// 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. // // $Id$ // (Log is kept at end of this file) #ifdef HAVE_CONFIG_H # include #endif #ifdef HAVE_WINDOWS_H # include #endif // #include // #include #include #include #include "Include/compiler.h" #ifdef FG_HAVE_STD_INCLUDES # include # include # include # include #else # include # include # include # include #endif #include FG_USING_STD(string); #include #include #include
#include
#include "panel.hxx" #include "cockpit.hxx" #include "hud.hxx" #define IMAGIC 0x01da #define IMAGIC_SWAP 0xda01 #define SWAP_SHORT_BYTES(x) ((((x) & 0xff) << 8) | (((x) & 0xff00) >> 8)) #define SWAP_LONG_BYTES(x) (((((x) & 0xff) << 24) | (((x) & 0xff00) << 8)) | \ ((((x) & 0xff0000) >> 8) | (((x) & 0xff000000) >> 24))) typedef struct { unsigned short imagic; unsigned short type; unsigned short dim; unsigned short sizeX, sizeY, sizeZ; unsigned long min, max; unsigned long wasteBytes; char name[80]; unsigned long colorMap; FILE *file; unsigned char *tmp[5]; unsigned long rleEnd; unsigned long *rowStart; unsigned long *rowSize; } Image; IMAGE *imag; IMAGE *img2; IMAGE *img; 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 TurnCoordinator Turny; static int NumPoint = 5; static int i = 0; static GLdouble mvmatrix[16]; static GLdouble matrix[16]; static double var[20]; static double offset; static float alpha; static float vertices[180][2]; static float normals[180][3]; static float texCoord[180][2]; static arthor myarthor; 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}; // image.c THIS FILE WAS COPIED FROM THE MESA GRAPHICS LIBRARY static Image *ImageOpen(char *fileName) { Image *image; unsigned long *rowStart, *rowSize, ulTmp; int x, i; image = (Image *)malloc(sizeof(Image)); if (image == NULL) { fprintf(stderr, "Out of memory!\n"); exit(-1); } if ((image->file = fopen(fileName, "rb")) == NULL) { perror(fileName); exit(-1); } /* * Read the image header */ fread(image, 1, 12, image->file); /* * Check byte order */ if (image->imagic == IMAGIC_SWAP) { image->type = SWAP_SHORT_BYTES(image->type); image->dim = SWAP_SHORT_BYTES(image->dim); image->sizeX = SWAP_SHORT_BYTES(image->sizeX); image->sizeY = SWAP_SHORT_BYTES(image->sizeY); image->sizeZ = SWAP_SHORT_BYTES(image->sizeZ); } for ( i = 0 ; i <= image->sizeZ ; i++ ) { image->tmp[i] = (unsigned char *)malloc(image->sizeX*256); if (image->tmp[i] == NULL ) { fprintf(stderr, "Out of memory!\n"); exit(-1); } } if ((image->type & 0xFF00) == 0x0100) // RLE image { x = image->sizeY * image->sizeZ * sizeof(long); image->rowStart = (unsigned long *)malloc(x); image->rowSize = (unsigned long *)malloc(x); if (image->rowStart == NULL || image->rowSize == NULL) { fprintf(stderr, "Out of memory!\n"); exit(-1); } image->rleEnd = 512 + (2 * x); fseek(image->file, 512, SEEK_SET); fread(image->rowStart, 1, x, image->file); fread(image->rowSize, 1, x, image->file); if (image->imagic == IMAGIC_SWAP) { x /= sizeof(long); rowStart = image->rowStart; rowSize = image->rowSize; while (x--) { ulTmp = *rowStart; *rowStart++ = SWAP_LONG_BYTES(ulTmp); ulTmp = *rowSize; *rowSize++ = SWAP_LONG_BYTES(ulTmp); } } } return image; } static void ImageClose( Image *image) { int i; fclose(image->file); for ( i = 0 ; i <= image->sizeZ ; i++ ) free(image->tmp[i]); free(image); } static void ImageGetRow( Image *image, unsigned char *buf, int y, int z) { unsigned char *iPtr, *oPtr, pixel; int count; if ((image->type & 0xFF00) == 0x0100) // RLE image { fseek(image->file, image->rowStart[y+z*image->sizeY], SEEK_SET); fread(image->tmp[0], 1, (unsigned int)image->rowSize[y+z*image->sizeY], image->file); iPtr = image->tmp[0]; oPtr = buf; while (1) { pixel = *iPtr++; count = (int)(pixel & 0x7F); if (!count) return; if (pixel & 0x80) { while (count--) { *oPtr++ = *iPtr++; } } else { pixel = *iPtr++; while (count--) { *oPtr++ = pixel; } } } } else // verbatim image { fseek(image->file, 512+(y*image->sizeX)+(z*image->sizeX*image->sizeY), SEEK_SET); fread(buf, 1, image->sizeX, image->file); } } static void ImageGetRawData( Image *image, char *data) { int i, j, k; int remain; switch ( image->sizeZ ) { case 1: remain = image->sizeX % 4; break; case 2: remain = image->sizeX % 2; break; case 3: remain = (image->sizeX * 3) & 0x3; if (remain) remain = 4 - remain; break; case 4: remain = 0; break; } for (i = 0; i < image->sizeY; i++) { for ( k = 0; k < image->sizeZ ; k++ ) ImageGetRow(image, image->tmp[k+1], i, k); for (j = 0; j < image->sizeX; j++) for ( k = 1; k <= image->sizeZ ; k++ ) *data++ = *(image->tmp[k] + j); data += remain; } } static IMAGE *ImageLoad(char *fileName) { Image *image; IMAGE *final; int sx; image = ImageOpen(fileName); final = (IMAGE *)malloc(sizeof(IMAGE)); if (final == NULL) { fprintf(stderr, "Out of memory!\n"); exit(-1); } final->imagic = image->imagic; final->type = image->type; final->dim = image->dim; final->sizeX = image->sizeX; final->sizeY = image->sizeY; final->sizeZ = image->sizeZ; /* * Round up so rows are long-word aligned */ sx = ( (image->sizeX) * (image->sizeZ) + 3) >> 2; final->data = (unsigned char *)malloc( sx * image->sizeY * sizeof(unsigned int)); if (final->data == NULL) { fprintf(stderr, "Out of memory!\n"); exit(-1); } ImageGetRawData(image, (char*)final->data); ImageClose(image); return final; } // Beginning of the "panel-code" // fgPanelInit() - routine to initialize a panel. void fgPanelInit ( void ) { // fgVIEW *v; string tpath; int x, y; FILE *f; char line[256]; GLint test; // v = ¤t_view; Xzoom = (float)((float)(current_view.get_winWidth())/1024); Yzoom = (float)((float)(current_view.get_winHeight())/768); pointer[1].XPos = 357.5; pointer[1].YPos = 167; pointer[1].radius = 5; pointer[1].length = 32; pointer[1].width = 3; pointer[1].angle = 30; pointer[1].value1 = 0; pointer[1].value2 = 3000; pointer[1].alpha1 = 0; pointer[1].alpha2 = 1080; pointer[1].variable = 1; pointer[1].teXpos = 194; pointer[1].texYpos = 191; pointer[0].XPos = 357.5; pointer[0].YPos = 167; pointer[0].radius = 5; pointer[0].length = 25; pointer[0].width = 4; pointer[0].angle = 30; pointer[0].value1 = 0; pointer[0].value2 = 10000; pointer[0].alpha1 = 0; pointer[0].alpha2 = 360; pointer[0].variable = 1; pointer[0].teXpos = 194; pointer[0].texYpos = 191; pointer[2].XPos = 358; pointer[2].YPos = 52; pointer[2].radius = 4; pointer[2].length = 30; pointer[2].width = 3; pointer[2].angle = 30; pointer[2].value1 = -3; pointer[2].value2 = 3; pointer[2].alpha1 = 100; pointer[2].alpha2 = 440; pointer[2].variable = 2; pointer[2].teXpos = 66.15; pointer[2].texYpos = 66; pointer[3].XPos = 462; pointer[3].YPos = 133; pointer[3].radius = 9; pointer[3].length = 20; pointer[3].width = 5; pointer[3].angle = 50; pointer[3].value1 = 0.0; pointer[3].value2 = 1.0; pointer[3].alpha1 = 280; pointer[3].alpha2 = 540; pointer[3].variable = 3; pointer[3].teXpos = 173.6; pointer[3].texYpos = 83; // These values define the airspeed pointer. Please note: // As we have a Bonanza panel, but a navion airplane, this gauge // doesn't show the true values !!! pointer[4].XPos = 144.375; pointer[4].YPos = 166.875; pointer[4].radius = 4; pointer[4].length = 32; pointer[4].width = 3; pointer[4].angle = 30; pointer[4].value1 = 15.0; pointer[4].value2 = 260.0; pointer[4].alpha1 = -20.0; pointer[4].alpha2 = 360.0; pointer[4].variable = 0; pointer[4].teXpos = 64; pointer[4].texYpos = 193; myarthor.XPos = 251; myarthor.YPos = 168; myarthor.radius = 29; myarthor.texXPos = 56; myarthor.texYPos = 174; myarthor.bottom = 36.5; myarthor.top = 36.5; Turny.PlaneXPos = 143.75; Turny.PlaneYPos = 51.75; Turny.PlaneTexXPos = 49; Turny.PlaneTexYPos = 59.75; Turny.BallXPos = 145; Turny.BallYPos = 24; Turny.BallTexXPos = 49; Turny.BallTexYPos = 16; Turny.BallRadius = 3.5; Turny.alphahist = 0; Turny.PlaneAlphaHist = 0; for(i=0;idata)); #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->data)); xglMatrixMode(GL_MODELVIEW); xglPopMatrix(); } void fgPanelReInit( int x, int y, int finx, int finy){ // fgVIEW *v; fgOPTIONS *o; int i; GLint buffer; o = ¤t_options; // v = ¤t_view; Xzoom = (float)((float)(current_view.get_winWidth())/1024); Yzoom = (float)((float)(current_view.get_winHeight())/768); // save the current buffer state glGetIntegerv(GL_DRAW_BUFFER, &buffer); // and enable both buffers for writing glDrawBuffer(GL_FRONT_AND_BACK); xglMatrixMode(GL_PROJECTION); xglPushMatrix(); xglLoadIdentity(); xglViewport(0, 0, 640, 480); glOrtho(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 *)(img2->data)); // restore original buffer state glDrawBuffer(buffer); } void fgPanelUpdate ( void ) { // fgVIEW *v; float alpha; double pitch; double roll; float alpharad; double speed; int i; 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(); var[3] = get_throttleval(); // v = ¤t_view; xglMatrixMode(GL_PROJECTION); xglPushMatrix(); xglLoadIdentity(); glOrtho(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(); for(i=0;i 45) pitch = 45; if(pitch < -45) pitch = -45; roll = get_roll() * RAD_TO_DEG; glEnable(GL_NORMALIZE); xglEnable(GL_LIGHTING); xglEnable(GL_TEXTURE_2D); xglEnable(GL_LIGHT1); xglDisable(GL_LIGHT2); xglDisable(GL_LIGHT0); xglMatrixMode(GL_MODELVIEW); xglLoadIdentity(); xglTranslatef(hor.XPos, hor.YPos, 0); xglTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); xglMatrixMode(GL_TEXTURE); glPushMatrix(); // computations for the non-textured parts of the AH shifted = -((pitch / 10) * 7.0588235); if(shifted > (hor.bottom - hor.radius)){ theta = (180 - (acos((hor.bottom - shifted) / hor.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 < (-hor.top + hor.radius)){ theta = ((acos((-hor.top - shifted) / hor.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; glLightfv(GL_LIGHT1, GL_POSITION, light_position); glLightfv(GL_LIGHT1, GL_AMBIENT, light_ambient); glLightfv(GL_LIGHT1, GL_DIFFUSE, light_diffuse); glLightfv(GL_LIGHT1, GL_SPECULAR, light_specular); glLightfv(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((hor.texXPos/256), (hor.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 glMaterialf(GL_FRONT, GL_SHININESS, 85.0); glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, material4); glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, material5); glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, material3); glMatrixMode(GL_MODELVIEW); xglBegin(GL_TRIANGLES); for(i=45;i<225;i++){ glTexCoord2f(0.0, 0.0); glNormal3f(0.0, 0.0, 0.6); glVertex3f(0.0, 0.0, 0.0); glTexCoord2f(texCoord[i % 180][0], texCoord[i % 180][1]); glNormal3f(normals[i % 180][0], normals[i % 180][1], 0.6); glVertex3f(vertices[i % 180][0], vertices[i % 180][1], 0.0); n = (i + 1) % 180; glTexCoord2f(texCoord[n][0], texCoord[n][1]); glNormal3f(normals[n][0], normals[n][1], 0.6); glVertex3f(vertices[n][0], vertices[n][1], 0.0); } xglEnd(); if((shifted > (hor.bottom - hor.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; glLightfv(GL_LIGHT1, GL_AMBIENT, light_ambient2); glLightfv(GL_LIGHT1, GL_DIFFUSE, light_ambient2); glLightfv(GL_LIGHT1, GL_SPECULAR, light_ambient2); xglBegin(GL_TRIANGLES); tmp1 = n1; tmp2 = n2; for(i = tmp1; i < tmp2 + 1; i++){ n = i % 180; glNormal3f(0.0, 0.0, 1.5); glTexCoord2f((56 / 256), (140 / 256)); glVertex3f(((vertices[n1 % 180][0] + vertices[n2 % 180][0]) / 2), ((vertices[n1 % 180][1] + vertices[n2 % 180][1]) / 2), 0.0); glTexCoord2f((57 / 256), (139 / 256)); glNormal3f(normals[n][0], normals[n][1], normals[n][3]); glVertex3f(vertices[n][0], vertices[n][1], 0.0); n = (i + 1) % 180; glTexCoord2f((57 / 256), (139 / 256)); glNormal3f(normals[n][0], normals[n][1], normals[n][3]); glVertex3f(vertices[n][0], vertices[n][1], 0.0); } xglEnd(); } if((shifted < (-hor.top + hor.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; glLightfv(GL_LIGHT1, GL_AMBIENT, light_ambient2); glLightfv(GL_LIGHT1, GL_DIFFUSE, light_ambient2); glLightfv(GL_LIGHT1, GL_SPECULAR, light_ambient2); glMaterialf(GL_FRONT, GL_SHININESS, a * 85); xglBegin(GL_TRIANGLES); tmp1 = n1; tmp2 = n2; for(i = tmp1; i <= tmp2; i++){ n = i % 180; glNormal3f(0.0, 0.0, 1.5); glTexCoord2f((73 / 256), (237 / 256)); glVertex3f(((vertices[n1 % 180][0] + vertices[n2 % 180][0]) / 2), ((vertices[n1 % 180][1] + vertices[n2 % 180][1]) / 2), 0.0); glTexCoord2f((73 / 256), (236 / 256)); glNormal3f(normals[n][0], normals[n][1], normals[n][2]); glVertex3f(vertices[n][0], vertices[n][1], 0.0); n = (i + 1) % 180; glTexCoord2f((73 / 256), (236 / 256)); glNormal3f(normals[n][0], normals[n][1], normals[n][2]); glVertex3f(vertices[n][0], vertices[n][1], 0.0); } xglEnd(); } // Now we will have to draw the small triangle indicating the roll value glDisable(GL_LIGHTING); glDisable(GL_TEXTURE_2D); glRotatef(roll, 0.0, 0.0, 1.0); glBegin(GL_TRIANGLES); glColor3f(1.0, 1.0, 1.0); glVertex3f(0.0, hor.radius, 0.0); glVertex3f(-3.0, (hor.radius - 7.0), 0.0); glVertex3f(3.0, (hor.radius - 7.0), 0.0); glEnd(); glLoadIdentity(); glBegin(GL_POLYGON); glColor3f(0.2109375, 0.23046875, 0.203125); glVertex2f(275.625, 135.0); glVertex2f(275.625, 148.125); glVertex2f(258.125, 151.25); glVertex2f(246.875, 151.25); glVertex2f(226.875, 147.5); glVertex2f(226.875, 135.0); glVertex2f(275.625, 135.0); glEnd(); glLoadIdentity(); 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 fgHorizonInit( arthor hor){ int n; float step = (360*DEG_TO_RAD)/180; for(n=0;n<180;n++){ vertices[n][0] = cos(n * step) * hor.radius; vertices[n][1] = sin(n * step) * hor.radius; texCoord[n][0] = (cos(n * step) * hor.radius)/256; texCoord[n][1] = (sin(n * step) * hor.radius)/256; normals[n][0] = cos(n * step) * hor.radius + sin(n * step) * 50; normals[n][1] = sin(n * step) * hor.radius + cos(n * step) * 50; normals[n][2] = 0.1; } } float UpdatePointer(Pointer pointer){ double pitch; double roll; float alpharad; double speed; glEnableClientState(GL_VERTEX_ARRAY); glVertexPointer(2, GL_FLOAT, 0, pointer.vertices); alpha=((((float)((var[pointer.variable]) - (pointer.value1))) / (pointer.value2 - pointer.value1))*(pointer.alpha2 - pointer.alpha1) + pointer.alpha1); if (alpha < pointer.alpha1) alpha = pointer.alpha1; if (alpha > pointer.alpha2) alpha = pointer.alpha2; xglMatrixMode(GL_MODELVIEW); xglPushMatrix(); xglLoadIdentity(); xglDisable(GL_TEXTURE_2D); xglTranslatef(pointer.XPos, pointer.YPos, 0); xglRotatef(-alpha, 0.0, 0.0, 1.0); xglColor4f(1.0, 1.0, 1.0, 1.0); glDrawArrays(GL_POLYGON, 0, 10); return 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;nradius; float angle = pointer->angle; float length = pointer->length; float width = pointer->width; pointer->vertices[0] = 0; pointer->vertices[1] = length; pointer->vertices[2] = -(width/2); pointer->vertices[3] = length - ((width/2)/(tan(angle*DEG_TO_RAD/2))); pointer->vertices[4] = -(width/2); pointer->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; pointer->vertices[(i*2)+6] = sin(alpha)*r; } alpha = asin(-(width/2)/r); for(i=0;i<5;i++){ alpha +=alphastep; pointer->vertices[(i*2)+7]= cos(alpha)*r; } pointer->vertices[16] = - pointer->vertices[4]; pointer->vertices[17] = pointer->vertices[5]; pointer->vertices[18] = - pointer->vertices[2]; pointer->vertices[19] = pointer->vertices[3]; } // fgUpdateTurnCoordinator - draws turn coordinator related stuff void fgUpdateTurnCoordinator(TurnCoordinator *turn){ int n; glDisable(GL_LIGHTING); glDisable(GL_BLEND); glEnable(GL_TEXTURE_2D); turn->alpha = (get_sideslip() / 1.5) * 56; turn->PlaneAlpha = get_roll(); xglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); xglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glTranslatef(turn->BallXPos, turn->BallYPos, 0.0); glTranslatef(0.75 * sin(turn->alphahist * DEG_TO_RAD) * 31, 0.3 * (39 - (cos(turn->alphahist * DEG_TO_RAD) * 39)), 0.0); fgEraseArea(turn->vertices, 72, turn->BallTexXPos + ((0.75 * sin(turn->alphahist * DEG_TO_RAD) * 31) / 0.625), turn->BallTexYPos + ((0.3 * (39 - (cos(turn->alphahist * DEG_TO_RAD) * 39))) / 0.625), turn->BallXPos + (0.75 * sin(turn->alphahist * DEG_TO_RAD) * 31), turn->BallYPos + (0.3 * (39 - (cos(turn->alphahist * DEG_TO_RAD) * 39))), 1); glDisable(GL_TEXTURE_2D); glEnable(GL_BLEND); glBlendFunc(GL_ONE_MINUS_DST_COLOR, GL_ONE); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glTranslatef(turn->BallXPos, turn->BallYPos, 0.0); glTranslatef(0.75 * sin(turn->alpha * DEG_TO_RAD) * 31, 0.3 * (39 - (cos(turn->alpha * DEG_TO_RAD) * 39)), 0.0); glBegin(GL_POLYGON); glColor3f(0.8, 0.8, 0.8); for(i=0;i<36;i++){ glVertex2f(turn->vertices[2 * i], turn->vertices[(2 * i) + 1]); } glEnd(); glDisable(GL_TEXTURE_2D); glDisable(GL_BLEND); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glTranslatef(turn->PlaneXPos, turn->PlaneYPos, 0.0); glRotatef(turn->rollhist * RAD_TO_DEG + 90, 0.0, 0.0, 1.0); fgEraseArea(Wings, 8, turn->PlaneTexXPos, turn->PlaneTexYPos, turn->PlaneXPos, turn->PlaneYPos, 1); fgEraseArea(Elevator, 8, turn->PlaneTexXPos, turn->PlaneTexYPos, turn->PlaneXPos, turn->PlaneYPos, 1); fgEraseArea(Rudder, 8, turn->PlaneTexXPos, turn->PlaneTexYPos, turn->PlaneXPos, turn->PlaneYPos, 1); glLoadIdentity(); glTranslatef(turn->PlaneXPos, turn->PlaneYPos, 0.0); glRotatef(-get_roll() * RAD_TO_DEG + 90, 0.0, 0.0, 1.0); glBegin(GL_POLYGON); glColor3f(1.0, 1.0, 1.0); for(i=0;i<90;i++){ glVertex2f(cos(i * 4 * DEG_TO_RAD) * 5, sin(i * 4 * DEG_TO_RAD) * 5); } glEnd(); glBegin(GL_POLYGON); glVertex2f(Wings[0], Wings[1]); glVertex2f(Wings[2], Wings[3]); glVertex2f(Wings[4], Wings[5]); glVertex2f(Wings[6], Wings[7]); glVertex2f(Wings[0], Wings[1]); glEnd(); glBegin(GL_POLYGON); glVertex2f(Elevator[0], Elevator[1]); glVertex2f(Elevator[2], Elevator[3]); glVertex2f(Elevator[4], Elevator[5]); glVertex2f(Elevator[6], Elevator[7]); glVertex2f(Elevator[0], Elevator[1]); glEnd(); glBegin(GL_POLYGON); glVertex2f(Rudder[0], Rudder[1]); glVertex2f(Rudder[2], Rudder[3]); glVertex2f(Rudder[4], Rudder[5]); glVertex2f(Rudder[6], Rudder[7]); glVertex2f(Rudder[0], Rudder[1]); glEnd(); turn->alphahist = turn->alpha; turn->PlaneAlphaHist = turn->PlaneAlpha; turn->rollhist = -get_roll(); glDisable(GL_BLEND); } void fgInitTurnCoordinator(TurnCoordinator *turn){ int n; for(n=0;n<36;n++){ turn->vertices[2 * n] = cos(10 * n * DEG_TO_RAD) * turn->BallRadius; turn->vertices[(2 * n) + 1] = sin(10 * n * DEG_TO_RAD) * turn->BallRadius; } } // PrintMatrix - routine to print the current modelview matrix. void PrintMatrix( void){ glGetDoublev(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]); } // $Log$ // Revision 1.14 1999/02/02 20:13:33 curt // MSVC++ portability changes by Bernie Bright: // // Lib/Serial/serial.[ch]xx: Initial Windows support - incomplete. // Simulator/Astro/stars.cxx: typo? included instead of // Simulator/Cockpit/hud.cxx: Added Standard headers // Simulator/Cockpit/panel.cxx: Redefinition of default parameter // Simulator/Flight/flight.cxx: Replaced cout with FG_LOG. Deleted // Simulator/Main/fg_init.cxx: // Simulator/Main/GLUTmain.cxx: // Simulator/Main/options.hxx: Shuffled dependency // Simulator/Objects/material.hxx: // Simulator/Time/timestamp.hxx: VC++ friend kludge // Simulator/Scenery/tile.[ch]xx: Fixed using std::X declarations // Simulator/Main/views.hxx: Added a constant // // Revision 1.13 1999/01/07 19:25:53 curt // Updates from Friedemann Reinhard. // // Revision 1.11 1998/11/11 00:19:27 curt // Updated comment delimeter to C++ style. // // Revision 1.10 1998/11/09 23:38:52 curt // Panel updates from Friedemann. // // Revision 1.9 1998/11/06 21:18:01 curt // Converted to new logstream debugging facility. This allows release // builds with no messages at all (and no performance impact) by using // the -DFG_NDEBUG flag. // // Revision 1.8 1998/10/16 23:27:37 curt // C++-ifying. // // Revision 1.7 1998/08/31 20:45:31 curt // Tweaks from Friedemann. // // Revision 1.6 1998/08/28 18:14:40 curt // Added new cockpit code from Friedemann Reinhard // // // Revision 1.1 1998/06/27 16:47:54 curt // Incorporated Friedemann Reinhard's // first pass at an isntrument panel. //