ogl_beamforming

Ultrasound Beamforming Implemented with OpenGL
git clone anongit@rnpnr.xyz:ogl_beamforming.git
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Commit: 7fc08ca46a917eaf6fb3cb77b97ed36b0514bcf3
Parent: 90f3400d5cc83756dbacec27d426691ce9ba344a
Author: Randy Palamar
Date:   Thu, 27 Jun 2024 09:25:58 -0600

delete some duplicate initialization code

Diffstat:
Mmain.c | 22+++-------------------
1 file changed, 3 insertions(+), 19 deletions(-)

diff --git a/main.c b/main.c @@ -124,19 +124,6 @@ compile_shader(Arena a, u32 type, s8 shader) static void init_compute_shader_ctx(ComputeShaderCtx *ctx, Arena a, uv3 rf_data_dim) { - for (u32 i = 0; i < ARRAY_COUNT(ctx->programs); i++) { - Arena tmp = a; - os_file_stats fs = os_get_file_stats(compute_shader_paths[i]); - s8 shader_text = os_read_file(&tmp, compute_shader_paths[i], fs.filesize); - u32 shader_id = compile_shader(tmp, GL_COMPUTE_SHADER, shader_text); - ctx->programs[i] = rlLoadComputeShaderProgram(shader_id); - glDeleteShader(shader_id); - } - - ctx->rf_data_dim_id = glGetUniformLocation(ctx->programs[CS_UFORCES], "u_rf_data_dim"); - ctx->out_data_tex_id = glGetUniformLocation(ctx->programs[CS_UFORCES], "u_out_data_tex"); - ctx->mip_view_tex_id = glGetUniformLocation(ctx->programs[CS_MIN_MAX], "u_mip_view_tex"); - ctx->rf_data_dim = rf_data_dim; size rf_data_size = rf_data_dim.w * rf_data_dim.h * rf_data_dim.d * sizeof(i32); @@ -161,11 +148,8 @@ init_compute_shader_ctx(ComputeShaderCtx *ctx, Arena a, uv3 rf_data_dim) static void init_fragment_shader_ctx(FragmentShaderCtx *ctx, uv3 out_data_dim) { - ctx->shader = LoadShader(NULL, "shaders/render.glsl"); - ctx->output = LoadRenderTexture(out_data_dim.w, out_data_dim.h); - ctx->out_data_tex_id = glGetUniformLocation(ctx->shader.id, "u_out_data_tex"); - ctx->db_cutoff_id = glGetUniformLocation(ctx->shader.id, "u_db_cutoff"); - ctx->db = -50.0f; + ctx->output = LoadRenderTexture(out_data_dim.w, out_data_dim.h); + ctx->db = -50.0f; } static void @@ -194,7 +178,7 @@ reload_shaders(BeamformerCtx *ctx, Arena a) Shader updated_fs = LoadShader(NULL, "shaders/render.glsl"); if (updated_fs.id != rlGetShaderIdDefault()) { UnloadShader(ctx->fsctx.shader); - ctx->fsctx.shader = updated_fs; + ctx->fsctx.shader = updated_fs; ctx->fsctx.out_data_tex_id = GetShaderLocation(updated_fs, "u_out_data_tex"); ctx->fsctx.db_cutoff_id = GetShaderLocation(updated_fs, "u_db_cutoff"); }