == BELOW_THRESHOLD) {
fragColor = vec4(0.0, 0.0, 0.0, 0.0);
return;
}
if (rawValue == RANGE_FOLDED) {
fragColor = vec4(1.0, 0.0, 1.0, 1.0);
return;
}
//float rawValue = (float(value.r) - float(value.g)) / float(value.b);
if (rawValue > 80.0) {
fragColor = vec4(128.0 / 255.0, 128.0 / 255.0, 128.0 / 255.0, 1.0);