#define WIN_W 1024
#define WIN_H 768
+// 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 40
+
#if defined( NONE ) && defined( _MSC_VER )
# pragma message( "A sloppy coder has defined NONE as a macro!!!" )
# undef NONE
bool
fgPanelVisible ()
{
- return (fgGetBool("/sim/virtual-cockpit") ||
- ((current_panel != 0) &&
- (current_panel->getVisibility()) &&
- (globals->get_viewmgr()->get_current() == 0) &&
- (globals->get_current_view()->get_view_offset() == 0.0)));
+ if(current_panel == 0)
+ return false;
+ if(current_panel->getVisibility() == 0)
+ return false;
+ if(globals->get_viewmgr()->get_current() != 0)
+ return false;
+ if(globals->get_current_view()->getHeadingOffset_deg() * SGD_DEGREES_TO_RADIANS != 0)
+ return false;
+ return true;
}
_mouseInstrument(0),
_width(WIN_W), _height(int(WIN_H * 0.5768 + 1)),
_x_offset(0), _y_offset(0), _view_height(int(WIN_H * 0.4232)),
- _bound(false),
_jitter(0.0),
_xsize_node(fgGetNode("/sim/startup/xsize", true)),
_ysize_node(fgGetNode("/sim/startup/ysize", true))
*/
FGPanel::~FGPanel ()
{
- if (_bound)
- unbind();
for (instrument_list_type::iterator it = _instruments.begin();
it != _instruments.end();
it++) {
void
FGPanel::bind ()
{
- fgTie("/sim/panel/visibility", &_visibility);
fgSetArchivable("/sim/panel/visibility");
- fgTie("/sim/panel/x-offset", &_x_offset);
fgSetArchivable("/sim/panel/x-offset");
- fgTie("/sim/panel/y-offset", &_y_offset);
fgSetArchivable("/sim/panel/y-offset");
- fgTie("/sim/panel/jitter", &_jitter);
fgSetArchivable("/sim/panel/jitter");
- _bound = true;
}
void
FGPanel::unbind ()
{
- fgUntie("/sim/panel/visibility");
- fgUntie("/sim/panel/x-offset");
- fgUntie("/sim/panel/y-offset");
- _bound = false;
}
* Update the panel.
*/
void
-FGPanel::update (int dt)
+FGPanel::update (double dt)
{
+ // TODO: cache the nodes
+ _visibility = fgGetBool("/sim/panel/visibility");
+ _x_offset = fgGetInt("/sim/panel/x-offset");
+ _y_offset = fgGetInt("/sim/panel/y-offset");
+ _jitter = fgGetFloat("/sim/panel/jitter");
+
// Do nothing if the panel isn't visible.
if ( !fgPanelVisible() ) {
return;
double x_offset = _x_offset;
double y_offset = _y_offset;
+#if 0
if (_jitter != 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();
x_offset += x_adjust;
y_offset += y_adjust;
}
+#endif
- if(fgGetBool("/sim/virtual-cockpit")) {
- setupVirtualCockpit();
- } else {
- glMatrixMode(GL_PROJECTION);
- glPushMatrix();
- glLoadIdentity();
- gluOrtho2D(winx, winx + winw, winy, winy + winh); /* right side up */
- // gluOrtho2D(winx + winw, winx, winy + winh, winy); /* up side down */
-
- glMatrixMode(GL_MODELVIEW);
- glPushMatrix();
- glLoadIdentity();
-
- glTranslated(x_offset, y_offset, 0);
- }
+ glMatrixMode(GL_PROJECTION);
+ glPushMatrix();
+ glLoadIdentity();
+ gluOrtho2D(winx, winx + winw, winy, winy + winh); /* right side up */
+ // gluOrtho2D(winx + winw, winx, winy + winh, winy); /* up side down */
+
+ 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()
+{
+ // 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(0, -POFF_UNITS);
+
// Draw the background
glEnable(GL_TEXTURE_2D);
glDisable(GL_LIGHTING);
// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glBegin(GL_POLYGON);
- glTexCoord2f(0.0, 0.0); glVertex3f(WIN_X, WIN_Y, 0);
- glTexCoord2f(1.0, 0.0); glVertex3f(WIN_X + _width, WIN_Y, 0);
- glTexCoord2f(1.0, 1.0); glVertex3f(WIN_X + _width, WIN_Y + _height, 0);
- glTexCoord2f(0.0, 1.0); glVertex3f(WIN_X, WIN_Y + _height, 0);
+ 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();
} else {
for (int i = 0; i < 4; i ++) {
glBindTexture(GL_TEXTURE_2D, _mbg[i*2]->getHandle());
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glBegin(GL_POLYGON);
- glTexCoord2f(0.0, 0.0); glVertex3f(WIN_X + (_width/4) * i, WIN_Y + (_height/2), 0);
- glTexCoord2f(1.0, 0.0); glVertex3f(WIN_X + (_width/4) * (i+1), WIN_Y + (_height/2), 0);
- glTexCoord2f(1.0, 1.0); glVertex3f(WIN_X + (_width/4) * (i+1), WIN_Y + _height, 0);
- glTexCoord2f(0.0, 1.0); glVertex3f(WIN_X + (_width/4) * i, WIN_Y + _height, 0);
+ 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();
// 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);
glBegin(GL_POLYGON);
- glTexCoord2f(0.0, 0.0); glVertex3f(WIN_X + (_width/4) * i, WIN_Y, 0);
- glTexCoord2f(1.0, 0.0); glVertex3f(WIN_X + (_width/4) * (i+1), WIN_Y, 0);
- glTexCoord2f(1.0, 1.0); glVertex3f(WIN_X + (_width/4) * (i+1), WIN_Y + (_height/2), 0);
- glTexCoord2f(0.0, 1.0); glVertex3f(WIN_X + (_width/4) * i, WIN_Y + (_height/2), 0);
+ 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();
}
-
}
- // Draw the instruments.
+ // Draw the instruments.
instrument_list_type::const_iterator current = _instruments.begin();
instrument_list_type::const_iterator end = _instruments.end();
for ( ; current != end; current++) {
FGPanelInstrument * instr = *current;
glPushMatrix();
- glTranslated(x_offset, y_offset, 0);
glTranslated(instr->getXPos(), instr->getYPos(), 0);
instr->draw();
glPopMatrix();
}
- if(fgGetBool("/sim/virtual-cockpit")) {
- cleanupVirtualCockpit();
- } else {
- glMatrixMode(GL_PROJECTION);
- glPopMatrix();
- glMatrixMode(GL_MODELVIEW);
- glPopMatrix();
- }
-
- ssgForceBasicState();
- glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
+ glDisable(GL_POLYGON_OFFSET_FILL);
}
-// Yanked from the YASim codebase. Should probably be replaced with
-// the 4x4 routine from plib, which is more appropriate here.
-static void invert33Matrix(float* m)
-{
- // Compute the inverse as the adjoint matrix times 1/(det M).
- // A, B ... I are the cofactors of a b c
- // d e f
- // g h i
- float a=m[0], b=m[1], c=m[2];
- float d=m[3], e=m[4], f=m[5];
- float g=m[6], h=m[7], i=m[8];
-
- float A = (e*i - h*f);
- float B = -(d*i - g*f);
- float C = (d*h - g*e);
- float D = -(b*i - h*c);
- float E = (a*i - g*c);
- float F = -(a*h - g*b);
- float G = (b*f - e*c);
- float H = -(a*f - d*c);
- float I = (a*e - d*b);
-
- float id = 1/(a*A + b*B + c*C);
-
- m[0] = id*A; m[1] = id*D; m[2] = id*G;
- m[3] = id*B; m[4] = id*E; m[5] = id*H;
- m[6] = id*C; m[7] = id*F; m[8] = id*I;
-}
-
-void
-FGPanel::setupVirtualCockpit()
-{
- int i;
- FGViewer* view = globals->get_current_view();
-
- // Corners for the panel quad. These numbers put a "standard"
- // panel at 1m from the eye, with a horizontal size of 60 degrees,
- // and with its center 5 degrees down. This will work well for
- // most typical screen-space panel definitions. In principle,
- // these should be settable per-panel, so that you can have lots
- // of panel objects plastered about the cockpit in realistic
- // positions and orientations.
- float DY = .0875; // tan(5 degrees)
- float a[] = { -0.5773503, -0.4330172 - DY, -1 }; // bottom left
- float b[] = { 0.5773503, -0.4330172 - DY, -1 }; // bottom right
- float c[] = { -0.5773503, 0.4330172 - DY, -1 }; // top left
-
- // A standard projection, in meters, with especially close clip
- // planes.
- glMatrixMode(GL_PROJECTION);
- glPushMatrix();
- glLoadIdentity();
- gluPerspective(view->get_v_fov(), 1/view->get_aspect_ratio(),
- 0.01, 100);
-
- glMatrixMode(GL_MODELVIEW);
- glPushMatrix();
-
- // Generate a "look at" matrix using OpenGL (!) coordinate
- // conventions.
- float lookat[3];
- float pitch = view->get_view_tilt();
- float rot = view->get_view_offset();
- lookat[0] = -sin(rot);
- lookat[1] = sin(pitch) / cos(pitch);
- lookat[2] = -cos(rot);
- if(fabs(lookat[1]) > 9999) lookat[1] = 9999; // FPU sanity
- gluLookAt(0, 0, 0, lookat[0], lookat[1], lookat[2], 0, 1, 0);
-
- // Translate the origin to the location of the panel quad
- glTranslatef(a[0], a[1], a[2]);
-
- // Generate a matrix to translate unit square coordinates from the
- // panel to real world coordinates. Use a basis for the panel
- // quad and invert. Note: this matrix is relatively expensive to
- // compute, and is invariant. Consider precomputing and storing
- // it. Also, consider using the plib vector math routines, so the
- // reuse junkies don't yell at me. (Fine, I hard-coded a cross
- // product. Just shoot me and be done with it.)
- float u[3], v[3], w[3], m[9];
- for(i=0; i<3; i++) u[i] = b[i] - a[i]; // U = B - A
- for(i=0; i<3; i++) v[i] = c[i] - a[i]; // V = C - A
- w[0] = u[1]*v[2] - v[1]*u[2]; // W = U x V
- w[1] = u[2]*v[0] - v[2]*u[0];
- w[2] = u[0]*v[1] - v[0]*u[1];
- for(int i=0; i<3; i++) { // |Ux Uy Uz|-1
- m[i] = u[i]; // m =|Vx Vy Vz|
- m[i+3] = v[i]; // |Wx Wy Wz|
- m[i+6] = w[i];
- }
- invert33Matrix(m);
-
- float glm[16]; // Expand to a 4x4 OpenGL matrix.
- glm[0] = m[0]; glm[4] = m[1]; glm[8] = m[2]; glm[12] = 0;
- glm[1] = m[3]; glm[5] = m[4]; glm[9] = m[5]; glm[13] = 0;
- glm[2] = m[6]; glm[6] = m[7]; glm[10] = m[8]; glm[14] = 0;
- glm[3] = 0; glm[7] = 0; glm[11] = 0; glm[15] = 1;
- glMultMatrixf(glm);
-
- // Finally, a scaling factor to convert the 1024x768 range the
- // panel uses to a unit square mapped to the panel quad.
- glScalef(1./1024, 1./768, 1);
-
- // Scale to the appropriate vertical size. I'm not quite clear on
- // this yet; an identical scaling is not appropriate for
- // _width, for example. This should probably go away when panel
- // coordinates get sanified for virtual cockpits.
- glScalef(1, _height/768.0, 1);
-
- // Now, turn off the Z buffer. The panel code doesn't need
- // it, and we're using different clip planes anyway (meaning we
- // can't share it without glDepthRange() hackery or much
- // framebuffer bandwidth wasteage)
- glDisable(GL_DEPTH_TEST);
-}
-
-void
-FGPanel::cleanupVirtualCockpit()
-{
- glMatrixMode(GL_PROJECTION);
- glPopMatrix();
- glMatrixMode(GL_MODELVIEW);
- glPopMatrix();
- glEnable(GL_DEPTH_TEST);
-}
-
-
/**
* Set the panel's visibility.
*/
_y_offset = offset;
}
-
/**
* Perform a mouse action.
*/
if (updown == 1) {
_mouseDown = false;
_mouseInstrument = 0;
- return true;
+ return false;
}
// Scale for the real window size.
_mouseX = x - ix;
_mouseY = y - iy;
// Always do the action once.
- _mouseInstrument->doMouseAction(_mouseButton, _mouseX, _mouseY);
- return true;
+ return _mouseInstrument->doMouseAction(_mouseButton, _mouseX, _mouseY);
}
}
return false;
void
FGLayeredInstrument::draw ()
{
- if (test()) {
- for (int i = 0; i < (int)_layers.size(); i++) {
- glPushMatrix();
- if(!fgGetBool("/sim/virtual-cockpit"))
- glTranslatef(0.0, 0.0, (i / 100.0) + 0.1);
- _layers[i]->draw();
- glPopMatrix();
- }
+ if (!test())
+ return;
+
+ for (int i = 0; i < (int)_layers.size(); i++) {
+ glPushMatrix();
+ glPolygonOffset(-1, -POFF_UNITS*(i+2));
+ _layers[i]->draw();
+ glPopMatrix();
}
}
FGTextLayer::draw ()
{
if (test()) {
- glPushMatrix();
glColor4fv(_color);
transform();
if ( _font_name == "led" ) {
text_renderer.start3f(0, 0, 0);
_now.stamp();
- if (_now - _then > 100000) {
+ long diff = _now - _then;
+
+ if (diff > 100000 || diff < 0 ) {
+ // ( diff < 0 ) is a sanity check and indicates our time stamp
+ // difference math probably overflowed. We can handle a max
+ // difference of 35.8 minutes since the returned value is in
+ // usec. So if the panel is left off longer than that we can
+ // over flow the math with it is turned back on. This (diff <
+ // 0) catches that situation, get's us out of trouble, and
+ // back on track.
recalc_value();
_then = _now;
}
+
+ // Something is goofy. The code in this file renders only CCW
+ // polygons, and I have verified that the font code in plib
+ // renders only CCW trianbles. Yet they come out backwards.
+ // Something around here or in plib is either changing the winding
+ // order or (more likely) pushing a left-handed matrix onto the
+ // stack. But I can't find it; get out the chainsaw...
+ glFrontFace(GL_CW);
text_renderer.puts((char *)(_value.c_str()));
+ glFrontFace(GL_CCW);
text_renderer.end();
glColor4f(1.0, 1.0, 1.0, 1.0); // FIXME
- glPopMatrix();
}
}
: _type(FGTextLayer::TEXT), _fmt(fmt)
{
_text = text;
- if (_fmt == "")
+ if (_fmt.empty())
_fmt = "%s";
}
const string &fmt, float mult)
: _type(type), _fmt(fmt), _mult(mult)
{
- if (_fmt == "") {
+ if (_fmt.empty()) {
if (type == TEXT_VALUE)
_fmt = "%s";
else
FGTextLayer::Chunk::getValue () const
{
if (test()) {
+ _buf[0] = '\0';
switch (_type) {
case TEXT:
sprintf(_buf, _fmt.c_str(), _text.c_str());
return _buf;
case TEXT_VALUE:
- sprintf(_buf, _fmt.c_str(), _node->getStringValue().c_str());
+ sprintf(_buf, _fmt.c_str(), _node->getStringValue());
break;
case DOUBLE_VALUE:
sprintf(_buf, _fmt.c_str(), _node->getFloatValue() * _mult);
// end of panel.cxx
+