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Renamed these files, restructured with GLUT support.

This commit is contained in:
curt 1997-05-21 02:14:41 +00:00
parent 0341d3d05e
commit 784dcd9039
4 changed files with 0 additions and 502 deletions

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/**************************************************************************
* tkglkey.c -- handle tkgl keyboard events
*
* Written by Curtis Olson, started May 1997.
*
* $Id$
* (Log is kept at end of this file)
**************************************************************************/
#include <stdio.h>
/* assumes -I/usr/include/mesa in compile command */
#include "gltk.h"
#include "gltkkey.h"
#include "../aircraft/aircraft.h"
/* Handle keyboard events */
GLenum key(int k, GLenum mask) {
struct control_params *c;
c = &current_aircraft.controls;
switch (k) {
case TK_UP:
c->elev -= 0.1;
return GL_TRUE;
case TK_DOWN:
c->elev += 0.1;
return GL_TRUE;
case TK_LEFT:
c->aileron += 0.01;
return GL_TRUE;
case TK_RIGHT:
c->aileron -= 0.01;
return GL_TRUE;
case 1 /* TK_END */:
c->rudder -= 0.01;
return GL_TRUE;
case 2 /* TK_PGDWN */:
c->rudder += 0.01;
return GL_TRUE;
case TK_a:
c->throttle[0] -= 0.05;
return GL_TRUE;
case TK_s:
c->throttle[0] += 0.05;
case TK_ESCAPE:
tkQuit();
}
printf("Key hit = %d\n", k);
return GL_FALSE;
}
/* $Log$
/* Revision 1.2 1997/05/19 18:22:41 curt
/* Parameter tweaking ... starting to stub in fog support.
/*
* Revision 1.1 1997/05/16 16:05:51 curt
* Initial revision.
*
*/

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/**************************************************************************
* tkglkey.h -- handle tkgl keyboard events
*
* Written by Curtis Olson, started May 1997.
*
* $Id$
* (Log is kept at end of this file)
**************************************************************************/
#ifndef TKGLKEY_H
#define TKGLKEY_H
#ifdef MESA
/* assumes -I/usr/include/mesa in compile command */
#include "gltk.h"
#else
#include <GL/gl.h>
#endif
/* Handle keyboard events */
GLenum key(int k, GLenum mask);
#endif TKGLKEY_H
/* $Log$
/* Revision 1.2 1997/05/17 00:17:34 curt
/* Trying to stub in support for standard OpenGL.
/*
* Revision 1.1 1997/05/16 16:05:53 curt
* Initial revision.
*
*/

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/**************************************************************************
* gltkmain.c -- top level sim routines
*
* Written by Curtis Olson for Mesa (OpenGL), started May 1997.
*
* $Id$
* (Log is kept at end of this file)
**************************************************************************/
#include <math.h>
#include <stdio.h>
#include <stdlib.h>
#include <sys/time.h>
#ifdef MESA
/* assumes -I/usr/include/mesa in compile command */
#include "gltk.h"
#else
#include <GL/gl.h>
/* #include "aux.h" */
#endif
#include "gltkkey.h"
#include "../aircraft/aircraft.h"
#include "../scenery/scenery.h"
/* This a record containing all the info for the aircraft currently
being operated */
struct aircraft_params current_aircraft;
/* temporary hack */
extern struct mesh *mesh_ptr;
/* Function prototypes */
GLint make_mesh();
static void draw_mesh();
/* view parameters */
static GLfloat win_ratio = 1.0;
/* pointer to terrain mesh structure */
static GLint mesh;
/* init_view() -- Setup view parameters */
static void init_view() {
/* if the 4th field is 0.0, this specifies a direction ... */
static GLfloat pos[4] = {-3.0, 1.0, 3.0, 0.0 };
static GLfloat fogColor[4] = {0.5, 0.5, 0.5, 1.0};
static GLfloat local_view[] = { 0.0 };
glLightfv( GL_LIGHT0, GL_POSITION, pos );
glEnable( GL_CULL_FACE );
glEnable( GL_LIGHTING );
glEnable( GL_LIGHT0 );
/**/glLightModelfv(GL_LIGHT_MODEL_LOCAL_VIEWER, local_view);
glEnable( GL_DEPTH_TEST );
/**/glDepthFunc(GL_LEQUAL);
/* glEnable( GL_FOG );
glFogi (GL_FOG_MODE, GL_LINEAR);
glFogf (GL_FOG_START, 1.0);
glFogf (GL_FOG_END, 100.0);
glFogfv (GL_FOG_COLOR, fogColor);
glFogf (GL_FOG_DENSITY, 0.35);
glHint (GL_FOG_HINT, GL_DONT_CARE);
*/
glClearColor(0.6, 0.6, 0.9, 1.0);
}
/* init_scene() -- build all objects */
static void init_scene() {
/* make terrain mesh */
mesh = make_mesh();
/* If enabled, normal vectors specified with glNormal are scaled
to unit length after transformation. See glNormal. */
glEnable( GL_NORMALIZE );
}
/* create the terrain mesh */
GLint make_mesh() {
GLint mesh;
mesh = mesh_to_ogl(mesh_ptr);
return(mesh);
}
/* create the terrain mesh */
GLint make_mesh_old() {
GLint mesh;
static GLfloat color[4] = { 0.3, 0.7, 0.2, 1.0 };
mesh = glGenLists(1);
glNewList(mesh, GL_COMPILE);
glMaterialfv( GL_FRONT, GL_AMBIENT_AND_DIFFUSE, color );
glShadeModel( GL_FLAT ); /* glShadeModel( GL_SMOOTH ); */
glBegin(GL_POLYGON);
glVertex3f(-10.0, -10.0, 0.0);
glVertex3f(0.0, -10.0, 0.0);
glVertex3f(0.0, 0.0, 1.0);
glVertex3f(-10.0, 0.0, 1.0);
glEnd();
glBegin(GL_POLYGON);
glVertex3f(-10.0, 0.0, 1.0);
glVertex3f(0.0, 0.0, 1.0);
glVertex3f(0.0, 10.0, 0.0);
glVertex3f(-10.0, 10.0, 0.0);
glEnd();
glBegin(GL_POLYGON);
glVertex3f(0.0, 0.0, 0.0);
glVertex3f(10.0, 0.0, 2.0);
glVertex3f(10.0, 10.0, 2.0);
glVertex3f(0.0, 10.0, 0.0);
glEnd();
glBegin(GL_POLYGON);
glVertex3f(0.0, -10.0, -1.0);
glVertex3f(10.0, -10.0, 0.0);
glVertex3f(10.0, 0.0, -1.0);
glVertex3f(0.0, 0.0, 0.0);
glEnd();
glEndList();
return(mesh);
}
/* update the view volume */
static void update_view() {
struct flight_params *f;
f = &current_aircraft.flight;
/* Tell GL we are about to modify the projection parameters */
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45.0, 1.0/win_ratio, 1.0, 6000.0);
gluLookAt(f->pos_x, f->pos_y, f->pos_z,
f->pos_x + cos(f->Psi), f->pos_y + sin(f->Psi), f->pos_z,
0.0, 0.0, 1.0);
}
/* draw the scene */
static void draw_scene( void ) {
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
/* update view volume parameters */
update_view();
/* Tell GL we are switching to model view parameters */
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
/* glTranslatef(0.0, 0.0, -5.0); */
glPushMatrix();
/* draw terrain mesh */
draw_mesh();
glPopMatrix();
tkSwapBuffers();
}
/* draw the terrain mesh */
static void draw_mesh() {
glCallList(mesh);
}
/* What should we do when we have nothing else to do? How about get
* ready for the next move?*/
static void idle( void )
{
slew_update();
aircraft_debug(1);
draw_scene();
}
/* new window size or exposure */
static void reshape( int width, int height ) {
/* Do this so we can call reshape(0,0) ourselves without having to know
* 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);
update_view();
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
}
/**************************************************************************
* Main ...
**************************************************************************/
int main( int argc, char *argv[] ) {
/* parse the scenery file */
parse_scenery(argv[1]);
/* Define initial window size */
tkInitPosition(0, 0, 640, 400);
/* Define Display Parameters */
tkInitDisplayMode( TK_RGB | TK_DEPTH | TK_DOUBLE | TK_DIRECT );
/* Initialize the main window */
if (tkInitWindow("Terrain Demo") == GL_FALSE) {
tkQuit();
}
/* setup view parameters */
init_view();
/* build all objects */
init_scene();
/* Set initial position and slew parameters */
/* slew_init(-398391.3, 120070.4, 244, 3.1415); */ /* GLOBE Airport */
slew_init(-398673.28,120625.64, 53, 4.38);
/* call reshape() on expose events */
tkExposeFunc( reshape );
/* call reshape() on window resizes */
tkReshapeFunc( reshape );
/* call key() on keyboard event */
tkKeyDownFunc( key );
/* call idle() whenever there is nothing else to do */
tkIdleFunc( idle );
/* draw the scene */
tkDisplayFunc( draw_scene );
/* pass control off to the tk event handler */
tkExec();
return(0);
}
/* $Log$
/* 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.
*
*/

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/**************************************************************************
* mesh2ogl.c -- walk through a mesh data structure and make ogl calls
*
* Written by Curtis Olson, started May 1997.
*
* $Id$
* (Log is kept at end of this file)
**************************************************************************/
/* assumes -I/usr/include/mesa in compile command */
#include "gltk.h"
#include "../scenery/mesh.h"
#include "mat3.h"
/* Sets the first vector to be the cross-product of the last two
vectors. */
static void mat3_cross_product(float result_vec[3], register float vec1[3],
register float vec2[3]) {
float tempvec[3];
register float *temp = tempvec;
temp[0] = vec1[1] * vec2[2] - vec1[2] * vec2[1];
temp[1] = vec1[2] * vec2[0] - vec1[0] * vec2[2];
temp[2] = vec1[0] * vec2[1] - vec1[1] * vec2[0];
MAT3_COPY_VEC(result_vec, temp);
}
/* walk through mesh and make ogl calls */
GLint mesh_to_ogl(struct mesh *m) {
GLint mesh;
static GLfloat color[4] = { 0.3, 0.7, 0.2, 1.0 };
float x1, y1, x2, y2, z11, z12, z21, z22;
float v1[3], v2[3], normal[3];
int i, j, istep, jstep, iend, jend;
float temp;
istep = jstep = 4; /* Detail level 1 -- 1200 ... */
mesh = glGenLists(1);
glNewList(mesh, GL_COMPILE);
glMaterialfv( GL_FRONT, GL_AMBIENT_AND_DIFFUSE, color );
glShadeModel( GL_FLAT ); /* glShadeModel( GL_SMOOTH ); */
iend = m->cols - 1;
jend = m->rows - 1;
y1 = m->originy;
y2 = y1 + (m->col_step * istep);
for ( i = 0; i < iend; i += istep ) {
x1 = m->originx;
x2 = x1 + (m->row_step * jstep);
for ( j = 0; j < jend; j += jstep ) {
z11 = 0.03 * m->mesh_data[j * m->rows + i ];
z12 = 0.03 * m->mesh_data[j * m->rows + (i+istep)];
z21 = 0.03 * m->mesh_data[(j+jstep) * m->rows + i ];
z22 = 0.03 * m->mesh_data[(j+jstep) * m->rows + (i+istep)];
/* printf("x1 = %f y1 = %f\n", x1, y1);
printf("x2 = %f y2 = %f\n", x2, y2);
printf("z11 = %f z12 = %f z21 = %f z22 = %f\n",
z11, z12, z21, z22); */
v1[0] = x2 - x1; v1[1] = 0; v1[2] = z21 - z11;
v2[0] = x2 - x1; v2[1] = y2 - y1; v2[2] = z22 - z11;
mat3_cross_product(normal, v1, v2);
MAT3_NORMALIZE_VEC(normal,temp);
glNormal3fv(normal);
glBegin(GL_POLYGON);
glVertex3f(x1, y1, z11);
glVertex3f(x2, y1, z21);
glVertex3f(x2, y2, z22);
/* printf("(%f, %f, %f)\n", x1, y1, z11);
printf("(%f, %f, %f)\n", x2, y1, z21);
printf("(%f, %f, %f)\n", x2, y2, z22); */
glEnd();
v1[0] = x2 - x1; v1[1] = y2 - y1; v1[2] = z22 - z11;
v2[0] = 0; v2[1] = y2 - y1; v2[2] = z12 - z11;
mat3_cross_product(normal, v1, v2);
MAT3_NORMALIZE_VEC(normal,temp);
glNormal3fv(normal);
glBegin(GL_POLYGON);
glVertex3f(x1, y1, z11);
glVertex3f(x2, y2, z22);
glVertex3f(x1, y2, z12);
/* printf("(%f, %f, %f)\n", x1, y1, z11);
printf("(%f, %f, %f)\n", x2, y2, z22);
printf("(%f, %f, %f)\n", x1, y2, z12); */
glEnd();
x1 = x2;
x2 = x1 + (m->row_step * jstep);
}
y1 = y2;
y2 = y1 + (m->col_step * istep);
}
glEndList();
return(mesh);
}
/* $Log$
/* 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.
*
*/