/************************************************************************** * scenery.c -- data structures and routines for managing scenery. * * 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. * * $Id$ * (Log is kept at end of this file) **************************************************************************/ #ifdef WIN32 # include #endif #include #include #include #include "../general.h" #include "scenery.h" #include "parsevrml.h" #include "stars.h" /* Temporary hack until we get the scenery management system running */ GLint mesh_hack; /* Shared structure to hold current scenery parameters */ struct SCENERY scenery; /* Initialize the Scenery Management system */ void fgSceneryInit() { /* set the default terrain detail level */ scenery.terrain_skip = 6; } /* Tell the scenery manager where we are so it can load the proper data, and * build the proper structures. */ void fgSceneryUpdate(double lon, double lat, double elev) { struct GENERAL *g; char path[1024]; g = &general; /* a hardcoded hack follows */ /* this routine should parse the file, and make calls back to the * scenery management system to build the appropriate structures */ path[0] = '\0'; strcat(path, g->root_dir); strcat(path, "/Scenery/"); strcat(path, "mesa-e.wrl"); printf("Loading Scenery: %s\n", path); fgParseVRML(path); } /* Render out the current scene */ void fgSceneryRender() { glPushMatrix(); /* glCallList(mesh_hack); */ glPopMatrix(); fgStarsRender(); } /* $Log$ /* Revision 1.18 1997/09/05 01:35:59 curt /* Working on getting stars right. /* * Revision 1.17 1997/08/29 17:55:27 curt * Worked on properly aligning the stars. * * Revision 1.16 1997/08/27 21:32:29 curt * Restructured view calculation code. Added stars. * * Revision 1.15 1997/08/27 03:30:32 curt * Changed naming scheme of basic shared structures. * * Revision 1.14 1997/08/25 20:27:24 curt * Merged in initial HUD and Joystick code. * * Revision 1.13 1997/08/22 21:34:41 curt * Doing a bit of reorganizing and house cleaning. * * Revision 1.12 1997/08/19 23:55:08 curt * Worked on better simulating real lighting. * * Revision 1.11 1997/08/13 20:24:22 curt * Changed default detail level. * * Revision 1.10 1997/08/06 00:24:30 curt * Working on correct real time sun lighting. * * Revision 1.9 1997/08/04 17:08:11 curt * Testing cvs on IRIX 6.x * * Revision 1.8 1997/07/18 23:41:27 curt * Tweaks for building with Cygnus Win32 compiler. * * Revision 1.7 1997/07/16 20:04:52 curt * Minor tweaks to aid Win32 port. * * Revision 1.6 1997/07/14 16:26:05 curt * Testing/playing -- placed objects randomly across the entire terrain. * * Revision 1.5 1997/07/11 03:23:19 curt * Solved some scenery display/orientation problems. Still have a positioning * (or transformation?) problem. * * Revision 1.4 1997/07/11 01:30:03 curt * More tweaking of terrian floor. * * Revision 1.3 1997/06/29 21:16:50 curt * More twiddling with the Scenery Management system. * * Revision 1.2 1997/06/27 20:03:37 curt * Working on Makefile structure. * * Revision 1.1 1997/06/27 02:26:30 curt * Initial revision. * */