// main.cxx -- top level sim routines // // Written by Curtis Olson for OpenGL, started May 1997. // // Copyright (C) 1997 - 1999 Curtis L. Olson - curt@flightgear.org // // This program is free software; you can redistribute it and/or // modify it under the terms of the GNU General Public License as // published by the Free Software Foundation; either version 2 of the // License, or (at your option) any later version. // // This program is distributed in the hope that it will be useful, but // WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU // General Public License for more details. // // You should have received a copy of the GNU General Public License // along with this program; if not, write to the Free Software // Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. // // $Id$ #ifdef HAVE_CONFIG_H # include <config.h> #endif #if defined(__linux__) && defined(__i386__) # include <fpu_control.h> # include <signal.h> #endif #include <simgear/compiler.h> #include <simgear/misc/exception.hxx> #include <simgear/ephemeris/ephemeris.hxx> #include <simgear/route/route.hxx> #ifdef SG_MATH_EXCEPTION_CLASH # include <math.h> #endif #ifdef HAVE_WINDOWS_H # include <windows.h> # include <float.h> #endif #include <GL/glut.h> #include <GL/gl.h> #include <stdio.h> #include <string.h> // for strcmp() #include <string> #ifdef HAVE_STDLIB_H # include <stdlib.h> #endif #ifdef HAVE_SYS_STAT_H # include <sys/stat.h> // for stat() #endif #ifdef HAVE_UNISTD_H # include <unistd.h> // for stat() #endif #include <plib/netChat.h> #include <plib/pu.h> #include <plib/ssg.h> #include <simgear/constants.h> // for VERSION #include <simgear/debug/logstream.hxx> #include <simgear/math/polar3d.hxx> #include <simgear/math/sg_random.h> #include <simgear/misc/sg_path.hxx> #include <simgear/sky/sky.hxx> #include <simgear/timing/sg_time.hxx> #include <Include/general.hxx> #include <Aircraft/aircraft.hxx> #include <ATC/ATCmgr.hxx> #include <ATC/ATCdisplay.hxx> #include <Autopilot/newauto.hxx> #include <Cockpit/cockpit.hxx> #include <Cockpit/radiostack.hxx> #include <Cockpit/steam.hxx> #include <FDM/UIUCModel/uiuc_aircraftdir.h> #include <GUI/gui.h> // #include <Joystick/joystick.hxx> #ifdef FG_NETWORK_OLK #include <NetworkOLK/network.h> #endif #include <Objects/matlib.hxx> #include <Scenery/scenery.hxx> #include <Scenery/tilemgr.hxx> #ifdef ENABLE_AUDIO_SUPPORT # include <Sound/soundmgr.hxx> # include <Sound/fg_fx.hxx> # include <Sound/morse.hxx> #endif #include <Time/event.hxx> #include <Time/fg_timer.hxx> #include <Time/light.hxx> #include <Time/sunpos.hxx> #include <Time/tmp.hxx> #include <Input/input.hxx> // ADA #include <simgear/misc/sgstream.hxx> #include <simgear/math/point3d.hxx> #include <FDM/flight.hxx> #include <FDM/ADA.hxx> #include <Scenery/tileentry.hxx> // Should already be inlcluded by gl.h if needed by your platform so // we shouldn't include this here. // #include <GL/glext.h> #if !defined(sgi) // PFNGLPOINTPARAMETERFEXTPROC glPointParameterfEXT = 0; // PFNGLPOINTPARAMETERFVEXTPROC glPointParameterfvEXT = 0; #endif float default_attenuation[3] = {1.0, 0.0, 0.0}; //Required for using GL_extensions void fgLoadDCS (void); void fgUpdateDCS (void); 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 #ifndef FG_NEW_ENVIRONMENT # include <WeatherCM/FGLocalWeatherDatabase.h> #else # include <Environment/environment_mgr.hxx> #endif #include "version.h" #include "fg_init.hxx" #include "fg_io.hxx" #include "fg_props.hxx" #include "globals.hxx" #include "splash.hxx" #include "viewmgr.hxx" #include "options.hxx" #include "logger.hxx" #include "model.hxx" #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 glutIdleLoop() so that we can get a // splash screen up and running right away. static int idle_state = 0; static long global_multi_loop; // forward declaration void fgReshape( int width, int height ); // ssg variables ssgRoot *scene = NULL; ssgBranch *terrain_branch = NULL; ssgBranch *gnd_lights_branch = NULL; ssgBranch *rwy_lights_branch = NULL; // 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 fog_exp2_punch_through; ssgRoot *lighting = NULL; // ssgBranch *airport = NULL; #ifdef FG_NETWORK_OLK ssgSelector *fgd_sel = NULL; ssgTransform *fgd_pos = NULL; #endif // current fdm/position used for view FGInterface cur_view_fdm; // Sky structures SGSky *thesky; // hack sgMat4 copy_of_ssgOpenGLAxisSwapMatrix = { { 1.0f, 0.0f, 0.0f, 0.0f }, { 0.0f, 0.0f, -1.0f, 0.0f }, { 0.0f, 1.0f, 0.0f, 0.0f }, { 0.0f, 0.0f, 0.0f, 1.0f } }; // The following defines flightgear options. Because glutlib will also // want to parse its own options, those options must not be included here // or they will get parsed by the main program option parser. Hence case // is significant for any option added that might be in conflict with // glutlib's parser. // // glutlib parses for: // -display // -direct (invalid in Win32) // -geometry // -gldebug // -iconized // -indirect (invalid in Win32) // -synce // // Note that glutlib depends upon strings while this program's // option parser wants only initial characters followed by numbers // or pathnames. // ssgSimpleState *default_state; ssgSimpleState *hud_and_panel; ssgSimpleState *menus; SGTimeStamp start_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 ); 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; l = &cur_light_params; #ifndef GLUT_WRONG_VERSION // Go full screen if requested ... if ( fgGetBool("/sim/startup/fullscreen") ) { glutFullScreen(); } #endif // If enabled, normal vectors specified with glNormal are scaled // to unit length after transformation. See glNormal. // glEnable( GL_NORMALIZE ); glEnable( GL_LIGHTING ); glEnable( GL_LIGHT0 ); glLightfv( GL_LIGHT0, GL_POSITION, l->sun_vec ); sgVec3 sunpos; sgSetVec3( sunpos, l->sun_vec[0], l->sun_vec[1], l->sun_vec[2] ); ssgGetLight( 0 ) -> setPosition( sunpos ); // glFogi (GL_FOG_MODE, GL_LINEAR); glFogi (GL_FOG_MODE, GL_EXP2); if ( (!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 ) { if ( fgPanelVisible() ) { GLfloat height = fgGetInt("/sim/startup/ysize"); GLfloat view_h = (current_panel->getViewHeight() - 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 = &cur_light_params; 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 ); 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(); // draw the ssg scene // return to the desired diffuse color ssgGetLight( 0 ) -> setColour( GL_DIFFUSE, l->scene_diffuse ); glEnable( GL_DEPTH_TEST ); ssgCullAndDraw( scene ); // draw the lights glFogf (GL_FOG_DENSITY, fog_exp2_punch_through); ssgCullAndDraw( lighting ); thesky->postDraw( cur_fdm_state->get_Altitude() * SG_FEET_TO_METER ); // need to do this here as hud_and_panel state is static to // main.cxx and HUD and Panel routines have to be called with // knowledge of the the TR struct < see gui.cxx::HighResDump() hud_and_panel->apply(); } // Update all Visuals (redraws anything graphics related) void fgRenderFrame( void ) { static const SGPropertyNode *longitude = fgGetNode("/position/longitude-deg"); static const SGPropertyNode *latitude = fgGetNode("/position/latitude-deg"); static const SGPropertyNode *altitude = fgGetNode("/position/altitude-ft"); // Update the default (kludged) properties. fgUpdateProps(); fgLIGHT *l = &cur_light_params; static double last_visibility = -9999; // update fog params double actual_visibility = thesky->get_visibility(); if ( actual_visibility != last_visibility ) { last_visibility = actual_visibility; fog_exp_density = m_log01 / actual_visibility; fog_exp2_density = sqrt_m_log01 / actual_visibility; fog_exp2_punch_through = sqrt_m_log01 / ( actual_visibility * 2.5 ); } // 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); } start_time_stamp.stamp(); // Keep resetting the start time } 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. // Update the elapsed time. current_time_stamp.stamp(); globals->set_elapsed_time_ms((current_time_stamp - start_time_stamp) / 1000L); // calculate our current position in cartesian space scenery.set_center( scenery.get_next_center() ); // update view port fgReshape( fgGetInt("/sim/startup/xsize"), fgGetInt("/sim/startup/ysize") ); // set the sun position glLightfv( GL_LIGHT0, GL_POSITION, l->sun_vec ); clear_mask = GL_DEPTH_BUFFER_BIT; if ( fgGetBool("/sim/rendering/wireframe") ) { clear_mask |= GL_COLOR_BUFFER_BIT; } if ( fgGetBool("/sim/rendering/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; } 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 *)globals->get_current_view()->get_VIEW() ); // set the opengl state to known default values default_state->force(); // update fog params if visibility has changed thesky->set_visibility(fgGetDouble("/environment/visibility-m")); 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 ( fgGetBool("/sim/rendering/skyblend") ) { /* cout << "thesky->repaint() sky_color = " << cur_light_params.sky_color[0] << " " << cur_light_params.sky_color[1] << " " << cur_light_params.sky_color[2] << " " << cur_light_params.sky_color[3] << endl; cout << " fog = " << cur_light_params.fog_color[0] << " " << cur_light_params.fog_color[1] << " " << cur_light_params.fog_color[2] << " " << cur_light_params.fog_color[3] << endl; cout << " sun_angle = " << cur_light_params.sun_angle << " moon_angle = " << cur_light_params.moon_angle << endl; */ thesky->repaint( cur_light_params.sky_color, cur_light_params.adj_fog_color, cur_light_params.sun_angle, cur_light_params.moon_angle, globals->get_ephem()->getNumPlanets(), globals->get_ephem()->getPlanets(), globals->get_ephem()->getNumStars(), globals->get_ephem()->getStars() ); /* cout << "thesky->reposition( view_pos = " << view_pos[0] << " " << view_pos[1] << " " << view_pos[2] << endl; cout << " zero_elev = " << zero_elev[0] << " " << zero_elev[1] << " " << zero_elev[2] << " lon = " << cur_fdm_state->get_Longitude() << " lat = " << cur_fdm_state->get_Latitude() << endl; cout << " sun_rot = " << cur_light_params.sun_rotation << " gst = " << SGTime::cur_time_params->getGst() << endl; cout << " sun ra = " << globals->get_ephem()->getSunRightAscension() << " sun dec = " << globals->get_ephem()->getSunDeclination() << " moon ra = " << globals->get_ephem()->getMoonRightAscension() << " moon dec = " << globals->get_ephem()->getMoonDeclination() << endl; */ thesky->reposition( globals->get_current_view()->get_view_pos(), globals->get_current_view()->get_zero_elev(), globals->get_current_view()->get_world_up(), longitude->getDoubleValue() * SGD_DEGREES_TO_RADIANS, latitude->getDoubleValue() * SGD_DEGREES_TO_RADIANS, altitude->getDoubleValue() * SG_FEET_TO_METER, cur_light_params.sun_rotation, globals->get_time_params()->getGst(), globals->get_ephem()->getSunRightAscension(), globals->get_ephem()->getSunDeclination(), 50000.0, globals->get_ephem()->getMoonRightAscension(), globals->get_ephem()->getMoonDeclination(), 50000.0 ); } glEnable( GL_DEPTH_TEST ); if ( 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. GLfloat black[4] = { 0.0, 0.0, 0.0, 1.0 }; GLfloat white[4] = { 1.0, 1.0, 1.0, 1.0 }; 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_white ); // 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( globals->get_current_view()->get_h_fov(), globals->get_current_view()->get_v_fov() ); double agl = current_aircraft.fdm_state->get_Altitude() * SG_FEET_TO_METER - scenery.get_cur_elev(); if (fgGetBool("/sim/view/internal")) ssgSetNearFar( 0.2f, 120000.0f ); else if ( agl > 10.0) ssgSetNearFar( 10.0f, 120000.0f ); else ssgSetNearFar( 0.5f, 120000.0f ); current_model.update(0); // FIXME: use real delta time // $$$ begin - added VS Renganthan 17 Oct 2K fgUpdateDCS(); // $$$ end - added VS Renganthan 17 Oct 2K # ifdef FG_NETWORK_OLK if ( fgGetBool("/sim/networking/network-olk") ) { sgCoord fgdpos; other = head->next; /* put listpointer to start */ while ( other != tail) { /* display all except myself */ if ( strcmp( other->ipadr, fgd_mcp_ip) != 0) { other->fgd_sel->select(1); sgSetCoord( &fgdpos, other->sgFGD_COORD ); other->fgd_pos->setTransform( &fgdpos ); } other = other->next; } // fgd_sel->select(1); // sgCopyMat4( sgTUX, current_view.sgVIEW); // sgCoord fgdpos; // sgSetCoord( &fgdpos, sgFGD_VIEW ); // fgd_pos->setTransform( &fgdpos); } # endif // position tile nodes and update range selectors global_tile_mgr.prep_ssg_nodes(); if ( fgGetBool("/sim/rendering/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(); // return to the desired diffuse color ssgGetLight( 0 ) -> setColour( GL_DIFFUSE, l->scene_diffuse ); } // draw the ssg scene glEnable( GL_DEPTH_TEST ); ssgCullAndDraw( scene ); // change state for lighting here // draw lighting // Set punch through fog density glFogf (GL_FOG_DENSITY, fog_exp2_punch_through); #ifdef FG_EXPERIMENTAL_LIGHTING // Enable states for drawing points with GL_extension if (glutExtensionSupported("GL_EXT_point_parameters")) { glEnable(GL_POINT_SMOOTH); float quadratic[3] = {1.0, 0.01, 0.0001}; // get the address of our OpenGL extensions #if !defined(sgi) glPointParameterfEXT = (PFNGLPOINTPARAMETERFEXTPROC) wglGetProcAddress("glPointParameterfEXT"); glPointParameterfvEXT = (PFNGLPOINTPARAMETERFVEXTPROC) wglGetProcAddress("glPointParameterfvEXT"); #endif // makes the points fade as they move away glPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT, quadratic); glPointParameterfEXT(GL_POINT_SIZE_MIN_EXT, 1.0); glPointSize(4.0); // Enable states for drawing runway lights with spherical mapping 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); //Maybe this is not the best way, but it works !! glPolygonMode(GL_FRONT, GL_POINT); glCullFace(GL_BACK); glEnable(GL_CULL_FACE); } glDisable( GL_LIGHTING ); // blending function for runway lights glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) ; glEnable(GL_BLEND); #endif ssgCullAndDraw( lighting ); #ifdef FG_EXPERIMENTAL_LIGHTING if (glutExtensionSupported("GL_EXT_point_parameters")) { // Disable states used for runway lighting glPolygonMode(GL_FRONT, GL_FILL); glDisable(GL_TEXTURE_GEN_S); glDisable(GL_TEXTURE_GEN_T); glPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT, default_attenuation); } glPointSize(1.0); #endif if ( fgGetBool("/sim/rendering/skyblend") ) { // draw the sky cloud layers thesky->postDraw( cur_fdm_state->get_Altitude() * SG_FEET_TO_METER ); } // display HUD && Panel glDisable( GL_FOG ); glDisable( GL_DEPTH_TEST ); // glDisable( GL_CULL_FACE ); // glDisable( GL_TEXTURE_2D ); // update the input subsystem current_input.update(1); // FIXME: use real dt // update the controls subsystem globals->get_controls()->update(1); // FIXME: use real dt 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 globals->get_ATC_display()->update(1); // FIXME: use real dt // update the panel subsystem if ( current_panel != NULL ) { current_panel->update(1); // FIXME: use real dt } // 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_FOG ); globals->get_logger()->update(0); // FIXME: use real dt } glutSwapBuffers(); } // Update internal time dependent calculations (i.e. flight model) void fgUpdateTimeDepCalcs() { static bool inited = false; static const SGPropertyNode *master_freeze = fgGetNode("/sim/freeze/master"); //SG_LOG(SG_FLIGHT,SG_INFO, "Updating time dep calcs()"); fgLIGHT *l = &cur_light_params; int i; long multi_loop = 1; // 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() && 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() ) { // do nothing, fdm isn't inited yet } else if ( master_freeze->getBoolValue() ) { // we are frozen, run the fdm's with 0 time slices in case // they want to do something with that. cur_fdm_state->update( 0 ); FGSteam::update( 0 ); } else { // we have been inited, and we are not frozen, we are good to go ... if ( !inited ) { cur_fdm_state->stamp(); inited = true; } SGTimeStamp current; current.stamp(); long elapsed = current - cur_fdm_state->get_time_stamp(); cur_fdm_state->set_time_stamp( current ); elapsed += cur_fdm_state->get_remainder(); // cout << "elapsed = " << elapsed << endl; // cout << "dt = " << cur_fdm_state->get_delta_t() << endl; multi_loop = (long)(((double)elapsed * 0.000001) / cur_fdm_state->get_delta_t() ); cur_fdm_state->set_multi_loop( multi_loop ); long remainder = elapsed - (long)( (multi_loop*1000000) * cur_fdm_state->get_delta_t() ); cur_fdm_state->set_remainder( remainder ); // cout << "remainder = " << remainder << endl; // chop max interations to something reasonable if the sim was // delayed for an excesive amount of time if ( multi_loop > 2.0 / cur_fdm_state->get_delta_t() ) { multi_loop = (int)(2.0 / cur_fdm_state->get_delta_t()); cur_fdm_state->set_remainder( 0 ); } // cout << "multi_loop = " << multi_loop << endl; for ( i = 0; i < multi_loop * fgGetInt("/sim/speed-up"); ++i ) { // run Autopilot system globals->get_autopilot()->update(0); // FIXME: use real dt // update FDM cur_fdm_state->update( 1 ); } FGSteam::update( multi_loop * fgGetInt("/sim/speed-up") ); } if ( !strcmp(fgGetString("/sim/view-mode"), "pilot") ) { cur_view_fdm = *cur_fdm_state; // do nothing } // update the view angle globals->get_viewmgr()->update(multi_loop); l->UpdateAdjFog(); // Update solar system globals->get_ephem()->update( globals->get_time_params()->getMjd(), globals->get_time_params()->getLst(), cur_fdm_state->get_Latitude() ); // Update radio stack model current_radiostack->update(multi_loop); } void fgInitTimeDepCalcs( void ) { // initialize timer // #ifdef HAVE_SETITIMER // fgTimerInit( 1.0 / fgGetInt("/sim/model-hz"), // fgUpdateTimeDepCalcs ); // #endif HAVE_SETITIMER } 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 ) { 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 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(); SG_LOG( SG_ALL, SG_DEBUG, "Running Main Loop"); SG_LOG( SG_ALL, SG_DEBUG, "======= ==== ===="); #ifdef FG_NETWORK_OLK if ( fgGetBool("/sim/networking/network-olk") ) { if ( net_is_registered == 0 ) { // We first have to reg. to fgd // printf("FGD: Netupdate\n"); fgd_send_com( "A", FGFS_host); // Send Mat4 data fgd_send_com( "B", FGFS_host); // Recv Mat4 data } } #endif #if defined( ENABLE_PLIB_JOYSTICK ) // Read joystick and update control settings // if ( fgGetString("/sim/control-mode") == "joystick" ) // { // fgJoystickRead(); // } #elif defined( ENABLE_GLUT_JOYSTICK ) // Glut joystick support works by feeding a joystick handler // function to glut. This is taken care of once in the joystick // init routine and we don't have to worry about it again. #endif #ifdef FG_NEW_ENVIRONMENT globals->get_environment_mgr()->update(0); // FIXME: use real delta time #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); */ if ( scenery.get_cur_elev() > -9990 && cur_fdm_state->get_inited() ) { if ( cur_fdm_state->get_Altitude() * SG_FEET_TO_METER < (scenery.get_cur_elev() + alt_adjust_m - 3.0) ) { // now set aircraft altitude above ground printf("(*) Current Altitude = %.2f < %.2f forcing to %.2f\n", cur_fdm_state->get_Altitude() * SG_FEET_TO_METER, scenery.get_cur_elev() + alt_adjust_m - 3.0, scenery.get_cur_elev() + alt_adjust_m ); cur_fdm_state->set_Altitude( scenery.get_cur_elev() + alt_adjust_m ); SG_LOG( SG_ALL, SG_DEBUG, "<*> resetting altitude to " << cur_fdm_state->get_Altitude() * SG_FEET_TO_METER << " meters" ); } } /* 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 ) { fgUpdateSkyAndLightingParams(); } // 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 ); 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 globals->get_ATC_mgr()->update(1); // FIXME: use real dt // Run flight model // Calculate model iterations needed for next frame elapsed += remainder; global_multi_loop = (long)(((double)elapsed * 0.000001) * fgGetInt("/sim/model-hz")); remainder = elapsed - ( (global_multi_loop*1000000) / fgGetInt("/sim/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 * fgGetInt("/sim/model-hz") ) { global_multi_loop = (int)(2.0 * fgGetInt("/sim/model-hz") ); remainder = 0; } // flight model if ( global_multi_loop > 0 ) { fgUpdateTimeDepCalcs(); } else { SG_LOG( SG_ALL, SG_DEBUG, "Elapsed time is zero ... we're zinging" ); } #if ! defined( macintosh ) // Do any I/O channel work that might need to be done fgIOProcess(); #endif // see if we need to load any new scenery tiles global_tile_mgr.update( longitude->getDoubleValue(), latitude->getDoubleValue() ); // see if we need to load any deferred-load textures material_lib.load_next_deferred(); // Process/manage pending events global_events.Process(); // Run audio scheduler #ifdef ENABLE_AUDIO_SUPPORT if ( fgGetBool("/sim/sound/audible") && globals->get_soundmgr()->is_working() ) { globals->get_fx()->update(1); // FIXME: use dt globals->get_soundmgr()->update(1); // FIXME: use dt } #endif // redraw display fgRenderFrame(); 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 ) { // Initialize the splash screen right away if ( fgGetBool("/sim/startup/splash-screen") ) { fgSplashInit(); } 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 ) { // setup OpenGL view parameters fgInitVisuals(); idle_state++; } else if ( idle_state == 5 ) { idle_state++; } else if ( idle_state == 6 ) { // sleep(1); idle_state = 1000; cout << "Panel visible = " << fgPanelVisible() << endl; 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. fgMainLoop(); } else { if ( fgGetBool("/sim/startup/splash-screen") ) { fgSplashUpdate(0.0); } } } // 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 * (current_panel->getViewHeight() - current_panel->getYOffset()) / 768.0); } else { view_h = height; } // for all views for ( int i = 0; i < globals->get_viewmgr()->size(); ++i ) { globals->get_viewmgr()->get_view(i)-> set_aspect_ratio((float)view_h / (float)width); } glViewport( 0, (GLint)(height - view_h), (GLint)(width), (GLint)(view_h) ); fgSetInt("/sim/startup/xsize", width); fgSetInt("/sim/startup/ysize", height); guiInitMouse(width, height); ssgSetFOV( globals->get_current_view()->get_h_fov(), globals->get_current_view()->get_v_fov() ); fgHUDReshape(); } // Initialize GLUT and define a main window int fgGlutInit( int *argc, char **argv ) { #if !defined( macintosh ) // GLUT will extract all glut specific options so later on we only // need wory about our own. glutInit(argc, argv); #endif // Define Display Parameters glutInitDisplayMode( GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE ); SG_LOG( SG_GENERAL, SG_INFO, "Opening a window: " << fgGetInt("/sim/startup/xsize") << "x" << fgGetInt("/sim/startup/ysize") ); // Define initial window size glutInitWindowSize( fgGetInt("/sim/startup/xsize"), fgGetInt("/sim/startup/ysize") ); // Initialize windows if ( !fgGetBool("/sim/startup/game-mode")) { // Open the regular window glutCreateWindow("FlightGear"); #ifndef GLUT_WRONG_VERSION } else { // Open the cool new 'game mode' window char game_mode_str[256]; sprintf( game_mode_str, "width=%d height=%d bpp=%d", fgGetInt("/sim/startup/xsize"), fgGetInt("/sim/startup/ysize"), fgGetInt("/sim/rendering/bits-per-pixel")); SG_LOG( SG_GENERAL, SG_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 ) ); 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 ); return 1; } // Initialize GLUT event handlers int fgGlutInitEvents( void ) { // call fgReshape() on window resizes glutReshapeFunc( fgReshape ); // keyboard and mouse callbacks are set in FGInput::init #ifndef FG_NEW_MOUSE // call guiMouseFunc() whenever our little rodent is used glutMouseFunc ( guiMouseFunc ); glutMotionFunc (guiMotionFunc ); glutPassiveMotionFunc (guiMotionFunc ); #endif // call fgMainLoop() whenever there is // nothing else to do glutIdleFunc( fgIdleFunction ); // draw the scene glutDisplayFunc( fgRenderFrame ); return 1; } // Main loop int mainLoop( 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_INFO ); string version; #ifdef FLIGHTGEAR_VERSION version = FLIGHTGEAR_VERSION; #else version = "unknown version"; #endif SG_LOG( SG_GENERAL, SG_INFO, "FlightGear: Version " << version << endl ); // Allocate global data structures. This needs to happen before // we parse command line options globals = new FGGlobals; #if defined(FG_NEW_ENVIRONMENT) globals->set_environment_mgr(new FGEnvironmentMgr); #endif // seed the random number generater sg_srandom_time(); SGRoute *route = new SGRoute; globals->set_route( route ); FGControls *controls = new FGControls; globals->set_controls( controls ); FGViewMgr *viewmgr = new FGViewMgr; globals->set_viewmgr( viewmgr ); viewmgr->init(); viewmgr->bind(); 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 string base_version = fgBasePackageVersion(); if ( !(base_version == "0.7.9") ) { // tell the operator how to use this application fgUsage(); SG_LOG( SG_GENERAL, SG_ALERT, "Base package check failed ... " << "Found version " << base_version ); SG_LOG( SG_GENERAL, SG_ALERT, "Please upgrade to version 0.7.9" ); exit(-1); } // Initialize the Aircraft directory to "" (UIUC) aircraft_dir = ""; // Load the configuration parameters if ( !fgInitConfig(argc, argv) ) { SG_LOG( SG_GENERAL, SG_ALERT, "Config option parsing failed ..." ); exit(-1); } // Initialize the Window/Graphics environment. if( !fgGlutInit(&argc, argv) ) { SG_LOG( SG_GENERAL, SG_ALERT, "GLUT initialization failed ..." ); exit(-1); } // Initialize the various GLUT Event Handlers. if( !fgGlutInitEvents() ) { SG_LOG( SG_GENERAL, SG_ALERT, "GLUT event handler initialization failed ..." ); exit(-1); } // Initialize plib net interface netInit( &argc, argv ); // Initialize ssg (from plib). Needs to come before we do any // other ssg stuff, but after opengl/glut has been initialized. ssgInit(); // Initialize the user interface (we need to do this before // passing off control to glut and before fgInitGeneral to get our // fonts !!! guiInit(); #ifdef GL_EXT_texture_lod_bias glTexEnvf( GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, -0.5 ) ; #endif // Set position relative to glide slope if requested fgSetPosFromGlideSlope(); // set current_options lon/lat if an airport id is specified // cout << "3. airport_id = " << fgGetString("/sim/startup/airport-id") << endl; if ( fgGetString("/sim/startup/airport-id")[0] != '\0' ) { // fgSetPosFromAirportID( fgGetString("/sim/startup/airport-id") ); fgSetPosFromAirportIDandHdg( fgGetString("/sim/startup/airport-id"), fgGetDouble("/orientation/heading-deg") ); } 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); } SGPath modelpath( globals->get_fg_root() ); ssgModelPath( (char *)modelpath.c_str() ); // Scene graph root scene = new ssgRoot; scene->setName( "Scene" ); lighting = new ssgRoot; lighting->setName( "Lighting" ); // 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 ); thesky = new SGSky; 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() ); thesky->build( 550.0, 550.0, globals->get_ephem()->getNumPlanets(), globals->get_ephem()->getPlanets(), 60000.0, globals->get_ephem()->getNumStars(), globals->get_ephem()->getStars(), 60000.0 ); if ( fgGetBool("/environment/clouds/status") ) { // thesky->add_cloud_layer( 2000.0, 200.0, 50.0, 40000.0, // SG_CLOUD_OVERCAST ); thesky->add_cloud_layer( fgGetDouble("/environment/clouds/altitude-ft") * SG_FEET_TO_METER, 200.0, 50.0, 40000.0, SG_CLOUD_MOSTLY_CLOUDY ); // thesky->add_cloud_layer( 3000.0, 200.0, 50.0, 40000.0, // SG_CLOUD_MOSTLY_SUNNY ); thesky->add_cloud_layer( 6000.0, 20.0, 10.0, 40000.0, SG_CLOUD_CIRRUS ); } // Initialize MagVar model SGMagVar *magvar = new SGMagVar(); globals->set_mag( magvar ); // Terrain branch terrain_branch = new ssgBranch; terrain_branch->setName( "Terrain" ); scene->addKid( terrain_branch ); // Lighting gnd_lights_branch = new ssgBranch; gnd_lights_branch->setName( "Ground Lighting" ); lighting->addKid( gnd_lights_branch ); rwy_lights_branch = new ssgBranch; rwy_lights_branch->setName( "Runway Lighting" ); lighting->addKid( rwy_lights_branch ); // airport = new ssgBranch; // airport->setName( "Airport Lighting" ); // lighting->addKid( airport ); // ADA fgLoadDCS(); // ADA // temporary visible aircraft "own ship" current_model.init(); #ifdef FG_NETWORK_OLK // Do the network intialization if ( fgGetBool("/sim/networking/network-olk") ) { printf("Multipilot mode %s\n", fg_net_init( scene ) ); } #endif // build our custom render states fgBuildRenderStates(); // pass control off to the master GLUT event handler glutMainLoop(); // we never actually get here ... but to avoid compiler warnings, // etc. return 0; } // $$$ end - added VS Renganathan, 15 Oct 2K // - added Venky , 12 Nov 2K #if defined(__linux__) && defined(__i386__) static void handleFPE (int); static void initFPE () { fpu_control_t fpe_flags = 0; _FPU_GETCW(fpe_flags); // fpe_flags &= ~_FPU_MASK_IM; // invalid operation // fpe_flags &= ~_FPU_MASK_DM; // denormalized operand // fpe_flags &= ~_FPU_MASK_ZM; // zero-divide // fpe_flags &= ~_FPU_MASK_OM; // overflow // fpe_flags &= ~_FPU_MASK_UM; // underflow // fpe_flags &= ~_FPU_MASK_PM; // precision (inexact result) _FPU_SETCW(fpe_flags); signal(SIGFPE, handleFPE); } static void handleFPE (int num) { initFPE(); SG_LOG(SG_GENERAL, SG_ALERT, "Floating point interrupt (SIGFPE)"); } #endif // Main entry point; catch any exceptions that have made it this far. int main ( int argc, char **argv ) { // Enable floating-point exceptions for Linux/x86 #if defined(__linux__) && defined(__i386__) initFPE(); #endif // Enable floating-point exceptions for Windows #if defined( _MSC_VER ) && defined( DEBUG ) // Christian, we should document what this does _control87( _EM_INEXACT, _MCW_EM ); #endif #if defined( HAVE_BC5PLUS ) _control87(MCW_EM, MCW_EM); /* defined in float.h */ #endif // FIXME: add other, more specific // exceptions. try { mainLoop(argc, argv); } catch (sg_throwable &t) { SG_LOG(SG_GENERAL, SG_ALERT, "Fatal error: " << t.getFormattedMessage() << "\n (received from " << t.getOrigin() << ')'); exit(1); } return 0; } void fgLoadDCS(void) { ssgEntity *ship_obj = NULL; char obj_filename[25]; for ( int k = 0; k < 32; k++ ) { ship_pos[k]=NULL; } SGPath tile_path( globals->get_fg_root()); tile_path.append( "Scenery" ); tile_path.append( "Objects.txt" ); sg_gzifstream in( tile_path.str() ); if ( ! in.is_open() ) { SG_LOG( SG_TERRAIN, SG_ALERT, "Cannot open file: " << tile_path.str() ); } else { SGPath modelpath( globals->get_fg_root() ); modelpath.append( "Models" ); modelpath.append( "Geometry" ); SGPath texturepath( globals->get_fg_root() ); texturepath.append( "Models" ); texturepath.append( "Textures" ); ssgModelPath( (char *)modelpath.c_str() ); ssgTexturePath( (char *)texturepath.c_str() ); ship_sel = new ssgSelector; char c; while ( ! in.eof() ) { in >> ::skipws; if ( in.get( c ) && c == '#' ) { in >> skipeol; } else { in.putback(c); in >> obj_filename >> obj_lat[objc] >> obj_lon[objc] >> obj_alt[objc]; /* cout << endl << obj_filename << " " << obj_lat[objc] << " " << obj_lon[objc] << " " << obj_alt[objc] << endl; int chj=getchar();*/ obj_lon[objc] *=SGD_DEGREES_TO_RADIANS; obj_lat[objc] *=SGD_DEGREES_TO_RADIANS; ship_pos[objc] = new ssgTransform; // type "repeat" in objects.txt to load one more // instance of the last object. if ( strcmp(obj_filename,"repeat") != 0) { ship_obj = ssgLoad( obj_filename ); } if ( ship_obj != NULL ) { ship_obj->setName(obj_filename); if (objc == 0) ship_obj->clrTraversalMaskBits( SSGTRAV_HOT ); else ship_obj->setTraversalMaskBits( SSGTRAV_HOT ); ship_pos[objc]->addKid( ship_obj ); // add object to transform node ship_sel->addKid( ship_pos[objc] ); // add transform node to selector SG_LOG( SG_TERRAIN, SG_ALERT, "Loaded file: " << obj_filename ); } else { SG_LOG( SG_TERRAIN, SG_ALERT, "Cannot open file: " << obj_filename ); } // temporary hack for deck lights - ultimately should move to PLib (when??) //const char *extn = file_extension ( obj_filename ) ; if ( objc == 1 ){ ssgVertexArray *lights = new ssgVertexArray( 100 ); ssgVertexArray *lightpoints = new ssgVertexArray( 100 ); ssgVertexArray *lightnormals = new ssgVertexArray( 100 ); ssgVertexArray *lightdir = new ssgVertexArray( 100 ); int ltype[500], light_type; static int ltcount = 0; string token; sgVec3 rway_dir,rway_normal,lightpt; Point3D node; modelpath.append(obj_filename); sg_gzifstream in1( modelpath.str() ); if ( ! in1.is_open() ) { SG_LOG( SG_TERRAIN, SG_ALERT, "Cannot open file: " << modelpath.str() ); } else { while ( ! in1.eof() ) { in1 >> ::skipws; if ( in1.get( c ) && c == '#' ) { in1 >> skipeol; } else { in1.putback(c); in1 >> token; //cout << token << endl; if ( token == "runway" ) { in1 >> node; sgSetVec3 (rway_dir, node[0], node[1], node[2] ); } else if ( token == "edgelight" ) { in1 >> node; sgSetVec3 (rway_normal, node[0], node[1], node[2] ); light_type = 1; } else if ( token == "taxi" ) { in1 >> node; sgSetVec3 (rway_normal, node[0], node[1], node[2] ); light_type = 2; } else if ( token == "vasi" ) { in1 >> node; sgSetVec3 (rway_normal, node[0], node[1], node[2] ); light_type = 3; } else if ( token == "threshold" ) { in1 >> node; sgSetVec3 (rway_normal, node[0], node[1], node[2] ); light_type = 4; } else if ( token == "rabbit" ) { in1 >> node; sgSetVec3 (rway_normal, node[0], node[1], node[2] ); light_type = 5; } else if ( token == "ols" ) { in1 >> node; sgSetVec3 (rway_ols, node[0], node[1], node[2] ); light_type = 6; } else if ( token == "red" ) { in1 >> node; sgSetVec3 (rway_normal, node[0], node[1], node[2] ); light_type = 7; } else if ( token == "green" ) { in1 >> node; sgSetVec3 (rway_normal, node[0], node[1], node[2] ); light_type = 8; } else if ( token == "lp" ) { in1 >> node; sgSetVec3 (lightpt, node[0], node[1], node[2] ); lightpoints->add( lightpt ); lightnormals->add( rway_normal ); lightdir->add( rway_dir ); ltype[ltcount]= light_type; ltcount++; } if (in1.eof()) break; } } //while if ( lightpoints->getNum() ) { ssgBranch *lightpoints_branch; long int dummy = -999; dummy_tile = new FGTileEntry((SGBucket)dummy); dummy_tile->lightmaps_sequence = new ssgSelector; dummy_tile->ols_transform = new ssgTransform; // call function to generate the runway lights lightpoints_branch = dummy_tile->gen_runway_lights( lightpoints, lightnormals, lightdir, ltype); lightpoints_brightness->addKid(lightpoints_branch); lightpoints_transform->addKid(lightpoints_brightness); //dummy_tile->lightmaps_sequence->setTraversalMaskBits( SSGTRAV_HOT ); lightpoints_transform->addKid( dummy_tile->lightmaps_sequence ); lightpoints_transform->ref(); gnd_lights_branch->addKid( lightpoints_transform ); } } //if in1 } //if objc // end hack for deck lights objc++; if (in.eof()) break; } } // while SG_LOG ( SG_TERRAIN, SG_ALERT, "Finished object processing." ); terrain_branch->addKid( ship_sel ); //add selector node to root node } return; } void fgUpdateDCS (void) { // double eye_lat,eye_lon,eye_alt; // static double obj_head; double sl_radius,obj_latgc; // float nresultmat[4][4]; // sgMat4 Trans,rothead,rotlon,rot180,rotlat,resultmat1,resultmat2,resultmat3; double bz[3]; // Instantaneous Geodetic Lat/Lon/Alt of moving object FGADA *fdm = (FGADA *)current_aircraft.fdm_state; // Deck should be the first object in objects.txt in case of fdm=ada if (!strcmp(fgGetString("/sim/flight-model"), "ada")) { if ((fdm->get_iaux(1))==1) { obj_lat[1] = fdm->get_daux(1)*SGD_DEGREES_TO_RADIANS; obj_lon[1] = fdm->get_daux(2)*SGD_DEGREES_TO_RADIANS; obj_alt[1] = fdm->get_daux(3); obj_pitch[1] = fdm->get_faux(1); obj_roll[1] = fdm->get_faux(2); } } for ( int m = 0; m < objc; m++ ) { //cout << endl << obj_lat[m]*SGD_RADIANS_TO_DEGREES << " " << obj_lon[m]*SGD_RADIANS_TO_DEGREES << " " << obj_alt[m] << " " << objc << endl; //int v=getchar(); //Geodetic to Geocentric angles for rotation sgGeodToGeoc(obj_lat[m],obj_alt[m],&sl_radius,&obj_latgc); //moving object gbs-posn in cartesian coords Point3D obj_posn = Point3D( obj_lon[m],obj_lat[m],obj_alt[m]); Point3D obj_pos = sgGeodToCart( obj_posn ); // Translate moving object w.r.t eye Point3D Objtrans = obj_pos-scenery.get_center(); bz[0]=Objtrans.x(); bz[1]=Objtrans.y(); bz[2]=Objtrans.z(); // rotate dynamic objects for lat,lon & alt and other motion about its axes sgMat4 sgTRANS; sgMakeTransMat4( sgTRANS, bz[0],bz[1],bz[2]); sgVec3 ship_fwd,ship_rt,ship_up; sgSetVec3( ship_fwd, 1.0, 0.0, 0.0);//east,roll sgSetVec3( ship_rt, 0.0, 1.0, 0.0);//up,pitch sgSetVec3( ship_up, 0.0, 0.0, 1.0); //north,yaw sgMat4 sgROT_lon, sgROT_lat, sgROT_hdg, sgROT_pitch, sgROT_roll; sgMakeRotMat4( sgROT_lon, obj_lon[m]*SGD_RADIANS_TO_DEGREES, ship_up ); sgMakeRotMat4( sgROT_lat, 90-obj_latgc*SGD_RADIANS_TO_DEGREES, ship_rt ); sgMakeRotMat4( sgROT_hdg, 180.0, ship_up ); sgMakeRotMat4( sgROT_pitch, obj_pitch[m], ship_rt ); sgMakeRotMat4( sgROT_roll, obj_roll[m], ship_fwd ); sgMat4 sgTUX; sgCopyMat4( sgTUX, sgROT_hdg ); sgPostMultMat4( sgTUX, sgROT_pitch ); sgPostMultMat4( sgTUX, sgROT_roll ); sgPostMultMat4( sgTUX, sgROT_lat ); sgPostMultMat4( sgTUX, sgROT_lon ); sgPostMultMat4( sgTUX, sgTRANS ); sgCoord shippos; sgSetCoord(&shippos, sgTUX ); ship_pos[m]->setTransform( &shippos ); // temporary hack for deck lights - ultimately should move to PLib (when ??) if (m == 1) { if (lightpoints_transform) { lightpoints_transform->setTransform( &shippos ); float sun_angle = cur_light_params.sun_angle * SGD_RADIANS_TO_DEGREES; if ( sun_angle > 89 ) { lightpoints_brightness->select(0x01); } else { lightpoints_brightness->select(0x00); } } float elev; sgVec3 rp,to; float *vp; float alt; float ref_elev; sgXformPnt3( rp, rway_ols, sgTUX ); vp = globals->get_current_view()->get_view_pos(); to[0] = rp[0]-vp[0]; to[1] = rp[1]-vp[1]; to[2] = rp[2]-vp[2]; float dist = sgLengthVec3( to ); alt = (current_aircraft.fdm_state->get_Altitude() * SG_FEET_TO_METER)-rway_ols[2]; elev = asin(alt/dist)*SGD_RADIANS_TO_DEGREES; ref_elev = elev - 3.75; // +ve above, -ve below unsigned int sel; sel = 0xFF; // DO NOT DELETE THIS CODE - This is to compare a discrete FLOLS (without LOD) with analog FLOLS // if (ref_elev > 0.51) sel = 0x21; // if ((ref_elev <= 0.51) & (ref_elev > 0.17)) sel = 0x22; // if ((ref_elev <= 0.17) & (ref_elev >= -0.17)) sel = 0x24; // if ((ref_elev < -0.17) & (ref_elev >= -0.51)) sel = 0x28; // if (ref_elev < -0.51) sel = 0x30; // DO NOT DELETE THIS CODE - This is to compare a discrete FLOLS (without LOD) with analog FLOLS dummy_tile->lightmaps_sequence->select(sel); sgVec3 up; sgCopyVec3 (up, ship_up); if (dist > 750) sgScaleVec3 (up, 4.0*ref_elev*dist/750.0); else sgScaleVec3 (up, 4.0*ref_elev); dummy_tile->ols_transform->setTransform(up); //cout << "ref_elev " << ref_elev << endl; } // end hack for deck lights } if ( ship_sel != NULL ) { ship_sel->select(0xFFFFFFFE); // first object is ownship, added to acmodel } } // $$$ end - added VS Renganathan, 15 Oct 2K // added Venky , 12 Nov 2K