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flightgear/Scenery/scenery.c

187 lines
5.4 KiB
C

/**************************************************************************
* scenery.c -- data structures and routines for managing scenery.
*
* Written by Curtis Olson, started May 1997.
*
* Copyright (C) 1997 Curtis L. Olson - curt@infoplane.com
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License as
* published by the Free Software Foundation; either version 2 of the
* License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful, but
* WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
*
* $Id$
* (Log is kept at end of this file)
**************************************************************************/
#ifdef WIN32
# include <windows.h>
#endif
#include <GL/glut.h>
#include <stdio.h>
#include <string.h>
#include "../general.h"
#include "astro.h"
#include "obj.h"
#include "scenery.h"
#include "stars.h"
/* Temporary hack until we get the scenery management system running */
GLint area_terrain;
/* Shared structure to hold current scenery parameters */
struct fgSCENERY scenery;
/* Initialize the Scenery Management system */
void fgSceneryInit() {
/* set the default terrain detail level */
scenery.terrain_skip = 6;
}
/* Tell the scenery manager where we are so it can load the proper data, and
* build the proper structures. */
void fgSceneryUpdate(double lon, double lat, double elev) {
struct fgGENERAL *g;
char path[1024];
g = &general;
/* a hardcoded hack follows */
/* this routine should parse the file, and make calls back to the
* scenery management system to build the appropriate structures */
path[0] = '\0';
strcat(path, g->root_dir);
strcat(path, "/Scenery/");
strcat(path, "mesa-e.obj");
printf("Loading Scenery: %s\n", path);
area_terrain = fgObjLoad(path);
}
/* Render out the current scene */
void fgSceneryRender() {
static GLfloat terrain_color[4] = { 0.4, 0.8, 0.3, 1.0 };
static GLfloat terrain_ambient[4];
static GLfloat terrain_diffuse[4];
int i;
for ( i = 0; i < 4; i++ ) {
terrain_ambient[i] = terrain_color[i];
terrain_diffuse[i] = terrain_color[i];
}
glMaterialfv(GL_FRONT, GL_AMBIENT, terrain_ambient);
glMaterialfv(GL_FRONT, GL_DIFFUSE, terrain_diffuse);
glCallList(area_terrain);
}
/* $Log$
/* Revision 1.27 1997/12/12 21:41:30 curt
/* More light/material property tweaking ... still a ways off.
/*
* Revision 1.26 1997/12/12 19:52:58 curt
* Working on lightling and material properties.
*
* Revision 1.25 1997/12/10 22:37:51 curt
* Prepended "fg" on the name of all global structures that didn't have it yet.
* i.e. "struct WEATHER {}" became "struct fgWEATHER {}"
*
* Revision 1.24 1997/12/08 22:51:18 curt
* Enhanced to handle ccw and cw tri-stripe winding. This is a temporary
* admission of defeat. I will eventually go back and get all the stripes
* wound the same way (ccw).
*
* Revision 1.23 1997/11/25 19:25:37 curt
* Changes to integrate Durk's moon/sun code updates + clean up.
*
* Revision 1.22 1997/10/28 21:00:22 curt
* Changing to new terrain format.
*
* Revision 1.21 1997/10/25 03:24:24 curt
* Incorporated sun, moon, and star positioning code contributed by Durk Talsma.
*
* Revision 1.20 1997/10/25 03:18:27 curt
* Incorporated sun, moon, and planet position and rendering code contributed
* by Durk Talsma.
*
* Revision 1.19 1997/09/05 14:17:30 curt
* More tweaking with stars.
*
* Revision 1.18 1997/09/05 01:35:59 curt
* Working on getting stars right.
*
* Revision 1.17 1997/08/29 17:55:27 curt
* Worked on properly aligning the stars.
*
* Revision 1.16 1997/08/27 21:32:29 curt
* Restructured view calculation code. Added stars.
*
* Revision 1.15 1997/08/27 03:30:32 curt
* Changed naming scheme of basic shared structures.
*
* Revision 1.14 1997/08/25 20:27:24 curt
* Merged in initial HUD and Joystick code.
*
* Revision 1.13 1997/08/22 21:34:41 curt
* Doing a bit of reorganizing and house cleaning.
*
* Revision 1.12 1997/08/19 23:55:08 curt
* Worked on better simulating real lighting.
*
* Revision 1.11 1997/08/13 20:24:22 curt
* Changed default detail level.
*
* Revision 1.10 1997/08/06 00:24:30 curt
* Working on correct real time sun lighting.
*
* Revision 1.9 1997/08/04 17:08:11 curt
* Testing cvs on IRIX 6.x
*
* Revision 1.8 1997/07/18 23:41:27 curt
* Tweaks for building with Cygnus Win32 compiler.
*
* Revision 1.7 1997/07/16 20:04:52 curt
* Minor tweaks to aid Win32 port.
*
* Revision 1.6 1997/07/14 16:26:05 curt
* Testing/playing -- placed objects randomly across the entire terrain.
*
* Revision 1.5 1997/07/11 03:23:19 curt
* Solved some scenery display/orientation problems. Still have a positioning
* (or transformation?) problem.
*
* Revision 1.4 1997/07/11 01:30:03 curt
* More tweaking of terrian floor.
*
* Revision 1.3 1997/06/29 21:16:50 curt
* More twiddling with the Scenery Management system.
*
* Revision 1.2 1997/06/27 20:03:37 curt
* Working on Makefile structure.
*
* Revision 1.1 1997/06/27 02:26:30 curt
* Initial revision.
*
*/