140 lines
3.8 KiB
C
140 lines
3.8 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 <stdio.h>
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#include <string.h>
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#include "../general.h"
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#include "scenery.h"
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#include "parsevrml.h"
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#include "stars.h"
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/* Temporary hack until we get the scenery management system running */
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GLint mesh_hack;
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/* Shared structure to hold current scenery parameters */
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struct SCENERY scenery;
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/* Initialize the Scenery Management system */
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void fgSceneryInit() {
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/* set the default terrain detail level */
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scenery.terrain_skip = 2;
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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 GENERAL *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.wrl");
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printf("Loading Scenery: %s\n", path);
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fgParseVRML(path);
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}
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/* Render out the current scene */
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void fgSceneryRender() {
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glPushMatrix();
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glCallList(mesh_hack);
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glPopMatrix();
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fgStarsRender();
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}
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/* $Log$
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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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