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flightgear/Main/mesh2GL.c

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/**************************************************************************
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* mesh2GL.c -- walk through a mesh data structure and make GL calls
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*
* Written by Curtis Olson, 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 __CYGWIN32__
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# include <windows.h>
#endif
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#include <GL/glut.h>
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#include <stdlib.h> /* for random(), srandom() */
#include <time.h> /* for time() to seed srandom() */
#include "../constants.h"
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#include "../Scenery/mesh.h"
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#include "../Scenery/scenery.h"
#include "../Math/mat3.h"
#include "../Math/polar.h"
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/* The following routine is a real hack used for testing puposes only
* and should probably be removed. */
void mesh_make_test_object(double lon, double lat) {
struct fgCartesianPoint origin;
double elev;
double b = 0.25;
double h = 0.50;
static GLfloat color[4] = { 1.0, 0.25, 0.25, 1.0 };
glMaterialfv( GL_FRONT, GL_AMBIENT_AND_DIFFUSE, color );
elev = mesh_altitude(lon, lat) * 0.001;
printf("Elevation of test structure is: %.2f\n", elev);
printf("Center of structure geodetic: (%.2f, %.2f\n", lon, lat);
origin = fgGeodetic2Cartesian(lon*ARCSEC_TO_RAD, lat*ARCSEC_TO_RAD);
printf("Center (unit circle) is (%.8f, %.8f, %.8f)\n", origin.x, origin.y,
origin.z);
origin = fgRotateCartesianPoint(origin);
printf("Center of structure is: (%.4f, %.4f\n", origin.y, origin.z);
glBegin(GL_TRIANGLES);
glVertex3d(origin.y - b, origin.z - b, elev);
glVertex3d(origin.y + b, origin.z - b, elev);
glVertex3d(origin.y, origin.z, elev+h);
glVertex3d(origin.y + b, origin.z - b, elev);
glVertex3d(origin.y + b, origin.z + b, elev);
glVertex3d(origin.y, origin.z, elev+h);
glVertex3d(origin.y + b, origin.z + b, elev);
glVertex3d(origin.y - b, origin.z + b, elev);
glVertex3d(origin.y, origin.z, elev+h);
glVertex3d(origin.y - b, origin.z + b, elev);
glVertex3d(origin.y - b, origin.z - b, elev);
glVertex3d(origin.y, origin.z, elev+h);
glEnd();
}
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/* walk through mesh and make ogl calls */
GLint mesh2GL(struct mesh *m) {
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GLint mesh;
/* static GLfloat color[4] = { 0.5, 0.4, 0.25, 1.0 }; */ /* dark desert */
static GLfloat color[4] = { 0.5, 0.5, 0.25, 1.0 };
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double randx, randy;
int t;
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float x1, y1, x2, y2, z11, z12, z21, z22;
struct fgCartesianPoint p11, p12, p21, p22;
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MAT3vec v1, v2, normal;
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int i, j, istep, jstep, iend, jend;
float temp;
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printf("In mesh2GL(), generating GL call list.\n");
/* Detail level. This is how big a step we take as we walk
* through the DEM data set. This value is initialized in
* .../Scenery/scenery.c:fgSceneryInit() */
istep = jstep = cur_scenery_params.terrain_skip ;
/* setup the batch transformation */
fgRotateBatchInit(-m->originx * ARCSEC_TO_RAD, -m->originy * ARCSEC_TO_RAD);
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mesh = glGenLists(1);
glNewList(mesh, GL_COMPILE);
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glMaterialfv( GL_FRONT, GL_AMBIENT_AND_DIFFUSE, color );
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iend = m->cols - 1;
jend = m->rows - 1;
y1 = m->originy;
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y2 = y1 + (m->col_step * istep);
for ( i = 0; i < iend; i += istep ) {
x1 = m->originx;
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x2 = x1 + (m->row_step * jstep);
glBegin(GL_TRIANGLE_STRIP);
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for ( j = 0; j < jend; j += jstep ) {
p11 = fgGeodetic2Cartesian(x1*ARCSEC_TO_RAD, y1*ARCSEC_TO_RAD);
/* printf("A geodetic is (%.2f, %.2f)\n", x1, y1); */
/* printf("A cart is (%.8f, %.8f, %.8f)\n", p11.x, p11.y, p11.z); */
p11 = fgRotateCartesianPoint(p11);
/* printf("A point is (%.8f, %.8f, %.8f)\n", p11.y, p11.z, z11); */
p12 = fgGeodetic2Cartesian(x1*ARCSEC_TO_RAD, y2*ARCSEC_TO_RAD);
p12 = fgRotateCartesianPoint(p12);
p21 = fgGeodetic2Cartesian(x2*ARCSEC_TO_RAD, y1*ARCSEC_TO_RAD);
p21 = fgRotateCartesianPoint(p21);
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p22 = fgGeodetic2Cartesian(x2*ARCSEC_TO_RAD, y2*ARCSEC_TO_RAD);
p22 = fgRotateCartesianPoint(p22);
z11 = 0.001 * m->mesh_data[i * m->cols + j ];
z12 = 0.001 * m->mesh_data[(i+istep) * m->cols + j ];
z21 = 0.001 * m->mesh_data[i * m->cols + (j+jstep)];
z22 = 0.001 * m->mesh_data[(i+istep) * m->cols + (j+jstep)];
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v1[0] = p22.y - p11.y; v1[1] = p22.z - p11.z; v1[2] = z22 - z11;
v2[0] = p12.y - p11.y; v2[1] = p12.z - p11.z; v2[2] = z12 - z11;
MAT3cross_product(normal, v1, v2);
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MAT3_NORMALIZE_VEC(normal,temp);
glNormal3d(normal[0], normal[1], normal[2]);
/* printf("normal 1 = (%.2f %.2f %.2f\n", normal[0], normal[1],
normal[2]); */
if ( j == 0 ) {
/* first time through */
glVertex3d(p12.y, p12.z, z12);
glVertex3d(p11.y, p11.z, z11);
}
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glVertex3d(p22.y, p22.z, z22);
v2[0] = p21.y - p11.y; v2[1] = p21.z - p11.z; v2[2] = z21 - z11;
MAT3cross_product(normal, v2, v1);
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MAT3_NORMALIZE_VEC(normal,temp);
glNormal3d(normal[0], normal[1], normal[2]);
/* printf("normal 2 = (%.2f %.2f %.2f\n", normal[0], normal[1],
normal[2]); */
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glVertex3d(p21.y, p21.z, z21);
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x1 += m->row_step * jstep;
x2 += m->row_step * jstep;
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}
glEnd();
y1 += m->col_step * istep;
y2 += m->col_step * istep;
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}
/* this will go, it's only here for testing/debugging */
/*
for ( i = m->originy; i < m->originy + (m->row_step * iend); i += 120 ) {
for ( j = m->originx; j < m->originx + (m->col_step * jend); j += 120) {
mesh_make_test_object(j, i);
}
}
*/
#ifdef USE_RAND
srand(time(&t));
#else
srandom(time(&t));
#endif
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for ( i = 0; i < 200; i++ ) {
#ifdef USE_RAND
randx = rand() * 3600.0 / RAND_MAX;
randy = rand() * 3600.0 / RAND_MAX;
#else
randx = random() * 3600.0 / RAND_MAX;
randy = random() * 3600.0 / RAND_MAX;
#endif
mesh_make_test_object(m->originx + randx, m->originy + randy);
}
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glEndList();
return(mesh);
}
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/* $Log$
/* Revision 1.35 1997/07/18 14:28:35 curt
/* Hacked in some support for wind/turbulence.
/*
* Revision 1.34 1997/07/16 20:04:50 curt
* Minor tweaks to aid Win32 port.
*
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* Revision 1.33 1997/07/14 16:26:04 curt
* Testing/playing -- placed objects randomly across the entire terrain.
*
* Revision 1.32 1997/07/12 03:50:21 curt
* Added an #include <Windows32/Base.h> to help compiling for Win32
*
* Revision 1.31 1997/07/12 02:27:07 curt
* Looking at potential scenery transformation/coordinate system problems.
*
* Revision 1.30 1997/07/11 03:23:18 curt
* Solved some scenery display/orientation problems. Still have a positioning
* (or transformation?) problem.
*
* Revision 1.29 1997/07/11 01:29:58 curt
* More tweaking of terrian floor.
*
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* Revision 1.28 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 1.27 1997/07/09 21:31:13 curt
* Working on making the ground "hard."
*
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* Revision 1.26 1997/07/08 18:20:13 curt
* Working on establishing a hard ground.
*
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* Revision 1.25 1997/07/07 20:59:50 curt
* Working on scenery transformations to enable us to fly fluidly over the
* poles with no discontinuity/distortion in scenery.
*
* Revision 1.24 1997/07/05 20:43:35 curt
* renamed mat3 directory to Math so we could add other math related routines.
*
* Revision 1.23 1997/07/03 00:51:14 curt
* Playing with terrain color.
*
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* Revision 1.22 1997/06/29 21:19:17 curt
* Working on scenery management system.
*
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* Revision 1.21 1997/06/21 17:12:54 curt
* Capitalized subdirectory names.
*
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* Revision 1.20 1997/06/18 04:10:32 curt
* A couple more runway tweaks ...
*
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* Revision 1.19 1997/06/18 02:21:24 curt
* Hacked in a runway
*
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* Revision 1.18 1997/06/17 04:19:17 curt
* More timer related tweaks with respect to view direction changes.
*
* Revision 1.17 1997/06/16 19:32:52 curt
* Starting to add general timer support.
*
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* Revision 1.16 1997/06/02 03:40:07 curt
* A tiny bit more view tweaking.
*
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* Revision 1.15 1997/06/02 03:01:38 curt
* Working on views (side, front, back, transitions, etc.)
*
* Revision 1.14 1997/05/31 19:16:26 curt
* Elevator trim added.
*
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* Revision 1.13 1997/05/31 04:13:53 curt
* WE CAN NOW FLY!!!
*
* Continuing work on the LaRCsim flight model integration.
* Added some MSFS-like keyboard input handling.
*
* Revision 1.12 1997/05/30 23:26:20 curt
* Added elevator/aileron controls.
*
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* Revision 1.11 1997/05/30 19:27:02 curt
* The LaRCsim flight model is starting to look like it is working.
*
* Revision 1.10 1997/05/30 03:54:11 curt
* Made a bit more progress towards integrating the LaRCsim flight model.
*
* Revision 1.9 1997/05/29 22:39:51 curt
* Working on incorporating the LaRCsim flight model.
*
* Revision 1.8 1997/05/29 12:31:40 curt
* Minor tweaks, moving towards general flight model integration.
*
* Revision 1.7 1997/05/29 02:33:24 curt
* Updated to reflect changing interfaces in other "modules."
*
* Revision 1.6 1997/05/27 17:44:32 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 1.5 1997/05/24 01:45:32 curt
* Fixed surface normals for triangle mesh.
*
* Revision 1.4 1997/05/23 20:05:24 curt
* First stab at using GL_TRIANGLE_STRIP's instead of GL_POLYGONS (to conserve
* memory)
*
* Revision 1.3 1997/05/23 15:40:26 curt
* Added GNU copyright headers.
* Fog now works!
*
* Revision 1.2 1997/05/23 00:35:13 curt
* Trying to get fog to work ...
*
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* Revision 1.1 1997/05/21 15:57:52 curt
* Renamed due to added GLUT support.
*
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* Revision 1.3 1997/05/19 18:22:42 curt
* Parameter tweaking ... starting to stub in fog support.
*
* Revision 1.2 1997/05/17 00:17:35 curt
* Trying to stub in support for standard OpenGL.
*
* Revision 1.1 1997/05/16 16:05:52 curt
* Initial revision.
*
*/