199 lines
5.8 KiB
C
199 lines
5.8 KiB
C
/**************************************************************************
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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 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 <string.h>
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#include "../Include/general.h"
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#include "obj.h"
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#include "scenery.h"
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/* Temporary hack until we get the scenery management system running */
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GLint area_terrain;
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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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void fgSceneryInit() {
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printf("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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}
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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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struct fgGENERAL *g;
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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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printf(" Loading Scenery: %s\n", path);
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area_terrain = fgObjLoad(path);
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}
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/* Render out the current scene */
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void fgSceneryRender() {
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static GLfloat terrain_color[4] = { 0.6, 0.8, 0.4, 1.0 };
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static GLfloat terrain_ambient[4];
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static GLfloat terrain_diffuse[4];
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int i;
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for ( i = 0; i < 4; i++ ) {
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terrain_ambient[i] = terrain_color[i] * 0.5;
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terrain_diffuse[i] = terrain_color[i];
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}
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xglMaterialfv(GL_FRONT, GL_AMBIENT, terrain_ambient);
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xglMaterialfv(GL_FRONT, GL_DIFFUSE, terrain_diffuse);
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xglCallList(area_terrain);
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}
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/* $Log$
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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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