// // GLUTmain.cxx -- top level sim routines // // 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. // // $Id$ // (Log is kept at end of this file) #ifdef HAVE_CONFIG_H # include <config.h> #endif #ifdef HAVE_WINDOWS_H # include <windows.h> # include <float.h> #endif #include <GL/glut.h> #include <XGL/xgl.h> #include <stdio.h> #ifdef HAVE_STDLIB_H # include <stdlib.h> #endif #include <Include/fg_constants.h> // for VERSION #include <Include/general.h> #include <Aircraft/aircraft.h> #include <Astro/moon.hxx> #include <Astro/planets.hxx> #include <Astro/sky.hxx> #include <Astro/stars.hxx> #include <Astro/sun.hxx> #include <Cockpit/cockpit.hxx> #include <Debug/fg_debug.h> #include <Joystick/joystick.h> #include <Math/fg_geodesy.h> #include <Math/mat3.h> #include <Math/polar3d.h> #include <Scenery/scenery.hxx> #include <Scenery/tilemgr.hxx> #include <Time/event.hxx> #include <Time/fg_time.hxx> #include <Time/fg_timer.hxx> #include <Time/sunpos.hxx> #include <Weather/weather.h> #include "GLUTkey.hxx" #include "fg_init.hxx" #include "options.hxx" #include "views.hxx" // This is a record containing global housekeeping information fgGENERAL general; // view parameters static GLfloat win_ratio = 1.0; static GLint winWidth, winHeight; // Another hack int use_signals = 0; // Yet another other hack. Used for my prototype instrument code. (Durk) int displayInstruments; /* // The following defines flight gear options. Because glutlib will also // want to parse its own options, those options must not be included here // or they will get parsed by the main program option parser. Hence case // is significant for any option added that might be in conflict with // glutlib's parser. // // glutlib parses for: // -display // -direct (invalid in Win32) // -geometry // -gldebug // -iconized // -indirect (invalid in Win32) // -synce // // Note that glutlib depends upon strings while this program's // option parser wants only initial characters followed by numbers // or pathnames. // const char *fg_cmdargopts = "a:c:Hhp:r:v:x:?"; // // Where // -a aircraftfilename aircraft start over ride // -c0x0000 - 0xffffffff debug class setting // H,h.? help on command line use (does not need Option struct) // -p priority // -r flightgear root path to program support files // -v0 -v1 initial view mode (hud/no_hud currently) // -xlogpathname debug logfile name // // Defaults in arguments to indicate not set on command line. // Program defaults set variables from constants if neither command // options or environmental variables effect values. // char acArgbuf [ MAXPATH + 1] = "\0"; int debugArgValue = -2; int priorityArgValue = -1; char rootArgbuf [ MAXPATH + 1] = "\0"; int viewArg = -1; char logArgbuf [ MAXPATH + 1] = "\0"; // There is a reason for defining the option structs by name and then // creating an array of pointers to options. C++ is unfriendly to // initializing arrays of objects that are not built in types. Always // look forward. (Besides, you can follow what is going on better and // add or modify with greater security. -ch // Option aircraftOption = { 'a', OPT_STRING, acArgbuf, "Startup aircraft pathname override" }; Option debugOption = { 'c', OPT_LHEX, // Long int (32 bits) &debugArgValue, "Debug trace level" }; Option priorityOption = { 'p', OPT_INTEGER, &priorityArgValue, "Debug priority Threshold" }; Option rootOption = { 'r', OPT_STRING, rootArgbuf, "Root directory for execution" }; Option hudOption = { 'v', OPT_INTEGER, &viewArg, "View mode start" // Naked,HUD,Panel,Chase,Tower... }; // Only naked view and HUD are implemented at this time Option logfileOption = { 'x', OPT_STRING, logArgbuf, "Debug log file name" }; #define OptsDefined 6 Option *CmdLineOptions[ OptsDefined ] = { &aircraftOption, &debugOption, &hudOption, &priorityOption, &rootOption, &logfileOption }; const char *DefaultRootDir = "\\Flightgear"; const char *DefaultAircraft = "Navion.acf"; const char *DefaultDebuglog = "fgdebug.log"; const int DefaultViewMode = HUD_VIEW; */ // Debug defaults handled in fg_debug.c // fgInitVisuals() -- Initialize various GL/view parameters static void fgInitVisuals( void ) { fgLIGHT *l; fgOPTIONS *o; struct fgWEATHER *w; l = &cur_light_params; o = ¤t_options; w = ¤t_weather; // Go full screen if requested ... if ( o->fullscreen ) { glutFullScreen(); } // If enabled, normal vectors specified with glNormal are scaled // to unit length after transformation. See glNormal. xglEnable( GL_NORMALIZE ); xglEnable( GL_LIGHTING ); xglEnable( GL_LIGHT0 ); xglLightfv( GL_LIGHT0, GL_POSITION, l->sun_vec ); xglFogi (GL_FOG_MODE, GL_LINEAR); xglFogf (GL_FOG_START, w->visibility / 1000000.0 ); xglFogf (GL_FOG_END, w->visibility); // xglFogf (GL_FOG_DENSITY, w->visibility); xglHint (GL_FOG_HINT, GL_NICEST /* GL_FASTEST */ ); if ( o->wireframe ) { // draw wire frame xglPolygonMode( GL_FRONT_AND_BACK, GL_LINE ); } } // Update the view volume, position, and orientation static void fgUpdateViewParams( void ) { fgFLIGHT *f; fgLIGHT *l; fgVIEW *v; f = current_aircraft.flight; l = &cur_light_params; v = ¤t_view; fgViewUpdate(f, v, l); if (displayInstruments) { xglViewport( 0, (GLint)(winHeight / 2 ) , (GLint)winWidth, (GLint)winHeight / 2 ); // Tell GL we are about to modify the projection parameters xglMatrixMode(GL_PROJECTION); xglLoadIdentity(); gluPerspective(65.0, 2.0/win_ratio, 1.0, 100000.0); } else { xglViewport(0, 0 , (GLint)winWidth, (GLint) winHeight); // Tell GL we are about to modify the projection parameters xglMatrixMode(GL_PROJECTION); xglLoadIdentity(); gluPerspective(65.0, 1.0/win_ratio, 10.0, 100000.0); } xglMatrixMode(GL_MODELVIEW); xglLoadIdentity(); // set up our view volume (default) 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]); // look almost straight up (testing and eclipse watching) /* gluLookAt(v->view_pos.x, v->view_pos.y, v->view_pos.z, v->view_pos.x + v->view_up[0] + .001, v->view_pos.y + v->view_up[1] + .001, v->view_pos.z + v->view_up[2] + .001, v->view_up[0], v->view_up[1], v->view_up[2]); */ // lock view horizontally towards sun (testing) /* gluLookAt(v->view_pos.x, v->view_pos.y, v->view_pos.z, v->view_pos.x + v->surface_to_sun[0], v->view_pos.y + v->surface_to_sun[1], v->view_pos.z + v->surface_to_sun[2], v->view_up[0], v->view_up[1], v->view_up[2]); */ // lock view horizontally towards south (testing) /* gluLookAt(v->view_pos.x, v->view_pos.y, v->view_pos.z, v->view_pos.x + v->surface_south[0], v->view_pos.y + v->surface_south[1], v->view_pos.z + v->surface_south[2], v->view_up[0], v->view_up[1], v->view_up[2]); */ // set the sun position xglLightfv( GL_LIGHT0, GL_POSITION, l->sun_vec ); } // Draw a basic instrument panel static void fgUpdateInstrViewParams( void ) { xglViewport(0, 0 , (GLint)winWidth, (GLint)winHeight / 2); xglMatrixMode(GL_PROJECTION); xglPushMatrix(); xglLoadIdentity(); gluOrtho2D(0, 640, 0, 480); xglMatrixMode(GL_MODELVIEW); xglPushMatrix(); xglLoadIdentity(); xglColor3f(1.0, 1.0, 1.0); xglIndexi(7); xglDisable(GL_DEPTH_TEST); xglDisable(GL_LIGHTING); xglLineWidth(1); xglColor3f (0.5, 0.5, 0.5); xglBegin(GL_QUADS); xglVertex2f(0.0, 0.00); xglVertex2f(0.0, 480.0); xglVertex2f(640.0,480.0); xglVertex2f(640.0, 0.0); xglEnd(); xglRectf(0.0,0.0, 640, 480); xglEnable(GL_DEPTH_TEST); xglEnable(GL_LIGHTING); xglMatrixMode(GL_PROJECTION); xglPopMatrix(); xglMatrixMode(GL_MODELVIEW); xglPopMatrix(); } // Update all Visuals (redraws anything graphics related) static void fgRenderFrame( void ) { fgLIGHT *l; fgOPTIONS *o; fgTIME *t; fgVIEW *v; double angle; GLfloat black[4] = { 0.0, 0.0, 0.0, 1.0 }; GLfloat white[4] = { 1.0, 1.0, 1.0, 1.0 }; GLfloat color[4] = { 0.54, 0.44, 0.29, 1.0 }; l = &cur_light_params; o = ¤t_options; t = &cur_time_params; v = ¤t_view; // update view volume parameters fgUpdateViewParams(); if ( o->skyblend ) { glClearColor(black[0], black[1], black[2], black[3]); } else { glClearColor(l->sky_color[0], l->sky_color[1], l->sky_color[2], l->sky_color[3]); } xglClear( GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT ); // Tell GL we are switching to model view parameters xglMatrixMode(GL_MODELVIEW); // xglLoadIdentity(); // draw sky xglDisable( GL_DEPTH_TEST ); xglDisable( GL_LIGHTING ); xglDisable( GL_CULL_FACE ); xglDisable( GL_FOG ); xglShadeModel( GL_SMOOTH ); if ( o->skyblend ) { fgSkyRender(); } // setup transformation for drawing astronomical objects xglPushMatrix(); // Translate to view position xglTranslatef( v->view_pos.x, v->view_pos.y, v->view_pos.z ); // Rotate based on gst (sidereal time) angle = t->gst * 15.041085; /* should be 15.041085, Curt thought it was 15*/ // printf("Rotating astro objects by %.2f degrees\n",angle); xglRotatef( angle, 0.0, 0.0, -1.0 ); // draw stars and planets fgStarsRender(); fgPlanetsRender(); // draw the sun fgSunRender(); // render the moon xglEnable( GL_LIGHTING ); // set lighting parameters xglLightfv(GL_LIGHT0, GL_AMBIENT, white ); xglLightfv(GL_LIGHT0, GL_DIFFUSE, white ); xglEnable( GL_CULL_FACE ); // Let's try some blending technique's (Durk) glEnable(GL_BLEND); glBlendFunc(GL_ONE, GL_ONE); fgMoonRender(); glDisable(GL_BLEND); xglPopMatrix(); // draw scenery if ( o->shading ) { xglShadeModel( GL_SMOOTH ); } else { xglShadeModel( GL_FLAT ); } xglEnable( GL_DEPTH_TEST ); if ( o->fog ) { xglEnable( GL_FOG ); xglFogfv (GL_FOG_COLOR, l->fog_color); } // set lighting parameters xglLightfv(GL_LIGHT0, GL_AMBIENT, l->scene_ambient ); xglLightfv(GL_LIGHT0, GL_DIFFUSE, l->scene_diffuse ); if ( o->textures ) { // texture parameters xglEnable( GL_TEXTURE_2D ); xglTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT ) ; xglTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT ) ; xglTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR ) ; xglTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR /* GL_LINEAR_MIPMAP_LINEAR */ ) ; xglTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ) ; xglHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST ) ; // set base color (I don't think this is doing anything here) xglMaterialfv (GL_FRONT, GL_AMBIENT, white); xglMaterialfv (GL_FRONT, GL_DIFFUSE, white); } else { xglDisable( GL_TEXTURE_2D ); xglMaterialfv (GL_FRONT, GL_AMBIENT, color); xglMaterialfv (GL_FRONT, GL_DIFFUSE, color); } fgTileMgrRender(); xglDisable( GL_TEXTURE_2D ); // display HUD if( o->hud_status ) { fgCockpitUpdate(); } // display instruments if (displayInstruments) { fgUpdateInstrViewParams(); } xglutSwapBuffers(); } // Update internal time dependent calculations (i.e. flight model) void fgUpdateTimeDepCalcs(int multi_loop) { fgFLIGHT *f; fgTIME *t; fgVIEW *v; int i; f = current_aircraft.flight; t = &cur_time_params; v = ¤t_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); // 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; } 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; } } 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; } } } } void fgInitTimeDepCalcs( void ) { // initialize timer #ifdef HAVE_SETITIMER fgTimerInit( 1.0 / DEFAULT_TIMER_HZ, fgUpdateTimeDepCalcs ); #endif HAVE_SETITIMER } // What should we do when we have nothing else to do? Let's get ready // for the next move and update the display? static void fgMainLoop( void ) { fgAIRCRAFT *a; fgFLIGHT *f; fgGENERAL *g; fgTIME *t; static int remainder = 0; int elapsed, multi_loop; double cur_elev; int i; double accum; // double joy_x, joy_y; // int joy_b1, joy_b2; a = ¤t_aircraft; f = a->flight; g = &general; t = &cur_time_params; fgPrintf( FG_ALL, FG_DEBUG, "Running Main Loop\n"); fgPrintf( FG_ALL, FG_DEBUG, "======= ==== ====\n"); // update "time" fgTimeUpdate(f, t); // 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 ); */ // Get elapsed time for this past frame elapsed = fgGetTimeInterval(); fgPrintf( FG_ALL, FG_BULK, "Time interval is = %d, previous remainder is = %d\n", elapsed, remainder); // Calculate frame rate average if ( elapsed > 0.0 ) { accum = 0.0; for ( i = FG_FRAME_RATE_HISTORY - 2; i >= 0; i-- ) { accum += g->frames[i]; // printf("frame[%d] = %.2f\n", i, g->frames[i]); g->frames[i+1] = g->frames[i]; } g->frames[0] = 1000.0 / (float)elapsed; // printf("frame[0] = %.2f\n", g->frames[0]); accum += g->frames[0]; g->frame_rate = accum / (float)FG_FRAME_RATE_HISTORY; // printf("ave = %.2f\n", g->frame_rate); } // Calculate model iterations needed for next frame fgPrintf( FG_ALL, FG_DEBUG, "--> Frame rate is = %.2f\n", g->frame_rate); elapsed += remainder; multi_loop = (int)(((float)elapsed * 0.001) * DEFAULT_MODEL_HZ); remainder = elapsed - ((multi_loop*1000) / DEFAULT_MODEL_HZ); fgPrintf( FG_ALL, FG_BULK, "Model iterations needed = %d, new remainder = %d\n", multi_loop, remainder); // Run flight model if ( ! use_signals ) { // flight model fgUpdateTimeDepCalcs(multi_loop); } // I'm just sticking this here for now, it should probably move // eventually /* cur_elev = mesh_altitude(FG_Longitude * RAD_TO_ARCSEC, FG_Latitude * RAD_TO_ARCSEC); */ // there is no ground collision detection really, so for now I // just hard code the ground elevation to be 0 */ cur_elev = 0; // printf("Ground elevation is %.2f meters here.\n", cur_elev); // FG_Runway_altitude = cur_elev * METER_TO_FEET; if ( FG_Altitude * FEET_TO_METER < cur_elev + 3.758099) { // 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; fgPrintf( FG_ALL, FG_BULK, "<*> resetting altitude to %.0f meters\n", FG_Altitude * FEET_TO_METER); } fgAircraftOutputCurrent(a); // see if we need to load any new scenery tiles fgTileMgrUpdate(); // Process/manage pending events fgEventProcess(); // redraw display fgRenderFrame(); fgPrintf( FG_ALL, FG_DEBUG, "\n"); } // 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 what the values of width & height are. if ( (height > 0) && (width > 0) ) { win_ratio = (GLfloat) height / (GLfloat) width; } winWidth = width; winHeight = height; // Inform gl of our view window size (now handled elsewhere) // xglViewport(0, 0, (GLint)width, (GLint)height); fgUpdateViewParams(); // xglClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); } // Initialize GLUT and define a main window int fgGlutInit( int *argc, char **argv ) { // GLUT will extract all glut specific options so later on we only // need wory about our own. xglutInit(argc, argv); // Define Display Parameters xglutInitDisplayMode( GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE ); // Define initial window size xglutInitWindowSize(640, 480); // Initialize windows xglutCreateWindow("Flight Gear"); return(1); } // Initialize GLUT event handlers int fgGlutInitEvents( void ) { // call fgReshape() on window resizes xglutReshapeFunc( fgReshape ); // call GLUTkey() on keyboard event xglutKeyboardFunc( GLUTkey ); glutSpecialFunc( GLUTspecialkey ); // call fgMainLoop() whenever there is // nothing else to do xglutIdleFunc( fgMainLoop ); // draw the scene xglutDisplayFunc( fgRenderFrame ); return(1); } // Main ... int main( int argc, char **argv ) { fgFLIGHT *f; int result; // Used in command line argument. f = current_aircraft.flight; #ifdef HAVE_BC5PLUS _control87(MCW_EM, MCW_EM); /* defined in float.h */ #endif // Initialize the debugging output system fgInitDebug(); fgPrintf(FG_GENERAL, FG_INFO, "Flight Gear: Version %s\n\n", VERSION); // Initialize the Window/Graphics environment. if( !fgGlutInit(&argc, argv) ) { fgPrintf( FG_GENERAL, FG_EXIT, "GLUT initialization failed ...\n" ); } // Parse remaining command line options result = current_options.parse(argc, argv); if ( result != FG_OPTIONS_OK ) { // Something must have gone horribly wrong with the command // line parsing or maybe the user just requested help ... :-) current_options.usage(); fgPrintf( FG_GENERAL, FG_EXIT, "\nShutting down ...\n"); } // These are a few miscellaneous things that aren't really // "subsystems" but still need to be initialized. if( !fgInitGeneral()) { fgPrintf( FG_GENERAL, FG_EXIT, "General initializations failed ...\n" ); } // 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. if( !fgInitSubsystems()) { fgPrintf( FG_GENERAL, FG_EXIT, "Subsystem initializations failed ...\n" ); } // setup OpenGL view parameters fgInitVisuals(); if ( use_signals ) { // init timer routines, signals, etc. Arrange for an alarm // signal to be generated, etc. fgInitTimeDepCalcs(); } // Initialize the various GLUT Event Handlers. if( !fgGlutInitEvents() ) { fgPrintf( FG_GENERAL, FG_EXIT, "GLUT event handler initialization failed ...\n" ); } // pass control off to the master GLUT event handler glutMainLoop(); // we never actually get here ... but just in case ... :-) return(0); } #ifdef __SUNPRO_CC extern "C" { void __eprintf( void ) { } } #endif // $Log$ // Revision 1.12 1998/05/07 23:14:15 curt // Added "D" key binding to set autopilot heading. // Made frame rate calculation average out over last 10 frames. // Borland C++ floating point exception workaround. // Added a --tile-radius=n option. // // Revision 1.11 1998/05/06 03:16:23 curt // Added an averaged global frame rate counter. // Added an option to control tile radius. // // Revision 1.10 1998/05/03 00:47:31 curt // Added an option to enable/disable full-screen mode. // // Revision 1.9 1998/04/30 12:34:17 curt // Added command line rendering options: // enable/disable fog/haze // specify smooth/flat shading // disable sky blending and just use a solid color // enable wireframe drawing mode // // Revision 1.8 1998/04/28 01:20:21 curt // Type-ified fgTIME and fgVIEW. // Added a command line option to disable textures. // // Revision 1.7 1998/04/26 05:10:02 curt // "struct fgLIGHT" -> "fgLIGHT" because fgLIGHT is typedef'd. // // Revision 1.6 1998/04/25 22:06:30 curt // Edited cvs log messages in source files ... bad bad bad! // // Revision 1.5 1998/04/25 20:24:01 curt // Cleaned up initialization sequence to eliminate interdependencies // between sun position, lighting, and view position. This creates a // valid single pass initialization path. // // Revision 1.4 1998/04/24 14:19:30 curt // Fog tweaks. // // Revision 1.3 1998/04/24 00:49:18 curt // Wrapped "#include <config.h>" in "#ifdef HAVE_CONFIG_H" // Trying out some different option parsing code. // Some code reorganization. // // Revision 1.2 1998/04/22 13:25:41 curt // C++ - ifing the code. // Starting a bit of reorganization of lighting code. // // Revision 1.1 1998/04/21 17:02:39 curt // Prepairing for C++ integration. // // Revision 1.71 1998/04/18 04:11:26 curt // Moved fg_debug to it's own library, added zlib support. // // Revision 1.70 1998/04/14 02:21:02 curt // Incorporated autopilot heading hold contributed by: Jeff Goeke-Smith // <jgoeke@voyager.net> // // Revision 1.69 1998/04/08 23:35:34 curt // Tweaks to Gnu automake/autoconf system. // // Revision 1.68 1998/04/03 22:09:03 curt // Converting to Gnu autoconf system. // // Revision 1.67 1998/03/23 21:24:37 curt // Source code formating tweaks. // // Revision 1.66 1998/03/14 00:31:20 curt // Beginning initial terrain texturing experiments. // // Revision 1.65 1998/03/09 22:45:57 curt // Minor tweaks for building on sparc platform. // // Revision 1.64 1998/02/20 00:16:23 curt // Thursday's tweaks. // // Revision 1.63 1998/02/16 16:17:39 curt // Minor tweaks. // // Revision 1.62 1998/02/16 13:39:42 curt // Miscellaneous weekend tweaks. Fixed? a cache problem that caused whole // tiles to occasionally be missing. // // Revision 1.61 1998/02/12 21:59:46 curt // Incorporated code changes contributed by Charlie Hotchkiss // <chotchkiss@namg.us.anritsu.com> // // Revision 1.60 1998/02/11 02:50:40 curt // Minor changes. // // Revision 1.59 1998/02/09 22:56:54 curt // Removed "depend" files from cvs control. Other minor make tweaks. // // Revision 1.58 1998/02/09 15:07:49 curt // Minor tweaks. // // Revision 1.57 1998/02/07 15:29:40 curt // Incorporated HUD changes and struct/typedef changes from Charlie Hotchkiss // <chotchkiss@namg.us.anritsu.com> // // Revision 1.56 1998/02/03 23:20:23 curt // Lots of little tweaks to fix various consistency problems discovered by // Solaris' CC. Fixed a bug in fg_debug.c with how the fgPrintf() wrapper // passed arguments along to the real printf(). Also incorporated HUD changes // by Michele America. // // Revision 1.55 1998/02/02 20:53:58 curt // Incorporated Durk's changes. // // Revision 1.54 1998/01/31 00:43:10 curt // Added MetroWorks patches from Carmen Volpe. // // Revision 1.53 1998/01/27 18:35:54 curt // Minor tweaks. // // Revision 1.52 1998/01/27 00:47:56 curt // Incorporated Paul Bleisch's <pbleisch@acm.org> new debug message // system and commandline/config file processing code. // // Revision 1.51 1998/01/26 15:57:05 curt // Tweaks for dynamic scenery development. // // Revision 1.50 1998/01/19 19:27:07 curt // Merged in make system changes from Bob Kuehne <rpk@sgi.com> // This should simplify things tremendously. // // Revision 1.49 1998/01/19 18:40:31 curt // Tons of little changes to clean up the code and to remove fatal errors // when building with the c++ compiler. // // Revision 1.48 1998/01/19 18:35:46 curt // Minor tweaks and fixes for cygwin32. // // Revision 1.47 1998/01/13 00:23:08 curt // Initial changes to support loading and management of scenery tiles. Note, // there's still a fair amount of work left to be done. // // Revision 1.46 1998/01/08 02:22:06 curt // Beginning to integrate Tile management subsystem. // // Revision 1.45 1998/01/07 03:18:55 curt // Moved astronomical stuff from .../Src/Scenery to .../Src/Astro/ // // Revision 1.44 1997/12/30 22:22:31 curt // Further integration of event manager. // // Revision 1.43 1997/12/30 20:47:43 curt // Integrated new event manager with subsystem initializations. // // Revision 1.42 1997/12/30 16:36:47 curt // Merged in Durk's changes ... // // Revision 1.41 1997/12/30 13:06:56 curt // A couple lighting tweaks ... // // Revision 1.40 1997/12/30 01:38:37 curt // Switched back to per vertex normals and smooth shading for terrain. // // Revision 1.39 1997/12/22 23:45:45 curt // First stab at sunset/sunrise sky glow effects. // // Revision 1.38 1997/12/22 04:14:28 curt // Aligned sky with sun so dusk/dawn effects can be correct relative to the sun. // // Revision 1.37 1997/12/19 23:34:03 curt // Lot's of tweaking with sky rendering and lighting. // // Revision 1.36 1997/12/19 16:44:57 curt // Working on scene rendering order and options. // // Revision 1.35 1997/12/18 23:32:32 curt // First stab at sky dome actually starting to look reasonable. :-) // // Revision 1.34 1997/12/17 23:13:34 curt // Began working on rendering a sky. // // Revision 1.33 1997/12/15 23:54:45 curt // Add xgl wrappers for debugging. // Generate terrain normals on the fly. // // Revision 1.32 1997/12/15 20:59:08 curt // Misc. tweaks. // // Revision 1.31 1997/12/12 21:41:25 curt // More light/material property tweaking ... still a ways off. // // Revision 1.30 1997/12/12 19:52:47 curt // Working on lightling and material properties. // // Revision 1.29 1997/12/11 04:43:54 curt // Fixed sun vector and lighting problems. I thing the moon is now lit // correctly. // // Revision 1.28 1997/12/10 22:37:45 curt // Prepended "fg" on the name of all global structures that didn't have it yet. // i.e. "struct WEATHER {}" became "struct fgWEATHER {}" // // Revision 1.27 1997/12/09 05:11:54 curt // Working on tweaking lighting. // // Revision 1.26 1997/12/09 04:25:29 curt // Working on adding a global lighting params structure. // // Revision 1.25 1997/12/08 22:54:09 curt // Enabled GL_CULL_FACE. // // Revision 1.24 1997/11/25 19:25:32 curt // Changes to integrate Durk's moon/sun code updates + clean up. // // Revision 1.23 1997/11/15 18:16:34 curt // minor tweaks. // // Revision 1.22 1997/10/30 12:38:41 curt // Working on new scenery subsystem. // // Revision 1.21 1997/09/23 00:29:38 curt // Tweaks to get things to compile with gcc-win32. // // Revision 1.20 1997/09/22 14:44:19 curt // Continuing to try to align stars correctly. // // Revision 1.19 1997/09/18 16:20:08 curt // At dusk/dawn add/remove stars in stages. // // Revision 1.18 1997/09/16 22:14:51 curt // Tweaked time of day lighting equations. Don't draw stars during the day. // // Revision 1.17 1997/09/16 15:50:29 curt // Working on star alignment and time issues. // // Revision 1.16 1997/09/13 02:00:06 curt // Mostly working on stars and generating sidereal time for accurate star // placement. // // Revision 1.15 1997/09/05 14:17:27 curt // More tweaking with stars. // // Revision 1.14 1997/09/05 01:35:53 curt // Working on getting stars right. // // Revision 1.13 1997/09/04 02:17:34 curt // Shufflin' stuff. // // 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. // // 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. // // Revision 1.1 1997/08/02 18:45:00 curt // Renamed GLmain.c GLUTmain.c // // Revision 1.43 1997/08/02 16:23:47 curt // Misc. tweaks. // // 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. // // Revision 1.38 1997/07/19 23:04:47 curt // Added an initial weather section. // // 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. // // 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. // // 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." // // Revision 1.28 1997/07/08 18:20:12 curt // Working on establishing a hard ground. // // 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. // // 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. // // Revision 1.19 1997/06/18 04:10:31 curt // A couple more runway tweaks ... // // Revision 1.18 1997/06/18 02:21:24 curt // Hacked in a runway // // 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. // // Revision 1.13 1997/06/02 03:40:06 curt // A tiny bit more view tweaking. // // 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. // // 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 ... // // Revision 1.1 1997/05/21 15:57:51 curt // Renamed due to added GLUT support. // // 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. //