ogl_beamforming

Ultrasound Beamforming Implemented with OpenGL
git clone anongit@rnpnr.xyz:ogl_beamforming.git
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Commit: 19d43c1f709c3fbec39d89144c48eba490a51f5b
Parent: 5af1aa2f90d04acf504be924b1c2f41ff837aaef
Author: Randy Palamar
Date:   Thu, 24 Apr 2025 16:08:17 -0600

ui/render: always display the middle slice when beamforming a volume

This was what was intended before. Obviously this needs to be
refactored to allow modification via the UI.

Diffstat:
Mshaders/render.glsl | 6+++---
1 file changed, 3 insertions(+), 3 deletions(-)

diff --git a/shaders/render.glsl b/shaders/render.glsl @@ -12,13 +12,13 @@ vec3 hsv2rgb(vec3 hsv) void main() { - ivec2 out_data_dim = textureSize(u_out_data_tex, 0).xz; + ivec3 out_data_dim = textureSize(u_out_data_tex, 0); //vec2 min_max = texelFetch(u_out_data_tex, ivec3(0), textureQueryLevels(u_out_data_tex) - 1).xy; /* TODO(rnp): select between x and y and specify slice */ - ivec2 coord = ivec2(fragment_texture_coordinate * vec2(out_data_dim)); - ivec3 smp_coord = ivec3(coord.x, 0, coord.y); + ivec2 coord = ivec2(fragment_texture_coordinate * vec2(out_data_dim.xz)); + ivec3 smp_coord = ivec3(coord.x, out_data_dim.y / 2, coord.y); float smp = length(texelFetch(u_out_data_tex, smp_coord, 0).xy); float threshold_val = pow(10.0f, u_threshold / 20.0f);