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flightgear/Main/gltkmain.c
1997-05-16 15:58:23 +00:00

255 lines
5.6 KiB
C

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