26cdcb3064
separately before fgfs can be built and installed.
998 lines
28 KiB
C++
998 lines
28 KiB
C++
// GLUTmain.cxx -- top level sim routines
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//
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// Written by Curtis Olson for OpenGL, started May 1997.
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//
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// Copyright (C) 1997 Curtis L. Olson - curt@me.umn.edu
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//
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// This program is free software; you can redistribute it and/or
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// modify it under the terms of the GNU General Public License as
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// published by the Free Software Foundation; either version 2 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful, but
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// WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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// General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program; if not, write to the Free Software
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// Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
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//
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// $Id$
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#define MICHAEL_JOHNSON_EXPERIMENTAL_ENGINE_AUDIO
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#ifdef HAVE_CONFIG_H
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# include <config.h>
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#endif
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#ifdef HAVE_WINDOWS_H
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# include <windows.h>
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# include <float.h>
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#endif
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#include <GL/glut.h>
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#include <XGL/xgl.h>
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#include <stdio.h>
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#include <string.h>
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#include <string>
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#ifdef HAVE_STDLIB_H
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# include <stdlib.h>
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#endif
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#ifdef HAVE_SYS_STAT_H
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# include <sys/stat.h> /* for stat() */
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#endif
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#ifdef HAVE_UNISTD_H
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# include <unistd.h> /* for stat() */
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#endif
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#include <Include/fg_constants.h> // for VERSION
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#include <Include/general.hxx>
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#include <Debug/logstream.hxx>
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#include <Aircraft/aircraft.hxx>
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#include <Astro/sky.hxx>
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#include <Astro/stars.hxx>
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#include <Astro/solarsystem.hxx>
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#ifdef ENABLE_AUDIO_SUPPORT
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# include <plib/sl.h>
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# include <plib/sm.h>
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#endif
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#include <Autopilot/autopilot.hxx>
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#include <Cockpit/cockpit.hxx>
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#include <GUI/gui.h>
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#include <Joystick/joystick.hxx>
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#include <Math/fg_geodesy.hxx>
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#include <Math/mat3.h>
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#include <Math/polar3d.hxx>
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#include <Math/fg_random.h>
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#include <plib/pu.h>
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#include <Scenery/scenery.hxx>
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#include <Scenery/tilemgr.hxx>
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#include <Time/event.hxx>
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#include <Time/fg_time.hxx>
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#include <Time/fg_timer.hxx>
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#include <Time/sunpos.hxx>
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#include <Weather/weather.hxx>
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#include "GLUTkey.hxx"
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#include "fg_init.hxx"
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#include "options.hxx"
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#include "splash.hxx"
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#include "views.hxx"
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#include "fg_serial.hxx"
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// This is a record containing a bit of global housekeeping information
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FGGeneral general;
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// Specify our current idle function state. This is used to run all
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// our initializations out of the glutIdleLoop() so that we can get a
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// splash screen up and running right away.
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static int idle_state = 0;
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// Another hack
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int use_signals = 0;
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// Global structures for the Audio library
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#ifdef ENABLE_AUDIO_SUPPORT
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slEnvelope pitch_envelope ( 1, SL_SAMPLE_ONE_SHOT ) ;
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slEnvelope volume_envelope ( 1, SL_SAMPLE_ONE_SHOT ) ;
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slScheduler *audio_sched;
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smMixer *audio_mixer;
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slSample *s1;
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slSample *s2;
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#endif
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// The following defines flight gear options. Because glutlib will also
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// want to parse its own options, those options must not be included here
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// or they will get parsed by the main program option parser. Hence case
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// is significant for any option added that might be in conflict with
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// glutlib's parser.
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//
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// glutlib parses for:
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// -display
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// -direct (invalid in Win32)
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// -geometry
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// -gldebug
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// -iconized
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// -indirect (invalid in Win32)
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// -synce
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//
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// Note that glutlib depends upon strings while this program's
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// option parser wants only initial characters followed by numbers
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// or pathnames.
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//
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// fgInitVisuals() -- Initialize various GL/view parameters
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static void fgInitVisuals( void ) {
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fgLIGHT *l;
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l = &cur_light_params;
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// Go full screen if requested ...
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if ( current_options.get_fullscreen() ) {
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glutFullScreen();
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}
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// If enabled, normal vectors specified with glNormal are scaled
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// to unit length after transformation. See glNormal.
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// xglEnable( GL_NORMALIZE );
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xglEnable( GL_LIGHTING );
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xglEnable( GL_LIGHT0 );
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xglLightfv( GL_LIGHT0, GL_POSITION, l->sun_vec );
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// xglFogi (GL_FOG_MODE, GL_LINEAR);
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xglFogi (GL_FOG_MODE, GL_EXP2);
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// Fog density is now set when the weather system is initialized
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// xglFogf (GL_FOG_DENSITY, w->fog_density);
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if ( (current_options.get_fog() == 1) ||
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(current_options.get_shading() == 0) ) {
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// if fastest fog requested, or if flat shading force fastest
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xglHint ( GL_FOG_HINT, GL_FASTEST );
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} else if ( current_options.get_fog() == 2 ) {
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xglHint ( GL_FOG_HINT, GL_NICEST );
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}
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if ( current_options.get_wireframe() ) {
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// draw wire frame
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xglPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
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}
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// This is the default anyways, but it can't hurt
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xglFrontFace ( GL_CCW );
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// Just testing ...
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// xglEnable(GL_POINT_SMOOTH);
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// xglEnable(GL_LINE_SMOOTH);
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// xglEnable(GL_POLYGON_SMOOTH);
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}
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#if 0
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// Draw a basic instrument panel
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static void fgUpdateInstrViewParams( void ) {
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exit(0);
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fgVIEW *v = ¤t_view;
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xglViewport(0, 0 , (GLint)(v->winWidth), (GLint)(v->winHeight) / 2);
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xglMatrixMode(GL_PROJECTION);
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xglPushMatrix();
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xglLoadIdentity();
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gluOrtho2D(0, 640, 0, 480);
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xglMatrixMode(GL_MODELVIEW);
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xglPushMatrix();
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xglLoadIdentity();
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xglColor3f(1.0, 1.0, 1.0);
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xglIndexi(7);
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xglDisable(GL_DEPTH_TEST);
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xglDisable(GL_LIGHTING);
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xglLineWidth(1);
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xglColor3f (0.5, 0.5, 0.5);
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xglBegin(GL_QUADS);
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xglVertex2f(0.0, 0.00);
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xglVertex2f(0.0, 480.0);
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xglVertex2f(640.0,480.0);
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xglVertex2f(640.0, 0.0);
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xglEnd();
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xglRectf(0.0,0.0, 640, 480);
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xglEnable(GL_DEPTH_TEST);
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xglEnable(GL_LIGHTING);
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xglMatrixMode(GL_PROJECTION);
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xglPopMatrix();
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xglMatrixMode(GL_MODELVIEW);
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xglPopMatrix();
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}
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#endif
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// Update all Visuals (redraws anything graphics related)
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static void fgRenderFrame( void ) {
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fgLIGHT *l = &cur_light_params;
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FGTime *t = FGTime::cur_time_params;
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FGView *v = ¤t_view;
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double angle;
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// GLfloat black[4] = { 0.0, 0.0, 0.0, 1.0 };
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GLfloat white[4] = { 1.0, 1.0, 1.0, 1.0 };
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GLfloat terrain_color[4] = { 0.54, 0.44, 0.29, 1.0 };
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GLbitfield clear_mask;
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if ( idle_state != 1000 ) {
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// still initializing, draw the splash screen
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if ( current_options.get_splash_screen() == 1 ) {
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fgSplashUpdate(0.0);
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}
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} else {
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// idle_state is now 1000 meaning we've finished all our
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// initializations and are running the main loop, so this will
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// now work without seg faulting the system.
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// printf("Ground = %.2f Altitude = %.2f\n", scenery.cur_elev,
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// FG_Altitude * FEET_TO_METER);
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// this is just a temporary hack, to make me understand Pui
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// timerText -> setLabel (ctime (&t->cur_time));
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// end of hack
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// update view volume parameters
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v->UpdateViewParams();
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// set the sun position
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xglLightfv( GL_LIGHT0, GL_POSITION, l->sun_vec );
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clear_mask = GL_DEPTH_BUFFER_BIT;
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if ( current_options.get_wireframe() ) {
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clear_mask |= GL_COLOR_BUFFER_BIT;
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}
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if ( current_options.get_panel_status() ) {
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// we can't clear the screen when the panel is active
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} else if ( current_options.get_skyblend() ) {
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if ( current_options.get_textures() ) {
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// glClearColor(black[0], black[1], black[2], black[3]);
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glClearColor(l->adj_fog_color[0], l->adj_fog_color[1],
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l->adj_fog_color[2], l->adj_fog_color[3]);
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clear_mask |= GL_COLOR_BUFFER_BIT;
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}
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} else {
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glClearColor(l->sky_color[0], l->sky_color[1],
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l->sky_color[2], l->sky_color[3]);
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clear_mask |= GL_COLOR_BUFFER_BIT;
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}
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xglClear( clear_mask );
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// Tell GL we are switching to model view parameters
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xglMatrixMode(GL_MODELVIEW);
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// xglLoadIdentity();
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// draw sky
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xglDisable( GL_DEPTH_TEST );
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xglDisable( GL_LIGHTING );
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xglDisable( GL_CULL_FACE );
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xglDisable( GL_FOG );
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xglShadeModel( GL_SMOOTH );
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if ( current_options.get_skyblend() ) {
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fgSkyRender();
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}
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// setup transformation for drawing astronomical objects
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xglPushMatrix();
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// Translate to view position
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Point3D view_pos = v->get_view_pos();
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xglTranslatef( view_pos.x(), view_pos.y(), view_pos.z() );
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// Rotate based on gst (sidereal time)
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// note: constant should be 15.041085, Curt thought it was 15
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angle = t->getGst() * 15.041085;
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// printf("Rotating astro objects by %.2f degrees\n",angle);
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xglRotatef( angle, 0.0, 0.0, -1.0 );
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// draw stars and planets
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fgStarsRender();
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//xglEnable(GL_DEPTH_TEST);
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SolarSystem::theSolarSystem->draw();
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xglPopMatrix();
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// draw scenery
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if ( current_options.get_shading() ) {
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xglShadeModel( GL_SMOOTH );
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} else {
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xglShadeModel( GL_FLAT );
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}
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xglEnable( GL_DEPTH_TEST );
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if ( current_options.get_fog() > 0 ) {
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xglEnable( GL_FOG );
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xglFogfv (GL_FOG_COLOR, l->adj_fog_color);
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}
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// set lighting parameters
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xglLightfv(GL_LIGHT0, GL_AMBIENT, l->scene_ambient );
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xglLightfv(GL_LIGHT0, GL_DIFFUSE, l->scene_diffuse );
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if ( current_options.get_textures() ) {
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// texture parameters
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xglEnable( GL_TEXTURE_2D );
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xglTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ) ;
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xglHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST ) ;
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// set base color (I don't think this is doing anything here)
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xglMaterialfv (GL_FRONT, GL_AMBIENT, white);
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xglMaterialfv (GL_FRONT, GL_DIFFUSE, white);
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} else {
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xglDisable( GL_TEXTURE_2D );
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xglMaterialfv (GL_FRONT, GL_AMBIENT, terrain_color);
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xglMaterialfv (GL_FRONT, GL_DIFFUSE, terrain_color);
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// xglMaterialfv (GL_FRONT, GL_AMBIENT, white);
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// xglMaterialfv (GL_FRONT, GL_DIFFUSE, white);
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}
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fgTileMgrRender();
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xglDisable( GL_TEXTURE_2D );
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xglDisable( GL_FOG );
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// display HUD && Panel
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fgCockpitUpdate();
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// We can do translucent menus, so why not. :-)
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xglEnable ( GL_BLEND ) ;
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xglBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ) ;
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puDisplay();
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xglDisable ( GL_BLEND ) ;
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xglEnable( GL_FOG );
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}
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xglutSwapBuffers();
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}
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// Update internal time dependent calculations (i.e. flight model)
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void fgUpdateTimeDepCalcs(int multi_loop, int remainder) {
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FGInterface *f = current_aircraft.fdm_state;
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fgLIGHT *l = &cur_light_params;
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FGTime *t = FGTime::cur_time_params;
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FGView *v = ¤t_view;
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int i;
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// update the flight model
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if ( multi_loop < 0 ) {
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multi_loop = DEFAULT_MULTILOOP;
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}
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if ( !t->getPause() ) {
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// run Autopilot system
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fgAPRun();
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// printf("updating flight model x %d\n", multi_loop);
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fgFDMUpdate( current_options.get_flight_model(),
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cur_fdm_state, multi_loop, remainder );
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} else {
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fgFDMUpdate( current_options.get_flight_model(),
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cur_fdm_state, 0, remainder );
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}
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// update the view angle
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for ( i = 0; i < multi_loop; i++ ) {
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if ( fabs(v->get_goal_view_offset() - v->get_view_offset()) < 0.05 ) {
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v->set_view_offset( v->get_goal_view_offset() );
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break;
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} else {
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// move v->view_offset towards v->goal_view_offset
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if ( v->get_goal_view_offset() > v->get_view_offset() ) {
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if ( v->get_goal_view_offset() - v->get_view_offset() < FG_PI ){
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v->inc_view_offset( 0.01 );
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} else {
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v->inc_view_offset( -0.01 );
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}
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} else {
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if ( v->get_view_offset() - v->get_goal_view_offset() < FG_PI ){
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v->inc_view_offset( -0.01 );
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} else {
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v->inc_view_offset( 0.01 );
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}
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}
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if ( v->get_view_offset() > FG_2PI ) {
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v->inc_view_offset( -FG_2PI );
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} else if ( v->get_view_offset() < 0 ) {
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v->inc_view_offset( FG_2PI );
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}
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}
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}
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double tmp = -(l->sun_rotation + FG_PI)
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- (f->get_Psi() - v->get_view_offset() );
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while ( tmp < 0.0 ) {
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tmp += FG_2PI;
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}
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while ( tmp > FG_2PI ) {
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tmp -= FG_2PI;
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}
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/* printf("Psi = %.2f, viewoffset = %.2f sunrot = %.2f rottosun = %.2f\n",
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FG_Psi * RAD_TO_DEG, v->view_offset * RAD_TO_DEG,
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-(l->sun_rotation+FG_PI) * RAD_TO_DEG, tmp * RAD_TO_DEG); */
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l->UpdateAdjFog();
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}
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void fgInitTimeDepCalcs( void ) {
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// initialize timer
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// #ifdef HAVE_SETITIMER
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// fgTimerInit( 1.0 / DEFAULT_TIMER_HZ, fgUpdateTimeDepCalcs );
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// #endif HAVE_SETITIMER
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}
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static const double alt_adjust_ft = 3.758099;
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static const double alt_adjust_m = alt_adjust_ft * FEET_TO_METER;
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// What should we do when we have nothing else to do? Let's get ready
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// for the next move and update the display?
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static void fgMainLoop( void ) {
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FGInterface *f;
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FGTime *t;
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static long remainder = 0;
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long elapsed, multi_loop;
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// int i;
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// double accum;
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static time_t last_time = 0;
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static int frames = 0;
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f = current_aircraft.fdm_state;
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t = FGTime::cur_time_params;
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FG_LOG( FG_ALL, FG_DEBUG, "Running Main Loop");
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FG_LOG( FG_ALL, FG_DEBUG, "======= ==== ====");
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#if defined( ENABLE_LINUX_JOYSTICK )
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// Read joystick and update control settings
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fgJoystickRead();
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#elif defined( ENABLE_GLUT_JOYSTICK )
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// Glut joystick support works by feeding a joystick handler
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// function to glut. This is taken care of once in the joystick
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// init routine and we don't have to worry about it again.
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#endif
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current_weather.Update();
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// Fix elevation. I'm just sticking this here for now, it should
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// probably move eventually
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/* printf("Before - ground = %.2f runway = %.2f alt = %.2f\n",
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scenery.cur_elev,
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f->get_Runway_altitude() * FEET_TO_METER,
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f->get_Altitude() * FEET_TO_METER); */
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if ( scenery.cur_elev > -9990 ) {
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if ( f->get_Altitude() * FEET_TO_METER <
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(scenery.cur_elev + alt_adjust_m - 3.0) ) {
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// now set aircraft altitude above ground
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printf("Current Altitude = %.2f < %.2f forcing to %.2f\n",
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f->get_Altitude() * FEET_TO_METER,
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scenery.cur_elev + alt_adjust_m - 3.0,
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scenery.cur_elev + alt_adjust_m );
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fgFDMForceAltitude( current_options.get_flight_model(),
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scenery.cur_elev + alt_adjust_m );
|
|
|
|
FG_LOG( FG_ALL, FG_DEBUG,
|
|
"<*> resetting altitude to "
|
|
<< f->get_Altitude() * FEET_TO_METER << " meters" );
|
|
}
|
|
fgFDMSetGroundElevation( current_options.get_flight_model(),
|
|
scenery.cur_elev ); // meters
|
|
}
|
|
|
|
/* printf("Adjustment - ground = %.2f runway = %.2f alt = %.2f\n",
|
|
scenery.cur_elev,
|
|
f->get_Runway_altitude() * FEET_TO_METER,
|
|
f->get_Altitude() * FEET_TO_METER); */
|
|
|
|
// update "time"
|
|
t->update(f);
|
|
|
|
// Get elapsed time (in usec) for this past frame
|
|
elapsed = fgGetTimeInterval();
|
|
FG_LOG( FG_ALL, FG_DEBUG,
|
|
"Elapsed time interval is = " << elapsed
|
|
<< ", previous remainder is = " << remainder );
|
|
|
|
// Calculate frame rate average
|
|
if ( (t->get_cur_time() != last_time) && (last_time > 0) ) {
|
|
general.set_frame_rate( frames );
|
|
FG_LOG( FG_ALL, FG_DEBUG,
|
|
"--> Frame rate is = " << general.get_frame_rate() );
|
|
frames = 0;
|
|
}
|
|
last_time = t->get_cur_time();
|
|
++frames;
|
|
|
|
/* 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);
|
|
}
|