/* * $Id: gsd_views.c,v 2.3 2006/07/09 08:58:40 glynn Exp $ */ /* gsd_views.c Bill Brown, USACERL January 1993 */ /* DEBUG */ #include #include #if defined(OPENGL_X11) || defined(OPENGL_WINDOWS) #include #include #elif defined(OPENGL_AQUA) #include #include #endif #include #include "math.h" /* #define TRACE_DFUNCS */ /************************************************************************/ /* sx, sy screen coordinates */ int gsd_get_los(float (*vect)[3], short sx, short sy) { double fx, fy, fz, tx, ty, tz; GLdouble modelMatrix[16], projMatrix[16]; GLint viewport[4]; GS_ready_draw(); glPushMatrix(); gsd_do_scale(1); glGetDoublev(GL_MODELVIEW_MATRIX, modelMatrix); glGetDoublev(GL_PROJECTION_MATRIX, projMatrix); glGetIntegerv(GL_VIEWPORT, viewport); glPopMatrix(); /* OGLXXX XXX I think this is backwards gluProject(XXX); */ /* WAS: mapw(Vobj, sx, sy, &fx, &fy, &fz, &tx, &ty, &tz); */ gluUnProject((GLdouble) sx, (GLdouble) sy, 0.0, modelMatrix, projMatrix, viewport, &fx, &fy, &fz); gluUnProject((GLdouble) sx, (GLdouble) sy, 1.0, modelMatrix, projMatrix, viewport, &tx, &ty, &tz); vect[FROM][X] = fx; vect[FROM][Y] = fy; vect[FROM][Z] = fz; vect[TO][X] = tx; vect[TO][Y] = ty; vect[TO][Z] = tz; /* DEBUG - should just be a dot */ /* OGLXXX frontbuffer: other possibilities include GL_FRONT_AND_BACK */ glDrawBuffer((1) ? GL_FRONT : GL_BACK); glPushMatrix(); gsd_do_scale(1); gsd_linewidth(3); gsd_color_func(0x8888FF); /* OGLXXX for multiple, independent line segments: use GL_LINES */ glBegin(GL_LINE_STRIP); glVertex3fv(vect[FROM]); glVertex3fv(vect[TO]); glEnd(); gsd_linewidth(1); glPopMatrix(); /* OGLXXX frontbuffer: other possibilities include GL_FRONT_AND_BACK */ glDrawBuffer((0) ? GL_FRONT : GL_BACK); return (1); } /************************************************************************/ /* establishes viewing & projection matrices */ void gsd_set_view(geoview * gv, geodisplay * gd) { double up[3]; GLint mm; /* will expand when need to check for in focus, ortho, etc. */ gsd_check_focus(gv); gsd_get_zup(gv, up); gd->aspect = GS_get_aspect(); glGetIntegerv(GL_MATRIX_MODE, &mm); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective((double) .1 * (gv->fov), (double) gd->aspect, (double) gd->nearclip, (double) gd->farclip); glMatrixMode(mm); glLoadIdentity(); /* update twist parm */ glRotatef((float) (gv->twist / 10.), 0.0, 0.0, 1.0); /* OGLXXX lookat: replace UPx with vector */ gluLookAt((double) gv->from_to[FROM][X], (double) gv->from_to[FROM][Y], (double) gv->from_to[FROM][Z], (double) gv->from_to[TO][X], (double) gv->from_to[TO][Y], (double) gv->from_to[TO][Z], (double) up[X], (double) up[Y], (double) up[Z]); /* have to redefine clipping planes when view changes */ gsd_update_cplanes(); return; } /************************************************************************/ void gsd_check_focus(geoview * gv) { float zmax, zmin; GS_get_zrange(&zmin, &zmax, 0); if (gv->infocus) { GS_v3eq(gv->from_to[TO], gv->real_to); gv->from_to[TO][Z] -= zmin; GS_v3mult(gv->from_to[TO], gv->scale); gv->from_to[TO][Z] *= gv->vert_exag; GS_v3normalize(gv->from_to[FROM], gv->from_to[TO]); } return; } /************************************************************************/ void gsd_get_zup(geoview * gv, double *up) { float alpha; float zup[3], fup[3]; /* neg alpha OK since sin(-x) = -sin(x) */ alpha = (2.0 * atan(1.0)) - acos(gv->from_to[FROM][Z] - gv->from_to[TO][Z]); zup[X] = gv->from_to[TO][X]; zup[Y] = gv->from_to[TO][Y]; if (sin(alpha)) { zup[Z] = gv->from_to[TO][Z] + 1 / sin(alpha); } else { zup[Z] = gv->from_to[FROM][Z] + 1.0; } GS_v3dir(gv->from_to[FROM], zup, fup); up[X] = fup[X]; up[Y] = fup[Y]; up[Z] = fup[Z]; return; } /************************************************************************/ int gsd_zup_twist(geoview * gv) { float fr_to[2][4]; float look_theta, pi; float alpha, beta; float zup[3], yup[3], zupmag, yupmag; pi = 4.0 * atan(1.0); /* *************************************************************** */ /* This block of code is used to keep pos z in the up direction, * correcting for SGI system default which is pos y in the up * direction. Involves finding up vectors for both y up and * z up, then determining angle between them. LatLon mode uses y as * up direction instead of z, so no correction necessary. Next rewrite, * we should use y as up for all drawing. */ GS_v3eq(fr_to[FROM], gv->from_to[FROM]); GS_v3eq(fr_to[TO], gv->from_to[TO]); /* neg alpha OK since sin(-x) = -sin(x) */ alpha = pi / 2.0 - acos(fr_to[FROM][Z] - fr_to[TO][Z]); zup[X] = fr_to[TO][X]; zup[Y] = fr_to[TO][Y]; if (sin(alpha)) { zup[Z] = fr_to[TO][Z] + 1 / sin(alpha); } else { zup[Z] = fr_to[FROM][Z] + 1.0; } zupmag = GS_distance(fr_to[FROM], zup); yup[X] = fr_to[TO][X]; yup[Z] = fr_to[TO][Z]; /* neg beta OK since sin(-x) = -sin(x) */ beta = pi / 2.0 - acos(fr_to[TO][Y] - fr_to[FROM][Y]); if (sin(beta)) { yup[Y] = fr_to[TO][Y] - 1 / sin(beta); } else { yup[Y] = fr_to[FROM][Y] + 1.0; } yupmag = GS_distance(fr_to[FROM], yup); look_theta = (1800.0 / pi) * acos(((zup[X] - fr_to[FROM][X]) * (yup[X] - fr_to[FROM][X]) + (zup[Y] - fr_to[FROM][Y]) * (yup[Y] - fr_to[FROM][Y]) + (zup[Z] - fr_to[FROM][Z]) * (yup[Z] - fr_to[FROM][Z])) / (zupmag * yupmag)); if (fr_to[TO][X] - fr_to[FROM][X] < 0.0) { look_theta = -look_theta; } if (fr_to[TO][Z] - fr_to[FROM][Z] < 0.0) { /* looking down */ if (fr_to[TO][Y] - fr_to[FROM][Y] < 0.0) { look_theta = 1800 - look_theta; } } else { /* looking up */ if (fr_to[TO][Y] - fr_to[FROM][Y] > 0.0) { look_theta = 1800 - look_theta; } } return ((int) (gv->twist + 1800 + look_theta)); } /************************************************************************/ void gsd_do_scale(int doexag) { float sx, sy, sz; float min, max; GS_get_scale(&sx, &sy, &sz, doexag); gsd_scale(sx, sy, sz); GS_get_zrange(&min, &max, 0); gsd_translate(0.0, 0.0, -min); return; } /************************************************************************/ void gsd_real2model(Point3 point) { float sx, sy, sz; float min, max, n, s, w, e; GS_get_region(&n, &s, &w, &e); GS_get_scale(&sx, &sy, &sz, 1); GS_get_zrange(&min, &max, 0); point[X] = (point[X] - w) * sx; point[Y] = (point[Y] - s) * sy; point[Z] = (point[Z] - min) * sz; return; } /************************************************************************/ void gsd_model2real(Point3 point) { float sx, sy, sz; float min, max, n, s, w, e; GS_get_region(&n, &s, &w, &e); GS_get_scale(&sx, &sy, &sz, 1); GS_get_zrange(&min, &max, 0); point[X] = (sx ? point[X] / sx : 0.0) + w; point[Y] = (sy ? point[Y] / sy : 0.0) + s; point[Z] = (sz ? point[Z] / sz : 0.0) + min; return; } /************************************************************************/ void gsd_model2surf(geosurf * gs, Point3 point) { float min, max, sx, sy, sz; /* so far, only one geographic "region" allowed, so origin of surface is same as origin of model space, but will need to provide translations here to make up the difference, so not using gs yet */ if (gs) { /* need to undo z scaling & translate */ GS_get_scale(&sx, &sy, &sz, 1); GS_get_zrange(&min, &max, 0); point[Z] = (sz ? point[Z] / sz : 0.0) + min; /* need to unscale x & y */ point[X] = (sx ? point[X] / sx : 0.0); point[Y] = (sy ? point[Y] / sy : 0.0); } return; } /************************************************************************/ void gsd_surf2real(geosurf * gs, Point3 point) { if (gs) { point[X] += gs->ox; point[Y] += gs->oy; } return; } /************************************************************************/ void gsd_real2surf(geosurf * gs, Point3 point) { if (gs) { point[X] -= gs->ox; point[Y] -= gs->oy; } return; }