// main.cxx -- top level sim routines // // Written by Curtis Olson for OpenGL, started May 1997. // // Copyright (C) 1997 - 1999 Curtis L. Olson - curt@flightgear.org // // 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. // // $Id$ #define USE_NEW_ENGINE_CODE #undef MICHAEL_JOHNSON_EXPERIMENTAL_ENGINE_AUDIO #ifdef HAVE_CONFIG_H # include <config.h> #endif #ifdef FG_MATH_EXCEPTION_CLASH # include <math.h> #endif #ifdef HAVE_WINDOWS_H # include <windows.h> # include <float.h> #endif #include <GL/glut.h> #include <simgear/xgl/xgl.h> #include <stdio.h> #include <string.h> #include <string> #ifdef HAVE_STDLIB_H # include <stdlib.h> #endif #ifdef HAVE_SYS_STAT_H # include <sys/stat.h> /* for stat() */ #endif #ifdef HAVE_UNISTD_H # include <unistd.h> /* for stat() */ #endif #include <plib/pu.h> // plib include #include <plib/ssg.h> // plib include #ifdef ENABLE_AUDIO_SUPPORT # include <plib/sl.h> // plib include # include <plib/sm.h> // plib include #endif #include <simgear/constants.h> // for VERSION #include <simgear/debug/logstream.hxx> #include <simgear/math/polar3d.hxx> #include <simgear/math/fg_random.h> #include <simgear/misc/fgpath.hxx> #include <simgear/sky/sky.hxx> #include <simgear/timing/sg_time.hxx> #include <simgear/timing/lowleveltime.h> #include <Include/general.hxx> #include <Aircraft/aircraft.hxx> #include <Autopilot/newauto.hxx> #include <Cockpit/cockpit.hxx> #include <Cockpit/radiostack.hxx> #include <Cockpit/steam.hxx> #include <FDM/UIUCModel/uiuc_aircraftdir.h> #include <GUI/gui.h> #include <Joystick/joystick.hxx> #ifdef FG_NETWORK_OLK #include <NetworkOLK/network.h> #endif #include <Scenery/scenery.hxx> #include <Scenery/tilemgr.hxx> #include <Time/event.hxx> #include <Time/fg_timer.hxx> #include <Time/sunpos.hxx> #include <Time/tmp.hxx> #ifndef FG_OLD_WEATHER # include <WeatherCM/FGLocalWeatherDatabase.h> #else # include <Weather/weather.hxx> #endif #include "bfi.hxx" #include "fg_init.hxx" #include "fg_io.hxx" #include "globals.hxx" #include "keyboard.hxx" #include "options.hxx" #include "splash.hxx" #include "views.hxx" // -dw- use custom sioux settings so I can see output window #ifdef macintosh # ifndef FG_NDEBUG # include <sioux.h> // settings for output window # endif # include <console.h> #endif // 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 glutIdleLoop() so that we can get a // splash screen up and running right away. static int idle_state = 0; static int global_multi_loop; // attempt to avoid a large bounce at startup static bool initial_freeze = true; // Another hack int use_signals = 0; // Global structures for the Audio library #ifdef ENABLE_AUDIO_SUPPORT slEnvelope pitch_envelope ( 1, SL_SAMPLE_ONE_SHOT ) ; slEnvelope volume_envelope ( 1, SL_SAMPLE_ONE_SHOT ) ; slScheduler *audio_sched; smMixer *audio_mixer; slSample *s1; slSample *s2; #endif // ssg variables ssgRoot *scene = NULL; ssgBranch *terrain = NULL; ssgSelector *penguin_sel = NULL; ssgTransform *penguin_pos = NULL; #ifdef FG_NETWORK_OLK ssgSelector *fgd_sel = NULL; ssgTransform *fgd_pos = NULL; //sgMat4 sgTUX; #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 flight gear options. Because glutlib will also // 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; void fgBuildRenderStates( void ) { default_state = new ssgSimpleState; 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->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->disable( GL_CULL_FACE ); menus->disable( GL_TEXTURE_2D ); menus->enable( GL_BLEND ); } // fgInitVisuals() -- Initialize various GL/view parameters void fgInitVisuals( void ) { fgLIGHT *l; l = &cur_light_params; #ifndef GLUT_WRONG_VERSION // Go full screen if requested ... if ( current_options.get_fullscreen() ) { glutFullScreen(); } #endif // If enabled, normal vectors specified with glNormal are scaled // to unit length after transformation. See glNormal. // glEnable( GL_NORMALIZE ); glEnable( GL_LIGHTING ); glEnable( GL_LIGHT0 ); glLightfv( GL_LIGHT0, GL_POSITION, l->sun_vec ); sgVec3 sunpos; sgSetVec3( sunpos, l->sun_vec[0], l->sun_vec[1], l->sun_vec[2] ); ssgGetLight( 0 ) -> setPosition( sunpos ); // glFogi (GL_FOG_MODE, GL_LINEAR); glFogi (GL_FOG_MODE, GL_EXP2); if ( (current_options.get_fog() == 1) || (current_options.get_shading() == 0) ) { // if fastest fog requested, or if flat shading force fastest glHint ( GL_FOG_HINT, GL_FASTEST ); } else if ( current_options.get_fog() == 2 ) { glHint ( GL_FOG_HINT, GL_NICEST ); } if ( current_options.get_wireframe() ) { // draw wire frame glPolygonMode( GL_FRONT_AND_BACK, GL_LINE ); } // This is the default anyways, but it can't hurt glFrontFace ( GL_CCW ); // Just testing ... // glEnable(GL_POINT_SMOOTH); // glEnable(GL_LINE_SMOOTH); // glEnable(GL_POLYGON_SMOOTH); } // Update all Visuals (redraws anything graphics related) void fgRenderFrame( void ) { // Update the BFI. FGBFI::update(); fgLIGHT *l = &cur_light_params; static double last_visibility = -9999; 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 ( current_options.get_splash_screen() == 1 ) { fgSplashUpdate(0.0); } } 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. // printf("Ground = %.2f Altitude = %.2f\n", scenery.cur_elev, // FG_Altitude * FEET_TO_METER); // this is just a temporary hack, to make me understand Pui // timerText -> setLabel (ctime (&t->cur_time)); // end of hack // update view volume parameters // cout << "before pilot_view update" << endl; pilot_view.UpdateViewParams(*cur_fdm_state); // cout << "after pilot_view update" << endl; current_view.UpdateViewParams(cur_view_fdm); // set the sun position glLightfv( GL_LIGHT0, GL_POSITION, l->sun_vec ); clear_mask = GL_DEPTH_BUFFER_BIT; if ( current_options.get_wireframe() ) { clear_mask |= GL_COLOR_BUFFER_BIT; } if ( current_options.get_skyblend() ) { if ( current_options.get_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; } glClear( clear_mask ); // 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 // ssgCullAndDraw() function, but for now I just mimic what // ssg does to set up the model view matrix glMatrixMode(GL_MODELVIEW); glLoadIdentity(); ssgSetCamera( current_view.VIEW ); /* sgMat4 vm_tmp, view_mat; sgTransposeNegateMat4 ( vm_tmp, current_view.VIEW ) ; sgCopyMat4( view_mat, copy_of_ssgOpenGLAxisSwapMatrix ) ; sgPreMultMat4( view_mat, vm_tmp ) ; glLoadMatrixf( (float *)view_mat ); */ // set the opengl state to known default values default_state->force(); // update fog params if visibility has changed #ifndef FG_OLD_WEATHER thesky->set_visibility( WeatherDatabase->getWeatherVisibility() ); #else thesky->set_visibility( current_weather.get_visibility() ); #endif thesky->modify_vis( cur_fdm_state->get_Altitude() * FEET_TO_METER, ( global_multi_loop * current_options.get_speed_up() ) / (double)current_options.get_model_hz() ); double actual_visibility = thesky->get_visibility(); // cout << "actual visibility = " << actual_visibility << endl; if ( actual_visibility != last_visibility ) { last_visibility = actual_visibility; // cout << "----> updating fog params" << endl; GLfloat fog_exp_density; GLfloat fog_exp2_density; // for GL_FOG_EXP fog_exp_density = -log(0.01 / actual_visibility); // for GL_FOG_EXP2 fog_exp2_density = sqrt( -log(0.01) ) / actual_visibility; // Set correct opengl fog density glFogf (GL_FOG_DENSITY, fog_exp2_density); } // update the sky dome if ( current_options.get_skyblend() ) { sgVec3 view_pos; sgSetVec3( view_pos, current_view.get_view_pos().x(), current_view.get_view_pos().y(), current_view.get_view_pos().z() ); sgVec3 zero_elev; sgSetVec3( zero_elev, current_view.get_cur_zero_elev().x(), current_view.get_cur_zero_elev().y(), current_view.get_cur_zero_elev().z() ); /* 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, cur_light_params.adj_fog_color, cur_light_params.sun_angle, cur_light_params.moon_angle, 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; 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( view_pos, zero_elev, current_view.get_local_up(), cur_fdm_state->get_Longitude(), cur_fdm_state->get_Latitude(), cur_fdm_state->get_Altitude() * FEET_TO_METER, cur_light_params.sun_rotation, globals->get_time_params()->getGst(), globals->get_ephem()->getSunRightAscension(), globals->get_ephem()->getSunDeclination(), 50000.0, globals->get_ephem()->getMoonRightAscension(), globals->get_ephem()->getMoonDeclination(), 50000.0 ); } glEnable( GL_DEPTH_TEST ); if ( current_options.get_fog() > 0 ) { glEnable( GL_FOG ); glFogi( GL_FOG_MODE, GL_EXP2 ); glFogfv( GL_FOG_COLOR, l->adj_fog_color ); } // set lighting parameters GLfloat black[4] = { 0.0, 0.0, 0.0, 1.0 }; glLightModelfv( GL_LIGHT_MODEL_AMBIENT, l->scene_ambient ); glLightfv( GL_LIGHT0, GL_AMBIENT, black ); glLightfv( GL_LIGHT0, GL_DIFFUSE, l->scene_diffuse ); // glLightfv(GL_LIGHT0, GL_SPECULAR, white ); // texture parameters // glEnable( GL_TEXTURE_2D ); glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ) ; glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST ) ; // set base color (I don't think this is doing anything here) // glMaterialfv (GL_FRONT, GL_AMBIENT, white); // (GL_FRONT, GL_DIFFUSE, white); // glMaterialfv (GL_FRONT, GL_SPECULAR, white); // glMaterialfv (GL_FRONT, GL_SHININESS, mat_shininess); sgVec3 sunpos; sgSetVec3( sunpos, l->sun_vec[0], l->sun_vec[1], l->sun_vec[2] ); ssgGetLight( 0 ) -> setPosition( sunpos ); // glMatrixMode( GL_PROJECTION ); // glLoadIdentity(); float fov = current_options.get_fov(); // ssgSetFOV(fov * current_view.get_win_ratio(), fov); ssgSetFOV(fov, fov * current_view.get_win_ratio()); double agl = current_aircraft.fdm_state->get_Altitude() * FEET_TO_METER - scenery.cur_elev; // FG_LOG( FG_ALL, FG_INFO, "visibility is " // << current_weather.get_visibility() ); if ( agl > 10.0 ) { ssgSetNearFar( 10.0f, 120000.0f ); } else { ssgSetNearFar( 0.5f, 120000.0f ); } if ( current_options.get_view_mode() == fgOPTIONS::FG_VIEW_PILOT ) { // disable TuX penguin_sel->select(0); } else if ( current_options.get_view_mode() == fgOPTIONS::FG_VIEW_FOLLOW ) { // select view matrix from front of view matrix queue // FGMat4Wrapper tmp = current_view.follow.front(); // sgCopyMat4( sgVIEW, tmp.m ); // enable TuX and set up his position and orientation penguin_sel->select(1); sgMat4 sgTRANS; sgMakeTransMat4( sgTRANS, pilot_view.view_pos.x(), pilot_view.view_pos.y(), pilot_view.view_pos.z() ); sgVec3 ownship_up; sgSetVec3( ownship_up, 0.0, 0.0, 1.0); sgMat4 sgROT; sgMakeRotMat4( sgROT, -90.0, ownship_up ); // sgMat4 sgTMP; // sgMat4 sgTUX; // sgMultMat4( sgTMP, sgROT, pilot_view.VIEW_ROT ); // sgMultMat4( sgTUX, sgTMP, sgTRANS ); // sgTUX = ( sgROT * pilot_view.VIEW_ROT ) * sgTRANS sgMat4 sgTUX; sgCopyMat4( sgTUX, sgROT ); sgPostMultMat4( sgTUX, pilot_view.VIEW_ROT ); sgPostMultMat4( sgTUX, sgTRANS ); sgCoord tuxpos; sgSetCoord( &tuxpos, sgTUX ); penguin_pos->setTransform( &tuxpos ); } # ifdef FG_NETWORK_OLK if ( current_options.get_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 // ssgSetCamera( current_view.VIEW ); // position tile nodes and update range selectors global_tile_mgr.prep_ssg_nodes(); // force the default state so ssg can get back on track if // we've changed things elsewhere (this is now handled // differently) // // FGMaterialSlot m_slot; // FGMaterialSlot *m_ptr = &m_slot; // if ( material_mgr.find( "Default", m_ptr ) ) { // m_ptr->get_state()->force(); // } // draw the sky backdrop thesky->preDraw(); // draw the ssg scene glEnable( GL_DEPTH_TEST ); ssgCullAndDraw( scene ); // draw the sky cloud layers thesky->postDraw( cur_fdm_state->get_Altitude() * FEET_TO_METER ); // display HUD && Panel glDisable( GL_FOG ); glDisable( GL_DEPTH_TEST ); // glDisable( GL_CULL_FACE ); // glDisable( GL_TEXTURE_2D ); hud_and_panel->apply(); fgCockpitUpdate(); // We can do translucent menus, so why not. :-) // glEnable ( GL_BLEND ) ; menus->apply(); glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ) ; puDisplay(); // glDisable ( GL_BLEND ) ; // glEnable( GL_FOG ); } glutSwapBuffers(); } // Update internal time dependent calculations (i.e. flight model) void fgUpdateTimeDepCalcs(int multi_loop, int remainder) { static fdm_state_list fdm_list; fgLIGHT *l = &cur_light_params; int i; // update the flight model if ( multi_loop < 0 ) { multi_loop = 1; } if ( !globals->get_freeze() && !initial_freeze ) { // run Autopilot system current_autopilot->run(); // printf("updating flight model x %d\n", multi_loop); /* fgFDMUpdate( current_options.get_flight_model(), fdm_state, multi_loop * current_options.get_speed_up(), remainder ); */ cur_fdm_state->update( multi_loop * current_options.get_speed_up() ); FGSteam::update( multi_loop * current_options.get_speed_up() ); } else { // fgFDMUpdate( current_options.get_flight_model(), // fdm_state, 0, remainder ); cur_fdm_state->update( 0 ); FGSteam::update( 0 ); if ( global_tile_mgr.queue_size() == 0 ) { initial_freeze = false; } } fdm_list.push_back( *cur_fdm_state ); while ( fdm_list.size() > 15 ) { fdm_list.pop_front(); } if ( current_options.get_view_mode() == fgOPTIONS::FG_VIEW_PILOT ) { cur_view_fdm = *cur_fdm_state; // do nothing } else if ( current_options.get_view_mode() == fgOPTIONS::FG_VIEW_FOLLOW ) { cur_view_fdm = fdm_list.front(); } // update the view angle for ( i = 0; i < multi_loop; i++ ) { if ( fabs(current_view.get_goal_view_offset() - current_view.get_view_offset()) < 0.05 ) { current_view.set_view_offset( current_view.get_goal_view_offset() ); break; } else { // move current_view.view_offset towards current_view.goal_view_offset if ( current_view.get_goal_view_offset() > current_view.get_view_offset() ) { if ( current_view.get_goal_view_offset() - current_view.get_view_offset() < FG_PI ) { current_view.inc_view_offset( 0.01 ); } else { current_view.inc_view_offset( -0.01 ); } } else { if ( current_view.get_view_offset() - current_view.get_goal_view_offset() < FG_PI ) { current_view.inc_view_offset( -0.01 ); } else { current_view.inc_view_offset( 0.01 ); } } if ( current_view.get_view_offset() > FG_2PI ) { current_view.inc_view_offset( -FG_2PI ); } else if ( current_view.get_view_offset() < 0 ) { current_view.inc_view_offset( FG_2PI ); } } } double tmp = -(l->sun_rotation + FG_PI) - (cur_fdm_state->get_Psi() - current_view.get_view_offset() ); while ( tmp < 0.0 ) { tmp += FG_2PI; } while ( tmp > FG_2PI ) { tmp -= FG_2PI; } /* printf("Psi = %.2f, viewoffset = %.2f sunrot = %.2f rottosun = %.2f\n", FG_Psi * RAD_TO_DEG, current_view.view_offset * RAD_TO_DEG, -(l->sun_rotation+FG_PI) * RAD_TO_DEG, tmp * RAD_TO_DEG); */ l->UpdateAdjFog(); // Update solar system 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( cur_fdm_state->get_Longitude(), cur_fdm_state->get_Latitude(), cur_fdm_state->get_Altitude() * FEET_TO_METER ); } void fgInitTimeDepCalcs( void ) { // initialize timer // #ifdef HAVE_SETITIMER // fgTimerInit( 1.0 / current_options.get_model_hz(), // fgUpdateTimeDepCalcs ); // #endif HAVE_SETITIMER } static const double alt_adjust_ft = 3.758099; static const double alt_adjust_m = alt_adjust_ft * FEET_TO_METER; // 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 ) { static long remainder = 0; long elapsed; #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(); FG_LOG( FG_ALL, FG_DEBUG, "Running Main Loop"); FG_LOG( FG_ALL, FG_DEBUG, "======= ==== ===="); #ifdef FG_NETWORK_OLK if ( current_options.get_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 ) // Read joystick and update control settings if ( current_options.get_control_mode() == fgOPTIONS::FG_JOYSTICK ) { fgJoystickRead(); } #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_OLD_WEATHER current_weather.Update(); #endif // 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.cur_elev, cur_fdm_state->get_Runway_altitude() * FEET_TO_METER, cur_fdm_state->get_Altitude() * FEET_TO_METER); */ if ( scenery.cur_elev > -9990 ) { if ( cur_fdm_state->get_Altitude() * FEET_TO_METER < (scenery.cur_elev + alt_adjust_m - 3.0) ) { // now set aircraft altitude above ground printf("(*) Current Altitude = %.2f < %.2f forcing to %.2f\n", cur_fdm_state->get_Altitude() * FEET_TO_METER, scenery.cur_elev + alt_adjust_m - 3.0, scenery.cur_elev + alt_adjust_m ); fgFDMForceAltitude( current_options.get_flight_model(), scenery.cur_elev + alt_adjust_m ); FG_LOG( FG_ALL, FG_DEBUG, "<*> resetting altitude to " << cur_fdm_state->get_Altitude() * FEET_TO_METER << " meters" ); } fgFDMSetGroundElevation( current_options.get_flight_model(), scenery.cur_elev ); // meters } /* printf("Adjustment - ground = %.2f runway = %.2f alt = %.2f\n", scenery.cur_elev, cur_fdm_state->get_Runway_altitude() * FEET_TO_METER, cur_fdm_state->get_Altitude() * FEET_TO_METER); */ // update "time" if ( globals->get_warp_delta() != 0 ) { globals->inc_warp( globals->get_warp_delta() ); } t->update( cur_fdm_state->get_Longitude(), cur_fdm_state->get_Latitude(), globals->get_warp() ); if ( globals->get_warp_delta() != 0 ) { fgUpdateSkyAndLightingParams(); } // update magvar model globals->get_mag()->update( cur_fdm_state->get_Longitude(), cur_fdm_state->get_Latitude(), cur_fdm_state->get_Altitude()* FEET_TO_METER, globals->get_time_params()->getJD() ); // Get elapsed time (in usec) for this past frame elapsed = fgGetTimeInterval(); FG_LOG( FG_ALL, FG_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 ); FG_LOG( FG_ALL, FG_DEBUG, "--> Frame rate is = " << general.get_frame_rate() ); frames = 0; } last_time = t->get_cur_time(); ++frames; #endif // Run flight model if ( ! use_signals ) { // Calculate model iterations needed for next frame elapsed += remainder; global_multi_loop = (int)(((double)elapsed * 0.000001) * current_options.get_model_hz()); remainder = elapsed - ( (global_multi_loop*1000000) / current_options.get_model_hz() ); FG_LOG( FG_ALL, FG_DEBUG, "Model iterations needed = " << global_multi_loop << ", new remainder = " << remainder ); // flight model if ( global_multi_loop > 0 ) { fgUpdateTimeDepCalcs(global_multi_loop, remainder); } else { FG_LOG( FG_ALL, FG_DEBUG, "Elapsed time is zero ... we're zinging" ); } } #if ! defined( macintosh ) // Do any I/O channel work that might need to be done fgIOProcess(); #endif // see if we need to load any new scenery tiles global_tile_mgr.update( cur_fdm_state->get_Longitude() * RAD_TO_DEG, cur_fdm_state->get_Latitude() * RAD_TO_DEG ); // Process/manage pending events global_events.Process(); // Run audio scheduler #ifdef ENABLE_AUDIO_SUPPORT if ( current_options.get_sound() && !audio_sched->not_working() ) { # if defined(MICHAEL_JOHNSON_EXPERIMENTAL_ENGINE_AUDIO) static double kts_to_fts = NM_TO_METER * METER_TO_FEET / 3600.0; // note: all these factors are relative to the sample. our // sample format should really contain a conversion factor so // that we can get prop speed right for arbitrary samples. // Note that for normal-size props, there is a point at which // the prop tips approach the speed of sound; that is a pretty // strong limit to how fast the prop can go. // multiplication factor is prime pitch control; add some log // component for verisimilitude double pitch = log((controls.get_throttle(0) * 14.0) + 1.0); //fprintf(stderr, "pitch1: %f ", pitch); // if (controls.get_throttle(0) > 0.0 || // cur_fdm_state->get_V_calibrated_kts() > 40.0) { //fprintf(stderr, "rel_wind: %f ", cur_fdm_state->get_V_calibrated_kts()); // only add relative wind and AoA if prop is moving // or we're really flying at idle throttle if (pitch < 5.4) { // this needs tuning // prop tips not breaking sound barrier pitch += log(cur_fdm_state->get_V_calibrated_kts() * kts_to_fts + 0.8)/2; } else { // prop tips breaking sound barrier pitch += log(cur_fdm_state->get_V_calibrated_kts() * kts_to_fts + 0.8)/10; } //fprintf(stderr, "pitch2: %f ", pitch); //fprintf(stderr, "AoA: %f ", FG_Gamma_vert_rad); // Angle of Attack next... -x^3(e^x) is my best guess Just // need to calculate some reasonable scaling factor and // then clamp it on the positive aoa (neg adj) side double aoa = cur_fdm_state->get_Gamma_vert_rad() * 2.2; double tmp = 3.0; double aoa_adj = pow(-aoa, tmp) * pow(M_E, aoa); if (aoa_adj < -0.8) aoa_adj = -0.8; pitch += aoa_adj; //fprintf(stderr, "pitch3: %f ", pitch); // don't run at absurdly slow rates -- not realistic // and sounds bad to boot. :-) if (pitch < 0.8) pitch = 0.8; // } // fprintf(stderr, "pitch4: %f\n", pitch); double volume = controls.get_throttle(0) * 0.1 + 0.3 + log(cur_fdm_state->get_V_calibrated_kts() * kts_to_fts + 1.0)/14.0; if ( volume > 1.0 ) { volume = 1.0; } // fprintf(stderr, "volume: %f\n", volume); pitch_envelope.setStep ( 0, 0.01, pitch ); volume_envelope.setStep ( 0, 0.01, volume ); # elif defined(USE_NEW_ENGINE_CODE) if ( current_options.get_flight_model() == FGInterface::FG_LARCSIM ) { // pitch corresponds to rpm // volume corresponds to manifold pressure double rpm_factor = cur_fdm_state->get_engine(0)->get_RPM() / 2500.0; // cout << "rpm = " << cur_fdm_state->get_engine(0)->get_RPM() // << endl; double pitch = 0.3 + rpm_factor * 3.0; // don't run at absurdly slow rates -- not realistic // and sounds bad to boot. :-) if (pitch < 0.7) { pitch = 0.7; } if (pitch > 5.0) { pitch = 5.0; } // cout << "pitch = " << pitch << endl; double mp_factor = cur_fdm_state->get_engine(0)->get_Manifold_Pressure() / 28; // cout << "mp = " // << cur_fdm_state->get_engine(0)->get_Manifold_Pressure() // << endl; double volume = mp_factor; if ( volume < 0.3 ) { volume = 0.3; } if ( volume > 2.0 ) { volume = 2.0; } // cout << "volume = " << volume << endl; pitch_envelope.setStep ( 0, 0.01, pitch ); volume_envelope.setStep ( 0, 0.01, volume ); } else { double param = controls.get_throttle( 0 ) * 2.0 + 1.0; pitch_envelope.setStep ( 0, 0.01, param ); volume_envelope.setStep ( 0, 0.01, param ); } # endif audio_sched -> update(); } #endif // redraw display fgRenderFrame(); FG_LOG( FG_ALL, FG_DEBUG, "" ); } // 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 ( current_options.get_splash_screen() ) { fgSplashInit(); } idle_state++; } else if ( idle_state == 1 ) { // Start the intro music #if !defined(WIN32) if ( current_options.get_intro_music() ) { string lockfile = "/tmp/mpg123.running"; FGPath mp3file( current_options.get_fg_root() ); mp3file.append( "Sounds/intro.mp3" ); string command = "(touch " + lockfile + "; mpg123 " + mp3file.str() + "> /dev/null 2>&1; /bin/rm " + lockfile + ") &"; FG_LOG( FG_GENERAL, FG_INFO, "Starting intro music: " << mp3file.str() ); 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 flight gear, its initialization call should // located in this routine. if( !fgInitSubsystems()) { FG_LOG( FG_GENERAL, FG_ALERT, "Subsystem initializations failed ..." ); exit(-1); } idle_state++; } else if ( idle_state == 4 ) { // setup OpenGL view parameters fgInitVisuals(); if ( use_signals ) { // init timer routines, signals, etc. Arrange for an alarm // signal to be generated, etc. fgInitTimeDepCalcs(); } idle_state++; } else if ( idle_state == 5 ) { idle_state++; } else if ( idle_state == 6 ) { // Initialize audio support #ifdef ENABLE_AUDIO_SUPPORT #if !defined(WIN32) if ( current_options.get_intro_music() ) { // Let's wait for mpg123 to finish string lockfile = "/tmp/mpg123.running"; struct stat stat_buf; FG_LOG( FG_GENERAL, FG_INFO, "Waiting for mpg123 player to finish ..." ); while ( stat(lockfile.c_str(), &stat_buf) == 0 ) { // file exist, wait ... sleep(1); FG_LOG( FG_GENERAL, FG_INFO, "."); } FG_LOG( FG_GENERAL, FG_INFO, ""); } #endif // WIN32 if ( current_options.get_sound() ) { audio_sched = new slScheduler ( 8000 ); audio_mixer = new smMixer; audio_mixer -> setMasterVolume ( 80 ) ; /* 80% of max volume. */ audio_sched -> setSafetyMargin ( 1.0 ) ; FGPath slfile( current_options.get_fg_root() ); slfile.append( "Sounds/wasp.wav" ); s1 = new slSample ( (char *)slfile.c_str() ); FG_LOG( FG_GENERAL, FG_INFO, "Rate = " << s1 -> getRate() << " Bps = " << s1 -> getBps() << " Stereo = " << s1 -> getStereo() ); audio_sched -> loopSample ( s1 ); if ( audio_sched->not_working() ) { // skip } else { pitch_envelope.setStep ( 0, 0.01, 0.6 ); volume_envelope.setStep ( 0, 0.01, 0.6 ); audio_sched -> addSampleEnvelope( s1, 0, 0, &pitch_envelope, SL_PITCH_ENVELOPE ); audio_sched -> addSampleEnvelope( s1, 0, 1, &volume_envelope, SL_VOLUME_ENVELOPE ); } // strcpy(slfile, path); // strcat(slfile, "thunder.wav"); // s2 -> loadFile ( slfile ); // s2 -> adjustVolume(0.5); // audio_sched -> playSample ( s2 ); } #endif // sleep(1); idle_state = 1000; } if ( idle_state == 1000 ) { // We've finished all our initialization steps, from now on we // run the main loop. fgMainLoop(); } else { if ( current_options.get_splash_screen() == 1 ) { fgSplashUpdate(0.0); } } } // options.cxx needs to see this for toggle_panel() // Handle new window size or exposure void fgReshape( int width, int height ) { if ( ! current_options.get_panel_status() || idle_state != 1000 ) { current_view.set_win_ratio( (float)height / (float)width ); glViewport(0, 0 , (GLint)(width), (GLint)(height) ); } else { int view_h = int((current_panel->getViewHeight() - current_panel->getYOffset()) * (height / 768.0)) + 1; current_view.set_win_ratio( (float)view_h / (float)width ); glViewport(0, (GLint)(height - view_h), (GLint)(width), (GLint)(view_h) ); } current_view.set_winWidth( width ); current_view.set_winHeight( height ); current_view.force_update_fov_math(); // set these fov to be the same as in fgRenderFrame() // float x_fov = current_options.get_fov(); // float y_fov = x_fov * 1.0 / current_view.get_win_ratio(); // ssgSetFOV( x_fov, y_fov ); // glViewport ( 0, 0, width, height ); float fov = current_options.get_fov(); // ssgSetFOV(fov * current_view.get_win_ratio(), fov); ssgSetFOV(fov, fov * current_view.get_win_ratio()); fgHUDReshape(); if ( idle_state == 1000 ) { // yes we've finished all our initializations and are running // the main loop, so this will now work without seg faulting // the system. current_view.UpdateViewParams(cur_view_fdm); } } // Initialize GLUT and define a main window int fgGlutInit( int *argc, char **argv ) { #if !defined( macintosh ) // GLUT will extract all glut specific options so later on we only // need wory about our own. glutInit(argc, argv); #endif // Define Display Parameters glutInitDisplayMode( GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE ); FG_LOG( FG_GENERAL, FG_INFO, "Opening a window: " << current_options.get_xsize() << "x" << current_options.get_ysize() ); // Define initial window size glutInitWindowSize( current_options.get_xsize(), current_options.get_ysize() ); // Initialize windows if ( current_options.get_game_mode() == 0 ) { // Open the regular window glutCreateWindow("Flight Gear"); #ifndef GLUT_WRONG_VERSION } else { // Open the cool new 'game mode' window char game_mode_str[256]; sprintf( game_mode_str, "width=%d height=%d bpp=%d", current_options.get_xsize(), current_options.get_ysize(), current_options.get_bpp()); FG_LOG( FG_GENERAL, FG_INFO, "game mode params = " << game_mode_str ); glutGameModeString( game_mode_str ); glutEnterGameMode(); #endif } // 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 ) ); int tmp; glGetIntegerv( GL_MAX_TEXTURE_SIZE, &tmp ); general.set_glMaxTexSize( tmp ); FG_LOG ( FG_GENERAL, FG_INFO, general.get_glRenderer() ); FG_LOG ( FG_GENERAL, FG_INFO, "Max texture size = " << tmp ); #if 0 // try to determine if we should adjust the initial default // display resolution. The options class defaults (is // initialized) to 640x480. string renderer = general.glRenderer; // currently we only know how to deal with Mesa/Glide/Voodoo cards if ( renderer.find( "Glide" ) != string::npos ) { FG_LOG( FG_GENERAL, FG_INFO, "Detected a Glide driver" ); if ( renderer.find( "FB/8" ) != string::npos ) { // probably a voodoo-2 if ( renderer.find( "TMU/SLI" ) != string::npos ) { // probably two SLI'd Voodoo-2's current_options.set_xsize( 1024 ); current_options.set_ysize( 768 ); FG_LOG( FG_GENERAL, FG_INFO, "It looks like you have two sli'd voodoo-2's." << endl << "upgrading your win resolution to 1024 x 768" ); glutReshapeWindow(1024, 768); } else { // probably a single non-SLI'd Voodoo-2 current_options.set_xsize( 800 ); current_options.set_ysize( 600 ); FG_LOG( FG_GENERAL, FG_INFO, "It looks like you have a voodoo-2." << endl << "upgrading your win resolution to 800 x 600" ); glutReshapeWindow(800, 600); } } else if ( renderer.find( "FB/2" ) != string::npos ) { // probably a voodoo-1, stick with the default } } else { // we have no special knowledge of this card, stick with the default } #endif return(1); } // Initialize GLUT event handlers int fgGlutInitEvents( void ) { // call fgReshape() on window resizes glutReshapeFunc( fgReshape ); // call GLUTkey() on keyboard event glutKeyboardFunc( GLUTkey ); glutSpecialFunc( GLUTspecialkey ); // call guiMouseFunc() whenever our little rodent is used glutMouseFunc ( guiMouseFunc ); glutMotionFunc (guiMotionFunc ); glutPassiveMotionFunc (guiMotionFunc ); // call fgMainLoop() whenever there is // nothing else to do glutIdleFunc( fgIdleFunction ); // draw the scene glutDisplayFunc( fgRenderFrame ); return(1); } // Main ... int main( int argc, char **argv ) { #if defined( macintosh ) freopen ("stdout.txt", "w", stdout ); freopen ("stderr.txt", "w", stderr ); argc = ccommand( &argv ); #endif #ifdef HAVE_BC5PLUS _control87(MCW_EM, MCW_EM); /* defined in float.h */ #endif // set default log levels fglog().setLogLevels( FG_ALL, FG_INFO ); FG_LOG( FG_GENERAL, FG_INFO, "Flight Gear: Version " << VERSION << endl ); // seed the random number generater fg_srandom(); // 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); // Read global preferences from $FG_ROOT/preferences.xml FGPath props_path(current_options.get_fg_root()); props_path.append("preferences.xml"); FG_LOG(FG_INPUT, FG_INFO, "Reading global preferences"); if (!readPropertyList(props_path.str(), ¤t_properties)) { FG_LOG(FG_INPUT, FG_ALERT, "Failed to read global preferences from " << props_path.str()); } else { FG_LOG(FG_INPUT, FG_INFO, "Finished Reading global preferences"); } // Initialize the Aircraft directory to "" (UIUC) aircraft_dir = ""; // needs to happen before we parse command line options globals = new FGGlobals; // Load the configuration parameters if ( !fgInitConfig(argc, argv) ) { FG_LOG( FG_GENERAL, FG_ALERT, "Config option parsing failed ..." ); exit(-1); } // Initialize the Window/Graphics environment. if( !fgGlutInit(&argc, argv) ) { FG_LOG( FG_GENERAL, FG_ALERT, "GLUT initialization failed ..." ); exit(-1); } // Initialize the various GLUT Event Handlers. if( !fgGlutInitEvents() ) { FG_LOG( FG_GENERAL, FG_ALERT, "GLUT event handler initialization failed ..." ); exit(-1); } // Initialize ssg (from plib). Needs to come before we do any // other ssg stuff, but after opengl/glut has been initialized. ssgInit(); // Initialize the user interface (we need to do this before // passing off control to glut and before fgInitGeneral to get our // fonts !!! guiInit(); // set current_options lon/lat if an airport id is specified if ( current_options.get_airport_id().length() ) { // fgSetPosFromAirportID( current_options.get_airport_id() ); fgSetPosFromAirportIDandHdg( current_options.get_airport_id(), current_options.get_heading() ); } // Initialize time FGPath zone( current_options.get_fg_root() ); zone.append( "Timezone" ); SGTime *t = new SGTime( current_options.get_lon() * DEG_TO_RAD, current_options.get_lat() * DEG_TO_RAD, zone.str() ); // Handle potential user specified time offsets time_t cur_time = t->get_cur_time(); time_t currGMT = sgTimeGetGMT( gmtime(&cur_time) ); time_t systemLocalTime = sgTimeGetGMT( localtime(&cur_time) ); time_t aircraftLocalTime = sgTimeGetGMT( fgLocaltime(&cur_time, t->get_zonename() ) ); // Okay, we now have six possible scenarios switch ( current_options.get_time_offset_type() ) { case fgOPTIONS::FG_TIME_SYS_OFFSET: globals->set_warp( current_options.get_time_offset() ); break; case fgOPTIONS::FG_TIME_GMT_OFFSET: globals->set_warp( current_options.get_time_offset() - (currGMT - systemLocalTime) ); break; case fgOPTIONS::FG_TIME_LAT_OFFSET: globals->set_warp( current_options.get_time_offset() - (aircraftLocalTime - systemLocalTime) ); break; case fgOPTIONS::FG_TIME_SYS_ABSOLUTE: globals->set_warp( current_options.get_time_offset() - cur_time ); //printf("warp = %d\n", warp); break; case fgOPTIONS::FG_TIME_GMT_ABSOLUTE: globals->set_warp( current_options.get_time_offset() - currGMT ); break; case fgOPTIONS::FG_TIME_LAT_ABSOLUTE: globals->set_warp( current_options.get_time_offset() - (aircraftLocalTime - systemLocalTime) - cur_time ); break; default: FG_LOG( FG_GENERAL, FG_ALERT, "Unsupported type" ); exit( -1 ); } FG_LOG( FG_GENERAL, FG_INFO, "After time init, warp = " << globals->get_warp() ); globals->set_warp_delta( 0 ); t->update( 0.0, 0.0, globals->get_warp() ); globals->set_time_params( t ); // Do some quick general initializations if( !fgInitGeneral()) { FG_LOG( FG_GENERAL, FG_ALERT, "General initializations failed ..." ); exit(-1); } // // some ssg test stuff (requires data from the plib source // distribution) specifically from the ssg tux example // FGPath modelpath( current_options.get_fg_root() ); modelpath.append( "Models" ); modelpath.append( "Geometry" ); FGPath texturepath( current_options.get_fg_root() ); texturepath.append( "Models" ); texturepath.append( "Textures" ); ssgModelPath( (char *)modelpath.c_str() ); ssgTexturePath( (char *)texturepath.c_str() ); // Scene graph root scene = new ssgRoot; scene->setName( "Scene" ); // Initialize the sky FGPath ephem_data_path( current_options.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 ); FGPath sky_tex_path( current_options.get_fg_root() ); sky_tex_path.append( "Textures" ); sky_tex_path.append( "Sky" ); thesky = new SGSky; thesky->texture_path( sky_tex_path.str() ); thesky->build( 550.0, 550.0, globals->get_ephem()->getNumPlanets(), globals->get_ephem()->getPlanets(), 60000.0, globals->get_ephem()->getNumStars(), globals->get_ephem()->getStars(), 60000.0 ); thesky->add_cloud_layer( 2600.0, 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 ); // thesky->add_cloud_layer( 1000.0, 200.0, 50.0, SG_CLOUD_MOSTLY_SUNNY ); // thesky->add_cloud_layer( 1800.0, 400.0, 100.0, SG_CLOUD_OVERCAST ); // thesky->add_cloud_layer( 5000.0, 20.0, 10.0, SG_CLOUD_CIRRUS ); // Initialize MagVar model SGMagVar *magvar = new SGMagVar(); globals->set_mag( magvar ); // Terrain branch terrain = new ssgBranch; terrain->setName( "Terrain" ); scene->addKid( terrain ); // temporary visible aircraft "own ship" penguin_sel = new ssgSelector; penguin_pos = new ssgTransform; // ssgBranch *tux_obj = ssgMakeSphere( 10.0, 10, 10 ); ssgEntity *tux_obj = ssgLoadAC( "glider.ac" ); // ssgEntity *tux_obj = ssgLoadAC( "Tower1x.ac" ); penguin_pos->addKid( tux_obj ); penguin_sel->addKid( penguin_pos ); ssgFlatten( tux_obj ); ssgStripify( penguin_sel ); penguin_sel->clrTraversalMaskBits( SSGTRAV_HOT ); scene->addKid( penguin_sel ); #ifdef FG_NETWORK_OLK // Do the network intialization if ( current_options.get_network_olk() ) { printf("Multipilot mode %s\n", fg_net_init( scene ) ); } #endif // build our custom render states fgBuildRenderStates(); // pass control off to the master GLUT event handler glutMainLoop(); // we never actually get here ... but to avoid compiler warnings, // etc. return 0; }