#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"
/* 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) */
-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};
/* temporary hack */
-/* extern struct mesh *mesh_ptr; */
-/* Function prototypes */
-/* GLint fgSceneryCompile_OLD(); */
-/* static void fgSceneryDraw_OLD(); */
-
/* pointer to scenery structure */
/* static GLint scenery, runway; */
t = &cur_time_params;
w = ¤t_weather;
- glEnable( GL_DEPTH_TEST );
- /* glFrontFace(GL_CW); */
- glEnable( GL_CULL_FACE );
+ xglEnable( GL_DEPTH_TEST );
+ /* xglFrontFace(GL_CW); */
+ xglEnable( 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, l->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 ); */
+ xglShadeModel( GL_FLAT ); /* xglShadeModel( 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); */
+ xglEnable( GL_FOG );
+ xglFogi (GL_FOG_MODE, GL_LINEAR);
+ /* xglFogf (GL_FOG_START, 1.0); */
+ xglFogf (GL_FOG_END, w->visibility);
+ xglFogfv (GL_FOG_COLOR, fgFogColor);
+ /* xglFogf (GL_FOG_DENSITY, w->visibility); */
+ /* xglHint (GL_FOG_HINT, GL_FASTEST); */
- glClearColor(fgClearColor[0], fgClearColor[1], fgClearColor[2],
- fgClearColor[3]);
+ /* initial screen color */
+ xglClearColor(0.0, 0.0, 0.0, 1.0);
}
struct fgVIEW *v;
double x_2, x_4, x_8, x_10;
- double ambient, diffuse, sky;
- GLfloat color[4] = { 1.0, 1.0, 0.50, 1.0 };
- /* GLfloat amb[3], diff[3], fog[4], clear[4]; */
+ 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};
+ GLfloat white[4] = { 1.0, 1.0, 1.0, 1.0 };
f = ¤t_aircraft.flight;
l = &cur_light_params;
fgViewUpdate(f, v);
/* Tell GL we are about to modify the projection parameters */
- glMatrixMode(GL_PROJECTION);
- glLoadIdentity();
- gluPerspective(60.0, 1.0/win_ratio, 1.0, 200000.0);
+ xglMatrixMode(GL_PROJECTION);
+ xglLoadIdentity();
+ gluPerspective(55.0, 1.0/win_ratio, 1.0, 200000.0);
- glMatrixMode(GL_MODELVIEW);
- glLoadIdentity();
+ xglMatrixMode(GL_MODELVIEW);
+ xglLoadIdentity();
/* set up our view volume */
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]);
/* 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 */
x_8 = x_4 * x_4;
x_10 = x_8 * x_2;
- ambient = 0.4 * pow(1.1, -x_10 / 30.0);
-
- /* diffuse = 0.4 * cos(0.3 * x_2);
- if ( t->sun_angle > FG_PI_2 + 0.05 ) {
- diffuse = 0.0;
- }
- */
+ light = pow(1.1, -x_10 / 30.0);
+ ambient = 0.3 * light;
+ diffuse = 0.9 * light;
- diffuse = ambient;
+ sky_brightness = 0.85 * pow(1.2, -x_8 / 20.0) + 0.15;
- sky = 0.85 * pow(1.2, -x_8 / 20.0) + 0.15;
-
- /* sky = 0.15; */ /* to force a dark sky (for testing) */
+ /* sky_brightness = 0.15; */ /* to force a dark sky (for testing) */
if ( ambient < 0.1 ) { ambient = 0.1; }
if ( diffuse < 0.0 ) { diffuse = 0.0; }
- if ( sky < 0.0 ) { sky = 0.0; }
+ if ( sky_brightness < 0.0 ) { sky_brightness = 0.0; }
- l->scene_ambient[0] = color[0] * ambient;
- l->scene_ambient[1] = color[1] * ambient;
- l->scene_ambient[2] = color[2] * ambient;
+ 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] = color[0] * diffuse;
- l->scene_diffuse[1] = color[1] * diffuse;
- l->scene_diffuse[2] = color[2] * diffuse;
+ l->scene_diffuse[0] = white[0] * diffuse;
+ 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 );
+ xglLightfv(GL_LIGHT0, GL_AMBIENT, l->scene_ambient );
+ xglLightfv(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);
+ xglFogfv (GL_FOG_COLOR, l->scene_fog);
/* set sky color */
- l->scene_clear[0] = fgClearColor[0] * sky;
- l->scene_clear[1] = fgClearColor[1] * sky;
- l->scene_clear[2] = fgClearColor[2] * sky;
- l->scene_clear[3] = fgClearColor[3];
- glClearColor(l->scene_clear[0], l->scene_clear[1],
- l->scene_clear[2], l->scene_clear[3]);
+ 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];
+
+ xglClearColor(l->scene_clear[0], l->scene_clear[1],
+ l->scene_clear[2], l->scene_clear[3]);
}
/* update view volume parameters */
fgUpdateViewParams();
- glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
+ xglClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
/* Tell GL we are switching to model view parameters */
- glMatrixMode(GL_MODELVIEW);
- /* glLoadIdentity(); */
+ xglMatrixMode(GL_MODELVIEW);
+ /* xglLoadIdentity(); */
/* draw scenery */
fgSceneryRender();
+ /* draw astronomical objects */
+ fgAstroRender();
+
/* display HUD */
if( show_hud )
fgCockpitUpdate();
#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();
}
*/
}
/* Inform gl of our view window size */
- glViewport(0, 0, (GLint)width, (GLint)height);
+ 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( fgUpdateVisuals );
/* pass control off to the GLUT event handler */
glutMainLoop();
/* $Log$
-/* 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 1.33 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.
*