// main.cxx -- top level sim routines // // Written by Curtis Olson, started May 1997. // // Copyright (C) 1997 - 2002 Curtis L. Olson - http://www.flightgear.org/~curt // // 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. // // $Id$ #ifdef HAVE_CONFIG_H # include <config.h> #endif #include <simgear/compiler.h> #if defined(__linux__) && defined(__i386__) # include <fpu_control.h> # include <signal.h> #endif #include <iostream> #include <plib/netSocket.h> #include <osg/Camera> #include <osg/GraphicsContext> #include <osgDB/Registry> // Class references #include <simgear/ephemeris/ephemeris.hxx> #include <simgear/scene/model/modellib.hxx> #include <simgear/scene/material/matlib.hxx> #include <simgear/scene/model/animation.hxx> #include <simgear/scene/sky/sky.hxx> #include <simgear/structure/event_mgr.hxx> #include <simgear/props/props.hxx> #include <simgear/timing/sg_time.hxx> #include <simgear/math/sg_random.h> #include <Time/light.hxx> #include <Include/general.hxx> #include <Aircraft/replay.hxx> #include <Cockpit/cockpit.hxx> #include <Cockpit/hud.hxx> #include <Model/panelnode.hxx> #include <Model/modelmgr.hxx> #include <Model/acmodel.hxx> #include <Scenery/scenery.hxx> #include <Scenery/tilemgr.hxx> #include <Sound/fg_fx.hxx> #include <Sound/beacon.hxx> #include <Sound/morse.hxx> #include <Sound/fg_fx.hxx> #include <FDM/flight.hxx> #include <ATCDCL/ATCmgr.hxx> #include <ATCDCL/AIMgr.hxx> #include <Time/tmp.hxx> #include <Environment/environment_mgr.hxx> #include <GUI/new_gui.hxx> #include <MultiPlayer/multiplaymgr.hxx> #include "CameraGroup.hxx" #include "fg_commands.hxx" #include "fg_io.hxx" #include "renderer.hxx" #include "splash.hxx" #include "main.hxx" #include "util.hxx" #include "fg_init.hxx" #include "fg_os.hxx" #include "WindowSystemAdapter.hxx" #include <Main/viewer.hxx> static double real_delta_time_sec = 0.0; double delta_time_sec = 0.0; extern float init_volume; using namespace flightgear; using std::cerr; // This is a record containing a bit of global housekeeping information FGGeneral general; // Specify our current idle function state. This is used to run all // our initializations out of the idle callback so that we can get a // splash screen up and running right away. int idle_state = 0; long global_multi_loop; SGTimeStamp last_time_stamp; SGTimeStamp current_time_stamp; // The atexit() function handler should know when the graphical subsystem // is initialized. extern int _bootstrap_OSInit; // Update internal time dependent calculations (i.e. flight model) // FIXME: this distinction is obsolete; all subsystems now get delta // time on update. void fgUpdateTimeDepCalcs() { static bool inited = false; static const SGPropertyNode *replay_state = fgGetNode( "/sim/freeze/replay-state", true ); static SGPropertyNode *replay_time = fgGetNode( "/sim/replay/time", true ); // static const SGPropertyNode *replay_end_time // = fgGetNode( "/sim/replay/end-time", true ); //SG_LOG(SG_FLIGHT,SG_INFO, "Updating time dep calcs()"); // 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()) { // Check for scenery around the aircraft. double lon = fgGetDouble("/sim/presets/longitude-deg"); double lat = fgGetDouble("/sim/presets/latitude-deg"); // We require just to have 50 meter scenery availabe around // the aircraft. double range = 1000.0; SGGeod geod = SGGeod::fromDeg(lon, lat); if (globals->get_scenery()->scenery_available(geod, range)) { //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() ) { // we have been inited, and we are good to go ... if ( replay_state->getIntValue() == 0 ) { // replay off, run fdm cur_fdm_state->update( delta_time_sec ); } else { FGReplay *r = (FGReplay *)(globals->get_subsystem( "replay" )); r->replay( replay_time->getDoubleValue() ); if ( replay_state->getIntValue() == 1 ) { // normal playback replay_time->setDoubleValue( replay_time->getDoubleValue() + ( delta_time_sec * fgGetInt("/sim/speed-up") ) ); } else if ( replay_state->getIntValue() == 2 ) { // paused playback (don't advance replay time) } } if ( !inited ) { inited = true; fgSetBool("/sim/signals/fdm-initialized", true); } } else { // do nothing, fdm isn't inited yet } globals->get_aircraft_model()->update(delta_time_sec); // Update solar system globals->get_ephem()->update( globals->get_time_params()->getMjd(), globals->get_time_params()->getLst(), cur_fdm_state->get_Latitude() ); } // What should we do when we have nothing else to do? Let's get ready // for the next move and update the display? static void fgMainLoop( void ) { int model_hz = fgGetInt("/sim/model-hz"); static SGConstPropertyNode_ptr longitude = fgGetNode("/position/longitude-deg"); static SGConstPropertyNode_ptr latitude = fgGetNode("/position/latitude-deg"); static SGConstPropertyNode_ptr altitude = fgGetNode("/position/altitude-ft"); static SGConstPropertyNode_ptr vn_fps = fgGetNode("/velocities/speed-north-fps"); static SGConstPropertyNode_ptr ve_fps = fgGetNode("/velocities/speed-east-fps"); static SGConstPropertyNode_ptr vd_fps = fgGetNode("/velocities/speed-down-fps"); static SGConstPropertyNode_ptr clock_freeze = fgGetNode("/sim/freeze/clock", true); static SGConstPropertyNode_ptr cur_time_override = fgGetNode("/sim/time/cur-time-override", true); static SGConstPropertyNode_ptr max_simtime_per_frame = fgGetNode("/sim/max-simtime-per-frame", true); static SGPropertyNode_ptr frame_signal = fgGetNode("/sim/signals/frame", true); frame_signal->fireValueChanged(); SGCloudLayer::enable_bump_mapping = fgGetBool("/sim/rendering/bump-mapping"); bool scenery_loaded = fgGetBool("sim/sceneryloaded"); bool wait_for_scenery = !(scenery_loaded || fgGetBool("sim/sceneryloaded-override")); // Update the elapsed time. static bool first_time = true; if ( first_time ) { last_time_stamp.stamp(); first_time = false; } double throttle_hz = fgGetDouble("/sim/frame-rate-throttle-hz", 0.0); if ( throttle_hz > 0.0 && !wait_for_scenery ) { // optionally throttle the frame rate (to get consistent frame // rates or reduce cpu usage. double frame_us = 1000000.0 / throttle_hz; #define FG_SLEEP_BASED_TIMING 1 #if defined(FG_SLEEP_BASED_TIMING) // sleep based timing loop. // // Calling sleep, even usleep() on linux is less accurate than // we like, but it does free up the cpu for other tasks during // the sleep so it is desirable. Because of the way sleep() // is implemented in consumer operating systems like windows // and linux, you almost always sleep a little longer than the // requested amount. // // To combat the problem of sleeping too long, we calculate the // desired wait time and shorten it by 2000us (2ms) to avoid // [hopefully] over-sleep'ing. The 2ms value was arrived at // via experimentation. We follow this up at the end with a // simple busy-wait loop to get the final pause timing exactly // right. // // Assuming we don't oversleep by more than 2000us, this // should be a reasonable compromise between sleep based // waiting, and busy waiting. // sleep() will always overshoot by a bit so undersleep by // 2000us in the hopes of never oversleeping. frame_us -= 2000.0; if ( frame_us < 0.0 ) { frame_us = 0.0; } current_time_stamp.stamp(); /* Convert to ms */ double elapsed_us = (current_time_stamp - last_time_stamp).toUSecs(); if ( elapsed_us < frame_us ) { double requested_us = frame_us - elapsed_us; ulMilliSecondSleep ( (int)(requested_us / 1000.0) ) ; } #endif // busy wait timing loop. // // This yields the most accurate timing. If the previous // ulMilliSecondSleep() call is omitted this will peg the cpu // (which is just fine if FG is the only app you care about.) current_time_stamp.stamp(); SGTimeStamp next_time_stamp = last_time_stamp; next_time_stamp += SGTimeStamp::fromSec(1e-6*frame_us); while ( current_time_stamp < next_time_stamp ) { current_time_stamp.stamp(); } } else { // run as fast as the app will go current_time_stamp.stamp(); } real_delta_time_sec = (current_time_stamp - last_time_stamp).toSecs(); // Limit the time we need to spend in simulation loops // That means, if the /sim/max-simtime-per-frame value is strictly positive // you can limit the maximum amount of time you will do simulations for // one frame to display. The cpu time spent in simulations code is roughly // at least O(real_delta_time_sec). If this is (due to running debug // builds or valgrind or something different blowing up execution times) // larger than the real time you will no longer get any response // from flightgear. This limits that effect. Just set to property from // your .fgfsrc or commandline ... double dtMax = max_simtime_per_frame->getDoubleValue(); if (0 < dtMax && dtMax < real_delta_time_sec) real_delta_time_sec = dtMax; // round the real time down to a multiple of 1/model-hz. // this way all systems are updated the _same_ amount of dt. static double reminder = 0.0; real_delta_time_sec += reminder; global_multi_loop = long(floor(real_delta_time_sec*model_hz)); global_multi_loop = SGMisc<long>::max(0, global_multi_loop); reminder = real_delta_time_sec - double(global_multi_loop)/double(model_hz); real_delta_time_sec = double(global_multi_loop)/double(model_hz); if (clock_freeze->getBoolValue() || wait_for_scenery) { delta_time_sec = 0; } else { delta_time_sec = real_delta_time_sec; } last_time_stamp = current_time_stamp; globals->inc_sim_time_sec( delta_time_sec ); // These are useful, especially for Nasal scripts. fgSetDouble("/sim/time/delta-realtime-sec", real_delta_time_sec); fgSetDouble("/sim/time/delta-sec", delta_time_sec); #ifdef FANCY_FRAME_COUNTER int i; double accum; #else static time_t last_time = 0; static int frames = 0; #endif // FANCY_FRAME_COUNTER SGTime *t = globals->get_time_params(); SG_LOG( SG_ALL, SG_DEBUG, "Running Main Loop"); SG_LOG( SG_ALL, SG_DEBUG, "======= ==== ===="); // 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(), cur_fdm_state->get_Runway_altitude() * SG_FEET_TO_METER, cur_fdm_state->get_Altitude() * SG_FEET_TO_METER); */ /* printf("Adjustment - ground = %.2f runway = %.2f alt = %.2f\n", scenery.get_cur_elev(), 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; // 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() ); if (globals->get_warp_delta() != 0) { FGLight *l = (FGLight *)(globals->get_subsystem("lighting")); l->update( 0.5 ); } // 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() ); // 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 ); fgSetInt("/sim/frame-rate", frames); SG_LOG( SG_ALL, SG_DEBUG, "--> Frame rate is = " << general.get_frame_rate() ); frames = 0; } last_time = t->get_cur_time(); ++frames; #endif // Update any multiplayer's network queues, the AIMultiplayer // implementation is an AI model and depends on that globals->get_multiplayer_mgr()->Update(); // Run ATC subsystem if (fgGetBool("/sim/atc/enabled")) globals->get_ATC_mgr()->update(delta_time_sec); // Run the AI subsystem // FIXME: run that also if we have multiplaying enabled since the // multiplayer information is interpreted by an AI model if (fgGetBool("/sim/ai-traffic/enabled")) globals->get_AI_mgr()->update(delta_time_sec); // Run flight model if (0 < global_multi_loop) { // first run the flight model each frame until it is initialized // then continue running each frame only after initial scenery // load is complete. fgUpdateTimeDepCalcs(); } else { SG_LOG( SG_ALL, SG_DEBUG, "Elapsed time is zero ... we're zinging" ); } globals->get_subsystem_mgr()->update(delta_time_sec); // // Tile Manager updates - see if we need to load any new scenery tiles. // this code ties together the fdm, viewer and scenery classes... // we may want to move this to its own class at some point // double visibility_meters = fgGetDouble("/environment/visibility-m"); globals->get_tile_mgr()->prep_ssg_nodes( visibility_meters ); // update tile manager for view... SGVec3d viewPos = globals->get_current_view()->get_view_pos(); SGGeod geodViewPos = SGGeod::fromCart(viewPos); globals->get_tile_mgr()->update(geodViewPos, visibility_meters); // run Nasal's settimer() loops right before the view manager globals->get_event_mgr()->update(delta_time_sec); // pick up model coordidnates that Nasal code may have set relative to the // aircraft's globals->get_model_mgr()->update(delta_time_sec); // update the view angle as late as possible, but before sound calculations globals->get_viewmgr()->update(real_delta_time_sec); //////////////////////////////////////////////////////////////////// // Update the sound manager last so it can use the CPU while the GPU // is processing the scenery (doubled the frame-rate for me) -EMH- //////////////////////////////////////////////////////////////////// #ifdef ENABLE_AUDIO_SUPPORT static SGSoundMgr *smgr = (SGSoundMgr *)globals->get_subsystem("soundmgr"); smgr->update_late(delta_time_sec); #endif // END Tile Manager udpates if (!scenery_loaded && globals->get_tile_mgr()->isSceneryLoaded() && cur_fdm_state->get_inited()) { fgSetBool("sim/sceneryloaded",true); fgSetFloat("/sim/sound/volume", init_volume); #ifdef ENABLE_AUDIO_SUPPORT smgr->set_volume(init_volume); #endif } fgRequestRedraw(); SG_LOG( SG_ALL, SG_DEBUG, "" ); } // Operation for querying OpenGL parameters. This must be done in a // valid OpenGL context, potentially in another thread. namespace { struct GeneralInitOperation : public GraphicsContextOperation { GeneralInitOperation() : GraphicsContextOperation(std::string("General init")) { } void run(osg::GraphicsContext* gc) { general.set_glVendor( (char *)glGetString ( GL_VENDOR ) ); general.set_glRenderer( (char *)glGetString ( GL_RENDERER ) ); general.set_glVersion( (char *)glGetString ( GL_VERSION ) ); SG_LOG( SG_GENERAL, SG_INFO, general.get_glRenderer() ); GLint tmp; glGetIntegerv( GL_MAX_TEXTURE_SIZE, &tmp ); general.set_glMaxTexSize( tmp ); SG_LOG ( SG_GENERAL, SG_INFO, "Max texture size = " << tmp ); glGetIntegerv( GL_DEPTH_BITS, &tmp ); general.set_glDepthBits( tmp ); SG_LOG ( SG_GENERAL, SG_INFO, "Depth buffer bits = " << tmp ); } }; } // 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 ) { static osg::ref_ptr<GeneralInitOperation> genOp; if ( idle_state == 0 ) { idle_state++; // Pick some window on which to do queries. // XXX Perhaps all this graphics initialization code should be // moved to renderer.cxx? genOp = new GeneralInitOperation; osg::Camera* guiCamera = getGUICamera(CameraGroup::getDefault()); WindowSystemAdapter* wsa = WindowSystemAdapter::getWSA(); osg::GraphicsContext* gc = 0; if (guiCamera) gc = guiCamera->getGraphicsContext(); if (gc) { gc->add(genOp.get()); } else { wsa->windows[0]->gc->add(genOp.get()); } guiStartInit(gc); } else if ( idle_state == 1 ) { if (genOp.valid()) { if (!genOp->isFinished()) return; genOp = 0; } if (!guiFinishInit()) return; idle_state++; fgSplashProgress("reading aircraft list"); } else if ( idle_state == 2 ) { idle_state++; // Read the list of available aircraft fgReadAircraft(); fgSplashProgress("reading airport & navigation data"); } else if ( idle_state == 3 ) { idle_state++; fgInitNav(); fgSplashProgress("setting up scenery"); } else if ( idle_state == 4 ) { idle_state++; // based on the requested presets, calculate the true starting // lon, lat fgInitPosition(); fgInitTowerLocationListener(); SGTime *t = fgInitTime(); globals->set_time_params( t ); // Do some quick general initializations if( !fgInitGeneral()) { SG_LOG( SG_GENERAL, SG_ALERT, "General initialization failed ..." ); exit(-1); } //////////////////////////////////////////////////////////////////// // Initialize the property-based built-in commands //////////////////////////////////////////////////////////////////// fgInitCommands(); //////////////////////////////////////////////////////////////////// // Initialize the material manager //////////////////////////////////////////////////////////////////// globals->set_matlib( new SGMaterialLib ); simgear::SGModelLib::init(globals->get_fg_root()); //////////////////////////////////////////////////////////////////// // Initialize the TG scenery subsystem. //////////////////////////////////////////////////////////////////// globals->set_scenery( new FGScenery ); globals->get_scenery()->init(); globals->get_scenery()->bind(); globals->set_tile_mgr( new FGTileMgr ); //////////////////////////////////////////////////////////////////// // Initialize the general model subsystem. //////////////////////////////////////////////////////////////////// globals->set_model_mgr(new FGModelMgr); globals->get_model_mgr()->init(); globals->get_model_mgr()->bind(); fgSplashProgress("loading aircraft"); } else if ( idle_state == 5 ) { idle_state++; #ifdef ENABLE_AUDIO_SUPPORT //////////////////////////////////////////////////////////////////// // Add the Sound Manager before any other subsystem that uses it. // This makes sure the SoundMgr is available at construction time. //////////////////////////////////////////////////////////////////// init_volume = fgGetFloat("/sim/sound/volume"); fgSetFloat("/sim/sound/volume", 0.0f); globals->add_subsystem("soundmgr", new SGSoundMgr); #endif //////////////////////////////////////////////////////////////////// // Initialize the 3D aircraft model subsystem (has a dependency on // the scenery subsystem.) //////////////////////////////////////////////////////////////////// globals->set_aircraft_model(new FGAircraftModel); globals->get_aircraft_model()->init(); globals->get_aircraft_model()->bind(); //////////////////////////////////////////////////////////////////// // Initialize the view manager subsystem. //////////////////////////////////////////////////////////////////// FGViewMgr *viewmgr = new FGViewMgr; globals->set_viewmgr( viewmgr ); viewmgr->init(); viewmgr->bind(); fgSplashProgress("generating sky elements"); } else if ( idle_state == 6 ) { idle_state++; // Initialize the sky SGPath ephem_data_path( globals->get_fg_root() ); ephem_data_path.append( "Astro" ); 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 ); // TODO: move to environment mgr thesky = new SGSky; SGPath texture_path(globals->get_fg_root()); texture_path.append("Textures"); texture_path.append("Sky"); for (int i = 0; i < FGEnvironmentMgr::MAX_CLOUD_LAYERS; i++) { SGCloudLayer * layer = new SGCloudLayer(texture_path.str()); thesky->add_cloud_layer(layer); } SGPath sky_tex_path( globals->get_fg_root() ); sky_tex_path.append( "Textures" ); sky_tex_path.append( "Sky" ); thesky->texture_path( sky_tex_path.str() ); // The sun and moon diameters are scaled down numbers of the // actual diameters. This was needed to fit both the sun and the // moon within the distance to the far clip plane. // Moon diameter: 3,476 kilometers // Sun diameter: 1,390,000 kilometers thesky->build( 80000.0, 80000.0, 463.3, 361.8, *globals->get_ephem(), fgGetNode("/environment", true)); // Initialize MagVar model SGMagVar *magvar = new SGMagVar(); globals->set_mag( magvar ); // kludge to initialize mag compass // (should only be done for in-flight // startup) // update magvar model globals->get_mag()->update( fgGetDouble("/position/longitude-deg") * SGD_DEGREES_TO_RADIANS, fgGetDouble("/position/latitude-deg") * SGD_DEGREES_TO_RADIANS, fgGetDouble("/position/altitude-ft") * SG_FEET_TO_METER, globals->get_time_params()->getJD() ); double var = globals->get_mag()->get_magvar() * SGD_RADIANS_TO_DEGREES; fgSetDouble("/instrumentation/heading-indicator/offset-deg", -var); fgSetDouble("/instrumentation/heading-indicator-fg/offset-deg", -var); // airport = new ssgBranch; // airport->setName( "Airport Lighting" ); // lighting->addKid( airport ); // build our custom render states fgSplashProgress("initializing subsystems"); } else if ( idle_state == 7 ) { idle_state++; // 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" ); 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() ); } #endif // 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 be // located in this routine. if( !fgInitSubsystems()) { SG_LOG( SG_GENERAL, SG_ALERT, "Subsystem initialization failed ..." ); exit(-1); } fgSplashProgress("setting up time & renderer"); } else if ( idle_state == 8 ) { idle_state = 1000; // Initialize the time offset (warp) after fgInitSubsystem // (which initializes the lighting interpolation tables.) fgInitTimeOffset(); // setup OpenGL view parameters globals->get_renderer()->init(); SG_LOG( SG_GENERAL, SG_INFO, "Panel visible = " << fgPanelVisible() ); globals->get_renderer()->resize( fgGetInt("/sim/startup/xsize"), fgGetInt("/sim/startup/ysize") ); fgSplashProgress("loading scenery objects"); } if ( idle_state == 1000 ) { // We've finished all our initialization steps, from now on we // run the main loop. fgSetBool("sim/sceneryloaded", false); fgRegisterIdleHandler( fgMainLoop ); } } static void upper_case_property(const char *name) { using namespace simgear; SGPropertyNode *p = fgGetNode(name, false); if (!p) { p = fgGetNode(name, true); p->setStringValue(""); } else { props::Type t = p->getType(); if (t == props::NONE || t == props::UNSPECIFIED) p->setStringValue(""); else assert(t == props::STRING); } p->addChangeListener(new FGMakeUpperCase); } // Main top level initialization bool fgMainInit( int argc, char **argv ) { // set default log levels sglog().setLogLevels( SG_ALL, SG_ALERT ); string version; #ifdef FLIGHTGEAR_VERSION version = FLIGHTGEAR_VERSION; #else version = "unknown version"; #endif SG_LOG( SG_GENERAL, SG_INFO, "FlightGear: Version " << version ); SG_LOG( SG_GENERAL, SG_INFO, "Built with " << SG_COMPILER_STR << endl ); // Allocate global data structures. This needs to happen before // we parse command line options globals = new FGGlobals; // seed the random number generator sg_srandom_time(); FGControls *controls = new FGControls; globals->set_controls( controls ); string_list *col = new string_list; globals->set_channel_options_list( col ); fgValidatePath("", false); // initialize static variables upper_case_property("/sim/presets/airport-id"); upper_case_property("/sim/presets/runway"); upper_case_property("/sim/tower/airport-id"); upper_case_property("/autopilot/route-manager/input"); // 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 static char required_version[] = "1.9.0"; string base_version = fgBasePackageVersion(); if ( !(base_version == required_version) ) { // tell the operator how to use this application SG_LOG( SG_GENERAL, SG_ALERT, "" ); // To popup the console on windows cerr << endl << "Base package check failed ... " \ << "Found version " << base_version << " at: " \ << globals->get_fg_root() << endl; cerr << "Please upgrade to version: " << required_version << endl; #ifdef _MSC_VER cerr << "Hit a key to continue..." << endl; cin.get(); #endif exit(-1); } // Load the configuration parameters. (Command line options // override config file options. Config file options override // defaults.) if ( !fgInitConfig(argc, argv) ) { SG_LOG( SG_GENERAL, SG_ALERT, "Config option parsing failed ..." ); exit(-1); } // Initialize the Window/Graphics environment. fgOSInit(&argc, argv); _bootstrap_OSInit++; fgRegisterWindowResizeHandler( &FGRenderer::resize ); fgRegisterIdleHandler( &fgIdleFunction ); fgRegisterDrawHandler( &FGRenderer::update ); #ifdef FG_ENABLE_MULTIPASS_CLOUDS bool get_stencil_buffer = true; #else bool get_stencil_buffer = false; #endif // Initialize plib net interface netInit( &argc, argv ); // Clouds3D requires an alpha channel // clouds may require stencil buffer fgOSOpenWindow(get_stencil_buffer); // Initialize the splash screen right away fntInit(); fgSplashInit(); // pass control off to the master event handler fgOSMainLoop(); // we never actually get here ... but to avoid compiler warnings, // etc. return false; }