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flightgear/src/Main/main.cxx

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// main.cxx -- top level sim routines
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//
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// Written by Curtis Olson, started May 1997.
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//
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// Copyright (C) 1997 - 2002 Curtis L. Olson - curt@flightgear.org
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//
// 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.
//
// $Id$
#ifdef HAVE_CONFIG_H
# include <config.h>
#endif
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#if defined(__linux__) && defined(__i386__)
# include <fpu_control.h>
# include <signal.h>
#endif
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#include <simgear/compiler.h>
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#include STL_IOSTREAM
SG_USING_STD(cerr);
SG_USING_STD(endl);
#include <simgear/misc/exception.hxx>
#include <simgear/ephemeris/ephemeris.hxx>
#include <simgear/route/route.hxx>
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#ifdef SG_MATH_EXCEPTION_CLASH
# include <math.h>
#endif
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#ifdef HAVE_WINDOWS_H
# include <windows.h>
# include <float.h>
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#endif
#include <GL/glut.h>
#include <GL/gl.h>
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#include <stdio.h>
#include <string.h> // for strcmp()
#include <string>
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#ifdef HAVE_STDLIB_H
# include <stdlib.h>
#endif
#ifdef HAVE_SYS_STAT_H
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# include <sys/stat.h> // for stat()
#endif
#ifdef HAVE_UNISTD_H
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# include <unistd.h> // for stat()
#endif
#include <plib/netChat.h>
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#include <plib/pu.h>
#include <plib/ssg.h>
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#include <simgear/constants.h> // for VERSION
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#include <simgear/debug/logstream.hxx>
#include <simgear/math/polar3d.hxx>
#include <simgear/math/sg_random.h>
#include <simgear/misc/sg_path.hxx>
#include <simgear/sky/sky.hxx>
#include <simgear/timing/sg_time.hxx>
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#include <Include/general.hxx>
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#include <Aircraft/aircraft.hxx>
#include <ATC/ATCmgr.hxx>
#include <ATC/ATCdisplay.hxx>
#include <ATC/AIMgr.hxx>
#include <Autopilot/newauto.hxx>
#include <Cockpit/cockpit.hxx>
#include <Cockpit/radiostack.hxx>
#include <Cockpit/steam.hxx>
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#include <FDM/UIUCModel/uiuc_aircraftdir.h>
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#include <GUI/gui.h>
#include <Model/acmodel.hxx>
#ifdef FG_NETWORK_OLK
#include <NetworkOLK/network.h>
#endif
#include <Objects/matlib.hxx>
#include <Scenery/scenery.hxx>
#include <Scenery/tilemgr.hxx>
#ifdef ENABLE_AUDIO_SUPPORT
# include <Sound/soundmgr.hxx>
# include <Sound/fg_fx.hxx>
# include <Sound/morse.hxx>
#endif
#include <Time/event.hxx>
#include <Time/fg_timer.hxx>
#include <Time/light.hxx>
#include <Time/sunpos.hxx>
#include <Time/tmp.hxx>
#include <Input/input.hxx>
// ADA
#include <simgear/misc/sgstream.hxx>
#include <simgear/math/point3d.hxx>
#include <FDM/flight.hxx>
#include <FDM/ADA.hxx>
#include <Scenery/tileentry.hxx>
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#if !defined(sgi)
// PFNGLPOINTPARAMETERFEXTPROC glPointParameterfEXT = 0;
// PFNGLPOINTPARAMETERFVEXTPROC glPointParameterfvEXT = 0;
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#endif
float default_attenuation[3] = {1.0, 0.0, 0.0};
//Required for using GL_extensions
void fgLoadDCS (void);
void fgUpdateDCS (void);
ssgSelector *ship_sel=NULL;
// upto 32 instances of a same object can be loaded.
ssgTransform *ship_pos[32];
double obj_lat[32],obj_lon[32],obj_alt[32],obj_pitch[32],obj_roll[32];
int objc=0;
ssgSelector *lightpoints_brightness = new ssgSelector;
ssgTransform *lightpoints_transform = new ssgTransform;
FGTileEntry *dummy_tile;
sgVec3 rway_ols;
// ADA
// Clip plane settings...
float cockpit_nearplane = 0.01f;
float cockpit_farplane = 100.0f;
float scene_nearplane = 0.5f;
float scene_farplane = 120000.0f;
#ifndef FG_NEW_ENVIRONMENT
# include <WeatherCM/FGLocalWeatherDatabase.h>
#else
# include <Environment/environment_mgr.hxx>
#endif
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#include "version.h"
#include "fg_init.hxx"
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#include "fg_io.hxx"
#include "fg_props.hxx"
#include "globals.hxx"
#include "splash.hxx"
#include "viewmgr.hxx"
#include "options.hxx"
#include "logger.hxx"
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#ifdef macintosh
# include <console.h> // -dw- for command line dialog
#endif
// This is a record containing a bit of global housekeeping information
FGGeneral general;
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// Specify our current idle function state. This is used to run all
// our initializations out of the glutIdleLoop() so that we can get a
// splash screen up and running right away.
static int idle_state = 0;
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static long global_multi_loop;
// forward declaration
void fgReshape( int width, int height );
// ssg variables
ssgRoot *scene = NULL;
ssgRoot *cockpit = NULL;
ssgBranch *terrain_branch = NULL;
ssgBranch *gnd_lights_branch = NULL;
ssgBranch *rwy_lights_branch = NULL;
// fog constants. I'm a little nervous about putting actual code out
// here but it seems to work (?)
static const double m_log01 = -log( 0.01 );
static const double sqrt_m_log01 = sqrt( m_log01 );
static GLfloat fog_exp_density;
static GLfloat fog_exp2_density;
static GLfloat fog_exp2_punch_through;
ssgRoot *lighting = NULL;
// ssgBranch *airport = NULL;
#ifdef FG_NETWORK_OLK
ssgSelector *fgd_sel = NULL;
ssgTransform *fgd_pos = NULL;
#endif
// current fdm/position used for view
FGInterface cur_view_fdm;
// Sky structures
SGSky *thesky;
// hack
sgMat4 copy_of_ssgOpenGLAxisSwapMatrix =
{
{ 1.0f, 0.0f, 0.0f, 0.0f },
{ 0.0f, 0.0f, -1.0f, 0.0f },
{ 0.0f, 1.0f, 0.0f, 0.0f },
{ 0.0f, 0.0f, 0.0f, 1.0f }
};
// The following defines flightgear options. Because glutlib will also
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// want to parse its own options, those options must not be included here
// or they will get parsed by the main program option parser. Hence case
// is significant for any option added that might be in conflict with
// glutlib's parser.
//
// glutlib parses for:
// -display
// -direct (invalid in Win32)
// -geometry
// -gldebug
// -iconized
// -indirect (invalid in Win32)
// -synce
//
// Note that glutlib depends upon strings while this program's
// option parser wants only initial characters followed by numbers
// or pathnames.
//
ssgSimpleState *default_state;
ssgSimpleState *hud_and_panel;
ssgSimpleState *menus;
SGTimeStamp start_time_stamp;
SGTimeStamp current_time_stamp;
void fgBuildRenderStates( void ) {
default_state = new ssgSimpleState;
default_state->ref();
default_state->disable( GL_TEXTURE_2D );
default_state->enable( GL_CULL_FACE );
default_state->enable( GL_COLOR_MATERIAL );
default_state->setColourMaterial( GL_AMBIENT_AND_DIFFUSE );
default_state->setMaterial( GL_EMISSION, 0, 0, 0, 1 );
default_state->setMaterial( GL_SPECULAR, 0, 0, 0, 1 );
default_state->disable( GL_BLEND );
default_state->disable( GL_ALPHA_TEST );
default_state->disable( GL_LIGHTING );
hud_and_panel = new ssgSimpleState;
hud_and_panel->ref();
hud_and_panel->disable( GL_CULL_FACE );
hud_and_panel->disable( GL_TEXTURE_2D );
hud_and_panel->disable( GL_LIGHTING );
hud_and_panel->enable( GL_BLEND );
menus = new ssgSimpleState;
menus->ref();
menus->disable( GL_CULL_FACE );
menus->disable( GL_TEXTURE_2D );
menus->enable( GL_BLEND );
}
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// fgInitVisuals() -- Initialize various GL/view parameters
void fgInitVisuals( void ) {
fgLIGHT *l;
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l = &cur_light_params;
#ifndef GLUT_WRONG_VERSION
// Go full screen if requested ...
if ( fgGetBool("/sim/startup/fullscreen") ) {
glutFullScreen();
}
#endif
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// If enabled, normal vectors specified with glNormal are scaled
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// to unit length after transformation. Enabling this has
// performance implications. See the docs for glNormal.
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// glEnable( GL_NORMALIZE );
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glEnable( GL_LIGHTING );
glEnable( GL_LIGHT0 );
glLightfv( GL_LIGHT0, GL_POSITION, l->sun_vec );
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sgVec3 sunpos;
sgSetVec3( sunpos, l->sun_vec[0], l->sun_vec[1], l->sun_vec[2] );
ssgGetLight( 0 ) -> setPosition( sunpos );
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glFogi (GL_FOG_MODE, GL_EXP2);
if ( (!strcmp(fgGetString("/sim/rendering/fog"), "disabled")) ||
(!fgGetBool("/sim/rendering/shading"))) {
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// if fastest fog requested, or if flat shading force fastest
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glHint ( GL_FOG_HINT, GL_FASTEST );
} else if ( !strcmp(fgGetString("/sim/rendering/fog"), "nicest") ) {
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glHint ( GL_FOG_HINT, GL_NICEST );
}
if ( fgGetBool("/sim/rendering/wireframe") ) {
// draw wire frame
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glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
}
// This is the default anyways, but it can't hurt
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glFrontFace ( GL_CCW );
// Just testing ...
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// glEnable(GL_POINT_SMOOTH);
// glEnable(GL_LINE_SMOOTH);
// glEnable(GL_POLYGON_SMOOTH);
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}
// For HiRes screen Dumps using Brian Pauls TR Library
void trRenderFrame( void ) {
if ( fgPanelVisible() ) {
GLfloat height = fgGetInt("/sim/startup/ysize");
GLfloat view_h =
(current_panel->getViewHeight() - current_panel->getYOffset())
* (height / 768.0) + 1;
glTranslatef( 0.0, view_h, 0.0 );
}
static GLfloat black[4] = { 0.0, 0.0, 0.0, 1.0 };
static GLfloat white[4] = { 1.0, 1.0, 1.0, 1.0 };
fgLIGHT *l = &cur_light_params;
glClearColor(l->adj_fog_color[0], l->adj_fog_color[1],
l->adj_fog_color[2], l->adj_fog_color[3]);
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
// set the opengl state to known default values
default_state->force();
glEnable( GL_FOG );
glFogf ( GL_FOG_DENSITY, fog_exp2_density);
glFogi ( GL_FOG_MODE, GL_EXP2 );
glFogfv ( GL_FOG_COLOR, l->adj_fog_color );
// GL_LIGHT_MODEL_AMBIENT has a default non-zero value so if
// we only update GL_AMBIENT for our lights we will never get
// a completely dark scene. So, we set GL_LIGHT_MODEL_AMBIENT
// explicitely to black.
glLightModelfv( GL_LIGHT_MODEL_AMBIENT, black );
ssgGetLight( 0 ) -> setColour( GL_AMBIENT, l->scene_ambient );
// texture parameters
glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ) ;
glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST ) ;
// we need a white diffuse light for the phase of the moon
ssgGetLight( 0 ) -> setColour( GL_DIFFUSE, white );
thesky->preDraw();
// draw the ssg scene
// return to the desired diffuse color
ssgGetLight( 0 ) -> setColour( GL_DIFFUSE, l->scene_diffuse );
glEnable( GL_DEPTH_TEST );
ssgSetNearFar( scene_nearplane, scene_farplane );
ssgCullAndDraw( scene );
// if in cockpit view adjust nearfar...
if (globals->get_current_view()->getType() == 0 )
ssgSetNearFar( cockpit_nearplane, cockpit_farplane );
ssgCullAndDraw( cockpit );
// draw the lights
glFogf (GL_FOG_DENSITY, fog_exp2_punch_through);
ssgSetNearFar( scene_nearplane, scene_farplane );
ssgCullAndDraw( lighting );
thesky->postDraw( cur_fdm_state->get_Altitude() * SG_FEET_TO_METER );
// need to do this here as hud_and_panel state is static to
// main.cxx and HUD and Panel routines have to be called with
// knowledge of the the TR struct < see gui.cxx::HighResDump()
hud_and_panel->apply();
}
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// Update all Visuals (redraws anything graphics related)
void fgRenderFrame( void ) {
static long old_elapsed_ms = 0;
int dt_ms = int(globals->get_elapsed_time_ms() - old_elapsed_ms);
old_elapsed_ms = globals->get_elapsed_time_ms();
static const SGPropertyNode *longitude
= fgGetNode("/position/longitude-deg");
static const SGPropertyNode *latitude
= fgGetNode("/position/latitude-deg");
static const SGPropertyNode *altitude
= fgGetNode("/position/altitude-ft");
// Update the default (kludged) properties.
fgUpdateProps();
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fgLIGHT *l = &cur_light_params;
static double last_visibility = -9999;
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// update fog params
double actual_visibility = thesky->get_visibility();
if ( actual_visibility != last_visibility ) {
last_visibility = actual_visibility;
fog_exp_density = m_log01 / actual_visibility;
fog_exp2_density = sqrt_m_log01 / actual_visibility;
fog_exp2_punch_through = sqrt_m_log01 / ( actual_visibility * 2.5 );
}
// double angle;
// GLfloat black[4] = { 0.0, 0.0, 0.0, 1.0 };
// GLfloat white[4] = { 1.0, 1.0, 1.0, 1.0 };
// GLfloat terrain_color[4] = { 0.54, 0.44, 0.29, 1.0 };
// GLfloat mat_shininess[] = { 10.0 };
GLbitfield clear_mask;
if ( idle_state != 1000 ) {
// still initializing, draw the splash screen
if ( fgGetBool("/sim/startup/splash-screen") ) {
fgSplashUpdate(0.0);
}
start_time_stamp.stamp(); // Keep resetting the start time
} else {
// idle_state is now 1000 meaning we've finished all our
// initializations and are running the main loop, so this will
// now work without seg faulting the system.
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// Update the elapsed time.
current_time_stamp.stamp();
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globals->set_elapsed_time_ms( (current_time_stamp - start_time_stamp)
/ 1000L );
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// calculate our current position in cartesian space
scenery.set_center( scenery.get_next_center() );
// update view port
fgReshape( fgGetInt("/sim/startup/xsize"),
fgGetInt("/sim/startup/ysize") );
// set the sun position
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glLightfv( GL_LIGHT0, GL_POSITION, l->sun_vec );
clear_mask = GL_DEPTH_BUFFER_BIT;
if ( fgGetBool("/sim/rendering/wireframe") ) {
clear_mask |= GL_COLOR_BUFFER_BIT;
}
if ( fgGetBool("/sim/rendering/skyblend") ) {
if ( fgGetBool("/sim/rendering/textures") ) {
// glClearColor(black[0], black[1], black[2], black[3]);
glClearColor(l->adj_fog_color[0], l->adj_fog_color[1],
l->adj_fog_color[2], l->adj_fog_color[3]);
clear_mask |= GL_COLOR_BUFFER_BIT;
}
} else {
glClearColor(l->sky_color[0], l->sky_color[1],
l->sky_color[2], l->sky_color[3]);
clear_mask |= GL_COLOR_BUFFER_BIT;
}
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glClear( clear_mask );
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// Tell GL we are switching to model view parameters
// I really should create a derived ssg node or use a call
// back or something so that I can draw the sky within the
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// ssgCullAndDraw() function, but for now I just mimic what
// ssg does to set up the model view matrix
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glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
ssgSetCamera( (sgVec4 *)globals->get_current_view()->get_VIEW() );
// set the opengl state to known default values
default_state->force();
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// update fog params if visibility has changed
thesky->set_visibility(fgGetDouble("/environment/visibility-m"));
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thesky->modify_vis( cur_fdm_state->get_Altitude() * SG_FEET_TO_METER,
( global_multi_loop * fgGetInt("/sim/speed-up") )
/ (double)fgGetInt("/sim/model-hz") );
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// Set correct opengl fog density
glFogf (GL_FOG_DENSITY, fog_exp2_density);
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// update the sky dome
if ( fgGetBool("/sim/rendering/skyblend") ) {
/* cout << "thesky->repaint() sky_color = "
<< cur_light_params.sky_color[0] << " "
<< cur_light_params.sky_color[1] << " "
<< cur_light_params.sky_color[2] << " "
<< cur_light_params.sky_color[3] << endl;
cout << " fog = "
<< cur_light_params.fog_color[0] << " "
<< cur_light_params.fog_color[1] << " "
<< cur_light_params.fog_color[2] << " "
<< cur_light_params.fog_color[3] << endl;
cout << " sun_angle = " << cur_light_params.sun_angle
<< " moon_angle = " << cur_light_params.moon_angle
<< endl; */
thesky->repaint( cur_light_params.sky_color,
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cur_light_params.adj_fog_color,
cur_light_params.sun_angle,
cur_light_params.moon_angle,
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globals->get_ephem()->getNumPlanets(),
globals->get_ephem()->getPlanets(),
globals->get_ephem()->getNumStars(),
globals->get_ephem()->getStars() );
/* cout << "thesky->reposition( view_pos = " << view_pos[0] << " "
<< view_pos[1] << " " << view_pos[2] << endl;
cout << " zero_elev = " << zero_elev[0] << " "
<< zero_elev[1] << " " << zero_elev[2]
<< " lon = " << cur_fdm_state->get_Longitude()
<< " lat = " << cur_fdm_state->get_Latitude() << endl;
cout << " sun_rot = " << cur_light_params.sun_rotation
<< " gst = " << SGTime::cur_time_params->getGst() << endl;
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cout << " sun ra = " << globals->get_ephem()->getSunRightAscension()
<< " sun dec = " << globals->get_ephem()->getSunDeclination()
<< " moon ra = " << globals->get_ephem()->getMoonRightAscension()
<< " moon dec = " << globals->get_ephem()->getMoonDeclination() << endl; */
thesky->reposition( globals->get_current_view()->get_view_pos(),
globals->get_current_view()->get_zero_elev(),
globals->get_current_view()->get_world_up(),
longitude->getDoubleValue()
* SGD_DEGREES_TO_RADIANS,
latitude->getDoubleValue()
* SGD_DEGREES_TO_RADIANS,
altitude->getDoubleValue() * SG_FEET_TO_METER,
cur_light_params.sun_rotation,
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globals->get_time_params()->getGst(),
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globals->get_ephem()->getSunRightAscension(),
globals->get_ephem()->getSunDeclination(),
50000.0,
globals->get_ephem()->getMoonRightAscension(),
globals->get_ephem()->getMoonDeclination(),
50000.0 );
}
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glEnable( GL_DEPTH_TEST );
if ( strcmp(fgGetString("/sim/rendering/fog"), "disabled") ) {
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glEnable( GL_FOG );
glFogi( GL_FOG_MODE, GL_EXP2 );
glFogfv( GL_FOG_COLOR, l->adj_fog_color );
}
// set sun/lighting parameters
ssgGetLight( 0 ) -> setPosition( l->sun_vec );
// GL_LIGHT_MODEL_AMBIENT has a default non-zero value so if
// we only update GL_AMBIENT for our lights we will never get
// a completely dark scene. So, we set GL_LIGHT_MODEL_AMBIENT
// explicitely to black.
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GLfloat black[4] = { 0.0, 0.0, 0.0, 1.0 };
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GLfloat white[4] = { 1.0, 1.0, 1.0, 1.0 };
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glLightModelfv( GL_LIGHT_MODEL_AMBIENT, black );
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ssgGetLight( 0 ) -> setColour( GL_AMBIENT, l->scene_ambient );
ssgGetLight( 0 ) -> setColour( GL_DIFFUSE, l->scene_diffuse );
// ssgGetLight( 0 ) -> setColour( GL_SPECULAR, l->scene_white );
// texture parameters
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// glEnable( GL_TEXTURE_2D );
glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ) ;
glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST ) ;
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// glMatrixMode( GL_PROJECTION );
// glLoadIdentity();
ssgSetFOV( globals->get_current_view()->get_h_fov(),
globals->get_current_view()->get_v_fov() );
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double agl = current_aircraft.fdm_state->get_Altitude() * SG_FEET_TO_METER
- scenery.get_cur_elev();
// if (fgGetBool("/sim/view/internal"))
// ssgSetNearFar( 0.2f, 120000.0f );
// else if ( agl > 10.0)
if ( agl > 10.0 ) {
scene_nearplane = 10.0f;
scene_farplane = 120000.0f;
} else {
scene_nearplane = 0.5f;
scene_farplane = 120000.0f;
}
ssgSetNearFar( scene_nearplane, scene_farplane );
1999-06-19 04:48:07 +00:00
current_model.update(dt_ms);
// $$$ begin - added VS Renganthan 17 Oct 2K
fgUpdateDCS();
// $$$ end - added VS Renganthan 17 Oct 2K
# ifdef FG_NETWORK_OLK
if ( fgGetBool("/sim/networking/network-olk") ) {
sgCoord fgdpos;
other = head->next; /* put listpointer to start */
while ( other != tail) { /* display all except myself */
if ( strcmp( other->ipadr, fgd_mcp_ip) != 0) {
other->fgd_sel->select(1);
sgSetCoord( &fgdpos, other->sgFGD_COORD );
other->fgd_pos->setTransform( &fgdpos );
}
other = other->next;
}
// fgd_sel->select(1);
// sgCopyMat4( sgTUX, current_view.sgVIEW);
// sgCoord fgdpos;
// sgSetCoord( &fgdpos, sgFGD_VIEW );
// fgd_pos->setTransform( &fgdpos);
}
# endif
// position tile nodes and update range selectors
1999-06-30 00:25:13 +00:00
global_tile_mgr.prep_ssg_nodes();
if ( fgGetBool("/sim/rendering/skyblend") ) {
// draw the sky backdrop
2001-03-28 17:52:40 +00:00
// we need a white diffuse light for the phase of the moon
ssgGetLight( 0 ) -> setColour( GL_DIFFUSE, white );
thesky->preDraw();
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// return to the desired diffuse color
ssgGetLight( 0 ) -> setColour( GL_DIFFUSE, l->scene_diffuse );
}
2000-06-20 02:29:31 +00:00
// draw the ssg scene
glEnable( GL_DEPTH_TEST );
ssgSetNearFar( scene_nearplane, scene_farplane );
ssgCullAndDraw( scene );
// change state for lighting here
// draw lighting
// Set punch through fog density
2000-12-04 22:35:10 +00:00
glFogf (GL_FOG_DENSITY, fog_exp2_punch_through);
#ifdef FG_EXPERIMENTAL_LIGHTING
// Enable states for drawing points with GL_extension
if (glutExtensionSupported("GL_EXT_point_parameters")) {
glEnable(GL_POINT_SMOOTH);
float quadratic[3] = {1.0, 0.01, 0.0001};
// get the address of our OpenGL extensions
2001-10-24 22:06:47 +00:00
#if !defined(sgi)
glPointParameterfEXT = (PFNGLPOINTPARAMETERFEXTPROC)
wglGetProcAddress("glPointParameterfEXT");
glPointParameterfvEXT = (PFNGLPOINTPARAMETERFVEXTPROC)
wglGetProcAddress("glPointParameterfvEXT");
2001-10-24 22:06:47 +00:00
#endif
// makes the points fade as they move away
glPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT, quadratic);
glPointParameterfEXT(GL_POINT_SIZE_MIN_EXT, 1.0);
glPointSize(4.0);
// Enable states for drawing runway lights with spherical mapping
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
glEnable(GL_TEXTURE_GEN_S);
glEnable(GL_TEXTURE_GEN_T);
//Maybe this is not the best way, but it works !!
glPolygonMode(GL_FRONT, GL_POINT);
glCullFace(GL_BACK);
glEnable(GL_CULL_FACE);
}
glDisable( GL_LIGHTING );
// blending function for runway lights
glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) ;
glEnable(GL_BLEND);
#endif
ssgSetNearFar( scene_nearplane, scene_farplane );
ssgCullAndDraw( lighting );
#ifdef FG_EXPERIMENTAL_LIGHTING
if (glutExtensionSupported("GL_EXT_point_parameters")) {
// Disable states used for runway lighting
glPolygonMode(GL_FRONT, GL_FILL);
glDisable(GL_TEXTURE_GEN_S);
glDisable(GL_TEXTURE_GEN_T);
glPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT,
default_attenuation);
}
glPointSize(1.0);
#endif
if ( fgGetBool("/sim/rendering/skyblend") ) {
// draw the sky cloud layers
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thesky->postDraw( cur_fdm_state->get_Altitude() * SG_FEET_TO_METER );
}
// if in cockpit view adjust nearfar...
if (globals->get_current_view()->getType() == 0 ) {
glClearDepth(1);
glClear(GL_DEPTH_BUFFER_BIT);
ssgSetNearFar( cockpit_nearplane, cockpit_farplane );
ssgCullAndDraw( cockpit );
} else {
ssgCullAndDraw( cockpit );
}
// display HUD && Panel
2000-03-17 06:16:15 +00:00
glDisable( GL_FOG );
glDisable( GL_DEPTH_TEST );
// glDisable( GL_CULL_FACE );
// glDisable( GL_TEXTURE_2D );
// update the input subsystem
current_input.update(dt_ms);
// update the controls subsystem
globals->get_controls()->update(dt_ms);
hud_and_panel->apply();
fgCockpitUpdate();
// Use the hud_and_panel ssgSimpleState for rendering the ATC output
// This only works properly if called before the panel call
globals->get_ATC_display()->update(dt_ms);
// update the panel subsystem
if ( current_panel != NULL ) {
current_panel->update(dt_ms);
}
// We can do translucent menus, so why not. :-)
menus->apply();
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glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ) ;
puDisplay();
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// glDisable ( GL_BLEND ) ;
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// glEnable( GL_FOG );
globals->get_logger()->update(dt_ms);
}
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2000-03-17 06:16:15 +00:00
glutSwapBuffers();
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}
// Update internal time dependent calculations (i.e. flight model)
void fgUpdateTimeDepCalcs() {
2001-01-17 23:30:35 +00:00
static bool inited = false;
static const SGPropertyNode *master_freeze
= fgGetNode("/sim/freeze/master");
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//SG_LOG(SG_FLIGHT,SG_INFO, "Updating time dep calcs()");
fgLIGHT *l = &cur_light_params;
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int i;
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long multi_loop = 1;
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// Initialize the FDM here if it hasn't been and if we have a
// scenery elevation hit.
// cout << "cur_fdm_state->get_inited() = " << cur_fdm_state->get_inited()
// << " cur_elev = " << scenery.get_cur_elev() << endl;
if ( !cur_fdm_state->get_inited() && scenery.get_cur_elev() > -9990 ) {
SG_LOG(SG_FLIGHT,SG_INFO, "Finally initializing fdm");
cur_fdm_state->init();
if ( cur_fdm_state->get_bound() ) {
cur_fdm_state->unbind();
}
cur_fdm_state->bind();
}
// conceptually, the following block could be done for each fdm
// instance ...
if ( !cur_fdm_state->get_inited() ) {
// do nothing, fdm isn't inited yet
} else if ( master_freeze->getBoolValue() ) {
// we are frozen, run the fdm's with 0 time slices in case
// they want to do something with that.
cur_fdm_state->update( 0 );
FGSteam::update( 0 );
} else {
// we have been inited, and we are not frozen, we are good to go ...
2001-01-17 23:30:35 +00:00
if ( !inited ) {
cur_fdm_state->stamp();
inited = true;
}
SGTimeStamp current;
current.stamp();
long elapsed = current - cur_fdm_state->get_time_stamp();
cur_fdm_state->set_time_stamp( current );
elapsed += cur_fdm_state->get_remainder();
// cout << "elapsed = " << elapsed << endl;
// cout << "dt = " << cur_fdm_state->get_delta_t() << endl;
2001-01-17 23:30:35 +00:00
multi_loop = (long)(((double)elapsed * 0.000001) /
cur_fdm_state->get_delta_t() );
cur_fdm_state->set_multi_loop( multi_loop );
long remainder = elapsed - (long)( (multi_loop*1000000) *
cur_fdm_state->get_delta_t() );
cur_fdm_state->set_remainder( remainder );
2001-01-17 23:30:35 +00:00
// cout << "remainder = " << remainder << endl;
// chop max interations to something reasonable if the sim was
// delayed for an excesive amount of time
if ( multi_loop > 2.0 / cur_fdm_state->get_delta_t() ) {
multi_loop = (int)(2.0 / cur_fdm_state->get_delta_t());
cur_fdm_state->set_remainder( 0 );
}
// cout << "multi_loop = " << multi_loop << endl;
for ( i = 0; i < multi_loop * fgGetInt("/sim/speed-up"); ++i ) {
// run Autopilot system
globals->get_autopilot()->update(0); // FIXME: use real dt
// update FDM
cur_fdm_state->update( 1 );
}
FGSteam::update( multi_loop * fgGetInt("/sim/speed-up") );
}
if ( !strcmp(fgGetString("/sim/view-mode"), "pilot") ) {
cur_view_fdm = *cur_fdm_state;
// do nothing
}
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// update the view angle
globals->get_viewmgr()->update(multi_loop);
l->UpdateAdjFog();
// Update solar system
2000-07-08 05:09:24 +00:00
globals->get_ephem()->update( globals->get_time_params()->getMjd(),
globals->get_time_params()->getLst(),
cur_fdm_state->get_Latitude() );
// Update radio stack model
current_radiostack->update(multi_loop);
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}
void fgInitTimeDepCalcs( void ) {
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// noop for now
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}
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static const double alt_adjust_ft = 3.758099;
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static const double alt_adjust_m = alt_adjust_ft * SG_FEET_TO_METER;
1998-04-21 17:02:27 +00:00
1999-09-01 20:24:54 +00:00
// What should we do when we have nothing else to do? Let's get ready
// for the next move and update the display?
1998-04-21 17:02:27 +00:00
static void fgMainLoop( void ) {
static const SGPropertyNode *longitude
= fgGetNode("/position/longitude-deg");
static const SGPropertyNode *latitude
= fgGetNode("/position/latitude-deg");
static const SGPropertyNode *altitude
= fgGetNode("/position/altitude-ft");
static const SGPropertyNode *clock_freeze
= fgGetNode("/sim/freeze/clock", true);
static const SGPropertyNode *cur_time_override
= fgGetNode("/sim/time/cur-time-override", true);
static long remainder = 0;
long elapsed;
#ifdef FANCY_FRAME_COUNTER
int i;
double accum;
#else
1998-12-18 23:40:55 +00:00
static time_t last_time = 0;
static int frames = 0;
#endif // FANCY_FRAME_COUNTER
1998-04-21 17:02:27 +00:00
2000-07-07 20:28:51 +00:00
SGTime *t = globals->get_time_params();
1998-04-21 17:02:27 +00:00
2001-03-24 06:03:11 +00:00
SG_LOG( SG_ALL, SG_DEBUG, "Running Main Loop");
SG_LOG( SG_ALL, SG_DEBUG, "======= ==== ====");
#ifdef FG_NETWORK_OLK
if ( fgGetBool("/sim/networking/network-olk") ) {
if ( net_is_registered == 0 ) { // We first have to reg. to fgd
// printf("FGD: Netupdate\n");
fgd_send_com( "A", FGFS_host); // Send Mat4 data
fgd_send_com( "B", FGFS_host); // Recv Mat4 data
}
}
#endif
#if defined( ENABLE_PLIB_JOYSTICK )
1998-12-18 23:40:55 +00:00
// Read joystick and update control settings
// if ( fgGetString("/sim/control-mode") == "joystick" )
// {
// fgJoystickRead();
// }
1998-12-18 23:40:55 +00:00
#elif defined( ENABLE_GLUT_JOYSTICK )
// Glut joystick support works by feeding a joystick handler
// function to glut. This is taken care of once in the joystick
// init routine and we don't have to worry about it again.
#endif
#ifdef FG_NEW_ENVIRONMENT
globals->get_environment_mgr()->update(0); // FIXME: use real delta time
#endif
1998-10-02 12:46:43 +00:00
// Fix elevation. I'm just sticking this here for now, it should
// probably move eventually
/* printf("Before - ground = %.2f runway = %.2f alt = %.2f\n",
scenery.get_cur_elev(),
2001-03-24 04:56:46 +00:00
cur_fdm_state->get_Runway_altitude() * SG_FEET_TO_METER,
cur_fdm_state->get_Altitude() * SG_FEET_TO_METER); */
if ( scenery.get_cur_elev() > -9990 && cur_fdm_state->get_inited() ) {
2001-03-24 04:56:46 +00:00
if ( cur_fdm_state->get_Altitude() * SG_FEET_TO_METER <
(scenery.get_cur_elev() + alt_adjust_m - 3.0) ) {
// now set aircraft altitude above ground
printf("(*) Current Altitude = %.2f < %.2f forcing to %.2f\n",
2001-03-24 04:56:46 +00:00
cur_fdm_state->get_Altitude() * SG_FEET_TO_METER,
scenery.get_cur_elev() + alt_adjust_m - 3.0,
scenery.get_cur_elev() + alt_adjust_m );
cur_fdm_state->set_Altitude( scenery.get_cur_elev()
+ alt_adjust_m );
2001-03-24 06:03:11 +00:00
SG_LOG( SG_ALL, SG_DEBUG,
"<*> resetting altitude to "
2001-03-24 04:56:46 +00:00
<< cur_fdm_state->get_Altitude() * SG_FEET_TO_METER
<< " meters" );
}
}
/* printf("Adjustment - ground = %.2f runway = %.2f alt = %.2f\n",
scenery.get_cur_elev(),
2001-03-24 04:56:46 +00:00
cur_fdm_state->get_Runway_altitude() * SG_FEET_TO_METER,
cur_fdm_state->get_Altitude() * SG_FEET_TO_METER); */
// cout << "Warp = " << globals->get_warp() << endl;
1998-04-21 17:02:27 +00:00
// update "time"
static bool last_clock_freeze = false;
if ( clock_freeze->getBoolValue() ) {
// clock freeze requested
if ( cur_time_override->getLongValue() == 0 ) {
fgSetLong( "/sim/time/cur-time-override", t->get_cur_time() );
globals->set_warp( 0 );
}
} else {
// no clock freeze requested
if ( last_clock_freeze == true ) {
// clock just unfroze, let's set warp as the difference
// between frozen time and current time so we don't get a
// time jump (and corresponding sky object and lighting
// jump.)
globals->set_warp( cur_time_override->getLongValue() - time(NULL) );
fgSetLong( "/sim/time/cur-time-override", 0 );
}
if ( globals->get_warp_delta() != 0 ) {
globals->inc_warp( globals->get_warp_delta() );
}
}
last_clock_freeze = clock_freeze->getBoolValue();
t->update( longitude->getDoubleValue() * SGD_DEGREES_TO_RADIANS,
latitude->getDoubleValue() * SGD_DEGREES_TO_RADIANS,
cur_time_override->getLongValue(),
globals->get_warp() );
1998-04-21 17:02:27 +00:00
if ( globals->get_warp_delta() != 0 ) {
fgUpdateSkyAndLightingParams();
}
// update magvar model
globals->get_mag()->update( longitude->getDoubleValue()
* SGD_DEGREES_TO_RADIANS,
latitude->getDoubleValue()
* SGD_DEGREES_TO_RADIANS,
altitude->getDoubleValue() * SG_FEET_TO_METER,
globals->get_time_params()->getJD() );
// Get elapsed time (in usec) for this past frame
1998-04-21 17:02:27 +00:00
elapsed = fgGetTimeInterval();
2001-03-24 06:03:11 +00:00
SG_LOG( SG_ALL, SG_DEBUG,
"Elapsed time interval is = " << elapsed
<< ", previous remainder is = " << remainder );
// Calculate frame rate average
#ifdef FANCY_FRAME_COUNTER
/* old fps calculation */
if ( elapsed > 0 ) {
double tmp;
accum = 0.0;
for ( i = FG_FRAME_RATE_HISTORY - 2; i >= 0; i-- ) {
tmp = general.get_frame(i);
accum += tmp;
// printf("frame[%d] = %.2f\n", i, g->frames[i]);
general.set_frame(i+1,tmp);
}
tmp = 1000000.0 / (float)elapsed;
general.set_frame(0,tmp);
// printf("frame[0] = %.2f\n", general.frames[0]);
accum += tmp;
general.set_frame_rate(accum / (float)FG_FRAME_RATE_HISTORY);
// printf("ave = %.2f\n", general.frame_rate);
}
#else
if ( (t->get_cur_time() != last_time) && (last_time > 0) ) {
general.set_frame_rate( frames );
2001-03-24 06:03:11 +00:00
SG_LOG( SG_ALL, SG_DEBUG,
"--> Frame rate is = " << general.get_frame_rate() );
1998-12-18 23:40:55 +00:00
frames = 0;
}
last_time = t->get_cur_time();
1998-12-18 23:40:55 +00:00
++frames;
#endif
// Run ATC subsystem
globals->get_ATC_mgr()->update(1); // FIXME - use real dt.
// Run the AI subsystem
globals->get_AI_mgr()->update(1); // FIXME - use real dt.
1998-04-21 17:02:27 +00:00
// Run flight model
// Calculate model iterations needed for next frame
elapsed += remainder;
2001-01-17 23:30:35 +00:00
global_multi_loop = (long)(((double)elapsed * 0.000001) *
fgGetInt("/sim/model-hz"));
remainder = elapsed - ( (global_multi_loop*1000000) /
fgGetInt("/sim/model-hz") );
2001-03-24 06:03:11 +00:00
SG_LOG( SG_ALL, SG_DEBUG,
"Model iterations needed = " << global_multi_loop
<< ", new remainder = " << remainder );
1998-12-18 23:40:55 +00:00
2001-01-17 23:30:35 +00:00
// chop max interations to something reasonable if the sim was
// delayed for an excesive amount of time
if ( global_multi_loop > 2.0 * fgGetInt("/sim/model-hz") ) {
global_multi_loop = (int)(2.0 * fgGetInt("/sim/model-hz") );
remainder = 0;
}
// flight model
if ( global_multi_loop > 0 ) {
fgUpdateTimeDepCalcs();
} else {
SG_LOG( SG_ALL, SG_DEBUG,
"Elapsed time is zero ... we're zinging" );
1998-04-21 17:02:27 +00:00
}
2000-09-10 00:04:50 +00:00
#if ! defined( macintosh )
1999-11-19 02:10:24 +00:00
// Do any I/O channel work that might need to be done
fgIOProcess();
#endif
1998-04-21 17:02:27 +00:00
// see if we need to load any new scenery tiles
global_tile_mgr.update( longitude->getDoubleValue(),
latitude->getDoubleValue() );
1998-04-21 17:02:27 +00:00
// see if we need to load any deferred-load textures
material_lib.load_next_deferred();
1998-04-21 17:02:27 +00:00
// Process/manage pending events
global_events.Process();
1998-04-21 17:02:27 +00:00
// Run audio scheduler
#ifdef ENABLE_AUDIO_SUPPORT
if ( fgGetBool("/sim/sound/audible")
&& globals->get_soundmgr()->is_working() ) {
globals->get_fx()->update(1); // FIXME: use dt
globals->get_soundmgr()->update(1); // FIXME: use dt
}
#endif
1998-04-21 17:02:27 +00:00
// redraw display
fgRenderFrame();
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SG_LOG( SG_ALL, SG_DEBUG, "" );
1998-04-21 17:02:27 +00:00
}
// This is the top level master main function that is registered as
// our idle funciton
// The first few passes take care of initialization things (a couple
// per pass) and once everything has been initialized fgMainLoop from
// then on.
static void fgIdleFunction ( void ) {
// printf("idle state == %d\n", idle_state);
if ( idle_state == 0 ) {
// Initialize the splash screen right away
if ( fgGetBool("/sim/startup/splash-screen") ) {
fgSplashInit();
}
idle_state++;
} else if ( idle_state == 1 ) {
// Initialize audio support
#ifdef ENABLE_AUDIO_SUPPORT
// Start the intro music
if ( fgGetBool("/sim/startup/intro-music") ) {
SGPath mp3file( globals->get_fg_root() );
mp3file.append( "Sounds/intro.mp3" );
2001-03-24 06:03:11 +00:00
SG_LOG( SG_GENERAL, SG_INFO,
"Starting intro music: " << mp3file.str() );
#if defined( __CYGWIN__ )
string command = "start /m `cygpath -w " + mp3file.str() + "`";
#elif defined( WIN32 )
string command = "start /m " + mp3file.str();
#else
string command = "mpg123 " + mp3file.str() + "> /dev/null 2>&1";
#endif
system ( command.c_str() );
}
2002-04-05 00:38:55 +00:00
// This is an 'easter egg' which is kind of a hard thing to
// hide in an open source project -- so I won't try very hard
// to hide it. If you are looking at this now, please, you
// don't want to ruin the surprise. :-) Just forget about it
// and don't look any further; unless it is causing an actual
// problem for you, which it shouldn't, and I hope it doesn't!
// :-)
if ( globals->get_time_params()->getGmt()->tm_mon == 4
&& globals->get_time_params()->getGmt()->tm_mday == 19 )
{
string url = "http://www.flightgear.org/Music/invasion.mp3";
#if defined( __CYGWIN__ ) || defined( WIN32 )
string command = "start /m " + url;
#else
string command = "mpg123 " + url + "> /dev/null 2>&1";
#endif
system( command.c_str() );
}
#endif
idle_state++;
} else if ( idle_state == 2 ) {
// These are a few miscellaneous things that aren't really
// "subsystems" but still need to be initialized.
#ifdef USE_GLIDE
if ( strstr ( general.get_glRenderer(), "Glide" ) ) {
grTexLodBiasValue ( GR_TMU0, 1.0 ) ;
}
#endif
idle_state++;
} else if ( idle_state == 3 ) {
// This is the top level init routine which calls all the
// other subsystem initialization routines. If you are adding
// a subsystem to flightgear, its initialization call should
// located in this routine.
if( !fgInitSubsystems()) {
2001-03-24 06:03:11 +00:00
SG_LOG( SG_GENERAL, SG_ALERT,
"Subsystem initializations failed ..." );
exit(-1);
}
idle_state++;
} else if ( idle_state == 4 ) {
// setup OpenGL view parameters
fgInitVisuals();
idle_state++;
} else if ( idle_state == 5 ) {
idle_state++;
} else if ( idle_state == 6 ) {
// sleep(1);
idle_state = 1000;
cout << "Panel visible = " << fgPanelVisible() << endl;
fgReshape( fgGetInt("/sim/startup/xsize"),
fgGetInt("/sim/startup/ysize") );
}
if ( idle_state == 1000 ) {
// We've finished all our initialization steps, from now on we
// run the main loop.
fgMainLoop();
} else {
if ( fgGetBool("/sim/startup/splash-screen") ) {
fgSplashUpdate(0.0);
}
}
}
1999-05-06 22:16:12 +00:00
// options.cxx needs to see this for toggle_panel()
1998-04-21 17:02:27 +00:00
// Handle new window size or exposure
1999-05-06 22:16:12 +00:00
void fgReshape( int width, int height ) {
int view_h;
Virtual cockpit patches from Andy Ross: What the attached patch does is map your panel definition onto a (non z-buffered) quad in front of your face. You can twist the view around and see it move in the appropriate ways. Apply the patch (let me know if folks need help with that step), and then set the /sim/virtual-cockpit property to true. You can do this on the command line with --prop:/sim/virtual-cockpit=1, or via the property picker. Bind it to a key for fast toggling if you like. The default bindings don't allow for "panning" the view, so you'll have to modify yours. These are the mappings to my joystick's hat switch, for those who need hints: <axis n="6"> <desc>View Direction</desc> <low> <repeatable>true</repeatable> <binding> <command>property-adjust</command> <property>/sim/view/goal-offset-deg</property> <step type="double">1.0</step> </binding> </low> <high> <repeatable>true</repeatable> <binding> <command>property-adjust</command> <property>/sim/view/goal-offset-deg</property> <step type="double">-1.0</step> </binding> </high> </axis> <axis n="7"> <desc>View Elevation</desc> <low> <repeatable>true</repeatable> <binding> <command>property-adjust</command> <property>/sim/view/goal-tilt-deg</property> <step type="double">1.0</step> </binding> </low> <high> <repeatable>true</repeatable> <binding> <command>property-adjust</command> <property>/sim/view/goal-tilt-deg</property> <step type="double">-1.0</step> </binding> </high> </axis> While the current implementation is happy with just plastering the panel's notion of "screen" into the 3D world, this is actually more general. Each panel can, in principle, have it's own coordinate system, and you could build a cockpit out of a bunch of them. The mapping is specified by providing a 3D coordinate for three corners of the quad the panel should be mapped to; this should be pretty simple to work with. All that's needed for a perfectly general solution is a convention on where to store the information (a cockpit xml file, or put it in the aircraft -set file, or...), and some work on the panel's coordinate system conventions (some of which don't coexist very nicely with a generalized 3D environment). Combine that with a plib model for the non-panel interior of the cockpit, and we're golden. I'm actually really pleased with this. It worked better and more quickly than I could have imagined, and impact on the surrounding code is quite light -- a few property tests only. But some stuff is still missing: + No equivalent work was done to the HUD, so it still displays incorrect headings when the view changes. The use of pixel coordinates deep in the HUD code is going to give me fits doing the port, I sure. It's not nearly so well put together as the panel (where I just changed the setup code -- none of the rendering code changed at all). + I forgot that the panel was clickable. :) Input events still have the screen coordinates, which essentially kills the interactivity when in virtual cockpit mode. This won't be hard to fix; it's only broken because I forgot the feature existed. And one note about the implementation choice: to get away from the inevitable near clip plane issue, the virtual cockpit renderer simply disables the z buffer. This means that cockpits built using these panels need to be z-sorted, which isn't too hard since they are static geometry. It also means that no two "virtual panels" can ever be allowed to interpenetrate. No biggie.
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if ( (!fgGetBool("/sim/virtual-cockpit"))
&& fgPanelVisible() && idle_state == 1000 ) {
view_h = (int)(height * (current_panel->getViewHeight() -
current_panel->getYOffset()) / 768.0);
} else {
view_h = height;
}
// for all views
for ( int i = 0; i < globals->get_viewmgr()->size(); ++i ) {
globals->get_viewmgr()->get_view(i)->
set_aspect_ratio((float)view_h / (float)width);
}
glViewport( 0, (GLint)(height - view_h), (GLint)(width), (GLint)(view_h) );
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fgSetInt("/sim/startup/xsize", width);
fgSetInt("/sim/startup/ysize", height);
guiInitMouse(width, height);
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ssgSetFOV( globals->get_current_view()->get_h_fov(),
globals->get_current_view()->get_v_fov() );
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fgHUDReshape();
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}
// Initialize GLUT and define a main window
int fgGlutInit( int *argc, char **argv ) {
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#if !defined( macintosh )
// GLUT will extract all glut specific options so later on we only
// need wory about our own.
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glutInit(argc, argv);
#endif
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// Define Display Parameters
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glutInitDisplayMode( GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE );
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SG_LOG( SG_GENERAL, SG_INFO, "Opening a window: " <<
fgGetInt("/sim/startup/xsize") << "x"
<< fgGetInt("/sim/startup/ysize") );
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// Define initial window size
glutInitWindowSize( fgGetInt("/sim/startup/xsize"),
fgGetInt("/sim/startup/ysize") );
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// Initialize windows
if ( !fgGetBool("/sim/startup/game-mode")) {
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// Open the regular window
glutCreateWindow("FlightGear");
#ifndef GLUT_WRONG_VERSION
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} else {
// Open the cool new 'game mode' window
char game_mode_str[256];
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sprintf( game_mode_str, "width=%d height=%d bpp=%d",
fgGetInt("/sim/startup/xsize"),
fgGetInt("/sim/startup/ysize"),
fgGetInt("/sim/rendering/bits-per-pixel"));
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SG_LOG( SG_GENERAL, SG_INFO,
"game mode params = " << game_mode_str );
glutGameModeString( game_mode_str );
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glutEnterGameMode();
#endif
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}
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// This seems to be the absolute earliest in the init sequence
// that these calls will return valid info. Too bad it's after
// we've already created and sized out window. :-(
general.set_glVendor( (char *)glGetString ( GL_VENDOR ) );
general.set_glRenderer( (char *)glGetString ( GL_RENDERER ) );
general.set_glVersion( (char *)glGetString ( GL_VERSION ) );
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SG_LOG( SG_GENERAL, SG_INFO, general.get_glRenderer() );
GLint tmp;
glGetIntegerv( GL_MAX_TEXTURE_SIZE, &tmp );
general.set_glMaxTexSize( tmp );
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SG_LOG ( SG_GENERAL, SG_INFO, "Max texture size = " << tmp );
glGetIntegerv( GL_DEPTH_BITS, &tmp );
general.set_glDepthBits( tmp );
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SG_LOG ( SG_GENERAL, SG_INFO, "Depth buffer bits = " << tmp );
return 1;
}
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// Initialize GLUT event handlers
int fgGlutInitEvents( void ) {
// call fgReshape() on window resizes
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glutReshapeFunc( fgReshape );
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// keyboard and mouse callbacks are set in FGInput::init
#ifndef FG_NEW_MOUSE
// call guiMouseFunc() whenever our little rodent is used
glutMouseFunc ( guiMouseFunc );
glutMotionFunc (guiMotionFunc );
glutPassiveMotionFunc (guiMotionFunc );
#endif
// call fgMainLoop() whenever there is
// nothing else to do
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glutIdleFunc( fgIdleFunction );
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// draw the scene
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glutDisplayFunc( fgRenderFrame );
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return 1;
}
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// Main loop
int mainLoop( int argc, char **argv ) {
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#if defined( macintosh )
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freopen ("stdout.txt", "w", stdout );
freopen ("stderr.txt", "w", stderr );
argc = ccommand( &argv );
#endif
// set default log levels
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sglog().setLogLevels( SG_ALL, SG_INFO );
string version;
#ifdef FLIGHTGEAR_VERSION
version = FLIGHTGEAR_VERSION;
#else
version = "unknown version";
#endif
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SG_LOG( SG_GENERAL, SG_INFO, "FlightGear: Version "
<< version << endl );
// Allocate global data structures. This needs to happen before
// we parse command line options
globals = new FGGlobals;
#if defined(FG_NEW_ENVIRONMENT)
globals->set_environment_mgr(new FGEnvironmentMgr);
#endif
// seed the random number generater
sg_srandom_time();
SGRoute *route = new SGRoute;
globals->set_route( route );
FGControls *controls = new FGControls;
globals->set_controls( controls );
FGViewMgr *viewmgr = new FGViewMgr;
globals->set_viewmgr( viewmgr );
viewmgr->init();
viewmgr->bind();
string_list *col = new string_list;
globals->set_channel_options_list( col );
// Scan the config file(s) and command line options to see if
// fg_root was specified (ignore all other options for now)
fgInitFGRoot(argc, argv);
// Check for the correct base package version
string base_version = fgBasePackageVersion();
if ( !(base_version == "0.7.9") ) {
// tell the operator how to use this application
fgUsage();
SG_LOG( SG_GENERAL, SG_ALERT, "Base package check failed ... "
<< "Found version " << base_version << " at: "
<< globals->get_fg_root() );
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SG_LOG( SG_GENERAL, SG_ALERT, "Please upgrade to version 0.7.9" );
exit(-1);
}
// Initialize the Aircraft directory to "" (UIUC)
aircraft_dir = "";
// Load the configuration parameters
if ( !fgInitConfig(argc, argv) ) {
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SG_LOG( SG_GENERAL, SG_ALERT, "Config option parsing failed ..." );
exit(-1);
}
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// Initialize the Window/Graphics environment.
if( !fgGlutInit(&argc, argv) ) {
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SG_LOG( SG_GENERAL, SG_ALERT, "GLUT initialization failed ..." );
exit(-1);
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}
// Initialize the various GLUT Event Handlers.
if( !fgGlutInitEvents() ) {
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SG_LOG( SG_GENERAL, SG_ALERT,
"GLUT event handler initialization failed ..." );
exit(-1);
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}
// Initialize plib net interface
netInit( &argc, argv );
// Initialize ssg (from plib). Needs to come before we do any
// other ssg stuff, but after opengl/glut has been initialized.
ssgInit();
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// Initialize the user interface (we need to do this before
// passing off control to glut and before fgInitGeneral to get our
// fonts !!!
guiInit();
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#ifdef GL_EXT_texture_lod_bias
glTexEnvf( GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, -0.5 ) ;
#endif
// Set position relative to glide slope if requested
fgSetPosFromGlideSlope();
// set current_options lon/lat if an airport id is specified
// cout << "3. airport_id = " << fgGetString("/sim/startup/airport-id") << endl;
if ( fgGetString("/sim/startup/airport-id")[0] != '\0' ) {
// fgSetPosFromAirportID( fgGetString("/sim/startup/airport-id") );
fgSetPosFromAirportIDandHdg( fgGetString("/sim/startup/airport-id"),
** Properties Renamed - /autopilot/locks/nav1 => /autopilot/locks/nav[0] - /autopilot/settings/altitude += "-ft" - /autopilot/settings/climb-rate += "-fpm" - /autopilot/settings/heading-bug += "-deg" - /consumables/fuel/tank1/level => /consumables/fuel/tank[0]/level-gal_us - /consumables/fuel/tank2/level => /consumables/fuel/tank[1]/level-gal_us - /engines/engine0/cht => /engines/engine[0]/cht-degf - /engines/engine0/egt => /engines/engine[0]/egt-degf - /engines/engine0/fuel-flow => /engines/engine[0]/fuel-flow-gph - /engines/engine0/mp => /engines/engine[0]/mp-osi - /engines/engine0/rpm => /engines/engine[0]/rpm - /environment/clouds/altitude += "-ft" - /environment/magnetic-dip += "-deg" - /environment/magnetic-varation += "-deg" - /environment/visibility += "-m" - /environment/wind-down += "-fps" - /environment/wind-east += "-fps" - /environment/wind-north += "-fps" - /orientation/heading += "-deg" - /orientation/heading-magnetic += "-deg" - /orientation/pitch += "-deg" - /orientation/roll += "-deg" - /position/altitude += "-ft" - /position/altitude-agl += "-ft" - /position/latitude += "-deg" - /position/longitude += "-deg" - /radios/adf/frequencies/selected += "-khz" - /radios/adf/frequencies/standby += "-khz" - /radios/adf/rotation += "-deg" - /radios/nav1/* => /radios/nav[0]/* - /radios/nav2/* => /radios/nav[1]/* - /radios/nav[*]/dme/distance += "-nm" - /radios/nav[*]/frequencies/selected += "-mhz" - /radios/nav[*]/frequencies/standby += "-mhz" - /radios/nav[*]/radials/actual += "-deg" - /radios/nav[*]/radials/selected += "-deg" - /sim/view/goal-offset += "-deg" - /sim/view/offset += "-deg" - /steam/adf += "-deg" - /steam/airspeed += "-kt" - /steam/altitude += "-ft" - /steam/gyro-compass += "-deg" - /steam/gyro-compass-error += "-deg" - /steam/mag-compass += "-deg" - /steam/vertical-speed += "-fpm" - /velocities/airspeed += "-kt" - /velocities/side-slip += "-rad" - /velocities/speed-down += "-fps" - /velocities/speed-east += "-fps" - /velocities/speed-north += "-fps" - /velocities/uBody += "-fps" - /velocities/vBody += "-fps" - /velocities/wBody += "-fps" - /velocities/vertical-speed += "-fps"
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fgGetDouble("/orientation/heading-deg") );
}
SGTime *t = fgInitTime();
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globals->set_time_params( t );
// Do some quick general initializations
if( !fgInitGeneral()) {
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SG_LOG( SG_GENERAL, SG_ALERT,
"General initializations failed ..." );
exit(-1);
}
SGPath modelpath( globals->get_fg_root() );
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ssgModelPath( (char *)modelpath.c_str() );
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// Scene graph root
scene = new ssgRoot;
scene->setName( "Scene" );
// Scene graph root for cockpit
cockpit = new ssgRoot;
cockpit->setName( "Cockpit" );
lighting = new ssgRoot;
lighting->setName( "Lighting" );
// Initialize the sky
SGPath ephem_data_path( globals->get_fg_root() );
ephem_data_path.append( "Astro" );
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SGEphemeris *ephem = new SGEphemeris( ephem_data_path.c_str() );
ephem->update( globals->get_time_params()->getMjd(),
globals->get_time_params()->getLst(),
0.0 );
globals->set_ephem( ephem );
thesky = new SGSky;
SGPath sky_tex_path( globals->get_fg_root() );
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sky_tex_path.append( "Textures" );
sky_tex_path.append( "Sky" );
thesky->texture_path( sky_tex_path.str() );
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thesky->build( 550.0, 550.0,
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globals->get_ephem()->getNumPlanets(),
globals->get_ephem()->getPlanets(), 60000.0,
globals->get_ephem()->getNumStars(),
globals->get_ephem()->getStars(), 60000.0 );
if ( fgGetBool("/environment/clouds/status") ) {
// thesky->add_cloud_layer( 2000.0, 200.0, 50.0, 40000.0,
// SG_CLOUD_OVERCAST );
thesky->add_cloud_layer( fgGetDouble("/environment/clouds/altitude-ft") *
SG_FEET_TO_METER,
200.0, 50.0, 40000.0,
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SG_CLOUD_MOSTLY_CLOUDY );
// thesky->add_cloud_layer( 3000.0, 200.0, 50.0, 40000.0,
// SG_CLOUD_MOSTLY_SUNNY );
thesky->add_cloud_layer( 6000.0, 20.0, 10.0, 40000.0,
SG_CLOUD_CIRRUS );
}
// Initialize MagVar model
SGMagVar *magvar = new SGMagVar();
globals->set_mag( magvar );
// Terrain branch
terrain_branch = new ssgBranch;
terrain_branch->setName( "Terrain" );
scene->addKid( terrain_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 );
// airport = new ssgBranch;
// airport->setName( "Airport Lighting" );
// lighting->addKid( airport );
// ADA
fgLoadDCS();
// ADA
// temporary visible aircraft "own ship"
current_model.init();
#ifdef FG_NETWORK_OLK
// Do the network intialization
if ( fgGetBool("/sim/networking/network-olk") ) {
printf("Multipilot mode %s\n", fg_net_init( scene ) );
}
#endif
// build our custom render states
fgBuildRenderStates();
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// pass control off to the master GLUT event handler
glutMainLoop();
// we never actually get here ... but to avoid compiler warnings,
// etc.
return 0;
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}
// $$$ end - added VS Renganathan, 15 Oct 2K
// - added Venky , 12 Nov 2K
#if defined(__linux__) && defined(__i386__)
static void handleFPE (int);
static void
initFPE ()
{
fpu_control_t fpe_flags = 0;
_FPU_GETCW(fpe_flags);
// fpe_flags &= ~_FPU_MASK_IM; // invalid operation
// fpe_flags &= ~_FPU_MASK_DM; // denormalized operand
// fpe_flags &= ~_FPU_MASK_ZM; // zero-divide
// fpe_flags &= ~_FPU_MASK_OM; // overflow
// fpe_flags &= ~_FPU_MASK_UM; // underflow
// fpe_flags &= ~_FPU_MASK_PM; // precision (inexact result)
_FPU_SETCW(fpe_flags);
signal(SIGFPE, handleFPE);
}
static void
handleFPE (int num)
{
initFPE();
SG_LOG(SG_GENERAL, SG_ALERT, "Floating point interrupt (SIGFPE)");
}
#endif
// Main entry point; catch any exceptions that have made it this far.
int main ( int argc, char **argv ) {
// Enable floating-point exceptions for Linux/x86
#if defined(__linux__) && defined(__i386__)
initFPE();
#endif
// Enable floating-point exceptions for Windows
2001-10-24 21:25:11 +00:00
#if defined( _MSC_VER ) && defined( DEBUG )
// Christian, we should document what this does
_control87( _EM_INEXACT, _MCW_EM );
#endif
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#if defined( HAVE_BC5PLUS )
_control87(MCW_EM, MCW_EM); /* defined in float.h */
#endif
// FIXME: add other, more specific
// exceptions.
try {
mainLoop(argc, argv);
} catch (sg_throwable &t) {
// We must use cerr rather than
// logging, since logging may be
// disabled.
cerr << "Fatal error: " << t.getFormattedMessage()
<< "\n (received from " << t.getOrigin() << ')' << endl;
exit(1);
}
return 0;
}
void fgLoadDCS(void) {
ssgEntity *ship_obj = NULL;
char obj_filename[25];
for ( int k = 0; k < 32; k++ ) {
ship_pos[k]=NULL;
}
SGPath tile_path( globals->get_fg_root());
tile_path.append( "Scenery" );
tile_path.append( "Objects.txt" );
sg_gzifstream in( tile_path.str() );
if ( ! in.is_open() ) {
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SG_LOG( SG_TERRAIN, SG_ALERT, "Cannot open file: " << tile_path.str() );
} else {
SGPath modelpath( globals->get_fg_root() );
modelpath.append( "Models" );
modelpath.append( "Geometry" );
SGPath texturepath( globals->get_fg_root() );
texturepath.append( "Models" );
texturepath.append( "Textures" );
ssgModelPath( (char *)modelpath.c_str() );
ssgTexturePath( (char *)texturepath.c_str() );
ship_sel = new ssgSelector;
char c;
while ( ! in.eof() ) {
in >> ::skipws;
if ( in.get( c ) && c == '#' ) {
in >> skipeol;
} else {
in.putback(c);
in >> obj_filename >> obj_lat[objc] >> obj_lon[objc] >> obj_alt[objc];
/* cout << endl << obj_filename << " " << obj_lat[objc] << " " << obj_lon[objc] << " " << obj_alt[objc] << endl;
int chj=getchar();*/
obj_lon[objc] *=SGD_DEGREES_TO_RADIANS;
obj_lat[objc] *=SGD_DEGREES_TO_RADIANS;
ship_pos[objc] = new ssgTransform;
// type "repeat" in objects.txt to load one more
// instance of the last object.
if ( strcmp(obj_filename,"repeat") != 0) {
ship_obj = ssgLoad( obj_filename );
}
if ( ship_obj != NULL ) {
ship_obj->setName(obj_filename);
if (objc == 0)
ship_obj->clrTraversalMaskBits( SSGTRAV_HOT );
else
ship_obj->setTraversalMaskBits( SSGTRAV_HOT );
ship_pos[objc]->addKid( ship_obj ); // add object to transform node
ship_sel->addKid( ship_pos[objc] ); // add transform node to selector
SG_LOG( SG_TERRAIN, SG_ALERT, "Loaded file: "
<< obj_filename );
} else {
SG_LOG( SG_TERRAIN, SG_ALERT, "Cannot open file: "
<< obj_filename );
}
// temporary hack for deck lights - ultimately should move to PLib (when??)
//const char *extn = file_extension ( obj_filename ) ;
if ( objc == 1 ){
ssgVertexArray *lights = new ssgVertexArray( 100 );
ssgVertexArray *lightpoints = new ssgVertexArray( 100 );
ssgVertexArray *lightnormals = new ssgVertexArray( 100 );
ssgVertexArray *lightdir = new ssgVertexArray( 100 );
int ltype[500], light_type;
static int ltcount = 0;
string token;
sgVec3 rway_dir,rway_normal,lightpt;
Point3D node;
modelpath.append(obj_filename);
sg_gzifstream in1( modelpath.str() );
if ( ! in1.is_open() ) {
SG_LOG( SG_TERRAIN, SG_ALERT, "Cannot open file: " << modelpath.str() );
} else {
while ( ! in1.eof() ) {
in1 >> ::skipws;
if ( in1.get( c ) && c == '#' ) {
in1 >> skipeol;
} else {
in1.putback(c);
in1 >> token;
//cout << token << endl;
if ( token == "runway" ) {
in1 >> node;
sgSetVec3 (rway_dir, node[0], node[1], node[2] );
} else if ( token == "edgelight" ) {
in1 >> node;
sgSetVec3 (rway_normal, node[0], node[1], node[2] );
light_type = 1;
} else if ( token == "taxi" ) {
in1 >> node;
sgSetVec3 (rway_normal, node[0], node[1], node[2] );
light_type = 2;
} else if ( token == "vasi" ) {
in1 >> node;
sgSetVec3 (rway_normal, node[0], node[1], node[2] );
light_type = 3;
} else if ( token == "threshold" ) {
in1 >> node;
sgSetVec3 (rway_normal, node[0], node[1], node[2] );
light_type = 4;
} else if ( token == "rabbit" ) {
in1 >> node;
sgSetVec3 (rway_normal, node[0], node[1], node[2] );
light_type = 5;
} else if ( token == "ols" ) {
in1 >> node;
sgSetVec3 (rway_ols, node[0], node[1], node[2] );
light_type = 6;
} else if ( token == "red" ) {
in1 >> node;
sgSetVec3 (rway_normal, node[0], node[1], node[2] );
light_type = 7;
} else if ( token == "green" ) {
in1 >> node;
sgSetVec3 (rway_normal, node[0], node[1], node[2] );
light_type = 8;
} else if ( token == "lp" ) {
in1 >> node;
sgSetVec3 (lightpt, node[0], node[1], node[2] );
lightpoints->add( lightpt );
lightnormals->add( rway_normal );
lightdir->add( rway_dir );
ltype[ltcount]= light_type;
ltcount++;
}
if (in1.eof()) break;
}
} //while
if ( lightpoints->getNum() ) {
ssgBranch *lightpoints_branch;
long int dummy = -999;
dummy_tile = new FGTileEntry((SGBucket)dummy);
dummy_tile->lightmaps_sequence = new ssgSelector;
dummy_tile->ols_transform = new ssgTransform;
// call function to generate the runway lights
lightpoints_branch =
dummy_tile->gen_runway_lights( lightpoints, lightnormals,
lightdir, ltype);
lightpoints_brightness->addKid(lightpoints_branch);
lightpoints_transform->addKid(lightpoints_brightness);
//dummy_tile->lightmaps_sequence->setTraversalMaskBits( SSGTRAV_HOT );
lightpoints_transform->addKid( dummy_tile->lightmaps_sequence );
lightpoints_transform->ref();
gnd_lights_branch->addKid( lightpoints_transform );
}
} //if in1
} //if objc
// end hack for deck lights
objc++;
if (in.eof()) break;
}
} // while
SG_LOG ( SG_TERRAIN, SG_ALERT, "Finished object processing." );
terrain_branch->addKid( ship_sel ); //add selector node to root node
}
return;
}
void fgUpdateDCS (void) {
// double eye_lat,eye_lon,eye_alt;
// static double obj_head;
double sl_radius,obj_latgc;
// float nresultmat[4][4];
// sgMat4 Trans,rothead,rotlon,rot180,rotlat,resultmat1,resultmat2,resultmat3;
double bz[3];
// Instantaneous Geodetic Lat/Lon/Alt of moving object
FGADA *fdm = (FGADA *)current_aircraft.fdm_state;
// Deck should be the first object in objects.txt in case of fdm=ada
if (!strcmp(fgGetString("/sim/flight-model"), "ada")) {
if ((fdm->get_iaux(1))==1)
{
obj_lat[1] = fdm->get_daux(1)*SGD_DEGREES_TO_RADIANS;
obj_lon[1] = fdm->get_daux(2)*SGD_DEGREES_TO_RADIANS;
obj_alt[1] = fdm->get_daux(3);
obj_pitch[1] = fdm->get_faux(1);
obj_roll[1] = fdm->get_faux(2);
}
}
for ( int m = 0; m < objc; m++ ) {
2001-03-24 04:48:44 +00:00
//cout << endl << obj_lat[m]*SGD_RADIANS_TO_DEGREES << " " << obj_lon[m]*SGD_RADIANS_TO_DEGREES << " " << obj_alt[m] << " " << objc << endl;
//int v=getchar();
//Geodetic to Geocentric angles for rotation
sgGeodToGeoc(obj_lat[m],obj_alt[m],&sl_radius,&obj_latgc);
//moving object gbs-posn in cartesian coords
Point3D obj_posn = Point3D( obj_lon[m],obj_lat[m],obj_alt[m]);
Point3D obj_pos = sgGeodToCart( obj_posn );
// Translate moving object w.r.t eye
Point3D Objtrans = obj_pos-scenery.get_center();
bz[0]=Objtrans.x();
bz[1]=Objtrans.y();
bz[2]=Objtrans.z();
// rotate dynamic objects for lat,lon & alt and other motion about its axes
sgMat4 sgTRANS;
sgMakeTransMat4( sgTRANS, bz[0],bz[1],bz[2]);
sgVec3 ship_fwd,ship_rt,ship_up;
sgSetVec3( ship_fwd, 1.0, 0.0, 0.0);//east,roll
sgSetVec3( ship_rt, 0.0, 1.0, 0.0);//up,pitch
sgSetVec3( ship_up, 0.0, 0.0, 1.0); //north,yaw
sgMat4 sgROT_lon, sgROT_lat, sgROT_hdg, sgROT_pitch, sgROT_roll;
2001-03-24 04:48:44 +00:00
sgMakeRotMat4( sgROT_lon, obj_lon[m]*SGD_RADIANS_TO_DEGREES, ship_up );
sgMakeRotMat4( sgROT_lat, 90-obj_latgc*SGD_RADIANS_TO_DEGREES, ship_rt );
sgMakeRotMat4( sgROT_hdg, 180.0, ship_up );
sgMakeRotMat4( sgROT_pitch, obj_pitch[m], ship_rt );
sgMakeRotMat4( sgROT_roll, obj_roll[m], ship_fwd );
sgMat4 sgTUX;
sgCopyMat4( sgTUX, sgROT_hdg );
sgPostMultMat4( sgTUX, sgROT_pitch );
sgPostMultMat4( sgTUX, sgROT_roll );
sgPostMultMat4( sgTUX, sgROT_lat );
sgPostMultMat4( sgTUX, sgROT_lon );
sgPostMultMat4( sgTUX, sgTRANS );
sgCoord shippos;
sgSetCoord(&shippos, sgTUX );
ship_pos[m]->setTransform( &shippos );
// temporary hack for deck lights - ultimately should move to PLib (when ??)
if (m == 1) {
if (lightpoints_transform) {
lightpoints_transform->setTransform( &shippos );
float sun_angle = cur_light_params.sun_angle * SGD_RADIANS_TO_DEGREES;
if ( sun_angle > 89 ) {
lightpoints_brightness->select(0x01);
} else {
lightpoints_brightness->select(0x00);
}
}
float elev;
sgVec3 rp,to;
float *vp;
float alt;
float ref_elev;
sgXformPnt3( rp, rway_ols, sgTUX );
vp = globals->get_current_view()->get_view_pos();
to[0] = rp[0]-vp[0];
to[1] = rp[1]-vp[1];
to[2] = rp[2]-vp[2];
float dist = sgLengthVec3( to );
alt = (current_aircraft.fdm_state->get_Altitude() * SG_FEET_TO_METER)-rway_ols[2];
elev = asin(alt/dist)*SGD_RADIANS_TO_DEGREES;
ref_elev = elev - 3.75; // +ve above, -ve below
unsigned int sel;
sel = 0xFF;
// DO NOT DELETE THIS CODE - This is to compare a discrete FLOLS (without LOD) with analog FLOLS
// if (ref_elev > 0.51) sel = 0x21;
// if ((ref_elev <= 0.51) & (ref_elev > 0.17)) sel = 0x22;
// if ((ref_elev <= 0.17) & (ref_elev >= -0.17)) sel = 0x24;
// if ((ref_elev < -0.17) & (ref_elev >= -0.51)) sel = 0x28;
// if (ref_elev < -0.51) sel = 0x30;
// DO NOT DELETE THIS CODE - This is to compare a discrete FLOLS (without LOD) with analog FLOLS
dummy_tile->lightmaps_sequence->select(sel);
sgVec3 up;
sgCopyVec3 (up, ship_up);
if (dist > 750)
sgScaleVec3 (up, 4.0*ref_elev*dist/750.0);
else
sgScaleVec3 (up, 4.0*ref_elev);
dummy_tile->ols_transform->setTransform(up);
//cout << "ref_elev " << ref_elev << endl;
}
// end hack for deck lights
}
if ( ship_sel != NULL ) {
ship_sel->select(0xFFFFFFFE); // first object is ownship, added to acmodel
}
}
// $$$ end - added VS Renganathan, 15 Oct 2K
// added Venky , 12 Nov 2K