-//
// 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 <FDM/flight.hxx>
#include <Math/mat3.h>
+#include <Math/point3d.hxx>
#include <Time/fg_time.hxx>
#include <Time/light.hxx>
+#include "options.hxx"
-// Define a structure containing view information
-class fgVIEW {
-public:
+// used in views.cxx and tilemgr.cxx
+#define USE_FAST_FOV_CLIP
+
+
+// Define a structure containing view information
+class FGView {
// 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;
// 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
// 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;
// coordinates to eye coordinates
MAT3mat WORLD_TO_EYE;
+ // Current model view matrix;
+ GLdouble MODEL_VIEW[16];
+
+public:
+
// Constructor
- fgVIEW( void );
+ 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 Update( fgFLIGHT *f );
+ void UpdateViewMath( FGState *f );
// Update the "World to Eye" transformation matrix
- void UpdateWorldToEye( fgFLIGHT *f );
-
- // Destructor
- ~fgVIEW( void );
+ void UpdateWorldToEye( FGState *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 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_surface_south() { return surface_south; }
+ inline double *get_surface_east() { return surface_east; }
+ inline double *get_local_up() { return local_up; }
+ inline MAT3mat *get_WORLD_TO_EYE() const { return &WORLD_TO_EYE; }
+ inline GLdouble *get_MODEL_VIEW() { return MODEL_VIEW; }
};
-extern fgVIEW current_view;
+extern FGView current_view;
#endif // _VIEWS_HXX
// $Log$
+// Revision 1.19 1999/02/01 21:33:36 curt
+// Renamed FlightGear/Simulator/Flight to FlightGear/Simulator/FDM since
+// Jon accepted my offer to do this and thought it was a good idea.
+//
+// Revision 1.18 1998/12/11 20:26:30 curt
+// Fixed view frustum culling accuracy bug so we can look out the sides and
+// back without tri-stripes dropping out.
+//
+// Revision 1.17 1998/12/09 18:50:29 curt
+// Converted "class fgVIEW" to "class FGView" and updated to make data
+// members private and make required accessor functions.
+//
+// Revision 1.16 1998/12/05 15:54:25 curt
+// Renamed class fgFLIGHT to class FGState as per request by JSB.
+//
+// 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.
+//
+// Revision 1.7 1998/05/17 16:59:04 curt
+// First pass at view frustum culling now operational.
+//
// Revision 1.6 1998/05/16 13:08:37 curt
// C++ - ified views.[ch]xx
// Shuffled some additional view parameters into the fgVIEW class.