// Update all Visuals (redraws anything graphics related)
static void fgRenderFrame( void ) {
- FGState *f = current_aircraft.fdm_state;
fgLIGHT *l = &cur_light_params;
fgTIME *t = &cur_time_params;
FGView *v = ¤t_view;
// update view volume parameters
v->UpdateViewParams();
+ // set the sun position
+ xglLightfv( GL_LIGHT0, GL_POSITION, l->sun_vec );
+
clear_mask = GL_DEPTH_BUFFER_BIT;
if ( current_options.get_wireframe() ) {
clear_mask |= GL_COLOR_BUFFER_BIT;
// Handle new window size or exposure
static void fgReshape( int width, int height ) {
- FGView *v = ¤t_view;
-
// Do this so we can call fgReshape(0,0) ourselves without having
// to know what the values of width & height are.
if ( (height > 0) && (width > 0) ) {
if ( ! current_options.get_panel_status() ) {
- v->set_win_ratio( (GLfloat) width / (GLfloat) height );
+ current_view.set_win_ratio( (GLfloat) width / (GLfloat) height );
} else {
- v->set_win_ratio( (GLfloat) width / ((GLfloat) (height)*0.4232) );
+ current_view.set_win_ratio( (GLfloat) width /
+ ((GLfloat) (height)*0.4232) );
}
}
- v->set_winWidth( width );
- v->set_winHeight( height );
- v->set_update_fov( true );
+ current_view.set_winWidth( width );
+ current_view.set_winHeight( height );
+ current_view.force_update_fov_math();
// Inform gl of our view window size (now handled elsewhere)
// xglViewport(0, 0, (GLint)width, (GLint)height);
// yes we've finished all our initializations and are running
// the main loop, so this will now work without seg faulting
// the system.
- v->UpdateViewParams();
+ current_view.UpdateViewParams();
if ( current_options.get_panel_status() ) {
fgPanelReInit(0, 0, 1024, 768);
}
}
-
- // xglClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
}
// $Log$
+// Revision 1.76 1998/12/11 20:26:26 curt
+// Fixed view frustum culling accuracy bug so we can look out the sides and
+// back without tri-stripes dropping out.
+//
// Revision 1.75 1998/12/09 18:50:23 curt
// Converted "class fgVIEW" to "class FGView" and updated to make data
// members private and make required accessor functions.
#include "views.hxx"
+// specify code paths ... these are done as variable rather than
+// #define's because down the road we may want to choose between them
+// on the fly for different flight models ... this way magic carpet
+// and external modes wouldn't need to recreate the LaRCsim matrices
+// themselves.
+
+static const bool use_larcsim_local_to_body = true;
+
+
// This is a record containing current view parameters
FGView current_view;
winWidth = current_options.get_xsize();
winHeight = current_options.get_ysize();
win_ratio = (double) winWidth / (double) winHeight;
- update_fov = true;
+ force_update_fov_math();
}
-// Update the field of view parameters
-void FGView::UpdateFOV( fgOPTIONS *o ) {
+// Update the field of view coefficients
+void FGView::UpdateFOV( const fgOPTIONS& o ) {
double fov, theta_x, theta_y;
- fov = o->get_fov();
+ fov = o.get_fov();
// printf("win_ratio = %.2f\n", win_ratio);
// calculate sin() and cos() of fov / 2 in X direction;
if (mag) {
x[0] /= mag;
x[1] /= mag;
- x[2] /= mag;
+ x[2] /= mag;
}
mag = sqrt( y[0]*y[0] + y[1]*y[1] + y[2]*y[2] );
// Update the view volume, position, and orientation
void FGView::UpdateViewParams( void ) {
- FGState *f;
- fgLIGHT *l;
-
- f = current_aircraft.fdm_state;
- l = &cur_light_params;
+ FGState *f = current_aircraft.fdm_state;
UpdateViewMath(f);
UpdateWorldToEye(f);
if ((current_options.get_panel_status() != panel_hist) && (current_options.get_panel_status()))
- {
- fgPanelReInit( 0, 0, 1024, 768);
- }
+ {
+ fgPanelReInit( 0, 0, 1024, 768);
+ }
- // if (!o->panel_status) {
- // xglViewport( 0, (GLint)((winHeight) / 2 ) ,
- // (GLint)(winWidth), (GLint)(winHeight) / 2 );
- // Tell GL we are about to modify the projection parameters
- // xglMatrixMode(GL_PROJECTION);
- // xglLoadIdentity();
- // gluPerspective(o->fov, win_ratio / 2.0, 1.0, 100000.0);
- // } else {
if ( ! current_options.get_panel_status() ) {
xglViewport(0, 0 , (GLint)(winWidth), (GLint)(winHeight) );
} else {
xglViewport(0, (GLint)((winHeight)*0.5768), (GLint)(winWidth),
(GLint)((winHeight)*0.4232) );
}
+
// Tell GL we are about to modify the projection parameters
xglMatrixMode(GL_PROJECTION);
xglLoadIdentity();
view_pos.z() + surface_south[2],
view_up[0], view_up[1], view_up[2]); */
- // set the sun position
- xglLightfv( GL_LIGHT0, GL_POSITION, l->sun_vec );
-
panel_hist = current_options.get_panel_status();
}
MAT3mat R, TMP, UP, LOCAL, VIEW;
double ntmp;
- if(update_fov == true) {
+ if ( update_fov ) {
// printf("Updating fov\n");
- UpdateFOV(¤t_options);
+ UpdateFOV( current_options );
update_fov = false;
}
// Derive the LOCAL aircraft rotation matrix (roll, pitch, yaw)
// from FG_T_local_to_body[3][3]
- // Question: Why is the LaRCsim matrix arranged so differently
- // than the one we need???
- LOCAL[0][0] = f->get_T_local_to_body_33();
- LOCAL[0][1] = -f->get_T_local_to_body_32();
- LOCAL[0][2] = -f->get_T_local_to_body_31();
- LOCAL[0][3] = 0.0;
- LOCAL[1][0] = -f->get_T_local_to_body_23();
- LOCAL[1][1] = f->get_T_local_to_body_22();
- LOCAL[1][2] = f->get_T_local_to_body_21();
- LOCAL[1][3] = 0.0;
- LOCAL[2][0] = -f->get_T_local_to_body_13();
- LOCAL[2][1] = f->get_T_local_to_body_12();
- LOCAL[2][2] = f->get_T_local_to_body_11();
- LOCAL[2][3] = 0.0;
- LOCAL[3][0] = LOCAL[3][1] = LOCAL[3][2] = LOCAL[3][3] = 0.0;
- LOCAL[3][3] = 1.0;
- // printf("LaRCsim LOCAL matrix\n");
- // MAT3print(LOCAL, stdout);
-
-#ifdef OLD_LOCAL_TO_BODY_CODE
- // old code to calculate LOCAL matrix calculated from Phi,
- // Theta, and Psi (roll, pitch, yaw)
-
- MAT3_SET_VEC(vec, 0.0, 0.0, 1.0);
+ if ( use_larcsim_local_to_body ) {
+
+ // Question: Why is the LaRCsim matrix arranged so differently
+ // than the one we need???
+
+ // Answer (I think): The LaRCsim matrix is generated in a
+ // different reference frame than we've set up for our world
+
+ LOCAL[0][0] = f->get_T_local_to_body_33();
+ LOCAL[0][1] = -f->get_T_local_to_body_32();
+ LOCAL[0][2] = -f->get_T_local_to_body_31();
+ LOCAL[0][3] = 0.0;
+ LOCAL[1][0] = -f->get_T_local_to_body_23();
+ LOCAL[1][1] = f->get_T_local_to_body_22();
+ LOCAL[1][2] = f->get_T_local_to_body_21();
+ LOCAL[1][3] = 0.0;
+ LOCAL[2][0] = -f->get_T_local_to_body_13();
+ LOCAL[2][1] = f->get_T_local_to_body_12();
+ LOCAL[2][2] = f->get_T_local_to_body_11();
+ LOCAL[2][3] = 0.0;
+ LOCAL[3][0] = LOCAL[3][1] = LOCAL[3][2] = LOCAL[3][3] = 0.0;
+ LOCAL[3][3] = 1.0;
+
+ // printf("LaRCsim LOCAL matrix\n");
+ // MAT3print(LOCAL, stdout);
+
+ } else {
+
+ // code to calculate LOCAL matrix calculated from Phi, Theta, and
+ // Psi (roll, pitch, yaw) in case we aren't running LaRCsim as our
+ // flight model
+
+ MAT3_SET_VEC(vec, 0.0, 0.0, 1.0);
MAT3rotate(R, vec, f->get_Phi());
/* printf("Roll matrix\n"); */
/* MAT3print(R, stdout); */
MAT3mult(LOCAL, R, TMP);
// printf("FG derived LOCAL matrix\n");
// MAT3print(LOCAL, stdout);
-#endif // OLD_LOCAL_TO_BODY_CODE
+
+ } // if ( use_larcsim_local_to_body )
// Derive the local UP transformation matrix based on *geodetic*
// coordinates
MAT3mat TMP;
MAT3hvec vec;
- // if we have a view offset use slow way for now
- if(fabs(view_offset)>FG_EPSILON){
+ if ( use_larcsim_local_to_body ) {
+
+ // Question: hey this is even different then LOCAL[][] above??
+ // Answer: yet another coordinate system, this time the
+ // coordinate system in which we do our view frustum culling.
+
+ AIRCRAFT[0][0] = -f->get_T_local_to_body_22();
+ AIRCRAFT[0][1] = -f->get_T_local_to_body_23();
+ AIRCRAFT[0][2] = f->get_T_local_to_body_21();
+ AIRCRAFT[0][3] = 0.0;
+ AIRCRAFT[1][0] = f->get_T_local_to_body_32();
+ AIRCRAFT[1][1] = f->get_T_local_to_body_33();
+ AIRCRAFT[1][2] = -f->get_T_local_to_body_31();
+ AIRCRAFT[1][3] = 0.0;
+ AIRCRAFT[2][0] = f->get_T_local_to_body_12();
+ AIRCRAFT[2][1] = f->get_T_local_to_body_13();
+ AIRCRAFT[2][2] = -f->get_T_local_to_body_11();
+ AIRCRAFT[2][3] = 0.0;
+ AIRCRAFT[3][0] = AIRCRAFT[3][1] = AIRCRAFT[3][2] = AIRCRAFT[3][3] = 0.0;
+ AIRCRAFT[3][3] = 1.0;
+
+ } else {
+
// Roll Matrix
MAT3_SET_HVEC(vec, 0.0, 0.0, -1.0, 1.0);
MAT3rotate(R_Phi, vec, f->get_Phi());
// Yaw Matrix
MAT3_SET_HVEC(vec, 0.0, -1.0, 0.0, 1.0);
- MAT3rotate(R_Psi, vec, f->get_Psi() + FG_PI - view_offset );
+ MAT3rotate(R_Psi, vec, f->get_Psi() + FG_PI /* - view_offset */ );
+ // MAT3rotate(R_Psi, vec, f->get_Psi() + FG_PI - view_offset );
// printf("\nYaw matrix (Psi)\n");
// MAT3print(R_Psi, stdout);
MAT3mult(TMP, R_Phi, R_Theta);
MAT3mult(AIRCRAFT, TMP, R_Psi);
- } else { // JUST USE LOCAL_TO_BODY NHV 5/25/98
- // hey this is even different then LOCAL[][] above ??
-
- AIRCRAFT[0][0] = -f->get_T_local_to_body_22();
- AIRCRAFT[0][1] = -f->get_T_local_to_body_23();
- AIRCRAFT[0][2] = f->get_T_local_to_body_21();
- AIRCRAFT[0][3] = 0.0;
- AIRCRAFT[1][0] = f->get_T_local_to_body_32();
- AIRCRAFT[1][1] = f->get_T_local_to_body_33();
- AIRCRAFT[1][2] = -f->get_T_local_to_body_31();
- AIRCRAFT[1][3] = 0.0;
- AIRCRAFT[2][0] = f->get_T_local_to_body_12();
- AIRCRAFT[2][1] = f->get_T_local_to_body_13();
- AIRCRAFT[2][2] = -f->get_T_local_to_body_11();
- AIRCRAFT[2][3] = 0.0;
- AIRCRAFT[3][0] = AIRCRAFT[3][1] = AIRCRAFT[3][2] = AIRCRAFT[3][3] = 0.0;
- AIRCRAFT[3][3] = 1.0;
+ } // if ( use_larcsim_local_to_body )
- // ??? SOMETHING LIKE THIS SHOULD WORK NHV
- // Rotate about LOCAL_UP (AIRCRAFT[2][])
- // MAT3_SET_HVEC(vec, AIRCRAFT[2][0], AIRCRAFT[2][1],
- // AIRCRAFT[2][2], AIRCRAFT[2][3]);
- // MAT3rotate(TMP, vec, FG_PI - view_offset );
- // MAT3mult(AIRCRAFT, AIRCRAFT, TMP);
- }
- // printf("\naircraft roll pitch yaw\n");
+ // printf("AIRCRAFT matrix\n");
// MAT3print(AIRCRAFT, stdout);
+ // View rotation matrix relative to current aircraft orientation
+ MAT3_SET_HVEC(vec, 0.0, -1.0, 0.0, 1.0);
+ MAT3mult_vec(vec, vec, AIRCRAFT);
+ // printf("aircraft up vector = %.2f %.2f %.2f\n",
+ // vec[0], vec[1], vec[2]);
+ MAT3rotate(TMP, vec, -view_offset );
+ MAT3mult(VIEW_OFFSET, AIRCRAFT, TMP);
+ // printf("VIEW_OFFSET matrix\n");
+ // MAT3print(VIEW_OFFSET, stdout);
+
// View position in scenery centered coordinates
MAT3_SET_HVEC(vec, view_pos.x(), view_pos.y(), view_pos.z(), 1.0);
MAT3translate(T_view, vec);
// printf("\nLongitude matrix\n");
// MAT3print(R_Lon, stdout);
-#ifdef THIS_IS_OLD_CODE
- // View position in scenery centered coordinates
- MAT3_SET_HVEC(vec, view_pos.x, view_pos.y, view_pos.z, 1.0);
- MAT3translate(T_view, vec);
- // printf("\nTranslation matrix\n");
- // MAT3print(T_view, stdout);
-
- // aircraft roll/pitch/yaw
- MAT3mult(TMP, R_Phi, R_Theta);
- MAT3mult(AIRCRAFT, TMP, R_Psi);
- // printf("\naircraft roll pitch yaw\n");
- // MAT3print(AIRCRAFT, stdout);
-#endif THIS_IS_OLD_CODE
-
// lon/lat
MAT3mult(WORLD, R_Lat, R_Lon);
// printf("\nworld\n");
// MAT3print(WORLD, stdout);
- MAT3mult(EYE_TO_WORLD, AIRCRAFT, WORLD);
+ MAT3mult(EYE_TO_WORLD, VIEW_OFFSET, WORLD);
MAT3mult(EYE_TO_WORLD, EYE_TO_WORLD, T_view);
// printf("\nEye to world\n");
// MAT3print(EYE_TO_WORLD, stdout);
// $Log$
+// Revision 1.31 1998/12/11 20:26:28 curt
+// Fixed view frustum culling accuracy bug so we can look out the sides and
+// back without tri-stripes dropping out.
+//
// Revision 1.30 1998/12/09 18:50:28 curt
// Converted "class fgVIEW" to "class FGView" and updated to make data
// members private and make required accessor functions.