// main.cxx -- top level sim routines // // Written by Curtis Olson, started May 1997. // // Copyright (C) 1997 - 2002 Curtis L. Olson - http://www.flightgear.org/~curt // // This program is free software; you can redistribute it and/or // modify it under the terms of the GNU General Public License as // published by the Free Software Foundation; either version 2 of the // License, or (at your option) any later version. // // This program is distributed in the hope that it will be useful, but // WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU // General Public License for more details. // // You should have received a copy of the GNU General Public License // along with this program; if not, write to the Free Software // Foundation, Inc., 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/netSocket.h> #include <simgear/props/props.hxx> #include <simgear/timing/sg_time.hxx> #include <simgear/math/sg_random.h> // Class references #include <simgear/ephemeris/ephemeris.hxx> #include <simgear/scene/model/modellib.hxx> #include <simgear/scene/material/matlib.hxx> #include <simgear/scene/model/animation.hxx> #include <simgear/scene/sky/sky.hxx> #include <Time/light.hxx> #include <Include/general.hxx> #include <Cockpit/cockpit.hxx> #include <Cockpit/hud.hxx> #include <Model/panelnode.hxx> #include <Model/modelmgr.hxx> #include <Model/acmodel.hxx> #include <Scenery/scenery.hxx> #include <Scenery/tilemgr.hxx> #include <Sound/beacon.hxx> #include <Sound/morse.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 "fg_commands.hxx" #include "fg_io.hxx" #include "renderer.hxx" #include "splash.hxx" #include "main.hxx" static double real_delta_time_sec = 0.0; double delta_time_sec = 0.0; extern float init_volume; #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. int idle_state = 0; long global_multi_loop; SGTimeStamp last_time_stamp; SGTimeStamp current_time_stamp; // The atexit() functio handler should know when the graphical subsystem // is initialized. extern int _bootstrap_OSInit; // Update internal time dependent calculations (i.e. flight model) // FIXME: this distinction is obsolete; all subsystems now get delta // time on update. void fgUpdateTimeDepCalcs() { static bool inited = false; static const SGPropertyNode *replay_state = fgGetNode( "/sim/freeze/replay-state", true ); static SGPropertyNode *replay_time = fgGetNode( "/sim/replay/time", true ); // static const SGPropertyNode *replay_end_time // = fgGetNode( "/sim/replay/end-time", true ); //SG_LOG(SG_FLIGHT,SG_INFO, "Updating time dep calcs()"); // Initialize the FDM here if it hasn't been and if we have a // scenery elevation hit. // cout << "cur_fdm_state->get_inited() = " << cur_fdm_state->get_inited() // << " cur_elev = " << scenery.get_cur_elev() << endl; if ( !cur_fdm_state->get_inited() && 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_state->getIntValue() == 0 ) { // replay off, run fdm cur_fdm_state->update( delta_time_sec ); } else { FGReplay *r = (FGReplay *)(globals->get_subsystem( "replay" )); r->replay( replay_time->getDoubleValue() ); if ( replay_state->getIntValue() == 1 ) { // normal playback replay_time->setDoubleValue( replay_time->getDoubleValue() + ( delta_time_sec * fgGetInt("/sim/speed-up") ) ); } else if ( replay_state->getIntValue() == 2 ) { // paused playback (don't advance replay time) } } } 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() ); } 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); SGCloudLayer::enable_bump_mapping = fgGetBool("/sim/rendering/bump-mapping"); bool scenery_loaded = fgGetBool("sim/sceneryloaded") || fgGetBool("sim/sceneryloaded-override"); // Update the elapsed time. static bool first_time = true; if ( first_time ) { last_time_stamp.stamp(); first_time = false; } double throttle_hz = fgGetDouble("/sim/frame-rate-throttle-hz", 0.0); if ( throttle_hz > 0.0 && scenery_loaded ) { // optionally throttle the frame rate (to get consistant frame // rates or reduce cpu usage. double frame_us = 1000000.0 / throttle_hz; #define FG_SLEEP_BASED_TIMING 1 #if defined(FG_SLEEP_BASED_TIMING) // sleep based timing loop. // // Calling sleep, even usleep() on linux is less accurate than // we like, but it does free up the cpu for other tasks during // the sleep so it is desireable. Because of the way sleep() // is implimented in consumer operating systems like windows // and linux, you almost always sleep a little longer than the // requested amount. // // To combat the problem of sleeping to long, we calculate the // desired wait time and shorten it by 2000us (2ms) to avoid // [hopefully] over-sleep'ing. The 2ms value was arrived at // via experimentation. We follow this up at the end with a // simple busy-wait loop to get the final pause timing exactly // right. // // Assuming we don't oversleep by more than 2000us, this // should be a reasonable compromise between sleep based // waiting, and busy waiting. // sleep() will always overshoot by a bit so undersleep by // 2000us in the hopes of never oversleeping. frame_us -= 2000.0; if ( frame_us < 0.0 ) { frame_us = 0.0; } current_time_stamp.stamp(); /* Convert to ms */ double elapsed_us = current_time_stamp - last_time_stamp; if ( elapsed_us < frame_us ) { double requested_us = frame_us - elapsed_us; ulMilliSecondSleep ( (int)(requested_us / 1000.0) ) ; } #endif // busy wait timing loop. // // This yields the most accurate timing. If the previous // ulMilliSecondSleep() call is ommitted this will peg the cpu // (which is just fine if FG is the only app you care about.) current_time_stamp.stamp(); while ( current_time_stamp - last_time_stamp < frame_us ) { 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; // round the real time down to a multiple of 1/model-hz. // this way all systems are updated the _same_ amount of dt. { static double rem = 0.0; real_delta_time_sec += rem; double hz = model_hz; double nit = floor(real_delta_time_sec*hz); rem = real_delta_time_sec - nit/hz; real_delta_time_sec = nit/hz; } 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); #ifdef FG_MPLAYER_AS // Update any multiplayer models globals->get_multiplayer_rx_mgr()->Update(); #endif // 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() || scenery_loaded) { fgUpdateTimeDepCalcs(); } } 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(); // Let the scenery center follow the current view position with // 30m increments. // // Having the scenery center near the view position will eliminate // jitter of objects which are placed very near the view position // and haveing it's center near that view position. // So the 3d insruments of the aircraft will not jitter with this. // // Following the view position exactly would introduce jitter of // the scenery tiles (they would be from their center up to 10000m // to the view and this will introduce roundoff too). By stepping // at 30m incements the roundoff error of the scenery tiles is // still present, but we will make exactly the same roundoff error // at each frame until the center is switched to a new // position. This roundoff is still visible but you will most // propably not notice. double *vp = globals->get_current_view()->get_absolute_view_pos(); Point3D cntr(vp[0], vp[1], vp[2]); if (30.0*30.0 < cntr.distance3Dsquared(globals->get_scenery()->get_center())) { globals->get_scenery()->set_next_center( cntr ); } // 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()) ); globals->get_scenery()->set_center( cntr ); // 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() ); globals->get_scenery()->set_center( cntr ); // 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 (!scenery_loaded && globals->get_tile_mgr()->all_queues_empty() && cur_fdm_state->get_inited()) { fgSetBool("sim/sceneryloaded",true); fgSetFloat("/sim/sound/volume", init_volume); globals->get_soundmgr()->set_volume(init_volume); } 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 ) { if ( idle_state == 0 ) { idle_state++; fgSplashProgress("setting up scenegraph & user interface"); } else if ( idle_state == 1 ) { idle_state++; // 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 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(); fgSplashProgress("reading aircraft list"); } else if ( idle_state == 2 ) { idle_state++; // 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; } fgSplashProgress("reading airport & navigation data"); } else if ( idle_state == 3 ) { idle_state++; fgInitNav(); fgSplashProgress("setting up scenery"); } else if ( idle_state == 4 ) { idle_state++; // based on the requested presets, calculate the true starting // lon, lat fgInitPosition(); 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(); fgSplashProgress("loading aircraft"); } else if ( idle_state == 5 ) { idle_state++; //////////////////////////////////////////////////////////////////// // Initialize the 3D aircraft model subsystem (has a dependency on // the scenery subsystem.) //////////////////////////////////////////////////////////////////// globals->set_aircraft_model(new FGAircraftModel); globals->get_aircraft_model()->init(); globals->get_aircraft_model()->bind(); //////////////////////////////////////////////////////////////////// // Initialize the view manager subsystem. //////////////////////////////////////////////////////////////////// FGViewMgr *viewmgr = new FGViewMgr; globals->set_viewmgr( viewmgr ); viewmgr->init(); viewmgr->bind(); fgSplashProgress("generating sky elements"); } else if ( idle_state == 6 ) { idle_state++; // Initialize the sky SGPath ephem_data_path( globals->get_fg_root() ); ephem_data_path.append( "Astro" ); SGEphemeris *ephem = new SGEphemeris( ephem_data_path.c_str() ); ephem->update( globals->get_time_params()->getMjd(), globals->get_time_params()->getLst(), 0.0 ); globals->set_ephem( ephem ); // TODO: move to environment mgr thesky = new SGSky; SGPath texture_path(globals->get_fg_root()); texture_path.append("Textures"); texture_path.append("Sky"); for (int i = 0; i < FGEnvironmentMgr::MAX_CLOUD_LAYERS; i++) { SGCloudLayer * layer = new SGCloudLayer(texture_path.str()); thesky->add_cloud_layer(layer); } SGPath sky_tex_path( globals->get_fg_root() ); sky_tex_path.append( "Textures" ); sky_tex_path.append( "Sky" ); thesky->texture_path( sky_tex_path.str() ); // The sun and moon diameters are scaled down numbers of the // actual diameters. This was needed to fit 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 globals->get_renderer()->build_states(); fgSplashProgress("initializing subsystems"); } else if ( idle_state == 7 ) { idle_state++; // Initialize audio support #ifdef ENABLE_AUDIO_SUPPORT // Start the intro music if ( fgGetBool("/sim/startup/intro-music") ) { SGPath mp3file( globals->get_fg_root() ); mp3file.append( "Sounds/intro.mp3" ); SG_LOG( SG_GENERAL, SG_INFO, "Starting intro music: " << mp3file.str() ); #if defined( __CYGWIN__ ) string command = "start /m `cygpath -w " + mp3file.str() + "`"; #elif defined( WIN32 ) string command = "start /m " + mp3file.str(); #else string command = "mpg123 " + mp3file.str() + "> /dev/null 2>&1"; #endif system ( command.c_str() ); } #endif // 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 // 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); } fgSplashProgress("setting up time & renderer"); } else if ( idle_state == 8 ) { idle_state = 1000; // Initialize the time offset (warp) after fgInitSubsystem // (which initializes the lighting interpolation tables.) fgInitTimeOffset(); // setup OpenGL view parameters globals->get_renderer()->init(); SG_LOG( SG_GENERAL, SG_INFO, "Panel visible = " << fgPanelVisible() ); globals->get_renderer()->resize( fgGetInt("/sim/startup/xsize"), fgGetInt("/sim/startup/ysize") ); fgSplashProgress("loading scenery objects"); } if ( idle_state == 1000 ) { // We've finished all our initialization steps, from now on we // run the main loop. fgSetBool("sim/sceneryloaded", false); fgRegisterIdleHandler( fgMainLoop ); } } // 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 ); 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[] = "0.9.8"; 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); } sgUseDisplayList = fgGetBool( "/sim/rendering/use-display-list", true ); // 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); _bootstrap_OSInit++; #endif fgRegisterWindowResizeHandler( &FGRenderer::resize ); fgRegisterIdleHandler( &fgIdleFunction ); fgRegisterDrawHandler( &FGRenderer::update ); #ifdef FG_ENABLE_MULTIPASS_CLOUDS bool get_stencil_buffer = true; #else bool get_stencil_buffer = false; #endif // Initialize plib net interface netInit( &argc, argv ); // Clouds3D requires an alpha channel // clouds may require stencil buffer fgOSOpenWindow( 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") ); // Initialize the splash screen right away fgSplashInit(fgGetString("/sim/startup/splash-texture")); // pass control off to the master event handler fgOSMainLoop(); // we never actually get here ... but to avoid compiler warnings, // etc. return false; }