/************************************************************************** * mesh2GL.c -- walk through a mesh data structure and make GL calls * * 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 "../constants.h" #include "../Scenery/mesh.h" #include "../Scenery/scenery.h" #include "../Math/mat3.h" #include "../Math/polar.h" #include "../Utils/fg_random.h" /* The following routine is a real hack used for testing puposes only * and should probably be removed. */ void mesh_make_test_object(double lon, double lat) { struct fgCartesianPoint origin; double elev; double b = 0.01; double h = 0.05; static GLfloat color[4] = { 1.0, 0.25, 0.25, 1.0 }; glMaterialfv( GL_FRONT, GL_AMBIENT_AND_DIFFUSE, color ); elev = mesh_altitude(lon, lat) * 0.001; printf("Elevation of test structure is: %.2f\n", elev); printf("Center of structure geodetic: (%.2f, %.2f\n", lon, lat); origin = fgGeodetic2Cartesian(lon*ARCSEC_TO_RAD, lat*ARCSEC_TO_RAD); printf("Center (unit circle) is (%.8f, %.8f, %.8f)\n", origin.x, origin.y, origin.z); origin = fgRotateCartesianPoint(origin); printf("Center of structure is: (%.4f, %.4f\n", origin.y, origin.z); glBegin(GL_TRIANGLES); glVertex3d(origin.y - b, origin.z - b, elev); glVertex3d(origin.y + b, origin.z - b, elev); glVertex3d(origin.y, origin.z, elev+h); glVertex3d(origin.y + b, origin.z - b, elev); glVertex3d(origin.y + b, origin.z + b, elev); glVertex3d(origin.y, origin.z, elev+h); glVertex3d(origin.y + b, origin.z + b, elev); glVertex3d(origin.y - b, origin.z + b, elev); glVertex3d(origin.y, origin.z, elev+h); glVertex3d(origin.y - b, origin.z + b, elev); glVertex3d(origin.y - b, origin.z - b, elev); glVertex3d(origin.y, origin.z, elev+h); glEnd(); } /* walk through mesh and make ogl calls */ GLint mesh2GL(struct mesh *m) { GLint mesh; /* static GLfloat color[4] = { 0.5, 0.4, 0.25, 1.0 }; */ /* dark desert */ static GLfloat color[4] = { 0.5, 0.5, 0.25, 1.0 }; double randx, randy; float x1, y1, x2, y2, z11, z12, z21, z22; struct fgCartesianPoint p11, p12, p21, p22; MAT3vec v1, v2, normal; int i, j, istep, jstep, iend, jend; float temp; printf("In mesh2GL(), generating GL call list.\n"); /* Detail level. This is how big a step we take as we walk * through the DEM data set. This value is initialized in * .../Scenery/scenery.c:fgSceneryInit() */ istep = jstep = cur_scenery_params.terrain_skip ; /* setup the batch transformation */ fgRotateBatchInit(-m->originx * ARCSEC_TO_RAD, -m->originy * ARCSEC_TO_RAD); mesh = glGenLists(1); glNewList(mesh, GL_COMPILE); glMaterialfv( GL_FRONT, GL_AMBIENT_AND_DIFFUSE, color ); 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); glBegin(GL_TRIANGLE_STRIP); for ( j = 0; j < jend; j += jstep ) { p11 = fgGeodetic2Cartesian(x1*ARCSEC_TO_RAD, y1*ARCSEC_TO_RAD); /* printf("A geodetic is (%.2f, %.2f)\n", x1, y1); */ /* printf("A cart is (%.8f, %.8f, %.8f)\n", p11.x, p11.y, p11.z); */ p11 = fgRotateCartesianPoint(p11); /* printf("A point is (%.8f, %.8f, %.8f)\n", p11.y, p11.z, z11); */ p12 = fgGeodetic2Cartesian(x1*ARCSEC_TO_RAD, y2*ARCSEC_TO_RAD); p12 = fgRotateCartesianPoint(p12); p21 = fgGeodetic2Cartesian(x2*ARCSEC_TO_RAD, y1*ARCSEC_TO_RAD); p21 = fgRotateCartesianPoint(p21); p22 = fgGeodetic2Cartesian(x2*ARCSEC_TO_RAD, y2*ARCSEC_TO_RAD); p22 = fgRotateCartesianPoint(p22); z11 = 0.001 * m->mesh_data[i * m->cols + j ]; z12 = 0.001 * m->mesh_data[(i+istep) * m->cols + j ]; z21 = 0.001 * m->mesh_data[i * m->cols + (j+jstep)]; z22 = 0.001 * m->mesh_data[(i+istep) * m->cols + (j+jstep)]; v1[0] = p22.y - p11.y; v1[1] = p22.z - p11.z; v1[2] = z22 - z11; v2[0] = p12.y - p11.y; v2[1] = p12.z - p11.z; v2[2] = z12 - z11; MAT3cross_product(normal, v1, v2); MAT3_NORMALIZE_VEC(normal,temp); glNormal3d(normal[0], normal[1], normal[2]); /* printf("normal 1 = (%.2f %.2f %.2f\n", normal[0], normal[1], normal[2]); */ if ( j == 0 ) { /* first time through */ glVertex3d(p12.y, p12.z, z12); glVertex3d(p11.y, p11.z, z11); } glVertex3d(p22.y, p22.z, z22); v2[0] = p21.y - p11.y; v2[1] = p21.z - p11.z; v2[2] = z21 - z11; MAT3cross_product(normal, v2, v1); MAT3_NORMALIZE_VEC(normal,temp); glNormal3d(normal[0], normal[1], normal[2]); /* printf("normal 2 = (%.2f %.2f %.2f\n", normal[0], normal[1], normal[2]); */ glVertex3d(p21.y, p21.z, z21); x1 += m->row_step * jstep; x2 += m->row_step * jstep; } glEnd(); y1 += m->col_step * istep; y2 += m->col_step * istep; } /* this will go, it's only here for testing/debugging */ /* for ( i = m->originy; i < m->originy + (m->row_step * iend); i += 120 ) { for ( j = m->originx; j < m->originx + (m->col_step * jend); j += 120) { mesh_make_test_object(j, i); } } */ for ( i = 0; i < 400; i++ ) { randx = fg_random() * 3600.0; randy = fg_random() * 3600.0; mesh_make_test_object(m->originx + randx, m->originy + randy); } glEndList(); return(mesh); } /* $Log$ /* Revision 1.38 1997/07/21 14:45:02 curt /* Minor tweaks. /* * Revision 1.37 1997/07/19 22:34:03 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 14:28:35 curt * Hacked in some support for wind/turbulence. * * Revision 1.34 1997/07/16 20:04:50 curt * Minor tweaks to aid Win32 port. * * Revision 1.33 1997/07/14 16:26:04 curt * Testing/playing -- placed objects randomly across the entire terrain. * * Revision 1.32 1997/07/12 03:50:21 curt * Added an #include to help compiling for Win32 * * Revision 1.31 1997/07/12 02:27:07 curt * Looking at potential scenery transformation/coordinate system problems. * * Revision 1.30 1997/07/11 03:23:18 curt * Solved some scenery display/orientation problems. Still have a positioning * (or transformation?) problem. * * Revision 1.29 1997/07/11 01:29:58 curt * More tweaking of terrian floor. * * Revision 1.28 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 1.27 1997/07/09 21:31:13 curt * Working on making the ground "hard." * * Revision 1.26 1997/07/08 18:20:13 curt * Working on establishing a hard ground. * * Revision 1.25 1997/07/07 20:59:50 curt * Working on scenery transformations to enable us to fly fluidly over the * poles with no discontinuity/distortion in scenery. * * Revision 1.24 1997/07/05 20:43:35 curt * renamed mat3 directory to Math so we could add other math related routines. * * Revision 1.23 1997/07/03 00:51:14 curt * Playing with terrain color. * * Revision 1.22 1997/06/29 21:19:17 curt * Working on scenery management system. * * Revision 1.21 1997/06/21 17:12:54 curt * Capitalized subdirectory names. * * Revision 1.20 1997/06/18 04:10:32 curt * A couple more runway tweaks ... * * Revision 1.19 1997/06/18 02:21:24 curt * Hacked in a runway * * Revision 1.18 1997/06/17 04:19:17 curt * More timer related tweaks with respect to view direction changes. * * Revision 1.17 1997/06/16 19:32:52 curt * Starting to add general timer support. * * Revision 1.16 1997/06/02 03:40:07 curt * A tiny bit more view tweaking. * * Revision 1.15 1997/06/02 03:01:38 curt * Working on views (side, front, back, transitions, etc.) * * Revision 1.14 1997/05/31 19:16:26 curt * Elevator trim added. * * Revision 1.13 1997/05/31 04:13:53 curt * WE CAN NOW FLY!!! * * Continuing work on the LaRCsim flight model integration. * Added some MSFS-like keyboard input handling. * * Revision 1.12 1997/05/30 23:26:20 curt * Added elevator/aileron controls. * * Revision 1.11 1997/05/30 19:27:02 curt * The LaRCsim flight model is starting to look like it is working. * * Revision 1.10 1997/05/30 03:54:11 curt * Made a bit more progress towards integrating the LaRCsim flight model. * * Revision 1.9 1997/05/29 22:39:51 curt * Working on incorporating the LaRCsim flight model. * * Revision 1.8 1997/05/29 12:31:40 curt * Minor tweaks, moving towards general flight model integration. * * Revision 1.7 1997/05/29 02:33:24 curt * Updated to reflect changing interfaces in other "modules." * * Revision 1.6 1997/05/27 17:44:32 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 1.5 1997/05/24 01:45:32 curt * Fixed surface normals for triangle mesh. * * Revision 1.4 1997/05/23 20:05:24 curt * First stab at using GL_TRIANGLE_STRIP's instead of GL_POLYGONS (to conserve * memory) * * Revision 1.3 1997/05/23 15:40:26 curt * Added GNU copyright headers. * Fog now works! * * Revision 1.2 1997/05/23 00:35:13 curt * Trying to get fog to work ... * * Revision 1.1 1997/05/21 15:57:52 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 00:17:35 curt * Trying to stub in support for standard OpenGL. * * Revision 1.1 1997/05/16 16:05:52 curt * Initial revision. * */