/************************************************************************** * GLUTmain.c -- 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 WIN32 # include #endif #include #include "../XGL/xgl.h" #include #include "GLUTkey.h" #include "fg_init.h" #include "views.h" #include "../Include/constants.h" #include "../Include/general.h" #include "../Aircraft/aircraft.h" #include "../Cockpit/cockpit.h" #include "../Joystick/joystick.h" #include "../Math/fg_geodesy.h" #include "../Math/mat3.h" #include "../Math/polar.h" #include "../Scenery/mesh.h" #include "../Scenery/moon.h" #include "../Scenery/scenery.h" #include "../Scenery/sky.h" #include "../Scenery/stars.h" #include "../Scenery/sun.h" #include "../Time/fg_time.h" #include "../Time/fg_timer.h" #include "../Time/sunpos.h" #include "../Weather/weather.h" /* This is a record containing global housekeeping information */ struct fgGENERAL general; /* view parameters */ static GLfloat win_ratio = 1.0; static GLint winWidth, winHeight; /* temporary hack */ /* pointer to scenery structure */ /* static GLint scenery, runway; */ double Simtime; /* Another hack */ int use_signals = 0; /* Yet another hack. This one used by the HUD code. Michele */ int show_hud; /* Yet another other hack. Used for my prototype instrument code. (Durk) */ int displayInstruments; /************************************************************************** * fgInitVisuals() -- Initialize various GL/view parameters **************************************************************************/ static void fgInitVisuals() { struct fgLIGHT *l; struct fgTIME *t; struct fgWEATHER *w; l = &cur_light_params; t = &cur_time_params; w = ¤t_weather; /* xglDisable( GL_DITHER ); */ /* 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, 1.0); */ xglFogf (GL_FOG_END, w->visibility); /* xglFogf (GL_FOG_DENSITY, w->visibility); */ xglHint (GL_FOG_HINT, GL_NICEST /* GL_FASTEST */ ); } /************************************************************************** * Update the view volume, position, and orientation **************************************************************************/ static void fgUpdateViewParams() { struct fgFLIGHT *f; struct fgLIGHT *l; struct fgTIME *t; struct fgVIEW *v; double x_2, x_4, x_8, x_10; double light, ambient, diffuse, sky_brightness; /* if the 4th field is 0.0, this specifies a direction ... */ /* base sky color */ GLfloat base_sky_color[4] = {0.60, 0.60, 0.90, 1.0}; /* base fog color */ GLfloat base_fog_color[4] = {0.70, 0.70, 0.70, 1.0}; GLfloat white[4] = { 1.0, 1.0, 1.0, 1.0 }; f = ¤t_aircraft.flight; l = &cur_light_params; t = &cur_time_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(55.0, 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(55.0, 1.0/win_ratio, 1.0, 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]); /* 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 ); /* calculate lighting parameters based on sun's relative angle to * local up */ /* ya kind'a have to plot this to see how it works */ /* x = t->sun_angle^8 */ x_2 = l->sun_angle * l->sun_angle; x_4 = x_2 * x_2; x_8 = x_4 * x_4; x_10 = x_8 * x_2; light = pow(1.1, -x_10 / 30.0); ambient = 0.2 * light; diffuse = 0.9 * light; sky_brightness = 0.85 * pow(1.2, -x_8 / 20.0) + 0.15; /* sky_brightness = 0.15; */ /* to force a dark sky (for testing) */ if ( ambient < 0.02 ) { ambient = 0.02; } if ( diffuse < 0.0 ) { diffuse = 0.0; } if ( sky_brightness < 0.1 ) { sky_brightness = 0.1; } l->scene_ambient[0] = white[0] * ambient; l->scene_ambient[1] = white[1] * ambient; l->scene_ambient[2] = white[2] * ambient; l->scene_diffuse[0] = white[0] * diffuse; l->scene_diffuse[1] = white[1] * diffuse; l->scene_diffuse[2] = white[2] * diffuse; /* set fog color */ l->fog_color[0] = base_fog_color[0] * (ambient + diffuse); l->fog_color[1] = base_fog_color[1] * (ambient + diffuse); l->fog_color[2] = base_fog_color[2] * (ambient + diffuse); l->fog_color[3] = base_fog_color[3]; /* set sky color */ l->sky_color[0] = base_sky_color[0] * sky_brightness; l->sky_color[1] = base_sky_color[1] * sky_brightness; l->sky_color[2] = base_sky_color[2] * sky_brightness; l->sky_color[3] = base_sky_color[3]; /* mental note: this should really be done every 10-30 seconds I suppose */ fgSkyColorsInit(); } /************************************************************************* * Draw a basic instrument panel ************************************************************************/ static void fgUpdateInstrViewParams() { 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 ) { struct fgLIGHT *l; struct fgTIME *t; struct fgVIEW *v; double angle; static double lastAstroUpdate = 0; GLfloat white[4] = { 1.0, 1.0, 1.0, 1.0 }; l = &cur_light_params; t = &cur_time_params; v = ¤t_view; /* update view volume parameters */ fgUpdateViewParams(); 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 ); fgSkyRender(); /* a hack: Force sun and moon position to be updated on an hourly basis */ if (((t->gst - lastAstroUpdate) > 1) || (t->gst < lastAstroUpdate)) { lastAstroUpdate = t->gst; fgSunInit(); fgMoonInit(); } /* 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 (side real 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(); /* 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 ); fgMoonRender(); xglPopMatrix(); /* draw scenery */ xglShadeModel( GL_SMOOTH ); xglEnable( GL_DEPTH_TEST ); 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 ); fgSceneryRender(); /* display HUD */ /* if( show_hud ) { fgCockpitUpdate(); } */ /* display instruments */ if (displayInstruments) { fgUpdateInstrViewParams(); } #ifdef GLUT xglutSwapBuffers(); #endif } /************************************************************************** * Update internal time dependent calculations (i.e. flight model) **************************************************************************/ void fgUpdateTimeDepCalcs(int multi_loop) { struct fgFLIGHT *f; struct fgTIME *t; struct fgVIEW *v; int i; f = ¤t_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); /* refresh shared sun position and sun_vec */ fgUpdateSunPos(scenery.center); /* 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() { /* initialize timer */ #ifdef USE_ITIMER fgTimerInit( 1.0 / DEFAULT_TIMER_HZ, fgUpdateTimeDepCalcs ); #endif USE_ITIMER } /************************************************************************** * Scenery management routines **************************************************************************/ /* static void fgSceneryInit_OLD() { */ /* make scenery */ /* scenery = fgSceneryCompile_OLD(); runway = fgRunwayHack_OLD(0.69, 53.07); } */ /* create the scenery */ /* GLint fgSceneryCompile_OLD() { GLint scenery; scenery = mesh2GL(mesh_ptr_OLD); return(scenery); } */ /* hack in a runway */ /* GLint fgRunwayHack_OLD(double width, double length) { static GLfloat concrete[4] = { 0.5, 0.5, 0.5, 1.0 }; static GLfloat line[4] = { 0.9, 0.9, 0.9, 1.0 }; int i; int num_lines = 16; float line_len, line_width_2, cur_pos; runway = xglGenLists(1); xglNewList(runway, GL_COMPILE); */ /* draw concrete */ /* xglBegin(GL_POLYGON); xglMaterialfv( GL_FRONT, GL_AMBIENT_AND_DIFFUSE, concrete ); xglNormal3f(0.0, 0.0, 1.0); xglVertex3d( 0.0, -width/2.0, 0.0); xglVertex3d( 0.0, width/2.0, 0.0); xglVertex3d(length, width/2.0, 0.0); xglVertex3d(length, -width/2.0, 0.0); xglEnd(); */ /* draw center line */ /* xglMaterialfv( GL_FRONT, GL_AMBIENT_AND_DIFFUSE, line ); line_len = length / ( 2 * num_lines + 1); printf("line_len = %.3f\n", line_len); line_width_2 = 0.02; cur_pos = line_len; for ( i = 0; i < num_lines; i++ ) { xglBegin(GL_POLYGON); xglVertex3d( cur_pos, -line_width_2, 0.005); xglVertex3d( cur_pos, line_width_2, 0.005); cur_pos += line_len; xglVertex3d( cur_pos, line_width_2, 0.005); xglVertex3d( cur_pos, -line_width_2, 0.005); cur_pos += line_len; xglEnd(); } xglEndList(); return(runway); } */ /* draw the scenery */ /*static void fgSceneryDraw_OLD() { static float z = 32.35; xglPushMatrix(); xglCallList(scenery); printf("*** Drawing runway at %.2f\n", z); xglTranslatef( -398391.28, 120070.41, 32.35); xglRotatef(170.0, 0.0, 0.0, 1.0); xglCallList(runway); xglPopMatrix(); } */ /* What should we do when we have nothing else to do? How about get * ready for the next move and update the display? */ static void fgMainLoop( void ) { static int remainder = 0; int elapsed, multi_loop; double cur_elev; double joy_x, joy_y; int joy_b1, joy_b2; struct fgAIRCRAFT *a; struct fgFLIGHT *f; struct fgTIME *t; a = ¤t_aircraft; f = &a->flight; t = &cur_time_params; /* 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 ); */ /* update the weather for our current position */ fgWeatherUpdate(FG_Longitude * RAD_TO_ARCSEC, FG_Latitude * RAD_TO_ARCSEC, FG_Altitude * FEET_TO_METER); /* Calculate model iterations needed */ elapsed = fgGetTimeInterval(); printf("Time interval is = %d, previous remainder is = %d\n", elapsed, remainder); printf("--> Frame rate is = %.2f\n", 1000.0 / (float)elapsed); elapsed += remainder; multi_loop = ((float)elapsed * 0.001) * DEFAULT_MODEL_HZ; remainder = elapsed - ((multi_loop*1000) / DEFAULT_MODEL_HZ); printf("Model iterations needed = %d, new remainder = %d\n", multi_loop, remainder); 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); 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; printf("<*> resetting altitude to %.0f meters\n", FG_Altitude * FEET_TO_METER); } fgAircraftOutputCurrent(a); /* redraw display */ fgRenderFrame(); } /************************************************************************** * 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 ); */ } /************************************************************************** * Main ... **************************************************************************/ int main( int argc, char *argv[] ) { struct fgFLIGHT *f; f = ¤t_aircraft.flight; printf("Flight Gear: prototype version %s\n\n", VERSION); /********************************************************************** * Initialize the Window/Graphics environment. **********************************************************************/ #ifdef GLUT /* initialize GLUT */ 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"); #endif /* This is the general house keeping init routine */ fgInitGeneral(); /* 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.*/ fgInitSubsystems(); /* setup view parameters, only makes GL calls */ fgInitVisuals(); if ( use_signals ) { /* init timer routines, signals, etc. Arrange for an alarm signal to be generated, etc. */ fgInitTimeDepCalcs(); } /********************************************************************** * Initialize the Event Handlers. **********************************************************************/ #ifdef GLUT /* call fgReshape() on window resizes */ xglutReshapeFunc( fgReshape ); /* call key() on keyboard event */ xglutKeyboardFunc( GLUTkey ); glutSpecialFunc( GLUTspecialkey ); /* call fgMainLoop() whenever there is nothing else to do */ xglutIdleFunc( fgMainLoop ); /* draw the scene */ xglutDisplayFunc( fgRenderFrame ); /* pass control off to the GLUT event handler */ glutMainLoop(); #endif return(0); } #ifdef NO_PRINTF #include int printf (const char *format, ...) { } #endif /* $Log$ /* 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 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. * */