+++ /dev/null
-/**************************************************************************
- * mesh2GL.c -- walk through a mesh data structure and make GL calls
- *
- * Written by Curtis Olson, started May 1997.
- *
- * Copyright (C) 1997 Curtis L. Olson - curt@infoplane.com
- *
- * This program is free software; you can redistribute it and/or
- * modify it under the terms of the GNU General Public License as
- * published by the Free Software Foundation; either version 2 of the
- * License, or (at your option) any later version.
- *
- * This program is distributed in the hope that it will be useful, but
- * WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- * General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with this program; if not, write to the Free Software
- * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
- *
- * $Id$
- * (Log is kept at end of this file)
- **************************************************************************/
-
-
-#ifdef WIN32
-# include <windows.h>
-#endif
-
-#include <GL/glut.h>
-
-#include "../constants.h"
-#include "../Scenery/mesh.h"
-#include "../Scenery/scenery.h"
-#include "../Math/fg_geodesy.h"
-#include "../Math/fg_random.h"
-#include "../Math/mat3.h"
-#include "../Math/polar.h"
-
-
-/* The following routine is a real hack used for testing puposes only
- * and should probably be removed. */
-/* void mesh_make_test_object(double lon, double lat) {
- struct fgCartesianPoint origin;
- double elev;
- double b = 0.10;
- double h = 0.50;
- static GLfloat color[4] = { 1.0, 0.25, 0.25, 1.0 };
-
- glMaterialfv( GL_FRONT, GL_AMBIENT_AND_DIFFUSE, color );
-
- elev = mesh_altitude(lon, lat) * 0.001;
- printf("Elevation of test structure is: %.2f\n", elev);
-
- printf("Center of structure geodetic: (%.2f, %.2f\n", lon, lat);
- origin = fgGeodetic2Cartesian(lon*ARCSEC_TO_RAD, lat*ARCSEC_TO_RAD);
- printf("Center (unit circle) is (%.8f, %.8f, %.8f)\n", origin.x, origin.y,
- origin.z);
-
- origin = fgRotateCartesianPoint(origin);
- printf("Center of structure is: (%.4f, %.4f\n", origin.y, origin.z);
-
- glBegin(GL_TRIANGLES);
- glVertex3d(origin.y - b, origin.z - b, elev);
- glVertex3d(origin.y + b, origin.z - b, elev);
- glVertex3d(origin.y, origin.z, elev+h);
-
- glVertex3d(origin.y + b, origin.z - b, elev);
- glVertex3d(origin.y + b, origin.z + b, elev);
- glVertex3d(origin.y, origin.z, elev+h);
-
- glVertex3d(origin.y + b, origin.z + b, elev);
- glVertex3d(origin.y - b, origin.z + b, elev);
- glVertex3d(origin.y, origin.z, elev+h);
-
- glVertex3d(origin.y - b, origin.z + b, elev);
- glVertex3d(origin.y - b, origin.z - b, elev);
- glVertex3d(origin.y, origin.z, elev+h);
- glEnd();
-} */
-
-/* walk through mesh and make ogl calls */
-GLint mesh2GL(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 1.41 1997/07/31 22:52:40 curt
-/* Working on redoing internal coordinate systems & scenery transformations.
-/*
- * Revision 1.40 1997/07/30 16:12:43 curt
- * Moved fg_random routines from Util/ to Math/
- *
- * Revision 1.39 1997/07/21 21:20:48 curt
- * Twiddled with random object placement.
- *
- * Revision 1.38 1997/07/21 14:45:02 curt
- * Minor tweaks.
- *
- * Revision 1.37 1997/07/19 22:34:03 curt
- * Moved PI definitions to ../constants.h
- * Moved random() stuff to ../Utils/ and renamed fg_random()
- *
- * Revision 1.36 1997/07/18 23:41:25 curt
- * Tweaks for building with Cygnus Win32 compiler.
- *
- * Revision 1.35 1997/07/18 14:28:35 curt
- * Hacked in some support for wind/turbulence.
- *
- * Revision 1.34 1997/07/16 20:04:50 curt
- * Minor tweaks to aid Win32 port.
- *
- * Revision 1.33 1997/07/14 16:26:04 curt
- * Testing/playing -- placed objects randomly across the entire terrain.
- *
- * Revision 1.32 1997/07/12 03:50:21 curt
- * Added an #include <Windows32/Base.h> to help compiling for Win32
- *
- * Revision 1.31 1997/07/12 02:27:07 curt
- * Looking at potential scenery transformation/coordinate system problems.
- *
- * Revision 1.30 1997/07/11 03:23:18 curt
- * Solved some scenery display/orientation problems. Still have a positioning
- * (or transformation?) problem.
- *
- * Revision 1.29 1997/07/11 01:29:58 curt
- * More tweaking of terrian floor.
- *
- * Revision 1.28 1997/07/10 04:26:37 curt
- * We now can interpolated ground elevation for any position in the grid. We
- * can use this to enforce a "hard" ground. We still need to enforce some
- * bounds checking so that we don't try to lookup data points outside the
- * grid data set.
- *
- * Revision 1.27 1997/07/09 21:31:13 curt
- * Working on making the ground "hard."
- *
- * Revision 1.26 1997/07/08 18:20:13 curt
- * Working on establishing a hard ground.
- *
- * Revision 1.25 1997/07/07 20:59:50 curt
- * Working on scenery transformations to enable us to fly fluidly over the
- * poles with no discontinuity/distortion in scenery.
- *
- * Revision 1.24 1997/07/05 20:43:35 curt
- * renamed mat3 directory to Math so we could add other math related routines.
- *
- * Revision 1.23 1997/07/03 00:51:14 curt
- * Playing with terrain color.
- *
- * Revision 1.22 1997/06/29 21:19:17 curt
- * Working on scenery management system.
- *
- * Revision 1.21 1997/06/21 17:12:54 curt
- * Capitalized subdirectory names.
- *
- * Revision 1.20 1997/06/18 04:10:32 curt
- * A couple more runway tweaks ...
- *
- * Revision 1.19 1997/06/18 02:21:24 curt
- * Hacked in a runway
- *
- * Revision 1.18 1997/06/17 04:19:17 curt
- * More timer related tweaks with respect to view direction changes.
- *
- * Revision 1.17 1997/06/16 19:32:52 curt
- * Starting to add general timer support.
- *
- * Revision 1.16 1997/06/02 03:40:07 curt
- * A tiny bit more view tweaking.
- *
- * Revision 1.15 1997/06/02 03:01:38 curt
- * Working on views (side, front, back, transitions, etc.)
- *
- * Revision 1.14 1997/05/31 19:16:26 curt
- * Elevator trim added.
- *
- * Revision 1.13 1997/05/31 04:13:53 curt
- * WE CAN NOW FLY!!!
- *
- * Continuing work on the LaRCsim flight model integration.
- * Added some MSFS-like keyboard input handling.
- *
- * Revision 1.12 1997/05/30 23:26:20 curt
- * Added elevator/aileron controls.
- *
- * Revision 1.11 1997/05/30 19:27:02 curt
- * The LaRCsim flight model is starting to look like it is working.
- *
- * Revision 1.10 1997/05/30 03:54:11 curt
- * Made a bit more progress towards integrating the LaRCsim flight model.
- *
- * Revision 1.9 1997/05/29 22:39:51 curt
- * Working on incorporating the LaRCsim flight model.
- *
- * Revision 1.8 1997/05/29 12:31:40 curt
- * Minor tweaks, moving towards general flight model integration.
- *
- * Revision 1.7 1997/05/29 02:33:24 curt
- * Updated to reflect changing interfaces in other "modules."
- *
- * Revision 1.6 1997/05/27 17:44:32 curt
- * Renamed & rearranged variables and routines. Added some initial simple
- * timer/alarm routines so the flight model can be updated on a regular
- * interval.
- *
- * Revision 1.5 1997/05/24 01:45:32 curt
- * Fixed surface normals for triangle mesh.
- *
- * Revision 1.4 1997/05/23 20:05:24 curt
- * First stab at using GL_TRIANGLE_STRIP's instead of GL_POLYGONS (to conserve
- * memory)
- *
- * Revision 1.3 1997/05/23 15:40:26 curt
- * Added GNU copyright headers.
- * Fog now works!
- *
- * Revision 1.2 1997/05/23 00:35:13 curt
- * Trying to get fog to work ...
- *
- * Revision 1.1 1997/05/21 15:57:52 curt
- * Renamed due to added GLUT support.
- *
- * Revision 1.3 1997/05/19 18:22:42 curt
- * Parameter tweaking ... starting to stub in fog support.
- *
- * Revision 1.2 1997/05/17 00:17:35 curt
- * Trying to stub in support for standard OpenGL.
- *
- * Revision 1.1 1997/05/16 16:05:52 curt
- * Initial revision.
- *
- */