// panel.cxx -- routines to draw an instrument panel // // Written by Friedemann Reinhard, started June 1998. // // Major code reorganization by David Megginson, November 1999. // // 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 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" //////////////////////////////////////////////////////////////////////// // Implementation of FGPanel. //////////////////////////////////////////////////////////////////////// // Global panel. FGPanel* FGPanel::OurPanel = 0; // Constructor (ensures that the panel is a singleton). FGPanel::FGPanel(void) { int x, y; FILE *f; char line[256]; GLint test; GLubyte *tex = new GLubyte[262144]; float Xzoom, Yzoom; 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); airspeedIndicator = new FGAirspeedIndicator(144.375, 166.875); verticalSpeedIndicator = new FGVerticalSpeedIndicator(358, 52); // Each hand of the altimeter is a // separate instrument for now... altimeter = new FGAltimeter(357.5, 167); altimeter2 = new FGAltimeter2(357.5, 167); horizonIndicator = new FGHorizon(251, 166.75); turnCoordinator = new FGTurnCoordinator(143.75, 51.75); rpmIndicator = new FGRPMIndicator(462.5, 133); #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 ){ } xglPixelZoom(Xzoom, Yzoom); xglPixelStorei(GL_UNPACK_ALIGNMENT, 1); 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(); } // Destructor. FGPanel::~FGPanel () { delete airspeedIndicator; delete verticalSpeedIndicator; delete altimeter; delete altimeter2; delete horizonIndicator; delete turnCoordinator; delete rpmIndicator; OurPanel = 0; } // Reinitialize the panel. void FGPanel::ReInit( int x, int y, int finx, int finy){ GLint buffer; float Xzoom, Yzoom; 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); } // Update the panel. void FGPanel::Update ( void ) { 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); airspeedIndicator->Render(); verticalSpeedIndicator->Render(); altimeter->Render(); altimeter2->Render(); xglPopMatrix(); xglPushMatrix(); turnCoordinator->Render(); rpmIndicator->Render(); xglEnable(GL_LIGHTING); horizonIndicator->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(); } // fgEraseArea - 'Erases' a drawn Polygon by overlaying it with a textured // area. Shall be a method of a panel class once. // This should migrate into FGPanel somehow. 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, FGPanel::OurPanel->panel_tex_id[Texid]); #elif GL_EXT_texture_object xglBindTextureEXT(GL_TEXTURE_2D, FGPanel::OurPanel->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 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 // FIXME!! xglBindTexture(GL_TEXTURE_2D, FGPanel::OurPanel->panel_tex_id[1]); #elif GL_EXT_texture_object // FIXME!! xglBindTextureEXT(GL_TEXTURE_2D, FGPanel::OurPanel->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); int i; 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; } } //////////////////////////////////////////////////////////////////////// // Implementation of FGTurnCoordinator. //////////////////////////////////////////////////////////////////////// // Static constants GLfloat FGTurnCoordinator::wingArea[] = { -1.25, -28.125, 1.255, -28.125, 1.255, 28.125, -1.25, 28.125 }; GLfloat FGTurnCoordinator::elevatorArea[] = { 3.0, -10.9375, 4.5, -10.9375, 4.5, 10.9375, 3.0, 10.9375 }; GLfloat FGTurnCoordinator::rudderArea[] = { 2.0, -0.45, 10.625, -0.45, 10.625, 0.55, 2.0, 0.55}; FGTurnCoordinator::FGTurnCoordinator (float inXPos, float inYPos) { XPos = inXPos; YPos = inYPos; Init(); } FGTurnCoordinator::~FGTurnCoordinator () { } // fgUpdateTurnCoordinator - draws turn coordinator related stuff void FGTurnCoordinator::Render(void){ int n; xglDisable(GL_LIGHTING); xglDisable(GL_BLEND); xglEnable(GL_TEXTURE_2D); alpha = (get_sideslip() / 1.5) * 560; if(alpha > 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); int i; 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(wingArea, 8, PlaneTexXPos, PlaneTexYPos, XPos, YPos, 1, 1); fgEraseArea(elevatorArea, 8, PlaneTexXPos, PlaneTexYPos, XPos, YPos, 1, 1); fgEraseArea(rudderArea, 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(wingArea[0], wingArea[1]); xglVertex2f(wingArea[2], wingArea[3]); xglVertex2f(wingArea[4], wingArea[5]); xglVertex2f(wingArea[6], wingArea[7]); xglVertex2f(wingArea[0], wingArea[1]); xglEnd(); xglBegin(GL_POLYGON); xglVertex2f(elevatorArea[0], elevatorArea[1]); xglVertex2f(elevatorArea[2], elevatorArea[3]); xglVertex2f(elevatorArea[4], elevatorArea[5]); xglVertex2f(elevatorArea[6], elevatorArea[7]); xglVertex2f(elevatorArea[0], elevatorArea[1]); xglEnd(); xglBegin(GL_POLYGON); xglVertex2f(rudderArea[0], rudderArea[1]); xglVertex2f(rudderArea[2], rudderArea[3]); xglVertex2f(rudderArea[4], rudderArea[5]); xglVertex2f(rudderArea[6], rudderArea[7]); xglVertex2f(rudderArea[0], rudderArea[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; } } //////////////////////////////////////////////////////////////////////// // Implementation of FGTexInstrument base class. //////////////////////////////////////////////////////////////////////// FGTexInstrument::FGTexInstrument (void) { } FGTexInstrument::~FGTexInstrument (void) { } void FGTexInstrument::UpdatePointer(void){ float alpha; glEnableClientState(GL_VERTEX_ARRAY); glVertexPointer(2, GL_FLOAT, 0, vertices); alpha=((((float)(getValue() - (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); } // CreatePointer - calculate the vertices of a pointer void FGTexInstrument::CreatePointer(void){ int i; float alpha; float alphastep; float r = radius; vertices[0] = 0; vertices[1] = length; vertices[2] = -(width/2); vertices[3] = length - ((width/2)/(tan(angle*DEG_TO_RAD/2))); vertices[4] = -(width/2); vertices[5] = cos(asin((width/2)/r))*r; alphastep = (asin((width/2)/r)+asin((width/2)/r))/5; alpha = asin(-(width/2)/r); for(i=0;i<5;i++){ alpha += alphastep; vertices[(i*2)+6] = sin(alpha)*r; } alpha = asin(-(width/2)/r); for(i=0;i<5;i++){ alpha +=alphastep; vertices[(i*2)+7]= cos(alpha)*r; } vertices[16] = - vertices[4]; vertices[17] = vertices[5]; vertices[18] = - vertices[2]; vertices[19] = vertices[3]; } 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)(textureXPos), (GLfloat)(textureYPos), (GLfloat)(XPos), (GLfloat)(YPos), 0, 1); UpdatePointer(); xglDisable(GL_TEXTURE_2D); } //////////////////////////////////////////////////////////////////////// // Implementation of FGAirspeedIndicator. //////////////////////////////////////////////////////////////////////// FGAirspeedIndicator::FGAirspeedIndicator (int x, int y) { XPos = x; YPos = y; radius = 4; length = 32; width = 3; angle = 30; value1 = 15.0; value2 = 260.0; alpha1 = -20.0; alpha2 = 360; textureXPos = 65; textureYPos = 193; Init(); } FGAirspeedIndicator::~FGAirspeedIndicator () { } double FGAirspeedIndicator::getValue () const { return get_speed(); } //////////////////////////////////////////////////////////////////////// // Implementation of FGVerticalSpeedIndicator. //////////////////////////////////////////////////////////////////////// FGVerticalSpeedIndicator::FGVerticalSpeedIndicator (int x, int y) { XPos = x; YPos = y; radius = 4; length = 30; width = 3; angle = 30; value1 = -3.0; value2 = 3.0; alpha1 = 100; alpha2 = 440; textureXPos = 66.15; textureYPos = 66; Init(); } FGVerticalSpeedIndicator::~FGVerticalSpeedIndicator () { } double FGVerticalSpeedIndicator::getValue () const { return get_climb_rate() / 1000.0; } //////////////////////////////////////////////////////////////////////// // Implementation of FGAltimeter. //////////////////////////////////////////////////////////////////////// FGAltimeter::FGAltimeter (int x, int y) { XPos = x; YPos = y; radius = 5; length = 25; width = 4; angle = 30; value1 = 0; value2 = 10000; alpha1 = 0; alpha2 = 360; textureXPos = 194; textureYPos = 191; Init(); } FGAltimeter::~FGAltimeter () { } double FGAltimeter::getValue () const { return get_altitude(); } //////////////////////////////////////////////////////////////////////// // Implementation of FGAltimeter2. //////////////////////////////////////////////////////////////////////// FGAltimeter2::FGAltimeter2 (int x, int y) { XPos = x; YPos = y; radius = 5; length = 32; width = 3; angle = 30; value1 = 0; value2 = 3000; alpha1 = 0; alpha2 = 1080; textureXPos = 194; textureYPos = 191; Init(); } FGAltimeter2::~FGAltimeter2 () { } double FGAltimeter2::getValue () const { return get_altitude(); } //////////////////////////////////////////////////////////////////////// // Implementation of FGRPMIndicator. //////////////////////////////////////////////////////////////////////// FGRPMIndicator::FGRPMIndicator (int x, int y) { XPos = x; YPos = y; radius = 10; length = 20; width = 5.5; angle = 60; value1 = 0.0; value2 = 1.0; alpha1 = -67; alpha2 = 180; textureXPos = 174; textureYPos = 83; Init(); } FGRPMIndicator::~FGRPMIndicator () { } double FGRPMIndicator::getValue () const { return get_throttleval(); }