// 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 "panel.hxx"
#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 <Objects/texload.h>
#include <Time/light.hxx>
+#include <GUI/new_gui.hxx> // FGFontCache
+#include <Main/viewer.hxx>
+#include <Instrumentation/dclgps.hxx>
#include "hud.hxx"
-#include "panel.hxx"
+
#define WIN_X 0
#define WIN_Y 0
#define WIN_W 1024
#define WIN_H 768
-#if defined( NONE ) && defined( _MSC_VER )
-# pragma message( "A sloppy coder has defined NONE as a macro!!!" )
-# undef NONE
-#elif defined( NONE )
-# pragma warn A sloppy coder has defined NONE as a macro!!!
-# undef NONE
-#endif
+// 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 8
-\f
////////////////////////////////////////////////////////////////////////
// Local functions.
////////////////////////////////////////////////////////////////////////
bool
fgPanelVisible ()
{
- if(current_panel == 0)
+ const FGPanel* current = globals->get_current_panel();
+ if (current == 0)
return false;
- if(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 &&
- !fgGetBool("/sim/virtual-cockpit"))
+ 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();
}
// Implementation of FGPanel.
////////////////////////////////////////////////////////////////////////
-FGPanel * current_panel = NULL;
static fntRenderer text_renderer;
-static fntTexFont *default_font;
-static fntTexFont *led_font;
+static sgVec4 panel_color;
+static sgVec4 emissive_panel_color = {1,1,1,1};
/**
* Constructor.
: _mouseDown(false),
_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)),
- _jitter(0.0),
+ _view_height(int(WIN_H * 0.4232)),
+ _visibility(fgGetNode("/sim/panel/visibility", true)),
+ _x_offset(fgGetNode("/sim/panel/x-offset", true)),
+ _y_offset(fgGetNode("/sim/panel/y-offset", true)),
+ _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)
{
- setVisibility(fgPanelVisible());
}
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)
{
- // 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;
}
- // If the mouse is down, do something
- if (_mouseDown) {
- _mouseDelay--;
- if (_mouseDelay < 0) {
- _mouseInstrument->doMouseAction(_mouseButton, _mouseX, _mouseY);
- _mouseDelay = 2;
- }
- }
+ updateMouseDelay();
// Now, draw the panel
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));
+}
+
+/**
+ * Handle repeatable mouse events. Called from update() and from
+ * fgUpdate3DPanels(). This functionality needs to move into the
+ * input subsystem. Counting a tick every two frames is clumsy...
+ */
+void FGPanel::updateMouseDelay()
+{
+ if (_mouseDown) {
+ _mouseDelay--;
+ if (_mouseDelay < 0) {
+ _mouseInstrument->doMouseAction(_mouseButton, 0, _mouseX, _mouseY);
+ _mouseDelay = 2;
+ }
+ }
}
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;
- double y_offset = _y_offset;
-
- 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();
- 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)) *
- (a_y_pilot < 0 ? -1 : 1);
- int y_adjust = int(sqrt(fabs(a_zx_pilot) * _jitter)) *
- (a_zx_pilot < 0 ? -1 : 1);
-
- // adjustments in screen coordinates
- x_offset += x_adjust;
- y_offset += y_adjust;
+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.
+ 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(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);
- }
-
- // Draw the background
- glEnable(GL_TEXTURE_2D);
- glDisable(GL_LIGHTING);
- glEnable(GL_BLEND);
- glEnable(GL_ALPHA_TEST);
- glEnable(GL_COLOR_MATERIAL);
- // glColor4f(1.0, 1.0, 1.0, 1.0);
- if ( cur_light_params.sun_angle * SGD_RADIANS_TO_DEGREES < 95.0 ) {
- glColor4fv( cur_light_params.scene_diffuse );
- } else {
- glColor4f(0.7, 0.2, 0.2, 1.0);
+ 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;
+ if ( panel_color[2] < 0.2 ) panel_color[2] = 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); 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();
+ 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); 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();
+ 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); 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();
- }
+ state.popStateSet();
+ state.apply();
+ state.setActiveTextureUnit(0);
+ state.setClientActiveTextureUnit(0);
+ }
}
- // Draw the instruments.
+ // Draw the instruments.
+ // Syd Adams: added instrument clipping
instrument_list_type::const_iterator current = _instruments.begin();
instrument_list_type::const_iterator end = _instruments.end();
+ 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);
- if(fgGetBool("/sim/virtual-cockpit")) {
- cleanupVirtualCockpit();
- } else {
- glMatrixMode(GL_PROJECTION);
- glPopMatrix();
- glMatrixMode(GL_MODELVIEW);
- glPopMatrix();
+ glPopMatrix();
}
- ssgForceBasicState();
- glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
-}
+ 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") ) {
+ 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);
+ }
-void
-FGPanel::setupVirtualCockpit()
-{
- int i;
- FGViewer* view = globals->get_current_view();
-
- // Generate corners for the panel quad. Put the top edge of the
- // panel 1m in and 6 degrees down from the forward direction, and
- // make the whole thing 60 degrees wide. 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 a[3], b[3], c[3];
- float pw = tan(30*SGD_DEGREES_TO_RADIANS);
- float ph = 2 * pw * (float)_height/(float)_width;
- float ptop = -tan(6*SGD_DEGREES_TO_RADIANS);
- a[0] = -pw; a[1] = ptop-ph; a[2] = -1; // bottom left
- b[0] = pw; b[1] = ptop-ph; b[2] = -1; // bottom right
- c[0] = -pw; c[1] = ptop; c[2] = -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);
+ state.pushStateSet(hotspotStateSet.get());
+ state.apply();
+ state.setActiveTextureUnit(0);
+ state.setClientActiveTextureUnit(0);
- glMatrixMode(GL_MODELVIEW);
- glPushMatrix();
- glLoadIdentity();
-
- // Generate a "look at" matrix using OpenGL (!) coordinate
- // conventions.
- float lookat[3];
- float pitch = view->getPitchOffset_deg() * SGD_DEGREES_TO_RADIANS;
- float rot = view->getHeadingOffset_deg() * SGD_DEGREES_TO_RADIANS;
- 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 transposed basis for
- // the panel quad. 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[16];
- 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];
-
- m[0] = u[0]; m[4] = v[0]; m[8] = w[0]; m[12] = 0; // |Ux Vx Wx|
- m[1] = u[1]; m[5] = v[1]; m[9] = w[1]; m[13] = 0; // m = |Uy Vy Wy|
- m[2] = u[2]; m[6] = v[2]; m[10] = w[2]; m[14] = 0; // |Uz Vz Wz|
- m[3] = 0; m[7] = 0; m[11] = 0; m[15] = 1;
- glMultMatrixf(m);
-
- // Finally, a scaling factor to map the panel's width and height
- // to the unit square.
- glScalef(1./_width, 1./_height, 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);
-}
+ glPushAttrib(GL_ENABLE_BIT);
+ glDisable(GL_COLOR_MATERIAL);
+ glColor3f(1, 1, 0);
+
+ for ( unsigned int i = 0; i < _instruments.size(); i++ )
+ _instruments[i]->drawHotspots(state);
+
+ glPopAttrib();
+
+ state.popStateSet();
+ state.apply();
+ state.setActiveTextureUnit(0);
+ state.setClientActiveTextureUnit(0);
+ }
+}
/**
* Set the panel's visibility.
void
FGPanel::setVisibility (bool visibility)
{
- _visibility = visibility;
+ _visibility->setBoolValue( visibility );
}
bool
FGPanel::getVisibility () const
{
- return _visibility;
+ return _visibility->getBoolValue();
}
* 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;
}
/**
FGPanel::setXOffset (int offset)
{
if (offset <= 0 && offset >= -_width + WIN_W)
- _x_offset = offset;
+ _x_offset->setIntValue( offset );
}
FGPanel::setYOffset (int offset)
{
if (offset <= 0 && offset >= -_height)
- _y_offset = offset;
+ _y_offset->setIntValue( offset );
}
-
/**
- * Perform a mouse action.
+ * Handle a mouse action in panel-local (not screen) coordinates.
+ * Used by the 3D panel code in Model/panelnode.cxx, in situations
+ * where the panel doesn't control its own screen location.
*/
bool
-FGPanel::doMouseAction (int button, int updown, int x, int y)
+FGPanel::doLocalMouseAction(int button, int updown, int x, int y)
{
- // FIXME: this same code appears in update()
- int xsize = _xsize_node->getIntValue();
- int ysize = _ysize_node->getIntValue();
- float aspect_adjust = get_aspect_adjust(xsize, ysize);
-
- // Note a released button and return
- // cerr << "Doing mouse action\n";
+ // Note a released button and return
if (updown == 1) {
+ if (_mouseInstrument != 0)
+ _mouseInstrument->doMouseAction(_mouseButton, 1, _mouseX, _mouseY);
_mouseDown = false;
_mouseInstrument = 0;
return false;
}
- // Scale for the real window size.
- if (aspect_adjust < 1.0) {
- x = int(((float)x / xsize) * WIN_W * aspect_adjust);
- y = int(WIN_H - ((float(y) / ysize) * WIN_H));
- } else {
- x = int(((float)x / xsize) * WIN_W);
- y = int((WIN_H - ((float(y) / ysize) * WIN_H)) / aspect_adjust);
- }
-
- // Adjust for offsets.
- x -= _x_offset;
- y -= _y_offset;
-
- // Search for a matching instrument.
+ // Search for a matching instrument.
for (int i = 0; i < (int)_instruments.size(); i++) {
FGPanelInstrument *inst = _instruments[i];
int ix = inst->getXPos();
_mouseButton = button;
_mouseX = x - ix;
_mouseY = y - iy;
- // Always do the action once.
- return _mouseInstrument->doMouseAction(_mouseButton, _mouseX, _mouseY);
+ // Always do the action once.
+ return _mouseInstrument->doMouseAction(_mouseButton, 0,
+ _mouseX, _mouseY);
}
}
return false;
}
+/**
+ * Perform a mouse action.
+ */
+bool
+FGPanel::doMouseAction (int button, int updown, int x, int y)
+{
+ // FIXME: this same code appears in update()
+ int xsize = _xsize_node->getIntValue();
+ int ysize = _ysize_node->getIntValue();
+ float aspect_adjust = get_aspect_adjust(xsize, ysize);
+
+ // Scale for the real window size.
+ if (aspect_adjust < 1.0) {
+ x = int(((float)x / xsize) * WIN_W * aspect_adjust);
+ y = int(WIN_H - ((float(y) / ysize) * WIN_H));
+ } else {
+ x = int(((float)x / xsize) * WIN_W);
+ y = int((WIN_H - ((float(y) / ysize) * WIN_H)) / aspect_adjust);
+ }
+
+ // Adjust for offsets.
+ x -= _x_offset->getIntValue();
+ y -= _y_offset->getIntValue();
+
+ // Having fixed up the coordinates, fall through to the local
+ // coordinate handler.
+ return doLocalMouseAction(button, updown, x, y);
+}
+
+void FGPanel::setDepthTest (bool enable) {
+ _enable_depth_test = enable;
+}
+
\f
////////////////////////////////////////////////////////////////////////.
{
}
-FGPanelAction::FGPanelAction (int button, int x, int y, int w, int h)
- : _button(button), _x(x), _y(y), _w(w), _h(h)
+FGPanelAction::FGPanelAction (int button, int x, int y, int w, int h,
+ bool repeatable)
+ : _button(button), _x(x), _y(y), _w(w), _h(h), _repeatable(repeatable)
{
- for (unsigned int i = 0; i < _bindings.size(); i++)
- delete _bindings[i];
}
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)
+FGPanelAction::addBinding (SGBinding * binding, int updown)
{
- _bindings.push_back(binding);
+ _bindings[updown].push_back(binding);
}
-void
-FGPanelAction::doAction ()
+bool
+FGPanelAction::doAction (int updown)
{
if (test()) {
- int nBindings = _bindings.size();
- for (int i = 0; i < nBindings; i++) {
- _bindings[i]->fire();
+ if ((updown != _last_state) || (updown == 0 && _repeatable)) {
+ int nBindings = _bindings[updown].size();
+ for (int i = 0; i < nBindings; i++)
+ _bindings[updown][i]->fire();
}
+ _last_state = updown;
+ return true;
+ } else {
+ return false;
}
}
}
}
+void
+FGPanelInstrument::drawHotspots(osg::State& state)
+{
+ for ( unsigned int i = 0; i < _actions.size(); i++ ) {
+ FGPanelAction* a = _actions[i];
+ float x1 = getXPos() + a->getX();
+ float x2 = x1 + a->getWidth();
+ float y1 = getYPos() + a->getY();
+ float y2 = y1 + a->getHeight();
+
+ glBegin(GL_LINE_LOOP);
+ glVertex2f(x1, y1);
+ glVertex2f(x1, y2);
+ glVertex2f(x2, y2);
+ glVertex2f(x2, y1);
+ glEnd();
+ }
+}
+
void
FGPanelInstrument::setPosition (int x, int y)
{
// Coordinates relative to centre.
bool
-FGPanelInstrument::doMouseAction (int button, int x, int y)
+FGPanelInstrument::doMouseAction (int button, int updown, int x, int y)
{
if (test()) {
action_list_type::iterator it = _actions.begin();
action_list_type::iterator last = _actions.end();
for ( ; it != last; it++) {
- if ((*it)->inArea(button, x, y)) {
- (*it)->doAction();
- return true;
- }
+ if ((*it)->inArea(button, x, y) &&
+ (*it)->doAction(updown))
+ return true;
}
}
return false;
}
void
-FGLayeredInstrument::draw ()
+FGLayeredInstrument::draw (osg::State& state)
{
- if (test()) {
- float z = 0.1f;
- float z_inc = 0.01;
- bool vc = fgGetBool("/sim/virtual-cockpit");
- for (int i = 0; i < (int)_layers.size(); i++) {
- glPushMatrix();
- if(!vc) {
- glTranslatef(0.0, 0.0, z);
- z += z_inc;
- }
- _layers[i]->draw();
- glPopMatrix();
- }
+ if (!test())
+ return;
+
+ for (int i = 0; i < (int)_layers.size(); i++) {
+ glPushMatrix();
+ _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(state);
+}
+
+
\f
////////////////////////////////////////////////////////////////////////
// Implementation of FGInstrumentLayer.
FGPanelTransformation *t = *it;
if (t->test()) {
float val = (t->node == 0 ? 0.0 : t->node->getFloatValue());
+
+ if (t->has_mod)
+ val = fmod(val, t->mod);
if (val < t->min) {
val = t->min;
} else if (val > t->max) {
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.
- if ( cur_light_params.sun_angle * SGD_RADIANS_TO_DEGREES < 95.0 ) {
- glColor4fv( cur_light_params.scene_diffuse );
- } else {
- glColor4f(0.7, 0.2, 0.2, 1.0);
+ 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()) {
- glPushMatrix();
glColor4fv(_color);
transform();
- if ( _font_name == "led" ) {
- text_renderer.setFont(led_font);
- } else {
- text_renderer.setFont(guiFntHandle);
+
+ FGFontCache *fc = globals->get_fontcache();
+ fntFont* font = fc->getTexFont(_font_name.c_str());
+ if (!font) {
+ return; // don't crash on missing fonts
}
+
+ text_renderer.setFont(font);
+
text_renderer.setPointSize(_pointSize);
text_renderer.begin();
text_renderer.start3f(0, 0, 0);
_now.stamp();
- long diff = _now - _then;
-#if 0
- // It would be nice to keep this #ifdef'd stuff for (04/18/2002 +
- // a couple days) as I verify my solution to the panel text
- // drawing problem is actually correct. -CLO
- cout << "time diff = " << diff << endl;
- if ( _now - _then < 0 ) {
- cout << "Eeek, the past is now in the future!" << endl;
- cout << "Now = " << _now.get_seconds() << " seconds "
- << _now.get_usec() << "usecs" << endl;
- cout << "Past = " << _then.get_seconds() << " seconds "
- << _then.get_usec() << "usecs" << endl;
- exit(-1);
- }
-#endif
+ double diff = (_now - _then).toUSecs();
+
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
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();
}
}
void
FGTextLayer::setFontName(const string &name)
{
- _font_name = name;
+ _font_name = name + ".txf";
+ FGFontCache *fc = globals->get_fontcache();
+ fntFont* font = fc->getTexFont(_font_name.c_str());
+ if (!font) {
+ SG_LOG(SG_GENERAL, SG_WARN, "unable to find font:" << name);
+ }
}
}
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;
// Implementation of FGSwitchLayer.
////////////////////////////////////////////////////////////////////////
-FGSwitchLayer::FGSwitchLayer (int w, int h, const SGPropertyNode * node,
- FGInstrumentLayer * layer1,
- FGInstrumentLayer * layer2)
- : FGInstrumentLayer(w, h), _node(node), _layer1(layer1), _layer2(layer2)
-{
-}
-
-FGSwitchLayer::~FGSwitchLayer ()
+FGSwitchLayer::FGSwitchLayer ()
+ : FGGroupLayer()
{
- delete _layer1;
- delete _layer2;
}
void
-FGSwitchLayer::draw ()
+FGSwitchLayer::draw (osg::State& state)
{
if (test()) {
transform();
- if (_node->getBoolValue()) {
- _layer1->draw();
- } else {
- _layer2->draw();
+ int nLayers = _layers.size();
+ for (int i = 0; i < nLayers; i++) {
+ if (_layers[i]->test()) {
+ _layers[i]->draw(state);
+ return;
+ }
}
}
}
\f
// end of panel.cxx
-
-
-