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Radar Simulation — Class Design and File Layout

Author: Mark Allyn


Class Hierarchy

Scope  (abstract base)
├── ExhibitIntro
├── AScope  (abstract)
│   ├── MarineAScope
│   └── ChainHomeAScope
├── PPIScope  (abstract)
│   ├── MarinePPIScope
│   └── ATCPPIScope
└── PARScope

Class Descriptions

Scope (abstract base)

Everything all scopes share:

  • Left panel text rendering
  • s / S key handling (scope advance / reverse)
  • Auto-advance timer reset on any key or control input
  • Pure virtual methods: render(), handleKey(), getDescription()

ExhibitIntro : public Scope

  • Text-only rendering, no radar display
  • Header: "WELCOME TO MUSEUM VINTAGE RADAR EXHIBIT" (all caps)
  • Emphasizes s/S keys and 120-second auto-advance

AScope : public Scope (abstract)

Shared A-scope behavior:

  • Horizontal range axis, vertical amplitude axis
  • Noise floor rendering (rain/wave clutter)
  • Incandescent graticule (three horizontal amplitude lines + vertical range lines)
  • Bearing control with key-hold acceleration
  • Phosphor type as parameter (P1 or P7)

MarineAScope : public AScope

  • P1 phosphor (green)
  • Range settings: 2, 4, 6 miles
    • Max 2: one interim range at 1
    • Max 4: one interim range at 2
    • Max 6: one interim range at 4
  • Keys: c (bearing CW), v (bearing CCW), u (range up), d (range down)
    • u and d are ignored during graticule swap animation

Graticule swap animation: In the period, changing max range required the operator to physically slide the glass graticule panel upward and out from in front of the CRT, then slide the replacement graticule (calibrated for the new range) downward into position. This is simulated.

State machine triggered by u or d key:

NORMAL graticule in place, scope operating normally | | u or d pressed v SLIDING_OUT old graticule translates upward off screen (~0.5 seconds) | v BARE_CRT no graticule rendered; CRT trace and noise floor still running | v SLIDING_IN new graticule slides down into position (~0.5 seconds) | v NORMAL new range now active

  • u and d keys ignored while state != NORMAL
  • Graticule remains incandescent color throughout (edge-lit glass, not CRT-dependent)

ChainHomeAScope : public AScope

  • P7 phosphor (early implementation, slow decay for slow PRF)
  • Goniometer state: H/V mode toggle, azimuth angle, elevation angle
  • PRF toggle: 25 Hz / 12.5 Hz
  • Calibrator stretch/shrink scale factor
  • Fixed 100-mile range (no range change)
  • Keys: [ (goniometer H/V toggle), 9 (tune left), 0 (tune right), . (PRF toggle), n (calibrator shrink), m (calibrator stretch)

PPIScope : public Scope (abstract)

Shared PPI behavior:

  • Clockwise sweep with P7 phosphor persistence
    • Immediate beam strike: blue
    • Persistence: green/yellow, faded by next sweep pass
  • Incandescent bearing graticule:
    • Inner ring with 1-degree tick marks (0359, True North = 0)
    • Text labels every 15 degrees
    • Outer ring
  • Yellow cursor: 10-degree arc section + bearing crossline
  • Cursor range/bearing readout displayed under scope (white text)
  • Bearing offset for boat mode (k = right, j = left)
  • Keys: r (cursor bearing right), l (cursor bearing left), t (cursor range increase), y (cursor range decrease), k (antenna bearing offset right), j (antenna bearing offset left)
  • Cursor range clamped to max range if exceeded

MarinePPIScope : public PPIScope

  • Sweep time: 4 seconds
  • Max range settings: 2, 4, 6 miles
    • Max 2: rings at 1, 2
    • Max 4: rings at 2, 4
    • Max 6: rings at 4, 6
  • Keys: u (range up), d (range down) — affects only this scope

ATCPPIScope : public PPIScope

  • Sweep time: 5 seconds
  • Max range settings: 5, 10, 15, 20 miles
    • Max 5: rings at 2.5, 5
    • Max 10: rings at 2, 4, 6, 8, 10
    • Max 15: rings at 4, 8, 12, 15
    • Max 20: rings at 5, 10, 15, 20
  • Keys: u (range up), d (range down) — affects only this scope

PARScope : public Scope

  • Two vertically stacked sub-scopes (right panel):
    • Top: azimuth (lateral deviation vs. range) — ~1/3 larger
    • Bottom: elevation (vertical deviation vs. range)
  • P7 phosphor; graticules are incandescent etched glass
  • 30 Hz alternating scan between azimuth and elevation planes (each plane scans at ~15 Hz, i.e., 1/15 second per plane)
  • Fixed 10-mile range — no range change control
  • Non-linear horizontal scale: inner 5 miles occupies 70% of width
  • All targets simulated; no cursor or bearing controls
  • Located at south end of Runway 16/34, BLI — active runway 34 (northbound)

Supporting Classes

Class Thread Purpose
ScopeManager 1 Owns scope list; handles s/S switching and 120s auto-advance timer
PhosphorRenderer 1 P1 and P7 decay/persistence simulation; shared dependency
Graticule 1 Draws incandescent graticule lines and text; parameterized per scope
LeftPanel 1 Renders scope description text panel (left side of window)
SharedRenderState 1,2,3 Mutex A — state variables Thread 1 reads each frame to push as shader uniforms
TargetBuffer 2,4 Mutex B — target data handoff between Thread 2 (traffic cop) and Thread 4 (simulator)
TrafficCop 2 Polls Simulator and RPi receivers each beam update; writes targets to SharedRenderState
Simulator 4 Runs fake targets independently; returns data to TrafficCop when polled
KnobPanel 3 Future hardware stub — idles without acquiring Mutex A until Arduino hardware is wired; SharedRenderState holds compile-time defaults from settings.h
RPiReceiver 2 Stub — one instance per Raspberry Pi; called by TrafficCop

Thread Summary

Thread Class(es) Mutex Access
Thread 1 ScopeManager, all Scope subclasses, PhosphorRenderer, Graticule, LeftPanel Reads SharedRenderState under Mutex A
Thread 2 TrafficCop, RPiReceiver Writes SharedRenderState under Mutex A; reads TargetBuffer under Mutex B
Thread 3 KnobPanel Writes SharedRenderState under Mutex A
Thread 4 Simulator Writes TargetBuffer under Mutex B

Keyboard input arrives via GLFW callback (glfwSetKeyCallback) in Thread 1. Thread 1 dispatches s/S to ScopeManager and all other keys to the active Scope.


Proposed File Layout

src/
  main.cpp                           — GLFW init, thread launch, main loop
  scope_manager.h / scope_manager.cpp
  scope.h / scope.cpp                — abstract Scope base class
  scope_intro.h / scope_intro.cpp    — ExhibitIntro
  scope_ascope.h / scope_ascope.cpp  — abstract AScope
  scope_marine_a.h / scope_marine_a.cpp
  scope_chain_home.h / scope_chain_home.cpp
  scope_ppi.h / scope_ppi.cpp        — abstract PPIScope
  scope_marine_ppi.h / scope_marine_ppi.cpp
  scope_atc_ppi.h / scope_atc_ppi.cpp
  scope_par.h / scope_par.cpp
  phosphor.h / phosphor.cpp
  graticule.h / graticule.cpp
  left_panel.h / left_panel.cpp
  shared_render_state.h / shared_render_state.cpp
  target_buffer.h / target_buffer.cpp
  traffic_cop.h / traffic_cop.cpp
  simulator.h / simulator.cpp
  knob_panel.h / knob_panel.cpp
  rpi_receiver.h / rpi_receiver.cpp
  db_panel.h / db_panel.cpp          — Dear ImGui database management panel
                                       (active only when --database flag passed;
                                        no radar rendering in this mode)
  settings.h                             — all tunable constants (no .cpp needed)

  imgui/                             — Dear ImGui source, compiled into project
    imgui.h / imgui.cpp
    imgui_impl_glfw.h / imgui_impl_glfw.cpp
    imgui_impl_opengl3.h / imgui_impl_opengl3.cpp
    imgui_draw.cpp / imgui_tables.cpp / imgui_widgets.cpp

shaders/
  phosphor.vert / phosphor.frag      — parameterized for P1 and P7 via uniforms
  graticule.vert / graticule.frag
  text.vert / text.frag
  sweep.vert / sweep.frag
  bloom.vert / bloom.frag            — two-pass bloom: render to FBO, Gaussian
                                       blur bright spots, blend back; used for
                                       target blooming from radar equation output

Robustness and Safety

Input Rate Limiting (the mad-child problem)

GLFW key callbacks can fire hundreds of times per second under key-mashing or hardware encoder noise. Each control variable carries a last_event_time timestamp alongside its value. Any input arriving within MIN_INPUT_INTERVAL_MS of the previous accepted input for that control is silently discarded. The KEY_MAX_STEP / KEY_GONIO_MAX_STEP constants cap how far a single accepted input can move a value. Together these make it impossible to slam a bearing to an extreme in under a second regardless of how fast the input fires.

Control Variable Clamping

Every state variable that a control modifies has companion MIN_* and MAX_* constants in settings.h. The clamp is applied at the point of write using std::clamp(), in every code path: keyboard callback, KnobPanel, and any future source. Thread 1 reads already-clean values and applies a second std::clamp() before passing to the shader as a second line of defense. No validation logic is needed at the shader boundary.

Incoming Data Validation

RPiReceiver::parseFrame() and Simulator::poll() both return std::optional<TargetData>. A return of std::nullopt means the frame was malformed or out of bounds. TrafficCop discards nullopt silently — no exception, no abort, no log spam. Fields validated: bearing (0360), range (0radar max), amplitude (01), altitude (060,000 ft), timestamp (not stale, not future), target count (truncated to MAX_SIMULTANEOUS_TARGETS), and frame byte length (rejected above MAX_RPI_FRAME_BYTES).

Array Bounds Safety

  • All fixed-size target storage uses std::array<TargetData, MAX_TARGETS> — never a raw C array.
  • Array views passed between functions use std::span<TargetData> (C++20) — size always travels with the pointer.
  • Ring buffers for phosphor persistence use modulo indexing (index % CAPACITY), never raw pointer arithmetic.
  • static_assert guards validate that MAX_TARGETS and similar constants are within sane limits at compile time.
  • Bounds-checked access (.at()) used in debug builds; validated index used in release.

Thread Safety Rules

  1. Snapshot pattern: Thread 1 acquires Mutex A, copies the entire SharedRenderState struct, releases the lock immediately, then renders from the local copy. No OpenGL calls are ever made while holding a mutex (Core Guideline CP.22).
  2. Always std::scoped_lock: Mutexes are never locked/unlocked manually. std::scoped_lock releases on all exit paths including exceptions (SEI CERT CON51).
  3. Lock ordering: If code ever needs both Mutex A and Mutex B simultaneously, A must be acquired first. Documented here as a project-wide invariant to prevent deadlock (SEI CERT CON53).
  4. Atomic simple flags: Boolean toggles that are written by one thread and read by another (prf_high, goniometer_mode) use std::atomic<bool> — no mutex overhead for single-variable reads.
  5. KnobPanel idle guarantee: Until hardware is connected, KnobPanel's thread loop sleeps and never calls lock() on Mutex A. Zero contention on that mutex from Thread 3.

RAII Requirements

Every resource that is opened must be wrapped in an RAII holder so that it closes on any exit path:

Resource RAII mechanism
OpenGL VAO / VBO / texture / shader Thin GLHandle<T> wrapper; destructor calls glDelete*()
GLFW window unique_ptr<GLFWwindow, decltype(&glfwDestroyWindow)>
FreeType FT_Library / FT_Face Small RAII structs; destructor calls FT_Done_*
Mutex locks std::scoped_lock or std::lock_guard — never bare lock/unlock
Worker threads std::jthread (C++20) — auto-joins on destruction; no detached threads
File handles (shader source) std::ifstream — RAII by default

No raw new or delete anywhere in the codebase. No malloc/free.

SEI CERT C++ Compliance — Key Rules

Rule Enforcement
CON50 Never destroy a mutex while locked — std::scoped_lock makes this structurally impossible
CON51 Release locks on exceptions — std::scoped_lock handles automatically
CON53 Consistent lock ordering (A before B) — documented invariant
ARR50 Array indices always validated before use or bounded by std::array::at()
MEM51 All resources managed by RAII wrappers; no raw new/delete
ERR50 No abort() or exit() in normal operation; bad data is dropped, not fatal
INT30 Bearing arithmetic uses fmod(), not unsigned wraparound subtraction
FLP30 No floating-point loop counters; sweep angle is a double accumulator
OOP50 No virtual method calls in constructors or destructors

C++ Core Guidelines Compliance — Key Rules

Guideline Enforcement
I.6 / I.7 Expects() / Ensures() (GSL) at function entry/exit in debug builds
I.12 gsl::not_null<Scope*> for the active scope pointer in ScopeManager
R.1 All resource management through RAII handles (see table above)
CP.20 std::scoped_lock for all mutex acquisition — no bare lock/unlock
CP.21 std::scoped_lock(mutexA, mutexB) if both must be held simultaneously
CP.22 No OpenGL calls while holding any mutex — snapshot pattern enforces this
Bounds.1 No pointer arithmetic; std::span for array views
Bounds.2 Array access only via .at() or pre-validated index
Bounds.4 No sprintf, strcpy, gets; use std::string and std::format (C++20)

Key Design Notes

  1. ScopeManager sits in Thread 1 and holds the active scope pointer. The GLFW key callback calls ScopeManager::handleKey(), which dispatches s/S to itself and all other keys to the active scope. The auto-advance timer resets on any key event or control input.

  2. SharedRenderState holds two categories: control state (bearing, range, cursor — written by Thread 1 keyboard callbacks and Thread 3 knob panel) and target state (written by Thread 2). Thread 1 reads the whole struct once per frame under Mutex A to push uniforms to the shaders.

  3. TargetBuffer is separate from SharedRenderState — it is the handoff point between Thread 2 (traffic cop) and Thread 4 (simulator) under Mutex B.

  4. PhosphorRenderer is a shared utility. AScope and PPIScope subclasses receive it as a constructor dependency rather than each reimplementing decay logic. Pass phosphor type (P1/P7) and decay constant as parameters.

  5. Shaders are parameterized via uniforms rather than duplicated. A single phosphor shader pair handles both P1 (green, no persistence) and P7 (blue strike, yellow-green decay) by passing color and decay time as uniforms.

  6. Shoreline and terrain geometry is loaded once at Thread 1 startup as a static VBO. It is read-only after load — no mutex needed.

  7. Each scope's max range and cursor state are independent. Changing range on the Marine PPI does not affect the ATC PPI, and vice versa. State is owned by each scope instance.

  8. PAR sub-scopes (azimuth and elevation) can be implemented as private member objects within PARScope rather than as separate Scope subclasses, since they are never displayed independently.

  9. settings.h is a header-only file (no .cpp). It will contain only constexpr constants organized into named sections. Every other source file that needs a tunable value includes this file. No magic numbers anywhere else in the codebase. Add candidate variables here before coding begins; values can be refined during debugging and appearance work. Sections defined: phosphor colors (P1/P7), sweep parameters, graticule geometry and colors, cursor, noise floor, graticule swap animation timing, key-hold acceleration, auto-advance timer, window/layout geometry, text colors/sizes, general operator control defaults (Intensity, Focus, Astigmatism, Gain, Rain Clutter, Wave Clutter, Graticule Intensity), per-scope default state (initial bearing, range, cursor, calibrator scale for each scope), and PAR geometry (non-linear scale breakpoint, runway heading, glide path angle, scan widths).

  10. General operator controls (Intensity, Focus, Astigmatism, Gain, Rain Clutter, Wave Clutter, Graticule Intensity) are placeholders for physical encoders not yet purchased. Each has a DEFAULT_* constant in settings.h and a corresponding variable in SharedRenderState. KnobPanel (Thread 3) has a stub write path for each. The thread starts and idles, but never calls lock() on Mutex A, so it imposes zero contention. When hardware arrives, only KnobPanel changes — Thread 1 and the shaders are already fully wired to consume the values.

  11. MarineAScope graticule swap is a state machine with four states: NORMAL → SLIDING_OUT → BARE_CRT → SLIDING_IN → NORMAL. The u and d keys are blocked during the animation. The new range value is latched when the key is pressed but not applied to the scope state until SLIDING_IN completes. Animation duration is approximately 0.5 seconds per slide (out and in).

  12. All dimensions are stored and computed in meters throughout the system. Any incoming data from Raspberry Pi receivers or the simulator that arrives in feet (e.g., altitude from ADS-B in feet, antenna heights) is converted to meters at the boundary in RPiReceiver::parseFrame() or Simulator::poll() before the value enters any shared data structure. No feet values appear anywhere inside the system after the conversion point. Conversion: 1 foot = 0.3048 meters exactly.

  13. Default target dimensions used when a target is first seen with no database record. All values in meters. need_update is set TRUE for all defaults so the operator knows to fill in real data.

Category Length (m) Fuselage/Beam width (m) Material
GA aircraft 4.0 1.0 aluminum
Commercial a/c 30.0 5.0 aluminum
AIS vessel 20.0 5.0 steel
Simulator boat 6.0 2.0 fiberglass

AIS-sourced vessels default to steel (legally required commercial traffic). Simulator-sourced boats default to fiberglass (small pleasure craft). Aircraft source type does not disambiguate GA vs. commercial — the system defaults to GA and lets the operator correct it.

  1. Bloom post-processing uses a dedicated bloom.vert / bloom.frag shader pair. The pipeline is: render targets to an offscreen FBO at full computed brightness (from radar equation output), apply a two-pass Gaussian blur to pixels above a luminance threshold, then additively blend the blurred result back onto the main framebuffer. Bloom threshold and blur radius are constexpr constants in settings.h.

  2. Dear ImGui is used for the database management panel, activated by the --database command-line flag. In that mode no radar rendering occurs — main.cpp skips the scope/shader initialization path entirely and starts the ImGui loop instead. ImGui source files live under src/imgui/ and are compiled directly into the project (no separate install step). The panel provides: a scrollable target table with need_update highlighted, inline edit fields for length/width/height/material, a dropdown for target type, and a Save button that writes to PostgreSQL via libpq.

  3. Chain Home RCS resonance is modelled with a multiplier constant CHAIN_HOME_RCS_RESONANCE_FACTOR in settings.h. At 30 MHz (λ ≈ 10 m), aircraft with wingspans of 1030 m are in the Mie/resonant scattering region; RCS can be 25× the geometric cross section. The default value is 3.0 (a mid-range estimate). This is applied in the radar equation computation for Chain Home targets only, before the result is passed to the bloom/ brightness pipeline.

  4. Terrain and land clutter are rendered from pre-processed binary grids in map/lidar_processed/. The offline tool terrain_preprocess fuses the SRTM DEM, both LiDAR surveys, and the S-57 ENC into elevation, material, and shadow-mask grids. At runtime TerrainMap loads these grids once; LandClutter generates a polar clutter texture once per sweep period. See the TERRAIN CLUTTER VISUAL DESIGN REFERENCE section below for per-material appearance and speckle tuning guidance.


Terrain Clutter Visual Design Reference

All tunable values described here have corresponding constants in src/settings.h. Edit settings.h to change values; this section explains the perceptual intent behind each constant.

Purpose

The goal is historical authenticity. Period marine radar operators in the 1950s saw the Bellingham shoreline as a bright, stable ring of returns that formed a recognizable coastline silhouette. Skilled operators mentally subtracted this from the display and watched only for moving or changing returns. That experience should be reproducible on this exhibit.


Material Visual Character

SOIL (vegetated land, fields, low hills)

Period appearance: moderate-brightness, moderately grainy returns. The grain (speckle) is high because vegetation is irregular — individual trees, bushes, and undulations produce slightly different returns each sweep. The overall brightness holds steady between sweeps but the texture shimmers.

  • σ° constant: TERRAIN_SIGMA0_SOIL (~0.010, 20 dB)
  • Speckle: TERRAIN_SPECKLE_SOIL (suggested starting value: 0.35)
  • Appearance: mid-grey; clearly visible but not dominating. Rolling hillsides read as a diffuse bright edge along the coastline and inland ridges.

ROCK (exposed cliff faces, upper Chuckanut ridgeline, rock outcrops)

Period appearance: brighter than soil, less speckle. Rock faces are geometrically consistent so returns are stable sweep to sweep. Steep faces pointing toward the radar return a disproportionately strong echo.

  • σ° constant: TERRAIN_SIGMA0_ROCK (~0.032, 15 dB)
  • Speckle: TERRAIN_SPECKLE_ROCK (suggested starting value: 0.20)
  • Appearance: noticeably brighter than soil; Chuckanut Mountain's western face reads as a bright arc, stable between sweeps. Little shimmer — the texture is coarser and more consistent.

CONCRETE (breakwaters, piers, dock structures, Boulevard Park boardwalk, harbor facilities)

Period appearance: the strongest land returns on the scope after large steel vessels. Structures built over water (piers on pilings, breakwater walls) produce corner-reflector effects — the right-angle junction between the vertical face and the water surface acts as a retroreflector. Operators used these as navigation aids; the Bellingham harbor entrance is identifiable by its distinctive bright return pattern.

  • σ° constant: TERRAIN_SIGMA0_CONCRETE (~0.100, 10 dB)
  • Speckle: TERRAIN_SPECKLE_CONCRETE (suggested starting value: 0.12)
  • Appearance: bright, stable, low shimmer. Breakwaters and piers appear as sharp bright lines or arcs. The Boulevard Park boardwalk over the water appears as a bright thin arc. These features should be the most prominent land returns on the scope after large steel ships.

WATER — CALM (open bay, light wind)

Period appearance: very weak, near-invisible. Calm water reflects most radar energy away from the antenna (specular reflection). Operators saw a nearly blank area over open water even at high gain.

  • σ° constant: TERRAIN_SIGMA0_WATER_CALM (~0.0003, 35 dB)
  • Appearance: at normal gain, essentially black. Only visible at extreme gain settings as a faint salt-and-pepper noise floor.

WATER — ROUGH (choppy bay, wind >10 knots)

Period appearance: a low-level fuzzy return rising from the noise floor, affecting the inner ranges most strongly. Sea clutter was a major nuisance on small-vessel marine radar. The wave clutter filter (keys 5/6) suppresses this.

  • σ° constant: TERRAIN_SIGMA0_WATER_ROUGH (~0.010, 20 dB)
  • Appearance: at normal gain, a hazy shimmer at short ranges that fades outward. Heavy speckle — random wave facets scatter incoherently. The wave clutter filter reduces this.

Speckle / Grain Tuning Guide

Speckle simulates pulse-to-pulse amplitude variation caused by incoherent scattering from irregular surfaces. Implemented as a per-cell random fraction multiplied by the computed P_r each sweep:

Speckle = P_r × (1.0 + TERRAIN_SPECKLE_xxx × random(1, +1))

Values close to 0.0 give stable, solid returns (correct for concrete and large flat surfaces). Values closer to 0.5 give vigorous shimmer (correct for vegetation and choppy water). Values above 0.5 are unrealistically noisy for terrain — avoid unless simulating a very rough or complex surface.

Suggested starting values:

Constant Value Character
TERRAIN_SPECKLE_SOIL 0.35 visible shimmer, naturalistic
TERRAIN_SPECKLE_ROCK 0.20 moderate, stable with some texture
TERRAIN_SPECKLE_CONCRETE 0.12 mostly stable; slight flicker from edge

Tuning procedure:

  1. Set max range to 6 miles on the Marine PPI.
  2. Rotate to a bearing showing the Bellingham breakwater and open bay.
  3. Adjust TERRAIN_MARINE_CLUTTER_BRIGHTNESS until the breakwater return is clearly bright but does not wash out nearby ship targets.
  4. Adjust TERRAIN_SIGMA0_CONCRETE if breakwater brightness relative to soil hills looks wrong.
  5. Adjust speckle values until soil hillsides shimmer naturally and concrete structures hold steady between sweeps.
  6. Verify at all three marine range settings (2, 4, 6 miles) that clutter does not overwhelm vessel targets at any range.

Overall Brightness Balance

The most important perceptual tuning parameter is TERRAIN_MARINE_CLUTTER_BRIGHTNESS. It is a linear scale factor applied to all terrain return brightness before the clutter texture is uploaded to the GPU. It does not change the relative balance between materials — it scales all terrain uniformly.

Target appearance goal:

  • A steel AIS vessel at 3 miles range should be 23× brighter than the strongest adjacent land clutter return (a concrete breakwater).
  • The coastline silhouette should be clearly readable as geography — a visitor who knows Bellingham Bay should recognize the shape.
  • Open water should be visually clean at default gain settings.

Suggested starting value: TERRAIN_MARINE_CLUTTER_BRIGHTNESS = 0.55

ATC PPI: ATC_TERRAIN_CLUTTER_SUPPRESSED = true means land clutter is hidden by MTI cancellation — no brightness tuning needed for ATC. If suppression is disabled for debugging, use TERRAIN_MARINE_CLUTTER_BRIGHTNESS as a guide.


Shadow Zones

Shadow zones are the most dramatic visual effect on the Marine PPI. They appear as dark wedge-shaped gaps in the land clutter pattern, pointing outward from the radar, behind ridgelines and hills.

Key shadow features visible from the marine bay platform:

  • Chuckanut Mountain (southwest) casts a prominent shadow into the southern bay and beyond.
  • Lummi Island (northwest) shadows a sector of the northern bay.
  • Bellingham waterfront bluff shadows part of the inner harbor.

These shadows are inherently dark against surrounding clutter — no tuning required. Shadow = zero amplitude, computed geometrically by the preprocessor.

For the ATC scope with ATC_TERRAIN_SHADOW_ENABLED = true, shadows affect aircraft returns only (not the display background, which is suppressed). An aircraft descending behind Chuckanut Mountain will fade out and reappear as it clears the ridge on final approach — authentic behavior of period ASR radar.


Polar Clutter Texture Resolution

TERRAIN_POLAR_BEARING_BINS and TERRAIN_POLAR_RANGE_BINS control the resolution of the GPU texture carrying terrain clutter to the shader. Recommended values:

Scope Bearing bins Range bins Notes
Marine PPI (6 mi) 720 512 0.5° matches marine beamwidth
ATC PPI (20 mi) 720 1024 wider range needs more bins

The texture is regenerated once per sweep period (every 45 seconds), not every frame. Upload cost is not time-critical. Reducing to 360 bearing bins is acceptable and halves the texture upload cost at the expense of slightly blocky angular transitions near prominent features.