Initial setup for project, preparing for first component
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CLAUDE.md
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382
CLAUDE.md
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This is a project for a museum to demonstrate a simulation of a 1940's to 1960's
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vintage radar, including the Chain Home radar from early World War 2, marine radar
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at a marine traffic control station, and marine radar on a boat.
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The project will be implemented on a Geekom A8 Max
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32 GB RAM
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AMD Ryzen 9 8945HS w/ Radeon 780M Graphics
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We need to render to the Radeon 780M Graphics GPU
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Tech Stack: We are using C++20, OpenGL 4.3 Core, GLFW, GLAD, FreeType, GDAL (libgdal-dev)
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Compiler: is g++ (Ubuntu 15.2.0-4ubuntu4) 15.2.0
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Coding will be done using the c++ language for the CPU
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GPU coding will be GLSL (as required by OpenGL)
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FreeType is the text type we use
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GDAL is used for reading the LIDAR/ENC chart files
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GLFW (graphics library framework) open-source, multi-platform library used to manage windows
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GLAD (Multi-Language GL/GLES/WGL/GLX Loader-Generator) Loads the pointers to
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OpenGL functions (like glDrawArrays or glCompileShader)
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PostgreSQL is installed. Database: radar. User: radar. Password: radar.
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User has full privileges on database radar. Table is target_data.
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Operating system details:
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Distributor ID: Ubuntu
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Description: Ubuntu 25.10
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Release: 25.10
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Codename: questing
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Use cmake for building.
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[DIRECTIVE: GPU ROBUSTNESS PROTOCOL]
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Debug Callback: Enable GL_DEBUG_OUTPUT and glDebugMessageCallback
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to capture driver-level warnings and errors in real-time.
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I will be using SSH from Windows to write code and check with claude.
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You may compile the code during an SSH session.
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Please do not try to run the code during SSH session.
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I will run the code while physically using the Geekom.
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Please add MIT license header to each file
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Please add Author: Mark Allyn to each file
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Use snake_case for variables and PascalCase for classes
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use #pragma once
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Use // for single line comments
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use /* */ for multiple block comments spanning multiple lines
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avoid using auto
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==================================================================
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SYSTEMWIDE INCLUDE FILE AND GLOBAL DATA FILE
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This file is located at /include/data_structure_and_constants.h
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There will be a system wide include header file for constants and
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data structures
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For each entry in this file (which may be added piecemeal, a comment
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needs to be in place with the name of the components that uses that
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constant or data structure. Note that these comments will be updated
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as I add new components to be built.
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SYSTEMWIDE GLOBAL DATA FILE
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There will be a file containing global data items.
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The file is at global_data.cpp
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For each entry in this file (which may be added piecemeal, a comment
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needs to be in place with the name of the components that uses that
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constant or data structure. Note that these comments will be updated
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as I add new components to be built.
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SYSREMWIDE TESTING AND SETTINGS INCLUDE FILE
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The system wide testing and configuation file, located at include/settings.h
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The values for each component shall be preceded by the session name
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as a comment. It shall be included in all components.
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Please use this file for defines and variables that I can
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change and do a simple re-compile instead of having the ai re write the
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code. This is for debugging. For example, I may want to disable the p7 persistance
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to troubleshoot the actual target processnig before it goes to persistance,
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disable the land and terrain so that I can see the targets alone. Things like
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that.
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==================================================================
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PIECEMEAL BUILDING
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This project will be built piecemeal. Each components will be build by itself an integrated
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with components that have been already built.
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Each component will have its own .md file for instructions and specifications.
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As a component is built and tested, I wil add a statement at the end of it's
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.md file, looking like "COMPONENT DONE"
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Please note that each component shall have it's own c++ file; its own .h file;
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and it's own sets for shaders. Full independance.
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==================================================================
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TEMPORARY TESTING FILES
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As each component if built, I may ask for temporary files to be created
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for testing of the component. For example, I may ask for targets on a radar
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before any target handling code is made.
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I will indicated what is needed to be built. And when I am done testing, I will
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instruct that that file be deleted. These instructions will be done during the
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dialog with claude code.
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===================================================================
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HANDLING COMPILE AND BUILD OF SHADEARS DURIANG PIECEMEAL BUILDING
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As you know, all shaders are to be built and loaded at the beginning
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of the application.
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I propose that each components will have it's own code for making the linking
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its shaders as a function that will be called by the system's initialization code.
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====================================================================
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Summary of project:
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This is a museum exhibit displaying and providing some interaction
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of vintage 1940's, 1950's, and 1960's radars. A key objective is to
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provide interaction with and viewing of radars from that era.
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The name of the application (the name of it's executable file) shall be
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radar_simulator. Therefore, if you are in the directory in which the executable
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is compiled, which in this case would be the build subdirectory of the project
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directory, you would type ./radar_simulator, or use a full path name
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of {PROJECT_DIR}/build/radar_simulator.
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In the CMakeLists.txt, plese use the name radar_simulator for the add_executable call.
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There will be three main areas of the screen. On the right hand side will be the radar
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scope.
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On the left hand side of the screen will be a text description of the scope as well
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as the controls of the scope and keyboard keys for each control. This text will be
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white while the control labels will be red and the keystrokes will be in pink.
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At some point, pending a decision with the museum, we may purchase components to mount the controls on a panel. Until that is done, the controls will be on the keyboard.
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On the right hand side of the screen, below the scope, would be a text status window, showing current
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maximum range, range, and bearing as appropriate to which scope we are using as well as the identification
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of the scope that we are using.
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Suggest that we use glViewport to define the left-hand text area, the main scope,
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and the yellow status bar. This allows you to render the scope with its own coordinate
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system while keeping the text fixed. Along with glViewport, use glScissor and glEnable(GL_SCISSOR_TEST)
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Below the scope will be a text status window. This text will be yellow
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Scopes in the right panel
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1. Introduction of Exhibit (Explanation of the project on the left hand text panel.
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2. A-scope for Chain Home Radar in the 1940's (first radar and could be tricky)
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3. A-scope for marine radar in the 1940's (Before PPI radar); was a bit tedious to operate
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4. PPI scope for marine traffic control (uses beam sweeping in all 360 degrees of
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rotation); Easier to use than a scope
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5. PPI scope on board a boat. Shows how movement of a boat affects the radar display
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Please note that these scopes will not appear all at once. The selection of which scope
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the visitor sees is done by pressing a forward control and a reverse control to go around
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the loop of scopes. The first display when the system is turned on or booted up is the
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Introduction of the exhibit.
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=====================================================================
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CONTROL DEFINITIONS
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Please note that the first iteration of the project will have only minimal controls.
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This is a suggestion I got after meeting with the museum staff. Perhaps later we may
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add more controls.
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Also, please note that the state of the controls of each scope is independent of any
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other scope. Furthermore, the controls will reset when a scope is exited and then re-entered.
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Controls to affect the behavior of the scopes; (these first implemented using keyboard
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strokes; later when and if physical controls are completed, the keyboard controls will be removed)
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These controls will affect the state variables and the uniform variables of the shaders.
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Please note that identical controls will be the same keyboard strikes or physical controls for all scopes.
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=======================================================
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Overall control information
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These are knobs on the panel once that is built. Keyboard keys until then
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1. Intensity - scope overall intensity - Keyboard 3 is lower; 4 is higher - uniform is float intensity;
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2. Receiver Sensitivity - signal intensity - Keyboard 5 is lower; 6 is higher - uniform is float sensitivity;
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3. STC Sensitivity - sensitivity for closer in targets which can overwhelm
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overall sensitivity - keyboard q for lower; w for higher - uniform is float stc_sensitivity;
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4. STC Range - range to which sensitivity to closer targets is effective
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keyboard e for lower; r for higher - uniform is float stc_range;
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5. Noise filter for rain noise. This is for the ppi scopes. keyboard t for decrease filtering and y
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to increase filtering - uniform is float noise_filter;
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6. Radiogoniometer knob for Chain Home; keyboard u for left turn;
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i for right turn. - uniform is float radiogoniometer;
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7. Maximum Range for all scopes except for chain home, which is fixed. This control
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will not operate for Chain Home. These maximum
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range selections will be defined for each scope; If you try to go beyond the stated
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maximum ranges, the control will have no effect; note that the default maximum range would
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be the highest for that scope; keyboard o for lower; p for higher uniform is float max_range;
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8. Range Cursor (for ppi scopes, not for a scopes)
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keyboard a for lower; s for higher - uniform is float range_cursor;
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9. Bearing Cursor (for all ppi scopes; not for a scopes)
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keyboard d for counterclockwise f for clockwise uniform is float bearing_cursor;
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10. Bearing for Marine A Scope. This is not for a cursor, but this operates the motor
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that revolves the antenna unit keyboard g for counterclockwise and h for clockwise
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uniform is float marine_a_bearing;
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Notes; I am maintaining control separation between radiogon, marine a scope bearing, and ppi bearing.
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However, when I make the control panel, those will be combined as one physical knob with three
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labels, chain home radiogon, marine a scope antenna rotation, and ppi scope bearing to save on
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hardware; the same physical control can be used for multiple scopes.
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Note that the range cursor is different from the maximum range. Maximum range is the maximum
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radar range setting and range cursor is the range portion of the ppi cursor.
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Note that these are to be implimented as I work on each component. You cannot impliment all of these
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at the beginning as there will be no shaders for the uniforms
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Note that a copy of each uniform shall be maintained in the global_data.cpp file.
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===================================================================
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Some data structures from my previoius work that should be relavent:
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All targets from the network pipeline and simulator map to this C master structure:
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struct target_data_structure {
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double target_longitude;
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double target_latitude;
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std::string vessel_name; // will be null for no available name
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std::string registration; // will be null for no registration
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float length; // in meters
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float beam; // in meters
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int vessel_type; // AIS type code or aircraft type
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uint32_t mmsi; // AIS unique identifier; ICAO hex address for aircraft
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float course; // course over ground, degrees, based on true north
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float speed; // speed over ground, knots
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float altitude; // meters, but 0 for boats
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int type; // type of target; vessel or aircraft; 0 = vessel
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int police_boat // 1 is police boat; 0 is not
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time_t timestamp;
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};
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Of this heavy structure, only the following lean mathematical footprint is submitted
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to the graphics shaders via an OpenGL Shader Storage Buffer Object (SSBO) layout(std430):
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ssbo_target_information { // This is what is sent to the shaders as SSBO
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float target_x; // Pre-converted local Cartesian offset X (meters relative to radar)
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float target_y; // Pre-converted local Cartesian offset Y (meters relative to radar)
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float length; // Vessel length bounds (meters)
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float beam; // Vessel beam bounds (meters)
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float course; // Course over ground vector (radians relative to True North)
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float altitude; // Target altitude profile (meters = 0 for boats)
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time_t timestamp; // Data aging tracking identifier
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float current_reflectivity; // derivied from vessel_type (see table below)
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float height_estimate; // derived from vessel_type (see table below)
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float noiseglint; // derived from vessel_type (see table below)
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int32_t police_boat; // this indicates that the target is for the roaming police boat. 1 = police boat
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uint32_t mmsi; // AIS unique identifier; ICAO hex address for aircraft
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int type; // target type (0 for boat 1 for aircraft)
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};
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This is the structure sent to the software to send to the shaders. It does include the
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text (string) values, but those are stripped off prior to being sent to the shaders.
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struct target_data_to_thread_1_structure {
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float target_x; // Pre-converted local Cartesian offset X (meters relative to radar)
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float target_y; // Pre-converted local Cartesian offset Y (meters relative to radar)
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std::string vessel_name; // will be null for no available name
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std::string registration; // will be null for no registration
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float length; // Vessel length bounds (meters)
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float beam; // Vessel beam bounds (meters)
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float course; // Course over ground vector (radians relative to True North)
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float altitude; // Target altitude profile (meters = 0 for boats)
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time_t timestamp; // Data aging tracking identifier
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float current_reflectivity; // derived from calculation based on material - is dynamic
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float height_estimate; // derived from vessel_type (see table below)
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float noiseglint; // derived from vessel_type (see table below)
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int32_t police_boat; // this indicates that the target is for the roaming police boat. 1 = police boat
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int type; // target type (0 for boat 1 for aircraft)
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uint32_t mmsi; // AIS unique identifier; ICAO hex address for aircraft
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};
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Please note that height and material are not included in the data received from the simulator
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nor the raspberry pis. This has to be derived. That will be discussed when I talk about the
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traffic cop component.
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Please note that the ssbo_target_information
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data structure does not include the vessel_name nor the registration.
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Those do not go to the shaders.
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Here is the data items for the table in the Postgres database:
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1. float length
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2. float beam
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3. int32_t may_need_update (this if a randome value is applied to any part of the target
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and that the user may want to update the database. This
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will not force the user to do the update, a later
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database editing program will use this.
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4. int vessel_type (AIS type code or aircraft type)
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5. int type (1 for airplane, 0 for boat)
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6. uint32_t mmsi (unique identification for boat or ICAL for aircraft
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7. float reflectivity (derived from target type)
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8. float height_estimate (derived from target type)
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9. float noiseglint (derived from target type_
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10. std::string vessel_name;
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11. std::string registration;
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12. int32_t police_boat (this indicates that this is for the police boat - 1 is true)
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Please note that this database is only for the physical characteristics. Dynamic
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information which is created by the simulator (or raspberry pis) as that data changes.
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=====================================================================
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THE THREAD INFORMATION
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I don't know how the mutex data is handled in an include file or global data;
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This is the outline of the threads that I know so far. We add those as needed when we
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get to the components that need them.
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Now, lets discuss the threads. There will be five threads:
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Thread 1 = Operation of setting up the system; ie; initializeing Opengl,
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compiling, building, and loading all of the shaders. It also handles
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the keyboard operation of the radar controls as those are callbacks from
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the OpenGL. Accepting target traffic from the Traffic Cop will be performed,
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however, the Traffic Cop will need to assert mutex-target-data in order to write any
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target data to this Thread 1.
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Please note that this thread also includes the hit_test as noted below.
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Thread 2 = Traffic Cop. The Traffic Cop will accept Target Data from the Simulator (which
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will be discussed here) ; and the AIS and ADS(b) data from the raspberry pis. At
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this time, we need to provide only a stub withing the traffic cop to access the Raspberry pis.
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The traffic cop will need to set a mutex-target-data before
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handing radar traffic to the Thread 1 software
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which will send the radar data on to the shaders. Note that the traffic cop needs to do
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the following processing with target data:
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1. Convert the GPS longitude information to the local coordinates for each radar.
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2. Check and discard targets that are outside the range of the radar that is
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currently being used.
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3. Discard targets whose timestamp is older than 1 hour
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Thread 3 = Simulator. The simulator creates and manages the simulated targets. It needs to
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assert mutex-simulator-to-traffic-cop to transfer target information to the Traffic cop
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Thread 4 = Physical controls, knobs and switches. This has not been developed and will not
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be developed with the current version of the project. It will be developed later. It
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does need to set a mutex-control-data-to-shaders in order to send control
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information to Thread 1 so that thread
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can set the state variables and the uniforms for the controls in the shaders.
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Thread 5 = Raspberry pi data recever = this receives the data from the raspberry pis. It will
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not be developed for the current version of the project. The Raspberry PI receiver will
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need to set mutex-raspberry-pi in order to transfer target data to the traffic cop.
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================================================================================
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Block a user