// main.cxx -- top level sim routines // // Written by Curtis Olson, started May 1997. // // Copyright (C) 1997 - 2002 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. // // $Id$ #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 #ifdef SG_MATH_EXCEPTION_CLASH # include <math.h> #endif #ifdef HAVE_WINDOWS_H # include <windows.h> # include <float.h> #endif #include <plib/ssg.h> #include <plib/netSocket.h> #include <simgear/screen/extensions.hxx> #include <simgear/scene/material/matlib.hxx> #include <simgear/props/props.hxx> #include <simgear/scene/sky/sky.hxx> #include <simgear/timing/sg_time.hxx> #include <simgear/scene/model/animation.hxx> #include <simgear/ephemeris/ephemeris.hxx> #include <simgear/scene/model/placement.hxx> #include <simgear/math/sg_random.h> #include <simgear/scene/model/modellib.hxx> #ifdef FG_USE_CLOUDS_3D # include <simgear/scene/sky/clouds3d/SkySceneLoader.hpp> # include <simgear/scene/sky/clouds3d/SkyUtil.hpp> #endif #include <Include/general.hxx> #include <Scenery/tileentry.hxx> #include <Time/light.hxx> #include <Time/light.hxx> #include <Aircraft/aircraft.hxx> #include <Cockpit/panel.hxx> #include <Cockpit/cockpit.hxx> #include <Cockpit/radiostack.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 <FDM/flight.hxx> #include <FDM/UIUCModel/uiuc_aircraftdir.h> #include <FDM/ADA.hxx> #include <ATC/ATCdisplay.hxx> #include <ATC/ATCmgr.hxx> #include <ATC/AIMgr.hxx> #include <Replay/replay.hxx> #include <Time/tmp.hxx> #include <Time/fg_timer.hxx> #include <Environment/environment_mgr.hxx> #include <GUI/new_gui.hxx> #ifdef FG_MPLAYER_AS #include <MultiPlayer/multiplaytxmgr.hxx> #include <MultiPlayer/multiplayrxmgr.hxx> #endif #include "splash.hxx" #include "fg_commands.hxx" #include "fg_io.hxx" #include "main.hxx" float default_attenuation[3] = {1.0, 0.0, 0.0}; ssgSelector *ship_sel=NULL; // upto 32 instances of a same object can be loaded. ssgTransform *ship_pos[32]; double obj_lat[32],obj_lon[32],obj_alt[32],obj_pitch[32],obj_roll[32]; int objc=0; ssgSelector *lightpoints_brightness = new ssgSelector; ssgTransform *lightpoints_transform = new ssgTransform; FGTileEntry *dummy_tile; sgVec3 rway_ols; // ADA // Clip plane settings... float scene_nearplane = 0.5f; float scene_farplane = 120000.0f; static double real_delta_time_sec = 0.0; static double delta_time_sec = 0.0; glPointParameterfProc glPointParameterfPtr = 0; glPointParameterfvProc glPointParameterfvPtr = 0; bool glPointParameterIsSupported = false; #ifdef macintosh # include <console.h> // -dw- for command line dialog #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 idle callback so that we can get a // splash screen up and running right away. static int idle_state = 0; static long global_multi_loop; // fog constants. I'm a little nervous about putting actual code out // here but it seems to work (?) static const double m_log01 = -log( 0.01 ); static const double sqrt_m_log01 = sqrt( m_log01 ); static GLfloat fog_exp_density; static GLfloat fog_exp2_density; static GLfloat rwy_exp2_punch_through; static GLfloat taxi_exp2_punch_through; static GLfloat ground_exp2_punch_through; // Sky structures SGSky *thesky; #ifdef FG_USE_CLOUDS_3D SkySceneLoader *sgClouds3d; bool _bcloud_orig = true; #endif // 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 } }; ssgSimpleState *cloud3d_imposter_state; ssgSimpleState *default_state; ssgSimpleState *hud_and_panel; ssgSimpleState *menus; SGTimeStamp last_time_stamp; SGTimeStamp current_time_stamp; void fgBuildRenderStates( void ) { default_state = new ssgSimpleState; default_state->ref(); default_state->disable( GL_TEXTURE_2D ); default_state->enable( GL_CULL_FACE ); default_state->enable( GL_COLOR_MATERIAL ); default_state->setColourMaterial( GL_AMBIENT_AND_DIFFUSE ); default_state->setMaterial( GL_EMISSION, 0, 0, 0, 1 ); default_state->setMaterial( GL_SPECULAR, 0, 0, 0, 1 ); default_state->disable( GL_BLEND ); default_state->disable( GL_ALPHA_TEST ); default_state->disable( GL_LIGHTING ); cloud3d_imposter_state = new ssgSimpleState; cloud3d_imposter_state->ref(); cloud3d_imposter_state->enable( GL_TEXTURE_2D ); cloud3d_imposter_state->enable( GL_CULL_FACE ); cloud3d_imposter_state->enable( GL_COLOR_MATERIAL ); cloud3d_imposter_state->setColourMaterial( GL_AMBIENT_AND_DIFFUSE ); cloud3d_imposter_state->setMaterial( GL_DIFFUSE, 1, 1, 1, 1 ); cloud3d_imposter_state->setMaterial( GL_AMBIENT, 1, 1, 1, 1 ); cloud3d_imposter_state->setMaterial( GL_EMISSION, 0, 0, 0, 1 ); cloud3d_imposter_state->setMaterial( GL_SPECULAR, 0, 0, 0, 1 ); cloud3d_imposter_state->enable( GL_BLEND ); cloud3d_imposter_state->enable( GL_ALPHA_TEST ); cloud3d_imposter_state->disable( GL_LIGHTING ); hud_and_panel = new ssgSimpleState; hud_and_panel->ref(); hud_and_panel->disable( GL_CULL_FACE ); hud_and_panel->disable( GL_TEXTURE_2D ); hud_and_panel->disable( GL_LIGHTING ); hud_and_panel->enable( GL_BLEND ); menus = new ssgSimpleState; menus->ref(); menus->disable( GL_CULL_FACE ); menus->disable( GL_TEXTURE_2D ); menus->enable( GL_BLEND ); } // fgInitVisuals() -- Initialize various GL/view parameters void fgInitVisuals( void ) { FGLight *l = (FGLight *)(globals->get_subsystem("lighting")); // Go full screen if requested ... if ( fgGetBool("/sim/startup/fullscreen") ) { fgOSFullScreen(); } // If enabled, normal vectors specified with glNormal are scaled // to unit length after transformation. Enabling this has // performance implications. See the docs for glNormal. // glEnable( GL_NORMALIZE ); glEnable( GL_LIGHTING ); glEnable( GL_LIGHT0 ); // glLightfv( GL_LIGHT0, GL_POSITION, l->sun_vec ); // done later with ssg 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_EXP2); if ( (!strcmp(fgGetString("/sim/rendering/fog"), "disabled")) || (!fgGetBool("/sim/rendering/shading"))) { // if fastest fog requested, or if flat shading force fastest glHint ( GL_FOG_HINT, GL_FASTEST ); } else if ( !strcmp(fgGetString("/sim/rendering/fog"), "nicest") ) { glHint ( GL_FOG_HINT, GL_NICEST ); } if ( fgGetBool("/sim/rendering/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); } // For HiRes screen Dumps using Brian Pauls TR Library void trRenderFrame( void ) { #ifdef FG_ENABLE_MULTIPASS_CLOUDS bool multi_pass_clouds = fgGetBool("/sim/rendering/multi-pass-clouds") && !SGCloudLayer::enable_bump_mapping; // ugly artefact now #else bool multi_pass_clouds = false; #endif bool draw_clouds = fgGetBool("/environment/clouds/status"); if ( fgPanelVisible() ) { GLfloat height = fgGetInt("/sim/startup/ysize"); GLfloat view_h = (globals->get_current_panel()->getViewHeight() - globals->get_current_panel()->getYOffset()) * (height / 768.0) + 1; glTranslatef( 0.0, view_h, 0.0 ); } static GLfloat black[4] = { 0.0, 0.0, 0.0, 1.0 }; static GLfloat white[4] = { 1.0, 1.0, 1.0, 1.0 }; FGLight *l = (FGLight *)(globals->get_subsystem("lighting")); glClearColor(l->adj_fog_color()[0], l->adj_fog_color()[1], l->adj_fog_color()[2], l->adj_fog_color()[3]); glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); // set the opengl state to known default values default_state->force(); glEnable( GL_FOG ); glFogf ( GL_FOG_DENSITY, fog_exp2_density); glFogi ( GL_FOG_MODE, GL_EXP2 ); glFogfv ( GL_FOG_COLOR, l->adj_fog_color() ); // GL_LIGHT_MODEL_AMBIENT has a default non-zero value so if // we only update GL_AMBIENT for our lights we will never get // a completely dark scene. So, we set GL_LIGHT_MODEL_AMBIENT // explicitely to black. glLightModelfv( GL_LIGHT_MODEL_AMBIENT, black ); glLightModeli( GL_LIGHT_MODEL_LOCAL_VIEWER, GL_FALSE ); ssgGetLight( 0 ) -> setColour( GL_AMBIENT, l->scene_ambient() ); // texture parameters glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ) ; glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST ) ; // we need a white diffuse light for the phase of the moon ssgGetLight( 0 ) -> setColour( GL_DIFFUSE, white ); thesky->preDraw( cur_fdm_state->get_Altitude() * SG_FEET_TO_METER, fog_exp2_density ); // draw the ssg scene // return to the desired diffuse color ssgGetLight( 0 ) -> setColour( GL_DIFFUSE, l->scene_diffuse() ); glEnable( GL_DEPTH_TEST ); ssgSetNearFar( scene_nearplane, scene_farplane ); if ( draw_clouds ) { // Draw the terrain FGTileMgr::set_tile_filter( true ); sgSetModelFilter( false ); globals->get_aircraft_model()->select( false ); ssgCullAndDraw( globals->get_scenery()->get_scene_graph() ); // Disable depth buffer update, draw the clouds glDepthMask( GL_FALSE ); thesky->drawUpperClouds(); if ( multi_pass_clouds ) { thesky->drawLowerClouds(); } glDepthMask( GL_TRUE ); if ( multi_pass_clouds ) { // Draw the objects except the aircraft // and update the stencil buffer with 1 glEnable( GL_STENCIL_TEST ); glStencilFunc( GL_ALWAYS, 1, 1 ); glStencilOp( GL_KEEP, GL_KEEP, GL_REPLACE ); } FGTileMgr::set_tile_filter( false ); sgSetModelFilter( true ); ssgCullAndDraw( globals->get_scenery()->get_scene_graph() ); } else { FGTileMgr::set_tile_filter( true ); sgSetModelFilter( true ); globals->get_aircraft_model()->select( false ); ssgCullAndDraw( globals->get_scenery()->get_scene_graph() ); } // draw the lights glFogf (GL_FOG_DENSITY, rwy_exp2_punch_through); ssgSetNearFar( scene_nearplane, scene_farplane ); ssgCullAndDraw( globals->get_scenery()->get_vasi_lights_root() ); ssgCullAndDraw( globals->get_scenery()->get_rwy_lights_root() ); ssgCullAndDraw( globals->get_scenery()->get_gnd_lights_root() ); if ( draw_clouds ) { if ( multi_pass_clouds ) { // Disable depth buffer update, draw the clouds where the // objects overwrite the already drawn clouds, by testing // the stencil buffer against 1 glDepthMask( GL_FALSE ); glStencilFunc( GL_EQUAL, 1, 1 ); glStencilOp( GL_KEEP, GL_KEEP, GL_KEEP ); thesky->drawUpperClouds(); thesky->drawLowerClouds(); glDepthMask( GL_TRUE ); glDisable( GL_STENCIL_TEST ); } else { glDepthMask( GL_FALSE ); thesky->drawLowerClouds(); glDepthMask( GL_TRUE ); } } globals->get_aircraft_model()->select( true ); globals->get_model_mgr()->draw(); globals->get_aircraft_model()->draw(); } // Update all Visuals (redraws anything graphics related) void fgRenderFrame() { bool draw_otw = fgGetBool("/sim/rendering/draw-otw"); bool skyblend = fgGetBool("/sim/rendering/skyblend"); bool enhanced_lighting = fgGetBool("/sim/rendering/enhanced-lighting"); bool distance_attenuation = fgGetBool("/sim/rendering/distance-attenuation"); #ifdef FG_ENABLE_MULTIPASS_CLOUDS bool multi_pass_clouds = fgGetBool("/sim/rendering/multi-pass-clouds") && !SGCloudLayer::enable_bump_mapping; // ugly artefact now #else bool multi_pass_clouds = false; #endif bool draw_clouds = fgGetBool("/environment/clouds/status"); GLfloat black[4] = { 0.0, 0.0, 0.0, 1.0 }; GLfloat white[4] = { 1.0, 1.0, 1.0, 1.0 }; // static const SGPropertyNode *longitude // = fgGetNode("/position/longitude-deg"); // static const SGPropertyNode *latitude // = fgGetNode("/position/latitude-deg"); // static const SGPropertyNode *altitude // = fgGetNode("/position/altitude-ft"); static const SGPropertyNode *groundlevel_nearplane = fgGetNode("/sim/current-view/ground-level-nearplane-m"); FGLight *l = (FGLight *)(globals->get_subsystem("lighting")); static double last_visibility = -9999; // update fog params double actual_visibility; if (fgGetBool("/environment/clouds/status")) actual_visibility = thesky->get_visibility(); else actual_visibility = fgGetDouble("/environment/visibility-m"); if ( actual_visibility != last_visibility ) { last_visibility = actual_visibility; fog_exp_density = m_log01 / actual_visibility; fog_exp2_density = sqrt_m_log01 / actual_visibility; ground_exp2_punch_through = sqrt_m_log01 / (actual_visibility * 1.5); if ( actual_visibility < 8000 ) { rwy_exp2_punch_through = sqrt_m_log01 / (actual_visibility * 2.5); taxi_exp2_punch_through = sqrt_m_log01 / (actual_visibility * 1.5); } else { rwy_exp2_punch_through = sqrt_m_log01 / ( 8000 * 2.5 ); taxi_exp2_punch_through = sqrt_m_log01 / ( 8000 * 1.5 ); } } // double angle; // GLfloat black[4] = { 0.0, 0.0, 0.0, 1.0 }; // GLfloat white[4] = { 1.0, 1.0, 1.0, 1.0 }; // GLfloat terrain_color[4] = { 0.54, 0.44, 0.29, 1.0 }; // GLfloat mat_shininess[] = { 10.0 }; GLbitfield clear_mask; if ( idle_state != 1000 ) { // still initializing, draw the splash screen if ( fgGetBool("/sim/startup/splash-screen") ) { fgSplashUpdate(0.0, 1.0); } // Keep resetting sim time while the sim is initializing globals->set_sim_time_sec( 0.0 ); SGAnimation::set_sim_time_sec( 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. FGViewer *current__view = globals->get_current_view(); // calculate our current position in cartesian space globals->get_scenery()->set_center( globals->get_scenery()->get_next_center() ); // update view port fgReshape( fgGetInt("/sim/startup/xsize"), fgGetInt("/sim/startup/ysize") ); if ( fgGetBool("/sim/rendering/clouds3d") ) { glClear( GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT ); cloud3d_imposter_state->force(); glDisable( GL_FOG ); glColor4f( 1.0, 1.0, 1.0, 1.0 ); glEnable(GL_DEPTH_TEST); glEnable(GL_BLEND); glBlendFunc( GL_ONE, GL_ONE_MINUS_SRC_ALPHA ) ; #ifdef FG_USE_CLOUDS_3D if ( _bcloud_orig ) { Point3D c = globals->get_scenery()->get_center(); sgClouds3d->Set_Cloud_Orig( &c ); _bcloud_orig = false; } sgClouds3d->Update( current__view->get_absolute_view_pos() ); #endif glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ) ; glDisable(GL_DEPTH_TEST); } clear_mask = GL_DEPTH_BUFFER_BIT; if ( fgGetBool("/sim/rendering/wireframe") ) { clear_mask |= GL_COLOR_BUFFER_BIT; } if ( skyblend ) { if ( fgGetBool("/sim/rendering/textures") ) { // glClearColor(black[0], black[1], black[2], black[3]); glClearColor(l->adj_fog_color()[0], l->adj_fog_color()[1], l->adj_fog_color()[2], l->adj_fog_color()[3]); clear_mask |= GL_COLOR_BUFFER_BIT; } } else { glClearColor(l->sky_color()[0], l->sky_color()[1], l->sky_color()[2], l->sky_color()[3]); clear_mask |= GL_COLOR_BUFFER_BIT; } if ( multi_pass_clouds && draw_clouds ) { glClearStencil( 0 ); clear_mask |= GL_STENCIL_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( (sgVec4 *)current__view->get_VIEW() ); // set the opengl state to known default values default_state->force(); // update fog params if visibility has changed double visibility_meters = fgGetDouble("/environment/visibility-m"); thesky->set_visibility(visibility_meters); thesky->modify_vis( cur_fdm_state->get_Altitude() * SG_FEET_TO_METER, ( global_multi_loop * fgGetInt("/sim/speed-up") ) / (double)fgGetInt("/sim/model-hz") ); // Set correct opengl fog density glFogf (GL_FOG_DENSITY, fog_exp2_density); // update the sky dome if ( skyblend ) { /* SG_LOG( SG_GENERAL, SG_BULK, "thesky->repaint() sky_color = " << l->sky_color()[0] << " " << l->sky_color()[1] << " " << l->sky_color()[2] << " " << l->sky_color()[3] ); SG_LOG( SG_GENERAL, SG_BULK, " fog = " << l->fog_color()[0] << " " << l->fog_color()[1] << " " << l->fog_color()[2] << " " << l->fog_color()[3] ); SG_LOG( SG_GENERAL, SG_BULK, " sun_angle = " << l->sun_angle << " moon_angle = " << l->moon_angle ); */ static SGSkyColor scolor; FGLight *l = (FGLight *)(globals->get_subsystem("lighting")); scolor.sky_color = l->sky_color(); scolor.fog_color = l->adj_fog_color(); scolor.cloud_color = l->cloud_color(); scolor.sun_angle = l->get_sun_angle(); scolor.moon_angle = l->get_moon_angle(); scolor.nplanets = globals->get_ephem()->getNumPlanets(); scolor.nstars = globals->get_ephem()->getNumStars(); scolor.planet_data = globals->get_ephem()->getPlanets(); scolor.star_data = globals->get_ephem()->getStars(); thesky->repaint( scolor ); /* SG_LOG( SG_GENERAL, SG_BULK, "thesky->reposition( view_pos = " << view_pos[0] << " " << view_pos[1] << " " << view_pos[2] ); SG_LOG( SG_GENERAL, SG_BULK, " zero_elev = " << zero_elev[0] << " " << zero_elev[1] << " " << zero_elev[2] << " lon = " << cur_fdm_state->get_Longitude() << " lat = " << cur_fdm_state->get_Latitude() ); SG_LOG( SG_GENERAL, SG_BULK, " sun_rot = " << l->get_sun_rotation << " gst = " << SGTime::cur_time_params->getGst() ); SG_LOG( SG_GENERAL, SG_BULK, " sun ra = " << globals->get_ephem()->getSunRightAscension() << " sun dec = " << globals->get_ephem()->getSunDeclination() << " moon ra = " << globals->get_ephem()->getMoonRightAscension() << " moon dec = " << globals->get_ephem()->getMoonDeclination() ); */ // The sun and moon distances are scaled down versions // of the actual distance to get both the moon and the sun // within the range of the far clip plane. // Moon distance: 384,467 kilometers // Sun distance: 150,000,000 kilometers double sun_horiz_eff, moon_horiz_eff; if (fgGetBool("/sim/rendering/horizon-effect")) { sun_horiz_eff = 0.67+pow(0.5+cos(l->get_sun_angle())*2/2, 0.33)/3; moon_horiz_eff = 0.67+pow(0.5+cos(l->get_moon_angle())*2/2, 0.33)/3; } else { sun_horiz_eff = moon_horiz_eff = 1.0; } static SGSkyState sstate; sstate.view_pos = current__view->get_view_pos(); sstate.zero_elev = current__view->get_zero_elev(); sstate.view_up = current__view->get_world_up(); sstate.lon = current__view->getLongitude_deg() * SGD_DEGREES_TO_RADIANS; sstate.lat = current__view->getLatitude_deg() * SGD_DEGREES_TO_RADIANS; sstate.alt = current__view->getAltitudeASL_ft() * SG_FEET_TO_METER; sstate.spin = l->get_sun_rotation(); sstate.gst = globals->get_time_params()->getGst(); sstate.sun_ra = globals->get_ephem()->getSunRightAscension(); sstate.sun_dec = globals->get_ephem()->getSunDeclination(); sstate.sun_dist = 50000.0 * sun_horiz_eff; sstate.moon_ra = globals->get_ephem()->getMoonRightAscension(); sstate.moon_dec = globals->get_ephem()->getMoonDeclination(); sstate.moon_dist = 40000.0 * moon_horiz_eff; thesky->reposition( sstate, delta_time_sec ); } glEnable( GL_DEPTH_TEST ); if ( strcmp(fgGetString("/sim/rendering/fog"), "disabled") ) { glEnable( GL_FOG ); glFogi( GL_FOG_MODE, GL_EXP2 ); glFogfv( GL_FOG_COLOR, l->adj_fog_color() ); } // set sun/lighting parameters ssgGetLight( 0 ) -> setPosition( l->sun_vec() ); // GL_LIGHT_MODEL_AMBIENT has a default non-zero value so if // we only update GL_AMBIENT for our lights we will never get // a completely dark scene. So, we set GL_LIGHT_MODEL_AMBIENT // explicitely to black. glLightModelfv( GL_LIGHT_MODEL_AMBIENT, black ); ssgGetLight( 0 ) -> setColour( GL_AMBIENT, l->scene_ambient() ); ssgGetLight( 0 ) -> setColour( GL_DIFFUSE, l->scene_diffuse() ); ssgGetLight( 0 ) -> setColour( GL_SPECULAR, l->scene_specular() ); // texture parameters // glEnable( GL_TEXTURE_2D ); glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ) ; glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST ) ; // glMatrixMode( GL_PROJECTION ); // glLoadIdentity(); ssgSetFOV( current__view->get_h_fov(), current__view->get_v_fov() ); double agl = current_aircraft.fdm_state->get_Altitude() * SG_FEET_TO_METER - globals->get_scenery()->get_cur_elev(); if ( agl > 10.0 ) { scene_nearplane = 10.0f; scene_farplane = 120000.0f; } else { scene_nearplane = groundlevel_nearplane->getDoubleValue(); scene_farplane = 120000.0f; } ssgSetNearFar( scene_nearplane, scene_farplane ); #ifdef FG_MPLAYER_AS // Update any multiplayer models globals->get_multiplayer_rx_mgr()->Update(); #endif if ( draw_otw && skyblend ) { // draw the sky backdrop // we need a white diffuse light for the phase of the moon ssgGetLight( 0 ) -> setColour( GL_DIFFUSE, white ); thesky->preDraw( cur_fdm_state->get_Altitude() * SG_FEET_TO_METER, fog_exp2_density ); // return to the desired diffuse color ssgGetLight( 0 ) -> setColour( GL_DIFFUSE, l->scene_diffuse() ); } // draw the ssg scene glEnable( GL_DEPTH_TEST ); ssgSetNearFar( scene_nearplane, scene_farplane ); if ( fgGetBool("/sim/rendering/wireframe") ) { // draw wire frame glPolygonMode( GL_FRONT_AND_BACK, GL_LINE ); } if ( draw_otw ) { if ( draw_clouds ) { // Draw the terrain FGTileMgr::set_tile_filter( true ); sgSetModelFilter( false ); globals->get_aircraft_model()->select( false ); ssgCullAndDraw( globals->get_scenery()->get_scene_graph() ); // Disable depth buffer update, draw the clouds glDepthMask( GL_FALSE ); thesky->drawUpperClouds(); if ( multi_pass_clouds ) { thesky->drawLowerClouds(); } glDepthMask( GL_TRUE ); if ( multi_pass_clouds ) { // Draw the objects except the aircraft // and update the stencil buffer with 1 glEnable( GL_STENCIL_TEST ); glStencilFunc( GL_ALWAYS, 1, 1 ); glStencilOp( GL_KEEP, GL_KEEP, GL_REPLACE ); } FGTileMgr::set_tile_filter( false ); sgSetModelFilter( true ); ssgCullAndDraw( globals->get_scenery()->get_scene_graph() ); } else { FGTileMgr::set_tile_filter( true ); sgSetModelFilter( true ); globals->get_aircraft_model()->select( false ); ssgCullAndDraw( globals->get_scenery()->get_scene_graph() ); } } // This is a bit kludgy. Every 200 frames, do an extra // traversal of the scene graph without drawing anything, but // with the field-of-view set to 360x360 degrees. This // ensures that out-of-range random objects that are not in // the current view frustum will still be freed properly. static int counter = 0; counter++; if (counter == 200) { sgFrustum f; f.setFOV(360, 360); // No need to put the near plane too close; // this way, at least the aircraft can be // culled. f.setNearFar(1000, 1000000); sgMat4 m; ssgGetModelviewMatrix(m); FGTileMgr::set_tile_filter( true ); sgSetModelFilter( true ); globals->get_scenery()->get_scene_graph()->cull(&f, m, true); counter = 0; } // change state for lighting here // draw runway lighting glFogf (GL_FOG_DENSITY, rwy_exp2_punch_through); ssgSetNearFar( scene_nearplane, scene_farplane ); if ( enhanced_lighting ) { // Enable states for drawing points with GL_extension glEnable(GL_POINT_SMOOTH); if ( distance_attenuation && glPointParameterIsSupported ) { // Enable states for drawing points with GL_extension glEnable(GL_POINT_SMOOTH); float quadratic[3] = {1.0, 0.001, 0.0000001}; // makes the points fade as they move away glPointParameterfvPtr(GL_DISTANCE_ATTENUATION_EXT, quadratic); glPointParameterfPtr(GL_POINT_SIZE_MIN_EXT, 1.0); } glPointSize(4.0); // blending function for runway lights glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) ; } glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP); glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP); glEnable(GL_TEXTURE_GEN_S); glEnable(GL_TEXTURE_GEN_T); glPolygonMode(GL_FRONT, GL_POINT); // draw runway lighting if ( draw_otw ) { ssgCullAndDraw( globals->get_scenery()->get_vasi_lights_root() ); ssgCullAndDraw( globals->get_scenery()->get_rwy_lights_root() ); } // change punch through and then draw taxi lighting glFogf ( GL_FOG_DENSITY, fog_exp2_density ); // sgVec3 taxi_fog; // sgSetVec3( taxi_fog, 0.0, 0.0, 0.0 ); // glFogfv ( GL_FOG_COLOR, taxi_fog ); if ( draw_otw ) { ssgCullAndDraw( globals->get_scenery()->get_taxi_lights_root() ); } // clean up lighting glPolygonMode(GL_FRONT, GL_FILL); glDisable(GL_TEXTURE_GEN_S); glDisable(GL_TEXTURE_GEN_T); //static int _frame_count = 0; //if (_frame_count % 30 == 0) { // printf("SSG: %s\n", ssgShowStats()); //} //else { // ssgShowStats(); //} //_frame_count++; if ( enhanced_lighting ) { if ( distance_attenuation && glPointParameterIsSupported ) { glPointParameterfvPtr(GL_DISTANCE_ATTENUATION_EXT, default_attenuation); } glPointSize(1.0); glDisable(GL_POINT_SMOOTH); } // draw ground lighting glFogf (GL_FOG_DENSITY, ground_exp2_punch_through); if ( draw_otw ) { ssgCullAndDraw( globals->get_scenery()->get_gnd_lights_root() ); } if ( draw_otw && fgGetBool("/sim/rendering/clouds3d") ) { glDisable( GL_FOG ); glDisable( GL_LIGHTING ); // cout << "drawing new clouds" << endl; glEnable(GL_DEPTH_TEST); glEnable(GL_BLEND); glBlendFunc( GL_ONE, GL_ONE_MINUS_SRC_ALPHA ) ; /* glEnable( GL_TEXTURE_2D ); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); */ #ifdef FG_USE_CLOUDS_3D sgClouds3d->Draw((sgVec4 *)current__view->get_VIEW()); #endif glEnable( GL_FOG ); glEnable( GL_LIGHTING ); glEnable( GL_DEPTH_TEST ); glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ) ; } if ( draw_otw && draw_clouds ) { if ( multi_pass_clouds ) { // Disable depth buffer update, draw the clouds where the // objects overwrite the already drawn clouds, by testing // the stencil buffer against 1 glDepthMask( GL_FALSE ); glStencilFunc( GL_EQUAL, 1, 1 ); glStencilOp( GL_KEEP, GL_KEEP, GL_KEEP ); thesky->drawUpperClouds(); thesky->drawLowerClouds(); glDepthMask( GL_TRUE ); glDisable( GL_STENCIL_TEST ); } else { glDepthMask( GL_FALSE ); thesky->drawLowerClouds(); glDepthMask( GL_TRUE ); } } if ( draw_otw ) { FGTileMgr::set_tile_filter( false ); sgSetModelFilter( false ); globals->get_aircraft_model()->select( true ); globals->get_model_mgr()->draw(); globals->get_aircraft_model()->draw(); // If the view is internal, the previous line draw the // cockpit with modified near/far clip planes and deselect // the aircraft in the global scenegraph // Otherwise, it just enables the aircraft: The scenegraph // must be drawn again to see the plane. ssgCullAndDraw( globals->get_scenery()->get_scene_graph() ); FGTileMgr::set_tile_filter( true ); sgSetModelFilter( true ); globals->get_aircraft_model()->select( true ); } // display HUD && Panel glDisable( GL_FOG ); glDisable( GL_DEPTH_TEST ); // glDisable( GL_CULL_FACE ); // glDisable( GL_TEXTURE_2D ); // update the controls subsystem globals->get_controls()->update(delta_time_sec); hud_and_panel->apply(); fgCockpitUpdate(); // Use the hud_and_panel ssgSimpleState for rendering the ATC output // This only works properly if called before the panel call if((fgGetBool("/sim/ATC/enabled")) || (fgGetBool("/sim/ai-traffic/enabled"))) globals->get_ATC_display()->update(delta_time_sec); // update the panel subsystem if ( globals->get_current_panel() != NULL ) { globals->get_current_panel()->update(delta_time_sec); } fgUpdate3DPanels(); // We can do translucent menus, so why not. :-) menus->apply(); glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ) ; puDisplay(); // glDisable ( GL_BLEND ) ; glEnable( GL_DEPTH_TEST ); glEnable( GL_FOG ); // Fade out the splash screen over the first three seconds. double t = globals->get_sim_time_sec(); if ( t <= 1.0 ) { fgSplashUpdate(0.0, 1.0); } else if ( t <= 3.0) { fgSplashUpdate(0.0, (3.0 - t) / 2.0); } } } // 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_master = fgGetNode( "/sim/freeze/replay", 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() && globals->get_scenery()->get_cur_elev() > -9990 ) { SG_LOG(SG_FLIGHT,SG_INFO, "Finally initializing fdm"); cur_fdm_state->init(); if ( cur_fdm_state->get_bound() ) { cur_fdm_state->unbind(); } cur_fdm_state->bind(); } // conceptually, the following block could be done for each fdm // instance ... if ( cur_fdm_state->get_inited() ) { // we have been inited, and we are good to go ... if ( !inited ) { inited = true; } if ( ! replay_master->getBoolValue() ) { cur_fdm_state->update( delta_time_sec ); } else { FGReplay *r = (FGReplay *)(globals->get_subsystem( "replay" )); r->replay( replay_time->getDoubleValue() ); replay_time->setDoubleValue( replay_time->getDoubleValue() + ( delta_time_sec * fgGetInt("/sim/speed-up") ) ); } } else { // do nothing, fdm isn't inited yet } globals->get_model_mgr()->update(delta_time_sec); globals->get_aircraft_model()->update(delta_time_sec); // update the view angle globals->get_viewmgr()->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() ); // Update radio stack model current_radiostack->update(delta_time_sec); } void fgInitTimeDepCalcs( void ) { // noop for now } static const double alt_adjust_ft = 3.758099; static const double alt_adjust_m = alt_adjust_ft * SG_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 ) { int model_hz = fgGetInt("/sim/model-hz"); static const SGPropertyNode *longitude = fgGetNode("/position/longitude-deg"); static const SGPropertyNode *latitude = fgGetNode("/position/latitude-deg"); static const SGPropertyNode *altitude = fgGetNode("/position/altitude-ft"); static const SGPropertyNode *clock_freeze = fgGetNode("/sim/freeze/clock", true); static const SGPropertyNode *cur_time_override = fgGetNode("/sim/time/cur-time-override", true); // static const SGPropertyNode *replay_master // = fgGetNode("/sim/freeze/replay", true); SGCloudLayer::enable_bump_mapping = fgGetBool("/sim/rendering/bump-mapping",true); // 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 ) { // simple frame rate throttle double dt = 1000000.0 / throttle_hz; current_time_stamp.stamp(); while ( current_time_stamp - last_time_stamp < dt ) { current_time_stamp.stamp(); } } else { // run as fast as the app will go current_time_stamp.stamp(); } real_delta_time_sec = double(current_time_stamp - last_time_stamp) / 1000000.0; if ( clock_freeze->getBoolValue() ) { 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 ); SGAnimation::set_sim_time_sec( globals->get_sim_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); 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(); globals->get_event_mgr()->update(delta_time_sec); SG_LOG( SG_ALL, SG_DEBUG, "Running Main Loop"); SG_LOG( SG_ALL, SG_DEBUG, "======= ==== ===="); #if defined( ENABLE_PLIB_JOYSTICK ) // Read joystick and update control settings // if ( fgGetString("/sim/control-mode") == "joystick" ) // { // fgJoystickRead(); // } #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.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() ); // Get elapsed time (in usec) for this past frame elapsed = fgGetTimeInterval(); SG_LOG( SG_ALL, SG_DEBUG, "Elapsed time interval is = " << elapsed << ", previous remainder is = " << remainder ); // Calculate frame rate average #ifdef FANCY_FRAME_COUNTER /* old fps calculation */ if ( elapsed > 0 ) { double tmp; accum = 0.0; for ( i = FG_FRAME_RATE_HISTORY - 2; i >= 0; i-- ) { tmp = general.get_frame(i); accum += tmp; // printf("frame[%d] = %.2f\n", i, g->frames[i]); general.set_frame(i+1,tmp); } tmp = 1000000.0 / (float)elapsed; general.set_frame(0,tmp); // printf("frame[0] = %.2f\n", general.frames[0]); accum += tmp; general.set_frame_rate(accum / (float)FG_FRAME_RATE_HISTORY); // printf("ave = %.2f\n", general.frame_rate); } #else if ( (t->get_cur_time() != last_time) && (last_time > 0) ) { general.set_frame_rate( frames ); 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 // Run ATC subsystem if (fgGetBool("/sim/ATC/enabled")) globals->get_ATC_mgr()->update(delta_time_sec); // Run the AI subsystem if (fgGetBool("/sim/ai-traffic/enabled")) globals->get_AI_mgr()->update(delta_time_sec); // Run flight model // Calculate model iterations needed for next frame elapsed += remainder; global_multi_loop = (long)(((double)elapsed * 0.000001) * model_hz ); remainder = elapsed - ( (global_multi_loop*1000000) / model_hz ); SG_LOG( SG_ALL, SG_DEBUG, "Model iterations needed = " << global_multi_loop << ", new remainder = " << remainder ); // chop max interations to something reasonable if the sim was // delayed for an excesive amount of time if ( global_multi_loop > 2.0 * model_hz ) { global_multi_loop = (int)(2.0 * model_hz ); remainder = 0; } // flight model if ( global_multi_loop > 0) { // first run the flight model each frame until it is intialized // then continue running each frame only after initial scenery load is complete. if (!cur_fdm_state->get_inited() || fgGetBool("sim/sceneryloaded")) { fgUpdateTimeDepCalcs(); } else { // only during scenery load NewGUI * gui = (NewGUI *)globals->get_subsystem("gui"); gui->showDialog("scenery_loading"); } } else { SG_LOG( SG_ALL, SG_DEBUG, "Elapsed time is zero ... we're zinging" ); } // Do any I/O channel work that might need to be done globals->get_io()->update( real_delta_time_sec ); // see if we need to load any deferred-load textures globals->get_matlib()->load_next_deferred(); // Run audio scheduler #ifdef ENABLE_AUDIO_SUPPORT if ( globals->get_soundmgr()->is_working() ) { globals->get_soundmgr()->update( delta_time_sec ); } #endif 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 it's own class at some point // double visibility_meters = fgGetDouble("/environment/visibility-m"); FGViewer *current_view = globals->get_current_view(); // get the location data for the primary FDM (now hardcoded to ac model)... SGLocation *acmodel_loc = NULL; acmodel_loc = (SGLocation *)globals-> get_aircraft_model()->get3DModel()->getSGLocation(); // update tile manager for FDM... // ...only if location is different than the current-view location // (to avoid duplicating effort) if( !fgGetBool("/sim/current-view/config/from-model") ) { if( acmodel_loc != NULL ) { globals->get_tile_mgr()->prep_ssg_nodes( acmodel_loc, visibility_meters ); globals->get_tile_mgr()-> update( acmodel_loc, visibility_meters, acmodel_loc-> get_absolute_view_pos(globals-> get_scenery()->get_center()) ); // save results of update in SGLocation for fdm... if ( globals->get_scenery()->get_cur_elev() > -9990 ) { acmodel_loc-> set_cur_elev_m( globals->get_scenery()->get_cur_elev() ); fgSetDouble("/position/ground-elev-m", globals->get_scenery()->get_cur_elev()); } acmodel_loc-> set_tile_center( globals->get_scenery()->get_next_center() ); } } globals->get_tile_mgr()->prep_ssg_nodes( current_view->getSGLocation(), visibility_meters ); // update tile manager for view... // IMPORTANT!!! the tilemgr update for view location _must_ be // done last after the FDM's until all of Flight Gear code // references the viewer's location for elevation instead of the // "scenery's" current elevation. SGLocation *view_location = globals->get_current_view()->getSGLocation(); globals->get_tile_mgr()->update( view_location, visibility_meters, current_view->get_absolute_view_pos() ); // save results of update in SGLocation for fdm... if ( globals->get_scenery()->get_cur_elev() > -9990 ) { current_view->getSGLocation()-> set_cur_elev_m( globals->get_scenery()->get_cur_elev() ); } current_view->getSGLocation()-> set_tile_center( globals->get_scenery()->get_next_center() ); #ifdef ENABLE_AUDIO_SUPPORT // Right now we make a simplifying assumption that the primary // aircraft is the source of all sounds and that all sounds are // positioned relative to the current view position. static sgVec3 last_pos_offset; // set positional offset for sources sgVec3 source_pos_offset; sgSubVec3( source_pos_offset, view_location->get_view_pos(), acmodel_loc->get_view_pos() ); // cout << "pos all = " << source_pos_offset[0] << " " << source_pos_offset[1] << " " << source_pos_offset[2] << endl; globals->get_soundmgr()->set_source_pos_all( source_pos_offset ); // set the velocity sgVec3 source_vel; sgSubVec3( source_vel, source_pos_offset, last_pos_offset ); sgScaleVec3( source_vel, delta_time_sec ); sgCopyVec3( last_pos_offset, source_pos_offset ); // cout << "vel = " << source_vel[0] << " " << source_vel[1] << " " << source_vel[2] << endl; globals->get_soundmgr()->set_source_vel_all( source_vel ); // Right now we make a simplifying assumption that the listener is // always positioned at the origin. sgVec3 listener_pos; sgSetVec3( listener_pos, 0.0, 0.0, 0.0 ); // cout << "listener = " << listener_pos[0] << " " << listener_pos[1] << " " << listener_pos[2] << endl; globals->get_soundmgr()->set_listener_pos( listener_pos ); #endif // If fdm location is same as viewer's then we didn't do the // update for fdm location above so we need to save the viewer // results in the fdm SGLocation as well... if( fgGetBool("/sim/current-view/config/from-model") ) { if( acmodel_loc != 0 ) { if ( globals->get_scenery()->get_cur_elev() > -9990 ) { acmodel_loc->set_cur_elev_m( globals->get_scenery()-> get_cur_elev() ); fgSetDouble("/position/ground-elev-m", globals->get_scenery()->get_cur_elev()); } acmodel_loc->set_tile_center( globals->get_scenery()-> get_next_center() ); } } // END Tile Manager udpates if (!fgGetBool("sim/sceneryloaded") && globals->get_tile_mgr()->all_queues_empty() && cur_fdm_state->get_inited()) { fgSetBool("sim/sceneryloaded",true); // probably not efficient way to popup msg, but is done only during scenery load NewGUI * gui = (NewGUI *)globals->get_subsystem("gui"); gui->closeDialog("scenery_loading"); } if (fgGetBool("/sim/rendering/specular-highlight")) { glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR); // glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_TRUE); } else { glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SINGLE_COLOR); // glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_FALSE); } fgRequestRedraw(); SG_LOG( SG_ALL, SG_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 ) { fgSetBool("sim/initialised", false); // Initialize the splash screen right away if ( fgGetBool("/sim/startup/splash-screen") ) { fgSplashInit(fgGetString("/sim/startup/splash-texture")); } idle_state++; } else if ( idle_state == 1 ) { // Initialize audio support #ifdef ENABLE_AUDIO_SUPPORT // Start the intro music if ( fgGetBool("/sim/startup/intro-music") ) { SGPath mp3file( globals->get_fg_root() ); mp3file.append( "Sounds/intro.mp3" ); 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 idle_state++; } else if ( idle_state == 2 ) { // These are a few miscellaneous things that aren't really // "subsystems" but still need to be initialized. #ifdef USE_GLIDE if ( strstr ( general.get_glRenderer(), "Glide" ) ) { grTexLodBiasValue ( GR_TMU0, 1.0 ) ; } #endif idle_state++; } else if ( idle_state == 3 ) { // This is the top level init routine which calls all the // other subsystem initialization routines. If you are adding // a subsystem to flightgear, its initialization call should // located in this routine. if( !fgInitSubsystems()) { SG_LOG( SG_GENERAL, SG_ALERT, "Subsystem initializations failed ..." ); exit(-1); } idle_state++; } else if ( idle_state == 4 ) { // Initialize the time offset (warp) after fgInitSubsystem // (which initializes the lighting interpolation tables.) fgInitTimeOffset(); // setup OpenGL view parameters fgInitVisuals(); // Read the list of available aircrafts fgReadAircraft(); idle_state++; } else if ( idle_state == 5 ) { idle_state++; } else if ( idle_state == 6 ) { // sleep(1); idle_state = 1000; SG_LOG( SG_GENERAL, SG_INFO, "Panel visible = " << fgPanelVisible() ); fgReshape( fgGetInt("/sim/startup/xsize"), fgGetInt("/sim/startup/ysize") ); } if ( idle_state == 1000 ) { // We've finished all our initialization steps, from now on we // run the main loop. fgSetBool("sim/initialised",true); fgSetBool("sim/sceneryloaded",false); fgRegisterIdleHandler(fgMainLoop); } else { if ( fgGetBool("/sim/startup/splash-screen") ) { fgSplashUpdate(0.0, 1.0); } } } // options.cxx needs to see this for toggle_panel() // Handle new window size or exposure void fgReshape( int width, int height ) { int view_h; if ( (!fgGetBool("/sim/virtual-cockpit")) && fgPanelVisible() && idle_state == 1000 ) { view_h = (int)(height * (globals->get_current_panel()->getViewHeight() - globals->get_current_panel()->getYOffset()) / 768.0); } else { view_h = height; } glViewport( 0, (GLint)(height - view_h), (GLint)(width), (GLint)(view_h) ); fgSetInt("/sim/startup/xsize", width); fgSetInt("/sim/startup/ysize", height); guiInitMouse(width, height); // for all views FGViewMgr *viewmgr = globals->get_viewmgr(); if (viewmgr) { for ( int i = 0; i < viewmgr->size(); ++i ) { viewmgr->get_view(i)-> set_aspect_ratio((float)view_h / (float)width); } ssgSetFOV( viewmgr->get_current_view()->get_h_fov(), viewmgr->get_current_view()->get_v_fov() ); #ifdef FG_USE_CLOUDS_3D sgClouds3d->Resize( viewmgr->get_current_view()->get_h_fov(), viewmgr->get_current_view()->get_v_fov() ); #endif } fgHUDReshape(); } // do some clean up on exit. Specifically we want to call alutExit() // which happens in the sound manager destructor. void fgExitCleanup() { delete globals; // fgOSExit(0); } // Main top level initialization bool fgMainInit( int argc, char **argv ) { #if defined( macintosh ) freopen ("stdout.txt", "w", stdout ); freopen ("stderr.txt", "w", stderr ); argc = ccommand( &argv ); #endif // set default log levels sglog().setLogLevels( SG_ALL, SG_ALERT ); atexit(fgExitCleanup); 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 generater sg_srandom_time(); FGControls *controls = new FGControls; globals->set_controls( controls ); string_list *col = new string_list; globals->set_channel_options_list( col ); // Scan the config file(s) and command line options to see if // fg_root was specified (ignore all other options for now) fgInitFGRoot(argc, argv); // Check for the correct base package version static char required_version[] = "0.9.5-pre2"; 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); } // Initialize the Aircraft directory to "" (UIUC) aircraft_dir = ""; // Load the configuration parameters. (Command line options // overrides 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. #if !defined(__APPLE__) || defined(OSX_BUNDLE) // Mac OS X command line ("non-bundle") applications call this // from main(), in bootstrap.cxx. Andy doesn't know why, someone // feel free to add comments... fgOSInit(&argc, argv); #endif fgRegisterWindowResizeHandler( fgReshape ); fgRegisterIdleHandler( fgIdleFunction ); fgRegisterDrawHandler( fgRenderFrame ); #ifdef FG_ENABLE_MULTIPASS_CLOUDS bool get_stencil_buffer = true; #else bool get_stencil_buffer = false; #endif // Clouds3D requires an alpha channel // clouds may require stencil buffer fgOSOpenWindow( fgGetInt("/sim/startup/xsize"), fgGetInt("/sim/startup/ysize"), fgGetInt("/sim/rendering/bits-per-pixel"), fgGetBool("/sim/rendering/clouds3d"), get_stencil_buffer, fgGetBool("/sim/startup/fullscreen") ); // 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 ) ); 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 ); // Initialize plib net interface netInit( &argc, argv ); // Initialize ssg (from plib). Needs to come before we do any // other ssg stuff, but after opengl has been initialized. ssgInit(); // Initialize the user interface (we need to do this before // passing off control to the OS main loop and before // fgInitGeneral to get our fonts !!! guiInit(); // Read the list of available aircrafts fgReadAircraft(); #ifdef GL_EXT_texture_lod_bias glTexEnvf( GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, -0.5 ) ; #endif // get the address of our OpenGL extensions if ( fgGetBool("/sim/rendering/distance-attenuation") ) { if (SGIsOpenGLExtensionSupported("GL_EXT_point_parameters") ) { glPointParameterIsSupported = true; glPointParameterfPtr = (glPointParameterfProc) SGLookupFunction("glPointParameterfEXT"); glPointParameterfvPtr = (glPointParameterfvProc) SGLookupFunction("glPointParameterfvEXT"); } else if ( SGIsOpenGLExtensionSupported("GL_ARB_point_parameters") ) { glPointParameterIsSupported = true; glPointParameterfPtr = (glPointParameterfProc) SGLookupFunction("glPointParameterfARB"); glPointParameterfvPtr = (glPointParameterfvProc) SGLookupFunction("glPointParameterfvARB"); } else glPointParameterIsSupported = false; } // based on the requested presets, calculate the true starting // lon, lat fgInitNav(); fgInitPosition(); SGTime *t = fgInitTime(); globals->set_time_params( t ); // Do some quick general initializations if( !fgInitGeneral()) { SG_LOG( SG_GENERAL, SG_ALERT, "General initializations failed ..." ); exit(-1); } //////////////////////////////////////////////////////////////////// // Initialize the property-based built-in commands //////////////////////////////////////////////////////////////////// fgInitCommands(); //////////////////////////////////////////////////////////////////// // Initialize the material manager //////////////////////////////////////////////////////////////////// globals->set_matlib( new SGMaterialLib ); globals->set_model_lib(new SGModelLib); //////////////////////////////////////////////////////////////////// // 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(); //////////////////////////////////////////////////////////////////// // 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(); // 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 bot 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()->getNumPlanets(), globals->get_ephem()->getPlanets(), globals->get_ephem()->getNumStars(), globals->get_ephem()->getStars() ); // 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); // airport = new ssgBranch; // airport->setName( "Airport Lighting" ); // lighting->addKid( airport ); // build our custom render states fgBuildRenderStates(); try { // pass control off to the master event handler fgOSMainLoop(); } catch (...) { SG_LOG( SG_ALL, SG_ALERT, "Unknown exception in the main loop. Aborting..." ); } // we never actually get here ... but to avoid compiler warnings, // etc. return false; } // end of main.cxx