// 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.
+// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
//
// $Id$
+//JVK
+// On 2D panels all instruments include light sources were in night displayed
+// with a red mask (instrument light). It is not correct for light sources
+// (bulbs). There is added new layer property "emissive" (boolean) (only for
+// textured layers).
+// If a layer has to shine set it in the "instrument_def_file.xml" inside the
+// <layer> tag by adding <emissive>true</emissive> tag. When omitted the default
+// value is for backward compatibility set to false.
+
#ifdef HAVE_CONFIG_H
# include <config.h>
#endif
-#ifdef HAVE_WINDOWS_H
-# include <windows.h>
-#endif
-
#include <stdio.h> // sprintf
#include <string.h>
+#include <iostream>
+
+#include <osg/CullFace>
+#include <osg/Depth>
+#include <osg/Material>
+#include <osg/TexEnv>
+#include <osg/PolygonOffset>
+
+#include <simgear/compiler.h>
-#include <plib/ssg.h>
#include <plib/fnt.h>
#include <simgear/debug/logstream.hxx>
#include <simgear/misc/sg_path.hxx>
+#include <simgear/scene/model/model.hxx>
+#include <osg/GLU>
#include <Main/globals.hxx>
#include <Main/fg_props.hxx>
#include <Main/viewmgr.hxx>
#include <Time/light.hxx>
+#include <GUI/new_gui.hxx> // FGFontCache
#include "hud.hxx"
#include "panel.hxx"
// The number of polygon-offset "units" to place between layers. In
// principle, one is supposed to be enough. In practice, I find that
// my hardware/driver requires many more.
-#define POFF_UNITS 4
+#define POFF_UNITS 8
-\f
////////////////////////////////////////////////////////////////////////
// Local functions.
////////////////////////////////////////////////////////////////////////
bool
fgPanelVisible ()
{
- if(globals->get_current_panel() == 0)
+ const FGPanel* current = globals->get_current_panel();
+ if (current == 0)
return false;
- if(globals->get_current_panel()->getVisibility() == 0)
+ if (current->getVisibility() == 0)
return false;
- if(globals->get_viewmgr()->get_current() != 0)
+ if (globals->get_viewmgr()->get_current() != 0)
return false;
- if(globals->get_current_view()->getHeadingOffset_deg() * SGD_DEGREES_TO_RADIANS != 0)
+ if (current->getAutohide() && globals->get_current_view()->getHeadingOffset_deg() * SGD_DEGREES_TO_RADIANS != 0)
return false;
return true;
}
-
\f
////////////////////////////////////////////////////////////////////////
// Implementation of FGTextureManager.
////////////////////////////////////////////////////////////////////////
-map<string,ssgTexture *> FGTextureManager::_textureMap;
+map<string,osg::ref_ptr<osg::Texture2D> > FGTextureManager::_textureMap;
-ssgTexture *
-FGTextureManager::createTexture (const string &relativePath)
+osg::Texture2D*
+FGTextureManager::createTexture (const string &relativePath, bool staticTexture)
{
- ssgTexture * texture = _textureMap[relativePath];
+ osg::Texture2D* texture = _textureMap[relativePath].get();
if (texture == 0) {
SG_LOG( SG_COCKPIT, SG_DEBUG,
"Texture " << relativePath << " does not yet exist" );
SGPath tpath(globals->get_fg_root());
tpath.append(relativePath);
- texture = new ssgTexture((char *)tpath.c_str(), false, false);
+
+ texture = SGLoadTexture2D(staticTexture, tpath);
+
_textureMap[relativePath] = texture;
- if (_textureMap[relativePath] == 0)
+ if (!_textureMap[relativePath].valid())
SG_LOG( SG_COCKPIT, SG_ALERT, "Texture *still* doesn't exist" );
- SG_LOG( SG_COCKPIT, SG_DEBUG, "Created texture " << relativePath
- << " handle=" << texture->getHandle() );
+ SG_LOG( SG_COCKPIT, SG_DEBUG, "Created texture " << relativePath );
}
return texture;
}
-
+void FGTextureManager::addTexture(const string &relativePath,
+ osg::Texture2D* texture)
+{
+ _textureMap[relativePath] = texture;
+}
\f
////////////////////////////////////////////////////////////////////////
// Implementation of FGCropped Texture.
}
-ssgTexture *
+osg::StateSet*
FGCroppedTexture::getTexture ()
{
if (_texture == 0) {
- _texture = FGTextureManager::createTexture(_path);
+ _texture = new osg::StateSet;
+ _texture->setTextureAttribute(0, FGTextureManager::createTexture(_path));
+ _texture->setTextureMode(0, GL_TEXTURE_2D, osg::StateAttribute::ON);
+ _texture->setTextureAttribute(0, new osg::TexEnv(osg::TexEnv::MODULATE));
}
- return _texture;
+ return _texture.get();
}
////////////////////////////////////////////////////////////////////////
static fntRenderer text_renderer;
-static fntTexFont *default_font = 0;
-static fntTexFont *led_font = 0;
+static sgVec4 panel_color;
+static sgVec4 emissive_panel_color = {1,1,1,1};
/**
* Constructor.
_jitter(fgGetNode("/sim/panel/jitter", true)),
_flipx(fgGetNode("/sim/panel/flip-x", true)),
_xsize_node(fgGetNode("/sim/startup/xsize", true)),
- _ysize_node(fgGetNode("/sim/startup/ysize", true))
+ _ysize_node(fgGetNode("/sim/startup/ysize", true)),
+ _enable_depth_test(false)
{
}
void
FGPanel::init ()
{
- SGPath base_path;
- char* envp = ::getenv( "FG_FONTS" );
- if ( envp != NULL ) {
- base_path.set( envp );
- } else {
- base_path.set( globals->get_fg_root() );
- base_path.append( "Fonts" );
- }
-
- SGPath fntpath;
-
- // Install the default font
- fntpath = base_path;
- fntpath.append( "typewriter.txf" );
- default_font = new fntTexFont ;
- default_font -> load ( (char *)fntpath.c_str() ) ;
-
- // Install the LED font
- fntpath = base_path;
- fntpath.append( "led.txf" );
- led_font = new fntTexFont ;
- led_font -> load ( (char *)fntpath.c_str() ) ;
}
}
+void
+FGPanel::update (double dt)
+{
+ std::cout << "OSGFIXME" << std::endl;
+}
+
+void
+FGPanel::update (osg::State& state, GLfloat winx, GLfloat winw, GLfloat winy, GLfloat winh)
+{
+ // Calculate accelerations
+ // and jiggle the panel accordingly
+ // The factors and bounds are just
+ // initial guesses; using sqrt smooths
+ // out the spikes.
+ double x_offset = _x_offset->getIntValue();
+ double y_offset = _y_offset->getIntValue();
+
+
+ glMatrixMode(GL_PROJECTION);
+ glPushMatrix();
+ glLoadIdentity();
+ if ( _flipx->getBoolValue() ) {
+ gluOrtho2D(winx + winw, winx, winy + winh, winy); /* up side down */
+ } else {
+ gluOrtho2D(winx, winx + winw, winy, winy + winh); /* right side up */
+ }
+
+ glMatrixMode(GL_MODELVIEW);
+ glPushMatrix();
+ glLoadIdentity();
+
+ glTranslated(x_offset, y_offset, 0);
+
+ draw(state);
+
+ glMatrixMode(GL_PROJECTION);
+ glPopMatrix();
+ glMatrixMode(GL_MODELVIEW);
+ glPopMatrix();
+}
+
/**
* Update the panel.
*/
void
-FGPanel::update (double dt)
+FGPanel::update (osg::State& state)
{
// Do nothing if the panel isn't visible.
if ( !fgPanelVisible() ) {
float aspect_adjust = get_aspect_adjust(_xsize_node->getIntValue(),
_ysize_node->getIntValue());
if (aspect_adjust <1.0)
- update(WIN_X, int(WIN_W * aspect_adjust), WIN_Y, WIN_H);
+ update(state, WIN_X, int(WIN_W * aspect_adjust), WIN_Y, WIN_H);
else
- update(WIN_X, WIN_W, WIN_Y, int(WIN_H / aspect_adjust));
+ update(state, WIN_X, WIN_W, WIN_Y, int(WIN_H / aspect_adjust));
}
/**
void
-FGPanel::update (GLfloat winx, GLfloat winw, GLfloat winy, GLfloat winh)
-{
- // Calculate accelerations
- // and jiggle the panel accordingly
- // The factors and bounds are just
- // initial guesses; using sqrt smooths
- // out the spikes.
- double x_offset = _x_offset->getIntValue();
- double y_offset = _y_offset->getIntValue();
-
-#if 0
- if (_jitter->getFloatValue() != 0.0) {
- double a_x_pilot = current_aircraft.fdm_state->get_A_X_pilot();
- double a_y_pilot = current_aircraft.fdm_state->get_A_Y_pilot();
- double a_z_pilot = current_aircraft.fdm_state->get_A_Z_pilot();
-
- double a_zx_pilot = a_z_pilot - a_x_pilot;
-
- int x_adjust = int(sqrt(fabs(a_y_pilot) * _jitter->getFloatValue())) *
- (a_y_pilot < 0 ? -1 : 1);
- int y_adjust = int(sqrt(fabs(a_zx_pilot) * _jitter->getFloatValue())) *
- (a_zx_pilot < 0 ? -1 : 1);
-
- // adjustments in screen coordinates
- x_offset += x_adjust;
- y_offset += y_adjust;
- }
-#endif
-
- glMatrixMode(GL_PROJECTION);
- glPushMatrix();
- glLoadIdentity();
- if ( _flipx->getBoolValue() ) {
- gluOrtho2D(winx + winw, winx, winy + winh, winy); /* up side down */
- } else {
- gluOrtho2D(winx, winx + winw, winy, winy + winh); /* right side up */
- }
-
- glMatrixMode(GL_MODELVIEW);
- glPushMatrix();
- glLoadIdentity();
-
- glTranslated(x_offset, y_offset, 0);
-
- draw();
-
- glMatrixMode(GL_PROJECTION);
- glPopMatrix();
- glMatrixMode(GL_MODELVIEW);
- glPopMatrix();
-
- ssgForceBasicState();
- glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
-}
-
-void
-FGPanel::draw()
+FGPanel::draw(osg::State& state)
{
// In 3D mode, it's possible that we are being drawn exactly on top
// of an existing polygon. Use an offset to prevent z-fighting. In
// 2D mode, this is a no-op.
- glEnable(GL_POLYGON_OFFSET_FILL);
- glPolygonOffset(-1, -POFF_UNITS);
-
- // save some state
- glPushAttrib( GL_COLOR_BUFFER_BIT | GL_ENABLE_BIT | GL_LIGHTING_BIT
- | GL_TEXTURE_BIT | GL_PIXEL_MODE_BIT | GL_CULL_FACE
- | GL_DEPTH_BUFFER_BIT );
-
- // Draw the background
- glEnable(GL_TEXTURE_2D);
- glDisable(GL_LIGHTING);
- glEnable(GL_BLEND);
- glEnable(GL_ALPHA_TEST);
- glEnable(GL_COLOR_MATERIAL);
- glEnable(GL_CULL_FACE);
- glCullFace(GL_BACK);
- glDepthMask(GL_FALSE);
- sgVec4 panel_color;
- sgCopyVec4( panel_color, cur_light_params.scene_diffuse );
+ static osg::ref_ptr<osg::StateSet> panelStateSet;
+ if (!panelStateSet.valid()) {
+ panelStateSet = new osg::StateSet;
+ panelStateSet->setAttributeAndModes(new osg::PolygonOffset(-1, -POFF_UNITS));
+ panelStateSet->setTextureAttribute(0, new osg::TexEnv);
+
+ // Draw the background
+ panelStateSet->setTextureMode(0, GL_TEXTURE_2D, osg::StateAttribute::ON);
+ panelStateSet->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
+ panelStateSet->setMode(GL_BLEND, osg::StateAttribute::ON);
+ panelStateSet->setMode(GL_ALPHA_TEST, osg::StateAttribute::ON);
+ osg::Material* material = new osg::Material;
+ material->setColorMode(osg::Material::AMBIENT_AND_DIFFUSE);
+ material->setDiffuse(osg::Material::FRONT_AND_BACK, osg::Vec4(1, 1, 1, 1));
+ material->setAmbient(osg::Material::FRONT_AND_BACK, osg::Vec4(1, 1, 1, 1));
+ material->setSpecular(osg::Material::FRONT_AND_BACK, osg::Vec4(0, 0, 0, 1));
+ material->setEmission(osg::Material::FRONT_AND_BACK, osg::Vec4(0, 0, 0, 1));
+ panelStateSet->setAttribute(material);
+ panelStateSet->setMode(GL_CULL_FACE, osg::StateAttribute::ON);
+ panelStateSet->setAttributeAndModes(new osg::CullFace(osg::CullFace::BACK));
+ panelStateSet->setAttributeAndModes(new osg::Depth(osg::Depth::LEQUAL));
+ }
+ if ( _enable_depth_test )
+ panelStateSet->setMode(GL_DEPTH_TEST, osg::StateAttribute::ON);
+ else
+ panelStateSet->setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF);
+ state.pushStateSet(panelStateSet.get());
+ state.apply();
+ state.setActiveTextureUnit(0);
+ state.setClientActiveTextureUnit(0);
+
+ FGLight *l = (FGLight *)(globals->get_subsystem("lighting"));
+ sgCopyVec4( panel_color, l->scene_diffuse().data());
if ( fgGetDouble("/systems/electrical/outputs/instrument-lights") > 1.0 ) {
if ( panel_color[0] < 0.7 ) panel_color[0] = 0.7;
if ( panel_color[1] < 0.2 ) panel_color[1] = 0.2;
}
glColor4fv( panel_color );
if (_bg != 0) {
- glBindTexture(GL_TEXTURE_2D, _bg->getHandle());
- // glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
- // glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
- glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
+ state.pushStateSet(_bg.get());
+ state.apply();
+ state.setActiveTextureUnit(0);
+ state.setClientActiveTextureUnit(0);
+
glBegin(GL_POLYGON);
glTexCoord2f(0.0, 0.0); glVertex2f(WIN_X, WIN_Y);
glTexCoord2f(1.0, 0.0); glVertex2f(WIN_X + _width, WIN_Y);
glTexCoord2f(1.0, 1.0); glVertex2f(WIN_X + _width, WIN_Y + _height);
glTexCoord2f(0.0, 1.0); glVertex2f(WIN_X, WIN_Y + _height);
glEnd();
+ state.popStateSet();
+ state.apply();
+ state.setActiveTextureUnit(0);
+ state.setClientActiveTextureUnit(0);
+
} else {
for (int i = 0; i < 4; i ++) {
// top row of textures...(1,3,5,7)
- glBindTexture(GL_TEXTURE_2D, _mbg[i*2]->getHandle());
- glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
+ state.pushStateSet(_mbg[i*2].get());
+ state.apply();
+ state.setActiveTextureUnit(0);
+ state.setClientActiveTextureUnit(0);
+
glBegin(GL_POLYGON);
glTexCoord2f(0.0, 0.0); glVertex2f(WIN_X + (_width/4) * i, WIN_Y + (_height/2));
glTexCoord2f(1.0, 0.0); glVertex2f(WIN_X + (_width/4) * (i+1), WIN_Y + (_height/2));
glTexCoord2f(1.0, 1.0); glVertex2f(WIN_X + (_width/4) * (i+1), WIN_Y + _height);
glTexCoord2f(0.0, 1.0); glVertex2f(WIN_X + (_width/4) * i, WIN_Y + _height);
glEnd();
+ state.popStateSet();
+ state.apply();
+ state.setActiveTextureUnit(0);
+ state.setClientActiveTextureUnit(0);
+
// bottom row of textures...(2,4,6,8)
- glBindTexture(GL_TEXTURE_2D, _mbg[(i*2)+1]->getHandle());
- glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
+ state.pushStateSet(_mbg[i*2+1].get());
+ state.apply();
+ state.setActiveTextureUnit(0);
+ state.setClientActiveTextureUnit(0);
+
glBegin(GL_POLYGON);
glTexCoord2f(0.0, 0.0); glVertex2f(WIN_X + (_width/4) * i, WIN_Y);
glTexCoord2f(1.0, 0.0); glVertex2f(WIN_X + (_width/4) * (i+1), WIN_Y);
glTexCoord2f(1.0, 1.0); glVertex2f(WIN_X + (_width/4) * (i+1), WIN_Y + (_height/2));
glTexCoord2f(0.0, 1.0); glVertex2f(WIN_X + (_width/4) * i, WIN_Y + (_height/2));
glEnd();
+ state.popStateSet();
+ state.apply();
+ state.setActiveTextureUnit(0);
+ state.setClientActiveTextureUnit(0);
+
}
}
// Draw the instruments.
+ // Syd Adams: added instrument clipping
instrument_list_type::const_iterator current = _instruments.begin();
instrument_list_type::const_iterator end = _instruments.end();
- // Don't let the instruments be visible trhought the roof of the c310-3d
- // This does hurt the magnetic compass in the default c172-3d,
- // but we need a real 3d compass anyway.
- glPolygonOffset(-1, -5*POFF_UNITS);
+ GLdouble blx[4]={1.0,0.0,0.0,0.0};
+ GLdouble bly[4]={0.0,1.0,0.0,0.0};
+ GLdouble urx[4]={-1.0,0.0,0.0,0.0};
+ GLdouble ury[4]={0.0,-1.0,0.0,0.0};
+
for ( ; current != end; current++) {
FGPanelInstrument * instr = *current;
glPushMatrix();
glTranslated(instr->getXPos(), instr->getYPos(), 0);
- instr->draw();
+
+ int ix= instr->getWidth();
+ int iy= instr->getHeight();
+ glPushMatrix();
+ glTranslated(-ix/2,-iy/2,0);
+ glClipPlane(GL_CLIP_PLANE0,blx);
+ glClipPlane(GL_CLIP_PLANE1,bly);
+ glEnable(GL_CLIP_PLANE0);
+ glEnable(GL_CLIP_PLANE1);
+
+ glTranslated(ix,iy,0);
+ glClipPlane(GL_CLIP_PLANE2,urx);
+ glClipPlane(GL_CLIP_PLANE3,ury);
+ glEnable(GL_CLIP_PLANE2);
+ glEnable(GL_CLIP_PLANE3);
+ glPopMatrix();
+ instr->draw(state);
+
glPopMatrix();
}
+ glDisable(GL_CLIP_PLANE0);
+ glDisable(GL_CLIP_PLANE1);
+ glDisable(GL_CLIP_PLANE2);
+ glDisable(GL_CLIP_PLANE3);
+
+ state.popStateSet();
+ state.apply();
+ state.setActiveTextureUnit(0);
+ state.setClientActiveTextureUnit(0);
+
+
// Draw yellow "hotspots" if directed to. This is a panel authoring
// feature; not intended to be high performance or to look good.
if ( fgGetBool("/sim/panel-hotspots") ) {
- glPushAttrib(GL_ALL_ATTRIB_BITS);
- glDisable(GL_DEPTH_TEST);
- glDisable(GL_TEXTURE_2D);
+ static osg::ref_ptr<osg::StateSet> hotspotStateSet;
+ if (!hotspotStateSet.valid()) {
+ hotspotStateSet = new osg::StateSet;
+ hotspotStateSet->setTextureMode(0, GL_TEXTURE_2D, osg::StateAttribute::OFF);
+ hotspotStateSet->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
+ }
+
+ state.pushStateSet(hotspotStateSet.get());
+ state.apply();
+ state.setActiveTextureUnit(0);
+ state.setClientActiveTextureUnit(0);
+
+
+ glPushAttrib(GL_ENABLE_BIT);
+ glDisable(GL_COLOR_MATERIAL);
glColor3f(1, 1, 0);
for ( unsigned int i = 0; i < _instruments.size(); i++ )
- _instruments[i]->drawHotspots();
+ _instruments[i]->drawHotspots(state);
glPopAttrib();
- }
+ state.popStateSet();
+ state.apply();
+ state.setActiveTextureUnit(0);
+ state.setClientActiveTextureUnit(0);
- // restore some original state
- glPopAttrib();
- glPolygonOffset(0, 0);
- glDisable(GL_POLYGON_OFFSET_FILL);
+ }
}
/**
* Set the panel's background texture.
*/
void
-FGPanel::setBackground (ssgTexture * texture)
+FGPanel::setBackground (osg::Texture2D* texture)
{
- _bg = texture;
+ osg::StateSet* stateSet = new osg::StateSet;
+ stateSet->setTextureAttribute(0, texture);
+ stateSet->setTextureMode(0, GL_TEXTURE_2D, osg::StateAttribute::ON);
+ stateSet->setTextureAttribute(0, new osg::TexEnv(osg::TexEnv::MODULATE));
+ _bg = stateSet;
}
/**
* Set the panel's multiple background textures.
*/
void
-FGPanel::setMultiBackground (ssgTexture * texture, int idx)
+FGPanel::setMultiBackground (osg::Texture2D* texture, int idx)
{
_bg = 0;
- _mbg[idx] = texture;
+
+ osg::StateSet* stateSet = new osg::StateSet;
+ stateSet->setTextureAttribute(0, texture);
+ stateSet->setTextureMode(0, GL_TEXTURE_2D, osg::StateAttribute::ON);
+ stateSet->setTextureAttribute(0, new osg::TexEnv(osg::TexEnv::MODULATE));
+ _mbg[idx] = stateSet;
}
/**
return doLocalMouseAction(button, updown, x, y);
}
+void FGPanel::setDepthTest (bool enable) {
+ _enable_depth_test = enable;
+}
+
\f
////////////////////////////////////////////////////////////////////////.
bool repeatable)
: _button(button), _x(x), _y(y), _w(w), _h(h), _repeatable(repeatable)
{
- for (unsigned int i = 0; i < 2; i++) {
- for (unsigned int j = 0; j < _bindings[i].size(); j++)
- delete _bindings[i][j];
- }
}
FGPanelAction::~FGPanelAction ()
{
+ for (unsigned int i = 0; i < 2; i++) {
+ for (unsigned int j = 0; j < _bindings[i].size(); j++)
+ delete _bindings[i][j];
+ }
}
void
-FGPanelAction::addBinding (FGBinding * binding, int updown)
+FGPanelAction::addBinding (SGBinding * binding, int updown)
{
_bindings[updown].push_back(binding);
}
}
void
-FGPanelInstrument::drawHotspots()
+FGPanelInstrument::drawHotspots(osg::State& state)
{
for ( unsigned int i = 0; i < _actions.size(); i++ ) {
FGPanelAction* a = _actions[i];
}
void
-FGLayeredInstrument::draw ()
+FGLayeredInstrument::draw (osg::State& state)
{
if (!test())
return;
for (int i = 0; i < (int)_layers.size(); i++) {
glPushMatrix();
- // glPolygonOffset(-1, -POFF_UNITS*(i+2));
- _layers[i]->draw();
+ _layers[i]->draw(state);
glPopMatrix();
}
}
}
int
-FGLayeredInstrument::addLayer (FGCroppedTexture &texture,
+FGLayeredInstrument::addLayer (const FGCroppedTexture &texture,
int w, int h)
{
return addLayer(new FGTexturedLayer(texture, w, h));
}
+\f
+////////////////////////////////////////////////////////////////////////
+// Implementation of FGSpecialInstrument.
+////////////////////////////////////////////////////////////////////////
+
+FGSpecialInstrument::FGSpecialInstrument (DCLGPS* sb)
+ : FGPanelInstrument()
+{
+ complex = sb;
+}
+
+FGSpecialInstrument::~FGSpecialInstrument ()
+{
+}
+
+void
+FGSpecialInstrument::draw (osg::State& state)
+{
+ complex->draw();
+}
+
+
\f
////////////////////////////////////////////////////////////////////////
// Implementation of FGInstrumentLayer.
val = t->max;
}
- if(t->table==0) {
+ if (t->table==0) {
val = val * t->factor + t->offset;
} else {
val = t->table->interpolate(val) * t->factor + t->offset;
}
void
-FGGroupLayer::draw ()
+FGGroupLayer::draw (osg::State& state)
{
if (test()) {
transform();
int nLayers = _layers.size();
for (int i = 0; i < nLayers; i++)
- _layers[i]->draw();
+ _layers[i]->draw(state);
}
}
FGTexturedLayer::FGTexturedLayer (const FGCroppedTexture &texture, int w, int h)
- : FGInstrumentLayer(w, h)
+ : FGInstrumentLayer(w, h),
+ _emissive(false)
{
setTexture(texture);
}
void
-FGTexturedLayer::draw ()
+FGTexturedLayer::draw (osg::State& state)
{
if (test()) {
int w2 = _w / 2;
int h2 = _h / 2;
transform();
- glBindTexture(GL_TEXTURE_2D, _texture.getTexture()->getHandle());
+ state.pushStateSet(_texture.getTexture());
+ state.apply();
+ state.setActiveTextureUnit(0);
+ state.setClientActiveTextureUnit(0);
+
glBegin(GL_POLYGON);
-
+
+ if (_emissive) {
+ glColor4fv( emissive_panel_color );
+ } else {
// From Curt: turn on the panel
// lights after sundown.
- sgVec4 panel_color;
- sgCopyVec4( panel_color, cur_light_params.scene_diffuse );
- if ( fgGetDouble("/systems/electrical/outputs/instrument-lights") > 1.0 ) {
- if ( panel_color[0] < 0.7 ) panel_color[0] = 0.7;
- if ( panel_color[1] < 0.2 ) panel_color[1] = 0.2;
- if ( panel_color[2] < 0.2 ) panel_color[2] = 0.2;
+ glColor4fv( panel_color );
}
- glColor4fv( panel_color );
glTexCoord2f(_texture.getMinX(), _texture.getMinY()); glVertex2f(-w2, -h2);
glTexCoord2f(_texture.getMaxX(), _texture.getMinY()); glVertex2f(w2, -h2);
glTexCoord2f(_texture.getMaxX(), _texture.getMaxY()); glVertex2f(w2, h2);
glTexCoord2f(_texture.getMinX(), _texture.getMaxY()); glVertex2f(-w2, h2);
glEnd();
+ state.popStateSet();
+ state.apply();
+ state.setActiveTextureUnit(0);
+ state.setClientActiveTextureUnit(0);
+
}
}
////////////////////////////////////////////////////////////////////////
FGTextLayer::FGTextLayer (int w, int h)
- : FGInstrumentLayer(w, h), _pointSize(14.0), _font_name("default")
+ : FGInstrumentLayer(w, h), _pointSize(14.0), _font_name("Helvetica.txf")
{
_then.stamp();
_color[0] = _color[1] = _color[2] = 0.0;
}
void
-FGTextLayer::draw ()
+FGTextLayer::draw (osg::State& state)
{
if (test()) {
glColor4fv(_color);
transform();
- if ( _font_name == "led" && led_font != 0) {
- text_renderer.setFont(led_font);
- } else {
- text_renderer.setFont(guiFntHandle);
- }
+
+ FGFontCache *fc = globals->get_fontcache();
+ text_renderer.setFont(fc->getTexFont(_font_name.c_str()));
+
text_renderer.setPointSize(_pointSize);
text_renderer.begin();
text_renderer.start3f(0, 0, 0);
void
FGTextLayer::setFontName(const string &name)
{
- _font_name = name;
+ _font_name = name + ".txf";
}
}
FGTextLayer::Chunk::Chunk (ChunkType type, const SGPropertyNode * node,
- const string &fmt, float mult)
- : _type(type), _fmt(fmt), _mult(mult)
+ const string &fmt, float mult, float offs,
+ bool truncation)
+ : _type(type), _fmt(fmt), _mult(mult), _offs(offs), _trunc(truncation)
{
if (_fmt.empty()) {
if (type == TEXT_VALUE)
sprintf(_buf, _fmt.c_str(), _node->getStringValue());
break;
case DOUBLE_VALUE:
- sprintf(_buf, _fmt.c_str(), _node->getFloatValue() * _mult);
+ double d = _offs + _node->getFloatValue() * _mult;
+ if (_trunc) d = (d < 0) ? -floor(-d) : floor(d);
+ sprintf(_buf, _fmt.c_str(), d);
break;
}
return _buf;
}
void
-FGSwitchLayer::draw ()
+FGSwitchLayer::draw (osg::State& state)
{
if (test()) {
transform();
int nLayers = _layers.size();
for (int i = 0; i < nLayers; i++) {
if (_layers[i]->test()) {
- _layers[i]->draw();
+ _layers[i]->draw(state);
return;
}
}
\f
// end of panel.cxx
-
-
-