1997-06-27 02:26:30 +00:00
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/**************************************************************************
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* scenery.c -- data structures and routines for managing scenery.
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*
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* Written by Curtis Olson, started May 1997.
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*
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* Copyright (C) 1997 Curtis L. Olson - curt@infoplane.com
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License as
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* published by the Free Software Foundation; either version 2 of the
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* License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but
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* WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
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*
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* $Id$
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* (Log is kept at end of this file)
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**************************************************************************/
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1997-07-16 20:04:42 +00:00
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#ifdef __CYGWIN32__
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# include <windows.h>
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#endif
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1997-06-29 21:16:47 +00:00
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#include <GL/glut.h>
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1997-06-27 02:26:30 +00:00
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#include "scenery.h"
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1997-06-29 21:16:47 +00:00
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#include "parsevrml.h"
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/* Temporary hack until we get the scenery management system running */
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GLint mesh_hack;
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1997-06-27 02:26:30 +00:00
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1997-07-11 01:29:58 +00:00
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/* Shared structure to hold current scenery parameters */
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struct scenery_params cur_scenery_params;
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1997-06-27 02:26:30 +00:00
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/* Initialize the Scenery Management system */
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void fgSceneryInit() {
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1997-07-11 01:29:58 +00:00
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/* set the default terrain detail level */
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1997-07-16 20:04:42 +00:00
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cur_scenery_params.terrain_skip = 20;
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1997-06-27 02:26:30 +00:00
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}
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/* Tell the scenery manager where we are so it can load the proper data, and
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* build the proper structures. */
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void fgSceneryUpdate(double lon, double lat, double elev) {
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/* a hardcoded hack follows */
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/* this routine should parse the file, and make calls back to the
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* scenery management system to build the appropriate structures */
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1997-06-29 21:16:47 +00:00
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fgParseVRML("mesa-e.wrl");
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1997-06-27 02:26:30 +00:00
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}
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/* Render out the current scene */
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void fgSceneryRender() {
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1997-06-29 21:16:47 +00:00
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glPushMatrix();
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glCallList(mesh_hack);
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glPopMatrix();
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1997-06-27 02:26:30 +00:00
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}
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/* $Log$
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1997-07-16 20:04:42 +00:00
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/* Revision 1.7 1997/07/16 20:04:52 curt
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/* Minor tweaks to aid Win32 port.
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1997-06-27 02:26:30 +00:00
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/*
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1997-07-16 20:04:42 +00:00
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* Revision 1.6 1997/07/14 16:26:05 curt
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* Testing/playing -- placed objects randomly across the entire terrain.
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*
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1997-07-14 16:26:03 +00:00
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* Revision 1.5 1997/07/11 03:23:19 curt
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* Solved some scenery display/orientation problems. Still have a positioning
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* (or transformation?) problem.
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*
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1997-07-11 03:23:18 +00:00
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* Revision 1.4 1997/07/11 01:30:03 curt
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* More tweaking of terrian floor.
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*
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1997-07-11 01:29:58 +00:00
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* Revision 1.3 1997/06/29 21:16:50 curt
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* More twiddling with the Scenery Management system.
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*
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1997-06-29 21:16:47 +00:00
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* Revision 1.2 1997/06/27 20:03:37 curt
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* Working on Makefile structure.
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*
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1997-06-27 20:03:31 +00:00
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* Revision 1.1 1997/06/27 02:26:30 curt
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* Initial revision.
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*
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1997-06-27 02:26:30 +00:00
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*/
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