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flightgear/src/Instrumentation/wxradar.cxx
ehofman 0a59a4d4bc Harald JOHNSEN:
I have corrected a few bugs with the owner draw gauge, weather radar code and heat-haze effect.

- od_gauge.cxx :
  corrected a rendering bug where the generated texture was only visible
  from a certain angle or distance ;
  corrected the search of textures inside the aircraft scene graph ;

- wxRadar.cxx :
  the echo of clouds was lost when the pilot was not looking in the
  plane direction ;
2005-10-16 17:31:06 +00:00

334 lines
13 KiB
C++

// Wx Radar background texture
//
// 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 <plib/sg.h>
#include <plib/ssg.h>
#include <Main/fg_props.hxx>
#include <Main/globals.hxx>
#include <Cockpit/panel.hxx>
#include <Cockpit/hud.hxx>
#include <simgear/constants.h>
#include <simgear/misc/sg_path.hxx>
#include <simgear/environment/visual_enviro.hxx>
#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;
}
FGViewer *current__view = globals->get_current_view();
if( current__view->getInternal() &&
(current__view->getHeadingOffset_deg() <= 15.0 || current__view->getHeadingOffset_deg() >= 345.0) &&
(current__view->getPitchOffset_deg() <= 15.0 || current__view->getPitchOffset_deg() >= 350.0) ) {
// we don't update the radar echo if the pilot looks around
// this is a copy
radarEchoBuffer = *sgEnviro.get_radar_echo();
}
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 = &radarEchoBuffer;
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() );
}