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Updates from Friedemann Reinhard.

This commit is contained in:
curt 1999-01-07 19:25:53 +00:00
parent 3042852e7d
commit 4d29bd8d65
2 changed files with 536 additions and 101 deletions

View file

@ -78,19 +78,29 @@ IMAGE *imag;
IMAGE *img2;
IMAGE *img;
static GLuint panel_tex_id;
static float value[4];
static GLuint panel_tex_id[2];
static GLubyte tex[32][128][3];
static float alphahist;
static float Xzoom, Yzoom;
static Pointer pointer[20];
static int NumGyro = 1;
static int NumPoint = 4;
static TurnCoordinator Turny;
static int NumPoint = 5;
static int i = 0;
static GLdouble mvmatrix[16];
static GLdouble matrix[16];
static double var[20];
static double offset;
static float alpha;
static float vertices[180][2];
static float normals[180][3];
static float texCoord[180][2];
static arthor myarthor;
static int n1;
static int n2;
static GLfloat Wings[] = {-1.25, -28.125, 1.255, -28.125, 1.255, 28.125, -1.25, 28.125};
static GLfloat Elevator[] = { 3.0, -10.9375, 4.5, -10.9375, 4.5, 10.9375, 3.0, 10.9375};
static GLfloat Rudder[] = {2.0, -0.45, 10.625, -0.45, 10.625, 0.55, 2.0, 0.55};
// image.c THIS FILE WAS COPIED FROM THE MESA GRAPHICS LIBRARY
@ -298,14 +308,22 @@ static IMAGE *ImageLoad(char *fileName)
}
// Beginning of the "panel-code"
// fgPanelInit() - routine to initialize a panel.
void fgPanelInit ( void ) {
// fgVIEW *v;
string tpath;
int x, y;
FILE *f;
char line[256];
GLint test;
Xzoom = (float)((float)(current_view.get_winWidth())/1024.0);
Yzoom = (float)((float)(current_view.get_winHeight())/768.0);
// v = &current_view;
pointer[1].XPos = 357;
Xzoom = (float)((float)(current_view.get_winWidth())/1024);
Yzoom = (float)((float)(current_view.get_winHeight())/768);
pointer[1].XPos = 357.5;
pointer[1].YPos = 167;
pointer[1].radius = 5;
pointer[1].length = 32;
@ -316,10 +334,10 @@ pointer[1].value2 = 3000;
pointer[1].alpha1 = 0;
pointer[1].alpha2 = 1080;
pointer[1].variable = 1;
pointer[1].teXpos = 193;
pointer[1].teXpos = 194;
pointer[1].texYpos = 191;
pointer[0].XPos = 357;
pointer[0].XPos = 357.5;
pointer[0].YPos = 167;
pointer[0].radius = 5;
pointer[0].length = 25;
@ -330,7 +348,7 @@ pointer[0].value2 = 10000;
pointer[0].alpha1 = 0;
pointer[0].alpha2 = 360;
pointer[0].variable = 1;
pointer[0].teXpos = 193;
pointer[0].teXpos = 194;
pointer[0].texYpos = 191;
pointer[2].XPos = 358;
@ -359,28 +377,72 @@ pointer[3].value2 = 1.0;
pointer[3].alpha1 = 280;
pointer[3].alpha2 = 540;
pointer[3].variable = 3;
pointer[3].teXpos = 173.8;
pointer[3].teXpos = 173.6;
pointer[3].texYpos = 83;
// These values define the airspeed pointer. Please note:
// As we have a Bonanza panel, but a navion airplane, this gauge
// doesn't show the true values !!!
pointer[4].XPos = 144.375;
pointer[4].YPos = 166.875;
pointer[4].radius = 4;
pointer[4].length = 32;
pointer[4].width = 3;
pointer[4].angle = 30;
pointer[4].value1 = 15.0;
pointer[4].value2 = 260.0;
pointer[4].alpha1 = -20.0;
pointer[4].alpha2 = 360.0;
pointer[4].variable = 0;
pointer[4].teXpos = 64;
pointer[4].texYpos = 193;
myarthor.XPos = 251;
myarthor.YPos = 168;
myarthor.radius = 29;
myarthor.texXPos = 56;
myarthor.texYPos = 174;
myarthor.bottom = 36.5;
myarthor.top = 36.5;
Turny.PlaneXPos = 143.75;
Turny.PlaneYPos = 51.75;
Turny.PlaneTexXPos = 49;
Turny.PlaneTexYPos = 59.75;
Turny.BallXPos = 145;
Turny.BallYPos = 24;
Turny.BallTexXPos = 49;
Turny.BallTexYPos = 16;
Turny.BallRadius = 3.5;
Turny.alphahist = 0;
Turny.PlaneAlphaHist = 0;
for(i=0;i<NumPoint;i++){
CreatePointer(&pointer[i]);
}
fgHorizonInit(myarthor);
fgInitTurnCoordinator(&Turny);
#ifdef GL_VERSION_1_1
xglGenTextures(1, &panel_tex_id);
xglBindTexture(GL_TEXTURE_2D, panel_tex_id);
xglGenTextures(2, panel_tex_id);
xglBindTexture(GL_TEXTURE_2D, panel_tex_id[1]);
#elif GL_EXT_texture_object
xglGenTexturesEXT(1, &panel_tex_id);
xglBindTextureEXT(GL_TEXTURE_2D, panel_tex_id);
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);
gluOrtho2D(0, 640, 0, 480);
glOrtho(0, 640, 0, 480, 1, -1);
xglMatrixMode(GL_MODELVIEW);
xglPushMatrix();
xglLoadIdentity();
@ -397,6 +459,11 @@ CreatePointer(&pointer[i]);
if((img = ImageLoad( (char *)tpath.c_str() ))==NULL){
}
xglPixelStorei(GL_UNPACK_ROW_LENGTH, 256);
tpath = current_options.get_fg_root() + "/Textures/gauges2.rgb";
if((imag = ImageLoad( (char *)tpath.c_str() ))==NULL){
}
xglPixelStorei(GL_UNPACK_ROW_LENGTH, 1024);
tpath = current_options.get_fg_root() + "/Textures/Fullone.rgb";
@ -410,31 +477,52 @@ CreatePointer(&pointer[i]);
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, (GLvoid *)(img->data));
xglTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 256, 256, 0, GL_RGB, GL_UNSIGNED_BYTE, (GLvoid *)(imag->data));
#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);
xglTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 256, 256, 0, GL_RGB, GL_UNSIGNED_BYTE, (GLvoid *)(img->data));
xglMatrixMode(GL_MODELVIEW);
xglPopMatrix();
}
void fgPanelReInit( int x, int y, int finx, int finy){
// fgVIEW *v;
fgOPTIONS *o;
int i;
GLint buffer;
o = &current_options;
// v = &current_view;
Xzoom = (float)((float)(current_view.get_winWidth())/1024);
Yzoom = (float)((float)(current_view.get_winHeight())/768);
// save the current buffer state
glGetIntegerv(GL_DRAW_BUFFER, &buffer);
// and enable both buffers for writing
glDrawBuffer(GL_FRONT_AND_BACK);
xglMatrixMode(GL_PROJECTION);
xglPushMatrix();
xglLoadIdentity();
xglViewport(0, 0, 640, 480);
gluOrtho2D(0, 640, 0, 480);
glOrtho(0, 640, 0, 480, 1, -1);
xglMatrixMode(GL_MODELVIEW);
xglPushMatrix();
xglLoadIdentity();
xglPixelStorei(GL_UNPACK_ALIGNMENT, 1);
xglPixelZoom(Xzoom, Yzoom);
xglPixelStorei(GL_UNPACK_ALIGNMENT, 1);
xglPixelStorei(GL_UNPACK_ROW_LENGTH, 1024);
@ -443,37 +531,37 @@ void fgPanelReInit( int x, int y, int finx, int finy){
xglRasterPos2i(x, y);
xglPixelZoom(Xzoom, Yzoom);
xglDrawPixels(finx - x, finy - y, GL_RGB, GL_UNSIGNED_BYTE, (GLvoid *)(img2->data));
// restore original buffer state
glDrawBuffer(buffer);
}
void fgPanelUpdate ( void ) {
// fgVIEW *v;
float alpha;
double pitch;
double roll;
float alpharad;
double speed;
int i;
var[0] = get_speed();
var[0] = get_speed() * 1.4; // We have to multiply the airspeed by a
// factor, to simulate flying a Bonanza
var[1] = get_altitude();
var[2] = get_aoa(); // A placeholder. It should be the vertical speed once.
var[2] = get_climb_rate();
var[3] = get_throttleval();
// v = &current_view;
xglMatrixMode(GL_PROJECTION);
xglPushMatrix();
xglLoadIdentity();
glOrtho(0, 640, 0, 480, 1, -1);
glOrtho(0, 640, 0, 480, 10, -10);
xglMatrixMode(GL_MODELVIEW);
xglPushMatrix();
xglLoadIdentity();
xglDisable(GL_DEPTH_TEST);
xglDisable(GL_LIGHTING);
xglEnable(GL_LIGHTING);
xglEnable(GL_TEXTURE_2D);
#ifdef GL_VERSION_1_1
xglBindTexture(GL_TEXTURE_2D, panel_tex_id);
#elif GL_EXT_texture_object
xglBindTextureEXT(GL_TEXTURE_2D, panel_tex_id);
#else
# error port me
#endif
xglDisable(GL_BLEND);
xglMatrixMode(GL_MODELVIEW);
xglPopMatrix();
@ -483,67 +571,279 @@ void fgPanelUpdate ( void ) {
xglLoadIdentity();
xglTranslatef(pointer[i].XPos, pointer[i].YPos, 0.0);
xglRotatef(-pointer[i].hist, 0.0, 0.0, 1.0);
ErasePointer(pointer[i]);
fgEraseArea(pointer[i].vertices, 20, (GLfloat)(pointer[i].teXpos), (GLfloat)(pointer[i].texYpos), (GLfloat)(pointer[i].XPos), (GLfloat)(pointer[i].YPos), 0);
xglLoadIdentity();
}
glDisable(GL_LIGHTING);
for(i=0;i<NumPoint;i++){
pointer[i].hist = UpdatePointer( pointer[i]);
xglPopMatrix();
xglPushMatrix();
}
fgUpdateTurnCoordinator(&Turny);
glEnable(GL_LIGHTING);
horizon(myarthor);
xglDisable(GL_TEXTURE_2D);
xglLoadIdentity();
xglPopMatrix();
// xglRasterPos2i(0, 0);
// horizont();
xglEnable(GL_DEPTH_TEST);
xglEnable(GL_LIGHTING);
xglDisable(GL_TEXTURE_2D);
xglDisable(GL_BLEND);
xglDisable(GL_ALPHA_TEST);
xglMatrixMode(GL_PROJECTION);
xglPopMatrix();
xglMatrixMode(GL_MODELVIEW);
xglPopMatrix();
}
void horizont(void){
// horizon - Let's draw an artificial horizon using both texture mapping and
// primitive drawing
void horizon(arthor hor){
double pitch;
double roll;
float shifted, alpha, theta;
float epsi = 360 / 180;
GLboolean Light;
GLfloat normal[2];
static int n, dn, rot, tmp1, tmp2;
float a;
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;
if(pitch > 45)
pitch = 45;
if(pitch < -45)
pitch = -45;
roll = get_roll() * RAD_TO_DEG;
glEnable(GL_NORMALIZE);
xglEnable(GL_LIGHTING);
xglEnable(GL_TEXTURE_2D);
xglEnable(GL_LIGHT1);
xglDisable(GL_LIGHT2);
xglDisable(GL_LIGHT0);
xglMatrixMode(GL_MODELVIEW);
xglLoadIdentity();
xglTranslatef(200, 130, 0);
xglTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
xglTranslatef(hor.XPos, hor.YPos, 0);
xglTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
xglMatrixMode(GL_TEXTURE);
glPushMatrix();
// computations for the non-textured parts of the AH
shifted = -((pitch / 10) * 7.0588235);
if(shifted > (hor.bottom - hor.radius)){
theta = (180 - (acos((hor.bottom - shifted) / hor.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(shifted < (-hor.top + hor.radius)){
theta = ((acos((-hor.top - shifted) / hor.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;}
}
// end of computations
light_position[0] = 0.0;
light_position[1] = 0.0;
light_position[2] = 1.5;
light_position[3] = 0.0;
glLightfv(GL_LIGHT1, GL_POSITION, light_position);
glLightfv(GL_LIGHT1, GL_AMBIENT, light_ambient);
glLightfv(GL_LIGHT1, GL_DIFFUSE, light_diffuse);
glLightfv(GL_LIGHT1, GL_SPECULAR, light_specular);
glLightfv(GL_LIGHT1, GL_SPOT_DIRECTION, direction);
#ifdef GL_VERSION_1_1
xglBindTexture(GL_TEXTURE_2D, panel_tex_id);
xglBindTexture(GL_TEXTURE_2D, panel_tex_id[1]);
#elif GL_EXT_texture_object
xglBindTextureEXT(GL_TEXTURE_2D, panel_tex_id);
xglBindTextureEXT(GL_TEXTURE_2D, panel_tex_id[1]);
#else
# error port me
#endif
xglMatrixMode(GL_TEXTURE);
xglLoadIdentity();
//xglTranslatef(0.0, 0.33, 0.0);
xglScalef(0.5, 0.5, 0.0);
xglTranslatef(0.0, (pitch / 45), 0.0);
xglTranslatef(1.0, 1.0, 0.0);
xglTranslatef(0.0, ((pitch / 10) * 0.046875), 0.0);
xglTranslatef((hor.texXPos/256), (hor.texYPos/256), 0.0);
xglRotatef(-roll, 0.0, 0.0, 1.0);
xglTranslatef(-0.5, -0.5, 0.0);
xglBegin(GL_POLYGON);
xglTexCoord2f(0.0, 0.1); xglVertex2f(0.0, 0.0);
xglTexCoord2f(1.0, 0.1); xglVertex2f(70.0, 0.0);
xglTexCoord2f(1.0, 0.9); xglVertex2f(70.0, 70.0);
xglTexCoord2f(0.0, 0.9); xglVertex2f(0.0, 70.0);
xglScalef(1.7, 1.7, 0.0);
// the following loop draws the textured part of the AH
glMaterialf(GL_FRONT, GL_SHININESS, 85.0);
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, material4);
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, material5);
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, material3);
glMatrixMode(GL_MODELVIEW);
xglBegin(GL_TRIANGLES);
for(i=45;i<225;i++){
glTexCoord2f(0.0, 0.0);
glNormal3f(0.0, 0.0, 0.6);
glVertex3f(0.0, 0.0, 0.0);
glTexCoord2f(texCoord[i % 180][0], texCoord[i % 180][1]);
glNormal3f(normals[i % 180][0], normals[i % 180][1], 0.6);
glVertex3f(vertices[i % 180][0], vertices[i % 180][1], 0.0);
n = (i + 1) % 180;
glTexCoord2f(texCoord[n][0], texCoord[n][1]);
glNormal3f(normals[n][0], normals[n][1], 0.6);
glVertex3f(vertices[n][0], vertices[n][1], 0.0);
}
xglEnd();
if((shifted > (hor.bottom - hor.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;
glLightfv(GL_LIGHT1, GL_AMBIENT, light_ambient2);
glLightfv(GL_LIGHT1, GL_DIFFUSE, light_ambient2);
glLightfv(GL_LIGHT1, GL_SPECULAR, light_ambient2);
xglBegin(GL_TRIANGLES);
tmp1 = n1; tmp2 = n2;
for(i = tmp1; i < tmp2 + 1; i++){
n = i % 180;
glNormal3f(0.0, 0.0, 1.5);
glTexCoord2f((56 / 256), (140 / 256));
glVertex3f(((vertices[n1 % 180][0] + vertices[n2 % 180][0]) / 2), ((vertices[n1 % 180][1] + vertices[n2 % 180][1]) / 2), 0.0);
glTexCoord2f((57 / 256), (139 / 256));
glNormal3f(normals[n][0], normals[n][1], normals[n][3]);
glVertex3f(vertices[n][0], vertices[n][1], 0.0);
n = (i + 1) % 180;
glTexCoord2f((57 / 256), (139 / 256));
glNormal3f(normals[n][0], normals[n][1], normals[n][3]);
glVertex3f(vertices[n][0], vertices[n][1], 0.0);
}
xglEnd();
}
if((shifted < (-hor.top + hor.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;
glLightfv(GL_LIGHT1, GL_AMBIENT, light_ambient2);
glLightfv(GL_LIGHT1, GL_DIFFUSE, light_ambient2);
glLightfv(GL_LIGHT1, GL_SPECULAR, light_ambient2);
glMaterialf(GL_FRONT, GL_SHININESS, a * 85);
xglBegin(GL_TRIANGLES);
tmp1 = n1; tmp2 = n2;
for(i = tmp1; i <= tmp2; i++){
n = i % 180;
glNormal3f(0.0, 0.0, 1.5);
glTexCoord2f((73 / 256), (237 / 256));
glVertex3f(((vertices[n1 % 180][0] + vertices[n2 % 180][0]) / 2), ((vertices[n1 % 180][1] + vertices[n2 % 180][1]) / 2), 0.0);
glTexCoord2f((73 / 256), (236 / 256));
glNormal3f(normals[n][0], normals[n][1], normals[n][2]);
glVertex3f(vertices[n][0], vertices[n][1], 0.0);
n = (i + 1) % 180;
glTexCoord2f((73 / 256), (236 / 256));
glNormal3f(normals[n][0], normals[n][1], normals[n][2]);
glVertex3f(vertices[n][0], vertices[n][1], 0.0);
}
xglEnd();
}
// Now we will have to draw the small triangle indicating the roll value
glDisable(GL_LIGHTING);
glDisable(GL_TEXTURE_2D);
glRotatef(roll, 0.0, 0.0, 1.0);
glBegin(GL_TRIANGLES);
glColor3f(1.0, 1.0, 1.0);
glVertex3f(0.0, hor.radius, 0.0);
glVertex3f(-3.0, (hor.radius - 7.0), 0.0);
glVertex3f(3.0, (hor.radius - 7.0), 0.0);
glEnd();
glLoadIdentity();
glBegin(GL_POLYGON);
glColor3f(0.2109375, 0.23046875, 0.203125);
glVertex2f(275.625, 135.0);
glVertex2f(275.625, 148.125);
glVertex2f(258.125, 151.25);
glVertex2f(246.875, 151.25);
glVertex2f(226.875, 147.5);
glVertex2f(226.875, 135.0);
glVertex2f(275.625, 135.0);
glEnd();
glLoadIdentity();
xglMatrixMode(GL_TEXTURE);
xglPopMatrix();
xglMatrixMode(GL_PROJECTION);
xglPopMatrix();
xglDisable(GL_TEXTURE_2D);
xglDisable(GL_NORMALIZE);
xglDisable(GL_LIGHTING);
xglDisable(GL_LIGHT1);
xglEnable(GL_LIGHT0);
}
// fgHorizonInit - initialize values for the AH
void fgHorizonInit( arthor hor){
int n;
float step = (360*DEG_TO_RAD)/180;
for(n=0;n<180;n++){
vertices[n][0] = cos(n * step) * hor.radius;
vertices[n][1] = sin(n * step) * hor.radius;
texCoord[n][0] = (cos(n * step) * hor.radius)/256;
texCoord[n][1] = (sin(n * step) * hor.radius)/256;
normals[n][0] = cos(n * step) * hor.radius + sin(n * step) * 50;
normals[n][1] = sin(n * step) * hor.radius + cos(n * step) * 50;
normals[n][2] = 0.1;
}
}
float UpdatePointer(Pointer pointer){
@ -553,7 +853,9 @@ float UpdatePointer(Pointer pointer){
double speed;
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(2, GL_FLOAT, 0, pointer.vertices);
alpha=((((float)((var[pointer.variable]) - (pointer.value1))) / (pointer.value2 - pointer.value1))*(pointer.alpha2 - pointer.alpha1) + pointer.alpha1);
if (alpha < pointer.alpha1)
alpha = pointer.alpha1;
if (alpha > pointer.alpha2)
@ -571,8 +873,12 @@ float UpdatePointer(Pointer pointer){
glDisableClientState(GL_VERTEX_ARRAY);
}
void ErasePointer(Pointer pointer){
// fgEraseArea - 'Erases' a drawn Polygon by overlaying it with a textured
// area. Shall be a method of a panel class once.
void fgEraseArea(GLfloat *array, int NumVerti, GLfloat texXPos, GLfloat texYPos, GLfloat XPos, GLfloat YPos, int Texid, float ScaleFactor = 1){
int i, j;
int n;
float a;
float ififth;
@ -580,9 +886,7 @@ xglEnable(GL_TEXTURE_2D);
xglEnable(GL_TEXTURE_GEN_S);
xglEnable(GL_TEXTURE_GEN_T);
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
//glTexGenfv(GL_S, GL_EYE_PLANE, currentCoeff);
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
//glTexGenfv(GL_T, GL_EYE_PLANE, currentCoeff);
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);
@ -590,26 +894,23 @@ xglMatrixMode(GL_TEXTURE);
xglLoadIdentity();
#ifdef GL_VERSION_1_1
xglBindTexture(GL_TEXTURE_2D, panel_tex_id);
xglBindTexture(GL_TEXTURE_2D, panel_tex_id[Texid]);
#elif GL_EXT_texture_object
xglBindTextureEXT(GL_TEXTURE_2D, panel_tex_id);
xglBindTextureEXT(GL_TEXTURE_2D, panel_tex_id[Texid]);
#else
# error port me
#endif
xglMatrixMode(GL_TEXTURE);
xglLoadIdentity();
xglTranslatef(-((float)(((float)(pointer.XPos)/0.625)/256)) /* - 0.057143*/, -((float)(((float)(pointer.YPos)/0.625)/256)), 0.0);
xglTranslatef(pointer.teXpos/256 , pointer.texYpos/256, 0.0);
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);
//xglTranslatef(-pointer.teXpos , -pointer.texYpos, 0.0);
xglBegin(GL_POLYGON);
xglVertex2f(pointer.vertices[0], pointer.vertices[1]);
xglVertex2f(pointer.vertices[2], pointer.vertices[3]);
xglVertex2f(pointer.vertices[4], pointer.vertices[5]);
xglVertex2f(pointer.vertices[16], pointer.vertices[17]);
xglVertex2f(pointer.vertices[18], pointer.vertices[19]);
for(n=0;n<NumVerti;n += 2){
xglVertex2f(array[n] * ScaleFactor, array[n + 1] * ScaleFactor);
}
xglEnd();
xglLoadIdentity();
@ -622,6 +923,8 @@ xglVertex2f(pointer.vertices[18], pointer.vertices[19]);
}
// CreatePointer - calculate the vertices of a pointer
void CreatePointer(Pointer *pointer){
int i;
float alpha;
@ -654,6 +957,105 @@ pointer->vertices[18] = - pointer->vertices[2];
pointer->vertices[19] = pointer->vertices[3];
}
// fgUpdateTurnCoordinator - draws turn coordinator related stuff
void fgUpdateTurnCoordinator(TurnCoordinator *turn){
int n;
glDisable(GL_LIGHTING);
glDisable(GL_BLEND);
glEnable(GL_TEXTURE_2D);
turn->alpha = (get_sideslip() / 1.5) * 56;
turn->PlaneAlpha = get_roll();
xglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
xglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(turn->BallXPos, turn->BallYPos, 0.0);
glTranslatef(0.75 * sin(turn->alphahist * DEG_TO_RAD) * 31, 0.3 * (39 - (cos(turn->alphahist * DEG_TO_RAD) * 39)), 0.0);
fgEraseArea(turn->vertices, 72, turn->BallTexXPos + ((0.75 * sin(turn->alphahist * DEG_TO_RAD) * 31) / 0.625), turn->BallTexYPos + ((0.3 * (39 - (cos(turn->alphahist * DEG_TO_RAD) * 39))) / 0.625), turn->BallXPos + (0.75 * sin(turn->alphahist * DEG_TO_RAD) * 31), turn->BallYPos + (0.3 * (39 - (cos(turn->alphahist * DEG_TO_RAD) * 39))), 1);
glDisable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
glBlendFunc(GL_ONE_MINUS_DST_COLOR, GL_ONE);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(turn->BallXPos, turn->BallYPos, 0.0);
glTranslatef(0.75 * sin(turn->alpha * DEG_TO_RAD) * 31, 0.3 * (39 - (cos(turn->alpha * DEG_TO_RAD) * 39)), 0.0);
glBegin(GL_POLYGON);
glColor3f(0.8, 0.8, 0.8);
for(i=0;i<36;i++){
glVertex2f(turn->vertices[2 * i], turn->vertices[(2 * i) + 1]);
}
glEnd();
glDisable(GL_TEXTURE_2D);
glDisable(GL_BLEND);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(turn->PlaneXPos, turn->PlaneYPos, 0.0);
glRotatef(turn->rollhist * RAD_TO_DEG + 90, 0.0, 0.0, 1.0);
fgEraseArea(Wings, 8, turn->PlaneTexXPos, turn->PlaneTexYPos, turn->PlaneXPos, turn->PlaneYPos, 1);
fgEraseArea(Elevator, 8, turn->PlaneTexXPos, turn->PlaneTexYPos, turn->PlaneXPos, turn->PlaneYPos, 1);
fgEraseArea(Rudder, 8, turn->PlaneTexXPos, turn->PlaneTexYPos, turn->PlaneXPos, turn->PlaneYPos, 1);
glLoadIdentity();
glTranslatef(turn->PlaneXPos, turn->PlaneYPos, 0.0);
glRotatef(-get_roll() * RAD_TO_DEG + 90, 0.0, 0.0, 1.0);
glBegin(GL_POLYGON);
glColor3f(1.0, 1.0, 1.0);
for(i=0;i<90;i++){
glVertex2f(cos(i * 4 * DEG_TO_RAD) * 5, sin(i * 4 * DEG_TO_RAD) * 5);
}
glEnd();
glBegin(GL_POLYGON);
glVertex2f(Wings[0], Wings[1]);
glVertex2f(Wings[2], Wings[3]);
glVertex2f(Wings[4], Wings[5]);
glVertex2f(Wings[6], Wings[7]);
glVertex2f(Wings[0], Wings[1]);
glEnd();
glBegin(GL_POLYGON);
glVertex2f(Elevator[0], Elevator[1]);
glVertex2f(Elevator[2], Elevator[3]);
glVertex2f(Elevator[4], Elevator[5]);
glVertex2f(Elevator[6], Elevator[7]);
glVertex2f(Elevator[0], Elevator[1]);
glEnd();
glBegin(GL_POLYGON);
glVertex2f(Rudder[0], Rudder[1]);
glVertex2f(Rudder[2], Rudder[3]);
glVertex2f(Rudder[4], Rudder[5]);
glVertex2f(Rudder[6], Rudder[7]);
glVertex2f(Rudder[0], Rudder[1]);
glEnd();
turn->alphahist = turn->alpha;
turn->PlaneAlphaHist = turn->PlaneAlpha;
turn->rollhist = -get_roll();
glDisable(GL_BLEND);
}
void fgInitTurnCoordinator(TurnCoordinator *turn){
int n;
for(n=0;n<36;n++){
turn->vertices[2 * n] = cos(10 * n * DEG_TO_RAD) * turn->BallRadius;
turn->vertices[(2 * n) + 1] = sin(10 * n * DEG_TO_RAD) * turn->BallRadius;
}
}
// PrintMatrix - routine to print the current modelview matrix.
void PrintMatrix( void){
glGetDoublev(GL_MODELVIEW_MATRIX, mvmatrix);
@ -664,9 +1066,8 @@ printf(" %f %f %f %f \n", mvmatrix[12], mvmatrix[13], mvmatrix[14], mvma
}
// $Log$
// Revision 1.12 1998/12/09 18:50:20 curt
// Converted "class fgVIEW" to "class FGView" and updated to make data
// members private and make required accessor functions.
// Revision 1.13 1999/01/07 19:25:53 curt
// Updates from Friedemann Reinhard.
//
// Revision 1.11 1998/11/11 00:19:27 curt
// Updated comment delimeter to C++ style.

View file

@ -20,6 +20,7 @@
// (Log is kept at end of this file)
#ifndef _PANEL_HXX
#define _PANEL_HXX
@ -38,6 +39,7 @@
#endif
#include <GL/glut.h>
#include <XGL/xgl.h>
typedef struct {
@ -50,8 +52,8 @@ typedef struct {
} IMAGE;
typedef struct {
int XPos;
int YPos;
float XPos;
float YPos;
float radius;
float length;
float width;
@ -67,23 +69,55 @@ typedef struct {
GLfloat vertices[20];
} Pointer;
typedef struct{
float XPos;
float YPos;
float texXPos;
float texYPos;
float radius;
float bottom; // tell the program the offset between midpoint and bottom
float top; // guess what ;-)
} arthor;
typedef struct{
float PlaneXPos;
float PlaneYPos;
float PlaneTexXPos;
float PlaneTexYPos;
float alpha;
float PlaneAlpha;
float PlaneAlphaHist;
float alphahist;
float rollhist;
float BallXPos;
float BallYPos;
float BallTexXPos;
float BallTexYPos;
float BallRadius;
GLfloat vertices[72];
} TurnCoordinator;
void fgPanelInit( void);
void fgPanelReInit( int x, int y, int finx, int finy );
void fgPanelUpdate( void);
void horizont( void);
void horizon( arthor hor);
void fgHorizonInit( arthor hor);
void CreatePointer(Pointer *pointer);
float UpdatePointer(Pointer pointer);
void ErasePointer(Pointer pointer);
void fgEraseArea(GLfloat *array, int NumVerti, GLfloat texXPos, GLfloat texYPos, GLfloat XPos, GLfloat YPos, int Texid, float ScaleFactor = 1);
void fgUpdateTurnCoordinator(TurnCoordinator *turn);
void fgInitTurnCoordinator(TurnCoordinator *turn);
void PrintMatrix( void);
extern int panel_hist;
#endif // _PANEL_HXX
// $Log$
// Revision 1.5 1999/01/07 19:25:55 curt
// Updates from Friedemann Reinhard.
//
// Revision 1.4 1998/11/11 00:19:29 curt
// Updated comment delimeter to C++ style.
//