IMAGE *img2;
IMAGE *img;
-static GLuint panel_tex_id;
+static float value[4];
+static GLuint panel_tex_id[2];
static GLubyte tex[32][128][3];
static float alphahist;
static float Xzoom, Yzoom;
static Pointer pointer[20];
-static int NumGyro = 1;
-static int NumPoint = 4;
+static TurnCoordinator Turny;
+static int NumPoint = 5;
static int i = 0;
static GLdouble mvmatrix[16];
static GLdouble matrix[16];
static double var[20];
static double offset;
static float alpha;
+static float vertices[180][2];
+static float normals[180][3];
+static float texCoord[180][2];
+static arthor myarthor;
+static int n1;
+static int n2;
+static GLfloat Wings[] = {-1.25, -28.125, 1.255, -28.125, 1.255, 28.125, -1.25, 28.125};
+static GLfloat Elevator[] = { 3.0, -10.9375, 4.5, -10.9375, 4.5, 10.9375, 3.0, 10.9375};
+static GLfloat Rudder[] = {2.0, -0.45, 10.625, -0.45, 10.625, 0.55, 2.0, 0.55};
// image.c THIS FILE WAS COPIED FROM THE MESA GRAPHICS LIBRARY
return final;
}
-// Beginning of the "panel-code"
+// Beginning of the "panel-code"
+
+// fgPanelInit() - routine to initialize a panel.
void fgPanelInit ( void ) {
+ // fgVIEW *v;
string tpath;
int x, y;
+ FILE *f;
+ char line[256];
+ GLint test;
+
+ // v = ¤t_view;
- Xzoom = (float)((float)(current_view.get_winWidth())/1024.0);
- Yzoom = (float)((float)(current_view.get_winHeight())/768.0);
+ Xzoom = (float)((float)(current_view.get_winWidth())/1024);
+ Yzoom = (float)((float)(current_view.get_winHeight())/768);
-pointer[1].XPos = 357;
+pointer[1].XPos = 357.5;
pointer[1].YPos = 167;
pointer[1].radius = 5;
pointer[1].length = 32;
pointer[1].alpha1 = 0;
pointer[1].alpha2 = 1080;
pointer[1].variable = 1;
-pointer[1].teXpos = 193;
+pointer[1].teXpos = 194;
pointer[1].texYpos = 191;
-pointer[0].XPos = 357;
+pointer[0].XPos = 357.5;
pointer[0].YPos = 167;
pointer[0].radius = 5;
pointer[0].length = 25;
pointer[0].alpha1 = 0;
pointer[0].alpha2 = 360;
pointer[0].variable = 1;
-pointer[0].teXpos = 193;
+pointer[0].teXpos = 194;
pointer[0].texYpos = 191;
pointer[2].XPos = 358;
pointer[3].alpha1 = 280;
pointer[3].alpha2 = 540;
pointer[3].variable = 3;
-pointer[3].teXpos = 173.8;
+pointer[3].teXpos = 173.6;
pointer[3].texYpos = 83;
+// These values define the airspeed pointer. Please note:
+// As we have a Bonanza panel, but a navion airplane, this gauge
+// doesn't show the true values !!!
+
+pointer[4].XPos = 144.375;
+pointer[4].YPos = 166.875;
+pointer[4].radius = 4;
+pointer[4].length = 32;
+pointer[4].width = 3;
+pointer[4].angle = 30;
+pointer[4].value1 = 15.0;
+pointer[4].value2 = 260.0;
+pointer[4].alpha1 = -20.0;
+pointer[4].alpha2 = 360.0;
+pointer[4].variable = 0;
+pointer[4].teXpos = 64;
+pointer[4].texYpos = 193;
+
+
+myarthor.XPos = 251;
+myarthor.YPos = 168;
+myarthor.radius = 29;
+myarthor.texXPos = 56;
+myarthor.texYPos = 174;
+myarthor.bottom = 36.5;
+myarthor.top = 36.5;
+
+Turny.PlaneXPos = 143.75;
+Turny.PlaneYPos = 51.75;
+Turny.PlaneTexXPos = 49;
+Turny.PlaneTexYPos = 59.75;
+Turny.BallXPos = 145;
+Turny.BallYPos = 24;
+Turny.BallTexXPos = 49;
+Turny.BallTexYPos = 16;
+Turny.BallRadius = 3.5;
+Turny.alphahist = 0;
+Turny.PlaneAlphaHist = 0;
+
for(i=0;i<NumPoint;i++){
CreatePointer(&pointer[i]);
}
+fgHorizonInit(myarthor);
+
+fgInitTurnCoordinator(&Turny);
+
#ifdef GL_VERSION_1_1
- xglGenTextures(1, &panel_tex_id);
- xglBindTexture(GL_TEXTURE_2D, panel_tex_id);
+ xglGenTextures(2, panel_tex_id);
+ xglBindTexture(GL_TEXTURE_2D, panel_tex_id[1]);
#elif GL_EXT_texture_object
- xglGenTexturesEXT(1, &panel_tex_id);
- xglBindTextureEXT(GL_TEXTURE_2D, panel_tex_id);
+ xglGenTexturesEXT(2, panel_tex_id);
+ xglBindTextureEXT(GL_TEXTURE_2D, panel_tex_id[1]);
#else
# error port me
#endif
+
xglMatrixMode(GL_PROJECTION);
xglPushMatrix();
xglLoadIdentity();
xglViewport(0, 0, 640, 480);
- gluOrtho2D(0, 640, 0, 480);
+ glOrtho(0, 640, 0, 480, 1, -1);
xglMatrixMode(GL_MODELVIEW);
xglPushMatrix();
xglLoadIdentity();
xglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
xglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- // load in the texture data
+ // load in the texture data
xglPixelStorei(GL_UNPACK_ROW_LENGTH, 256);
tpath = current_options.get_fg_root() + "/Textures/gauges.rgb";
if((img = ImageLoad( (char *)tpath.c_str() ))==NULL){
}
+ xglPixelStorei(GL_UNPACK_ROW_LENGTH, 256);
+ tpath = current_options.get_fg_root() + "/Textures/gauges2.rgb";
+ if((imag = ImageLoad( (char *)tpath.c_str() ))==NULL){
+ }
+
xglPixelStorei(GL_UNPACK_ROW_LENGTH, 1024);
tpath = current_options.get_fg_root() + "/Textures/Fullone.rgb";
xglPixelZoom(Xzoom, Yzoom);
xglPixelStorei(GL_UNPACK_ALIGNMENT, 1);
xglPixelStorei(GL_UNPACK_ROW_LENGTH, 1024);
- xglPixelStorei(GL_UNPACK_ROW_LENGTH, 1024);
+ xglPixelStorei(GL_UNPACK_ROW_LENGTH, 1024);
xglRasterPos2i(0,0);
xglPixelZoom(Xzoom, Yzoom);
xglPixelStorei(GL_UNPACK_ROW_LENGTH, 256);
- xglTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 256, 256, 0, GL_RGB,
- GL_UNSIGNED_BYTE, (GLvoid *)(img->data));
+ xglTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 256, 256, 0, GL_RGB, GL_UNSIGNED_BYTE, (GLvoid *)(imag->data));
+
+#ifdef GL_VERSION_1_1
+ xglBindTexture(GL_TEXTURE_2D, panel_tex_id[0]);
+#elif GL_EXT_texture_object
+ xglBindTextureEXT(GL_TEXTURE_2D, panel_tex_id[0]);
+#else
+# error port me
+#endif
+ xglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
+ xglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
+ xglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ xglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ xglTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 256, 256, 0, GL_RGB, GL_UNSIGNED_BYTE, (GLvoid *)(img->data));
+
xglMatrixMode(GL_MODELVIEW);
xglPopMatrix();
}
void fgPanelReInit( int x, int y, int finx, int finy){
+ // fgVIEW *v;
fgOPTIONS *o;
int i;
+ GLint buffer;
o = ¤t_options;
+ // v = ¤t_view;
Xzoom = (float)((float)(current_view.get_winWidth())/1024);
Yzoom = (float)((float)(current_view.get_winHeight())/768);
+ // save the current buffer state
+ glGetIntegerv(GL_DRAW_BUFFER, &buffer);
+
+ // and enable both buffers for writing
+ glDrawBuffer(GL_FRONT_AND_BACK);
+
xglMatrixMode(GL_PROJECTION);
xglPushMatrix();
xglLoadIdentity();
xglViewport(0, 0, 640, 480);
- gluOrtho2D(0, 640, 0, 480);
+ glOrtho(0, 640, 0, 480, 1, -1);
xglMatrixMode(GL_MODELVIEW);
xglPushMatrix();
xglLoadIdentity();
xglPixelStorei(GL_UNPACK_ALIGNMENT, 1);
-
xglPixelZoom(Xzoom, Yzoom);
xglPixelStorei(GL_UNPACK_ALIGNMENT, 1);
xglPixelStorei(GL_UNPACK_ROW_LENGTH, 1024);
xglRasterPos2i(x, y);
xglPixelZoom(Xzoom, Yzoom);
xglDrawPixels(finx - x, finy - y, GL_RGB, GL_UNSIGNED_BYTE, (GLvoid *)(img2->data));
+
+ // restore original buffer state
+ glDrawBuffer(buffer);
}
void fgPanelUpdate ( void ) {
+ // fgVIEW *v;
float alpha;
double pitch;
double roll;
float alpharad;
double speed;
int i;
- var[0] = get_speed();
+
+ var[0] = get_speed() * 1.4; // We have to multiply the airspeed by a
+ // factor, to simulate flying a Bonanza
var[1] = get_altitude();
- var[2] = get_aoa(); // A placeholder. It should be the vertical speed once.
+ var[2] = get_climb_rate();
var[3] = get_throttleval();
+ // v = ¤t_view;
xglMatrixMode(GL_PROJECTION);
xglPushMatrix();
xglLoadIdentity();
- glOrtho(0, 640, 0, 480, 1, -1);
+ glOrtho(0, 640, 0, 480, 10, -10);
xglMatrixMode(GL_MODELVIEW);
xglPushMatrix();
xglLoadIdentity();
xglDisable(GL_DEPTH_TEST);
- xglDisable(GL_LIGHTING);
+ xglEnable(GL_LIGHTING);
xglEnable(GL_TEXTURE_2D);
-
-#ifdef GL_VERSION_1_1
- xglBindTexture(GL_TEXTURE_2D, panel_tex_id);
-#elif GL_EXT_texture_object
- xglBindTextureEXT(GL_TEXTURE_2D, panel_tex_id);
-#else
-# error port me
-#endif
+ xglDisable(GL_BLEND);
xglMatrixMode(GL_MODELVIEW);
xglPopMatrix();
xglLoadIdentity();
xglTranslatef(pointer[i].XPos, pointer[i].YPos, 0.0);
xglRotatef(-pointer[i].hist, 0.0, 0.0, 1.0);
- ErasePointer(pointer[i]);
+ fgEraseArea(pointer[i].vertices, 20, (GLfloat)(pointer[i].teXpos), (GLfloat)(pointer[i].texYpos), (GLfloat)(pointer[i].XPos), (GLfloat)(pointer[i].YPos), 0);
xglLoadIdentity();
}
+ glDisable(GL_LIGHTING);
for(i=0;i<NumPoint;i++){
pointer[i].hist = UpdatePointer( pointer[i]);
xglPopMatrix();
xglPushMatrix();
}
+
+ fgUpdateTurnCoordinator(&Turny);
+
+ glEnable(GL_LIGHTING);
+
+ horizon(myarthor);
xglDisable(GL_TEXTURE_2D);
- xglLoadIdentity();
xglPopMatrix();
- // xglRasterPos2i(0, 0);
- // horizont();
xglEnable(GL_DEPTH_TEST);
xglEnable(GL_LIGHTING);
xglDisable(GL_TEXTURE_2D);
xglDisable(GL_BLEND);
- xglDisable(GL_ALPHA_TEST);
xglMatrixMode(GL_PROJECTION);
xglPopMatrix();
xglMatrixMode(GL_MODELVIEW);
xglPopMatrix();
}
-void horizont(void){
+// horizon - Let's draw an artificial horizon using both texture mapping and
+// primitive drawing
+
+void horizon(arthor hor){
double pitch;
double roll;
+ float shifted, alpha, theta;
+ float epsi = 360 / 180;
+ GLboolean Light;
+ GLfloat normal[2];
+
+ static int n, dn, rot, tmp1, tmp2;
+ float a;
+
+ GLfloat material[] = { 0.714844, 0.265625, 0.056875 ,1.0};
+ GLfloat material2[] = {0.6640625, 0.921875, 0.984375, 1.0};
+ GLfloat material3[] = {0.2, 0.2, 0.2, 1.0};
+ GLfloat material4[] = {0.8, 0.8, 0.8, 1.0};
+ GLfloat material5[] = {0.0, 0.0, 0.0, 1.0};
+ GLfloat direction[] = {0.0, 0.0, 0.0};
+ GLfloat light_position[4];
+ GLfloat light_ambient[] = {0.7, 0.7, 0.7, 1.0};
+ GLfloat light_ambient2[] = {0.7, 0.7, 0.7, 1.0};
+ GLfloat light_diffuse[] = {1.0, 1.0, 1.0, 1.0};
+ GLfloat light_specular[] = {1.0, 1.0, 1.0, 1.0};
+
pitch = get_pitch() * RAD_TO_DEG;
+ if(pitch > 45)
+ pitch = 45;
+
+ if(pitch < -45)
+ pitch = -45;
+
roll = get_roll() * RAD_TO_DEG;
+
+ glEnable(GL_NORMALIZE);
+ xglEnable(GL_LIGHTING);
xglEnable(GL_TEXTURE_2D);
+ xglEnable(GL_LIGHT1);
+ xglDisable(GL_LIGHT2);
+ xglDisable(GL_LIGHT0);
xglMatrixMode(GL_MODELVIEW);
xglLoadIdentity();
- xglTranslatef(200, 130, 0);
- xglTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
+ xglTranslatef(hor.XPos, hor.YPos, 0);
+ xglTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
+ xglMatrixMode(GL_TEXTURE);
+ glPushMatrix();
+
+ // computations for the non-textured parts of the AH
+
+ shifted = -((pitch / 10) * 7.0588235);
+
+ if(shifted > (hor.bottom - hor.radius)){
+ theta = (180 - (acos((hor.bottom - shifted) / hor.radius)*RAD_TO_DEG));
+ n = (int)(theta / epsi) - 1;
+ n1 = n;
+ n2 = (180 - n1) + 2;
+ dn = n2 - n1;
+ rot = (int)(roll / epsi);
+ n1 += rot + 45;
+ n2 += rot + 45;
+ }
+
+ if(shifted < (-hor.top + hor.radius)){
+ theta = ((acos((-hor.top - shifted) / hor.radius)*RAD_TO_DEG));
+ n = (int)(theta / epsi) + 1;
+ n1 = n;
+ n2 = (180 - n1) + 2;
+ dn = n2 - n1;
+ rot = (int)(roll / epsi);
+ n1 += rot - 45;
+ n2 += rot - 45;
+ if(n1 < 0){ n1 += 180; n2 +=180;}
+ }
+
+ // end of computations
+
+ light_position[0] = 0.0;
+ light_position[1] = 0.0;
+ light_position[2] = 1.5;
+ light_position[3] = 0.0;
+ glLightfv(GL_LIGHT1, GL_POSITION, light_position);
+ glLightfv(GL_LIGHT1, GL_AMBIENT, light_ambient);
+ glLightfv(GL_LIGHT1, GL_DIFFUSE, light_diffuse);
+ glLightfv(GL_LIGHT1, GL_SPECULAR, light_specular);
+ glLightfv(GL_LIGHT1, GL_SPOT_DIRECTION, direction);
+
#ifdef GL_VERSION_1_1
- xglBindTexture(GL_TEXTURE_2D, panel_tex_id);
+ xglBindTexture(GL_TEXTURE_2D, panel_tex_id[1]);
#elif GL_EXT_texture_object
- xglBindTextureEXT(GL_TEXTURE_2D, panel_tex_id);
+ xglBindTextureEXT(GL_TEXTURE_2D, panel_tex_id[1]);
#else
# error port me
#endif
- xglMatrixMode(GL_TEXTURE);
+
xglLoadIdentity();
- //xglTranslatef(0.0, 0.33, 0.0);
- xglScalef(0.5, 0.5, 0.0);
- xglTranslatef(0.0, (pitch / 45), 0.0);
- xglTranslatef(1.0, 1.0, 0.0);
+ xglTranslatef(0.0, ((pitch / 10) * 0.046875), 0.0);
+ xglTranslatef((hor.texXPos/256), (hor.texYPos/256), 0.0);
xglRotatef(-roll, 0.0, 0.0, 1.0);
- xglTranslatef(-0.5, -0.5, 0.0);
- xglBegin(GL_POLYGON);
- xglTexCoord2f(0.0, 0.1); xglVertex2f(0.0, 0.0);
- xglTexCoord2f(1.0, 0.1); xglVertex2f(70.0, 0.0);
- xglTexCoord2f(1.0, 0.9); xglVertex2f(70.0, 70.0);
- xglTexCoord2f(0.0, 0.9); xglVertex2f(0.0, 70.0);
- xglEnd();
+ xglScalef(1.7, 1.7, 0.0);
+
+ // the following loop draws the textured part of the AH
+
+ glMaterialf(GL_FRONT, GL_SHININESS, 85.0);
+
+ glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, material4);
+ glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, material5);
+ glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, material3);
+
+ glMatrixMode(GL_MODELVIEW);
+ xglBegin(GL_TRIANGLES);
+ for(i=45;i<225;i++){
+ glTexCoord2f(0.0, 0.0);
+ glNormal3f(0.0, 0.0, 0.6);
+ glVertex3f(0.0, 0.0, 0.0);
+ glTexCoord2f(texCoord[i % 180][0], texCoord[i % 180][1]);
+ glNormal3f(normals[i % 180][0], normals[i % 180][1], 0.6);
+ glVertex3f(vertices[i % 180][0], vertices[i % 180][1], 0.0);
+ n = (i + 1) % 180;
+ glTexCoord2f(texCoord[n][0], texCoord[n][1]);
+ glNormal3f(normals[n][0], normals[n][1], 0.6);
+ glVertex3f(vertices[n][0], vertices[n][1], 0.0);
+ }
+ xglEnd();
+
+
+ if((shifted > (hor.bottom - hor.radius)) && (n1 < 1000) && (n1 > 0)){
+
+ a = sin(theta * DEG_TO_RAD) * sin(theta * DEG_TO_RAD);
+light_ambient2[0] = a;
+light_ambient2[1] = a;
+light_ambient2[2] = a;
+
+ glLightfv(GL_LIGHT1, GL_AMBIENT, light_ambient2);
+ glLightfv(GL_LIGHT1, GL_DIFFUSE, light_ambient2);
+ glLightfv(GL_LIGHT1, GL_SPECULAR, light_ambient2);
+
+ xglBegin(GL_TRIANGLES);
+
+ tmp1 = n1; tmp2 = n2;
+
+ for(i = tmp1; i < tmp2 + 1; i++){
+ n = i % 180;
+ glNormal3f(0.0, 0.0, 1.5);
+ glTexCoord2f((56 / 256), (140 / 256));
+ glVertex3f(((vertices[n1 % 180][0] + vertices[n2 % 180][0]) / 2), ((vertices[n1 % 180][1] + vertices[n2 % 180][1]) / 2), 0.0);
+
+ glTexCoord2f((57 / 256), (139 / 256));
+ glNormal3f(normals[n][0], normals[n][1], normals[n][3]);
+ glVertex3f(vertices[n][0], vertices[n][1], 0.0);
+
+ n = (i + 1) % 180;
+ glTexCoord2f((57 / 256), (139 / 256));
+ glNormal3f(normals[n][0], normals[n][1], normals[n][3]);
+ glVertex3f(vertices[n][0], vertices[n][1], 0.0);
+ }
+ xglEnd();
+ }
+
+ if((shifted < (-hor.top + hor.radius)) && (n1 < 1000) && (n1 > 0)){
+ a = sin(theta * DEG_TO_RAD) * sin(theta * DEG_TO_RAD);
+light_ambient2[0] = a;
+light_ambient2[1] = a;
+light_ambient2[2] = a;
+
+ glLightfv(GL_LIGHT1, GL_AMBIENT, light_ambient2);
+ glLightfv(GL_LIGHT1, GL_DIFFUSE, light_ambient2);
+ glLightfv(GL_LIGHT1, GL_SPECULAR, light_ambient2);
+ glMaterialf(GL_FRONT, GL_SHININESS, a * 85);
+ xglBegin(GL_TRIANGLES);
+ tmp1 = n1; tmp2 = n2;
+ for(i = tmp1; i <= tmp2; i++){
+ n = i % 180;
+ glNormal3f(0.0, 0.0, 1.5);
+ glTexCoord2f((73 / 256), (237 / 256));
+ glVertex3f(((vertices[n1 % 180][0] + vertices[n2 % 180][0]) / 2), ((vertices[n1 % 180][1] + vertices[n2 % 180][1]) / 2), 0.0);
+
+ glTexCoord2f((73 / 256), (236 / 256));
+ glNormal3f(normals[n][0], normals[n][1], normals[n][2]);
+ glVertex3f(vertices[n][0], vertices[n][1], 0.0);
+
+ n = (i + 1) % 180;
+ glTexCoord2f((73 / 256), (236 / 256));
+ glNormal3f(normals[n][0], normals[n][1], normals[n][2]);
+ glVertex3f(vertices[n][0], vertices[n][1], 0.0);
+ }
+ xglEnd();
+ }
+
+ // Now we will have to draw the small triangle indicating the roll value
+
+ glDisable(GL_LIGHTING);
+ glDisable(GL_TEXTURE_2D);
+
+ glRotatef(roll, 0.0, 0.0, 1.0);
+
+ glBegin(GL_TRIANGLES);
+ glColor3f(1.0, 1.0, 1.0);
+ glVertex3f(0.0, hor.radius, 0.0);
+ glVertex3f(-3.0, (hor.radius - 7.0), 0.0);
+ glVertex3f(3.0, (hor.radius - 7.0), 0.0);
+ glEnd();
+
+ glLoadIdentity();
+
+ glBegin(GL_POLYGON);
+ glColor3f(0.2109375, 0.23046875, 0.203125);
+ glVertex2f(275.625, 135.0);
+ glVertex2f(275.625, 148.125);
+ glVertex2f(258.125, 151.25);
+ glVertex2f(246.875, 151.25);
+ glVertex2f(226.875, 147.5);
+ glVertex2f(226.875, 135.0);
+ glVertex2f(275.625, 135.0);
+ glEnd();
+
+ glLoadIdentity();
+
+ xglMatrixMode(GL_TEXTURE);
xglPopMatrix();
xglMatrixMode(GL_PROJECTION);
xglPopMatrix();
xglDisable(GL_TEXTURE_2D);
+ xglDisable(GL_NORMALIZE);
+ xglDisable(GL_LIGHTING);
+ xglDisable(GL_LIGHT1);
+ xglEnable(GL_LIGHT0);
}
+// fgHorizonInit - initialize values for the AH
+
+void fgHorizonInit( arthor hor){
+int n;
+float step = (360*DEG_TO_RAD)/180;
+
+for(n=0;n<180;n++){
+ vertices[n][0] = cos(n * step) * hor.radius;
+ vertices[n][1] = sin(n * step) * hor.radius;
+ texCoord[n][0] = (cos(n * step) * hor.radius)/256;
+ texCoord[n][1] = (sin(n * step) * hor.radius)/256;
+ normals[n][0] = cos(n * step) * hor.radius + sin(n * step) * 50;
+ normals[n][1] = sin(n * step) * hor.radius + cos(n * step) * 50;
+ normals[n][2] = 0.1;
+ }
+}
+
float UpdatePointer(Pointer pointer){
double pitch;
double roll;
double speed;
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(2, GL_FLOAT, 0, pointer.vertices);
- alpha=((((float)((var[pointer.variable]) - (pointer.value1)))/(pointer.value2 - pointer.value1))*(pointer.alpha2 - pointer.alpha1) + pointer.alpha1);
+
+ alpha=((((float)((var[pointer.variable]) - (pointer.value1))) / (pointer.value2 - pointer.value1))*(pointer.alpha2 - pointer.alpha1) + pointer.alpha1);
+
if (alpha < pointer.alpha1)
alpha = pointer.alpha1;
if (alpha > pointer.alpha2)
glDisableClientState(GL_VERTEX_ARRAY);
}
-void ErasePointer(Pointer pointer){
+// fgEraseArea - 'Erases' a drawn Polygon by overlaying it with a textured
+// area. Shall be a method of a panel class once.
+
+void fgEraseArea(GLfloat *array, int NumVerti, GLfloat texXPos, GLfloat texYPos, GLfloat XPos, GLfloat YPos, int Texid, float ScaleFactor = 1){
int i, j;
+int n;
float a;
float ififth;
xglEnable(GL_TEXTURE_GEN_S);
xglEnable(GL_TEXTURE_GEN_T);
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
-//glTexGenfv(GL_S, GL_EYE_PLANE, currentCoeff);
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
-//glTexGenfv(GL_T, GL_EYE_PLANE, currentCoeff);
xglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
xglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
xglTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
xglMatrixMode(GL_TEXTURE);
xglLoadIdentity();
-
+
#ifdef GL_VERSION_1_1
- xglBindTexture(GL_TEXTURE_2D, panel_tex_id);
+ xglBindTexture(GL_TEXTURE_2D, panel_tex_id[Texid]);
#elif GL_EXT_texture_object
- xglBindTextureEXT(GL_TEXTURE_2D, panel_tex_id);
+ xglBindTextureEXT(GL_TEXTURE_2D, panel_tex_id[Texid]);
#else
# error port me
#endif
xglMatrixMode(GL_TEXTURE);
xglLoadIdentity();
-xglTranslatef(-((float)(((float)(pointer.XPos)/0.625)/256)) /* - 0.057143*/, -((float)(((float)(pointer.YPos)/0.625)/256)), 0.0);
-xglTranslatef(pointer.teXpos/256 , pointer.texYpos/256, 0.0);
+xglTranslatef(-((float)((XPos/0.625)/256)), -((float)((YPos/0.625)/256)), 0.0);
+xglTranslatef(texXPos/256 , texYPos/256, 0.0);
xglScalef(0.00625, 0.00625, 1.0);
-//xglTranslatef(-pointer.teXpos , -pointer.texYpos, 0.0);
-
+
xglBegin(GL_POLYGON);
-xglVertex2f(pointer.vertices[0], pointer.vertices[1]);
-xglVertex2f(pointer.vertices[2], pointer.vertices[3]);
-xglVertex2f(pointer.vertices[4], pointer.vertices[5]);
-xglVertex2f(pointer.vertices[16], pointer.vertices[17]);
-xglVertex2f(pointer.vertices[18], pointer.vertices[19]);
+for(n=0;n<NumVerti;n += 2){
+xglVertex2f(array[n] * ScaleFactor, array[n + 1] * ScaleFactor);
+}
xglEnd();
xglLoadIdentity();
}
+// CreatePointer - calculate the vertices of a pointer
+
void CreatePointer(Pointer *pointer){
int i;
float alpha;
pointer->vertices[19] = pointer->vertices[3];
}
+// fgUpdateTurnCoordinator - draws turn coordinator related stuff
+
+void fgUpdateTurnCoordinator(TurnCoordinator *turn){
+int n;
+
+glDisable(GL_LIGHTING);
+glDisable(GL_BLEND);
+glEnable(GL_TEXTURE_2D);
+
+ turn->alpha = (get_sideslip() / 1.5) * 56;
+ turn->PlaneAlpha = get_roll();
+
+ xglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ xglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+
+glMatrixMode(GL_MODELVIEW);
+glLoadIdentity();
+glTranslatef(turn->BallXPos, turn->BallYPos, 0.0);
+glTranslatef(0.75 * sin(turn->alphahist * DEG_TO_RAD) * 31, 0.3 * (39 - (cos(turn->alphahist * DEG_TO_RAD) * 39)), 0.0);
+fgEraseArea(turn->vertices, 72, turn->BallTexXPos + ((0.75 * sin(turn->alphahist * DEG_TO_RAD) * 31) / 0.625), turn->BallTexYPos + ((0.3 * (39 - (cos(turn->alphahist * DEG_TO_RAD) * 39))) / 0.625), turn->BallXPos + (0.75 * sin(turn->alphahist * DEG_TO_RAD) * 31), turn->BallYPos + (0.3 * (39 - (cos(turn->alphahist * DEG_TO_RAD) * 39))), 1);
+glDisable(GL_TEXTURE_2D);
+glEnable(GL_BLEND);
+glBlendFunc(GL_ONE_MINUS_DST_COLOR, GL_ONE);
+glMatrixMode(GL_MODELVIEW);
+glLoadIdentity();
+glTranslatef(turn->BallXPos, turn->BallYPos, 0.0);
+glTranslatef(0.75 * sin(turn->alpha * DEG_TO_RAD) * 31, 0.3 * (39 - (cos(turn->alpha * DEG_TO_RAD) * 39)), 0.0);
+glBegin(GL_POLYGON);
+glColor3f(0.8, 0.8, 0.8);
+for(i=0;i<36;i++){
+glVertex2f(turn->vertices[2 * i], turn->vertices[(2 * i) + 1]);
+}
+glEnd();
+
+glDisable(GL_TEXTURE_2D);
+glDisable(GL_BLEND);
+
+glMatrixMode(GL_MODELVIEW);
+glLoadIdentity();
+glTranslatef(turn->PlaneXPos, turn->PlaneYPos, 0.0);
+glRotatef(turn->rollhist * RAD_TO_DEG + 90, 0.0, 0.0, 1.0);
+
+fgEraseArea(Wings, 8, turn->PlaneTexXPos, turn->PlaneTexYPos, turn->PlaneXPos, turn->PlaneYPos, 1);
+fgEraseArea(Elevator, 8, turn->PlaneTexXPos, turn->PlaneTexYPos, turn->PlaneXPos, turn->PlaneYPos, 1);
+fgEraseArea(Rudder, 8, turn->PlaneTexXPos, turn->PlaneTexYPos, turn->PlaneXPos, turn->PlaneYPos, 1);
+
+glLoadIdentity();
+glTranslatef(turn->PlaneXPos, turn->PlaneYPos, 0.0);
+glRotatef(-get_roll() * RAD_TO_DEG + 90, 0.0, 0.0, 1.0);
+
+glBegin(GL_POLYGON);
+glColor3f(1.0, 1.0, 1.0);
+for(i=0;i<90;i++){
+glVertex2f(cos(i * 4 * DEG_TO_RAD) * 5, sin(i * 4 * DEG_TO_RAD) * 5);
+}
+glEnd();
+
+glBegin(GL_POLYGON);
+glVertex2f(Wings[0], Wings[1]);
+glVertex2f(Wings[2], Wings[3]);
+glVertex2f(Wings[4], Wings[5]);
+glVertex2f(Wings[6], Wings[7]);
+glVertex2f(Wings[0], Wings[1]);
+glEnd();
+
+glBegin(GL_POLYGON);
+glVertex2f(Elevator[0], Elevator[1]);
+glVertex2f(Elevator[2], Elevator[3]);
+glVertex2f(Elevator[4], Elevator[5]);
+glVertex2f(Elevator[6], Elevator[7]);
+glVertex2f(Elevator[0], Elevator[1]);
+glEnd();
+
+glBegin(GL_POLYGON);
+glVertex2f(Rudder[0], Rudder[1]);
+glVertex2f(Rudder[2], Rudder[3]);
+glVertex2f(Rudder[4], Rudder[5]);
+glVertex2f(Rudder[6], Rudder[7]);
+glVertex2f(Rudder[0], Rudder[1]);
+glEnd();
+
+
+turn->alphahist = turn->alpha;
+turn->PlaneAlphaHist = turn->PlaneAlpha;
+turn->rollhist = -get_roll();
+
+glDisable(GL_BLEND);
+}
+
+void fgInitTurnCoordinator(TurnCoordinator *turn){
+int n;
+
+for(n=0;n<36;n++){
+turn->vertices[2 * n] = cos(10 * n * DEG_TO_RAD) * turn->BallRadius;
+turn->vertices[(2 * n) + 1] = sin(10 * n * DEG_TO_RAD) * turn->BallRadius;
+ }
+}
+
+// PrintMatrix - routine to print the current modelview matrix.
void PrintMatrix( void){
glGetDoublev(GL_MODELVIEW_MATRIX, mvmatrix);
}
// $Log$
-// Revision 1.12 1998/12/09 18:50:20 curt
-// Converted "class fgVIEW" to "class FGView" and updated to make data
-// members private and make required accessor functions.
+// Revision 1.13 1999/01/07 19:25:53 curt
+// Updates from Friedemann Reinhard.
//
// Revision 1.11 1998/11/11 00:19:27 curt
// Updated comment delimeter to C++ style.