-//
// views.hxx -- data structures and routines for managing and view parameters.
//
// Written by Curtis Olson, started August 1997.
#endif
-#include <Include/fg_types.h>
-#include <Flight/flight.h>
+#include <Flight/flight.hxx>
#include <Math/mat3.h>
+#include <Math/point3d.hxx>
#include <Time/fg_time.hxx>
#include <Time/light.hxx>
#include "options.hxx"
-#ifndef BOOL
-#define BOOL int
-#endif
-#ifndef TRUE
-#define FALSE 0
-#define TRUE 1
-#endif
+// used in views.cxx and tilemgr.cxx
+#define USE_FAST_FOV_CLIP
+
// Define a structure containing view information
class fgVIEW {
double goal_view_offset;
// flag forcing update of fov related stuff
- BOOL update_fov;
+ 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
// 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;
// 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;
+
// absolute view position
- fgCartesianPoint3d abs_view_pos;
+ Point3D abs_view_pos;
// view position translated to scenery.center
- fgCartesianPoint3d view_pos;
+ Point3D view_pos;
// cartesion coordinates of current lon/lat if at sea level
// translated to scenery.center*/
- fgCartesianPoint3d cur_zero_elev;
+ Point3D cur_zero_elev;
// vector in cartesian coordinates from current position to the
// postion on the earth's surface the sun is directly over
// coordinates to eye coordinates
MAT3mat WORLD_TO_EYE;
+ // Current model view matrix;
+ GLdouble MODEL_VIEW[16];
+
// Constructor
fgVIEW( void );
// Initialize a view class
void Init( void );
+ void update_globals( fgFLIGHT *f );
+
+ // Basically, this is a modified version of the Mesa gluLookAt()
+ // function that's been modified slightly so we can capture the
+ // result before sending it off to OpenGL land.
+ 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 );
+
// Update the view parameters
- void Update( fgFLIGHT *f );
+ void UpdateViewMath( fgFLIGHT *f );
// Update the "World to Eye" transformation matrix
void UpdateWorldToEye( fgFLIGHT *f );
// $Log$
+// Revision 1.15 1998/10/16 23:27:56 curt
+// C++-ifying.
+//
+// Revision 1.14 1998/10/16 00:54:04 curt
+// Converted to Point3D class.
+//
+// Revision 1.13 1998/09/08 15:04:36 curt
+// Optimizations by Norman Vine.
+//
+// Revision 1.12 1998/08/24 20:11:15 curt
+// Added i/I to toggle full vs. minimal HUD.
+// Added a --hud-tris vs --hud-culled option.
+// Moved options accessor funtions to options.hxx.
+//
+// Revision 1.11 1998/08/20 20:32:35 curt
+// Reshuffled some of the code in and around views.[ch]xx
+//
+// Revision 1.10 1998/07/08 14:45:09 curt
+// polar3d.h renamed to polar3d.hxx
+// vector.h renamed to vector.hxx
+// updated audio support so it waits to create audio classes (and tie up
+// /dev/dsp) until the mpg123 player is finished.
+//
+// Revision 1.9 1998/07/04 00:52:27 curt
+// Add my own version of gluLookAt() (which is nearly identical to the
+// Mesa/glu version.) But, by calculating the Model View matrix our selves
+// we can save this matrix without having to read it back in from the video
+// card. This hopefully allows us to save a few cpu cycles when rendering
+// out the fragments because we can just use glLoadMatrixd() with the
+// precalculated matrix for each tile rather than doing a push(), translate(),
+// pop() for every fragment.
+//
+// Panel status defaults to off for now until it gets a bit more developed.
+//
+// Extract OpenGL driver info on initialization.
+//
// Revision 1.8 1998/05/27 02:24:06 curt
// View optimizations by Norman Vine.
//