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flightgear/src/Cockpit/panel.cxx

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// panel.cxx -- routines to draw an instrument panel
//
// Written by Friedemann Reinhard, started June 1998.
//
// Major code reorganization by David Megginson, November 1999.
//
// Copyright(C)1998 Friedemann Reinhard-reinhard@theorie2.physik.uni-erlangen.de
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License as
// published by the Free Software Foundation; either version 2 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful, but
// WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
// General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
//
// $Id$
#ifdef HAVE_CONFIG_H
# include <config.h>
#endif
#ifdef HAVE_WINDOWS_H
# include <windows.h>
#endif
#define FILLED true
#include <GL/glut.h>
#include <XGL/xgl.h>
#include <stdlib.h>
#include <stdio.h>
#include <string.h>
#include <string>
#include <math.h>
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#include <Debug/logstream.hxx>
#include <Aircraft/aircraft.hxx>
#include <Main/options.hxx>
#include <Main/views.hxx>
#include <Misc/fgpath.hxx>
#include <Objects/texload.h>
#include "panel.hxx"
#include "cockpit.hxx"
#include "hud.hxx"
////////////////////////////////////////////////////////////////////////
// Implementation of FGPanel.
////////////////////////////////////////////////////////////////////////
// Global panel.
FGPanel* FGPanel::OurPanel = 0;
// Constructor (ensures that the panel is a singleton).
FGPanel::FGPanel(void) {
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int x, y;
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FILE *f;
char line[256];
GLint test;
GLubyte *tex = new GLubyte[262144];
float Xzoom, Yzoom;
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if(OurPanel) {
FG_LOG( FG_GENERAL, FG_ALERT, "Error: only one Panel allowed" );
exit(-1);
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}
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OurPanel = this;
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Xzoom = (float)((float)(current_view.get_winWidth())/1024);
Yzoom = (float)((float)(current_view.get_winHeight())/768);
airspeedIndicator = new FGAirspeedIndicator(144.375, 166.875);
verticalSpeedIndicator = new FGVerticalSpeedIndicator(358, 52);
// Each hand of the altimeter is a
// separate instrument for now...
altimeter = new FGAltimeter(357.5, 167);
altimeter2 = new FGAltimeter2(357.5, 167);
horizonIndicator = new FGHorizon(251, 166.75);
turnCoordinator = new FGTurnCoordinator(143.75, 51.75);
rpmIndicator = new FGRPMIndicator(462.5, 133);
#ifdef GL_VERSION_1_1
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xglGenTextures(2, panel_tex_id);
xglBindTexture(GL_TEXTURE_2D, panel_tex_id[1]);
#elif GL_EXT_texture_object
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xglGenTexturesEXT(2, panel_tex_id);
xglBindTextureEXT(GL_TEXTURE_2D, panel_tex_id[1]);
#else
# error port me
#endif
xglMatrixMode(GL_PROJECTION);
xglPushMatrix();
xglLoadIdentity();
xglViewport(0, 0, 640, 480);
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xglOrtho(0, 640, 0, 480, 1, -1);
xglMatrixMode(GL_MODELVIEW);
xglPushMatrix();
xglLoadIdentity();
xglPixelStorei(GL_UNPACK_ALIGNMENT, 4);
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xglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
xglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
xglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
xglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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// load in the texture data
xglPixelStorei(GL_UNPACK_ROW_LENGTH, 256);
FGPath tpath( current_options.get_fg_root() );
tpath.append( "Textures/gauges.rgb" );
if((img = read_rgb_texture( (char *)tpath.c_str(), &img_width, &img_height ))==NULL){
}
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xglPixelStorei(GL_UNPACK_ROW_LENGTH, 256);
tpath.set( current_options.get_fg_root() );
tpath.append( "Textures/gauges2.rgb" );
if((imag = read_rgb_texture( (char *)tpath.c_str(), &imag_width, &imag_height ))==NULL){
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}
xglPixelStorei(GL_UNPACK_ROW_LENGTH, 1024);
tpath.set( current_options.get_fg_root() );
tpath.append( "Textures/Fullone.rgb" );
if ((background = read_rgb_texture( (char *)tpath.c_str(), &width, &height ))==NULL ){
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}
xglPixelZoom(Xzoom, Yzoom);
xglPixelStorei(GL_UNPACK_ALIGNMENT, 1);
xglPixelStorei(GL_UNPACK_ROW_LENGTH, 1024);
xglRasterPos2i(0,0);
xglPixelZoom(Xzoom, Yzoom);
xglPixelStorei(GL_UNPACK_ROW_LENGTH, 256);
xglTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 256, 256, 0, GL_RGB, GL_UNSIGNED_BYTE, imag);
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#ifdef GL_VERSION_1_1
xglBindTexture(GL_TEXTURE_2D, panel_tex_id[0]);
#elif GL_EXT_texture_object
xglBindTextureEXT(GL_TEXTURE_2D, panel_tex_id[0]);
#else
# error port me
#endif
xglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
xglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
xglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
xglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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xglTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 256, 256, 0, GL_RGB, GL_UNSIGNED_BYTE, (GLvoid *)(img));
xglMatrixMode(GL_MODELVIEW);
xglPopMatrix();
}
// Destructor.
FGPanel::~FGPanel ()
{
delete airspeedIndicator;
delete verticalSpeedIndicator;
delete altimeter;
delete altimeter2;
delete horizonIndicator;
delete turnCoordinator;
delete rpmIndicator;
OurPanel = 0;
}
// Reinitialize the panel.
void FGPanel::ReInit( int x, int y, int finx, int finy){
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GLint buffer;
float Xzoom, Yzoom;
xglDisable(GL_DEPTH_TEST);
Xzoom = (float)((float)(current_view.get_winWidth())/1024);
Yzoom = (float)((float)(current_view.get_winHeight())/768);
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// save the current buffer state
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xglGetIntegerv(GL_DRAW_BUFFER, &buffer);
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// and enable both buffers for writing
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xglDrawBuffer(GL_FRONT_AND_BACK);
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xglMatrixMode(GL_PROJECTION);
xglPushMatrix();
xglLoadIdentity();
xglViewport(0, 0, 640, 480);
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xglOrtho(0, 640, 0, 480, 1, -1);
xglMatrixMode(GL_MODELVIEW);
xglPushMatrix();
xglLoadIdentity();
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xglPixelStorei(GL_UNPACK_ALIGNMENT, 1);
xglPixelZoom(Xzoom, Yzoom);
xglPixelStorei(GL_UNPACK_ALIGNMENT, 1);
xglPixelStorei(GL_UNPACK_ROW_LENGTH, 1024);
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xglPixelStorei(GL_UNPACK_SKIP_PIXELS, x);
xglPixelStorei(GL_UNPACK_SKIP_ROWS, y);
xglRasterPos2i(x, y);
xglPixelZoom(Xzoom, Yzoom);
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xglDrawPixels(finx - x, finy - y, GL_RGB, GL_UNSIGNED_BYTE,
(GLvoid *)(background));
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// restore original buffer state
xglDrawBuffer( (GLenum)buffer );
xglEnable(GL_DEPTH_TEST);
}
// Update the panel.
void FGPanel::Update ( void ) {
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xglMatrixMode(GL_PROJECTION);
xglPushMatrix();
xglLoadIdentity();
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xglOrtho(0, 640, 0, 480, 10, -10);
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xglMatrixMode(GL_MODELVIEW);
xglPushMatrix();
xglLoadIdentity();
xglDisable(GL_DEPTH_TEST);
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xglEnable(GL_LIGHTING);
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xglEnable(GL_TEXTURE_2D);
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xglDisable(GL_BLEND);
xglMatrixMode(GL_MODELVIEW);
xglPopMatrix();
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xglPushMatrix();
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xglDisable(GL_LIGHTING);
airspeedIndicator->Render();
verticalSpeedIndicator->Render();
altimeter->Render();
altimeter2->Render();
xglPopMatrix();
xglPushMatrix();
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turnCoordinator->Render();
rpmIndicator->Render();
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xglEnable(GL_LIGHTING);
horizonIndicator->Render();
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xglDisable(GL_TEXTURE_2D);
xglPopMatrix();
xglEnable(GL_DEPTH_TEST);
xglEnable(GL_LIGHTING);
xglDisable(GL_TEXTURE_2D);
xglDisable(GL_BLEND);
xglMatrixMode(GL_PROJECTION);
xglPopMatrix();
xglMatrixMode(GL_MODELVIEW);
xglPopMatrix();
}
// fgEraseArea - 'Erases' a drawn Polygon by overlaying it with a textured
// area. Shall be a method of a panel class once.
// This should migrate into FGPanel somehow.
void fgEraseArea(GLfloat *array, int NumVerti, GLfloat texXPos, GLfloat texYPos, GLfloat XPos, GLfloat YPos, int Texid, float ScaleFactor){
int i, j;
int n;
float a;
float ififth;
xglEnable(GL_TEXTURE_2D);
xglEnable(GL_TEXTURE_GEN_S);
xglEnable(GL_TEXTURE_GEN_T);
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
xglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
xglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
xglTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
xglMatrixMode(GL_TEXTURE);
xglLoadIdentity();
#ifdef GL_VERSION_1_1
xglBindTexture(GL_TEXTURE_2D, FGPanel::OurPanel->panel_tex_id[Texid]);
#elif GL_EXT_texture_object
xglBindTextureEXT(GL_TEXTURE_2D, FGPanel::OurPanel->panel_tex_id[Texid]);
#else
# error port me
#endif
xglMatrixMode(GL_TEXTURE);
xglLoadIdentity();
xglTranslatef(-((float)((XPos/0.625)/256)), -((float)((YPos/0.625)/256)), 0.0);
xglTranslatef(texXPos/256 , texYPos/256, 0.0);
xglScalef(0.00625, 0.00625, 1.0);
xglBegin(GL_POLYGON);
for(n=0;n<NumVerti;n += 2){
xglVertex2f(array[n] * ScaleFactor, array[n + 1] * ScaleFactor);
}
xglEnd();
xglLoadIdentity();
xglMatrixMode(GL_MODELVIEW);
xglPixelStorei(GL_UNPACK_SKIP_PIXELS, 0);
xglPixelStorei(GL_UNPACK_SKIP_ROWS, 0);
xglDisable(GL_TEXTURE_2D);
xglDisable(GL_TEXTURE_GEN_S);
xglDisable(GL_TEXTURE_GEN_T);
}
////////////////////////////////////////////////////////////////////////
// Implementation of FGHorizon instrument.
////////////////////////////////////////////////////////////////////////
FGHorizon::FGHorizon (float inXPos, float inYPos)
{
XPos = inXPos;
YPos = inYPos;
Init();
}
FGHorizon::~FGHorizon ()
{
}
void FGHorizon::Render(void){
double pitch;
double roll;
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float shifted, alpha, theta;
float epsi = 360 / 180;
GLboolean Light;
GLfloat normal[2];
int n1, n2, n, dn, rot, tmp1, tmp2;
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float a;
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GLfloat material[] = { 0.714844, 0.265625, 0.056875 ,1.0};
GLfloat material2[] = {0.6640625, 0.921875, 0.984375, 1.0};
GLfloat material3[] = {0.2, 0.2, 0.2, 1.0};
GLfloat material4[] = {0.8, 0.8, 0.8, 1.0};
GLfloat material5[] = {0.0, 0.0, 0.0, 1.0};
GLfloat direction[] = {0.0, 0.0, 0.0};
GLfloat light_position[4];
GLfloat light_ambient[] = {0.7, 0.7, 0.7, 1.0};
GLfloat light_ambient2[] = {0.7, 0.7, 0.7, 1.0};
GLfloat light_diffuse[] = {1.0, 1.0, 1.0, 1.0};
GLfloat light_specular[] = {1.0, 1.0, 1.0, 1.0};
pitch = get_pitch() * RAD_TO_DEG;
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if(pitch > 45)
pitch = 45;
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if(pitch < -45)
pitch = -45;
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roll = get_roll() * RAD_TO_DEG;
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xglEnable(GL_NORMALIZE);
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xglEnable(GL_LIGHTING);
xglEnable(GL_TEXTURE_2D);
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xglEnable(GL_LIGHT1);
xglDisable(GL_LIGHT2);
xglDisable(GL_LIGHT0);
xglMatrixMode(GL_MODELVIEW);
xglLoadIdentity();
xglTranslatef(XPos, YPos, 0);
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xglTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
xglMatrixMode(GL_TEXTURE);
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xglPushMatrix();
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// computations for the non-textured parts of the AH
shifted = -((pitch / 10) * 7.0588235);
if(shifted > (bottom - radius)){
theta = (180 - (acos((bottom - shifted) / radius)*RAD_TO_DEG));
n = (int)(theta / epsi) - 1;
n1 = n;
n2 = (180 - n1) + 2;
dn = n2 - n1;
rot = (int)(roll / epsi);
n1 += rot + 45;
n2 += rot + 45;
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}
if(shifted < (-top + radius)){
theta = ((acos((-top - shifted) / radius)*RAD_TO_DEG));
n = (int)(theta / epsi) + 1;
n1 = n;
n2 = (180 - n1) + 2;
dn = n2 - n1;
rot = (int)(roll / epsi);
n1 += rot - 45;
n2 += rot - 45;
if(n1 < 0){ n1 += 180; n2 +=180;}
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}
// end of computations
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light_position[0] = 0.0;
light_position[1] = 0.0;
light_position[2] = 1.5;
light_position[3] = 0.0;
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xglLightfv(GL_LIGHT1, GL_POSITION, light_position);
xglLightfv(GL_LIGHT1, GL_AMBIENT, light_ambient);
xglLightfv(GL_LIGHT1, GL_DIFFUSE, light_diffuse);
xglLightfv(GL_LIGHT1, GL_SPECULAR, light_specular);
xglLightfv(GL_LIGHT1, GL_SPOT_DIRECTION, direction);
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#ifdef GL_VERSION_1_1
// FIXME!!
xglBindTexture(GL_TEXTURE_2D, FGPanel::OurPanel->panel_tex_id[1]);
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#elif GL_EXT_texture_object
// FIXME!!
xglBindTextureEXT(GL_TEXTURE_2D, FGPanel::OurPanel->panel_tex_id[1]);
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#else
# error port me
#endif
xglLoadIdentity();
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xglTranslatef(0.0, ((pitch / 10) * 0.046875), 0.0);
xglTranslatef((texXPos/256), (texYPos/256), 0.0);
xglRotatef(-roll, 0.0, 0.0, 1.0);
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xglScalef(1.7, 1.7, 0.0);
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// the following loop draws the textured part of the AH
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xglMaterialf(GL_FRONT, GL_SHININESS, 85.0);
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xglMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, material4);
xglMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, material5);
xglMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, material3);
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xglMatrixMode(GL_MODELVIEW);
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xglBegin(GL_TRIANGLES);
int i;
for(i=45; i < 225; i++){
xglTexCoord2f(0.0, 0.0);
xglNormal3f(0.0, 0.0, 0.6);
xglVertex3f(0.0, 0.0, 0.0);
xglTexCoord2f(texCoord[i % 180][0], texCoord[i % 180][1]);
xglNormal3f(normals[i % 180][0], normals[i % 180][1], 0.6);
xglVertex3f(vertices[i % 180][0], vertices[i % 180][1], 0.0);
n = (i + 1) % 180;
xglTexCoord2f(texCoord[n][0], texCoord[n][1]);
xglNormal3f(normals[n][0], normals[n][1], 0.6);
xglVertex3f(vertices[n][0], vertices[n][1], 0.0);
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}
xglEnd();
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if((shifted > (bottom - radius)) && (n1 < 1000) && (n1 > 0)){
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a = sin(theta * DEG_TO_RAD) * sin(theta * DEG_TO_RAD);
light_ambient2[0] = a;
light_ambient2[1] = a;
light_ambient2[2] = a;
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xglLightfv(GL_LIGHT1, GL_AMBIENT, light_ambient2);
xglLightfv(GL_LIGHT1, GL_DIFFUSE, light_ambient2);
xglLightfv(GL_LIGHT1, GL_SPECULAR, light_ambient2);
xglBegin(GL_TRIANGLES);
tmp1 = n1; tmp2 = n2;
for(i = tmp1; i < tmp2 + 1; i++){
n = i % 180;
xglNormal3f(0.0, 0.0, 1.5);
xglTexCoord2f((56 / 256), (140 / 256));
xglVertex3f(((vertices[n1 % 180][0] + vertices[n2 % 180][0]) / 2), ((vertices[n1 % 180][1] + vertices[n2 % 180][1]) / 2), 0.0);
xglTexCoord2f((57 / 256), (139 / 256));
xglNormal3f(normals[n][0], normals[n][1], normals[n][3]);
xglVertex3f(vertices[n][0], vertices[n][1], 0.0);
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n = (i + 1) % 180;
xglTexCoord2f((57 / 256), (139 / 256));
xglNormal3f(normals[n][0], normals[n][1], normals[n][3]);
xglVertex3f(vertices[n][0], vertices[n][1], 0.0);
}
xglEnd();
}
if((shifted < (-top + radius)) && (n1 < 1000) && (n1 > 0)){
a = sin(theta * DEG_TO_RAD) * sin(theta * DEG_TO_RAD);
light_ambient2[0] = a;
light_ambient2[1] = a;
light_ambient2[2] = a;
xglLightfv(GL_LIGHT1, GL_AMBIENT, light_ambient2);
xglLightfv(GL_LIGHT1, GL_DIFFUSE, light_ambient2);
xglLightfv(GL_LIGHT1, GL_SPECULAR, light_ambient2);
xglMaterialf(GL_FRONT, GL_SHININESS, a * 85);
xglBegin(GL_TRIANGLES);
tmp1 = n1; tmp2 = n2;
for(i = tmp1; i <= tmp2; i++){
n = i % 180;
xglNormal3f(0.0, 0.0, 1.5);
xglTexCoord2f((73 / 256), (237 / 256));
xglVertex3f(((vertices[n1 % 180][0] + vertices[n2 % 180][0]) / 2), ((vertices[n1 % 180][1] + vertices[n2 % 180][1]) / 2), 0.0);
xglTexCoord2f((73 / 256), (236 / 256));
xglNormal3f(normals[n][0], normals[n][1], normals[n][2]);
xglVertex3f(vertices[n][0], vertices[n][1], 0.0);
n = (i + 1) % 180;
xglTexCoord2f((73 / 256), (236 / 256));
xglNormal3f(normals[n][0], normals[n][1], normals[n][2]);
xglVertex3f(vertices[n][0], vertices[n][1], 0.0);
}
xglEnd();
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}
// Now we will have to draw the small triangle indicating the roll value
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xglDisable(GL_LIGHTING);
xglDisable(GL_TEXTURE_2D);
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xglRotatef(roll, 0.0, 0.0, 1.0);
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xglBegin(GL_TRIANGLES);
xglColor3f(1.0, 1.0, 1.0);
xglVertex3f(0.0, radius, 0.0);
xglVertex3f(-3.0, (radius - 7.0), 0.0);
xglVertex3f(3.0, (radius - 7.0), 0.0);
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xglEnd();
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xglLoadIdentity();
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xglBegin(GL_POLYGON);
xglColor3f(0.2109375, 0.23046875, 0.203125);
xglVertex2f(275.625, 138.0);
xglVertex2f(275.625, 148.125);
xglVertex2f(258.125, 151.25);
xglVertex2f(246.875, 151.25);
xglVertex2f(226.875, 147.5);
xglVertex2f(226.875, 138.0);
xglVertex2f(275.625, 138.0);
xglEnd();
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xglLoadIdentity();
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xglMatrixMode(GL_TEXTURE);
xglPopMatrix();
xglMatrixMode(GL_PROJECTION);
xglPopMatrix();
xglDisable(GL_TEXTURE_2D);
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xglDisable(GL_NORMALIZE);
xglDisable(GL_LIGHTING);
xglDisable(GL_LIGHT1);
xglEnable(GL_LIGHT0);
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}
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// fgHorizonInit - initialize values for the AH
void FGHorizon::Init(void){
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radius = 28.9;
texXPos = 56;
texYPos = 174;
bottom = 36.5;
top = 36.5;
int n;
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float step = (360*DEG_TO_RAD)/180;
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for(n=0;n<180;n++){
vertices[n][0] = cos(n * step) * radius;
vertices[n][1] = sin(n * step) * radius;
texCoord[n][0] = (cos(n * step) * radius)/256;
texCoord[n][1] = (sin(n * step) * radius)/256;
normals[n][0] = cos(n * step) * radius + sin(n * step);
normals[n][1] = sin(n * step) * radius + cos(n * step);
normals[n][2] = 0.0;
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}
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}
////////////////////////////////////////////////////////////////////////
// Implementation of FGTurnCoordinator.
////////////////////////////////////////////////////////////////////////
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// Static constants
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GLfloat FGTurnCoordinator::wingArea[] = {
-1.25, -28.125, 1.255, -28.125, 1.255, 28.125, -1.25, 28.125 };
GLfloat FGTurnCoordinator::elevatorArea[] = {
3.0, -10.9375, 4.5, -10.9375, 4.5, 10.9375, 3.0, 10.9375 };
GLfloat FGTurnCoordinator::rudderArea[] = {
2.0, -0.45, 10.625, -0.45, 10.625, 0.55, 2.0, 0.55};
FGTurnCoordinator::FGTurnCoordinator (float inXPos, float inYPos)
{
XPos = inXPos;
YPos = inYPos;
Init();
}
FGTurnCoordinator::~FGTurnCoordinator ()
{
}
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// fgUpdateTurnCoordinator - draws turn coordinator related stuff
void FGTurnCoordinator::Render(void){
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int n;
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xglDisable(GL_LIGHTING);
xglDisable(GL_BLEND);
xglEnable(GL_TEXTURE_2D);
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alpha = (get_sideslip() / 1.5) * 560;
if(alpha > 56){
alpha = 56;
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}
if(alpha < -56){
alpha = -56;
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}
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PlaneAlpha = get_roll();
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xglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
xglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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xglTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
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xglMatrixMode(GL_MODELVIEW);
xglLoadIdentity();
xglTranslatef(BallXPos, BallYPos, 0.0);
xglTranslatef(0.75 * sin(alphahist[0] * DEG_TO_RAD) * 31, 0.3 * (39 - (cos(alphahist[0] * DEG_TO_RAD) * 39)), 0.0);
fgEraseArea(vertices, 72, BallTexXPos + ((0.75 * sin(alphahist[0] * DEG_TO_RAD) * 31) / 0.625), BallTexYPos + ((0.3 * (39 - (cos(alphahist[0] * DEG_TO_RAD) * 39))) / 0.625), BallXPos + (0.75 * sin(alphahist[0] * DEG_TO_RAD) * 31), BallYPos + (0.3 * (39 - (cos(alphahist[0] * DEG_TO_RAD) * 39))), 1, 1);
xglDisable(GL_TEXTURE_2D);
xglEnable(GL_BLEND);
xglBlendFunc(GL_ONE_MINUS_DST_COLOR, GL_ONE);
xglMatrixMode(GL_MODELVIEW);
xglLoadIdentity();
xglTranslatef(BallXPos, BallYPos, 0.0);
xglTranslatef(0.75 * sin(alpha * DEG_TO_RAD) * 31, 0.3 * (39 - (cos(alpha * DEG_TO_RAD) * 39)), 0.0);
xglBegin(GL_POLYGON);
xglColor3f(0.8, 0.8, 0.8);
int i;
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for(i=0;i<36;i++){
xglVertex2f(vertices[2 * i], vertices[(2 * i) + 1]);
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}
xglEnd();
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xglDisable(GL_TEXTURE_2D);
xglDisable(GL_BLEND);
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xglMatrixMode(GL_MODELVIEW);
xglLoadIdentity();
xglTranslatef(XPos, YPos, 0.0);
xglRotatef(rollhist[0] * RAD_TO_DEG + 90, 0.0, 0.0, 1.0);
fgEraseArea(wingArea, 8, PlaneTexXPos, PlaneTexYPos, XPos, YPos, 1, 1);
fgEraseArea(elevatorArea, 8, PlaneTexXPos, PlaneTexYPos, XPos, YPos, 1, 1);
fgEraseArea(rudderArea, 8, PlaneTexXPos, PlaneTexYPos, XPos, YPos, 1, 1);
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xglLoadIdentity();
xglTranslatef(XPos, YPos, 0.0);
xglRotatef(-get_roll() * RAD_TO_DEG + 90, 0.0, 0.0, 1.0);
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xglBegin(GL_POLYGON);
xglColor3f(1.0, 1.0, 1.0);
for(i=0;i<90;i++){
xglVertex2f(cos(i * 4 * DEG_TO_RAD) * 5, sin(i * 4 * DEG_TO_RAD) * 5);
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}
xglEnd();
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xglBegin(GL_POLYGON);
xglVertex2f(wingArea[0], wingArea[1]);
xglVertex2f(wingArea[2], wingArea[3]);
xglVertex2f(wingArea[4], wingArea[5]);
xglVertex2f(wingArea[6], wingArea[7]);
xglVertex2f(wingArea[0], wingArea[1]);
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xglEnd();
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xglBegin(GL_POLYGON);
xglVertex2f(elevatorArea[0], elevatorArea[1]);
xglVertex2f(elevatorArea[2], elevatorArea[3]);
xglVertex2f(elevatorArea[4], elevatorArea[5]);
xglVertex2f(elevatorArea[6], elevatorArea[7]);
xglVertex2f(elevatorArea[0], elevatorArea[1]);
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xglEnd();
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xglBegin(GL_POLYGON);
xglVertex2f(rudderArea[0], rudderArea[1]);
xglVertex2f(rudderArea[2], rudderArea[3]);
xglVertex2f(rudderArea[4], rudderArea[5]);
xglVertex2f(rudderArea[6], rudderArea[7]);
xglVertex2f(rudderArea[0], rudderArea[1]);
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xglEnd();
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alphahist[0] = alphahist[1];
alphahist[1] = alpha;
rollhist[0] = rollhist[1];
rollhist[1] = -get_roll();
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xglDisable(GL_BLEND);
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}
void FGTurnCoordinator::Init(void){
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int n;
PlaneTexXPos = 49;
PlaneTexYPos = 59.75;
BallXPos = 145;
BallYPos = 24;
BallTexXPos = 49;
BallTexYPos = 16;
BallRadius = 3.5;
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for(n=0;n<36;n++){
vertices[2 * n] = cos(10 * n * DEG_TO_RAD) * BallRadius;
vertices[(2 * n) + 1] = sin(10 * n * DEG_TO_RAD) * BallRadius;
}
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}
////////////////////////////////////////////////////////////////////////
// Implementation of FGTexInstrument base class.
////////////////////////////////////////////////////////////////////////
FGTexInstrument::FGTexInstrument (void)
{
}
FGTexInstrument::~FGTexInstrument (void)
{
}
void FGTexInstrument::UpdatePointer(void){
float alpha;
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(2, GL_FLOAT, 0, vertices);
alpha=((((float)(getValue() - (value1))) /
(value2 - value1))* (alpha2 - alpha1) + alpha1);
if (alpha < alpha1)
alpha = alpha1;
if (alpha > alpha2)
alpha -= alpha2;
xglMatrixMode(GL_MODELVIEW);
xglPushMatrix();
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xglLoadIdentity();
xglDisable(GL_TEXTURE_2D);
xglTranslatef(XPos, YPos, 0);
xglRotatef(-alpha, 0.0, 0.0, 1.0);
xglColor4f(1.0, 1.0, 1.0, 1.0);
glDrawArrays(GL_POLYGON, 0, 10);
tape[0] = tape[1];
tape[1] = alpha;
xglEnable(GL_TEXTURE_2D);
glDisableClientState(GL_VERTEX_ARRAY);
}
// CreatePointer - calculate the vertices of a pointer
void FGTexInstrument::CreatePointer(void){
int i;
float alpha;
float alphastep;
float r = radius;
vertices[0] = 0;
vertices[1] = length;
vertices[2] = -(width/2);
vertices[3] = length - ((width/2)/(tan(angle*DEG_TO_RAD/2)));
vertices[4] = -(width/2);
vertices[5] = cos(asin((width/2)/r))*r;
alphastep = (asin((width/2)/r)+asin((width/2)/r))/5;
alpha = asin(-(width/2)/r);
for(i=0;i<5;i++){
alpha += alphastep;
vertices[(i*2)+6] = sin(alpha)*r;
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}
alpha = asin(-(width/2)/r);
for(i=0;i<5;i++){
alpha +=alphastep;
vertices[(i*2)+7]= cos(alpha)*r;
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}
vertices[16] = - vertices[4];
vertices[17] = vertices[5];
vertices[18] = - vertices[2];
vertices[19] = vertices[3];
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}
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void FGTexInstrument::Init(void){
CreatePointer();
}
void FGTexInstrument::Render(void){
xglEnable(GL_TEXTURE_2D);
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xglLoadIdentity();
xglTranslatef(XPos, YPos, 0.0);
xglRotatef(-tape[0], 0.0, 0.0, 1.0);
fgEraseArea(vertices, 20, (GLfloat)(textureXPos), (GLfloat)(textureYPos), (GLfloat)(XPos), (GLfloat)(YPos), 0, 1);
UpdatePointer();
xglDisable(GL_TEXTURE_2D);
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}
////////////////////////////////////////////////////////////////////////
// Implementation of FGAirspeedIndicator.
////////////////////////////////////////////////////////////////////////
FGAirspeedIndicator::FGAirspeedIndicator (int x, int y)
{
XPos = x;
YPos = y;
radius = 4;
length = 32;
width = 3;
angle = 30;
value1 = 15.0;
value2 = 260.0;
alpha1 = -20.0;
alpha2 = 360;
textureXPos = 65;
textureYPos = 193;
Init();
}
FGAirspeedIndicator::~FGAirspeedIndicator ()
{
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}
double
FGAirspeedIndicator::getValue () const
{
return get_speed();
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}
////////////////////////////////////////////////////////////////////////
// Implementation of FGVerticalSpeedIndicator.
////////////////////////////////////////////////////////////////////////
FGVerticalSpeedIndicator::FGVerticalSpeedIndicator (int x, int y)
{
XPos = x;
YPos = y;
radius = 4;
length = 30;
width = 3;
angle = 30;
value1 = -3.0;
value2 = 3.0;
alpha1 = 100;
alpha2 = 440;
textureXPos = 66.15;
textureYPos = 66;
Init();
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}
FGVerticalSpeedIndicator::~FGVerticalSpeedIndicator ()
{
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}
double
FGVerticalSpeedIndicator::getValue () const
{
return get_climb_rate() / 1000.0;
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}
////////////////////////////////////////////////////////////////////////
// Implementation of FGAltimeter.
////////////////////////////////////////////////////////////////////////
FGAltimeter::FGAltimeter (int x, int y)
{
XPos = x;
YPos = y;
radius = 5;
length = 25;
width = 4;
angle = 30;
value1 = 0;
value2 = 10000;
alpha1 = 0;
alpha2 = 360;
textureXPos = 194;
textureYPos = 191;
Init();
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}
FGAltimeter::~FGAltimeter ()
{
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}
double
FGAltimeter::getValue () const
{
return get_altitude();
}
////////////////////////////////////////////////////////////////////////
// Implementation of FGAltimeter2.
////////////////////////////////////////////////////////////////////////
FGAltimeter2::FGAltimeter2 (int x, int y)
{
XPos = x;
YPos = y;
radius = 5;
length = 32;
width = 3;
angle = 30;
value1 = 0;
value2 = 3000;
alpha1 = 0;
alpha2 = 1080;
textureXPos = 194;
textureYPos = 191;
Init();
}
FGAltimeter2::~FGAltimeter2 ()
{
}
double
FGAltimeter2::getValue () const
{
return get_altitude();
}
////////////////////////////////////////////////////////////////////////
// Implementation of FGRPMIndicator.
////////////////////////////////////////////////////////////////////////
FGRPMIndicator::FGRPMIndicator (int x, int y)
{
XPos = x;
YPos = y;
radius = 10;
length = 20;
width = 5.5;
angle = 60;
value1 = 0.0;
value2 = 1.0;
alpha1 = -67;
alpha2 = 180;
textureXPos = 174;
textureYPos = 83;
Init();
}
FGRPMIndicator::~FGRPMIndicator ()
{
}
double
FGRPMIndicator::getValue () const
{
return get_throttleval();
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}