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flightgear/Simulator/Cockpit/panel.cxx
curt a9b54bca0f Major shuffling to push basic material management out into FlightGear/Lib/
so it can be accessible from the scenery tools.
Also implimented JIT texture loading to save start time and memory.
1999-05-12 04:24:55 +00:00

1087 lines
33 KiB
C++

// panel.cxx -- routines to draw an instrument panel
//
// Written by Friedemann Reinhard, started June 1998.
//
// Copyright(C)1998 Friedemann Reinhard-reinhard@theorie2.physik.uni-erlangen.de
//
// 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, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
//
// $Id$
#ifdef HAVE_CONFIG_H
# include <config.h>
#endif
#ifdef HAVE_WINDOWS_H
# include <windows.h>
#endif
#define FILLED true
#include <GL/glut.h>
#include <XGL/xgl.h>
#include <stdlib.h>
#include <stdio.h>
#include <string.h>
#include <string>
#include <math.h>
#include <Debug/logstream.hxx>
#include <Aircraft/aircraft.hxx>
#include <Main/options.hxx>
#include <Main/views.hxx>
#include <Misc/fgpath.hxx>
#include <Misc/texload.h>
#include "panel.hxx"
#include "cockpit.hxx"
#include "hud.hxx"
GLubyte *imag;
int imag_width, imag_height;
GLubyte *img;
int img_width, img_height;
static float value[4];
static GLuint panel_tex_id[2];
static GLubyte tex[32][128][3];
static float alphahist;
static float Xzoom, Yzoom;
static Pointer pointer[20];
static int NumPoint = 4;
static int i = 0;
static GLdouble mvmatrix[16];
static GLdouble matrix[16];
static double var[20];
static double offset;
static float alpha;
static int n1;
static int n2;
static GLfloat Wings[] = {
-1.25, -28.125, 1.255, -28.125, 1.255, 28.125, -1.25, 28.125};
static GLfloat Elevator[] = {
3.0, -10.9375, 4.5, -10.9375, 4.5, 10.9375, 3.0, 10.9375};
static GLfloat Rudder[] = {
2.0, -0.45, 10.625, -0.45, 10.625, 0.55, 2.0, 0.55};
FGPanel* FGPanel::OurPanel = 0;
// FGPanel::FGPanel() - constructor to initialize the panel.
FGPanel::FGPanel(void){
int x, y;
FILE *f;
char line[256];
GLint test;
GLubyte *tex = new GLubyte[262144];
if(OurPanel) {
FG_LOG( FG_GENERAL, FG_ALERT, "Error: only one Panel allowed" );
exit(-1);
}
OurPanel = this;
Xzoom = (float)((float)(current_view.get_winWidth())/1024);
Yzoom = (float)((float)(current_view.get_winHeight())/768);
test_instr[3] = new FGTexInstrument(144.375, 166.875, 4, 32, 3, 30, 15.0,
260.0, -20.0, 360, 65, 193, 0);
test_instr[4] = new FGTexInstrument(358, 52, 4, 30, 3, 30, -3.0, 3.0, 100,
440, 66.15, 66, 2);
test_instr[5] = new FGTexInstrument(357.5, 167, 5, 25, 4, 30, 0, 10000, 0,
360, 194, 191, 1);
test_instr[6] = new FGTexInstrument(357.5, 167, 5, 32, 3, 30, 0, 3000, 0,
1080, 194, 191, 1);
test_instr[0] = new FGHorizon(251, 166.75);
test_instr[1] = new FGTurnCoordinator(143.75, 51.75);
//test_instr[2] = new FGRpmGauge(462.5, 133);
test_instr[2] = new FGTexInstrument(462.5, 133, 10, 20, 5.5, 60, 0.0, 1.0,
-67, 180, 174, 83, 3);
// FontList = glGenLists (256);
// glListBase(FontList);
// InitLists();
#ifdef GL_VERSION_1_1
xglGenTextures(2, panel_tex_id);
xglBindTexture(GL_TEXTURE_2D, panel_tex_id[1]);
#elif GL_EXT_texture_object
xglGenTexturesEXT(2, panel_tex_id);
xglBindTextureEXT(GL_TEXTURE_2D, panel_tex_id[1]);
#else
# error port me
#endif
xglMatrixMode(GL_PROJECTION);
xglPushMatrix();
xglLoadIdentity();
xglViewport(0, 0, 640, 480);
xglOrtho(0, 640, 0, 480, 1, -1);
xglMatrixMode(GL_MODELVIEW);
xglPushMatrix();
xglLoadIdentity();
xglPixelStorei(GL_UNPACK_ALIGNMENT, 4);
xglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
xglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
xglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
xglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// load in the texture data
xglPixelStorei(GL_UNPACK_ROW_LENGTH, 256);
FGPath tpath( current_options.get_fg_root() );
tpath.append( "Textures/gauges.rgb" );
if((img = read_rgb_texture( (char *)tpath.c_str(), &img_width, &img_height ))==NULL){
}
xglPixelStorei(GL_UNPACK_ROW_LENGTH, 256);
tpath.set( current_options.get_fg_root() );
tpath.append( "Textures/gauges2.rgb" );
if((imag = read_rgb_texture( (char *)tpath.c_str(), &imag_width, &imag_height ))==NULL){
}
xglPixelStorei(GL_UNPACK_ROW_LENGTH, 1024);
tpath.set( current_options.get_fg_root() );
tpath.append( "Textures/Fullone.rgb" );
if ((background = read_rgb_texture( (char *)tpath.c_str(), &width, &height ))==NULL ){
}
// for(y=0;y<256;y++){
// for(x=0;x<256;x++){
// tex[(y+x*256)*3] = imag[(y+x*256)*3];
// tex[(y+x*256)*3 + 1] = imag[(y+x*256)*3 + 1];
// tex[(y+x*256)*3 + 2] = imag[(y+x*256)*3 + 2];
// 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;
//
// if((imag[(y+x*256)*3] < 150) && (imag[(y+x*256)*3 +1] < 150) && // (imag[(y+x*256)*3 + 2] < 150) ){
// tex[(y+x*256)*3 + 3] = 0x0;
// }
// else{
// tex[(y+x*256)*3 + 3] = 0xff;
// }
// }
// }
xglPixelZoom(Xzoom, Yzoom);
xglPixelStorei(GL_UNPACK_ALIGNMENT, 1);
xglPixelStorei(GL_UNPACK_ROW_LENGTH, 1024);
xglPixelStorei(GL_UNPACK_ROW_LENGTH, 1024);
xglRasterPos2i(0,0);
xglPixelZoom(Xzoom, Yzoom);
xglPixelStorei(GL_UNPACK_ROW_LENGTH, 256);
xglTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 256, 256, 0, GL_RGB, GL_UNSIGNED_BYTE, imag);
#ifdef GL_VERSION_1_1
xglBindTexture(GL_TEXTURE_2D, panel_tex_id[0]);
#elif GL_EXT_texture_object
xglBindTextureEXT(GL_TEXTURE_2D, panel_tex_id[0]);
#else
# error port me
#endif
xglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
xglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
xglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
xglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
xglTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 256, 256, 0, GL_RGB, GL_UNSIGNED_BYTE, (GLvoid *)(img));
xglMatrixMode(GL_MODELVIEW);
xglPopMatrix();
}
void FGPanel::ReInit( int x, int y, int finx, int finy){
fgOPTIONS *o;
FGView *v = &current_view;
int i;
GLint buffer;
o = &current_options;
xglDisable(GL_DEPTH_TEST);
Xzoom = (float)((float)(current_view.get_winWidth())/1024);
Yzoom = (float)((float)(current_view.get_winHeight())/768);
// save the current buffer state
xglGetIntegerv(GL_DRAW_BUFFER, &buffer);
// and enable both buffers for writing
xglDrawBuffer(GL_FRONT_AND_BACK);
xglMatrixMode(GL_PROJECTION);
xglPushMatrix();
xglLoadIdentity();
xglViewport(0, 0, 640, 480);
xglOrtho(0, 640, 0, 480, 1, -1);
xglMatrixMode(GL_MODELVIEW);
xglPushMatrix();
xglLoadIdentity();
xglPixelStorei(GL_UNPACK_ALIGNMENT, 1);
xglPixelZoom(Xzoom, Yzoom);
xglPixelStorei(GL_UNPACK_ALIGNMENT, 1);
xglPixelStorei(GL_UNPACK_ROW_LENGTH, 1024);
xglPixelStorei(GL_UNPACK_SKIP_PIXELS, x);
xglPixelStorei(GL_UNPACK_SKIP_ROWS, y);
xglRasterPos2i(x, y);
xglPixelZoom(Xzoom, Yzoom);
xglDrawPixels(finx - x, finy - y, GL_RGB, GL_UNSIGNED_BYTE,
(GLvoid *)(background));
// restore original buffer state
xglDrawBuffer( (GLenum)buffer );
xglEnable(GL_DEPTH_TEST);
}
void FGPanel::Update ( void ) {
float alpha;
double pitch;
double roll;
float alpharad;
double speed;
int i;
// static bool beech_drawn = false;
// char *test = "ALM 100";
var[0] = get_speed() /* * 1.4 */; // We have to multiply the airspeed by a
// factor, to simulate flying a Bonanza
var[1] = get_altitude();
var[2] = get_climb_rate() / 1000.0;
var[3] = get_throttleval();
xglMatrixMode(GL_PROJECTION);
xglPushMatrix();
xglLoadIdentity();
xglOrtho(0, 640, 0, 480, 10, -10);
xglMatrixMode(GL_MODELVIEW);
xglPushMatrix();
xglLoadIdentity();
xglDisable(GL_DEPTH_TEST);
xglEnable(GL_LIGHTING);
xglEnable(GL_TEXTURE_2D);
xglDisable(GL_BLEND);
xglMatrixMode(GL_MODELVIEW);
xglPopMatrix();
xglPushMatrix();
xglDisable(GL_LIGHTING);
test_instr[3]->Render();
test_instr[4]->Render();
test_instr[5]->Render();
test_instr[6]->Render();
xglPopMatrix();
xglPushMatrix();
test_instr[1]->Render();
test_instr[2]->Render();
// DrawBeechcraftLogo(230, 235, 30, 10);
// DrawScale(144.375, 166.875, 38, 41.0, 18, 340, 44, 2.0, 1.0, 1.0, 1.0);
xglEnable(GL_LIGHTING);
test_instr[0]->Render();
xglDisable(GL_TEXTURE_2D);
xglPopMatrix();
xglEnable(GL_DEPTH_TEST);
xglEnable(GL_LIGHTING);
xglDisable(GL_TEXTURE_2D);
xglDisable(GL_BLEND);
xglMatrixMode(GL_PROJECTION);
xglPopMatrix();
xglMatrixMode(GL_MODELVIEW);
xglPopMatrix();
}
// horizon - Let's draw an artificial horizon using both texture mapping and
// primitive drawing
void FGHorizon::Render(void){
double pitch;
double roll;
float shifted, alpha, theta;
float epsi = 360 / 180;
GLboolean Light;
GLfloat normal[2];
static int n, dn, rot, tmp1, tmp2;
float a;
GLfloat material[] = { 0.714844, 0.265625, 0.056875 ,1.0};
GLfloat material2[] = {0.6640625, 0.921875, 0.984375, 1.0};
GLfloat material3[] = {0.2, 0.2, 0.2, 1.0};
GLfloat material4[] = {0.8, 0.8, 0.8, 1.0};
GLfloat material5[] = {0.0, 0.0, 0.0, 1.0};
GLfloat direction[] = {0.0, 0.0, 0.0};
GLfloat light_position[4];
GLfloat light_ambient[] = {0.7, 0.7, 0.7, 1.0};
GLfloat light_ambient2[] = {0.7, 0.7, 0.7, 1.0};
GLfloat light_diffuse[] = {1.0, 1.0, 1.0, 1.0};
GLfloat light_specular[] = {1.0, 1.0, 1.0, 1.0};
pitch = get_pitch() * RAD_TO_DEG;
if(pitch > 45)
pitch = 45;
if(pitch < -45)
pitch = -45;
roll = get_roll() * RAD_TO_DEG;
xglEnable(GL_NORMALIZE);
xglEnable(GL_LIGHTING);
xglEnable(GL_TEXTURE_2D);
xglEnable(GL_LIGHT1);
xglDisable(GL_LIGHT2);
xglDisable(GL_LIGHT0);
xglMatrixMode(GL_MODELVIEW);
xglLoadIdentity();
xglTranslatef(XPos, YPos, 0);
xglTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
xglMatrixMode(GL_TEXTURE);
xglPushMatrix();
// computations for the non-textured parts of the AH
shifted = -((pitch / 10) * 7.0588235);
if(shifted > (bottom - radius)){
theta = (180 - (acos((bottom - shifted) / radius)*RAD_TO_DEG));
n = (int)(theta / epsi) - 1;
n1 = n;
n2 = (180 - n1) + 2;
dn = n2 - n1;
rot = (int)(roll / epsi);
n1 += rot + 45;
n2 += rot + 45;
}
if(shifted < (-top + radius)){
theta = ((acos((-top - shifted) / radius)*RAD_TO_DEG));
n = (int)(theta / epsi) + 1;
n1 = n;
n2 = (180 - n1) + 2;
dn = n2 - n1;
rot = (int)(roll / epsi);
n1 += rot - 45;
n2 += rot - 45;
if(n1 < 0){ n1 += 180; n2 +=180;}
}
// end of computations
light_position[0] = 0.0;
light_position[1] = 0.0;
light_position[2] = 1.5;
light_position[3] = 0.0;
xglLightfv(GL_LIGHT1, GL_POSITION, light_position);
xglLightfv(GL_LIGHT1, GL_AMBIENT, light_ambient);
xglLightfv(GL_LIGHT1, GL_DIFFUSE, light_diffuse);
xglLightfv(GL_LIGHT1, GL_SPECULAR, light_specular);
xglLightfv(GL_LIGHT1, GL_SPOT_DIRECTION, direction);
#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
xglLoadIdentity();
xglTranslatef(0.0, ((pitch / 10) * 0.046875), 0.0);
xglTranslatef((texXPos/256), (texYPos/256), 0.0);
xglRotatef(-roll, 0.0, 0.0, 1.0);
xglScalef(1.7, 1.7, 0.0);
// the following loop draws the textured part of the AH
xglMaterialf(GL_FRONT, GL_SHININESS, 85.0);
xglMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, material4);
xglMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, material5);
xglMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, material3);
xglMatrixMode(GL_MODELVIEW);
xglBegin(GL_TRIANGLES);
for(i=45;i<225;i++){
xglTexCoord2f(0.0, 0.0);
xglNormal3f(0.0, 0.0, 0.6);
xglVertex3f(0.0, 0.0, 0.0);
xglTexCoord2f(texCoord[i % 180][0], texCoord[i % 180][1]);
xglNormal3f(normals[i % 180][0], normals[i % 180][1], 0.6);
xglVertex3f(vertices[i % 180][0], vertices[i % 180][1], 0.0);
n = (i + 1) % 180;
xglTexCoord2f(texCoord[n][0], texCoord[n][1]);
xglNormal3f(normals[n][0], normals[n][1], 0.6);
xglVertex3f(vertices[n][0], vertices[n][1], 0.0);
}
xglEnd();
if((shifted > (bottom - 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);
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);
}