// views.hxx -- data structures and routines for managing and view parameters. // // Written by Curtis Olson, started August 1997. // // Copyright (C) 1997 Curtis L. Olson - curt@infoplane.com // // This program is free software; you can redistribute it and/or // modify it under the terms of the GNU General Public License as // published by the Free Software Foundation; either version 2 of the // License, or (at your option) any later version. // // This program is distributed in the hope that it will be useful, but // WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU // General Public License for more details. // // You should have received a copy of the GNU General Public License // along with this program; if not, write to the Free Software // Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. // // $Id$ #ifndef _VIEWS_HXX #define _VIEWS_HXX #ifndef __cplusplus # error This library requires C++ #endif #include <FDM/flight.hxx> #include <Math/mat3.h> #include <Math/point3d.hxx> #include <Time/fg_time.hxx> #include <Time/light.hxx> #include "options.hxx" // used in views.cxx and tilemgr.cxx #define USE_FAST_FOV_CLIP // Define a structure containing view information class FGView { public: // the current offset from forward for viewing double view_offset; // the goal view offset for viewing (used for smooth view changes) double goal_view_offset; // flag forcing update of fov related stuff bool update_fov; // fov of view is specified in the y direction, win_ratio is used to // calculate the fov in the X direction = width/height double win_ratio; // width & height of window int winWidth, winHeight; // sin and cos of (fov / 2) in Y axis double sin_fov_y, cos_fov_y; double sinlon, coslon; // slope of view frustum edge in eye space Y axis double slope_y; // sin and cos of (fov / 2) in X axis double sin_fov_x, cos_fov_x; // slope of view frustum edge in eye space X axis double slope_x; #if defined( USE_FAST_FOV_CLIP ) double fov_x_clip, fov_y_clip; #endif // USE_FAST_FOV_CLIP // View frustum cull ratio (% of tiles culled ... used for // reporting purposes) double vfc_ratio; // Number of triangles rendered; int tris_rendered; int tris_culled; // absolute view position Point3D abs_view_pos; // view position translated to scenery.center Point3D view_pos; // cartesion coordinates of current lon/lat if at sea level // translated to scenery.center*/ Point3D cur_zero_elev; // vector in cartesian coordinates from current position to the // postion on the earth's surface the sun is directly over MAT3vec to_sun; // surface direction to go to head towards sun MAT3vec surface_to_sun; // vector in cartesian coordinates from current position to the // postion on the earth's surface the moon is directly over MAT3vec to_moon; // surface direction to go to head towards moon MAT3vec surface_to_moon; // surface vector heading south MAT3vec surface_south; // surface vector heading east (used to unambiguously align sky // with sun) MAT3vec surface_east; // local up vector (normal to the plane tangent to the earth's // surface at the spot we are directly above MAT3vec local_up; // up vector for the view (usually point straight up through the // top of the aircraft MAT3vec view_up; // the vector pointing straight out the nose of the aircraft MAT3vec view_forward; // Transformation matrix for eye coordinates to aircraft coordinates MAT3mat AIRCRAFT; // Transformation matrix for the view direction offset relative to // the AIRCRAFT matrix MAT3mat VIEW_OFFSET; // Transformation matrix for aircraft coordinates to world // coordinates MAT3mat WORLD; // Combined transformation from eye coordinates to world coordinates MAT3mat EYE_TO_WORLD; // Inverse of EYE_TO_WORLD which is a transformation from world // coordinates to eye coordinates MAT3mat WORLD_TO_EYE; // Current model view matrix; GLfloat MODEL_VIEW[16]; public: // Constructor FGView( void ); // Destructor ~FGView( void ); // Initialize a view class void Init( void ); // Basically, this is a modified version of the Mesa gluLookAt() // function that's been modified slightly so we can capture the // result (and use it later) otherwise this all gets calculated in // OpenGL land and we don't have access to the results. void LookAt( GLdouble eyex, GLdouble eyey, GLdouble eyez, GLdouble centerx, GLdouble centery, GLdouble centerz, GLdouble upx, GLdouble upy, GLdouble upz ); // Update the view volume, position, and orientation void UpdateViewParams( void ); // Flag to request that UpdateFOV() be called next time // UpdateViewMath() is run. inline void force_update_fov_math() { update_fov = true; } // Update the view parameters void UpdateViewMath( FGInterface *f ); // Update the "World to Eye" transformation matrix void UpdateWorldToEye( FGInterface *f ); // Update the field of view coefficients void UpdateFOV( const fgOPTIONS& o ); // accessor functions inline double get_view_offset() const { return view_offset; } inline void set_view_offset( double a ) { view_offset = a; } inline void inc_view_offset( double amt ) { view_offset += amt; } inline double get_goal_view_offset() const { return goal_view_offset; } inline void set_goal_view_offset( double a) { goal_view_offset = a; } inline double get_win_ratio() const { return win_ratio; } inline void set_win_ratio( double r ) { win_ratio = r; } inline int get_winWidth() const { return winWidth; } inline void set_winWidth( int w ) { winWidth = w; } inline int get_winHeight() const { return winHeight; } inline void set_winHeight( int h ) { winHeight = h; } inline double get_slope_y() const { return slope_y; } inline double get_slope_x() const { return slope_x; } #if defined( USE_FAST_FOV_CLIP ) inline double get_fov_x_clip() const { return fov_x_clip; } inline double get_fov_y_clip() const { return fov_y_clip; } #endif // USE_FAST_FOV_CLIP inline double get_vfc_ratio() const { return vfc_ratio; } inline void set_vfc_ratio(double r) { vfc_ratio = r; } inline int get_tris_rendered() const { return tris_rendered; } inline void set_tris_rendered( int tris) { tris_rendered = tris; } inline int get_tris_culled() const { return tris_culled; } inline void set_tris_culled( int tris) { tris_culled = tris; } inline Point3D get_abs_view_pos() const { return abs_view_pos; } inline Point3D get_view_pos() const { return view_pos; } inline Point3D get_cur_zero_elev() const { return cur_zero_elev; } inline double *get_to_sun() { return to_sun; } inline void set_to_sun( double x, double y, double z) { to_sun[0] = x; to_sun[1] = y; to_sun[2] = z; } inline double *get_surface_to_sun() { return surface_to_sun; } inline void set_surface_to_sun( double x, double y, double z) { surface_to_sun[0] = x; surface_to_sun[1] = y; surface_to_sun[2] = z; } inline double *get_to_moon() { return to_moon; } inline void set_to_moon( double x, double y, double z) { to_moon[0] = x; to_moon[1] = y; to_moon[2] = z; } inline double *get_surface_to_moon() { return surface_to_moon; } inline void set_surface_to_moon( double x, double y, double z) { surface_to_moon[0] = x; surface_to_moon[1] = y; surface_to_moon[2] = z; } inline double *get_surface_south() { return surface_south; } inline double *get_surface_east() { return surface_east; } inline double *get_local_up() { return local_up; } inline double *get_view_forward() { return view_forward; } inline const MAT3mat *get_WORLD_TO_EYE() const { return &WORLD_TO_EYE; } inline GLfloat *get_MODEL_VIEW() { return MODEL_VIEW; } }; extern FGView current_view; #endif // _VIEWS_HXX