ogl_beamforming

Ultrasound Beamforming Implemented with OpenGL
git clone anongit@rnpnr.xyz:ogl_beamforming.git
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Commit: e225f40852b206ac11ed733f8fcbc816dbdd6898
Parent: a2d2d72a55d41126338406873c2bca7543f6043f
Author: Randy Palamar
Date:   Wed,  9 Jul 2025 14:31:42 -0600

ui: render_3d: replace bounding box test with SDF

the distance can be used to smoothly transition between the
texture and the bounding box and mostly fixes the aliasing issues

Diffstat:
Mshaders/render_3d.frag.glsl | 22++++++++++++----------
1 file changed, 12 insertions(+), 10 deletions(-)

diff --git a/shaders/render_3d.frag.glsl b/shaders/render_3d.frag.glsl @@ -9,12 +9,14 @@ vec3 hsv2rgb(vec3 hsv) return hsv.z - hsv.z * hsv.y * k; } -bool bounding_box_test(vec3 coord, float p) +/* NOTE(rnp): adapted from: https://iquilezles.org/articles/distfunctions */ +float sdf_wire_box_outside(vec3 p, vec3 b, float e) { - bool result = false; - bvec3 tests = bvec3(1 - step(vec3(p), coord) * step(coord, vec3(1 - p))); - if ((tests.x && tests.y) || (tests.x && tests.z) || (tests.y && tests.z)) - result = true; + p = abs(p) - b; + vec3 q = abs(p + e) - e; + float result = min(min(length(max(vec3(p.x, q.y, q.z), 0.0)), + length(max(vec3(q.x, p.y, q.z), 0.0))), + length(max(vec3(q.x, q.y, p.z), 0.0))); return result; } @@ -35,11 +37,11 @@ void main() smp = 1 - smp; } - if (u_solid_bb || bounding_box_test(test_texture_coordinate, u_bb_fraction)) { - out_colour = u_bb_colour; - } else { - out_colour = vec4(smp, smp, smp, 1); - } + vec3 p = 2.0f * test_texture_coordinate - 1.0f; + float t = clamp(sdf_wire_box_outside(p, vec3(1.0f), u_bb_fraction) / u_bb_fraction, 0, 1); + + out_colour = vec4(t * vec3(smp) + (1 - t) * u_bb_colour.xyz, 1); + if (u_solid_bb) out_colour = u_bb_colour; //out_colour = vec4(textureQueryLod(u_texture, texture_coordinate).y, 0, 0, 1); //out_colour = vec4(abs(normal), 1);