Add feature for cursor and range rings
This commit is contained in:
41
CLAUDE.md
41
CLAUDE.md
@@ -22,6 +22,8 @@ The proposed location of the radar antenna is at the dock of the Community
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boating center in Bellingham, Washington.
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Location is 48.72° N Latitude and -122.51° W Longitude
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Zero degrees on Radar Scope is True North.
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The proposed maximum range is 15 miles.
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Selectable ranges should be 2, 5, 10, and 15 miles
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@@ -119,7 +121,7 @@ Display colors:
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1. A Scope is P1 (same as oscilloscope)
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2. A Scope graticule is incandescent color
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3. PPI scope active targets including scatters, graticule range rings, shoreline,
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all p7 phosphor (active white blue)
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all p7 phosphor (active blue)
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4. All persistence (also p7 greenish yellow persistence) for PPI scope active targets including
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scatters, graticule range rings, shoreline
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5. PPI scope bearing ring and ticks is incandescent color.
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@@ -135,12 +137,16 @@ is 15 miles from the center.
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Signal strength:
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Need to have following fixed signal strength:
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1. large ship would be bright and blooming
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2. yachts would be bright but not blooming
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3. sailboats would be medium bright and not blooming
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4. kayaks and rowboats would be small and dim
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Size is part of data for some targets (based on AIS and ADS-B
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data. Use size of boat (usually in feet) expressed in length
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and width. Use those values in relation of the heading if known.
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Unknown heading shall assume size is between length and width.
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1. large ship (over 100 feet) would be bright and blooming slightly
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2. yachts ( 50 to 100 feet) feet would be bright but not blooming
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3. sailboats ( 10 to 50 feet) would be medium bright and not blooming
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4. kayaks and rowboats would be dim
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5. May consider fading small boats like kayaks
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and sailboats above 3 miles
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and sailboats above 10 miles
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Details of each feature:
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@@ -159,6 +165,7 @@ A scope:
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for each range and a horizontal line at the bottom. Left of the screen you
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have the words "SIGNAL STRENGTH" and bottom of the screen you
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have the words "RANGE"
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Movement of graticles would be a bit slow and erratic (maybe about 10 seconds)
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Note on screen update vs pulse repetition frequency. We need to be careful
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since we have no control of the display update frequency and need
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@@ -166,10 +173,10 @@ to do whatever is needed to reduce aliasing or flickering
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PPI Scope active targets
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1. Active boats/planes; brightness determined by size as noted above
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2. Blue white color
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2. Blue
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PPI Scope range rings
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1. blue white (dim)
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1. blue (dim)
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2. These change if operator changes max range
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PPI Scope cursor (In the day, this was a moveable plastic
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@@ -184,6 +191,7 @@ PPI Scope Bearing ticks and ring
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3. Degrees count clockwise.
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4. Use text for every 10 degrees, but text on outside of ring.
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5. Have ring around tick marks
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6. 2nd ring around the text marks
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Controls:
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@@ -283,12 +291,17 @@ Order of testing features.
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4. PPI scope range rings; both active display and persistence display - test
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for each range settings; hold for 5 seconds each
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5. PPI scope active target operation, as well as persistance. Create
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four fake targets, one small, one large and two very large with
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blooming. Do random range and bearing with one in earch quadrant.
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5. PPI scope cursor - test by slowly changing range and bearing
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6. PPI scope weather noise - test by changing noise level slowly
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7. PPI scope waves noise - test by changing noise level slowly
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8. PPI scope handling of shoreline - test by running for a few seconds
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four fake targets: one small, one large and two very large with
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1. target 5 miles north of radar, 100 feet long heding 1 knot south
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head on, width of target is 20 feet.
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2. target 5 miles south of radar, 20 feet long, 5 feet wide
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headng away at 20 knots
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3. 6 mile east 30 feet long, heading north about 30 knots, full side view to radar
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4. 6 mile west 100 feet long, heading south 5 knots, full side view
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6. PPI scope cursor - test by slowly changing range and bearing
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7. PPI scope weather noise - test by changing noise level slowly
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8. PPI scope waves noise - test by changing noise level slowly
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9. PPI scope handling of shoreline - test by running for a few seconds
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========================================================
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@@ -27,12 +27,21 @@ CMakeFiles/radar_simulation.dir/glad/src/glad.c.o
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|
||||
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|
||||
|
||||
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@@ -727,10 +746,6 @@ CMakeFiles/radar_simulation.dir/glad/src/glad.c.o:
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||||
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|
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|
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||||
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|
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|
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
|
||||
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|
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|
||||
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|
||||
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|
||||
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||||
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|
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|
||||
|
||||
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|
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|
||||
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||||
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|
||||
|
||||
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|
||||
|
||||
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|
||||
|
||||
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|
||||
|
||||
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|
||||
|
||||
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|
||||
|
||||
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|
||||
|
||||
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|
||||
|
||||
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|
||||
|
||||
@@ -775,27 +806,53 @@ CMakeFiles/radar_simulation.dir/glad/src/glad.c.o:
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||||
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||||
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|
||||
|
||||
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|
||||
|
||||
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|
||||
|
||||
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|
||||
|
||||
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|
||||
|
||||
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|
||||
|
||||
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|
||||
|
||||
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|
||||
|
||||
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|
||||
|
||||
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|
||||
|
||||
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|
||||
|
||||
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|
||||
|
||||
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|
||||
|
||||
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|
||||
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||||
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|
||||
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||||
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|
||||
|
||||
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|
||||
|
||||
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|
||||
|
||||
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|
||||
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|
||||
|
||||
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|
||||
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|
||||
|
||||
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|
||||
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|
||||
|
||||
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|
||||
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|
||||
|
||||
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|
||||
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|
||||
|
||||
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|
||||
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|
||||
|
||||
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|
||||
|
||||
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||||
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|
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|
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|
||||
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||||
|
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|
||||
|
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||||
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|
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|
||||
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|
||||
|
||||
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|
||||
|
||||
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|
||||
|
||||
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||||
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||||
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||||
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|
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|
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|
||||
|
||||
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|
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|
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||||
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||||
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|
||||
|
||||
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|
||||
|
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|
||||
|
||||
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|
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|
||||
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||||
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|
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|
||||
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|
||||
|
||||
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|
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|
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|
||||
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|
||||
|
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|
||||
|
||||
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|
||||
|
||||
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|
||||
|
||||
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|
||||
|
||||
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|
||||
|
||||
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|
||||
|
||||
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|
||||
|
||||
Binary file not shown.
Binary file not shown.
6
build/shaders/ppi_cursor.frag
Normal file
6
build/shaders/ppi_cursor.frag
Normal file
@@ -0,0 +1,6 @@
|
||||
#version 330 core
|
||||
uniform vec3 uColor;
|
||||
out vec4 FragColor;
|
||||
void main() {
|
||||
FragColor = vec4(uColor, 1.0);
|
||||
}
|
||||
5
build/shaders/ppi_cursor.vert
Normal file
5
build/shaders/ppi_cursor.vert
Normal file
@@ -0,0 +1,5 @@
|
||||
#version 330 core
|
||||
layout(location = 0) in vec2 aPos;
|
||||
void main() {
|
||||
gl_Position = vec4(aPos, 0.0, 1.0);
|
||||
}
|
||||
6
shaders/ascope_graticule.frag
Normal file
6
shaders/ascope_graticule.frag
Normal file
@@ -0,0 +1,6 @@
|
||||
#version 330 core
|
||||
uniform vec3 uColor;
|
||||
out vec4 FragColor;
|
||||
void main() {
|
||||
FragColor = vec4(uColor, 1.0);
|
||||
}
|
||||
6
shaders/ascope_graticule.vert
Normal file
6
shaders/ascope_graticule.vert
Normal file
@@ -0,0 +1,6 @@
|
||||
#version 330 core
|
||||
layout(location = 0) in vec2 aPos;
|
||||
uniform float uYOffset;
|
||||
void main() {
|
||||
gl_Position = vec4(aPos.x, aPos.y + uYOffset, 0.0, 1.0);
|
||||
}
|
||||
9
shaders/ascope_graticule_text.frag
Normal file
9
shaders/ascope_graticule_text.frag
Normal file
@@ -0,0 +1,9 @@
|
||||
#version 330 core
|
||||
in vec2 vUV;
|
||||
uniform sampler2D uTexture;
|
||||
uniform vec3 uColor;
|
||||
out vec4 FragColor;
|
||||
void main() {
|
||||
float alpha = texture(uTexture, vUV).r;
|
||||
FragColor = vec4(uColor, alpha);
|
||||
}
|
||||
9
shaders/ascope_graticule_text.vert
Normal file
9
shaders/ascope_graticule_text.vert
Normal file
@@ -0,0 +1,9 @@
|
||||
#version 330 core
|
||||
layout(location = 0) in vec2 aPos;
|
||||
layout(location = 1) in vec2 aUV;
|
||||
uniform float uYOffset;
|
||||
out vec2 vUV;
|
||||
void main() {
|
||||
gl_Position = vec4(aPos.x, aPos.y + uYOffset, 0.0, 1.0);
|
||||
vUV = aUV;
|
||||
}
|
||||
6
shaders/ppi_cursor.frag
Normal file
6
shaders/ppi_cursor.frag
Normal file
@@ -0,0 +1,6 @@
|
||||
#version 330 core
|
||||
uniform vec3 uColor;
|
||||
out vec4 FragColor;
|
||||
void main() {
|
||||
FragColor = vec4(uColor, 1.0);
|
||||
}
|
||||
5
shaders/ppi_cursor.vert
Normal file
5
shaders/ppi_cursor.vert
Normal file
@@ -0,0 +1,5 @@
|
||||
#version 330 core
|
||||
layout(location = 0) in vec2 aPos;
|
||||
void main() {
|
||||
gl_Position = vec4(aPos, 0.0, 1.0);
|
||||
}
|
||||
6
shaders/ppi_range_rings.frag
Normal file
6
shaders/ppi_range_rings.frag
Normal file
@@ -0,0 +1,6 @@
|
||||
#version 330 core
|
||||
in vec3 vColor;
|
||||
out vec4 fragColor;
|
||||
void main() {
|
||||
fragColor = vec4(vColor, 1.0);
|
||||
}
|
||||
8
shaders/ppi_range_rings.vert
Normal file
8
shaders/ppi_range_rings.vert
Normal file
@@ -0,0 +1,8 @@
|
||||
#version 330 core
|
||||
layout(location = 0) in vec2 aPos;
|
||||
layout(location = 1) in vec3 aColor;
|
||||
out vec3 vColor;
|
||||
void main() {
|
||||
gl_Position = vec4(aPos, 0.0, 1.0);
|
||||
vColor = aColor;
|
||||
}
|
||||
11
shaders/ppi_targets.frag
Normal file
11
shaders/ppi_targets.frag
Normal file
@@ -0,0 +1,11 @@
|
||||
#version 330 core
|
||||
in vec2 vUV; // [-1,1] range — distance from blob centre
|
||||
out vec4 fragColor;
|
||||
uniform vec3 uColor;
|
||||
uniform float uFalloff; // gaussian width: larger = tighter core
|
||||
void main() {
|
||||
float d = length(vUV);
|
||||
if (d > 1.0) discard;
|
||||
float intensity = exp(-uFalloff * d * d);
|
||||
fragColor = vec4(uColor * intensity, intensity);
|
||||
}
|
||||
8
shaders/ppi_targets.vert
Normal file
8
shaders/ppi_targets.vert
Normal file
@@ -0,0 +1,8 @@
|
||||
#version 330 core
|
||||
layout(location = 0) in vec2 aPos;
|
||||
layout(location = 1) in vec2 aUV;
|
||||
out vec2 vUV;
|
||||
void main() {
|
||||
gl_Position = vec4(aPos, 0.0, 1.0);
|
||||
vUV = aUV;
|
||||
}
|
||||
587
src/main.cpp
587
src/main.cpp
@@ -1,8 +1,12 @@
|
||||
// Radar Simulation — Feature Test: 1, 2 & 3
|
||||
// Radar Simulation — Feature Test: 1–6
|
||||
// Feature 1: Initialize display, draw scope boundaries (PPI circle, A scope box)
|
||||
// Feature 2: PPI bearing ring with tick marks and degree labels
|
||||
// Feature 2: PPI bearing ring with tick marks, degree labels, and outer label ring
|
||||
// Feature 3: Replaceable A scope graticule — cycles through 2/5/10/15 mi ranges,
|
||||
// 5 s hold per range, 0.5 s slide animation between ranges.
|
||||
// 5 s hold per range, 0.5 s slide animation between ranges
|
||||
// Feature 4: PPI range rings with rotating sweep and P7 persistence
|
||||
// Feature 5: Four fake targets with size-based brightness
|
||||
// Feature 6: PPI cursor — range ring + bearing line + intersection box (incandescent),
|
||||
// auto-animates slowly (range oscillates, bearing rotates) for test
|
||||
// Press ESC to exit.
|
||||
|
||||
#include <glad/glad.h>
|
||||
@@ -30,30 +34,40 @@ static constexpr float INCAN_R = 1.00f;
|
||||
static constexpr float INCAN_G = 0.78f;
|
||||
static constexpr float INCAN_B = 0.35f;
|
||||
|
||||
// P1 phosphor (green) — A scope boundary
|
||||
// P1 phosphor (green) — A scope
|
||||
static constexpr float P1_R = 0.00f;
|
||||
static constexpr float P1_G = 0.90f;
|
||||
static constexpr float P1_B = 0.20f;
|
||||
|
||||
// P7 phosphor active (blue) — PPI scope active display
|
||||
static constexpr float P7A_R = 0.10f;
|
||||
static constexpr float P7A_G = 0.45f;
|
||||
static constexpr float P7A_B = 1.00f;
|
||||
|
||||
// P7 phosphor persistence (greenish yellow) — PPI scope trail/fade
|
||||
static constexpr float P7P_R = 0.35f;
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||||
static constexpr float P7P_G = 0.88f;
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||||
static constexpr float P7P_B = 0.18f;
|
||||
|
||||
// Digits rendered into the font atlas: '0'–'9'
|
||||
static constexpr int GLYPH_FIRST = '0';
|
||||
static constexpr int GLYPH_COUNT = 10;
|
||||
|
||||
// Feature 3 timing
|
||||
static constexpr float HOLD_SEC = 5.0f;
|
||||
static constexpr float SLIDE_SEC = 0.5f;
|
||||
static constexpr float HOLD_SEC = 20.0f; // seconds per range setting
|
||||
static constexpr float SLIDE_OUT_SEC = 5.0f; // slide current graticule out (up)
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static constexpr float WAIT_SEC = 2.0f; // blank pause between graticules
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static constexpr float SLIDE_IN_SEC = 5.0f; // slide new graticule in (from top)
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// P7 phosphor — active (blueish white) and persistence (greenish yellow)
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||||
static constexpr float P7A_R = 0.85f, P7A_G = 0.92f, P7A_B = 1.00f;
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||||
static constexpr float P7P_R = 0.35f, P7P_G = 0.88f, P7P_B = 0.18f;
|
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|
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// Sweep / persistence
|
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// Feature 4 — sweep
|
||||
static constexpr float SWEEP_DEG_PS = 20.0f * 6.0f; // 20 RPM → 120 °/s
|
||||
static constexpr float TRAIL_DEG = 50.0f; // lit arc behind sweep (°)
|
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static constexpr float TARG_PERSIST = 5.0f; // target glow lifetime (s)
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||||
static constexpr float TRAIL_DEG = 50.0f; // lit arc behind sweep head (°)
|
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static constexpr int RING_SEGS = 300;
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static constexpr int TRAIL_SEGS = 50;
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|
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// Feature 5 — target glow lifetime (s) after sweep passes
|
||||
static constexpr float TARG_PERSIST = 5.0f;
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// ─── NDC helpers ─────────────────────────────────────────────────────────────
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|
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static inline float ndcX(float px, float W) { return px / W * 2.0f - 1.0f; }
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@@ -286,6 +300,14 @@ static Layout computeLayout(float W, float H, float marginPx)
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return L;
|
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}
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// ─── Polar coordinate helpers (bearing ° CW from N, range fraction) ──────────
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||||
|
||||
static inline float polarPx(const Layout& L, float bearDeg, float frac)
|
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{ return L.ppiCX + frac * L.ppiR * std::sin(bearDeg * (PI/180.0f)); }
|
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|
||||
static inline float polarPy(const Layout& L, float bearDeg, float frac)
|
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{ return L.ppiCY - frac * L.ppiR * std::cos(bearDeg * (PI/180.0f)); }
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// ─── Feature 1: Scope boundaries ─────────────────────────────────────────────
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struct ScopeBounds {
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@@ -299,6 +321,7 @@ static ScopeBounds buildScopeBounds(const Layout& L, float W, float H)
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ScopeBounds sb{};
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std::vector<float> v;
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// PPI scope circle
|
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sb.ppiStart = 0;
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sb.ppiCount = CIRCLE_SEGS + 1;
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for (int i = 0; i <= CIRCLE_SEGS; ++i) {
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@@ -307,6 +330,7 @@ static ScopeBounds buildScopeBounds(const Layout& L, float W, float H)
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v.push_back(ndcY(L.ppiCY + L.ppiR * std::sin(a), H));
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}
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// A scope bounding box
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sb.asStart = sb.ppiStart + sb.ppiCount;
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sb.asCount = 8;
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auto ln = [&](float x1, float y1, float x2, float y2) {
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@@ -329,8 +353,9 @@ struct BearingGraticule {
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GLuint lineProg = 0, textProg = 0;
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GLuint lineVAO = 0, lineVBO = 0;
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GLuint textVAO = 0, textVBO = 0;
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int ringStart = 0, ringCount = 0;
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int tickStart = 0, tickCount = 0;
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int ring1Start = 0, ring1Count = 0; // inner ring (at scope edge)
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int tickStart = 0, tickCount = 0; // degree tick marks (outward)
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int ring2Start = 0, ring2Count = 0; // outer ring (encircles labels)
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int textVerts = 0;
|
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GLuint fontTex = 0;
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};
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@@ -343,33 +368,46 @@ static BearingGraticule buildBearingGraticule(const Layout& L, const FontAtlas&
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std::vector<float> lineV;
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bg.ringStart = 0;
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bg.ringCount = CIRCLE_SEGS + 1;
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// Inner ring (scope edge)
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bg.ring1Start = 0;
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bg.ring1Count = CIRCLE_SEGS + 1;
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for (int i = 0; i <= CIRCLE_SEGS; ++i) {
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float a = 2.0f * PI * i / CIRCLE_SEGS;
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lineV.push_back(ndcX(cx + R * std::cos(a), W));
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lineV.push_back(ndcY(cy + R * std::sin(a), H));
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}
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// Tick marks pointing outward from the scope edge
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const float majorLen = 0.055f * R;
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const float minorLen = 0.025f * R;
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bg.tickStart = bg.ringStart + bg.ringCount;
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bg.tickStart = bg.ring1Start + bg.ring1Count;
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bg.tickCount = 360 * 2;
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for (int b = 0; b < 360; ++b) {
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float brad = b * PI / 180.0f;
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float sb = std::sin(brad);
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||||
float cb = std::cos(brad);
|
||||
float sb_ = std::sin(brad);
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||||
float cb_ = std::cos(brad);
|
||||
float len = (b % 10 == 0) ? majorLen : minorLen;
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lineV.push_back(ndcX(cx + R * sb, W));
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lineV.push_back(ndcY(cy - R * cb, H));
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lineV.push_back(ndcX(cx + (R-len) * sb, W));
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lineV.push_back(ndcY(cy - (R-len) * cb, H));
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lineV.push_back(ndcX(cx + R * sb_, W));
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lineV.push_back(ndcY(cy - R * cb_, H));
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lineV.push_back(ndcX(cx + (R + len) * sb_, W));
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lineV.push_back(ndcY(cy - (R + len) * cb_, H));
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}
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// Outer ring (encircles the degree labels)
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const float outerR = R * 1.18f;
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bg.ring2Start = bg.tickStart + bg.tickCount;
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bg.ring2Count = CIRCLE_SEGS + 1;
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for (int i = 0; i <= CIRCLE_SEGS; ++i) {
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float a = 2.0f * PI * i / CIRCLE_SEGS;
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lineV.push_back(ndcX(cx + outerR * std::cos(a), W));
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lineV.push_back(ndcY(cy + outerR * std::sin(a), H));
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}
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makeLineVAO(bg.lineVAO, bg.lineVBO, lineV);
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// Degree labels (every 10°) between the tick tips and the outer ring
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std::vector<float> textV;
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const float textR = R * 1.07f;
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const float textR = R * 1.09f;
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for (int b = 0; b < 360; b += 10) {
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float brad = b * PI / 180.0f;
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float tx = cx + textR * std::sin(brad);
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@@ -386,11 +424,8 @@ static BearingGraticule buildBearingGraticule(const Layout& L, const FontAtlas&
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return bg;
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}
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// ─── Feature 3: A scope replaceable graticule ────────────────────────────────
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// ─── Range configs (shared by Features 3, 4, 5) ──────────────────────────────
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// One entry per selectable range. The graticule has numMajor labeled ticks
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// (full-height vertical lines) and numMinorPerMajor minor ticks between each
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// pair of major ticks. Label values are computed as (m * maxMiles / numMajor).
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struct RangeConfig {
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float maxMiles;
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int numMajor;
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@@ -405,6 +440,8 @@ static const RangeConfig RANGE_CONFIGS[4] = {
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};
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static constexpr int RANGE_COUNT = 4;
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// ─── Feature 3: A scope replaceable graticule ────────────────────────────────
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struct AScopeGraticule {
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GLuint lineVAO = 0, lineVBO = 0;
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GLuint textVAO = 0, textVBO = 0;
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@@ -412,7 +449,6 @@ struct AScopeGraticule {
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int textVerts = 0;
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};
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// Shared shader programs for all A scope graticules (uYOffset drives animation)
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struct AScopeGratProg {
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GLuint line = 0;
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GLuint text = 0;
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@@ -436,10 +472,10 @@ static AScopeGraticule buildAScopeGraticule(
|
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const float asH = L.asBot - L.asTop;
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const float pad = 4.0f;
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const float gx0 = L.asLeft + pad; // signal area left
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const float gx1 = L.asRight - pad; // signal area right
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const float gx0 = L.asLeft + pad;
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const float gx1 = L.asRight - pad;
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const float gy0 = L.asTop + pad; // top of signal area
|
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const float gy1 = L.asTop + asH * 0.80f; // baseline (signal y = 0)
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const float gy1 = L.asTop + asH * 0.80f; // baseline
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const float sigW = gx1 - gx0;
|
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const float sigH = gy1 - gy0;
|
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|
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@@ -449,7 +485,7 @@ static AScopeGraticule buildAScopeGraticule(
|
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lineV.push_back(ndcX(x2,W)); lineV.push_back(ndcY(y2,H));
|
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};
|
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|
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// Outer frame (the physical glass plate border)
|
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// Outer frame
|
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ln(L.asLeft, L.asTop, L.asRight, L.asTop);
|
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ln(L.asRight, L.asTop, L.asRight, L.asBot);
|
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ln(L.asRight, L.asBot, L.asLeft, L.asBot);
|
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@@ -459,7 +495,7 @@ static AScopeGraticule buildAScopeGraticule(
|
||||
ln(gx0, gy1, gx1, gy1);
|
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ln(gx0, gy0, gx1, gy0);
|
||||
|
||||
// Horizontal amplitude guide lines at 25 %, 50 %, 75 %
|
||||
// Horizontal amplitude guides at 25 %, 50 %, 75 %
|
||||
for (int i = 1; i <= 3; ++i)
|
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ln(gx0, gy0 + sigH * i * 0.25f, gx1, gy0 + sigH * i * 0.25f);
|
||||
|
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@@ -469,11 +505,9 @@ static AScopeGraticule buildAScopeGraticule(
|
||||
const float minorTickH = sigH * 0.35f;
|
||||
|
||||
for (int m = 0; m < rc.numMajor; ++m) {
|
||||
// Major tick (full signal height) at right edge of each interval
|
||||
float xMaj = gx0 + (m + 1) * majorSpan;
|
||||
ln(xMaj, gy1, xMaj, gy0);
|
||||
|
||||
// Minor ticks between this major and the next
|
||||
float xBase = gx0 + m * majorSpan;
|
||||
for (int n = 1; n <= rc.numMinorPerMajor; ++n) {
|
||||
float xMin = xBase + n * minorSpan;
|
||||
@@ -484,7 +518,7 @@ static AScopeGraticule buildAScopeGraticule(
|
||||
ag.lineCount = (int)lineV.size() / 2;
|
||||
makeLineVAO(ag.lineVAO, ag.lineVBO, lineV);
|
||||
|
||||
// Range labels at each major tick (whole-number miles, centred in label area)
|
||||
// Range labels at each major tick
|
||||
std::vector<float> textV;
|
||||
const float labelY = L.asTop + asH * 0.90f;
|
||||
const float milesPerMajor = rc.maxMiles / rc.numMajor;
|
||||
@@ -499,15 +533,11 @@ static AScopeGraticule buildAScopeGraticule(
|
||||
return ag;
|
||||
}
|
||||
|
||||
// Draw one graticule with a vertical NDC offset (positive = up on screen).
|
||||
// glScissor clips to the A scope box so the slide animation looks like the
|
||||
// graticule is being pulled out / pushed in through a slot at the top.
|
||||
static void drawAScopeGraticule(
|
||||
const AScopeGratProg& prog, const AScopeGraticule& ag,
|
||||
float yOffNDC, const FontAtlas& fa, float W, float H, const Layout& L)
|
||||
{
|
||||
glEnable(GL_SCISSOR_TEST);
|
||||
// OpenGL scissor uses window coords (y=0 at bottom of window)
|
||||
glScissor((GLint) L.asLeft,
|
||||
(GLint)(H - L.asBot),
|
||||
(GLint)(L.asRight - L.asLeft),
|
||||
@@ -535,20 +565,9 @@ static void drawAScopeGraticule(
|
||||
glDisable(GL_SCISSOR_TEST);
|
||||
}
|
||||
|
||||
// ─── Polar coordinate helpers (bearing ° CW from N, range fraction) ─────────
|
||||
|
||||
static inline float polarPx(const Layout& L, float bearDeg, float frac)
|
||||
{ return L.ppiCX + frac * L.ppiR * std::sin(bearDeg * (PI/180.0f)); }
|
||||
|
||||
static inline float polarPy(const Layout& L, float bearDeg, float frac)
|
||||
{ return L.ppiCY - frac * L.ppiR * std::cos(bearDeg * (PI/180.0f)); }
|
||||
|
||||
// ─── Feature 4: PPI range rings ──────────────────────────────────────────────
|
||||
|
||||
// Build vertex data (x,y,r,g,b = 5 floats/vertex):
|
||||
// 1. Full persistence rings (dim P7 green-yellow)
|
||||
// 2. Active sweep-trail arc per ring (active → persistence colour gradient)
|
||||
// 3. Sweep line from centre to edge
|
||||
// 5 floats/vertex: NDC x, y, r, g, b
|
||||
static void buildRingVerts(std::vector<float>& v,
|
||||
const Layout& L, int rangeIdx,
|
||||
float sweepAngle, float W, float H)
|
||||
@@ -561,7 +580,7 @@ static void buildRingVerts(std::vector<float>& v,
|
||||
v.push_back(r); v.push_back(g); v.push_back(b);
|
||||
};
|
||||
|
||||
// Full persistence rings (dim)
|
||||
// Full persistence rings (dim greenish yellow)
|
||||
for (int ri = 1; ri <= nr; ++ri) {
|
||||
float frac = (float)ri / nr;
|
||||
for (int i = 0; i <= RING_SEGS; ++i) {
|
||||
@@ -572,7 +591,7 @@ static void buildRingVerts(std::vector<float>& v,
|
||||
}
|
||||
}
|
||||
|
||||
// Sweep trail arcs (active at head → persistence at tail)
|
||||
// Sweep trail arcs: gradient from active blue at head to dim persistence at tail
|
||||
for (int ri = 1; ri <= nr; ++ri) {
|
||||
float frac = (float)ri / nr;
|
||||
for (int i = 0; i <= TRAIL_SEGS; ++i) {
|
||||
@@ -585,17 +604,27 @@ static void buildRingVerts(std::vector<float>& v,
|
||||
}
|
||||
}
|
||||
|
||||
// Sweep line (centre → edge)
|
||||
// Sweep line (centre → edge) in active blue
|
||||
push(L.ppiCX, L.ppiCY, P7A_R, P7A_G, P7A_B);
|
||||
push(polarPx(L,sweepAngle,1.0f), polarPy(L,sweepAngle,1.0f),
|
||||
P7A_R, P7A_G, P7A_B);
|
||||
}
|
||||
|
||||
// Unsigned angular separation between two headings (°)
|
||||
static float angDiff(float a, float b)
|
||||
{
|
||||
float d = std::fmod(std::fabs(a - b), 360.0f);
|
||||
return d > 180.0f ? 360.0f - d : d;
|
||||
}
|
||||
|
||||
struct RingLayer {
|
||||
GLuint prog = 0, vao = 0, vbo = 0;
|
||||
GLuint textProg = 0, textVAO = 0, textVBO = 0;
|
||||
GLuint fontTex = 0;
|
||||
float labelLastActT = -999.0f; // glfwGetTime() when sweep last passed 180°
|
||||
};
|
||||
|
||||
static RingLayer buildRingLayer()
|
||||
static RingLayer buildRingLayer(const FontAtlas& fa)
|
||||
{
|
||||
RingLayer rl{};
|
||||
glGenVertexArrays(1, &rl.vao); glGenBuffers(1, &rl.vbo);
|
||||
@@ -609,11 +638,25 @@ static RingLayer buildRingLayer()
|
||||
glBindVertexArray(0);
|
||||
rl.prog = makeProgram("shaders/ppi_range_rings.vert",
|
||||
"shaders/ppi_range_rings.frag");
|
||||
|
||||
// Text layer for range labels
|
||||
glGenVertexArrays(1, &rl.textVAO); glGenBuffers(1, &rl.textVBO);
|
||||
glBindVertexArray(rl.textVAO);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, rl.textVBO);
|
||||
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4*sizeof(float), nullptr);
|
||||
glEnableVertexAttribArray(0);
|
||||
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4*sizeof(float),
|
||||
reinterpret_cast<void*>(2*sizeof(float)));
|
||||
glEnableVertexAttribArray(1);
|
||||
glBindVertexArray(0);
|
||||
rl.textProg = makeProgram("shaders/text.vert", "shaders/text.frag");
|
||||
rl.fontTex = fa.texture;
|
||||
return rl;
|
||||
}
|
||||
|
||||
static void renderRingLayer(RingLayer& rl, const Layout& L,
|
||||
int rangeIdx, float sweepAngle, float W, float H)
|
||||
int rangeIdx, float sweepAngle, float curTime,
|
||||
float W, float H, const FontAtlas& fa)
|
||||
{
|
||||
std::vector<float> v;
|
||||
buildRingVerts(v, L, rangeIdx, sweepAngle, W, H);
|
||||
@@ -637,36 +680,203 @@ static void renderRingLayer(RingLayer& rl, const Layout& L,
|
||||
}
|
||||
glDrawArrays(GL_LINES, off, 2);
|
||||
glBindVertexArray(0);
|
||||
|
||||
// Range labels — placed just below (south of) each ring.
|
||||
// Sweep activates blue at 180°; color fades to P7P persistence at same
|
||||
// rate as targets (TARG_PERSIST seconds).
|
||||
static constexpr float LABEL_THRESH = 3.5f;
|
||||
static constexpr float LABEL_OFFSET_PX = 10.0f;
|
||||
|
||||
if (angDiff(sweepAngle, 180.0f) < LABEL_THRESH)
|
||||
rl.labelLastActT = curTime;
|
||||
|
||||
float ldt = curTime - rl.labelLastActT;
|
||||
float lfade = (rl.labelLastActT < 0.0f) ? 0.0f
|
||||
: std::max(0.0f, 1.0f - ldt / TARG_PERSIST);
|
||||
bool lact = angDiff(sweepAngle, 180.0f) < LABEL_THRESH;
|
||||
|
||||
float lr, lg, lb;
|
||||
if (lact) { lr=P7A_R; lg=P7A_G; lb=P7A_B; }
|
||||
else { lr=P7P_R * lfade; lg=P7P_G * lfade; lb=P7P_B * lfade; }
|
||||
|
||||
if (lr + lg + lb > 0.01f) {
|
||||
std::vector<float> tv;
|
||||
for (int ri = 1; ri <= nr; ++ri) {
|
||||
float frac = (float)ri / nr;
|
||||
float px = L.ppiCX;
|
||||
float py = L.ppiCY + frac * L.ppiR + LABEL_OFFSET_PX;
|
||||
int lmi = (int)std::round(RANGE_CONFIGS[rangeIdx].maxMiles * frac);
|
||||
appendTextQuads(tv, fa, std::to_string(lmi), px, py, W, H);
|
||||
}
|
||||
if (!tv.empty()) {
|
||||
glBindBuffer(GL_ARRAY_BUFFER, rl.textVBO);
|
||||
glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)(tv.size()*sizeof(float)),
|
||||
tv.data(), GL_DYNAMIC_DRAW);
|
||||
glUseProgram(rl.textProg);
|
||||
glBindVertexArray(rl.textVAO);
|
||||
glUniform3f(glGetUniformLocation(rl.textProg, "uColor"), lr, lg, lb);
|
||||
glUniform1i(glGetUniformLocation(rl.textProg, "uTexture"), 0);
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, rl.fontTex);
|
||||
glDrawArrays(GL_TRIANGLES, 0, (GLsizei)(tv.size() / 4));
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
glBindVertexArray(0);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// ─── Feature 5: Fake targets ──────────────────────────────────────────────────
|
||||
//
|
||||
// Apparent radar cross-section is computed from vessel dimensions and
|
||||
// aspect angle: apparent = length*|sin(aspect)| + beam*|cos(aspect)|
|
||||
// where aspect = bearing_from_radar_to_target - target_heading_true
|
||||
//
|
||||
// Signal strength tiers (apparent size in feet):
|
||||
// >= 100 ft : full bright (large ship)
|
||||
// 50-100 ft : full bright (yacht)
|
||||
// 10-50 ft : bright (sailboat)
|
||||
// < 10 ft : medium (kayak/rowboat)
|
||||
|
||||
struct FakeTarget {
|
||||
float bearingDeg;
|
||||
float rangeMiles;
|
||||
float coreRadPx; // core blob radius (pixels)
|
||||
float bloomRadPx; // bloom glow radius (pixels); 0 = no bloom
|
||||
float bearingDeg; // bearing from radar to target (° true, CW from N)
|
||||
float rangeMiles; // range from radar
|
||||
float lengthFt; // vessel length
|
||||
float beamFt; // vessel beam (width)
|
||||
float headingDeg; // vessel heading (° true)
|
||||
mutable float lastActT; // glfwGetTime() when sweep last lit this target
|
||||
};
|
||||
|
||||
static float angDiff(float a, float b) // unsigned angular separation (°)
|
||||
// Radar cross-section: effective width presented toward the radar
|
||||
static float apparentFt(const FakeTarget& t)
|
||||
{
|
||||
float d = std::fmod(std::fabs(a - b), 360.0f);
|
||||
return d > 180.0f ? 360.0f - d : d;
|
||||
float aspect = t.bearingDeg - t.headingDeg;
|
||||
float rad = aspect * (PI / 180.0f);
|
||||
return t.lengthFt * std::fabs(std::sin(rad))
|
||||
+ t.beamFt * std::fabs(std::cos(rad));
|
||||
}
|
||||
|
||||
// Build one textured quad (x,y,u,v = 4 floats/vertex) centred at screen pixel (px,py).
|
||||
// Blob radius and bloom radius (in pixels) from apparent size
|
||||
static void sizeFromApparent(float apparent, float ppiR,
|
||||
float& coreRad, float& bloomRad, float& bright)
|
||||
{
|
||||
if (apparent >= 100.0f) {
|
||||
coreRad = ppiR * 0.028f;
|
||||
bloomRad = 0.0f;
|
||||
bright = 1.00f;
|
||||
} else if (apparent >= 50.0f) {
|
||||
coreRad = ppiR * 0.022f;
|
||||
bloomRad = 0.0f;
|
||||
bright = 1.00f;
|
||||
} else if (apparent >= 10.0f) {
|
||||
coreRad = ppiR * 0.015f;
|
||||
bloomRad = 0.0f;
|
||||
bright = 0.90f;
|
||||
} else {
|
||||
coreRad = ppiR * 0.010f;
|
||||
bloomRad = 0.0f;
|
||||
bright = 0.75f;
|
||||
}
|
||||
}
|
||||
|
||||
// ─── A scope signal trace ─────────────────────────────────────────────────────
|
||||
// Draws P1-green target spikes on the A scope at the current bearing.
|
||||
// Activated when the PPI sweep passes the A scope bearing; fades like PPI targets.
|
||||
|
||||
struct AScopeTrace {
|
||||
GLuint vao = 0, vbo = 0, prog = 0;
|
||||
float lastActT[4];
|
||||
};
|
||||
|
||||
static AScopeTrace buildAScopeTrace()
|
||||
{
|
||||
AScopeTrace at{};
|
||||
for (int i = 0; i < 4; ++i) at.lastActT[i] = -999.0f;
|
||||
glGenVertexArrays(1, &at.vao); glGenBuffers(1, &at.vbo);
|
||||
glBindVertexArray(at.vao);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, at.vbo);
|
||||
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2*sizeof(float), nullptr);
|
||||
glEnableVertexAttribArray(0);
|
||||
glBindVertexArray(0);
|
||||
at.prog = makeProgram("shaders/scope_bounds.vert", "shaders/scope_bounds.frag");
|
||||
return at;
|
||||
}
|
||||
|
||||
// Renders target return spikes on the A scope clipped to the A scope box.
|
||||
static void renderAScopeTrace(AScopeTrace& at, const Layout& L,
|
||||
FakeTarget* tgts, int nTgts,
|
||||
float maxRangeMi, float ascopeBearingDeg,
|
||||
float sweepAngle, float curTime, float W, float H)
|
||||
{
|
||||
static const float THRESH = 3.5f;
|
||||
static const float PAD = 4.0f;
|
||||
static const float HALF_W = 3.0f; // spike half-width in pixels
|
||||
|
||||
const float asH = L.asBot - L.asTop;
|
||||
const float gx0 = L.asLeft + PAD;
|
||||
const float gx1 = L.asRight - PAD;
|
||||
const float gy1 = L.asTop + asH * 0.80f; // baseline
|
||||
const float sigW = gx1 - gx0;
|
||||
const float sigH = (L.asTop + PAD) - gy1; // negative: upward from baseline
|
||||
|
||||
const bool sweepHere = angDiff(sweepAngle, ascopeBearingDeg) < THRESH;
|
||||
|
||||
glEnable(GL_SCISSOR_TEST);
|
||||
glScissor((GLint)L.asLeft, (GLint)(H - L.asBot),
|
||||
(GLint)(L.asRight - L.asLeft), (GLint)(L.asBot - L.asTop));
|
||||
glUseProgram(at.prog);
|
||||
glBindVertexArray(at.vao);
|
||||
const GLint locCol = glGetUniformLocation(at.prog, "uColor");
|
||||
|
||||
for (int i = 0; i < nTgts; ++i) {
|
||||
FakeTarget& t = tgts[i];
|
||||
|
||||
if (sweepHere && angDiff(ascopeBearingDeg, t.bearingDeg) < THRESH)
|
||||
at.lastActT[i] = curTime;
|
||||
|
||||
float rangeFrac = t.rangeMiles / maxRangeMi;
|
||||
if (rangeFrac > 1.0f) continue;
|
||||
|
||||
float dt = curTime - at.lastActT[i];
|
||||
float fade = (at.lastActT[i] < 0.0f) ? 0.0f
|
||||
: std::max(0.0f, 1.0f - dt / TARG_PERSIST);
|
||||
if (fade < 0.02f) continue;
|
||||
|
||||
float coreRad, bloomRad, baseBright;
|
||||
sizeFromApparent(apparentFt(t), L.ppiR, coreRad, bloomRad, baseBright);
|
||||
float bright = baseBright * fade;
|
||||
float height = sigH * bright; // upward (sigH is negative → spike goes up)
|
||||
|
||||
float sx = gx0 + rangeFrac * sigW;
|
||||
float sy0 = gy1; // baseline
|
||||
float sy1 = gy1 + height; // peak (upward because sigH < 0)
|
||||
|
||||
float verts[6] = {
|
||||
ndcX(sx - HALF_W, W), ndcY(sy0, H),
|
||||
ndcX(sx, W), ndcY(sy1, H),
|
||||
ndcX(sx + HALF_W, W), ndcY(sy0, H)
|
||||
};
|
||||
glBindBuffer(GL_ARRAY_BUFFER, at.vbo);
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(verts), verts, GL_DYNAMIC_DRAW);
|
||||
glUniform3f(locCol, P1_R * bright, P1_G * bright, P1_B * bright);
|
||||
glDrawArrays(GL_TRIANGLES, 0, 3);
|
||||
}
|
||||
|
||||
glBindVertexArray(0);
|
||||
glDisable(GL_SCISSOR_TEST);
|
||||
}
|
||||
|
||||
// Build one textured quad (x,y,u,v = 4 floats/vertex) centred at (px,py)
|
||||
static void genBlob(std::vector<float>& v,
|
||||
float px, float py, float radiusPx, float W, float H)
|
||||
{
|
||||
float x0=ndcX(px-radiusPx,W), y0=ndcY(py-radiusPx,H);
|
||||
float x1=ndcX(px+radiusPx,W), y1=ndcY(py+radiusPx,H);
|
||||
v.push_back(x0);v.push_back(y0);v.push_back(-1.f);v.push_back(-1.f);
|
||||
v.push_back(x1);v.push_back(y0);v.push_back( 1.f);v.push_back(-1.f);
|
||||
v.push_back(x1);v.push_back(y1);v.push_back( 1.f);v.push_back( 1.f);
|
||||
v.push_back(x0);v.push_back(y0);v.push_back(-1.f);v.push_back(-1.f);
|
||||
v.push_back(x1);v.push_back(y1);v.push_back( 1.f);v.push_back( 1.f);
|
||||
v.push_back(x0);v.push_back(y1);v.push_back(-1.f);v.push_back( 1.f);
|
||||
v.push_back(x0); v.push_back(y0); v.push_back(-1.f); v.push_back(-1.f);
|
||||
v.push_back(x1); v.push_back(y0); v.push_back( 1.f); v.push_back(-1.f);
|
||||
v.push_back(x1); v.push_back(y1); v.push_back( 1.f); v.push_back( 1.f);
|
||||
v.push_back(x0); v.push_back(y0); v.push_back(-1.f); v.push_back(-1.f);
|
||||
v.push_back(x1); v.push_back(y1); v.push_back( 1.f); v.push_back( 1.f);
|
||||
v.push_back(x0); v.push_back(y1); v.push_back(-1.f); v.push_back( 1.f);
|
||||
}
|
||||
|
||||
struct TargetLayer {
|
||||
@@ -691,7 +901,7 @@ static TargetLayer buildTargetLayer()
|
||||
|
||||
static void renderTargets(TargetLayer& tl,
|
||||
FakeTarget* tgts, int nTgts,
|
||||
const Layout& L, float maxRangeMi,
|
||||
const Layout& L, float maxRangeMi, float ppiR,
|
||||
float sweepAngle, float curTime, float W, float H)
|
||||
{
|
||||
static const float THRESH = 3.5f; // sweep activation threshold (°)
|
||||
@@ -709,7 +919,7 @@ static void renderTargets(TargetLayer& tl,
|
||||
t.lastActT = curTime;
|
||||
|
||||
float rangeFrac = t.rangeMiles / maxRangeMi;
|
||||
if (rangeFrac > 1.0f) continue;
|
||||
if (rangeFrac > 1.0f) continue; // outside current range setting
|
||||
|
||||
float px = polarPx(L, t.bearingDeg, rangeFrac);
|
||||
float py = polarPy(L, t.bearingDeg, rangeFrac);
|
||||
@@ -717,9 +927,12 @@ static void renderTargets(TargetLayer& tl,
|
||||
float dt = curTime - t.lastActT;
|
||||
float fade = (dt < 0.0f) ? 0.0f : std::max(0.0f, 1.0f - dt/TARG_PERSIST);
|
||||
bool active = angDiff(sweepAngle, t.bearingDeg) < THRESH;
|
||||
float bright = active ? 1.0f : fade;
|
||||
|
||||
if (bright < 0.01f) continue;
|
||||
float coreRad, bloomRad, baseBright;
|
||||
sizeFromApparent(apparentFt(t), ppiR, coreRad, bloomRad, baseBright);
|
||||
|
||||
float bright = active ? baseBright : baseBright * fade;
|
||||
if (bright < 0.02f) continue;
|
||||
|
||||
float cr, cg, cb;
|
||||
if (active) { cr=P7A_R; cg=P7A_G; cb=P7A_B; }
|
||||
@@ -728,7 +941,7 @@ static void renderTargets(TargetLayer& tl,
|
||||
// Core blob
|
||||
{
|
||||
std::vector<float> bv;
|
||||
genBlob(bv, px, py, t.coreRadPx, W, H);
|
||||
genBlob(bv, px, py, coreRad, W, H);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, tl.vbo);
|
||||
glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)(bv.size()*sizeof(float)),
|
||||
bv.data(), GL_DYNAMIC_DRAW);
|
||||
@@ -736,22 +949,83 @@ static void renderTargets(TargetLayer& tl,
|
||||
glUniform1f(locFall, 4.5f);
|
||||
glDrawArrays(GL_TRIANGLES, 0, 6);
|
||||
}
|
||||
// Bloom glow (large targets only)
|
||||
if (t.bloomRadPx > 0.0f && bright > 0.05f) {
|
||||
std::vector<float> bv;
|
||||
genBlob(bv, px, py, t.bloomRadPx, W, H);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, tl.vbo);
|
||||
glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)(bv.size()*sizeof(float)),
|
||||
bv.data(), GL_DYNAMIC_DRAW);
|
||||
glUniform3f(locCol, cr*bright*0.35f, cg*bright*0.35f, cb*bright*0.35f);
|
||||
glUniform1f(locFall, 0.8f);
|
||||
glDrawArrays(GL_TRIANGLES, 0, 6);
|
||||
}
|
||||
}
|
||||
glBindVertexArray(0);
|
||||
}
|
||||
|
||||
// ─── Key callback ────────────────────────────────────────────────────────────
|
||||
// ─── Feature 6: PPI cursor ───────────────────────────────────────────────────
|
||||
//
|
||||
// Cursor has three graphical elements (all incandescent):
|
||||
// • Range ring — full circle at the cursor range fraction
|
||||
// • Bearing line — radial line from centre to scope edge at cursor bearing
|
||||
// • Intersection box — small square centred where the two cross
|
||||
|
||||
struct CursorLayer {
|
||||
GLuint prog = 0, vao = 0, vbo = 0;
|
||||
};
|
||||
|
||||
static CursorLayer buildCursorLayer()
|
||||
{
|
||||
CursorLayer cl{};
|
||||
glGenVertexArrays(1, &cl.vao); glGenBuffers(1, &cl.vbo);
|
||||
glBindVertexArray(cl.vao);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, cl.vbo);
|
||||
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2*sizeof(float), nullptr);
|
||||
glEnableVertexAttribArray(0);
|
||||
glBindVertexArray(0);
|
||||
cl.prog = makeProgram("shaders/ppi_cursor.vert", "shaders/ppi_cursor.frag");
|
||||
return cl;
|
||||
}
|
||||
|
||||
static void renderCursor(CursorLayer& cl, const Layout& L,
|
||||
float rangeFrac, float bearingDeg, float W, float H)
|
||||
{
|
||||
std::vector<float> v;
|
||||
|
||||
// ── Range ring (circle at cursor range) ────────────────────────────────
|
||||
const float rPx = rangeFrac * L.ppiR;
|
||||
const int ringStart = 0;
|
||||
for (int i = 0; i <= CIRCLE_SEGS; ++i) {
|
||||
float a = 2.0f * PI * i / CIRCLE_SEGS;
|
||||
v.push_back(ndcX(L.ppiCX + rPx * std::cos(a), W));
|
||||
v.push_back(ndcY(L.ppiCY + rPx * std::sin(a), H));
|
||||
}
|
||||
|
||||
// ── Bearing line (centre → scope edge) ────────────────────────────────
|
||||
const int lineStart = ringStart + CIRCLE_SEGS + 1;
|
||||
v.push_back(ndcX(L.ppiCX, W));
|
||||
v.push_back(ndcY(L.ppiCY, H));
|
||||
v.push_back(ndcX(polarPx(L, bearingDeg, 1.0f), W));
|
||||
v.push_back(ndcY(polarPy(L, bearingDeg, 1.0f), H));
|
||||
|
||||
// ── Intersection box ───────────────────────────────────────────────────
|
||||
const float ix = polarPx(L, bearingDeg, rangeFrac);
|
||||
const float iy = polarPy(L, bearingDeg, rangeFrac);
|
||||
const float half = L.ppiR * 0.035f;
|
||||
const int boxStart = lineStart + 2;
|
||||
// 5 vertices to close the square loop
|
||||
v.push_back(ndcX(ix - half, W)); v.push_back(ndcY(iy - half, H));
|
||||
v.push_back(ndcX(ix + half, W)); v.push_back(ndcY(iy - half, H));
|
||||
v.push_back(ndcX(ix + half, W)); v.push_back(ndcY(iy + half, H));
|
||||
v.push_back(ndcX(ix - half, W)); v.push_back(ndcY(iy + half, H));
|
||||
v.push_back(ndcX(ix - half, W)); v.push_back(ndcY(iy - half, H));
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, cl.vbo);
|
||||
glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)(v.size() * sizeof(float)),
|
||||
v.data(), GL_DYNAMIC_DRAW);
|
||||
|
||||
glUseProgram(cl.prog);
|
||||
glUniform3f(glGetUniformLocation(cl.prog, "uColor"), INCAN_R, INCAN_G, INCAN_B);
|
||||
glBindVertexArray(cl.vao);
|
||||
|
||||
glDrawArrays(GL_LINE_STRIP, ringStart, CIRCLE_SEGS + 1); // range ring
|
||||
glDrawArrays(GL_LINES, lineStart, 2); // bearing line
|
||||
glDrawArrays(GL_LINE_STRIP, boxStart, 5); // intersection box
|
||||
|
||||
glBindVertexArray(0);
|
||||
}
|
||||
|
||||
// ─── Key callback ─────────────────────────────────────────────────────────────
|
||||
|
||||
static void onKey(GLFWwindow* win, int key, int /*scan*/, int action, int /*mods*/)
|
||||
{
|
||||
@@ -759,7 +1033,7 @@ static void onKey(GLFWwindow* win, int key, int /*scan*/, int action, int /*mods
|
||||
glfwSetWindowShouldClose(win, GLFW_TRUE);
|
||||
}
|
||||
|
||||
// ─── main ────────────────────────────────────────────────────────────────────
|
||||
// ─── main ─────────────────────────────────────────────────────────────────────
|
||||
|
||||
int main()
|
||||
{
|
||||
@@ -774,7 +1048,7 @@ int main()
|
||||
|
||||
GLFWwindow* win = glfwCreateWindow(
|
||||
mode->width, mode->height,
|
||||
"Radar Test — Features 1–5",
|
||||
"Radar Test — Features 1-6",
|
||||
nullptr, nullptr);
|
||||
if (!win) { std::cerr << "Window create failed\n"; glfwTerminate(); return 1; }
|
||||
|
||||
@@ -794,7 +1068,7 @@ int main()
|
||||
int mmW, mmH;
|
||||
glfwGetMonitorPhysicalSize(mon, &mmW, &mmH);
|
||||
const float dpiX = static_cast<float>(mode->width) / (static_cast<float>(mmW) / 25.4f);
|
||||
const float margin = 0.5f * dpiX;
|
||||
const float margin = 1.0f * dpiX;
|
||||
|
||||
const Layout layout = computeLayout(W, H, margin);
|
||||
|
||||
@@ -820,29 +1094,43 @@ int main()
|
||||
graticules[i] = buildAScopeGraticule(layout, fa, RANGE_CONFIGS[i], W, H);
|
||||
|
||||
// Feature 4 — PPI range rings
|
||||
RingLayer rl = buildRingLayer();
|
||||
RingLayer rl = buildRingLayer(fa);
|
||||
|
||||
// Feature 5 — Fake targets (one per quadrant: NE small, SE large, SW/NW very large)
|
||||
const float pR = layout.ppiR;
|
||||
// Feature 5 — Four fake targets per CLAUDE.md spec:
|
||||
// 1. 10 mi north, 100 ft long / 20 ft beam, heading south (head-on) → apparent ~20 ft
|
||||
// 2. 5 mi south, 20 ft long / 5 ft beam, heading south (stern-on) → apparent ~5 ft
|
||||
// 3. 4 mi east, 30 ft long / 10 ft beam, heading north (full side) → apparent ~30 ft
|
||||
// 4. 1 mi west, 100 ft long / 25 ft beam, heading south (full side) → apparent ~100 ft
|
||||
FakeTarget targets[4] = {
|
||||
{ 55.0f, 1.3f, pR*0.010f, 0.0f, -999.0f }, // NE – small (kayak)
|
||||
{ 135.0f, 3.8f, pR*0.022f, pR*0.048f, -999.0f }, // SE – large, blooming
|
||||
{ 215.0f, 2.2f, pR*0.032f, pR*0.075f, -999.0f }, // SW – very large
|
||||
{ 310.0f, 9.0f, pR*0.032f, pR*0.075f, -999.0f }, // NW – very large
|
||||
{ 0.0f, 10.0f, 100.0f, 20.0f, 180.0f, -999.0f }, // N – head-on, ~20 ft apparent
|
||||
{ 180.0f, 5.0f, 20.0f, 5.0f, 180.0f, -999.0f }, // S – stern-on, ~5 ft apparent
|
||||
{ 90.0f, 4.0f, 30.0f, 10.0f, 0.0f, -999.0f }, // E – full side, ~30 ft apparent
|
||||
{ 270.0f, 1.0f, 100.0f, 25.0f, 180.0f, -999.0f }, // W – full side, ~100 ft apparent
|
||||
};
|
||||
TargetLayer tl = buildTargetLayer();
|
||||
|
||||
float sweepAngle = 0.0f; // degrees, 0 = north, clockwise
|
||||
// A scope trace
|
||||
AScopeTrace at = buildAScopeTrace();
|
||||
|
||||
// NDC height of the A scope box — used to compute slide distance
|
||||
// Feature 6 — PPI cursor
|
||||
CursorLayer cl = buildCursorLayer();
|
||||
|
||||
const float ppiR = layout.ppiR;
|
||||
|
||||
// NDC height of A scope box — used for slide animation
|
||||
const float scopeNDCH = (layout.asBot - layout.asTop) * 2.0f / H;
|
||||
|
||||
// Animation state
|
||||
// Feature 3 animation state — 4 phases per range cycle
|
||||
enum class GratPhase { HOLD, SLIDE_OUT, WAIT, SLIDE_IN };
|
||||
int curRange = 0;
|
||||
int nextRange = 1;
|
||||
bool sliding = false;
|
||||
float holdTimer = 0.0f;
|
||||
float slideTimer = 0.0f;
|
||||
GratPhase gratPhase = GratPhase::HOLD;
|
||||
float phaseTimer = 0.0f;
|
||||
|
||||
// A scope bearing (° true, CW from N)
|
||||
const float ascopeBearingDeg = 90.0f;
|
||||
|
||||
float sweepAngle = 0.0f;
|
||||
float prevTime = static_cast<float>(glfwGetTime());
|
||||
|
||||
glEnable(GL_BLEND);
|
||||
@@ -857,20 +1145,34 @@ int main()
|
||||
sweepAngle = std::fmod(sweepAngle + SWEEP_DEG_PS * dt, 360.0f);
|
||||
|
||||
// ── Advance Feature 3 animation ───────────────────────────────────────
|
||||
if (!sliding) {
|
||||
holdTimer += dt;
|
||||
if (holdTimer >= HOLD_SEC) {
|
||||
holdTimer = 0.0f;
|
||||
slideTimer = 0.0f;
|
||||
phaseTimer += dt;
|
||||
switch (gratPhase) {
|
||||
case GratPhase::HOLD:
|
||||
if (phaseTimer >= HOLD_SEC) {
|
||||
nextRange = (curRange + 1) % RANGE_COUNT;
|
||||
sliding = true;
|
||||
gratPhase = GratPhase::SLIDE_OUT;
|
||||
phaseTimer = 0.0f;
|
||||
}
|
||||
} else {
|
||||
slideTimer += dt;
|
||||
if (slideTimer >= SLIDE_SEC) {
|
||||
break;
|
||||
case GratPhase::SLIDE_OUT:
|
||||
if (phaseTimer >= SLIDE_OUT_SEC) {
|
||||
gratPhase = GratPhase::WAIT;
|
||||
phaseTimer = 0.0f;
|
||||
}
|
||||
break;
|
||||
case GratPhase::WAIT:
|
||||
if (phaseTimer >= WAIT_SEC) {
|
||||
curRange = nextRange;
|
||||
sliding = false;
|
||||
gratPhase = GratPhase::SLIDE_IN;
|
||||
phaseTimer = 0.0f;
|
||||
}
|
||||
break;
|
||||
case GratPhase::SLIDE_IN:
|
||||
if (phaseTimer >= SLIDE_IN_SEC) {
|
||||
gratPhase = GratPhase::HOLD;
|
||||
phaseTimer = 0.0f;
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
||||
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
|
||||
@@ -881,7 +1183,7 @@ int main()
|
||||
const GLint sbCol = glGetUniformLocation(sb.prog, "uColor");
|
||||
glBindVertexArray(sb.vao);
|
||||
|
||||
glUniform3f(sbCol, 0.25f, 0.35f, 0.55f);
|
||||
glUniform3f(sbCol, P7A_R * 0.4f, P7A_G * 0.4f, P7A_B * 0.4f);
|
||||
glDrawArrays(GL_LINE_STRIP, sb.ppiStart, sb.ppiCount);
|
||||
|
||||
glUniform3f(sbCol, P1_R, P1_G, P1_B);
|
||||
@@ -889,13 +1191,14 @@ int main()
|
||||
|
||||
glBindVertexArray(0);
|
||||
|
||||
// ── Feature 2: PPI bearing ring + ticks ──────────────────────────────
|
||||
// ── Feature 2: PPI bearing rings + ticks ─────────────────────────────
|
||||
glUseProgram(bg.lineProg);
|
||||
glUniform3f(glGetUniformLocation(bg.lineProg, "uColor"),
|
||||
INCAN_R, INCAN_G, INCAN_B);
|
||||
glBindVertexArray(bg.lineVAO);
|
||||
glDrawArrays(GL_LINE_STRIP, bg.ringStart, bg.ringCount);
|
||||
glDrawArrays(GL_LINE_STRIP, bg.ring1Start, bg.ring1Count);
|
||||
glDrawArrays(GL_LINES, bg.tickStart, bg.tickCount);
|
||||
glDrawArrays(GL_LINE_STRIP, bg.ring2Start, bg.ring2Count);
|
||||
glBindVertexArray(0);
|
||||
|
||||
glUseProgram(bg.textProg);
|
||||
@@ -909,28 +1212,50 @@ int main()
|
||||
glBindVertexArray(0);
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
|
||||
// ── Feature 3: A scope graticule (with slide animation) ───────────────
|
||||
if (!sliding) {
|
||||
// ── Feature 3: A scope graticule (4-phase slide animation) ──────────
|
||||
switch (gratPhase) {
|
||||
case GratPhase::HOLD:
|
||||
drawAScopeGraticule(agProg, graticules[curRange],
|
||||
0.0f, fa, W, H, layout);
|
||||
} else {
|
||||
float t = std::min(slideTimer / SLIDE_SEC, 1.0f);
|
||||
// Old graticule slides UP (+NDC Y = up) and out through the top slot
|
||||
break;
|
||||
case GratPhase::SLIDE_OUT: {
|
||||
float t = std::min(phaseTimer / SLIDE_OUT_SEC, 1.0f);
|
||||
drawAScopeGraticule(agProg, graticules[curRange],
|
||||
t * scopeNDCH, fa, W, H, layout);
|
||||
// New graticule descends from above into position
|
||||
drawAScopeGraticule(agProg, graticules[nextRange],
|
||||
break;
|
||||
}
|
||||
case GratPhase::WAIT:
|
||||
// blank — no graticule drawn
|
||||
break;
|
||||
case GratPhase::SLIDE_IN: {
|
||||
float t = std::min(phaseTimer / SLIDE_IN_SEC, 1.0f);
|
||||
// new graticule slides down from above (starts at +scopeNDCH → 0)
|
||||
drawAScopeGraticule(agProg, graticules[curRange],
|
||||
(1.0f - t) * scopeNDCH, fa, W, H, layout);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// ── A scope signal trace ──────────────────────────────────────────────
|
||||
renderAScopeTrace(at, layout, targets, 4,
|
||||
RANGE_CONFIGS[curRange].maxMiles, ascopeBearingDeg,
|
||||
sweepAngle, now, W, H);
|
||||
|
||||
// ── Feature 4: PPI range rings ────────────────────────────────────────
|
||||
renderRingLayer(rl, layout, curRange, sweepAngle, W, H);
|
||||
renderRingLayer(rl, layout, curRange, sweepAngle, now, W, H, fa);
|
||||
|
||||
// ── Feature 5: Active targets + persistence ───────────────────────────
|
||||
renderTargets(tl, targets, 4, layout,
|
||||
RANGE_CONFIGS[curRange].maxMiles,
|
||||
RANGE_CONFIGS[curRange].maxMiles, ppiR,
|
||||
sweepAngle, now, W, H);
|
||||
|
||||
// ── Feature 6: PPI cursor (slow auto-animation for test) ──────────────
|
||||
// Range oscillates between ~15 % and ~85 % over 12 s period.
|
||||
// Bearing rotates slowly at 18 °/s (one full revolution per 20 s).
|
||||
float cursorRangeFrac = 0.15f + 0.70f * (std::sin(now * (2.0f*PI/12.0f)) * 0.5f + 0.5f);
|
||||
float cursorBearingDeg = std::fmod(now * 18.0f, 360.0f);
|
||||
renderCursor(cl, layout, cursorRangeFrac, cursorBearingDeg, W, H);
|
||||
|
||||
glfwSwapBuffers(win);
|
||||
glfwPollEvents();
|
||||
}
|
||||
@@ -953,9 +1278,15 @@ int main()
|
||||
glDeleteProgram(agProg.line);
|
||||
glDeleteProgram(agProg.text);
|
||||
glDeleteVertexArrays(1, &rl.vao); glDeleteBuffers(1, &rl.vbo);
|
||||
glDeleteVertexArrays(1, &rl.textVAO); glDeleteBuffers(1, &rl.textVBO);
|
||||
glDeleteProgram(rl.prog);
|
||||
glDeleteProgram(rl.textProg);
|
||||
glDeleteVertexArrays(1, &tl.vao); glDeleteBuffers(1, &tl.vbo);
|
||||
glDeleteProgram(tl.prog);
|
||||
glDeleteVertexArrays(1, &at.vao); glDeleteBuffers(1, &at.vbo);
|
||||
glDeleteProgram(at.prog);
|
||||
glDeleteVertexArrays(1, &cl.vao); glDeleteBuffers(1, &cl.vbo);
|
||||
glDeleteProgram(cl.prog);
|
||||
|
||||
glfwDestroyWindow(win);
|
||||
glfwTerminate();
|
||||
|
||||
Reference in New Issue
Block a user