1 // views.hxx -- data structures and routines for managing and view parameters.
3 // Written by Curtis Olson, started August 1997.
5 // Copyright (C) 1997 Curtis L. Olson - curt@infoplane.com
7 // This program is free software; you can redistribute it and/or
8 // modify it under the terms of the GNU General Public License as
9 // published by the Free Software Foundation; either version 2 of the
10 // License, or (at your option) any later version.
12 // This program is distributed in the hope that it will be useful, but
13 // WITHOUT ANY WARRANTY; without even the implied warranty of
14 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
15 // General Public License for more details.
17 // You should have received a copy of the GNU General Public License
18 // along with this program; if not, write to the Free Software
19 // Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
29 # error This library requires C++
32 #include <Include/compiler.h>
36 #include <sg.h> // plib include
38 #include <FDM/flight.hxx>
39 #include <Math/mat3.h>
40 #include <Math/point3d.hxx>
41 #include <Time/fg_time.hxx>
42 #include <Time/light.hxx>
44 #include "options.hxx"
49 // class FGMat4Wrapper {
54 // typedef list < FGMat4Wrapper > sgMat4_list;
55 // typedef sgMat4_list::iterator sgMat4_list_iterator;
56 // typedef sgMat4_list::const_iterator const_sgMat4_list_iterator;
59 // used in views.cxx and tilemgr.cxx
60 #define USE_FAST_FOV_CLIP
63 // Define a structure containing view information
68 // the current offset from forward for viewing
71 // the goal view offset for viewing (used for smooth view changes)
72 double goal_view_offset;
74 // flag forcing update of fov related stuff
77 // fov of view is specified in the y direction, win_ratio is used to
78 // calculate the fov in the X direction = width/height
81 // width & height of window
82 int winWidth, winHeight;
84 // sin and cos of (fov / 2) in Y axis
85 double sin_fov_y, cos_fov_y;
86 double sinlon, coslon;
88 // slope of view frustum edge in eye space Y axis
91 // sin and cos of (fov / 2) in X axis
92 double sin_fov_x, cos_fov_x;
94 // slope of view frustum edge in eye space X axis
97 #if defined( USE_FAST_FOV_CLIP )
98 double fov_x_clip, fov_y_clip;
99 #endif // USE_FAST_FOV_CLIP
101 // View frustum cull ratio (% of tiles culled ... used for
102 // reporting purposes)
105 // Number of triangles rendered;
109 // absolute view position
110 Point3D abs_view_pos;
112 // view position translated to scenery.center
115 // cartesion coordinates of current lon/lat if at sea level
116 // translated to scenery.center
117 Point3D cur_zero_elev;
119 // vector in cartesian coordinates from current position to the
120 // postion on the earth's surface the sun is directly over
123 // surface direction to go to head towards sun
124 sgVec3 surface_to_sun;
126 // vector in cartesian coordinates from current position to the
127 // postion on the earth's surface the moon is directly over
130 // surface direction to go to head towards moon
131 sgVec3 surface_to_moon;
133 // surface vector heading south
134 sgVec3 surface_south;
136 // surface vector heading east (used to unambiguously align sky
140 // local up vector (normal to the plane tangent to the earth's
141 // surface at the spot we are directly above
144 // up vector for the view (usually point straight up through the
145 // top of the aircraft
149 // the vector pointing straight out the nose of the aircraft
150 MAT3vec view_forward;
152 // Transformation matrix for eye coordinates to aircraft coordinates
155 // Transformation matrix for the view direction offset relative to
156 // the AIRCRAFT matrix
158 sgMat4 sgVIEW_OFFSET;
160 // Current model view matrix;
161 GLfloat MODEL_VIEW[16];
163 // sg versions of our friendly matrices
164 sgMat4 sgLOCAL, sgUP, sgVIEW_ROT, sgTRANS, sgVIEW, sgLARC_TO_SSG;
166 // queue of view matrices so we can have a follow view
167 // sgMat4_list follow;
177 // Initialize a view class
180 // Update the view volume, position, and orientation
181 void UpdateViewParams( const FGInterface& f );
183 // Flag to request that UpdateFOV() be called next time
184 // UpdateViewMath() is run.
185 inline void force_update_fov_math() { update_fov = true; }
187 // Update the view parameters
188 void UpdateViewMath( const FGInterface& f );
190 // Update the field of view coefficients
191 void UpdateFOV( const fgOPTIONS& o );
193 // accessor functions
194 inline double get_view_offset() const { return view_offset; }
195 inline void set_view_offset( double a ) { view_offset = a; }
196 inline void inc_view_offset( double amt ) { view_offset += amt; }
197 inline double get_goal_view_offset() const { return goal_view_offset; }
198 inline void set_goal_view_offset( double a) { goal_view_offset = a; }
199 inline double get_win_ratio() const { return win_ratio; }
200 inline void set_win_ratio( double r ) { win_ratio = r; }
201 inline int get_winWidth() const { return winWidth; }
202 inline void set_winWidth( int w ) { winWidth = w; }
203 inline int get_winHeight() const { return winHeight; }
204 inline void set_winHeight( int h ) { winHeight = h; }
205 inline double get_slope_y() const { return slope_y; }
206 inline double get_slope_x() const { return slope_x; }
207 #if defined( USE_FAST_FOV_CLIP )
208 inline double get_fov_x_clip() const { return fov_x_clip; }
209 inline double get_fov_y_clip() const { return fov_y_clip; }
210 #endif // USE_FAST_FOV_CLIP
211 inline double get_vfc_ratio() const { return vfc_ratio; }
212 inline void set_vfc_ratio(double r) { vfc_ratio = r; }
213 inline int get_tris_rendered() const { return tris_rendered; }
214 inline void set_tris_rendered( int tris) { tris_rendered = tris; }
215 inline int get_tris_culled() const { return tris_culled; }
216 inline void set_tris_culled( int tris) { tris_culled = tris; }
217 inline Point3D get_abs_view_pos() const { return abs_view_pos; }
218 inline Point3D get_view_pos() const { return view_pos; }
219 inline Point3D get_cur_zero_elev() const { return cur_zero_elev; }
220 inline float *get_to_sun() { return to_sun; }
221 inline void set_to_sun( float x, float y, float z) {
222 sgSetVec3( to_sun, x, y, z );
224 inline float *get_surface_to_sun() { return surface_to_sun; }
225 inline void set_surface_to_sun( float x, float y, float z) {
226 sgSetVec3( surface_to_sun, x, y, z );
228 inline float *get_to_moon() { return to_moon; }
229 inline void set_to_moon( float x, float y, float z) {
230 sgSetVec3( to_moon, x, y, z );
232 inline float *get_surface_to_moon() { return surface_to_moon; }
233 inline void set_surface_to_moon( float x, float y, float z) {
234 sgSetVec3( surface_to_moon, x, y, z );
236 inline float *get_surface_south() { return surface_south; }
237 inline float *get_surface_east() { return surface_east; }
238 inline float *get_local_up() { return local_up; }
239 inline double *get_view_forward() { return view_forward; }
240 inline GLfloat *get_MODEL_VIEW() { return MODEL_VIEW; }
244 extern FGView pilot_view;
245 extern FGView current_view;