replace GLU functions with OSG functionality
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9b2cea33e8
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f901dac2ac
6 changed files with 51 additions and 32 deletions
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@ -40,7 +40,7 @@
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#include <simgear/misc/sg_path.hxx>
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#include <simgear/props/props_io.hxx>
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#include <osg/GLU>
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#include <osg/Matrixf>
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#include <GUI/new_gui.hxx> // FGFontCache
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#include <Main/globals.hxx>
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@ -338,27 +338,31 @@ void fgUpdateHUD( osg::State* state ) {
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void fgUpdateHUDVirtual(osg::State* state)
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{
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using namespace osg;
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FGViewer* view = globals->get_current_view();
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// Standard fgfs projection, with essentially meaningless clip
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// planes (we'll map the whole HUD plane to z=-1)
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glMatrixMode(GL_PROJECTION);
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glPushMatrix();
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glLoadIdentity();
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gluPerspective(view->get_v_fov(), 1/view->get_aspect_ratio(), 0.1, 10);
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Matrixf proj
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= Matrixf::perspective(view->get_v_fov(), 1/view->get_aspect_ratio(),
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0.1, 10);
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glLoadMatrix(proj.ptr());
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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glLoadIdentity();
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// Standard fgfs view direction computation
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float lookat[3];
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Vec3f lookat;
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lookat[0] = -sin(SG_DEGREES_TO_RADIANS * view->getHeadingOffset_deg());
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lookat[1] = tan(SG_DEGREES_TO_RADIANS * view->getPitchOffset_deg());
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lookat[2] = -cos(SG_DEGREES_TO_RADIANS * view->getHeadingOffset_deg());
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if (fabs(lookat[1]) > 9999)
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lookat[1] = 9999; // FPU sanity
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gluLookAt(0, 0, 0, lookat[0], lookat[1], lookat[2], 0, 1, 0);
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Matrixf mv = Matrixf::lookAt(Vec3f(0.0, 0.0, 0.0), lookat,
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Vec3f(0.0, 1.0, 0.0));
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glLoadMatrix(mv.ptr());
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// Map the -1:1 square to a 55.0x41.25 degree wide patch at z=1.
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// This is the default fgfs field of view, which the HUD files are
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@ -391,10 +395,11 @@ void fgUpdateHUDVirtual(osg::State* state)
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void fgUpdateHUD( osg::State* state, GLfloat x_start, GLfloat y_start,
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GLfloat x_end, GLfloat y_end )
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{
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using namespace osg;
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glMatrixMode(GL_PROJECTION);
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glPushMatrix();
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glLoadIdentity();
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gluOrtho2D(x_start, x_end, y_start, y_end);
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Matrixf proj = Matrixf::ortho2D(x_start, x_end, y_start, y_end);
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glLoadMatrix(proj.ptr());
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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@ -32,8 +32,7 @@
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#include <ATCDCL/ATCutils.hxx>
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#include <Main/viewer.hxx>
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#include <osg/GLU>
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#include <simgear/math/project.hxx>
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// int x, int y, int width, int height, float scale_data, bool working)
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@ -134,8 +133,9 @@ void runway_instr::draw()
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//Calculate the 2D points via gluProject
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int result = GL_TRUE;
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for (int i = 0; i < 6; i++) {
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result = gluProject(points3d[i][0], points3d[i][1], points3d[i][2], mm,
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pm, view, &points2d[i][0], &points2d[i][1], &points2d[i][2]);
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result = simgear::project(points3d[i][0], points3d[i][1], points3d[i][2],
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mm, pm, view,
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&points2d[i][0], &points2d[i][1], &points2d[i][2]);
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}
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//set the line width based on our distance from the runway
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setLineWidth();
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@ -239,7 +239,8 @@ bool runway_instr::drawLine(const sgdVec3& a1, const sgdVec3& a2, const sgdVec3&
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sgdVec3 newPt;
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sgdCopyVec3(newPt, a1);
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sgdAddVec3(newPt, vec);
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if (gluProject(newPt[0], newPt[1], newPt[2], mm, pm, view, &p2[0], &p2[1], &p2[2])
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if (simgear::project(newPt[0], newPt[1], newPt[2], mm, pm, view,
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&p2[0], &p2[1], &p2[2])
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&& (p2[2] > 0 && p2[2] < 1.0)) {
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boundPoint(p1, p2);
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glBegin(GL_LINES);
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@ -255,7 +256,8 @@ bool runway_instr::drawLine(const sgdVec3& a1, const sgdVec3& a2, const sgdVec3&
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sgdVec3 newPt;
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sgdCopyVec3(newPt, a2);
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sgdAddVec3(newPt, vec);
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if (gluProject(newPt[0], newPt[1], newPt[2], mm, pm, view, &p1[0], &p1[1], &p1[2])
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if (simgear::project(newPt[0], newPt[1], newPt[2], mm, pm, view,
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&p1[0], &p1[1], &p1[2])
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&& (p1[2] > 0 && p1[2] < 1.0)) {
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boundPoint(p2, p1);
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glBegin(GL_LINES);
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@ -40,6 +40,7 @@
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#include <osg/CullFace>
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#include <osg/Depth>
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#include <osg/Material>
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#include <osg/Matrixf>
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#include <osg/TexEnv>
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#include <osg/PolygonOffset>
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@ -273,6 +274,7 @@ FGPanel::update (double dt)
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void
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FGPanel::update (osg::State& state, GLfloat winx, GLfloat winw, GLfloat winy, GLfloat winh)
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{
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using namespace osg;
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// Calculate accelerations
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// and jiggle the panel accordingly
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// The factors and bounds are just
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@ -284,12 +286,13 @@ FGPanel::update (osg::State& state, GLfloat winx, GLfloat winw, GLfloat winy, GL
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glMatrixMode(GL_PROJECTION);
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glPushMatrix();
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glLoadIdentity();
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Matrixf proj;
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if ( _flipx->getBoolValue() ) {
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gluOrtho2D(winx + winw, winx, winy + winh, winy); /* up side down */
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proj = Matrixf::ortho2D(winx + winw, winx, winy + winh, winy); /* up side down */
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} else {
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gluOrtho2D(winx, winx + winw, winy, winy + winh); /* right side up */
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proj = Matrixf::ortho2D(winx, winx + winw, winy, winy + winh); /* right side up */
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}
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glLoadMatrix(proj.ptr());
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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@ -186,27 +186,31 @@ void HUD::draw(osg::State&)
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void HUD::draw3D()
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{
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using namespace osg;
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FGViewer* view = globals->get_current_view();
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// Standard fgfs projection, with essentially meaningless clip
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// planes (we'll map the whole HUD plane to z=-1)
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glMatrixMode(GL_PROJECTION);
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glPushMatrix();
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glLoadIdentity();
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gluPerspective(view->get_v_fov(), 1.0 / view->get_aspect_ratio(), 0.1, 10);
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Matrixf proj
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= Matrixf::perspective(view->get_v_fov(), 1/view->get_aspect_ratio(),
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0.1, 10);
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glLoadMatrix(proj.ptr());
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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glLoadIdentity();
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// Standard fgfs view direction computation
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float lookat[3];
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Vec3f lookat;
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lookat[0] = -sin(SG_DEGREES_TO_RADIANS * view->getHeadingOffset_deg());
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lookat[1] = tan(SG_DEGREES_TO_RADIANS * view->getPitchOffset_deg());
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lookat[2] = -cos(SG_DEGREES_TO_RADIANS * view->getHeadingOffset_deg());
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if (fabs(lookat[1]) > 9999)
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lookat[1] = 9999; // FPU sanity
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gluLookAt(0, 0, 0, lookat[0], lookat[1], lookat[2], 0, 1, 0);
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Matrixf mv = Matrixf::lookAt(Vec3f(0.0, 0.0, 0.0), lookat,
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Vec3f(0.0, 1.0, 0.0));
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glLoadMatrix(mv.ptr());
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// Map the -1:1 square to a 55.0x41.25 degree wide patch at z=1.
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// This is the default fgfs field of view, which the HUD files are
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@ -236,10 +240,11 @@ void HUD::draw3D()
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void HUD::draw2D(GLfloat x_start, GLfloat y_start, GLfloat x_end, GLfloat y_end)
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{
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using namespace osg;
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glMatrixMode(GL_PROJECTION);
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glPushMatrix();
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glLoadIdentity();
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gluOrtho2D(x_start, x_end, y_start, y_end);
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Matrixf proj = Matrixf::ortho2D(x_start, x_end, y_start, y_end);
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glLoadMatrix(proj.ptr());
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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@ -25,7 +25,7 @@
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#include <simgear/compiler.h>
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#include <simgear/math/sg_geodesy.hxx>
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#include <osg/GLU>
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#include <simgear/math/project.hxx>
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#include <Main/globals.hxx>
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#include <Scenery/scenery.hxx>
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@ -129,8 +129,9 @@ void HUD::Runway::draw()
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//Calculate the 2D points via gluProject
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int result = GL_TRUE;
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for (int i = 0; i < 6; i++) {
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result = gluProject(_points3d[i][0], _points3d[i][1], _points3d[i][2], _mm,
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_pm, _view, &_points2d[i][0], &_points2d[i][1], &_points2d[i][2]);
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result = simgear::project(_points3d[i][0], _points3d[i][1], _points3d[i][2],
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_mm, _pm, _view,
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&_points2d[i][0], &_points2d[i][1], &_points2d[i][2]);
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}
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//set the line width based on our distance from the runway
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setLineWidth();
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@ -229,7 +230,8 @@ bool HUD::Runway::drawLine(const sgdVec3& a1, const sgdVec3& a2, const sgdVec3&
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sgdVec3 newPt;
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sgdCopyVec3(newPt, a1);
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sgdAddVec3(newPt, vec);
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if (gluProject(newPt[0], newPt[1], newPt[2], _mm, _pm, _view, &p2[0], &p2[1], &p2[2])
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if (simgear::project(newPt[0], newPt[1], newPt[2], _mm, _pm, _view,
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&p2[0], &p2[1], &p2[2])
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&& (p2[2] > 0 && p2[2] < 1.0)) {
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boundPoint(p1, p2);
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glBegin(GL_LINES);
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@ -245,7 +247,8 @@ bool HUD::Runway::drawLine(const sgdVec3& a1, const sgdVec3& a2, const sgdVec3&
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sgdVec3 newPt;
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sgdCopyVec3(newPt, a2);
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sgdAddVec3(newPt, vec);
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if (gluProject(newPt[0], newPt[1], newPt[2], _mm, _pm, _view, &p1[0], &p1[1], &p1[2])
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if (simgear::project(newPt[0], newPt[1], newPt[2], _mm, _pm, _view,
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&p1[0], &p1[1], &p1[2])
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&& (p1[2] > 0 && p1[2] < 1.0)) {
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boundPoint(p2, p1);
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glBegin(GL_LINES);
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@ -17,7 +17,7 @@
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# include <windows.h>
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#endif
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#include <osg/GLU>
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#include <osg/Matrixf>
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#include <math.h>
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#include <zlib.h>
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@ -95,6 +95,7 @@ SGTexture::bind()
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void
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SGTexture::resize(unsigned int width, unsigned int height)
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{
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using namespace osg;
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GLfloat aspect;
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// Make sure that we don't get a divide by zero exception
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@ -110,10 +111,10 @@ SGTexture::resize(unsigned int width, unsigned int height)
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// Go to the projection matrix, this gets modified by the perspective
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// calulations
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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// Do the perspective calculations
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gluPerspective(45.0, aspect, 1.0, 400.0);
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Matrixf proj = Matrixf::perspective(45.0, aspect, 1.0, 400.0);
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glLoadMatrix(proj.ptr());
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// Return to the modelview matrix
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glMatrixMode(GL_MODELVIEW);
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