33726fc21b
Here's a few changes I made to fg-0.58 this weekend. Included are the following features: - Sun and moon have a halo - The moon has a light vector, moon_angle, etc. etc. so that we can have some moonlight during the night. - Lot's of small changes tweakes, including some stuff Norman Vine sent me earlier.
405 lines
14 KiB
C++
405 lines
14 KiB
C++
// views.hxx -- data structures and routines for managing and view parameters.
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//
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// Written by Curtis Olson, started August 1997.
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//
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// Copyright (C) 1997 Curtis L. Olson - curt@infoplane.com
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//
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// This program is free software; you can redistribute it and/or
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// modify it under the terms of the GNU General Public License as
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// published by the Free Software Foundation; either version 2 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful, but
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// WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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// General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program; if not, write to the Free Software
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// Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
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//
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// $Id$
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// (Log is kept at end of this file)
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#ifndef _VIEWS_HXX
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#define _VIEWS_HXX
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#ifndef __cplusplus
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# error This library requires C++
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#endif
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#include <FDM/flight.hxx>
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#include <Math/mat3.h>
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#include <Math/point3d.hxx>
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#include <Time/fg_time.hxx>
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#include <Time/light.hxx>
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#include "options.hxx"
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// used in views.cxx and tilemgr.cxx
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#define USE_FAST_FOV_CLIP
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// Define a structure containing view information
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class FGView {
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public:
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// the current offset from forward for viewing
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double view_offset;
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// the goal view offset for viewing (used for smooth view changes)
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double goal_view_offset;
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// flag forcing update of fov related stuff
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bool update_fov;
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// fov of view is specified in the y direction, win_ratio is used to
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// calculate the fov in the X direction = width/height
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double win_ratio;
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// width & height of window
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int winWidth, winHeight;
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// sin and cos of (fov / 2) in Y axis
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double sin_fov_y, cos_fov_y;
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double sinlon, coslon;
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// slope of view frustum edge in eye space Y axis
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double slope_y;
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// sin and cos of (fov / 2) in X axis
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double sin_fov_x, cos_fov_x;
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// slope of view frustum edge in eye space X axis
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double slope_x;
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#if defined( USE_FAST_FOV_CLIP )
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double fov_x_clip, fov_y_clip;
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#endif // USE_FAST_FOV_CLIP
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// View frustum cull ratio (% of tiles culled ... used for
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// reporting purposes)
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double vfc_ratio;
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// Number of triangles rendered;
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int tris_rendered;
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// absolute view position
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Point3D abs_view_pos;
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// view position translated to scenery.center
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Point3D view_pos;
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// cartesion coordinates of current lon/lat if at sea level
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// translated to scenery.center*/
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Point3D cur_zero_elev;
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// vector in cartesian coordinates from current position to the
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// postion on the earth's surface the sun is directly over
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MAT3vec to_sun;
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// surface direction to go to head towards sun
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MAT3vec surface_to_sun;
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// vector in cartesian coordinates from current position to the
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// postion on the earth's surface the moon is directly over
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MAT3vec to_moon;
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// surface direction to go to head towards moon
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MAT3vec surface_to_moon;
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// surface vector heading south
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MAT3vec surface_south;
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// surface vector heading east (used to unambiguously align sky
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// with sun)
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MAT3vec surface_east;
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// local up vector (normal to the plane tangent to the earth's
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// surface at the spot we are directly above
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MAT3vec local_up;
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// up vector for the view (usually point straight up through the
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// top of the aircraft
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MAT3vec view_up;
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// the vector pointing straight out the nose of the aircraft
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MAT3vec view_forward;
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// Transformation matrix for eye coordinates to aircraft coordinates
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MAT3mat AIRCRAFT;
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// Transformation matrix for the view direction offset relative to
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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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GLdouble MODEL_VIEW[16];
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public:
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// Constructor
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FGView( void );
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// Destructor
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~FGView( void );
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// Initialize a view class
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void Init( void );
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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 (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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GLdouble centerx, GLdouble centery, GLdouble centerz,
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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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// Flag to request that UpdateFOV() be called next time
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// UpdateViewMath() is run.
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inline void force_update_fov_math() { update_fov = true; }
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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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// accessor functions
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inline double get_view_offset() const { return view_offset; }
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inline void set_view_offset( double a ) { view_offset = a; }
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inline void inc_view_offset( double amt ) { view_offset += amt; }
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inline double get_goal_view_offset() const { return goal_view_offset; }
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inline void set_goal_view_offset( double a) { goal_view_offset = a; }
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inline double get_win_ratio() const { return win_ratio; }
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inline void set_win_ratio( double r ) { win_ratio = r; }
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inline int get_winWidth() const { return winWidth; }
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inline void set_winWidth( int w ) { winWidth = w; }
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inline int get_winHeight() const { return winHeight; }
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inline void set_winHeight( int h ) { winHeight = h; }
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inline double get_slope_y() const { return slope_y; }
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inline double get_slope_x() const { return slope_x; }
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#if defined( USE_FAST_FOV_CLIP )
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inline double get_fov_x_clip() const { return fov_x_clip; }
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inline double get_fov_y_clip() const { return fov_y_clip; }
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#endif // USE_FAST_FOV_CLIP
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inline double get_vfc_ratio() const { return vfc_ratio; }
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inline void set_vfc_ratio(double r) { vfc_ratio = r; }
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inline int get_tris_rendered() const { return tris_rendered; }
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inline void set_tris_rendered( int tris) { tris_rendered = tris; }
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inline Point3D get_abs_view_pos() const { return abs_view_pos; }
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inline Point3D get_view_pos() const { return view_pos; }
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inline Point3D get_cur_zero_elev() const { return cur_zero_elev; }
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inline double *get_to_sun() { return to_sun; }
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inline void set_to_sun( double x, double y, double z) {
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to_sun[0] = x;
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to_sun[1] = y;
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to_sun[2] = z;
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}
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inline double *get_surface_to_sun() { return surface_to_sun; }
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inline void set_surface_to_sun( double x, double y, double z) {
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surface_to_sun[0] = x;
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surface_to_sun[1] = y;
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surface_to_sun[2] = z;
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}
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inline double *get_to_moon() { return to_moon; }
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inline void set_to_moon( double x, double y, double z) {
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to_moon[0] = x;
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to_moon[1] = y;
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to_moon[2] = z;
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}
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inline double *get_surface_to_moon() { return surface_to_moon; }
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inline void set_surface_to_moon( double x, double y, double z) {
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surface_to_moon[0] = x;
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surface_to_moon[1] = y;
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surface_to_moon[2] = z;
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}
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inline double *get_surface_south() { return surface_south; }
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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 const MAT3mat *get_WORLD_TO_EYE() const { return &WORLD_TO_EYE; }
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inline GLdouble *get_MODEL_VIEW() { return MODEL_VIEW; }
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};
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extern FGView current_view;
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#endif // _VIEWS_HXX
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// $Log$
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// Revision 1.22 1999/03/22 02:08:15 curt
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// Changes contributed by Durk Talsma:
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//
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// Here's a few changes I made to fg-0.58 this weekend. Included are the
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// following features:
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// - Sun and moon have a halo
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// - The moon has a light vector, moon_angle, etc. etc. so that we can have
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// some moonlight during the night.
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// - Lot's of small changes tweakes, including some stuff Norman Vine sent
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// me earlier.
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//
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// Revision 1.21 1999/02/05 21:29:15 curt
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// Modifications to incorporate Jon S. Berndts flight model code.
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//
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// Revision 1.20 1999/02/02 20:13:38 curt
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// MSVC++ portability changes by Bernie Bright:
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//
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// Lib/Serial/serial.[ch]xx: Initial Windows support - incomplete.
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// Simulator/Astro/stars.cxx: typo? included <stdio> instead of <cstdio>
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// Simulator/Cockpit/hud.cxx: Added Standard headers
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// Simulator/Cockpit/panel.cxx: Redefinition of default parameter
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// Simulator/Flight/flight.cxx: Replaced cout with FG_LOG. Deleted <stdio.h>
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// Simulator/Main/fg_init.cxx:
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// Simulator/Main/GLUTmain.cxx:
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// Simulator/Main/options.hxx: Shuffled <fg_serial.hxx> dependency
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// Simulator/Objects/material.hxx:
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// Simulator/Time/timestamp.hxx: VC++ friend kludge
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// Simulator/Scenery/tile.[ch]xx: Fixed using std::X declarations
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// Simulator/Main/views.hxx: Added a constant
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//
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// Revision 1.19 1999/02/01 21:33:36 curt
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// Renamed FlightGear/Simulator/Flight to FlightGear/Simulator/FDM since
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// Jon accepted my offer to do this and thought it was a good idea.
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//
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// Revision 1.18 1998/12/11 20:26:30 curt
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// Fixed view frustum culling accuracy bug so we can look out the sides and
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// back without tri-stripes dropping out.
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//
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// Revision 1.17 1998/12/09 18:50:29 curt
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// Converted "class fgVIEW" to "class FGView" and updated to make data
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// members private and make required accessor functions.
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//
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// Revision 1.16 1998/12/05 15:54:25 curt
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// Renamed class fgFLIGHT to class FGState as per request by JSB.
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//
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// Revision 1.15 1998/10/16 23:27:56 curt
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// C++-ifying.
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//
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// Revision 1.14 1998/10/16 00:54:04 curt
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// Converted to Point3D class.
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//
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// Revision 1.13 1998/09/08 15:04:36 curt
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// Optimizations by Norman Vine.
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//
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// Revision 1.12 1998/08/24 20:11:15 curt
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// Added i/I to toggle full vs. minimal HUD.
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// Added a --hud-tris vs --hud-culled option.
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// Moved options accessor funtions to options.hxx.
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//
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// Revision 1.11 1998/08/20 20:32:35 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 1.10 1998/07/08 14:45:09 curt
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// polar3d.h renamed to polar3d.hxx
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// vector.h renamed to vector.hxx
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// updated audio support so it waits to create audio classes (and tie up
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// /dev/dsp) until the mpg123 player is finished.
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//
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// Revision 1.9 1998/07/04 00:52:27 curt
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// Add my own version of gluLookAt() (which is nearly identical to the
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// Mesa/glu version.) But, by calculating the Model View matrix our selves
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// we can save this matrix without having to read it back in from the video
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// card. This hopefully allows us to save a few cpu cycles when rendering
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// out the fragments because we can just use glLoadMatrixd() with the
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// precalculated matrix for each tile rather than doing a push(), translate(),
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// pop() for every fragment.
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//
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// Panel status defaults to off for now until it gets a bit more developed.
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//
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// Extract OpenGL driver info on initialization.
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//
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// Revision 1.8 1998/05/27 02:24:06 curt
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// View optimizations by Norman Vine.
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//
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// Revision 1.7 1998/05/17 16:59:04 curt
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// First pass at view frustum culling now operational.
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//
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// Revision 1.6 1998/05/16 13:08:37 curt
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// C++ - ified views.[ch]xx
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// Shuffled some additional view parameters into the fgVIEW class.
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// Changed tile-radius to tile-diameter because it is a much better
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// name.
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// Added a WORLD_TO_EYE transformation to views.cxx. This allows us
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// to transform world space to eye space for view frustum culling.
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//
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// Revision 1.5 1998/05/02 01:51:02 curt
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// Updated polartocart conversion routine.
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//
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// Revision 1.4 1998/04/28 01:20:24 curt
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// Type-ified fgTIME and fgVIEW.
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// Added a command line option to disable textures.
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//
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// Revision 1.3 1998/04/25 22:06:31 curt
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// Edited cvs log messages in source files ... bad bad bad!
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//
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// Revision 1.2 1998/04/24 00:49:22 curt
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// Wrapped "#include <config.h>" in "#ifdef HAVE_CONFIG_H"
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// Trying out some different option parsing code.
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// Some code reorganization.
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//
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// Revision 1.1 1998/04/22 13:25:46 curt
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// C++ - ifing the code.
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// Starting a bit of reorganization of lighting code.
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//
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// Revision 1.11 1998/04/21 17:02:42 curt
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// Prepairing for C++ integration.
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//
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// Revision 1.10 1998/02/07 15:29:45 curt
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// Incorporated HUD changes and struct/typedef changes from Charlie Hotchkiss
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// <chotchkiss@namg.us.anritsu.com>
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//
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// Revision 1.9 1998/01/29 00:50:29 curt
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// Added a view record field for absolute x, y, z position.
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//
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// Revision 1.8 1998/01/27 00:47:58 curt
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// Incorporated Paul Bleisch's <pbleisch@acm.org> new debug message
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// system and commandline/config file processing code.
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//
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// Revision 1.7 1998/01/22 02:59:38 curt
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// Changed #ifdef FILE_H to #ifdef _FILE_H
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//
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// Revision 1.6 1998/01/19 19:27:10 curt
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// Merged in make system changes from Bob Kuehne <rpk@sgi.com>
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// This should simplify things tremendously.
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//
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// Revision 1.5 1997/12/22 04:14:32 curt
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// Aligned sky with sun so dusk/dawn effects can be correct relative to the sun.
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//
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// Revision 1.4 1997/12/17 23:13:36 curt
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// Began working on rendering a sky.
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//
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// Revision 1.3 1997/12/15 23:54:51 curt
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// Add xgl wrappers for debugging.
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// Generate terrain normals on the fly.
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//
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// Revision 1.2 1997/12/10 22:37:48 curt
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// Prepended "fg" on the name of all global structures that didn't have it yet.
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// i.e. "struct WEATHER {}" became "struct fgWEATHER {}"
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//
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// Revision 1.1 1997/08/27 21:31:18 curt
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// Initial revision.
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//
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