#include <GL/glut.h>
-#include "../constants.h"
-#include "../types.h"
+#include "../Include/constants.h"
+#include "../Include/types.h"
#include "../Math/fg_geodesy.h"
#include "../Math/fg_random.h"
#include "../Math/mat3.h"
/* Temporary hack until we get the scenery management system running */
-extern GLint mesh_hack;
-extern struct mesh eg;
+extern GLint area_terrain;
+extern struct MESH eg;
/* initialize the non-array mesh values */
-void mesh_init(struct mesh *m) {
+void mesh_init(struct MESH *m) {
m->originx = 0.0;
m->originy = 0.0;
/* return a pointer to a new mesh structure (no data array allocated yet) */
-struct mesh *(new_mesh)() {
- struct mesh *mesh_ptr;
+struct MESH *(new_mesh)( void ) {
+ struct MESH *mesh_ptr;
- mesh_ptr = (struct mesh *)malloc(sizeof(struct mesh));
+ mesh_ptr = (struct MESH *)malloc(sizeof(struct MESH));
if ( mesh_ptr == 0 ) {
printf("Virtual memory exceeded\n");
/* set the option name in the mesh data structure */
-void mesh_set_option_name(struct mesh *m, char *name) {
+void mesh_set_option_name(struct MESH *m, char *name) {
if ( strlen(name) < MAX_IDENT_LEN ) {
strcpy(m->option_name, name);
} else {
/* set an option value in the mesh data structure */
-void mesh_set_option_value(struct mesh *m, char *value) {
+void mesh_set_option_value(struct MESH *m, char *value) {
/* printf("Setting %s to %s\n", m->option_name, value); */
if ( m->do_data ) {
/* do whatever needs to be done with the mesh now that it's been
loaded, such as generating the OpenGL call list. */
-void mesh_do_it(struct mesh *m) {
- mesh_hack = mesh_to_OpenGL(m);
+void mesh_do_it(struct MESH *m) {
+ area_terrain = mesh_to_OpenGL(m);
}
int xindex, yindex;
int skip;
- skip = cur_scenery_params.terrain_skip;
+ skip = scenery.terrain_skip;
/* determine if we are in the lower triangle or the upper triangle
______
| /|
/* printf(" zA = %.2f zB = %.2f\n", zA, zB); */
- if ( dx > EPSILON ) {
+ if ( dx > FG_EPSILON ) {
elev = dy * (zB - zA) / dx + zA;
} else {
elev = zA;
/* printf(" zA = %.2f zB = %.2f\n", zA, zB );
printf(" xB - xA = %.2f\n", eg.col_step * dy / eg.row_step); */
- if ( dy > EPSILON ) {
+ if ( dy > FG_EPSILON ) {
elev = dx * (zB - zA) / dy + zA;
} else {
elev = zA;
/* walk through mesh and make opengl calls */
-GLint mesh_to_OpenGL(struct mesh *m) {
+GLint mesh_to_OpenGL(struct MESH *m) {
GLint mesh;
/* static GLfloat color[4] = { 0.5, 0.4, 0.25, 1.0 }; */ /* dark desert */
- static GLfloat color[4] = { 0.5, 0.5, 0.25, 1.0 };
+ /* static GLfloat color[4] = { 0.5, 0.5, 0.25, 1.0 }; */
+ static GLfloat color[4] = { 1.0, 0.0, 0.0, 1.0 };
+ double centerx, centery;
double randx, randy;
float x1, y1, x2, y2, z11, z12, z21, z22;
- struct fgCartesianPoint p11, p12, p21, p22;
+ struct fgCartesianPoint p11, p12, p21, p22, c;
double gc_lon, gc_lat, sl_radius;
MAT3vec v1, v2, normal;
/* Detail level. This is how big a step we take as we walk
* through the DEM data set. This value is initialized in
* .../Scenery/scenery.c:fgSceneryInit() */
- istep = jstep = cur_scenery_params.terrain_skip ;
+ istep = jstep = scenery.terrain_skip ;
+
+ centerx = m->originx + (m->rows * m->row_step) / 2.0;
+ centery = m->originy + (m->cols * m->col_step) / 2.0;
+ fgGeodToGeoc(centery*ARCSEC_TO_RAD, 0, &sl_radius, &gc_lat);
+ c = fgPolarToCart(centerx*ARCSEC_TO_RAD, gc_lat, sl_radius);
+ scenery.center = c;
mesh = glGenLists(1);
glNewList(mesh, GL_COMPILE);
- glMaterialfv( GL_FRONT, GL_AMBIENT_AND_DIFFUSE, color );
+ /* glMaterialfv( GL_FRONT, GL_AMBIENT_AND_DIFFUSE, color ); */
+ glColor3fv(color);
iend = m->cols - 1;
jend = m->rows - 1;
if ( j == 0 ) {
/* first time through */
- glVertex3d(p12.x, p12.y, p12.z);
- glVertex3d(p11.x, p11.y, p11.z);
+ glVertex3d(p12.x - c.x, p12.y - c.y, p12.z - c.z);
+ glVertex3d(p11.x - c.x, p11.y - c.y, p11.z - c.z);
}
- glVertex3d(p22.x, p22.y, p22.z);
+ glVertex3d(p22.x - c.x, p22.y - c.y, p22.z - c.z);
v2[0] = p21.y - p11.y; v2[1] = p21.z - p11.z; v2[2] = z21 - z11;
MAT3cross_product(normal, v2, v1);
/* printf("normal 2 = (%.2f %.2f %.2f\n", normal[0], normal[1],
normal[2]); */
- glVertex3d(p21.x, p21.y, p21.z);
+ glVertex3d(p21.x - c.x, p21.y - c.y, p21.z - c.z);
x1 += m->row_step * jstep;
x2 += m->row_step * jstep;
/* $Log$
-/* Revision 1.18 1997/08/02 19:10:14 curt
-/* Incorporated mesh2GL.c into mesh.c
+/* Revision 1.26 1998/01/19 18:40:36 curt
+/* Tons of little changes to clean up the code and to remove fatal errors
+/* when building with the c++ compiler.
/*
+ * Revision 1.25 1998/01/07 03:31:27 curt
+ * Miscellaneous tweaks.
+ *
+ * Revision 1.24 1997/12/15 23:54:59 curt
+ * Add xgl wrappers for debugging.
+ * Generate terrain normals on the fly.
+ *
+ * Revision 1.23 1997/10/30 12:38:44 curt
+ * Working on new scenery subsystem.
+ *
+ * Revision 1.22 1997/10/28 21:00:21 curt
+ * Changing to new terrain format.
+ *
+ * Revision 1.21 1997/08/27 03:30:27 curt
+ * Changed naming scheme of basic shared structures.
+ *
+ * Revision 1.20 1997/08/19 23:55:08 curt
+ * Worked on better simulating real lighting.
+ *
+ * Revision 1.19 1997/08/06 00:24:28 curt
+ * Working on correct real time sun lighting.
+ *
+ * Revision 1.18 1997/08/02 19:10:14 curt
+ * Incorporated mesh2GL.c into mesh.c
+ *
* Revision 1.17 1997/07/18 23:41:26 curt
* Tweaks for building with Cygnus Win32 compiler.
*