266 lines
7.8 KiB
C++
266 lines
7.8 KiB
C++
/* -*- Mode: C++ -*-
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*
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* scenery.c -- data structures and routines for managing scenery.
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*
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* Written by Curtis Olson, 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 HAVE_CONFIG_H
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# include <config.h>
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#endif
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#ifdef HAVE_WINDOWS_H
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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 <string.h>
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#include <Debug/fg_debug.h>
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#include <Include/general.h>
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#include <Scenery/obj.hxx>
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#include <Scenery/scenery.hxx>
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#include <Scenery/texload.h>
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/* Temporary hack until we get a better texture management system running */
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GLint area_texture;
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/* Shared structure to hold current scenery parameters */
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struct fgSCENERY scenery;
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/* Initialize the Scenery Management system */
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int fgSceneryInit( void ) {
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fgGENERAL *g;
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char path[1024], fgpath[1024];
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GLubyte *texbuf;
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int width, height;
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g = &general;
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fgPrintf(FG_TERRAIN, FG_INFO, "Initializing scenery subsystem\n");
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/* set the default terrain detail level */
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// scenery.terrain_skip = 6;
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/* temp: load in a demo texture */
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path[0] = '\0';
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strcat(path, g->root_dir);
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strcat(path, "/Textures/");
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strcat(path, "forest.rgb");
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// Try uncompressed
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if ( (texbuf = read_rgb_texture(path, &width, &height)) == NULL ) {
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// Try compressed
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strcpy(fgpath, path);
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strcat(fgpath, ".gz");
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if ( (texbuf = read_rgb_texture(fgpath, &width, &height)) == NULL ) {
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fgPrintf( FG_GENERAL, FG_EXIT, "Error in loading texture %s\n",
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path );
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return(0);
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}
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}
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xglTexImage2D(GL_TEXTURE_2D, 0, 3, height, width, 0,
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GL_RGB, GL_UNSIGNED_BYTE, texbuf);
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return(1);
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}
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/* Tell the scenery manager where we are so it can load the proper data, and
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* build the proper structures. */
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void fgSceneryUpdate(double lon, double lat, double elev) {
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fgGENERAL *g;
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double max_radius;
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char path[1024];
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g = &general;
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/* a hardcoded hack follows */
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/* this routine should parse the file, and make calls back to the
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* scenery management system to build the appropriate structures */
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path[0] = '\0';
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strcat(path, g->root_dir);
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strcat(path, "/Scenery/");
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strcat(path, "mesa-e.obj");
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// fgPrintf(FG_TERRAIN, FG_DEBUG, " Loading Scenery: %s\n", path);
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// area_terrain = fgObjLoad(path, &scenery.center, &max_radius);
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}
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/* Render out the current scene */
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void fgSceneryRender( void ) {
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}
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/* $Log$
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/* Revision 1.1 1998/04/30 12:35:30 curt
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/* Added a command line rendering option specify smooth/flat shading.
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/*
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* Revision 1.42 1998/04/28 21:43:27 curt
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* Wrapped zlib calls up so we can conditionally comment out zlib support.
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*
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* Revision 1.41 1998/04/24 00:51:08 curt
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* Wrapped "#include <config.h>" in "#ifdef HAVE_CONFIG_H"
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* Tweaked the scenery file extentions to be "file.obj" (uncompressed)
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* or "file.obz" (compressed.)
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*
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* Revision 1.40 1998/04/18 04:14:06 curt
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* Moved fg_debug.c to it's own library.
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*
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* Revision 1.39 1998/04/08 23:30:07 curt
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* Adopted Gnu automake/autoconf system.
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*
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* Revision 1.38 1998/04/03 22:11:37 curt
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* Converting to Gnu autoconf system.
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*
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* Revision 1.37 1998/03/23 21:23:05 curt
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* Debugging output tweaks.
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*
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* Revision 1.36 1998/03/14 00:30:50 curt
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* Beginning initial terrain texturing experiments.
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*
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* Revision 1.35 1998/01/31 00:43:26 curt
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* Added MetroWorks patches from Carmen Volpe.
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*
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* Revision 1.34 1998/01/27 03:26:43 curt
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* Playing with new fgPrintf command.
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*
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* Revision 1.33 1998/01/19 19:27:17 curt
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* Merged in make system changes from Bob Kuehne <rpk@sgi.com>
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* This should simplify things tremendously.
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*
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* Revision 1.32 1998/01/19 18:40:37 curt
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* Tons of little changes to clean up the code and to remove fatal errors
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* when building with the c++ compiler.
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*
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* Revision 1.31 1998/01/13 00:23:11 curt
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* Initial changes to support loading and management of scenery tiles. Note,
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* there's still a fair amount of work left to be done.
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*
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* Revision 1.30 1998/01/07 03:22:29 curt
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* Moved astro stuff to .../Src/Astro/
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*
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* Revision 1.29 1997/12/30 20:47:52 curt
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* Integrated new event manager with subsystem initializations.
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*
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* Revision 1.28 1997/12/15 23:55:02 curt
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* Add xgl wrappers for debugging.
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* Generate terrain normals on the fly.
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*
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* Revision 1.27 1997/12/12 21:41:30 curt
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* More light/material property tweaking ... still a ways off.
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*
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* Revision 1.26 1997/12/12 19:52:58 curt
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* Working on lightling and material properties.
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*
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* Revision 1.25 1997/12/10 22:37:51 curt
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* Prepended "fg" on the name of all global structures that didn't have it yet.
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* i.e. "struct WEATHER {}" became "struct fgWEATHER {}"
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*
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* Revision 1.24 1997/12/08 22:51:18 curt
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* Enhanced to handle ccw and cw tri-stripe winding. This is a temporary
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* admission of defeat. I will eventually go back and get all the stripes
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* wound the same way (ccw).
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*
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* Revision 1.23 1997/11/25 19:25:37 curt
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* Changes to integrate Durk's moon/sun code updates + clean up.
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*
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* Revision 1.22 1997/10/28 21:00:22 curt
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* Changing to new terrain format.
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*
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* Revision 1.21 1997/10/25 03:24:24 curt
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* Incorporated sun, moon, and star positioning code contributed by Durk Talsma.
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*
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* Revision 1.20 1997/10/25 03:18:27 curt
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* Incorporated sun, moon, and planet position and rendering code contributed
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* by Durk Talsma.
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*
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* Revision 1.19 1997/09/05 14:17:30 curt
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* More tweaking with stars.
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*
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* Revision 1.18 1997/09/05 01:35:59 curt
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* Working on getting stars right.
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*
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* Revision 1.17 1997/08/29 17:55:27 curt
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* Worked on properly aligning the stars.
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*
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* Revision 1.16 1997/08/27 21:32:29 curt
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* Restructured view calculation code. Added stars.
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*
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* Revision 1.15 1997/08/27 03:30:32 curt
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* Changed naming scheme of basic shared structures.
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*
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* Revision 1.14 1997/08/25 20:27:24 curt
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* Merged in initial HUD and Joystick code.
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*
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* Revision 1.13 1997/08/22 21:34:41 curt
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* Doing a bit of reorganizing and house cleaning.
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*
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* Revision 1.12 1997/08/19 23:55:08 curt
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* Worked on better simulating real lighting.
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*
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* Revision 1.11 1997/08/13 20:24:22 curt
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* Changed default detail level.
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*
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* Revision 1.10 1997/08/06 00:24:30 curt
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* Working on correct real time sun lighting.
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*
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* Revision 1.9 1997/08/04 17:08:11 curt
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* Testing cvs on IRIX 6.x
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*
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* Revision 1.8 1997/07/18 23:41:27 curt
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* Tweaks for building with Cygnus Win32 compiler.
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*
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* Revision 1.7 1997/07/16 20:04:52 curt
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* Minor tweaks to aid Win32 port.
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*
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* Revision 1.6 1997/07/14 16:26:05 curt
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* Testing/playing -- placed objects randomly across the entire terrain.
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*
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* Revision 1.5 1997/07/11 03:23:19 curt
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* Solved some scenery display/orientation problems. Still have a positioning
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* (or transformation?) problem.
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*
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* Revision 1.4 1997/07/11 01:30:03 curt
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* More tweaking of terrian floor.
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*
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* Revision 1.3 1997/06/29 21:16:50 curt
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* More twiddling with the Scenery Management system.
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*
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* Revision 1.2 1997/06/27 20:03:37 curt
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* Working on Makefile structure.
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*
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* Revision 1.1 1997/06/27 02:26:30 curt
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* Initial revision.
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*
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*/
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