Change font size and use outlines
This commit is contained in:
@@ -27,19 +27,21 @@ Examples of data and functions for this class and it subordinates:
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of the left hand panel. Please note that in the future, this left hand panel may be moved
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to a second physical monitor.
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3. Text status panel to be located below the radar scope panel. This will display the current
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control settings for the controls and the range and bearing and description of
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targets that are on or near the bearing and range cursor. The text status panel shall manage
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the hit-test. The hit test shall determine which (if any) targets are either directly the same
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rand and the same bearing as the cursor or close to it. The closeness shall be determined
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by a configuration variable. Since the cursor information as well as the target information
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is already in thread 1, this operatoin shall be performed by the CPU as the CPU will have
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all information on the target, including the name and description.
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3. Text status panel to be located below the left-hand text panel (bottom of the left
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side of the screen, NOT below the scope). The scope takes the full right-side height
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with no panel beneath it. The status panel will display the current control settings
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and the range and bearing and description of targets that are on or near the bearing
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and range cursor. The text status panel shall manage the hit-test. The hit test shall
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determine which (if any) targets are either directly the same range and the same
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bearing as the cursor or close to it. The closeness shall be determined by a
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configuration variable. Since the cursor information as well as the target information
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is already in thread 1, this operation shall be performed by the CPU as the CPU will
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have all information on the target, including the name and description.
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Please note that any text (such as the vessel name and registration will not be part
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Please note that any text (such as the vessel name and registration) will not be part
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of the SSBO target information. It will need to be formed in text blocks that can
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be submitted as textures to be inserted into the status text panel below the scope
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panel.
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be submitted as textures to be inserted into the status text panel at the bottom of
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the left side of the screen.
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4. Target data. This will handle the target data that is presented by both the simulator
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and the raspberry pi data. All that data will be in the format of the
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32
CLAUDE.md
32
CLAUDE.md
@@ -148,23 +148,29 @@ 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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There will be three screen areas (viewports):
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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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1. Left text panel (upper-left): displays the description of the current scope and the
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keyboard controls for that scope. Text is white; control labels are red; keystrokes
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are pink. This panel occupies the upper portion of the left side of the window.
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At some point, pending a decision with the museum, we may purchase components to
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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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2. Status bar (lower-left): sits directly below the left text panel. It shows the current
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control values — maximum range, range cursor, bearing cursor, and scope identification —
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as appropriate to whichever scope is active. This text will be yellow.
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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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3. Scope (right side, full height): the radar scope takes the entire right side of the
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window from top to bottom. There is no status bar below the scope.
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Below the scope will be a text status window. This text will be yellow
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Use glViewport, glScissor, and glEnable(GL_SCISSOR_TEST) to define each of the three
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areas so that each can render with its own coordinate system.
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The left side dimensions are defined in settings.h:
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LEFT_PANEL_WIDTH — horizontal width of the left side
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STATUS_BAR_HEIGHT — height of the status bar (bottom of left side)
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LEFT_TEXT_HEIGHT — height of the text panel (top of left side; = WINDOW_HEIGHT - STATUS_BAR_HEIGHT)
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The scope fills the remaining right side at full window height (SCOPE_WIDTH x WINDOW_HEIGHT).
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Scopes in the right panel
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@@ -136,13 +136,28 @@
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#define WINDOW_HEIGHT 1080
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#define WINDOW_TITLE "RAF / Marine Radar Exhibit"
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// Left text panel occupies left side; scope and status bar share the right side
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/* Left side is split vertically: text panel on top, status bar on bottom.
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* Right side is the scope viewport — it takes the full window height. */
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#define LEFT_PANEL_WIDTH 500
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#define STATUS_BAR_HEIGHT 250
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// Derived dimensions — scope area fills remaining right-side space
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#define SCOPE_WIDTH (WINDOW_WIDTH - LEFT_PANEL_WIDTH)
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#define SCOPE_HEIGHT (WINDOW_HEIGHT - STATUS_BAR_HEIGHT)
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// Derived dimensions
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#define SCOPE_WIDTH (WINDOW_WIDTH - LEFT_PANEL_WIDTH)
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#define SCOPE_HEIGHT WINDOW_HEIGHT // scope takes full right-side height
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#define LEFT_TEXT_HEIGHT (WINDOW_HEIGHT - STATUS_BAR_HEIGHT) // text portion of left panel
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// Pixel margin on every side of the scope area (keeps edges visible on the monitor)
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#define SCOPE_MARGIN 10
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// Available scope area after removing the margin
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#define SCOPE_VW (SCOPE_WIDTH - 2 * SCOPE_MARGIN)
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#define SCOPE_VH (SCOPE_HEIGHT - 2 * SCOPE_MARGIN)
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// Square scope: side length is the smaller of SCOPE_VW and SCOPE_VH (height wins here)
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#define SCOPE_SQUARE SCOPE_VH
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// Horizontal offset to centre the square inside the SCOPE_VW-wide available area
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#define SCOPE_SQUARE_XOFF ((SCOPE_VW - SCOPE_SQUARE) / 2)
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// 1 = draw a white debug border box around each screen panel (temporary layout aid)
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#define DEBUG_DRAW_WINDOW_BORDERS 1
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/* ============================================================
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* TEXT RENDERING
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@@ -127,8 +127,8 @@ static void control_line(const std::string& label,
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/* ------------------------------------------------------------------ */
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static void render_scope_name(const std::string& radar_name) {
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const float scope_w = static_cast<float>(SCOPE_WIDTH);
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const float scope_h = static_cast<float>(SCOPE_HEIGHT);
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const float scope_w = static_cast<float>(SCOPE_SQUARE);
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const float scope_h = static_cast<float>(SCOPE_SQUARE);
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float name_w = g_text_renderer_large.get_text_width(radar_name, 1.0f);
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float nx = (scope_w - name_w) / 2.0f;
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@@ -164,7 +164,7 @@ static void render_common_status(float x, float& y, float scale) {
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/* ================================================================== */
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void ChainHomeRadar::render_left_panel() {
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float y = static_cast<float>(WINDOW_HEIGHT) - MARGIN - LH_LARGE;
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float y = static_cast<float>(LEFT_TEXT_HEIGHT) - MARGIN - LH_LARGE;
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float x = MARGIN;
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text_line_large("CHAIN HOME RADAR", x, y,
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@@ -238,7 +238,7 @@ void ChainHomeRadar::render_status_bar() {
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/* ================================================================== */
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void MarineAScopeRadar::render_left_panel() {
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float y = static_cast<float>(WINDOW_HEIGHT) - MARGIN - LH_LARGE;
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float y = static_cast<float>(LEFT_TEXT_HEIGHT) - MARGIN - LH_LARGE;
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float x = MARGIN;
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text_line_large("MARINE A-SCOPE RADAR", x, y,
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@@ -310,7 +310,7 @@ void MarineAScopeRadar::render_status_bar() {
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/* ================================================================== */
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void MarineTrafficRadar::render_left_panel() {
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float y = static_cast<float>(WINDOW_HEIGHT) - MARGIN - LH_LARGE;
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float y = static_cast<float>(LEFT_TEXT_HEIGHT) - MARGIN - LH_LARGE;
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float x = MARGIN;
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text_line_large("MARINE TRAFFIC CONTROL RADAR", x, y,
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@@ -386,7 +386,7 @@ void MarineTrafficRadar::render_status_bar() {
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/* ================================================================== */
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void PoliceboatRadar::render_left_panel() {
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float y = static_cast<float>(WINDOW_HEIGHT) - MARGIN - LH_LARGE;
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float y = static_cast<float>(LEFT_TEXT_HEIGHT) - MARGIN - LH_LARGE;
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float x = MARGIN;
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text_line_large("POLICE BOAT RADAR", x, y,
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248
src/main.cpp
248
src/main.cpp
@@ -57,6 +57,126 @@
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#include <chrono>
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#include <thread>
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/* ------------------------------------------------------------------ */
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/* Debug border-box line renderer (DEBUG_DRAW_WINDOW_BORDERS) */
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/* ------------------------------------------------------------------ */
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#if DEBUG_DRAW_WINDOW_BORDERS
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static const char* LINE_VERT_SRC =
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"#version 430 core\n"
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"layout(location = 0) in vec2 pos;\n"
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"uniform mat4 projection;\n"
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"void main() {\n"
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" gl_Position = projection * vec4(pos, 0.0, 1.0);\n"
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"}\n";
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static const char* LINE_FRAG_SRC =
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"#version 430 core\n"
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"uniform vec3 line_color;\n"
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"out vec4 frag_color;\n"
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"void main() {\n"
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" frag_color = vec4(line_color, 1.0);\n"
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"}\n";
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static GLuint g_line_vao = 0;
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static GLuint g_line_vbo = 0;
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static GLuint g_line_prog = 0;
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static bool init_line_renderer() {
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GLint ok = 0;
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char log_buf[512];
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GLuint vert = glCreateShader(GL_VERTEX_SHADER);
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glShaderSource(vert, 1, &LINE_VERT_SRC, nullptr);
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glCompileShader(vert);
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glGetShaderiv(vert, GL_COMPILE_STATUS, &ok);
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if (!ok) {
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glGetShaderInfoLog(vert, 512, nullptr, log_buf);
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fprintf(stderr, "[main] border vert shader error:\n%s\n", log_buf);
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glDeleteShader(vert);
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return false;
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}
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GLuint frag = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(frag, 1, &LINE_FRAG_SRC, nullptr);
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glCompileShader(frag);
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glGetShaderiv(frag, GL_COMPILE_STATUS, &ok);
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if (!ok) {
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glGetShaderInfoLog(frag, 512, nullptr, log_buf);
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fprintf(stderr, "[main] border frag shader error:\n%s\n", log_buf);
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glDeleteShader(vert);
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glDeleteShader(frag);
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return false;
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}
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g_line_prog = glCreateProgram();
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glAttachShader(g_line_prog, vert);
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glAttachShader(g_line_prog, frag);
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glLinkProgram(g_line_prog);
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glGetProgramiv(g_line_prog, GL_LINK_STATUS, &ok);
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if (!ok) {
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glGetProgramInfoLog(g_line_prog, 512, nullptr, log_buf);
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fprintf(stderr, "[main] border shader link error:\n%s\n", log_buf);
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glDeleteShader(vert);
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glDeleteShader(frag);
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return false;
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}
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glDeleteShader(vert);
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glDeleteShader(frag);
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glGenVertexArrays(1, &g_line_vao);
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glGenBuffers(1, &g_line_vbo);
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glBindVertexArray(g_line_vao);
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glBindBuffer(GL_ARRAY_BUFFER, g_line_vbo);
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glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 8, nullptr, GL_DYNAMIC_DRAW);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), nullptr);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindVertexArray(0);
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fprintf(stdout, "[main] debug border renderer initialised\n");
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return true;
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}
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/* Draw a white line-loop rectangle inset 3 px from the edges of the
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* current viewport (w x h). Call after setting glViewport/glScissor. */
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static void draw_border_box(int w, int h) {
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const float fw = static_cast<float>(w);
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const float fh = static_cast<float>(h);
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const float pad = 3.0f;
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float verts[8] = {
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pad, pad,
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fw - pad, pad,
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fw - pad, fh - pad,
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pad, fh - pad
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};
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/* Same orthographic pixel-space projection as TextRenderer::set_projection. */
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float proj[16] = {
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2.0f / fw, 0.0f, 0.0f, 0.0f,
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0.0f, 2.0f / fh, 0.0f, 0.0f,
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0.0f, 0.0f, -1.0f, 0.0f,
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-1.0f, -1.0f, 0.0f, 1.0f
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};
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glUseProgram(g_line_prog);
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glUniformMatrix4fv(glGetUniformLocation(g_line_prog, "projection"),
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1, GL_FALSE, proj);
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glUniform3f(glGetUniformLocation(g_line_prog, "line_color"),
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1.0f, 1.0f, 1.0f);
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glBindVertexArray(g_line_vao);
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glBindBuffer(GL_ARRAY_BUFFER, g_line_vbo);
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glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(verts), verts);
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glDrawArrays(GL_LINE_LOOP, 0, 4);
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glBindVertexArray(0);
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glUseProgram(0);
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}
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#endif /* DEBUG_DRAW_WINDOW_BORDERS */
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/* ------------------------------------------------------------------ */
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/* Application state */
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/* ------------------------------------------------------------------ */
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@@ -373,7 +493,7 @@ static void parse_args(int argc, char* argv[]) {
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/* ------------------------------------------------------------------ */
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static void render_intro_left_panel() {
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float y = static_cast<float>(WINDOW_HEIGHT) - MARGIN - LH_LARGE;
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float y = static_cast<float>(LEFT_TEXT_HEIGHT) - MARGIN - LH_LARGE;
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float x = MARGIN;
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g_text_renderer_large.render_text("RAF / MARINE RADAR EXHIBIT", x, y, 1.0f,
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@@ -410,8 +530,8 @@ static void render_intro_left_panel() {
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}
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static void render_radar_list() {
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float scope_w = static_cast<float>(SCOPE_WIDTH);
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float scope_h = static_cast<float>(SCOPE_HEIGHT);
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float scope_w = static_cast<float>(SCOPE_SQUARE);
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float scope_h = static_cast<float>(SCOPE_SQUARE);
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/* Title */
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std::string title = "SELECT A RADAR";
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@@ -502,75 +622,89 @@ static void render_selection_status_bar() {
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/* ------------------------------------------------------------------ */
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static void render_selection_screen() {
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int scope_x = LEFT_PANEL_WIDTH;
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int scope_y = STATUS_BAR_HEIGHT;
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int scope_w = SCOPE_WIDTH;
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int scope_h = SCOPE_HEIGHT;
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/* Left panel */
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glViewport(0, 0, LEFT_PANEL_WIDTH, WINDOW_HEIGHT);
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glScissor(0, 0, LEFT_PANEL_WIDTH, WINDOW_HEIGHT);
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glEnable(GL_SCISSOR_TEST);
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/* Left text panel — upper portion of the left side */
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glViewport(0, STATUS_BAR_HEIGHT, LEFT_PANEL_WIDTH, LEFT_TEXT_HEIGHT);
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glScissor(0, STATUS_BAR_HEIGHT, LEFT_PANEL_WIDTH, LEFT_TEXT_HEIGHT);
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glClearColor(0.04f, 0.04f, 0.04f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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g_text_renderer.set_projection(LEFT_PANEL_WIDTH, WINDOW_HEIGHT);
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g_text_renderer_large.set_projection(LEFT_PANEL_WIDTH, WINDOW_HEIGHT);
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g_text_renderer.set_projection(LEFT_PANEL_WIDTH, LEFT_TEXT_HEIGHT);
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g_text_renderer_large.set_projection(LEFT_PANEL_WIDTH, LEFT_TEXT_HEIGHT);
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render_intro_left_panel();
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#if DEBUG_DRAW_WINDOW_BORDERS
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draw_border_box(LEFT_PANEL_WIDTH, LEFT_TEXT_HEIGHT);
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#endif
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/* Scope area — radar list */
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glViewport(scope_x, scope_y, scope_w, scope_h);
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glScissor(scope_x, scope_y, scope_w, scope_h);
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/* Left status bar — lower portion of the left side */
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glViewport(0, 0, LEFT_PANEL_WIDTH, STATUS_BAR_HEIGHT);
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glScissor(0, 0, LEFT_PANEL_WIDTH, STATUS_BAR_HEIGHT);
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glClearColor(0.04f, 0.04f, 0.04f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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g_text_renderer.set_projection(LEFT_PANEL_WIDTH, STATUS_BAR_HEIGHT);
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g_text_renderer_large.set_projection(LEFT_PANEL_WIDTH, STATUS_BAR_HEIGHT);
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render_selection_status_bar();
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#if DEBUG_DRAW_WINDOW_BORDERS
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draw_border_box(LEFT_PANEL_WIDTH, STATUS_BAR_HEIGHT);
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#endif
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/* Scope — square, centred in the right-side area */
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glViewport(LEFT_PANEL_WIDTH + SCOPE_MARGIN + SCOPE_SQUARE_XOFF, SCOPE_MARGIN,
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SCOPE_SQUARE, SCOPE_SQUARE);
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glScissor(LEFT_PANEL_WIDTH + SCOPE_MARGIN + SCOPE_SQUARE_XOFF, SCOPE_MARGIN,
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SCOPE_SQUARE, SCOPE_SQUARE);
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glClearColor(0.0f, 0.05f, 0.01f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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g_text_renderer.set_projection(scope_w, scope_h);
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g_text_renderer_large.set_projection(scope_w, scope_h);
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g_text_renderer.set_projection(SCOPE_SQUARE, SCOPE_SQUARE);
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g_text_renderer_large.set_projection(SCOPE_SQUARE, SCOPE_SQUARE);
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render_radar_list();
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/* Status bar */
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glViewport(scope_x, 0, scope_w, STATUS_BAR_HEIGHT);
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glScissor(scope_x, 0, scope_w, STATUS_BAR_HEIGHT);
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glClearColor(0.04f, 0.04f, 0.04f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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g_text_renderer.set_projection(scope_w, STATUS_BAR_HEIGHT);
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g_text_renderer_large.set_projection(scope_w, STATUS_BAR_HEIGHT);
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render_selection_status_bar();
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#if DEBUG_DRAW_WINDOW_BORDERS
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draw_border_box(SCOPE_SQUARE, SCOPE_SQUARE);
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#endif
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glDisable(GL_SCISSOR_TEST);
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}
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static void render_operating_screen() {
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||||
int scope_x = LEFT_PANEL_WIDTH;
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||||
int scope_y = STATUS_BAR_HEIGHT;
|
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int scope_w = SCOPE_WIDTH;
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int scope_h = SCOPE_HEIGHT;
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|
||||
/* Left panel — radar description and controls */
|
||||
glViewport(0, 0, LEFT_PANEL_WIDTH, WINDOW_HEIGHT);
|
||||
glScissor(0, 0, LEFT_PANEL_WIDTH, WINDOW_HEIGHT);
|
||||
glEnable(GL_SCISSOR_TEST);
|
||||
|
||||
/* Left text panel — upper portion of the left side */
|
||||
glViewport(0, STATUS_BAR_HEIGHT, LEFT_PANEL_WIDTH, LEFT_TEXT_HEIGHT);
|
||||
glScissor(0, STATUS_BAR_HEIGHT, LEFT_PANEL_WIDTH, LEFT_TEXT_HEIGHT);
|
||||
glClearColor(0.04f, 0.04f, 0.04f, 1.0f);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
g_text_renderer.set_projection(LEFT_PANEL_WIDTH, WINDOW_HEIGHT);
|
||||
g_text_renderer_large.set_projection(LEFT_PANEL_WIDTH, WINDOW_HEIGHT);
|
||||
g_text_renderer.set_projection(LEFT_PANEL_WIDTH, LEFT_TEXT_HEIGHT);
|
||||
g_text_renderer_large.set_projection(LEFT_PANEL_WIDTH, LEFT_TEXT_HEIGHT);
|
||||
g_active_radar->render_left_panel();
|
||||
#if DEBUG_DRAW_WINDOW_BORDERS
|
||||
draw_border_box(LEFT_PANEL_WIDTH, LEFT_TEXT_HEIGHT);
|
||||
#endif
|
||||
|
||||
/* Scope — radar name (stub) */
|
||||
glViewport(scope_x, scope_y, scope_w, scope_h);
|
||||
glScissor(scope_x, scope_y, scope_w, scope_h);
|
||||
/* Left status bar — lower portion of the left side */
|
||||
glViewport(0, 0, LEFT_PANEL_WIDTH, STATUS_BAR_HEIGHT);
|
||||
glScissor(0, 0, LEFT_PANEL_WIDTH, STATUS_BAR_HEIGHT);
|
||||
glClearColor(0.04f, 0.04f, 0.04f, 1.0f);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
g_text_renderer.set_projection(LEFT_PANEL_WIDTH, STATUS_BAR_HEIGHT);
|
||||
g_text_renderer_large.set_projection(LEFT_PANEL_WIDTH, STATUS_BAR_HEIGHT);
|
||||
g_active_radar->render_status_bar();
|
||||
#if DEBUG_DRAW_WINDOW_BORDERS
|
||||
draw_border_box(LEFT_PANEL_WIDTH, STATUS_BAR_HEIGHT);
|
||||
#endif
|
||||
|
||||
/* Scope — square, centred in the right-side area */
|
||||
glViewport(LEFT_PANEL_WIDTH + SCOPE_MARGIN + SCOPE_SQUARE_XOFF, SCOPE_MARGIN,
|
||||
SCOPE_SQUARE, SCOPE_SQUARE);
|
||||
glScissor(LEFT_PANEL_WIDTH + SCOPE_MARGIN + SCOPE_SQUARE_XOFF, SCOPE_MARGIN,
|
||||
SCOPE_SQUARE, SCOPE_SQUARE);
|
||||
glClearColor(0.0f, 0.05f, 0.01f, 1.0f);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
g_text_renderer.set_projection(scope_w, scope_h);
|
||||
g_text_renderer_large.set_projection(scope_w, scope_h);
|
||||
g_text_renderer.set_projection(SCOPE_SQUARE, SCOPE_SQUARE);
|
||||
g_text_renderer_large.set_projection(SCOPE_SQUARE, SCOPE_SQUARE);
|
||||
g_active_radar->render_scope();
|
||||
|
||||
/* Status bar — current control values */
|
||||
glViewport(scope_x, 0, scope_w, STATUS_BAR_HEIGHT);
|
||||
glScissor(scope_x, 0, scope_w, STATUS_BAR_HEIGHT);
|
||||
glClearColor(0.04f, 0.04f, 0.04f, 1.0f);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
g_text_renderer.set_projection(scope_w, STATUS_BAR_HEIGHT);
|
||||
g_text_renderer_large.set_projection(scope_w, STATUS_BAR_HEIGHT);
|
||||
g_active_radar->render_status_bar();
|
||||
#if DEBUG_DRAW_WINDOW_BORDERS
|
||||
draw_border_box(SCOPE_SQUARE, SCOPE_SQUARE);
|
||||
#endif
|
||||
|
||||
glDisable(GL_SCISSOR_TEST);
|
||||
}
|
||||
@@ -633,6 +767,13 @@ int main(int argc, char* argv[]) {
|
||||
glEnable(GL_BLEND);
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
|
||||
/* 6a. Initialise debug border renderer (guarded by DEBUG_DRAW_WINDOW_BORDERS). */
|
||||
#if DEBUG_DRAW_WINDOW_BORDERS
|
||||
if (!init_line_renderer()) {
|
||||
fprintf(stderr, "[main] debug border renderer init failed (non-fatal)\n");
|
||||
}
|
||||
#endif
|
||||
|
||||
/* 6. Load text renderer shaders and fonts. */
|
||||
if (!g_text_renderer.initialize_shaders()) {
|
||||
fprintf(stderr, "[main] text renderer shader init failed\n");
|
||||
@@ -720,6 +861,11 @@ int main(int argc, char* argv[]) {
|
||||
|
||||
/* 10. Cleanup. */
|
||||
g_text_renderer.cleanup();
|
||||
#if DEBUG_DRAW_WINDOW_BORDERS
|
||||
if (g_line_vao) { glDeleteVertexArrays(1, &g_line_vao); g_line_vao = 0; }
|
||||
if (g_line_vbo) { glDeleteBuffers(1, &g_line_vbo); g_line_vbo = 0; }
|
||||
if (g_line_prog) { glDeleteProgram(g_line_prog); g_line_prog = 0; }
|
||||
#endif
|
||||
glfwDestroyWindow(window);
|
||||
glfwTerminate();
|
||||
|
||||
|
||||
Reference in New Issue
Block a user