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CN108226873A - A kind of radar return display methods under android system - Google Patents

A kind of radar return display methods under android system Download PDF

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Publication number
CN108226873A
CN108226873A CN201711462103.XA CN201711462103A CN108226873A CN 108226873 A CN108226873 A CN 108226873A CN 201711462103 A CN201711462103 A CN 201711462103A CN 108226873 A CN108226873 A CN 108226873A
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echo
function
radar
data
texture
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田增山
陈纳新
蒋青
余斌
何艾琳
何格格
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Chongqing University of Post and Telecommunications
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Chongqing University of Post and Telecommunications
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    • GPHYSICS
    • G01MEASURING; TESTING
    • G01SRADIO DIRECTION-FINDING; RADIO NAVIGATION; DETERMINING DISTANCE OR VELOCITY BY USE OF RADIO WAVES; LOCATING OR PRESENCE-DETECTING BY USE OF THE REFLECTION OR RERADIATION OF RADIO WAVES; ANALOGOUS ARRANGEMENTS USING OTHER WAVES
    • G01S7/00Details of systems according to groups G01S13/00, G01S15/00, G01S17/00
    • G01S7/02Details of systems according to groups G01S13/00, G01S15/00, G01S17/00 of systems according to group G01S13/00
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  • Engineering & Computer Science (AREA)
  • Computer Networks & Wireless Communication (AREA)
  • Physics & Mathematics (AREA)
  • General Physics & Mathematics (AREA)
  • Radar, Positioning & Navigation (AREA)
  • Remote Sensing (AREA)
  • Radar Systems Or Details Thereof (AREA)

Abstract

The invention discloses the radar return display methods under a kind of android system.First, the mapping table from polar coordinates to rectangular co-ordinate and two equal-sized texture buffers are built in memory.Then, the part refreshed at a high speed update is not needed to by radar image upper position circle, away from mark circle, stem line etc. on a texture buffer.Secondly, the echo data of radar antenna is received and parsed through out, while the frame data are stored in echo buffering area, and with another texture buffer of the data update in buffering area.Finally, it is displayed on the screen by OpenGL mapping technologies and the rendering of multitexture hybrid technology.The division of teaching contents of radar asorbing paint is two display layers in android system by the present invention, and each display layer content independently refreshes, and improves rendering efficiency, while independent of specific hardware.

Description

一种Android系统下的雷达回波显示方法A radar echo display method under Android system

技术领域technical field

本发明涉及的是航海导航领域,特别涉及一种雷达视频图像显示方法。The invention relates to the field of navigation and navigation, in particular to a method for displaying radar video images.

背景技术Background technique

船舶导航雷达用于探测海面上的冰山、礁石、船只、浮冰等各类物体,并可提供有效的目标方位及距离信息,从而使船舶避让各类障碍物,防止碰撞事故发生,是船艇航海必备的导航设备。现代船载导航雷达显示系统主要特点为数字化的信息处理、高效的信息展示、简单易用的人机交互方式,实现方式多为片上系统(System on Chip,SOC)平台或以ARM(Advanced RISC Machines)为核心的嵌入式平台。雷达显控终端作为雷达操作员与雷达系统间的重要桥梁,具备雷达视频图像的绘制、目标的识别与跟踪、船舶信息的显示等众多功能,提供了重要的导航信息。Ship navigation radar is used to detect various objects such as icebergs, reefs, ships, and ice floes on the sea surface, and can provide effective target azimuth and distance information, so that ships can avoid various obstacles and prevent collision accidents. Necessary navigation equipment for sailing. The main features of the modern shipborne navigation radar display system are digital information processing, efficient information display, and easy-to-use human-computer interaction. Most of the implementation methods are System on Chip (SOC) platform or ARM (Advanced RISC Machines ) as the core embedded platform. As an important bridge between the radar operator and the radar system, the radar display and control terminal has many functions such as the drawing of radar video images, the identification and tracking of targets, and the display of ship information, providing important navigation information.

现有的雷达回波显示方法主要有三种:一种是在Qt开发环境下用原生的视图框架开发显控界面,并结合FrameBuffer(帧缓存)技术操作显存来绘制雷达视频图像。第二种是使用图形用户界面(GraphicalUser Interface,GUI)技术开发雷达显控界面,结合支持硬件加速技术的图形接口完成雷达视频图像的绘制。第三种是采用数字信号处理(DigitalSignal Processor,DSP)或ARM处理器解析雷达原始数据并结合基带信号板的雷达视频数据,将两者的图像数据融合处理显示。前2种方法对硬件有额外的要求,需要GPU支持硬件加速或Alpha混合渲染;第3种方法硬件设计复杂且难以维护升级。除此之外,上述方法开发的显控终端人机交互体验较差。There are mainly three existing methods for displaying radar echoes: one is to use the original view framework to develop the display and control interface in the Qt development environment, and combine the FrameBuffer (frame buffer) technology to operate the video memory to draw the radar video image. The second is to use Graphical User Interface (GUI) technology to develop the radar display and control interface, combined with the graphics interface supporting hardware acceleration technology to complete the drawing of radar video images. The third is to use digital signal processing (Digital Signal Processor, DSP) or ARM processor to analyze the raw radar data and combine the radar video data of the baseband signal board to fuse the image data of the two for display. The first two methods have additional requirements on hardware, requiring GPU to support hardware acceleration or Alpha blending rendering; the third method has complex hardware design and is difficult to maintain and upgrade. In addition, the human-computer interaction experience of the display and control terminal developed by the above method is poor.

发明内容Contents of the invention

本发明的目的是在于解决上述三种方法的缺陷,提供一种Android系统下的雷达回波显示方法,拓展了雷达显控的应用平台,同时基于OpenGL技术实现了雷达图像的高效渲染。本发明所述一种Android系统下的雷达回波显示方法,包括以下步骤:The purpose of the present invention is to solve the defects of the above three methods, provide a radar echo display method under the Android system, expand the application platform of radar display and control, and realize the efficient rendering of radar images based on OpenGL technology. The radar echo display method under a kind of Android system of the present invention comprises the following steps:

步骤一、在内存中构建从极坐标到直角坐标的映射表T。所述步骤一包含两个子步骤:Step 1: Construct a mapping table T from polar coordinates to rectangular coordinates in memory. Described step one comprises two sub-steps:

步骤一(一)、对于屏幕中每个点(x1,y1),计算出其对应的极坐标,并将这个点从极坐标到直角坐标的映射关系放入表L中;Step 1 (1), for each point (x 1 , y 1 ) in the screen, calculate its corresponding polar coordinates, and put the mapping relationship of this point from polar coordinates to rectangular coordinates into table L;

步骤一(二)、遍历表L,将角度和半径作为键、对应直角坐标作为值的映射关系存入新的数据表T中;Step 1 (2), traversing table L, storing the mapping relation of angle and radius as key and corresponding Cartesian coordinates as value in new data table T;

步骤二、创建两个大小相等的二维纹理缓冲区F与B。Step 2: Create two 2D texture buffers F and B of equal size.

步骤三、将方位圈、距标圈、船艏线以点的形式更新在F中。Step 3. Update the azimuth circle, range marker circle, and bow line in F in the form of points.

步骤四、接收并解析出雷达天线的回波数据,同时将该帧数据存入回波缓冲区中。Step 4: Receive and analyze the echo data of the radar antenna, and store the frame data into the echo buffer.

步骤五、用回波缓冲区中的数据更新B。该步骤包含四个子步骤:Step 5. Update B with the data in the echo buffer. This step contains four substeps:

步骤五(一)、检查回波缓冲区中的累计回波角度差是否大于等于给定分割角度,如果不是,则结束步骤五;Step five (1), check whether the cumulative echo angle difference in the echo buffer is greater than or equal to a given split angle, if not, then end step five;

步骤五(二)、获得回波缓冲区中最后存入的两帧数据D1和D2,从D2中获取回波数据E和起始角度θ1,从D1中获取结束角度θ2Step 5 (2): Obtain the last two frames of data D 1 and D 2 stored in the echo buffer, obtain the echo data E and the starting angle θ 1 from D 2 , and obtain the ending angle θ 2 from D 1 ;

步骤五(三)、对于屏幕上的每一个角度大于等于θ1小于θ2的点,在T中查找其直角坐标,并以数据E更新在B中;Step 5 (3), for each point on the screen whose angle is greater than or equal to θ 1 and less than θ 2 , find its Cartesian coordinates in T, and update in B with data E;

步骤五(四)、从回波缓冲区中将D1和D2移除。Step five (four), remove D 1 and D 2 from the echo buffer.

步骤六、在Android中利用OpenGL的纹理映射技术,渲染出雷达回波图像。该步骤包含六个子步骤:Step 6. Using OpenGL texture mapping technology in Android to render the radar echo image. This step contains six substeps:

步骤六(一)、在Android中分别创建GLSurfaceView和继承于GLSurfaceView.Renderer的自定义View对象和Renderer对象,同时设置渲染模式为脏渲染;Step 6 (1), create a GLSurfaceView and a custom View object and a Renderer object inherited from GLSurfaceView.Renderer in Android, and set the rendering mode to dirty rendering;

步骤六(二)、通过函数gl.glViewport(0,0,width,height)初始化视口。其中width为屏幕宽度,height为屏幕高度;Step 6 (2), initialize the viewport through the function gl.glViewport(0,0,width,height). Where width is the screen width and height is the screen height;

步骤六(三)、通过函数gl.glFrustumf(left,right,bottom,top,zNear,zFar)初始化平截头体,left为-0.5×width,right为0.5×width,bottom为-0.5×height,top为0.5×height,zNear为3,zFar为7;Step 6 (3), initialize the frustum through the function gl.glFrustumf(left, right, bottom, top, zNear, zFar), left is -0.5×width, right is 0.5×width, bottom is -0.5×height, top is 0.5×height, zNear is 3, zFar is 7;

步骤六(四)、通过函数gl.glMatrixMode(GL10.GL_MODELVIEW)设置投影模式。然后清除颜色缓冲区并加载单位矩阵;Step six (four), set the projection mode through the function gl.glMatrixMode(GL10.GL_MODELVIEW). Then clear the color buffer and load the identity matrix;

步骤六(五)、通过函数gl.glGenTextures(2,ts,0)创建两个纹理,并分别于关联F和B,其中ts为保存纹理对象编号的数组;Step 6 (5), create two textures through the function gl.glGenTextures(2,ts,0), and associate them with F and B respectively, where ts is an array storing the number of texture objects;

步骤六(六)、通过函数gl.glEnable(GL10.GL_BLEND)开启纹理混合功能,并通过函数gl.glBlendFunc(GL10.GL_SRC_ALPHA,GL10.GL_ONE_MINUS_SRC_ALPHA)设置纹理混合方式;Step 6 (6), enable the texture blending function through the function gl.glEnable(GL10.GL_BLEND), and set the texture blending mode through the function gl.glBlendFunc(GL10.GL_SRC_ALPHA,GL10.GL_ONE_MINUS_SRC_ALPHA);

步骤六(七)、通过函数gl.glBindTexture绑定纹理;Step six (seven), bind the texture through the function gl.glBindTexture;

步骤六(八)、通过函数gl.glTexSubImage2D,用B和F中的数据更新纹理;Step six (eight), update the texture with the data in B and F through the function gl.glTexSubImage2D;

步骤六(九)、通过函数requestRender请求系统进行画面渲染。Step six (nine), request the system to render the screen through the function requestRender.

有益效果Beneficial effect

本发明提出一种Android系统下的雷达回波显示方法,通过在内存上创建纹理缓冲区模拟显存、使用OpenGL的多重纹理技术模拟多个图层等技术进行雷达回波图像的显示。相对于传统的雷达回波显示方法具有以下优点:(1)能够应用于Android系统上,从而实现对触屏的原生支持,同时拥有更好的人机交互体验。(2)本系统首先将需要高速刷新的雷达回波图像绘制在一个纹理中,然后将不需要高速刷新的方位圈、距标圈、船艏线等内容绘制在另一个纹理中。可以刷新部分纹理从而拥有较高的渲染效率。(3)目前通用的智能终端的显卡都能够支持OpenGL技术,因此不依赖于特定硬件。The present invention proposes a method for displaying radar echoes under the Android system. The display of radar echo images is performed by creating a texture buffer on the memory to simulate video memory, and using OpenGL's multi-texture technology to simulate multiple layers. Compared with the traditional radar echo display method, it has the following advantages: (1) It can be applied to the Android system, so as to realize the native support for the touch screen and have a better human-computer interaction experience. (2) The system first draws the radar echo image that needs to be refreshed at a high speed in one texture, and then draws the azimuth circle, range mark circle, bow line and other content that do not need to be refreshed at a high speed in another texture. Some textures can be refreshed to have higher rendering efficiency. (3) At present, the graphics cards of common intelligent terminals can all support OpenGL technology, so they do not depend on specific hardware.

附图说明Description of drawings

图1为雷达系统结构。Figure 1 shows the radar system structure.

图2为雷达显控软件主界面。Figure 2 is the main interface of the radar display and control software.

图3为二次索引改进后的数据存储模型。Figure 3 shows the improved data storage model of the secondary index.

图4为回波图像显示框架图。Figure 4 is a frame diagram of echo image display.

图5为一种Android系统下的雷达回波显示方法流程图。Fig. 5 is a flowchart of a radar echo display method under the Android system.

图6为基于此方法的雷达回波绘制效果。Figure 6 shows the rendering effect of radar echoes based on this method.

具体实施方案specific implementation plan

下面结合附图进一步详细描述本发明的技术方案:Further describe the technical scheme of the present invention in detail below in conjunction with accompanying drawing:

参照说明书附图1,本方法所在硬件环境如图所示,雷达天线将原始信号交由信号收发模块进行噪声抑制、杂波处理,随后将回波数据、时钟数据、船艏和方位数据交由显控终端进行显示。显控终端所处软件运行界面如附图2所示,显控界面由雷达图像显示区、船舶信息显示区、菜单区三部分组成。雷达图像显示区内主要有雷达回波图像、警戒区、AIS目标和航迹点等内容。附图6为基于此方法的雷达回波绘制效果。Referring to Figure 1 of the manual, the hardware environment of this method is shown in the figure. The radar antenna sends the original signal to the signal transceiver module for noise suppression and clutter processing, and then sends the echo data, clock data, bow and azimuth data to the The display and control terminal displays. The software operation interface where the display and control terminal is located is shown in Figure 2. The display and control interface consists of three parts: radar image display area, ship information display area, and menu area. The radar image display area mainly includes radar echo images, warning areas, AIS targets and track points, etc. Figure 6 shows the rendering effect of radar echoes based on this method.

步骤一、在内存中构建从极坐标到直角坐标的映射表T。存储结构如附图3所示,其中m为直角坐标点数量(边长为2048像素的正方形区域的像素点数量),该结构由两个一维数据表组成,索引表可通过r和θ查询出s和l,并通过s和l在直角坐标表中查到直角坐标集,该集合即为最终的查表结果。其中r和θ分别为需要查询的点的极坐标半径和角度,s和l分别为目标集合在直角坐标表中的起始位置和长度。所述步骤一包含两个子步骤:Step 1: Construct a mapping table T from polar coordinates to rectangular coordinates in memory. The storage structure is shown in Figure 3, where m is the number of Cartesian coordinate points (the number of pixels in a square area with a side length of 2048 pixels), the structure consists of two one-dimensional data tables, and the index table can be queried through r and θ s and l are obtained, and the rectangular coordinate set is found in the rectangular coordinate table through s and l, and this set is the final table lookup result. Where r and θ are the polar coordinate radius and angle of the point to be queried, respectively, and s and l are the starting position and length of the target set in the Cartesian coordinate table, respectively. Described step one comprises two sub-steps:

步骤一(一)、创建一维链表数组L[keyIdx](0≤r≤MaxRng,0≤θ≤MaxDeg,其中MaxRng为最大显示半径,MaxDeg为最大量化角度,雷达图像显示区高度为2R,keyIdx代表极坐标下该点的一维索引值),其中keyIdx根据下式计算:Step 1 (1), create a one-dimensional linked list array L[keyIdx] (0≤r≤MaxRng, 0≤θ≤MaxDeg, where MaxRng is the maximum display radius, MaxDeg is the maximum quantization angle, the height of the radar image display area is 2R, keyIdx represents the one-dimensional index value of the point in polar coordinates), where keyIdx is calculated according to the following formula:

步骤一(二)、计算出该点直角坐标下的一维索引值valueIdx,并存入链表L[keyIdx]中;Step 1 (2), calculate the one-dimensional index value valueIdx under the Cartesian coordinates of this point, and store it in the linked list L[keyIdx];

步骤一(三)、对表L做存储结构的优化。首先初始化一个空的索引表I和一个空的直角坐标表T,并获得待优化的链表数组L;Step 1 (3), optimizing the storage structure of the table L. First initialize an empty index table I and an empty rectangular coordinate table T, and obtain the linked list array L to be optimized;

步骤一(四)、对屏幕上每一个极坐标点在L中找到对应的链表S,并将S的大小和T的容量存入I中;Step one (four), find corresponding link list S in L for each polar coordinate point on the screen, and store the size of S and the capacity of T in I;

步骤一(五)、将S中所有元素放入T中。Step 1 (5), put all the elements in S into T.

步骤二、创建两个大小相等的二维纹理缓冲区F与B。在自定义Renderder对象中两个纹理缓冲区,大小设置为1024×1024×4Byte,一个缓冲区用于绘制雷达回波视频,另一个用来绘制AIS目标、导航路线等二次信息,并初始化显控系统UI背景色。后续只需要对纹理缓冲区进行操作即可完成图像绘制,与直接操作显存效果一致。Step 2: Create two 2D texture buffers F and B of equal size. There are two texture buffers in the custom Renderer object, the size is set to 1024×1024×4Byte, one buffer is used to draw radar echo video, the other is used to draw secondary information such as AIS target and navigation route, and initialize the display Control system UI background color. Subsequent operations only need to be performed on the texture buffer to complete the image drawing, which is consistent with the effect of directly operating the video memory.

步骤三、将方位圈、距标圈、船艏线以点的形式更新在F中。Step 3. Update the azimuth circle, range marker circle, and bow line in F in the form of points.

步骤四、接收并解析出雷达天线的回波数据,同时将该帧数据存入回波缓冲区中。Step 4: Receive and analyze the echo data of the radar antenna, and store the frame data into the echo buffer.

步骤五、用回波缓冲区中的数据更新B。该步骤包含四个子步骤:Step 5. Update B with the data in the echo buffer. This step contains four substeps:

步骤五(一)、检查回波缓冲区中的累计回波角度差是否大于等于给定分割角度,如果不是,则结束步骤五;Step five (1), check whether the cumulative echo angle difference in the echo buffer is greater than or equal to a given split angle, if not, then end step five;

步骤五(二)、获得回波缓冲区中最后存入的两帧数据D1和D2,从D2中获取回波数据E和起始角度θ1,从D1中获取结束角度θ2Step 5 (2): Obtain the last two frames of data D 1 and D 2 stored in the echo buffer, obtain the echo data E and the starting angle θ 1 from D 2 , and obtain the ending angle θ 2 from D 1 ;

步骤五(三)、对于屏幕上的每一个角度大于等于θ1小于θ2的点,在T中查找其直角坐标,并以数据E更新在B中;Step 5 (3), for each point on the screen whose angle is greater than or equal to θ 1 and less than θ 2 , find its Cartesian coordinates in T, and update in B with data E;

步骤五(四)、从回波缓冲区中将D1和D2移除。Step five (four), remove D 1 and D 2 from the echo buffer.

步骤六、构建渲染环境并在Android中利用OpenGL的纹理映射技术,渲染出雷达回波图像。附图4阐述了渲染环境的构建与纹理映射技术的应用,该步骤包含九个子步骤:Step 6: Build a rendering environment and use OpenGL texture mapping technology in Android to render radar echo images. Accompanying drawing 4 illustrates the construction of rendering environment and the application of texture mapping technology, this step includes nine sub-steps:

步骤六(一)、在Android中分别创建GLSurfaceView和继承于GLSurfaceView.Renderer的自定义View对象和Renderer(渲染器)对象,同时调用setRenderMode函数设置渲染模式为GLSurfaceView.RENDERMODE_WHEN_DIRTY;Step 6 (1), create GLSurfaceView and a custom View object inherited from GLSurfaceView.Renderer and a Renderer (renderer) object in Android, and call the setRenderMode function to set the rendering mode to GLSurfaceView.RENDERMODE_WHEN_DIRTY;

步骤六(二)、通过函数gl.glViewport(0,0,1080,1080)初始化视口;Step 6 (2), initialize the viewport through the function gl.glViewport(0,0,1080,1080);

步骤六(三)、通过函数gl.glFrustumf(left,right,bottom,top,zNear,zFar)初始化平截头体。left为-540,right为540,bottom为-540,top为540,zNear为3,zFar为7;Step 6 (3), initialize the frustum through the function gl.glFrustumf(left, right, bottom, top, zNear, zFar). Left is -540, right is 540, bottom is -540, top is 540, zNear is 3, zFar is 7;

步骤六(四)、通过函数gl.glMatrixMode(GL10.GL_MODELVIEW)设置投影模式,然后清除颜色缓冲区并加载单位矩阵;Step six (four), set the projection mode through the function gl.glMatrixMode(GL10.GL_MODELVIEW), then clear the color buffer and load the identity matrix;

步骤六(五)、通过函数gl.glGenTextures(2,ts,0)生成两个纹理编号,并分别于关联于F和B,其中ts为保存纹理对象编号的数组;Step 6 (5), generate two texture numbers through the function gl.glGenTextures(2,ts,0), and associate them with F and B respectively, where ts is an array storing the texture object numbers;

步骤六(六)、通过函数gl.glEnable(GL10.GL_BLEND)开启纹理混合功能,并通过函数gl.glBlendFunc(GL10.GL_SRC_ALPHA,GL10.GL_ONE_MINUS_SRC_ALPHA)设置纹理混合方式;Step 6 (6), enable the texture blending function through the function gl.glEnable(GL10.GL_BLEND), and set the texture blending mode through the function gl.glBlendFunc(GL10.GL_SRC_ALPHA,GL10.GL_ONE_MINUS_SRC_ALPHA);

步骤六(七)、通过函数gl.glBindTexture绑定纹理;Step six (seven), bind the texture through the function gl.glBindTexture;

步骤六(八)、通过函数gl.glTexSubImage2D,用B和F中的数据更新纹理;Step six (eight), update the texture with the data in B and F through the function gl.glTexSubImage2D;

步骤六(九)、通过函数requestRender请求系统进行画面渲染。Step six (nine), request the system to render the screen through the function requestRender.

Claims (3)

1.一种Android系统下的雷达回波显示方法,其特征在于,包含以下步骤:1. a radar echo display method under the Android system, is characterized in that, comprises the following steps: 步骤一、在内存中构建从极坐标到直角坐标的映射表T;Step 1, constructing a mapping table T from polar coordinates to rectangular coordinates in memory; 步骤二、创建两个大小相等的二维纹理缓冲区F与B;Step 2. Create two 2D texture buffers F and B of equal size; 步骤三、将方位圈、距标圈、船艏线以点的形式更新在F中;Step 3. Update the azimuth circle, range marker circle, and bow line in F in the form of points; 步骤四、接收并解析出雷达天线的回波数据,同时将该帧数据存入回波缓冲区中;Step 4: Receive and analyze the echo data of the radar antenna, and store the frame data in the echo buffer; 步骤五、用回波缓冲区中的数据更新B,该步骤包含四个子步骤:Step five, update B with the data in the echo buffer, this step includes four sub-steps: 步骤五(一)、检查回波缓冲区中的累计回波角度差是否大于等于给定分割角度,如果不是,则结束步骤五;Step five (1), check whether the cumulative echo angle difference in the echo buffer is greater than or equal to a given split angle, if not, then end step five; 步骤五(二)、获得回波缓冲区中最后存入的两帧数据D1和D2,从D2中获取回波数据E和起始角度θ1,从D1中获取结束角度θ2Step 5 (2): Obtain the last two frames of data D 1 and D 2 stored in the echo buffer, obtain the echo data E and the starting angle θ 1 from D 2 , and obtain the ending angle θ 2 from D 1 ; 步骤五(三)、对于屏幕上的每一个角度大于等于θ1小于θ2的点,在T中查找其直角坐标,并以数据E更新在B中;Step 5 (3), for each point on the screen whose angle is greater than or equal to θ 1 and less than θ 2 , find its Cartesian coordinates in T, and update in B with data E; 步骤五(四)、从回波缓冲区中将D1和D2移除;Step five (four), remove D1 and D2 from the echo buffer; 步骤六、在Android中利用OpenGL的纹理映射技术,渲染出雷达回波图像。Step 6. Using OpenGL texture mapping technology in Android to render the radar echo image. 2.根据权利要求1所述的一种Android系统下的雷达回波显示方法,其特征在于,所述步骤一包括以下步骤:2. the radar echo display method under a kind of Android system according to claim 1, is characterized in that, described step 1 comprises the following steps: 步骤一(一)、对于屏幕中每个点(x1,y1),计算出其对应的极坐标,并将这个点从极坐标到直角坐标的映射关系放入表L中;Step 1 (1), for each point (x 1 , y 1 ) in the screen, calculate its corresponding polar coordinates, and put the mapping relationship of this point from polar coordinates to rectangular coordinates into table L; 步骤一(二)、遍历表L,将角度和半径作为键、对应直角坐标作为值的映射关系存入新的数据表T中。Step 1 (2), traversing the table L, and storing the mapping relation of the angle and the radius as the key and the corresponding Cartesian coordinate as the value into the new data table T. 3.根据权利要求1或2所述的一种Android系统下的雷达回波显示方法,其特征在于,所述步骤六包括以下步骤:3. The radar echo display method under a kind of Android system according to claim 1 or 2, is characterized in that, described step 6 comprises the following steps: 步骤六(一)、在Android中分别创建GLSurfaceView和继承于GLSurfaceView.Renderer的自定义View对象和Renderer对象,同时设置渲染模式为脏渲染;Step 6 (1), create a GLSurfaceView and a custom View object and a Renderer object inherited from GLSurfaceView.Renderer in Android, and set the rendering mode to dirty rendering; 步骤六(二)、通过函数gl.glViewport(0,0,width,height)初始化视口。其中width为屏幕宽度,height为屏幕高度;Step 6 (2), initialize the viewport through the function gl.glViewport(0,0,width,height). Where width is the screen width and height is the screen height; 步骤六(三)、通过函数gl.glFrustumf(left,right,bottom,top,zNear,zFar)初始化平截头体,left为-0.5×width,right为0.5×width,bottom为-0.5×height,top为0.5×height,zNear为3,zFar为7;Step 6 (3), initialize the frustum through the function gl.glFrustumf(left, right, bottom, top, zNear, zFar), left is -0.5×width, right is 0.5×width, bottom is -0.5×height, top is 0.5×height, zNear is 3, zFar is 7; 步骤六(四)、通过函数gl.glMatrixMode(GL10.GL_MODELVIEW)设置投影模式。然后清除颜色缓冲区并加载单位矩阵;Step six (four), set the projection mode through the function gl.glMatrixMode(GL10.GL_MODELVIEW). Then clear the color buffer and load the identity matrix; 步骤六(五)、通过函数gl.glGenTextures(2,ts,0)创建两个纹理,并分别于关联F和B,其中ts为保存纹理对象编号的数组;Step 6 (5), create two textures through the function gl.glGenTextures(2,ts,0), and associate them with F and B respectively, where ts is an array storing the number of texture objects; 步骤六(六)、通过函数gl.glEnable(GL10.GL_BLEND)开启纹理混合功能,并通过函数gl.glBlendFunc(GL10.GL_SRC_ALPHA,GL10.GL_ONE_MINUS_SRC_ALPHA)设置纹理混合方式;Step 6 (6), enable the texture blending function through the function gl.glEnable(GL10.GL_BLEND), and set the texture blending mode through the function gl.glBlendFunc(GL10.GL_SRC_ALPHA,GL10.GL_ONE_MINUS_SRC_ALPHA); 步骤六(七)、通过函数gl.glBindTexture绑定纹理;Step six (seven), bind the texture through the function gl.glBindTexture; 步骤六(八)、通过函数gl.glTexSubImage2D,用B和F中的数据更新纹理;Step six (eight), update the texture with the data in B and F through the function gl.glTexSubImage2D; 步骤六(九)、通过函数requestRender请求系统进行画面渲染。Step six (nine), request the system to render the screen through the function requestRender.
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