bda27365e4
This should simplify things tremendously.
947 lines
27 KiB
C
947 lines
27 KiB
C
/**************************************************************************
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* GLUTmain.c -- top level sim routines
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*
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* Written by Curtis Olson for OpenGL, started May 1997.
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*
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* Copyright (C) 1997 Curtis L. Olson - curt@infoplane.com
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License as
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* published by the Free Software Foundation; either version 2 of the
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* License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but
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* WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
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*
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* $Id$
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* (Log is kept at end of this file)
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**************************************************************************/
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#ifdef WIN32
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# include <windows.h>
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#endif
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#include <GL/glut.h>
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#include <XGL/xgl.h>
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#include <stdio.h>
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#include <Main/GLUTkey.h>
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#include <Main/fg_init.h>
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#include <Main/views.h>
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#include <Include/constants.h>
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#include <Include/general.h>
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#include <Aircraft/aircraft.h>
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#include <Astro/moon.h>
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#include <Astro/sky.h>
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#include <Astro/stars.h>
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#include <Astro/sun.h>
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#include <Cockpit/cockpit.h>
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#include <Joystick/joystick.h>
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#include <Math/fg_geodesy.h>
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#include <Math/mat3.h>
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#include <Math/polar.h>
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#include <Scenery/mesh.h>
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#include <Scenery/scenery.h>
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#include <Scenery/tilemgr.h>
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#include <Time/event.h>
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#include <Time/fg_time.h>
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#include <Time/fg_timer.h>
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#include <Time/sunpos.h>
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#include <Weather/weather.h>
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/* This is a record containing global housekeeping information */
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struct fgGENERAL general;
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/* view parameters */
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static GLfloat win_ratio = 1.0;
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static GLint winWidth, winHeight;
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/* temporary hack */
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/* pointer to scenery structure */
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/* static GLint scenery, runway; */
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/* double Simtime; */
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/* Another hack */
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int use_signals = 0;
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/* Yet another hack. This one used by the HUD code. Michele */
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int show_hud;
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/* Yet another other hack. Used for my prototype instrument code. (Durk) */
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int displayInstruments;
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/**************************************************************************
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* fgInitVisuals() -- Initialize various GL/view parameters
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**************************************************************************/
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static void fgInitVisuals( void ) {
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struct fgLIGHT *l;
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struct fgTIME *t;
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struct fgWEATHER *w;
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l = &cur_light_params;
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t = &cur_time_params;
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w = ¤t_weather;
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/* xglDisable( GL_DITHER ); */
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/* If enabled, normal vectors specified with glNormal are scaled
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to unit length after transformation. See glNormal. */
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xglEnable( GL_NORMALIZE );
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xglEnable( GL_LIGHTING );
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xglEnable( GL_LIGHT0 );
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xglLightfv( GL_LIGHT0, GL_POSITION, l->sun_vec );
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xglFogi (GL_FOG_MODE, GL_LINEAR);
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/* xglFogf (GL_FOG_START, 1.0); */
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xglFogf (GL_FOG_END, w->visibility);
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/* xglFogf (GL_FOG_DENSITY, w->visibility); */
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xglHint (GL_FOG_HINT, GL_NICEST /* GL_FASTEST */ );
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/* draw wire frame */
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/* xglPolygonMode(GL_FRONT_AND_BACK,GL_LINE); */
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}
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/**************************************************************************
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* Update the view volume, position, and orientation
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**************************************************************************/
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static void fgUpdateViewParams( void ) {
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struct fgFLIGHT *f;
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struct fgLIGHT *l;
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struct fgTIME *t;
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struct fgVIEW *v;
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f = ¤t_aircraft.flight;
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l = &cur_light_params;
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t = &cur_time_params;
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v = ¤t_view;
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fgViewUpdate(f, v, l);
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if (displayInstruments)
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{
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xglViewport(0, (GLint)(winHeight / 2 ) , (GLint)winWidth, (GLint)winHeight / 2);
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/* Tell GL we are about to modify the projection parameters */
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xglMatrixMode(GL_PROJECTION);
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xglLoadIdentity();
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gluPerspective(55.0, 2.0/win_ratio, 1.0, 100000.0);
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}
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else
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{
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xglViewport(0, 0 , (GLint)winWidth, (GLint) winHeight);
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/* Tell GL we are about to modify the projection parameters */
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xglMatrixMode(GL_PROJECTION);
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xglLoadIdentity();
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gluPerspective(55.0, 1.0/win_ratio, 1.0, 100000.0);
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}
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xglMatrixMode(GL_MODELVIEW);
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xglLoadIdentity();
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/* set up our view volume (default) */
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gluLookAt(v->view_pos.x, v->view_pos.y, v->view_pos.z,
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v->view_pos.x + v->view_forward[0],
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v->view_pos.y + v->view_forward[1],
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v->view_pos.z + v->view_forward[2],
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v->view_up[0], v->view_up[1], v->view_up[2]);
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/* lock view horizontally towards sun (testing) */
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/* gluLookAt(v->view_pos.x, v->view_pos.y, v->view_pos.z,
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v->view_pos.x + v->surface_to_sun[0],
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v->view_pos.y + v->surface_to_sun[1],
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v->view_pos.z + v->surface_to_sun[2],
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v->view_up[0], v->view_up[1], v->view_up[2]); */
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/* lock view horizontally towards south (testing) */
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/* gluLookAt(v->view_pos.x, v->view_pos.y, v->view_pos.z,
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v->view_pos.x + v->surface_south[0],
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v->view_pos.y + v->surface_south[1],
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v->view_pos.z + v->surface_south[2],
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v->view_up[0], v->view_up[1], v->view_up[2]); */
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/* set the sun position */
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xglLightfv( GL_LIGHT0, GL_POSITION, l->sun_vec );
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}
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/*************************************************************************
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* Draw a basic instrument panel
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************************************************************************/
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static void fgUpdateInstrViewParams( void ) {
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xglViewport(0, 0 , (GLint)winWidth, (GLint)winHeight / 2);
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xglMatrixMode(GL_PROJECTION);
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xglPushMatrix();
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xglLoadIdentity();
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gluOrtho2D(0, 640, 0, 480);
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xglMatrixMode(GL_MODELVIEW);
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xglPushMatrix();
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xglLoadIdentity();
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xglColor3f(1.0, 1.0, 1.0);
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xglIndexi(7);
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xglDisable(GL_DEPTH_TEST);
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xglDisable(GL_LIGHTING);
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xglLineWidth(1);
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xglColor3f (0.5, 0.5, 0.5);
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xglBegin(GL_QUADS);
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xglVertex2f(0.0, 0.00);
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xglVertex2f(0.0, 480.0);
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xglVertex2f(640.0,480.0);
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xglVertex2f(640.0, 0.0);
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xglEnd();
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xglRectf(0.0,0.0, 640, 480);
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xglEnable(GL_DEPTH_TEST);
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xglEnable(GL_LIGHTING);
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xglMatrixMode(GL_PROJECTION);
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xglPopMatrix();
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xglMatrixMode(GL_MODELVIEW);
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xglPopMatrix();
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}
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/**************************************************************************
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* Update all Visuals (redraws anything graphics related)
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**************************************************************************/
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static void fgRenderFrame( void ) {
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struct fgLIGHT *l;
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struct fgTIME *t;
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struct fgVIEW *v;
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double angle;
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GLfloat white[4] = { 1.0, 1.0, 1.0, 1.0 };
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l = &cur_light_params;
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t = &cur_time_params;
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v = ¤t_view;
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/* update view volume parameters */
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fgUpdateViewParams();
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xglClear( GL_DEPTH_BUFFER_BIT /* | GL_COLOR_BUFFER_BIT */ );
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/* Tell GL we are switching to model view parameters */
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xglMatrixMode(GL_MODELVIEW);
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/* xglLoadIdentity(); */
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/* draw sky */
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xglDisable( GL_DEPTH_TEST );
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xglDisable( GL_LIGHTING );
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xglDisable( GL_CULL_FACE );
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xglDisable( GL_FOG );
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xglShadeModel( GL_SMOOTH );
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fgSkyRender();
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/* setup transformation for drawing astronomical objects */
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xglPushMatrix();
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/* Translate to view position */
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xglTranslatef( v->view_pos.x, v->view_pos.y, v->view_pos.z );
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/* Rotate based on gst (side real time) */
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angle = t->gst * 15.041085; /* should be 15.041085, Curt thought it was 15*/
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/* printf("Rotating astro objects by %.2f degrees\n",angle); */
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xglRotatef( angle, 0.0, 0.0, -1.0 );
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/* draw stars and planets */
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fgStarsRender();
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/* draw the sun */
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fgSunRender();
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/* render the moon */
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xglEnable( GL_LIGHTING );
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/* set lighting parameters */
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xglLightfv(GL_LIGHT0, GL_AMBIENT, white );
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xglLightfv(GL_LIGHT0, GL_DIFFUSE, white );
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xglEnable( GL_CULL_FACE );
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fgMoonRender();
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xglPopMatrix();
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/* draw scenery */
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xglShadeModel( GL_SMOOTH );
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xglEnable( GL_DEPTH_TEST );
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xglEnable( GL_FOG );
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xglFogfv (GL_FOG_COLOR, l->fog_color);
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/* set lighting parameters */
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xglLightfv(GL_LIGHT0, GL_AMBIENT, l->scene_ambient );
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xglLightfv(GL_LIGHT0, GL_DIFFUSE, l->scene_diffuse );
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fgTileMgrRender();
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/* fgSceneryRender(); */
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/* display HUD */
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if( show_hud ) {
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fgCockpitUpdate();
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}
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/* display instruments */
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if (displayInstruments) {
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fgUpdateInstrViewParams();
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}
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#ifdef GLUT
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xglutSwapBuffers();
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#endif
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}
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/**************************************************************************
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* Update internal time dependent calculations (i.e. flight model)
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**************************************************************************/
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void fgUpdateTimeDepCalcs(int multi_loop) {
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struct fgFLIGHT *f;
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struct fgTIME *t;
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struct fgVIEW *v;
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int i;
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f = ¤t_aircraft.flight;
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t = &cur_time_params;
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v = ¤t_view;
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/* update the flight model */
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if ( multi_loop < 0 ) {
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multi_loop = DEFAULT_MULTILOOP;
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}
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/* printf("updating flight model x %d\n", multi_loop); */
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fgFlightModelUpdate(FG_LARCSIM, f, multi_loop);
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/* update the view angle */
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for ( i = 0; i < multi_loop; i++ ) {
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if ( fabs(v->goal_view_offset - v->view_offset) < 0.05 ) {
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v->view_offset = v->goal_view_offset;
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break;
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} else {
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/* move v->view_offset towards v->goal_view_offset */
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if ( v->goal_view_offset > v->view_offset ) {
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if ( v->goal_view_offset - v->view_offset < FG_PI ) {
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v->view_offset += 0.01;
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} else {
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v->view_offset -= 0.01;
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}
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} else {
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if ( v->view_offset - v->goal_view_offset < FG_PI ) {
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v->view_offset -= 0.01;
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} else {
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v->view_offset += 0.01;
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}
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}
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if ( v->view_offset > FG_2PI ) {
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v->view_offset -= FG_2PI;
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} else if ( v->view_offset < 0 ) {
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v->view_offset += FG_2PI;
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}
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}
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}
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}
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void fgInitTimeDepCalcs( void ) {
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/* initialize timer */
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#ifdef USE_ITIMER
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fgTimerInit( 1.0 / DEFAULT_TIMER_HZ, fgUpdateTimeDepCalcs );
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#endif USE_ITIMER
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}
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/**************************************************************************
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* Scenery management routines
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**************************************************************************/
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/* static void fgSceneryInit_OLD() { */
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/* make scenery */
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/* scenery = fgSceneryCompile_OLD();
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runway = fgRunwayHack_OLD(0.69, 53.07);
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} */
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/* create the scenery */
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/* GLint fgSceneryCompile_OLD() {
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GLint scenery;
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scenery = mesh2GL(mesh_ptr_OLD);
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return(scenery);
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}
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*/
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/* hack in a runway */
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/* GLint fgRunwayHack_OLD(double width, double length) {
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static GLfloat concrete[4] = { 0.5, 0.5, 0.5, 1.0 };
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static GLfloat line[4] = { 0.9, 0.9, 0.9, 1.0 };
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int i;
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int num_lines = 16;
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float line_len, line_width_2, cur_pos;
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runway = xglGenLists(1);
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xglNewList(runway, GL_COMPILE);
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*/
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/* draw concrete */
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/* xglBegin(GL_POLYGON);
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xglMaterialfv( GL_FRONT, GL_AMBIENT_AND_DIFFUSE, concrete );
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xglNormal3f(0.0, 0.0, 1.0);
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xglVertex3d( 0.0, -width/2.0, 0.0);
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xglVertex3d( 0.0, width/2.0, 0.0);
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xglVertex3d(length, width/2.0, 0.0);
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xglVertex3d(length, -width/2.0, 0.0);
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xglEnd();
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*/
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/* draw center line */
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/* xglMaterialfv( GL_FRONT, GL_AMBIENT_AND_DIFFUSE, line );
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line_len = length / ( 2 * num_lines + 1);
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printf("line_len = %.3f\n", line_len);
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line_width_2 = 0.02;
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cur_pos = line_len;
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for ( i = 0; i < num_lines; i++ ) {
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xglBegin(GL_POLYGON);
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xglVertex3d( cur_pos, -line_width_2, 0.005);
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xglVertex3d( cur_pos, line_width_2, 0.005);
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cur_pos += line_len;
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xglVertex3d( cur_pos, line_width_2, 0.005);
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xglVertex3d( cur_pos, -line_width_2, 0.005);
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cur_pos += line_len;
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xglEnd();
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}
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xglEndList();
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return(runway);
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}
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*/
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/* draw the scenery */
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/*static void fgSceneryDraw_OLD() {
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static float z = 32.35;
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xglPushMatrix();
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xglCallList(scenery);
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printf("*** Drawing runway at %.2f\n", z);
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xglTranslatef( -398391.28, 120070.41, 32.35);
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xglRotatef(170.0, 0.0, 0.0, 1.0);
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xglCallList(runway);
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xglPopMatrix();
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}
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*/
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/* What should we do when we have nothing else to do? How about get
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* ready for the next move and update the display? */
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static void fgMainLoop( void ) {
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static int remainder = 0;
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int elapsed, multi_loop;
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double cur_elev;
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double joy_x, joy_y;
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int joy_b1, joy_b2;
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struct fgAIRCRAFT *a;
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struct fgFLIGHT *f;
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struct fgTIME *t;
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printf("Running Main Loop\n");
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printf("======= ==== ====\n");
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a = ¤t_aircraft;
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f = &a->flight;
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t = &cur_time_params;
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/* update "time" */
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fgTimeUpdate(f, t);
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/* Read joystick */
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/* fgJoystickRead( &joy_x, &joy_y, &joy_b1, &joy_b2 );
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printf( "Joystick X %f Y %f B1 %d B2 %d\n",
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joy_x, joy_y, joy_b1, joy_b2 );
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fgElevSet( -joy_y );
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fgAileronSet( joy_x ); */
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/* Calculate model iterations needed */
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elapsed = fgGetTimeInterval();
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printf("Time interval is = %d, previous remainder is = %d\n", elapsed,
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remainder);
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printf("--> Frame rate is = %.2f\n", 1000.0 / (float)elapsed);
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elapsed += remainder;
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multi_loop = ((float)elapsed * 0.001) * DEFAULT_MODEL_HZ;
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remainder = elapsed - ((multi_loop*1000) / DEFAULT_MODEL_HZ);
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printf("Model iterations needed = %d, new remainder = %d\n", multi_loop,
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remainder);
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/* Run flight model */
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if ( ! use_signals ) {
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/* flight model */
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fgUpdateTimeDepCalcs(multi_loop);
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}
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/* I'm just sticking this here for now, it should probably move
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* eventually */
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cur_elev = mesh_altitude(FG_Longitude * RAD_TO_ARCSEC,
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FG_Latitude * RAD_TO_ARCSEC);
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/* printf("Ground elevation is %.2f meters here.\n", cur_elev); */
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/* FG_Runway_altitude = cur_elev * METER_TO_FEET; */
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if ( FG_Altitude * FEET_TO_METER < cur_elev + 3.758099) {
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/* set this here, otherwise if we set runway height above our
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|
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);
|
|
|
|
/* see if we need to load any new scenery tiles */
|
|
/* fgTileMgrUpdate(); */
|
|
|
|
/* Process/manage pending events */
|
|
fgEventProcess();
|
|
|
|
/* redraw display */
|
|
fgRenderFrame();
|
|
|
|
printf("\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 ); */
|
|
}
|
|
|
|
|
|
/**************************************************************************
|
|
* Main ...
|
|
**************************************************************************/
|
|
|
|
int main( int argc, char *argv[] ) {
|
|
struct fgFLIGHT *f;
|
|
|
|
f = ¤t_aircraft.flight;
|
|
|
|
printf("Flight Gear: 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 <stdarg.h>
|
|
int printf (const char *format, ...) {}
|
|
#endif
|
|
|
|
|
|
/* $Log$
|
|
/* 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.
|
|
*
|
|
*/
|