Add support for emissive layers.
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3 changed files with 27 additions and 3 deletions
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@ -18,6 +18,15 @@
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//
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// $Id$
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//JVK
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// On 2D panels all instruments include light sources were in night displayed
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// with a red mask (instrument light). It is not correct for light sources
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// (bulbs). There is added new layer property "emissive" (boolean) (only for
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// textured layers).
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// If a layer has to shine set it in the "instrument_def_file.xml" inside the
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// <layer> tag by adding <emissive>true</emissive> tag. When omitted the default
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// value is for backward compatibility set to false.
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#ifdef HAVE_CONFIG_H
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# include <config.h>
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#endif
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@ -169,6 +178,7 @@ static fntRenderer text_renderer;
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static fntTexFont *default_font = 0;
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static fntTexFont *led_font = 0;
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static sgVec4 panel_color;
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static sgVec4 emissive_panel_color = {1,1,1,1};
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/**
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* Constructor.
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@ -955,7 +965,8 @@ FGGroupLayer::addLayer (FGInstrumentLayer * layer)
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FGTexturedLayer::FGTexturedLayer (const FGCroppedTexture &texture, int w, int h)
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: FGInstrumentLayer(w, h)
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: FGInstrumentLayer(w, h),
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_emissive(false)
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{
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setTexture(texture);
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}
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@ -977,9 +988,13 @@ FGTexturedLayer::draw ()
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glBindTexture(GL_TEXTURE_2D, _texture.getTexture()->getHandle());
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glBegin(GL_POLYGON);
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if (_emissive) {
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glColor4fv( emissive_panel_color );
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} else {
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// From Curt: turn on the panel
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// lights after sundown.
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glColor4fv( panel_color );
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}
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glTexCoord2f(_texture.getMinX(), _texture.getMinY()); glVertex2f(-w2, -h2);
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glTexCoord2f(_texture.getMaxX(), _texture.getMinY()); glVertex2f(w2, -h2);
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@ -493,8 +493,11 @@ public:
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virtual const FGCroppedTexture &getTexture () const { return _texture; }
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virtual FGCroppedTexture *getTexture() { return &_texture; }
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void setEmissive(bool e) { _emissive = e; }
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private:
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FGCroppedTexture _texture;
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bool _emissive;
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};
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@ -439,6 +439,7 @@ readLayer (const SGPropertyNode * node, float w_scale, float h_scale)
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string type = node->getStringValue("type");
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int w = node->getIntValue("w", -1);
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int h = node->getIntValue("h", -1);
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bool emissive = node->getBoolValue("emissive", false);
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if (w != -1)
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w = int(w * w_scale);
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if (h != -1)
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@ -457,6 +458,11 @@ readLayer (const SGPropertyNode * node, float w_scale, float h_scale)
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if (type == "texture") {
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FGCroppedTexture texture = readTexture(node->getNode("texture"));
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layer = new FGTexturedLayer(texture, w, h);
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if (emissive) {
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FGTexturedLayer *tl=(FGTexturedLayer*)layer;
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tl->setEmissive(true);
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}
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}
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// A group of sublayers.
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