}
-// Update the view volume, position, and orientation
-static void fgUpdateViewParams( void ) {
- fgFLIGHT *f;
- fgLIGHT *l;
- fgVIEW *v;
-
- f = current_aircraft.flight;
- l = &cur_light_params;
- v = ¤t_view;
-
- v->Update(f);
- v->UpdateWorldToEye(f);
-
- // if (!o->panel_status) {
- // xglViewport( 0, (GLint)((v->winHeight) / 2 ) ,
- // (GLint)(v->winWidth), (GLint)(v->winHeight) / 2 );
- // Tell GL we are about to modify the projection parameters
- // xglMatrixMode(GL_PROJECTION);
- // xglLoadIdentity();
- // gluPerspective(o->fov, v->win_ratio / 2.0, 1.0, 100000.0);
- // } else {
- xglViewport(0, 0 , (GLint)(v->winWidth), (GLint)(v->winHeight) );
- // Tell GL we are about to modify the projection parameters
- xglMatrixMode(GL_PROJECTION);
- xglLoadIdentity();
- if ( FG_Altitude * FEET_TO_METER - scenery.cur_elev > 10.0 ) {
- gluPerspective(current_options.get_fov(), v->win_ratio, 10.0, 100000.0);
- } else {
- gluPerspective(current_options.get_fov(), v->win_ratio, 0.5, 100000.0);
- // printf("Near ground, minimizing near clip plane\n");
- }
- // }
-
- xglMatrixMode(GL_MODELVIEW);
- xglLoadIdentity();
-
- // set up our view volume (default)
- fg_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]);
-
- // look almost straight up (testing and eclipse watching)
- /* fg_gluLookAt(v->view_pos.x, v->view_pos.y, v->view_pos.z,
- v->view_pos.x + v->view_up[0] + .001,
- v->view_pos.y + v->view_up[1] + .001,
- v->view_pos.z + v->view_up[2] + .001,
- v->view_up[0], v->view_up[1], v->view_up[2]); */
-
- // lock view horizontally towards sun (testing)
- /* fg_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)
- /* fg_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
- xglLightfv( GL_LIGHT0, GL_POSITION, l->sun_vec );
-}
-
-
#ifdef IS_THIS_BETTER_THAN_A_ZERO_CHARLIE
// Draw a basic instrument panel
static void fgUpdateInstrViewParams( void ) {
// FG_Altitude * FEET_TO_METER);
// this is just a temporary hack, to make me understand Pui
- timerText -> setLabel (ctime (&t->cur_time));
+ // timerText -> setLabel (ctime (&t->cur_time));
// end of hack
// update view volume parameters
- fgUpdateViewParams();
+ v->UpdateViewParams();
clear_mask = GL_DEPTH_BUFFER_BIT;
if ( current_options.get_wireframe() ) {
// yes we've finished all our initializations and are running
// the main loop, so this will now work without seg faulting
// the system.
- fgUpdateViewParams();
+ v->UpdateViewParams();
}
// xglClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
xglutInitWindowSize(640, 480);
// Initialize windows
- xglutCreateWindow("Flight Gear");
+ if ( current_options.get_game_mode() == 0 ) {
+ // Open the regular window
+ xglutCreateWindow("Flight Gear");
+ } else {
+ // Open the cool new 'game mode' window
+ glutGameModeString("width=640 height=480 bpp=16");
+ glutEnterGameMode();
+ }
return(1);
}
fgPrintf(FG_GENERAL, FG_INFO, "Flight Gear: Version %s\n\n", VERSION);
- // Initialize the Window/Graphics environment.
- if( !fgGlutInit(&argc, argv) ) {
- fgPrintf( FG_GENERAL, FG_EXIT, "GLUT initialization failed ...\n" );
- }
-
- // Initialize the various GLUT Event Handlers.
- if( !fgGlutInitEvents() ) {
- fgPrintf( FG_GENERAL, FG_EXIT,
- "GLUT event handler initialization failed ...\n" );
- }
-
// Attempt to locate and parse a config file
// First check fg_root
current_options.get_fg_root(config);
fgPrintf( FG_GENERAL, FG_EXIT, "\nExiting ...\n");
}
+ // Initialize the Window/Graphics environment.
+ if( !fgGlutInit(&argc, argv) ) {
+ fgPrintf( FG_GENERAL, FG_EXIT, "GLUT initialization failed ...\n" );
+ }
+
+ // Initialize the various GLUT Event Handlers.
+ if( !fgGlutInitEvents() ) {
+ fgPrintf( FG_GENERAL, FG_EXIT,
+ "GLUT event handler initialization failed ...\n" );
+ }
+
// First do some quick general initializations
if( !fgInitGeneral()) {
fgPrintf( FG_GENERAL, FG_EXIT,
// $Log$
+// Revision 1.46 1998/08/22 14:49:56 curt
+// Attempting to iron out seg faults and crashes.
+// Did some shuffling to fix a initialization order problem between view
+// position, scenery elevation.
+//
+// Revision 1.45 1998/08/20 20:32:31 curt
+// Reshuffled some of the code in and around views.[ch]xx
+//
+// Revision 1.44 1998/08/20 15:10:33 curt
+// Added GameGLUT support.
+//
// Revision 1.43 1998/08/12 21:01:47 curt
// Master volume from 30% -> 80%
//