func drawSingleLight(light *obj7.LightInfo, size float32, distance float32, lights *goplanemp.LightStatus) {
	// Finally we can draw our lights
	switch light.LightType {
	case obj7.LightType_RedNavigation:
		if lights.NavLights {
			if redNavLightDl == 0 {
				redNavLightDl = gl.GenLists(1)
				gl.NewList(redNavLightDl, gl.COMPILE)
				gl.Begin(gl.QUADS)
				gl.Color4f(light.RGB_Float[0], light.RGB_Float[1], light.RGB_Float[2], light.RGB_Float[3])
				gl.TexCoord2f(0, 0.5)
				gl.Vertex2f(-(size / 2.0), -(size / 2.0))
				gl.TexCoord2f(0, 1.0)
				gl.Vertex2f(-(size / 2.0), (size / 2.0))
				gl.TexCoord2f(0.25, 1.0)
				gl.Vertex2f((size / 2.0), (size / 2.0))
				gl.TexCoord2f(0.25, 0.5)
				gl.Vertex2f((size / 2.0), -(size / 2.0))
				gl.End()
				gl.EndList()
			}
			gl.CallList(redNavLightDl)
		}
	case obj7.LightType_GreenNavigation:
		if lights.NavLights {
			if greenNavLightDl == 0 {
				greenNavLightDl = gl.GenLists(1)
				gl.NewList(greenNavLightDl, gl.COMPILE)
				gl.Begin(gl.QUADS)
				gl.Color4f(light.RGB_Float[0], light.RGB_Float[1], light.RGB_Float[2], light.RGB_Float[3])
				gl.TexCoord2f(0, 0.5)
				gl.Vertex2f(-(size / 2.0), -(size / 2.0))
				gl.TexCoord2f(0, 1.0)
				gl.Vertex2f(-(size / 2.0), (size / 2.0))
				gl.TexCoord2f(0.25, 1.0)
				gl.Vertex2f((size / 2.0), (size / 2.0))
				gl.TexCoord2f(0.25, 0.5)
				gl.Vertex2f((size / 2.0), -(size / 2.0))
				gl.End()
				gl.EndList()
			}
			gl.CallList(greenNavLightDl)
		}
	case obj7.LightType_Beacon:
		if lights.BeaconLights {
			if beaconLightDl == 0 {
				beaconLightDl = gl.GenLists(1)
				gl.NewList(beaconLightDl, gl.COMPILE)
				gl.Begin(gl.QUADS)
				gl.Color4f(light.RGB_Float[0], light.RGB_Float[1], light.RGB_Float[2], light.RGB_Float[3])
				gl.TexCoord2f(0, 0.5)
				gl.Vertex2f(-(size / 2.0), -(size / 2.0))
				gl.TexCoord2f(0, 1.0)
				gl.Vertex2f(-(size / 2.0), (size / 2.0))
				gl.TexCoord2f(0.25, 1.0)
				gl.Vertex2f((size / 2.0), (size / 2.0))
				gl.TexCoord2f(0.25, 0.5)
				gl.Vertex2f((size / 2.0), -(size / 2.0))
				gl.End()
				gl.EndList()
			}
			gl.CallList(beaconLightDl)
		}
	case obj7.LightType_Strobe:
		if lights.StrobeLights {
			if strobeLightDl == 0 {
				strobeLightDl = gl.GenLists(1)
				gl.NewList(strobeLightDl, gl.COMPILE)
				gl.Begin(gl.QUADS)
				gl.Color4f(light.RGB_Float[0], light.RGB_Float[1], light.RGB_Float[2], light.RGB_Float[3])
				gl.TexCoord2f(0.25, 0.0)
				gl.Vertex2f(-(size / 1.5), -(size / 1.5))
				gl.TexCoord2f(0.25, 0.5)
				gl.Vertex2f(-(size / 1.5), (size / 1.5))
				gl.TexCoord2f(0.50, 0.5)
				gl.Vertex2f((size / 1.5), (size / 1.5))
				gl.TexCoord2f(0.50, 0.0)
				gl.Vertex2f((size / 1.5), -(size / 1.5))
				gl.End()
				gl.EndList()
			}
			gl.CallList(strobeLightDl)
		}
	case obj7.LightType_Landing:
		if lights.LandingLights {
			// BEN SEZ: modulate the _alpha to make this dark, not
			// the light color.  Otherwise if the sky is fairly light the light
			// will be darker than the sky, which looks f---ed during the day.
			color := light.RGB_Float
			if color[0] < 0.0 {
				color[0] = 0.0
			}
			if color[0] < 0.0 {
				color[0] = 0.0
			}
			if color[0] < 0.0 {
				color[0] = 0.0
			}
			color[3] *= (distance * -0.05882) + 1.1764
			gl.Color4f(color[0], color[1], color[2], color[3])
			if landingLightDl == 0 {
				landingLightDl = gl.GenLists(1)
				gl.NewList(landingLightDl, gl.COMPILE)
				gl.Begin(gl.QUADS)
				gl.TexCoord2f(0.25, 0.0)
				gl.Vertex2f(-(size / 2.0), -(size / 2.0))
				gl.TexCoord2f(0.25, 0.5)
				gl.Vertex2f(-(size / 2.0), (size / 2.0))
				gl.TexCoord2f(0.50, 0.5)
				gl.Vertex2f((size / 2.0), (size / 2.0))
				gl.TexCoord2f(0.50, 0.0)
				gl.Vertex2f((size / 2.0), -(size / 2.0))
				gl.End()
				gl.EndList()
			}
			gl.CallList(landingLightDl)
		}
	case obj7.LightType_Taxi:
		if lights.LandingLights {
			// BEN SEZ: modulate the _alpha to make this dark, not
			// the light color.  Otherwise if the sky is fairly light the light
			// will be darker than the sky, which looks f---ed during the day.
			color := light.RGB_Float
			if color[0] < 0.0 {
				color[0] = 0.0
			}
			if color[0] < 0.0 {
				color[0] = 0.0
			}
			if color[0] < 0.0 {
				color[0] = 0.0
			}
			color[3] *= (distance * -0.05882) + 1.1764
			gl.Color4f(color[0], color[1], color[2], color[3])
			if taxiLightDl == 0 {
				taxiLightDl = gl.GenLists(1)
				gl.NewList(taxiLightDl, gl.COMPILE)
				gl.Begin(gl.QUADS)
				gl.TexCoord2f(0.25, 0.0)
				gl.Vertex2f(-(size / 2.0), -(size / 2.0))
				gl.TexCoord2f(0.25, 0.5)
				gl.Vertex2f(-(size / 2.0), (size / 2.0))
				gl.TexCoord2f(0.50, 0.5)
				gl.Vertex2f((size / 2.0), (size / 2.0))
				gl.TexCoord2f(0.50, 0.0)
				gl.Vertex2f((size / 2.0), -(size / 2.0))
				gl.End()
				gl.EndList()
			}
			gl.CallList(taxiLightDl)
		}
	default:
		if lights.NavLights {
			gl.Color4f(light.RGB_Float[0], light.RGB_Float[1], light.RGB_Float[2], light.RGB_Float[3])
			if otherLightDl == 0 {
				otherLightDl = gl.GenLists(1)
				gl.NewList(otherLightDl, gl.COMPILE)
				gl.Begin(gl.QUADS)
				gl.TexCoord2f(0, 0.5)
				gl.Vertex2f(-(size / 2.0), -(size / 2.0))
				gl.TexCoord2f(0, 1.0)
				gl.Vertex2f(-(size / 2.0), (size / 2.0))
				gl.TexCoord2f(0.25, 1.0)
				gl.Vertex2f((size / 2.0), (size / 2.0))
				gl.TexCoord2f(0.25, 0.5)
				gl.Vertex2f((size / 2.0), -(size / 2.0))
				gl.End()
				gl.EndList()
			}
			gl.CallList(otherLightDl)
		}
	}
}
示例#2
0
func (self *DefaultRenderer) drawObj7Model(renderData *planeRenderData) {
	if renderData.plane.CslAircraft.ObjInfo == nil {
		//es wurde kein Objekt geladen --> nichts zeichnen
		return
	}
	// Find out what LOD we need to draw
	lodInfo := calculateLOD(renderData.plane.CslAircraft.ObjInfo, renderData.dist)
	if lodInfo == nil {
		//es wurde kein gutes LOD gefunden --> nichts zeichnen
		return
	}
	//PointPool ist leer
	if lodInfo.PointPool.Size() == 0 && lodInfo.Dl == 0 {
		return
	}
	gl.MatrixMode(gl.MODELVIEW)
	gl.PushMatrix()
	gl.Translatef(renderData.x, renderData.y, renderData.z)
	gl.Rotatef(renderData.plane.PositionData.Heading, 0.0, -1.0, 0.0)
	gl.Rotatef(renderData.plane.PositionData.Pitch, 1.0, 0.0, 0.0)
	gl.Rotatef(renderData.plane.PositionData.Roll, 0.0, 0.0, -1.0)

	textureId, litTextureId := renderData.plane.TextureNum, renderData.plane.LitTextureNum
	useNight := texture.TextureManagerInstance.UseLitTexture() && litTextureId != -1
	texUnits := 1
	if useNight {
		texUnits++
	} else {
		litTextureId = -1
	}
	graphics.SetGraphicsState(true, texUnits, true, true, true, true, true)
	graphics.BindTexture2d(textureId, 0)
	if litTextureId != -1 {
		graphics.BindTexture2d(litTextureId, 1)
	}
	gl.TexEnvi(gl.TEXTURE_ENV, gl.TEXTURE_ENV_MODE, gl.MODULATE)
	if litTextureId != -1 {
		gl.ActiveTextureARB(gl.TEXTURE1)
		gl.TexEnvi(gl.TEXTURE_ENV, gl.TEXTURE_ENV_MODE, gl.ADD)
		gl.ActiveTextureARB(gl.TEXTURE0)
	}

	if lodInfo.Dl == 0 {
		lodInfo.Dl = gl.GenLists(1)

		var xpBuffer int32
		// See if the card even has VBO. If it does, save xplane's pointer
		// and bind to 0 for us.
		gl.GetIntegerv(gl.ARRAY_BUFFER_BINDING_ARB, &xpBuffer)
		gl.BindBufferARB(gl.ARRAY_BUFFER_ARB, 0)
		// Save XPlanes OpenGL state
		gl.PushClientAttrib(gl.CLIENT_ALL_ATTRIB_BITS)
		// Setup OpenGL pointers to our pool
		lodInfo.PointPool.PreparePoolToDraw()
		// Enable vertex data sucking
		gl.EnableClientState(gl.VERTEX_ARRAY)
		// Enable normal array sucking
		gl.EnableClientState(gl.NORMAL_ARRAY)
		// Enable texture coordinate data sucking
		gl.ClientActiveTextureARB(gl.TEXTURE1)
		gl.EnableClientState(gl.TEXTURE_COORD_ARRAY)
		gl.ClientActiveTextureARB(gl.TEXTURE0)
		gl.EnableClientState(gl.TEXTURE_COORD_ARRAY)
		// Disable colors - maybe x-plane left it around.
		gl.DisableClientState(gl.COLOR_ARRAY)

		gl.NewList(lodInfo.Dl, gl.COMPILE)
		// Kick OpenGL and draw baby!
		gl.DrawElements(gl.TRIANGLES, int32(len(lodInfo.TriangleList)), gl.UNSIGNED_INT, unsafe.Pointer(&(lodInfo.TriangleList[0])))
		gl.EndList()

		// Disable vertex data sucking
		gl.DisableClientState(gl.VERTEX_ARRAY)
		// Disable texture coordinate data sucking
		gl.DisableClientState(gl.TEXTURE_COORD_ARRAY)
		// Disable normal array sucking
		gl.DisableClientState(gl.NORMAL_ARRAY)

		// Restore Xplane's OpenGL State
		gl.PopClientAttrib()

		// If we bound before, we need to put xplane back where it was
		gl.BindBufferARB(gl.ARRAY_BUFFER_ARB, uint32(xpBuffer))

		lodInfo.TriangleList = make([]int32, 0)
		lodInfo.PointPool.Purge()
	}
	gl.CallList(lodInfo.Dl)
	gl.PopMatrix()
}