1 /**************************************************************************
2 * GLUTmain.c -- top level sim routines
4 * Written by Curtis Olson for OpenGL, started May 1997.
6 * Copyright (C) 1997 Curtis L. Olson - curt@infoplane.com
8 * This program is free software; you can redistribute it and/or
9 * modify it under the terms of the GNU General Public License as
10 * published by the Free Software Foundation; either version 2 of the
11 * License, or (at your option) any later version.
13 * This program is distributed in the hope that it will be useful, but
14 * WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
16 * General Public License for more details.
18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
23 * (Log is kept at end of this file)
24 **************************************************************************/
32 #include "../XGL/xgl.h"
39 #include "../Include/constants.h"
40 #include "../Include/general.h"
42 #include "../Aircraft/aircraft.h"
43 #include "../Cockpit/cockpit.h"
44 #include "../Joystick/joystick.h"
45 #include "../Math/fg_geodesy.h"
46 #include "../Math/mat3.h"
47 #include "../Math/polar.h"
48 #include "../Scenery/mesh.h"
49 #include "../Scenery/moon.h"
50 #include "../Scenery/scenery.h"
51 #include "../Scenery/sky.h"
52 #include "../Scenery/stars.h"
53 #include "../Scenery/sun.h"
54 #include "../Time/fg_time.h"
55 #include "../Time/fg_timer.h"
56 #include "../Time/sunpos.h"
57 #include "../Weather/weather.h"
60 /* This is a record containing global housekeeping information */
61 struct fgGENERAL general;
64 static GLfloat win_ratio = 1.0;
65 static GLint winWidth, winHeight;
68 /* pointer to scenery structure */
69 /* static GLint scenery, runway; */
76 /* Yet another hack. This one used by the HUD code. Michele */
79 /* Yet another other hack. Used for my prototype instrument code. (Durk) */
80 int displayInstruments;
83 /**************************************************************************
84 * fgInitVisuals() -- Initialize various GL/view parameters
85 **************************************************************************/
87 static void fgInitVisuals() {
92 l = &cur_light_params;
97 /* xglDisable( GL_DITHER ); */
99 /* If enabled, normal vectors specified with glNormal are scaled
100 to unit length after transformation. See glNormal. */
101 xglEnable( GL_NORMALIZE );
103 xglEnable( GL_LIGHTING );
104 xglEnable( GL_LIGHT0 );
105 xglLightfv( GL_LIGHT0, GL_POSITION, l->sun_vec );
107 xglFogi (GL_FOG_MODE, GL_LINEAR);
108 /* xglFogf (GL_FOG_START, 1.0); */
109 xglFogf (GL_FOG_END, w->visibility);
110 /* xglFogf (GL_FOG_DENSITY, w->visibility); */
111 xglHint (GL_FOG_HINT, GL_NICEST /* GL_FASTEST */ );
115 /**************************************************************************
116 * Update the view volume, position, and orientation
117 **************************************************************************/
119 static void fgUpdateViewParams() {
125 double x_2, x_4, x_8, x_10;
126 double light, ambient, diffuse, sky_brightness;
127 /* if the 4th field is 0.0, this specifies a direction ... */
129 GLfloat base_sky_color[4] = {0.60, 0.60, 0.90, 1.0};
131 GLfloat base_fog_color[4] = {0.70, 0.70, 0.70, 1.0};
133 GLfloat white[4] = { 1.0, 1.0, 1.0, 1.0 };
135 f = ¤t_aircraft.flight;
136 l = &cur_light_params;
137 t = &cur_time_params;
140 fgViewUpdate(f, v, l);
142 if (displayInstruments)
144 xglViewport(0, (GLint)(winHeight / 2 ) , (GLint)winWidth, (GLint)winHeight / 2);
145 /* Tell GL we are about to modify the projection parameters */
146 xglMatrixMode(GL_PROJECTION);
148 gluPerspective(55.0, 2.0/win_ratio, 1.0, 100000.0);
152 xglViewport(0, 0 , (GLint)winWidth, (GLint) winHeight);
153 /* Tell GL we are about to modify the projection parameters */
154 xglMatrixMode(GL_PROJECTION);
156 gluPerspective(55.0, 1.0/win_ratio, 1.0, 100000.0);
159 xglMatrixMode(GL_MODELVIEW);
162 /* set up our view volume (default) */
163 gluLookAt(v->view_pos.x, v->view_pos.y, v->view_pos.z,
164 v->view_pos.x + v->view_forward[0],
165 v->view_pos.y + v->view_forward[1],
166 v->view_pos.z + v->view_forward[2],
167 v->view_up[0], v->view_up[1], v->view_up[2]);
169 /* lock view horizontally towards sun (testing) */
170 /* gluLookAt(v->view_pos.x, v->view_pos.y, v->view_pos.z,
171 v->view_pos.x + v->surface_to_sun[0],
172 v->view_pos.y + v->surface_to_sun[1],
173 v->view_pos.z + v->surface_to_sun[2],
174 v->view_up[0], v->view_up[1], v->view_up[2]); */
176 /* lock view horizontally towards south (testing) */
177 /* gluLookAt(v->view_pos.x, v->view_pos.y, v->view_pos.z,
178 v->view_pos.x + v->surface_south[0],
179 v->view_pos.y + v->surface_south[1],
180 v->view_pos.z + v->surface_south[2],
181 v->view_up[0], v->view_up[1], v->view_up[2]); */
183 /* set the sun position */
184 xglLightfv( GL_LIGHT0, GL_POSITION, l->sun_vec );
186 /* calculate lighting parameters based on sun's relative angle to
188 /* ya kind'a have to plot this to see how it works */
190 /* x = t->sun_angle^8 */
191 x_2 = l->sun_angle * l->sun_angle;
196 light = pow(1.1, -x_10 / 30.0);
197 ambient = 0.2 * light;
198 diffuse = 0.9 * light;
200 sky_brightness = 0.85 * pow(1.2, -x_8 / 20.0) + 0.15;
202 /* sky_brightness = 0.15; */ /* to force a dark sky (for testing) */
204 if ( ambient < 0.02 ) { ambient = 0.02; }
205 if ( diffuse < 0.0 ) { diffuse = 0.0; }
207 if ( sky_brightness < 0.1 ) { sky_brightness = 0.1; }
209 l->scene_ambient[0] = white[0] * ambient;
210 l->scene_ambient[1] = white[1] * ambient;
211 l->scene_ambient[2] = white[2] * ambient;
213 l->scene_diffuse[0] = white[0] * diffuse;
214 l->scene_diffuse[1] = white[1] * diffuse;
215 l->scene_diffuse[2] = white[2] * diffuse;
218 l->fog_color[0] = base_fog_color[0] * (ambient + diffuse);
219 l->fog_color[1] = base_fog_color[1] * (ambient + diffuse);
220 l->fog_color[2] = base_fog_color[2] * (ambient + diffuse);
221 l->fog_color[3] = base_fog_color[3];
224 l->sky_color[0] = base_sky_color[0] * sky_brightness;
225 l->sky_color[1] = base_sky_color[1] * sky_brightness;
226 l->sky_color[2] = base_sky_color[2] * sky_brightness;
227 l->sky_color[3] = base_sky_color[3];
229 /* mental note: this should really be done every 10-30 seconds I suppose */
234 /*************************************************************************
235 * Draw a basic instrument panel
236 ************************************************************************/
237 static void fgUpdateInstrViewParams() {
238 xglViewport(0, 0 , (GLint)winWidth, (GLint)winHeight / 2);
240 xglMatrixMode(GL_PROJECTION);
244 gluOrtho2D(0, 640, 0, 480);
245 xglMatrixMode(GL_MODELVIEW);
249 xglColor3f(1.0, 1.0, 1.0);
252 xglDisable(GL_DEPTH_TEST);
253 xglDisable(GL_LIGHTING);
256 xglColor3f (0.5, 0.5, 0.5);
259 xglVertex2f(0.0, 0.00);
260 xglVertex2f(0.0, 480.0);
261 xglVertex2f(640.0,480.0);
262 xglVertex2f(640.0, 0.0);
265 xglRectf(0.0,0.0, 640, 480);
266 xglEnable(GL_DEPTH_TEST);
267 xglEnable(GL_LIGHTING);
268 xglMatrixMode(GL_PROJECTION);
270 xglMatrixMode(GL_MODELVIEW);
275 /**************************************************************************
276 * Update all Visuals (redraws anything graphics related)
277 **************************************************************************/
279 static void fgRenderFrame( void ) {
284 static double lastAstroUpdate = 0;
285 GLfloat white[4] = { 1.0, 1.0, 1.0, 1.0 };
287 l = &cur_light_params;
288 t = &cur_time_params;
291 /* update view volume parameters */
292 fgUpdateViewParams();
294 xglClear( GL_DEPTH_BUFFER_BIT /* | GL_COLOR_BUFFER_BIT */ );
296 /* Tell GL we are switching to model view parameters */
297 xglMatrixMode(GL_MODELVIEW);
298 /* xglLoadIdentity(); */
301 xglDisable( GL_DEPTH_TEST );
302 xglDisable( GL_LIGHTING );
303 xglDisable( GL_CULL_FACE );
304 xglDisable( GL_FOG );
305 xglShadeModel( GL_SMOOTH );
308 /* a hack: Force sun and moon position to be updated on an hourly basis */
309 if (((t->gst - lastAstroUpdate) > 1) || (t->gst < lastAstroUpdate)) {
310 lastAstroUpdate = t->gst;
315 /* setup transformation for drawing astronomical objects */
317 /* Translate to view position */
318 xglTranslatef( v->view_pos.x, v->view_pos.y, v->view_pos.z );
319 /* Rotate based on gst (side real time) */
320 angle = t->gst * 15.041085; /* should be 15.041085, Curt thought it was 15*/
321 /* printf("Rotating astro objects by %.2f degrees\n",angle); */
322 xglRotatef( angle, 0.0, 0.0, -1.0 );
324 /* draw stars and planets */
330 /* render the moon */
331 xglEnable( GL_LIGHTING );
332 /* set lighting parameters */
333 xglLightfv(GL_LIGHT0, GL_AMBIENT, white );
334 xglLightfv(GL_LIGHT0, GL_DIFFUSE, white );
335 xglEnable( GL_CULL_FACE );
341 xglShadeModel( GL_SMOOTH );
342 xglEnable( GL_DEPTH_TEST );
344 xglFogfv (GL_FOG_COLOR, l->fog_color);
345 /* set lighting parameters */
346 xglLightfv(GL_LIGHT0, GL_AMBIENT, l->scene_ambient );
347 xglLightfv(GL_LIGHT0, GL_DIFFUSE, l->scene_diffuse );
355 /* display instruments */
356 if (displayInstruments) {
357 fgUpdateInstrViewParams();
366 /**************************************************************************
367 * Update internal time dependent calculations (i.e. flight model)
368 **************************************************************************/
370 void fgUpdateTimeDepCalcs(int multi_loop) {
376 f = ¤t_aircraft.flight;
377 t = &cur_time_params;
380 /* update the flight model */
381 if ( multi_loop < 0 ) {
382 multi_loop = DEFAULT_MULTILOOP;
385 /* printf("updating flight model x %d\n", multi_loop); */
386 fgFlightModelUpdate(FG_LARCSIM, f, multi_loop);
388 /* refresh shared sun position and sun_vec */
389 fgUpdateSunPos(scenery.center);
391 /* update the view angle */
392 for ( i = 0; i < multi_loop; i++ ) {
393 if ( fabs(v->goal_view_offset - v->view_offset) < 0.05 ) {
394 v->view_offset = v->goal_view_offset;
397 /* move v->view_offset towards v->goal_view_offset */
398 if ( v->goal_view_offset > v->view_offset ) {
399 if ( v->goal_view_offset - v->view_offset < FG_PI ) {
400 v->view_offset += 0.01;
402 v->view_offset -= 0.01;
405 if ( v->view_offset - v->goal_view_offset < FG_PI ) {
406 v->view_offset -= 0.01;
408 v->view_offset += 0.01;
411 if ( v->view_offset > FG_2PI ) {
412 v->view_offset -= FG_2PI;
413 } else if ( v->view_offset < 0 ) {
414 v->view_offset += FG_2PI;
421 void fgInitTimeDepCalcs() {
422 /* initialize timer */
425 fgTimerInit( 1.0 / DEFAULT_TIMER_HZ, fgUpdateTimeDepCalcs );
431 /**************************************************************************
432 * Scenery management routines
433 **************************************************************************/
435 /* static void fgSceneryInit_OLD() { */
437 /* scenery = fgSceneryCompile_OLD();
438 runway = fgRunwayHack_OLD(0.69, 53.07);
442 /* create the scenery */
443 /* GLint fgSceneryCompile_OLD() {
446 scenery = mesh2GL(mesh_ptr_OLD);
452 /* hack in a runway */
453 /* GLint fgRunwayHack_OLD(double width, double length) {
454 static GLfloat concrete[4] = { 0.5, 0.5, 0.5, 1.0 };
455 static GLfloat line[4] = { 0.9, 0.9, 0.9, 1.0 };
458 float line_len, line_width_2, cur_pos;
460 runway = xglGenLists(1);
461 xglNewList(runway, GL_COMPILE);
464 /* xglBegin(GL_POLYGON);
465 xglMaterialfv( GL_FRONT, GL_AMBIENT_AND_DIFFUSE, concrete );
466 xglNormal3f(0.0, 0.0, 1.0);
468 xglVertex3d( 0.0, -width/2.0, 0.0);
469 xglVertex3d( 0.0, width/2.0, 0.0);
470 xglVertex3d(length, width/2.0, 0.0);
471 xglVertex3d(length, -width/2.0, 0.0);
474 /* draw center line */
475 /* xglMaterialfv( GL_FRONT, GL_AMBIENT_AND_DIFFUSE, line );
476 line_len = length / ( 2 * num_lines + 1);
477 printf("line_len = %.3f\n", line_len);
480 for ( i = 0; i < num_lines; i++ ) {
481 xglBegin(GL_POLYGON);
482 xglVertex3d( cur_pos, -line_width_2, 0.005);
483 xglVertex3d( cur_pos, line_width_2, 0.005);
485 xglVertex3d( cur_pos, line_width_2, 0.005);
486 xglVertex3d( cur_pos, -line_width_2, 0.005);
497 /* draw the scenery */
498 /*static void fgSceneryDraw_OLD() {
499 static float z = 32.35;
503 xglCallList(scenery);
505 printf("*** Drawing runway at %.2f\n", z);
507 xglTranslatef( -398391.28, 120070.41, 32.35);
508 xglRotatef(170.0, 0.0, 0.0, 1.0);
516 /* What should we do when we have nothing else to do? How about get
517 * ready for the next move and update the display? */
518 static void fgMainLoop( void ) {
519 static int remainder = 0;
520 int elapsed, multi_loop;
524 struct fgAIRCRAFT *a;
528 a = ¤t_aircraft;
530 t = &cur_time_params;
536 /* fgJoystickRead( &joy_x, &joy_y, &joy_b1, &joy_b2 );
537 printf( "Joystick X %f Y %f B1 %d B2 %d\n",
538 joy_x, joy_y, joy_b1, joy_b2 );
540 fgAileronSet( joy_x ); */
542 /* update the weather for our current position */
543 fgWeatherUpdate(FG_Longitude * RAD_TO_ARCSEC,
544 FG_Latitude * RAD_TO_ARCSEC,
545 FG_Altitude * FEET_TO_METER);
547 /* Calculate model iterations needed */
548 elapsed = fgGetTimeInterval();
549 printf("Time interval is = %d, previous remainder is = %d\n", elapsed,
551 printf("--> Frame rate is = %.2f\n", 1000.0 / (float)elapsed);
552 elapsed += remainder;
554 multi_loop = ((float)elapsed * 0.001) * DEFAULT_MODEL_HZ;
555 remainder = elapsed - ((multi_loop*1000) / DEFAULT_MODEL_HZ);
556 printf("Model iterations needed = %d, new remainder = %d\n", multi_loop,
559 /* Run flight model */
560 if ( ! use_signals ) {
562 fgUpdateTimeDepCalcs(multi_loop);
565 /* I'm just sticking this here for now, it should probably move
567 cur_elev = mesh_altitude(FG_Longitude * RAD_TO_ARCSEC,
568 FG_Latitude * RAD_TO_ARCSEC);
569 printf("Ground elevation is %.2f meters here.\n", cur_elev);
570 /* FG_Runway_altitude = cur_elev * METER_TO_FEET; */
572 if ( FG_Altitude * FEET_TO_METER < cur_elev + 3.758099) {
573 /* set this here, otherwise if we set runway height above our
574 current height we get a really nasty bounce. */
575 FG_Runway_altitude = FG_Altitude - 3.758099;
577 /* now set aircraft altitude above ground */
578 FG_Altitude = cur_elev * METER_TO_FEET + 3.758099;
579 printf("<*> resetting altitude to %.0f meters\n",
580 FG_Altitude * FEET_TO_METER);
583 fgAircraftOutputCurrent(a);
585 /* Process/manage pending events */
593 /**************************************************************************
594 * Handle new window size or exposure
595 **************************************************************************/
597 static void fgReshape( int width, int height ) {
598 /* Do this so we can call fgReshape(0,0) ourselves without having to know
599 * what the values of width & height are. */
600 if ( (height > 0) && (width > 0) ) {
601 win_ratio = (GLfloat) height / (GLfloat) width;
607 /* Inform gl of our view window size (now handled elsewhere) */
608 /* xglViewport(0, 0, (GLint)width, (GLint)height); */
610 fgUpdateViewParams();
612 /* xglClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); */
616 /**************************************************************************
618 **************************************************************************/
620 int main( int argc, char *argv[] ) {
623 f = ¤t_aircraft.flight;
625 printf("Flight Gear: prototype version %s\n\n", VERSION);
627 /**********************************************************************
628 * Initialize the Window/Graphics environment.
629 **********************************************************************/
632 /* initialize GLUT */
633 xglutInit(&argc, argv);
635 /* Define Display Parameters */
636 xglutInitDisplayMode( GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE );
638 /* Define initial window size */
639 xglutInitWindowSize(640, 480);
641 /* Initialize windows */
642 xglutCreateWindow("Flight Gear");
645 /* This is the general house keeping init routine */
648 /* This is the top level init routine which calls all the other
649 * subsystem initialization routines. If you are adding a
650 * subsystem to flight gear, its initialization call should
651 * located in this routine.*/
654 /* setup view parameters, only makes GL calls */
658 /* init timer routines, signals, etc. Arrange for an alarm
659 signal to be generated, etc. */
660 fgInitTimeDepCalcs();
663 /**********************************************************************
664 * Initialize the Event Handlers.
665 **********************************************************************/
668 /* call fgReshape() on window resizes */
669 xglutReshapeFunc( fgReshape );
671 /* call key() on keyboard event */
672 xglutKeyboardFunc( GLUTkey );
673 glutSpecialFunc( GLUTspecialkey );
675 /* call fgMainLoop() whenever there is nothing else to do */
676 xglutIdleFunc( fgMainLoop );
679 xglutDisplayFunc( fgRenderFrame );
681 /* pass control off to the GLUT event handler */
691 int printf (const char *format, ...) {
697 /* Revision 1.43 1997/12/30 20:47:43 curt
698 /* Integrated new event manager with subsystem initializations.
700 * Revision 1.42 1997/12/30 16:36:47 curt
701 * Merged in Durk's changes ...
703 * Revision 1.41 1997/12/30 13:06:56 curt
704 * A couple lighting tweaks ...
706 * Revision 1.40 1997/12/30 01:38:37 curt
707 * Switched back to per vertex normals and smooth shading for terrain.
709 * Revision 1.39 1997/12/22 23:45:45 curt
710 * First stab at sunset/sunrise sky glow effects.
712 * Revision 1.38 1997/12/22 04:14:28 curt
713 * Aligned sky with sun so dusk/dawn effects can be correct relative to the sun.
715 * Revision 1.37 1997/12/19 23:34:03 curt
716 * Lot's of tweaking with sky rendering and lighting.
718 * Revision 1.36 1997/12/19 16:44:57 curt
719 * Working on scene rendering order and options.
721 * Revision 1.35 1997/12/18 23:32:32 curt
722 * First stab at sky dome actually starting to look reasonable. :-)
724 * Revision 1.34 1997/12/17 23:13:34 curt
725 * Began working on rendering a sky.
727 * Revision 1.33 1997/12/15 23:54:45 curt
728 * Add xgl wrappers for debugging.
729 * Generate terrain normals on the fly.
731 * Revision 1.32 1997/12/15 20:59:08 curt
734 * Revision 1.31 1997/12/12 21:41:25 curt
735 * More light/material property tweaking ... still a ways off.
737 * Revision 1.30 1997/12/12 19:52:47 curt
738 * Working on lightling and material properties.
740 * Revision 1.29 1997/12/11 04:43:54 curt
741 * Fixed sun vector and lighting problems. I thing the moon is now lit
744 * Revision 1.28 1997/12/10 22:37:45 curt
745 * Prepended "fg" on the name of all global structures that didn't have it yet.
746 * i.e. "struct WEATHER {}" became "struct fgWEATHER {}"
748 * Revision 1.27 1997/12/09 05:11:54 curt
749 * Working on tweaking lighting.
751 * Revision 1.26 1997/12/09 04:25:29 curt
752 * Working on adding a global lighting params structure.
754 * Revision 1.25 1997/12/08 22:54:09 curt
755 * Enabled GL_CULL_FACE.
757 * Revision 1.24 1997/11/25 19:25:32 curt
758 * Changes to integrate Durk's moon/sun code updates + clean up.
760 * Revision 1.23 1997/11/15 18:16:34 curt
763 * Revision 1.22 1997/10/30 12:38:41 curt
764 * Working on new scenery subsystem.
766 * Revision 1.21 1997/09/23 00:29:38 curt
767 * Tweaks to get things to compile with gcc-win32.
769 * Revision 1.20 1997/09/22 14:44:19 curt
770 * Continuing to try to align stars correctly.
772 * Revision 1.19 1997/09/18 16:20:08 curt
773 * At dusk/dawn add/remove stars in stages.
775 * Revision 1.18 1997/09/16 22:14:51 curt
776 * Tweaked time of day lighting equations. Don't draw stars during the day.
778 * Revision 1.17 1997/09/16 15:50:29 curt
779 * Working on star alignment and time issues.
781 * Revision 1.16 1997/09/13 02:00:06 curt
782 * Mostly working on stars and generating sidereal time for accurate star
785 * Revision 1.15 1997/09/05 14:17:27 curt
786 * More tweaking with stars.
788 * Revision 1.14 1997/09/05 01:35:53 curt
789 * Working on getting stars right.
791 * Revision 1.13 1997/09/04 02:17:34 curt
794 * Revision 1.12 1997/08/27 21:32:24 curt
795 * Restructured view calculation code. Added stars.
797 * Revision 1.11 1997/08/27 03:30:16 curt
798 * Changed naming scheme of basic shared structures.
800 * Revision 1.10 1997/08/25 20:27:22 curt
801 * Merged in initial HUD and Joystick code.
803 * Revision 1.9 1997/08/22 21:34:39 curt
804 * Doing a bit of reorganizing and house cleaning.
806 * Revision 1.8 1997/08/19 23:55:03 curt
807 * Worked on better simulating real lighting.
809 * Revision 1.7 1997/08/16 12:22:38 curt
810 * Working on improving the lighting/shading.
812 * Revision 1.6 1997/08/13 20:24:56 curt
813 * Changes due to changing sunpos interface.
815 * Revision 1.5 1997/08/06 21:08:32 curt
816 * Sun position now *really* works (I think) ... I still have sun time warping
817 * code in place, probably should remove it soon.
819 * Revision 1.4 1997/08/06 15:41:26 curt
820 * Working on correct sun position.
822 * Revision 1.3 1997/08/06 00:24:22 curt
823 * Working on correct real time sun lighting.
825 * Revision 1.2 1997/08/04 20:25:15 curt
826 * Organizational tweaking.
828 * Revision 1.1 1997/08/02 18:45:00 curt
829 * Renamed GLmain.c GLUTmain.c
831 * Revision 1.43 1997/08/02 16:23:47 curt
834 * Revision 1.42 1997/08/01 19:43:33 curt
835 * Making progress with coordinate system overhaul.
837 * Revision 1.41 1997/07/31 22:52:37 curt
838 * Working on redoing internal coordinate systems & scenery transformations.
840 * Revision 1.40 1997/07/30 16:12:42 curt
841 * Moved fg_random routines from Util/ to Math/
843 * Revision 1.39 1997/07/21 14:45:01 curt
846 * Revision 1.38 1997/07/19 23:04:47 curt
847 * Added an initial weather section.
849 * Revision 1.37 1997/07/19 22:34:02 curt
850 * Moved PI definitions to ../constants.h
851 * Moved random() stuff to ../Utils/ and renamed fg_random()
853 * Revision 1.36 1997/07/18 23:41:25 curt
854 * Tweaks for building with Cygnus Win32 compiler.
856 * Revision 1.35 1997/07/18 14:28:34 curt
857 * Hacked in some support for wind/turbulence.
859 * Revision 1.34 1997/07/16 20:04:48 curt
860 * Minor tweaks to aid Win32 port.
862 * Revision 1.33 1997/07/12 03:50:20 curt
863 * Added an #include <Windows32/Base.h> to help compiling for Win32
865 * Revision 1.32 1997/07/11 03:23:18 curt
866 * Solved some scenery display/orientation problems. Still have a positioning
867 * (or transformation?) problem.
869 * Revision 1.31 1997/07/11 01:29:58 curt
870 * More tweaking of terrian floor.
872 * Revision 1.30 1997/07/10 04:26:37 curt
873 * We now can interpolated ground elevation for any position in the grid. We
874 * can use this to enforce a "hard" ground. We still need to enforce some
875 * bounds checking so that we don't try to lookup data points outside the
878 * Revision 1.29 1997/07/09 21:31:12 curt
879 * Working on making the ground "hard."
881 * Revision 1.28 1997/07/08 18:20:12 curt
882 * Working on establishing a hard ground.
884 * Revision 1.27 1997/07/07 20:59:49 curt
885 * Working on scenery transformations to enable us to fly fluidly over the
886 * poles with no discontinuity/distortion in scenery.
888 * Revision 1.26 1997/07/05 20:43:34 curt
889 * renamed mat3 directory to Math so we could add other math related routines.
891 * Revision 1.25 1997/06/29 21:19:17 curt
892 * Working on scenery management system.
894 * Revision 1.24 1997/06/26 22:14:53 curt
895 * Beginning work on a scenery management system.
897 * Revision 1.23 1997/06/26 19:08:33 curt
898 * Restructuring make, adding automatic "make dep" support.
900 * Revision 1.22 1997/06/25 15:39:47 curt
901 * Minor changes to compile with rsxnt/win32.
903 * Revision 1.21 1997/06/22 21:44:41 curt
904 * Working on intergrating the VRML (subset) parser.
906 * Revision 1.20 1997/06/21 17:12:53 curt
907 * Capitalized subdirectory names.
909 * Revision 1.19 1997/06/18 04:10:31 curt
910 * A couple more runway tweaks ...
912 * Revision 1.18 1997/06/18 02:21:24 curt
915 * Revision 1.17 1997/06/17 16:51:58 curt
916 * Timer interval stuff now uses gettimeofday() instead of ftime()
918 * Revision 1.16 1997/06/17 04:19:16 curt
919 * More timer related tweaks with respect to view direction changes.
921 * Revision 1.15 1997/06/17 03:41:10 curt
922 * Nonsignal based interval timing is now working.
923 * This would be a good time to look at cleaning up the code structure a bit.
925 * Revision 1.14 1997/06/16 19:32:51 curt
926 * Starting to add general timer support.
928 * Revision 1.13 1997/06/02 03:40:06 curt
929 * A tiny bit more view tweaking.
931 * Revision 1.12 1997/06/02 03:01:38 curt
932 * Working on views (side, front, back, transitions, etc.)
934 * Revision 1.11 1997/05/31 19:16:25 curt
935 * Elevator trim added.
937 * Revision 1.10 1997/05/31 04:13:52 curt
940 * Continuing work on the LaRCsim flight model integration.
941 * Added some MSFS-like keyboard input handling.
943 * Revision 1.9 1997/05/30 19:27:01 curt
944 * The LaRCsim flight model is starting to look like it is working.
946 * Revision 1.8 1997/05/30 03:54:10 curt
947 * Made a bit more progress towards integrating the LaRCsim flight model.
949 * Revision 1.7 1997/05/29 22:39:49 curt
950 * Working on incorporating the LaRCsim flight model.
952 * Revision 1.6 1997/05/29 12:31:39 curt
953 * Minor tweaks, moving towards general flight model integration.
955 * Revision 1.5 1997/05/29 02:33:23 curt
956 * Updated to reflect changing interfaces in other "modules."
958 * Revision 1.4 1997/05/27 17:44:31 curt
959 * Renamed & rearranged variables and routines. Added some initial simple
960 * timer/alarm routines so the flight model can be updated on a regular
963 * Revision 1.3 1997/05/23 15:40:25 curt
964 * Added GNU copyright headers.
967 * Revision 1.2 1997/05/23 00:35:12 curt
968 * Trying to get fog to work ...
970 * Revision 1.1 1997/05/21 15:57:51 curt
971 * Renamed due to added GLUT support.
973 * Revision 1.3 1997/05/19 18:22:42 curt
974 * Parameter tweaking ... starting to stub in fog support.
976 * Revision 1.2 1997/05/17 00:17:34 curt
977 * Trying to stub in support for standard OpenGL.
979 * Revision 1.1 1997/05/16 16:05:52 curt