Updates from Friedemann Reinhard.
This commit is contained in:
parent
3042852e7d
commit
4d29bd8d65
2 changed files with 536 additions and 101 deletions
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@ -78,19 +78,29 @@ IMAGE *imag;
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IMAGE *img2;
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IMAGE *img;
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static GLuint panel_tex_id;
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static float value[4];
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static GLuint panel_tex_id[2];
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static GLubyte tex[32][128][3];
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static float alphahist;
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static float Xzoom, Yzoom;
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static Pointer pointer[20];
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static int NumGyro = 1;
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static int NumPoint = 4;
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static TurnCoordinator Turny;
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static int NumPoint = 5;
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static int i = 0;
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static GLdouble mvmatrix[16];
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static GLdouble matrix[16];
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static double var[20];
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static double offset;
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static float alpha;
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static float vertices[180][2];
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static float normals[180][3];
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static float texCoord[180][2];
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static arthor myarthor;
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static int n1;
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static int n2;
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static GLfloat Wings[] = {-1.25, -28.125, 1.255, -28.125, 1.255, 28.125, -1.25, 28.125};
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static GLfloat Elevator[] = { 3.0, -10.9375, 4.5, -10.9375, 4.5, 10.9375, 3.0, 10.9375};
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static GLfloat Rudder[] = {2.0, -0.45, 10.625, -0.45, 10.625, 0.55, 2.0, 0.55};
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// image.c THIS FILE WAS COPIED FROM THE MESA GRAPHICS LIBRARY
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@ -298,14 +308,22 @@ static IMAGE *ImageLoad(char *fileName)
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}
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// Beginning of the "panel-code"
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// fgPanelInit() - routine to initialize a panel.
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void fgPanelInit ( void ) {
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// fgVIEW *v;
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string tpath;
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int x, y;
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FILE *f;
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char line[256];
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GLint test;
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Xzoom = (float)((float)(current_view.get_winWidth())/1024.0);
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Yzoom = (float)((float)(current_view.get_winHeight())/768.0);
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// v = ¤t_view;
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pointer[1].XPos = 357;
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Xzoom = (float)((float)(current_view.get_winWidth())/1024);
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Yzoom = (float)((float)(current_view.get_winHeight())/768);
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pointer[1].XPos = 357.5;
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pointer[1].YPos = 167;
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pointer[1].radius = 5;
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pointer[1].length = 32;
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@ -316,10 +334,10 @@ pointer[1].value2 = 3000;
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pointer[1].alpha1 = 0;
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pointer[1].alpha2 = 1080;
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pointer[1].variable = 1;
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pointer[1].teXpos = 193;
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pointer[1].teXpos = 194;
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pointer[1].texYpos = 191;
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pointer[0].XPos = 357;
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pointer[0].XPos = 357.5;
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pointer[0].YPos = 167;
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pointer[0].radius = 5;
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pointer[0].length = 25;
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@ -330,7 +348,7 @@ pointer[0].value2 = 10000;
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pointer[0].alpha1 = 0;
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pointer[0].alpha2 = 360;
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pointer[0].variable = 1;
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pointer[0].teXpos = 193;
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pointer[0].teXpos = 194;
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pointer[0].texYpos = 191;
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pointer[2].XPos = 358;
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@ -359,28 +377,72 @@ pointer[3].value2 = 1.0;
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pointer[3].alpha1 = 280;
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pointer[3].alpha2 = 540;
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pointer[3].variable = 3;
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pointer[3].teXpos = 173.8;
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pointer[3].teXpos = 173.6;
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pointer[3].texYpos = 83;
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// These values define the airspeed pointer. Please note:
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// As we have a Bonanza panel, but a navion airplane, this gauge
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// doesn't show the true values !!!
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pointer[4].XPos = 144.375;
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pointer[4].YPos = 166.875;
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pointer[4].radius = 4;
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pointer[4].length = 32;
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pointer[4].width = 3;
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pointer[4].angle = 30;
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pointer[4].value1 = 15.0;
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pointer[4].value2 = 260.0;
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pointer[4].alpha1 = -20.0;
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pointer[4].alpha2 = 360.0;
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pointer[4].variable = 0;
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pointer[4].teXpos = 64;
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pointer[4].texYpos = 193;
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myarthor.XPos = 251;
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myarthor.YPos = 168;
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myarthor.radius = 29;
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myarthor.texXPos = 56;
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myarthor.texYPos = 174;
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myarthor.bottom = 36.5;
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myarthor.top = 36.5;
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Turny.PlaneXPos = 143.75;
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Turny.PlaneYPos = 51.75;
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Turny.PlaneTexXPos = 49;
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Turny.PlaneTexYPos = 59.75;
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Turny.BallXPos = 145;
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Turny.BallYPos = 24;
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Turny.BallTexXPos = 49;
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Turny.BallTexYPos = 16;
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Turny.BallRadius = 3.5;
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Turny.alphahist = 0;
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Turny.PlaneAlphaHist = 0;
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for(i=0;i<NumPoint;i++){
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CreatePointer(&pointer[i]);
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}
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fgHorizonInit(myarthor);
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fgInitTurnCoordinator(&Turny);
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#ifdef GL_VERSION_1_1
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xglGenTextures(1, &panel_tex_id);
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xglBindTexture(GL_TEXTURE_2D, panel_tex_id);
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xglGenTextures(2, panel_tex_id);
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xglBindTexture(GL_TEXTURE_2D, panel_tex_id[1]);
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#elif GL_EXT_texture_object
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xglGenTexturesEXT(1, &panel_tex_id);
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xglBindTextureEXT(GL_TEXTURE_2D, panel_tex_id);
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xglGenTexturesEXT(2, panel_tex_id);
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xglBindTextureEXT(GL_TEXTURE_2D, panel_tex_id[1]);
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#else
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# error port me
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#endif
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xglMatrixMode(GL_PROJECTION);
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xglPushMatrix();
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xglLoadIdentity();
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xglViewport(0, 0, 640, 480);
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gluOrtho2D(0, 640, 0, 480);
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glOrtho(0, 640, 0, 480, 1, -1);
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xglMatrixMode(GL_MODELVIEW);
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xglPushMatrix();
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xglLoadIdentity();
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@ -397,6 +459,11 @@ CreatePointer(&pointer[i]);
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if((img = ImageLoad( (char *)tpath.c_str() ))==NULL){
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}
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xglPixelStorei(GL_UNPACK_ROW_LENGTH, 256);
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tpath = current_options.get_fg_root() + "/Textures/gauges2.rgb";
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if((imag = ImageLoad( (char *)tpath.c_str() ))==NULL){
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}
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xglPixelStorei(GL_UNPACK_ROW_LENGTH, 1024);
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tpath = current_options.get_fg_root() + "/Textures/Fullone.rgb";
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@ -406,35 +473,56 @@ CreatePointer(&pointer[i]);
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xglPixelZoom(Xzoom, Yzoom);
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xglPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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xglPixelStorei(GL_UNPACK_ROW_LENGTH, 1024);
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xglPixelStorei(GL_UNPACK_ROW_LENGTH, 1024);
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xglPixelStorei(GL_UNPACK_ROW_LENGTH, 1024);
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xglRasterPos2i(0,0);
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xglPixelZoom(Xzoom, Yzoom);
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xglPixelStorei(GL_UNPACK_ROW_LENGTH, 256);
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xglTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 256, 256, 0, GL_RGB,
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GL_UNSIGNED_BYTE, (GLvoid *)(img->data));
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xglTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 256, 256, 0, GL_RGB, GL_UNSIGNED_BYTE, (GLvoid *)(imag->data));
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#ifdef GL_VERSION_1_1
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xglBindTexture(GL_TEXTURE_2D, panel_tex_id[0]);
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#elif GL_EXT_texture_object
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xglBindTextureEXT(GL_TEXTURE_2D, panel_tex_id[0]);
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#else
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# error port me
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#endif
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xglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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xglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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xglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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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->data));
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xglMatrixMode(GL_MODELVIEW);
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xglPopMatrix();
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}
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void fgPanelReInit( int x, int y, int finx, int finy){
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// fgVIEW *v;
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fgOPTIONS *o;
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int i;
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GLint buffer;
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o = ¤t_options;
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// v = ¤t_view;
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Xzoom = (float)((float)(current_view.get_winWidth())/1024);
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Yzoom = (float)((float)(current_view.get_winHeight())/768);
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// save the current buffer state
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glGetIntegerv(GL_DRAW_BUFFER, &buffer);
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// and enable both buffers for writing
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glDrawBuffer(GL_FRONT_AND_BACK);
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xglMatrixMode(GL_PROJECTION);
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xglPushMatrix();
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xglLoadIdentity();
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xglViewport(0, 0, 640, 480);
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gluOrtho2D(0, 640, 0, 480);
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glOrtho(0, 640, 0, 480, 1, -1);
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xglMatrixMode(GL_MODELVIEW);
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xglPushMatrix();
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xglLoadIdentity();
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xglPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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xglPixelZoom(Xzoom, Yzoom);
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xglPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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xglPixelStorei(GL_UNPACK_ROW_LENGTH, 1024);
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@ -443,37 +531,37 @@ void fgPanelReInit( int x, int y, int finx, int finy){
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xglRasterPos2i(x, y);
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xglPixelZoom(Xzoom, Yzoom);
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xglDrawPixels(finx - x, finy - y, GL_RGB, GL_UNSIGNED_BYTE, (GLvoid *)(img2->data));
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// restore original buffer state
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glDrawBuffer(buffer);
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}
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void fgPanelUpdate ( void ) {
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// fgVIEW *v;
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float alpha;
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double pitch;
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double roll;
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float alpharad;
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double speed;
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int i;
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var[0] = get_speed();
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var[0] = get_speed() * 1.4; // We have to multiply the airspeed by a
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// factor, to simulate flying a Bonanza
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var[1] = get_altitude();
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var[2] = get_aoa(); // A placeholder. It should be the vertical speed once.
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var[2] = get_climb_rate();
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var[3] = get_throttleval();
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// v = ¤t_view;
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xglMatrixMode(GL_PROJECTION);
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xglPushMatrix();
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xglLoadIdentity();
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glOrtho(0, 640, 0, 480, 1, -1);
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glOrtho(0, 640, 0, 480, 10, -10);
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xglMatrixMode(GL_MODELVIEW);
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xglPushMatrix();
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xglLoadIdentity();
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xglDisable(GL_DEPTH_TEST);
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xglDisable(GL_LIGHTING);
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xglEnable(GL_LIGHTING);
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xglEnable(GL_TEXTURE_2D);
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#ifdef GL_VERSION_1_1
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xglBindTexture(GL_TEXTURE_2D, panel_tex_id);
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#elif GL_EXT_texture_object
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xglBindTextureEXT(GL_TEXTURE_2D, panel_tex_id);
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#else
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# error port me
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#endif
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xglDisable(GL_BLEND);
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xglMatrixMode(GL_MODELVIEW);
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xglPopMatrix();
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@ -483,69 +571,281 @@ void fgPanelUpdate ( void ) {
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xglLoadIdentity();
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xglTranslatef(pointer[i].XPos, pointer[i].YPos, 0.0);
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xglRotatef(-pointer[i].hist, 0.0, 0.0, 1.0);
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ErasePointer(pointer[i]);
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fgEraseArea(pointer[i].vertices, 20, (GLfloat)(pointer[i].teXpos), (GLfloat)(pointer[i].texYpos), (GLfloat)(pointer[i].XPos), (GLfloat)(pointer[i].YPos), 0);
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xglLoadIdentity();
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}
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glDisable(GL_LIGHTING);
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for(i=0;i<NumPoint;i++){
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pointer[i].hist = UpdatePointer( pointer[i]);
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xglPopMatrix();
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xglPushMatrix();
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}
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fgUpdateTurnCoordinator(&Turny);
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glEnable(GL_LIGHTING);
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horizon(myarthor);
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xglDisable(GL_TEXTURE_2D);
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xglLoadIdentity();
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xglPopMatrix();
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// xglRasterPos2i(0, 0);
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// horizont();
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xglEnable(GL_DEPTH_TEST);
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xglEnable(GL_LIGHTING);
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xglDisable(GL_TEXTURE_2D);
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xglDisable(GL_BLEND);
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xglDisable(GL_ALPHA_TEST);
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xglMatrixMode(GL_PROJECTION);
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xglPopMatrix();
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xglMatrixMode(GL_MODELVIEW);
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xglPopMatrix();
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}
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void horizont(void){
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// horizon - Let's draw an artificial horizon using both texture mapping and
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// primitive drawing
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void horizon(arthor hor){
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double pitch;
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double roll;
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float shifted, alpha, theta;
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float epsi = 360 / 180;
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GLboolean Light;
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GLfloat normal[2];
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static int 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};
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GLfloat material2[] = {0.6640625, 0.921875, 0.984375, 1.0};
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GLfloat material3[] = {0.2, 0.2, 0.2, 1.0};
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GLfloat material4[] = {0.8, 0.8, 0.8, 1.0};
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GLfloat material5[] = {0.0, 0.0, 0.0, 1.0};
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GLfloat direction[] = {0.0, 0.0, 0.0};
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GLfloat light_position[4];
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GLfloat light_ambient[] = {0.7, 0.7, 0.7, 1.0};
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GLfloat light_ambient2[] = {0.7, 0.7, 0.7, 1.0};
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GLfloat light_diffuse[] = {1.0, 1.0, 1.0, 1.0};
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GLfloat light_specular[] = {1.0, 1.0, 1.0, 1.0};
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pitch = get_pitch() * RAD_TO_DEG;
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if(pitch > 45)
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pitch = 45;
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if(pitch < -45)
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pitch = -45;
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roll = get_roll() * RAD_TO_DEG;
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glEnable(GL_NORMALIZE);
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xglEnable(GL_LIGHTING);
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xglEnable(GL_TEXTURE_2D);
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xglEnable(GL_LIGHT1);
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xglDisable(GL_LIGHT2);
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xglDisable(GL_LIGHT0);
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xglMatrixMode(GL_MODELVIEW);
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xglLoadIdentity();
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xglTranslatef(200, 130, 0);
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xglTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
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xglTranslatef(hor.XPos, hor.YPos, 0);
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xglTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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xglMatrixMode(GL_TEXTURE);
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glPushMatrix();
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// computations for the non-textured parts of the AH
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shifted = -((pitch / 10) * 7.0588235);
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if(shifted > (hor.bottom - hor.radius)){
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theta = (180 - (acos((hor.bottom - shifted) / hor.radius)*RAD_TO_DEG));
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n = (int)(theta / epsi) - 1;
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n1 = n;
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n2 = (180 - n1) + 2;
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dn = n2 - n1;
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rot = (int)(roll / epsi);
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n1 += rot + 45;
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n2 += rot + 45;
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}
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if(shifted < (-hor.top + hor.radius)){
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theta = ((acos((-hor.top - shifted) / hor.radius)*RAD_TO_DEG));
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n = (int)(theta / epsi) + 1;
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n1 = n;
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n2 = (180 - n1) + 2;
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dn = n2 - n1;
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rot = (int)(roll / epsi);
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n1 += rot - 45;
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n2 += rot - 45;
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if(n1 < 0){ n1 += 180; n2 +=180;}
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}
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// end of computations
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light_position[0] = 0.0;
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light_position[1] = 0.0;
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light_position[2] = 1.5;
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light_position[3] = 0.0;
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glLightfv(GL_LIGHT1, GL_POSITION, light_position);
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glLightfv(GL_LIGHT1, GL_AMBIENT, light_ambient);
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glLightfv(GL_LIGHT1, GL_DIFFUSE, light_diffuse);
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glLightfv(GL_LIGHT1, GL_SPECULAR, light_specular);
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glLightfv(GL_LIGHT1, GL_SPOT_DIRECTION, direction);
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#ifdef GL_VERSION_1_1
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xglBindTexture(GL_TEXTURE_2D, panel_tex_id);
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xglBindTexture(GL_TEXTURE_2D, panel_tex_id[1]);
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#elif GL_EXT_texture_object
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xglBindTextureEXT(GL_TEXTURE_2D, panel_tex_id);
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xglBindTextureEXT(GL_TEXTURE_2D, panel_tex_id[1]);
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#else
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# error port me
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#endif
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xglMatrixMode(GL_TEXTURE);
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xglLoadIdentity();
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//xglTranslatef(0.0, 0.33, 0.0);
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xglScalef(0.5, 0.5, 0.0);
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xglTranslatef(0.0, (pitch / 45), 0.0);
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xglTranslatef(1.0, 1.0, 0.0);
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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);
|
||||
xglEnd();
|
||||
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){
|
||||
double pitch;
|
||||
double roll;
|
||||
|
@ -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);
|
||||
|
||||
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.
|
||||
|
|
|
@ -1,23 +1,24 @@
|
|||
// panel.hxx -- instrument panel defines and prototypes
|
||||
// panel.hxx -- instrument panel defines and prototypes
|
||||
//
|
||||
// Written by Friedemann Reinhard, started June 1998.
|
||||
// Written by Friedemann Reinhard, started June 1998.
|
||||
//
|
||||
// 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 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.
|
||||
// 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.
|
||||
// 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.
|
||||
//
|
||||
// $Id$
|
||||
// (Log is kept at end of this file)
|
||||
// $Id$
|
||||
// (Log is kept at end of this file)
|
||||
|
||||
|
||||
|
||||
#ifndef _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.
|
||||
//
|
||||
|
|
Loading…
Reference in a new issue