#include <GL/glut.h>
#include "../constants.h"
-#include "scenery.h"
+#include "../types.h"
+#include "../Math/fg_geodesy.h"
+#include "../Math/fg_random.h"
+#include "../Math/mat3.h"
+#include "../Math/polar.h"
+
#include "mesh.h"
#include "common.h"
+#include "scenery.h"
/* Temporary hack until we get the scenery management system running */
/* do whatever needs to be done with the mesh now that it's been
loaded, such as generating the OpenGL call list. */
void mesh_do_it(struct mesh *m) {
- mesh_hack = mesh2GL(m);
+ mesh_hack = mesh_to_OpenGL(m);
}
}
+/* walk through mesh and make opengl calls */
+GLint mesh_to_OpenGL(struct mesh *m) {
+ GLint mesh;
+ /* static GLfloat color[4] = { 0.5, 0.4, 0.25, 1.0 }; */ /* dark desert */
+ static GLfloat color[4] = { 0.5, 0.5, 0.25, 1.0 };
+ double randx, randy;
+
+ float x1, y1, x2, y2, z11, z12, z21, z22;
+ struct fgCartesianPoint p11, p12, p21, p22;
+ double gc_lon, gc_lat, sl_radius;
+
+ MAT3vec v1, v2, normal;
+ int i, j, istep, jstep, iend, jend;
+ float temp;
+
+ printf("In mesh2GL(), generating GL call list.\n");
+
+ /* Detail level. This is how big a step we take as we walk
+ * through the DEM data set. This value is initialized in
+ * .../Scenery/scenery.c:fgSceneryInit() */
+ istep = jstep = cur_scenery_params.terrain_skip ;
+
+ mesh = glGenLists(1);
+ glNewList(mesh, GL_COMPILE);
+
+ glMaterialfv( GL_FRONT, GL_AMBIENT_AND_DIFFUSE, color );
+
+ iend = m->cols - 1;
+ jend = m->rows - 1;
+
+ y1 = m->originy;
+ y2 = y1 + (m->col_step * istep);
+
+ for ( i = 0; i < iend; i += istep ) {
+ x1 = m->originx;
+ x2 = x1 + (m->row_step * jstep);
+
+ glBegin(GL_TRIANGLE_STRIP);
+
+ for ( j = 0; j < jend; j += jstep ) {
+ z11 = m->mesh_data[i * m->cols + j ];
+ z12 = m->mesh_data[(i+istep) * m->cols + j ];
+ z21 = m->mesh_data[i * m->cols + (j+jstep)];
+ z22 = m->mesh_data[(i+istep) * m->cols + (j+jstep)];
+
+ /* printf("A geodetic point is (%.2f, %.2f, %.2f)\n",
+ x1, y1, z11); */
+ gc_lon = x1*ARCSEC_TO_RAD;
+ fgGeodToGeoc(y1*ARCSEC_TO_RAD, z11, &sl_radius, &gc_lat);
+ /* printf("A geocentric point is (%.2f, %.2f, %.2f)\n", gc_lon,
+ gc_lat, sl_radius+z11); */
+ p11 = fgPolarToCart(gc_lon, gc_lat, sl_radius+z11);
+ /* printf("A cart point is (%.8f, %.8f, %.8f)\n",
+ p11.x, p11.y, p11.z); */
+
+ gc_lon = x1*ARCSEC_TO_RAD;
+ fgGeodToGeoc(y2*ARCSEC_TO_RAD, z12, &sl_radius, &gc_lat);
+ p12 = fgPolarToCart(gc_lon, gc_lat, sl_radius+z12);
+
+ gc_lon = x2*ARCSEC_TO_RAD;
+ fgGeodToGeoc(y1*ARCSEC_TO_RAD, z21, &sl_radius, &gc_lat);
+ p21 = fgPolarToCart(gc_lon, gc_lat, sl_radius+z21);
+
+ gc_lon = x2*ARCSEC_TO_RAD;
+ fgGeodToGeoc(y2*ARCSEC_TO_RAD, z22, &sl_radius, &gc_lat);
+ p22 = fgPolarToCart(gc_lon, gc_lat, sl_radius+z22);
+
+ v1[0] = p22.y - p11.y; v1[1] = p22.z - p11.z; v1[2] = z22 - z11;
+ v2[0] = p12.y - p11.y; v2[1] = p12.z - p11.z; v2[2] = z12 - z11;
+ MAT3cross_product(normal, v1, v2);
+ MAT3_NORMALIZE_VEC(normal,temp);
+ glNormal3d(normal[0], normal[1], normal[2]);
+ /* printf("normal 1 = (%.2f %.2f %.2f\n", normal[0], normal[1],
+ normal[2]); */
+
+ if ( j == 0 ) {
+ /* first time through */
+ glVertex3d(p12.x, p12.y, p12.z);
+ glVertex3d(p11.x, p11.y, p11.z);
+ }
+
+ glVertex3d(p22.x, p22.y, p22.z);
+
+ v2[0] = p21.y - p11.y; v2[1] = p21.z - p11.z; v2[2] = z21 - z11;
+ MAT3cross_product(normal, v2, v1);
+ MAT3_NORMALIZE_VEC(normal,temp);
+ glNormal3d(normal[0], normal[1], normal[2]);
+ /* printf("normal 2 = (%.2f %.2f %.2f\n", normal[0], normal[1],
+ normal[2]); */
+
+ glVertex3d(p21.x, p21.y, p21.z);
+
+ x1 += m->row_step * jstep;
+ x2 += m->row_step * jstep;
+ }
+ glEnd();
+
+ y1 += m->col_step * istep;
+ y2 += m->col_step * istep;
+ }
+
+ /* this will go, it's only here for testing/debugging */
+
+ for ( i = 0; i < 200; i++ ) {
+ randx = fg_random() * 3600.0;
+ randy = fg_random() * 3600.0;
+
+ /* mesh_make_test_object(m->originx + randx, m->originy + randy); */
+ }
+
+ glEndList();
+
+ return(mesh);
+}
+
+
/* $Log$
-/* Revision 1.17 1997/07/18 23:41:26 curt
-/* Tweaks for building with Cygnus Win32 compiler.
+/* Revision 1.18 1997/08/02 19:10:14 curt
+/* Incorporated mesh2GL.c into mesh.c
/*
+ * Revision 1.17 1997/07/18 23:41:26 curt
+ * Tweaks for building with Cygnus Win32 compiler.
+ *
* Revision 1.16 1997/07/16 20:04:51 curt
* Minor tweaks to aid Win32 port.
*