0a59a4d4bc
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 ;
334 lines
13 KiB
C++
334 lines
13 KiB
C++
// Wx Radar background texture
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//
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// Written by Harald JOHNSEN, started May 2005.
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//
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// Copyright (C) 2005 Harald JOHNSEN
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//
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// This program is free software; you can redistribute it and/or
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// modify it under the terms of the GNU General Public License as
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// published by the Free Software Foundation; either version 2 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful, but
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// WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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// General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program; if not, write to the Free Software
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// Foundation, 59 Temple Place, Suite 330, Boston, MA 02111-1307, USA
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//
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//
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#include <plib/sg.h>
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#include <plib/ssg.h>
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#include <Main/fg_props.hxx>
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#include <Main/globals.hxx>
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#include <Cockpit/panel.hxx>
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#include <Cockpit/hud.hxx>
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#include <simgear/constants.h>
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#include <simgear/misc/sg_path.hxx>
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#include <simgear/environment/visual_enviro.hxx>
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#include "instrument_mgr.hxx"
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#include "od_gauge.hxx"
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#include "wxradar.hxx"
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// texture name to use in 2D and 3D instruments
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static const char *odgauge_name = "Aircraft/Instruments/Textures/od_wxradar.rgb";
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wxRadarBg::wxRadarBg ( SGPropertyNode *node) :
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name("wxRadar"),
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num(0),
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resultTexture( 0 ),
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wxEcho( 0 ),
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last_switchKnob( "off" ),
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sim_init_done ( false ),
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odg( 0 )
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{
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int i;
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for ( i = 0; i < node->nChildren(); ++i ) {
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SGPropertyNode *child = node->getChild(i);
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string cname = child->getName();
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string cval = child->getStringValue();
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if ( cname == "name" ) {
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name = cval;
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} else if ( cname == "number" ) {
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num = child->getIntValue();
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} else {
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SG_LOG( SG_INSTR, SG_WARN, "Error in wxRadar config logic" );
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if ( name.length() ) {
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SG_LOG( SG_INSTR, SG_WARN, "Section = " << name );
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}
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}
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}
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}
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wxRadarBg::wxRadarBg ()
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{
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}
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wxRadarBg::~wxRadarBg ()
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{
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ssgDeRefDelete(resultTexture);
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ssgDeRefDelete(wxEcho);
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}
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void
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wxRadarBg::init ()
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{
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string branch;
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branch = "/instrumentation/" + name;
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_Instrument = fgGetNode(branch.c_str(), num, true );
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_serviceable_node = _Instrument->getChild("serviceable", 0, true);
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resultTexture = FGTextureManager::createTexture( odgauge_name );
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resultTexture->ref();
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SGPath tpath(globals->get_fg_root());
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tpath.append("Aircraft/Instruments/Textures/wxecho.rgb");
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// no mipmap or else alpha will mix with pixels on the border of shapes, ruining the effect
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wxEcho = new ssgTexture( tpath.c_str(), false, false, false);
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wxEcho->ref();
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_Instrument->setFloatValue("trk", 0.0);
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_Instrument->setFloatValue("tilt", 0.0);
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_Instrument->setStringValue("status","");
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// those properties are used by a radar instrument of a MFD
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// input switch = OFF | TST | STBY | ON
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// input mode = WX | WXA | MAP
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// ouput status = STBY | TEST | WX | WXA | MAP | blank
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// input lightning = true | false
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// input TRK = +/- n degrees
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// input TILT = +/- n degree
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// input autotilt = true | false
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// input range = n nm (20/40/80)
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// input display-mode = arc | rose | map | plan
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FGInstrumentMgr *imgr = (FGInstrumentMgr *) globals->get_subsystem("instrumentation");
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odg = (FGODGauge *) imgr->get_subsystem("od_gauge");
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}
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void
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wxRadarBg::update (double delta_time_sec)
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{
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if( ! sim_init_done ) {
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if( ! fgGetBool("sim/sceneryloaded", false) )
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return;
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sim_init_done = true;
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}
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if ( !odg || ! _serviceable_node->getBoolValue() ) {
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_Instrument->setStringValue("status","");
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return;
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}
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string switchKnob = _Instrument->getStringValue("switch", "on");
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string modeButton = _Instrument->getStringValue("mode", "wx");
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bool drawLightning = _Instrument->getBoolValue("lightning", true);
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float range_nm = _Instrument->getFloatValue("range", 40.0);
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float range_m = range_nm * SG_NM_TO_METER;
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if( last_switchKnob != switchKnob ) {
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// since 3D models don't share textures with the rest of the world
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// we must locate them and replace their handle by hand
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// only do that when the instrument is turned on
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if( last_switchKnob == "off" )
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odg->set_texture( odgauge_name, resultTexture->getHandle());
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last_switchKnob = switchKnob;
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}
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FGViewer *current__view = globals->get_current_view();
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if( current__view->getInternal() &&
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(current__view->getHeadingOffset_deg() <= 15.0 || current__view->getHeadingOffset_deg() >= 345.0) &&
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(current__view->getPitchOffset_deg() <= 15.0 || current__view->getPitchOffset_deg() >= 350.0) ) {
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// we don't update the radar echo if the pilot looks around
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// this is a copy
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radarEchoBuffer = *sgEnviro.get_radar_echo();
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}
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odg->beginCapture(256);
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odg->Clear();
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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glPushMatrix();
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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glBindTexture(GL_TEXTURE_2D, 0);
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if( switchKnob == "off" ) {
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_Instrument->setStringValue("status","");
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} else if( switchKnob == "stby" ) {
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_Instrument->setStringValue("status","STBY");
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} else if( switchKnob == "tst" ) {
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_Instrument->setStringValue("status","TST");
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// find something interesting to do...
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} else {
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string display_mode = _Instrument->getStringValue("display-mode", "arc");
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// pretend we have a scan angle bigger then the FOV
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// TODO:check real fov, enlarge if < nn, and do clipping if > mm
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const float fovFactor = 1.45f;
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float view_heading = get_heading() * SG_DEGREES_TO_RADIANS;
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float range = 200.0f / range_nm;
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_Instrument->setStringValue("status", modeButton.c_str());
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if( display_mode == "arc" ) {
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glTranslatef(0.0f, -180.0f, 0.0f);
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range = 2*180.0f / range_nm;
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} else if( display_mode == "map" ) {
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// float view_heading = get_track() * SG_DEGREES_TO_RADIANS;
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} else if( display_mode == "plan" ) {
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// no sense I presume
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float view_heading = 0.0;
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} else {
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// rose
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}
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range /= SG_NM_TO_METER;
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// we will rotate the echo quads, this gives a better rendering
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const float rot_x = cos ( view_heading );
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const float rot_y = sin ( view_heading );
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list_of_SGWxRadarEcho *radarEcho = &radarEchoBuffer;
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list_of_SGWxRadarEcho::iterator iradarEcho;
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const float LWClevel[] = { 0.1f, 0.5f, 2.1f };
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const float symbolSize = 1.0f / 8.0f ;
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// draw the radar echo, we do that in 3 passes, one for each color level
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// this is to 'merge' same colors together
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glBindTexture(GL_TEXTURE_2D, wxEcho->getHandle() );
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glColor3f(1.0f, 1.0f, 1.0f);
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glBegin( GL_QUADS );
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for(int level = 0; level <= 2 ; level++ ) {
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float col = level * symbolSize;
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for(iradarEcho = radarEcho->begin() ; iradarEcho != radarEcho->end() ; iradarEcho++ ) {
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int cloudId = (iradarEcho->cloudId) ;
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bool upgrade = ((cloudId >> 5) & 1);
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float lwc = iradarEcho->LWC + (upgrade ? 1.0f : 0.0f);
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// skip ns
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if( iradarEcho->LWC >= 0.5 && iradarEcho->LWC <= 0.6)
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continue;
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if( (! iradarEcho->lightning) && ( lwc >= LWClevel[level]) ) {
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float dist = sgSqrt( iradarEcho->dist );
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float size = iradarEcho->radius * 2.0;
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if( dist - size > range_m )
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continue;
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dist = dist * range;
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size = size * range;
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// compute the relative angle from the view direction
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float angle = ( view_heading + iradarEcho->heading );
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if( angle > SG_PI )
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angle -= 2.0*SG_PI;
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if( angle < - SG_PI )
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angle += 2.0*SG_PI;
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// and apply a fov factor to simulate a greater scan angle
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angle = angle * fovFactor + SG_PI / 2.0;
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float x = cos( angle ) * dist;
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float y = sin( angle ) * dist;
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// use different shapes so the display is less boring
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float row = symbolSize * (float) (4 + (cloudId & 3) );
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float size_x = rot_x * size;
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float size_y = rot_y * size;
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glTexCoord2f( col, row);
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glVertex2f( x - size_x, y - size_y);
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glTexCoord2f( col+symbolSize, row);
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glVertex2f( x + size_y, y - size_x);
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glTexCoord2f( col+symbolSize, row+symbolSize);
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glVertex2f( x + size_x, y + size_y);
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glTexCoord2f( col, row+symbolSize);
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glVertex2f( x - size_y, y + size_x);
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}
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}
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}
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glEnd(); // GL_QUADS
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// draw lightning echos
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if( drawLightning ) {
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float col = 3 * symbolSize;
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float row = 4 * symbolSize;
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for(iradarEcho = radarEcho->begin() ; iradarEcho != radarEcho->end() ; iradarEcho++ ) {
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if( iradarEcho->lightning ) {
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float dist = iradarEcho->dist;
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dist = dist * range;
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float angle = (view_heading - iradarEcho->heading);
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if( angle > SG_PI )
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angle -= 2.0*SG_PI;
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if( angle < - SG_PI )
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angle += 2.0*SG_PI;
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angle = angle * fovFactor - SG_PI / 2.0;
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float x = cos( angle ) * dist;
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float y = sin( angle ) * dist;
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glColor3f(1.0f, 1.0f, 1.0f);
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float size = symbolSize * 0.5f;
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glBegin( GL_QUADS );
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glTexCoord2f( col, row);
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glVertex2f( x - size, y - size);
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glTexCoord2f( col+symbolSize, row);
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glVertex2f( x + size, y - size);
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glTexCoord2f( col+symbolSize, row+symbolSize);
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glVertex2f( x + size, y + size);
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glTexCoord2f( col, row+symbolSize);
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glVertex2f( x - size, y + size);
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glEnd();
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}
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}
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}
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// erase what is out of sight of antenna
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/*
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|\ /|
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| \ / |
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| \ / |
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---------
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---------
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*/
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float yOffset = 180.0f, xOffset = 256.0f;
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if( display_mode != "arc" ) {
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yOffset = 40.0f;
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xOffset = 240.0f;
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}
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glDisable(GL_BLEND);
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glColor4f(1.0f, 0.0f, 0.0f, 0.01f);
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glBegin( GL_QUADS );
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glTexCoord2f( 0.5f, 0.25f);
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glVertex2f(-xOffset, 0.0 + yOffset);
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glTexCoord2f( 1.0f, 0.25f);
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glVertex2f(xOffset, 0.0 + yOffset);
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glTexCoord2f( 1.0f, 0.5f);
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glVertex2f(xOffset, 256.0 + yOffset);
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glTexCoord2f( 0.5f, 0.5f);
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glVertex2f(-xOffset, 256.0 + yOffset);
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glEnd();
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glColor4f(0.0f, 0.0f, 0.0f, 0.0f);
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// glColor4f(0.0f, 1.0f, 0.0f, 1.0f);
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glDisable(GL_ALPHA_TEST);
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glBindTexture(GL_TEXTURE_2D, 0);
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glBegin( GL_TRIANGLES );
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glVertex2f(0.0, 0.0);
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glVertex2f(-256.0, 0.0);
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glVertex2f(-256.0, 256.0);
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glVertex2f(0.0, 0.0);
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glVertex2f(256.0, 0.0);
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glVertex2f(256.0, 256.0);
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glVertex2f(-256, 0.0);
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glVertex2f(256.0, 0.0);
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glVertex2f(-256.0, -256.0);
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glVertex2f(256, 0.0);
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glVertex2f(256.0, -256.0);
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glVertex2f(-256.0, -256.0);
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glEnd();
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// DEBUG only
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/* glColor4f(1.0f, 0.0f, 0.0f, 1.0f);
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glBegin( GL_LINES );
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glVertex2f(0.0, 0.0);
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glVertex2f(-256.0, 256.0);
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glVertex2f(0.0, 0.0);
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glVertex2f(256.0, 256.0);
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glEnd();*/
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glEnable(GL_BLEND);
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glEnable(GL_ALPHA_TEST);
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}
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glPopMatrix();
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odg->endCapture( resultTexture->getHandle() );
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}
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