1
0
Fork 0
flightgear/utils/fgpanel/FGPanel.cxx

441 lines
15 KiB
C++
Raw Normal View History

// FGPanel.cxx - default, 2D single-engine prop instrument panel
//
// Written by David Megginson, started January 2000.
//
// 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
//
// $Id: FGPanel.cxx,v 1.1 2016/07/20 22:01:30 allaert Exp $
#ifdef HAVE_CONFIG_H
# include <config.h>
#endif
#ifdef HAVE_WINDOWS_H
# include <windows.h>
#endif
#include <stdio.h> // sprintf
#include <string.h>
#include <simgear/compiler.h>
#include <simgear/debug/logstream.hxx>
#include <simgear/misc/sg_path.hxx>
#if defined (SG_MAC)
#include <OpenGL/gl.h>
#include <GLUT/glut.h>
#elif defined (_GLES2)
#include <GLES2/gl2.h>
#else
#include <GL/glew.h> // Must be included before <GL/gl.h>
#include <GL/gl.h>
#include <GL/glut.h>
#endif
#include "GL_utils.hxx"
#include "FGPanel.hxx"
#include "FGTextLayer.hxx"
#include "FGTexturedLayer.hxx"
////////////////////////////////////////////////////////////////////////
// Local functions.
////////////////////////////////////////////////////////////////////////
GLuint FGPanel::Textured_Layer_Program_Object (0);
GLint FGPanel::Textured_Layer_Position_Loc (0);
GLint FGPanel::Textured_Layer_Tex_Coord_Loc (0);
GLint FGPanel::Textured_Layer_MVP_Loc (0);
GLint FGPanel::Textured_Layer_Sampler_Loc (0);
////////////////////////////////////////////////////////////////////////
// Implementation of FGPanel.
////////////////////////////////////////////////////////////////////////
/**
* Constructor.
*/
FGPanel::FGPanel (const SGPropertyNode_ptr root) :
m_flipx (root->getNode ("/sim/panel/flip-x", true)),
m_bg_width (1.0), m_bg_height (1.0) {
}
/**
* Destructor.
*/
FGPanel::~FGPanel () {
for (instrument_list_type::iterator it = m_instruments.begin ();
it != m_instruments.end ();
++it) {
delete *it;
*it = 0;
}
}
/**
* Initialize the panel.
*/
void
FGPanel::init () {
// Textured Layer Shaders
const char V_Textured_Layer_Shader_Str[] =
#ifdef _GLES2
"attribute vec4 a_position; \n"
"attribute vec2 a_tex_coord; \n"
"varying vec2 v_tex_coord; \n"
#else
"#version 330 \n"
"in vec4 a_position; \n"
"in vec2 a_tex_coord; \n"
"out vec2 v_tex_coord; \n"
#endif
"uniform mat4 u_mvp_matrix; \n"
"void main () { \n"
" gl_Position = u_mvp_matrix * a_position; \n"
" v_tex_coord = a_tex_coord; \n"
"} \n";
const char F_Textured_Layer_Shader_Str[] =
#ifdef _GLES2
"precision mediump float; \n"
"varying vec2 v_tex_coord; \n"
#else
"#version 330 \n"
"in vec2 v_tex_coord; \n"
"out vec4 gl_FragColor; \n"
#endif
"uniform sampler2D u_texture; \n"
"void main () { \n"
" vec4 base_color = texture2D (u_texture, v_tex_coord); \n"
" if (base_color.a <= 0.1) { \n"
" discard; \n"
" } \n"
" gl_FragColor = base_color; \n"
"} \n";
Textured_Layer_Program_Object = GL_utils::instance ().load_program (V_Textured_Layer_Shader_Str,
F_Textured_Layer_Shader_Str);
if (Textured_Layer_Program_Object == 0) {
terminate ();
}
// Get the attribute locations
Textured_Layer_Position_Loc = glGetAttribLocation (Textured_Layer_Program_Object, "a_position");
Textured_Layer_Tex_Coord_Loc = glGetAttribLocation (Textured_Layer_Program_Object, "a_tex_coord");
// Get the uniform locations
Textured_Layer_MVP_Loc = glGetUniformLocation (Textured_Layer_Program_Object, "u_mvp_matrix");
// Get the sampler location
Textured_Layer_Sampler_Loc = glGetUniformLocation (Textured_Layer_Program_Object, "u_texture");
FGTexturedLayer::Init (Textured_Layer_Program_Object,
Textured_Layer_Position_Loc,
Textured_Layer_Tex_Coord_Loc,
Textured_Layer_MVP_Loc,
Textured_Layer_Sampler_Loc);
// Text Layer Shaders
if (!FGTextLayer::Init ()) {
terminate ();
}
glClearColor (0.0f, 0.0f, 0.0f, 1.0f);
}
/**
* Bind panel properties.
*/
void
FGPanel::bind () {
}
/**
* Unbind panel properties.
*/
void
FGPanel::unbind () {
}
void
FGPanel::update (double dt) {
getInitDisplayList ();
// Draw the instruments.
// Syd Adams: added instrument clipping
for (instrument_list_type::const_iterator current = m_instruments.begin ();
current != m_instruments.end ();
++current) {
FGPanelInstrument *instr = *current;
GL_utils::instance ().glPushMatrix ();
GL_utils::instance ().glTranslatef (instr->getXPos (), instr->getYPos (), 0);
instr->draw();
GL_utils::instance ().glPopMatrix ();
}
#ifndef _GLES2
// restore some original state
//glPopAttrib ();
#endif
}
/**
* Add an instrument to the panel.
*/
void
FGPanel::addInstrument (FGPanelInstrument * const instrument) {
m_instruments.push_back (instrument);
}
/**
* Set the panel's background texture.
*/
void
FGPanel::setBackground (const FGCroppedTexture_ptr texture) {
m_bg = texture;
}
void
FGPanel::setBackgroundWidth (const double d) {
m_bg_width = d;
}
void
FGPanel::setBackgroundHeight (const double d) {
m_bg_height = d;
}
/**
* Set the panel's multiple background textures.
*/
void
FGPanel::setMultiBackground (const FGCroppedTexture_ptr texture, const int idx) {
m_bg = 0;
m_mbg[idx] = texture;
}
void
FGPanel::setWidth (const int width) {
m_width = width;
}
int
FGPanel::getWidth () const {
return m_width;
}
void
FGPanel::setHeight (const int height) {
m_height = height;
}
int
FGPanel::getHeight () const {
return m_height;
}
void
FGPanel::getInitDisplayList () {
glUseProgram (Textured_Layer_Program_Object);
GL_utils::instance ().glMatrixMode (GL_utils::GL_UTILS_PROJECTION);
GL_utils::instance ().glLoadIdentity ();
if (m_flipx->getBoolValue ()) {
GL_utils::instance ().gluOrtho2D (m_width, 0, m_height, 0);
} else {
GL_utils::instance ().gluOrtho2D (0, m_width, 0, m_height);
}
GL_utils::instance ().glTranslatef (-1.0f, -1.0f, 0.0f);
GL_utils::instance ().glScalef (2.0f / GLfloat (m_width), 2.0f / GLfloat (m_height), 1.0f);
#ifndef _GLES2
glHint (GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
#endif
GL_utils::instance ().glMatrixMode (GL_utils::GL_UTILS_MODELVIEW);
GL_utils::instance ().glLoadIdentity ();
glClear (GL_COLOR_BUFFER_BIT);
glUseProgram (Textured_Layer_Program_Object);
#ifndef _GLES2
// save some state
//glPushAttrib (GL_COLOR_BUFFER_BIT | GL_ENABLE_BIT | GL_LIGHTING_BIT |
// GL_TEXTURE_BIT | GL_PIXEL_MODE_BIT | GL_CULL_FACE |
// GL_DEPTH_BUFFER_BIT );
#endif
// Draw the background
glEnable (GL_TEXTURE_2D);
#ifndef _GLES2
glDisable (GL_LIGHTING);
#endif
glEnable (GL_BLEND);
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
#ifndef _GLES2
glEnable (GL_COLOR_MATERIAL);
#endif
glEnable (GL_CULL_FACE);
glCullFace (GL_BACK);
glDisable (GL_DEPTH_TEST);
if (m_bg != NULL) {
m_bg->bind (Textured_Layer_Sampler_Loc);
const GLfloat v_Vertices[] = {
0.0f, 0.0f, 0.0f, // Position 0 (bottom left corner)
0.0f, 0.0f, // TexCoord 0 (bottom left corner)
float (m_width), 0.0f, 0.0f, // Position 1 (bottom right corner)
float (m_bg_width), 0.0f, // TexCoord 1 (bottom right corner)
float (m_width), float (m_height), 0.0f, // Position 2 (top right corner)
float (m_bg_width), float (m_bg_height), // TexCoord 2 (top right corner)
0.0f, float (m_height), 0.0f, // Position 3 (top left corner)
0.0f, float (m_bg_height) }; // TexCoord 3 (top left corner)
glVertexAttribPointer (Textured_Layer_Position_Loc,
3,
GL_FLOAT,
GL_FALSE,
5 * sizeof (GLfloat),
v_Vertices);
glVertexAttribPointer (Textured_Layer_Tex_Coord_Loc,
2,
GL_FLOAT,
GL_FALSE,
5 * sizeof (GLfloat),
&v_Vertices[3]);
glEnableVertexAttribArray (Textured_Layer_Position_Loc);
glEnableVertexAttribArray (Textured_Layer_Tex_Coord_Loc);
GL_utils::instance ().glMatrixMode (GL_utils::GL_UTILS_PROJECTION);
GL_utils::instance ().glPushMatrix ();
GL_utils::instance ().glMultMatrixf
(*reinterpret_cast <GLfloat (*)[4][4]>
(GL_utils::instance ().get_top_matrix (GL_utils::GL_UTILS_MODELVIEW)));
glUniformMatrix4fv (Textured_Layer_MVP_Loc,
1,
GL_FALSE,
GL_utils::instance ().get_top_matrix (GL_utils::GL_UTILS_PROJECTION));
const GLushort indices[] = {0, 1, 2, 0, 2, 3};
glDrawElements (GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices);
GL_utils::instance ().glPopMatrix ();
GL_utils::instance ().glMatrixMode (GL_utils::GL_UTILS_MODELVIEW);
} else if (m_mbg[0] != NULL) {
for (int i = 0; i < 4; ++i) {
// top row of textures...(1,3,5,7)
m_mbg[i*2]->bind (Textured_Layer_Sampler_Loc);
const GLfloat v_Vertices_Top[] = {
float (i * m_width / 4), float (m_height / 2), 0.0f, // Position 0 (bottom left corner)
0.0f, 0.0f, // TexCoord 0 (bottom left corner)
float ((i + 1) * m_width / 4), float (m_height / 2), 0.0f, // Position 1 (bottom right corner)
1.0f, 0.0f, // TexCoord 1 (bottom right corner)
float ((i + 1) * m_width / 4), float (m_height), 0.0f, // Position 2 (top right corner)
1.0f, 1.0f, // TexCoord 2 (top right corner)
float (i * m_width / 4), float (m_height), 0.0f, // Position 3 (top left corner)
0.0f, 1.0f }; // TexCoord 3 (top left corner)
glVertexAttribPointer (Textured_Layer_Position_Loc,
3,
GL_FLOAT,
GL_FALSE,
5 * sizeof (GLfloat),
v_Vertices_Top);
glVertexAttribPointer (Textured_Layer_Tex_Coord_Loc,
2,
GL_FLOAT,
GL_FALSE,
5 * sizeof (GLfloat),
&v_Vertices_Top[3]);
glEnableVertexAttribArray (Textured_Layer_Position_Loc);
glEnableVertexAttribArray (Textured_Layer_Tex_Coord_Loc);
GL_utils::instance ().glMatrixMode (GL_utils::GL_UTILS_PROJECTION);
GL_utils::instance ().glPushMatrix ();
GL_utils::instance ().glMultMatrixf
(*reinterpret_cast <GLfloat (*)[4][4]>
(GL_utils::instance ().get_top_matrix (GL_utils::GL_UTILS_MODELVIEW)));
glUniformMatrix4fv (Textured_Layer_MVP_Loc,
1,
GL_FALSE,
GL_utils::instance ().get_top_matrix (GL_utils::GL_UTILS_PROJECTION));
const GLushort indices[] = {0, 1, 2, 0, 2, 3};
glDrawElements (GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices);
GL_utils::instance ().glPopMatrix ();
GL_utils::instance ().glMatrixMode (GL_utils::GL_UTILS_MODELVIEW);
// bottom row of textures...(2,4,6,8)
m_mbg[i*2+1]->bind (Textured_Layer_Sampler_Loc);
const GLfloat v_Vertices_Bot[] = {
float (i * m_width / 4), 0.0f, 0.0f, // Position 0 (bottom left corner)
0.0f, 0.0f, // TexCoord 0 (bottom left corner)
float ((i + 1) * m_width / 4), 0.0f, 0.0f, // Position 1 (bottom right corner)
1.0f, 0.0f, // TexCoord 1 (bottom right corner)
float ((i + 1) * m_width / 4), float (m_height / 2), 0.0f, // Position 2 (top right corner)
1.0f, 1.0f, // TexCoord 2 (top right corner)
float (i * m_width / 4), float (m_height / 2), 0.0f, // Position 3 (top left corner)
0.0f, 1.0f }; // TexCoord 3 (top left corner)
glVertexAttribPointer (Textured_Layer_Position_Loc,
3,
GL_FLOAT,
GL_FALSE,
5 * sizeof (GLfloat),
v_Vertices_Bot);
glVertexAttribPointer (Textured_Layer_Tex_Coord_Loc,
2,
GL_FLOAT,
GL_FALSE,
5 * sizeof (GLfloat),
&v_Vertices_Bot[3]);
glEnableVertexAttribArray (Textured_Layer_Position_Loc);
glEnableVertexAttribArray (Textured_Layer_Tex_Coord_Loc);
GL_utils::instance ().glMatrixMode (GL_utils::GL_UTILS_PROJECTION);
GL_utils::instance ().glPushMatrix ();
GL_utils::instance ().glMultMatrixf
(*reinterpret_cast <GLfloat (*)[4][4]>
(GL_utils::instance ().get_top_matrix (GL_utils::GL_UTILS_MODELVIEW)));
glUniformMatrix4fv (Textured_Layer_MVP_Loc,
1,
GL_FALSE,
GL_utils::instance ().get_top_matrix (GL_utils::GL_UTILS_PROJECTION));
glDrawElements (GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices);
GL_utils::instance ().glPopMatrix ();
GL_utils::instance ().glMatrixMode (GL_utils::GL_UTILS_MODELVIEW);
}
} else {
#ifndef _GLES2
glUseProgram (0);
float c[4];
glGetFloatv (GL_CURRENT_COLOR, c);
glColor4f (1.0, 0.0, 0.0, 1.0);
glBegin (GL_QUADS);
glVertex2f (0, 0);
glVertex2f (m_width, 0);
glVertex2f (m_width, m_height);
glVertex2f (0, m_height);
glEnd ();
glColor4fv (c);
glUseProgram (Textured_Layer_Program_Object);
#endif
}
}
// Register the subsystem.
#if 0
SGSubsystemMgr::Registrant<FGPanel> registrantFGPanel;
#endif