mirror of
https://github.com/swift-project/pilotclient.git
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696 lines
25 KiB
C++
696 lines
25 KiB
C++
/*
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* Copyright (c) 2004, Ben Supnik and Chris Serio.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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* THE SOFTWARE.
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*
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*/
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#include "XPMPPlaneRenderer.h"
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#include "XPMPMultiplayer.h"
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#include "XPMPMultiplayerCSL.h"
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#include "XPMPMultiplayerVars.h"
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#include "XPMPMultiplayerObj.h"
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#include "XPLMGraphics.h"
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#include "XPLMDisplay.h"
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#include "XPLMCamera.h"
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#include "XPLMPlanes.h"
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#include "XPLMUtilities.h"
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#include "XPLMDataAccess.h"
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#include <stdio.h>
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#include <math.h>
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#if IBM
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#include <GL/gl.h>
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#elif APL
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#include <OpenGL/gl.h>
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#else
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#include <GL/gl.h>
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#endif
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#include <vector>
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#include <string>
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#include <set>
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#include <map>
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// Turn this on to get a lot of diagnostic info on who's visible, etc.
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#define DEBUG_RENDERER 0
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// Turn this on to put rendering stats in datarefs for realtime observatoin.
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#define RENDERER_STATS 0
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// Maximum altitude difference in feet for TCAS blips
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#define MAX_TCAS_ALTDIFF 5000
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// Even in good weather we don't want labels on things
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// that we can barely see. Cut labels at 5 km.
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#define MAX_LABEL_DIST 5000.0
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std::vector<XPLMDataRef> gMultiRef_X;
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std::vector<XPLMDataRef> gMultiRef_Y;
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std::vector<XPLMDataRef> gMultiRef_Z;
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bool gDrawLabels = true;
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struct cull_info_t { // This struct has everything we need to cull fast!
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float model_view[16]; // The model view matrix, to get from local OpenGL to eye coordinates.
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float proj[16]; // Proj matrix - this is just a hack to use for gluProject.
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float nea_clip[4]; // Four clip planes in the form of Ax + By + Cz + D = 0 (ABCD are in the array.)
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float far_clip[4]; // They are oriented so the positive side of the clip plane is INSIDE the view volume.
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float lft_clip[4];
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float rgt_clip[4];
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float bot_clip[4];
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float top_clip[4];
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};
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static void setup_cull_info(cull_info_t * i)
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{
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// First, just read out the current OpenGL matrices...do this once at setup because it's not the fastest thing to do.
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glGetFloatv(GL_MODELVIEW_MATRIX ,i->model_view);
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glGetFloatv(GL_PROJECTION_MATRIX,i->proj);
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// Now...what the heck is this? Here's the deal: the clip planes have values in "clip" coordinates of: Left = (1,0,0,1)
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// Right = (-1,0,0,1), Bottom = (0,1,0,1), etc. (Clip coordinates are coordinates from -1 to 1 in XYZ that the driver
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// uses. The projection matrix converts from eye to clip coordinates.)
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//
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// How do we convert a plane backward from clip to eye coordinates? Well, we need the transpose of the inverse of the
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// inverse of the projection matrix. (Transpose of the inverse is needed to transform a plane, and the inverse of the
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// projection is the matrix that goes clip -> eye.) Well, that cancels out to the transpose of the projection matrix,
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// which is nice because it means we don't need a matrix inversion in this bit of sample code.
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// So this nightmare down here is simply:
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// clip plane * transpose (proj_matrix)
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// worked out for all six clip planes. If you squint you can see the patterns:
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// L: 1 0 0 1
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// R: -1 0 0 1
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// B: 0 1 0 1
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// T: 0 -1 0 1
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// etc.
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i->lft_clip[0] = i->proj[0]+i->proj[3]; i->lft_clip[1] = i->proj[4]+i->proj[7]; i->lft_clip[2] = i->proj[8]+i->proj[11]; i->lft_clip[3] = i->proj[12]+i->proj[15];
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i->rgt_clip[0] =-i->proj[0]+i->proj[3]; i->rgt_clip[1] =-i->proj[4]+i->proj[7]; i->rgt_clip[2] =-i->proj[8]+i->proj[11]; i->rgt_clip[3] =-i->proj[12]+i->proj[15];
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i->bot_clip[0] = i->proj[1]+i->proj[3]; i->bot_clip[1] = i->proj[5]+i->proj[7]; i->bot_clip[2] = i->proj[9]+i->proj[11]; i->bot_clip[3] = i->proj[13]+i->proj[15];
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i->top_clip[0] =-i->proj[1]+i->proj[3]; i->top_clip[1] =-i->proj[5]+i->proj[7]; i->top_clip[2] =-i->proj[9]+i->proj[11]; i->top_clip[3] =-i->proj[13]+i->proj[15];
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i->nea_clip[0] = i->proj[2]+i->proj[3]; i->nea_clip[1] = i->proj[6]+i->proj[7]; i->nea_clip[2] = i->proj[10]+i->proj[11]; i->nea_clip[3] = i->proj[14]+i->proj[15];
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i->far_clip[0] =-i->proj[2]+i->proj[3]; i->far_clip[1] =-i->proj[6]+i->proj[7]; i->far_clip[2] =-i->proj[10]+i->proj[11]; i->far_clip[3] =-i->proj[14]+i->proj[15];
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}
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static int sphere_is_visible(const cull_info_t * i, float x, float y, float z, float r)
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{
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// First: we transform our coordinate into eye coordinates from model-view.
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float xp = x * i->model_view[0] + y * i->model_view[4] + z * i->model_view[ 8] + i->model_view[12];
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float yp = x * i->model_view[1] + y * i->model_view[5] + z * i->model_view[ 9] + i->model_view[13];
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float zp = x * i->model_view[2] + y * i->model_view[6] + z * i->model_view[10] + i->model_view[14];
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// Now - we apply the "plane equation" of each clip plane to see how far from the clip plane our point is.
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// The clip planes are directed: positive number distances mean we are INSIDE our viewing area by some distance;
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// negative means outside. So ... if we are outside by less than -r, the ENTIRE sphere is out of bounds.
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// We are not visible! We do the near clip plane, then sides, then far, in an attempt to try the planes
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// that will eliminate the most geometry first...half the world is behind the near clip plane, but not much is
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// behind the far clip plane on sunny day.
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if ((xp * i->nea_clip[0] + yp * i->nea_clip[1] + zp * i->nea_clip[2] + i->nea_clip[3] + r) < 0) return false;
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if ((xp * i->bot_clip[0] + yp * i->bot_clip[1] + zp * i->bot_clip[2] + i->bot_clip[3] + r) < 0) return false;
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if ((xp * i->top_clip[0] + yp * i->top_clip[1] + zp * i->top_clip[2] + i->top_clip[3] + r) < 0) return false;
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if ((xp * i->lft_clip[0] + yp * i->lft_clip[1] + zp * i->lft_clip[2] + i->lft_clip[3] + r) < 0) return false;
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if ((xp * i->rgt_clip[0] + yp * i->rgt_clip[1] + zp * i->rgt_clip[2] + i->rgt_clip[3] + r) < 0) return false;
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if ((xp * i->far_clip[0] + yp * i->far_clip[1] + zp * i->far_clip[2] + i->far_clip[3] + r) < 0) return false;
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return true;
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}
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static float sphere_distance_sqr(const cull_info_t * i, float x, float y, float z)
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{
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float xp = x * i->model_view[0] + y * i->model_view[4] + z * i->model_view[ 8] + i->model_view[12];
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float yp = x * i->model_view[1] + y * i->model_view[5] + z * i->model_view[ 9] + i->model_view[13];
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float zp = x * i->model_view[2] + y * i->model_view[6] + z * i->model_view[10] + i->model_view[14];
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return xp*xp+yp*yp+zp*zp;
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}
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static void convert_to_2d(const cull_info_t * i, const float * vp, float x, float y, float z, float w, float * out_x, float * out_y)
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{
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float xe = x * i->model_view[0] + y * i->model_view[4] + z * i->model_view[ 8] + w * i->model_view[12];
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float ye = x * i->model_view[1] + y * i->model_view[5] + z * i->model_view[ 9] + w * i->model_view[13];
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float ze = x * i->model_view[2] + y * i->model_view[6] + z * i->model_view[10] + w * i->model_view[14];
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float we = x * i->model_view[3] + y * i->model_view[7] + z * i->model_view[11] + w * i->model_view[15];
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float xc = xe * i->proj[0] + ye * i->proj[4] + ze * i->proj[ 8] + we * i->proj[12];
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float yc = xe * i->proj[1] + ye * i->proj[5] + ze * i->proj[ 9] + we * i->proj[13];
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// float zc = xe * i->proj[2] + ye * i->proj[6] + ze * i->proj[10] + we * i->proj[14];
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float wc = xe * i->proj[3] + ye * i->proj[7] + ze * i->proj[11] + we * i->proj[15];
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xc /= wc;
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yc /= wc;
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// zc /= wc;
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*out_x = vp[0] + (1.0f + xc) * vp[2] / 2.0f;
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*out_y = vp[1] + (1.0f + yc) * vp[3] / 2.0f;
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}
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#if RENDERER_STATS
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static int GetRendererStat(void * inRefcon)
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{
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return *((int *) inRefcon);
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}
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#endif
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static int gTotPlanes = 0; // Counters
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static int gACFPlanes = 0; // Number of Austin's planes we drew in full
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static int gNavPlanes = 0; // Number of Austin's planes we drew with lights only
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static int gOBJPlanes = 0; // Number of our OBJ planes we drew in full
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static XPLMDataRef gVisDataRef = NULL; // Current air visiblity for culling.
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static XPLMDataRef gAltitudeRef = NULL; // Current aircraft altitude (for TCAS)
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void XPMPInitDefaultPlaneRenderer(void)
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{
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// SETUP - mostly just fetch datarefs.
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gVisDataRef = XPLMFindDataRef("sim/graphics/view/visibility_effective_m");
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if (gVisDataRef == NULL) gVisDataRef = XPLMFindDataRef("sim/weather/visibility_effective_m");
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if (gVisDataRef == NULL)
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XPLMDebugString("WARNING: Default renderer could not find effective visibility in the sim.\n");
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if(gAltitudeRef == NULL) gAltitudeRef = XPLMFindDataRef("sim/flightmodel/position/elevation");
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#if RENDERER_STATS
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XPLMRegisterDataAccessor("hack/renderer/planes", xplmType_Int, 0, GetRendererStat, NULL,
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NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL,
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&gTotPlanes, NULL);
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XPLMRegisterDataAccessor("hack/renderer/navlites", xplmType_Int, 0, GetRendererStat, NULL,
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NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL,
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&gNavPlanes, NULL);
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XPLMRegisterDataAccessor("hack/renderer/objects", xplmType_Int, 0, GetRendererStat, NULL,
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NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL,
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&gOBJPlanes, NULL);
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XPLMRegisterDataAccessor("hack/renderer/acfs", xplmType_Int, 0, GetRendererStat, NULL,
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NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL,
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&gACFPlanes, NULL);
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#endif
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// We don't know how many multiplayer planes there are - fetch as many as we can.
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int n = 1;
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char buf[100];
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XPLMDataRef d;
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while (1)
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{
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sprintf(buf,"sim/multiplayer/position/plane%d_x", n);
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d = XPLMFindDataRef(buf);
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if (!d) break;
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gMultiRef_X.push_back(d);
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sprintf(buf,"sim/multiplayer/position/plane%d_y", n);
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d = XPLMFindDataRef(buf);
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if (!d) break;
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gMultiRef_Y.push_back(d);
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sprintf(buf,"sim/multiplayer/position/plane%d_z", n);
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d = XPLMFindDataRef(buf);
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if (!d) break;
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gMultiRef_Z.push_back(d);
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++n;
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}
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}
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// PlaneToRender struct: we prioritize planes radially by distance, so...
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// we use this struct to remember one visible plane. Once we've
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// found all visible planes, we draw the closest ones.
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struct PlaneToRender_t {
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float x; // Positional info
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float y;
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float z;
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float pitch;
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float heading;
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float roll;
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CSLPlane_t * model; // What model are we?
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bool full; // Do we need to draw the full plane or just lites?
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bool cull; // Are we visible on screen?
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bool tcas; // Are we visible on TCAS?
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XPLMPlaneDrawState_t state; // Flaps, gear, etc.
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float dist;
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xpmp_LightStatus lights; // lights status
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string label;
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};
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typedef std::map<float, PlaneToRender_t> RenderMap;
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void XPMPDefaultPlaneRenderer(int is_blend)
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{
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long planeCount = XPMPCountPlanes();
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#if DEBUG_RENDERER
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char buf[50];
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sprintf(buf,"Renderer Planes: %d\n", planeCount);
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XPLMDebugString(buf);
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#endif
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if (planeCount == 0) // Quick exit if no one's around.
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{
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if (gDumpOneRenderCycle)
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{
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gDumpOneRenderCycle = false;
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XPLMDebugString("No planes this cycle.\n");
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}
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return;
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}
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cull_info_t gl_camera;
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setup_cull_info(&gl_camera);
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XPLMCameraPosition_t x_camera;
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XPLMReadCameraPosition(&x_camera); // only for zoom!
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// Culling - read the camera pos«and figure out what's visible.
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double maxDist = XPLMGetDataf(gVisDataRef);
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double labelDist = min(maxDist, MAX_LABEL_DIST) * x_camera.zoom; // Labels get easier to see when users zooms.
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double fullPlaneDist = x_camera.zoom * (5280.0 / 3.2) * (gFloatPrefsFunc ? gFloatPrefsFunc("planes","full_distance", 3.0) : 3.0); // Only draw planes fully within 3 miles.
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int maxFullPlanes = gIntPrefsFunc ? gIntPrefsFunc("planes","max_full_count", 100) : 100; // Draw no more than 100 full planes!
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gTotPlanes = planeCount;
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gNavPlanes = gACFPlanes = gOBJPlanes = 0;
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int modelCount, active, plugin, tcas;
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XPLMCountAircraft(&modelCount, &active, &plugin);
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tcas = modelCount - 1; // This is how many tcas blips we can have!
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RenderMap myPlanes; // Planes - sorted by distance so we can do the closest N and bail
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/************************************************************************************
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* CULLING AND STATE CALCULATION LOOP
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************************************************************************************/
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if (gDumpOneRenderCycle)
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{
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XPLMDebugString("Dumping one cycle map of planes.\n");
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char fname[256], bigbuf[1024], foo[32];
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for (int n = 1; n < modelCount; ++n)
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{
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XPLMGetNthAircraftModel(n, fname, bigbuf);
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sprintf(foo, " [%d] - ", n);
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XPLMDebugString(foo);
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XPLMDebugString(fname);
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XPLMDebugString(" - ");
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XPLMDebugString(bigbuf);
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XPLMDebugString("\n");
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}
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}
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// Go through every plane. We're going to figure out if it is visible and if so remember it for drawing later.
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for (long index = 0; index < planeCount; ++index)
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{
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XPMPPlaneID id = XPMPGetNthPlane(index);
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XPMPPlanePosition_t pos;
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pos.size = sizeof(pos);
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pos.label[0] = 0;
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if (XPMPGetPlaneData(id, xpmpDataType_Position, &pos) != xpmpData_Unavailable)
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{
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// First figure out where the plane is!
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double x,y,z;
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XPLMWorldToLocal(pos.lat, pos.lon, pos.elevation * kFtToMeters, &x, &y, &z);
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float distMeters = sqrt(sphere_distance_sqr(&gl_camera,x,y,z));
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// If the plane is farther than our TCAS range, it's just not visible. Drop it!
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if (distMeters > kMaxDistTCAS)
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continue;
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// Only draw if it's in range.
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bool cull = (distMeters > maxDist);
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XPMPPlaneRadar_t radar;
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radar.size = sizeof(radar);
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bool tcas = true;
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if (XPMPGetPlaneData(id, xpmpDataType_Radar, &radar) != xpmpData_Unavailable)
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if (radar.mode == xpmpTransponderMode_Standby)
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tcas = false;
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// check for altitude - if difference exceeds 3000ft, don't show
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double acft_alt = XPLMGetDatad(gAltitudeRef) / kFtToMeters;
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double alt_diff = pos.elevation - acft_alt;
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if(alt_diff < 0) alt_diff *= -1;
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if(alt_diff > MAX_TCAS_ALTDIFF) tcas = false;
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// Calculate the heading from the camera to the target (hor, vert).
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// Calculate the angles between the camera angles and the real angles.
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// Cull if we exceed half the FOV.
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if(!cull && !sphere_is_visible(&gl_camera, x, y, z, 50.0))
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cull = true;
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// Full plane or lites based on distance.
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bool drawFullPlane = (distMeters < fullPlaneDist);
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#if DEBUG_RENDERER
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char icao[128], livery[128];
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char debug[512];
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XPMPGetPlaneICAOAndLivery(id, icao, livery);
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sprintf(debug,"Queueing plane %d (%s/%s) at lle %f, %f, %f (xyz=%f, %f, %f) pitch=%f,roll=%f,heading=%f,model=1.\n", index, icao, livery,
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pos.lat, pos.lon, pos.elevation,
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x, y, z, pos.pitch, pos.roll, pos.heading);
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XPLMDebugString(debug);
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#endif
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// Stash one render record with the plane's position, etc.
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{
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PlaneToRender_t renderRecord;
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renderRecord.x = x;
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renderRecord.y = y;
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renderRecord.z = z;
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renderRecord.pitch = pos.pitch;
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renderRecord.heading = pos.heading;
|
|
renderRecord.roll = pos.roll;
|
|
renderRecord.model=((XPMPPlanePtr)id)->model;
|
|
renderRecord.cull = cull; // NO other planes. Doing so causes a lot of things to go nuts!
|
|
renderRecord.tcas = tcas;
|
|
|
|
XPMPPlaneSurfaces_t surfaces;
|
|
surfaces.size = sizeof(surfaces);
|
|
if (XPMPGetPlaneData(id, xpmpDataType_Surfaces, &surfaces) != xpmpData_Unavailable)
|
|
{
|
|
renderRecord.state.structSize = sizeof(renderRecord.state);
|
|
renderRecord.state.gearPosition = surfaces.gearPosition ;
|
|
renderRecord.state.flapRatio = surfaces.flapRatio ;
|
|
renderRecord.state.spoilerRatio = surfaces.spoilerRatio ;
|
|
renderRecord.state.speedBrakeRatio = surfaces.speedBrakeRatio ;
|
|
renderRecord.state.slatRatio = surfaces.slatRatio ;
|
|
renderRecord.state.wingSweep = surfaces.wingSweep ;
|
|
renderRecord.state.thrust = surfaces.thrust ;
|
|
renderRecord.state.yokePitch = surfaces.yokePitch ;
|
|
renderRecord.state.yokeHeading = surfaces.yokeHeading ;
|
|
renderRecord.state.yokeRoll = surfaces.yokeRoll ;
|
|
|
|
renderRecord.lights.lightFlags = surfaces.lights.lightFlags;
|
|
|
|
} else {
|
|
renderRecord.state.structSize = sizeof(renderRecord.state);
|
|
renderRecord.state.gearPosition = (pos.elevation < 70) ? 1.0 : 0.0;
|
|
renderRecord.state.flapRatio = (pos.elevation < 70) ? 1.0 : 0.0;
|
|
renderRecord.state.spoilerRatio = renderRecord.state.speedBrakeRatio = renderRecord.state.slatRatio = renderRecord.state.wingSweep = 0.0;
|
|
renderRecord.state.thrust = (pos.pitch > 30) ? 1.0 : 0.6;
|
|
renderRecord.state.yokePitch = pos.pitch / 90.0;
|
|
renderRecord.state.yokeHeading = pos.heading / 180.0;
|
|
renderRecord.state.yokeRoll = pos.roll / 90.0;
|
|
|
|
// use some smart defaults
|
|
renderRecord.lights.bcnLights = 1;
|
|
renderRecord.lights.navLights = 1;
|
|
|
|
}
|
|
if (renderRecord.model && !renderRecord.model->moving_gear)
|
|
renderRecord.state.gearPosition = 1.0;
|
|
renderRecord.full = drawFullPlane;
|
|
renderRecord.dist = distMeters;
|
|
renderRecord.label = pos.label;
|
|
|
|
myPlanes.insert(RenderMap::value_type(distMeters, renderRecord));
|
|
|
|
} // State calculation
|
|
|
|
} // Plane has data available
|
|
|
|
} // Per-plane loop
|
|
|
|
if (gDumpOneRenderCycle)
|
|
XPLMDebugString("End of cycle dump.\n");
|
|
|
|
/************************************************************************************
|
|
* ACTUAL RENDERING LOOP
|
|
************************************************************************************/
|
|
|
|
// We're going to go in and render the first N planes in full, and the rest as lites.
|
|
// We're also going to put the x-plane multiplayer vars in place for the first N
|
|
// TCAS-visible planes, so they show up on our moving map.
|
|
// We do this in two stages: building up what to do, then doing it in the optimal
|
|
// OGL order.
|
|
|
|
int renderedCounter = 0;
|
|
|
|
vector<PlaneToRender_t *> planes_obj_lites;
|
|
multimap<int, PlaneToRender_t *> planes_austin;
|
|
multimap<int, PlaneToRender_t *> planes_obj;
|
|
vector<PlaneToRender_t *> planes_obj8;
|
|
|
|
vector<PlaneToRender_t *>::iterator planeIter;
|
|
multimap<int, PlaneToRender_t *>::iterator planeMapIter;
|
|
|
|
// In our first iteration pass we'll go through all planes and handle TCAS, draw planes that have no
|
|
// CSL model, and put CSL planes in the right 'bucket'.
|
|
|
|
for (RenderMap::iterator iter = myPlanes.begin(); iter != myPlanes.end(); ++iter)
|
|
{
|
|
// This is the case where we draw a real plane.
|
|
if (!iter->second.cull)
|
|
{
|
|
// Max plane enforcement - once we run out of the max number of full planes the
|
|
// user allows, force only lites for framerate
|
|
if (gACFPlanes >= maxFullPlanes)
|
|
iter->second.full = false;
|
|
|
|
#if DEBUG_RENDERER
|
|
char debug[512];
|
|
sprintf(debug,"Drawing plane: %s at %f,%f,%f (%fx%fx%f full=%d\n",
|
|
iter->second.model ? iter->second.model->file_path.c_str() : "<none>", iter->second.x, iter->second.y, iter->second.z,
|
|
iter->second.pitch, iter->second.roll, iter->second.heading, iter->second.full ? 1 : 0);
|
|
XPLMDebugString(debug);
|
|
#endif
|
|
|
|
if (iter->second.model)
|
|
{
|
|
if (iter->second.model->plane_type == plane_Austin)
|
|
{
|
|
planes_austin.insert(multimap<int, PlaneToRender_t *>::value_type(CSL_GetOGLIndex(iter->second.model), &iter->second));
|
|
}
|
|
else if (iter->second.model->plane_type == plane_Obj)
|
|
{
|
|
planes_obj.insert(multimap<int, PlaneToRender_t *>::value_type(CSL_GetOGLIndex(iter->second.model), &iter->second));
|
|
planes_obj_lites.push_back(&iter->second);
|
|
}
|
|
else if(iter->second.model->plane_type == plane_Obj8)
|
|
{
|
|
planes_obj8.push_back(&iter->second);
|
|
}
|
|
|
|
} else {
|
|
// If it's time to draw austin's planes but this one
|
|
// doesn't have a model, we draw anything.
|
|
glMatrixMode(GL_MODELVIEW);
|
|
glPushMatrix();
|
|
glTranslatef(iter->second.x, iter->second.y, iter->second.z);
|
|
glRotatef(iter->second.heading, 0.0, -1.0, 0.0);
|
|
glRotatef(iter->second.pitch, 01.0, 0.0, 0.0);
|
|
glRotatef(iter->second.roll, 0.0, 0.0, -1.0);
|
|
|
|
// Safety check - if plane 1 isn't even loaded do NOT draw, do NOT draw plane 0.
|
|
// Using the user's planes can cause the internal flight model to get f-cked up.
|
|
// Using a non-loaded plane can trigger internal asserts in x-plane.
|
|
if (modelCount > 1)
|
|
if(!is_blend)
|
|
XPLMDrawAircraft(1,
|
|
(float) iter->second.x, (float) iter->second.y, (float) iter->second.z,
|
|
iter->second.pitch, iter->second.roll, iter->second.heading,
|
|
iter->second.full ? 1 : 0, &iter->second.state);
|
|
|
|
glPopMatrix();
|
|
}
|
|
|
|
}
|
|
|
|
// TCAS handling - if the plane needs to be drawn on TCAS and we haven't yet, move one of Austin's planes.
|
|
if (iter->second.tcas && renderedCounter < gMultiRef_X.size())
|
|
{
|
|
XPLMSetDataf(gMultiRef_X[renderedCounter], iter->second.x);
|
|
XPLMSetDataf(gMultiRef_Y[renderedCounter], iter->second.y);
|
|
XPLMSetDataf(gMultiRef_Z[renderedCounter], iter->second.z);
|
|
++renderedCounter;
|
|
}
|
|
}
|
|
|
|
// PASS 1 - draw Austin's planes.
|
|
|
|
if(!is_blend)
|
|
for (planeMapIter = planes_austin.begin(); planeMapIter != planes_austin.end(); ++planeMapIter)
|
|
{
|
|
CSL_DrawObject( planeMapIter->second->model,
|
|
planeMapIter->second->dist,
|
|
planeMapIter->second->x,
|
|
planeMapIter->second->y,
|
|
planeMapIter->second->z,
|
|
planeMapIter->second->pitch,
|
|
planeMapIter->second->roll,
|
|
planeMapIter->second->heading,
|
|
plane_Austin,
|
|
planeMapIter->second->full ? 1 : 0,
|
|
planeMapIter->second->lights,
|
|
&planeMapIter->second->state);
|
|
|
|
if (planeMapIter->second->full)
|
|
++gACFPlanes;
|
|
else
|
|
++gNavPlanes;
|
|
}
|
|
|
|
// PASS 2 - draw OBJs
|
|
// Blend for solid OBJ7s? YES! First, in HDR mode, they DO NOT draw to the gbuffer properly -
|
|
// they splat their livery into the normal map, which is terrifying and stupid. Then they are also
|
|
// pre-lit...the net result is surprisingly not much worse than regular rendering considering how many
|
|
// bad things have happened, but for all I know we're getting NaNs somewhere.
|
|
//
|
|
// Blending isn't going to hurt things in NON-HDR because our rendering is so stupid for old objs - there's
|
|
// pretty much never translucency so we aren't going to get Z-order fails. So f--- it...always draw blend.<
|
|
if(is_blend)
|
|
for (planeMapIter = planes_obj.begin(); planeMapIter != planes_obj.end(); ++planeMapIter)
|
|
{
|
|
CSL_DrawObject(
|
|
planeMapIter->second->model,
|
|
planeMapIter->second->dist,
|
|
planeMapIter->second->x,
|
|
planeMapIter->second->y,
|
|
planeMapIter->second->z,
|
|
planeMapIter->second->pitch,
|
|
planeMapIter->second->roll,
|
|
planeMapIter->second->heading,
|
|
plane_Obj,
|
|
planeMapIter->second->full ? 1 : 0,
|
|
planeMapIter->second->lights,
|
|
&planeMapIter->second->state);
|
|
++gOBJPlanes;
|
|
}
|
|
|
|
for(planeIter = planes_obj8.begin(); planeIter != planes_obj8.end(); ++planeIter)
|
|
{
|
|
CSL_DrawObject( (*planeIter)->model,
|
|
(*planeIter)->dist,
|
|
(*planeIter)->x,
|
|
(*planeIter)->y,
|
|
(*planeIter)->z,
|
|
(*planeIter)->pitch,
|
|
(*planeIter)->roll,
|
|
(*planeIter)->heading,
|
|
plane_Obj8,
|
|
(*planeIter)->full ? 1 : 0,
|
|
(*planeIter)->lights,
|
|
&(*planeIter)->state);
|
|
}
|
|
|
|
if(!is_blend)
|
|
obj_draw_solid();
|
|
|
|
// PASS 3 - draw OBJ lights.
|
|
|
|
if(is_blend)
|
|
if (!planes_obj_lites.empty())
|
|
{
|
|
OBJ_BeginLightDrawing();
|
|
for (planeIter = planes_obj_lites.begin(); planeIter != planes_obj_lites.end(); ++planeIter)
|
|
{
|
|
// this thing draws the lights of a model
|
|
CSL_DrawObject( (*planeIter)->model,
|
|
(*planeIter)->dist,
|
|
(*planeIter)->x,
|
|
(*planeIter)->y,
|
|
(*planeIter)->z,
|
|
(*planeIter)->pitch,
|
|
(*planeIter)->roll,
|
|
(*planeIter)->heading,
|
|
plane_Lights,
|
|
(*planeIter)->full ? 1 : 0,
|
|
(*planeIter)->lights,
|
|
&(*planeIter)->state);
|
|
}
|
|
}
|
|
|
|
if(is_blend)
|
|
obj_draw_translucent();
|
|
obj_draw_done();
|
|
|
|
// PASS 4 - Labels
|
|
if(is_blend)
|
|
if ( gDrawLabels )
|
|
{
|
|
GLfloat vp[4];
|
|
glGetFloatv(GL_VIEWPORT,vp);
|
|
|
|
glMatrixMode(GL_PROJECTION);
|
|
glPushMatrix();
|
|
glLoadIdentity();
|
|
glOrtho(0, vp[2], 0, vp[3], -1, 1);
|
|
|
|
glMatrixMode(GL_MODELVIEW);
|
|
glPushMatrix();
|
|
glLoadIdentity();
|
|
|
|
float c[4] = { 1, 1, 0, 1 };
|
|
|
|
|
|
for (RenderMap::iterator iter = myPlanes.begin(); iter != myPlanes.end(); ++iter)
|
|
if(iter->first < labelDist)
|
|
if(!iter->second.cull) // IMPORTANT - airplane BEHIND us still maps XY onto screen...so we get 180 degree reflections. But behind us acf are culled, so that's good.
|
|
{
|
|
float x, y;
|
|
convert_to_2d(&gl_camera, vp, iter->second.x, iter->second.y, iter->second.z, 1.0, &x, &y);
|
|
|
|
float rat = 1.0 - (iter->first / labelDist);
|
|
c[0] = c[1] = 0.5 + 0.5 * rat;
|
|
c[2] = 0.5 - 0.5 * rat; // gray -> yellow - no alpha in the SDK - foo!
|
|
|
|
XPLMDrawString(c, x, y+10, (char *) iter->second.label.c_str(), NULL, xplmFont_Basic);
|
|
}
|
|
|
|
glMatrixMode(GL_PROJECTION);
|
|
glPopMatrix();
|
|
glMatrixMode(GL_MODELVIEW);
|
|
glPopMatrix();
|
|
|
|
}
|
|
|
|
|
|
// Final hack - leave a note to ourselves for how many of Austin's planes we relocated to do TCAS.
|
|
if (tcas > renderedCounter)
|
|
tcas = renderedCounter;
|
|
gEnableCount = (tcas+1);
|
|
|
|
gDumpOneRenderCycle = 0;
|
|
}
|
|
|
|
void XPMPEnableAircraftLabels()
|
|
{
|
|
gDrawLabels = true;
|
|
}
|
|
|
|
void XPMPDisableAircraftLabels()
|
|
{
|
|
gDrawLabels = false;
|
|
}
|
|
|
|
bool XPMPDrawingAircraftLabels()
|
|
{
|
|
return gDrawLabels;
|
|
}
|
|
|