Generate terrain normals on the fly.
#include <time.h>
#include <GL/glut.h>
+#include "../XGL/xgl.h"
#include "astro.h"
#include "moon.h"
#include "stars.h"
#include "sun.h"
-#include "../constants.h"
-#include "../general.h"
+#include "../Include/constants.h"
+#include "../Include/general.h"
#include "../Main/views.h"
#include "../Aircraft/aircraft.h"
}
/* Disable fog effects */
- glDisable( GL_FOG );
+ xglDisable( GL_FOG );
/* set the sun position */
- glLightfv( GL_LIGHT0, GL_POSITION, l->sun_vec_inv );
+ xglLightfv( GL_LIGHT0, GL_POSITION, l->sun_vec_inv );
- glPushMatrix();
+ xglPushMatrix();
/* Translate to view position */
- glTranslatef( v->view_pos.x, v->view_pos.y, v->view_pos.z );
+ xglTranslatef( v->view_pos.x, v->view_pos.y, v->view_pos.z );
/* Rotate based on gst (side real time) */
angle = t->gst * 15.041085; /* should be 15.041085, Curt thought it was 15*/
#ifdef DEBUG
printf("Rotating astro objects by %.2f degrees\n",angle);
#endif
- glRotatef( angle, 0.0, 0.0, -1.0 );
+ xglRotatef( angle, 0.0, 0.0, -1.0 );
/* render the moon */
fgMoonRender();
/* render the sun */
fgSunRender();
- glPopMatrix();
+ xglPopMatrix();
/* reenable fog effects */
- glEnable( GL_FOG );
+ xglEnable( GL_FOG );
}
/* $Log$
-/* Revision 1.7 1997/12/15 20:59:09 curt
-/* Misc. tweaks.
+/* Revision 1.8 1997/12/15 23:54:57 curt
+/* Add xgl wrappers for debugging.
+/* Generate terrain normals on the fly.
/*
+ * Revision 1.7 1997/12/15 20:59:09 curt
+ * Misc. tweaks.
+ *
* Revision 1.6 1997/12/12 21:41:27 curt
* More light/material property tweaking ... still a ways off.
*
#include <math.h>
#include <GL/glut.h>
+#include "../XGL/xgl.h"
#include "orbits.h"
#include "moon.h"
-#include "../general.h"
+#include "../Include/general.h"
#include "../Main/views.h"
#include "../Time/fg_time.h"
void drawTriangle(float *v1, float *v2, float *v3)
{
- glBegin(GL_POLYGON);
- //glBegin(GL_POINTS);
- glNormal3fv(v1);
- glVertex3fv(v1);
- glNormal3fv(v2);
- glVertex3fv(v2);
- glNormal3fv(v3);
- glVertex3fv(v3);
- glEnd();
+ xglBegin(GL_POLYGON);
+ //xglBegin(GL_POINTS);
+ xglNormal3fv(v1);
+ xglVertex3fv(v1);
+ xglNormal3fv(v2);
+ xglVertex3fv(v2);
+ xglNormal3fv(v3);
+ xglVertex3fv(v3);
+ xglEnd();
}
void subdivide(float *v1, float *v2, float *v3, long depth)
void display(void)
{
int i;
- glClear(GL_COLOR_BUFFER_BIT);
- glPushMatrix();
- glRotatef(spin, 0.0, 0.0, 0.0);
- glColor3f(1.0, 1.0, 0.0);
-// glBegin(GL_LINE_LOOP);
+ xglClear(GL_COLOR_BUFFER_BIT);
+ xglPushMatrix();
+ xglRotatef(spin, 0.0, 0.0, 0.0);
+ xglColor3f(1.0, 1.0, 0.0);
+// xglBegin(GL_LINE_LOOP);
for (i = 0; i < 20; i++)
{
- //glVertex3fv(&vdata[tindices[i][0]][0]);
- //glVertex3fv(&vdata[tindices[i][1]][0]);
- //glVertex3fv(&vdata[tindices[i][2]][0]);
+ //xglVertex3fv(&vdata[tindices[i][0]][0]);
+ //xglVertex3fv(&vdata[tindices[i][1]][0]);
+ //xglVertex3fv(&vdata[tindices[i][2]][0]);
subdivide(&vdata[tindices[i][0]][0],
&vdata[tindices[i][1]][0],
}
-// glEnd();
- // glFlush();
- glPopMatrix();
+// xglEnd();
+ // xglFlush();
+ xglPopMatrix();
glutSwapBuffers();
} */
l = &cur_light_params;
- moon = glGenLists(1);
- glNewList(moon, GL_COMPILE );
+ moon = xglGenLists(1);
+ xglNewList(moon, GL_COMPILE );
- /* glMaterialfv(GL_FRONT, GL_AMBIENT, l->scene_clear);
- glMaterialfv(GL_FRONT, GL_DIFFUSE, moon_color); */
+ /* xglMaterialfv(GL_FRONT, GL_AMBIENT, l->scene_clear);
+ xglMaterialfv(GL_FRONT, GL_DIFFUSE, moon_color); */
fgSolarSystemUpdate(&(pltOrbElements[1]), cur_time_params);
moonPos = fgCalculateMoon(pltOrbElements[1], pltOrbElements[0],
glutSolidSphere(1.0, 15, 15);
- glEndList();
+ xglEndList();
}
l = &cur_light_params;
/* set lighting parameters */
- glLightfv(GL_LIGHT0, GL_AMBIENT, l->scene_clear );
- glLightfv(GL_LIGHT0, GL_DIFFUSE, moon_color );
+ xglLightfv(GL_LIGHT0, GL_AMBIENT, l->scene_clear );
+ xglLightfv(GL_LIGHT0, GL_DIFFUSE, moon_color );
- glMaterialfv(GL_FRONT, GL_AMBIENT, l->scene_clear );
- glMaterialfv(GL_FRONT, GL_AMBIENT, moon_color );
- glMaterialfv(GL_FRONT, GL_DIFFUSE, moon_color);
+ xglMaterialfv(GL_FRONT, GL_AMBIENT, l->scene_clear );
+ xglMaterialfv(GL_FRONT, GL_AMBIENT, moon_color );
+ xglMaterialfv(GL_FRONT, GL_DIFFUSE, moon_color);
- glPushMatrix();
- glTranslatef(xMoon, yMoon, zMoon);
- glScalef(1400, 1400, 1400);
+ xglPushMatrix();
+ xglTranslatef(xMoon, yMoon, zMoon);
+ xglScalef(1400, 1400, 1400);
- glColor3fv(moon_color);
+ xglColor3fv(moon_color);
/* glutSolidSphere(1.0, 25, 25); */
- glCallList(moon);
+ xglCallList(moon);
- glPopMatrix();
+ xglPopMatrix();
}
#include "orbits.h"
-#include "../general.h"
+#include "../Include/general.h"
#include "../Time/fg_time.h"
/* $Log$
-/* Revision 1.4 1997/12/10 22:37:51 curt
-/* Prepended "fg" on the name of all global structures that didn't have it yet.
-/* i.e. "struct WEATHER {}" became "struct fgWEATHER {}"
+/* Revision 1.5 1997/12/15 23:55:02 curt
+/* Add xgl wrappers for debugging.
+/* Generate terrain normals on the fly.
/*
+ * Revision 1.4 1997/12/10 22:37:51 curt
+ * Prepended "fg" on the name of all global structures that didn't have it yet.
+ * i.e. "struct WEATHER {}" became "struct fgWEATHER {}"
+ *
* Revision 1.3 1997/11/25 23:20:44 curt
* Changed planets.dat Planets.dat
*
**************************************************************************/
#include <GL/glut.h>
+#include "../XGL/xgl.h"
+
#include "../Time/fg_time.h"
#include "../Main/views.h"
#include "orbits.h"
{
// int i;
- sun_obj = glGenLists(1);
- glNewList(sun_obj, GL_COMPILE );
+ sun_obj = xglGenLists(1);
+ xglNewList(sun_obj, GL_COMPILE );
-// glBegin( GL_POINTS );
+// xglBegin( GL_POINTS );
fgSolarSystemUpdate(&(pltOrbElements[0]), cur_time_params);
sunPos = fgCalculateSun(pltOrbElements[0], cur_time_params);
#endif
/* give the moon a temporary color, for testing purposes */
-// glColor3f( 0.0, 1.0, 0.0);
-// glVertex3f( 190000.0 * cos(moonPos.RightAscension) * cos(moonPos.Declination),
+// xglColor3f( 0.0, 1.0, 0.0);
+// xglVertex3f( 190000.0 * cos(moonPos.RightAscension) * cos(moonPos.Declination),
// 190000.0 * sin(moonPos.RightAscension) * cos(moonPos.Declination),
// 190000.0 * sin(moonPos.Declination) );
- //glVertex3f(0.0, 0.0, 0.0);
-// glEnd();
-// glColor3f(1.0, 1.0, 1.0);
+ //xglVertex3f(0.0, 0.0, 0.0);
+// xglEnd();
+// xglColor3f(1.0, 1.0, 1.0);
//xMoon = 190000.0 * cos(moonPos.RightAscension) * cos(moonPos.Declination);
//yMoon = 190000.0 * sin(moonPos.RightAscension) * cos(moonPos.Declination);
//zMoon = 190000.0 * sin(moonPos.Declination);
ySun = 60000.0 * sin(sunPos.RightAscension) * cos(sunPos.Declination);
zSun = 60000.0 * sin(sunPos.Declination);
-// glPushMatrix();
-// glTranslatef(x, y, z);
-// glScalef(16622.8, 16622.8, 16622.8);
-// glBegin(GL_TRIANGLES);
+// xglPushMatrix();
+// xglTranslatef(x, y, z);
+// xglScalef(16622.8, 16622.8, 16622.8);
+// xglBegin(GL_TRIANGLES);
// for (i = 0; i < 20; i++)
// subdivide(&vdata[tindices[i][0]][0],
// &vdata[tindices[i][1]][0],
// &vdata[tindices[i][2]][0], 3);
// glutSolidSphere(1.0, 25, 25);
-// glEnd();
- //glPopMatrix();
+// xglEnd();
+ //xglPopMatrix();
glutSolidSphere(1.0, 10, 10);
- glEndList();
+ xglEndList();
}
diff[3] = 0.0; */
/* set lighting parameters */
- /* glLightfv(GL_LIGHT0, GL_AMBIENT, color );
- glLightfv(GL_LIGHT0, GL_DIFFUSE, color );
- glMaterialfv(GL_FRONT, GL_AMBIENT, amb);
- glMaterialfv(GL_FRONT, GL_DIFFUSE, diff); */
+ /* xglLightfv(GL_LIGHT0, GL_AMBIENT, color );
+ xglLightfv(GL_LIGHT0, GL_DIFFUSE, color );
+ xglMaterialfv(GL_FRONT, GL_AMBIENT, amb);
+ xglMaterialfv(GL_FRONT, GL_DIFFUSE, diff); */
- glDisable( GL_LIGHTING );
+ xglDisable( GL_LIGHTING );
- glPushMatrix();
- glTranslatef(xSun, ySun, zSun);
- glScalef(1400, 1400, 1400);
+ xglPushMatrix();
+ xglTranslatef(xSun, ySun, zSun);
+ xglScalef(1400, 1400, 1400);
- glColor3f(0.85, 0.65, 0.05);
+ xglColor3f(0.85, 0.65, 0.05);
- /* glColor3fv( color ); */
- /* glutSolidSphere(1.0, 25, 25); */
- glCallList(sun_obj);
+ /* xglColor3fv( color ); */
+ /* xglutSolidSphere(1.0, 25, 25); */
+ xglCallList(sun_obj);
- glPopMatrix();
+ xglPopMatrix();
- glEnable( GL_LIGHTING );
+ xglEnable( GL_LIGHTING );
}
/* $Log$
-/* Revision 1.5 1997/12/12 21:41:31 curt
-/* More light/material property tweaking ... still a ways off.
+/* Revision 1.6 1997/12/15 23:55:04 curt
+/* Add xgl wrappers for debugging.
+/* Generate terrain normals on the fly.
/*
+ * Revision 1.5 1997/12/12 21:41:31 curt
+ * More light/material property tweaking ... still a ways off.
+ *
* Revision 1.4 1997/12/10 22:37:53 curt
* Prepended "fg" on the name of all global structures that didn't have it yet.
* i.e. "struct WEATHER {}" became "struct fgWEATHER {}"