#include <math.h>
#include <GL/glut.h>
+#include "../XGL/xgl.h"
#include "orbits.h"
#include "moon.h"
-#include "../general.h"
+#include "../Include/general.h"
#include "../Main/views.h"
#include "../Time/fg_time.h"
void drawTriangle(float *v1, float *v2, float *v3)
{
- glBegin(GL_POLYGON);
- //glBegin(GL_POINTS);
- glNormal3fv(v1);
- glVertex3fv(v1);
- glNormal3fv(v2);
- glVertex3fv(v2);
- glNormal3fv(v3);
- glVertex3fv(v3);
- glEnd();
+ xglBegin(GL_POLYGON);
+ //xglBegin(GL_POINTS);
+ xglNormal3fv(v1);
+ xglVertex3fv(v1);
+ xglNormal3fv(v2);
+ xglVertex3fv(v2);
+ xglNormal3fv(v3);
+ xglVertex3fv(v3);
+ xglEnd();
}
void subdivide(float *v1, float *v2, float *v3, long depth)
void display(void)
{
int i;
- glClear(GL_COLOR_BUFFER_BIT);
- glPushMatrix();
- glRotatef(spin, 0.0, 0.0, 0.0);
- glColor3f(1.0, 1.0, 0.0);
-// glBegin(GL_LINE_LOOP);
+ xglClear(GL_COLOR_BUFFER_BIT);
+ xglPushMatrix();
+ xglRotatef(spin, 0.0, 0.0, 0.0);
+ xglColor3f(1.0, 1.0, 0.0);
+// xglBegin(GL_LINE_LOOP);
for (i = 0; i < 20; i++)
{
- //glVertex3fv(&vdata[tindices[i][0]][0]);
- //glVertex3fv(&vdata[tindices[i][1]][0]);
- //glVertex3fv(&vdata[tindices[i][2]][0]);
+ //xglVertex3fv(&vdata[tindices[i][0]][0]);
+ //xglVertex3fv(&vdata[tindices[i][1]][0]);
+ //xglVertex3fv(&vdata[tindices[i][2]][0]);
subdivide(&vdata[tindices[i][0]][0],
&vdata[tindices[i][1]][0],
}
-// glEnd();
- // glFlush();
- glPopMatrix();
+// xglEnd();
+ // xglFlush();
+ xglPopMatrix();
glutSwapBuffers();
} */
l = &cur_light_params;
- moon = glGenLists(1);
- glNewList(moon, GL_COMPILE );
+ moon = xglGenLists(1);
+ xglNewList(moon, GL_COMPILE );
- /* glMaterialfv(GL_FRONT, GL_AMBIENT, l->scene_clear);
- glMaterialfv(GL_FRONT, GL_DIFFUSE, moon_color); */
+ /* xglMaterialfv(GL_FRONT, GL_AMBIENT, l->scene_clear);
+ xglMaterialfv(GL_FRONT, GL_DIFFUSE, moon_color); */
fgSolarSystemUpdate(&(pltOrbElements[1]), cur_time_params);
moonPos = fgCalculateMoon(pltOrbElements[1], pltOrbElements[0],
glutSolidSphere(1.0, 15, 15);
- glEndList();
+ xglEndList();
}
l = &cur_light_params;
/* set lighting parameters */
- glLightfv(GL_LIGHT0, GL_AMBIENT, l->scene_clear );
- glLightfv(GL_LIGHT0, GL_DIFFUSE, moon_color );
+ xglLightfv(GL_LIGHT0, GL_AMBIENT, l->scene_clear );
+ xglLightfv(GL_LIGHT0, GL_DIFFUSE, moon_color );
- glMaterialfv(GL_FRONT, GL_AMBIENT, l->scene_clear );
- glMaterialfv(GL_FRONT, GL_AMBIENT, moon_color );
- glMaterialfv(GL_FRONT, GL_DIFFUSE, moon_color);
+ xglMaterialfv(GL_FRONT, GL_AMBIENT, l->scene_clear );
+ xglMaterialfv(GL_FRONT, GL_AMBIENT, moon_color );
+ xglMaterialfv(GL_FRONT, GL_DIFFUSE, moon_color);
- glPushMatrix();
- glTranslatef(xMoon, yMoon, zMoon);
- glScalef(1400, 1400, 1400);
+ xglPushMatrix();
+ xglTranslatef(xMoon, yMoon, zMoon);
+ xglScalef(1400, 1400, 1400);
- glColor3fv(moon_color);
+ xglColor3fv(moon_color);
/* glutSolidSphere(1.0, 25, 25); */
- glCallList(moon);
+ xglCallList(moon);
- glPopMatrix();
+ xglPopMatrix();
}