// Owner Drawn Gauge helper class // // Written by Harald JOHNSEN, started May 2005. // // Copyright (C) 2005 Harald JOHNSEN // // This program is free software; you can redistribute it and/or // modify it under the terms of the GNU General Public License as // published by the Free Software Foundation; either version 2 of the // License, or (at your option) any later version. // // This program is distributed in the hope that it will be useful, but // WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU // General Public License for more details. // // You should have received a copy of the GNU General Public License // along with this program; if not, write to the Free Software // Foundation, 59 Temple Place, Suite 330, Boston, MA 02111-1307, USA // // #include #include #include #include #include SG_GLU_H #include
#include #include "od_gauge.hxx" FGODGauge::FGODGauge() : rtAvailable( false ), rt( 0 ) { } // done here and not in init() so we don't allocate a rendering context if it is // never used void FGODGauge::allocRT () { GLint colorBits = 0; glGetIntegerv( GL_BLUE_BITS, &colorBits ); textureWH = 256; rt = new RenderTexture(); if( colorBits < 8 ) rt->Reset("rgba=5,5,5,1 ctt"); else rt->Reset("rgba ctt"); if( rt->Initialize(256, 256, true) ) { SG_LOG(SG_ALL, SG_INFO, "FGODGauge:Initialize sucessfull"); if (rt->BeginCapture()) { SG_LOG(SG_ALL, SG_INFO, "FGODGauge:BeginCapture sucessfull, RTT available"); rtAvailable = true; glViewport(0, 0, textureWH, textureWH); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluOrtho2D( -256.0, 256.0, -256.0, 256.0 ); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glDisable(GL_LIGHTING); glEnable(GL_COLOR_MATERIAL); glDisable(GL_CULL_FACE); glDisable(GL_FOG); glDisable(GL_DEPTH_TEST); glClearColor(0.0, 0.0, 0.0, 0.0); glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); glBindTexture(GL_TEXTURE_2D, 0); glEnable(GL_TEXTURE_2D); glEnable(GL_ALPHA_TEST); glAlphaFunc(GL_GREATER, 0.0f); glDisable(GL_SMOOTH); glEnable(GL_BLEND); glBlendFunc( GL_ONE, GL_ONE_MINUS_SRC_ALPHA ); rt->EndCapture(); } else SG_LOG(SG_ALL, SG_WARN, "FGODGauge:BeginCapture failed, RTT not available, using backbuffer"); } else SG_LOG(SG_ALL, SG_WARN, "FGODGauge:Initialize failed, RTT not available, using backbuffer"); } FGODGauge::~FGODGauge() { delete rt; } void FGODGauge::init () { } void FGODGauge::update (double dt) { } void FGODGauge::beginCapture(int viewSize) { if( ! rt ) allocRT(); if(rtAvailable) { rt->BeginCapture(); } else set2D(); textureWH = viewSize; glViewport(0, 0, textureWH, textureWH); } void FGODGauge::beginCapture(void) { if( ! rt ) allocRT(); if(rtAvailable) { rt->BeginCapture(); } else set2D(); } void FGODGauge::Clear(void) { if(rtAvailable) { glClear(GL_COLOR_BUFFER_BIT); } else { glDisable(GL_BLEND); glDisable(GL_ALPHA_TEST); glColor4f(0.0f, 0.0f, 0.0f, 0.0f); glRectf(-256.0, -256.0, 256.0, 256.0); glEnable(GL_BLEND); glBlendFunc( GL_ONE, GL_ONE_MINUS_SRC_ALPHA ); glEnable(GL_ALPHA_TEST); } } void FGODGauge::endCapture(GLuint texID) { glBindTexture(GL_TEXTURE_2D, texID); // don't use mimaps if we don't update them glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, textureWH, textureWH); if(rtAvailable) rt->EndCapture(); else set3D(); glBindTexture(GL_TEXTURE_2D, 0); } void FGODGauge::setSize(int viewSize) { textureWH = viewSize; glViewport(0, 0, textureWH, textureWH); } bool FGODGauge::serviceable(void) { return rtAvailable; } /** * Locate a texture SSG node in a branch. */ static const char *strip_path(const char *name) { /* Remove all leading path information. */ const char* seps = "\\/" ; const char* fn = & name [ strlen ( name ) - 1 ] ; for ( ; fn != name && strchr(seps,*fn) == NULL ; fn-- ) /* Search back for a seperator */ ; if ( strchr(seps,*fn) != NULL ) fn++ ; return fn ; } static ssgSimpleState * find_texture_node (ssgEntity * node, const char * name) { if( node->isAKindOf( ssgTypeLeaf() ) ) { ssgLeaf *leaf = (ssgLeaf *) node; ssgSimpleState *state = (ssgSimpleState *) leaf->getState(); if( state ) { ssgTexture *tex = state->getTexture(); if( tex ) { const char * texture_name = tex->getFilename(); if (texture_name) { texture_name = strip_path( texture_name ); if ( !strcmp(name, texture_name) ) return state; } } } } else { int nKids = node->getNumKids(); for (int i = 0; i < nKids; i++) { ssgSimpleState * result = find_texture_node(((ssgBranch*)node)->getKid(i), name); if (result != 0) return result; } } return 0; } void FGODGauge::set_texture(const char * name, GLuint new_texture) { ssgEntity * root = globals->get_scenery()->get_aircraft_branch(); name = strip_path( name ); ssgSimpleState * node = find_texture_node( root, name ); if( node ) node->setTexture( new_texture ); } void FGODGauge::set2D() { glPushAttrib ( GL_ENABLE_BIT | GL_VIEWPORT_BIT | GL_TRANSFORM_BIT | GL_LIGHTING_BIT ) ; glDisable(GL_LIGHTING); glEnable(GL_COLOR_MATERIAL); glDisable(GL_CULL_FACE); glDisable(GL_FOG); glDisable(GL_DEPTH_TEST); glClearColor(0.0, 0.0, 0.0, 0.0); glEnable(GL_TEXTURE_2D); glDisable(GL_SMOOTH); glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); glBindTexture(GL_TEXTURE_2D, 0); glViewport ( 0, 0, textureWH, textureWH ) ; glMatrixMode ( GL_PROJECTION ) ; glPushMatrix () ; glLoadIdentity () ; gluOrtho2D( -256.0, 256.0, -256.0, 256.0 ); glMatrixMode ( GL_MODELVIEW ) ; glPushMatrix () ; glLoadIdentity () ; glAlphaFunc(GL_GREATER, 0.0f); } void FGODGauge::set3D() { glMatrixMode ( GL_PROJECTION ) ; glPopMatrix () ; glMatrixMode ( GL_MODELVIEW ) ; glPopMatrix () ; glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ) ; glPopAttrib () ; }