1095 lines
32 KiB
C++
1095 lines
32 KiB
C++
// panel.cxx -- routines to draw an instrument panel
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//
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// Written by Friedemann Reinhard, started June 1998.
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//
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// Copyright(C)1998 Friedemann Reinhard-reinhard@theorie2.physik.uni-erlangen.de
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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, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
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//
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// $Id$
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#ifdef HAVE_CONFIG_H
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# include <config.h>
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#endif
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#ifdef FG_MATH_EXCEPTION_CLASH
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# include <math.h>
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#endif
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#ifdef HAVE_WINDOWS_H
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# include <windows.h>
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#endif
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#define FILLED true
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#include <GL/glut.h>
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#include <XGL/xgl.h>
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#include <stdlib.h>
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#include <stdio.h>
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#include <string.h>
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#include <string>
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#include <math.h>
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#include <Debug/logstream.hxx>
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#include <Aircraft/aircraft.hxx>
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#include <Main/options.hxx>
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#include <Main/views.hxx>
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#include <Misc/fgpath.hxx>
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#include <Objects/texload.h>
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#include "panel.hxx"
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#include "cockpit.hxx"
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#include "hud.hxx"
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GLubyte *imag;
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int imag_width, imag_height;
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GLubyte *img;
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int img_width, img_height;
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static float value[4];
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static GLuint panel_tex_id[2];
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static GLubyte tex[32][128][3];
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static float alphahist;
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static float Xzoom, Yzoom;
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static Pointer pointer[20];
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static int NumPoint = 4;
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static int i = 0;
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static GLdouble mvmatrix[16];
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static GLdouble matrix[16];
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static double var[20];
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static double offset;
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static float alpha;
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static int n1;
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static int n2;
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static GLfloat Wings[] = {
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-1.25, -28.125, 1.255, -28.125, 1.255, 28.125, -1.25, 28.125};
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static GLfloat Elevator[] = {
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3.0, -10.9375, 4.5, -10.9375, 4.5, 10.9375, 3.0, 10.9375};
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static GLfloat Rudder[] = {
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2.0, -0.45, 10.625, -0.45, 10.625, 0.55, 2.0, 0.55};
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FGPanel* FGPanel::OurPanel = 0;
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// FGPanel::FGPanel() - constructor to initialize the panel.
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FGPanel::FGPanel(void){
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int x, y;
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FILE *f;
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char line[256];
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GLint test;
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GLubyte *tex = new GLubyte[262144];
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if(OurPanel) {
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FG_LOG( FG_GENERAL, FG_ALERT, "Error: only one Panel allowed" );
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exit(-1);
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}
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OurPanel = this;
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Xzoom = (float)((float)(current_view.get_winWidth())/1024);
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Yzoom = (float)((float)(current_view.get_winHeight())/768);
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test_instr[3] = new FGTexInstrument(144.375, 166.875, 4, 32, 3, 30, 15.0,
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260.0, -20.0, 360, 65, 193, 0);
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test_instr[4] = new FGTexInstrument(358, 52, 4, 30, 3, 30, -3.0, 3.0, 100,
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440, 66.15, 66, 2);
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test_instr[5] = new FGTexInstrument(357.5, 167, 5, 25, 4, 30, 0, 10000, 0,
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360, 194, 191, 1);
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test_instr[6] = new FGTexInstrument(357.5, 167, 5, 32, 3, 30, 0, 3000, 0,
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1080, 194, 191, 1);
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test_instr[0] = new FGHorizon(251, 166.75);
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test_instr[1] = new FGTurnCoordinator(143.75, 51.75);
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//test_instr[2] = new FGRpmGauge(462.5, 133);
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test_instr[2] = new FGTexInstrument(462.5, 133, 10, 20, 5.5, 60, 0.0, 1.0,
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-67, 180, 174, 83, 3);
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// FontList = glGenLists (256);
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// glListBase(FontList);
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// InitLists();
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#ifdef GL_VERSION_1_1
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xglGenTextures(2, panel_tex_id);
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xglBindTexture(GL_TEXTURE_2D, panel_tex_id[1]);
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#elif GL_EXT_texture_object
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xglGenTexturesEXT(2, panel_tex_id);
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xglBindTextureEXT(GL_TEXTURE_2D, panel_tex_id[1]);
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#else
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# error port me
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#endif
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xglMatrixMode(GL_PROJECTION);
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xglPushMatrix();
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xglLoadIdentity();
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xglViewport(0, 0, 640, 480);
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xglOrtho(0, 640, 0, 480, 1, -1);
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xglMatrixMode(GL_MODELVIEW);
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xglPushMatrix();
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xglLoadIdentity();
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xglPixelStorei(GL_UNPACK_ALIGNMENT, 4);
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xglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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xglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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xglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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xglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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// load in the texture data
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xglPixelStorei(GL_UNPACK_ROW_LENGTH, 256);
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FGPath tpath( current_options.get_fg_root() );
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tpath.append( "Textures/gauges.rgb" );
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if((img = read_rgb_texture( (char *)tpath.c_str(), &img_width, &img_height ))==NULL){
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}
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xglPixelStorei(GL_UNPACK_ROW_LENGTH, 256);
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tpath.set( current_options.get_fg_root() );
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tpath.append( "Textures/gauges2.rgb" );
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if((imag = read_rgb_texture( (char *)tpath.c_str(), &imag_width, &imag_height ))==NULL){
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}
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xglPixelStorei(GL_UNPACK_ROW_LENGTH, 1024);
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tpath.set( current_options.get_fg_root() );
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tpath.append( "Textures/Fullone.rgb" );
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if ((background = read_rgb_texture( (char *)tpath.c_str(), &width, &height ))==NULL ){
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}
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// for(y=0;y<256;y++){
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// for(x=0;x<256;x++){
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// tex[(y+x*256)*3] = imag[(y+x*256)*3];
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// tex[(y+x*256)*3 + 1] = imag[(y+x*256)*3 + 1];
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// tex[(y+x*256)*3 + 2] = imag[(y+x*256)*3 + 2];
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// tex[(y+x*256)*3 + 3] = (imag[(y+x*256)*3 + 1] + imag[(y+x*256)*3 + 2] // + imag[(y+x*256)*3 + 0])/3;
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//
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// if((imag[(y+x*256)*3] < 150) && (imag[(y+x*256)*3 +1] < 150) && // (imag[(y+x*256)*3 + 2] < 150) ){
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// tex[(y+x*256)*3 + 3] = 0x0;
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// }
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// else{
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// tex[(y+x*256)*3 + 3] = 0xff;
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// }
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// }
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// }
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xglPixelZoom(Xzoom, Yzoom);
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xglPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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xglPixelStorei(GL_UNPACK_ROW_LENGTH, 1024);
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xglPixelStorei(GL_UNPACK_ROW_LENGTH, 1024);
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xglRasterPos2i(0,0);
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xglPixelZoom(Xzoom, Yzoom);
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xglPixelStorei(GL_UNPACK_ROW_LENGTH, 256);
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xglTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 256, 256, 0, GL_RGB, GL_UNSIGNED_BYTE, imag);
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#ifdef GL_VERSION_1_1
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xglBindTexture(GL_TEXTURE_2D, panel_tex_id[0]);
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#elif GL_EXT_texture_object
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xglBindTextureEXT(GL_TEXTURE_2D, panel_tex_id[0]);
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#else
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# error port me
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#endif
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xglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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xglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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xglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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xglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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xglTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 256, 256, 0, GL_RGB, GL_UNSIGNED_BYTE, (GLvoid *)(img));
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xglMatrixMode(GL_MODELVIEW);
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xglPopMatrix();
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}
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void FGPanel::ReInit( int x, int y, int finx, int finy){
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fgOPTIONS *o;
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FGView *v = ¤t_view;
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int i;
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GLint buffer;
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o = ¤t_options;
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xglDisable(GL_DEPTH_TEST);
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Xzoom = (float)((float)(current_view.get_winWidth())/1024);
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Yzoom = (float)((float)(current_view.get_winHeight())/768);
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// save the current buffer state
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xglGetIntegerv(GL_DRAW_BUFFER, &buffer);
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// and enable both buffers for writing
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xglDrawBuffer(GL_FRONT_AND_BACK);
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xglMatrixMode(GL_PROJECTION);
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xglPushMatrix();
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xglLoadIdentity();
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xglViewport(0, 0, 640, 480);
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xglOrtho(0, 640, 0, 480, 1, -1);
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xglMatrixMode(GL_MODELVIEW);
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xglPushMatrix();
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xglLoadIdentity();
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xglPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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xglPixelZoom(Xzoom, Yzoom);
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xglPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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xglPixelStorei(GL_UNPACK_ROW_LENGTH, 1024);
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xglPixelStorei(GL_UNPACK_SKIP_PIXELS, x);
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xglPixelStorei(GL_UNPACK_SKIP_ROWS, y);
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xglRasterPos2i(x, y);
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xglPixelZoom(Xzoom, Yzoom);
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xglDrawPixels(finx - x, finy - y, GL_RGB, GL_UNSIGNED_BYTE,
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(GLvoid *)(background));
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// restore original buffer state
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xglDrawBuffer( (GLenum)buffer );
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xglEnable(GL_DEPTH_TEST);
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}
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void FGPanel::Update ( void ) {
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float alpha;
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double pitch;
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double roll;
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float alpharad;
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double speed;
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int i;
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// static bool beech_drawn = false;
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// char *test = "ALM 100";
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var[0] = get_speed() /* * 1.4 */; // We have to multiply the airspeed by a
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// factor, to simulate flying a Bonanza
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var[1] = get_altitude();
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var[2] = get_climb_rate() / 1000.0;
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var[3] = get_throttleval();
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xglMatrixMode(GL_PROJECTION);
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xglPushMatrix();
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xglLoadIdentity();
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xglOrtho(0, 640, 0, 480, 10, -10);
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xglMatrixMode(GL_MODELVIEW);
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xglPushMatrix();
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xglLoadIdentity();
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xglDisable(GL_DEPTH_TEST);
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xglEnable(GL_LIGHTING);
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xglEnable(GL_TEXTURE_2D);
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xglDisable(GL_BLEND);
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xglMatrixMode(GL_MODELVIEW);
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xglPopMatrix();
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xglPushMatrix();
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xglDisable(GL_LIGHTING);
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test_instr[3]->Render();
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test_instr[4]->Render();
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test_instr[5]->Render();
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test_instr[6]->Render();
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xglPopMatrix();
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xglPushMatrix();
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test_instr[1]->Render();
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test_instr[2]->Render();
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// DrawBeechcraftLogo(230, 235, 30, 10);
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// DrawScale(144.375, 166.875, 38, 41.0, 18, 340, 44, 2.0, 1.0, 1.0, 1.0);
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xglEnable(GL_LIGHTING);
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test_instr[0]->Render();
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xglDisable(GL_TEXTURE_2D);
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xglPopMatrix();
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xglEnable(GL_DEPTH_TEST);
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xglEnable(GL_LIGHTING);
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xglDisable(GL_TEXTURE_2D);
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xglDisable(GL_BLEND);
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xglMatrixMode(GL_PROJECTION);
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xglPopMatrix();
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xglMatrixMode(GL_MODELVIEW);
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xglPopMatrix();
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}
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// horizon - Let's draw an artificial horizon using both texture mapping and
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// primitive drawing
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void FGHorizon::Render(void){
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double pitch;
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double roll;
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float shifted, alpha, theta;
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float epsi = 360 / 180;
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GLboolean Light;
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GLfloat normal[2];
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static int n, dn, rot, tmp1, tmp2;
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float a;
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GLfloat material[] = { 0.714844, 0.265625, 0.056875 ,1.0};
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GLfloat material2[] = {0.6640625, 0.921875, 0.984375, 1.0};
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GLfloat material3[] = {0.2, 0.2, 0.2, 1.0};
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GLfloat material4[] = {0.8, 0.8, 0.8, 1.0};
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GLfloat material5[] = {0.0, 0.0, 0.0, 1.0};
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GLfloat direction[] = {0.0, 0.0, 0.0};
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GLfloat light_position[4];
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GLfloat light_ambient[] = {0.7, 0.7, 0.7, 1.0};
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GLfloat light_ambient2[] = {0.7, 0.7, 0.7, 1.0};
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GLfloat light_diffuse[] = {1.0, 1.0, 1.0, 1.0};
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GLfloat light_specular[] = {1.0, 1.0, 1.0, 1.0};
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pitch = get_pitch() * RAD_TO_DEG;
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if(pitch > 45)
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pitch = 45;
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if(pitch < -45)
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pitch = -45;
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roll = get_roll() * RAD_TO_DEG;
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xglEnable(GL_NORMALIZE);
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xglEnable(GL_LIGHTING);
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xglEnable(GL_TEXTURE_2D);
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xglEnable(GL_LIGHT1);
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xglDisable(GL_LIGHT2);
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xglDisable(GL_LIGHT0);
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xglMatrixMode(GL_MODELVIEW);
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xglLoadIdentity();
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xglTranslatef(XPos, YPos, 0);
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xglTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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xglMatrixMode(GL_TEXTURE);
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xglPushMatrix();
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// computations for the non-textured parts of the AH
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shifted = -((pitch / 10) * 7.0588235);
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if(shifted > (bottom - radius)){
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theta = (180 - (acos((bottom - shifted) / radius)*RAD_TO_DEG));
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n = (int)(theta / epsi) - 1;
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n1 = n;
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n2 = (180 - n1) + 2;
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dn = n2 - n1;
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rot = (int)(roll / epsi);
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n1 += rot + 45;
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n2 += rot + 45;
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}
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if(shifted < (-top + radius)){
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theta = ((acos((-top - shifted) / radius)*RAD_TO_DEG));
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n = (int)(theta / epsi) + 1;
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n1 = n;
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n2 = (180 - n1) + 2;
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dn = n2 - n1;
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rot = (int)(roll / epsi);
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n1 += rot - 45;
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n2 += rot - 45;
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if(n1 < 0){ n1 += 180; n2 +=180;}
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}
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// end of computations
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light_position[0] = 0.0;
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light_position[1] = 0.0;
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light_position[2] = 1.5;
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light_position[3] = 0.0;
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xglLightfv(GL_LIGHT1, GL_POSITION, light_position);
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xglLightfv(GL_LIGHT1, GL_AMBIENT, light_ambient);
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xglLightfv(GL_LIGHT1, GL_DIFFUSE, light_diffuse);
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xglLightfv(GL_LIGHT1, GL_SPECULAR, light_specular);
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xglLightfv(GL_LIGHT1, GL_SPOT_DIRECTION, direction);
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#ifdef GL_VERSION_1_1
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xglBindTexture(GL_TEXTURE_2D, panel_tex_id[1]);
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#elif GL_EXT_texture_object
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xglBindTextureEXT(GL_TEXTURE_2D, panel_tex_id[1]);
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#else
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# error port me
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#endif
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xglLoadIdentity();
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xglTranslatef(0.0, ((pitch / 10) * 0.046875), 0.0);
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xglTranslatef((texXPos/256), (texYPos/256), 0.0);
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xglRotatef(-roll, 0.0, 0.0, 1.0);
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xglScalef(1.7, 1.7, 0.0);
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// the following loop draws the textured part of the AH
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xglMaterialf(GL_FRONT, GL_SHININESS, 85.0);
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xglMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, material4);
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xglMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, material5);
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xglMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, material3);
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xglMatrixMode(GL_MODELVIEW);
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xglBegin(GL_TRIANGLES);
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for(i=45;i<225;i++){
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xglTexCoord2f(0.0, 0.0);
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xglNormal3f(0.0, 0.0, 0.6);
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xglVertex3f(0.0, 0.0, 0.0);
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xglTexCoord2f(texCoord[i % 180][0], texCoord[i % 180][1]);
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xglNormal3f(normals[i % 180][0], normals[i % 180][1], 0.6);
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xglVertex3f(vertices[i % 180][0], vertices[i % 180][1], 0.0);
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n = (i + 1) % 180;
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xglTexCoord2f(texCoord[n][0], texCoord[n][1]);
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xglNormal3f(normals[n][0], normals[n][1], 0.6);
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xglVertex3f(vertices[n][0], vertices[n][1], 0.0);
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}
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xglEnd();
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if((shifted > (bottom - radius)) && (n1 < 1000) && (n1 > 0)){
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a = sin(theta * DEG_TO_RAD) * sin(theta * DEG_TO_RAD);
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light_ambient2[0] = a;
|
|
light_ambient2[1] = a;
|
|
light_ambient2[2] = a;
|
|
|
|
xglLightfv(GL_LIGHT1, GL_AMBIENT, light_ambient2);
|
|
xglLightfv(GL_LIGHT1, GL_DIFFUSE, light_ambient2);
|
|
xglLightfv(GL_LIGHT1, GL_SPECULAR, light_ambient2);
|
|
|
|
xglBegin(GL_TRIANGLES);
|
|
|
|
tmp1 = n1; tmp2 = n2;
|
|
|
|
for(i = tmp1; i < tmp2 + 1; i++){
|
|
n = i % 180;
|
|
xglNormal3f(0.0, 0.0, 1.5);
|
|
xglTexCoord2f((56 / 256), (140 / 256));
|
|
xglVertex3f(((vertices[n1 % 180][0] + vertices[n2 % 180][0]) / 2),
|
|
((vertices[n1 % 180][1] + vertices[n2 % 180][1]) / 2),
|
|
0.0);
|
|
|
|
xglTexCoord2f((57 / 256), (139 / 256));
|
|
xglNormal3f(normals[n][0], normals[n][1], normals[n][3]);
|
|
xglVertex3f(vertices[n][0], vertices[n][1], 0.0);
|
|
|
|
n = (i + 1) % 180;
|
|
xglTexCoord2f((57 / 256), (139 / 256));
|
|
xglNormal3f(normals[n][0], normals[n][1], normals[n][3]);
|
|
xglVertex3f(vertices[n][0], vertices[n][1], 0.0);
|
|
}
|
|
xglEnd();
|
|
}
|
|
|
|
if((shifted < (-top + 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;
|
|
|
|
xglLightfv(GL_LIGHT1, GL_AMBIENT, light_ambient2);
|
|
xglLightfv(GL_LIGHT1, GL_DIFFUSE, light_ambient2);
|
|
xglLightfv(GL_LIGHT1, GL_SPECULAR, light_ambient2);
|
|
xglMaterialf(GL_FRONT, GL_SHININESS, a * 85);
|
|
xglBegin(GL_TRIANGLES);
|
|
tmp1 = n1; tmp2 = n2;
|
|
for(i = tmp1; i <= tmp2; i++){
|
|
n = i % 180;
|
|
xglNormal3f(0.0, 0.0, 1.5);
|
|
xglTexCoord2f((73 / 256), (237 / 256));
|
|
xglVertex3f(((vertices[n1 % 180][0] + vertices[n2 % 180][0]) / 2),
|
|
((vertices[n1 % 180][1] + vertices[n2 % 180][1]) / 2),
|
|
0.0);
|
|
|
|
xglTexCoord2f((73 / 256), (236 / 256));
|
|
xglNormal3f(normals[n][0], normals[n][1], normals[n][2]);
|
|
xglVertex3f(vertices[n][0], vertices[n][1], 0.0);
|
|
|
|
n = (i + 1) % 180;
|
|
xglTexCoord2f((73 / 256), (236 / 256));
|
|
xglNormal3f(normals[n][0], normals[n][1], normals[n][2]);
|
|
xglVertex3f(vertices[n][0], vertices[n][1], 0.0);
|
|
}
|
|
xglEnd();
|
|
}
|
|
|
|
// Now we will have to draw the small triangle indicating the roll value
|
|
|
|
xglDisable(GL_LIGHTING);
|
|
xglDisable(GL_TEXTURE_2D);
|
|
|
|
xglRotatef(roll, 0.0, 0.0, 1.0);
|
|
|
|
xglBegin(GL_TRIANGLES);
|
|
xglColor3f(1.0, 1.0, 1.0);
|
|
xglVertex3f(0.0, radius, 0.0);
|
|
xglVertex3f(-3.0, (radius - 7.0), 0.0);
|
|
xglVertex3f(3.0, (radius - 7.0), 0.0);
|
|
xglEnd();
|
|
|
|
xglLoadIdentity();
|
|
|
|
xglBegin(GL_POLYGON);
|
|
xglColor3f(0.2109375, 0.23046875, 0.203125);
|
|
xglVertex2f(275.625, 138.0);
|
|
xglVertex2f(275.625, 148.125);
|
|
xglVertex2f(258.125, 151.25);
|
|
xglVertex2f(246.875, 151.25);
|
|
xglVertex2f(226.875, 147.5);
|
|
xglVertex2f(226.875, 138.0);
|
|
xglVertex2f(275.625, 138.0);
|
|
xglEnd();
|
|
|
|
xglLoadIdentity();
|
|
|
|
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 FGHorizon::Init(void){
|
|
radius = 28.9;
|
|
texXPos = 56;
|
|
texYPos = 174;
|
|
bottom = 36.5;
|
|
top = 36.5;
|
|
int n;
|
|
|
|
float step = (360*DEG_TO_RAD)/180;
|
|
|
|
for(n=0;n<180;n++){
|
|
vertices[n][0] = cos(n * step) * radius;
|
|
vertices[n][1] = sin(n * step) * radius;
|
|
texCoord[n][0] = (cos(n * step) * radius)/256;
|
|
texCoord[n][1] = (sin(n * step) * radius)/256;
|
|
normals[n][0] = cos(n * step) * radius + sin(n * step);
|
|
normals[n][1] = sin(n * step) * radius + cos(n * step);
|
|
normals[n][2] = 0.0;
|
|
}
|
|
}
|
|
|
|
void FGTexInstrument::UpdatePointer(void){
|
|
double pitch;
|
|
double roll;
|
|
float alpharad;
|
|
double speed;
|
|
glEnableClientState(GL_VERTEX_ARRAY);
|
|
glVertexPointer(2, GL_FLOAT, 0, vertices);
|
|
|
|
alpha=((((float)((var[variable]) - (value1))) /
|
|
(value2 - value1))* (alpha2 - alpha1) + alpha1);
|
|
|
|
if (alpha < alpha1)
|
|
alpha = alpha1;
|
|
if (alpha > alpha2)
|
|
alpha = alpha2;
|
|
xglMatrixMode(GL_MODELVIEW);
|
|
xglPushMatrix();
|
|
xglLoadIdentity();
|
|
xglDisable(GL_TEXTURE_2D);
|
|
xglTranslatef(XPos, YPos, 0);
|
|
xglRotatef(-alpha, 0.0, 0.0, 1.0);
|
|
xglColor4f(1.0, 1.0, 1.0, 1.0);
|
|
glDrawArrays(GL_POLYGON, 0, 10);
|
|
tape[0] = tape[1];
|
|
tape[1] = 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;n<NumVerti;n += 2){
|
|
xglVertex2f(array[n] * ScaleFactor, array[n + 1] * ScaleFactor);
|
|
}
|
|
xglEnd();
|
|
|
|
xglLoadIdentity();
|
|
xglMatrixMode(GL_MODELVIEW);
|
|
xglPixelStorei(GL_UNPACK_SKIP_PIXELS, 0);
|
|
xglPixelStorei(GL_UNPACK_SKIP_ROWS, 0);
|
|
xglDisable(GL_TEXTURE_2D);
|
|
xglDisable(GL_TEXTURE_GEN_S);
|
|
xglDisable(GL_TEXTURE_GEN_T);
|
|
|
|
}
|
|
|
|
// CreatePointer - calculate the vertices of a pointer
|
|
|
|
void FGTexInstrument::CreatePointer(void){
|
|
int i;
|
|
float alpha;
|
|
float alphastep;
|
|
float r = radius;
|
|
|
|
vertices[0] = 0;
|
|
vertices[1] = length;
|
|
vertices[2] = -(width/2);
|
|
vertices[3] = length - ((width/2)/(tan(angle*DEG_TO_RAD/2)));
|
|
vertices[4] = -(width/2);
|
|
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;
|
|
vertices[(i*2)+6] = sin(alpha)*r;
|
|
}
|
|
|
|
alpha = asin(-(width/2)/r);
|
|
|
|
for(i=0;i<5;i++){
|
|
alpha +=alphastep;
|
|
vertices[(i*2)+7]= cos(alpha)*r;
|
|
}
|
|
|
|
vertices[16] = - vertices[4];
|
|
vertices[17] = vertices[5];
|
|
vertices[18] = - vertices[2];
|
|
vertices[19] = vertices[3];
|
|
|
|
}
|
|
|
|
// fgUpdateTurnCoordinator - draws turn coordinator related stuff
|
|
|
|
void FGTurnCoordinator::Render(void){
|
|
int n;
|
|
|
|
xglDisable(GL_LIGHTING);
|
|
xglDisable(GL_BLEND);
|
|
xglEnable(GL_TEXTURE_2D);
|
|
|
|
alpha = (get_sideslip() / 1.5) * 560;
|
|
if(alpha > 56){
|
|
alpha = 56;
|
|
}
|
|
if(alpha < -56){
|
|
alpha = -56;
|
|
}
|
|
|
|
PlaneAlpha = get_roll();
|
|
|
|
xglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
|
xglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
|
xglTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
|
|
|
|
xglMatrixMode(GL_MODELVIEW);
|
|
xglLoadIdentity();
|
|
xglTranslatef(BallXPos, BallYPos, 0.0);
|
|
xglTranslatef(0.75 * sin(alphahist[0] * DEG_TO_RAD) * 31, 0.3 * (39 - (cos(alphahist[0] * DEG_TO_RAD) * 39)), 0.0);
|
|
fgEraseArea(vertices, 72, BallTexXPos + ((0.75 * sin(alphahist[0] * DEG_TO_RAD) * 31) / 0.625), BallTexYPos + ((0.3 * (39 - (cos(alphahist[0] * DEG_TO_RAD) * 39))) / 0.625), BallXPos + (0.75 * sin(alphahist[0] * DEG_TO_RAD) * 31), BallYPos + (0.3 * (39 - (cos(alphahist[0] * DEG_TO_RAD) * 39))), 1, 1);
|
|
xglDisable(GL_TEXTURE_2D);
|
|
xglEnable(GL_BLEND);
|
|
xglBlendFunc(GL_ONE_MINUS_DST_COLOR, GL_ONE);
|
|
xglMatrixMode(GL_MODELVIEW);
|
|
xglLoadIdentity();
|
|
xglTranslatef(BallXPos, BallYPos, 0.0);
|
|
xglTranslatef(0.75 * sin(alpha * DEG_TO_RAD) * 31, 0.3 * (39 - (cos(alpha * DEG_TO_RAD) * 39)), 0.0);
|
|
xglBegin(GL_POLYGON);
|
|
xglColor3f(0.8, 0.8, 0.8);
|
|
for(i=0;i<36;i++){
|
|
xglVertex2f(vertices[2 * i], vertices[(2 * i) + 1]);
|
|
}
|
|
xglEnd();
|
|
|
|
xglDisable(GL_TEXTURE_2D);
|
|
xglDisable(GL_BLEND);
|
|
|
|
xglMatrixMode(GL_MODELVIEW);
|
|
xglLoadIdentity();
|
|
xglTranslatef(XPos, YPos, 0.0);
|
|
xglRotatef(rollhist[0] * RAD_TO_DEG + 90, 0.0, 0.0, 1.0);
|
|
|
|
fgEraseArea(Wings, 8, PlaneTexXPos, PlaneTexYPos, XPos, YPos, 1, 1);
|
|
fgEraseArea(Elevator, 8, PlaneTexXPos, PlaneTexYPos, XPos, YPos, 1, 1);
|
|
fgEraseArea(Rudder, 8, PlaneTexXPos, PlaneTexYPos, XPos, YPos, 1, 1);
|
|
|
|
xglLoadIdentity();
|
|
xglTranslatef(XPos, YPos, 0.0);
|
|
xglRotatef(-get_roll() * RAD_TO_DEG + 90, 0.0, 0.0, 1.0);
|
|
|
|
xglBegin(GL_POLYGON);
|
|
xglColor3f(1.0, 1.0, 1.0);
|
|
for(i=0;i<90;i++){
|
|
xglVertex2f(cos(i * 4 * DEG_TO_RAD) * 5, sin(i * 4 * DEG_TO_RAD) * 5);
|
|
}
|
|
xglEnd();
|
|
|
|
xglBegin(GL_POLYGON);
|
|
xglVertex2f(Wings[0], Wings[1]);
|
|
xglVertex2f(Wings[2], Wings[3]);
|
|
xglVertex2f(Wings[4], Wings[5]);
|
|
xglVertex2f(Wings[6], Wings[7]);
|
|
xglVertex2f(Wings[0], Wings[1]);
|
|
xglEnd();
|
|
|
|
xglBegin(GL_POLYGON);
|
|
xglVertex2f(Elevator[0], Elevator[1]);
|
|
xglVertex2f(Elevator[2], Elevator[3]);
|
|
xglVertex2f(Elevator[4], Elevator[5]);
|
|
xglVertex2f(Elevator[6], Elevator[7]);
|
|
xglVertex2f(Elevator[0], Elevator[1]);
|
|
xglEnd();
|
|
|
|
xglBegin(GL_POLYGON);
|
|
xglVertex2f(Rudder[0], Rudder[1]);
|
|
xglVertex2f(Rudder[2], Rudder[3]);
|
|
xglVertex2f(Rudder[4], Rudder[5]);
|
|
xglVertex2f(Rudder[6], Rudder[7]);
|
|
xglVertex2f(Rudder[0], Rudder[1]);
|
|
xglEnd();
|
|
|
|
|
|
alphahist[0] = alphahist[1];
|
|
alphahist[1] = alpha;
|
|
rollhist[0] = rollhist[1];
|
|
rollhist[1] = -get_roll();
|
|
|
|
xglDisable(GL_BLEND);
|
|
}
|
|
|
|
void FGTurnCoordinator::Init(void){
|
|
int n;
|
|
PlaneTexXPos = 49;
|
|
PlaneTexYPos = 59.75;
|
|
BallXPos = 145;
|
|
BallYPos = 24;
|
|
BallTexXPos = 49;
|
|
BallTexYPos = 16;
|
|
BallRadius = 3.5;
|
|
|
|
for(n=0;n<36;n++){
|
|
vertices[2 * n] = cos(10 * n * DEG_TO_RAD) * BallRadius;
|
|
vertices[(2 * n) + 1] = sin(10 * n * DEG_TO_RAD) * BallRadius;
|
|
}
|
|
}
|
|
|
|
void DrawScale(float XPos, float YPos, float InnerRadius, float OuterRadius,
|
|
float alpha1, float alpha2, int steps, float LineWidth,
|
|
float red, float green, float blue, bool filled){
|
|
int i;
|
|
float diff = (alpha2 - alpha1) / (float)(steps - 1);
|
|
|
|
#define ANTIALIASED_INSTRUMENTS
|
|
|
|
#ifdef ANTIALIASED_INSTRUMENTS
|
|
xglEnable(GL_LINE_SMOOTH);
|
|
xglEnable(GL_BLEND);
|
|
xglHint(GL_LINE_SMOOTH_HINT, GL_FASTEST);
|
|
#endif
|
|
|
|
xglMatrixMode(GL_MODELVIEW);
|
|
xglLoadIdentity();
|
|
|
|
xglTranslatef(XPos, YPos, 0.0);
|
|
xglRotatef(-alpha1, 0.0, 0.0, 1.0);
|
|
|
|
xglLineWidth(LineWidth);
|
|
xglColor3f(red, green, blue);
|
|
|
|
if(!filled){
|
|
xglBegin(GL_LINES);
|
|
}
|
|
else{
|
|
xglBegin(GL_QUAD_STRIP);
|
|
}
|
|
|
|
for(i=0;i < steps; i++){
|
|
xglVertex3f(sin(i * diff * DEG_TO_RAD) * OuterRadius,
|
|
cos(i * diff * DEG_TO_RAD) * OuterRadius, 0.0);
|
|
xglVertex3f(sin(i * diff * DEG_TO_RAD) * InnerRadius,
|
|
cos(i * diff * DEG_TO_RAD) * InnerRadius, 0.0);
|
|
}
|
|
xglEnd();
|
|
|
|
xglLoadIdentity();
|
|
xglDisable(GL_LINE_SMOOTH);
|
|
xglDisable(GL_BLEND);
|
|
}
|
|
|
|
void DrawBeechcraftLogo(float XPos, float YPos, float width, float height){
|
|
xglMatrixMode(GL_MODELVIEW);
|
|
xglLoadIdentity();
|
|
xglTranslatef(XPos, YPos, 0.0);
|
|
xglEnable(GL_BLEND);
|
|
xglEnable(GL_TEXTURE_2D);
|
|
// xglTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_BLEND);
|
|
// xglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
|
|
#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
|
|
|
|
xglBegin(GL_POLYGON);
|
|
|
|
xglTexCoord2f(.39844, .01953);
|
|
xglVertex2f(0.0, 0.0);
|
|
xglTexCoord2f(.58594, .01953);
|
|
xglVertex2f(width, 0.0);
|
|
xglTexCoord2f(.58594, .074219);
|
|
xglVertex2f(width, height);
|
|
xglTexCoord2f(.39844, .074219);
|
|
xglVertex2f(0.0, height);
|
|
|
|
xglEnd();
|
|
|
|
xglDisable(GL_BLEND);
|
|
xglDisable(GL_TEXTURE_2D);
|
|
}
|
|
|
|
|
|
// PrintMatrix - routine to print the current modelview matrix.
|
|
|
|
void PrintMatrix( void){
|
|
xglGetDoublev(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]);
|
|
}
|
|
|
|
void FGRpmGauge::Init(void){
|
|
list = xglGenLists (1);
|
|
int n;
|
|
|
|
xglNewList(list, GL_COMPILE);
|
|
|
|
xglColor3f(.26, .289, .3281);
|
|
xglBegin(GL_POLYGON);
|
|
for(n = 0; n < 180; n++){
|
|
xglVertex2f(cos(n * 0.0349066) * 24.5, sin(n * 0.0349066) * 24.5);
|
|
}
|
|
xglEnd();
|
|
|
|
DrawScale(XPos, YPos, 22.5, 25.625, 50, 135, 10, 1.0, 0.0, 0.7, 0.0,FILLED);
|
|
DrawScale(XPos, YPos, 21.0, 25.625, -70, 180, 8, 1.8, 0.88, 0.88, 0.88, false);
|
|
DrawScale(XPos, YPos, 22.5, 25.0, -70, 180, 40, 0.6, 0.5, 0.5, 0.5, false);
|
|
|
|
xglEndList();
|
|
}
|
|
|
|
void FGRpmGauge::Render(void){
|
|
xglMatrixMode(GL_MODELVIEW);
|
|
xglLoadIdentity();
|
|
xglTranslatef(XPos, YPos, 0.0);
|
|
|
|
xglCallList(list);
|
|
|
|
}
|
|
|
|
void FGPanel::DrawTestLetter(float X, float Y){
|
|
xglEnable(GL_TEXTURE_2D);
|
|
xglEnable(GL_BLEND);
|
|
|
|
xglMatrixMode(GL_TEXTURE);
|
|
xglLoadIdentity();
|
|
xglTranslatef(X, Y, 0.0);
|
|
|
|
DrawLetter();
|
|
|
|
xglMatrixMode(GL_MODELVIEW);
|
|
xglTranslatef(6.0, 0.0, 0.0);
|
|
xglDisable(GL_TEXTURE_2D);
|
|
xglDisable(GL_BLEND);
|
|
}
|
|
|
|
void FGPanel::InitLists(void){
|
|
xglNewList(FontList + 'A', GL_COMPILE);
|
|
DrawTestLetter(0.391625, 0.29296875);
|
|
xglEndList();
|
|
|
|
xglNewList(FontList + 'B', GL_COMPILE);
|
|
DrawTestLetter(0.391625 + 1 * LETTER_OFFSET, 0.29296875);
|
|
xglEndList();
|
|
|
|
xglNewList(FontList + 'C', GL_COMPILE);
|
|
DrawTestLetter(0.391625 + 2 * LETTER_OFFSET, 0.29296875);
|
|
xglEndList();
|
|
|
|
xglNewList(FontList + 'D', GL_COMPILE);
|
|
DrawTestLetter(0.391625 + 3 * LETTER_OFFSET, 0.29296875);
|
|
xglEndList();
|
|
|
|
xglNewList(FontList + 'E', GL_COMPILE);
|
|
DrawTestLetter(0.391625 + 4 * LETTER_OFFSET, 0.29296875);
|
|
xglEndList();
|
|
|
|
xglNewList(FontList + 'F', GL_COMPILE);
|
|
DrawTestLetter(0.391625 + 5 * LETTER_OFFSET, 0.29296875);
|
|
xglEndList();
|
|
|
|
xglNewList(FontList + 'G', GL_COMPILE);
|
|
DrawTestLetter(0.391625 + 6 * LETTER_OFFSET, 0.29296875);
|
|
xglEndList();
|
|
|
|
xglNewList(FontList + 'H', GL_COMPILE);
|
|
DrawTestLetter(0.391625 + 7 * LETTER_OFFSET, 0.29296875);
|
|
xglEndList();
|
|
|
|
xglNewList(FontList + 'I', GL_COMPILE);
|
|
DrawTestLetter(0.391625 + 8 * LETTER_OFFSET, 0.29296875);
|
|
xglEndList();
|
|
|
|
xglNewList(FontList + 'J', GL_COMPILE);
|
|
DrawTestLetter(0.391625 + 9 * LETTER_OFFSET, 0.29296875);
|
|
xglEndList();
|
|
|
|
xglNewList(FontList + 'K', GL_COMPILE);
|
|
DrawTestLetter(0.391625 + 9.7 * LETTER_OFFSET, 0.29296875);
|
|
xglEndList();
|
|
|
|
xglNewList(FontList + 'L', GL_COMPILE);
|
|
DrawTestLetter(0.399625 + 10.6 * LETTER_OFFSET, 0.29296875);
|
|
xglEndList();
|
|
|
|
xglNewList(FontList + 'M', GL_COMPILE);
|
|
DrawTestLetter(0.80459375, 0.29296875);
|
|
xglEndList();
|
|
|
|
xglNewList(FontList + 'N', GL_COMPILE);
|
|
DrawTestLetter(0.83975, 0.29296875);
|
|
xglEndList();
|
|
|
|
xglNewList(FontList + 'O', GL_COMPILE);
|
|
DrawTestLetter(0.871, 0.29296875);
|
|
xglEndList();
|
|
|
|
xglNewList(FontList + 'P', GL_COMPILE);
|
|
DrawTestLetter(0.90715625, 0.29296875);
|
|
xglEndList();
|
|
|
|
xglNewList(FontList + 'Q', GL_COMPILE);
|
|
DrawTestLetter(0.9413125, 0.29296875);
|
|
xglEndList();
|
|
|
|
xglNewList(FontList + '1', GL_COMPILE);
|
|
DrawTestLetter(0.390625, 0.35546875);
|
|
xglEndList();
|
|
|
|
xglNewList(FontList + '2', GL_COMPILE);
|
|
DrawTestLetter(0.390625 + 1*LETTER_OFFSET, 0.3515625);
|
|
xglEndList();
|
|
|
|
xglNewList(FontList + '3', GL_COMPILE);
|
|
DrawTestLetter(0.390625 + 2*LETTER_OFFSET, 0.3515625);
|
|
xglEndList();
|
|
|
|
xglNewList(FontList + '4', GL_COMPILE);
|
|
DrawTestLetter(0.390625 + 3*LETTER_OFFSET, 0.3515625);
|
|
xglEndList();
|
|
|
|
xglNewList(FontList + '5', GL_COMPILE);
|
|
DrawTestLetter(0.390625 + 4*LETTER_OFFSET, 0.3515625);
|
|
xglEndList();
|
|
|
|
xglNewList(FontList + '6', GL_COMPILE);
|
|
DrawTestLetter(0.390625 + 5*LETTER_OFFSET, 0.3515625);
|
|
xglEndList();
|
|
|
|
xglNewList(FontList + '7', GL_COMPILE);
|
|
DrawTestLetter(0.390625 + 6*LETTER_OFFSET, 0.3515625);
|
|
xglEndList();
|
|
|
|
xglNewList(FontList + '8', GL_COMPILE);
|
|
DrawTestLetter(0.390625 + 7*LETTER_OFFSET, 0.3515625);
|
|
xglEndList();
|
|
|
|
xglNewList(FontList + '9', GL_COMPILE);
|
|
DrawTestLetter(0.390625 + 8*LETTER_OFFSET, 0.3515625);
|
|
xglEndList();
|
|
|
|
xglNewList(FontList + '0', GL_COMPILE);
|
|
DrawTestLetter(0.383625 + 9*LETTER_OFFSET, 0.3515625);
|
|
xglEndList();
|
|
|
|
xglNewList(FontList + ' ', GL_COMPILE);
|
|
xglTranslatef(8.0, 0.0, 0.0);
|
|
xglEndList();
|
|
}
|
|
|
|
void FGPanel::TexString(char *s, float XPos, float YPos, float size){
|
|
xglMatrixMode(GL_MODELVIEW);
|
|
xglLoadIdentity();
|
|
xglTranslatef(XPos, YPos, 0.0);
|
|
xglScalef(size, size, 1.0);
|
|
|
|
#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
|
|
|
|
while((*s) != '\0'){
|
|
xglCallList(FontList + (*s));
|
|
s++;
|
|
}
|
|
xglLoadIdentity();
|
|
}
|
|
|
|
void FGTexInstrument::Init(void){
|
|
CreatePointer();
|
|
}
|
|
|
|
void FGTexInstrument::Render(void){
|
|
xglEnable(GL_TEXTURE_2D);
|
|
xglLoadIdentity();
|
|
xglTranslatef(XPos, YPos, 0.0);
|
|
xglRotatef(-tape[0], 0.0, 0.0, 1.0);
|
|
fgEraseArea(vertices, 20, (GLfloat)(teXpos), (GLfloat)(texYpos), (GLfloat)(XPos), (GLfloat)(YPos), 0, 1);
|
|
|
|
UpdatePointer();
|
|
|
|
xglDisable(GL_TEXTURE_2D);
|
|
}
|
|
|