//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
-// Foundation, 59 Temple Place, Suite 330, Boston, MA 02111-1307, USA
+// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
//
//
-#include <plib/ssg.h>
+#ifdef HAVE_CONFIG_H
+# include "config.h"
+#endif
+
#include <simgear/screen/extensions.hxx>
#include <simgear/screen/RenderTexture.h>
#include <simgear/debug/logstream.hxx>
#include "od_gauge.hxx"
FGODGauge::FGODGauge() :
- rtAvailable( false ),
- rt( 0 )
+ rtAvailable( false )// ,
+// rt( 0 )
{
}
// never used
void FGODGauge::allocRT () {
GLint colorBits = 0;
- glGetIntegerv( GL_BLUE_BITS, &colorBits );
+// glGetIntegerv( GL_BLUE_BITS, &colorBits );
textureWH = 256;
- rt = new RenderTexture();
- if( colorBits < 8 )
- rt->Reset("rgba=5,5,5,1 ctt");
- else
- rt->Reset("rgba ctt");
-
- if( rt->Initialize(256, 256, true) ) {
- SG_LOG(SG_ALL, SG_INFO, "FGODGauge:Initialize sucessfull");
- if (rt->BeginCapture())
- {
- SG_LOG(SG_ALL, SG_INFO, "FGODGauge:BeginCapture sucessfull, RTT available");
- rtAvailable = true;
- glViewport(0, 0, textureWH, textureWH);
- glMatrixMode(GL_PROJECTION);
- glLoadIdentity();
- gluOrtho2D( -256.0, 256.0, -256.0, 256.0 );
- glMatrixMode(GL_MODELVIEW);
- glLoadIdentity();
- glDisable(GL_LIGHTING);
- glEnable(GL_COLOR_MATERIAL);
- glDisable(GL_CULL_FACE);
- glDisable(GL_FOG);
- glDisable(GL_DEPTH_TEST);
- glClearColor(0.0, 0.0, 0.0, 0.0);
- glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
- glBindTexture(GL_TEXTURE_2D, 0);
- glEnable(GL_TEXTURE_2D);
- glEnable(GL_ALPHA_TEST);
- glAlphaFunc(GL_GREATER, 0.0f);
- glDisable(GL_SMOOTH);
- glEnable(GL_BLEND);
- glBlendFunc( GL_ONE, GL_ONE_MINUS_SRC_ALPHA );
- rt->EndCapture();
- } else
- SG_LOG(SG_ALL, SG_WARN, "FGODGauge:BeginCapture failed, RTT not available, using backbuffer");
- } else
- SG_LOG(SG_ALL, SG_WARN, "FGODGauge:Initialize failed, RTT not available, using backbuffer");
+// rt = new RenderTexture();
+// if( colorBits < 8 )
+// rt->Reset("rgba=5,5,5,1 ctt");
+// else
+// rt->Reset("rgba ctt");
+
+// if( rt->Initialize(256, 256, true) ) {
+// SG_LOG(SG_ALL, SG_INFO, "FGODGauge:Initialize sucessfull");
+// if (rt->BeginCapture())
+// {
+// SG_LOG(SG_ALL, SG_INFO, "FGODGauge:BeginCapture sucessfull, RTT available");
+// rtAvailable = true;
+// glViewport(0, 0, textureWH, textureWH);
+// glMatrixMode(GL_PROJECTION);
+// glLoadIdentity();
+// gluOrtho2D( -256.0, 256.0, -256.0, 256.0 );
+// glMatrixMode(GL_MODELVIEW);
+// glLoadIdentity();
+// glDisable(GL_LIGHTING);
+// glEnable(GL_COLOR_MATERIAL);
+// glDisable(GL_CULL_FACE);
+// glDisable(GL_FOG);
+// glDisable(GL_DEPTH_TEST);
+// glClearColor(0.0, 0.0, 0.0, 0.0);
+// glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
+// glBindTexture(GL_TEXTURE_2D, 0);
+// glEnable(GL_TEXTURE_2D);
+// glEnable(GL_ALPHA_TEST);
+// glAlphaFunc(GL_GREATER, 0.0f);
+// glDisable(GL_SMOOTH);
+// glEnable(GL_BLEND);
+// glBlendFunc( GL_ONE, GL_ONE_MINUS_SRC_ALPHA );
+// rt->EndCapture();
+// } else
+// SG_LOG(SG_ALL, SG_WARN, "FGODGauge:BeginCapture failed, RTT not available, using backbuffer");
+// } else
+// SG_LOG(SG_ALL, SG_WARN, "FGODGauge:Initialize failed, RTT not available, using backbuffer");
}
FGODGauge::~FGODGauge() {
- delete rt;
+// delete rt;
}
void FGODGauge::init () {
}
void FGODGauge::beginCapture(int viewSize) {
- if( ! rt )
- allocRT();
- if(rtAvailable) {
- rt->BeginCapture();
- }
- else
- set2D();
- textureWH = viewSize;
- glViewport(0, 0, textureWH, textureWH);
+// if( ! rt )
+// allocRT();
+// if(rtAvailable) {
+// rt->BeginCapture();
+// }
+// else
+// set2D();
+// textureWH = viewSize;
+// glViewport(0, 0, textureWH, textureWH);
}
void FGODGauge::beginCapture(void) {
- if( ! rt )
- allocRT();
- if(rtAvailable) {
- rt->BeginCapture();
- }
- else
- set2D();
+// if( ! rt )
+// allocRT();
+// if(rtAvailable) {
+// rt->BeginCapture();
+// }
+// else
+// set2D();
}
void FGODGauge::Clear(void) {
- if(rtAvailable) {
- glClear(GL_COLOR_BUFFER_BIT);
- }
- else {
- glDisable(GL_BLEND);
- glDisable(GL_ALPHA_TEST);
- glColor4f(0.0f, 0.0f, 0.0f, 0.0f);
- glRectf(-256.0, -256.0, 256.0, 256.0);
- glEnable(GL_BLEND);
- glBlendFunc( GL_ONE, GL_ONE_MINUS_SRC_ALPHA );
- glEnable(GL_ALPHA_TEST);
- }
-}
-
-void FGODGauge::endCapture(GLuint texID) {
- glBindTexture(GL_TEXTURE_2D, texID);
- // don't use mimaps if we don't update them
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
-
- glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, textureWH, textureWH);
- if(rtAvailable)
- rt->EndCapture();
- else
- set3D();
- glBindTexture(GL_TEXTURE_2D, 0);
+// if(rtAvailable) {
+// glClear(GL_COLOR_BUFFER_BIT);
+// }
+// else {
+// glDisable(GL_BLEND);
+// glDisable(GL_ALPHA_TEST);
+// glColor4f(0.0f, 0.0f, 0.0f, 0.0f);
+// glRectf(-256.0, -256.0, 256.0, 256.0);
+// glEnable(GL_BLEND);
+// glBlendFunc( GL_ONE, GL_ONE_MINUS_SRC_ALPHA );
+// glEnable(GL_ALPHA_TEST);
+// }
+}
+
+void FGODGauge::endCapture(osg::Texture2D* texID) {
+ // OSGFIXME
+// glBindTexture(GL_TEXTURE_2D, texID);
+// // don't use mimaps if we don't update them
+// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+
+// glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, textureWH, textureWH);
+// if(rtAvailable)
+// rt->EndCapture();
+// else
+// set3D();
+// glBindTexture(GL_TEXTURE_2D, 0);
}
void FGODGauge::setSize(int viewSize) {
textureWH = viewSize;
- glViewport(0, 0, textureWH, textureWH);
+// glViewport(0, 0, textureWH, textureWH);
}
bool FGODGauge::serviceable(void) {
return fn ;
}
-static ssgSimpleState *
-find_texture_node (ssgEntity * node, const char * name)
+// OSGFIXME
+static osg::StateSet*
+find_texture_node(osg::Node* node, const char * name)
{
+#if 0
if( node->isAKindOf( ssgTypeLeaf() ) ) {
ssgLeaf *leaf = (ssgLeaf *) node;
ssgSimpleState *state = (ssgSimpleState *) leaf->getState();
return result;
}
}
+#endif
return 0;
}
-void FGODGauge::set_texture(const char * name, GLuint new_texture) {
- ssgEntity * root = globals->get_scenery()->get_aircraft_branch();
+void FGODGauge::set_texture(const char * name, osg::Texture2D* new_texture) {
+ osg::Group* root = globals->get_scenery()->get_aircraft_branch();
name = strip_path( name );
- ssgSimpleState * node = find_texture_node( root, name );
- if( node )
- node->setTexture( new_texture );
+ // OSGFIXME
+// osg::StateSet* node = find_texture_node( root, name );
+// if( node )
+// node->setTexture( new_texture );
}
void FGODGauge::set2D() {
- glPushAttrib ( GL_ENABLE_BIT | GL_VIEWPORT_BIT | GL_TRANSFORM_BIT | GL_LIGHTING_BIT ) ;
+// glPushAttrib ( GL_ENABLE_BIT | GL_VIEWPORT_BIT | GL_TRANSFORM_BIT | GL_LIGHTING_BIT ) ;
- glDisable(GL_LIGHTING);
- glEnable(GL_COLOR_MATERIAL);
- glDisable(GL_CULL_FACE);
- glDisable(GL_FOG);
- glDisable(GL_DEPTH_TEST);
- glClearColor(0.0, 0.0, 0.0, 0.0);
- glEnable(GL_TEXTURE_2D);
- glDisable(GL_SMOOTH);
- glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
- glBindTexture(GL_TEXTURE_2D, 0);
+// glDisable(GL_LIGHTING);
+// glEnable(GL_COLOR_MATERIAL);
+// glDisable(GL_CULL_FACE);
+// glDisable(GL_FOG);
+// glDisable(GL_DEPTH_TEST);
+// glClearColor(0.0, 0.0, 0.0, 0.0);
+// glEnable(GL_TEXTURE_2D);
+// glDisable(GL_SMOOTH);
+// glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
+// glBindTexture(GL_TEXTURE_2D, 0);
- glViewport ( 0, 0, textureWH, textureWH ) ;
- glMatrixMode ( GL_PROJECTION ) ;
- glPushMatrix () ;
- glLoadIdentity () ;
- gluOrtho2D( -256.0, 256.0, -256.0, 256.0 );
- glMatrixMode ( GL_MODELVIEW ) ;
- glPushMatrix () ;
- glLoadIdentity () ;
+// glViewport ( 0, 0, textureWH, textureWH ) ;
+// glMatrixMode ( GL_PROJECTION ) ;
+// glPushMatrix () ;
+// glLoadIdentity () ;
+// gluOrtho2D( -256.0, 256.0, -256.0, 256.0 );
+// glMatrixMode ( GL_MODELVIEW ) ;
+// glPushMatrix () ;
+// glLoadIdentity () ;
- glAlphaFunc(GL_GREATER, 0.0f);
+// glAlphaFunc(GL_GREATER, 0.0f);
}
void FGODGauge::set3D() {
- glMatrixMode ( GL_PROJECTION ) ;
- glPopMatrix () ;
- glMatrixMode ( GL_MODELVIEW ) ;
- glPopMatrix () ;
- glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ) ;
- glPopAttrib () ;
+// glMatrixMode ( GL_PROJECTION ) ;
+// glPopMatrix () ;
+// glMatrixMode ( GL_MODELVIEW ) ;
+// glPopMatrix () ;
+// glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ) ;
+// glPopAttrib () ;
}