1
0
Fork 0

replace GLU functions with OSG functionality

This commit is contained in:
Tim Moore 2010-10-08 23:46:38 +02:00
parent 9b2cea33e8
commit f901dac2ac
6 changed files with 51 additions and 32 deletions

View file

@ -40,7 +40,7 @@
#include <simgear/misc/sg_path.hxx>
#include <simgear/props/props_io.hxx>
#include <osg/GLU>
#include <osg/Matrixf>
#include <GUI/new_gui.hxx> // FGFontCache
#include <Main/globals.hxx>
@ -338,27 +338,31 @@ void fgUpdateHUD( osg::State* state ) {
void fgUpdateHUDVirtual(osg::State* state)
{
using namespace osg;
FGViewer* view = globals->get_current_view();
// Standard fgfs projection, with essentially meaningless clip
// planes (we'll map the whole HUD plane to z=-1)
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
gluPerspective(view->get_v_fov(), 1/view->get_aspect_ratio(), 0.1, 10);
Matrixf proj
= Matrixf::perspective(view->get_v_fov(), 1/view->get_aspect_ratio(),
0.1, 10);
glLoadMatrix(proj.ptr());
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
// Standard fgfs view direction computation
float lookat[3];
Vec3f lookat;
lookat[0] = -sin(SG_DEGREES_TO_RADIANS * view->getHeadingOffset_deg());
lookat[1] = tan(SG_DEGREES_TO_RADIANS * view->getPitchOffset_deg());
lookat[2] = -cos(SG_DEGREES_TO_RADIANS * view->getHeadingOffset_deg());
if (fabs(lookat[1]) > 9999)
lookat[1] = 9999; // FPU sanity
gluLookAt(0, 0, 0, lookat[0], lookat[1], lookat[2], 0, 1, 0);
Matrixf mv = Matrixf::lookAt(Vec3f(0.0, 0.0, 0.0), lookat,
Vec3f(0.0, 1.0, 0.0));
glLoadMatrix(mv.ptr());
// Map the -1:1 square to a 55.0x41.25 degree wide patch at z=1.
// This is the default fgfs field of view, which the HUD files are
@ -391,10 +395,11 @@ void fgUpdateHUDVirtual(osg::State* state)
void fgUpdateHUD( osg::State* state, GLfloat x_start, GLfloat y_start,
GLfloat x_end, GLfloat y_end )
{
using namespace osg;
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
gluOrtho2D(x_start, x_end, y_start, y_end);
Matrixf proj = Matrixf::ortho2D(x_start, x_end, y_start, y_end);
glLoadMatrix(proj.ptr());
glMatrixMode(GL_MODELVIEW);
glPushMatrix();

View file

@ -32,8 +32,7 @@
#include <ATCDCL/ATCutils.hxx>
#include <Main/viewer.hxx>
#include <osg/GLU>
#include <simgear/math/project.hxx>
// int x, int y, int width, int height, float scale_data, bool working)
@ -134,8 +133,9 @@ void runway_instr::draw()
//Calculate the 2D points via gluProject
int result = GL_TRUE;
for (int i = 0; i < 6; i++) {
result = gluProject(points3d[i][0], points3d[i][1], points3d[i][2], mm,
pm, view, &points2d[i][0], &points2d[i][1], &points2d[i][2]);
result = simgear::project(points3d[i][0], points3d[i][1], points3d[i][2],
mm, pm, view,
&points2d[i][0], &points2d[i][1], &points2d[i][2]);
}
//set the line width based on our distance from the runway
setLineWidth();
@ -239,7 +239,8 @@ bool runway_instr::drawLine(const sgdVec3& a1, const sgdVec3& a2, const sgdVec3&
sgdVec3 newPt;
sgdCopyVec3(newPt, a1);
sgdAddVec3(newPt, vec);
if (gluProject(newPt[0], newPt[1], newPt[2], mm, pm, view, &p2[0], &p2[1], &p2[2])
if (simgear::project(newPt[0], newPt[1], newPt[2], mm, pm, view,
&p2[0], &p2[1], &p2[2])
&& (p2[2] > 0 && p2[2] < 1.0)) {
boundPoint(p1, p2);
glBegin(GL_LINES);
@ -255,7 +256,8 @@ bool runway_instr::drawLine(const sgdVec3& a1, const sgdVec3& a2, const sgdVec3&
sgdVec3 newPt;
sgdCopyVec3(newPt, a2);
sgdAddVec3(newPt, vec);
if (gluProject(newPt[0], newPt[1], newPt[2], mm, pm, view, &p1[0], &p1[1], &p1[2])
if (simgear::project(newPt[0], newPt[1], newPt[2], mm, pm, view,
&p1[0], &p1[1], &p1[2])
&& (p1[2] > 0 && p1[2] < 1.0)) {
boundPoint(p2, p1);
glBegin(GL_LINES);

View file

@ -40,6 +40,7 @@
#include <osg/CullFace>
#include <osg/Depth>
#include <osg/Material>
#include <osg/Matrixf>
#include <osg/TexEnv>
#include <osg/PolygonOffset>
@ -273,6 +274,7 @@ FGPanel::update (double dt)
void
FGPanel::update (osg::State& state, GLfloat winx, GLfloat winw, GLfloat winy, GLfloat winh)
{
using namespace osg;
// Calculate accelerations
// and jiggle the panel accordingly
// The factors and bounds are just
@ -284,12 +286,13 @@ FGPanel::update (osg::State& state, GLfloat winx, GLfloat winw, GLfloat winy, GL
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
Matrixf proj;
if ( _flipx->getBoolValue() ) {
gluOrtho2D(winx + winw, winx, winy + winh, winy); /* up side down */
proj = Matrixf::ortho2D(winx + winw, winx, winy + winh, winy); /* up side down */
} else {
gluOrtho2D(winx, winx + winw, winy, winy + winh); /* right side up */
proj = Matrixf::ortho2D(winx, winx + winw, winy, winy + winh); /* right side up */
}
glLoadMatrix(proj.ptr());
glMatrixMode(GL_MODELVIEW);
glPushMatrix();

View file

@ -186,27 +186,31 @@ void HUD::draw(osg::State&)
void HUD::draw3D()
{
using namespace osg;
FGViewer* view = globals->get_current_view();
// Standard fgfs projection, with essentially meaningless clip
// planes (we'll map the whole HUD plane to z=-1)
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
gluPerspective(view->get_v_fov(), 1.0 / view->get_aspect_ratio(), 0.1, 10);
Matrixf proj
= Matrixf::perspective(view->get_v_fov(), 1/view->get_aspect_ratio(),
0.1, 10);
glLoadMatrix(proj.ptr());
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
// Standard fgfs view direction computation
float lookat[3];
Vec3f lookat;
lookat[0] = -sin(SG_DEGREES_TO_RADIANS * view->getHeadingOffset_deg());
lookat[1] = tan(SG_DEGREES_TO_RADIANS * view->getPitchOffset_deg());
lookat[2] = -cos(SG_DEGREES_TO_RADIANS * view->getHeadingOffset_deg());
if (fabs(lookat[1]) > 9999)
lookat[1] = 9999; // FPU sanity
gluLookAt(0, 0, 0, lookat[0], lookat[1], lookat[2], 0, 1, 0);
Matrixf mv = Matrixf::lookAt(Vec3f(0.0, 0.0, 0.0), lookat,
Vec3f(0.0, 1.0, 0.0));
glLoadMatrix(mv.ptr());
// Map the -1:1 square to a 55.0x41.25 degree wide patch at z=1.
// This is the default fgfs field of view, which the HUD files are
@ -236,10 +240,11 @@ void HUD::draw3D()
void HUD::draw2D(GLfloat x_start, GLfloat y_start, GLfloat x_end, GLfloat y_end)
{
using namespace osg;
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
gluOrtho2D(x_start, x_end, y_start, y_end);
Matrixf proj = Matrixf::ortho2D(x_start, x_end, y_start, y_end);
glLoadMatrix(proj.ptr());
glMatrixMode(GL_MODELVIEW);
glPushMatrix();

View file

@ -25,7 +25,7 @@
#include <simgear/compiler.h>
#include <simgear/math/sg_geodesy.hxx>
#include <osg/GLU>
#include <simgear/math/project.hxx>
#include <Main/globals.hxx>
#include <Scenery/scenery.hxx>
@ -129,8 +129,9 @@ void HUD::Runway::draw()
//Calculate the 2D points via gluProject
int result = GL_TRUE;
for (int i = 0; i < 6; i++) {
result = gluProject(_points3d[i][0], _points3d[i][1], _points3d[i][2], _mm,
_pm, _view, &_points2d[i][0], &_points2d[i][1], &_points2d[i][2]);
result = simgear::project(_points3d[i][0], _points3d[i][1], _points3d[i][2],
_mm, _pm, _view,
&_points2d[i][0], &_points2d[i][1], &_points2d[i][2]);
}
//set the line width based on our distance from the runway
setLineWidth();
@ -229,7 +230,8 @@ bool HUD::Runway::drawLine(const sgdVec3& a1, const sgdVec3& a2, const sgdVec3&
sgdVec3 newPt;
sgdCopyVec3(newPt, a1);
sgdAddVec3(newPt, vec);
if (gluProject(newPt[0], newPt[1], newPt[2], _mm, _pm, _view, &p2[0], &p2[1], &p2[2])
if (simgear::project(newPt[0], newPt[1], newPt[2], _mm, _pm, _view,
&p2[0], &p2[1], &p2[2])
&& (p2[2] > 0 && p2[2] < 1.0)) {
boundPoint(p1, p2);
glBegin(GL_LINES);
@ -245,7 +247,8 @@ bool HUD::Runway::drawLine(const sgdVec3& a1, const sgdVec3& a2, const sgdVec3&
sgdVec3 newPt;
sgdCopyVec3(newPt, a2);
sgdAddVec3(newPt, vec);
if (gluProject(newPt[0], newPt[1], newPt[2], _mm, _pm, _view, &p1[0], &p1[1], &p1[2])
if (simgear::project(newPt[0], newPt[1], newPt[2], _mm, _pm, _view,
&p1[0], &p1[1], &p1[2])
&& (p1[2] > 0 && p1[2] < 1.0)) {
boundPoint(p2, p1);
glBegin(GL_LINES);

View file

@ -17,7 +17,7 @@
# include <windows.h>
#endif
#include <osg/GLU>
#include <osg/Matrixf>
#include <math.h>
#include <zlib.h>
@ -95,6 +95,7 @@ SGTexture::bind()
void
SGTexture::resize(unsigned int width, unsigned int height)
{
using namespace osg;
GLfloat aspect;
// Make sure that we don't get a divide by zero exception
@ -110,10 +111,10 @@ SGTexture::resize(unsigned int width, unsigned int height)
// Go to the projection matrix, this gets modified by the perspective
// calulations
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
// Do the perspective calculations
gluPerspective(45.0, aspect, 1.0, 400.0);
Matrixf proj = Matrixf::perspective(45.0, aspect, 1.0, 400.0);
glLoadMatrix(proj.ptr());
// Return to the modelview matrix
glMatrixMode(GL_MODELVIEW);