/**
* Calculate the aspect adjustment for the panel.
*/
-float
+static float
get_aspect_adjust (int xsize, int ysize)
{
float ideal_aspect = float(WIN_W) / float(WIN_H);
void
FGPanel::update ()
{
- float aspect_adjust = get_aspect_adjust(_xsize_node->getIntValue(),
- _ysize_node->getIntValue());
-
// Do nothing if the panel isn't visible.
- if (!fgPanelVisible())
- return;
+ if (!fgPanelVisible())
+ return;
// If the mouse is down, do something
- if (_mouseDown) {
- _mouseDelay--;
- if (_mouseDelay < 0) {
- _mouseInstrument->doMouseAction(_mouseButton, _mouseX, _mouseY);
- _mouseDelay = 2;
+ if (_mouseDown) {
+ _mouseDelay--;
+ if (_mouseDelay < 0) {
+ _mouseInstrument->doMouseAction(_mouseButton, _mouseX, _mouseY);
+ _mouseDelay = 2;
+ }
}
- }
// 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);
+ else
+ update(WIN_X, WIN_W, WIN_Y, int(WIN_H / aspect_adjust));
+}
+
+
+void
+FGPanel::update (GLfloat winx, GLfloat winw, GLfloat winy, GLfloat winh)
+{
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
- if (aspect_adjust <1.0)
- gluOrtho2D(WIN_X, WIN_X + int(WIN_W * aspect_adjust),
- WIN_Y, WIN_Y + WIN_H);
- else
- gluOrtho2D(WIN_X, WIN_X + WIN_W,
- WIN_Y, WIN_Y + int(WIN_H / aspect_adjust));
+ gluOrtho2D(winx, winx + winw, winy, winy + winh);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
//mkDialog (text.c_str());
mkDialog ("Help started in netscape window.");
}
+#define TR_HIRES_SNAP
+#if defined( TR_HIRES_SNAP)
+#include <simgear/screen/tr.h>
+extern void trRenderFrame( void );
+extern void fgUpdateHUD( GLfloat x_start, GLfloat y_start,
+ GLfloat x_end, GLfloat y_end );
+
+void fgHiResDump()
+{
+ FILE *f;
+ string message;
+ bool show_pu_cursor = false;
+ bool show_menu = false;
+ char *filename = new char [24];
+ static int count = 1;
+
+ int freeze = globals->get_freeze();
+ if(!freeze)
+ globals->set_freeze( true );
+
+ if(gui_menu_on) {
+ show_menu = true;
+ guiToggleMenu();
+ }
+
+ if ( !puCursorIsHidden() ) {
+ show_pu_cursor = true;
+ puHideCursor();
+ }
+
+ fgInitVisuals();
+ fgReshape( fgGetInt("/sim/startup/xsize"),
+ fgGetInt("/sim/startup/ysize") );
+
+ // we need two render frames here to clear the menu and cursor
+ // ... not sure why but doing an extra fgRenderFrame() shouldn't
+ // hurt anything
+ fgRenderFrame();
+ fgRenderFrame();
+
+ // Make sure we have SSG projection primed for current view
+ glMatrixMode(GL_MODELVIEW);
+ glLoadIdentity();
+ ssgSetCamera( (sgVec4 *)globals->get_current_view()->get_VIEW() );
+ float fov = globals->get_current_view()->get_fov();
+ ssgSetFOV(fov, fov * globals->get_current_view()->get_win_ratio());
+ // ssgSetNearFar( 10.0f, 120000.0f );
+ ssgSetNearFar( 0.5f, 1200000.0f );
+
+
+ // This ImageSize stuff is a temporary hack
+ // should probably use 128x128 tile size and
+ // support any image size
+
+ // This should be a requester to get multiplier from user
+ int multiplier = 3;
+ int width = fgGetInt("/sim/startup/xsize");
+ int height = fgGetInt("/sim/startup/ysize");
+
+ /* allocate buffer large enough to store one tile */
+ GLubyte *tile = (GLubyte *)malloc(width * height * 3 * sizeof(GLubyte));
+ if (!tile) {
+ printf("Malloc of tile buffer failed!\n");
+ return;
+ }
+
+ int imageWidth = multiplier*width;
+ int imageHeight = multiplier*height;
+
+ /* allocate buffer to hold a row of tiles */
+ GLubyte *buffer
+ = (GLubyte *)malloc(imageWidth * height * 3 * sizeof(GLubyte));
+ if (!buffer) {
+ free(tile);
+ printf("Malloc of tile row buffer failed!\n");
+ return;
+ }
+ TRcontext *tr = trNew();
+ trTileSize(tr, width, height, 0);
+ trTileBuffer(tr, GL_RGB, GL_UNSIGNED_BYTE, tile);
+ trImageSize(tr, imageWidth, imageHeight);
+ trRowOrder(tr, TR_TOP_TO_BOTTOM);
+ sgFrustum *frustum = ssgGetFrustum();
+ trFrustum(tr,
+ frustum->getLeft(), frustum->getRight(),
+ frustum->getBot(), frustum->getTop(),
+ frustum->getNear(), frustum->getFar());
+
+ /* Prepare ppm output file */
+ while (count < 1000) {
+ snprintf(filename, 24, "fgfs-screen-%03d.ppm", count++);
+ if ( (f = fopen(filename, "r")) == NULL )
+ break;
+ fclose(f);
+ }
+ f = fopen(filename, "wb");
+ if (!f) {
+ printf("Couldn't open image file: %s\n", filename);
+ free(buffer);
+ free(tile);
+ return;
+ }
+ fprintf(f,"P6\n");
+ fprintf(f,"# ppm-file created by %s\n", "trdemo2");
+ fprintf(f,"%i %i\n", imageWidth, imageHeight);
+ fprintf(f,"255\n");
+
+ /* just to be safe... */
+ glPixelStorei(GL_PACK_ALIGNMENT, 1);
+
+ /* Because the HUD and Panel change the ViewPort we will
+ * need to handle some lowlevel stuff ourselves */
+ int ncols = trGet(tr, TR_COLUMNS);
+ int nrows = trGet(tr, TR_ROWS);
+
+ bool do_hud = fgGetBool("/sim/hud/visibility");
+ GLfloat hud_col_step = 640.0 / ncols;
+ GLfloat hud_row_step = 480.0 / nrows;
+
+ bool do_panel = fgPanelVisible();
+ GLfloat panel_col_step = current_panel->getWidth() / ncols;
+ GLfloat panel_row_step = current_panel->getHeight() / nrows;
+
+ /* Draw tiles */
+ int more = 1;
+ while (more) {
+ trBeginTile(tr);
+ int curColumn = trGet(tr, TR_CURRENT_COLUMN);
+ int curRow = trGet(tr, TR_CURRENT_ROW);
+ trRenderFrame();
+ if ( do_hud )
+ fgUpdateHUD( curColumn*hud_col_step, curRow*hud_row_step,
+ (curColumn+1)*hud_col_step, (curRow+1)*hud_row_step );
+ if (do_panel)
+ current_panel->update( curColumn*panel_col_step, panel_col_step,
+ curRow*panel_row_step, panel_row_step );
+ more = trEndTile(tr);
+
+ /* save tile into tile row buffer*/
+ int curTileWidth = trGet(tr, TR_CURRENT_TILE_WIDTH);
+ int bytesPerImageRow = imageWidth * 3*sizeof(GLubyte);
+ int bytesPerTileRow = (width) * 3*sizeof(GLubyte);
+ int xOffset = curColumn * bytesPerTileRow;
+ int bytesPerCurrentTileRow = (curTileWidth) * 3*sizeof(GLubyte);
+ int i;
+ for (i=0;i<height;i++) {
+ memcpy(buffer + i*bytesPerImageRow + xOffset, /* Dest */
+ tile + i*bytesPerTileRow, /* Src */
+ bytesPerCurrentTileRow); /* Byte count*/
+ }
+
+ if (curColumn == trGet(tr, TR_COLUMNS)-1) {
+ /* write this buffered row of tiles to the file */
+ int curTileHeight = trGet(tr, TR_CURRENT_TILE_HEIGHT);
+ int bytesPerImageRow = imageWidth * 3*sizeof(GLubyte);
+ int i;
+ for (i=0;i<curTileHeight;i++) {
+ /* Remember, OpenGL images are bottom to top. Have to reverse. */
+ GLubyte *rowPtr = buffer + (curTileHeight-1-i) * bytesPerImageRow;
+ fwrite(rowPtr, 1, imageWidth*3, f);
+ }
+ }
+
+ }
+
+ fgReshape( width, height );
+
+ trDelete(tr);
+
+ fclose(f);
+
+ message = "Snap shot saved to ";
+ message += filename;
+ mkDialog (message.c_str());
+
+ free(tile);
+ free(buffer);
+
+ // message = "Snap shot saved to ";
+ // message += filename;
+ // mkDialog (message.c_str());
+
+ delete [] filename;
+
+ if( show_menu )
+ guiToggleMenu();
+
+ if ( show_pu_cursor ) {
+ puShowCursor();
+ }
+
+ if(!freeze)
+ globals->set_freeze( false );
+}
+#endif // #if defined( TR_HIRES_SNAP)
+
#if defined( WIN32 ) && !defined( __CYGWIN__)
}
+void dumpHiResSnapShot ( puObject *obj ) {
+ fgHiResDump();
+}
+
+
// do a screen snap shot
void fgDumpSnapShot () {
bool show_pu_cursor = false;
"Print",
#endif
"Snap Shot",
+ "Hires Snap Shot",
"---------",
"Reset",
"Load flight",
#endif
/* NULL, notCb, */
dumpSnapShot,
+ dumpHiResSnapShot,
NULL,
reInit,
loadFlight,
}
+// For HiRes screen Dumps using Brian Pauls TR Library
+void trRenderFrame( void ) {
+
+ if ( fgPanelVisible() ) {
+ GLfloat height = fgGetInt("/sim/startup/ysize");
+ GLfloat view_h =
+ (current_panel->getViewHeight() - current_panel->getYOffset())
+ * (height / 768.0) + 1;
+ glTranslatef( 0.0, view_h, 0.0 );
+ }
+
+ static double m_log01 = -log( 0.01 );
+ static double sqrt_m_log01 = sqrt( m_log01 );
+
+ static GLfloat black[4] = { 0.0, 0.0, 0.0, 1.0 };
+ static GLfloat white[4] = { 1.0, 1.0, 1.0, 1.0 };
+
+ fgLIGHT *l = &cur_light_params;
+
+ glClearColor(l->adj_fog_color[0], l->adj_fog_color[1],
+ l->adj_fog_color[2], l->adj_fog_color[3]);
+
+ glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
+
+ // set the opengl state to known default values
+ default_state->force();
+
+ // update fog params
+ double actual_visibility = thesky->get_visibility();
+ // GLfloat fog_exp_density = m_log01 / actual_visibility;
+ GLfloat fog_exp2_density = sqrt_m_log01 / actual_visibility;
+ GLfloat fog_exp2_punch_through = sqrt_m_log01 / ( actual_visibility * 1.5 );
+
+ glEnable( GL_FOG );
+ glFogf ( GL_FOG_DENSITY, fog_exp2_density);
+ glFogi ( GL_FOG_MODE, GL_EXP2 );
+ glFogfv ( GL_FOG_COLOR, l->adj_fog_color );
+
+ // GL_LIGHT_MODEL_AMBIENT has a default non-zero value so if
+ // we only update GL_AMBIENT for our lights we will never get
+ // a completely dark scene. So, we set GL_LIGHT_MODEL_AMBIENT
+ // explicitely to black.
+ glLightModelfv( GL_LIGHT_MODEL_AMBIENT, black );
+
+ ssgGetLight( 0 ) -> setColour( GL_AMBIENT, l->scene_ambient );
+
+ // texture parameters
+ glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ) ;
+ glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST ) ;
+
+ // we need a white diffuse light for the phase of the moon
+ ssgGetLight( 0 ) -> setColour( GL_DIFFUSE, white );
+ thesky->preDraw();
+
+ // draw the ssg scene
+ // return to the desired diffuse color
+ ssgGetLight( 0 ) -> setColour( GL_DIFFUSE, l->scene_diffuse );
+ glEnable( GL_DEPTH_TEST );
+ ssgCullAndDraw( scene );
+
+ // draw the lights
+ glFogf (GL_FOG_DENSITY, fog_exp2_punch_through);
+ ssgCullAndDraw( lighting );
+
+ thesky->postDraw( cur_fdm_state->get_Altitude() * SG_FEET_TO_METER );
+
+ // need to do this here as hud_and_panel state is static to
+ // main.cxx and HUD and Panel routines have to be called with
+ // knowledge of the the TR struct < see gui.cxx::HighResDump()
+ hud_and_panel->apply();
+}
+
+
// Update all Visuals (redraws anything graphics related)
void fgRenderFrame( void ) {
// Update the default (kludged) properties.