// Wx Radar background texture // // Written by Harald JOHNSEN, started May 2005. // // Copyright (C) 2005 Harald JOHNSEN - hjohnsen@evc.net // // 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 #include #include #include #include #include "instrument_mgr.hxx" #include "od_gauge.hxx" #include "wxradar.hxx" // texture name to use in 2D and 3D instruments static const char *odgauge_name = "Aircraft/Instruments/Textures/od_wxradar.rgb"; wxRadarBg::wxRadarBg ( SGPropertyNode *node) : name("wxRadar"), num(0), resultTexture( 0 ), wxEcho( 0 ), last_switchKnob( "off" ), sim_init_done ( false ), odg( 0 ) { int i; for ( i = 0; i < node->nChildren(); ++i ) { SGPropertyNode *child = node->getChild(i); string cname = child->getName(); string cval = child->getStringValue(); if ( cname == "name" ) { name = cval; } else if ( cname == "number" ) { num = child->getIntValue(); } else { SG_LOG( SG_INSTR, SG_WARN, "Error in wxRadar config logic" ); if ( name.length() ) { SG_LOG( SG_INSTR, SG_WARN, "Section = " << name ); } } } } wxRadarBg::wxRadarBg () { } wxRadarBg::~wxRadarBg () { ssgDeRefDelete(resultTexture); ssgDeRefDelete(wxEcho); } void wxRadarBg::init () { string branch; branch = "/instrumentation/" + name; _Instrument = fgGetNode(branch.c_str(), num, true ); _serviceable_node = _Instrument->getChild("serviceable", 0, true); resultTexture = FGTextureManager::createTexture( odgauge_name ); resultTexture->ref(); SGPath tpath(globals->get_fg_root()); tpath.append("Aircraft/Instruments/Textures/wxecho.rgb"); // no mipmap or else alpha will mix with pixels on the border of shapes, ruining the effect wxEcho = new ssgTexture( tpath.c_str(), false, false, false); wxEcho->ref(); _Instrument->setFloatValue("trk", 0.0); _Instrument->setFloatValue("tilt", 0.0); _Instrument->setStringValue("status",""); // those properties are used by a radar instrument of a MFD // input switch = OFF | TST | STBY | ON // input mode = WX | WXA | MAP // ouput status = STBY | TEST | WX | WXA | MAP | blank // input lightning = true | false // input TRK = +/- n degrees // input TILT = +/- n degree // input autotilt = true | false // input range = n nm (20/40/80) // input display-mode = arc | rose | map | plan FGInstrumentMgr *imgr = (FGInstrumentMgr *) globals->get_subsystem("instrumentation"); odg = (FGODGauge *) imgr->get_subsystem("od_gauge"); } void wxRadarBg::update (double delta_time_sec) { if( ! sim_init_done ) { if( ! fgGetBool("sim/sceneryloaded", false) ) return; sim_init_done = true; } if ( !odg || ! _serviceable_node->getBoolValue() ) { _Instrument->setStringValue("status",""); return; } string switchKnob = _Instrument->getStringValue("switch", "on"); string modeButton = _Instrument->getStringValue("mode", "wx"); bool drawLightning = _Instrument->getBoolValue("lightning", true); float range_nm = _Instrument->getFloatValue("range", 40.0); float range_m = range_nm * SG_NM_TO_METER; if( last_switchKnob != switchKnob ) { // since 3D models don't share textures with the rest of the world // we must locate them and replace their handle by hand // only do that when the instrument is turned on if( last_switchKnob == "off" ) odg->set_texture( odgauge_name, resultTexture->getHandle()); last_switchKnob = switchKnob; } odg->beginCapture(256); odg->Clear(); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glPushMatrix(); glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); glBindTexture(GL_TEXTURE_2D, 0); if( switchKnob == "off" ) { _Instrument->setStringValue("status",""); } else if( switchKnob == "stby" ) { _Instrument->setStringValue("status","STBY"); } else if( switchKnob == "tst" ) { _Instrument->setStringValue("status","TST"); // find something interesting to do... } else { string display_mode = _Instrument->getStringValue("display-mode", "arc"); // pretend we have a scan angle bigger then the FOV // TODO:check real fov, enlarge if < nn, and do clipping if > mm const float fovFactor = 1.45f; float view_heading = get_heading() * SG_DEGREES_TO_RADIANS; float range = 200.0f / range_nm; _Instrument->setStringValue("status", modeButton.c_str()); if( display_mode == "arc" ) { glTranslatef(0.0f, -180.0f, 0.0f); range = 2*180.0f / range_nm; } else if( display_mode == "map" ) { // float view_heading = get_track() * SG_DEGREES_TO_RADIANS; } else if( display_mode == "plan" ) { // no sense I presume float view_heading = 0.0; } else { // rose } range /= SG_NM_TO_METER; // we will rotate the echo quads, this gives a better rendering const float rot_x = cos ( view_heading ); const float rot_y = sin ( view_heading ); list_of_SGWxRadarEcho *radarEcho = sgEnviro.get_radar_echo(); list_of_SGWxRadarEcho::iterator iradarEcho; const float LWClevel[] = { 0.1f, 0.5f, 2.1f }; const float symbolSize = 1.0f / 8.0f ; // draw the radar echo, we do that in 3 passes, one for each color level // this is to 'merge' same colors together glBindTexture(GL_TEXTURE_2D, wxEcho->getHandle() ); glColor3f(1.0f, 1.0f, 1.0f); glBegin( GL_QUADS ); for(int level = 0; level <= 2 ; level++ ) { float col = level * symbolSize; for(iradarEcho = radarEcho->begin() ; iradarEcho != radarEcho->end() ; iradarEcho++ ) { int cloudId = (iradarEcho->cloudId) ; bool upgrade = ((cloudId >> 5) & 1); float lwc = iradarEcho->LWC + (upgrade ? 1.0f : 0.0f); // skip ns if( iradarEcho->LWC >= 0.5 && iradarEcho->LWC <= 0.6) continue; if( (! iradarEcho->lightning) && ( lwc >= LWClevel[level]) ) { float dist = sgSqrt( iradarEcho->dist ); float size = iradarEcho->radius * 2.0; if( dist - size > range_m ) continue; dist = dist * range; size = size * range; // compute the relative angle from the view direction float angle = ( view_heading + iradarEcho->heading ); if( angle > SG_PI ) angle -= 2.0*SG_PI; if( angle < - SG_PI ) angle += 2.0*SG_PI; // and apply a fov factor to simulate a greater scan angle angle = angle * fovFactor + SG_PI / 2.0; float x = cos( angle ) * dist; float y = sin( angle ) * dist; // use different shapes so the display is less boring float row = symbolSize * (float) (4 + (cloudId & 3) ); float size_x = rot_x * size; float size_y = rot_y * size; glTexCoord2f( col, row); glVertex2f( x - size_x, y - size_y); glTexCoord2f( col+symbolSize, row); glVertex2f( x + size_y, y - size_x); glTexCoord2f( col+symbolSize, row+symbolSize); glVertex2f( x + size_x, y + size_y); glTexCoord2f( col, row+symbolSize); glVertex2f( x - size_y, y + size_x); } } } glEnd(); // GL_QUADS // draw lightning echos if( drawLightning ) { float col = 3 * symbolSize; float row = 4 * symbolSize; for(iradarEcho = radarEcho->begin() ; iradarEcho != radarEcho->end() ; iradarEcho++ ) { if( iradarEcho->lightning ) { float dist = iradarEcho->dist; dist = dist * range; float angle = (view_heading - iradarEcho->heading); if( angle > SG_PI ) angle -= 2.0*SG_PI; if( angle < - SG_PI ) angle += 2.0*SG_PI; angle = angle * fovFactor - SG_PI / 2.0; float x = cos( angle ) * dist; float y = sin( angle ) * dist; glColor3f(1.0f, 1.0f, 1.0f); float size = symbolSize * 0.5f; glBegin( GL_QUADS ); glTexCoord2f( col, row); glVertex2f( x - size, y - size); glTexCoord2f( col+symbolSize, row); glVertex2f( x + size, y - size); glTexCoord2f( col+symbolSize, row+symbolSize); glVertex2f( x + size, y + size); glTexCoord2f( col, row+symbolSize); glVertex2f( x - size, y + size); glEnd(); } } } // erase what is out of sight of antenna /* |\ /| | \ / | | \ / | --------- | | | | --------- */ float yOffset = 180.0f, xOffset = 256.0f; if( display_mode != "arc" ) { yOffset = 40.0f; xOffset = 240.0f; } glDisable(GL_BLEND); glColor4f(1.0f, 0.0f, 0.0f, 0.01f); glBegin( GL_QUADS ); glTexCoord2f( 0.5f, 0.25f); glVertex2f(-xOffset, 0.0 + yOffset); glTexCoord2f( 1.0f, 0.25f); glVertex2f(xOffset, 0.0 + yOffset); glTexCoord2f( 1.0f, 0.5f); glVertex2f(xOffset, 256.0 + yOffset); glTexCoord2f( 0.5f, 0.5f); glVertex2f(-xOffset, 256.0 + yOffset); glEnd(); glColor4f(0.0f, 0.0f, 0.0f, 0.0f); // glColor4f(0.0f, 1.0f, 0.0f, 1.0f); glDisable(GL_ALPHA_TEST); glBindTexture(GL_TEXTURE_2D, 0); glBegin( GL_TRIANGLES ); glVertex2f(0.0, 0.0); glVertex2f(-256.0, 0.0); glVertex2f(-256.0, 256.0); glVertex2f(0.0, 0.0); glVertex2f(256.0, 0.0); glVertex2f(256.0, 256.0); glVertex2f(-256, 0.0); glVertex2f(256.0, 0.0); glVertex2f(-256.0, -256.0); glVertex2f(256, 0.0); glVertex2f(256.0, -256.0); glVertex2f(-256.0, -256.0); glEnd(); // DEBUG only /* glColor4f(1.0f, 0.0f, 0.0f, 1.0f); glBegin( GL_LINES ); glVertex2f(0.0, 0.0); glVertex2f(-256.0, 256.0); glVertex2f(0.0, 0.0); glVertex2f(256.0, 256.0); glEnd();*/ glEnable(GL_BLEND); glEnable(GL_ALPHA_TEST); } glPopMatrix(); odg->endCapture( resultTexture->getHandle() ); }