#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
return false;
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(globals->get_current_view()->getHeadingOffset_deg() * SGD_DEGREES_TO_RADIANS != 0)
return false;
return true;
}
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();
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);
-}
-
-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);
-
- 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);
+ glDisable(GL_POLYGON_OFFSET_FILL);
}
-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.
*/
void
FGLayeredInstrument::draw ()
{
- 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();
+ glPolygonOffset(-1, -POFF_UNITS*(i+2));
+ _layers[i]->draw();
+ glPopMatrix();
}
}
FGTextLayer::draw ()
{
if (test()) {
- glPushMatrix();
glColor4fv(_color);
transform();
if ( _font_name == "led" ) {
_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
+
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();
}
}
--- /dev/null
+#include <GL/gl.h>
+#include <Main/fg_props.hxx>
+#include <Cockpit/panel.hxx>
+#include <Cockpit/panel_io.hxx>
+#include "panelnode.hxx"
+
+FGPanelNode::FGPanelNode(SGPropertyNode* props)
+{
+ // Make an FGPanel object. But *don't* call init() or bind() on
+ // it -- those methods touch static state.
+ _panel = fgReadPanel(props->getStringValue("path"));
+
+ // Read out the pixel-space info
+ _xmax = _panel->getWidth();
+ _ymax = _panel->getHeight();
+
+ // And the corner points
+ SGPropertyNode* pt = props->getChild("bottom-left");
+ _bottomLeft[0] = pt->getFloatValue("x-m");
+ _bottomLeft[1] = pt->getFloatValue("y-m");
+ _bottomLeft[2] = pt->getFloatValue("z-m");
+
+ pt = props->getChild("top-left");
+ _topLeft[0] = pt->getFloatValue("x-m");
+ _topLeft[1] = pt->getFloatValue("y-m");
+ _topLeft[2] = pt->getFloatValue("z-m");
+
+ pt = props->getChild("bottom-right");
+ _bottomRight[0] = pt->getFloatValue("x-m");
+ _bottomRight[1] = pt->getFloatValue("y-m");
+ _bottomRight[2] = pt->getFloatValue("z-m");
+
+ // Now generate out transformation matrix. For shorthand, use
+ // "a", "b", and "c" as our corners and "m" as the matrix. The
+ // vector u goes from a to b, v from a to c, and w is a
+ // perpendicular cross product.
+ float *a = _bottomLeft, *b = _bottomRight, *c = _topLeft, *m = _xform;
+ float u[3], v[3], w[3];
+ int i;
+ 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];
+
+ // Now generate a trivial basis transformation matrix. If we want
+ // to map the three unit vectors to three arbitrary vectors U, V,
+ // and W, then those just become the columns of the 3x3 matrix.
+ m[0] = u[0]; m[4] = v[0]; m[8] = w[0]; m[12] = a[0]; // |Ux Vx Wx|
+ m[1] = u[1]; m[5] = v[1]; m[9] = w[1]; m[13] = a[1]; // m = |Uy Vy Wy|
+ m[2] = u[2]; m[6] = v[2]; m[10] = w[2]; m[14] = a[2]; // |Uz Vz Wz|
+ m[3] = 0; m[7] = 0; m[11] = 0; m[15] = 1;
+
+ // The above matrix maps the unit (!) square to the panel
+ // rectangle. Postmultiply scaling factors that match the
+ // pixel-space size of the panel.
+ for(i=0; i<4; i++) {
+ m[0+i] *= 1.0/_xmax;
+ m[4+i] *= 1.0/_ymax;
+ }
+
+ // Now plib initialization. The bounding sphere is defined nicely
+ // by our corner points:
+ float cx = (b[0]+c[0])/2;
+ float cy = (b[1]+c[1])/2;
+ float cz = (b[2]+c[2])/2;
+ float r = sqrt((cx-a[0])*(cx-a[0]) +
+ (cy-a[1])*(cy-a[1]) +
+ (cz-a[2])*(cz-a[2]));
+ bsphere.setCenter(cx, cy, cz);
+ bsphere.setRadius(r);
+}
+
+FGPanelNode::~FGPanelNode()
+{
+ delete _panel;
+}
+
+void FGPanelNode::draw()
+{
+ // What's the difference?
+ draw_geometry();
+}
+
+void FGPanelNode::draw_geometry()
+{
+ glMatrixMode(GL_MODELVIEW);
+ glPushMatrix();
+ glMultMatrixf(_xform);
+ _panel->draw();
+ glPopMatrix();
+}
+
+void FGPanelNode::die()
+{
+ SG_LOG(SG_ALL,SG_ALERT,"Unimplemented function called on FGPanelNode");
+ *(int*)0=0;
+}
+
--- /dev/null
+#include <plib/ssg.h>
+
+class FGPanel;
+class SGPropertyNode;
+
+// PanelNode defines an SSG leaf object that draws a FGPanel object
+// into the scene graph. Note that this is an incomplete SSG object,
+// many methods, mostly involved with modelling and runtime
+// inspection, are unimplemented.
+
+class FGPanelNode : public ssgLeaf
+{
+protected:
+ virtual void draw_geometry();
+
+public:
+ FGPanelNode(SGPropertyNode* props);
+ virtual ~FGPanelNode();
+
+ virtual void draw();
+ void mouseEvent(int button, int updown, int x, int y);
+
+ virtual void recalcBSphere() { bsphere_is_invalid = 0; }
+
+ //
+ // A bunch of Plib functions that aren't implemented. I don't
+ // even know what many of them do, but they're pure virtual and
+ // require implementation.
+ //
+ virtual int getNumTriangles() { die(); return 0; }
+ virtual void getTriangle(int n, short* v1, short* v2, short* v3) { die(); }
+ virtual int getNumLines() { die(); return 0; }
+ virtual void getLine(int n, short* v1, short* v2) { die(); }
+
+ virtual void drawHighlight(sgVec4 colour) { die(); }
+ virtual void drawHighlight(sgVec4 colour, int i) { die(); }
+ virtual float* getVertex(int i) { die(); return 0; }
+ virtual float* getNormal(int i) { die(); return 0; }
+ virtual float* getColour(int i) { die(); return 0; }
+ virtual float* getTexCoord(int i) { die(); return 0; }
+ virtual void pick(int baseName) { die(); }
+ virtual void isect_triangles(sgSphere* s, sgMat4 m, int testNeeded) { die(); }
+ virtual void hot_triangles(sgVec3 s, sgMat4 m, int testNeeded) { die(); }
+ virtual void los_triangles(sgVec3 s, sgMat4 m, int testNeeded) { die(); }
+ virtual void transform(const sgMat4 m) { die(); }
+
+private:
+ // Handler for all the unimplemented methods above
+ void die();
+
+ FGPanel* _panel;
+
+ // Panel corner coordinates
+ float _bottomLeft[3], _topLeft[3], _bottomRight[3];
+
+ // The input range expected in the panel definition. These x/y
+ // coordinates will map to the right/top sides.
+ float _xmax, _ymax;
+
+ // The matrix that results, which transforms 2D x/y panel
+ // coordinates into 3D coordinates of the panel quadrilateral.
+ GLfloat _xform[16];
+
+ // The matrix transformation state that was active the last time
+ // we were rendered. Used by the mouse code to compute
+ // intersections.
+ GLfloat _lastModelview[16];
+ GLfloat _lastProjection[16];
+ GLint _lastViewport[4];
+};