1 /**************************************************************************
2 * scenery.c -- data structures and routines for managing scenery.
4 * Written by Curtis Olson, 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 **************************************************************************/
35 #include "../general.h"
43 /* Temporary hack until we get the scenery management system running */
47 /* Shared structure to hold current scenery parameters */
48 struct fgSCENERY scenery;
51 /* Initialize the Scenery Management system */
52 void fgSceneryInit() {
53 /* set the default terrain detail level */
54 scenery.terrain_skip = 6;
58 /* Tell the scenery manager where we are so it can load the proper data, and
59 * build the proper structures. */
60 void fgSceneryUpdate(double lon, double lat, double elev) {
66 /* a hardcoded hack follows */
68 /* this routine should parse the file, and make calls back to the
69 * scenery management system to build the appropriate structures */
71 strcat(path, g->root_dir);
72 strcat(path, "/Scenery/");
73 strcat(path, "mesa-e.obj");
75 printf("Loading Scenery: %s\n", path);
77 area_terrain = fgObjLoad(path);
81 /* Render out the current scene */
82 void fgSceneryRender() {
83 static GLfloat terrain_color[4] = { 0.4, 0.8, 0.3, 1.0 };
84 static GLfloat terrain_ambient[4];
85 static GLfloat terrain_diffuse[4];
88 for ( i = 0; i < 4; i++ ) {
89 terrain_ambient[i] = terrain_color[i];
90 terrain_diffuse[i] = terrain_color[i];
93 glMaterialfv(GL_FRONT, GL_AMBIENT, terrain_ambient);
94 glMaterialfv(GL_FRONT, GL_DIFFUSE, terrain_diffuse);
96 glCallList(area_terrain);
101 /* Revision 1.27 1997/12/12 21:41:30 curt
102 /* More light/material property tweaking ... still a ways off.
104 * Revision 1.26 1997/12/12 19:52:58 curt
105 * Working on lightling and material properties.
107 * Revision 1.25 1997/12/10 22:37:51 curt
108 * Prepended "fg" on the name of all global structures that didn't have it yet.
109 * i.e. "struct WEATHER {}" became "struct fgWEATHER {}"
111 * Revision 1.24 1997/12/08 22:51:18 curt
112 * Enhanced to handle ccw and cw tri-stripe winding. This is a temporary
113 * admission of defeat. I will eventually go back and get all the stripes
114 * wound the same way (ccw).
116 * Revision 1.23 1997/11/25 19:25:37 curt
117 * Changes to integrate Durk's moon/sun code updates + clean up.
119 * Revision 1.22 1997/10/28 21:00:22 curt
120 * Changing to new terrain format.
122 * Revision 1.21 1997/10/25 03:24:24 curt
123 * Incorporated sun, moon, and star positioning code contributed by Durk Talsma.
125 * Revision 1.20 1997/10/25 03:18:27 curt
126 * Incorporated sun, moon, and planet position and rendering code contributed
129 * Revision 1.19 1997/09/05 14:17:30 curt
130 * More tweaking with stars.
132 * Revision 1.18 1997/09/05 01:35:59 curt
133 * Working on getting stars right.
135 * Revision 1.17 1997/08/29 17:55:27 curt
136 * Worked on properly aligning the stars.
138 * Revision 1.16 1997/08/27 21:32:29 curt
139 * Restructured view calculation code. Added stars.
141 * Revision 1.15 1997/08/27 03:30:32 curt
142 * Changed naming scheme of basic shared structures.
144 * Revision 1.14 1997/08/25 20:27:24 curt
145 * Merged in initial HUD and Joystick code.
147 * Revision 1.13 1997/08/22 21:34:41 curt
148 * Doing a bit of reorganizing and house cleaning.
150 * Revision 1.12 1997/08/19 23:55:08 curt
151 * Worked on better simulating real lighting.
153 * Revision 1.11 1997/08/13 20:24:22 curt
154 * Changed default detail level.
156 * Revision 1.10 1997/08/06 00:24:30 curt
157 * Working on correct real time sun lighting.
159 * Revision 1.9 1997/08/04 17:08:11 curt
160 * Testing cvs on IRIX 6.x
162 * Revision 1.8 1997/07/18 23:41:27 curt
163 * Tweaks for building with Cygnus Win32 compiler.
165 * Revision 1.7 1997/07/16 20:04:52 curt
166 * Minor tweaks to aid Win32 port.
168 * Revision 1.6 1997/07/14 16:26:05 curt
169 * Testing/playing -- placed objects randomly across the entire terrain.
171 * Revision 1.5 1997/07/11 03:23:19 curt
172 * Solved some scenery display/orientation problems. Still have a positioning
173 * (or transformation?) problem.
175 * Revision 1.4 1997/07/11 01:30:03 curt
176 * More tweaking of terrian floor.
178 * Revision 1.3 1997/06/29 21:16:50 curt
179 * More twiddling with the Scenery Management system.
181 * Revision 1.2 1997/06/27 20:03:37 curt
182 * Working on Makefile structure.
184 * Revision 1.1 1997/06/27 02:26:30 curt