// ssg variables
ssgRoot *scene = NULL;
+ssgBranch *terrain = NULL;
ssgTransform *penguin = NULL;
// xglFogi (GL_FOG_MODE, GL_LINEAR);
xglFogi (GL_FOG_MODE, GL_EXP2);
- // Fog density is now set when the weather system is initialized
- // xglFogf (GL_FOG_DENSITY, w->fog_density);
if ( (current_options.get_fog() == 1) ||
(current_options.get_shading() == 0) ) {
// if fastest fog requested, or if flat shading force fastest
xglEnable( GL_DEPTH_TEST );
if ( current_options.get_fog() > 0 ) {
xglEnable( GL_FOG );
- xglFogfv (GL_FOG_COLOR, l->adj_fog_color);
+ xglFogi( GL_FOG_MODE, GL_EXP2 );
+ xglFogfv( GL_FOG_COLOR, l->adj_fog_color );
}
// set lighting parameters
- xglLightfv(GL_LIGHT0, GL_AMBIENT, l->scene_ambient );
- xglLightfv(GL_LIGHT0, GL_DIFFUSE, l->scene_diffuse );
+ xglLightfv( GL_LIGHT0, GL_AMBIENT, l->scene_ambient );
+ xglLightfv( GL_LIGHT0, GL_DIFFUSE, l->scene_diffuse );
// xglLightfv(GL_LIGHT0, GL_SPECULAR, white );
if ( current_options.get_textures() ) {
global_tile_mgr.render();
+ // ssg test
+
+ xglMatrixMode( GL_PROJECTION );
+ xglLoadIdentity();
+ ssgSetFOV( current_options.get_fov(), 0.0f );
+
+ double agl = current_aircraft.fdm_state->get_Altitude() * FEET_TO_METER
+ - scenery.cur_elev;
+
+ FG_LOG( FG_ALL, FG_INFO, "visibility is "
+ << current_weather.get_visibility() );
+
+ if ( agl > 10.0 ) {
+ // ssgSetNearFar( 10.0f, current_weather.get_visibility() );
+ ssgSetNearFar( 10.0f, 100000.0f );
+ } else {
+ // ssgSetNearFar( 0.5f, current_weather.get_visibility() );
+ ssgSetNearFar( 0.5f, 100000.0f );
+ }
+
+ sgMat4 sgTRANS;
+ sgMakeTransMat4( sgTRANS,
+ current_view.view_pos.x()
+ + current_view.view_forward[0] * 20,
+ current_view.view_pos.y()
+ + current_view.view_forward[1] * 20,
+ current_view.view_pos.z()
+ + current_view.view_forward[2] * 20 );
+
+ sgMat4 sgTMP;
+ sgMat4 sgTUX;
+ sgMultMat4( sgTMP, current_view.sgUP, sgTRANS );
+ sgMultMat4( sgTUX, current_view.sgLARC_TO_SSG, sgTMP );
+
+ sgCoord tuxpos;
+ sgSetCoord( &tuxpos, sgTUX );
+ penguin->setTransform( &tuxpos );
+
+ sgMakeTransMat4( sgTRANS,
+ current_view.view_pos.x(),
+ current_view.view_pos.y(),
+ current_view.view_pos.z() );
+ sgMat4 sgVIEW;
+ sgMultMat4( sgVIEW, current_view.sgVIEW, sgTRANS );
+ ssgSetCamera( sgVIEW );
+ // ssgSetCamera( current_view.sgVIEW );
+ ssgCullAndDraw( scene );
+
xglDisable( GL_TEXTURE_2D );
xglDisable( GL_FOG );
xglDisable ( GL_BLEND ) ;
xglEnable( GL_FOG );
- // ssg test
- cout << "trying to draw ssg scene" << endl;
-
- xglMatrixMode(GL_PROJECTION);
- xglLoadIdentity();
- ssgSetFOV(60.0f, 0.0f);
- ssgSetNearFar(1.0f, 700.0f);
- sgCoord tuxpos;
- sgSetCoord( &tuxpos,
- current_view.view_pos.x() + current_view.view_forward[0]
- * 20,
- current_view.view_pos.y() + current_view.view_forward[1]
- * 20,
- current_view.view_pos.z() + current_view.view_forward[2]
- * 20,
- 0.0, 0.0, 0.0 );
- penguin->setTransform( &tuxpos );
-
- sgCoord campos;
- sgSetCoord( &campos,
- current_view.view_pos.x(),
- current_view.view_pos.y(),
- current_view.view_pos.z(),
- 0, 0, 0 );
- ssgSetCamera( &campos );
- ssgCullAndDraw( scene );
-
}
xglutSwapBuffers();
// distribution) specifically from the ssg tux example
//
- ssgModelPath( "/stage/pinky01/src/Libs/plib-1.0.12/examples/ssg/tux/data/" );
- ssgTexturePath( "/stage/pinky01/src/Libs/plib-1.0.12/examples/ssg/tux/data/" );
+ // ssgModelPath( "/stage/pinky01/src/Libs/plib-1.0.12/examples/ssg/tux/data/" );
+ // ssgTexturePath( "/stage/pinky01/src/Libs/plib-1.0.12/examples/ssg/tux/data/" );
+ ssgModelPath( "/h/curt/src/Libs/plib-1.0.12/examples/ssg/tux/data/" );
+ ssgTexturePath( "/h/curt/src/Libs/plib-1.0.12/examples/ssg/tux/data/" );
scene = new ssgRoot;
+ terrain = new ssgBranch;
+ terrain->setName( "Terrain" );
penguin = new ssgTransform;
ssgEntity *tux_obj = ssgLoadAC( "tuxedo.ac" );
ssgFlatten( tux_obj );
ssgStripify( penguin );
+ scene->addKid( terrain );
scene->addKid( penguin );
// pass control off to the master GLUT event handler