**************************************************************************/
-#include <stdio.h>
-
#ifdef WIN32
# include <windows.h>
#endif
-#ifdef GLUT
- #include <GL/glut.h>
- #include "GLUTkey.h"
-#endif
+#include <GL/glut.h>
+#include "../XGL/xgl.h"
+#include <stdio.h>
+#include "GLUTkey.h"
#include "fg_init.h"
+#include "views.h"
-#include "../constants.h"
-#include "../general.h"
+#include "../Include/constants.h"
+#include "../Include/general.h"
#include "../Aircraft/aircraft.h"
#include "../Cockpit/cockpit.h"
#include "../Math/mat3.h"
#include "../Math/polar.h"
#include "../Scenery/mesh.h"
+#include "../Scenery/moon.h"
#include "../Scenery/scenery.h"
+#include "../Scenery/sky.h"
+#include "../Scenery/stars.h"
+#include "../Scenery/sun.h"
#include "../Time/fg_time.h"
#include "../Time/fg_timer.h"
#include "../Time/sunpos.h"
#include "../Weather/weather.h"
-/* This is a record containing all the info for the aircraft currently
- being operated */
-struct aircraft_params current_aircraft;
-
/* This is a record containing global housekeeping information */
-struct general_params general;
-
-/* This is a record containing current weather info */
-struct weather_params current_weather;
+struct fgGENERAL general;
/* view parameters */
static GLfloat win_ratio = 1.0;
-
-/* sun direction */
-static GLfloat sun_vec[4] = {1.0, 0.0, 0.0, 0.0 };
-
-/* if the 4th field is 0.0, this specifies a direction ... */
-/* clear color (sky) */
-static GLfloat fgClearColor[4] = {0.60, 0.60, 0.90, 1.0};
-/* fog color */
-static GLfloat fgFogColor[4] = {0.65, 0.65, 0.85, 1.0};
+static GLint winWidth, winHeight;
/* temporary hack */
-/* extern struct mesh *mesh_ptr; */
-/* Function prototypes */
-/* GLint fgSceneryCompile_OLD(); */
-/* static void fgSceneryDraw_OLD(); */
-
/* pointer to scenery structure */
/* static GLint scenery, runway; */
-/* Another hack */
-double view_offset = 0.0;
-double goal_view_offset = 0.0;
-
double Simtime;
/* Another hack */
/* Yet another hack. This one used by the HUD code. Michele */
int show_hud;
+/* Yet another other hack. Used for my prototype instrument code. (Durk) */
+int displayInstruments;
+
/**************************************************************************
* fgInitVisuals() -- Initialize various GL/view parameters
**************************************************************************/
static void fgInitVisuals() {
- struct weather_params *w;
+ struct fgLIGHT *l;
+ struct fgTIME *t;
+ struct fgWEATHER *w;
+ l = &cur_light_params;
+ t = &cur_time_params;
w = ¤t_weather;
- glEnable( GL_DEPTH_TEST );
- /* glFrontFace(GL_CW); */
- glEnable( GL_CULL_FACE );
+
+ /* xglDisable( GL_DITHER ); */
/* If enabled, normal vectors specified with glNormal are scaled
to unit length after transformation. See glNormal. */
- glEnable( GL_NORMALIZE );
+ xglEnable( GL_NORMALIZE );
- glLightfv( GL_LIGHT0, GL_POSITION, sun_vec );
- glEnable( GL_LIGHTING );
- glEnable( GL_LIGHT0 );
+ xglEnable( GL_LIGHTING );
+ xglEnable( GL_LIGHT0 );
+ xglLightfv( GL_LIGHT0, GL_POSITION, l->sun_vec );
- glShadeModel( GL_FLAT ); /* glShadeModel( GL_SMOOTH ); */
-
- glEnable( GL_FOG );
- glFogi (GL_FOG_MODE, GL_LINEAR);
- /* glFogf (GL_FOG_START, 1.0); */
- glFogf (GL_FOG_END, w->visibility);
- glFogfv (GL_FOG_COLOR, fgFogColor);
- /* glFogf (GL_FOG_DENSITY, w->visibility); */
- /* glHint (GL_FOG_HINT, GL_FASTEST); */
-
- glClearColor(fgClearColor[0], fgClearColor[1], fgClearColor[2],
- fgClearColor[3]);
+ xglFogi (GL_FOG_MODE, GL_LINEAR);
+ /* xglFogf (GL_FOG_START, 1.0); */
+ xglFogf (GL_FOG_END, w->visibility);
+ /* xglFogf (GL_FOG_DENSITY, w->visibility); */
+ xglHint (GL_FOG_HINT, GL_NICEST /* GL_FASTEST */ );
}
**************************************************************************/
static void fgUpdateViewParams() {
- struct fgCartesianPoint view_pos /*, alt_up */;
- struct flight_params *f;
- struct time_params *t;
- MAT3mat R, TMP, UP, LOCAL, VIEW;
- MAT3vec vec, view_up, forward, view_forward, local_up, nup, nsun;
- double sun_angle, temp, ambient, diffuse, sky;
- GLfloat color[4] = { 1.0, 1.0, 0.50, 1.0 };
- GLfloat amb[3], diff[3], fog[4], clear[4];
+ struct fgFLIGHT *f;
+ struct fgLIGHT *l;
+ struct fgTIME *t;
+ struct fgVIEW *v;
- f = ¤t_aircraft.flight;
- t = &cur_time_params;
+ double x_2, x_4, x_8, x_10;
+ double light, ambient, diffuse, sky_brightness;
+ /* if the 4th field is 0.0, this specifies a direction ... */
+ /* base sky color */
+ GLfloat base_sky_color[4] = {0.60, 0.60, 0.90, 1.0};
+ /* base fog color */
+ GLfloat base_fog_color[4] = {0.70, 0.70, 0.70, 1.0};
- /* Tell GL we are about to modify the projection parameters */
- glMatrixMode(GL_PROJECTION);
- glLoadIdentity();
- gluPerspective(45.0, 1.0/win_ratio, 1.0, 200000.0);
+ GLfloat white[4] = { 1.0, 1.0, 1.0, 1.0 };
- glMatrixMode(GL_MODELVIEW);
- glLoadIdentity();
-
- /* calculate view position in current FG view coordinate system */
- view_pos = fgPolarToCart(FG_Longitude, FG_Lat_geocentric,
- FG_Radius_to_vehicle * FEET_TO_METER + 1.0);
- view_pos.x -= scenery.center.x;
- view_pos.y -= scenery.center.y;
- view_pos.z -= scenery.center.z;
-
- printf("View pos = %.4f, %.4f, %.4f\n", view_pos.x, view_pos.y, view_pos.z);
-
- /* Derive the LOCAL aircraft rotation matrix (roll, pitch, yaw) */
- MAT3_SET_VEC(vec, 0.0, 0.0, 1.0);
- MAT3rotate(R, vec, FG_Phi);
- /* printf("Roll matrix\n"); */
- /* MAT3print(R, stdout); */
-
- MAT3_SET_VEC(vec, 0.0, 1.0, 0.0);
- /* MAT3mult_vec(vec, vec, R); */
- MAT3rotate(TMP, vec, FG_Theta);
- /* printf("Pitch matrix\n"); */
- /* MAT3print(TMP, stdout); */
- MAT3mult(R, R, TMP);
-
- MAT3_SET_VEC(vec, 1.0, 0.0, 0.0);
- /* MAT3mult_vec(vec, vec, R); */
- /* MAT3rotate(TMP, vec, FG_Psi - FG_PI_2); */
- MAT3rotate(TMP, vec, -FG_Psi);
- /* printf("Yaw matrix\n");
- MAT3print(TMP, stdout); */
- MAT3mult(LOCAL, R, TMP);
- /* printf("LOCAL matrix\n"); */
- /* MAT3print(LOCAL, stdout); */
-
- /* Derive the local UP transformation matrix based on *geodetic*
- * coordinates */
- MAT3_SET_VEC(vec, 0.0, 0.0, 1.0);
- MAT3rotate(R, vec, FG_Longitude); /* R = rotate about Z axis */
- /* printf("Longitude matrix\n"); */
- /* MAT3print(R, stdout); */
-
- MAT3_SET_VEC(vec, 0.0, 1.0, 0.0);
- MAT3mult_vec(vec, vec, R);
- MAT3rotate(TMP, vec, -FG_Latitude); /* TMP = rotate about X axis */
- /* printf("Latitude matrix\n"); */
- /* MAT3print(TMP, stdout); */
-
- MAT3mult(UP, R, TMP);
- /* printf("Local up matrix\n"); */
- /* MAT3print(UP, stdout); */
-
- MAT3_SET_VEC(local_up, 1.0, 0.0, 0.0);
- MAT3mult_vec(local_up, local_up, UP);
-
- printf(" Local Up = (%.4f, %.4f, %.4f)\n", local_up[0], local_up[1],
- local_up[2]);
+ f = ¤t_aircraft.flight;
+ l = &cur_light_params;
+ t = &cur_time_params;
+ v = ¤t_view;
+
+ fgViewUpdate(f, v, l);
+
+ if (displayInstruments)
+ {
+ xglViewport(0, (GLint)(winHeight / 2 ) , (GLint)winWidth, (GLint)winHeight / 2);
+ /* Tell GL we are about to modify the projection parameters */
+ xglMatrixMode(GL_PROJECTION);
+ xglLoadIdentity();
+ gluPerspective(55.0, 2.0/win_ratio, 1.0, 100000.0);
+ }
+ else
+ {
+ xglViewport(0, 0 , (GLint)winWidth, (GLint) winHeight);
+ /* Tell GL we are about to modify the projection parameters */
+ xglMatrixMode(GL_PROJECTION);
+ xglLoadIdentity();
+ gluPerspective(55.0, 1.0/win_ratio, 1.0, 100000.0);
+ }
+
+ xglMatrixMode(GL_MODELVIEW);
+ xglLoadIdentity();
- /* Alternative method to Derive local up vector based on
- * *geodetic* coordinates */
- /* alt_up = fgPolarToCart(FG_Longitude, FG_Latitude, 1.0); */
- /* printf(" Alt Up = (%.4f, %.4f, %.4f)\n",
- alt_up.x, alt_up.y, alt_up.z); */
-
- /* Derive the VIEW matrix */
- MAT3mult(VIEW, LOCAL, UP);
- /* printf("VIEW matrix\n"); */
- /* MAT3print(VIEW, stdout); */
-
- /* generate the current up, forward, and fwrd-view vectors */
- MAT3_SET_VEC(vec, 1.0, 0.0, 0.0);
- MAT3mult_vec(view_up, vec, VIEW);
-
- MAT3_SET_VEC(vec, 0.0, 0.0, 1.0);
- MAT3mult_vec(forward, vec, VIEW);
- printf("Forward vector is (%.2f,%.2f,%.2f)\n", forward[0], forward[1],
- forward[2]);
-
- MAT3rotate(TMP, view_up, view_offset);
- MAT3mult_vec(view_forward, forward, TMP);
-
- /* set up our view volume */
- gluLookAt(view_pos.x, view_pos.y, view_pos.z,
- view_pos.x + view_forward[0], view_pos.y + view_forward[1],
- view_pos.z + view_forward[2],
- view_up[0], view_up[1], view_up[2]);
+ /* set up our view volume (default) */
+ gluLookAt(v->view_pos.x, v->view_pos.y, v->view_pos.z,
+ v->view_pos.x + v->view_forward[0],
+ v->view_pos.y + v->view_forward[1],
+ v->view_pos.z + v->view_forward[2],
+ v->view_up[0], v->view_up[1], v->view_up[2]);
+
+ /* lock view horizontally towards sun (testing) */
+ /* gluLookAt(v->view_pos.x, v->view_pos.y, v->view_pos.z,
+ v->view_pos.x + v->surface_to_sun[0],
+ v->view_pos.y + v->surface_to_sun[1],
+ v->view_pos.z + v->surface_to_sun[2],
+ v->view_up[0], v->view_up[1], v->view_up[2]); */
+
+ /* lock view horizontally towards south (testing) */
+ /* gluLookAt(v->view_pos.x, v->view_pos.y, v->view_pos.z,
+ v->view_pos.x + v->surface_south[0],
+ v->view_pos.y + v->surface_south[1],
+ v->view_pos.z + v->surface_south[2],
+ v->view_up[0], v->view_up[1], v->view_up[2]); */
/* set the sun position */
- glLightfv( GL_LIGHT0, GL_POSITION, sun_vec );
+ xglLightfv( GL_LIGHT0, GL_POSITION, l->sun_vec );
/* calculate lighting parameters based on sun's relative angle to
* local up */
- MAT3_COPY_VEC(nup, local_up);
- nsun[0] = t->fg_sunpos.x;
- nsun[1] = t->fg_sunpos.y;
- nsun[2] = t->fg_sunpos.z;
- MAT3_NORMALIZE_VEC(nup, temp);
- MAT3_NORMALIZE_VEC(nsun, temp);
-
- sun_angle = acos(MAT3_DOT_PRODUCT(nup, nsun));
- printf("SUN ANGLE relative to current location = %.3f rads.\n", sun_angle);
-
- /* ya kind'a have to plot this to see the magic */
- ambient = 0.4 * pow(2.4, -sun_angle*sun_angle*sun_angle*sun_angle/3.0);
- diffuse = 0.4 * cos(0.6*sun_angle*sun_angle);
- sky = 0.85 * pow(1.6, -sun_angle*sun_angle*sun_angle*sun_angle/2.0) + 0.15;
-
- if ( ambient < 0.1 ) { ambient = 0.1; }
- if ( diffuse < 0.0 ) { diffuse = 0.0; }
+ /* ya kind'a have to plot this to see how it works */
- if ( sky < 0.0 ) { sky = 0.0; }
+ /* x = t->sun_angle^8 */
+ x_2 = l->sun_angle * l->sun_angle;
+ x_4 = x_2 * x_2;
+ x_8 = x_4 * x_4;
+ x_10 = x_8 * x_2;
- amb[0] = color[0] * ambient;
- amb[1] = color[1] * ambient;
- amb[2] = color[2] * ambient;
+ light = pow(1.1, -x_10 / 30.0);
+ ambient = 0.2 * light;
+ diffuse = 0.9 * light;
- diff[0] = color[0] * diffuse;
- diff[1] = color[1] * diffuse;
- diff[2] = color[2] * diffuse;
+ sky_brightness = 0.85 * pow(1.2, -x_8 / 20.0) + 0.15;
- /* set lighting parameters */
- glLightfv(GL_LIGHT0, GL_AMBIENT, amb );
- glLightfv(GL_LIGHT0, GL_DIFFUSE, diff );
+ /* sky_brightness = 0.15; */ /* to force a dark sky (for testing) */
+
+ if ( ambient < 0.02 ) { ambient = 0.02; }
+ if ( diffuse < 0.0 ) { diffuse = 0.0; }
+
+ if ( sky_brightness < 0.1 ) { sky_brightness = 0.1; }
+
+ l->scene_ambient[0] = white[0] * ambient;
+ l->scene_ambient[1] = white[1] * ambient;
+ l->scene_ambient[2] = white[2] * ambient;
+
+ l->scene_diffuse[0] = white[0] * diffuse;
+ l->scene_diffuse[1] = white[1] * diffuse;
+ l->scene_diffuse[2] = white[2] * diffuse;
/* set fog color */
- fog[0] = fgFogColor[0] * (ambient + diffuse);
- fog[1] = fgFogColor[1] * (ambient + diffuse);
- fog[2] = fgFogColor[2] * (ambient + diffuse);
- fog[3] = fgFogColor[3];
- glFogfv (GL_FOG_COLOR, fog);
+ l->fog_color[0] = base_fog_color[0] * (ambient + diffuse);
+ l->fog_color[1] = base_fog_color[1] * (ambient + diffuse);
+ l->fog_color[2] = base_fog_color[2] * (ambient + diffuse);
+ l->fog_color[3] = base_fog_color[3];
/* set sky color */
- clear[0] = fgClearColor[0] * sky;
- clear[1] = fgClearColor[1] * sky;
- clear[2] = fgClearColor[2] * sky;
- clear[3] = fgClearColor[3];
- glClearColor(clear[0], clear[1], clear[2], clear[3]);
+ l->sky_color[0] = base_sky_color[0] * sky_brightness;
+ l->sky_color[1] = base_sky_color[1] * sky_brightness;
+ l->sky_color[2] = base_sky_color[2] * sky_brightness;
+ l->sky_color[3] = base_sky_color[3];
+
+ /* mental note: this should really be done every 10-30 seconds I suppose */
+ fgSkyColorsInit();
+}
+
+
+/*************************************************************************
+ * Draw a basic instrument panel
+ ************************************************************************/
+static void fgUpdateInstrViewParams() {
+ xglViewport(0, 0 , (GLint)winWidth, (GLint)winHeight / 2);
+
+ xglMatrixMode(GL_PROJECTION);
+ xglPushMatrix();
+
+ xglLoadIdentity();
+ gluOrtho2D(0, 640, 0, 480);
+ xglMatrixMode(GL_MODELVIEW);
+ xglPushMatrix();
+ xglLoadIdentity();
+
+ xglColor3f(1.0, 1.0, 1.0);
+ xglIndexi(7);
+
+ xglDisable(GL_DEPTH_TEST);
+ xglDisable(GL_LIGHTING);
+
+ xglLineWidth(1);
+ xglColor3f (0.5, 0.5, 0.5);
+
+ xglBegin(GL_QUADS);
+ xglVertex2f(0.0, 0.00);
+ xglVertex2f(0.0, 480.0);
+ xglVertex2f(640.0,480.0);
+ xglVertex2f(640.0, 0.0);
+ xglEnd();
+
+ xglRectf(0.0,0.0, 640, 480);
+ xglEnable(GL_DEPTH_TEST);
+ xglEnable(GL_LIGHTING);
+ xglMatrixMode(GL_PROJECTION);
+ xglPopMatrix();
+ xglMatrixMode(GL_MODELVIEW);
+ xglPopMatrix();
}
* Update all Visuals (redraws anything graphics related)
**************************************************************************/
-static void fgUpdateVisuals( void ) {
+static void fgRenderFrame( void ) {
+ struct fgLIGHT *l;
+ struct fgTIME *t;
+ struct fgVIEW *v;
+ double angle;
+ static double lastAstroUpdate = 0;
+ GLfloat white[4] = { 1.0, 1.0, 1.0, 1.0 };
+
+ l = &cur_light_params;
+ t = &cur_time_params;
+ v = ¤t_view;
+
/* update view volume parameters */
fgUpdateViewParams();
- glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
+ xglClear( GL_DEPTH_BUFFER_BIT /* | GL_COLOR_BUFFER_BIT */ );
/* Tell GL we are switching to model view parameters */
- glMatrixMode(GL_MODELVIEW);
- /* glLoadIdentity(); */
+ xglMatrixMode(GL_MODELVIEW);
+ /* xglLoadIdentity(); */
+
+ /* draw sky */
+ xglDisable( GL_DEPTH_TEST );
+ xglDisable( GL_LIGHTING );
+ xglDisable( GL_CULL_FACE );
+ xglDisable( GL_FOG );
+ xglShadeModel( GL_SMOOTH );
+ fgSkyRender();
+
+ /* a hack: Force sun and moon position to be updated on an hourly basis */
+ if (((t->gst - lastAstroUpdate) > 1) || (t->gst < lastAstroUpdate)) {
+ lastAstroUpdate = t->gst;
+ fgSunInit();
+ fgMoonInit();
+ }
+
+ /* setup transformation for drawing astronomical objects */
+ xglPushMatrix();
+ /* Translate to view position */
+ xglTranslatef( v->view_pos.x, v->view_pos.y, v->view_pos.z );
+ /* Rotate based on gst (side real time) */
+ angle = t->gst * 15.041085; /* should be 15.041085, Curt thought it was 15*/
+ /* printf("Rotating astro objects by %.2f degrees\n",angle); */
+ xglRotatef( angle, 0.0, 0.0, -1.0 );
+
+ /* draw stars and planets */
+ fgStarsRender();
+
+ /* draw the sun */
+ fgSunRender();
+
+ /* render the moon */
+ xglEnable( GL_LIGHTING );
+ /* set lighting parameters */
+ xglLightfv(GL_LIGHT0, GL_AMBIENT, white );
+ xglLightfv(GL_LIGHT0, GL_DIFFUSE, white );
+ xglEnable( GL_CULL_FACE );
+ fgMoonRender();
+
+ xglPopMatrix();
/* draw scenery */
+ xglShadeModel( GL_SMOOTH );
+ xglEnable( GL_DEPTH_TEST );
+ xglEnable( GL_FOG );
+ xglFogfv (GL_FOG_COLOR, l->fog_color);
+ /* set lighting parameters */
+ xglLightfv(GL_LIGHT0, GL_AMBIENT, l->scene_ambient );
+ xglLightfv(GL_LIGHT0, GL_DIFFUSE, l->scene_diffuse );
fgSceneryRender();
/* display HUD */
if( show_hud ) {
fgCockpitUpdate();
- /* fgUpdateHUD(); */
+ }
+
+ /* display instruments */
+ if (displayInstruments) {
+ fgUpdateInstrViewParams();
}
#ifdef GLUT
- glutSwapBuffers();
+ xglutSwapBuffers();
#endif
}
**************************************************************************/
void fgUpdateTimeDepCalcs(int multi_loop) {
- struct flight_params *f;
- struct time_params *t;
+ struct fgFLIGHT *f;
+ struct fgTIME *t;
+ struct fgVIEW *v;
int i;
f = ¤t_aircraft.flight;
t = &cur_time_params;
+ v = ¤t_view;
/* update the flight model */
if ( multi_loop < 0 ) {
fgFlightModelUpdate(FG_LARCSIM, f, multi_loop);
/* refresh shared sun position and sun_vec */
- fgUpdateSunPos();
-
- /* the sun position has to be translated just like everything else */
- sun_vec[0] = t->fg_sunpos.x - scenery.center.x;
- sun_vec[1] = t->fg_sunpos.y - scenery.center.y;
- sun_vec[2] = t->fg_sunpos.z - scenery.center.z;
- /* make this a directional light source only */
- sun_vec[3] = 0.0;
+ fgUpdateSunPos(scenery.center);
/* update the view angle */
for ( i = 0; i < multi_loop; i++ ) {
- if ( fabs(goal_view_offset - view_offset) < 0.05 ) {
- view_offset = goal_view_offset;
+ if ( fabs(v->goal_view_offset - v->view_offset) < 0.05 ) {
+ v->view_offset = v->goal_view_offset;
break;
} else {
- /* move view_offset towards goal_view_offset */
- if ( goal_view_offset > view_offset ) {
- if ( goal_view_offset - view_offset < FG_PI ) {
- view_offset += 0.01;
+ /* move v->view_offset towards v->goal_view_offset */
+ if ( v->goal_view_offset > v->view_offset ) {
+ if ( v->goal_view_offset - v->view_offset < FG_PI ) {
+ v->view_offset += 0.01;
} else {
- view_offset -= 0.01;
+ v->view_offset -= 0.01;
}
} else {
- if ( view_offset - goal_view_offset < FG_PI ) {
- view_offset -= 0.01;
+ if ( v->view_offset - v->goal_view_offset < FG_PI ) {
+ v->view_offset -= 0.01;
} else {
- view_offset += 0.01;
+ v->view_offset += 0.01;
}
}
- if ( view_offset > FG_2PI ) {
- view_offset -= FG_2PI;
- } else if ( view_offset < 0 ) {
- view_offset += FG_2PI;
+ if ( v->view_offset > FG_2PI ) {
+ v->view_offset -= FG_2PI;
+ } else if ( v->view_offset < 0 ) {
+ v->view_offset += FG_2PI;
}
}
}
int num_lines = 16;
float line_len, line_width_2, cur_pos;
- runway = glGenLists(1);
- glNewList(runway, GL_COMPILE);
+ runway = xglGenLists(1);
+ xglNewList(runway, GL_COMPILE);
*/
/* draw concrete */
-/* glBegin(GL_POLYGON);
- glMaterialfv( GL_FRONT, GL_AMBIENT_AND_DIFFUSE, concrete );
- glNormal3f(0.0, 0.0, 1.0);
-
- glVertex3d( 0.0, -width/2.0, 0.0);
- glVertex3d( 0.0, width/2.0, 0.0);
- glVertex3d(length, width/2.0, 0.0);
- glVertex3d(length, -width/2.0, 0.0);
- glEnd();
+/* xglBegin(GL_POLYGON);
+ xglMaterialfv( GL_FRONT, GL_AMBIENT_AND_DIFFUSE, concrete );
+ xglNormal3f(0.0, 0.0, 1.0);
+
+ xglVertex3d( 0.0, -width/2.0, 0.0);
+ xglVertex3d( 0.0, width/2.0, 0.0);
+ xglVertex3d(length, width/2.0, 0.0);
+ xglVertex3d(length, -width/2.0, 0.0);
+ xglEnd();
*/
/* draw center line */
-/* glMaterialfv( GL_FRONT, GL_AMBIENT_AND_DIFFUSE, line );
+/* xglMaterialfv( GL_FRONT, GL_AMBIENT_AND_DIFFUSE, line );
line_len = length / ( 2 * num_lines + 1);
printf("line_len = %.3f\n", line_len);
line_width_2 = 0.02;
cur_pos = line_len;
for ( i = 0; i < num_lines; i++ ) {
- glBegin(GL_POLYGON);
- glVertex3d( cur_pos, -line_width_2, 0.005);
- glVertex3d( cur_pos, line_width_2, 0.005);
+ xglBegin(GL_POLYGON);
+ xglVertex3d( cur_pos, -line_width_2, 0.005);
+ xglVertex3d( cur_pos, line_width_2, 0.005);
cur_pos += line_len;
- glVertex3d( cur_pos, line_width_2, 0.005);
- glVertex3d( cur_pos, -line_width_2, 0.005);
+ xglVertex3d( cur_pos, line_width_2, 0.005);
+ xglVertex3d( cur_pos, -line_width_2, 0.005);
cur_pos += line_len;
- glEnd();
+ xglEnd();
}
- glEndList();
+ xglEndList();
return(runway);
}
/*static void fgSceneryDraw_OLD() {
static float z = 32.35;
- glPushMatrix();
+ xglPushMatrix();
- glCallList(scenery);
+ xglCallList(scenery);
printf("*** Drawing runway at %.2f\n", z);
- glTranslatef( -398391.28, 120070.41, 32.35);
- glRotatef(170.0, 0.0, 0.0, 1.0);
- glCallList(runway);
+ xglTranslatef( -398391.28, 120070.41, 32.35);
+ xglRotatef(170.0, 0.0, 0.0, 1.0);
+ xglCallList(runway);
- glPopMatrix();
+ xglPopMatrix();
}
*/
+
/* What should we do when we have nothing else to do? How about get
* ready for the next move and update the display? */
static void fgMainLoop( void ) {
double cur_elev;
double joy_x, joy_y;
int joy_b1, joy_b2;
- struct flight_params *f;
+ struct fgAIRCRAFT *a;
+ struct fgFLIGHT *f;
+ struct fgTIME *t;
- f = ¤t_aircraft.flight;
+ a = ¤t_aircraft;
+ f = &a->flight;
+ t = &cur_time_params;
+
+ /* update "time" */
+ fgTimeUpdate(f, t);
/* Read joystick */
- /* fgJoystickRead( &joy_x, &joy_y, &joy_b1, &joy_b2 ); */
- /* printf( "Joystick X %f Y %f B1 %d B2 %d\n",
+ /* fgJoystickRead( &joy_x, &joy_y, &joy_b1, &joy_b2 );
+ printf( "Joystick X %f Y %f B1 %d B2 %d\n",
joy_x, joy_y, joy_b1, joy_b2 );
fgElevSet( -joy_y );
fgAileronSet( joy_x ); */
printf("Model iterations needed = %d, new remainder = %d\n", multi_loop,
remainder);
+ /* Run flight model */
if ( ! use_signals ) {
/* flight model */
fgUpdateTimeDepCalcs(multi_loop);
FG_Altitude * FEET_TO_METER);
}
- aircraft_debug(1);
+ fgAircraftOutputCurrent(a);
+
+ /* Process/manage pending events */
+ fgEventProcess();
/* redraw display */
- fgUpdateVisuals();
+ fgRenderFrame();
}
win_ratio = (GLfloat) height / (GLfloat) width;
}
- /* Inform gl of our view window size */
- glViewport(0, 0, (GLint)width, (GLint)height);
+ winWidth = width;
+ winHeight = height;
+
+ /* Inform gl of our view window size (now handled elsewhere) */
+ /* xglViewport(0, 0, (GLint)width, (GLint)height); */
fgUpdateViewParams();
- glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
+ /* xglClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); */
}
**************************************************************************/
int main( int argc, char *argv[] ) {
- struct flight_params *f;
+ struct fgFLIGHT *f;
f = ¤t_aircraft.flight;
#ifdef GLUT
/* initialize GLUT */
- glutInit(&argc, argv);
+ xglutInit(&argc, argv);
/* Define Display Parameters */
- glutInitDisplayMode( GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE );
+ xglutInitDisplayMode( GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE );
/* Define initial window size */
- glutInitWindowSize(640, 480);
+ xglutInitWindowSize(640, 480);
/* Initialize windows */
- glutCreateWindow("Flight Gear");
+ xglutCreateWindow("Flight Gear");
#endif
/* This is the general house keeping init routine */
#ifdef GLUT
/* call fgReshape() on window resizes */
- glutReshapeFunc( fgReshape );
+ xglutReshapeFunc( fgReshape );
/* call key() on keyboard event */
- glutKeyboardFunc( GLUTkey );
+ xglutKeyboardFunc( GLUTkey );
glutSpecialFunc( GLUTspecialkey );
/* call fgMainLoop() whenever there is nothing else to do */
- glutIdleFunc( fgMainLoop );
+ xglutIdleFunc( fgMainLoop );
/* draw the scene */
- glutDisplayFunc( fgUpdateVisuals );
+ xglutDisplayFunc( fgRenderFrame );
/* pass control off to the GLUT event handler */
glutMainLoop();
/* $Log$
-/* Revision 1.10 1997/08/25 20:27:22 curt
-/* Merged in initial HUD and Joystick code.
+/* Revision 1.43 1997/12/30 20:47:43 curt
+/* Integrated new event manager with subsystem initializations.
/*
+ * Revision 1.42 1997/12/30 16:36:47 curt
+ * Merged in Durk's changes ...
+ *
+ * Revision 1.41 1997/12/30 13:06:56 curt
+ * A couple lighting tweaks ...
+ *
+ * Revision 1.40 1997/12/30 01:38:37 curt
+ * Switched back to per vertex normals and smooth shading for terrain.
+ *
+ * Revision 1.39 1997/12/22 23:45:45 curt
+ * First stab at sunset/sunrise sky glow effects.
+ *
+ * Revision 1.38 1997/12/22 04:14:28 curt
+ * Aligned sky with sun so dusk/dawn effects can be correct relative to the sun.
+ *
+ * Revision 1.37 1997/12/19 23:34:03 curt
+ * Lot's of tweaking with sky rendering and lighting.
+ *
+ * Revision 1.36 1997/12/19 16:44:57 curt
+ * Working on scene rendering order and options.
+ *
+ * Revision 1.35 1997/12/18 23:32:32 curt
+ * First stab at sky dome actually starting to look reasonable. :-)
+ *
+ * Revision 1.34 1997/12/17 23:13:34 curt
+ * Began working on rendering a sky.
+ *
+ * Revision 1.33 1997/12/15 23:54:45 curt
+ * Add xgl wrappers for debugging.
+ * Generate terrain normals on the fly.
+ *
+ * Revision 1.32 1997/12/15 20:59:08 curt
+ * Misc. tweaks.
+ *
+ * Revision 1.31 1997/12/12 21:41:25 curt
+ * More light/material property tweaking ... still a ways off.
+ *
+ * Revision 1.30 1997/12/12 19:52:47 curt
+ * Working on lightling and material properties.
+ *
+ * Revision 1.29 1997/12/11 04:43:54 curt
+ * Fixed sun vector and lighting problems. I thing the moon is now lit
+ * correctly.
+ *
+ * Revision 1.28 1997/12/10 22:37:45 curt
+ * Prepended "fg" on the name of all global structures that didn't have it yet.
+ * i.e. "struct WEATHER {}" became "struct fgWEATHER {}"
+ *
+ * Revision 1.27 1997/12/09 05:11:54 curt
+ * Working on tweaking lighting.
+ *
+ * Revision 1.26 1997/12/09 04:25:29 curt
+ * Working on adding a global lighting params structure.
+ *
+ * Revision 1.25 1997/12/08 22:54:09 curt
+ * Enabled GL_CULL_FACE.
+ *
+ * Revision 1.24 1997/11/25 19:25:32 curt
+ * Changes to integrate Durk's moon/sun code updates + clean up.
+ *
+ * Revision 1.23 1997/11/15 18:16:34 curt
+ * minor tweaks.
+ *
+ * Revision 1.22 1997/10/30 12:38:41 curt
+ * Working on new scenery subsystem.
+ *
+ * Revision 1.21 1997/09/23 00:29:38 curt
+ * Tweaks to get things to compile with gcc-win32.
+ *
+ * Revision 1.20 1997/09/22 14:44:19 curt
+ * Continuing to try to align stars correctly.
+ *
+ * Revision 1.19 1997/09/18 16:20:08 curt
+ * At dusk/dawn add/remove stars in stages.
+ *
+ * Revision 1.18 1997/09/16 22:14:51 curt
+ * Tweaked time of day lighting equations. Don't draw stars during the day.
+ *
+ * Revision 1.17 1997/09/16 15:50:29 curt
+ * Working on star alignment and time issues.
+ *
+ * Revision 1.16 1997/09/13 02:00:06 curt
+ * Mostly working on stars and generating sidereal time for accurate star
+ * placement.
+ *
+ * Revision 1.15 1997/09/05 14:17:27 curt
+ * More tweaking with stars.
+ *
+ * Revision 1.14 1997/09/05 01:35:53 curt
+ * Working on getting stars right.
+ *
+ * Revision 1.13 1997/09/04 02:17:34 curt
+ * Shufflin' stuff.
+ *
+ * Revision 1.12 1997/08/27 21:32:24 curt
+ * Restructured view calculation code. Added stars.
+ *
+ * Revision 1.11 1997/08/27 03:30:16 curt
+ * Changed naming scheme of basic shared structures.
+ *
+ * Revision 1.10 1997/08/25 20:27:22 curt
+ * Merged in initial HUD and Joystick code.
+ *
* Revision 1.9 1997/08/22 21:34:39 curt
* Doing a bit of reorganizing and house cleaning.
*