#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"
/* view parameters */
static GLfloat win_ratio = 1.0;
-
-/* fog color */
-static GLfloat fgFogColor[4] = {0.65, 0.65, 0.85, 1.0};
+static GLint winWidth, winHeight;
/* temporary hack */
/* pointer to scenery structure */
/* 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
t = &cur_time_params;
w = ¤t_weather;
- glEnable( GL_DEPTH_TEST );
- /* glFrontFace(GL_CW); */
- glEnable( GL_CULL_FACE );
- /* glDisable( GL_DITHER ); */
+ /* xglDisable( GL_DITHER ); */
/* If enabled, normal vectors specified with glNormal are scaled
to unit length after transformation. See glNormal. */
- glEnable( GL_NORMALIZE );
-
- glEnable( GL_LIGHTING );
- glEnable( GL_LIGHT0 );
- glLightfv( GL_LIGHT0, GL_POSITION, l->sun_vec );
-
- glShadeModel( GL_FLAT ); /* glShadeModel( GL_SMOOTH ); */
+ xglEnable( GL_NORMALIZE );
- 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); */
+ xglEnable( GL_LIGHTING );
+ xglEnable( GL_LIGHT0 );
+ xglLightfv( GL_LIGHT0, GL_POSITION, l->sun_vec );
- /* initial screen color */
- glClearColor(0.0, 0.0, 0.0, 1.0);
+ 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 */ );
}
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 ... */
- /* clear color (sky) */
- GLfloat sky_color[4] = {0.60, 0.60, 0.90, 1.0};
+ /* 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};
+
GLfloat white[4] = { 1.0, 1.0, 1.0, 1.0 };
f = ¤t_aircraft.flight;
t = &cur_time_params;
v = ¤t_view;
- fgViewUpdate(f, v);
-
- /* Tell GL we are about to modify the projection parameters */
- glMatrixMode(GL_PROJECTION);
- glLoadIdentity();
- gluPerspective(55.0, 1.0/win_ratio, 1.0, 200000.0);
-
- glMatrixMode(GL_MODELVIEW);
- glLoadIdentity();
+ 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();
- /* set up our view volume */
+ /* 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]);
+ 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, l->sun_vec );
+ xglLightfv( GL_LIGHT0, GL_POSITION, l->sun_vec );
/* calculate lighting parameters based on sun's relative angle to
* local up */
- /* ya kind'a have to plot this to see the magic */
+ /* ya kind'a have to plot this to see how it works */
/* x = t->sun_angle^8 */
x_2 = l->sun_angle * l->sun_angle;
x_10 = x_8 * x_2;
light = pow(1.1, -x_10 / 30.0);
- ambient = 0.3 * light;
+ ambient = 0.2 * light;
diffuse = 0.9 * light;
sky_brightness = 0.85 * pow(1.2, -x_8 / 20.0) + 0.15;
/* sky_brightness = 0.15; */ /* to force a dark sky (for testing) */
- if ( ambient < 0.1 ) { ambient = 0.1; }
+ if ( ambient < 0.02 ) { ambient = 0.02; }
if ( diffuse < 0.0 ) { diffuse = 0.0; }
- if ( sky_brightness < 0.0 ) { sky_brightness = 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_diffuse[1] = white[1] * diffuse;
l->scene_diffuse[2] = white[2] * diffuse;
- /* set lighting parameters */
- glLightfv(GL_LIGHT0, GL_AMBIENT, l->scene_ambient );
- glLightfv(GL_LIGHT0, GL_DIFFUSE, l->scene_diffuse );
-
/* set fog color */
- l->scene_fog[0] = fgFogColor[0] * (ambient + diffuse);
- l->scene_fog[1] = fgFogColor[1] * (ambient + diffuse);
- l->scene_fog[2] = fgFogColor[2] * (ambient + diffuse);
- l->scene_fog[3] = fgFogColor[3];
- glFogfv (GL_FOG_COLOR, l->scene_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 */
- l->scene_clear[0] = sky_color[0] * sky_brightness;
- l->scene_clear[1] = sky_color[1] * sky_brightness;
- l->scene_clear[2] = sky_color[2] * sky_brightness;
- l->scene_clear[3] = sky_color[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();
+}
+
- glClearColor(l->scene_clear[0], l->scene_clear[1],
- l->scene_clear[2], l->scene_clear[3]);
+/*************************************************************************
+ * 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();
- /* draw astronomical objects */
- fgAstroRender();
-
/* display HUD */
- if( show_hud )
+ if( show_hud ) {
fgCockpitUpdate();
+ }
+
+ /* display instruments */
+ if (displayInstruments) {
+ fgUpdateInstrViewParams();
+ }
#ifdef GLUT
- glutSwapBuffers();
+ xglutSwapBuffers();
#endif
}
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 ) {
printf("Model iterations needed = %d, new remainder = %d\n", multi_loop,
remainder);
+ /* Run flight model */
if ( ! use_signals ) {
/* flight model */
fgUpdateTimeDepCalcs(multi_loop);
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 ); */
}
#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 1.32 1997/12/15 20:59:08 curt
-/* Misc. tweaks.
+/* 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.
*