1485 lines
44 KiB
C++
1485 lines
44 KiB
C++
// main.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 - 1999 Curtis L. Olson - curt@flightgear.org
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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 FG_MATH_EXCEPTION_CLASH
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# include <math.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 <simgear/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 <plib/pu.h> // plib include
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#include <plib/ssg.h> // plib include
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#ifdef ENABLE_AUDIO_SUPPORT
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# include <plib/sl.h> // plib include
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# include <plib/sm.h> // plib include
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#endif
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#include <simgear/constants.h> // for VERSION
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#include <simgear/debug/logstream.hxx>
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#include <simgear/math/fg_geodesy.hxx>
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#include <simgear/math/polar3d.hxx>
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#include <simgear/math/fg_random.h>
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#include <simgear/misc/fgpath.hxx>
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#include <simgear/sky/sky.hxx>
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#include <simgear/timing/sg_time.hxx>
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#include <simgear/timing/lowleveltime.h>
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#include <Include/general.hxx>
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#include <Aircraft/aircraft.hxx>
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#include <Autopilot/newauto.hxx>
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#include <Cockpit/cockpit.hxx>
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#include <Cockpit/radiostack.hxx>
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#include <Cockpit/steam.hxx>
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#include <FDM/UIUCModel/uiuc_aircraftdir.h>
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#include <GUI/gui.h>
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#include <Joystick/joystick.hxx>
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#ifdef FG_NETWORK_OLK
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#include <NetworkOLK/network.h>
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#endif
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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_timer.hxx>
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#include <Time/sunpos.hxx>
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#include <Time/tmp.hxx>
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#ifndef FG_OLD_WEATHER
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# include <WeatherCM/FGLocalWeatherDatabase.h>
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#else
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# include <Weather/weather.hxx>
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#endif
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#include "bfi.hxx"
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#include "fg_init.hxx"
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#include "fg_io.hxx"
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#include "globals.hxx"
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#include "keyboard.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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// -dw- use custom sioux settings so I can see output window
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#ifdef macintosh
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# ifndef FG_NDEBUG
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# include <sioux.h> // settings for output window
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# endif
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# include <console.h>
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#endif
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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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static int global_multi_loop;
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// attempt to avoid a large bounce at startup
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static bool initial_freeze = true;
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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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// ssg variables
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ssgRoot *scene = NULL;
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ssgBranch *terrain = NULL;
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ssgSelector *penguin_sel = NULL;
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ssgTransform *penguin_pos = NULL;
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#ifdef FG_NETWORK_OLK
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ssgSelector *fgd_sel = NULL;
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ssgTransform *fgd_pos = NULL;
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//sgMat4 sgTUX;
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#endif
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// current fdm/position used for view
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FGInterface cur_view_fdm;
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// Sky structures
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SGSky *thesky;
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// hack
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sgMat4 copy_of_ssgOpenGLAxisSwapMatrix =
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{
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{ 1.0f, 0.0f, 0.0f, 0.0f },
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{ 0.0f, 0.0f, -1.0f, 0.0f },
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{ 0.0f, 1.0f, 0.0f, 0.0f },
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{ 0.0f, 0.0f, 0.0f, 1.0f }
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} ;
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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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ssgSimpleState *default_state;
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ssgSimpleState *hud_and_panel;
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ssgSimpleState *menus;
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void fgBuildRenderStates( void ) {
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default_state = new ssgSimpleState;
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default_state->disable( GL_TEXTURE_2D );
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default_state->enable( GL_CULL_FACE );
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default_state->enable( GL_COLOR_MATERIAL );
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default_state->setColourMaterial( GL_AMBIENT_AND_DIFFUSE );
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default_state->setMaterial( GL_EMISSION, 0, 0, 0, 1 );
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default_state->setMaterial( GL_SPECULAR, 0, 0, 0, 1 );
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default_state->disable( GL_BLEND );
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default_state->disable( GL_ALPHA_TEST );
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default_state->disable( GL_LIGHTING );
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hud_and_panel = new ssgSimpleState;
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hud_and_panel->disable( GL_CULL_FACE );
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hud_and_panel->disable( GL_TEXTURE_2D );
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hud_and_panel->disable( GL_LIGHTING );
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hud_and_panel->enable( GL_BLEND );
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menus = new ssgSimpleState;
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menus->disable( GL_CULL_FACE );
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menus->disable( GL_TEXTURE_2D );
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menus->enable( GL_BLEND );
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}
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// fgInitVisuals() -- Initialize various GL/view parameters
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void fgInitVisuals( void ) {
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fgLIGHT *l;
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l = &cur_light_params;
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#ifndef GLUT_WRONG_VERSION
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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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#endif
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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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// glEnable( GL_NORMALIZE );
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glEnable( GL_LIGHTING );
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glEnable( GL_LIGHT0 );
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glLightfv( GL_LIGHT0, GL_POSITION, l->sun_vec );
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sgVec3 sunpos;
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sgSetVec3( sunpos, l->sun_vec[0], l->sun_vec[1], l->sun_vec[2] );
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ssgGetLight( 0 ) -> setPosition( sunpos );
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// glFogi (GL_FOG_MODE, GL_LINEAR);
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glFogi (GL_FOG_MODE, GL_EXP2);
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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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glHint ( GL_FOG_HINT, GL_FASTEST );
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} else if ( current_options.get_fog() == 2 ) {
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glHint ( 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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glPolygonMode( 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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glFrontFace ( GL_CCW );
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// Just testing ...
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// glEnable(GL_POINT_SMOOTH);
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// glEnable(GL_LINE_SMOOTH);
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// glEnable(GL_POLYGON_SMOOTH);
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}
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// Update all Visuals (redraws anything graphics related)
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void fgRenderFrame( void ) {
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// Update the BFI.
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FGBFI::update();
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fgLIGHT *l = &cur_light_params;
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static double last_visibility = -9999;
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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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// GLfloat mat_shininess[] = { 10.0 };
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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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// cout << "before pilot_view update" << endl;
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pilot_view.UpdateViewParams(*cur_fdm_state);
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// cout << "after pilot_view update" << endl;
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current_view.UpdateViewParams(cur_view_fdm);
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// set the sun position
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glLightfv( 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_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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glClear( clear_mask );
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// Tell GL we are switching to model view parameters
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// I really should create a derived ssg node or use a call
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// back or something so that I can draw the sky within the
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// ssgCullAndDraw() function, but for now I just mimic what
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// ssg does to set up the model view matrix
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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ssgSetCamera( current_view.VIEW );
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/*
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sgMat4 vm_tmp, view_mat;
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sgTransposeNegateMat4 ( vm_tmp, current_view.VIEW ) ;
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sgCopyMat4( view_mat, copy_of_ssgOpenGLAxisSwapMatrix ) ;
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sgPreMultMat4( view_mat, vm_tmp ) ;
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glLoadMatrixf( (float *)view_mat );
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*/
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// set the opengl state to known default values
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default_state->force();
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// update fog params if visibility has changed
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#ifndef FG_OLD_WEATHER
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thesky->set_visibility( WeatherDatabase->getWeatherVisibility() );
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#else
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thesky->set_visibility( current_weather.get_visibility() );
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#endif
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thesky->modify_vis( cur_fdm_state->get_Altitude() * FEET_TO_METER,
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( global_multi_loop *
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current_options.get_speed_up() ) /
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(double)current_options.get_model_hz() );
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double actual_visibility = thesky->get_visibility();
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// cout << "actual visibility = " << actual_visibility << endl;
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if ( actual_visibility != last_visibility ) {
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last_visibility = actual_visibility;
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// cout << "----> updating fog params" << endl;
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GLfloat fog_exp_density;
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GLfloat fog_exp2_density;
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// for GL_FOG_EXP
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fog_exp_density = -log(0.01 / actual_visibility);
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// for GL_FOG_EXP2
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fog_exp2_density = sqrt( -log(0.01) ) / actual_visibility;
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// Set correct opengl fog density
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glFogf (GL_FOG_DENSITY, fog_exp2_density);
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}
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// update the sky dome
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if ( current_options.get_skyblend() ) {
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sgVec3 view_pos;
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sgSetVec3( view_pos,
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current_view.get_view_pos().x(),
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current_view.get_view_pos().y(),
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current_view.get_view_pos().z() );
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sgVec3 zero_elev;
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sgSetVec3( zero_elev,
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current_view.get_cur_zero_elev().x(),
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current_view.get_cur_zero_elev().y(),
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current_view.get_cur_zero_elev().z() );
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/* cout << "thesky->repaint() sky_color = "
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<< cur_light_params.sky_color[0] << " "
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<< cur_light_params.sky_color[1] << " "
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<< cur_light_params.sky_color[2] << " "
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<< cur_light_params.sky_color[3] << endl;
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cout << " fog = "
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<< cur_light_params.fog_color[0] << " "
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<< cur_light_params.fog_color[1] << " "
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<< cur_light_params.fog_color[2] << " "
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<< cur_light_params.fog_color[3] << endl;
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cout << " sun_angle = " << cur_light_params.sun_angle
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<< " moon_angle = " << cur_light_params.moon_angle
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<< endl; */
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thesky->repaint( cur_light_params.sky_color,
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cur_light_params.adj_fog_color,
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cur_light_params.sun_angle,
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cur_light_params.moon_angle,
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globals->get_ephem()->getNumPlanets(),
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globals->get_ephem()->getPlanets(),
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globals->get_ephem()->getNumStars(),
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globals->get_ephem()->getStars() );
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/* cout << "thesky->reposition( view_pos = " << view_pos[0] << " "
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<< view_pos[1] << " " << view_pos[2] << endl;
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cout << " zero_elev = " << zero_elev[0] << " "
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<< zero_elev[1] << " " << zero_elev[2]
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<< " lon = " << cur_fdm_state->get_Longitude()
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<< " lat = " << cur_fdm_state->get_Latitude() << endl;
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cout << " sun_rot = " << cur_light_params.sun_rotation
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<< " gst = " << SGTime::cur_time_params->getGst() << endl;
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cout << " sun ra = " << globals->get_ephem()->getSunRightAscension()
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<< " sun dec = " << globals->get_ephem()->getSunDeclination()
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<< " moon ra = " << globals->get_ephem()->getMoonRightAscension()
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<< " moon dec = " << globals->get_ephem()->getMoonDeclination() << endl; */
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thesky->reposition( view_pos, zero_elev,
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current_view.get_local_up(),
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cur_fdm_state->get_Longitude(),
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cur_fdm_state->get_Latitude(),
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cur_fdm_state->get_Altitude() * FEET_TO_METER,
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cur_light_params.sun_rotation,
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globals->get_time_params()->getGst(),
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globals->get_ephem()->getSunRightAscension(),
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globals->get_ephem()->getSunDeclination(),
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50000.0,
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globals->get_ephem()->getMoonRightAscension(),
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globals->get_ephem()->getMoonDeclination(),
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50000.0 );
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}
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glEnable( GL_DEPTH_TEST );
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if ( current_options.get_fog() > 0 ) {
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glEnable( GL_FOG );
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glFogi( GL_FOG_MODE, GL_EXP2 );
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glFogfv( GL_FOG_COLOR, l->adj_fog_color );
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}
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// set lighting parameters
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GLfloat black[4] = { 0.0, 0.0, 0.0, 1.0 };
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glLightModelfv( GL_LIGHT_MODEL_AMBIENT, l->scene_ambient );
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glLightfv( GL_LIGHT0, GL_AMBIENT, black );
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glLightfv( GL_LIGHT0, GL_DIFFUSE, l->scene_diffuse );
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// glLightfv(GL_LIGHT0, GL_SPECULAR, white );
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// texture parameters
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// glEnable( GL_TEXTURE_2D );
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glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ) ;
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glHint( 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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// glMaterialfv (GL_FRONT, GL_AMBIENT, white);
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// (GL_FRONT, GL_DIFFUSE, white);
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// glMaterialfv (GL_FRONT, GL_SPECULAR, white);
|
|
// glMaterialfv (GL_FRONT, GL_SHININESS, mat_shininess);
|
|
|
|
sgVec3 sunpos;
|
|
sgSetVec3( sunpos, l->sun_vec[0], l->sun_vec[1], l->sun_vec[2] );
|
|
ssgGetLight( 0 ) -> setPosition( sunpos );
|
|
|
|
// glMatrixMode( GL_PROJECTION );
|
|
// glLoadIdentity();
|
|
float fov = current_options.get_fov();
|
|
// ssgSetFOV(fov * current_view.get_win_ratio(), fov);
|
|
ssgSetFOV(fov, fov * current_view.get_win_ratio());
|
|
|
|
double agl = current_aircraft.fdm_state->get_Altitude() * FEET_TO_METER
|
|
- scenery.cur_elev;
|
|
|
|
// FG_LOG( FG_ALL, FG_INFO, "visibility is "
|
|
// << current_weather.get_visibility() );
|
|
|
|
if ( agl > 10.0 ) {
|
|
ssgSetNearFar( 10.0f, 120000.0f );
|
|
} else {
|
|
ssgSetNearFar( 0.5f, 120000.0f );
|
|
}
|
|
|
|
if ( current_options.get_view_mode() ==
|
|
fgOPTIONS::FG_VIEW_PILOT )
|
|
{
|
|
// disable TuX
|
|
penguin_sel->select(0);
|
|
} else if ( current_options.get_view_mode() ==
|
|
fgOPTIONS::FG_VIEW_FOLLOW )
|
|
{
|
|
// select view matrix from front of view matrix queue
|
|
// FGMat4Wrapper tmp = current_view.follow.front();
|
|
// sgCopyMat4( sgVIEW, tmp.m );
|
|
|
|
// enable TuX and set up his position and orientation
|
|
penguin_sel->select(1);
|
|
|
|
sgMat4 sgTRANS;
|
|
sgMakeTransMat4( sgTRANS,
|
|
pilot_view.view_pos.x(),
|
|
pilot_view.view_pos.y(),
|
|
pilot_view.view_pos.z() );
|
|
|
|
sgVec3 ownship_up;
|
|
sgSetVec3( ownship_up, 0.0, 0.0, 1.0);
|
|
|
|
sgMat4 sgROT;
|
|
sgMakeRotMat4( sgROT, -90.0, ownship_up );
|
|
|
|
// sgMat4 sgTMP;
|
|
// sgMat4 sgTUX;
|
|
// sgMultMat4( sgTMP, sgROT, pilot_view.VIEW_ROT );
|
|
// sgMultMat4( sgTUX, sgTMP, sgTRANS );
|
|
|
|
// sgTUX = ( sgROT * pilot_view.VIEW_ROT ) * sgTRANS
|
|
sgMat4 sgTUX;
|
|
sgCopyMat4( sgTUX, sgROT );
|
|
sgPostMultMat4( sgTUX, pilot_view.VIEW_ROT );
|
|
sgPostMultMat4( sgTUX, sgTRANS );
|
|
|
|
sgCoord tuxpos;
|
|
sgSetCoord( &tuxpos, sgTUX );
|
|
penguin_pos->setTransform( &tuxpos );
|
|
}
|
|
|
|
# ifdef FG_NETWORK_OLK
|
|
if ( current_options.get_network_olk() ) {
|
|
sgCoord fgdpos;
|
|
other = head->next; /* put listpointer to start */
|
|
while ( other != tail) { /* display all except myself */
|
|
if ( strcmp( other->ipadr, fgd_mcp_ip) != 0) {
|
|
other->fgd_sel->select(1);
|
|
sgSetCoord( &fgdpos, other->sgFGD_COORD );
|
|
other->fgd_pos->setTransform( &fgdpos );
|
|
}
|
|
other = other->next;
|
|
}
|
|
|
|
// fgd_sel->select(1);
|
|
// sgCopyMat4( sgTUX, current_view.sgVIEW);
|
|
// sgCoord fgdpos;
|
|
// sgSetCoord( &fgdpos, sgFGD_VIEW );
|
|
// fgd_pos->setTransform( &fgdpos);
|
|
}
|
|
# endif
|
|
|
|
// ssgSetCamera( current_view.VIEW );
|
|
|
|
// position tile nodes and update range selectors
|
|
global_tile_mgr.prep_ssg_nodes();
|
|
|
|
// force the default state so ssg can get back on track if
|
|
// we've changed things elsewhere (this is now handled
|
|
// differently)
|
|
//
|
|
// FGMaterialSlot m_slot;
|
|
// FGMaterialSlot *m_ptr = &m_slot;
|
|
// if ( material_mgr.find( "Default", m_ptr ) ) {
|
|
// m_ptr->get_state()->force();
|
|
// }
|
|
|
|
// draw the sky backdrop
|
|
thesky->preDraw();
|
|
|
|
// draw the ssg scene
|
|
glEnable( GL_DEPTH_TEST );
|
|
ssgCullAndDraw( scene );
|
|
|
|
// draw the sky cloud layers
|
|
thesky->postDraw( cur_fdm_state->get_Altitude() * FEET_TO_METER );
|
|
|
|
// display HUD && Panel
|
|
glDisable( GL_FOG );
|
|
glDisable( GL_DEPTH_TEST );
|
|
// glDisable( GL_CULL_FACE );
|
|
// glDisable( GL_TEXTURE_2D );
|
|
hud_and_panel->apply();
|
|
fgCockpitUpdate();
|
|
|
|
// We can do translucent menus, so why not. :-)
|
|
// glEnable ( GL_BLEND ) ;
|
|
menus->apply();
|
|
glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ) ;
|
|
puDisplay();
|
|
// glDisable ( GL_BLEND ) ;
|
|
|
|
// glEnable( GL_FOG );
|
|
}
|
|
|
|
glutSwapBuffers();
|
|
}
|
|
|
|
|
|
// Update internal time dependent calculations (i.e. flight model)
|
|
void fgUpdateTimeDepCalcs(int multi_loop, int remainder) {
|
|
static fdm_state_list fdm_list;
|
|
fgLIGHT *l = &cur_light_params;
|
|
int i;
|
|
|
|
// update the flight model
|
|
if ( multi_loop < 0 ) {
|
|
multi_loop = 1;
|
|
}
|
|
|
|
if ( !globals->get_freeze() && !initial_freeze ) {
|
|
// run Autopilot system
|
|
current_autopilot->run();
|
|
|
|
// printf("updating flight model x %d\n", multi_loop);
|
|
/* fgFDMUpdate( current_options.get_flight_model(),
|
|
fdm_state,
|
|
multi_loop * current_options.get_speed_up(),
|
|
remainder ); */
|
|
cur_fdm_state->update( multi_loop * current_options.get_speed_up() );
|
|
FGSteam::update( multi_loop * current_options.get_speed_up() );
|
|
} else {
|
|
// fgFDMUpdate( current_options.get_flight_model(),
|
|
// fdm_state, 0, remainder );
|
|
cur_fdm_state->update( 0 );
|
|
FGSteam::update( 0 );
|
|
|
|
if ( global_tile_mgr.queue_size() == 0 ) {
|
|
initial_freeze = false;
|
|
}
|
|
}
|
|
|
|
fdm_list.push_back( *cur_fdm_state );
|
|
while ( fdm_list.size() > 15 ) {
|
|
fdm_list.pop_front();
|
|
}
|
|
|
|
if ( current_options.get_view_mode() == fgOPTIONS::FG_VIEW_PILOT ) {
|
|
cur_view_fdm = *cur_fdm_state;
|
|
// do nothing
|
|
} else if ( current_options.get_view_mode() == fgOPTIONS::FG_VIEW_FOLLOW ) {
|
|
cur_view_fdm = fdm_list.front();
|
|
}
|
|
|
|
// update the view angle
|
|
for ( i = 0; i < multi_loop; i++ ) {
|
|
if ( fabs(current_view.get_goal_view_offset() -
|
|
current_view.get_view_offset()) < 0.05 )
|
|
{
|
|
current_view.set_view_offset( current_view.get_goal_view_offset() );
|
|
break;
|
|
} else {
|
|
// move current_view.view_offset towards current_view.goal_view_offset
|
|
if ( current_view.get_goal_view_offset() >
|
|
current_view.get_view_offset() )
|
|
{
|
|
if ( current_view.get_goal_view_offset() -
|
|
current_view.get_view_offset() < FG_PI )
|
|
{
|
|
current_view.inc_view_offset( 0.01 );
|
|
} else {
|
|
current_view.inc_view_offset( -0.01 );
|
|
}
|
|
} else {
|
|
if ( current_view.get_view_offset() -
|
|
current_view.get_goal_view_offset() < FG_PI )
|
|
{
|
|
current_view.inc_view_offset( -0.01 );
|
|
} else {
|
|
current_view.inc_view_offset( 0.01 );
|
|
}
|
|
}
|
|
if ( current_view.get_view_offset() > FG_2PI ) {
|
|
current_view.inc_view_offset( -FG_2PI );
|
|
} else if ( current_view.get_view_offset() < 0 ) {
|
|
current_view.inc_view_offset( FG_2PI );
|
|
}
|
|
}
|
|
}
|
|
|
|
double tmp = -(l->sun_rotation + FG_PI)
|
|
- (cur_fdm_state->get_Psi() - current_view.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, current_view.view_offset * RAD_TO_DEG,
|
|
-(l->sun_rotation+FG_PI) * RAD_TO_DEG, tmp * RAD_TO_DEG); */
|
|
l->UpdateAdjFog();
|
|
|
|
// Update solar system
|
|
globals->get_ephem()->update( globals->get_time_params()->getMjd(),
|
|
globals->get_time_params()->getLst(),
|
|
cur_fdm_state->get_Latitude() );
|
|
|
|
// Update radio stack model
|
|
current_radiostack->update( cur_fdm_state->get_Longitude(),
|
|
cur_fdm_state->get_Latitude(),
|
|
cur_fdm_state->get_Altitude() * FEET_TO_METER );
|
|
}
|
|
|
|
|
|
void fgInitTimeDepCalcs( void ) {
|
|
// initialize timer
|
|
|
|
// #ifdef HAVE_SETITIMER
|
|
// fgTimerInit( 1.0 / current_options.get_model_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 ) {
|
|
static long remainder = 0;
|
|
long elapsed;
|
|
#ifdef FANCY_FRAME_COUNTER
|
|
int i;
|
|
double accum;
|
|
#else
|
|
static time_t last_time = 0;
|
|
static int frames = 0;
|
|
#endif // FANCY_FRAME_COUNTER
|
|
|
|
SGTime *t = globals->get_time_params();
|
|
|
|
FG_LOG( FG_ALL, FG_DEBUG, "Running Main Loop");
|
|
FG_LOG( FG_ALL, FG_DEBUG, "======= ==== ====");
|
|
|
|
#ifdef FG_NETWORK_OLK
|
|
if ( current_options.get_network_olk() ) {
|
|
if ( net_is_registered == 0 ) { // We first have to reg. to fgd
|
|
// printf("FGD: Netupdate\n");
|
|
fgd_send_com( "A", FGFS_host); // Send Mat4 data
|
|
fgd_send_com( "B", FGFS_host); // Recv Mat4 data
|
|
}
|
|
}
|
|
#endif
|
|
|
|
#if defined( ENABLE_PLIB_JOYSTICK )
|
|
// Read joystick and update control settings
|
|
if ( current_options.get_control_mode() == fgOPTIONS::FG_JOYSTICK ) {
|
|
fgJoystickRead();
|
|
}
|
|
#elif defined( ENABLE_GLUT_JOYSTICK )
|
|
// Glut joystick support works by feeding a joystick handler
|
|
// function to glut. This is taken care of once in the joystick
|
|
// init routine and we don't have to worry about it again.
|
|
#endif
|
|
|
|
#ifdef FG_OLD_WEATHER
|
|
current_weather.Update();
|
|
#endif
|
|
|
|
// Fix elevation. I'm just sticking this here for now, it should
|
|
// probably move eventually
|
|
|
|
/* printf("Before - ground = %.2f runway = %.2f alt = %.2f\n",
|
|
scenery.cur_elev,
|
|
cur_fdm_state->get_Runway_altitude() * FEET_TO_METER,
|
|
cur_fdm_state->get_Altitude() * FEET_TO_METER); */
|
|
|
|
if ( scenery.cur_elev > -9990 ) {
|
|
if ( cur_fdm_state->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",
|
|
cur_fdm_state->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 "
|
|
<< cur_fdm_state->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,
|
|
cur_fdm_state->get_Runway_altitude() * FEET_TO_METER,
|
|
cur_fdm_state->get_Altitude() * FEET_TO_METER); */
|
|
|
|
// update "time"
|
|
if ( globals->get_warp_delta() != 0 ) {
|
|
globals->inc_warp( globals->get_warp_delta() );
|
|
}
|
|
|
|
t->update( cur_fdm_state->get_Longitude(),
|
|
cur_fdm_state->get_Latitude(),
|
|
globals->get_warp() );
|
|
|
|
if ( globals->get_warp_delta() != 0 ) {
|
|
fgUpdateSkyAndLightingParams();
|
|
}
|
|
|
|
// update magvar model
|
|
globals->get_mag()->update( cur_fdm_state->get_Longitude(),
|
|
cur_fdm_state->get_Latitude(),
|
|
cur_fdm_state->get_Altitude()* FEET_TO_METER,
|
|
globals->get_time_params()->getJD() );
|
|
|
|
// 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
|
|
#ifdef FANCY_FRAME_COUNTER
|
|
/* old fps calculation */
|
|
if ( elapsed > 0 ) {
|
|
double tmp;
|
|
accum = 0.0;
|
|
for ( i = FG_FRAME_RATE_HISTORY - 2; i >= 0; i-- ) {
|
|
tmp = general.get_frame(i);
|
|
accum += tmp;
|
|
// printf("frame[%d] = %.2f\n", i, g->frames[i]);
|
|
general.set_frame(i+1,tmp);
|
|
}
|
|
tmp = 1000000.0 / (float)elapsed;
|
|
general.set_frame(0,tmp);
|
|
// printf("frame[0] = %.2f\n", general.frames[0]);
|
|
accum += tmp;
|
|
general.set_frame_rate(accum / (float)FG_FRAME_RATE_HISTORY);
|
|
// printf("ave = %.2f\n", general.frame_rate);
|
|
}
|
|
#else
|
|
if ( (t->get_cur_time() != last_time) && (last_time > 0) ) {
|
|
general.set_frame_rate( frames );
|
|
FG_LOG( FG_ALL, FG_DEBUG,
|
|
"--> Frame rate is = " << general.get_frame_rate() );
|
|
frames = 0;
|
|
}
|
|
last_time = t->get_cur_time();
|
|
++frames;
|
|
#endif
|
|
|
|
// Run flight model
|
|
if ( ! use_signals ) {
|
|
// Calculate model iterations needed for next frame
|
|
elapsed += remainder;
|
|
|
|
global_multi_loop = (int)(((double)elapsed * 0.000001) *
|
|
current_options.get_model_hz());
|
|
remainder = elapsed - ( (global_multi_loop*1000000) /
|
|
current_options.get_model_hz() );
|
|
FG_LOG( FG_ALL, FG_DEBUG,
|
|
"Model iterations needed = " << global_multi_loop
|
|
<< ", new remainder = " << remainder );
|
|
|
|
// flight model
|
|
if ( global_multi_loop > 0 ) {
|
|
fgUpdateTimeDepCalcs(global_multi_loop, remainder);
|
|
} else {
|
|
FG_LOG( FG_ALL, FG_DEBUG,
|
|
"Elapsed time is zero ... we're zinging" );
|
|
}
|
|
}
|
|
|
|
#if ! defined( macintosh )
|
|
// Do any I/O channel work that might need to be done
|
|
fgIOProcess();
|
|
#endif
|
|
|
|
// see if we need to load any new scenery tiles
|
|
global_tile_mgr.update( cur_fdm_state->get_Longitude() * RAD_TO_DEG,
|
|
cur_fdm_state->get_Latitude() * RAD_TO_DEG );
|
|
|
|
// 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
|
|
|
|
static double kts_to_fts = NM_TO_METER * METER_TO_FEET / 3600.0;
|
|
|
|
// 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 ||
|
|
// cur_fdm_state->get_V_calibrated_kts() > 40.0) {
|
|
|
|
//fprintf(stderr, "rel_wind: %f ", cur_fdm_state->get_V_calibrated_kts());
|
|
// 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(cur_fdm_state->get_V_calibrated_kts() * kts_to_fts + 0.8)/2;
|
|
} else {
|
|
// prop tips breaking sound barrier
|
|
pitch += log(cur_fdm_state->get_V_calibrated_kts() * kts_to_fts + 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 = cur_fdm_state->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(cur_fdm_state->get_V_calibrated_kts() * kts_to_fts + 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";
|
|
FGPath mp3file( current_options.get_fg_root() );
|
|
mp3file.append( "Sounds/intro.mp3" );
|
|
|
|
string command = "(touch " + lockfile + "; mpg123 "
|
|
+ mp3file.str() + "> /dev/null 2>&1; /bin/rm "
|
|
+ lockfile + ") &";
|
|
FG_LOG( FG_GENERAL, FG_INFO,
|
|
"Starting intro music: " << mp3file.str() );
|
|
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
|
|
|
|
if ( current_options.get_sound() ) {
|
|
audio_sched = new slScheduler ( 8000 );
|
|
audio_mixer = new smMixer;
|
|
audio_mixer -> setMasterVolume ( 80 ) ; /* 80% of max volume. */
|
|
audio_sched -> setSafetyMargin ( 1.0 ) ;
|
|
|
|
FGPath slfile( current_options.get_fg_root() );
|
|
slfile.append( "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);
|
|
}
|
|
}
|
|
}
|
|
|
|
// options.cxx needs to see this for toggle_panel()
|
|
// Handle new window size or exposure
|
|
void fgReshape( int width, int height ) {
|
|
if ( ! current_options.get_panel_status() || idle_state != 1000 ) {
|
|
current_view.set_win_ratio( height / width );
|
|
glViewport(0, 0 , (GLint)(width), (GLint)(height) );
|
|
} else {
|
|
current_view.set_win_ratio( (height*0.4232) / width );
|
|
glViewport(0, (GLint)((height)*0.5768),
|
|
(GLint)(width), (GLint)((height)*0.4232) );
|
|
}
|
|
|
|
current_view.set_winWidth( width );
|
|
current_view.set_winHeight( height );
|
|
current_view.force_update_fov_math();
|
|
|
|
// set these fov to be the same as in fgRenderFrame()
|
|
// float x_fov = current_options.get_fov();
|
|
// float y_fov = x_fov * 1.0 / current_view.get_win_ratio();
|
|
// ssgSetFOV( x_fov, y_fov );
|
|
|
|
// glViewport ( 0, 0, width, height );
|
|
float fov = current_options.get_fov();
|
|
// ssgSetFOV(fov * current_view.get_win_ratio(), fov);
|
|
ssgSetFOV(fov, fov * current_view.get_win_ratio());
|
|
|
|
fgHUDReshape();
|
|
|
|
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(cur_view_fdm);
|
|
}
|
|
}
|
|
|
|
|
|
// Initialize GLUT and define a main window
|
|
int fgGlutInit( int *argc, char **argv ) {
|
|
|
|
#if !defined( macintosh )
|
|
// GLUT will extract all glut specific options so later on we only
|
|
// need wory about our own.
|
|
glutInit(argc, argv);
|
|
#endif
|
|
|
|
// Define Display Parameters
|
|
glutInitDisplayMode( GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE );
|
|
|
|
FG_LOG( FG_GENERAL, FG_INFO, "Opening a window: " <<
|
|
current_options.get_xsize() << "x" << current_options.get_ysize() );
|
|
|
|
// Define initial window size
|
|
glutInitWindowSize( current_options.get_xsize(),
|
|
current_options.get_ysize() );
|
|
|
|
// Initialize windows
|
|
if ( current_options.get_game_mode() == 0 ) {
|
|
// Open the regular window
|
|
glutCreateWindow("Flight Gear");
|
|
#ifndef GLUT_WRONG_VERSION
|
|
} else {
|
|
// Open the cool new 'game mode' window
|
|
char game_mode_str[256];
|
|
sprintf( game_mode_str, "width=%d height=%d bpp=%d",
|
|
current_options.get_xsize(),
|
|
current_options.get_ysize(),
|
|
current_options.get_bpp());
|
|
|
|
FG_LOG( FG_GENERAL, FG_INFO,
|
|
"game mode params = " << game_mode_str );
|
|
glutGameModeString( game_mode_str );
|
|
glutEnterGameMode();
|
|
#endif
|
|
}
|
|
|
|
// This seems to be the absolute earliest in the init sequence
|
|
// that these calls will return valid info. Too bad it's after
|
|
// we've already created and sized out window. :-(
|
|
general.set_glVendor( (char *)glGetString ( GL_VENDOR ) );
|
|
general.set_glRenderer( (char *)glGetString ( GL_RENDERER ) );
|
|
general.set_glVersion( (char *)glGetString ( GL_VERSION ) );
|
|
int tmp;
|
|
glGetIntegerv( GL_MAX_TEXTURE_SIZE, &tmp );
|
|
general.set_glMaxTexSize( tmp );
|
|
FG_LOG ( FG_GENERAL, FG_INFO, general.get_glRenderer() );
|
|
FG_LOG ( FG_GENERAL, FG_INFO, "Max texture size = " << tmp );
|
|
|
|
#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
|
|
glutReshapeFunc( fgReshape );
|
|
|
|
// call GLUTkey() on keyboard event
|
|
glutKeyboardFunc( 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
|
|
glutIdleFunc( fgIdleFunction );
|
|
|
|
// draw the scene
|
|
glutDisplayFunc( fgRenderFrame );
|
|
|
|
return(1);
|
|
}
|
|
|
|
|
|
// Main ...
|
|
int main( int argc, char **argv ) {
|
|
|
|
#if defined( macintosh )
|
|
freopen ("stdout.txt", "w", stdout );
|
|
freopen ("stderr.txt", "w", stderr );
|
|
argc = ccommand( &argv );
|
|
#endif
|
|
|
|
#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 );
|
|
|
|
// seed the random number generater
|
|
fg_srandom();
|
|
|
|
aircraft_dir = ""; // Initialize the Aircraft directory to "" (UIUC)
|
|
|
|
// needs to happen before we parse command line options
|
|
globals = new FGGlobals;
|
|
|
|
// Load the configuration parameters
|
|
if ( !fgInitConfig(argc, argv) ) {
|
|
FG_LOG( FG_GENERAL, FG_ALERT, "Config option parsing failed ..." );
|
|
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);
|
|
}
|
|
|
|
// Initialize ssg (from plib). Needs to come before we do any
|
|
// other ssg stuff, but after opengl/glut has been initialized.
|
|
ssgInit();
|
|
|
|
// Initialize the user interface (we need to do this before
|
|
// passing off control to glut and before fgInitGeneral to get our
|
|
// fonts !!!
|
|
guiInit();
|
|
|
|
// set current_options lon/lat if an airport id is specified
|
|
if ( current_options.get_airport_id().length() ) {
|
|
// fgSetPosFromAirportID( current_options.get_airport_id() );
|
|
fgSetPosFromAirportIDandHdg( current_options.get_airport_id(),
|
|
current_options.get_heading() );
|
|
}
|
|
|
|
// Initialize time
|
|
FGPath zone( current_options.get_fg_root() );
|
|
zone.append( "Timezone" );
|
|
SGTime *t = new SGTime( current_options.get_lon() * DEG_TO_RAD,
|
|
current_options.get_lat() * DEG_TO_RAD,
|
|
zone.str() );
|
|
|
|
// Handle potential user specified time offsets
|
|
time_t cur_time = t->get_cur_time();
|
|
time_t currGMT = sgTimeGetGMT( gmtime(&cur_time) );
|
|
time_t systemLocalTime = sgTimeGetGMT( localtime(&cur_time) );
|
|
time_t aircraftLocalTime =
|
|
sgTimeGetGMT( fgLocaltime(&cur_time, t->get_zonename() ) );
|
|
|
|
// Okay, we now have six possible scenarios
|
|
switch ( current_options.get_time_offset_type() ) {
|
|
case fgOPTIONS::FG_TIME_SYS_OFFSET:
|
|
globals->set_warp( current_options.get_time_offset() );
|
|
break;
|
|
case fgOPTIONS::FG_TIME_GMT_OFFSET:
|
|
globals->set_warp( current_options.get_time_offset() -
|
|
(currGMT - systemLocalTime) );
|
|
break;
|
|
case fgOPTIONS::FG_TIME_LAT_OFFSET:
|
|
globals->set_warp( current_options.get_time_offset() -
|
|
(aircraftLocalTime - systemLocalTime) );
|
|
break;
|
|
case fgOPTIONS::FG_TIME_SYS_ABSOLUTE:
|
|
globals->set_warp( current_options.get_time_offset() - cur_time );
|
|
//printf("warp = %d\n", warp);
|
|
break;
|
|
case fgOPTIONS::FG_TIME_GMT_ABSOLUTE:
|
|
globals->set_warp( current_options.get_time_offset() - currGMT );
|
|
break;
|
|
case fgOPTIONS::FG_TIME_LAT_ABSOLUTE:
|
|
globals->set_warp( current_options.get_time_offset() -
|
|
(aircraftLocalTime - systemLocalTime) -
|
|
cur_time );
|
|
break;
|
|
default:
|
|
FG_LOG( FG_GENERAL, FG_ALERT, "Unsupported type" );
|
|
exit( -1 );
|
|
}
|
|
|
|
FG_LOG( FG_GENERAL, FG_INFO, "After time init, warp = "
|
|
<< globals->get_warp() );
|
|
|
|
globals->set_warp_delta( 0 );
|
|
|
|
t->update( 0.0, 0.0, globals->get_warp() );
|
|
|
|
globals->set_time_params( t );
|
|
|
|
// Do some quick general initializations
|
|
if( !fgInitGeneral()) {
|
|
FG_LOG( FG_GENERAL, FG_ALERT,
|
|
"General initializations failed ..." );
|
|
exit(-1);
|
|
}
|
|
|
|
//
|
|
// some ssg test stuff (requires data from the plib source
|
|
// distribution) specifically from the ssg tux example
|
|
//
|
|
|
|
FGPath modelpath( current_options.get_fg_root() );
|
|
modelpath.append( "Models" );
|
|
modelpath.append( "Geometry" );
|
|
|
|
FGPath texturepath( current_options.get_fg_root() );
|
|
texturepath.append( "Models" );
|
|
texturepath.append( "Textures" );
|
|
|
|
ssgModelPath( (char *)modelpath.c_str() );
|
|
ssgTexturePath( (char *)texturepath.c_str() );
|
|
|
|
// Scene graph root
|
|
scene = new ssgRoot;
|
|
scene->setName( "Scene" );
|
|
|
|
// Initialize the sky
|
|
FGPath ephem_data_path( current_options.get_fg_root() );
|
|
ephem_data_path.append( "Astro" );
|
|
SGEphemeris *ephem = new SGEphemeris( ephem_data_path.c_str() );
|
|
ephem->update( globals->get_time_params()->getMjd(),
|
|
globals->get_time_params()->getLst(),
|
|
0.0 );
|
|
globals->set_ephem( ephem );
|
|
|
|
FGPath sky_tex_path( current_options.get_fg_root() );
|
|
sky_tex_path.append( "Textures" );
|
|
sky_tex_path.append( "Sky" );
|
|
thesky = new SGSky;
|
|
thesky->texture_path( sky_tex_path.str() );
|
|
|
|
thesky->build( 550.0, 550.0,
|
|
globals->get_ephem()->getNumPlanets(),
|
|
globals->get_ephem()->getPlanets(), 60000.0,
|
|
globals->get_ephem()->getNumStars(),
|
|
globals->get_ephem()->getStars(), 60000.0 );
|
|
|
|
thesky->add_cloud_layer( 2600.0, 200.0, 50.0, 40000.0,
|
|
SG_CLOUD_MOSTLY_SUNNY );
|
|
thesky->add_cloud_layer( 6000.0, 20.0, 10.0, 40000.0,
|
|
SG_CLOUD_CIRRUS );
|
|
|
|
// thesky->add_cloud_layer( 1000.0, 200.0, 50.0, SG_CLOUD_MOSTLY_SUNNY );
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|
// thesky->add_cloud_layer( 1800.0, 400.0, 100.0, SG_CLOUD_OVERCAST );
|
|
// thesky->add_cloud_layer( 5000.0, 20.0, 10.0, SG_CLOUD_CIRRUS );
|
|
|
|
// Initialize MagVar model
|
|
SGMagVar *magvar = new SGMagVar();
|
|
globals->set_mag( magvar );
|
|
|
|
// Terrain branch
|
|
terrain = new ssgBranch;
|
|
terrain->setName( "Terrain" );
|
|
scene->addKid( terrain );
|
|
|
|
// temporary visible aircraft "own ship"
|
|
penguin_sel = new ssgSelector;
|
|
penguin_pos = new ssgTransform;
|
|
// ssgBranch *tux_obj = ssgMakeSphere( 10.0, 10, 10 );
|
|
ssgEntity *tux_obj = ssgLoadAC( "glider.ac" );
|
|
// ssgEntity *tux_obj = ssgLoadAC( "Tower1x.ac" );
|
|
|
|
penguin_pos->addKid( tux_obj );
|
|
penguin_sel->addKid( penguin_pos );
|
|
ssgFlatten( tux_obj );
|
|
ssgStripify( penguin_sel );
|
|
penguin_sel->clrTraversalMaskBits( SSGTRAV_HOT );
|
|
scene->addKid( penguin_sel );
|
|
|
|
#ifdef FG_NETWORK_OLK
|
|
// Do the network intialization
|
|
if ( current_options.get_network_olk() ) {
|
|
printf("Multipilot mode %s\n", fg_net_init( scene ) );
|
|
}
|
|
#endif
|
|
|
|
// build our custom render states
|
|
fgBuildRenderStates();
|
|
|
|
// pass control off to the master GLUT event handler
|
|
glutMainLoop();
|
|
|
|
// we never actually get here ... but to avoid compiler warnings,
|
|
// etc.
|
|
return 0;
|
|
}
|