Cleaning cruft that can be removed now that ssg is taking over.
This commit is contained in:
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e7751d59f2
commit
b512e40e79
5 changed files with 7 additions and 515 deletions
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@ -354,7 +354,7 @@ bool fgInitSubsystems( void ) {
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FG_LOG( FG_GENERAL, FG_DEBUG, "After v->init()");
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v->UpdateViewMath(f);
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FG_LOG( FG_GENERAL, FG_DEBUG, " abs_view_pos = " << v->get_abs_view_pos());
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v->UpdateWorldToEye(f);
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// v->UpdateWorldToEye(f);
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// Build the solar system
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//fgSolarSystemInit(*t);
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@ -537,7 +537,7 @@ void fgReInitSubsystems( void )
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FG_LOG( FG_GENERAL, FG_DEBUG, "After v->init()");
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v->UpdateViewMath(f);
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FG_LOG( FG_GENERAL, FG_DEBUG, " abs_view_pos = " << v->get_abs_view_pos());
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v->UpdateWorldToEye(f);
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// v->UpdateWorldToEye(f);
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fgFDMInit( current_options.get_flight_model(), cur_fdm_state,
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1.0 / DEFAULT_MODEL_HZ );
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@ -68,7 +68,6 @@ FGView current_view;
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// Constructor
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FGView::FGView( void ) {
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MAT3identity(WORLD);
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}
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@ -142,6 +141,7 @@ void FGView::cycle_view_mode() {
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}
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#ifdef 0
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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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@ -225,6 +225,7 @@ void FGView::LookAt( GLdouble eyex, GLdouble eyey, GLdouble eyez,
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// xglMultMatrixd( m );
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xglLoadMatrixf( m );
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}
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#endif
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// Update the view volume, position, and orientation
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@ -232,7 +233,7 @@ void FGView::UpdateViewParams( void ) {
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FGInterface *f = current_aircraft.fdm_state;
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UpdateViewMath(f);
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UpdateWorldToEye(f);
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// UpdateWorldToEye(f);
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if ((current_options.get_panel_status() != panel_hist) && (current_options.get_panel_status()))
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{
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@ -867,260 +868,6 @@ void FGView::UpdateViewMath( FGInterface *f ) {
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}
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// Update the "World to Eye" transformation matrix
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// This is most useful for view frustum culling
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void FGView::UpdateWorldToEye( FGInterface *f ) {
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MAT3mat R_Phi, R_Theta, R_Psi, R_Lat, R_Lon, T_view;
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MAT3mat TMP;
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MAT3hvec vec;
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if ( use_larcsim_local_to_body ) {
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// Question: hey this is even different then LOCAL[][] above??
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// Answer: yet another coordinate system, this time the
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// coordinate system in which we do our view frustum culling.
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AIRCRAFT[0][0] = -f->get_T_local_to_body_22();
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AIRCRAFT[0][1] = -f->get_T_local_to_body_23();
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AIRCRAFT[0][2] = f->get_T_local_to_body_21();
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AIRCRAFT[0][3] = 0.0;
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AIRCRAFT[1][0] = f->get_T_local_to_body_32();
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AIRCRAFT[1][1] = f->get_T_local_to_body_33();
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AIRCRAFT[1][2] = -f->get_T_local_to_body_31();
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AIRCRAFT[1][3] = 0.0;
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AIRCRAFT[2][0] = f->get_T_local_to_body_12();
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AIRCRAFT[2][1] = f->get_T_local_to_body_13();
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AIRCRAFT[2][2] = -f->get_T_local_to_body_11();
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AIRCRAFT[2][3] = 0.0;
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AIRCRAFT[3][0] = AIRCRAFT[3][1] = AIRCRAFT[3][2] = AIRCRAFT[3][3] = 0.0;
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AIRCRAFT[3][3] = 1.0;
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} else {
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// Roll Matrix
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MAT3_SET_HVEC(vec, 0.0, 0.0, -1.0, 1.0);
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MAT3rotate(R_Phi, vec, f->get_Phi());
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// printf("Roll matrix (Phi)\n");
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// MAT3print(R_Phi, stdout);
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// Pitch Matrix
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MAT3_SET_HVEC(vec, 1.0, 0.0, 0.0, 1.0);
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MAT3rotate(R_Theta, vec, f->get_Theta());
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// printf("\nPitch matrix (Theta)\n");
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// MAT3print(R_Theta, stdout);
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// Yaw Matrix
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MAT3_SET_HVEC(vec, 0.0, -1.0, 0.0, 1.0);
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MAT3rotate(R_Psi, vec, f->get_Psi() + FG_PI /* - view_offset */ );
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// MAT3rotate(R_Psi, vec, f->get_Psi() + FG_PI - view_offset );
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// printf("\nYaw matrix (Psi)\n");
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// MAT3print(R_Psi, stdout);
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// aircraft roll/pitch/yaw
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MAT3mult(TMP, R_Phi, R_Theta);
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MAT3mult(AIRCRAFT, TMP, R_Psi);
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} // if ( use_larcsim_local_to_body )
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#if !defined(FG_VIEW_INLINE_OPTIMIZATIONS)
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// printf("AIRCRAFT matrix\n");
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// MAT3print(AIRCRAFT, stdout);
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// View rotation matrix relative to current aircraft orientation
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MAT3_SET_HVEC(vec, 0.0, -1.0, 0.0, 1.0);
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MAT3mult_vec(vec, vec, AIRCRAFT);
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// printf("aircraft up vector = %.2f %.2f %.2f\n",
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// vec[0], vec[1], vec[2]);
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MAT3rotate(TMP, vec, -view_offset );
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MAT3mult(VIEW_OFFSET, AIRCRAFT, TMP);
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// printf("VIEW_OFFSET matrix\n");
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// MAT3print(VIEW_OFFSET, stdout);
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// View position in scenery centered coordinates
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MAT3_SET_HVEC(vec, view_pos.x(), view_pos.y(), view_pos.z(), 1.0);
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MAT3translate(T_view, vec);
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// printf("\nTranslation matrix\n");
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// MAT3print(T_view, stdout);
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// Latitude
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MAT3_SET_HVEC(vec, 1.0, 0.0, 0.0, 1.0);
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// R_Lat = rotate about X axis
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MAT3rotate(R_Lat, vec, f->get_Latitude());
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// printf("\nLatitude matrix\n");
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// MAT3print(R_Lat, stdout);
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// Longitude
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MAT3_SET_HVEC(vec, 0.0, 0.0, 1.0, 1.0);
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// R_Lon = rotate about Z axis
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MAT3rotate(R_Lon, vec, f->get_Longitude() - FG_PI_2 );
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// printf("\nLongitude matrix\n");
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// MAT3print(R_Lon, stdout);
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// lon/lat
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MAT3mult(WORLD, R_Lat, R_Lon);
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// printf("\nworld\n");
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// MAT3print(WORLD, stdout);
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MAT3mult(EYE_TO_WORLD, VIEW_OFFSET, WORLD);
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MAT3mult(EYE_TO_WORLD, EYE_TO_WORLD, T_view);
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// printf("\nEye to world\n");
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// MAT3print(EYE_TO_WORLD, stdout);
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MAT3invert(WORLD_TO_EYE, EYE_TO_WORLD);
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// printf("\nWorld to eye\n");
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// MAT3print(WORLD_TO_EYE, stdout);
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// printf( "\nview_pos = %.2f %.2f %.2f\n",
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// view_pos.x, view_pos.y, view_pos.z );
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// MAT3_SET_HVEC(eye, 0.0, 0.0, 0.0, 1.0);
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// MAT3mult_vec(vec, eye, EYE_TO_WORLD);
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// printf("\neye -> world = %.2f %.2f %.2f\n", vec[0], vec[1], vec[2]);
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// MAT3_SET_HVEC(vec1, view_pos.x, view_pos.y, view_pos.z, 1.0);
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// MAT3mult_vec(vec, vec1, WORLD_TO_EYE);
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// printf( "\nabs_view_pos -> eye = %.2f %.2f %.2f\n",
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// vec[0], vec[1], vec[2]);
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#else // FG_VIEW_INLINE_OPTIMIZATIONS
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MAT3_SET_HVEC(vec, -AIRCRAFT[1][0], -AIRCRAFT[1][1], -AIRCRAFT[1][2], -AIRCRAFT[1][3]);
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getRotMatrix((double *)TMP, vec, -view_offset );
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MAT3mult(VIEW_OFFSET, AIRCRAFT, TMP);
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// MAT3print_formatted(VIEW_OFFSET, stdout, "VIEW_OFFSET matrix:\n",
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// NULL, "%#8.6f ", "\n");
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// Build spherical to cartesian transform matrix directly
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double *mat = (double *)WORLD; //T_view; //WORLD;
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double cos_lat = f->get_cos_latitude(); //cos(f->get_Latitude());
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double sin_lat = f->get_sin_latitude(); //sin(f->get_Latitude());
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// using trig identities this:
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// mat[0] = cos(f->get_Longitude() - FG_PI_2);//cos_lon;
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// mat[1] = sin(f->get_Longitude() - FG_PI_2);//sin_lon;
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// becomes this: :-)
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mat[0] = f->get_sin_longitude(); //cos_lon;
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mat[1] = -f->get_cos_longitude(); //sin_lon;
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mat[4] = -cos_lat*mat[1]; //mat[1]=sin_lon;
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mat[5] = cos_lat*mat[0]; //mat[0]=cos_lon;
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mat[6] = sin_lat;
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mat[8] = sin_lat*mat[1]; //mat[1]=sin_lon;
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mat[9] = -sin_lat*mat[0]; //mat[0]=cos_lon;
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mat[10] = cos_lat;
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// BUILD EYE_TO_WORLD = AIRCRAFT * WORLD
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// and WORLD_TO_EYE = Inverse( EYE_TO_WORLD) concurrently
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// by Transposing the 3x3 rotation sub-matrix
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WORLD_TO_EYE[0][0] = EYE_TO_WORLD[0][0] =
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VIEW_OFFSET[0][0]*mat[0] + VIEW_OFFSET[0][1]*mat[4] + VIEW_OFFSET[0][2]*mat[8];
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WORLD_TO_EYE[1][0] = EYE_TO_WORLD[0][1] =
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VIEW_OFFSET[0][0]*mat[1] + VIEW_OFFSET[0][1]*mat[5] + VIEW_OFFSET[0][2]*mat[9];
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WORLD_TO_EYE[2][0] = EYE_TO_WORLD[0][2] =
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VIEW_OFFSET[0][1]*mat[6] + VIEW_OFFSET[0][2]*mat[10];
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WORLD_TO_EYE[0][1] = EYE_TO_WORLD[1][0] =
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VIEW_OFFSET[1][0]*mat[0] + VIEW_OFFSET[1][1]*mat[4] + VIEW_OFFSET[1][2]*mat[8];
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WORLD_TO_EYE[1][1] = EYE_TO_WORLD[1][1] =
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VIEW_OFFSET[1][0]*mat[1] + VIEW_OFFSET[1][1]*mat[5] + VIEW_OFFSET[1][2]*mat[9];
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WORLD_TO_EYE[2][1] = EYE_TO_WORLD[1][2] =
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VIEW_OFFSET[1][1]*mat[6] + VIEW_OFFSET[1][2]*mat[10];
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WORLD_TO_EYE[0][2] = EYE_TO_WORLD[2][0] =
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VIEW_OFFSET[2][0]*mat[0] + VIEW_OFFSET[2][1]*mat[4] + VIEW_OFFSET[2][2]*mat[8];
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WORLD_TO_EYE[1][2] = EYE_TO_WORLD[2][1] =
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VIEW_OFFSET[2][0]*mat[1] + VIEW_OFFSET[2][1]*mat[5] + VIEW_OFFSET[2][2]*mat[9];
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WORLD_TO_EYE[2][2] = EYE_TO_WORLD[2][2] =
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VIEW_OFFSET[2][1]*mat[6] + VIEW_OFFSET[2][2]*mat[10];
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// TRANSLATE TO VIEW POSITION
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EYE_TO_WORLD[3][0] = view_pos.x();
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EYE_TO_WORLD[3][1] = view_pos.y();
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EYE_TO_WORLD[3][2] = view_pos.z();
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// FILL 0 ENTRIES
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WORLD_TO_EYE[0][3] = WORLD_TO_EYE[1][3] = WORLD_TO_EYE[2][3] =
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EYE_TO_WORLD[0][3] = EYE_TO_WORLD[1][3] = EYE_TO_WORLD[2][3] = 0.0;
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// FILL UNITY ENTRIES
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WORLD_TO_EYE[3][3] = EYE_TO_WORLD[3][3] = 1.0;
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/* MAKE THE INVERTED TRANSLATIONS */
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mat = (double *)EYE_TO_WORLD;
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WORLD_TO_EYE[3][0] = -mat[12]*mat[0]
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-mat[13]*mat[1]
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-mat[14]*mat[2];
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WORLD_TO_EYE[3][1] = -mat[12]*mat[4]
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-mat[13]*mat[5]
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-mat[14]*mat[6];
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WORLD_TO_EYE[3][2] = -mat[12]*mat[8]
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-mat[13]*mat[9]
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-mat[14]*mat[10];
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// MAT3print_formatted(EYE_TO_WORLD, stdout, "EYE_TO_WORLD matrix:\n",
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// NULL, "%#8.6f ", "\n");
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// MAT3print_formatted(WORLD_TO_EYE, stdout, "WORLD_TO_EYE matrix:\n",
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// NULL, "%#8.6f ", "\n");
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#endif // defined(FG_VIEW_INLINE_OPTIMIZATIONS)
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}
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#if 0
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// Reject non viewable spheres from current View Frustrum by Curt
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// Olson curt@me.umn.edu and Norman Vine nhv@yahoo.com with 'gentle
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// guidance' from Steve Baker sbaker@link.com
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int
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FGView::SphereClip( const Point3D& cp, const double radius )
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{
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double x1, y1;
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MAT3vec eye;
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double *mat;
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double x, y, z;
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x = cp->x;
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y = cp->y;
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z = cp->z;
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mat = (double *)(WORLD_TO_EYE);
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eye[2] = x*mat[2] + y*mat[6] + z*mat[10] + mat[14];
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// Check near and far clip plane
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if( ( eye[2] > radius ) ||
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( eye[2] + radius + current_weather.visibility < 0) )
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// ( eye[2] + radius + far_plane < 0) )
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{
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return 1;
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}
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// check right and left clip plane (from eye perspective)
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x1 = radius * fov_x_clip;
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eye[0] = (x*mat[0] + y*mat[4] + z*mat[8] + mat[12]) * slope_x;
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if( (eye[2] > -(eye[0]+x1)) || (eye[2] > (eye[0]-x1)) ) {
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return(1);
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}
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// check bottom and top clip plane (from eye perspective)
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y1 = radius * fov_y_clip;
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eye[1] = (x*mat[1] + y*mat[5] + z*mat[9] + mat[13]) * slope_y;
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if( (eye[2] > -(eye[1]+y1)) || (eye[2] > (eye[1]-y1)) ) {
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return 1;
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}
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return 0;
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}
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#endif
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// Destructor
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FGView::~FGView( void ) {
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}
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@ -161,17 +161,6 @@ public:
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// the AIRCRAFT matrix
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MAT3mat VIEW_OFFSET;
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// Transformation matrix for aircraft coordinates to world
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// coordinates
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MAT3mat WORLD;
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// Combined transformation from eye coordinates to world coordinates
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MAT3mat EYE_TO_WORLD;
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// Inverse of EYE_TO_WORLD which is a transformation from world
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// coordinates to eye coordinates
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MAT3mat WORLD_TO_EYE;
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// Current model view matrix;
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GLfloat MODEL_VIEW[16];
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// function that's been modified slightly so we can capture the
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// result (and use it later) otherwise this all gets calculated in
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// OpenGL land and we don't have access to the results.
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void LookAt( GLdouble eyex, GLdouble eyey, GLdouble eyez,
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/* void 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 upx, GLdouble upy, GLdouble upz ); */
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// Update the view volume, position, and orientation
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void UpdateViewParams( void );
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@ -213,9 +202,6 @@ public:
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// Update the view parameters
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void UpdateViewMath( FGInterface *f );
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// Update the "World to Eye" transformation matrix
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void UpdateWorldToEye( FGInterface *f );
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// Update the field of view coefficients
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void UpdateFOV( const fgOPTIONS& o );
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inline double *get_surface_east() { return surface_east; }
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inline double *get_local_up() { return local_up; }
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inline double *get_view_forward() { return view_forward; }
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inline const MAT3mat *get_WORLD_TO_EYE() const { return &WORLD_TO_EYE; }
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inline GLfloat *get_MODEL_VIEW() { return MODEL_VIEW; }
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};
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@ -619,123 +619,6 @@ int FGTileMgr::update( void ) {
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}
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// Calculate if point/radius is inside view frustum
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static int viewable( const Point3D& cp, double radius ) {
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int viewable = 1; // start by assuming it's viewable
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double x1, y1;
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/********************************/
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#if defined( USE_FAST_FOV_CLIP ) // views.hxx
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/********************************/
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MAT3vec eye;
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double *mat;
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double x, y, z;
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x = cp.x();
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y = cp.y();
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z = cp.z();
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mat = (double *)(current_view.get_WORLD_TO_EYE());
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eye[2] = x*mat[2] + y*mat[6] + z*mat[10] + mat[14];
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// Check near and far clip plane
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if( ( eye[2] > radius ) ||
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( eye[2] + radius + current_weather.get_visibility() < 0) )
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{
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return(0);
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}
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eye[0] = (x*mat[0] + y*mat[4] + z*mat[8] + mat[12])
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* current_view.get_slope_x();
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// check right and left clip plane (from eye perspective)
|
||||
x1 = radius * current_view.get_fov_x_clip();
|
||||
if( (eye[2] > -(eye[0]+x1)) || (eye[2] > (eye[0]-x1)) )
|
||||
{
|
||||
return(0);
|
||||
}
|
||||
|
||||
eye[1] = (x*mat[1] + y*mat[5] + z*mat[9] + mat[13])
|
||||
* current_view.get_slope_y();
|
||||
|
||||
// check bottom and top clip plane (from eye perspective)
|
||||
y1 = radius * current_view.get_fov_y_clip();
|
||||
if( (eye[2] > -(eye[1]+y1)) || (eye[2] > (eye[1]-y1)) )
|
||||
{
|
||||
return(0);
|
||||
}
|
||||
|
||||
/********************************/
|
||||
#else // DO NOT USE_FAST_FOV_CLIP
|
||||
/********************************/
|
||||
|
||||
fgVIEW *v;
|
||||
MAT3hvec world, eye;
|
||||
double x0, slope;
|
||||
|
||||
v = ¤t_view;
|
||||
|
||||
MAT3_SET_HVEC(world, cp->x, cp->y, cp->z, 1.0);
|
||||
// MAT3mult_vec(eye, world, v->WORLD_TO_EYE);
|
||||
// printf( "\nworld -> eye = %.2f %.2f %.2f radius = %.2f\n",
|
||||
// eye[0], eye[1], eye[2], radius);
|
||||
|
||||
// Use lazy evaluation for calculating eye hvec.
|
||||
#define vec world
|
||||
#define mat v->WORLD_TO_EYE
|
||||
eye[2] = vec[0]*mat[0][2]+vec[1]*mat[1][2]+vec[2]*mat[2][2]+mat[3][2];
|
||||
|
||||
// Check near clip plane
|
||||
if ( eye[2] > radius ) {
|
||||
return(0);
|
||||
}
|
||||
|
||||
// Check far clip plane
|
||||
if ( eye[2] + radius < -current_weather.get_visibility() ) {
|
||||
return(0);
|
||||
}
|
||||
|
||||
// check right clip plane (from eye perspective)
|
||||
// y = m * (x - x0) = equation of a line intercepting X axis at x0
|
||||
x1 = v->cos_fov_x * radius;
|
||||
y1 = v->sin_fov_x * radius;
|
||||
slope = v->slope_x;
|
||||
eye[0] = vec[0]*mat[0][0]+vec[1]*mat[1][0]+vec[2]*mat[2][0]+mat[3][0];
|
||||
|
||||
if ( eye[2] > ((slope * (eye[0] - x1)) + y1) ) {
|
||||
return( false );
|
||||
}
|
||||
|
||||
// check left clip plane (from eye perspective)
|
||||
if ( eye[2] > -((slope * (eye[0] + x1)) - y1) ) {
|
||||
return( false );
|
||||
}
|
||||
|
||||
// check bottom clip plane (from eye perspective)
|
||||
x1 = -(v->cos_fov_y) * radius;
|
||||
y1 = v->sin_fov_y * radius;
|
||||
slope = v->slope_y;
|
||||
eye[1] = vec[0]*mat[0][1]+vec[1]*mat[1][1]+vec[2]*mat[2][1]+mat[3][1];
|
||||
#undef vec
|
||||
#undef mat
|
||||
|
||||
if ( eye[2] > ((slope * (eye[1] - x1)) + y1) ) {
|
||||
return( false );
|
||||
}
|
||||
|
||||
// check top clip plane (from eye perspective)
|
||||
if ( eye[2] > -((slope * (eye[1] + x1)) - y1) ) {
|
||||
return( false );
|
||||
}
|
||||
|
||||
#endif // defined( USE_FAST_FOV_CLIP )
|
||||
|
||||
return(viewable);
|
||||
}
|
||||
|
||||
|
||||
// NEW
|
||||
|
||||
// inrange() IS THIS POINT WITHIN POSSIBLE VIEWING RANGE ?
|
||||
|
@ -841,123 +724,3 @@ void FGTileMgr::prep_ssg_nodes( void ) {
|
|||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// Render the local tiles
|
||||
void FGTileMgr::render( void ) {
|
||||
FG_LOG( FG_TERRAIN, FG_ALERT,
|
||||
"FGTileMgr::render() is depricated. We shouldn't be here!" );
|
||||
|
||||
FGInterface *f;
|
||||
FGTileCache *c;
|
||||
FGTileEntry *t;
|
||||
FGView *v;
|
||||
Point3D frag_offset;
|
||||
fgFRAGMENT *frag_ptr;
|
||||
FGMaterialSlot *mtl_ptr;
|
||||
int i;
|
||||
int index;
|
||||
int culled = 0;
|
||||
int drawn = 0;
|
||||
|
||||
c = &global_tile_cache;
|
||||
f = current_aircraft.fdm_state;
|
||||
v = ¤t_view;
|
||||
|
||||
int tile_diameter = current_options.get_tile_diameter();
|
||||
|
||||
// moved to fgTileMgrUpdate, right after we check if we need to
|
||||
// load additional tiles:
|
||||
// scenery.cur_elev = fgTileMgrCurElev( FG_Longitude, FG_Latitude,
|
||||
// v->abs_view_pos );
|
||||
|
||||
// initialize the transient per-material fragment lists
|
||||
material_mgr.init_transient_material_lists();
|
||||
|
||||
// Pass 1
|
||||
// traverse the potentially viewable tile list
|
||||
for ( i = 0; i < (tile_diameter * tile_diameter); i++ ) {
|
||||
index = tiles[i];
|
||||
// fgPrintf( FG_TERRAIN, FG_DEBUG, "Index = %d\n", index);
|
||||
t = c->get_tile(index);
|
||||
|
||||
if ( t->is_loaded() ) {
|
||||
|
||||
// calculate tile offset
|
||||
t->SetOffset( scenery.center );
|
||||
|
||||
// Course (tile based) culling
|
||||
if ( viewable(t->offset, t->bounding_radius) ) {
|
||||
// at least a portion of this tile could be viewable
|
||||
|
||||
// Calculate the model_view transformation matrix for this tile
|
||||
// This is equivalent to doing a glTranslatef(x, y, z);
|
||||
t->update_view_matrix( v->get_MODEL_VIEW() );
|
||||
|
||||
// xglPushMatrix();
|
||||
// xglTranslatef(t->offset.x, t->offset.y, t->offset.z);
|
||||
|
||||
// traverse fragment list for tile
|
||||
FGTileEntry::FragmentIterator current = t->begin();
|
||||
FGTileEntry::FragmentIterator last = t->end();
|
||||
|
||||
for ( ; current != last; ++current ) {
|
||||
frag_ptr = &(*current);
|
||||
|
||||
if ( false /* frag_ptr->display_list >= 0 */ ) {
|
||||
// Fine (fragment based) culling
|
||||
frag_offset = frag_ptr->center - scenery.center;
|
||||
|
||||
if ( viewable(frag_offset,
|
||||
frag_ptr->bounding_radius*2) )
|
||||
{
|
||||
// add to transient per-material property
|
||||
// fragment list
|
||||
|
||||
// frag_ptr->tile_offset.x = t->offset.x;
|
||||
// frag_ptr->tile_offset.y = t->offset.y;
|
||||
// frag_ptr->tile_offset.z = t->offset.z;
|
||||
|
||||
mtl_ptr = frag_ptr->material_ptr;
|
||||
// printf(" lookup = %s\n", mtl_ptr->texture_name);
|
||||
if ( ! mtl_ptr->append_sort_list( frag_ptr ) ) {
|
||||
FG_LOG( FG_TERRAIN, FG_ALERT,
|
||||
"Overran material sorting array" );
|
||||
}
|
||||
|
||||
// xglCallList(frag_ptr->display_list);
|
||||
drawn++;
|
||||
} else {
|
||||
// printf("Culled a fragment %.2f %.2f %.2f %.2f\n",
|
||||
// frag_ptr->center.x, frag_ptr->center.y,
|
||||
// frag_ptr->center.z,
|
||||
// frag_ptr->bounding_radius);
|
||||
culled++;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// xglPopMatrix();
|
||||
} else {
|
||||
culled += t->fragment_list.size();
|
||||
}
|
||||
} else {
|
||||
FG_LOG( FG_TERRAIN, FG_DEBUG, "Skipping a not yet loaded tile" );
|
||||
}
|
||||
}
|
||||
|
||||
if ( (drawn + culled) > 0 ) {
|
||||
v->set_vfc_ratio( (double)culled / (double)(drawn + culled) );
|
||||
} else {
|
||||
v->set_vfc_ratio( 0.0 );
|
||||
}
|
||||
// printf("drawn = %d culled = %d saved = %.2f\n", drawn, culled,
|
||||
// v->vfc_ratio);
|
||||
|
||||
// Pass 2
|
||||
// traverse the transient per-material fragment lists and render
|
||||
// out all fragments for each material property.
|
||||
xglPushMatrix();
|
||||
material_mgr.render_fragments();
|
||||
xglPopMatrix();
|
||||
}
|
||||
|
|
|
@ -114,9 +114,6 @@ public:
|
|||
// transform and update it's range selector based on current
|
||||
// visibilty
|
||||
void prep_ssg_nodes( void );
|
||||
|
||||
// Render the local tiles --- hack, hack, hack
|
||||
void render( void );
|
||||
};
|
||||
|
||||
|
||||
|
|
Loading…
Reference in a new issue