Reshuffled some of the code in and around views.[ch]xx
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82702880dd
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4 changed files with 185 additions and 169 deletions
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@ -174,75 +174,6 @@ static void fgInitVisuals( void ) {
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}
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// Update the view volume, position, and orientation
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static void fgUpdateViewParams( void ) {
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fgFLIGHT *f;
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fgLIGHT *l;
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fgVIEW *v;
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f = current_aircraft.flight;
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l = &cur_light_params;
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v = ¤t_view;
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v->Update(f);
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v->UpdateWorldToEye(f);
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// if (!o->panel_status) {
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// xglViewport( 0, (GLint)((v->winHeight) / 2 ) ,
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// (GLint)(v->winWidth), (GLint)(v->winHeight) / 2 );
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// Tell GL we are about to modify the projection parameters
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// xglMatrixMode(GL_PROJECTION);
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// xglLoadIdentity();
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// gluPerspective(o->fov, v->win_ratio / 2.0, 1.0, 100000.0);
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// } else {
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xglViewport(0, 0 , (GLint)(v->winWidth), (GLint)(v->winHeight) );
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// Tell GL we are about to modify the projection parameters
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xglMatrixMode(GL_PROJECTION);
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xglLoadIdentity();
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if ( FG_Altitude * FEET_TO_METER - scenery.cur_elev > 10.0 ) {
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gluPerspective(current_options.get_fov(), v->win_ratio, 10.0, 100000.0);
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} else {
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gluPerspective(current_options.get_fov(), v->win_ratio, 0.5, 100000.0);
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// printf("Near ground, minimizing near clip plane\n");
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}
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// }
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xglMatrixMode(GL_MODELVIEW);
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xglLoadIdentity();
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// set up our view volume (default)
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fg_gluLookAt(v->view_pos.x, v->view_pos.y, v->view_pos.z,
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v->view_pos.x + v->view_forward[0],
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v->view_pos.y + v->view_forward[1],
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v->view_pos.z + v->view_forward[2],
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v->view_up[0], v->view_up[1], v->view_up[2]);
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// look almost straight up (testing and eclipse watching)
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/* fg_gluLookAt(v->view_pos.x, v->view_pos.y, v->view_pos.z,
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v->view_pos.x + v->view_up[0] + .001,
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v->view_pos.y + v->view_up[1] + .001,
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v->view_pos.z + v->view_up[2] + .001,
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v->view_up[0], v->view_up[1], v->view_up[2]); */
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// lock view horizontally towards sun (testing)
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/* fg_gluLookAt(v->view_pos.x, v->view_pos.y, v->view_pos.z,
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v->view_pos.x + v->surface_to_sun[0],
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v->view_pos.y + v->surface_to_sun[1],
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v->view_pos.z + v->surface_to_sun[2],
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v->view_up[0], v->view_up[1], v->view_up[2]); */
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// lock view horizontally towards south (testing)
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/* fg_gluLookAt(v->view_pos.x, v->view_pos.y, v->view_pos.z,
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v->view_pos.x + v->surface_south[0],
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v->view_pos.y + v->surface_south[1],
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v->view_pos.z + v->surface_south[2],
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v->view_up[0], v->view_up[1], v->view_up[2]); */
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// set the sun position
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xglLightfv( GL_LIGHT0, GL_POSITION, l->sun_vec );
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}
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#ifdef IS_THIS_BETTER_THAN_A_ZERO_CHARLIE
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// Draw a basic instrument panel
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static void fgUpdateInstrViewParams( void ) {
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@ -326,7 +257,7 @@ static void fgRenderFrame( void ) {
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// end of hack
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// update view volume parameters
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fgUpdateViewParams();
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v->UpdateViewParams();
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clear_mask = GL_DEPTH_BUFFER_BIT;
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if ( current_options.get_wireframe() ) {
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@ -813,7 +744,7 @@ static void fgReshape( int width, int height ) {
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// yes we've finished all our initializations and are running
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// the main loop, so this will now work without seg faulting
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// the system.
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fgUpdateViewParams();
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v->UpdateViewParams();
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}
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// xglClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
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@ -941,6 +872,9 @@ int main( int argc, char **argv ) {
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// $Log$
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// Revision 1.45 1998/08/20 20:32:31 curt
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// Reshuffled some of the code in and around views.[ch]xx
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//
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// Revision 1.44 1998/08/20 15:10:33 curt
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// Added GameGLUT support.
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//
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@ -227,7 +227,7 @@ int fgInitSubsystems( void ) {
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// Initialize view parameters
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v->Init();
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v->Update(f);
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v->UpdateViewMath(f);
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v->UpdateWorldToEye(f);
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// Initialize the orbital elements of sun, moon and mayor planets
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@ -347,6 +347,9 @@ int fgInitSubsystems( void ) {
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// $Log$
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// Revision 1.30 1998/08/20 20:32:33 curt
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// Reshuffled some of the code in and around views.[ch]xx
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//
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// Revision 1.29 1998/07/30 23:48:27 curt
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// Output position & orientation when pausing.
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// Eliminated libtool use.
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247
Main/views.cxx
247
Main/views.cxx
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@ -27,8 +27,8 @@
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# include <config.h>
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#endif
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#include <Aircraft/aircraft.h>
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#include <Debug/fg_debug.h>
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#include <Flight/flight.h>
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#include <Include/fg_constants.h>
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#include <Math/mat3.h>
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#include <Math/polar3d.hxx>
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@ -76,6 +76,7 @@ void fgVIEW::UpdateFOV( fgOPTIONS *o ) {
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sin_fov_x = sin(theta_x);
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cos_fov_x = cos(theta_x);
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slope_x = - cos_fov_x / sin_fov_x;
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// (HUH?) sin_fov_x /= slope_x;
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// printf("slope_x = %.2f\n", slope_x);
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// calculate sin() and cos() of fov / 2 in Y direction;
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@ -84,12 +85,165 @@ void fgVIEW::UpdateFOV( fgOPTIONS *o ) {
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sin_fov_y = sin(theta_y);
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cos_fov_y = cos(theta_y);
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slope_y = cos_fov_y / sin_fov_y;
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// (HUH?) sin_fov_y /= slope_y;
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// printf("slope_y = %.2f\n", slope_y);
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}
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// Basically, this is a modified version of the Mesa gluLookAt()
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// function that's been modified slightly so we can capture the
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// result before sending it off to OpenGL land.
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void fgVIEW::LookAt( GLdouble eyex, GLdouble eyey, GLdouble eyez,
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GLdouble centerx, GLdouble centery, GLdouble centerz,
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GLdouble upx, GLdouble upy, GLdouble upz ) {
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GLdouble *m;
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GLdouble x[3], y[3], z[3];
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GLdouble mag;
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m = current_view.MODEL_VIEW;
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/* Make rotation matrix */
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/* Z vector */
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z[0] = eyex - centerx;
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z[1] = eyey - centery;
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z[2] = eyez - centerz;
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mag = sqrt( z[0]*z[0] + z[1]*z[1] + z[2]*z[2] );
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if (mag) { /* mpichler, 19950515 */
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z[0] /= mag;
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z[1] /= mag;
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z[2] /= mag;
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}
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/* Y vector */
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y[0] = upx;
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y[1] = upy;
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y[2] = upz;
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/* X vector = Y cross Z */
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x[0] = y[1]*z[2] - y[2]*z[1];
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x[1] = -y[0]*z[2] + y[2]*z[0];
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x[2] = y[0]*z[1] - y[1]*z[0];
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/* Recompute Y = Z cross X */
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y[0] = z[1]*x[2] - z[2]*x[1];
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y[1] = -z[0]*x[2] + z[2]*x[0];
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y[2] = z[0]*x[1] - z[1]*x[0];
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/* mpichler, 19950515 */
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/* cross product gives area of parallelogram, which is < 1.0 for
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* non-perpendicular unit-length vectors; so normalize x, y here
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*/
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mag = sqrt( x[0]*x[0] + x[1]*x[1] + x[2]*x[2] );
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if (mag) {
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x[0] /= mag;
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x[1] /= mag;
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x[2] /= mag;
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}
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mag = sqrt( y[0]*y[0] + y[1]*y[1] + y[2]*y[2] );
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if (mag) {
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y[0] /= mag;
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y[1] /= mag;
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y[2] /= mag;
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}
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#define M(row,col) m[col*4+row]
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M(0,0) = x[0]; M(0,1) = x[1]; M(0,2) = x[2]; M(0,3) = 0.0;
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M(1,0) = y[0]; M(1,1) = y[1]; M(1,2) = y[2]; M(1,3) = 0.0;
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M(2,0) = z[0]; M(2,1) = z[1]; M(2,2) = z[2]; M(2,3) = 0.0;
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// the following is part of the original gluLookAt(), but we are
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// commenting it out because we know we are going to be doing a
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// translation below which will set these values anyways
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// M(3,0) = 0.0; M(3,1) = 0.0; M(3,2) = 0.0; M(3,3) = 1.0;
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#undef M
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// Translate Eye to Origin
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// replaces: glTranslated( -eyex, -eyey, -eyez );
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// this has been slightly modified from the original glTranslate()
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// code because we know that coming into this m[12] = m[13] =
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// m[14] = 0.0, and m[15] = 1.0;
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m[12] = m[0] * -eyex + m[4] * -eyey + m[8] * -eyez /* + m[12] */;
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m[13] = m[1] * -eyex + m[5] * -eyey + m[9] * -eyez /* + m[13] */;
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m[14] = m[2] * -eyex + m[6] * -eyey + m[10] * -eyez /* + m[14] */;
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m[15] = 1.0 /* m[3] * -eyex + m[7] * -eyey + m[11] * -eyez + m[15] */;
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// xglMultMatrixd( m );
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xglLoadMatrixd( m );
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}
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// Update the view volume, position, and orientation
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void fgVIEW::UpdateViewParams( void ) {
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fgFLIGHT *f;
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fgLIGHT *l;
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f = current_aircraft.flight;
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l = &cur_light_params;
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UpdateViewMath(f);
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UpdateWorldToEye(f);
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// if (!o->panel_status) {
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// xglViewport( 0, (GLint)((winHeight) / 2 ) ,
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// (GLint)(winWidth), (GLint)(winHeight) / 2 );
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// Tell GL we are about to modify the projection parameters
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// xglMatrixMode(GL_PROJECTION);
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// xglLoadIdentity();
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// gluPerspective(o->fov, win_ratio / 2.0, 1.0, 100000.0);
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// } else {
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xglViewport(0, 0 , (GLint)(winWidth), (GLint)(winHeight) );
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// Tell GL we are about to modify the projection parameters
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xglMatrixMode(GL_PROJECTION);
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xglLoadIdentity();
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if ( FG_Altitude * FEET_TO_METER - scenery.cur_elev > 10.0 ) {
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gluPerspective(current_options.get_fov(), win_ratio, 10.0, 100000.0);
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} else {
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gluPerspective(current_options.get_fov(), win_ratio, 0.5, 100000.0);
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// printf("Near ground, minimizing near clip plane\n");
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}
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// }
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xglMatrixMode(GL_MODELVIEW);
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xglLoadIdentity();
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// set up our view volume (default)
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LookAt(view_pos.x, view_pos.y, view_pos.z,
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view_pos.x + view_forward[0],
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view_pos.y + view_forward[1],
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view_pos.z + view_forward[2],
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view_up[0], view_up[1], view_up[2]);
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// look almost straight up (testing and eclipse watching)
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/* LookAt(view_pos.x, view_pos.y, view_pos.z,
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view_pos.x + view_up[0] + .001,
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view_pos.y + view_up[1] + .001,
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view_pos.z + view_up[2] + .001,
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view_up[0], view_up[1], view_up[2]); */
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// lock view horizontally towards sun (testing)
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/* LookAt(view_pos.x, view_pos.y, view_pos.z,
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view_pos.x + surface_to_sun[0],
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view_pos.y + surface_to_sun[1],
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view_pos.z + surface_to_sun[2],
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view_up[0], view_up[1], view_up[2]); */
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// lock view horizontally towards south (testing)
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/* LookAt(view_pos.x, view_pos.y, view_pos.z,
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view_pos.x + surface_south[0],
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view_pos.y + surface_south[1],
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view_pos.z + surface_south[2],
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view_up[0], view_up[1], view_up[2]); */
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// set the sun position
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xglLightfv( GL_LIGHT0, GL_POSITION, l->sun_vec );
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}
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// Update the view parameters
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void fgVIEW::Update( fgFLIGHT *f ) {
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void fgVIEW::UpdateViewMath( fgFLIGHT *f ) {
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fgPoint3d p;
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MAT3vec vec, forward, v0, minus_z;
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MAT3mat R, TMP, UP, LOCAL, VIEW;
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@ -383,93 +537,10 @@ fgVIEW::~fgVIEW( void ) {
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}
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// Basically, this is a modified version of the Mesa gluLookAt()
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// function that's been modified slightly so we can capture the result
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// before sending it off to OpenGL land.
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void fg_gluLookAt( GLdouble eyex, GLdouble eyey, GLdouble eyez,
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GLdouble centerx, GLdouble centery, GLdouble centerz,
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GLdouble upx, GLdouble upy, GLdouble upz )
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{
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GLdouble *m;
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GLdouble x[3], y[3], z[3];
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GLdouble mag;
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m = current_view.MODEL_VIEW;
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/* Make rotation matrix */
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/* Z vector */
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z[0] = eyex - centerx;
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z[1] = eyey - centery;
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z[2] = eyez - centerz;
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mag = sqrt( z[0]*z[0] + z[1]*z[1] + z[2]*z[2] );
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if (mag) { /* mpichler, 19950515 */
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z[0] /= mag;
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z[1] /= mag;
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z[2] /= mag;
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}
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/* Y vector */
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y[0] = upx;
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y[1] = upy;
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y[2] = upz;
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/* X vector = Y cross Z */
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x[0] = y[1]*z[2] - y[2]*z[1];
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x[1] = -y[0]*z[2] + y[2]*z[0];
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x[2] = y[0]*z[1] - y[1]*z[0];
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/* Recompute Y = Z cross X */
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y[0] = z[1]*x[2] - z[2]*x[1];
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y[1] = -z[0]*x[2] + z[2]*x[0];
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y[2] = z[0]*x[1] - z[1]*x[0];
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/* mpichler, 19950515 */
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/* cross product gives area of parallelogram, which is < 1.0 for
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* non-perpendicular unit-length vectors; so normalize x, y here
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*/
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mag = sqrt( x[0]*x[0] + x[1]*x[1] + x[2]*x[2] );
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if (mag) {
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x[0] /= mag;
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x[1] /= mag;
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x[2] /= mag;
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}
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mag = sqrt( y[0]*y[0] + y[1]*y[1] + y[2]*y[2] );
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if (mag) {
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y[0] /= mag;
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y[1] /= mag;
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y[2] /= mag;
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}
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#define M(row,col) m[col*4+row]
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M(0,0) = x[0]; M(0,1) = x[1]; M(0,2) = x[2]; M(0,3) = 0.0;
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M(1,0) = y[0]; M(1,1) = y[1]; M(1,2) = y[2]; M(1,3) = 0.0;
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M(2,0) = z[0]; M(2,1) = z[1]; M(2,2) = z[2]; M(2,3) = 0.0;
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// the following is part of the original gluLookAt(), but we are
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// commenting it out because we know we are going to be doing a
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// translation below which will set these values anyways
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// M(3,0) = 0.0; M(3,1) = 0.0; M(3,2) = 0.0; M(3,3) = 1.0;
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#undef M
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// Translate Eye to Origin
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// replaces: glTranslated( -eyex, -eyey, -eyez );
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// this has been slightly modified from the original glTranslate()
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// code because we know that coming into this m[12] = m[13] =
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// m[14] = 0.0, and m[15] = 1.0;
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m[12] = m[0] * -eyex + m[4] * -eyey + m[8] * -eyez /* + m[12] */;
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m[13] = m[1] * -eyex + m[5] * -eyey + m[9] * -eyez /* + m[13] */;
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m[14] = m[2] * -eyex + m[6] * -eyey + m[10] * -eyez /* + m[14] */;
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m[15] = 1.0 /* m[3] * -eyex + m[7] * -eyey + m[11] * -eyez + m[15] */;
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// xglMultMatrixd( m );
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xglLoadMatrixd( m );
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}
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// $Log$
|
||||
// Revision 1.19 1998/08/20 20:32:34 curt
|
||||
// Reshuffled some of the code in and around views.[ch]xx
|
||||
//
|
||||
// Revision 1.18 1998/07/24 21:57:02 curt
|
||||
// Set near clip plane to 0.5 meters when close to the ground. Also, let the view get a bit closer to the ground before hitting the hard limit.
|
||||
//
|
||||
|
|
|
@ -72,6 +72,7 @@ public:
|
|||
|
||||
// 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;
|
||||
|
@ -144,8 +145,20 @@ public:
|
|||
// Initialize a view class
|
||||
void Init( void );
|
||||
|
||||
void update_globals( fgFLIGHT *f );
|
||||
|
||||
// Basically, this is a modified version of the Mesa gluLookAt()
|
||||
// function that's been modified slightly so we can capture the
|
||||
// result before sending it off to OpenGL land.
|
||||
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 );
|
||||
|
||||
// Update the view parameters
|
||||
void Update( fgFLIGHT *f );
|
||||
void UpdateViewMath( fgFLIGHT *f );
|
||||
|
||||
// Update the "World to Eye" transformation matrix
|
||||
void UpdateWorldToEye( fgFLIGHT *f );
|
||||
|
@ -161,18 +174,13 @@ public:
|
|||
extern fgVIEW current_view;
|
||||
|
||||
|
||||
// Basically, this is a modified version of the Mesa gluLookAt()
|
||||
// function that's been modified slightly so we can capture the result
|
||||
// before sending it off to OpenGL land.
|
||||
void fg_gluLookAt( GLdouble eyex, GLdouble eyey, GLdouble eyez,
|
||||
GLdouble centerx, GLdouble centery, GLdouble centerz,
|
||||
GLdouble upx, GLdouble upy, GLdouble upz );
|
||||
|
||||
|
||||
#endif // _VIEWS_HXX
|
||||
|
||||
|
||||
// $Log$
|
||||
// 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
|
||||
|
|
Loading…
Add table
Reference in a new issue