**************************************************************************/
+#ifdef WIN32
+# include <windows.h>
+#endif
+
#include <GL/glut.h>
+#include <stdio.h>
+#include <string.h>
+
+#include "../general.h"
+#include "astro.h"
+#include "obj.h"
#include "scenery.h"
-#include "parsevrml.h"
+#include "stars.h"
/* Temporary hack until we get the scenery management system running */
-GLint mesh_hack;
+GLint area_terrain;
/* Shared structure to hold current scenery parameters */
-struct scenery_params cur_scenery_params;
+struct fgSCENERY scenery;
/* Initialize the Scenery Management system */
void fgSceneryInit() {
/* set the default terrain detail level */
- cur_scenery_params.terrain_skip = 4;
+ scenery.terrain_skip = 6;
}
/* Tell the scenery manager where we are so it can load the proper data, and
* build the proper structures. */
void fgSceneryUpdate(double lon, double lat, double elev) {
+ struct fgGENERAL *g;
+ char path[1024];
+
+ g = &general;
+
/* a hardcoded hack follows */
/* this routine should parse the file, and make calls back to the
* scenery management system to build the appropriate structures */
- fgParseVRML("mesa-e.wrl");
+ path[0] = '\0';
+ strcat(path, g->root_dir);
+ strcat(path, "/Scenery/");
+ strcat(path, "mesa-e.obj");
+
+ printf("Loading Scenery: %s\n", path);
+
+ area_terrain = fgObjLoad(path);
}
/* Render out the current scene */
void fgSceneryRender() {
- glPushMatrix();
- glCallList(mesh_hack);
- glPopMatrix();
+ glCallList(area_terrain);
+
+ fgAstroRender();
}
/* $Log$
-/* Revision 1.5 1997/07/11 03:23:19 curt
-/* Solved some scenery display/orientation problems. Still have a positioning
-/* (or transformation?) problem.
+/* Revision 1.25 1997/12/10 22:37:51 curt
+/* Prepended "fg" on the name of all global structures that didn't have it yet.
+/* i.e. "struct WEATHER {}" became "struct fgWEATHER {}"
/*
+ * Revision 1.24 1997/12/08 22:51:18 curt
+ * Enhanced to handle ccw and cw tri-stripe winding. This is a temporary
+ * admission of defeat. I will eventually go back and get all the stripes
+ * wound the same way (ccw).
+ *
+ * Revision 1.23 1997/11/25 19:25:37 curt
+ * Changes to integrate Durk's moon/sun code updates + clean up.
+ *
+ * Revision 1.22 1997/10/28 21:00:22 curt
+ * Changing to new terrain format.
+ *
+ * Revision 1.21 1997/10/25 03:24:24 curt
+ * Incorporated sun, moon, and star positioning code contributed by Durk Talsma.
+ *
+ * Revision 1.20 1997/10/25 03:18:27 curt
+ * Incorporated sun, moon, and planet position and rendering code contributed
+ * by Durk Talsma.
+ *
+ * Revision 1.19 1997/09/05 14:17:30 curt
+ * More tweaking with stars.
+ *
+ * Revision 1.18 1997/09/05 01:35:59 curt
+ * Working on getting stars right.
+ *
+ * Revision 1.17 1997/08/29 17:55:27 curt
+ * Worked on properly aligning the stars.
+ *
+ * Revision 1.16 1997/08/27 21:32:29 curt
+ * Restructured view calculation code. Added stars.
+ *
+ * Revision 1.15 1997/08/27 03:30:32 curt
+ * Changed naming scheme of basic shared structures.
+ *
+ * Revision 1.14 1997/08/25 20:27:24 curt
+ * Merged in initial HUD and Joystick code.
+ *
+ * Revision 1.13 1997/08/22 21:34:41 curt
+ * Doing a bit of reorganizing and house cleaning.
+ *
+ * Revision 1.12 1997/08/19 23:55:08 curt
+ * Worked on better simulating real lighting.
+ *
+ * Revision 1.11 1997/08/13 20:24:22 curt
+ * Changed default detail level.
+ *
+ * Revision 1.10 1997/08/06 00:24:30 curt
+ * Working on correct real time sun lighting.
+ *
+ * Revision 1.9 1997/08/04 17:08:11 curt
+ * Testing cvs on IRIX 6.x
+ *
+ * Revision 1.8 1997/07/18 23:41:27 curt
+ * Tweaks for building with Cygnus Win32 compiler.
+ *
+ * Revision 1.7 1997/07/16 20:04:52 curt
+ * Minor tweaks to aid Win32 port.
+ *
+ * Revision 1.6 1997/07/14 16:26:05 curt
+ * Testing/playing -- placed objects randomly across the entire terrain.
+ *
+ * Revision 1.5 1997/07/11 03:23:19 curt
+ * Solved some scenery display/orientation problems. Still have a positioning
+ * (or transformation?) problem.
+ *
* Revision 1.4 1997/07/11 01:30:03 curt
* More tweaking of terrian floor.
*