Initial supporting code for runway lighting (not yet working)
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2 changed files with 652 additions and 0 deletions
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@ -179,7 +179,504 @@ static void my_remove_branch( ssgBranch * branch ) {
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}
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}
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// ADA
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#define TEXRES_X 256
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#define TEXRES_Y 256
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unsigned char env_map[TEXRES_X][TEXRES_Y][4];
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// SetColor & SetColor2 functions were provided by Christian Mayer (26 April 2001) - used without change
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void setColor(float x, float y, float z, float angular_size, float r,
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float g, float b, float a)
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{
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//normalize
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float inv_length = 1.0 / sqrt(x*x + y*y + z*z);
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x *= inv_length; y *= inv_length; z *= inv_length;
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float cos_angular_size = cos(angular_size*(22.0/7.0)/180.0);
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for( int s = 0; s < TEXRES_X; s++) {
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for( int t = 0; t < TEXRES_Y; t++) {
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float s_2 = (float)s/TEXRES_X - 0.5; // centre of texture 0,0
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float t_2 = (float)t/TEXRES_Y - 0.5; // elev
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float rx, ry, rz;
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if ((1.0 - 4.0*s_2*s_2 - 4.0*t_2*t_2) >= 0.0) {
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// sphere
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float m = 4.0 * sqrt(1.0 - 4.0*s_2*s_2 - 4.0*t_2*t_2);
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rx = m * s_2;
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ry = m * t_2;
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rz = m*m / 8.0 - 1.0;
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} else {
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// singularity
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rx = 0.0;
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ry = 0.0;
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rz = -1.0;
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}
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float tx = rx; //mirroring on the z=0 plane
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float ty = ry; //assumes that the normal is allways
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float tz = -rz; //n(0.0, 0.0, 1.0)
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if ( cos_angular_size < (x*tx + y*ty + z*tz) ) {
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env_map[s][t][0] = (unsigned char) r * 255;
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env_map[s][t][1] = (unsigned char) g * 255;
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env_map[s][t][2] = (unsigned char) b * 255;
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env_map[s][t][3] = (unsigned char) a * 255;
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}
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}
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}
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}
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// elevation_size, float azimuth_size are the *total* angular size of the light
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void setColor2(float elevation_size,float azimuth_size, float r, float g, float b, float a)
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{
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for( int s = 0; s < TEXRES_X; s++) {
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for( int t = 0; t < TEXRES_Y; t++) {
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float s_2 = (float)s/TEXRES_X - 0.5;
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float t_2 = (float)t/TEXRES_Y - 0.5;
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float rx, ry, rz;
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if ((1.0 - 4.0*s_2*s_2 - 4.0*t_2*t_2) >= 0.0) {
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float m = 4.0 * sqrt(1.0 - 4.0*s_2*s_2 - 4.0*t_2*t_2);
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rx = m * s_2;
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ry = m * t_2;
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rz = m*m / 8.0 - 1.0;
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} else {
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rx = 0.0;
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ry = 0.0;
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rz = -1.0;
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}
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float tx = rx; //mirroring on the z=0 plane to reverse
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float ty = ry; //OpenGLs automatic mirroring
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float tz = -rz;
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//get elevation => project t onto the x-z-plane
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float tz_proj1 = tz / sqrt(tx*tx + tz*tz);
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float televation = acos( -tz_proj1 ) * 180.0 / 3.1415;
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//get azi => project t onto the y-z-plane
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float tz_proj2 = tz / sqrt(ty*ty + tz*tz);
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float tazimuth = acos( -tz_proj2 ) * 180.0 / 3.1415;
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//note televation and tazimuth are the angles *between* the
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//temporary vector and the normal (0,0,-1). They are *NOT*
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//the elevation and azimuth angles
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//square:
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//if (((elevation_size > televation) || (elevation_size < -televation)) &&
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// ((azimuth_size > tazimuth ) || (azimuth_size < -tazimuth )))
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//elliptical
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if (((televation*televation) / (elevation_size*elevation_size / 4.0) +
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(tazimuth *tazimuth ) / (azimuth_size *azimuth_size / 4.0)) <= 1.0)
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{
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env_map[s][t][0] = (unsigned char) r * 255;
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env_map[s][t][1] = (unsigned char) g * 255;
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env_map[s][t][2] = (unsigned char) b * 255;
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env_map[s][t][3] = (unsigned char) a * 255;
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}
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}
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}
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}
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// 23 March 2001
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// This function performs billboarding of polygons drawn using the UP and RIGHT vectors obtained
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// from the transpose of the MODEL_VIEW_MATRIX of the ssg_current_context. Each polygon is drawn
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// at the coordinate array and material state as passed thro arguments.
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void *fgBillboard( ssgBranch *lightmaps, ssgVertexArray *light_maps, ssgSimpleState *lightmap_state, float size) {
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sgMat4 tmat;
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sgVec3 rt, up, nrt, nup, pt, quads[4], lmaps[4];
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ssgGetModelviewMatrix ( tmat );
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sgSetVec3 (rt, tmat[0][0], tmat[1][0], tmat[2][0]);
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sgSetVec3 (up, tmat[0][1], tmat[1][1], tmat[2][1]);
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sgSetVec3 (nrt, tmat[0][0], tmat[1][0], tmat[2][0]);
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sgSetVec3 (nup, tmat[0][1], tmat[1][1], tmat[2][1]);
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sgNegateVec3 (nrt);
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sgNegateVec3 (nup);
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sgAddVec3 (quads[0], nrt, nup);
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sgAddVec3 (quads[1], rt, nup);
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sgAddVec3 (quads[2], rt, up);
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sgAddVec3 (quads[3], nrt, up);
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sgScaleVec3 (quads[0], size);
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sgScaleVec3 (quads[1], size);
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sgScaleVec3 (quads[2], size);
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sgScaleVec3 (quads[3], size);
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sgVec4 color;
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sgSetVec4( color, 1.0, 1.0, 0.0, 1.0 );
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sgVec2 texcoords[4];
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sgSetVec2( texcoords[0], 1.0, 1.0 );
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sgSetVec2( texcoords[1], 0.0, 1.0 );
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sgSetVec2( texcoords[2], 0.0, 0.0 );
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sgSetVec2( texcoords[3], 1.0, 0.0 );
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for (int j = 0; j < 4; j++ ) {
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sgCopyVec3(lmaps[j] ,quads[j]);
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}
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for ( int i = 0; i < light_maps->getNum(); ++i ) {
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// Allocate ssg structure
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ssgVertexArray *vl = new ssgVertexArray( 1 );
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ssgTexCoordArray *tl = new ssgTexCoordArray( 1 );
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ssgColourArray *cl = new ssgColourArray( 1 );
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float *temp = light_maps->get(i);
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sgSetVec3(pt,temp[0],temp[1],temp[2]);
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for (int k=0; k<4; k++) {
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sgAddVec3( quads[k],lmaps[k], pt );
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vl->add(quads[k]);
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tl->add(texcoords[k]);
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cl->add(color);
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}
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ssgLeaf *leaf = NULL;
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leaf = new ssgVtxTable ( GL_TRIANGLE_FAN, vl, NULL, tl, cl );
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leaf->setState( lightmap_state );
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lightmaps->addKid( leaf );
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}
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}
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ssgBranch* FGTileEntry::gen_runway_lights( ssgVertexArray *points,ssgVertexArray *normal,
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ssgVertexArray *dir, int type[])
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{
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//************** HARD CODED RUNWAY LIGHT TEXTURES BEGIN ************************
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GLuint texEdge, texTaxi, texCenter, texTouchdown;
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GLuint texThreshold, texCrossbar, texUndershoot, texApproach;
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GLuint texRabbit, texVasi, texWhite, texRed, texGreen, texYellow;
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//VASI lights
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setColor(0.0,0.0,1.0,360.0, 0, 0, 0, 0);
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setColor2(10.0, 40.0, 1, 1, 1, 1);
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setColor2(6.0, 40.0, 1, 0.5, 0.5, 1);
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setColor2(5.0, 40.0, 1, 0, 0, 1);
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glGenTextures(1, &texVasi);
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glBindTexture(GL_TEXTURE_2D, texVasi);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, TEXRES_X, TEXRES_Y, 0, GL_RGBA, GL_UNSIGNED_BYTE, env_map);
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ssgSimpleState *vasi_state;
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vasi_state = new ssgSimpleState();
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vasi_state->ref();
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vasi_state->setTexture( texVasi );
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vasi_state->disable( GL_LIGHTING );
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vasi_state->enable( GL_TEXTURE_2D );
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vasi_state->setShadeModel( GL_SMOOTH );
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//EDGE
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setColor(0.0,0.0,-1.0,180.0, 1, 1, 0.5, 1);
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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glGenTextures(1, &texEdge);
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glBindTexture(GL_TEXTURE_2D, texEdge);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, TEXRES_X, TEXRES_Y, 0, GL_RGBA, GL_UNSIGNED_BYTE, env_map);
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ssgSimpleState *edge_state;
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edge_state = new ssgSimpleState();
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edge_state->ref();
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edge_state->setTexture( texEdge );
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edge_state->disable( GL_LIGHTING );
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edge_state->enable( GL_TEXTURE_2D );
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edge_state->setShadeModel( GL_SMOOTH );
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//TOUCHDOWN
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setColor(0.0,0.0,-1.0,180.0, 0, 1, 0, 1);
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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glGenTextures(1, &texTouchdown);
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glBindTexture(GL_TEXTURE_2D, texTouchdown);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, TEXRES_X, TEXRES_Y, 0, GL_RGBA, GL_UNSIGNED_BYTE, env_map);
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ssgSimpleState *touchdown_state;
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touchdown_state = new ssgSimpleState();
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touchdown_state->ref();
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touchdown_state->setTexture( texTouchdown );
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touchdown_state->disable( GL_LIGHTING );
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touchdown_state->enable( GL_TEXTURE_2D );
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touchdown_state->setShadeModel( GL_SMOOTH );
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//THRESHOLD
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setColor(0.0,0.0,-1.0,180.0, 1, 0, 0, 1);
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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glGenTextures(1, &texThreshold);
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glBindTexture(GL_TEXTURE_2D, texThreshold);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, TEXRES_X, TEXRES_Y, 0, GL_RGBA, GL_UNSIGNED_BYTE, env_map);
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ssgSimpleState *threshold_state;
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threshold_state = new ssgSimpleState();
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threshold_state->ref();
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threshold_state->setTexture( texThreshold );
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threshold_state->disable( GL_LIGHTING );
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threshold_state->enable( GL_TEXTURE_2D );
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threshold_state->setShadeModel( GL_SMOOTH );
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//TAXI
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setColor(0.0,0.0,-1.0,180.0, 0, 0, 1, 1);
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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glGenTextures(1, &texTaxi);
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glBindTexture(GL_TEXTURE_2D, texTaxi);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, TEXRES_X, TEXRES_Y, 0, GL_RGBA, GL_UNSIGNED_BYTE, env_map);
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ssgSimpleState *taxi_state;
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taxi_state = new ssgSimpleState();
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taxi_state->ref();
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taxi_state->setTexture( texTaxi );
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taxi_state->disable( GL_LIGHTING );
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taxi_state->enable( GL_TEXTURE_2D );
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taxi_state->setShadeModel( GL_SMOOTH );
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//WHITE
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setColor(0.0,0.0,-1.0,180.0, 1, 1, 1, 1);
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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glGenTextures(1, &texWhite);
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glBindTexture(GL_TEXTURE_2D, texWhite);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, TEXRES_X, TEXRES_Y, 0, GL_RGBA, GL_UNSIGNED_BYTE, env_map);
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ssgSimpleState *white_state;
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white_state = new ssgSimpleState();
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white_state->ref();
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white_state->setTexture( texWhite );
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white_state->disable( GL_LIGHTING );
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white_state->enable( GL_TEXTURE_2D );
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white_state->setShadeModel( GL_SMOOTH );
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//RED
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setColor(0.0,0.0,-1.0,180.0, 1, 0, 0, 1);
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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glGenTextures(1, &texRed);
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glBindTexture(GL_TEXTURE_2D, texRed);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, TEXRES_X, TEXRES_Y, 0, GL_RGBA, GL_UNSIGNED_BYTE, env_map);
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ssgSimpleState *red_state;
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red_state = new ssgSimpleState();
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red_state->ref();
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red_state->setTexture( texRed );
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red_state->disable( GL_LIGHTING );
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red_state->enable( GL_TEXTURE_2D );
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red_state->setShadeModel( GL_SMOOTH );
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//GREEN
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setColor(0.0,0.0,-1.0,180.0, 0, 1, 0, 1);
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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glGenTextures(1, &texGreen);
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glBindTexture(GL_TEXTURE_2D, texGreen);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, TEXRES_X, TEXRES_Y, 0, GL_RGBA, GL_UNSIGNED_BYTE, env_map);
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ssgSimpleState *green_state;
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green_state = new ssgSimpleState();
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green_state->ref();
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green_state->setTexture( texGreen );
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green_state->disable( GL_LIGHTING );
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green_state->enable( GL_TEXTURE_2D );
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green_state->setShadeModel( GL_SMOOTH );
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//YELLOW
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setColor(0.0,0.0,-1.0,180.0, 1, 1, 0, 1);
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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glGenTextures(1, &texYellow);
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glBindTexture(GL_TEXTURE_2D, texYellow);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, TEXRES_X, TEXRES_Y, 0, GL_RGBA, GL_UNSIGNED_BYTE, env_map);
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ssgSimpleState *yellow_state;
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yellow_state = new ssgSimpleState();
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yellow_state->ref();
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yellow_state->setTexture( texYellow );
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yellow_state->disable( GL_LIGHTING );
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yellow_state->enable( GL_TEXTURE_2D );
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yellow_state->setShadeModel( GL_SMOOTH );
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//************** HARD CODED RUNWAY LIGHT TEXTURES END ************************
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ssgBranch *runway_lights = new ssgBranch;
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sgVec3 v2,v3,inf,side;
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ssgLeaf *leaf1 = NULL;
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ssgLeaf *leaf2 = NULL;
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ssgLeaf *leaf7 = NULL;
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ssgLeaf *leaf8 = NULL;
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ssgLeaf *leaf9 = NULL;
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ssgVertexArray *vlw = new ssgVertexArray( 1 );
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ssgNormalArray *nlw = new ssgNormalArray( 1 );
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ssgVertexArray *vlt = new ssgVertexArray( 1 );
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ssgNormalArray *nlt = new ssgNormalArray( 1 );
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ssgVertexArray *vlr = new ssgVertexArray( 1 );
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ssgNormalArray *nlr = new ssgNormalArray( 1 );
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ssgVertexArray *vlg = new ssgVertexArray( 1 );
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ssgNormalArray *nlg = new ssgNormalArray( 1 );
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ssgVertexArray *vly = new ssgVertexArray( 1 );
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ssgNormalArray *nly = new ssgNormalArray( 1 );
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for ( int i = 0; i < points->getNum()-1; i=i++ ) {
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// Allocate ssg structure
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ssgVertexArray *vl = new ssgVertexArray( 1 );
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ssgNormalArray *nl = new ssgNormalArray( 1 );
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ssgVertexArray *vl1 = new ssgVertexArray( 1 );
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ssgNormalArray *nl1 = new ssgNormalArray( 1 );
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float *n1 = normal->get(i);
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float *d1 = dir->get(i);
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/* TEMPORARY CODE BEGIN
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// calculate normal using 1st, 2nd & last vertices of the group
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sgVec3 n1;
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sgMakeNormal (n1, points->get(0), points->get(1), points->get(points->getNum()-1) );
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sgVec3 d1;
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sgSubVec3(d1,points->get(1),points->get(0));
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printf("%f %f %f\n",n1[0],n1[1],n1[2]);
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printf("%f %f %f\n",d1[0],d1[1],d1[2]);
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type[i] = 2;
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----TEMPORARY CODE END */
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sgNormaliseVec3 ( n1 );
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sgNormaliseVec3 ( d1 );
|
||||
sgVec3 d2;
|
||||
d2[0] = -d1[0];
|
||||
d2[1] = -d1[1];
|
||||
d2[2] = -d1[2];
|
||||
|
||||
sgVectorProductVec3(side,n1,d1);
|
||||
sgScaleVec3 (inf,n1,-50);
|
||||
sgScaleVec3 (side,5);
|
||||
|
||||
float *v1 = points->get(i);
|
||||
sgAddVec3(v2,v1,inf);
|
||||
sgAddVec3(v3,v2,side);
|
||||
|
||||
if ( type[i] == 1) { //POINT,WHITE
|
||||
|
||||
vlw->add(v1);
|
||||
nlw->add(d1);
|
||||
|
||||
} else if (type[i] == 2) { //POINT,TAXI
|
||||
|
||||
vlt->add(v1);
|
||||
nlt->add(d1);
|
||||
|
||||
} else if (type[i] == 3) { //SINGLE POLYGON,VASI
|
||||
|
||||
vl->add(v1);
|
||||
nl->add(d1);
|
||||
vl->add(v3);
|
||||
nl->add(d1);
|
||||
vl->add(v2);
|
||||
nl->add(d1);
|
||||
|
||||
ssgLeaf *leaf3 = NULL;
|
||||
leaf3 = new ssgVtxTable ( GL_POLYGON, vl, nl, NULL, NULL );
|
||||
leaf3->setState( vasi_state );
|
||||
runway_lights->addKid( leaf3 );
|
||||
|
||||
} else if (type[i] == 4) { //BACK-TO-BACK POLYGONS,TOUCHDOWN/THRESHOLD
|
||||
|
||||
vl->add(v1);
|
||||
nl->add(d1);
|
||||
vl->add(v3);
|
||||
nl->add(d1);
|
||||
vl->add(v2);
|
||||
nl->add(d1);
|
||||
|
||||
vl1->add(v3);
|
||||
nl1->add(d2);
|
||||
vl1->add(v1);
|
||||
nl1->add(d2);
|
||||
vl1->add(v2);
|
||||
nl1->add(d2);
|
||||
|
||||
ssgLeaf *leaf41 = NULL;
|
||||
leaf41 = new ssgVtxTable ( GL_POLYGON, vl, nl, NULL, NULL );
|
||||
leaf41->setState( touchdown_state );
|
||||
runway_lights->addKid( leaf41 );
|
||||
|
||||
ssgLeaf *leaf42 = NULL;
|
||||
leaf42 = new ssgVtxTable ( GL_POLYGON, vl1, nl1, NULL, NULL );
|
||||
leaf42->setState( threshold_state );
|
||||
runway_lights->addKid( leaf42 );
|
||||
|
||||
} else if ( type[i] == 5) { //POINT,WHITE, SEQUENCE LIGHTS (RABBIT)
|
||||
|
||||
vl->add(v1);
|
||||
nl->add(d1);
|
||||
ssgLeaf *leaf5 = NULL;
|
||||
leaf5 = new ssgVtxTable ( GL_POINTS, vl, nl, NULL, NULL );
|
||||
leaf5->setState( white_state );
|
||||
lightmaps_sequence->addKid (leaf5);
|
||||
|
||||
} else if ( type[i] == 6) { //POINT,WHITE, SEQUENCE LIGHTS (RABBIT)
|
||||
|
||||
vl->add(v1);
|
||||
nl->add(d1);
|
||||
ssgLeaf *leaf6 = NULL;
|
||||
leaf6 = new ssgVtxTable ( GL_POINTS, vl, nl, NULL, NULL );
|
||||
leaf6->setState( yellow_state );
|
||||
ols_transform->addKid (leaf6);
|
||||
// DO NOT DELETE THIS CODE - This is to compare a discrete FLOLS (without LOD) with analog FLOLS
|
||||
// lightmaps_sequence->addKid (leaf6);
|
||||
// DO NOT DELETE THIS CODE - This is to compare a discrete FLOLS (without LOD) with analog FLOLS
|
||||
|
||||
} else if (type[i] == 7) { //POINT,RED
|
||||
|
||||
vlr->add(v1);
|
||||
nlr->add(d1);
|
||||
|
||||
} else if (type[i] == 8) { //POINT,GREEN
|
||||
|
||||
vlg->add(v1);
|
||||
nlg->add(d1);
|
||||
|
||||
} else if (type[i] == 9) { //POINT,YELLOW
|
||||
|
||||
vly->add(v1);
|
||||
nly->add(d1);
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
leaf1 = new ssgVtxTable ( GL_POINTS, vlw, nlw, NULL, NULL );
|
||||
leaf1->setState( white_state );
|
||||
runway_lights->addKid( leaf1 );
|
||||
|
||||
leaf2 = new ssgVtxTable ( GL_POINTS, vlt, nlt, NULL, NULL );
|
||||
leaf2->setState( taxi_state );
|
||||
runway_lights->addKid( leaf2 );
|
||||
|
||||
leaf7 = new ssgVtxTable ( GL_POINTS, vlr, nlr, NULL, NULL );
|
||||
leaf7->setState( red_state );
|
||||
runway_lights->addKid( leaf7 );
|
||||
|
||||
leaf8 = new ssgVtxTable ( GL_POINTS, vlg, nlg, NULL, NULL );
|
||||
leaf8->setState( green_state );
|
||||
// DO NOT DELETE THIS CODE - This is to compare a discrete FLOLS (without LOD) with analog FLOLS
|
||||
ols_transform->ref();
|
||||
lightmaps_sequence->addKid (ols_transform);
|
||||
// DO NOT DELETE THIS CODE - This is to compare a discrete FLOLS (without LOD) with analog FLOLS
|
||||
lightmaps_sequence->addKid (leaf8);
|
||||
|
||||
leaf9 = new ssgVtxTable ( GL_POINTS, vly, nly, NULL, NULL );
|
||||
leaf9->setState( yellow_state );
|
||||
runway_lights->addKid( leaf9 );
|
||||
|
||||
lightmaps_sequence->select(0xFFFFFF);
|
||||
return runway_lights;
|
||||
}
|
||||
// ADA
|
||||
|
||||
#ifdef WISH_PLIB_WAS_THREADED // but it isn't
|
||||
|
||||
// Schedule tile to be freed/removed
|
||||
|
@ -230,6 +727,14 @@ void FGTileEntry::free_tile() {
|
|||
// disconnected from the scene graph)
|
||||
ssgDeRefDelete( lights_transform );
|
||||
}
|
||||
|
||||
// ADA
|
||||
if ( lightmaps_transform ) {
|
||||
// delete the terrain lighting branch (this should already have been
|
||||
// disconnected from the scene graph)
|
||||
ssgDeRefDelete( lightmaps_transform );
|
||||
}
|
||||
// ADA
|
||||
}
|
||||
|
||||
|
||||
|
@ -303,6 +808,61 @@ void FGTileEntry::prep_ssg_node( const Point3D& p, float vis) {
|
|||
lights_brightness->select(0x00);
|
||||
}
|
||||
}
|
||||
|
||||
// ADA
|
||||
// Transform & Render runway lights - 23 Mar 2001
|
||||
sgSetVec3( sgTrans, offset.x(), offset.y(), offset.z() );
|
||||
if ( lightmaps_transform ) {
|
||||
static unsigned int selectnode = 0;
|
||||
// Run-time extension check.
|
||||
if (!glutExtensionSupported("GL_EXT_point_parameters")) {
|
||||
//use lightmaps on billboarded polygons
|
||||
} else {
|
||||
// using GL_EXT_point_parameters
|
||||
|
||||
// This part is same as ground-lights code above by Curt
|
||||
sgVec3 up1;
|
||||
sgCopyVec3( up1, globals->get_current_view()->get_world_up() );
|
||||
|
||||
double agl1;
|
||||
if ( current_aircraft.fdm_state ) {
|
||||
agl1 = current_aircraft.fdm_state->get_Altitude() * SG_FEET_TO_METER
|
||||
- scenery.cur_elev;
|
||||
} else {
|
||||
agl1 = 0.0;
|
||||
}
|
||||
|
||||
// sgTrans just happens to be the
|
||||
// vector from scenery center to the center of this tile which
|
||||
// is what we want to calculate the distance of
|
||||
sgVec3 to1;
|
||||
sgCopyVec3( to1, sgTrans );
|
||||
double dist1 = sgLengthVec3( to1 );
|
||||
|
||||
if ( general.get_glDepthBits() > 16 ) {
|
||||
sgScaleVec3( up1, 0.0 + agl1 / 2000.0 + dist1 / 10000 );
|
||||
} else {
|
||||
sgScaleVec3( up1, 0.0 + agl1 / 20.0 + dist1 / 5000 );
|
||||
}
|
||||
sgAddVec3( sgTrans, up1 );
|
||||
lightmaps_transform->setTransform( sgTrans );
|
||||
|
||||
float sun_angle1 = cur_light_params.sun_angle * SGD_RADIANS_TO_DEGREES;
|
||||
if ( (sun_angle1 > 89) ) {
|
||||
lightmaps_brightness->select(0x01);
|
||||
selectnode *=2;
|
||||
selectnode = selectnode | 0x000001;
|
||||
if (selectnode > 0xFFFFFF) selectnode = 1;
|
||||
lightmaps_sequence->select(selectnode);
|
||||
} else {
|
||||
lightmaps_brightness->select(0x00);
|
||||
lightmaps_sequence->select(0x000000);
|
||||
}
|
||||
} // end of GL_EXT_point_parameters section
|
||||
|
||||
} // end of runway lights section
|
||||
// ADA
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
@ -401,9 +961,18 @@ FGTileEntry::load( const SGPath& base, bool is_base )
|
|||
|
||||
SG_LOG( SG_TERRAIN, SG_INFO, "Loading tile " << basename.str() );
|
||||
|
||||
#define FG_MAX_LIGHTS 1000
|
||||
|
||||
// obj_load() will generate ground lighting for us ...
|
||||
ssgVertexArray *light_pts = new ssgVertexArray( 100 );
|
||||
|
||||
// ADA
|
||||
ssgVertexArray *lights_rway = new ssgVertexArray( 100 );
|
||||
ssgVertexArray *lights_dir = new ssgVertexArray( 100 );
|
||||
ssgVertexArray *lights_normal = new ssgVertexArray( 100 );
|
||||
int lights_type[FG_MAX_LIGHTS];
|
||||
// ADA
|
||||
|
||||
ssgBranch* new_tile = new ssgBranch;
|
||||
|
||||
// Check for master .stg (scene terra gear) file
|
||||
|
@ -723,6 +1292,37 @@ FGTileEntry::load( const SGPath& base, bool is_base )
|
|||
// ground->addKid( lights_transform );
|
||||
}
|
||||
/* end of ground light section */
|
||||
|
||||
// ADA
|
||||
// Create runway lights - 23 Mar 2001
|
||||
lightmaps_transform = NULL;
|
||||
lightmaps_sequence = NULL;
|
||||
ols_transform = NULL;
|
||||
// lightmaps_range = NULL;
|
||||
|
||||
if ( lights_rway->getNum() ) {
|
||||
SG_LOG( SG_TERRAIN, SG_DEBUG, "generating airport lights" );
|
||||
lightmaps_transform = new ssgTransform;
|
||||
// lightmaps_range = new ssgRangeSelector;
|
||||
lightmaps_brightness = new ssgSelector;
|
||||
lightmaps_sequence = new ssgSelector;
|
||||
ols_transform = new ssgTransform;
|
||||
ssgBranch *lightmaps_branch;
|
||||
|
||||
// call function to generate the runway lights
|
||||
lightmaps_branch = gen_runway_lights( lights_rway,
|
||||
lights_normal, lights_dir, lights_type);
|
||||
lightmaps_brightness->addKid( lightmaps_branch );
|
||||
|
||||
// build the runway lights' scene
|
||||
// lightmaps_range->addKid( lightmaps_brightness ); //dont know why this doesnt work !!
|
||||
// lightmaps_transform->addKid( lightmaps_range ); //dont know why this doesnt work !!
|
||||
lightmaps_transform->addKid( lightmaps_brightness );
|
||||
lightmaps_sequence->setTraversalMaskBits( SSGTRAV_HOT );
|
||||
lightmaps_transform->addKid( lightmaps_sequence );
|
||||
lightmaps_transform->setTransform( &sgcoord );
|
||||
}
|
||||
// ADA
|
||||
}
|
||||
|
||||
|
||||
|
@ -747,6 +1347,15 @@ FGTileEntry::add_ssg_nodes( ssgBranch* terrain, ssgBranch* ground )
|
|||
ground->addKid( lights_transform );
|
||||
}
|
||||
|
||||
// ADA
|
||||
if ( lightmaps_transform != 0 ) {
|
||||
// bump up the ref count so we can remove this later without
|
||||
// having ssg try to free the memory.
|
||||
lightmaps_transform->ref();
|
||||
ground->addKid( lightmaps_transform );
|
||||
}
|
||||
// ADA
|
||||
|
||||
loaded = true;
|
||||
}
|
||||
|
||||
|
@ -803,4 +1412,29 @@ FGTileEntry::disconnect_ssg_nodes()
|
|||
exit(-1);
|
||||
}
|
||||
}
|
||||
|
||||
// ADA
|
||||
//runway lights - 23 Mar 2001
|
||||
// Delete runway lights and free memory
|
||||
if ( lightmaps_transform ) {
|
||||
// delete the runway lighting branch
|
||||
pcount = lightmaps_transform->getNumParents();
|
||||
if ( pcount > 0 ) {
|
||||
// find the first parent (should only be one)
|
||||
ssgBranch *parent = lightmaps_transform->getParent( 0 ) ;
|
||||
if( parent ) {
|
||||
parent->removeKid( lightmaps_transform );
|
||||
lightmaps_transform = NULL;
|
||||
} else {
|
||||
SG_LOG( SG_TERRAIN, SG_ALERT,
|
||||
"lightmaps parent pointer is NULL! Dying" );
|
||||
exit(-1);
|
||||
}
|
||||
} else {
|
||||
SG_LOG( SG_TERRAIN, SG_ALERT,
|
||||
"Parent count is zero for an ssg lightmap tile! Dying" );
|
||||
exit(-1);
|
||||
}
|
||||
}
|
||||
// ADA
|
||||
}
|
||||
|
|
|
@ -151,6 +151,18 @@ private:
|
|||
// want based on lighting conditions.
|
||||
ssgSelector *lights_brightness;
|
||||
|
||||
// ADA --->
|
||||
// Runway centre coords.
|
||||
Point3D rway_center; // Reqd. for switching as function of distance from runway center
|
||||
//pointers for Runway lights
|
||||
ssgTransform *lightmaps_transform; // branch for runway lights
|
||||
ssgRangeSelector *lightmaps_range; // tried to maintain same structure as Curt's ground
|
||||
ssgSelector *lightmaps_brightness; // selector node for points/ lightmaps
|
||||
|
||||
ssgSimpleState *lightmap_state; // OpenGL state of the polygons that make up runway lights
|
||||
ssgVertexArray *light_points; // array of runway light coords.
|
||||
// <--- ADA
|
||||
|
||||
/**
|
||||
* Indicates this tile has been loaded from a file and connected
|
||||
* into the scene graph. Note that this may be set asynchronously
|
||||
|
@ -172,6 +184,12 @@ private:
|
|||
|
||||
public:
|
||||
|
||||
// ADA --->
|
||||
ssgTransform *ols_transform; // transform node for flols simulation
|
||||
ssgSelector *lightmaps_sequence; // selector node for points/ lightmaps
|
||||
ssgBranch* gen_runway_lights(ssgVertexArray *points,ssgVertexArray *normal, ssgVertexArray *dir, int *type);
|
||||
// <--- ADA
|
||||
|
||||
// Constructor
|
||||
FGTileEntry( const SGBucket& b );
|
||||
|
||||
|
|
Loading…
Add table
Reference in a new issue