// panel.cxx -- routines to draw an instrument panel // // Written by Friedemann Reinhard, started June 1998. // // Copyright(C)1998 Friedemann Reinhard-reinhard@theorie2.physik.uni-erlangen.de // // 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, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. // // $Id$ #ifdef HAVE_CONFIG_H # include #endif #ifdef FG_MATH_EXCEPTION_CLASH # include #endif #ifdef HAVE_WINDOWS_H # include #endif #define FILLED true #include #include #include #include #include #include #include #include #include #include
#include
#include #include #include "panel.hxx" #include "cockpit.hxx" #include "hud.hxx" GLubyte *imag; int imag_width, imag_height; GLubyte *img; int img_width, img_height; static float value[4]; static GLuint panel_tex_id[2]; static GLubyte tex[32][128][3]; static float alphahist; static float Xzoom, Yzoom; static Pointer pointer[20]; static int NumPoint = 4; static int i = 0; static GLdouble mvmatrix[16]; static GLdouble matrix[16]; static double var[20]; static double offset; static float alpha; static int n1; static int n2; static GLfloat Wings[] = { -1.25, -28.125, 1.255, -28.125, 1.255, 28.125, -1.25, 28.125}; static GLfloat Elevator[] = { 3.0, -10.9375, 4.5, -10.9375, 4.5, 10.9375, 3.0, 10.9375}; static GLfloat Rudder[] = { 2.0, -0.45, 10.625, -0.45, 10.625, 0.55, 2.0, 0.55}; FGPanel* FGPanel::OurPanel = 0; // FGPanel::FGPanel() - constructor to initialize the panel. FGPanel::FGPanel(void){ int x, y; FILE *f; char line[256]; GLint test; GLubyte *tex = new GLubyte[262144]; if(OurPanel) { FG_LOG( FG_GENERAL, FG_ALERT, "Error: only one Panel allowed" ); exit(-1); } OurPanel = this; Xzoom = (float)((float)(current_view.get_winWidth())/1024); Yzoom = (float)((float)(current_view.get_winHeight())/768); test_instr[3] = new FGTexInstrument(144.375, 166.875, 4, 32, 3, 30, 15.0, 260.0, -20.0, 360, 65, 193, 0); test_instr[4] = new FGTexInstrument(358, 52, 4, 30, 3, 30, -3.0, 3.0, 100, 440, 66.15, 66, 2); test_instr[5] = new FGTexInstrument(357.5, 167, 5, 25, 4, 30, 0, 10000, 0, 360, 194, 191, 1); test_instr[6] = new FGTexInstrument(357.5, 167, 5, 32, 3, 30, 0, 3000, 0, 1080, 194, 191, 1); test_instr[0] = new FGHorizon(251, 166.75); test_instr[1] = new FGTurnCoordinator(143.75, 51.75); //test_instr[2] = new FGRpmGauge(462.5, 133); test_instr[2] = new FGTexInstrument(462.5, 133, 10, 20, 5.5, 60, 0.0, 1.0, -67, 180, 174, 83, 3); // FontList = glGenLists (256); // glListBase(FontList); // InitLists(); #ifdef GL_VERSION_1_1 xglGenTextures(2, panel_tex_id); xglBindTexture(GL_TEXTURE_2D, panel_tex_id[1]); #elif GL_EXT_texture_object xglGenTexturesEXT(2, panel_tex_id); xglBindTextureEXT(GL_TEXTURE_2D, panel_tex_id[1]); #else # error port me #endif xglMatrixMode(GL_PROJECTION); xglPushMatrix(); xglLoadIdentity(); xglViewport(0, 0, 640, 480); xglOrtho(0, 640, 0, 480, 1, -1); xglMatrixMode(GL_MODELVIEW); xglPushMatrix(); xglLoadIdentity(); xglPixelStorei(GL_UNPACK_ALIGNMENT, 4); xglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); xglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); xglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); xglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); // load in the texture data xglPixelStorei(GL_UNPACK_ROW_LENGTH, 256); FGPath tpath( current_options.get_fg_root() ); tpath.append( "Textures/gauges.rgb" ); if((img = read_rgb_texture( (char *)tpath.c_str(), &img_width, &img_height ))==NULL){ } xglPixelStorei(GL_UNPACK_ROW_LENGTH, 256); tpath.set( current_options.get_fg_root() ); tpath.append( "Textures/gauges2.rgb" ); if((imag = read_rgb_texture( (char *)tpath.c_str(), &imag_width, &imag_height ))==NULL){ } xglPixelStorei(GL_UNPACK_ROW_LENGTH, 1024); tpath.set( current_options.get_fg_root() ); tpath.append( "Textures/Fullone.rgb" ); if ((background = read_rgb_texture( (char *)tpath.c_str(), &width, &height ))==NULL ){ } // for(y=0;y<256;y++){ // for(x=0;x<256;x++){ // tex[(y+x*256)*3] = imag[(y+x*256)*3]; // tex[(y+x*256)*3 + 1] = imag[(y+x*256)*3 + 1]; // tex[(y+x*256)*3 + 2] = imag[(y+x*256)*3 + 2]; // tex[(y+x*256)*3 + 3] = (imag[(y+x*256)*3 + 1] + imag[(y+x*256)*3 + 2] // + imag[(y+x*256)*3 + 0])/3; // // if((imag[(y+x*256)*3] < 150) && (imag[(y+x*256)*3 +1] < 150) && // (imag[(y+x*256)*3 + 2] < 150) ){ // tex[(y+x*256)*3 + 3] = 0x0; // } // else{ // tex[(y+x*256)*3 + 3] = 0xff; // } // } // } xglPixelZoom(Xzoom, Yzoom); xglPixelStorei(GL_UNPACK_ALIGNMENT, 1); xglPixelStorei(GL_UNPACK_ROW_LENGTH, 1024); xglPixelStorei(GL_UNPACK_ROW_LENGTH, 1024); xglRasterPos2i(0,0); xglPixelZoom(Xzoom, Yzoom); xglPixelStorei(GL_UNPACK_ROW_LENGTH, 256); xglTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 256, 256, 0, GL_RGB, GL_UNSIGNED_BYTE, imag); #ifdef GL_VERSION_1_1 xglBindTexture(GL_TEXTURE_2D, panel_tex_id[0]); #elif GL_EXT_texture_object xglBindTextureEXT(GL_TEXTURE_2D, panel_tex_id[0]); #else # error port me #endif xglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); xglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); xglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); xglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); xglTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 256, 256, 0, GL_RGB, GL_UNSIGNED_BYTE, (GLvoid *)(img)); xglMatrixMode(GL_MODELVIEW); xglPopMatrix(); } void FGPanel::ReInit( int x, int y, int finx, int finy){ fgOPTIONS *o; FGView *v = ¤t_view; int i; GLint buffer; o = ¤t_options; xglDisable(GL_DEPTH_TEST); Xzoom = (float)((float)(current_view.get_winWidth())/1024); Yzoom = (float)((float)(current_view.get_winHeight())/768); // save the current buffer state xglGetIntegerv(GL_DRAW_BUFFER, &buffer); // and enable both buffers for writing xglDrawBuffer(GL_FRONT_AND_BACK); xglMatrixMode(GL_PROJECTION); xglPushMatrix(); xglLoadIdentity(); xglViewport(0, 0, 640, 480); xglOrtho(0, 640, 0, 480, 1, -1); xglMatrixMode(GL_MODELVIEW); xglPushMatrix(); xglLoadIdentity(); xglPixelStorei(GL_UNPACK_ALIGNMENT, 1); xglPixelZoom(Xzoom, Yzoom); xglPixelStorei(GL_UNPACK_ALIGNMENT, 1); xglPixelStorei(GL_UNPACK_ROW_LENGTH, 1024); xglPixelStorei(GL_UNPACK_SKIP_PIXELS, x); xglPixelStorei(GL_UNPACK_SKIP_ROWS, y); xglRasterPos2i(x, y); xglPixelZoom(Xzoom, Yzoom); xglDrawPixels(finx - x, finy - y, GL_RGB, GL_UNSIGNED_BYTE, (GLvoid *)(background)); // restore original buffer state xglDrawBuffer( (GLenum)buffer ); xglEnable(GL_DEPTH_TEST); } void FGPanel::Update ( void ) { float alpha; double pitch; double roll; float alpharad; double speed; int i; // static bool beech_drawn = false; // char *test = "ALM 100"; var[0] = get_speed() /* * 1.4 */; // We have to multiply the airspeed by a // factor, to simulate flying a Bonanza var[1] = get_altitude(); var[2] = get_climb_rate() / 1000.0; var[3] = get_throttleval(); xglMatrixMode(GL_PROJECTION); xglPushMatrix(); xglLoadIdentity(); xglOrtho(0, 640, 0, 480, 10, -10); xglMatrixMode(GL_MODELVIEW); xglPushMatrix(); xglLoadIdentity(); xglDisable(GL_DEPTH_TEST); xglEnable(GL_LIGHTING); xglEnable(GL_TEXTURE_2D); xglDisable(GL_BLEND); xglMatrixMode(GL_MODELVIEW); xglPopMatrix(); xglPushMatrix(); xglDisable(GL_LIGHTING); test_instr[3]->Render(); test_instr[4]->Render(); test_instr[5]->Render(); test_instr[6]->Render(); xglPopMatrix(); xglPushMatrix(); test_instr[1]->Render(); test_instr[2]->Render(); // DrawBeechcraftLogo(230, 235, 30, 10); // DrawScale(144.375, 166.875, 38, 41.0, 18, 340, 44, 2.0, 1.0, 1.0, 1.0); xglEnable(GL_LIGHTING); test_instr[0]->Render(); xglDisable(GL_TEXTURE_2D); xglPopMatrix(); xglEnable(GL_DEPTH_TEST); xglEnable(GL_LIGHTING); xglDisable(GL_TEXTURE_2D); xglDisable(GL_BLEND); xglMatrixMode(GL_PROJECTION); xglPopMatrix(); xglMatrixMode(GL_MODELVIEW); xglPopMatrix(); } // horizon - Let's draw an artificial horizon using both texture mapping and // primitive drawing void FGHorizon::Render(void){ double pitch; double roll; float shifted, alpha, theta; float epsi = 360 / 180; GLboolean Light; GLfloat normal[2]; static int n, dn, rot, tmp1, tmp2; float a; GLfloat material[] = { 0.714844, 0.265625, 0.056875 ,1.0}; GLfloat material2[] = {0.6640625, 0.921875, 0.984375, 1.0}; GLfloat material3[] = {0.2, 0.2, 0.2, 1.0}; GLfloat material4[] = {0.8, 0.8, 0.8, 1.0}; GLfloat material5[] = {0.0, 0.0, 0.0, 1.0}; GLfloat direction[] = {0.0, 0.0, 0.0}; GLfloat light_position[4]; GLfloat light_ambient[] = {0.7, 0.7, 0.7, 1.0}; GLfloat light_ambient2[] = {0.7, 0.7, 0.7, 1.0}; GLfloat light_diffuse[] = {1.0, 1.0, 1.0, 1.0}; GLfloat light_specular[] = {1.0, 1.0, 1.0, 1.0}; pitch = get_pitch() * RAD_TO_DEG; if(pitch > 45) pitch = 45; if(pitch < -45) pitch = -45; roll = get_roll() * RAD_TO_DEG; xglEnable(GL_NORMALIZE); xglEnable(GL_LIGHTING); xglEnable(GL_TEXTURE_2D); xglEnable(GL_LIGHT1); xglDisable(GL_LIGHT2); xglDisable(GL_LIGHT0); xglMatrixMode(GL_MODELVIEW); xglLoadIdentity(); xglTranslatef(XPos, YPos, 0); xglTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); xglMatrixMode(GL_TEXTURE); xglPushMatrix(); // computations for the non-textured parts of the AH shifted = -((pitch / 10) * 7.0588235); if(shifted > (bottom - radius)){ theta = (180 - (acos((bottom - shifted) / radius)*RAD_TO_DEG)); n = (int)(theta / epsi) - 1; n1 = n; n2 = (180 - n1) + 2; dn = n2 - n1; rot = (int)(roll / epsi); n1 += rot + 45; n2 += rot + 45; } if(shifted < (-top + radius)){ theta = ((acos((-top - shifted) / radius)*RAD_TO_DEG)); n = (int)(theta / epsi) + 1; n1 = n; n2 = (180 - n1) + 2; dn = n2 - n1; rot = (int)(roll / epsi); n1 += rot - 45; n2 += rot - 45; if(n1 < 0){ n1 += 180; n2 +=180;} } // end of computations light_position[0] = 0.0; light_position[1] = 0.0; light_position[2] = 1.5; light_position[3] = 0.0; xglLightfv(GL_LIGHT1, GL_POSITION, light_position); xglLightfv(GL_LIGHT1, GL_AMBIENT, light_ambient); xglLightfv(GL_LIGHT1, GL_DIFFUSE, light_diffuse); xglLightfv(GL_LIGHT1, GL_SPECULAR, light_specular); xglLightfv(GL_LIGHT1, GL_SPOT_DIRECTION, direction); #ifdef GL_VERSION_1_1 xglBindTexture(GL_TEXTURE_2D, panel_tex_id[1]); #elif GL_EXT_texture_object xglBindTextureEXT(GL_TEXTURE_2D, panel_tex_id[1]); #else # error port me #endif xglLoadIdentity(); xglTranslatef(0.0, ((pitch / 10) * 0.046875), 0.0); xglTranslatef((texXPos/256), (texYPos/256), 0.0); xglRotatef(-roll, 0.0, 0.0, 1.0); xglScalef(1.7, 1.7, 0.0); // the following loop draws the textured part of the AH xglMaterialf(GL_FRONT, GL_SHININESS, 85.0); xglMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, material4); xglMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, material5); xglMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, material3); xglMatrixMode(GL_MODELVIEW); xglBegin(GL_TRIANGLES); for(i=45;i<225;i++){ xglTexCoord2f(0.0, 0.0); xglNormal3f(0.0, 0.0, 0.6); xglVertex3f(0.0, 0.0, 0.0); xglTexCoord2f(texCoord[i % 180][0], texCoord[i % 180][1]); xglNormal3f(normals[i % 180][0], normals[i % 180][1], 0.6); xglVertex3f(vertices[i % 180][0], vertices[i % 180][1], 0.0); n = (i + 1) % 180; xglTexCoord2f(texCoord[n][0], texCoord[n][1]); xglNormal3f(normals[n][0], normals[n][1], 0.6); xglVertex3f(vertices[n][0], vertices[n][1], 0.0); } xglEnd(); if((shifted > (bottom - 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; xglLightfv(GL_LIGHT1, GL_AMBIENT, light_ambient2); xglLightfv(GL_LIGHT1, GL_DIFFUSE, light_ambient2); xglLightfv(GL_LIGHT1, GL_SPECULAR, light_ambient2); xglBegin(GL_TRIANGLES); tmp1 = n1; tmp2 = n2; for(i = tmp1; i < tmp2 + 1; i++){ n = i % 180; xglNormal3f(0.0, 0.0, 1.5); xglTexCoord2f((56 / 256), (140 / 256)); xglVertex3f(((vertices[n1 % 180][0] + vertices[n2 % 180][0]) / 2), ((vertices[n1 % 180][1] + vertices[n2 % 180][1]) / 2), 0.0); xglTexCoord2f((57 / 256), (139 / 256)); xglNormal3f(normals[n][0], normals[n][1], normals[n][3]); xglVertex3f(vertices[n][0], vertices[n][1], 0.0); n = (i + 1) % 180; xglTexCoord2f((57 / 256), (139 / 256)); xglNormal3f(normals[n][0], normals[n][1], normals[n][3]); xglVertex3f(vertices[n][0], vertices[n][1], 0.0); } xglEnd(); } if((shifted < (-top + 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; xglLightfv(GL_LIGHT1, GL_AMBIENT, light_ambient2); xglLightfv(GL_LIGHT1, GL_DIFFUSE, light_ambient2); xglLightfv(GL_LIGHT1, GL_SPECULAR, light_ambient2); xglMaterialf(GL_FRONT, GL_SHININESS, a * 85); xglBegin(GL_TRIANGLES); tmp1 = n1; tmp2 = n2; for(i = tmp1; i <= tmp2; i++){ n = i % 180; xglNormal3f(0.0, 0.0, 1.5); xglTexCoord2f((73 / 256), (237 / 256)); xglVertex3f(((vertices[n1 % 180][0] + vertices[n2 % 180][0]) / 2), ((vertices[n1 % 180][1] + vertices[n2 % 180][1]) / 2), 0.0); xglTexCoord2f((73 / 256), (236 / 256)); xglNormal3f(normals[n][0], normals[n][1], normals[n][2]); xglVertex3f(vertices[n][0], vertices[n][1], 0.0); n = (i + 1) % 180; xglTexCoord2f((73 / 256), (236 / 256)); xglNormal3f(normals[n][0], normals[n][1], normals[n][2]); xglVertex3f(vertices[n][0], vertices[n][1], 0.0); } xglEnd(); } // Now we will have to draw the small triangle indicating the roll value xglDisable(GL_LIGHTING); xglDisable(GL_TEXTURE_2D); xglRotatef(roll, 0.0, 0.0, 1.0); xglBegin(GL_TRIANGLES); xglColor3f(1.0, 1.0, 1.0); xglVertex3f(0.0, radius, 0.0); xglVertex3f(-3.0, (radius - 7.0), 0.0); xglVertex3f(3.0, (radius - 7.0), 0.0); xglEnd(); xglLoadIdentity(); xglBegin(GL_POLYGON); xglColor3f(0.2109375, 0.23046875, 0.203125); xglVertex2f(275.625, 138.0); xglVertex2f(275.625, 148.125); xglVertex2f(258.125, 151.25); xglVertex2f(246.875, 151.25); xglVertex2f(226.875, 147.5); xglVertex2f(226.875, 138.0); xglVertex2f(275.625, 138.0); xglEnd(); xglLoadIdentity(); 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 FGHorizon::Init(void){ radius = 28.9; texXPos = 56; texYPos = 174; bottom = 36.5; top = 36.5; int n; float step = (360*DEG_TO_RAD)/180; for(n=0;n<180;n++){ vertices[n][0] = cos(n * step) * radius; vertices[n][1] = sin(n * step) * radius; texCoord[n][0] = (cos(n * step) * radius)/256; texCoord[n][1] = (sin(n * step) * radius)/256; normals[n][0] = cos(n * step) * radius + sin(n * step); normals[n][1] = sin(n * step) * radius + cos(n * step); normals[n][2] = 0.0; } } void FGTexInstrument::UpdatePointer(void){ double pitch; double roll; float alpharad; double speed; glEnableClientState(GL_VERTEX_ARRAY); glVertexPointer(2, GL_FLOAT, 0, vertices); alpha=((((float)((var[variable]) - (value1))) / (value2 - value1))* (alpha2 - alpha1) + alpha1); if (alpha < alpha1) alpha = alpha1; if (alpha > alpha2) alpha = alpha2; xglMatrixMode(GL_MODELVIEW); xglPushMatrix(); xglLoadIdentity(); xglDisable(GL_TEXTURE_2D); xglTranslatef(XPos, YPos, 0); xglRotatef(-alpha, 0.0, 0.0, 1.0); xglColor4f(1.0, 1.0, 1.0, 1.0); glDrawArrays(GL_POLYGON, 0, 10); tape[0] = tape[1]; tape[1] = alpha; xglEnable(GL_TEXTURE_2D); glDisableClientState(GL_VERTEX_ARRAY); } // 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){ int i, j; int n; float a; float ififth; xglEnable(GL_TEXTURE_2D); xglEnable(GL_TEXTURE_GEN_S); xglEnable(GL_TEXTURE_GEN_T); glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR); glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR); 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); xglMatrixMode(GL_TEXTURE); xglLoadIdentity(); #ifdef GL_VERSION_1_1 xglBindTexture(GL_TEXTURE_2D, panel_tex_id[Texid]); #elif GL_EXT_texture_object xglBindTextureEXT(GL_TEXTURE_2D, panel_tex_id[Texid]); #else # error port me #endif xglMatrixMode(GL_TEXTURE); xglLoadIdentity(); 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); xglBegin(GL_POLYGON); for(n=0;n 56){ alpha = 56; } if(alpha < -56){ alpha = -56; } PlaneAlpha = get_roll(); xglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); xglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); xglTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL); xglMatrixMode(GL_MODELVIEW); xglLoadIdentity(); xglTranslatef(BallXPos, BallYPos, 0.0); xglTranslatef(0.75 * sin(alphahist[0] * DEG_TO_RAD) * 31, 0.3 * (39 - (cos(alphahist[0] * DEG_TO_RAD) * 39)), 0.0); fgEraseArea(vertices, 72, BallTexXPos + ((0.75 * sin(alphahist[0] * DEG_TO_RAD) * 31) / 0.625), BallTexYPos + ((0.3 * (39 - (cos(alphahist[0] * DEG_TO_RAD) * 39))) / 0.625), BallXPos + (0.75 * sin(alphahist[0] * DEG_TO_RAD) * 31), BallYPos + (0.3 * (39 - (cos(alphahist[0] * DEG_TO_RAD) * 39))), 1, 1); xglDisable(GL_TEXTURE_2D); xglEnable(GL_BLEND); xglBlendFunc(GL_ONE_MINUS_DST_COLOR, GL_ONE); xglMatrixMode(GL_MODELVIEW); xglLoadIdentity(); xglTranslatef(BallXPos, BallYPos, 0.0); xglTranslatef(0.75 * sin(alpha * DEG_TO_RAD) * 31, 0.3 * (39 - (cos(alpha * DEG_TO_RAD) * 39)), 0.0); xglBegin(GL_POLYGON); xglColor3f(0.8, 0.8, 0.8); for(i=0;i<36;i++){ xglVertex2f(vertices[2 * i], vertices[(2 * i) + 1]); } xglEnd(); xglDisable(GL_TEXTURE_2D); xglDisable(GL_BLEND); xglMatrixMode(GL_MODELVIEW); xglLoadIdentity(); xglTranslatef(XPos, YPos, 0.0); xglRotatef(rollhist[0] * RAD_TO_DEG + 90, 0.0, 0.0, 1.0); fgEraseArea(Wings, 8, PlaneTexXPos, PlaneTexYPos, XPos, YPos, 1, 1); fgEraseArea(Elevator, 8, PlaneTexXPos, PlaneTexYPos, XPos, YPos, 1, 1); fgEraseArea(Rudder, 8, PlaneTexXPos, PlaneTexYPos, XPos, YPos, 1, 1); xglLoadIdentity(); xglTranslatef(XPos, YPos, 0.0); xglRotatef(-get_roll() * RAD_TO_DEG + 90, 0.0, 0.0, 1.0); xglBegin(GL_POLYGON); xglColor3f(1.0, 1.0, 1.0); for(i=0;i<90;i++){ xglVertex2f(cos(i * 4 * DEG_TO_RAD) * 5, sin(i * 4 * DEG_TO_RAD) * 5); } xglEnd(); xglBegin(GL_POLYGON); xglVertex2f(Wings[0], Wings[1]); xglVertex2f(Wings[2], Wings[3]); xglVertex2f(Wings[4], Wings[5]); xglVertex2f(Wings[6], Wings[7]); xglVertex2f(Wings[0], Wings[1]); xglEnd(); xglBegin(GL_POLYGON); xglVertex2f(Elevator[0], Elevator[1]); xglVertex2f(Elevator[2], Elevator[3]); xglVertex2f(Elevator[4], Elevator[5]); xglVertex2f(Elevator[6], Elevator[7]); xglVertex2f(Elevator[0], Elevator[1]); xglEnd(); xglBegin(GL_POLYGON); xglVertex2f(Rudder[0], Rudder[1]); xglVertex2f(Rudder[2], Rudder[3]); xglVertex2f(Rudder[4], Rudder[5]); xglVertex2f(Rudder[6], Rudder[7]); xglVertex2f(Rudder[0], Rudder[1]); xglEnd(); alphahist[0] = alphahist[1]; alphahist[1] = alpha; rollhist[0] = rollhist[1]; rollhist[1] = -get_roll(); xglDisable(GL_BLEND); } void FGTurnCoordinator::Init(void){ int n; PlaneTexXPos = 49; PlaneTexYPos = 59.75; BallXPos = 145; BallYPos = 24; BallTexXPos = 49; BallTexYPos = 16; BallRadius = 3.5; for(n=0;n<36;n++){ vertices[2 * n] = cos(10 * n * DEG_TO_RAD) * BallRadius; vertices[(2 * n) + 1] = sin(10 * n * DEG_TO_RAD) * BallRadius; } } void DrawScale(float XPos, float YPos, float InnerRadius, float OuterRadius, float alpha1, float alpha2, int steps, float LineWidth, float red, float green, float blue, bool filled){ int i; float diff = (alpha2 - alpha1) / (float)(steps - 1); #define ANTIALIASED_INSTRUMENTS #ifdef ANTIALIASED_INSTRUMENTS xglEnable(GL_LINE_SMOOTH); xglEnable(GL_BLEND); xglHint(GL_LINE_SMOOTH_HINT, GL_FASTEST); #endif xglMatrixMode(GL_MODELVIEW); xglLoadIdentity(); xglTranslatef(XPos, YPos, 0.0); xglRotatef(-alpha1, 0.0, 0.0, 1.0); xglLineWidth(LineWidth); xglColor3f(red, green, blue); if(!filled){ xglBegin(GL_LINES); } else{ xglBegin(GL_QUAD_STRIP); } for(i=0;i < steps; i++){ xglVertex3f(sin(i * diff * DEG_TO_RAD) * OuterRadius, cos(i * diff * DEG_TO_RAD) * OuterRadius, 0.0); xglVertex3f(sin(i * diff * DEG_TO_RAD) * InnerRadius, cos(i * diff * DEG_TO_RAD) * InnerRadius, 0.0); } xglEnd(); xglLoadIdentity(); xglDisable(GL_LINE_SMOOTH); xglDisable(GL_BLEND); } void DrawBeechcraftLogo(float XPos, float YPos, float width, float height){ xglMatrixMode(GL_MODELVIEW); xglLoadIdentity(); xglTranslatef(XPos, YPos, 0.0); xglEnable(GL_BLEND); xglEnable(GL_TEXTURE_2D); // xglTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_BLEND); // xglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); #ifdef GL_VERSION_1_1 xglBindTexture(GL_TEXTURE_2D, panel_tex_id[1]); #elif GL_EXT_texture_object xglBindTextureEXT(GL_TEXTURE_2D, panel_tex_id[1]); #else # error port me #endif xglBegin(GL_POLYGON); xglTexCoord2f(.39844, .01953); xglVertex2f(0.0, 0.0); xglTexCoord2f(.58594, .01953); xglVertex2f(width, 0.0); xglTexCoord2f(.58594, .074219); xglVertex2f(width, height); xglTexCoord2f(.39844, .074219); xglVertex2f(0.0, height); xglEnd(); xglDisable(GL_BLEND); xglDisable(GL_TEXTURE_2D); } // PrintMatrix - routine to print the current modelview matrix. void PrintMatrix( void){ xglGetDoublev(GL_MODELVIEW_MATRIX, mvmatrix); printf("matrix2 = %f %f %f %f \n", mvmatrix[0], mvmatrix[1], mvmatrix[2], mvmatrix[3]); printf(" %f %f %f %f \n", mvmatrix[4], mvmatrix[5], mvmatrix[6], mvmatrix[7]); printf(" %f %f %f %f \n", mvmatrix[8], mvmatrix[9], mvmatrix[10], mvmatrix[11]); printf(" %f %f %f %f \n", mvmatrix[12], mvmatrix[13], mvmatrix[14], mvmatrix[15]); } void FGRpmGauge::Init(void){ list = xglGenLists (1); int n; xglNewList(list, GL_COMPILE); xglColor3f(.26, .289, .3281); xglBegin(GL_POLYGON); for(n = 0; n < 180; n++){ xglVertex2f(cos(n * 0.0349066) * 24.5, sin(n * 0.0349066) * 24.5); } xglEnd(); DrawScale(XPos, YPos, 22.5, 25.625, 50, 135, 10, 1.0, 0.0, 0.7, 0.0,FILLED); DrawScale(XPos, YPos, 21.0, 25.625, -70, 180, 8, 1.8, 0.88, 0.88, 0.88, false); DrawScale(XPos, YPos, 22.5, 25.0, -70, 180, 40, 0.6, 0.5, 0.5, 0.5, false); xglEndList(); } void FGRpmGauge::Render(void){ xglMatrixMode(GL_MODELVIEW); xglLoadIdentity(); xglTranslatef(XPos, YPos, 0.0); xglCallList(list); } void FGPanel::DrawTestLetter(float X, float Y){ xglEnable(GL_TEXTURE_2D); xglEnable(GL_BLEND); xglMatrixMode(GL_TEXTURE); xglLoadIdentity(); xglTranslatef(X, Y, 0.0); DrawLetter(); xglMatrixMode(GL_MODELVIEW); xglTranslatef(6.0, 0.0, 0.0); xglDisable(GL_TEXTURE_2D); xglDisable(GL_BLEND); } void FGPanel::InitLists(void){ xglNewList(FontList + 'A', GL_COMPILE); DrawTestLetter(0.391625, 0.29296875); xglEndList(); xglNewList(FontList + 'B', GL_COMPILE); DrawTestLetter(0.391625 + 1 * LETTER_OFFSET, 0.29296875); xglEndList(); xglNewList(FontList + 'C', GL_COMPILE); DrawTestLetter(0.391625 + 2 * LETTER_OFFSET, 0.29296875); xglEndList(); xglNewList(FontList + 'D', GL_COMPILE); DrawTestLetter(0.391625 + 3 * LETTER_OFFSET, 0.29296875); xglEndList(); xglNewList(FontList + 'E', GL_COMPILE); DrawTestLetter(0.391625 + 4 * LETTER_OFFSET, 0.29296875); xglEndList(); xglNewList(FontList + 'F', GL_COMPILE); DrawTestLetter(0.391625 + 5 * LETTER_OFFSET, 0.29296875); xglEndList(); xglNewList(FontList + 'G', GL_COMPILE); DrawTestLetter(0.391625 + 6 * LETTER_OFFSET, 0.29296875); xglEndList(); xglNewList(FontList + 'H', GL_COMPILE); DrawTestLetter(0.391625 + 7 * LETTER_OFFSET, 0.29296875); xglEndList(); xglNewList(FontList + 'I', GL_COMPILE); DrawTestLetter(0.391625 + 8 * LETTER_OFFSET, 0.29296875); xglEndList(); xglNewList(FontList + 'J', GL_COMPILE); DrawTestLetter(0.391625 + 9 * LETTER_OFFSET, 0.29296875); xglEndList(); xglNewList(FontList + 'K', GL_COMPILE); DrawTestLetter(0.391625 + 9.7 * LETTER_OFFSET, 0.29296875); xglEndList(); xglNewList(FontList + 'L', GL_COMPILE); DrawTestLetter(0.399625 + 10.6 * LETTER_OFFSET, 0.29296875); xglEndList(); xglNewList(FontList + 'M', GL_COMPILE); DrawTestLetter(0.80459375, 0.29296875); xglEndList(); xglNewList(FontList + 'N', GL_COMPILE); DrawTestLetter(0.83975, 0.29296875); xglEndList(); xglNewList(FontList + 'O', GL_COMPILE); DrawTestLetter(0.871, 0.29296875); xglEndList(); xglNewList(FontList + 'P', GL_COMPILE); DrawTestLetter(0.90715625, 0.29296875); xglEndList(); xglNewList(FontList + 'Q', GL_COMPILE); DrawTestLetter(0.9413125, 0.29296875); xglEndList(); xglNewList(FontList + '1', GL_COMPILE); DrawTestLetter(0.390625, 0.35546875); xglEndList(); xglNewList(FontList + '2', GL_COMPILE); DrawTestLetter(0.390625 + 1*LETTER_OFFSET, 0.3515625); xglEndList(); xglNewList(FontList + '3', GL_COMPILE); DrawTestLetter(0.390625 + 2*LETTER_OFFSET, 0.3515625); xglEndList(); xglNewList(FontList + '4', GL_COMPILE); DrawTestLetter(0.390625 + 3*LETTER_OFFSET, 0.3515625); xglEndList(); xglNewList(FontList + '5', GL_COMPILE); DrawTestLetter(0.390625 + 4*LETTER_OFFSET, 0.3515625); xglEndList(); xglNewList(FontList + '6', GL_COMPILE); DrawTestLetter(0.390625 + 5*LETTER_OFFSET, 0.3515625); xglEndList(); xglNewList(FontList + '7', GL_COMPILE); DrawTestLetter(0.390625 + 6*LETTER_OFFSET, 0.3515625); xglEndList(); xglNewList(FontList + '8', GL_COMPILE); DrawTestLetter(0.390625 + 7*LETTER_OFFSET, 0.3515625); xglEndList(); xglNewList(FontList + '9', GL_COMPILE); DrawTestLetter(0.390625 + 8*LETTER_OFFSET, 0.3515625); xglEndList(); xglNewList(FontList + '0', GL_COMPILE); DrawTestLetter(0.383625 + 9*LETTER_OFFSET, 0.3515625); xglEndList(); xglNewList(FontList + ' ', GL_COMPILE); xglTranslatef(8.0, 0.0, 0.0); xglEndList(); } void FGPanel::TexString(char *s, float XPos, float YPos, float size){ xglMatrixMode(GL_MODELVIEW); xglLoadIdentity(); xglTranslatef(XPos, YPos, 0.0); xglScalef(size, size, 1.0); #ifdef GL_VERSION_1_1 xglBindTexture(GL_TEXTURE_2D, panel_tex_id[1]); #elif GL_EXT_texture_object xglBindTextureEXT(GL_TEXTURE_2D, panel_tex_id[1]); #else # error port me #endif while((*s) != '\0'){ xglCallList(FontList + (*s)); s++; } xglLoadIdentity(); } void FGTexInstrument::Init(void){ CreatePointer(); } void FGTexInstrument::Render(void){ xglEnable(GL_TEXTURE_2D); xglLoadIdentity(); xglTranslatef(XPos, YPos, 0.0); xglRotatef(-tape[0], 0.0, 0.0, 1.0); fgEraseArea(vertices, 20, (GLfloat)(teXpos), (GLfloat)(texYpos), (GLfloat)(XPos), (GLfloat)(YPos), 0, 1); UpdatePointer(); xglDisable(GL_TEXTURE_2D); }