172 lines
4.1 KiB
C++
172 lines
4.1 KiB
C++
/******************************Module*Header*******************************\
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* Module Name: view.cxx
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*
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* Copyright (c) 1995 Microsoft Corporation
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*
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\**************************************************************************/
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#include <stdio.h>
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#include <string.h>
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#include <stdlib.h>
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#include <math.h>
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#include <sys/types.h>
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#include <sys/timeb.h>
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#include <time.h>
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#include <windows.h>
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#include "sspipes.h"
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#include "view.h"
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/******************************Public*Routine******************************\
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* VIEW constructor
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*
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* Nov. 95 [marcfo]
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*
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\**************************************************************************/
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VIEW::VIEW()
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{
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bProjMode = GL_TRUE;
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// set some initial viewing and size params
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//mf: these should be defines
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zTrans = -75.0f;
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viewDist = -zTrans;
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numDiv = NUM_DIV;
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SS_ASSERT( numDiv >= 2, "VIEW constructor: not enough divisions\n" );
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// Because number of nodes in a dimension is derived from (numDiv-1), and
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// can't be 0
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divSize = 7.0f;
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persp.viewAngle = 90.0f;
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persp.zNear = 1.0f;
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yRot = 0.0f;
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winSize.width = winSize.height = 0;
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}
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/******************************Public*Routine******************************\
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* SetProjMatrix
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*
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* Set GL view parameters
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*
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* Nov. 95 [marcfo]
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*
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\**************************************************************************/
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void
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VIEW::SetGLView()
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{
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glViewport(0, 0, winSize.width, winSize.height );
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SetProjMatrix();
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}
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/******************************Public*Routine******************************\
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* SetProjMatrix
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*
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* Set Projection matrix
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*
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* Nov. 95 [marcfo]
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*
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\**************************************************************************/
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void
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VIEW::SetProjMatrix()
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{
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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persp.zFar = viewDist + world.z*2;
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if( bProjMode ) {
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gluPerspective( persp.viewAngle,
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aspectRatio,
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persp.zNear, persp.zFar );
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}
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else {
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glOrtho( -world.x/2, world.x/2, -world.y/2, world.y/2,
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-world.z, world.z );
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}
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glMatrixMode(GL_MODELVIEW);
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}
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/******************************Public*Routine******************************\
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* CalcNodeArraySize
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*
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* Based on the viewing width and height, and numDiv, calculate the x,y,z array
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* node dimensions.
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*
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\**************************************************************************/
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void
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VIEW::CalcNodeArraySize( IPOINT3D *pNodeDim )
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{
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// mf: !!! if aspect ratio deviates too much from 1, then nodes will get
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// clipped as view rotates
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if( winSize.width >= winSize.height ) {
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pNodeDim->x = numDiv - 1;
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pNodeDim->y = (int) (pNodeDim->x / aspectRatio) ;
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if( pNodeDim->y < 1 )
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pNodeDim->y = 1;
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pNodeDim->z = pNodeDim->x;
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}
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else {
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pNodeDim->y = numDiv - 1;
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pNodeDim->x = (int) (aspectRatio * pNodeDim->y);
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if( pNodeDim->x < 1 )
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pNodeDim->x = 1;
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pNodeDim->z = pNodeDim->y;
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}
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}
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/******************************Public*Routine******************************\
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* SetWinSize
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*
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* Set the window size for the view, derive other view params.
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*
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* Return FALSE if new size same as old.
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\**************************************************************************/
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BOOL
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VIEW::SetWinSize( int width, int height )
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{
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if( (width == winSize.width) &&
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(height == winSize.height) )
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return FALSE;
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winSize.width = width;
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winSize.height = height;
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aspectRatio = winSize.height == 0 ? 1.0f : (float)winSize.width/winSize.height;
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if( winSize.width >= winSize.height ) {
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world.x = numDiv * divSize;
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world.y = world.x / aspectRatio;
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world.z = world.x;
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}
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else {
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world.y = numDiv * divSize;
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world.x = world.y * aspectRatio;
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world.z = world.y;
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}
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return TRUE;
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}
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/******************************Public*Routine******************************\
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* SetSceneRotation
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*
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\**************************************************************************/
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void
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VIEW::IncrementSceneRotation()
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{
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yRot += 9.73156f;
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if( yRot >= 360.0f )
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// prevent overflow
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yRot -= 360.0f;
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}
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