/************************************************************************** * 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 "../XGL/xgl.h" #include #include #include "../Include/general.h" #include "obj.h" #include "scenery.h" /* Temporary hack until we get the scenery management system running */ GLint area_terrain; /* Shared structure to hold current scenery parameters */ struct fgSCENERY scenery; /* Initialize the Scenery Management system */ void fgSceneryInit( void ) { printf("Initializing scenery subsystem\n"); /* 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 fgGENERAL *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.obj"); printf(" Loading Scenery: %s\n", path); area_terrain = fgObjLoad(path, &scenery.center); } /* Render out the current scene */ void fgSceneryRender( void ) { static GLfloat terrain_color[4] = { 0.6, 0.8, 0.4, 1.0 }; static GLfloat terrain_ambient[4]; static GLfloat terrain_diffuse[4]; int i; for ( i = 0; i < 4; i++ ) { terrain_ambient[i] = terrain_color[i] * 0.5; terrain_diffuse[i] = terrain_color[i]; } xglMaterialfv(GL_FRONT, GL_AMBIENT, terrain_ambient); xglMaterialfv(GL_FRONT, GL_DIFFUSE, terrain_diffuse); xglCallList(area_terrain); } /* $Log$ /* Revision 1.32 1998/01/19 18:40:37 curt /* Tons of little changes to clean up the code and to remove fatal errors /* when building with the c++ compiler. /* * Revision 1.31 1998/01/13 00:23:11 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 1.30 1998/01/07 03:22:29 curt * Moved astro stuff to .../Src/Astro/ * * Revision 1.29 1997/12/30 20:47:52 curt * Integrated new event manager with subsystem initializations. * * Revision 1.28 1997/12/15 23:55:02 curt * Add xgl wrappers for debugging. * Generate terrain normals on the fly. * * Revision 1.27 1997/12/12 21:41:30 curt * More light/material property tweaking ... still a ways off. * * Revision 1.26 1997/12/12 19:52:58 curt * Working on lightling and material properties. * * Revision 1.25 1997/12/10 22:37:51 curt * Prepended "fg" on the name of all global structures that didn't have it yet. * i.e. "struct WEATHER {}" became "struct fgWEATHER {}" * * Revision 1.24 1997/12/08 22:51:18 curt * Enhanced to handle ccw and cw tri-stripe winding. This is a temporary * admission of defeat. I will eventually go back and get all the stripes * wound the same way (ccw). * * Revision 1.23 1997/11/25 19:25:37 curt * Changes to integrate Durk's moon/sun code updates + clean up. * * Revision 1.22 1997/10/28 21:00:22 curt * Changing to new terrain format. * * Revision 1.21 1997/10/25 03:24:24 curt * Incorporated sun, moon, and star positioning code contributed by Durk Talsma. * * Revision 1.20 1997/10/25 03:18:27 curt * Incorporated sun, moon, and planet position and rendering code contributed * by Durk Talsma. * * Revision 1.19 1997/09/05 14:17:30 curt * More tweaking with stars. * * 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. * */