-void
-FGPanel::setupVirtualCockpit()
-{
- int i;
- FGViewer* view = globals->get_current_view();
-
- // Generate corners for the panel quad. Put the top edge of the
- // panel 1m in and 6 degrees down from the forward direction, and
- // make the whole thing 60 degrees wide. In principle, these
- // should be settable per-panel, so that you can have lots of
- // panel objects plastered about the cockpit in realistic
- // positions and orientations.
- float a[3], b[3], c[3];
- float pw = tan(30*SGD_DEGREES_TO_RADIANS);
- float ph = 2 * pw * (float)_height/(float)_width;
- float ptop = -tan(6*SGD_DEGREES_TO_RADIANS);
- a[0] = -pw; a[1] = ptop-ph; a[2] = -1; // bottom left
- b[0] = pw; b[1] = ptop-ph; b[2] = -1; // bottom right
- c[0] = -pw; c[1] = ptop; c[2] = -1; // top left
-
- // A standard projection, in meters, with especially close clip
- // planes.
- glMatrixMode(GL_PROJECTION);
- glPushMatrix();
- glLoadIdentity();
- gluPerspective(view->get_v_fov(), 1/view->get_aspect_ratio(),
- 0.01, 100);
-
- glMatrixMode(GL_MODELVIEW);
- glPushMatrix();
- glLoadIdentity();
-
- // Generate a "look at" matrix using OpenGL (!) coordinate
- // conventions.
- float lookat[3];
- float pitch = view->getPitchOffset_deg() * SGD_DEGREES_TO_RADIANS;
- float rot = view->getHeadingOffset_deg() * SGD_DEGREES_TO_RADIANS;
- lookat[0] = -sin(rot);
- lookat[1] = sin(pitch) / cos(pitch);
- lookat[2] = -cos(rot);
- if(fabs(lookat[1]) > 9999) lookat[1] = 9999; // FPU sanity
- gluLookAt(0, 0, 0, lookat[0], lookat[1], lookat[2], 0, 1, 0);
-
- // Translate the origin to the location of the panel quad
- glTranslatef(a[0], a[1], a[2]);
-
- // Generate a matrix to translate unit square coordinates from the
- // panel to real world coordinates. Use a transposed basis for
- // the panel quad. Note: this matrix is relatively expensive to
- // compute, and is invariant. Consider precomputing and storing
- // it. Also, consider using the plib vector math routines, so the
- // reuse junkies don't yell at me. (Fine, I hard-coded a cross
- // product. Just shoot me and be done with it.)
- float u[3], v[3], w[3], m[16];
- for(i=0; i<3; i++) u[i] = b[i] - a[i]; // U = B - A
- for(i=0; i<3; i++) v[i] = c[i] - a[i]; // V = C - A
- w[0] = u[1]*v[2] - v[1]*u[2]; // W = U x V
- w[1] = u[2]*v[0] - v[2]*u[0];
- w[2] = u[0]*v[1] - v[0]*u[1];
-
- m[0] = u[0]; m[4] = v[0]; m[8] = w[0]; m[12] = 0; // |Ux Vx Wx|
- m[1] = u[1]; m[5] = v[1]; m[9] = w[1]; m[13] = 0; // m = |Uy Vy Wy|
- m[2] = u[2]; m[6] = v[2]; m[10] = w[2]; m[14] = 0; // |Uz Vz Wz|
- m[3] = 0; m[7] = 0; m[11] = 0; m[15] = 1;
- glMultMatrixf(m);
-
- // Finally, a scaling factor to map the panel's width and height
- // to the unit square.
- glScalef(1./_width, 1./_height, 1);
-
- // Now, turn off the Z buffer. The panel code doesn't need
- // it, and we're using different clip planes anyway (meaning we
- // can't share it without glDepthRange() hackery or much
- // framebuffer bandwidth wasteage)
- glDisable(GL_DEPTH_TEST);