255 lines
5.6 KiB
C
255 lines
5.6 KiB
C
/**************************************************************************
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* gltkmain.c -- top level sim routines
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*
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* Written by Curtis Olson for Mesa (OpenGL), started May 1997.
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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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#include <math.h>
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#include <stdio.h>
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#include <stdlib.h>
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#include <sys/time.h>
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/* assumes -I/usr/include/mesa in compile command */
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#include "gltk.h"
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#include "gltkkey.h"
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#include "../aircraft/aircraft.h"
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#include "../scenery/scenery.h"
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/* This a record containing all the info for the aircraft currently
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being operated */
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struct aircraft_params current_aircraft;
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/* temporary hack */
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extern struct mesh *mesh_ptr;
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/* Function prototypes */
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GLint make_mesh();
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static void draw_mesh();
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/* view parameters */
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static GLfloat win_ratio = 1.0;
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/* pointer to terrain mesh structure */
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static GLint mesh;
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/* init_view() -- Setup view parameters */
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static void init_view() {
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/* if the 4th field is 0.0, this specifies a direction ... */
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static GLfloat pos[4] = {2.0, 2.0, 3.0, 0.0 };
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glLightfv( GL_LIGHT0, GL_POSITION, pos );
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glEnable( GL_CULL_FACE );
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glEnable( GL_LIGHTING );
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glEnable( GL_LIGHT0 );
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glEnable( GL_DEPTH_TEST );
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/* glEnable( GL_FOG );
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glFog( GL_FOG_MODE, GL_LINEAR );
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glFogf( GL_FOG_END, 1000.0 ); */
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glClearColor(0.6, 0.6, 0.9, 1.0);
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}
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/* init_scene() -- build all objects */
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static void init_scene() {
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/* make terrain mesh */
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mesh = make_mesh();
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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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glEnable( GL_NORMALIZE );
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}
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/* create the terrain mesh */
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GLint make_mesh() {
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GLint mesh;
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mesh = mesh_to_ogl(mesh_ptr);
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return(mesh);
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}
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/* create the terrain mesh */
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GLint make_mesh_old() {
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GLint mesh;
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static GLfloat color[4] = { 0.3, 0.7, 0.2, 1.0 };
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mesh = glGenLists(1);
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glNewList(mesh, GL_COMPILE);
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glMaterialfv( GL_FRONT, GL_AMBIENT_AND_DIFFUSE, color );
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glShadeModel( GL_FLAT ); /* glShadeModel( GL_SMOOTH ); */
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glBegin(GL_POLYGON);
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glVertex3f(-10.0, -10.0, 0.0);
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glVertex3f(0.0, -10.0, 0.0);
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glVertex3f(0.0, 0.0, 1.0);
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glVertex3f(-10.0, 0.0, 1.0);
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glEnd();
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glBegin(GL_POLYGON);
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glVertex3f(-10.0, 0.0, 1.0);
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glVertex3f(0.0, 0.0, 1.0);
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glVertex3f(0.0, 10.0, 0.0);
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glVertex3f(-10.0, 10.0, 0.0);
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glEnd();
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glBegin(GL_POLYGON);
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glVertex3f(0.0, 0.0, 0.0);
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glVertex3f(10.0, 0.0, 2.0);
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glVertex3f(10.0, 10.0, 2.0);
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glVertex3f(0.0, 10.0, 0.0);
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glEnd();
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glBegin(GL_POLYGON);
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glVertex3f(0.0, -10.0, -1.0);
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glVertex3f(10.0, -10.0, 0.0);
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glVertex3f(10.0, 0.0, -1.0);
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glVertex3f(0.0, 0.0, 0.0);
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glEnd();
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glEndList();
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return(mesh);
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}
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/* update the view volume */
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static void update_view() {
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struct flight_params *f;
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f = ¤t_aircraft.flight;
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/* Tell GL we are about to modify the projection parameters */
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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gluPerspective(80.0, 1.0/win_ratio, 1.0, 6000.0);
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gluLookAt(f->pos_x, f->pos_y, f->pos_z,
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f->pos_x + cos(f->Psi), f->pos_y + sin(f->Psi), f->pos_z - 0.5,
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0.0, 0.0, 1.0);
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}
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/* draw the scene */
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static void draw_scene( void ) {
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glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
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/* update view volume parameters */
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update_view();
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/* Tell GL we are switching to model view parameters */
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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/* glTranslatef(0.0, 0.0, -5.0); */
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glPushMatrix();
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/* draw terrain mesh */
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draw_mesh();
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glPopMatrix();
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tkSwapBuffers();
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}
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/* draw the terrain mesh */
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static void draw_mesh() {
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glCallList(mesh);
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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?*/
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static void idle( void )
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{
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slew_update();
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aircraft_debug(1);
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draw_scene();
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}
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/* new window size or exposure */
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static void reshape( int width, int height ) {
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/* Do this so we can call reshape(0,0) ourselves without having to know
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* what the values of width & height are. */
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if ( (height > 0) && (width > 0) ) {
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win_ratio = (GLfloat) height / (GLfloat) width;
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}
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/* Inform gl of our view window size */
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glViewport(0, 0, (GLint)width, (GLint)height);
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update_view();
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glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
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}
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/**************************************************************************
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* Main ...
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**************************************************************************/
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int main( int argc, char *argv[] ) {
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/* parse the scenery file */
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parse_scenery(argv[1]);
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/* Define initial window size */
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tkInitPosition(0, 0, 400, 400);
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/* Define Display Parameters */
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tkInitDisplayMode( TK_RGB | TK_DEPTH | TK_DOUBLE | TK_DIRECT );
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/* Initialize the main window */
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if (tkInitWindow("Terrain Demo") == GL_FALSE) {
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tkQuit();
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}
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/* setup view parameters */
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init_view();
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/* build all objects */
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init_scene();
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/* Set initial position and slew parameters */
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slew_init(-406658.0, 129731.0, 344, 0.79);
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/* call reshape() on expose events */
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tkExposeFunc( reshape );
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/* call reshape() on window resizes */
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tkReshapeFunc( reshape );
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/* call key() on keyboard event */
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tkKeyDownFunc( key );
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/* call idle() whenever there is nothing else to do */
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tkIdleFunc( idle );
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/* draw the scene */
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tkDisplayFunc( draw_scene );
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/* pass control off to the tk event handler */
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tkExec();
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return(0);
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}
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/* $Log$
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/* Revision 1.1 1997/05/16 16:05:52 curt
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/* Initial revision.
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/*
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*/
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