1 // Wx Radar background texture
3 // Written by Harald JOHNSEN, started May 2005.
5 // Copyright (C) 2005 Harald JOHNSEN
7 // This program is free software; you can redistribute it and/or
8 // modify it under the terms of the GNU General Public License as
9 // published by the Free Software Foundation; either version 2 of the
10 // License, or (at your option) any later version.
12 // This program is distributed in the hope that it will be useful, but
13 // WITHOUT ANY WARRANTY; without even the implied warranty of
14 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
15 // General Public License for more details.
17 // You should have received a copy of the GNU General Public License
18 // along with this program; if not, write to the Free Software
19 // Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
28 #include <Main/fg_props.hxx>
29 #include <Main/globals.hxx>
30 #include <Cockpit/panel.hxx>
31 #include <Cockpit/hud.hxx>
33 #include <simgear/constants.h>
34 #include <simgear/misc/sg_path.hxx>
35 #include <simgear/environment/visual_enviro.hxx>
36 #include "instrument_mgr.hxx"
37 #include "od_gauge.hxx"
38 #include "wxradar.hxx"
40 // texture name to use in 2D and 3D instruments
41 static const char *odgauge_name = "Aircraft/Instruments/Textures/od_wxradar.rgb";
43 wxRadarBg::wxRadarBg ( SGPropertyNode *node) :
48 last_switchKnob( "off" ),
49 sim_init_done ( false ),
53 for ( i = 0; i < node->nChildren(); ++i ) {
54 SGPropertyNode *child = node->getChild(i);
55 string cname = child->getName();
56 string cval = child->getStringValue();
57 if ( cname == "name" ) {
59 } else if ( cname == "number" ) {
60 num = child->getIntValue();
62 SG_LOG( SG_INSTR, SG_WARN, "Error in wxRadar config logic" );
63 if ( name.length() ) {
64 SG_LOG( SG_INSTR, SG_WARN, "Section = " << name );
70 wxRadarBg::wxRadarBg ()
74 wxRadarBg::~wxRadarBg ()
82 branch = "/instrumentation/" + name;
84 _Instrument = fgGetNode(branch.c_str(), num, true );
85 _serviceable_node = _Instrument->getChild("serviceable", 0, true);
86 resultTexture = FGTextureManager::createTexture( odgauge_name );
87 SGPath tpath(globals->get_fg_root());
88 tpath.append("Aircraft/Instruments/Textures/wxecho.rgb");
89 // no mipmap or else alpha will mix with pixels on the border of shapes, ruining the effect
90 wxEcho = new ssgTexture( tpath.c_str(), false, false, false);
92 _Instrument->setFloatValue("trk", 0.0);
93 _Instrument->setFloatValue("tilt", 0.0);
94 _Instrument->setStringValue("status","");
95 // those properties are used by a radar instrument of a MFD
96 // input switch = OFF | TST | STBY | ON
97 // input mode = WX | WXA | MAP
98 // ouput status = STBY | TEST | WX | WXA | MAP | blank
99 // input lightning = true | false
100 // input TRK = +/- n degrees
101 // input TILT = +/- n degree
102 // input autotilt = true | false
103 // input range = n nm (20/40/80)
104 // input display-mode = arc | rose | map | plan
106 FGInstrumentMgr *imgr = (FGInstrumentMgr *) globals->get_subsystem("instrumentation");
107 odg = (FGODGauge *) imgr->get_subsystem("od_gauge");
111 wxRadarBg::update (double delta_time_sec)
113 if( ! sim_init_done ) {
114 if( ! fgGetBool("sim/sceneryloaded", false) )
116 sim_init_done = true;
118 if ( !odg || ! _serviceable_node->getBoolValue() ) {
119 _Instrument->setStringValue("status","");
122 string switchKnob = _Instrument->getStringValue("switch", "on");
123 string modeButton = _Instrument->getStringValue("mode", "wx");
124 bool drawLightning = _Instrument->getBoolValue("lightning", true);
125 float range_nm = _Instrument->getFloatValue("range", 40.0);
126 float range_m = range_nm * SG_NM_TO_METER;
128 if( last_switchKnob != switchKnob ) {
129 // since 3D models don't share textures with the rest of the world
130 // we must locate them and replace their handle by hand
131 // only do that when the instrument is turned on
132 if( last_switchKnob == "off" )
133 odg->set_texture( odgauge_name, resultTexture->getHandle());
134 last_switchKnob = switchKnob;
136 FGViewer *current__view = globals->get_current_view();
137 if( current__view->getInternal() &&
138 (current__view->getHeadingOffset_deg() <= 15.0 || current__view->getHeadingOffset_deg() >= 345.0) &&
139 (current__view->getPitchOffset_deg() <= 15.0 || current__view->getPitchOffset_deg() >= 350.0) ) {
141 // we don't update the radar echo if the pilot looks around
143 radarEchoBuffer = *sgEnviro.get_radar_echo();
145 odg->beginCapture(256);
148 glMatrixMode(GL_MODELVIEW);
151 glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
152 glBindTexture(GL_TEXTURE_2D, 0);
153 if( switchKnob == "off" ) {
154 _Instrument->setStringValue("status","");
155 } else if( switchKnob == "stby" ) {
156 _Instrument->setStringValue("status","STBY");
157 } else if( switchKnob == "tst" ) {
158 _Instrument->setStringValue("status","TST");
159 // find something interesting to do...
161 string display_mode = _Instrument->getStringValue("display-mode", "arc");
162 // pretend we have a scan angle bigger then the FOV
163 // TODO:check real fov, enlarge if < nn, and do clipping if > mm
164 const float fovFactor = 1.45f;
165 float view_heading = get_heading() * SG_DEGREES_TO_RADIANS;
166 float range = 200.0f / range_nm;
167 _Instrument->setStringValue("status", modeButton.c_str());
168 if( display_mode == "arc" ) {
169 glTranslatef(0.0f, -180.0f, 0.0f);
170 range = 2*180.0f / range_nm;
171 } else if( display_mode == "map" ) {
172 // float view_heading = get_track() * SG_DEGREES_TO_RADIANS;
173 } else if( display_mode == "plan" ) {
174 // no sense I presume
175 float view_heading = 0.0;
179 range /= SG_NM_TO_METER;
180 // we will rotate the echo quads, this gives a better rendering
181 const float rot_x = cos ( view_heading );
182 const float rot_y = sin ( view_heading );
184 list_of_SGWxRadarEcho *radarEcho = &radarEchoBuffer;
185 list_of_SGWxRadarEcho::iterator iradarEcho;
186 const float LWClevel[] = { 0.1f, 0.5f, 2.1f };
187 const float symbolSize = 1.0f / 8.0f ;
188 // draw the radar echo, we do that in 3 passes, one for each color level
189 // this is to 'merge' same colors together
190 glBindTexture(GL_TEXTURE_2D, wxEcho->getHandle() );
191 glColor3f(1.0f, 1.0f, 1.0f);
194 for(int level = 0; level <= 2 ; level++ ) {
195 float col = level * symbolSize;
196 for(iradarEcho = radarEcho->begin() ; iradarEcho != radarEcho->end() ; iradarEcho++ ) {
197 int cloudId = (iradarEcho->cloudId) ;
198 bool upgrade = ((cloudId >> 5) & 1);
199 float lwc = iradarEcho->LWC + (upgrade ? 1.0f : 0.0f);
201 if( iradarEcho->LWC >= 0.5 && iradarEcho->LWC <= 0.6)
203 if( (! iradarEcho->lightning) && ( lwc >= LWClevel[level]) ) {
204 float dist = sgSqrt( iradarEcho->dist );
205 float size = iradarEcho->radius * 2.0;
206 if( dist - size > range_m )
210 // compute the relative angle from the view direction
211 float angle = ( view_heading + iradarEcho->heading );
214 if( angle < - SG_PI )
216 // and apply a fov factor to simulate a greater scan angle
217 angle = angle * fovFactor + SG_PI / 2.0;
218 float x = cos( angle ) * dist;
219 float y = sin( angle ) * dist;
220 // use different shapes so the display is less boring
221 float row = symbolSize * (float) (4 + (cloudId & 3) );
222 float size_x = rot_x * size;
223 float size_y = rot_y * size;
224 glTexCoord2f( col, row);
225 glVertex2f( x - size_x, y - size_y);
226 glTexCoord2f( col+symbolSize, row);
227 glVertex2f( x + size_y, y - size_x);
228 glTexCoord2f( col+symbolSize, row+symbolSize);
229 glVertex2f( x + size_x, y + size_y);
230 glTexCoord2f( col, row+symbolSize);
231 glVertex2f( x - size_y, y + size_x);
237 // draw lightning echos
238 if( drawLightning ) {
239 float col = 3 * symbolSize;
240 float row = 4 * symbolSize;
241 for(iradarEcho = radarEcho->begin() ; iradarEcho != radarEcho->end() ; iradarEcho++ ) {
242 if( iradarEcho->lightning ) {
243 float dist = iradarEcho->dist;
245 float angle = (view_heading - iradarEcho->heading);
248 if( angle < - SG_PI )
250 angle = angle * fovFactor - SG_PI / 2.0;
251 float x = cos( angle ) * dist;
252 float y = sin( angle ) * dist;
253 glColor3f(1.0f, 1.0f, 1.0f);
254 float size = symbolSize * 0.5f;
256 glTexCoord2f( col, row);
257 glVertex2f( x - size, y - size);
258 glTexCoord2f( col+symbolSize, row);
259 glVertex2f( x + size, y - size);
260 glTexCoord2f( col+symbolSize, row+symbolSize);
261 glVertex2f( x + size, y + size);
262 glTexCoord2f( col, row+symbolSize);
263 glVertex2f( x - size, y + size);
268 // erase what is out of sight of antenna
278 float yOffset = 180.0f, xOffset = 256.0f;
279 if( display_mode != "arc" ) {
284 glColor4f(1.0f, 0.0f, 0.0f, 0.01f);
286 glTexCoord2f( 0.5f, 0.25f);
287 glVertex2f(-xOffset, 0.0 + yOffset);
288 glTexCoord2f( 1.0f, 0.25f);
289 glVertex2f(xOffset, 0.0 + yOffset);
290 glTexCoord2f( 1.0f, 0.5f);
291 glVertex2f(xOffset, 256.0 + yOffset);
292 glTexCoord2f( 0.5f, 0.5f);
293 glVertex2f(-xOffset, 256.0 + yOffset);
296 glColor4f(0.0f, 0.0f, 0.0f, 0.0f);
297 // glColor4f(0.0f, 1.0f, 0.0f, 1.0f);
298 glDisable(GL_ALPHA_TEST);
299 glBindTexture(GL_TEXTURE_2D, 0);
301 glBegin( GL_TRIANGLES );
302 glVertex2f(0.0, 0.0);
303 glVertex2f(-256.0, 0.0);
304 glVertex2f(-256.0, 256.0);
306 glVertex2f(0.0, 0.0);
307 glVertex2f(256.0, 0.0);
308 glVertex2f(256.0, 256.0);
310 glVertex2f(-256, 0.0);
311 glVertex2f(256.0, 0.0);
312 glVertex2f(-256.0, -256.0);
314 glVertex2f(256, 0.0);
315 glVertex2f(256.0, -256.0);
316 glVertex2f(-256.0, -256.0);
320 /* glColor4f(1.0f, 0.0f, 0.0f, 1.0f);
322 glVertex2f(0.0, 0.0);
323 glVertex2f(-256.0, 256.0);
324 glVertex2f(0.0, 0.0);
325 glVertex2f(256.0, 256.0);
329 glEnable(GL_ALPHA_TEST);
332 odg->endCapture( resultTexture->getHandle() );