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flightgear/src/Instrumentation/od_gauge.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

239 lines
6.7 KiB
C++

// Owner Drawn Gauge helper class
//
// 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/ssg.h>
#include <simgear/screen/extensions.hxx>
#include <simgear/screen/RenderTexture.h>
#include <simgear/debug/logstream.hxx>
#include SG_GLU_H
#include <Main/globals.hxx>
#include <Scenery/scenery.hxx>
#include "od_gauge.hxx"
FGODGauge::FGODGauge() :
rtAvailable( false ),
rt( 0 )
{
}
// done here and not in init() so we don't allocate a rendering context if it is
// never used
void FGODGauge::allocRT () {
GLint colorBits = 0;
glGetIntegerv( GL_BLUE_BITS, &colorBits );
textureWH = 256;
rt = new RenderTexture();
if( colorBits < 8 )
rt->Reset("rgba=5,5,5,1 ctt");
else
rt->Reset("rgba ctt");
if( rt->Initialize(256, 256, true) ) {
SG_LOG(SG_ALL, SG_INFO, "FGODGauge:Initialize sucessfull");
if (rt->BeginCapture())
{
SG_LOG(SG_ALL, SG_INFO, "FGODGauge:BeginCapture sucessfull, RTT available");
rtAvailable = true;
glViewport(0, 0, textureWH, textureWH);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluOrtho2D( -256.0, 256.0, -256.0, 256.0 );
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glDisable(GL_LIGHTING);
glEnable(GL_COLOR_MATERIAL);
glDisable(GL_CULL_FACE);
glDisable(GL_FOG);
glDisable(GL_DEPTH_TEST);
glClearColor(0.0, 0.0, 0.0, 0.0);
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
glBindTexture(GL_TEXTURE_2D, 0);
glEnable(GL_TEXTURE_2D);
glEnable(GL_ALPHA_TEST);
glAlphaFunc(GL_GREATER, 0.0f);
glDisable(GL_SMOOTH);
glEnable(GL_BLEND);
glBlendFunc( GL_ONE, GL_ONE_MINUS_SRC_ALPHA );
rt->EndCapture();
} else
SG_LOG(SG_ALL, SG_WARN, "FGODGauge:BeginCapture failed, RTT not available, using backbuffer");
} else
SG_LOG(SG_ALL, SG_WARN, "FGODGauge:Initialize failed, RTT not available, using backbuffer");
}
FGODGauge::~FGODGauge() {
delete rt;
}
void FGODGauge::init () {
}
void FGODGauge::update (double dt) {
}
void FGODGauge::beginCapture(int viewSize) {
if( ! rt )
allocRT();
if(rtAvailable) {
rt->BeginCapture();
}
else
set2D();
textureWH = viewSize;
glViewport(0, 0, textureWH, textureWH);
}
void FGODGauge::beginCapture(void) {
if( ! rt )
allocRT();
if(rtAvailable) {
rt->BeginCapture();
}
else
set2D();
}
void FGODGauge::Clear(void) {
if(rtAvailable) {
glClear(GL_COLOR_BUFFER_BIT);
}
else {
glDisable(GL_BLEND);
glDisable(GL_ALPHA_TEST);
glColor4f(0.0f, 0.0f, 0.0f, 0.0f);
glRectf(-256.0, -256.0, 256.0, 256.0);
glEnable(GL_BLEND);
glBlendFunc( GL_ONE, GL_ONE_MINUS_SRC_ALPHA );
glEnable(GL_ALPHA_TEST);
}
}
void FGODGauge::endCapture(GLuint texID) {
glBindTexture(GL_TEXTURE_2D, texID);
// don't use mimaps if we don't update them
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, textureWH, textureWH);
if(rtAvailable)
rt->EndCapture();
else
set3D();
glBindTexture(GL_TEXTURE_2D, 0);
}
void FGODGauge::setSize(int viewSize) {
textureWH = viewSize;
glViewport(0, 0, textureWH, textureWH);
}
bool FGODGauge::serviceable(void) {
return rtAvailable;
}
/**
* Locate a texture SSG node in a branch.
*/
static const char *strip_path(const char *name) {
/* Remove all leading path information. */
const char* seps = "\\/" ;
const char* fn = & name [ strlen ( name ) - 1 ] ;
for ( ; fn != name && strchr(seps,*fn) == NULL ; fn-- )
/* Search back for a seperator */ ;
if ( strchr(seps,*fn) != NULL )
fn++ ;
return fn ;
}
static ssgSimpleState *
find_texture_node (ssgEntity * node, const char * name)
{
if( node->isAKindOf( ssgTypeLeaf() ) ) {
ssgLeaf *leaf = (ssgLeaf *) node;
ssgSimpleState *state = (ssgSimpleState *) leaf->getState();
if( state ) {
ssgTexture *tex = state->getTexture();
if( tex ) {
const char * texture_name = tex->getFilename();
if (texture_name) {
texture_name = strip_path( texture_name );
if ( !strcmp(name, texture_name) )
return state;
}
}
}
}
else {
int nKids = node->getNumKids();
for (int i = 0; i < nKids; i++) {
ssgSimpleState * result =
find_texture_node(((ssgBranch*)node)->getKid(i), name);
if (result != 0)
return result;
}
}
return 0;
}
void FGODGauge::set_texture(const char * name, GLuint new_texture) {
ssgEntity * root = globals->get_scenery()->get_aircraft_branch();
name = strip_path( name );
ssgSimpleState * node = find_texture_node( root, name );
if( node )
node->setTexture( new_texture );
}
void FGODGauge::set2D() {
glPushAttrib ( GL_ENABLE_BIT | GL_VIEWPORT_BIT | GL_TRANSFORM_BIT | GL_LIGHTING_BIT ) ;
glDisable(GL_LIGHTING);
glEnable(GL_COLOR_MATERIAL);
glDisable(GL_CULL_FACE);
glDisable(GL_FOG);
glDisable(GL_DEPTH_TEST);
glClearColor(0.0, 0.0, 0.0, 0.0);
glEnable(GL_TEXTURE_2D);
glDisable(GL_SMOOTH);
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
glBindTexture(GL_TEXTURE_2D, 0);
glViewport ( 0, 0, textureWH, textureWH ) ;
glMatrixMode ( GL_PROJECTION ) ;
glPushMatrix () ;
glLoadIdentity () ;
gluOrtho2D( -256.0, 256.0, -256.0, 256.0 );
glMatrixMode ( GL_MODELVIEW ) ;
glPushMatrix () ;
glLoadIdentity () ;
glAlphaFunc(GL_GREATER, 0.0f);
}
void FGODGauge::set3D() {
glMatrixMode ( GL_PROJECTION ) ;
glPopMatrix () ;
glMatrixMode ( GL_MODELVIEW ) ;
glPopMatrix () ;
glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ) ;
glPopAttrib () ;
}