Patches from Norm Vine to improve framerate and add a new
#ifdef'ed-out mode for syncing fullscreen with user settings in Windows.
This commit is contained in:
parent
50c13f7972
commit
6e5d22789b
11 changed files with 89 additions and 44 deletions
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@ -100,8 +100,10 @@ void AptDialog_OK (puObject *)
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SGD_RADIANS_TO_DEGREES);
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// BusyCursor(0);
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fgReInitSubsystems();
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double visibility_meters =
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fgGetDouble("/environment/visibility-m");
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global_tile_mgr.update( longitude->getDoubleValue(),
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latitude->getDoubleValue() );
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latitude->getDoubleValue(),visibility_meters );
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// BusyCursor(1);
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} else {
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AptId += " not in database.";
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@ -88,8 +88,9 @@ void reInit(puObject *cb)
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fgReInitSubsystems();
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// reduntant(fgReInitSubsystems) ?
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double visibility_meters = fgGetDouble("/environment/visibility-m");
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global_tile_mgr.update( fgGetDouble("/position/longitude-deg"),
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fgGetDouble("/position/latitude-deg") );
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fgGetDouble("/position/latitude-deg"),visibility_meters );
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cur_light_params.Update();
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@ -307,8 +307,10 @@ do_tile_cache_reload (const SGPropertyNode * arg, SGCommandState ** state)
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// BusyCursor(0);
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if ( global_tile_mgr.init() ) {
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// Load the local scenery data
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double visibility_meters = fgGetDouble("/environment/visibility-m");
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global_tile_mgr.update(fgGetDouble("/position/longitude-deg"),
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fgGetDouble("/position/latitude-deg"));
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fgGetDouble("/position/latitude-deg"),
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visibility_meters);
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} else {
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SG_LOG( SG_GENERAL, SG_ALERT,
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"Error in Tile Manager initialization!" );
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@ -712,8 +712,11 @@ bool fgInitSubsystems( void ) {
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if ( global_tile_mgr.init() ) {
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// Load the local scenery data
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double visibility_meters = fgGetDouble("/environment/visibility-m");
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global_tile_mgr.update( longitude->getDoubleValue(),
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latitude->getDoubleValue() );
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latitude->getDoubleValue(),
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visibility_meters );
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} else {
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SG_LOG( SG_GENERAL, SG_ALERT, "Error in Tile Manager initialization!" );
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exit(-1);
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@ -419,6 +419,8 @@ void fgRenderFrame( void ) {
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// Update the default (kludged) properties.
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fgUpdateProps();
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FGViewer *current__view = globals->get_current_view();
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fgLIGHT *l = &cur_light_params;
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static double last_visibility = -9999;
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@ -492,13 +494,14 @@ void fgRenderFrame( void ) {
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// ssg does to set up the model view matrix
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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ssgSetCamera( (sgVec4 *)globals->get_current_view()->get_VIEW() );
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ssgSetCamera( (sgVec4 *)current__view->get_VIEW() );
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// set the opengl state to known default values
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default_state->force();
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// update fog params if visibility has changed
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thesky->set_visibility(fgGetDouble("/environment/visibility-m"));
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double visibility_meters = fgGetDouble("/environment/visibility-m");
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thesky->set_visibility(visibility_meters);
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thesky->modify_vis( cur_fdm_state->get_Altitude() * SG_FEET_TO_METER,
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( global_multi_loop * fgGetInt("/sim/speed-up") )
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@ -544,9 +547,9 @@ void fgRenderFrame( void ) {
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<< " moon ra = " << globals->get_ephem()->getMoonRightAscension()
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<< " moon dec = " << globals->get_ephem()->getMoonDeclination() << endl; */
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thesky->reposition( globals->get_current_view()->get_view_pos(),
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globals->get_current_view()->get_zero_elev(),
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globals->get_current_view()->get_world_up(),
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thesky->reposition( current__view->get_view_pos(),
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current__view->get_zero_elev(),
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current__view->get_world_up(),
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longitude->getDoubleValue()
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* SGD_DEGREES_TO_RADIANS,
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latitude->getDoubleValue()
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@ -591,8 +594,8 @@ void fgRenderFrame( void ) {
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// glMatrixMode( GL_PROJECTION );
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// glLoadIdentity();
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ssgSetFOV( globals->get_current_view()->get_h_fov(),
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globals->get_current_view()->get_v_fov() );
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ssgSetFOV( current__view->get_h_fov(),
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current__view->get_v_fov() );
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double agl = current_aircraft.fdm_state->get_Altitude() * SG_FEET_TO_METER
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- scenery.get_cur_elev();
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@ -614,6 +617,7 @@ void fgRenderFrame( void ) {
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current_model.update(dt_ms);
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// $$$ begin - added VS Renganthan 17 Oct 2K
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if(objc)
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fgUpdateDCS();
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// $$$ end - added VS Renganthan 17 Oct 2K
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@ -639,7 +643,7 @@ void fgRenderFrame( void ) {
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# endif
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// position tile nodes and update range selectors
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global_tile_mgr.prep_ssg_nodes();
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global_tile_mgr.prep_ssg_nodes(visibility_meters);
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if ( fgGetBool("/sim/rendering/skyblend") ) {
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// draw the sky backdrop
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@ -724,7 +728,7 @@ void fgRenderFrame( void ) {
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}
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// if in cockpit view adjust nearfar...
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if (globals->get_current_view()->getType() == 0 ) {
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if (current__view->getType() == 0 ) {
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glClearDepth(1);
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glClear(GL_DEPTH_BUFFER_BIT);
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ssgSetNearFar( cockpit_nearplane, cockpit_farplane );
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@ -1088,8 +1092,9 @@ static void fgMainLoop( void ) {
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#endif
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// see if we need to load any new scenery tiles
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double visibility_meters = fgGetDouble("/environment/visibility-m");
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global_tile_mgr.update( longitude->getDoubleValue(),
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latitude->getDoubleValue() );
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latitude->getDoubleValue(), visibility_meters );
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// see if we need to load any deferred-load textures
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material_lib.load_next_deferred();
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@ -1216,7 +1221,7 @@ static void fgIdleFunction ( void ) {
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// We've finished all our initialization steps, from now on we
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// run the main loop.
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fgMainLoop();
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glutIdleFunc(fgMainLoop);
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} else {
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if ( fgGetBool("/sim/startup/splash-screen") ) {
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fgSplashUpdate(0.0);
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@ -1238,8 +1243,9 @@ void fgReshape( int width, int height ) {
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}
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// for all views
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for ( int i = 0; i < globals->get_viewmgr()->size(); ++i ) {
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globals->get_viewmgr()->get_view(i)->
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FGViewMgr *viewmgr = globals->get_viewmgr();
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for ( int i = 0; i < viewmgr->size(); ++i ) {
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viewmgr->get_view(i)->
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set_aspect_ratio((float)view_h / (float)width);
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}
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@ -1249,13 +1255,12 @@ void fgReshape( int width, int height ) {
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fgSetInt("/sim/startup/ysize", height);
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guiInitMouse(width, height);
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ssgSetFOV( globals->get_current_view()->get_h_fov(),
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globals->get_current_view()->get_v_fov() );
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ssgSetFOV( viewmgr->get_current_view()->get_h_fov(),
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viewmgr->get_current_view()->get_v_fov() );
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fgHUDReshape();
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}
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// Initialize GLUT and define a main window
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int fgGlutInit( int *argc, char **argv ) {
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@ -1284,16 +1289,38 @@ int fgGlutInit( int *argc, char **argv ) {
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} else {
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// Open the cool new 'game mode' window
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char game_mode_str[256];
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//#define SYNC_OPENGL_WITH_DESKTOP_SETTINGS
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#if defined(WIN32) && defined(SYNC_OPENGL_WITH_DESKTOP_SETTINGS)
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#ifndef ENUM_CURRENT_SETTINGS
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#define ENUM_CURRENT_SETTINGS ((DWORD)-1)
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#define ENUM_REGISTRY_SETTINGS ((DWORD)-2)
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#endif
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DEVMODE dm;
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dm.dmSize = sizeof(DEVMODE);
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EnumDisplaySettings(NULL, ENUM_CURRENT_SETTINGS, &dm);
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fgSetInt("/sim/startup/xsize", dm.dmPelsWidth);
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fgSetInt("/sim/startup/ysize", dm.dmPelsHeight);
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glutInitWindowSize( fgGetInt("/sim/startup/xsize"),
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fgGetInt("/sim/startup/ysize") );
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sprintf( game_mode_str, "%dx%d:%d@%d",
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dm.dmPelsWidth,
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dm.dmPelsHeight,
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dm.dmBitsPerPel,
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dm.dmDisplayFrequency );
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#else
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// Open the cool new 'game mode' window
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sprintf( game_mode_str, "width=%d height=%d bpp=%d",
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fgGetInt("/sim/startup/xsize"),
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fgGetInt("/sim/startup/ysize"),
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fgGetInt("/sim/rendering/bits-per-pixel"));
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#endif // HAVE_WINDOWS_H
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SG_LOG( SG_GENERAL, SG_INFO,
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"game mode params = " << game_mode_str );
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glutGameModeString( game_mode_str );
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glutEnterGameMode();
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#endif
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#endif // GLUT_WRONG_VERSION
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}
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// This seems to be the absolute earliest in the init sequence
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@ -32,7 +32,7 @@
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#include <sys/stat.h>
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#include <fcntl.h>
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#include <stdio.h> //snprintf
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#if defined( _MSC_VER )
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#if defined( _MSC_VER ) || defined(__MINGW32__)
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# include <io.h> //lseek, read, write
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#endif
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SG_USING_STD(string);
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#if defined( _MSC_VER )
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#if defined( _MSC_VER ) || defined(__MINGW32__)
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# define snprintf _snprintf
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#endif
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@ -30,6 +30,8 @@
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# error This library requires C++
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#endif
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#include <time.h> // time_t
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const int FG_NET_FDM_VERSION = 5;
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// Define a structure containing the top level flight dynamics model
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@ -750,7 +750,7 @@ void FGTileEntry::free_tile() {
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// Update the ssg transform node for this tile so it can be
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// properly drawn relative to our (0,0,0) point
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void FGTileEntry::prep_ssg_node( const Point3D& p, float vis) {
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void FGTileEntry::prep_ssg_node( const Point3D& p, sgVec3 up, float vis) {
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if ( !loaded ) return;
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SetOffset( p );
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#ifdef USE_UP_AND_COMING_PLIB_FEATURE
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terra_range->setRange( 0, SG_ZERO );
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terra_range->setRange( 1, vis + bounding_radius );
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if ( gnd_lights_range ) {
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gnd_lights_range->setRange( 0, SG_ZERO );
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gnd_lights_range->setRange( 1, vis * 1.5 + bounding_radius );
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}
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if ( rwy_lights_range ) {
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rwy_lights_range->setRange( 0, SG_ZERO );
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rwy_lights_range->setRange( 1, vis * 1.5 + bounding_radius );
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}
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#else
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float ranges[2];
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ranges[0] = SG_ZERO;
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// z-buffer fighting. We do this based on our altitude and
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// the distance this tile is away from scenery center.
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sgVec3 up;
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sgCopyVec3( up, globals->get_current_view()->get_world_up() );
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// sgVec3 up;
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// sgCopyVec3( up, globals->get_current_view()->get_world_up() );
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double agl;
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if ( current_aircraft.fdm_state ) {
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@ -224,7 +224,7 @@ public:
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// Update the ssg transform node for this tile so it can be
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// properly drawn relative to our (0,0,0) point
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void prep_ssg_node( const Point3D& p, float vis);
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void prep_ssg_node( const Point3D& p, sgVec3 up, float vis);
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/**
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* Load tile data from a file.
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@ -150,7 +150,7 @@ void FGTileMgr::sched_tile( const SGBucket& b ) {
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// schedule a needed buckets for loading
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void FGTileMgr::schedule_needed() {
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void FGTileMgr::schedule_needed( double vis) {
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// sanity check (unfortunately needed!)
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if ( longitude < -180.0 || longitude > 180.0
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|| latitude < -90.0 || latitude > 90.0 )
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SG_LOG( SG_TERRAIN, SG_INFO,
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"scheduling needed tiles for " << longitude << " " << latitude );
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vis = fgGetDouble("/environment/visibility-m");
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// vis = fgGetDouble("/environment/visibility-m");
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double tile_width = current_bucket.get_width_m();
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double tile_height = current_bucket.get_height_m();
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// start with the center tile and work out in concentric
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// "rings"
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schedule_needed();
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double visibility_meters = fgGetDouble("/environment/visibility-m");
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schedule_needed(visibility_meters);
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// do we really want to lose this? CLO
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#if 0
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// given the current lon/lat (in degrees), fill in the array of local
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// chunks. If the chunk isn't already in the cache, then read it from
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// disk.
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int FGTileMgr::update( double lon, double lat ) {
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int FGTileMgr::update( double lon, double lat, double visibility_meters ) {
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// SG_LOG( SG_TERRAIN, SG_DEBUG, "FGTileMgr::update() for "
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// << lon << " " << lat );
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@ -276,7 +277,7 @@ int FGTileMgr::update( double lon, double lat ) {
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if ( !(current_bucket == previous_bucket) ) {
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// We've moved to a new bucket, we need to schedule any
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// needed tiles for loading.
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schedule_needed();
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schedule_needed(visibility_meters);
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}
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} else if ( state == Start || state == Inited ) {
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SG_LOG( SG_TERRAIN, SG_INFO, "State == Start || Inited" );
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@ -360,7 +361,7 @@ int FGTileMgr::update( double lon, double lat ) {
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sgdSetVec3( tmp_abs_view_pos, tmp.x(), tmp.y(), tmp.z() );
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// cout << "abs_view_pos = " << tmp_abs_view_pos << endl;
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prep_ssg_nodes();
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prep_ssg_nodes(visibility_meters);
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double tmp_elev;
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if ( fgCurrentElev(tmp_abs_view_pos, sc, &hit_list,
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@ -431,10 +432,10 @@ int FGTileMgr::update( double lon, double lat ) {
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}
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void FGTileMgr::prep_ssg_nodes() {
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float vis = 0.0;
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void FGTileMgr::prep_ssg_nodes(float vis) {
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// float vis = 0.0;
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vis = fgGetDouble("/environment/visibility-m");
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// vis = fgGetDouble("/environment/visibility-m");
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// traverse the potentially viewable tile list and update range
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// selector and transform
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@ -442,10 +443,13 @@ void FGTileMgr::prep_ssg_nodes() {
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FGTileEntry *e;
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tile_cache.reset_traversal();
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sgVec3 up;
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sgCopyVec3( up, globals->get_current_view()->get_world_up() );
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while ( ! tile_cache.at_end() ) {
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// cout << "processing a tile" << endl;
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if ( (e = tile_cache.get_current()) ) {
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e->prep_ssg_node( scenery.get_center(), vis);
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e->prep_ssg_node( scenery.get_center(), up, vis);
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} else {
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SG_LOG(SG_INPUT, SG_ALERT, "warning ... empty tile in cache");
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}
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@ -78,7 +78,7 @@ private:
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void sched_tile( const SGBucket& b );
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// schedule a needed buckets for loading
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void schedule_needed();
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void schedule_needed(double visibility_meters);
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// see comment at prep_ssg_nodes()
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void prep_ssg_node( int idx );
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@ -162,7 +162,7 @@ public:
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// given the current lon/lat (in degrees), fill in the array of
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// local chunks. If the chunk isn't already in the cache, then
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// read it from disk.
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int update( double lon, double lat );
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int update( double lon, double lat, double visibility_meters );
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// Determine scenery altitude. Normally this just happens when we
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// render the scene, but we'd also like to be able to do this
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@ -178,7 +178,7 @@ public:
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// Prepare the ssg nodes ... for each tile, set it's proper
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// transform and update it's range selector based on current
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// visibilty
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void prep_ssg_nodes();
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void prep_ssg_nodes(float visibility_meters);
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};
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