#include <XGL/xgl.h>
#include <Aircraft/aircraft.hxx>
-#include <Debug/fg_debug.h>
-#include <Flight/flight.hxx>
+#include <Debug/logstream.hxx>
+#include <FDM/flight.hxx>
#include <Include/fg_constants.h>
#include <Main/views.hxx>
#include <Math/fg_random.h>
float theta;
int i;
- fgPrintf(FG_ASTRO, FG_INFO, " Generating the sky dome vertices.\n");
+ FG_LOG(FG_ASTRO, FG_INFO, " Generating the sky dome vertices.");
for ( i = 0; i < 12; i++ ) {
theta = (i * 30.0) * DEG_TO_RAD;
l = &cur_light_params;
- fgPrintf( FG_ASTRO, FG_INFO,
- " Generating the sky colors for each vertex.\n" );
+ FG_LOG( FG_ASTRO, FG_INFO,
+ " Generating the sky colors for each vertex." );
// setup for the possibility of sunset effects
sun_angle = l->sun_angle * RAD_TO_DEG;
// Initialize the sky structure and colors
void fgSkyInit( void ) {
- fgPrintf(FG_ASTRO, FG_INFO, "Initializing the sky\n");
+ FG_LOG( FG_ASTRO, FG_INFO, "Initializing the sky" );
fgSkyVerticesInit();
// Draw the Sky
void fgSkyRender( void ) {
- fgFLIGHT *f;
+ FGState *f;
fgLIGHT *l;
- fgVIEW *v;
float inner_color[4];
float middle_color[4];
float outer_color[4];
double diff;
int i;
- f = current_aircraft.flight;
+ f = current_aircraft.fdm_state;
l = &cur_light_params;
- v = ¤t_view;
// printf("Rendering the sky.\n");
xglPushMatrix();
// Translate to view position
- xglTranslatef( v->cur_zero_elev.x(),
- v->cur_zero_elev.y(),
- v->cur_zero_elev.z() );
+ Point3D zero_elev = current_view.get_cur_zero_elev();
+ xglTranslatef( zero_elev.x(), zero_elev.y(), zero_elev.z() );
// printf(" Translated to %.2f %.2f %.2f\n",
- // v->cur_zero_elev.x, v->cur_zero_elev.y, v->cur_zero_elev.z );
+ // zero_elev.x, zero_elev.y, zero_elev.z );
// Rotate to proper orientation
// printf(" lon = %.2f lat = %.2f\n", FG_Longitude * RAD_TO_DEG,
// FG_Latitude * RAD_TO_DEG);
- xglRotatef( FG_Longitude * RAD_TO_DEG, 0.0, 0.0, 1.0 );
- xglRotatef( 90.0 - FG_Latitude * RAD_TO_DEG, 0.0, 1.0, 0.0 );
+ xglRotatef( f->get_Longitude() * RAD_TO_DEG, 0.0, 0.0, 1.0 );
+ xglRotatef( 90.0 - f->get_Latitude() * RAD_TO_DEG, 0.0, 1.0, 0.0 );
xglRotatef( l->sun_rotation * RAD_TO_DEG, 0.0, 0.0, 1.0 );
// Draw inner/center section of sky*/
xglBegin( GL_TRIANGLE_FAN );
xglColor4fv(l->sky_color);
xglVertex3f(0.0, 0.0, CENTER_ELEV);
- for ( i = 0; i < 12; i++ ) {
+ for ( i = 11; i >= 0; i++ ) {
xglColor4fv( inner_color );
xglVertex3fv( inner_vertex[i] );
}
xglColor4fv( inner_color );
- xglVertex3fv( inner_vertex[0] );
+ xglVertex3fv( inner_vertex[11] );
xglEnd();
// Draw the middle ring
// $Log$
+// Revision 1.19 1999/02/01 21:33:26 curt
+// Renamed FlightGear/Simulator/Flight to FlightGear/Simulator/FDM since
+// Jon accepted my offer to do this and thought it was a good idea.
+//
+// Revision 1.18 1999/02/01 21:09:00 curt
+// Bug fix in vertex order of inner disk (fan) of the sky dome.
+//
+// Revision 1.17 1998/12/09 18:50:12 curt
+// Converted "class fgVIEW" to "class FGView" and updated to make data
+// members private and make required accessor functions.
+//
+// Revision 1.16 1998/12/05 15:54:03 curt
+// Renamed class fgFLIGHT to class FGState as per request by JSB.
+//
+// Revision 1.15 1998/12/03 01:15:36 curt
+// Converted fgFLIGHT to a class.
+// Tweaks for Sun portability.
+//
+// Revision 1.14 1998/11/06 21:17:39 curt
+// Converted to new logstream debugging facility. This allows release
+// builds with no messages at all (and no performance impact) by using
+// the -DFG_NDEBUG flag.
+//
// Revision 1.13 1998/10/20 18:28:30 curt
// Tweaked sunset/sunrise colors.
//