// // GLUTmain.cxx -- top level sim routines // // Written by Curtis Olson for OpenGL, started May 1997. // // Copyright (C) 1997 Curtis L. Olson - curt@infoplane.com // // 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. // // $Id$ // (Log is kept at end of this file) #ifdef HAVE_CONFIG_H # include <config.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> #ifdef HAVE_STDLIB_H # include <stdlib.h> #endif #include <sys/stat.h> /* for stat() */ #ifdef HAVE_UNISTD_H # include <unistd.h> /* for stat() */ #endif #include <Include/fg_constants.h> // for VERSION #include <Include/general.h> #include <Aircraft/aircraft.h> #include <Astro/moon.hxx> #include <Astro/planets.hxx> #include <Astro/sky.hxx> #include <Astro/stars.hxx> #include <Astro/sun.hxx> #ifdef HAVE_AUDIO_SUPPORT # include <Audio/src/sl.h> # include <Audio/src/sm.h> #endif #include <Cockpit/cockpit.hxx> #include <Debug/fg_debug.h> #include <GUI/gui.h> #include <Joystick/joystick.h> #include <Math/fg_geodesy.h> #include <Math/mat3.h> #include <Math/polar3d.h> #include <PUI/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.h> #include "GLUTkey.hxx" #include "fg_init.hxx" #include "options.hxx" #include "splash.hxx" #include "views.hxx" // This is a record containing 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 idle_state = 0; // Another hack int use_signals = 0; // Global structures for the Audio library #ifdef HAVE_AUDIO_SUPPORT slScheduler audio_sched ( 8000 ); 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; fgOPTIONS *o; struct fgWEATHER *w; l = &cur_light_params; o = ¤t_options; w = ¤t_weather; // Go full screen if requested ... if ( o->fullscreen ) { glutFullScreen(); } // 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 ( (o->fog == 1) || (o->shading == 0) ) { // if fastest fog requested, or if flat shading force fastest xglHint (GL_FOG_HINT, GL_FASTEST ); } else if ( o->fog == 2 ) { xglHint (GL_FOG_HINT, GL_NICEST ); } if ( o->wireframe ) { // draw wire frame xglPolygonMode( GL_FRONT_AND_BACK, GL_LINE ); } // This is the default anyways, but it can't hurt xglFrontFace ( GL_CCW ); } // Update the view volume, position, and orientation static void fgUpdateViewParams( void ) { fgFLIGHT *f; fgLIGHT *l; fgOPTIONS *o; fgVIEW *v; f = current_aircraft.flight; l = &cur_light_params; o = ¤t_options; v = ¤t_view; v->Update(f); v->UpdateWorldToEye(f); // if (!o->panel_status) { // xglViewport( 0, (GLint)((v->winHeight) / 2 ) , // (GLint)(v->winWidth), (GLint)(v->winHeight) / 2 ); // Tell GL we are about to modify the projection parameters // xglMatrixMode(GL_PROJECTION); // xglLoadIdentity(); // gluPerspective(o->fov, v->win_ratio / 2.0, 1.0, 100000.0); // } else { xglViewport(0, 0 , (GLint)(v->winWidth), (GLint)(v->winHeight) ); // Tell GL we are about to modify the projection parameters xglMatrixMode(GL_PROJECTION); xglLoadIdentity(); gluPerspective(o->fov, v->win_ratio, 10.0, 100000.0); // } xglMatrixMode(GL_MODELVIEW); xglLoadIdentity(); // set up our view volume (default) fg_gluLookAt(v->view_pos.x, v->view_pos.y, v->view_pos.z, v->view_pos.x + v->view_forward[0], v->view_pos.y + v->view_forward[1], v->view_pos.z + v->view_forward[2], v->view_up[0], v->view_up[1], v->view_up[2]); // look almost straight up (testing and eclipse watching) /* fg_gluLookAt(v->view_pos.x, v->view_pos.y, v->view_pos.z, v->view_pos.x + v->view_up[0] + .001, v->view_pos.y + v->view_up[1] + .001, v->view_pos.z + v->view_up[2] + .001, v->view_up[0], v->view_up[1], v->view_up[2]); */ // lock view horizontally towards sun (testing) /* fg_gluLookAt(v->view_pos.x, v->view_pos.y, v->view_pos.z, v->view_pos.x + v->surface_to_sun[0], v->view_pos.y + v->surface_to_sun[1], v->view_pos.z + v->surface_to_sun[2], v->view_up[0], v->view_up[1], v->view_up[2]); */ // lock view horizontally towards south (testing) /* fg_gluLookAt(v->view_pos.x, v->view_pos.y, v->view_pos.z, v->view_pos.x + v->surface_south[0], v->view_pos.y + v->surface_south[1], v->view_pos.z + v->surface_south[2], v->view_up[0], v->view_up[1], v->view_up[2]); */ // set the sun position xglLightfv( GL_LIGHT0, GL_POSITION, l->sun_vec ); } #ifdef 0 // Draw a basic instrument panel static void fgUpdateInstrViewParams( void ) { exit(0); fgVIEW *v; 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; fgOPTIONS *o; fgTIME *t; fgVIEW *v; 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 }; l = &cur_light_params; o = ¤t_options; t = &cur_time_params; v = ¤t_view; if ( idle_state != 1000 ) { // still initializing, draw the splash screen if ( o->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. // this is just a temporary hack, to make me understand Pui timerText -> setLabel (ctime (&t->cur_time)); // end of hack // update view volume parameters fgUpdateViewParams(); if ( o->skyblend ) { glClearColor(black[0], black[1], black[2], black[3]); xglClear( GL_DEPTH_BUFFER_BIT ); } else { glClearColor(l->sky_color[0], l->sky_color[1], l->sky_color[2], l->sky_color[3]); xglClear( GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT ); } // 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 ( o->skyblend ) { fgSkyRender(); } // setup transformation for drawing astronomical objects xglPushMatrix(); // Translate to view position xglTranslatef( v->view_pos.x, v->view_pos.y, v->view_pos.z ); // Rotate based on gst (sidereal time) // note: constant should be 15.041085, Curt thought it was 15 angle = t->gst * 15.041085; // printf("Rotating astro objects by %.2f degrees\n",angle); xglRotatef( angle, 0.0, 0.0, -1.0 ); // draw stars and planets fgStarsRender(); fgPlanetsRender(); // draw the sun fgSunRender(); // render the moon xglEnable( GL_LIGHTING ); // set lighting parameters xglLightfv(GL_LIGHT0, GL_AMBIENT, white ); xglLightfv(GL_LIGHT0, GL_DIFFUSE, white ); xglEnable( GL_CULL_FACE ); // Let's try some blending technique's (Durk) glEnable(GL_BLEND); glBlendFunc(GL_ONE, GL_ONE); fgMoonRender(); glDisable(GL_BLEND); xglPopMatrix(); // draw scenery if ( o->shading ) { xglShadeModel( GL_SMOOTH ); } else { xglShadeModel( GL_FLAT ); } xglEnable( GL_DEPTH_TEST ); if ( o->fog > 0 ) { xglEnable( GL_FOG ); xglFogfv (GL_FOG_COLOR, l->fog_color); } // set lighting parameters xglLightfv(GL_LIGHT0, GL_AMBIENT, l->scene_ambient ); xglLightfv(GL_LIGHT0, GL_DIFFUSE, l->scene_diffuse ); if ( o->textures ) { // texture parameters xglEnable( GL_TEXTURE_2D ); // set base color (I don't think this is doing anything here) xglMaterialfv (GL_FRONT, GL_AMBIENT, white); xglMaterialfv (GL_FRONT, GL_DIFFUSE, white); } 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 ); // display HUD && Panel fgCockpitUpdate(); // display instruments // if (!o->panel_status) { // fgUpdateInstrViewParams(); // } puDisplay(); } xglutSwapBuffers(); } // Update internal time dependent calculations (i.e. flight model) void fgUpdateTimeDepCalcs(int multi_loop) { fgFLIGHT *f; fgTIME *t; fgVIEW *v; int i; f = current_aircraft.flight; t = &cur_time_params; v = ¤t_view; // update the flight model if ( multi_loop < 0 ) { multi_loop = DEFAULT_MULTILOOP; } // printf("updating flight model x %d\n", multi_loop); fgFlightModelUpdate(FG_LARCSIM, f, multi_loop); // update the view angle for ( i = 0; i < multi_loop; i++ ) { if ( fabs(v->goal_view_offset - v->view_offset) < 0.05 ) { v->view_offset = v->goal_view_offset; break; } else { // move v->view_offset towards v->goal_view_offset if ( v->goal_view_offset > v->view_offset ) { if ( v->goal_view_offset - v->view_offset < FG_PI ) { v->view_offset += 0.01; } else { v->view_offset -= 0.01; } } else { if ( v->view_offset - v->goal_view_offset < FG_PI ) { v->view_offset -= 0.01; } else { v->view_offset += 0.01; } } if ( v->view_offset > FG_2PI ) { v->view_offset -= FG_2PI; } else if ( v->view_offset < 0 ) { v->view_offset += FG_2PI; } } } } void fgInitTimeDepCalcs( void ) { // initialize timer #ifdef HAVE_SETITIMER fgTimerInit( 1.0 / DEFAULT_TIMER_HZ, fgUpdateTimeDepCalcs ); #endif HAVE_SETITIMER } // 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 ) { fgAIRCRAFT *a; fgFLIGHT *f; fgGENERAL *g; fgTIME *t; static int remainder = 0; int elapsed, multi_loop; double cur_elev; int i; double accum; // double joy_x, joy_y; // int joy_b1, joy_b2; a = ¤t_aircraft; f = a->flight; g = &general; t = &cur_time_params; fgPrintf( FG_ALL, FG_DEBUG, "Running Main Loop\n"); fgPrintf( FG_ALL, FG_DEBUG, "======= ==== ====\n"); // update "time" fgTimeUpdate(f, t); // Read joystick /* fgJoystickRead( &joy_x, &joy_y, &joy_b1, &joy_b2 ); printf( "Joystick X %f Y %f B1 %d B2 %d\n", joy_x, joy_y, joy_b1, joy_b2 ); fgElevSet( -joy_y ); fgAileronSet( joy_x ); */ // Get elapsed time for this past frame elapsed = fgGetTimeInterval(); fgPrintf( FG_ALL, FG_BULK, "Time interval is = %d, previous remainder is = %d\n", elapsed, remainder); // Calculate frame rate average if ( elapsed > 0.0 ) { accum = 0.0; for ( i = FG_FRAME_RATE_HISTORY - 2; i >= 0; i-- ) { accum += g->frames[i]; // printf("frame[%d] = %.2f\n", i, g->frames[i]); g->frames[i+1] = g->frames[i]; } g->frames[0] = 1000.0 / (float)elapsed; // printf("frame[0] = %.2f\n", g->frames[0]); accum += g->frames[0]; g->frame_rate = accum / (float)FG_FRAME_RATE_HISTORY; // printf("ave = %.2f\n", g->frame_rate); } // Calculate model iterations needed for next frame fgPrintf( FG_ALL, FG_DEBUG, "--> Frame rate is = %.2f\n", g->frame_rate); elapsed += remainder; multi_loop = (int)(((float)elapsed * 0.001) * DEFAULT_MODEL_HZ); remainder = elapsed - ((multi_loop*1000) / DEFAULT_MODEL_HZ); fgPrintf( FG_ALL, FG_BULK, "Model iterations needed = %d, new remainder = %d\n", multi_loop, remainder); // Run flight model if ( ! use_signals ) { // flight model fgUpdateTimeDepCalcs(multi_loop); } // I'm just sticking this here for now, it should probably move // eventually /* cur_elev = mesh_altitude(FG_Longitude * RAD_TO_ARCSEC, FG_Latitude * RAD_TO_ARCSEC); */ // there is no ground collision detection really, so for now I // just hard code the ground elevation to be 0 */ cur_elev = 0; // printf("Ground elevation is %.2f meters here.\n", cur_elev); // FG_Runway_altitude = cur_elev * METER_TO_FEET; if ( FG_Altitude * FEET_TO_METER < cur_elev + 3.758099) { // set this here, otherwise if we set runway height above our // current height we get a really nasty bounce. FG_Runway_altitude = FG_Altitude - 3.758099; // now set aircraft altitude above ground FG_Altitude = cur_elev * METER_TO_FEET + 3.758099; fgPrintf( FG_ALL, FG_BULK, "<*> resetting altitude to %.0f meters\n", FG_Altitude * FEET_TO_METER); } fgAircraftOutputCurrent(a); // see if we need to load any new scenery tiles fgTileMgrUpdate(); // Process/manage pending events global_events.Process(); // Run audio scheduler #ifdef HAVE_AUDIO_SUPPORT audio_sched . update(); #endif // redraw display fgRenderFrame(); fgPrintf( FG_ALL, FG_DEBUG, "\n"); } // 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 ) { fgGENERAL *g; fgOPTIONS *o; char path[256], mp3file[256], command[256], slfile[256]; static char *lockfile = "/tmp/mpg123.running"; g = &general; o = ¤t_options; // printf("idle state == %d\n", idle_state); if ( idle_state == 0 ) { // Initialize the splash screen right away if ( o->splash_screen ) { fgSplashInit(); } idle_state++; } else if ( idle_state == 1 ) { // Start the intro music #if !defined(WIN32) if ( o->intro_music ) { strcpy(mp3file, o->fg_root); strcat(mp3file, "/Sounds/"); strcat(mp3file, "intro.mp3"); sprintf(command, "(touch %s; ampg123 %s > /dev/null 2>&1; /bin/rm %s) &", lockfile, mp3file, lockfile ); fgPrintf( FG_GENERAL, FG_INFO, "Starting intro music: %s\n", mp3file); system(command); } #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. if( !fgInitGeneral()) { fgPrintf( FG_GENERAL, FG_EXIT, "General initializations failed ...\n" ); } #ifdef USE_GLIDE if ( strstr ( g->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()) { fgPrintf( FG_GENERAL, FG_EXIT, "Subsystem initializations failed ...\n" ); } 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 ) { //Init the user interface guiInit(); idle_state++; } else if ( idle_state == 6 ) { // Initialize audio support #ifdef HAVE_AUDIO_SUPPORT #if !defined(WIN32) if ( o->intro_music ) { // Let's wait for mpg123 to finish struct stat stat_buf; fgPrintf( FG_GENERAL, FG_INFO, "Waiting for mpg123 player to finish " ); while ( stat(lockfile, &stat_buf) == 0 ) { // file exist, wait ... sleep(1); fgPrintf( FG_GENERAL, FG_INFO, "."); } fgPrintf( FG_GENERAL, FG_INFO, "\n"); } #endif // WIN32 // audio_sched = new slScheduler ( 8000 ); // audio_mixer = new smMixer; audio_mixer . setMasterVolume ( 30 ) ; /* 50% of max volume. */ audio_sched . setSafetyMargin ( 1.0 ) ; strcpy(path, o->fg_root); strcat(path, "/Sounds/"); strcpy(slfile, path); strcat(slfile, "prpidle.wav"); // s1 = new slSample ( slfile ); s1 = new slSample ( "/dos/X-System-HSR/sounds/xp_recip.wav", &audio_sched ); printf("Rate = %d Bps = %d Stereo = %d\n", s1 -> getRate(), s1 -> getBps(), s1 -> getStereo()); audio_sched . loopSample ( s1 ); // 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 ( o->splash_screen == 1 ) { fgSplashUpdate(0.0); } } } // Handle new window size or exposure static void fgReshape( int width, int height ) { fgVIEW *v; v = ¤t_view; // 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) ) { v->win_ratio = (GLfloat) width / (GLfloat) height; } v->winWidth = width; v->winHeight = height; // 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. fgUpdateViewParams(); } // xglClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); } // Initialize GLUT and define a main window int fgGlutInit( int *argc, char **argv ) { // GLUT will extract all glut specific options so later on we only // need wory about our own. xglutInit(argc, argv); // Define Display Parameters xglutInitDisplayMode( GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE ); // Define initial window size xglutInitWindowSize(640, 480); // Initialize windows xglutCreateWindow("Flight Gear"); 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 ) { fgFLIGHT *f; fgOPTIONS *o; char config[256]; int result; // Used in command line argument. f = current_aircraft.flight; o = ¤t_options; #ifdef HAVE_BC5PLUS _control87(MCW_EM, MCW_EM); /* defined in float.h */ #endif // Initialize the debugging output system fgInitDebug(); fgPrintf(FG_GENERAL, FG_INFO, "Flight Gear: Version %s\n\n", VERSION); // Initialize the Window/Graphics environment. if( !fgGlutInit(&argc, argv) ) { fgPrintf( FG_GENERAL, FG_EXIT, "GLUT initialization failed ...\n" ); } // Initialize the various GLUT Event Handlers. if( !fgGlutInitEvents() ) { fgPrintf( FG_GENERAL, FG_EXIT, "GLUT event handler initialization failed ...\n" ); } // Attempt to locate and parse a config file // First check fg_root strcpy(config, o->fg_root); strcat(config, "/system.fgfsrc"); result = o->parse_config_file(config); // Next check home directory if ( getenv("HOME") != NULL ) { strcpy(config, getenv("HOME")); strcat(config, "/.fgfsrc"); result = o->parse_config_file(config); } // Parse remaining command line options // These will override anything specified in a config file result = o->parse_command_line(argc, argv); if ( result != FG_OPTIONS_OK ) { // Something must have gone horribly wrong with the command // line parsing or maybe the user just requested help ... :-) o->usage(); fgPrintf( FG_GENERAL, FG_EXIT, "\nExiting ...\n"); } // pass control off to the master GLUT event handler glutMainLoop(); // we never actually get here ... but just in case ... :-) return(0); } // $Log$ // Revision 1.31 1998/07/06 21:34:17 curt // Added an enable/disable splash screen option. // Added an enable/disable intro music option. // Added an enable/disable instrument panel option. // Added an enable/disable mouse pointer option. // Added using namespace std for compilers that support this. // // Revision 1.30 1998/07/06 02:42:03 curt // Added support for switching between fullscreen and window mode for // Mesa/3dfx/glide. // // Added a basic splash screen. Restructured the main loop and top level // initialization routines to do this. // // Hacked in some support for playing a startup mp3 sound file while rest // of sim initializes. Currently only works in Unix using the mpg123 player. // Waits for the mpg123 player to finish before initializing internal // sound drivers. // // Revision 1.29 1998/07/04 00:52:22 curt // Add my own version of gluLookAt() (which is nearly identical to the // Mesa/glu version.) But, by calculating the Model View matrix our selves // we can save this matrix without having to read it back in from the video // card. This hopefully allows us to save a few cpu cycles when rendering // out the fragments because we can just use glLoadMatrixd() with the // precalculated matrix for each tile rather than doing a push(), translate(), // pop() for every fragment. // // Panel status defaults to off for now until it gets a bit more developed. // // Extract OpenGL driver info on initialization. // // Revision 1.28 1998/06/27 16:54:32 curt // Replaced "extern displayInstruments" with a entry in fgOPTIONS. // Don't change the view port when displaying the panel. // // Revision 1.27 1998/06/17 21:35:10 curt // Refined conditional audio support compilation. // Moved texture parameter setup calls to ../Scenery/materials.cxx // #include <string.h> before various STL includes. // Make HUD default state be enabled. // // Revision 1.26 1998/06/13 00:40:32 curt // Tweaked fog command line options. // // Revision 1.25 1998/06/12 14:27:26 curt // Pui -> PUI, Gui -> GUI. // // Revision 1.24 1998/06/12 00:57:39 curt // Added support for Pui/Gui. // Converted fog to GL_FOG_EXP2. // Link to static simulator parts. // Update runfg.bat to try to be a little smarter. // // Revision 1.23 1998/06/08 17:57:04 curt // Minor sound/startup position tweaks. // // Revision 1.22 1998/06/05 18:18:40 curt // A bit of fiddling with audio ... // // Revision 1.21 1998/06/03 22:01:06 curt // Tweaking sound library usage. // // Revision 1.20 1998/06/03 00:47:11 curt // Updated to compile in audio support if OSS available. // Updated for new version of Steve's audio library. // STL includes don't use .h // Small view optimizations. // // Revision 1.19 1998/06/01 17:54:40 curt // Added Linux audio support. // avoid glClear( COLOR_BUFFER_BIT ) when not using it to set the sky color. // map stl tweaks. // // Revision 1.18 1998/05/29 20:37:19 curt // Tweaked material properties & lighting a bit in GLUTmain.cxx. // Read airport list into a "map" STL for dynamic list sizing and fast tree // based lookups. // // Revision 1.17 1998/05/22 21:28:52 curt // Modifications to use the new fgEVENT_MGR class. // // Revision 1.16 1998/05/20 20:51:33 curt // Tweaked smooth shaded texture lighting properties. // Converted fgLIGHT to a C++ class. // // Revision 1.15 1998/05/16 13:08:34 curt // C++ - ified views.[ch]xx // Shuffled some additional view parameters into the fgVIEW class. // Changed tile-radius to tile-diameter because it is a much better // name. // Added a WORLD_TO_EYE transformation to views.cxx. This allows us // to transform world space to eye space for view frustum culling. // // Revision 1.14 1998/05/13 18:29:57 curt // Added a keyboard binding to dynamically adjust field of view. // Added a command line option to specify fov. // Adjusted terrain color. // Root path info moved to fgOPTIONS. // Added ability to parse options out of a config file. // // Revision 1.13 1998/05/11 18:18:15 curt // For flat shading use "glHint (GL_FOG_HINT, GL_FASTEST )" // // Revision 1.12 1998/05/07 23:14:15 curt // Added "D" key binding to set autopilot heading. // Made frame rate calculation average out over last 10 frames. // Borland C++ floating point exception workaround. // Added a --tile-radius=n option. // // Revision 1.11 1998/05/06 03:16:23 curt // Added an averaged global frame rate counter. // Added an option to control tile radius. // // Revision 1.10 1998/05/03 00:47:31 curt // Added an option to enable/disable full-screen mode. // // Revision 1.9 1998/04/30 12:34:17 curt // Added command line rendering options: // enable/disable fog/haze // specify smooth/flat shading // disable sky blending and just use a solid color // enable wireframe drawing mode // // Revision 1.8 1998/04/28 01:20:21 curt // Type-ified fgTIME and fgVIEW. // Added a command line option to disable textures. // // Revision 1.7 1998/04/26 05:10:02 curt // "struct fgLIGHT" -> "fgLIGHT" because fgLIGHT is typedef'd. // // Revision 1.6 1998/04/25 22:06:30 curt // Edited cvs log messages in source files ... bad bad bad! // // Revision 1.5 1998/04/25 20:24:01 curt // Cleaned up initialization sequence to eliminate interdependencies // between sun position, lighting, and view position. This creates a // valid single pass initialization path. // // Revision 1.4 1998/04/24 14:19:30 curt // Fog tweaks. // // Revision 1.3 1998/04/24 00:49:18 curt // Wrapped "#include <config.h>" in "#ifdef HAVE_CONFIG_H" // Trying out some different option parsing code. // Some code reorganization. // // Revision 1.2 1998/04/22 13:25:41 curt // C++ - ifing the code. // Starting a bit of reorganization of lighting code. // // Revision 1.1 1998/04/21 17:02:39 curt // Prepairing for C++ integration. // // Revision 1.71 1998/04/18 04:11:26 curt // Moved fg_debug to it's own library, added zlib support. // // Revision 1.70 1998/04/14 02:21:02 curt // Incorporated autopilot heading hold contributed by: Jeff Goeke-Smith // <jgoeke@voyager.net> // // Revision 1.69 1998/04/08 23:35:34 curt // Tweaks to Gnu automake/autoconf system. // // Revision 1.68 1998/04/03 22:09:03 curt // Converting to Gnu autoconf system. // // Revision 1.67 1998/03/23 21:24:37 curt // Source code formating tweaks. // // Revision 1.66 1998/03/14 00:31:20 curt // Beginning initial terrain texturing experiments. // // Revision 1.65 1998/03/09 22:45:57 curt // Minor tweaks for building on sparc platform. // // Revision 1.64 1998/02/20 00:16:23 curt // Thursday's tweaks. // // Revision 1.63 1998/02/16 16:17:39 curt // Minor tweaks. // // Revision 1.62 1998/02/16 13:39:42 curt // Miscellaneous weekend tweaks. Fixed? a cache problem that caused whole // tiles to occasionally be missing. // // Revision 1.61 1998/02/12 21:59:46 curt // Incorporated code changes contributed by Charlie Hotchkiss // <chotchkiss@namg.us.anritsu.com> // // Revision 1.60 1998/02/11 02:50:40 curt // Minor changes. // // Revision 1.59 1998/02/09 22:56:54 curt // Removed "depend" files from cvs control. Other minor make tweaks. // // Revision 1.58 1998/02/09 15:07:49 curt // Minor tweaks. // // Revision 1.57 1998/02/07 15:29:40 curt // Incorporated HUD changes and struct/typedef changes from Charlie Hotchkiss // <chotchkiss@namg.us.anritsu.com> // // Revision 1.56 1998/02/03 23:20:23 curt // Lots of little tweaks to fix various consistency problems discovered by // Solaris' CC. Fixed a bug in fg_debug.c with how the fgPrintf() wrapper // passed arguments along to the real printf(). Also incorporated HUD changes // by Michele America. // // Revision 1.55 1998/02/02 20:53:58 curt // Incorporated Durk's changes. // // Revision 1.54 1998/01/31 00:43:10 curt // Added MetroWorks patches from Carmen Volpe. // // Revision 1.53 1998/01/27 18:35:54 curt // Minor tweaks. // // Revision 1.52 1998/01/27 00:47:56 curt // Incorporated Paul Bleisch's <pbleisch@acm.org> new debug message // system and commandline/config file processing code. // // Revision 1.51 1998/01/26 15:57:05 curt // Tweaks for dynamic scenery development. // // Revision 1.50 1998/01/19 19:27:07 curt // Merged in make system changes from Bob Kuehne <rpk@sgi.com> // This should simplify things tremendously. // // Revision 1.49 1998/01/19 18:40:31 curt // Tons of little changes to clean up the code and to remove fatal errors // when building with the c++ compiler. // // Revision 1.48 1998/01/19 18:35:46 curt // Minor tweaks and fixes for cygwin32. // // Revision 1.47 1998/01/13 00:23:08 curt // Initial changes to support loading and management of scenery tiles. Note, // there's still a fair amount of work left to be done. // // Revision 1.46 1998/01/08 02:22:06 curt // Beginning to integrate Tile management subsystem. // // Revision 1.45 1998/01/07 03:18:55 curt // Moved astronomical stuff from .../Src/Scenery to .../Src/Astro/ // // Revision 1.44 1997/12/30 22:22:31 curt // Further integration of event manager. // // Revision 1.43 1997/12/30 20:47:43 curt // Integrated new event manager with subsystem initializations. // // Revision 1.42 1997/12/30 16:36:47 curt // Merged in Durk's changes ... // // Revision 1.41 1997/12/30 13:06:56 curt // A couple lighting tweaks ... // // Revision 1.40 1997/12/30 01:38:37 curt // Switched back to per vertex normals and smooth shading for terrain. // // Revision 1.39 1997/12/22 23:45:45 curt // First stab at sunset/sunrise sky glow effects. // // Revision 1.38 1997/12/22 04:14:28 curt // Aligned sky with sun so dusk/dawn effects can be correct relative to the sun. // // Revision 1.37 1997/12/19 23:34:03 curt // Lot's of tweaking with sky rendering and lighting. // // Revision 1.36 1997/12/19 16:44:57 curt // Working on scene rendering order and options. // // Revision 1.35 1997/12/18 23:32:32 curt // First stab at sky dome actually starting to look reasonable. :-) // // Revision 1.34 1997/12/17 23:13:34 curt // Began working on rendering a sky. // // Revision 1.33 1997/12/15 23:54:45 curt // Add xgl wrappers for debugging. // Generate terrain normals on the fly. // // Revision 1.32 1997/12/15 20:59:08 curt // Misc. tweaks. // // Revision 1.31 1997/12/12 21:41:25 curt // More light/material property tweaking ... still a ways off. // // Revision 1.30 1997/12/12 19:52:47 curt // Working on lightling and material properties. // // Revision 1.29 1997/12/11 04:43:54 curt // Fixed sun vector and lighting problems. I thing the moon is now lit // correctly. // // Revision 1.28 1997/12/10 22:37:45 curt // Prepended "fg" on the name of all global structures that didn't have it yet. // i.e. "struct WEATHER {}" became "struct fgWEATHER {}" // // Revision 1.27 1997/12/09 05:11:54 curt // Working on tweaking lighting. // // Revision 1.26 1997/12/09 04:25:29 curt // Working on adding a global lighting params structure. // // Revision 1.25 1997/12/08 22:54:09 curt // Enabled GL_CULL_FACE. // // Revision 1.24 1997/11/25 19:25:32 curt // Changes to integrate Durk's moon/sun code updates + clean up. // // Revision 1.23 1997/11/15 18:16:34 curt // minor tweaks. // // Revision 1.22 1997/10/30 12:38:41 curt // Working on new scenery subsystem. // // Revision 1.21 1997/09/23 00:29:38 curt // Tweaks to get things to compile with gcc-win32. // // Revision 1.20 1997/09/22 14:44:19 curt // Continuing to try to align stars correctly. // // Revision 1.19 1997/09/18 16:20:08 curt // At dusk/dawn add/remove stars in stages. // // Revision 1.18 1997/09/16 22:14:51 curt // Tweaked time of day lighting equations. Don't draw stars during the day. // // Revision 1.17 1997/09/16 15:50:29 curt // Working on star alignment and time issues. // // Revision 1.16 1997/09/13 02:00:06 curt // Mostly working on stars and generating sidereal time for accurate star // placement. // // Revision 1.15 1997/09/05 14:17:27 curt // More tweaking with stars. // // Revision 1.14 1997/09/05 01:35:53 curt // Working on getting stars right. // // Revision 1.13 1997/09/04 02:17:34 curt // Shufflin' stuff. // // Revision 1.12 1997/08/27 21:32:24 curt // Restructured view calculation code. Added stars. // // Revision 1.11 1997/08/27 03:30:16 curt // Changed naming scheme of basic shared structures. // // Revision 1.10 1997/08/25 20:27:22 curt // Merged in initial HUD and Joystick code. // // Revision 1.9 1997/08/22 21:34:39 curt // Doing a bit of reorganizing and house cleaning. // // Revision 1.8 1997/08/19 23:55:03 curt // Worked on better simulating real lighting. // // Revision 1.7 1997/08/16 12:22:38 curt // Working on improving the lighting/shading. // // Revision 1.6 1997/08/13 20:24:56 curt // Changes due to changing sunpos interface. // // Revision 1.5 1997/08/06 21:08:32 curt // Sun position now really* works (I think) ... I still have sun time warping // code in place, probably should remove it soon. // // Revision 1.4 1997/08/06 15:41:26 curt // Working on correct sun position. // // Revision 1.3 1997/08/06 00:24:22 curt // Working on correct real time sun lighting. // // Revision 1.2 1997/08/04 20:25:15 curt // Organizational tweaking. // // Revision 1.1 1997/08/02 18:45:00 curt // Renamed GLmain.c GLUTmain.c // // Revision 1.43 1997/08/02 16:23:47 curt // Misc. tweaks. // // Revision 1.42 1997/08/01 19:43:33 curt // Making progress with coordinate system overhaul. // // Revision 1.41 1997/07/31 22:52:37 curt // Working on redoing internal coordinate systems & scenery transformations. // // Revision 1.40 1997/07/30 16:12:42 curt // Moved fg_random routines from Util/ to Math/ // // Revision 1.39 1997/07/21 14:45:01 curt // Minor tweaks. // // Revision 1.38 1997/07/19 23:04:47 curt // Added an initial weather section. // // Revision 1.37 1997/07/19 22:34:02 curt // Moved PI definitions to ../constants.h // Moved random() stuff to ../Utils/ and renamed fg_random() // // Revision 1.36 1997/07/18 23:41:25 curt // Tweaks for building with Cygnus Win32 compiler. // // Revision 1.35 1997/07/18 14:28:34 curt // Hacked in some support for wind/turbulence. // // Revision 1.34 1997/07/16 20:04:48 curt // Minor tweaks to aid Win32 port. // // Revision 1.33 1997/07/12 03:50:20 curt // Added an #include <Windows32/Base.h> to help compiling for Win32 // // Revision 1.32 1997/07/11 03:23:18 curt // Solved some scenery display/orientation problems. Still have a positioning // (or transformation?) problem. // // Revision 1.31 1997/07/11 01:29:58 curt // More tweaking of terrian floor. // // Revision 1.30 1997/07/10 04:26:37 curt // We now can interpolated ground elevation for any position in the grid. We // can use this to enforce a "hard" ground. We still need to enforce some // bounds checking so that we don't try to lookup data points outside the // grid data set. // // Revision 1.29 1997/07/09 21:31:12 curt // Working on making the ground "hard." // // Revision 1.28 1997/07/08 18:20:12 curt // Working on establishing a hard ground. // // Revision 1.27 1997/07/07 20:59:49 curt // Working on scenery transformations to enable us to fly fluidly over the // poles with no discontinuity/distortion in scenery. // // Revision 1.26 1997/07/05 20:43:34 curt // renamed mat3 directory to Math so we could add other math related routines. // // Revision 1.25 1997/06/29 21:19:17 curt // Working on scenery management system. // // Revision 1.24 1997/06/26 22:14:53 curt // Beginning work on a scenery management system. // // Revision 1.23 1997/06/26 19:08:33 curt // Restructuring make, adding automatic "make dep" support. // // Revision 1.22 1997/06/25 15:39:47 curt // Minor changes to compile with rsxnt/win32. // // Revision 1.21 1997/06/22 21:44:41 curt // Working on intergrating the VRML (subset) parser. // // Revision 1.20 1997/06/21 17:12:53 curt // Capitalized subdirectory names. // // Revision 1.19 1997/06/18 04:10:31 curt // A couple more runway tweaks ... // // Revision 1.18 1997/06/18 02:21:24 curt // Hacked in a runway // // Revision 1.17 1997/06/17 16:51:58 curt // Timer interval stuff now uses gettimeofday() instead of ftime() // // Revision 1.16 1997/06/17 04:19:16 curt // More timer related tweaks with respect to view direction changes. // // Revision 1.15 1997/06/17 03:41:10 curt // Nonsignal based interval timing is now working. // This would be a good time to look at cleaning up the code structure a bit. // // Revision 1.14 1997/06/16 19:32:51 curt // Starting to add general timer support. // // Revision 1.13 1997/06/02 03:40:06 curt // A tiny bit more view tweaking. // // Revision 1.12 1997/06/02 03:01:38 curt // Working on views (side, front, back, transitions, etc.) // // Revision 1.11 1997/05/31 19:16:25 curt // Elevator trim added. // // Revision 1.10 1997/05/31 04:13:52 curt // WE CAN NOW FLY!!! // // Continuing work on the LaRCsim flight model integration. // Added some MSFS-like keyboard input handling. // // Revision 1.9 1997/05/30 19:27:01 curt // The LaRCsim flight model is starting to look like it is working. // // Revision 1.8 1997/05/30 03:54:10 curt // Made a bit more progress towards integrating the LaRCsim flight model. // // Revision 1.7 1997/05/29 22:39:49 curt // Working on incorporating the LaRCsim flight model. // // Revision 1.6 1997/05/29 12:31:39 curt // Minor tweaks, moving towards general flight model integration. // // Revision 1.5 1997/05/29 02:33:23 curt // Updated to reflect changing interfaces in other "modules." // // Revision 1.4 1997/05/27 17:44:31 curt // Renamed & rearranged variables and routines. Added some initial simple // timer/alarm routines so the flight model can be updated on a regular // interval. // // Revision 1.3 1997/05/23 15:40:25 curt // Added GNU copyright headers. // Fog now works! // // Revision 1.2 1997/05/23 00:35:12 curt // Trying to get fog to work ... // // Revision 1.1 1997/05/21 15:57:51 curt // Renamed due to added GLUT support. // // Revision 1.3 1997/05/19 18:22:42 curt // Parameter tweaking ... starting to stub in fog support. // // Revision 1.2 1997/05/17 00:17:34 curt // Trying to stub in support for standard OpenGL. // // Revision 1.1 1997/05/16 16:05:52 curt // Initial revision. //