# include <config.h>
#endif
-#ifdef HAVE_WINDOWS_H
-# include <windows.h>
-#endif
-
-#include <GL/glut.h>
-#include <simgear/xgl.h>
-
#include <stdio.h>
#include <string.h>
-#include <simgear/logstream.hxx>
+#include <simgear/debug/logstream.hxx>
+#include <simgear/scene/tgdb/userdata.hxx>
-#include <Main/options.hxx>
+#include <Main/fg_props.hxx>
#include "scenery.hxx"
-// Temporary hack until we get a better texture management system running
-GLint area_texture;
-
+// Scenery Management system
+FGScenery::FGScenery() {
+ SG_LOG( SG_TERRAIN, SG_INFO, "Initializing scenery subsystem" );
-// Shared structure to hold current scenery parameters
-struct fgSCENERY scenery;
+ center = Point3D(0.0);
+ cur_elev = -9999;
+}
// Initialize the Scenery Management system
-int fgSceneryInit( void ) {
- fgOPTIONS *o;
- // char path[1024], fgpath[1024];
- // GLubyte *texbuf;
- // int width, height;
+FGScenery::~FGScenery() {
+}
+
- o = ¤t_options;
+void FGScenery::init() {
+ // Scene graph root
+ scene_graph = new ssgRoot;
+ scene_graph->setName( "Scene" );
- FG_LOG( FG_TERRAIN, FG_INFO, "Initializing scenery subsystem" );
+ // Terrain branch
+ terrain_branch = new ssgBranch;
+ terrain_branch->setName( "Terrain" );
+ scene_graph->addKid( terrain_branch );
- scenery.cur_elev = -9999;
+ models_branch = new ssgBranch;
+ models_branch->setName( "Models" );
+ scene_graph->addKid( models_branch );
- return(1);
+ aircraft_branch = new ssgBranch;
+ aircraft_branch->setName( "Aircraft" );
+ scene_graph->addKid( aircraft_branch );
+
+ // Lighting
+ gnd_lights_root = new ssgRoot;
+ gnd_lights_root->setName( "Ground Lighting Root" );
+
+ vasi_lights_root = new ssgRoot;
+ vasi_lights_root->setName( "VASI/PAPI Lighting Root" );
+
+ rwy_lights_root = new ssgRoot;
+ rwy_lights_root->setName( "Runway Lighting Root" );
+
+ taxi_lights_root = new ssgRoot;
+ taxi_lights_root->setName( "Taxi Lighting Root" );
+
+ // Initials values needed by the draw-time object loader
+ sgUserDataInit( globals->get_model_lib(), globals->get_fg_root(),
+ globals->get_props(), globals->get_sim_time_sec() );
}
-// 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) {
- // does nothing;
+void FGScenery::update(double dt) {
}
-// Render out the current scene
-void fgSceneryRender( void ) {
+void FGScenery::bind() {
+ fgTie("/environment/ground-elevation-m", this,
+ &FGScenery::get_cur_elev, &FGScenery::set_cur_elev);
}
+void FGScenery::unbind() {
+ fgUntie("/environment/ground-elevation-m");
+}