800dd73551
- re-enable od_gauge ("owner drawn" render-to-texture instruments) - implement radar in c++ (unlimited number of clouds/ai/mp/... objects, better performance)
208 lines
7 KiB
C++
208 lines
7 KiB
C++
// Owner Drawn Gauge helper class
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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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// Ported to OSG by Tim Moore - Jun 2007
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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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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//
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//
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#ifdef HAVE_CONFIG_H
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# include "config.h"
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#endif
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#include <osg/AlphaFunc>
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#include <osg/BlendFunc>
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#include <osg/Camera>
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#include <osg/Geode>
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#include <osg/NodeVisitor>
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#include <osg/Matrix>
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#include <osg/PolygonMode>
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#include <osg/ShadeModel>
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#include <osg/StateSet>
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#include <osgDB/FileNameUtils>
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#include <simgear/screen/extensions.hxx>
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#include <simgear/debug/logstream.hxx>
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#include <Main/globals.hxx>
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#include <Main/renderer.hxx>
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#include <Scenery/scenery.hxx>
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#include "od_gauge.hxx"
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FGODGauge::FGODGauge() :
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rtAvailable( false )// ,
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// rt( 0 )
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{
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}
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void FGODGauge::allocRT () {
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camera = new osg::Camera;
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camera->setProjectionMatrix(osg::Matrix::ortho2D(-256.0, 256.0, -256.0,
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256.0));
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camera->setViewport(0, 0, textureWH, textureWH);
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camera->setReferenceFrame(osg::Transform::ABSOLUTE_RF);
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camera->setRenderOrder(osg::Camera::PRE_RENDER);
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camera->setClearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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camera->setClearColor(osg::Vec4(0.0f, 0.0f, 0.0f , 0.0f));
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camera->setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT);
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osg::StateSet* stateSet = camera->getOrCreateStateSet();
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stateSet->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
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stateSet->setMode(GL_CULL_FACE, osg::StateAttribute::OFF);
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stateSet->setMode(GL_FOG, osg::StateAttribute::OFF);
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stateSet->setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF);
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stateSet->setAttributeAndModes(new osg::PolygonMode(osg::PolygonMode::FRONT_AND_BACK,
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osg::PolygonMode::FILL),
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osg::StateAttribute::ON);
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stateSet->setAttributeAndModes(new osg::AlphaFunc(osg::AlphaFunc::GREATER,
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0.0f),
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osg::StateAttribute::ON);
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stateSet->setAttribute(new osg::ShadeModel(osg::ShadeModel::FLAT));
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stateSet->setAttributeAndModes(new osg::BlendFunc(osg::BlendFunc::SRC_ALPHA,
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osg::BlendFunc::ONE_MINUS_SRC_ALPHA),
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osg::StateAttribute::ON);
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if (!texture.valid()) {
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texture = new osg::Texture2D;
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texture->setTextureSize(textureWH, textureWH);
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texture->setInternalFormat(GL_RGBA);
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texture->setFilter(osg::Texture2D::MIN_FILTER,osg::Texture2D::LINEAR);
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texture->setFilter(osg::Texture2D::MAG_FILTER,osg::Texture2D::LINEAR);
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}
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camera->attach(osg::Camera::COLOR_BUFFER, texture.get());
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globals->get_renderer()->addCamera(camera.get(), false);
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rtAvailable = true;
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// GLint colorBits = 0;
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// glGetIntegerv( GL_BLUE_BITS, &colorBits );
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// rt = new RenderTexture();
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// if( colorBits < 8 )
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// rt->Reset("rgba=5,5,5,1 ctt");
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// else
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// rt->Reset("rgba ctt");
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// if( rt->Initialize(256, 256, true) ) {
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// SG_LOG(SG_ALL, SG_INFO, "FGODGauge:Initialize sucessfull");
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// if (rt->BeginCapture())
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// {
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// SG_LOG(SG_ALL, SG_INFO, "FGODGauge:BeginCapture sucessfull, RTT available");
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// rtAvailable = true;
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// glViewport(0, 0, textureWH, textureWH);
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// glMatrixMode(GL_PROJECTION);
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// glLoadIdentity();
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// gluOrtho2D( -256.0, 256.0, -256.0, 256.0 );
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// glMatrixMode(GL_MODELVIEW);
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// glLoadIdentity();
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// glDisable(GL_LIGHTING);
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// glEnable(GL_COLOR_MATERIAL);
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// glDisable(GL_CULL_FACE);
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// glDisable(GL_FOG);
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// glDisable(GL_DEPTH_TEST);
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// glClearColor(0.0, 0.0, 0.0, 0.0);
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// glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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// glBindTexture(GL_TEXTURE_2D, 0);
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// glEnable(GL_TEXTURE_2D);
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// glEnable(GL_ALPHA_TEST);
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// glAlphaFunc(GL_GREATER, 0.0f);
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// glDisable(GL_SMOOTH);
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// glEnable(GL_BLEND);
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// glBlendFunc( GL_ONE, GL_ONE_MINUS_SRC_ALPHA );
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// rt->EndCapture();
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// } else
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// SG_LOG(SG_ALL, SG_WARN, "FGODGauge:BeginCapture failed, RTT not available, using backbuffer");
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// } else
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// SG_LOG(SG_ALL, SG_WARN, "FGODGauge:Initialize failed, RTT not available, using backbuffer");
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}
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FGODGauge::~FGODGauge() {
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// delete rt;
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}
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void FGODGauge::init () {
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}
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void FGODGauge::update (double dt) {
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}
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void FGODGauge::setSize(int viewSize) {
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textureWH = viewSize;
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// glViewport(0, 0, textureWH, textureWH);
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}
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bool FGODGauge::serviceable(void) {
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return rtAvailable;
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}
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/**
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* Replace a texture in the airplane model with the gauge texture.
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*/
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class ReplaceStaticTextureVisitor : public osg::NodeVisitor
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{
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public:
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ReplaceStaticTextureVisitor(const std::string& name,
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osg::Texture2D* _newTexture) :
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osg::NodeVisitor(osg::NodeVisitor::TRAVERSE_ALL_CHILDREN),
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newTexture(_newTexture)
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{
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textureFileName = osgDB::getSimpleFileName(name);
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}
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virtual void apply(osg::Node& node)
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{
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osg::StateSet* ss = node.getStateSet();
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if (ss)
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changeStateSetTexture(ss);
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traverse(node);
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}
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virtual void apply(osg::Geode& node)
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{
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int numDrawables = node.getNumDrawables();
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for (int i = 0; i < numDrawables; i++) {
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osg::Drawable* drawable = node.getDrawable(i);
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osg::StateSet* ss = drawable->getStateSet();
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if (ss)
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changeStateSetTexture(ss);
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}
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traverse(node);
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}
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protected:
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void changeStateSetTexture(osg::StateSet *ss)
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{
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osg::Texture2D* tex
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= dynamic_cast<osg::Texture2D*>(ss->getTextureAttribute(0,
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osg::StateAttribute::TEXTURE));
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if (!tex || tex == newTexture || !tex->getImage())
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return;
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std::string fileName = tex->getImage()->getFileName();
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std::string simpleName = osgDB::getSimpleFileName(fileName);
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if (osgDB::equalCaseInsensitive(textureFileName, simpleName))
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ss->setTextureAttribute(0, newTexture);
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}
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std::string textureFileName;
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osg::Texture2D* newTexture;
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};
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void FGODGauge::set_texture(const char * name, osg::Texture2D* new_texture)
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{
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osg::Group* root = globals->get_scenery()->get_aircraft_branch();
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ReplaceStaticTextureVisitor visitor(name, new_texture);
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root->accept(visitor);
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}
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