]> git.mxchange.org Git - flightgear.git/blobdiff - src/Scenery/scenery.cxx
Erik Hofman:
[flightgear.git] / src / Scenery / scenery.cxx
index 7f27a782dec1e714efcba56c1f2c3a4a83c3f9f0..b319cefe8a29352f90e0590d2e77726eef0677ff 100644 (file)
 #endif
 
 #include <GL/glut.h>
-#include <simgear/xgl/xgl.h>
+#include <GL/gl.h>
 
 #include <stdio.h>
 #include <string.h>
 
 #include <simgear/debug/logstream.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 ) {
-    FG_LOG( FG_TERRAIN, FG_INFO, "Initializing scenery subsystem" );
+FGScenery::~FGScenery() {
+}
+
+
+void FGScenery::init() {
+    // Scene graph root
+    scene_graph = new ssgRoot;
+    scene_graph->setName( "Scene" );
 
-    scenery.cur_elev = -9999;
+    lighting = new ssgRoot;
+    lighting->setName( "Lighting" );
 
-    return 1;
+    // Terrain branch
+    terrain_branch = new ssgBranch;
+    terrain_branch->setName( "Terrain" );
+    scene_graph->addKid( terrain_branch );
+
+    models_branch = new ssgBranch;
+    models_branch->setName( "Models" );
+    scene_graph->addKid( models_branch );
+
+    aircraft_branch = new ssgBranch;
+    aircraft_branch->setName( "Aircraft" );
+    scene_graph->addKid( aircraft_branch );
+
+    // Lighting
+    gnd_lights_branch = new ssgBranch;
+    gnd_lights_branch->setName( "Ground Lighting" );
+    lighting->addKid( gnd_lights_branch );
+
+    rwy_lights_branch = new ssgBranch;
+    rwy_lights_branch->setName( "Runway Lighting" );
+    lighting->addKid( rwy_lights_branch );
 }
 
 
-// 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");
+}