- //************** HARD CODED RUNWAY LIGHT TEXTURES BEGIN ************************
- GLuint texEdge, texTaxi, texCenter, texTouchdown;
- GLuint texThreshold, texCrossbar, texUndershoot, texApproach;
- GLuint texRabbit, texVasi, texWhite, texRed, texGreen, texYellow;
-
- //VASI lights
- setColor(0.0,0.0,1.0,360.0, 0, 0, 0, 0);
- setColor2(10.0, 40.0, 1, 1, 1, 1);
- setColor2(6.0, 40.0, 1, 0.5, 0.5, 1);
- setColor2(5.0, 40.0, 1, 0, 0, 1);
- glGenTextures(1, &texVasi);
- glBindTexture(GL_TEXTURE_2D, texVasi);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, TEXRES_X, TEXRES_Y, 0, GL_RGBA, GL_UNSIGNED_BYTE, env_map);
- ssgSimpleState *vasi_state;
- vasi_state = new ssgSimpleState();
- vasi_state->ref();
- vasi_state->setTexture( texVasi );
- vasi_state->disable( GL_LIGHTING );
- vasi_state->enable( GL_TEXTURE_2D );
- vasi_state->setShadeModel( GL_SMOOTH );
-
- //EDGE
- setColor(0.0,0.0,-1.0,180.0, 1, 1, 0.5, 1);
- glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
- glGenTextures(1, &texEdge);
- glBindTexture(GL_TEXTURE_2D, texEdge);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, TEXRES_X, TEXRES_Y, 0, GL_RGBA, GL_UNSIGNED_BYTE, env_map);
- ssgSimpleState *edge_state;
- edge_state = new ssgSimpleState();
- edge_state->ref();
- edge_state->setTexture( texEdge );
- edge_state->disable( GL_LIGHTING );
- edge_state->enable( GL_TEXTURE_2D );
- edge_state->setShadeModel( GL_SMOOTH );
-
- //TOUCHDOWN
- setColor(0.0,0.0,-1.0,180.0, 0, 1, 0, 1);
- glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
- glGenTextures(1, &texTouchdown);
- glBindTexture(GL_TEXTURE_2D, texTouchdown);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, TEXRES_X, TEXRES_Y, 0, GL_RGBA, GL_UNSIGNED_BYTE, env_map);
- ssgSimpleState *touchdown_state;
- touchdown_state = new ssgSimpleState();
- touchdown_state->ref();
- touchdown_state->setTexture( texTouchdown );
- touchdown_state->disable( GL_LIGHTING );
- touchdown_state->enable( GL_TEXTURE_2D );
- touchdown_state->setShadeModel( GL_SMOOTH );
-
- //THRESHOLD
- setColor(0.0,0.0,-1.0,180.0, 1, 0, 0, 1);
- glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
- glGenTextures(1, &texThreshold);
- glBindTexture(GL_TEXTURE_2D, texThreshold);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, TEXRES_X, TEXRES_Y, 0, GL_RGBA, GL_UNSIGNED_BYTE, env_map);
- ssgSimpleState *threshold_state;
- threshold_state = new ssgSimpleState();
- threshold_state->ref();
- threshold_state->setTexture( texThreshold );
- threshold_state->disable( GL_LIGHTING );
- threshold_state->enable( GL_TEXTURE_2D );
- threshold_state->setShadeModel( GL_SMOOTH );
-
- //TAXI
- setColor(0.0,0.0,-1.0,180.0, 0, 0, 1, 1);
- glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
- glGenTextures(1, &texTaxi);
- glBindTexture(GL_TEXTURE_2D, texTaxi);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, TEXRES_X, TEXRES_Y, 0, GL_RGBA, GL_UNSIGNED_BYTE, env_map);
- ssgSimpleState *taxi_state;
- taxi_state = new ssgSimpleState();
- taxi_state->ref();
- taxi_state->setTexture( texTaxi );
- taxi_state->disable( GL_LIGHTING );
- taxi_state->enable( GL_TEXTURE_2D );
- taxi_state->setShadeModel( GL_SMOOTH );
-
- //WHITE
- setColor(0.0,0.0,-1.0,180.0, 1, 1, 1, 1);
- glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
- glGenTextures(1, &texWhite);
- glBindTexture(GL_TEXTURE_2D, texWhite);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, TEXRES_X, TEXRES_Y, 0, GL_RGBA, GL_UNSIGNED_BYTE, env_map);
- ssgSimpleState *white_state;
- white_state = new ssgSimpleState();
- white_state->ref();
- white_state->setTexture( texWhite );
- white_state->disable( GL_LIGHTING );
- white_state->enable( GL_TEXTURE_2D );
- white_state->setShadeModel( GL_SMOOTH );
-
- //RED
- setColor(0.0,0.0,-1.0,180.0, 1, 0, 0, 1);
- glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
- glGenTextures(1, &texRed);
- glBindTexture(GL_TEXTURE_2D, texRed);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, TEXRES_X, TEXRES_Y, 0, GL_RGBA, GL_UNSIGNED_BYTE, env_map);
- ssgSimpleState *red_state;
- red_state = new ssgSimpleState();
- red_state->ref();
- red_state->setTexture( texRed );
- red_state->disable( GL_LIGHTING );
- red_state->enable( GL_TEXTURE_2D );
- red_state->setShadeModel( GL_SMOOTH );
-
- //GREEN
- setColor(0.0,0.0,-1.0,180.0, 0, 1, 0, 1);
- glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
- glGenTextures(1, &texGreen);
- glBindTexture(GL_TEXTURE_2D, texGreen);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, TEXRES_X, TEXRES_Y, 0, GL_RGBA, GL_UNSIGNED_BYTE, env_map);
- ssgSimpleState *green_state;
- green_state = new ssgSimpleState();
- green_state->ref();
- green_state->setTexture( texGreen );
- green_state->disable( GL_LIGHTING );
- green_state->enable( GL_TEXTURE_2D );
- green_state->setShadeModel( GL_SMOOTH );
-
- //YELLOW
- setColor(0.0,0.0,-1.0,180.0, 1, 1, 0, 1);
- glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
- glGenTextures(1, &texYellow);
- glBindTexture(GL_TEXTURE_2D, texYellow);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, TEXRES_X, TEXRES_Y, 0, GL_RGBA, GL_UNSIGNED_BYTE, env_map);
- ssgSimpleState *yellow_state;
- yellow_state = new ssgSimpleState();
- yellow_state->ref();
- yellow_state->setTexture( texYellow );
- yellow_state->disable( GL_LIGHTING );
- yellow_state->enable( GL_TEXTURE_2D );
- yellow_state->setShadeModel( GL_SMOOTH );
-//************** HARD CODED RUNWAY LIGHT TEXTURES END ************************
-
- ssgBranch *runway_lights = new ssgBranch;
- sgVec3 v2,v3,inf,side;
-
- ssgLeaf *leaf1 = NULL;
- ssgLeaf *leaf2 = NULL;
- ssgLeaf *leaf7 = NULL;
- ssgLeaf *leaf8 = NULL;
- ssgLeaf *leaf9 = NULL;
-
- ssgVertexArray *vlw = new ssgVertexArray( 1 );
- ssgNormalArray *nlw = new ssgNormalArray( 1 );
- ssgVertexArray *vlt = new ssgVertexArray( 1 );
- ssgNormalArray *nlt = new ssgNormalArray( 1 );
- ssgVertexArray *vlr = new ssgVertexArray( 1 );
- ssgNormalArray *nlr = new ssgNormalArray( 1 );
- ssgVertexArray *vlg = new ssgVertexArray( 1 );
- ssgNormalArray *nlg = new ssgNormalArray( 1 );
- ssgVertexArray *vly = new ssgVertexArray( 1 );
- ssgNormalArray *nly = new ssgNormalArray( 1 );
-
- for ( int i = 0; i < points->getNum()-1; i=i++ ) {
-
- // Allocate ssg structure
- ssgVertexArray *vl = new ssgVertexArray( 1 );
- ssgNormalArray *nl = new ssgNormalArray( 1 );
- ssgVertexArray *vl1 = new ssgVertexArray( 1 );
- ssgNormalArray *nl1 = new ssgNormalArray( 1 );
-
- float *n1 = normal->get(i);
- float *d1 = dir->get(i);
-
- /* TEMPORARY CODE BEGIN
- // calculate normal using 1st, 2nd & last vertices of the group
- sgVec3 n1;
- sgMakeNormal (n1, points->get(0), points->get(1), points->get(points->getNum()-1) );
- sgVec3 d1;
- sgSubVec3(d1,points->get(1),points->get(0));
- printf("%f %f %f\n",n1[0],n1[1],n1[2]);
- printf("%f %f %f\n",d1[0],d1[1],d1[2]);
- type[i] = 2;
- ----TEMPORARY CODE END */
-
-
- sgNormaliseVec3 ( n1 );
- sgNormaliseVec3 ( d1 );
- sgVec3 d2;
- d2[0] = -d1[0];
- d2[1] = -d1[1];
- d2[2] = -d1[2];
-
- sgVectorProductVec3(side,n1,d1);
- sgScaleVec3 (inf,n1,-50);
- sgScaleVec3 (side,5);
-
- float *v1 = points->get(i);
- sgAddVec3(v2,v1,inf);
- sgAddVec3(v3,v2,side);
-
- if ( type[i] == 1) { //POINT,WHITE
-
- vlw->add(v1);
- nlw->add(d1);
-
- } else if (type[i] == 2) { //POINT,TAXI
-
- vlt->add(v1);
- nlt->add(d1);
-
- } else if (type[i] == 3) { //SINGLE POLYGON,VASI
-
- vl->add(v1);
- nl->add(d1);
- vl->add(v3);
- nl->add(d1);
- vl->add(v2);
- nl->add(d1);
-
- ssgLeaf *leaf3 = NULL;
- leaf3 = new ssgVtxTable ( GL_POLYGON, vl, nl, NULL, NULL );
- leaf3->setState( vasi_state );
- runway_lights->addKid( leaf3 );
-
- } else if (type[i] == 4) { //BACK-TO-BACK POLYGONS,TOUCHDOWN/THRESHOLD
-
- vl->add(v1);
- nl->add(d1);
- vl->add(v3);
- nl->add(d1);
- vl->add(v2);
- nl->add(d1);
-
- vl1->add(v3);
- nl1->add(d2);
- vl1->add(v1);
- nl1->add(d2);
- vl1->add(v2);
- nl1->add(d2);
-
- ssgLeaf *leaf41 = NULL;
- leaf41 = new ssgVtxTable ( GL_POLYGON, vl, nl, NULL, NULL );
- leaf41->setState( touchdown_state );
- runway_lights->addKid( leaf41 );
-
- ssgLeaf *leaf42 = NULL;
- leaf42 = new ssgVtxTable ( GL_POLYGON, vl1, nl1, NULL, NULL );
- leaf42->setState( threshold_state );
- runway_lights->addKid( leaf42 );
-
- } else if ( type[i] == 5) { //POINT,WHITE, SEQUENCE LIGHTS (RABBIT)
-
- vl->add(v1);
- nl->add(d1);
- ssgLeaf *leaf5 = NULL;
- leaf5 = new ssgVtxTable ( GL_POINTS, vl, nl, NULL, NULL );
- leaf5->setState( white_state );
- lightmaps_sequence->addKid (leaf5);
-
- } else if ( type[i] == 6) { //POINT,WHITE, SEQUENCE LIGHTS (RABBIT)
-
- vl->add(v1);
- nl->add(d1);
- ssgLeaf *leaf6 = NULL;
- leaf6 = new ssgVtxTable ( GL_POINTS, vl, nl, NULL, NULL );
- leaf6->setState( yellow_state );
- ols_transform->addKid (leaf6);
- // DO NOT DELETE THIS CODE - This is to compare a discrete FLOLS (without LOD) with analog FLOLS
- // lightmaps_sequence->addKid (leaf6);
- // DO NOT DELETE THIS CODE - This is to compare a discrete FLOLS (without LOD) with analog FLOLS
-
- } else if (type[i] == 7) { //POINT,RED
-
- vlr->add(v1);
- nlr->add(d1);
-
- } else if (type[i] == 8) { //POINT,GREEN
-
- vlg->add(v1);
- nlg->add(d1);