Add xgl wrappers for debugging.
Generate terrain normals on the fly.
This commit is contained in:
+37
-31
@@ -23,6 +23,8 @@
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**************************************************************************/
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#include <GL/glut.h>
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#include "../XGL/xgl.h"
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#include "../Time/fg_time.h"
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#include "../Main/views.h"
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#include "orbits.h"
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@@ -95,10 +97,10 @@ void fgSunInit()
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{
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// int i;
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sun_obj = glGenLists(1);
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glNewList(sun_obj, GL_COMPILE );
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sun_obj = xglGenLists(1);
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xglNewList(sun_obj, GL_COMPILE );
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// glBegin( GL_POINTS );
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// xglBegin( GL_POINTS );
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fgSolarSystemUpdate(&(pltOrbElements[0]), cur_time_params);
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sunPos = fgCalculateSun(pltOrbElements[0], cur_time_params);
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@@ -108,13 +110,13 @@ void fgSunInit()
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#endif
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/* give the moon a temporary color, for testing purposes */
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// glColor3f( 0.0, 1.0, 0.0);
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// glVertex3f( 190000.0 * cos(moonPos.RightAscension) * cos(moonPos.Declination),
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// xglColor3f( 0.0, 1.0, 0.0);
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// xglVertex3f( 190000.0 * cos(moonPos.RightAscension) * cos(moonPos.Declination),
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// 190000.0 * sin(moonPos.RightAscension) * cos(moonPos.Declination),
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// 190000.0 * sin(moonPos.Declination) );
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//glVertex3f(0.0, 0.0, 0.0);
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// glEnd();
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// glColor3f(1.0, 1.0, 1.0);
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//xglVertex3f(0.0, 0.0, 0.0);
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// xglEnd();
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// xglColor3f(1.0, 1.0, 1.0);
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//xMoon = 190000.0 * cos(moonPos.RightAscension) * cos(moonPos.Declination);
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//yMoon = 190000.0 * sin(moonPos.RightAscension) * cos(moonPos.Declination);
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//zMoon = 190000.0 * sin(moonPos.Declination);
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@@ -123,22 +125,22 @@ void fgSunInit()
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ySun = 60000.0 * sin(sunPos.RightAscension) * cos(sunPos.Declination);
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zSun = 60000.0 * sin(sunPos.Declination);
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// glPushMatrix();
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// glTranslatef(x, y, z);
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// glScalef(16622.8, 16622.8, 16622.8);
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// glBegin(GL_TRIANGLES);
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// xglPushMatrix();
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// xglTranslatef(x, y, z);
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// xglScalef(16622.8, 16622.8, 16622.8);
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// xglBegin(GL_TRIANGLES);
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// for (i = 0; i < 20; i++)
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// subdivide(&vdata[tindices[i][0]][0],
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// &vdata[tindices[i][1]][0],
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// &vdata[tindices[i][2]][0], 3);
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// glutSolidSphere(1.0, 25, 25);
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// glEnd();
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//glPopMatrix();
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// xglEnd();
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//xglPopMatrix();
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glutSolidSphere(1.0, 10, 10);
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glEndList();
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xglEndList();
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}
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@@ -178,33 +180,37 @@ void fgSunRender() {
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diff[3] = 0.0; */
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/* set lighting parameters */
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/* glLightfv(GL_LIGHT0, GL_AMBIENT, color );
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glLightfv(GL_LIGHT0, GL_DIFFUSE, color );
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glMaterialfv(GL_FRONT, GL_AMBIENT, amb);
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glMaterialfv(GL_FRONT, GL_DIFFUSE, diff); */
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/* xglLightfv(GL_LIGHT0, GL_AMBIENT, color );
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xglLightfv(GL_LIGHT0, GL_DIFFUSE, color );
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xglMaterialfv(GL_FRONT, GL_AMBIENT, amb);
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xglMaterialfv(GL_FRONT, GL_DIFFUSE, diff); */
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glDisable( GL_LIGHTING );
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xglDisable( GL_LIGHTING );
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glPushMatrix();
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glTranslatef(xSun, ySun, zSun);
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glScalef(1400, 1400, 1400);
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xglPushMatrix();
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xglTranslatef(xSun, ySun, zSun);
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xglScalef(1400, 1400, 1400);
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glColor3f(0.85, 0.65, 0.05);
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xglColor3f(0.85, 0.65, 0.05);
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/* glColor3fv( color ); */
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/* glutSolidSphere(1.0, 25, 25); */
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glCallList(sun_obj);
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/* xglColor3fv( color ); */
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/* xglutSolidSphere(1.0, 25, 25); */
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xglCallList(sun_obj);
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glPopMatrix();
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xglPopMatrix();
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glEnable( GL_LIGHTING );
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xglEnable( GL_LIGHTING );
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}
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/* $Log$
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/* Revision 1.5 1997/12/12 21:41:31 curt
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/* More light/material property tweaking ... still a ways off.
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/* Revision 1.6 1997/12/15 23:55:04 curt
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/* Add xgl wrappers for debugging.
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/* Generate terrain normals on the fly.
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/*
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* Revision 1.5 1997/12/12 21:41:31 curt
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* More light/material property tweaking ... still a ways off.
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*
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* Revision 1.4 1997/12/10 22:37:53 curt
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* Prepended "fg" on the name of all global structures that didn't have it yet.
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* i.e. "struct WEATHER {}" became "struct fgWEATHER {}"
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