// GLUTmain.cxx -- top level sim routines // // Written by Curtis Olson for OpenGL, started May 1997. // // Copyright (C) 1997 Curtis L. Olson - curt@me.umn.edu // // 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 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 <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 <Include/fg_constants.h> // for VERSION #include <Include/general.hxx> #include <Debug/logstream.hxx> #include <Aircraft/aircraft.hxx> #include <Astro/sky.hxx> #include <Astro/stars.hxx> #include <Astro/solarsystem.hxx> #ifdef ENABLE_AUDIO_SUPPORT # include <plib/sl.h> # include <plib/sm.h> #endif #include <Autopilot/autopilot.hxx> #include <Cockpit/cockpit.hxx> #include <GUI/gui.h> #include <Joystick/joystick.hxx> #include <Math/fg_geodesy.hxx> #include <Math/mat3.h> #include <Math/polar3d.hxx> #include <Math/fg_random.h> #include <Misc/fgpath.hxx> #include <plib/pu.h> #include <Scenery/scenery.hxx> #include <Scenery/tilemgr.hxx> #include <Time/event.hxx> #include <Time/fg_time.hxx> #include <Time/fg_timer.hxx> #include <Time/sunpos.hxx> #include <Weather/weather.hxx> #include "GLUTkey.hxx" #include "fg_init.hxx" #include "options.hxx" #include "splash.hxx" #include "views.hxx" #include "fg_serial.hxx" // -dw- use custom sioux settings so I can see output window #ifdef MACOS # 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; // 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 // 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. // // fgInitVisuals() -- Initialize various GL/view parameters static 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. // xglEnable( GL_NORMALIZE ); xglEnable( GL_LIGHTING ); xglEnable( GL_LIGHT0 ); xglLightfv( GL_LIGHT0, GL_POSITION, l->sun_vec ); // xglFogi (GL_FOG_MODE, GL_LINEAR); xglFogi (GL_FOG_MODE, GL_EXP2); // Fog density is now set when the weather system is initialized // xglFogf (GL_FOG_DENSITY, w->fog_density); if ( (current_options.get_fog() == 1) || (current_options.get_shading() == 0) ) { // if fastest fog requested, or if flat shading force fastest xglHint ( GL_FOG_HINT, GL_FASTEST ); } else if ( current_options.get_fog() == 2 ) { xglHint ( GL_FOG_HINT, GL_NICEST ); } if ( current_options.get_wireframe() ) { // draw wire frame xglPolygonMode( GL_FRONT_AND_BACK, GL_LINE ); } // This is the default anyways, but it can't hurt xglFrontFace ( GL_CCW ); // Just testing ... // xglEnable(GL_POINT_SMOOTH); // xglEnable(GL_LINE_SMOOTH); // xglEnable(GL_POLYGON_SMOOTH); } #if 0 // Draw a basic instrument panel static void fgUpdateInstrViewParams( void ) { exit(0); fgVIEW *v = ¤t_view; xglViewport(0, 0 , (GLint)(v->winWidth), (GLint)(v->winHeight) / 2); xglMatrixMode(GL_PROJECTION); xglPushMatrix(); xglLoadIdentity(); gluOrtho2D(0, 640, 0, 480); xglMatrixMode(GL_MODELVIEW); xglPushMatrix(); xglLoadIdentity(); xglColor3f(1.0, 1.0, 1.0); xglIndexi(7); xglDisable(GL_DEPTH_TEST); xglDisable(GL_LIGHTING); xglLineWidth(1); xglColor3f (0.5, 0.5, 0.5); xglBegin(GL_QUADS); xglVertex2f(0.0, 0.00); xglVertex2f(0.0, 480.0); xglVertex2f(640.0,480.0); xglVertex2f(640.0, 0.0); xglEnd(); xglRectf(0.0,0.0, 640, 480); xglEnable(GL_DEPTH_TEST); xglEnable(GL_LIGHTING); xglMatrixMode(GL_PROJECTION); xglPopMatrix(); xglMatrixMode(GL_MODELVIEW); xglPopMatrix(); } #endif // Update all Visuals (redraws anything graphics related) static void fgRenderFrame( void ) { fgLIGHT *l = &cur_light_params; FGTime *t = FGTime::cur_time_params; FGView *v = ¤t_view; 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 v->UpdateViewParams(); // set the sun position xglLightfv( 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_panel_status() ) { // we can't clear the screen when the panel is active } else 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; } xglClear( clear_mask ); // Tell GL we are switching to model view parameters xglMatrixMode(GL_MODELVIEW); // xglLoadIdentity(); // draw sky xglDisable( GL_DEPTH_TEST ); xglDisable( GL_LIGHTING ); xglDisable( GL_CULL_FACE ); xglDisable( GL_FOG ); xglShadeModel( GL_SMOOTH ); if ( current_options.get_skyblend() ) { fgSkyRender(); } // setup transformation for drawing astronomical objects xglPushMatrix(); // Translate to view position Point3D view_pos = v->get_view_pos(); xglTranslatef( view_pos.x(), view_pos.y(), view_pos.z() ); // Rotate based on gst (sidereal time) // note: constant should be 15.041085, Curt thought it was 15 angle = t->getGst() * 15.041085; // printf("Rotating astro objects by %.2f degrees\n",angle); xglRotatef( angle, 0.0, 0.0, -1.0 ); // draw stars and planets fgStarsRender(); //xglEnable(GL_DEPTH_TEST); SolarSystem::theSolarSystem->draw(); xglPopMatrix(); // draw scenery if ( current_options.get_shading() ) { xglShadeModel( GL_SMOOTH ); } else { xglShadeModel( GL_FLAT ); } xglEnable( GL_DEPTH_TEST ); if ( current_options.get_fog() > 0 ) { xglEnable( GL_FOG ); xglFogfv (GL_FOG_COLOR, l->adj_fog_color); } // set lighting parameters xglLightfv(GL_LIGHT0, GL_AMBIENT, l->scene_ambient ); xglLightfv(GL_LIGHT0, GL_DIFFUSE, l->scene_diffuse ); // xglLightfv(GL_LIGHT0, GL_SPECULAR, white ); if ( current_options.get_textures() ) { // texture parameters xglEnable( GL_TEXTURE_2D ); xglTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ) ; xglHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST ) ; // set base color (I don't think this is doing anything here) xglMaterialfv (GL_FRONT, GL_AMBIENT, white); xglMaterialfv (GL_FRONT, GL_DIFFUSE, white); // xglMaterialfv (GL_FRONT, GL_SPECULAR, white); // xglMaterialfv (GL_FRONT, GL_SHININESS, mat_shininess); } else { xglDisable( GL_TEXTURE_2D ); xglMaterialfv (GL_FRONT, GL_AMBIENT, terrain_color); xglMaterialfv (GL_FRONT, GL_DIFFUSE, terrain_color); // xglMaterialfv (GL_FRONT, GL_AMBIENT, white); // xglMaterialfv (GL_FRONT, GL_DIFFUSE, white); } fgTileMgrRender(); xglDisable( GL_TEXTURE_2D ); xglDisable( GL_FOG ); // display HUD && Panel fgCockpitUpdate(); // We can do translucent menus, so why not. :-) xglEnable ( GL_BLEND ) ; xglBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ) ; puDisplay(); xglDisable ( GL_BLEND ) ; xglEnable( GL_FOG ); } xglutSwapBuffers(); } // Update internal time dependent calculations (i.e. flight model) void fgUpdateTimeDepCalcs(int multi_loop, int remainder) { FGInterface *f = current_aircraft.fdm_state; fgLIGHT *l = &cur_light_params; FGTime *t = FGTime::cur_time_params; FGView *v = ¤t_view; int i; // update the flight model if ( multi_loop < 0 ) { multi_loop = DEFAULT_MULTILOOP; } if ( !t->getPause() ) { // run Autopilot system fgAPRun(); // printf("updating flight model x %d\n", multi_loop); fgFDMUpdate( current_options.get_flight_model(), cur_fdm_state, multi_loop, remainder ); } else { fgFDMUpdate( current_options.get_flight_model(), cur_fdm_state, 0, remainder ); } // update the view angle for ( i = 0; i < multi_loop; i++ ) { if ( fabs(v->get_goal_view_offset() - v->get_view_offset()) < 0.05 ) { v->set_view_offset( v->get_goal_view_offset() ); break; } else { // move v->view_offset towards v->goal_view_offset if ( v->get_goal_view_offset() > v->get_view_offset() ) { if ( v->get_goal_view_offset() - v->get_view_offset() < FG_PI ){ v->inc_view_offset( 0.01 ); } else { v->inc_view_offset( -0.01 ); } } else { if ( v->get_view_offset() - v->get_goal_view_offset() < FG_PI ){ v->inc_view_offset( -0.01 ); } else { v->inc_view_offset( 0.01 ); } } if ( v->get_view_offset() > FG_2PI ) { v->inc_view_offset( -FG_2PI ); } else if ( v->get_view_offset() < 0 ) { v->inc_view_offset( FG_2PI ); } } } double tmp = -(l->sun_rotation + FG_PI) - (f->get_Psi() - v->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, v->view_offset * RAD_TO_DEG, -(l->sun_rotation+FG_PI) * RAD_TO_DEG, tmp * RAD_TO_DEG); */ l->UpdateAdjFog(); } void fgInitTimeDepCalcs( void ) { // initialize timer // #ifdef HAVE_SETITIMER // fgTimerInit( 1.0 / DEFAULT_TIMER_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 ) { FGInterface *f; FGTime *t; static long remainder = 0; long elapsed, multi_loop; #ifdef FANCY_FRAME_COUNTER int i; double accum; #else static time_t last_time = 0; static int frames = 0; #endif // FANCY_FRAME_COUNTER f = current_aircraft.fdm_state; t = FGTime::cur_time_params; FG_LOG( FG_ALL, FG_DEBUG, "Running Main Loop"); FG_LOG( FG_ALL, FG_DEBUG, "======= ==== ===="); #if defined( ENABLE_PLIB_JOYSTICK ) // Read joystick and update control settings 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 current_weather.Update(); // 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, f->get_Runway_altitude() * FEET_TO_METER, f->get_Altitude() * FEET_TO_METER); */ if ( scenery.cur_elev > -9990 ) { if ( f->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", f->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 " << f->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, f->get_Runway_altitude() * FEET_TO_METER, f->get_Altitude() * FEET_TO_METER); */ // update "time" t->update(f); // 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; multi_loop = (int)(((double)elapsed * 0.000001) * DEFAULT_MODEL_HZ); remainder = elapsed - ((multi_loop*1000000) / DEFAULT_MODEL_HZ); FG_LOG( FG_ALL, FG_DEBUG, "Model iterations needed = " << multi_loop << ", new remainder = " << remainder ); // flight model if ( multi_loop > 0 ) { fgUpdateTimeDepCalcs(multi_loop, remainder); } else { FG_LOG( FG_ALL, FG_INFO, "Elapsed time is zero ... we're zinging" ); } } #if ! defined( MACOS ) // Do any serial port work that might need to be done fgSerialProcess(); #endif // see if we need to load any new scenery tiles fgTileMgrUpdate(); // Process/manage pending events global_events.Process(); // Run audio scheduler #ifdef ENABLE_AUDIO_SUPPORT if ( current_options.get_sound() && !audio_sched->not_working() ) { # ifdef MICHAEL_JOHNSON_EXPERIMENTAL_ENGINE_AUDIO // 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 || f->v_rel_wind > 40.0) { //fprintf(stderr, "rel_wind: %f ", f->v_rel_wind); // 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(f->v_rel_wind + 0.8)/2; } else { // prop tips breaking sound barrier pitch += log(f->v_rel_wind + 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 = f->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) * 1.15 + 0.3 + log(f->v_rel_wind + 1.0)/14.0; // fprintf(stderr, "volume: %f\n", volume); 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 // experimental throttle patch 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 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 ) { // Do this so we can call fgReshape(0,0) ourselves without having // to know what the values of width & height are. if ( (height > 0) && (width > 0) ) { if ( ! current_options.get_panel_status() ) { current_view.set_win_ratio( (GLfloat) width / (GLfloat) height ); } else { current_view.set_win_ratio( (GLfloat) width / ((GLfloat) (height)*0.4232) ); } } current_view.set_winWidth( width ); current_view.set_winHeight( height ); current_view.force_update_fov_math(); // Inform gl of our view window size (now handled elsewhere) // xglViewport(0, 0, (GLint)width, (GLint)height); 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(); if ( current_options.get_panel_status() ) { FGPanel::OurPanel->ReInit(0, 0, 1024, 768); } } } // Initialize GLUT and define a main window int fgGlutInit( int *argc, char **argv ) { #if !defined( MACOS ) // GLUT will extract all glut specific options so later on we only // need wory about our own. xglutInit(argc, argv); #endif // Define Display Parameters xglutInitDisplayMode( 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 xglutInitWindowSize( current_options.get_xsize(), current_options.get_ysize() ); // Initialize windows if ( current_options.get_game_mode() == 0 ) { // Open the regular window xglutCreateWindow("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=32", current_options.get_xsize(), current_options.get_ysize() ); 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 ) ); FG_LOG ( FG_GENERAL, FG_INFO, general.get_glRenderer() ); #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 xglutReshapeFunc( fgReshape ); // call GLUTkey() on keyboard event xglutKeyboardFunc( 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 xglutIdleFunc( fgIdleFunction ); // draw the scene xglutDisplayFunc( fgRenderFrame ); return(1); } // Main ... int main( int argc, char **argv ) { #if defined( MACOS ) argc = ccommand( &argv ); #endif FGInterface *f; f = current_aircraft.fdm_state; #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 ); string root; FG_LOG( FG_GENERAL, FG_INFO, "General Initialization" ); FG_LOG( FG_GENERAL, FG_INFO, "======= ==============" ); // seed the random number generater fg_srandom(); // Attempt to locate and parse a config file // First check fg_root FGPath config( current_options.get_fg_root() ); config.append( "system.fgfsrc" ); current_options.parse_config_file( config.str() ); // Next check home directory char* envp = ::getenv( "HOME" ); if ( envp != NULL ) { config.set( envp ); config.append( ".fgfsrc" ); current_options.parse_config_file( config.str() ); } // Parse remaining command line options // These will override anything specified in a config file if ( current_options.parse_command_line(argc, argv) != fgOPTIONS::FG_OPTIONS_OK ) { // Something must have gone horribly wrong with the command // line parsing or maybe the user just requested help ... :-) current_options.usage(); FG_LOG( FG_GENERAL, FG_ALERT, "\nExiting ..."); 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); } // Init the user interface (we need to do this before passing off // control to glut and before fgInitGeneral to get our fonts !!! guiInit(); // First do some quick general initializations if( !fgInitGeneral()) { FG_LOG( FG_GENERAL, FG_ALERT, "General initializations failed ..." ); exit(-1); } // pass control off to the master GLUT event handler glutMainLoop(); // we never actually get here ... but just in case ... :-) return(0); }