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flightgear/Main/GLUTmain.cxx
curt 0848e16410 Integration of Steve's plib conglomeration.
Optimizations (tm) by Norman Vine.
1999-04-03 04:21:01 +00:00

1800 lines
56 KiB
C++

// GLUTmain.cxx -- top level sim routines
//
// Written by Curtis Olson for OpenGL, started May 1997.
//
// Copyright (C) 1997 Curtis L. Olson - curt@me.umn.edu
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License as
// published by the Free Software Foundation; either version 2 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful, but
// WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
// General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
//
// $Id$
// (Log is kept at end of this file)
#define MICHAEL_JOHNSON_EXPERIMENTAL_ENGINE_AUDIO
#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>
#include <string>
#ifdef HAVE_STDLIB_H
# include <stdlib.h>
#endif
#ifdef HAVE_SYS_STAT_H
# include <sys/stat.h> /* for stat() */
#endif
#ifdef HAVE_UNISTD_H
# include <unistd.h> /* for stat() */
#endif
#include <Include/fg_constants.h> // for VERSION
#include <Include/general.hxx>
#include <Debug/logstream.hxx>
#include <Aircraft/aircraft.hxx>
#include <Astro/sky.hxx>
#include <Astro/stars.hxx>
#include <Astro/solarsystem.hxx>
#ifdef ENABLE_AUDIO_SUPPORT
# include <sl.h>
# include <sm.h>
#endif
#include <Autopilot/autopilot.hxx>
#include <Cockpit/cockpit.hxx>
#include <GUI/gui.h>
#include <Joystick/joystick.hxx>
#include <Math/fg_geodesy.hxx>
#include <Math/mat3.h>
#include <Math/polar3d.hxx>
#include <Math/fg_random.h>
#include <pu.h>
#include <Scenery/scenery.hxx>
#include <Scenery/tilemgr.hxx>
#include <Time/event.hxx>
#include <Time/fg_time.hxx>
#include <Time/fg_timer.hxx>
#include <Time/sunpos.hxx>
#include <Weather/weather.hxx>
#include "GLUTkey.hxx"
#include "fg_init.hxx"
#include "options.hxx"
#include "splash.hxx"
#include "views.hxx"
#include "fg_serial.hxx"
// This is a record containing a bit of global housekeeping information
FGGeneral general;
// Specify our current idle function state. This is used to run all
// our initializations out of the glutIdleLoop() so that we can get a
// splash screen up and running right away.
static int idle_state = 0;
// Another hack
int use_signals = 0;
// Global structures for the Audio library
#ifdef ENABLE_AUDIO_SUPPORT
slEnvelope pitch_envelope ( 1, SL_SAMPLE_ONE_SHOT ) ;
slEnvelope volume_envelope ( 1, SL_SAMPLE_ONE_SHOT ) ;
slScheduler *audio_sched;
smMixer *audio_mixer;
slSample *s1;
slSample *s2;
#endif
// The following defines flight gear options. Because glutlib will also
// want to parse its own options, those options must not be included here
// or they will get parsed by the main program option parser. Hence case
// is significant for any option added that might be in conflict with
// glutlib's parser.
//
// glutlib parses for:
// -display
// -direct (invalid in Win32)
// -geometry
// -gldebug
// -iconized
// -indirect (invalid in Win32)
// -synce
//
// Note that glutlib depends upon strings while this program's
// option parser wants only initial characters followed by numbers
// or pathnames.
//
// fgInitVisuals() -- Initialize various GL/view parameters
static void fgInitVisuals( void ) {
fgLIGHT *l;
l = &cur_light_params;
// Go full screen if requested ...
if ( current_options.get_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 ( (current_options.get_fog() == 1) ||
(current_options.get_shading() == 0) ) {
// if fastest fog requested, or if flat shading force fastest
xglHint ( GL_FOG_HINT, GL_FASTEST );
} else if ( current_options.get_fog() == 2 ) {
xglHint ( GL_FOG_HINT, GL_NICEST );
}
if ( current_options.get_wireframe() ) {
// draw wire frame
xglPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
}
// This is the default anyways, but it can't hurt
xglFrontFace ( GL_CCW );
// Just testing ...
// xglEnable(GL_POINT_SMOOTH);
// xglEnable(GL_LINE_SMOOTH);
// xglEnable(GL_POLYGON_SMOOTH);
}
#if 0
// Draw a basic instrument panel
static void fgUpdateInstrViewParams( void ) {
exit(0);
fgVIEW *v = &current_view;
xglViewport(0, 0 , (GLint)(v->winWidth), (GLint)(v->winHeight) / 2);
xglMatrixMode(GL_PROJECTION);
xglPushMatrix();
xglLoadIdentity();
gluOrtho2D(0, 640, 0, 480);
xglMatrixMode(GL_MODELVIEW);
xglPushMatrix();
xglLoadIdentity();
xglColor3f(1.0, 1.0, 1.0);
xglIndexi(7);
xglDisable(GL_DEPTH_TEST);
xglDisable(GL_LIGHTING);
xglLineWidth(1);
xglColor3f (0.5, 0.5, 0.5);
xglBegin(GL_QUADS);
xglVertex2f(0.0, 0.00);
xglVertex2f(0.0, 480.0);
xglVertex2f(640.0,480.0);
xglVertex2f(640.0, 0.0);
xglEnd();
xglRectf(0.0,0.0, 640, 480);
xglEnable(GL_DEPTH_TEST);
xglEnable(GL_LIGHTING);
xglMatrixMode(GL_PROJECTION);
xglPopMatrix();
xglMatrixMode(GL_MODELVIEW);
xglPopMatrix();
}
#endif
// Update all Visuals (redraws anything graphics related)
static void fgRenderFrame( void ) {
fgLIGHT *l = &cur_light_params;
fgTIME *t = &cur_time_params;
FGView *v = &current_view;
double angle;
// GLfloat black[4] = { 0.0, 0.0, 0.0, 1.0 };
GLfloat white[4] = { 1.0, 1.0, 1.0, 1.0 };
GLfloat terrain_color[4] = { 0.54, 0.44, 0.29, 1.0 };
GLbitfield clear_mask;
if ( idle_state != 1000 ) {
// still initializing, draw the splash screen
if ( current_options.get_splash_screen() == 1 ) {
fgSplashUpdate(0.0);
}
} else {
// idle_state is now 1000 meaning we've finished all our
// initializations and are running the main loop, so this will
// now work without seg faulting the system.
// printf("Ground = %.2f Altitude = %.2f\n", scenery.cur_elev,
// FG_Altitude * FEET_TO_METER);
// this is just a temporary hack, to make me understand Pui
// timerText -> setLabel (ctime (&t->cur_time));
// end of hack
// update view volume parameters
v->UpdateViewParams();
// set the sun position
xglLightfv( GL_LIGHT0, GL_POSITION, l->sun_vec );
clear_mask = GL_DEPTH_BUFFER_BIT;
if ( current_options.get_wireframe() ) {
clear_mask |= GL_COLOR_BUFFER_BIT;
}
if ( current_options.get_panel_status() ) {
// we can't clear the screen when the panel is active
} else if ( current_options.get_skyblend() ) {
if ( current_options.get_textures() ) {
// glClearColor(black[0], black[1], black[2], black[3]);
glClearColor(l->adj_fog_color[0], l->adj_fog_color[1],
l->adj_fog_color[2], l->adj_fog_color[3]);
clear_mask |= GL_COLOR_BUFFER_BIT;
}
} else {
glClearColor(l->sky_color[0], l->sky_color[1],
l->sky_color[2], l->sky_color[3]);
clear_mask |= GL_COLOR_BUFFER_BIT;
}
xglClear( clear_mask );
// Tell GL we are switching to model view parameters
xglMatrixMode(GL_MODELVIEW);
// xglLoadIdentity();
// draw sky
xglDisable( GL_DEPTH_TEST );
xglDisable( GL_LIGHTING );
xglDisable( GL_CULL_FACE );
xglDisable( GL_FOG );
xglShadeModel( GL_SMOOTH );
if ( current_options.get_skyblend() ) {
fgSkyRender();
}
// setup transformation for drawing astronomical objects
xglPushMatrix();
// Translate to view position
Point3D view_pos = v->get_view_pos();
xglTranslatef( view_pos.x(), view_pos.y(), view_pos.z() );
// Rotate based on gst (sidereal time)
// note: constant should be 15.041085, Curt thought it was 15
angle = t->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();
SolarSystem::theSolarSystem->draw();
xglPopMatrix();
// draw scenery
if ( current_options.get_shading() ) {
xglShadeModel( GL_SMOOTH );
} else {
xglShadeModel( GL_FLAT );
}
xglEnable( GL_DEPTH_TEST );
if ( current_options.get_fog() > 0 ) {
xglEnable( GL_FOG );
xglFogfv (GL_FOG_COLOR, l->adj_fog_color);
}
// set lighting parameters
xglLightfv(GL_LIGHT0, GL_AMBIENT, l->scene_ambient );
xglLightfv(GL_LIGHT0, GL_DIFFUSE, l->scene_diffuse );
if ( current_options.get_textures() ) {
// texture parameters
xglEnable( GL_TEXTURE_2D );
xglTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ) ;
xglHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST ) ;
// set base color (I don't think this is doing anything here)
xglMaterialfv (GL_FRONT, GL_AMBIENT, white);
xglMaterialfv (GL_FRONT, GL_DIFFUSE, white);
} else {
xglDisable( GL_TEXTURE_2D );
xglMaterialfv (GL_FRONT, GL_AMBIENT, terrain_color);
xglMaterialfv (GL_FRONT, GL_DIFFUSE, terrain_color);
// xglMaterialfv (GL_FRONT, GL_AMBIENT, white);
// xglMaterialfv (GL_FRONT, GL_DIFFUSE, white);
}
fgTileMgrRender();
xglDisable( GL_TEXTURE_2D );
xglDisable( GL_FOG );
// display HUD && Panel
fgCockpitUpdate();
// We can do translucent menus, so why not. :-)
xglEnable ( GL_BLEND ) ;
xglBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ) ;
puDisplay();
xglDisable ( GL_BLEND ) ;
xglEnable( GL_FOG );
}
xglutSwapBuffers();
}
// Update internal time dependent calculations (i.e. flight model)
void fgUpdateTimeDepCalcs(int multi_loop, int remainder) {
FGInterface *f = current_aircraft.fdm_state;
fgLIGHT *l = &cur_light_params;
fgTIME *t = &cur_time_params;
FGView *v = &current_view;
int i;
// update the flight model
if ( multi_loop < 0 ) {
multi_loop = DEFAULT_MULTILOOP;
}
if ( !t->pause ) {
// run Autopilot system
fgAPRun();
// printf("updating flight model x %d\n", multi_loop);
fgFDMUpdate( current_options.get_flight_model(),
cur_fdm_state, multi_loop, remainder );
} else {
fgFDMUpdate( current_options.get_flight_model(),
cur_fdm_state, 0, remainder );
}
// update the view angle
for ( i = 0; i < multi_loop; i++ ) {
if ( fabs(v->get_goal_view_offset() - v->get_view_offset()) < 0.05 ) {
v->set_view_offset( v->get_goal_view_offset() );
break;
} else {
// move v->view_offset towards v->goal_view_offset
if ( v->get_goal_view_offset() > v->get_view_offset() ) {
if ( v->get_goal_view_offset() - v->get_view_offset() < FG_PI ){
v->inc_view_offset( 0.01 );
} else {
v->inc_view_offset( -0.01 );
}
} else {
if ( v->get_view_offset() - v->get_goal_view_offset() < FG_PI ){
v->inc_view_offset( -0.01 );
} else {
v->inc_view_offset( 0.01 );
}
}
if ( v->get_view_offset() > FG_2PI ) {
v->inc_view_offset( -FG_2PI );
} else if ( v->get_view_offset() < 0 ) {
v->inc_view_offset( FG_2PI );
}
}
}
double tmp = -(l->sun_rotation + FG_PI)
- (f->get_Psi() - v->get_view_offset() );
while ( tmp < 0.0 ) {
tmp += FG_2PI;
}
while ( tmp > FG_2PI ) {
tmp -= FG_2PI;
}
/* printf("Psi = %.2f, viewoffset = %.2f sunrot = %.2f rottosun = %.2f\n",
FG_Psi * RAD_TO_DEG, v->view_offset * RAD_TO_DEG,
-(l->sun_rotation+FG_PI) * RAD_TO_DEG, tmp * RAD_TO_DEG); */
l->UpdateAdjFog();
}
void fgInitTimeDepCalcs( void ) {
// initialize timer
// #ifdef HAVE_SETITIMER
// fgTimerInit( 1.0 / DEFAULT_TIMER_HZ, fgUpdateTimeDepCalcs );
// #endif HAVE_SETITIMER
}
static const double alt_adjust_ft = 3.758099;
static const double alt_adjust_m = alt_adjust_ft * FEET_TO_METER;
// What should we do when we have nothing else to do? Let's get ready
// for the next move and update the display?
static void fgMainLoop( void ) {
FGInterface *f;
fgTIME *t;
static long remainder = 0;
long elapsed, multi_loop;
// int i;
// double accum;
static time_t last_time = 0;
static int frames = 0;
f = current_aircraft.fdm_state;
t = &cur_time_params;
FG_LOG( FG_ALL, FG_DEBUG, "Running Main Loop");
FG_LOG( FG_ALL, FG_DEBUG, "======= ==== ====");
#if defined( ENABLE_LINUX_JOYSTICK )
// Read joystick and update control settings
fgJoystickRead();
#elif defined( ENABLE_GLUT_JOYSTICK )
// Glut joystick support works by feeding a joystick handler
// function to glut. This is taken care of once in the joystick
// init routine and we don't have to worry about it again.
#endif
current_weather.Update();
// Fix elevation. I'm just sticking this here for now, it should
// probably move eventually
/* printf("Before - ground = %.2f runway = %.2f alt = %.2f\n",
scenery.cur_elev,
f->get_Runway_altitude() * FEET_TO_METER,
f->get_Altitude() * FEET_TO_METER); */
if ( scenery.cur_elev > -9990 ) {
if ( f->get_Altitude() * FEET_TO_METER <
(scenery.cur_elev + alt_adjust_m - 3.0) ) {
// now set aircraft altitude above ground
printf("Current Altitude = %.2f < %.2f forcing to %.2f\n",
f->get_Altitude() * FEET_TO_METER,
scenery.cur_elev + alt_adjust_m - 3.0,
scenery.cur_elev + alt_adjust_m );
fgFDMForceAltitude( current_options.get_flight_model(),
scenery.cur_elev + alt_adjust_m );
FG_LOG( FG_ALL, FG_DEBUG,
"<*> resetting altitude to "
<< f->get_Altitude() * FEET_TO_METER << " meters" );
}
fgFDMSetGroundElevation( current_options.get_flight_model(),
scenery.cur_elev ); // meters
}
/* printf("Adjustment - ground = %.2f runway = %.2f alt = %.2f\n",
scenery.cur_elev,
f->get_Runway_altitude() * FEET_TO_METER,
f->get_Altitude() * FEET_TO_METER); */
// update "time"
fgTimeUpdate(f, t);
// Get elapsed time (in usec) for this past frame
elapsed = fgGetTimeInterval();
FG_LOG( FG_ALL, FG_DEBUG,
"Elapsed time interval is = " << elapsed
<< ", previous remainder is = " << remainder );
// Calculate frame rate average
if ( (t->cur_time != last_time) && (last_time > 0) ) {
general.set_frame_rate( frames );
FG_LOG( FG_ALL, FG_DEBUG,
"--> Frame rate is = " << general.get_frame_rate() );
frames = 0;
}
last_time = t->cur_time;
++frames;
/* old fps calculation
if ( elapsed > 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);
}
*/
// Run flight model
if ( ! use_signals ) {
// Calculate model iterations needed for next frame
elapsed += remainder;
multi_loop = (int)(((double)elapsed * 0.000001) * DEFAULT_MODEL_HZ);
remainder = elapsed - ((multi_loop*1000000) / DEFAULT_MODEL_HZ);
FG_LOG( FG_ALL, FG_DEBUG,
"Model iterations needed = " << multi_loop
<< ", new remainder = " << remainder );
// flight model
if ( multi_loop > 0 ) {
fgUpdateTimeDepCalcs(multi_loop, remainder);
} else {
FG_LOG( FG_ALL, FG_INFO, "Elapsed time is zero ... we're zinging" );
}
}
// Do any serial port work that might need to be done
fgSerialProcess();
// see if we need to load any new scenery tiles
fgTileMgrUpdate();
// Process/manage pending events
global_events.Process();
// Run audio scheduler
#ifdef ENABLE_AUDIO_SUPPORT
if ( current_options.get_sound() && !audio_sched->not_working() ) {
# ifdef MICHAEL_JOHNSON_EXPERIMENTAL_ENGINE_AUDIO
// note: all these factors are relative to the sample. our
// sample format should really contain a conversion factor so
// that we can get prop speed right for arbitrary samples.
// Note that for normal-size props, there is a point at which
// the prop tips approach the speed of sound; that is a pretty
// strong limit to how fast the prop can go.
// multiplication factor is prime pitch control; add some log
// component for verisimilitude
double pitch = log((controls.get_throttle(0) * 14.0) + 1.0);
//fprintf(stderr, "pitch1: %f ", pitch);
if (controls.get_throttle(0) > 0.0 || f->v_rel_wind > 40.0) {
//fprintf(stderr, "rel_wind: %f ", f->v_rel_wind);
// only add relative wind and AoA if prop is moving
// or we're really flying at idle throttle
if (pitch < 5.4) { // this needs tuning
// prop tips not breaking sound barrier
pitch += log(f->v_rel_wind + 0.8)/2;
} else {
// prop tips breaking sound barrier
pitch += log(f->v_rel_wind + 0.8)/10;
}
//fprintf(stderr, "pitch2: %f ", pitch);
//fprintf(stderr, "AoA: %f ", FG_Gamma_vert_rad);
// Angle of Attack next... -x^3(e^x) is my best guess Just
// need to calculate some reasonable scaling factor and
// then clamp it on the positive aoa (neg adj) side
double aoa = f->get_Gamma_vert_rad() * 2.2;
double tmp = 3.0;
double aoa_adj = pow(-aoa, tmp) * pow(M_E, aoa);
if (aoa_adj < -0.8) aoa_adj = -0.8;
pitch += aoa_adj;
//fprintf(stderr, "pitch3: %f ", pitch);
// don't run at absurdly slow rates -- not realistic
// and sounds bad to boot. :-)
if (pitch < 0.8) pitch = 0.8;
}
//fprintf(stderr, "pitch4: %f\n", pitch);
double volume = controls.get_throttle(0) * 1.15 + 0.3 +
log(f->v_rel_wind + 1.0)/14.0;
// fprintf(stderr, "volume: %f\n", volume);
pitch_envelope.setStep ( 0, 0.01, pitch );
volume_envelope.setStep ( 0, 0.01, volume );
# else
double param = controls.get_throttle( 0 ) * 2.0 + 1.0;
pitch_envelope.setStep ( 0, 0.01, param );
volume_envelope.setStep ( 0, 0.01, param );
# endif // experimental throttle patch
audio_sched -> update();
}
#endif
// redraw display
fgRenderFrame();
FG_LOG( FG_ALL, FG_DEBUG, "" );
}
// This is the top level master main function that is registered as
// our idle funciton
//
// The first few passes take care of initialization things (a couple
// per pass) and once everything has been initialized fgMainLoop from
// then on.
static void fgIdleFunction ( void ) {
// printf("idle state == %d\n", idle_state);
if ( idle_state == 0 ) {
// Initialize the splash screen right away
if ( current_options.get_splash_screen() ) {
fgSplashInit();
}
idle_state++;
} else if ( idle_state == 1 ) {
// Start the intro music
#if !defined(WIN32)
if ( current_options.get_intro_music() ) {
string lockfile = "/tmp/mpg123.running";
string mp3file = current_options.get_fg_root() +
"/Sounds/intro.mp3";
string command = "(touch " + lockfile + "; mpg123 " + mp3file +
"> /dev/null 2>&1; /bin/rm " + lockfile + ") &";
FG_LOG( FG_GENERAL, FG_INFO,
"Starting intro music: " << mp3file );
system ( command.c_str() );
}
#endif
idle_state++;
} else if ( idle_state == 2 ) {
// These are a few miscellaneous things that aren't really
// "subsystems" but still need to be initialized.
#ifdef USE_GLIDE
if ( strstr ( general.get_glRenderer(), "Glide" ) ) {
grTexLodBiasValue ( GR_TMU0, 1.0 ) ;
}
#endif
idle_state++;
} else if ( idle_state == 3 ) {
// This is the top level init routine which calls all the
// other subsystem initialization routines. If you are adding
// a subsystem to flight gear, its initialization call should
// located in this routine.
if( !fgInitSubsystems()) {
FG_LOG( FG_GENERAL, FG_ALERT,
"Subsystem initializations failed ..." );
exit(-1);
}
idle_state++;
} else if ( idle_state == 4 ) {
// setup OpenGL view parameters
fgInitVisuals();
if ( use_signals ) {
// init timer routines, signals, etc. Arrange for an alarm
// signal to be generated, etc.
fgInitTimeDepCalcs();
}
idle_state++;
} else if ( idle_state == 5 ) {
idle_state++;
} else if ( idle_state == 6 ) {
// Initialize audio support
#ifdef ENABLE_AUDIO_SUPPORT
#if !defined(WIN32)
if ( current_options.get_intro_music() ) {
// Let's wait for mpg123 to finish
string lockfile = "/tmp/mpg123.running";
struct stat stat_buf;
FG_LOG( FG_GENERAL, FG_INFO,
"Waiting for mpg123 player to finish ..." );
while ( stat(lockfile.c_str(), &stat_buf) == 0 ) {
// file exist, wait ...
sleep(1);
FG_LOG( FG_GENERAL, FG_INFO, ".");
}
FG_LOG( FG_GENERAL, FG_INFO, "");
}
#endif // WIN32
audio_sched = new slScheduler ( 8000 );
audio_mixer = new smMixer;
audio_mixer -> setMasterVolume ( 80 ) ; /* 80% of max volume. */
audio_sched -> setSafetyMargin ( 1.0 ) ;
string slfile = current_options.get_fg_root() + "/Sounds/wasp.wav";
s1 = new slSample ( (char *)slfile.c_str() );
FG_LOG( FG_GENERAL, FG_INFO,
"Rate = " << s1 -> getRate()
<< " Bps = " << s1 -> getBps()
<< " Stereo = " << s1 -> getStereo() );
audio_sched -> loopSample ( s1 );
if ( audio_sched->not_working() ) {
// skip
} else {
pitch_envelope.setStep ( 0, 0.01, 0.6 );
volume_envelope.setStep ( 0, 0.01, 0.6 );
audio_sched -> addSampleEnvelope( s1, 0, 0, &
pitch_envelope,
SL_PITCH_ENVELOPE );
audio_sched -> addSampleEnvelope( s1, 0, 1,
&volume_envelope,
SL_VOLUME_ENVELOPE );
}
// strcpy(slfile, path);
// strcat(slfile, "thunder.wav");
// s2 -> loadFile ( slfile );
// s2 -> adjustVolume(0.5);
// audio_sched -> playSample ( s2 );
#endif
// sleep(1);
idle_state = 1000;
}
if ( idle_state == 1000 ) {
// We've finished all our initialization steps, from now on we
// run the main loop.
fgMainLoop();
} else {
if ( current_options.get_splash_screen() == 1 ) {
fgSplashUpdate(0.0);
}
}
}
// Handle new window size or exposure
static void fgReshape( int width, int height ) {
// Do this so we can call fgReshape(0,0) ourselves without having
// to know what the values of width & height are.
if ( (height > 0) && (width > 0) ) {
if ( ! current_options.get_panel_status() ) {
current_view.set_win_ratio( (GLfloat) width / (GLfloat) height );
} else {
current_view.set_win_ratio( (GLfloat) width /
((GLfloat) (height)*0.4232) );
}
}
current_view.set_winWidth( width );
current_view.set_winHeight( height );
current_view.force_update_fov_math();
// Inform gl of our view window size (now handled elsewhere)
// xglViewport(0, 0, (GLint)width, (GLint)height);
if ( idle_state == 1000 ) {
// yes we've finished all our initializations and are running
// the main loop, so this will now work without seg faulting
// the system.
current_view.UpdateViewParams();
if ( current_options.get_panel_status() ) {
FGPanel::OurPanel->ReInit(0, 0, 1024, 768);
}
}
}
// Initialize GLUT and define a main window
int fgGlutInit( int *argc, char **argv ) {
// 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 );
FG_LOG( FG_GENERAL, FG_INFO, "Opening a window: " <<
current_options.get_xsize() << "x" << current_options.get_ysize() );
// Define initial window size
xglutInitWindowSize( current_options.get_xsize(),
current_options.get_ysize() );
// Initialize windows
if ( current_options.get_game_mode() == 0 ) {
// Open the regular window
xglutCreateWindow("Flight Gear");
} else {
// Open the cool new 'game mode' window
char game_mode_str[256];
sprintf( game_mode_str, "width=%d height=%d bpp=16",
current_options.get_xsize(),
current_options.get_ysize() );
FG_LOG( FG_GENERAL, FG_INFO,
"game mode params = " << game_mode_str );
glutGameModeString( game_mode_str );
glutEnterGameMode();
}
// This seems to be the absolute earliest in the init sequence
// that these calls will return valid info. Too bad it's after
// we've already created and sized out window. :-(
general.set_glVendor( (char *)glGetString ( GL_VENDOR ) );
general.set_glRenderer( (char *)glGetString ( GL_RENDERER ) );
general.set_glVersion( (char *)glGetString ( GL_VERSION ) );
FG_LOG ( FG_GENERAL, FG_INFO, general.get_glRenderer() );
#if 0
// try to determine if we should adjust the initial default
// display resolution. The options class defaults (is
// initialized) to 640x480.
string renderer = general.glRenderer;
// currently we only know how to deal with Mesa/Glide/Voodoo cards
if ( renderer.find( "Glide" ) != string::npos ) {
FG_LOG( FG_GENERAL, FG_INFO, "Detected a Glide driver" );
if ( renderer.find( "FB/8" ) != string::npos ) {
// probably a voodoo-2
if ( renderer.find( "TMU/SLI" ) != string::npos ) {
// probably two SLI'd Voodoo-2's
current_options.set_xsize( 1024 );
current_options.set_ysize( 768 );
FG_LOG( FG_GENERAL, FG_INFO,
"It looks like you have two sli'd voodoo-2's." << endl
<< "upgrading your win resolution to 1024 x 768" );
glutReshapeWindow(1024, 768);
} else {
// probably a single non-SLI'd Voodoo-2
current_options.set_xsize( 800 );
current_options.set_ysize( 600 );
FG_LOG( FG_GENERAL, FG_INFO,
"It looks like you have a voodoo-2." << endl
<< "upgrading your win resolution to 800 x 600" );
glutReshapeWindow(800, 600);
}
} else if ( renderer.find( "FB/2" ) != string::npos ) {
// probably a voodoo-1, stick with the default
}
} else {
// we have no special knowledge of this card, stick with the default
}
#endif
return(1);
}
// Initialize GLUT event handlers
int fgGlutInitEvents( void ) {
// call fgReshape() on window resizes
xglutReshapeFunc( fgReshape );
// call GLUTkey() on keyboard event
xglutKeyboardFunc( GLUTkey );
glutSpecialFunc( GLUTspecialkey );
// call guiMouseFunc() whenever our little rodent is used
glutMouseFunc ( guiMouseFunc );
glutMotionFunc (guiMotionFunc );
glutPassiveMotionFunc (guiMotionFunc );
// call fgMainLoop() whenever there is
// nothing else to do
xglutIdleFunc( fgIdleFunction );
// draw the scene
xglutDisplayFunc( fgRenderFrame );
return(1);
}
// Main ...
int main( int argc, char **argv ) {
FGInterface *f;
f = current_aircraft.fdm_state;
#ifdef HAVE_BC5PLUS
_control87(MCW_EM, MCW_EM); /* defined in float.h */
#endif
// set default log levels
fglog().setLogLevels( FG_ALL, FG_INFO );
FG_LOG( FG_GENERAL, FG_INFO, "Flight Gear: Version " << VERSION << endl );
string root;
FG_LOG( FG_GENERAL, FG_INFO, "General Initialization" );
FG_LOG( FG_GENERAL, FG_INFO, "======= ==============" );
// seed the random number generater
fg_srandom();
// Attempt to locate and parse a config file
// First check fg_root
string config = current_options.get_fg_root() + "/system.fgfsrc";
current_options.parse_config_file( config );
// Next check home directory
char* envp = ::getenv( "HOME" );
if ( envp != NULL ) {
config = envp;
config += "/.fgfsrc";
current_options.parse_config_file( config );
}
// Parse remaining command line options
// These will override anything specified in a config file
if ( current_options.parse_command_line(argc, argv) !=
fgOPTIONS::FG_OPTIONS_OK )
{
// Something must have gone horribly wrong with the command
// line parsing or maybe the user just requested help ... :-)
current_options.usage();
FG_LOG( FG_GENERAL, FG_ALERT, "\nExiting ...");
exit(-1);
}
// Initialize the Window/Graphics environment.
if( !fgGlutInit(&argc, argv) ) {
FG_LOG( FG_GENERAL, FG_ALERT, "GLUT initialization failed ..." );
exit(-1);
}
// Initialize the various GLUT Event Handlers.
if( !fgGlutInitEvents() ) {
FG_LOG( FG_GENERAL, FG_ALERT,
"GLUT event handler initialization failed ..." );
exit(-1);
}
// First do some quick general initializations
if( !fgInitGeneral()) {
FG_LOG( FG_GENERAL, FG_ALERT,
"General initializations failed ..." );
exit(-1);
}
// Init the user interface (we need to do this before passing off
// control to glut
guiInit();
// pass control off to the master GLUT event handler
glutMainLoop();
// we never actually get here ... but just in case ... :-)
return(0);
}
// $Log$
// Revision 1.88 1999/04/03 04:21:02 curt
// Integration of Steve's plib conglomeration.
// Optimizations (tm) by Norman Vine.
//
// Revision 1.87 1999/03/08 21:56:37 curt
// Added panel changes sent in by Friedemann.
// Added a splash screen randomization since we have several nice splash screens.
//
// Revision 1.86 1999/02/26 22:09:47 curt
// Added initial support for native SGI compilers.
//
// Revision 1.85 1999/02/05 21:29:08 curt
// Modifications to incorporate Jon S. Berndts flight model code.
//
// Revision 1.84 1999/02/02 20:13:34 curt
// MSVC++ portability changes by Bernie Bright:
//
// Lib/Serial/serial.[ch]xx: Initial Windows support - incomplete.
// Simulator/Astro/stars.cxx: typo? included <stdio> instead of <cstdio>
// Simulator/Cockpit/hud.cxx: Added Standard headers
// Simulator/Cockpit/panel.cxx: Redefinition of default parameter
// Simulator/Flight/flight.cxx: Replaced cout with FG_LOG. Deleted <stdio.h>
// Simulator/Main/fg_init.cxx:
// Simulator/Main/GLUTmain.cxx:
// Simulator/Main/options.hxx: Shuffled <fg_serial.hxx> dependency
// Simulator/Objects/material.hxx:
// Simulator/Time/timestamp.hxx: VC++ friend kludge
// Simulator/Scenery/tile.[ch]xx: Fixed using std::X declarations
// Simulator/Main/views.hxx: Added a constant
//
// Revision 1.83 1999/01/27 04:49:17 curt
// Game mode fixes from Norman Vine.
// Initial altitude setting tweaks and fixes (especially for when starting
// below sea level.)
//
// Revision 1.82 1999/01/20 13:42:24 curt
// Tweaked FDM interface.
// Testing check sum support for NMEA serial output.
//
// Revision 1.81 1999/01/19 20:57:03 curt
// MacOS portability changes contributed by "Robert Puyol" <puyol@abvent.fr>
//
// Revision 1.80 1999/01/09 13:37:40 curt
// Convert fgTIMESTAMP to FGTimeStamp which holds usec instead of ms.
//
// Revision 1.79 1999/01/08 03:23:56 curt
// Beginning work on compensating for sim time vs. real world time "jitter".
//
// Revision 1.78 1999/01/07 20:25:08 curt
// Updated struct fgGENERAL to class FGGeneral.
//
// Revision 1.77 1998/12/18 23:40:55 curt
// New frame rate counting mechanism.
//
// Revision 1.76 1998/12/11 20:26:26 curt
// Fixed view frustum culling accuracy bug so we can look out the sides and
// back without tri-stripes dropping out.
//
// Revision 1.75 1998/12/09 18:50:23 curt
// Converted "class fgVIEW" to "class FGView" and updated to make data
// members private and make required accessor functions.
//
// Revision 1.74 1998/12/06 14:52:54 curt
// Fixed a problem with the initial starting altitude. "v->abs_view_pos" wasn't
// being calculated correctly at the beginning causing the first terrain
// intersection to fail, returning a ground altitude of zero, causing the plane
// to free fall for one frame, until the ground altitude was corrected, but now
// being under the ground we got a big bounce and the plane always ended up
// upside down.
//
// Revision 1.73 1998/12/06 13:51:22 curt
// Turned "struct fgWEATHER" into "class FGWeather".
//
// Revision 1.72 1998/12/05 15:54:18 curt
// Renamed class fgFLIGHT to class FGState as per request by JSB.
//
// Revision 1.71 1998/12/05 14:19:51 curt
// Looking into a problem with cur_view_params.abs_view_pos initialization.
//
// Revision 1.70 1998/12/03 01:17:14 curt
// Converted fgFLIGHT to a class.
//
// Revision 1.69 1998/11/23 20:51:26 curt
// Fiddling with when I can get info from the opengl driver.
//
// Revision 1.68 1998/11/20 01:02:35 curt
// Try to detect Mesa/Glide/Voodoo and chose the appropriate resolution.
//
// Revision 1.67 1998/11/16 13:59:58 curt
// Added pow() macro bug work around.
// Added support for starting FGFS at various resolutions.
// Added some initial serial port support.
// Specify default log levels in main().
//
// Revision 1.66 1998/11/11 00:24:00 curt
// Added Michael Johnson's audio patches for testing.
// Also did a few tweaks to avoid numerical problems when starting at a place
// with no (or bogus) scenery.
//
// Revision 1.65 1998/11/09 23:39:22 curt
// Tweaks for the instrument panel.
//
// Revision 1.64 1998/11/07 19:07:09 curt
// Enable release builds using the --without-logging option to the configure
// script. Also a couple log message cleanups, plus some C to C++ comment
// conversion.
//
// Revision 1.63 1998/11/06 21:18:08 curt
// Converted to new logstream debugging facility. This allows release
// builds with no messages at all (and no performance impact) by using
// the -DFG_NDEBUG flag.
//
// Revision 1.62 1998/10/27 02:14:35 curt
// Changes to support GLUT joystick routines as fall back.
//
// Revision 1.61 1998/10/25 14:08:47 curt
// Turned "struct fgCONTROLS" into a class, with inlined accessor functions.
//
// Revision 1.60 1998/10/25 10:57:18 curt
// Changes to use the new joystick library if it is available.
//
// Revision 1.59 1998/10/17 01:34:21 curt
// C++ ifying ...
//
// Revision 1.58 1998/10/16 23:27:52 curt
// C++-ifying.
//
// Revision 1.57 1998/10/16 00:54:00 curt
// Converted to Point3D class.
//
// Revision 1.56 1998/10/02 12:46:47 curt
// Added an "auto throttle"
//
// Revision 1.55 1998/09/29 14:58:18 curt
// Use working() instead of !not_working() for audio.
//
// Revision 1.54 1998/09/29 02:03:38 curt
// Autopilot mods.
//
// Revision 1.53 1998/09/26 13:18:35 curt
// Check if audio "working()" before doing audio manipulations.
//
// Revision 1.52 1998/09/25 16:02:07 curt
// Added support for pitch and volume envelopes and tied them to the
// throttle setting.
//
// Revision 1.51 1998/09/15 04:27:28 curt
// Changes for new Astro code.
//
// Revision 1.50 1998/09/15 02:09:24 curt
// Include/fg_callback.hxx
// Moved code inline to stop g++ 2.7 from complaining.
//
// Simulator/Time/event.[ch]xx
// Changed return type of fgEVENT::printStat(). void caused g++ 2.7 to
// complain bitterly.
//
// Minor bugfix and changes.
//
// Simulator/Main/GLUTmain.cxx
// Added missing type to idle_state definition - eliminates a warning.
//
// Simulator/Main/fg_init.cxx
// Changes to airport lookup.
//
// Simulator/Main/options.cxx
// Uses fg_gzifstream when loading config file.
//
// Revision 1.49 1998/09/09 16:25:39 curt
// Only use GLUT_STENCIL if the instument panel has been requested.
//
// Revision 1.48 1998/08/28 18:15:03 curt
// Added new cockpit code from Friedemann Reinhard
// <mpt218@faupt212.physik.uni-erlangen.de>
//
// Revision 1.47 1998/08/27 17:02:04 curt
// Contributions from Bernie Bright <bbright@c031.aone.net.au>
// - use strings for fg_root and airport_id and added methods to return
// them as strings,
// - inlined all access methods,
// - made the parsing functions private methods,
// - deleted some unused functions.
// - propogated some of these changes out a bit further.
//
// Revision 1.46 1998/08/22 14:49:56 curt
// Attempting to iron out seg faults and crashes.
// Did some shuffling to fix a initialization order problem between view
// position, scenery elevation.
//
// Revision 1.45 1998/08/20 20:32:31 curt
// Reshuffled some of the code in and around views.[ch]xx
//
// Revision 1.44 1998/08/20 15:10:33 curt
// Added GameGLUT support.
//
// Revision 1.43 1998/08/12 21:01:47 curt
// Master volume from 30% -> 80%
//
// Revision 1.42 1998/07/30 23:48:25 curt
// Output position & orientation when pausing.
// Eliminated libtool use.
// Added options to specify initial position and orientation.
// Changed default fov to 55 degrees.
// Added command line option to start in paused or unpaused state.
//
// Revision 1.41 1998/07/27 18:41:24 curt
// Added a pause command "p"
// Fixed some initialization order problems between pui and glut.
// Added an --enable/disable-sound option.
//
// Revision 1.40 1998/07/24 21:56:59 curt
// Set near clip plane to 0.5 meters when close to the ground. Also, let the view get a bit closer to the ground before hitting the hard limit.
//
// Revision 1.39 1998/07/24 21:39:08 curt
// Debugging output tweaks.
// Cast glGetString to (char *) to avoid compiler errors.
// Optimizations to fgGluLookAt() by Norman Vine.
//
// Revision 1.38 1998/07/22 21:40:43 curt
// Clear to adjusted fog color (for sunrise/sunset effects)
// Make call to fog sunrise/sunset adjustment method.
// Add a stdc++ library bug work around to fg_init.cxx
//
// Revision 1.37 1998/07/20 12:49:44 curt
// Tweaked color buffer clearing defaults. We clear the color buffer if we
// are doing textures. Assumptions: If we are doing textures we have hardware
// support that can clear the color buffer for "free." If we are doing software
// rendering with textures, then the extra clear time gets lost in the noise.
//
// Revision 1.36 1998/07/16 17:33:35 curt
// "H" / "h" now control hud brightness as well with off being one of the
// states.
// Better checking for xmesa/fx 3dfx fullscreen/window support for deciding
// whether or not to build in the feature.
// Translucent menu support.
// HAVE_AUDIO_SUPPORT -> ENABLE_AUDIO_SUPPORT
// Use fork() / wait() for playing mp3 init music in background under unix.
// Changed default tile diameter to 5.
//
// Revision 1.35 1998/07/13 21:01:36 curt
// Wrote access functions for current fgOPTIONS.
//
// Revision 1.34 1998/07/13 15:32:37 curt
// Clear color buffer if drawing wireframe.
// When specifying and airport, start elevation at -1000 and let the system
// position you at ground level.
//
// Revision 1.33 1998/07/12 03:14:42 curt
// Added ground collision detection.
// Did some serious horsing around to be able to "hug" the ground properly
// and still be able to take off.
// Set the near clip plane to 1.0 meters when less than 10 meters above the
// ground.
// Did some serious horsing around getting the initial airplane position to be
// correct based on rendered terrain elevation.
// Added a little cheat/hack that will prevent the view position from ever
// dropping below the terrain, even when the flight model doesn't quite
// put you as high as you'd like.
//
// Revision 1.32 1998/07/08 14:45:07 curt
// polar3d.h renamed to polar3d.hxx
// vector.h renamed to vector.hxx
// updated audio support so it waits to create audio classes (and tie up
// /dev/dsp) until the mpg123 player is finished.
//
// 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.
//