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flightgear/Main/views.hxx

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// views.hxx -- data structures and routines for managing and view parameters.
//
// Written by Curtis Olson, started August 1997.
//
// Copyright (C) 1997 Curtis L. Olson - curt@infoplane.com
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License as
// published by the Free Software Foundation; either version 2 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful, but
// WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
// General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
//
// $Id$
// (Log is kept at end of this file)
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#ifndef _VIEWS_HXX
#define _VIEWS_HXX
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#ifndef __cplusplus
# error This library requires C++
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#endif
#include <FDM/flight.hxx>
#include <Math/mat3.h>
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#include <Math/point3d.hxx>
#include <Time/fg_time.hxx>
#include <Time/light.hxx>
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#include "options.hxx"
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// used in views.cxx and tilemgr.cxx
#define USE_FAST_FOV_CLIP
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// Define a structure containing view information
class FGView {
// the current offset from forward for viewing
double view_offset;
// the goal view offset for viewing (used for smooth view changes)
double goal_view_offset;
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// flag forcing update of fov related stuff
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bool update_fov;
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// fov of view is specified in the y direction, win_ratio is used to
// calculate the fov in the X direction = width/height
double win_ratio;
// width & height of window
int winWidth, winHeight;
// sin and cos of (fov / 2) in Y axis
double sin_fov_y, cos_fov_y;
double sinlon, coslon;
// slope of view frustum edge in eye space Y axis
double slope_y;
// sin and cos of (fov / 2) in X axis
double sin_fov_x, cos_fov_x;
// slope of view frustum edge in eye space X axis
double slope_x;
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#if defined( USE_FAST_FOV_CLIP )
double fov_x_clip, fov_y_clip;
#endif // USE_FAST_FOV_CLIP
// View frustum cull ratio (% of tiles culled ... used for
// reporting purposes)
double vfc_ratio;
// Number of triangles rendered;
int tris_rendered;
// absolute view position
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Point3D abs_view_pos;
// view position translated to scenery.center
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Point3D view_pos;
// cartesion coordinates of current lon/lat if at sea level
// translated to scenery.center*/
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Point3D cur_zero_elev;
// vector in cartesian coordinates from current position to the
// postion on the earth's surface the sun is directly over
MAT3vec to_sun;
// surface direction to go to head towards sun
MAT3vec surface_to_sun;
// surface vector heading south
MAT3vec surface_south;
// surface vector heading east (used to unambiguously align sky
// with sun)
MAT3vec surface_east;
// local up vector (normal to the plane tangent to the earth's
// surface at the spot we are directly above
MAT3vec local_up;
// up vector for the view (usually point straight up through the
// top of the aircraft
MAT3vec view_up;
// the vector pointing straight out the nose of the aircraft
MAT3vec view_forward;
// Transformation matrix for eye coordinates to aircraft coordinates
MAT3mat AIRCRAFT;
// Transformation matrix for the view direction offset relative to
// the AIRCRAFT matrix
MAT3mat VIEW_OFFSET;
// Transformation matrix for aircraft coordinates to world
// coordinates
MAT3mat WORLD;
// Combined transformation from eye coordinates to world coordinates
MAT3mat EYE_TO_WORLD;
// Inverse of EYE_TO_WORLD which is a transformation from world
// coordinates to eye coordinates
MAT3mat WORLD_TO_EYE;
// Current model view matrix;
GLdouble MODEL_VIEW[16];
public:
// Constructor
FGView( void );
// Destructor
~FGView( void );
// Initialize a view class
void Init( void );
// Basically, this is a modified version of the Mesa gluLookAt()
// function that's been modified slightly so we can capture the
// result (and use it later) otherwise this all gets calculated in
// OpenGL land and we don't have access to the results.
void LookAt( GLdouble eyex, GLdouble eyey, GLdouble eyez,
GLdouble centerx, GLdouble centery, GLdouble centerz,
GLdouble upx, GLdouble upy, GLdouble upz );
// Update the view volume, position, and orientation
void UpdateViewParams( void );
// Flag to request that UpdateFOV() be called next time
// UpdateViewMath() is run.
inline void force_update_fov_math() { update_fov = true; }
// Update the view parameters
void UpdateViewMath( FGState *f );
// Update the "World to Eye" transformation matrix
void UpdateWorldToEye( FGState *f );
// Update the field of view coefficients
void UpdateFOV( const fgOPTIONS& o );
// accessor functions
inline double get_view_offset() const { return view_offset; }
inline void set_view_offset( double a ) { view_offset = a; }
inline void inc_view_offset( double amt ) { view_offset += amt; }
inline double get_goal_view_offset() const { return goal_view_offset; }
inline void set_goal_view_offset( double a) { goal_view_offset = a; }
inline double get_win_ratio() const { return win_ratio; }
inline void set_win_ratio( double r ) { win_ratio = r; }
inline int get_winWidth() const { return winWidth; }
inline void set_winWidth( int w ) { winWidth = w; }
inline int get_winHeight() const { return winHeight; }
inline void set_winHeight( int h ) { winHeight = h; }
inline double get_slope_y() const { return slope_y; }
inline double get_slope_x() const { return slope_x; }
#if defined( USE_FAST_FOV_CLIP )
inline double get_fov_x_clip() const { return fov_x_clip; }
inline double get_fov_y_clip() const { return fov_y_clip; }
#endif // USE_FAST_FOV_CLIP
inline double get_vfc_ratio() const { return vfc_ratio; }
inline void set_vfc_ratio(double r) { vfc_ratio = r; }
inline int get_tris_rendered() const { return tris_rendered; }
inline void set_tris_rendered( int tris) { tris_rendered = tris; }
inline Point3D get_abs_view_pos() const { return abs_view_pos; }
inline Point3D get_view_pos() const { return view_pos; }
inline Point3D get_cur_zero_elev() const { return cur_zero_elev; }
inline double *get_to_sun() { return to_sun; }
inline void set_to_sun( double x, double y, double z) {
to_sun[0] = x;
to_sun[1] = y;
to_sun[2] = z;
}
inline double *get_surface_to_sun() { return surface_to_sun; }
inline void set_surface_to_sun( double x, double y, double z) {
surface_to_sun[0] = x;
surface_to_sun[1] = y;
surface_to_sun[2] = z;
}
inline double *get_surface_south() { return surface_south; }
inline double *get_surface_east() { return surface_east; }
inline double *get_local_up() { return local_up; }
inline MAT3mat *get_WORLD_TO_EYE() const { return &WORLD_TO_EYE; }
inline GLdouble *get_MODEL_VIEW() { return MODEL_VIEW; }
};
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extern FGView current_view;
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#endif // _VIEWS_HXX
// $Log$
// Revision 1.19 1999/02/01 21:33:36 curt
// Renamed FlightGear/Simulator/Flight to FlightGear/Simulator/FDM since
// Jon accepted my offer to do this and thought it was a good idea.
//
// Revision 1.18 1998/12/11 20:26:30 curt
// Fixed view frustum culling accuracy bug so we can look out the sides and
// back without tri-stripes dropping out.
//
// Revision 1.17 1998/12/09 18:50:29 curt
// Converted "class fgVIEW" to "class FGView" and updated to make data
// members private and make required accessor functions.
//
// Revision 1.16 1998/12/05 15:54:25 curt
// Renamed class fgFLIGHT to class FGState as per request by JSB.
//
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// Revision 1.15 1998/10/16 23:27:56 curt
// C++-ifying.
//
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// Revision 1.14 1998/10/16 00:54:04 curt
// Converted to Point3D class.
//
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// Revision 1.13 1998/09/08 15:04:36 curt
// Optimizations by Norman Vine.
//
// Revision 1.12 1998/08/24 20:11:15 curt
// Added i/I to toggle full vs. minimal HUD.
// Added a --hud-tris vs --hud-culled option.
// Moved options accessor funtions to options.hxx.
//
// Revision 1.11 1998/08/20 20:32:35 curt
// Reshuffled some of the code in and around views.[ch]xx
//
// Revision 1.10 1998/07/08 14:45:09 curt
// polar3d.h renamed to polar3d.hxx
// vector.h renamed to vector.hxx
// updated audio support so it waits to create audio classes (and tie up
// /dev/dsp) until the mpg123 player is finished.
//
// Revision 1.9 1998/07/04 00:52:27 curt
// Add my own version of gluLookAt() (which is nearly identical to the
// Mesa/glu version.) But, by calculating the Model View matrix our selves
// we can save this matrix without having to read it back in from the video
// card. This hopefully allows us to save a few cpu cycles when rendering
// out the fragments because we can just use glLoadMatrixd() with the
// precalculated matrix for each tile rather than doing a push(), translate(),
// pop() for every fragment.
//
// Panel status defaults to off for now until it gets a bit more developed.
//
// Extract OpenGL driver info on initialization.
//
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// Revision 1.8 1998/05/27 02:24:06 curt
// View optimizations by Norman Vine.
//
// Revision 1.7 1998/05/17 16:59:04 curt
// First pass at view frustum culling now operational.
//
// Revision 1.6 1998/05/16 13:08:37 curt
// C++ - ified views.[ch]xx
// Shuffled some additional view parameters into the fgVIEW class.
// Changed tile-radius to tile-diameter because it is a much better
// name.
// Added a WORLD_TO_EYE transformation to views.cxx. This allows us
// to transform world space to eye space for view frustum culling.
//
// Revision 1.5 1998/05/02 01:51:02 curt
// Updated polartocart conversion routine.
//
// Revision 1.4 1998/04/28 01:20:24 curt
// Type-ified fgTIME and fgVIEW.
// Added a command line option to disable textures.
//
// Revision 1.3 1998/04/25 22:06:31 curt
// Edited cvs log messages in source files ... bad bad bad!
//
// Revision 1.2 1998/04/24 00:49:22 curt
// Wrapped "#include <config.h>" in "#ifdef HAVE_CONFIG_H"
// Trying out some different option parsing code.
// Some code reorganization.
//
// Revision 1.1 1998/04/22 13:25:46 curt
// C++ - ifing the code.
// Starting a bit of reorganization of lighting code.
//
// Revision 1.11 1998/04/21 17:02:42 curt
// Prepairing for C++ integration.
//
// Revision 1.10 1998/02/07 15:29:45 curt
// Incorporated HUD changes and struct/typedef changes from Charlie Hotchkiss
// <chotchkiss@namg.us.anritsu.com>
//
// Revision 1.9 1998/01/29 00:50:29 curt
// Added a view record field for absolute x, y, z position.
//
// Revision 1.8 1998/01/27 00:47:58 curt
// Incorporated Paul Bleisch's <pbleisch@acm.org> new debug message
// system and commandline/config file processing code.
//
// Revision 1.7 1998/01/22 02:59:38 curt
// Changed #ifdef FILE_H to #ifdef _FILE_H
//
// Revision 1.6 1998/01/19 19:27:10 curt
// Merged in make system changes from Bob Kuehne <rpk@sgi.com>
// This should simplify things tremendously.
//
// Revision 1.5 1997/12/22 04:14:32 curt
// Aligned sky with sun so dusk/dawn effects can be correct relative to the sun.
//
// Revision 1.4 1997/12/17 23:13:36 curt
// Began working on rendering a sky.
//
// Revision 1.3 1997/12/15 23:54:51 curt
// Add xgl wrappers for debugging.
// Generate terrain normals on the fly.
//
// Revision 1.2 1997/12/10 22:37:48 curt
// Prepended "fg" on the name of all global structures that didn't have it yet.
// i.e. "struct WEATHER {}" became "struct fgWEATHER {}"
//
// Revision 1.1 1997/08/27 21:31:18 curt
// Initial revision.
//