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flightgear/src/Main/main.cxx
ehofman 4c10ef139c Mathias:
I have done a patch to eliminate the jitter of 3D-objects near the viewpoint
(for example 3D cockpit objects).
The problem is the roundoff accuracy of the float values used in the
scenegraph together with the transforms of the eyepoint relative to the
scenery center.

The solution will be to move the scenery center near the view point.
This way floats relative accuracy is enough to show a stable picture.

To get that right I have introduced a transform node for the scenegraph which
is responsible for that shift and uses double values as long as possible.
The scenery subsystem now has a list of all those transforms required to place
objects in the world and will tell all those transforms that the scenery
center has changed when the set_scenery_center() of the scenery subsystem is
called.
The problem was not solvable by SGModelPlacement and SGLocation, since not all
objects, especially the scenery, are placed using these classes.

The first approach was to have the scenery center exactly at the eyepoint.
This works well for the cockpit.
But then the ground jitters a bit below the aircraft. With our default views
you can't see that, but that F-18 has a camera view below the left engine
intake with the nose gear and the ground in its field of view, here I could
see that.
Having the scenery center constant will still have this roundoff problems, but
like it is now too, the roundoff error here is exactly the same in each
frame, so you will not notice any jitter.

The real solution is now to keep the scenery center constant as long as it is
in a ball of 30m radius around the view point. If the scenery center is
outside this ball, just put it at the view point.

As a sideeffect of now beeing able to switch the scenery center in the whole
scenegraph with one function call, I was able to remove a one half of a
problem when switching views, where the scenery center was far off for one or
two frames past switching from one view to the next. Also included is a fix
to the other half of this problem, where the view position was not yet copied
into a view when it is switched (at least under glut). This was responsible
for the 'Error: ...' messages of the cloud subsystem when views were
switched.
2005-04-29 14:38:24 +00:00

1033 lines
36 KiB
C++

// main.cxx -- top level sim routines
//
// Written by Curtis Olson, started May 1997.
//
// Copyright (C) 1997 - 2002 Curtis L. Olson - http://www.flightgear.org/~curt
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License as
// published by the Free Software Foundation; either version 2 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful, but
// WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
// General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
//
// $Id$
#ifdef HAVE_CONFIG_H
# include <config.h>
#endif
#include <simgear/compiler.h>
#if defined(__linux__) && defined(__i386__)
# include <fpu_control.h>
# include <signal.h>
#endif
#ifdef SG_MATH_EXCEPTION_CLASH
# include <math.h>
#endif
#ifdef HAVE_WINDOWS_H
# include <windows.h>
# include <float.h>
#endif
#include <plib/netSocket.h>
#include <simgear/props/props.hxx>
#include <simgear/timing/sg_time.hxx>
#include <simgear/math/sg_random.h>
// Class references
#include <simgear/ephemeris/ephemeris.hxx>
#include <simgear/scene/model/modellib.hxx>
#include <simgear/scene/material/matlib.hxx>
#include <simgear/scene/model/animation.hxx>
#include <simgear/scene/sky/sky.hxx>
#include <Time/light.hxx>
#include <Include/general.hxx>
#include <Cockpit/cockpit.hxx>
#include <Cockpit/hud.hxx>
#include <Model/panelnode.hxx>
#include <Model/modelmgr.hxx>
#include <Model/acmodel.hxx>
#include <Scenery/scenery.hxx>
#include <Scenery/tilemgr.hxx>
#include <Sound/beacon.hxx>
#include <Sound/morse.hxx>
#include <FDM/flight.hxx>
#include <FDM/UIUCModel/uiuc_aircraftdir.h>
// #include <FDM/ADA.hxx>
#include <ATC/ATCdisplay.hxx>
#include <ATC/ATCmgr.hxx>
#include <ATC/AIMgr.hxx>
#include <Replay/replay.hxx>
#include <Time/tmp.hxx>
#include <Time/fg_timer.hxx>
#include <Environment/environment_mgr.hxx>
#include <GUI/new_gui.hxx>
#ifdef FG_MPLAYER_AS
#include <MultiPlayer/multiplaytxmgr.hxx>
#include <MultiPlayer/multiplayrxmgr.hxx>
#endif
#include "fg_commands.hxx"
#include "fg_io.hxx"
#include "renderer.hxx"
#include "splash.hxx"
#include "main.hxx"
static double real_delta_time_sec = 0.0;
double delta_time_sec = 0.0;
extern float init_volume;
#ifdef macintosh
# include <console.h> // -dw- for command line dialog
#endif
// This is a record containing a bit of global housekeeping information
FGGeneral general;
// Specify our current idle function state. This is used to run all
// our initializations out of the idle callback so that we can get a
// splash screen up and running right away.
int idle_state = 0;
long global_multi_loop;
SGTimeStamp last_time_stamp;
SGTimeStamp current_time_stamp;
// The atexit() functio handler should know when the graphical subsystem
// is initialized.
extern int _bootstrap_OSInit;
// Update internal time dependent calculations (i.e. flight model)
// FIXME: this distinction is obsolete; all subsystems now get delta
// time on update.
void fgUpdateTimeDepCalcs() {
static bool inited = false;
static const SGPropertyNode *replay_state
= fgGetNode( "/sim/freeze/replay-state", true );
static SGPropertyNode *replay_time
= fgGetNode( "/sim/replay/time", true );
// static const SGPropertyNode *replay_end_time
// = fgGetNode( "/sim/replay/end-time", true );
//SG_LOG(SG_FLIGHT,SG_INFO, "Updating time dep calcs()");
// Initialize the FDM here if it hasn't been and if we have a
// scenery elevation hit.
// cout << "cur_fdm_state->get_inited() = " << cur_fdm_state->get_inited()
// << " cur_elev = " << scenery.get_cur_elev() << endl;
if ( !cur_fdm_state->get_inited() &&
globals->get_scenery()->get_cur_elev() > -9990 )
{
SG_LOG(SG_FLIGHT,SG_INFO, "Finally initializing fdm");
cur_fdm_state->init();
if ( cur_fdm_state->get_bound() ) {
cur_fdm_state->unbind();
}
cur_fdm_state->bind();
}
// conceptually, the following block could be done for each fdm
// instance ...
if ( cur_fdm_state->get_inited() ) {
// we have been inited, and we are good to go ...
if ( !inited ) {
inited = true;
}
if ( replay_state->getIntValue() == 0 ) {
// replay off, run fdm
cur_fdm_state->update( delta_time_sec );
} else {
FGReplay *r = (FGReplay *)(globals->get_subsystem( "replay" ));
r->replay( replay_time->getDoubleValue() );
if ( replay_state->getIntValue() == 1 ) {
// normal playback
replay_time->setDoubleValue( replay_time->getDoubleValue()
+ ( delta_time_sec
* fgGetInt("/sim/speed-up") ) );
} else if ( replay_state->getIntValue() == 2 ) {
// paused playback (don't advance replay time)
}
}
} else {
// do nothing, fdm isn't inited yet
}
globals->get_model_mgr()->update(delta_time_sec);
globals->get_aircraft_model()->update(delta_time_sec);
// update the view angle
globals->get_viewmgr()->update(delta_time_sec);
// Update solar system
globals->get_ephem()->update( globals->get_time_params()->getMjd(),
globals->get_time_params()->getLst(),
cur_fdm_state->get_Latitude() );
}
void fgInitTimeDepCalcs( void ) {
// noop for now
}
static const double alt_adjust_ft = 3.758099;
static const double alt_adjust_m = alt_adjust_ft * SG_FEET_TO_METER;
// What should we do when we have nothing else to do? Let's get ready
// for the next move and update the display?
static void fgMainLoop( void ) {
int model_hz = fgGetInt("/sim/model-hz");
static const SGPropertyNode *longitude
= fgGetNode("/position/longitude-deg");
static const SGPropertyNode *latitude
= fgGetNode("/position/latitude-deg");
static const SGPropertyNode *altitude
= fgGetNode("/position/altitude-ft");
static const SGPropertyNode *clock_freeze
= fgGetNode("/sim/freeze/clock", true);
static const SGPropertyNode *cur_time_override
= fgGetNode("/sim/time/cur-time-override", true);
SGCloudLayer::enable_bump_mapping = fgGetBool("/sim/rendering/bump-mapping");
bool scenery_loaded = fgGetBool("sim/sceneryloaded") || fgGetBool("sim/sceneryloaded-override");
// Update the elapsed time.
static bool first_time = true;
if ( first_time ) {
last_time_stamp.stamp();
first_time = false;
}
double throttle_hz = fgGetDouble("/sim/frame-rate-throttle-hz", 0.0);
if ( throttle_hz > 0.0 && scenery_loaded ) {
// optionally throttle the frame rate (to get consistant frame
// rates or reduce cpu usage.
double frame_us = 1000000.0 / throttle_hz;
#define FG_SLEEP_BASED_TIMING 1
#if defined(FG_SLEEP_BASED_TIMING)
// sleep based timing loop.
//
// Calling sleep, even usleep() on linux is less accurate than
// we like, but it does free up the cpu for other tasks during
// the sleep so it is desireable. Because of the way sleep()
// is implimented in consumer operating systems like windows
// and linux, you almost always sleep a little longer than the
// requested amount.
//
// To combat the problem of sleeping to long, we calculate the
// desired wait time and shorten it by 2000us (2ms) to avoid
// [hopefully] over-sleep'ing. The 2ms value was arrived at
// via experimentation. We follow this up at the end with a
// simple busy-wait loop to get the final pause timing exactly
// right.
//
// Assuming we don't oversleep by more than 2000us, this
// should be a reasonable compromise between sleep based
// waiting, and busy waiting.
// sleep() will always overshoot by a bit so undersleep by
// 2000us in the hopes of never oversleeping.
frame_us -= 2000.0;
if ( frame_us < 0.0 ) {
frame_us = 0.0;
}
current_time_stamp.stamp();
/* Convert to ms */
double elapsed_us = current_time_stamp - last_time_stamp;
if ( elapsed_us < frame_us ) {
double requested_us = frame_us - elapsed_us;
ulMilliSecondSleep ( (int)(requested_us / 1000.0) ) ;
}
#endif
// busy wait timing loop.
//
// This yields the most accurate timing. If the previous
// ulMilliSecondSleep() call is ommitted this will peg the cpu
// (which is just fine if FG is the only app you care about.)
current_time_stamp.stamp();
while ( current_time_stamp - last_time_stamp < frame_us ) {
current_time_stamp.stamp();
}
} else {
// run as fast as the app will go
current_time_stamp.stamp();
}
real_delta_time_sec
= double(current_time_stamp - last_time_stamp) / 1000000.0;
// round the real time down to a multiple of 1/model-hz.
// this way all systems are updated the _same_ amount of dt.
{
static double rem = 0.0;
real_delta_time_sec += rem;
double hz = model_hz;
double nit = floor(real_delta_time_sec*hz);
rem = real_delta_time_sec - nit/hz;
real_delta_time_sec = nit/hz;
}
if ( clock_freeze->getBoolValue() ) {
delta_time_sec = 0;
} else {
delta_time_sec = real_delta_time_sec;
}
last_time_stamp = current_time_stamp;
globals->inc_sim_time_sec( delta_time_sec );
SGAnimation::set_sim_time_sec( globals->get_sim_time_sec() );
// These are useful, especially for Nasal scripts.
fgSetDouble("/sim/time/delta-realtime-sec", real_delta_time_sec);
fgSetDouble("/sim/time/delta-sec", delta_time_sec);
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();
globals->get_event_mgr()->update(delta_time_sec);
SG_LOG( SG_ALL, SG_DEBUG, "Running Main Loop");
SG_LOG( SG_ALL, SG_DEBUG, "======= ==== ====");
#if defined( ENABLE_PLIB_JOYSTICK )
// Read joystick and update control settings
// if ( fgGetString("/sim/control-mode") == "joystick" )
// {
// fgJoystickRead();
// }
#endif
// Fix elevation. I'm just sticking this here for now, it should
// probably move eventually
/* printf("Before - ground = %.2f runway = %.2f alt = %.2f\n",
scenery.get_cur_elev(),
cur_fdm_state->get_Runway_altitude() * SG_FEET_TO_METER,
cur_fdm_state->get_Altitude() * SG_FEET_TO_METER); */
/* printf("Adjustment - ground = %.2f runway = %.2f alt = %.2f\n",
scenery.get_cur_elev(),
cur_fdm_state->get_Runway_altitude() * SG_FEET_TO_METER,
cur_fdm_state->get_Altitude() * SG_FEET_TO_METER); */
// cout << "Warp = " << globals->get_warp() << endl;
// update "time"
static bool last_clock_freeze = false;
if ( clock_freeze->getBoolValue() ) {
// clock freeze requested
if ( cur_time_override->getLongValue() == 0 ) {
fgSetLong( "/sim/time/cur-time-override", t->get_cur_time() );
globals->set_warp( 0 );
}
} else {
// no clock freeze requested
if ( last_clock_freeze == true ) {
// clock just unfroze, let's set warp as the difference
// between frozen time and current time so we don't get a
// time jump (and corresponding sky object and lighting
// jump.)
globals->set_warp( cur_time_override->getLongValue() - time(NULL) );
fgSetLong( "/sim/time/cur-time-override", 0 );
}
if ( globals->get_warp_delta() != 0 ) {
globals->inc_warp( globals->get_warp_delta() );
}
}
last_clock_freeze = clock_freeze->getBoolValue();
t->update( longitude->getDoubleValue() * SGD_DEGREES_TO_RADIANS,
latitude->getDoubleValue() * SGD_DEGREES_TO_RADIANS,
cur_time_override->getLongValue(),
globals->get_warp() );
if (globals->get_warp_delta() != 0) {
FGLight *l = (FGLight *)(globals->get_subsystem("lighting"));
l->update( 0.5 );
}
// update magvar model
globals->get_mag()->update( longitude->getDoubleValue()
* SGD_DEGREES_TO_RADIANS,
latitude->getDoubleValue()
* SGD_DEGREES_TO_RADIANS,
altitude->getDoubleValue() * SG_FEET_TO_METER,
globals->get_time_params()->getJD() );
// Get elapsed time (in usec) for this past frame
elapsed = fgGetTimeInterval();
SG_LOG( SG_ALL, SG_DEBUG,
"Elapsed time interval is = " << elapsed
<< ", previous remainder is = " << remainder );
// Calculate frame rate average
#ifdef FANCY_FRAME_COUNTER
/* old fps calculation */
if ( elapsed > 0 ) {
double tmp;
accum = 0.0;
for ( i = FG_FRAME_RATE_HISTORY - 2; i >= 0; i-- ) {
tmp = general.get_frame(i);
accum += tmp;
// printf("frame[%d] = %.2f\n", i, g->frames[i]);
general.set_frame(i+1,tmp);
}
tmp = 1000000.0 / (float)elapsed;
general.set_frame(0,tmp);
// printf("frame[0] = %.2f\n", general.frames[0]);
accum += tmp;
general.set_frame_rate(accum / (float)FG_FRAME_RATE_HISTORY);
// printf("ave = %.2f\n", general.frame_rate);
}
#else
if ( (t->get_cur_time() != last_time) && (last_time > 0) ) {
general.set_frame_rate( frames );
fgSetInt("/sim/frame-rate", frames);
SG_LOG( SG_ALL, SG_DEBUG,
"--> Frame rate is = " << general.get_frame_rate() );
frames = 0;
}
last_time = t->get_cur_time();
++frames;
#endif
// Run ATC subsystem
if (fgGetBool("/sim/ATC/enabled"))
globals->get_ATC_mgr()->update(delta_time_sec);
// Run the AI subsystem
if (fgGetBool("/sim/ai-traffic/enabled"))
globals->get_AI_mgr()->update(delta_time_sec);
#ifdef FG_MPLAYER_AS
// Update any multiplayer models
globals->get_multiplayer_rx_mgr()->Update();
#endif
// Run flight model
// Calculate model iterations needed for next frame
elapsed += remainder;
global_multi_loop = (long)(((double)elapsed * 0.000001) * model_hz );
remainder = elapsed - ( (global_multi_loop*1000000) / model_hz );
SG_LOG( SG_ALL, SG_DEBUG,
"Model iterations needed = " << global_multi_loop
<< ", new remainder = " << remainder );
// chop max interations to something reasonable if the sim was
// delayed for an excesive amount of time
if ( global_multi_loop > 2.0 * model_hz ) {
global_multi_loop = (int)(2.0 * model_hz );
remainder = 0;
}
// flight model
if ( global_multi_loop > 0) {
// first run the flight model each frame until it is intialized
// then continue running each frame only after initial scenery load is complete.
if (!cur_fdm_state->get_inited() || scenery_loaded) {
fgUpdateTimeDepCalcs();
}
} else {
SG_LOG( SG_ALL, SG_DEBUG,
"Elapsed time is zero ... we're zinging" );
}
// Do any I/O channel work that might need to be done
globals->get_io()->update( real_delta_time_sec );
// see if we need to load any deferred-load textures
globals->get_matlib()->load_next_deferred();
// Run audio scheduler
#ifdef ENABLE_AUDIO_SUPPORT
if ( globals->get_soundmgr()->is_working() ) {
globals->get_soundmgr()->update( delta_time_sec );
}
#endif
globals->get_subsystem_mgr()->update(delta_time_sec);
//
// Tile Manager updates - see if we need to load any new scenery tiles.
// this code ties together the fdm, viewer and scenery classes...
// we may want to move this to it's own class at some point
//
double visibility_meters = fgGetDouble("/environment/visibility-m");
FGViewer *current_view = globals->get_current_view();
// Let the scenery center follow the current view position with
// 30m increments.
//
// Having the scenery center near the view position will eliminate
// jitter of objects which are placed very near the view position
// and haveing it's center near that view position.
// So the 3d insruments of the aircraft will not jitter with this.
//
// Following the view position exactly would introduce jitter of
// the scenery tiles (they would be from their center up to 10000m
// to the view and this will introduce roundoff too). By stepping
// at 30m incements the roundoff error of the scenery tiles is
// still present, but we will make exactly the same roundoff error
// at each frame until the center is switched to a new
// position. This roundoff is still visible but you will most
// propably not notice.
double *vp = globals->get_current_view()->get_absolute_view_pos();
Point3D cntr(vp[0], vp[1], vp[2]);
if (30.0*30.0 < cntr.distance3Dsquared(globals->get_scenery()->get_center())) {
globals->get_scenery()->set_next_center( cntr );
}
// get the location data for the primary FDM (now hardcoded to ac model)...
SGLocation *acmodel_loc = NULL;
acmodel_loc = (SGLocation *)globals->
get_aircraft_model()->get3DModel()->getSGLocation();
// update tile manager for FDM...
// ...only if location is different than the current-view location
// (to avoid duplicating effort)
if( !fgGetBool("/sim/current-view/config/from-model") ) {
if( acmodel_loc != NULL ) {
globals->get_tile_mgr()->prep_ssg_nodes( acmodel_loc,
visibility_meters );
globals->get_tile_mgr()->
update( acmodel_loc, visibility_meters,
acmodel_loc->
get_absolute_view_pos(globals->
get_scenery()->get_center()) );
globals->get_scenery()->set_center( cntr );
// save results of update in SGLocation for fdm...
if ( globals->get_scenery()->get_cur_elev() > -9990 ) {
acmodel_loc->
set_cur_elev_m( globals->get_scenery()->get_cur_elev() );
fgSetDouble("/position/ground-elev-m",
globals->get_scenery()->get_cur_elev());
}
acmodel_loc->
set_tile_center( globals->get_scenery()->get_next_center() );
}
}
globals->get_tile_mgr()->prep_ssg_nodes( current_view->getSGLocation(),
visibility_meters );
// update tile manager for view...
// IMPORTANT!!! the tilemgr update for view location _must_ be
// done last after the FDM's until all of Flight Gear code
// references the viewer's location for elevation instead of the
// "scenery's" current elevation.
SGLocation *view_location = globals->get_current_view()->getSGLocation();
globals->get_tile_mgr()->update( view_location, visibility_meters,
current_view->get_absolute_view_pos() );
globals->get_scenery()->set_center( cntr );
// save results of update in SGLocation for fdm...
if ( globals->get_scenery()->get_cur_elev() > -9990 ) {
current_view->getSGLocation()->
set_cur_elev_m( globals->get_scenery()->get_cur_elev() );
}
current_view->getSGLocation()->
set_tile_center( globals->get_scenery()->get_next_center() );
#ifdef ENABLE_AUDIO_SUPPORT
// Right now we make a simplifying assumption that the primary
// aircraft is the source of all sounds and that all sounds are
// positioned relative to the current view position.
static sgVec3 last_pos_offset;
// set positional offset for sources
sgVec3 source_pos_offset;
sgSubVec3( source_pos_offset,
view_location->get_view_pos(), acmodel_loc->get_view_pos() );
// cout << "pos all = " << source_pos_offset[0] << " " << source_pos_offset[1] << " " << source_pos_offset[2] << endl;
globals->get_soundmgr()->set_source_pos_all( source_pos_offset );
// set the velocity
sgVec3 source_vel;
sgSubVec3( source_vel, source_pos_offset, last_pos_offset );
sgScaleVec3( source_vel, delta_time_sec );
sgCopyVec3( last_pos_offset, source_pos_offset );
// cout << "vel = " << source_vel[0] << " " << source_vel[1] << " " << source_vel[2] << endl;
globals->get_soundmgr()->set_source_vel_all( source_vel );
// Right now we make a simplifying assumption that the listener is
// always positioned at the origin.
sgVec3 listener_pos;
sgSetVec3( listener_pos, 0.0, 0.0, 0.0 );
// cout << "listener = " << listener_pos[0] << " " << listener_pos[1] << " " << listener_pos[2] << endl;
globals->get_soundmgr()->set_listener_pos( listener_pos );
#endif
// If fdm location is same as viewer's then we didn't do the
// update for fdm location above so we need to save the viewer
// results in the fdm SGLocation as well...
if( fgGetBool("/sim/current-view/config/from-model") ) {
if( acmodel_loc != 0 ) {
if ( globals->get_scenery()->get_cur_elev() > -9990 ) {
acmodel_loc->set_cur_elev_m( globals->get_scenery()->
get_cur_elev() );
fgSetDouble("/position/ground-elev-m",
globals->get_scenery()->get_cur_elev());
}
acmodel_loc->set_tile_center( globals->get_scenery()->
get_next_center() );
}
}
// END Tile Manager udpates
if (!scenery_loaded && globals->get_tile_mgr()->all_queues_empty() && cur_fdm_state->get_inited()) {
fgSetBool("sim/sceneryloaded",true);
fgSetFloat("/sim/sound/volume", init_volume);
globals->get_soundmgr()->set_volume(init_volume);
}
if (fgGetBool("/sim/rendering/specular-highlight")) {
glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
// glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_TRUE);
} else {
glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SINGLE_COLOR);
// glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_FALSE);
}
fgRequestRedraw();
SG_LOG( SG_ALL, SG_DEBUG, "" );
}
// This is the top level master main function that is registered as
// our idle funciton
// The first few passes take care of initialization things (a couple
// per pass) and once everything has been initialized fgMainLoop from
// then on.
static void fgIdleFunction ( void ) {
// printf("idle state == %d\n", idle_state);
if ( idle_state == 0 ) {
// Initialize the splash screen right away
if ( fgGetBool("/sim/startup/splash-screen") ) {
fgSplashInit(fgGetString("/sim/startup/splash-texture"));
}
idle_state++;
} else if ( idle_state == 1 ) {
// Initialize audio support
#ifdef ENABLE_AUDIO_SUPPORT
// Start the intro music
if ( fgGetBool("/sim/startup/intro-music") ) {
SGPath mp3file( globals->get_fg_root() );
mp3file.append( "Sounds/intro.mp3" );
SG_LOG( SG_GENERAL, SG_INFO,
"Starting intro music: " << mp3file.str() );
#if defined( __CYGWIN__ )
string command = "start /m `cygpath -w " + mp3file.str() + "`";
#elif defined( WIN32 )
string command = "start /m " + mp3file.str();
#else
string command = "mpg123 " + mp3file.str() + "> /dev/null 2>&1";
#endif
system ( command.c_str() );
}
#endif
idle_state++;
} else if ( idle_state == 2 ) {
// These are a few miscellaneous things that aren't really
// "subsystems" but still need to be initialized.
#ifdef USE_GLIDE
if ( strstr ( general.get_glRenderer(), "Glide" ) ) {
grTexLodBiasValue ( GR_TMU0, 1.0 ) ;
}
#endif
idle_state++;
} else if ( idle_state == 3 ) {
// This is the top level init routine which calls all the
// other subsystem initialization routines. If you are adding
// a subsystem to flightgear, its initialization call should
// located in this routine.
if( !fgInitSubsystems()) {
SG_LOG( SG_GENERAL, SG_ALERT,
"Subsystem initializations failed ..." );
exit(-1);
}
idle_state++;
} else if ( idle_state == 4 ) {
// Initialize the time offset (warp) after fgInitSubsystem
// (which initializes the lighting interpolation tables.)
fgInitTimeOffset();
// setup OpenGL view parameters
globals->get_renderer()->init();
// Read the list of available aircrafts
fgReadAircraft();
idle_state++;
} else if ( idle_state == 5 ) {
idle_state++;
} else if ( idle_state == 6 ) {
// sleep(1);
idle_state = 1000;
SG_LOG( SG_GENERAL, SG_INFO, "Panel visible = " << fgPanelVisible() );
globals->get_renderer()->resize( fgGetInt("/sim/startup/xsize"),
fgGetInt("/sim/startup/ysize") );
}
if ( idle_state == 1000 ) {
// We've finished all our initialization steps, from now on we
// run the main loop.
fgSetBool("sim/sceneryloaded",false);
fgRegisterIdleHandler(fgMainLoop);
} else {
if ( fgGetBool("/sim/startup/splash-screen") ) {
fgSplashUpdate(0.0, 1.0);
}
}
}
// Main top level initialization
bool fgMainInit( int argc, char **argv ) {
#if defined( macintosh )
freopen ("stdout.txt", "w", stdout );
freopen ("stderr.txt", "w", stderr );
argc = ccommand( &argv );
#endif
// set default log levels
sglog().setLogLevels( SG_ALL, SG_ALERT );
string version;
#ifdef FLIGHTGEAR_VERSION
version = FLIGHTGEAR_VERSION;
#else
version = "unknown version";
#endif
SG_LOG( SG_GENERAL, SG_INFO, "FlightGear: Version "
<< version );
SG_LOG( SG_GENERAL, SG_INFO, "Built with " << SG_COMPILER_STR << endl );
// Allocate global data structures. This needs to happen before
// we parse command line options
globals = new FGGlobals;
// seed the random number generater
sg_srandom_time();
FGControls *controls = new FGControls;
globals->set_controls( controls );
string_list *col = new string_list;
globals->set_channel_options_list( col );
// Scan the config file(s) and command line options to see if
// fg_root was specified (ignore all other options for now)
fgInitFGRoot(argc, argv);
// Check for the correct base package version
static char required_version[] = "0.9.8";
string base_version = fgBasePackageVersion();
if ( !(base_version == required_version) ) {
// tell the operator how to use this application
SG_LOG( SG_GENERAL, SG_ALERT, "" ); // To popup the console on windows
cerr << endl << "Base package check failed ... " \
<< "Found version " << base_version << " at: " \
<< globals->get_fg_root() << endl;
cerr << "Please upgrade to version: " << required_version << endl;
#ifdef _MSC_VER
cerr << "Hit a key to continue..." << endl;
cin.get();
#endif
exit(-1);
}
sgUseDisplayList = fgGetBool( "/sim/rendering/use-display-list", true );
// Initialize the Aircraft directory to "" (UIUC)
aircraft_dir = "";
// Load the configuration parameters. (Command line options
// overrides config file options. Config file options override
// defaults.)
if ( !fgInitConfig(argc, argv) ) {
SG_LOG( SG_GENERAL, SG_ALERT, "Config option parsing failed ..." );
exit(-1);
}
// Initialize the Window/Graphics environment.
#if !defined(__APPLE__) || defined(OSX_BUNDLE)
// Mac OS X command line ("non-bundle") applications call this
// from main(), in bootstrap.cxx. Andy doesn't know why, someone
// feel free to add comments...
fgOSInit(&argc, argv);
_bootstrap_OSInit++;
#endif
fgRegisterWindowResizeHandler( &FGRenderer::resize );
fgRegisterIdleHandler( &fgIdleFunction );
fgRegisterDrawHandler( &FGRenderer::update );
#ifdef FG_ENABLE_MULTIPASS_CLOUDS
bool get_stencil_buffer = true;
#else
bool get_stencil_buffer = false;
#endif
// Clouds3D requires an alpha channel
// clouds may require stencil buffer
fgOSOpenWindow( fgGetInt("/sim/startup/xsize"),
fgGetInt("/sim/startup/ysize"),
fgGetInt("/sim/rendering/bits-per-pixel"),
fgGetBool("/sim/rendering/clouds3d"),
get_stencil_buffer,
fgGetBool("/sim/startup/fullscreen") );
// This seems to be the absolute earliest in the init sequence
// that these calls will return valid info. Too bad it's after
// we've already created and sized out window. :-(
general.set_glVendor( (char *)glGetString ( GL_VENDOR ) );
general.set_glRenderer( (char *)glGetString ( GL_RENDERER ) );
general.set_glVersion( (char *)glGetString ( GL_VERSION ) );
SG_LOG( SG_GENERAL, SG_INFO, general.get_glRenderer() );
GLint tmp;
glGetIntegerv( GL_MAX_TEXTURE_SIZE, &tmp );
general.set_glMaxTexSize( tmp );
SG_LOG ( SG_GENERAL, SG_INFO, "Max texture size = " << tmp );
glGetIntegerv( GL_DEPTH_BITS, &tmp );
general.set_glDepthBits( tmp );
SG_LOG ( SG_GENERAL, SG_INFO, "Depth buffer bits = " << tmp );
// Initialize plib net interface
netInit( &argc, argv );
// Initialize ssg (from plib). Needs to come before we do any
// other ssg stuff, but after opengl has been initialized.
ssgInit();
// Initialize the user interface (we need to do this before
// passing off control to the OS main loop and before
// fgInitGeneral to get our fonts !!!
guiInit();
// Read the list of available aircrafts
fgReadAircraft();
#ifdef GL_EXT_texture_lod_bias
glTexEnvf( GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, -0.5 ) ;
#endif
// get the address of our OpenGL extensions
if ( fgGetBool("/sim/rendering/distance-attenuation") )
{
if (SGIsOpenGLExtensionSupported("GL_EXT_point_parameters") ) {
glPointParameterIsSupported = true;
glPointParameterfPtr = (glPointParameterfProc)
SGLookupFunction("glPointParameterfEXT");
glPointParameterfvPtr = (glPointParameterfvProc)
SGLookupFunction("glPointParameterfvEXT");
} else if ( SGIsOpenGLExtensionSupported("GL_ARB_point_parameters") ) {
glPointParameterIsSupported = true;
glPointParameterfPtr = (glPointParameterfProc)
SGLookupFunction("glPointParameterfARB");
glPointParameterfvPtr = (glPointParameterfvProc)
SGLookupFunction("glPointParameterfvARB");
} else
glPointParameterIsSupported = false;
}
// based on the requested presets, calculate the true starting
// lon, lat
fgInitNav();
fgInitPosition();
SGTime *t = fgInitTime();
globals->set_time_params( t );
// Do some quick general initializations
if( !fgInitGeneral()) {
SG_LOG( SG_GENERAL, SG_ALERT,
"General initializations failed ..." );
exit(-1);
}
////////////////////////////////////////////////////////////////////
// Initialize the property-based built-in commands
////////////////////////////////////////////////////////////////////
fgInitCommands();
////////////////////////////////////////////////////////////////////
// Initialize the material manager
////////////////////////////////////////////////////////////////////
globals->set_matlib( new SGMaterialLib );
globals->set_model_lib(new SGModelLib);
////////////////////////////////////////////////////////////////////
// Initialize the TG scenery subsystem.
////////////////////////////////////////////////////////////////////
globals->set_scenery( new FGScenery );
globals->get_scenery()->init();
globals->get_scenery()->bind();
globals->set_tile_mgr( new FGTileMgr );
////////////////////////////////////////////////////////////////////
// Initialize the general model subsystem.
////////////////////////////////////////////////////////////////////
globals->set_model_mgr(new FGModelMgr);
globals->get_model_mgr()->init();
globals->get_model_mgr()->bind();
////////////////////////////////////////////////////////////////////
// Initialize the 3D aircraft model subsystem (has a dependency on
// the scenery subsystem.)
////////////////////////////////////////////////////////////////////
globals->set_aircraft_model(new FGAircraftModel);
globals->get_aircraft_model()->init();
globals->get_aircraft_model()->bind();
////////////////////////////////////////////////////////////////////
// Initialize the view manager subsystem.
////////////////////////////////////////////////////////////////////
FGViewMgr *viewmgr = new FGViewMgr;
globals->set_viewmgr( viewmgr );
viewmgr->init();
viewmgr->bind();
// Initialize the sky
SGPath ephem_data_path( globals->get_fg_root() );
ephem_data_path.append( "Astro" );
SGEphemeris *ephem = new SGEphemeris( ephem_data_path.c_str() );
ephem->update( globals->get_time_params()->getMjd(),
globals->get_time_params()->getLst(),
0.0 );
globals->set_ephem( ephem );
// TODO: move to environment mgr
thesky = new SGSky;
SGPath texture_path(globals->get_fg_root());
texture_path.append("Textures");
texture_path.append("Sky");
for (int i = 0; i < FGEnvironmentMgr::MAX_CLOUD_LAYERS; i++) {
SGCloudLayer * layer = new SGCloudLayer(texture_path.str());
thesky->add_cloud_layer(layer);
}
SGPath sky_tex_path( globals->get_fg_root() );
sky_tex_path.append( "Textures" );
sky_tex_path.append( "Sky" );
thesky->texture_path( sky_tex_path.str() );
// The sun and moon diameters are scaled down numbers of the
// actual diameters. This was needed to fit bot the sun and the
// moon within the distance to the far clip plane.
// Moon diameter: 3,476 kilometers
// Sun diameter: 1,390,000 kilometers
thesky->build( 80000.0, 80000.0,
463.3, 361.8,
globals->get_ephem()->getNumPlanets(),
globals->get_ephem()->getPlanets(),
globals->get_ephem()->getNumStars(),
globals->get_ephem()->getStars() );
// Initialize MagVar model
SGMagVar *magvar = new SGMagVar();
globals->set_mag( magvar );
// kludge to initialize mag compass
// (should only be done for in-flight
// startup)
// update magvar model
globals->get_mag()->update( fgGetDouble("/position/longitude-deg")
* SGD_DEGREES_TO_RADIANS,
fgGetDouble("/position/latitude-deg")
* SGD_DEGREES_TO_RADIANS,
fgGetDouble("/position/altitude-ft")
* SG_FEET_TO_METER,
globals->get_time_params()->getJD() );
double var = globals->get_mag()->get_magvar() * SGD_RADIANS_TO_DEGREES;
fgSetDouble("/instrumentation/heading-indicator/offset-deg", -var);
// airport = new ssgBranch;
// airport->setName( "Airport Lighting" );
// lighting->addKid( airport );
// build our custom render states
globals->get_renderer()->build_states();
// pass control off to the master event handler
fgOSMainLoop();
// we never actually get here ... but to avoid compiler warnings,
// etc.
return false;
}
// end of main.cxx