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flightgear/Main/GLUTmain.c

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/**************************************************************************
* GLUTmain.c -- top level sim routines
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*
* Written by Curtis Olson for OpenGL, started May 1997.
*
* Copyright (C) 1997 Curtis L. Olson - curt@infoplane.com
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License as
* published by the Free Software Foundation; either version 2 of the
* License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful, but
* WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
*
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* $Id$
* (Log is kept at end of this file)
**************************************************************************/
#ifdef WIN32
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# include <windows.h>
#endif
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#include <GL/glut.h>
#include <stdio.h>
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#include "GLUTkey.h"
#include "fg_init.h"
#include "views.h"
#include "../constants.h"
#include "../general.h"
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#include "../Aircraft/aircraft.h"
#include "../Cockpit/cockpit.h"
#include "../Joystick/joystick.h"
#include "../Math/fg_geodesy.h"
#include "../Math/mat3.h"
#include "../Math/polar.h"
#include "../Scenery/mesh.h"
#include "../Scenery/scenery.h"
#include "../Time/fg_time.h"
#include "../Time/fg_timer.h"
#include "../Time/sunpos.h"
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#include "../Weather/weather.h"
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/* This is a record containing all the info for the aircraft currently
being operated */
struct AIRCRAFT current_aircraft;
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/* This is a record containing global housekeeping information */
struct GENERAL general;
/* This is a record containing current weather info */
struct WEATHER current_weather;
/* This is a record containing current view parameters */
struct VIEW current_view;
/* view parameters */
static GLfloat win_ratio = 1.0;
/* sun direction */
static GLfloat sun_vec[4] = {1.0, 0.0, 0.0, 0.0 };
/* if the 4th field is 0.0, this specifies a direction ... */
/* clear color (sky) */
static GLfloat fgClearColor[4] = {0.60, 0.60, 0.90, 1.0};
/* fog color */
static GLfloat fgFogColor[4] = {0.65, 0.65, 0.85, 1.0};
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/* temporary hack */
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/* extern struct mesh *mesh_ptr; */
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/* Function prototypes */
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/* GLint fgSceneryCompile_OLD(); */
/* static void fgSceneryDraw_OLD(); */
/* pointer to scenery structure */
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/* static GLint scenery, runway; */
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/* Another hack */
/* double view_offset = 0.0;
double goal_view_offset = 0.0; */
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double Simtime;
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/* Another hack */
int use_signals = 0;
/* Yet another hack. This one used by the HUD code. Michele */
int show_hud;
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/**************************************************************************
* fgInitVisuals() -- Initialize various GL/view parameters
**************************************************************************/
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static void fgInitVisuals() {
struct WEATHER *w;
w = &current_weather;
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glEnable( GL_DEPTH_TEST );
/* glFrontFace(GL_CW); */
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glEnable( GL_CULL_FACE );
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/* If enabled, normal vectors specified with glNormal are scaled
to unit length after transformation. See glNormal. */
glEnable( GL_NORMALIZE );
glLightfv( GL_LIGHT0, GL_POSITION, sun_vec );
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glEnable( GL_LIGHTING );
glEnable( GL_LIGHT0 );
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glShadeModel( GL_FLAT ); /* glShadeModel( GL_SMOOTH ); */
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glEnable( GL_FOG );
glFogi (GL_FOG_MODE, GL_LINEAR);
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/* glFogf (GL_FOG_START, 1.0); */
glFogf (GL_FOG_END, w->visibility);
glFogfv (GL_FOG_COLOR, fgFogColor);
/* glFogf (GL_FOG_DENSITY, w->visibility); */
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/* glHint (GL_FOG_HINT, GL_FASTEST); */
glClearColor(fgClearColor[0], fgClearColor[1], fgClearColor[2],
fgClearColor[3]);
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}
/**************************************************************************
* Update the view volume, position, and orientation
**************************************************************************/
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static void fgUpdateViewParams() {
struct FLIGHT *f;
struct fgTIME *t;
struct VIEW *v;
MAT3vec nup, nsun;
double sun_angle, temp, ambient, diffuse, sky;
GLfloat color[4] = { 1.0, 1.0, 0.50, 1.0 };
GLfloat amb[3], diff[3], fog[4], clear[4];
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f = &current_aircraft.flight;
t = &cur_time_params;
v = &current_view;
fgViewUpdate(f, v);
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/* Tell GL we are about to modify the projection parameters */
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45.0, 1.0/win_ratio, 1.0, 200000.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
/* set up our view volume */
gluLookAt(v->view_pos.x, v->view_pos.y, v->view_pos.z,
v->view_pos.x + v->view_forward[0],
v->view_pos.y + v->view_forward[1],
v->view_pos.z + v->view_forward[2],
v->view_up[0], v->view_up[1], v->view_up[2]);
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/* set the sun position */
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glLightfv( GL_LIGHT0, GL_POSITION, sun_vec );
/* calculate lighting parameters based on sun's relative angle to
* local up */
MAT3_COPY_VEC(nup, v->local_up);
nsun[0] = t->fg_sunpos.x;
nsun[1] = t->fg_sunpos.y;
nsun[2] = t->fg_sunpos.z;
MAT3_NORMALIZE_VEC(nup, temp);
MAT3_NORMALIZE_VEC(nsun, temp);
sun_angle = acos(MAT3_DOT_PRODUCT(nup, nsun));
printf("SUN ANGLE relative to current location = %.3f rads.\n", sun_angle);
/* ya kind'a have to plot this to see the magic */
ambient = 0.4 * pow(2.4, -sun_angle*sun_angle*sun_angle*sun_angle/3.0);
diffuse = 0.4 * cos(0.6*sun_angle*sun_angle);
sky = 0.85 * pow(1.6, -sun_angle*sun_angle*sun_angle*sun_angle/2.0) + 0.15;
if ( ambient < 0.1 ) { ambient = 0.1; }
if ( diffuse < 0.0 ) { diffuse = 0.0; }
if ( sky < 0.0 ) { sky = 0.0; }
amb[0] = color[0] * ambient;
amb[1] = color[1] * ambient;
amb[2] = color[2] * ambient;
diff[0] = color[0] * diffuse;
diff[1] = color[1] * diffuse;
diff[2] = color[2] * diffuse;
/* set lighting parameters */
glLightfv(GL_LIGHT0, GL_AMBIENT, amb );
glLightfv(GL_LIGHT0, GL_DIFFUSE, diff );
/* set fog color */
fog[0] = fgFogColor[0] * (ambient + diffuse);
fog[1] = fgFogColor[1] * (ambient + diffuse);
fog[2] = fgFogColor[2] * (ambient + diffuse);
fog[3] = fgFogColor[3];
glFogfv (GL_FOG_COLOR, fog);
/* set sky color */
clear[0] = fgClearColor[0] * sky;
clear[1] = fgClearColor[1] * sky;
clear[2] = fgClearColor[2] * sky;
clear[3] = fgClearColor[3];
glClearColor(clear[0], clear[1], clear[2], clear[3]);
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}
/**************************************************************************
* Update all Visuals (redraws anything graphics related)
**************************************************************************/
static void fgUpdateVisuals( void ) {
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/* update view volume parameters */
fgUpdateViewParams();
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glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
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/* Tell GL we are switching to model view parameters */
glMatrixMode(GL_MODELVIEW);
/* glLoadIdentity(); */
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/* draw scenery */
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fgSceneryRender();
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/* display HUD */
if( show_hud ) {
fgCockpitUpdate();
/* fgUpdateHUD(); */
}
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#ifdef GLUT
glutSwapBuffers();
#endif
}
/**************************************************************************
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* Update internal time dependent calculations (i.e. flight model)
**************************************************************************/
void fgUpdateTimeDepCalcs(int multi_loop) {
struct FLIGHT *f;
struct fgTIME *t;
struct VIEW *v;
int i;
f = &current_aircraft.flight;
t = &cur_time_params;
v = &current_view;
/* update the flight model */
if ( multi_loop < 0 ) {
multi_loop = DEFAULT_MULTILOOP;
}
/* printf("updating flight model x %d\n", multi_loop); */
fgFlightModelUpdate(FG_LARCSIM, f, multi_loop);
/* refresh shared sun position and sun_vec */
fgUpdateSunPos();
/* the sun position has to be translated just like everything else */
sun_vec[0] = t->fg_sunpos.x - scenery.center.x;
sun_vec[1] = t->fg_sunpos.y - scenery.center.y;
sun_vec[2] = t->fg_sunpos.z - scenery.center.z;
/* make this a directional light source only */
sun_vec[3] = 0.0;
/* update the view angle */
for ( i = 0; i < multi_loop; i++ ) {
if ( fabs(v->goal_view_offset - v->view_offset) < 0.05 ) {
v->view_offset = v->goal_view_offset;
break;
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} else {
/* move v->view_offset towards v->goal_view_offset */
if ( v->goal_view_offset > v->view_offset ) {
if ( v->goal_view_offset - v->view_offset < FG_PI ) {
v->view_offset += 0.01;
} else {
v->view_offset -= 0.01;
}
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} else {
if ( v->view_offset - v->goal_view_offset < FG_PI ) {
v->view_offset -= 0.01;
} else {
v->view_offset += 0.01;
}
}
if ( v->view_offset > FG_2PI ) {
v->view_offset -= FG_2PI;
} else if ( v->view_offset < 0 ) {
v->view_offset += FG_2PI;
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}
}
}
}
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void fgInitTimeDepCalcs() {
/* initialize timer */
#ifdef USE_ITIMER
fgTimerInit( 1.0 / DEFAULT_TIMER_HZ, fgUpdateTimeDepCalcs );
#endif USE_ITIMER
}
/**************************************************************************
* Scenery management routines
**************************************************************************/
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/* static void fgSceneryInit_OLD() { */
/* make scenery */
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/* scenery = fgSceneryCompile_OLD();
runway = fgRunwayHack_OLD(0.69, 53.07);
} */
/* create the scenery */
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/* GLint fgSceneryCompile_OLD() {
GLint scenery;
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scenery = mesh2GL(mesh_ptr_OLD);
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return(scenery);
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}
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*/
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/* hack in a runway */
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/* GLint fgRunwayHack_OLD(double width, double length) {
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static GLfloat concrete[4] = { 0.5, 0.5, 0.5, 1.0 };
static GLfloat line[4] = { 0.9, 0.9, 0.9, 1.0 };
int i;
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int num_lines = 16;
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float line_len, line_width_2, cur_pos;
runway = glGenLists(1);
glNewList(runway, GL_COMPILE);
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*/
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/* draw concrete */
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/* glBegin(GL_POLYGON);
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glMaterialfv( GL_FRONT, GL_AMBIENT_AND_DIFFUSE, concrete );
glNormal3f(0.0, 0.0, 1.0);
glVertex3d( 0.0, -width/2.0, 0.0);
glVertex3d( 0.0, width/2.0, 0.0);
glVertex3d(length, width/2.0, 0.0);
glVertex3d(length, -width/2.0, 0.0);
glEnd();
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*/
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/* draw center line */
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/* glMaterialfv( GL_FRONT, GL_AMBIENT_AND_DIFFUSE, line );
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line_len = length / ( 2 * num_lines + 1);
printf("line_len = %.3f\n", line_len);
line_width_2 = 0.02;
cur_pos = line_len;
for ( i = 0; i < num_lines; i++ ) {
glBegin(GL_POLYGON);
glVertex3d( cur_pos, -line_width_2, 0.005);
glVertex3d( cur_pos, line_width_2, 0.005);
cur_pos += line_len;
glVertex3d( cur_pos, line_width_2, 0.005);
glVertex3d( cur_pos, -line_width_2, 0.005);
cur_pos += line_len;
glEnd();
}
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glEndList();
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return(runway);
}
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*/
/* draw the scenery */
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/*static void fgSceneryDraw_OLD() {
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static float z = 32.35;
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glPushMatrix();
glCallList(scenery);
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printf("*** Drawing runway at %.2f\n", z);
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glTranslatef( -398391.28, 120070.41, 32.35);
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glRotatef(170.0, 0.0, 0.0, 1.0);
glCallList(runway);
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glPopMatrix();
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}
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*/
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/* What should we do when we have nothing else to do? How about get
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* ready for the next move and update the display? */
static void fgMainLoop( void ) {
static int remainder = 0;
int elapsed, multi_loop;
double cur_elev;
double joy_x, joy_y;
int joy_b1, joy_b2;
struct FLIGHT *f;
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f = &current_aircraft.flight;
/* Read joystick */
/* fgJoystickRead( &joy_x, &joy_y, &joy_b1, &joy_b2 ); */
/* printf( "Joystick X %f Y %f B1 %d B2 %d\n",
joy_x, joy_y, joy_b1, joy_b2 );
fgElevSet( -joy_y );
fgAileronSet( joy_x ); */
/* update the weather for our current position */
fgWeatherUpdate(FG_Longitude * RAD_TO_ARCSEC,
FG_Latitude * RAD_TO_ARCSEC,
FG_Altitude * FEET_TO_METER);
/* Calculate model iterations needed */
elapsed = fgGetTimeInterval();
printf("Time interval is = %d, previous remainder is = %d\n", elapsed,
remainder);
printf("--> Frame rate is = %.2f\n", 1000.0 / (float)elapsed);
elapsed += remainder;
multi_loop = ((float)elapsed * 0.001) * DEFAULT_MODEL_HZ;
remainder = elapsed - ((multi_loop*1000) / DEFAULT_MODEL_HZ);
printf("Model iterations needed = %d, new remainder = %d\n", multi_loop,
remainder);
if ( ! use_signals ) {
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/* flight model */
fgUpdateTimeDepCalcs(multi_loop);
}
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/* I'm just sticking this here for now, it should probably move
* eventually */
cur_elev = mesh_altitude(FG_Longitude * RAD_TO_ARCSEC,
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FG_Latitude * RAD_TO_ARCSEC);
printf("Ground elevation is %.2f meters here.\n", cur_elev);
/* FG_Runway_altitude = cur_elev * METER_TO_FEET; */
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if ( FG_Altitude * FEET_TO_METER < cur_elev + 3.758099) {
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/* set this here, otherwise if we set runway height above our
current height we get a really nasty bounce. */
FG_Runway_altitude = FG_Altitude - 3.758099;
/* now set aircraft altitude above ground */
FG_Altitude = cur_elev * METER_TO_FEET + 3.758099;
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printf("<*> resetting altitude to %.0f meters\n",
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FG_Altitude * FEET_TO_METER);
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}
aircraft_debug(1);
/* redraw display */
fgUpdateVisuals();
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}
/**************************************************************************
* Handle new window size or exposure
**************************************************************************/
static void fgReshape( int width, int height ) {
/* Do this so we can call fgReshape(0,0) ourselves without having to know
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* what the values of width & height are. */
if ( (height > 0) && (width > 0) ) {
win_ratio = (GLfloat) height / (GLfloat) width;
}
/* Inform gl of our view window size */
glViewport(0, 0, (GLint)width, (GLint)height);
fgUpdateViewParams();
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glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
}
/**************************************************************************
* Main ...
**************************************************************************/
int main( int argc, char *argv[] ) {
struct FLIGHT *f;
f = &current_aircraft.flight;
printf("Flight Gear: prototype version %s\n\n", VERSION);
/**********************************************************************
* Initialize the Window/Graphics environment.
**********************************************************************/
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#ifdef GLUT
/* initialize GLUT */
glutInit(&argc, argv);
/* Define Display Parameters */
glutInitDisplayMode( GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE );
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/* Define initial window size */
glutInitWindowSize(640, 480);
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/* Initialize windows */
glutCreateWindow("Flight Gear");
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#endif
/* This is the general house keeping init routine */
fgInitGeneral();
/* This is the top level init routine which calls all the other
* subsystem initialization routines. If you are adding a
* subsystem to flight gear, its initialization call should
* located in this routine.*/
fgInitSubsystems();
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/* setup view parameters, only makes GL calls */
fgInitVisuals();
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if ( use_signals ) {
/* init timer routines, signals, etc. Arrange for an alarm
signal to be generated, etc. */
fgInitTimeDepCalcs();
}
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/**********************************************************************
* Initialize the Event Handlers.
**********************************************************************/
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#ifdef GLUT
/* call fgReshape() on window resizes */
glutReshapeFunc( fgReshape );
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/* call key() on keyboard event */
glutKeyboardFunc( GLUTkey );
glutSpecialFunc( GLUTspecialkey );
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/* call fgMainLoop() whenever there is nothing else to do */
glutIdleFunc( fgMainLoop );
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/* draw the scene */
glutDisplayFunc( fgUpdateVisuals );
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/* pass control off to the GLUT event handler */
glutMainLoop();
#endif
return(0);
}
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#ifdef NO_PRINTF
#include <stdarg.h>
int printf (const char *format, ...) {
}
#endif
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/* $Log$
/* Revision 1.12 1997/08/27 21:32:24 curt
/* Restructured view calculation code. Added stars.
/*
* Revision 1.11 1997/08/27 03:30:16 curt
* Changed naming scheme of basic shared structures.
*
* Revision 1.10 1997/08/25 20:27:22 curt
* Merged in initial HUD and Joystick code.
*
* Revision 1.9 1997/08/22 21:34:39 curt
* Doing a bit of reorganizing and house cleaning.
*
* Revision 1.8 1997/08/19 23:55:03 curt
* Worked on better simulating real lighting.
*
* Revision 1.7 1997/08/16 12:22:38 curt
* Working on improving the lighting/shading.
*
* Revision 1.6 1997/08/13 20:24:56 curt
* Changes due to changing sunpos interface.
*
* Revision 1.5 1997/08/06 21:08:32 curt
* Sun position now *really* works (I think) ... I still have sun time warping
* code in place, probably should remove it soon.
*
* Revision 1.4 1997/08/06 15:41:26 curt
* Working on correct sun position.
*
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* Revision 1.3 1997/08/06 00:24:22 curt
* Working on correct real time sun lighting.
*
* Revision 1.2 1997/08/04 20:25:15 curt
* Organizational tweaking.
*
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* Revision 1.1 1997/08/02 18:45:00 curt
* Renamed GLmain.c GLUTmain.c
*
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* Revision 1.43 1997/08/02 16:23:47 curt
* Misc. tweaks.
*
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* Revision 1.42 1997/08/01 19:43:33 curt
* Making progress with coordinate system overhaul.
*
* Revision 1.41 1997/07/31 22:52:37 curt
* Working on redoing internal coordinate systems & scenery transformations.
*
* Revision 1.40 1997/07/30 16:12:42 curt
* Moved fg_random routines from Util/ to Math/
*
* Revision 1.39 1997/07/21 14:45:01 curt
* Minor tweaks.
*
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* Revision 1.38 1997/07/19 23:04:47 curt
* Added an initial weather section.
*
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* Revision 1.37 1997/07/19 22:34:02 curt
* Moved PI definitions to ../constants.h
* Moved random() stuff to ../Utils/ and renamed fg_random()
*
* Revision 1.36 1997/07/18 23:41:25 curt
* Tweaks for building with Cygnus Win32 compiler.
*
* Revision 1.35 1997/07/18 14:28:34 curt
* Hacked in some support for wind/turbulence.
*
* Revision 1.34 1997/07/16 20:04:48 curt
* Minor tweaks to aid Win32 port.
*
1997-07-16 20:04:42 +00:00
* Revision 1.33 1997/07/12 03:50:20 curt
* Added an #include <Windows32/Base.h> to help compiling for Win32
*
* Revision 1.32 1997/07/11 03:23:18 curt
* Solved some scenery display/orientation problems. Still have a positioning
* (or transformation?) problem.
*
* Revision 1.31 1997/07/11 01:29:58 curt
* More tweaking of terrian floor.
*
1997-07-11 01:29:58 +00:00
* Revision 1.30 1997/07/10 04:26:37 curt
* We now can interpolated ground elevation for any position in the grid. We
* can use this to enforce a "hard" ground. We still need to enforce some
* bounds checking so that we don't try to lookup data points outside the
* grid data set.
*
* Revision 1.29 1997/07/09 21:31:12 curt
* Working on making the ground "hard."
*
1997-07-09 21:31:08 +00:00
* Revision 1.28 1997/07/08 18:20:12 curt
* Working on establishing a hard ground.
*
1997-07-08 18:20:11 +00:00
* Revision 1.27 1997/07/07 20:59:49 curt
* Working on scenery transformations to enable us to fly fluidly over the
* poles with no discontinuity/distortion in scenery.
*
* Revision 1.26 1997/07/05 20:43:34 curt
* renamed mat3 directory to Math so we could add other math related routines.
*
* Revision 1.25 1997/06/29 21:19:17 curt
* Working on scenery management system.
*
1997-06-29 21:19:16 +00:00
* Revision 1.24 1997/06/26 22:14:53 curt
* Beginning work on a scenery management system.
*
* Revision 1.23 1997/06/26 19:08:33 curt
* Restructuring make, adding automatic "make dep" support.
*
* Revision 1.22 1997/06/25 15:39:47 curt
* Minor changes to compile with rsxnt/win32.
*
* Revision 1.21 1997/06/22 21:44:41 curt
* Working on intergrating the VRML (subset) parser.
*
* Revision 1.20 1997/06/21 17:12:53 curt
* Capitalized subdirectory names.
*
1997-06-21 17:12:38 +00:00
* Revision 1.19 1997/06/18 04:10:31 curt
* A couple more runway tweaks ...
*
1997-06-18 04:10:31 +00:00
* Revision 1.18 1997/06/18 02:21:24 curt
* Hacked in a runway
*
1997-06-18 02:21:23 +00:00
* Revision 1.17 1997/06/17 16:51:58 curt
* Timer interval stuff now uses gettimeofday() instead of ftime()
*
* Revision 1.16 1997/06/17 04:19:16 curt
* More timer related tweaks with respect to view direction changes.
*
* Revision 1.15 1997/06/17 03:41:10 curt
* Nonsignal based interval timing is now working.
* This would be a good time to look at cleaning up the code structure a bit.
*
* Revision 1.14 1997/06/16 19:32:51 curt
* Starting to add general timer support.
*
1997-06-16 19:32:50 +00:00
* Revision 1.13 1997/06/02 03:40:06 curt
* A tiny bit more view tweaking.
*
1997-06-02 03:40:06 +00:00
* Revision 1.12 1997/06/02 03:01:38 curt
* Working on views (side, front, back, transitions, etc.)
*
* Revision 1.11 1997/05/31 19:16:25 curt
* Elevator trim added.
*
1997-05-31 19:16:24 +00:00
* Revision 1.10 1997/05/31 04:13:52 curt
* WE CAN NOW FLY!!!
*
* Continuing work on the LaRCsim flight model integration.
* Added some MSFS-like keyboard input handling.
*
* Revision 1.9 1997/05/30 19:27:01 curt
* The LaRCsim flight model is starting to look like it is working.
*
* Revision 1.8 1997/05/30 03:54:10 curt
* Made a bit more progress towards integrating the LaRCsim flight model.
*
* Revision 1.7 1997/05/29 22:39:49 curt
* Working on incorporating the LaRCsim flight model.
*
* Revision 1.6 1997/05/29 12:31:39 curt
* Minor tweaks, moving towards general flight model integration.
*
* Revision 1.5 1997/05/29 02:33:23 curt
* Updated to reflect changing interfaces in other "modules."
*
* Revision 1.4 1997/05/27 17:44:31 curt
* Renamed & rearranged variables and routines. Added some initial simple
* timer/alarm routines so the flight model can be updated on a regular
* interval.
*
* Revision 1.3 1997/05/23 15:40:25 curt
* Added GNU copyright headers.
* Fog now works!
*
* Revision 1.2 1997/05/23 00:35:12 curt
* Trying to get fog to work ...
*
1997-05-23 00:35:09 +00:00
* Revision 1.1 1997/05/21 15:57:51 curt
* Renamed due to added GLUT support.
*
1997-05-21 15:57:49 +00:00
* Revision 1.3 1997/05/19 18:22:42 curt
* Parameter tweaking ... starting to stub in fog support.
*
* Revision 1.2 1997/05/17 00:17:34 curt
* Trying to stub in support for standard OpenGL.
*
* Revision 1.1 1997/05/16 16:05:52 curt
* Initial revision.
*
*/