1798 lines
53 KiB
C++
1798 lines
53 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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#ifdef HAVE_CONFIG_H
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# include <config.h>
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#endif
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#ifdef SG_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>
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#include <plib/ssg.h>
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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/polar3d.hxx>
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#include <simgear/math/sg_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 <GUI/sgVec3Slider.hxx>
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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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#ifdef ENABLE_AUDIO_SUPPORT
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# include <Sound/soundmgr.hxx>
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# include <Sound/morse.hxx>
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#endif
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#include <Time/event.hxx>
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#include <Time/fg_timer.hxx>
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#include <Time/light.hxx>
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#include <Time/sunpos.hxx>
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#include <Time/tmp.hxx>
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// begin - added Venky
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// $$$ begin - added VS Renganathan
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#include <simgear/misc/fgstream.hxx>
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#include <FDM/flight.hxx>
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#include <FDM/ADA.hxx>
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void fgLoadDCS (void);
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void fgUpdateDCS (void);
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ssgSelector *ship_sel=NULL;
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// upto 32 instances of a same object can be loaded.
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ssgTransform *ship_pos[32];
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double obj_lat[32],obj_lon[32],obj_alt[32];
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int objc=0;
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// $$$ end - added VS Renganathan
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// end - added Venky
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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 "version.h"
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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 "splash.hxx"
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#ifdef macintosh
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# include <console.h> // -dw- for command line dialog
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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 long 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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// forward declaration
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void fgReshape( int width, int height );
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// Global structures for the Audio library
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#ifdef ENABLE_AUDIO_SUPPORT
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static FGSimpleSound *s1;
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static FGSimpleSound *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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// aircraft model stuff
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ssgSelector *acmodel_selector = NULL;
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ssgTransform *acmodel_pos = NULL;
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ssgSelector *prop_selector = NULL;
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ssgSelector *flaps_selector = NULL;
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int acmodel_npropsettings;
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int acmodel_proprpms[4][2]; // different propeller settings
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ssgRoot *lighting = NULL;
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ssgBranch *ground = NULL;
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ssgBranch *airport = 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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#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 flightgear 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->ref();
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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->ref();
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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->ref();
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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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// fgFindNode -- a function that finds a named node in an ssg graph
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ssgEntity *fgFindNode( ssgEntity *node, const char *name ) {
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if ( node->getName() != NULL && strcmp( name, node->getName() ) == 0 ) {
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return node;
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} else if ( node->isAKindOf( ssgTypeBranch() ) ) {
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ssgEntity *kid = ((ssgBranch*)node)->getKid(0);
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while (kid != NULL) {
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ssgEntity *n = fgFindNode(kid, name);
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if (n != NULL)
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return n;
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kid = ((ssgBranch*)node)->getNextKid();
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}
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}
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return NULL;
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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 ( fgGetBool("/sim/startup/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 ( (fgGetString("/sim/rendering/fog") == "disabled") ||
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(!fgGetBool("/sim/rendering/shading"))) {
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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 ( fgGetString("/sim/rendering/fog") == "nicest" ) {
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glHint ( GL_FOG_HINT, GL_NICEST );
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}
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if ( fgGetBool("/sim/rendering/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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static GLfloat fog_exp_density;
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static GLfloat fog_exp2_density;
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static GLfloat fog_exp2_punch_through;
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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 ( fgGetBool("/sim/startup/splash-screen") ) {
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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 * SG_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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// calculate our current position in cartesian space
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scenery.center = scenery.next_center;
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// printf("scenery center = %.2f %.2f %.2f\n", scenery.center.x(),
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// scenery.center.y(), scenery.center.z());
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FGViewerRPH *pilot_view =
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(FGViewerRPH *)globals->get_viewmgr()->get_view( 0 );
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pilot_view->set_geod_view_pos( cur_fdm_state->get_Longitude(),
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cur_fdm_state->get_Lat_geocentric(),
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cur_fdm_state->get_Altitude() *
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SG_FEET_TO_METER );
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pilot_view->set_sea_level_radius( cur_fdm_state->
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get_Sea_level_radius() *
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SG_FEET_TO_METER );
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pilot_view->set_rph( cur_fdm_state->get_Phi(),
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cur_fdm_state->get_Theta(),
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cur_fdm_state->get_Psi() );
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FGViewerLookAt *chase_view =
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(FGViewerLookAt *)globals->get_viewmgr()->get_view( 1 );
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sgVec3 po; // chase view pilot_offset
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sgVec3 wup; // chase view world up
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sgSetVec3( po, 0.0, 0.0, 50.0 );
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sgCopyVec3( wup, pilot_view->get_world_up() );
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sgMat4 CXFM; // chase view + pilot offset xform
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sgMakeRotMat4( CXFM,
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chase_view->get_view_offset() * SGD_RADIANS_TO_DEGREES -
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cur_fdm_state->get_Psi() * SGD_RADIANS_TO_DEGREES,
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wup );
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sgVec3 npo; // new pilot offset after rotation
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sgVec3 *pPO = PilotOffsetGet();
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sgXformVec3( po, *pPO, pilot_view->get_UP() );
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sgXformVec3( npo, po, CXFM );
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chase_view->set_geod_view_pos( cur_fdm_state->get_Longitude(),
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cur_fdm_state->get_Lat_geocentric(),
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cur_fdm_state->get_Altitude() *
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SG_FEET_TO_METER );
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chase_view->set_sea_level_radius( cur_fdm_state->
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get_Sea_level_radius() *
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SG_FEET_TO_METER );
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chase_view->set_pilot_offset( npo[0], npo[1], npo[2] );
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chase_view->set_view_forward( pilot_view->get_view_pos() );
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chase_view->set_view_up( wup );
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#if 0
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sgMat4 rph;
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sgCopyMat4( rph, pilot_view->get_VIEW() );
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cout << "RPH Matrix = " << endl;
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int i, j;
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for ( i = 0; i < 4; i++ ) {
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for ( j = 0; j < 4; j++ ) {
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printf("%10.4f ", rph[i][j]);
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}
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cout << endl;
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}
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sgMat4 la;
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sgCopyMat4( la, chase_view->get_VIEW() );
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cout << "LookAt Matrix = " << endl;
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for ( i = 0; i < 4; i++ ) {
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for ( j = 0; j < 4; j++ ) {
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printf("%10.4f ", la[i][j]);
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}
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cout << endl;
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}
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#endif
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// update view port
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fgReshape( fgGetInt("/sim/startup/xsize"),
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fgGetInt("/sim/startup/ysize") );
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#if 0
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// swing and a miss
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if ( ! fgPanelVisible() ) {
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xglViewport( 0, 0 ,
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(GLint)(fgGetInt("/sim/startup/xsize")),
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(GLint)(fgGetInt("/sim/startup/ysize")) );
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} else {
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int view_h =
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int( (current_panel->getViewHeight() -
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current_panel->getYOffset())
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* (fgGetInt("/sim/startup/ysize") / 768.0) );
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glViewport( 0,
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(GLint)(fgGetInt("/sim/startup/ysize") - view_h),
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(GLint)(fgGetInt("/sim/startup/xsize")),
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(GLint)(view_h) );
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}
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#endif
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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 ( fgGetBool("/sim/rendering/wireframe") ) {
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clear_mask |= GL_COLOR_BUFFER_BIT;
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}
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if ( fgGetBool("/sim/rendering/skyblend") ) {
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if ( fgGetBool("/sim/rendering/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( (sgVec4 *)globals->get_current_view()->get_VIEW() );
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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() * SG_FEET_TO_METER,
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( global_multi_loop *
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fgGetInt("/sim/speed-up") ) /
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(double)fgGetInt("/sim/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 ) {
|
|
last_visibility = actual_visibility;
|
|
|
|
// cout << "----> updating fog params" << endl;
|
|
|
|
// for GL_FOG_EXP
|
|
fog_exp_density = -log(0.01 / actual_visibility);
|
|
|
|
// for GL_FOG_EXP2
|
|
fog_exp2_density = sqrt( -log(0.01) ) / actual_visibility;
|
|
fog_exp2_punch_through = sqrt( -log(0.01) ) /
|
|
( actual_visibility * 1.5 );
|
|
}
|
|
|
|
// Set correct opengl fog density
|
|
glFogf (GL_FOG_DENSITY, fog_exp2_density);
|
|
|
|
// update the sky dome
|
|
if ( fgGetBool("/sim/rendering/skyblend") ) {
|
|
/* cout << "thesky->repaint() sky_color = "
|
|
<< cur_light_params.sky_color[0] << " "
|
|
<< cur_light_params.sky_color[1] << " "
|
|
<< cur_light_params.sky_color[2] << " "
|
|
<< cur_light_params.sky_color[3] << endl;
|
|
cout << " fog = "
|
|
<< cur_light_params.fog_color[0] << " "
|
|
<< cur_light_params.fog_color[1] << " "
|
|
<< cur_light_params.fog_color[2] << " "
|
|
<< cur_light_params.fog_color[3] << endl;
|
|
cout << " sun_angle = " << cur_light_params.sun_angle
|
|
<< " moon_angle = " << cur_light_params.moon_angle
|
|
<< endl; */
|
|
thesky->repaint( cur_light_params.sky_color,
|
|
cur_light_params.adj_fog_color,
|
|
cur_light_params.sun_angle,
|
|
cur_light_params.moon_angle,
|
|
globals->get_ephem()->getNumPlanets(),
|
|
globals->get_ephem()->getPlanets(),
|
|
globals->get_ephem()->getNumStars(),
|
|
globals->get_ephem()->getStars() );
|
|
|
|
/* cout << "thesky->reposition( view_pos = " << view_pos[0] << " "
|
|
<< view_pos[1] << " " << view_pos[2] << endl;
|
|
cout << " zero_elev = " << zero_elev[0] << " "
|
|
<< zero_elev[1] << " " << zero_elev[2]
|
|
<< " lon = " << cur_fdm_state->get_Longitude()
|
|
<< " lat = " << cur_fdm_state->get_Latitude() << endl;
|
|
cout << " sun_rot = " << cur_light_params.sun_rotation
|
|
<< " gst = " << SGTime::cur_time_params->getGst() << endl;
|
|
cout << " sun ra = " << globals->get_ephem()->getSunRightAscension()
|
|
<< " sun dec = " << globals->get_ephem()->getSunDeclination()
|
|
<< " moon ra = " << globals->get_ephem()->getMoonRightAscension()
|
|
<< " moon dec = " << globals->get_ephem()->getMoonDeclination() << endl; */
|
|
|
|
thesky->reposition( globals->get_current_view()->get_view_pos(),
|
|
globals->get_current_view()->get_zero_elev(),
|
|
globals->get_current_view()->get_world_up(),
|
|
cur_fdm_state->get_Longitude(),
|
|
cur_fdm_state->get_Latitude(),
|
|
cur_fdm_state->get_Altitude() * SG_FEET_TO_METER,
|
|
cur_light_params.sun_rotation,
|
|
globals->get_time_params()->getGst(),
|
|
globals->get_ephem()->getSunRightAscension(),
|
|
globals->get_ephem()->getSunDeclination(),
|
|
50000.0,
|
|
globals->get_ephem()->getMoonRightAscension(),
|
|
globals->get_ephem()->getMoonDeclination(),
|
|
50000.0 );
|
|
}
|
|
|
|
glEnable( GL_DEPTH_TEST );
|
|
if ( fgGetString("/sim/rendering/fog") != "disabled" ) {
|
|
glEnable( GL_FOG );
|
|
glFogi( GL_FOG_MODE, GL_EXP2 );
|
|
glFogfv( GL_FOG_COLOR, l->adj_fog_color );
|
|
}
|
|
|
|
// set lighting parameters
|
|
GLfloat black[4] = { 0.0, 0.0, 0.0, 1.0 };
|
|
glLightModelfv( GL_LIGHT_MODEL_AMBIENT, l->scene_ambient );
|
|
glLightfv( GL_LIGHT0, GL_AMBIENT, black );
|
|
glLightfv( GL_LIGHT0, GL_DIFFUSE, l->scene_diffuse );
|
|
// glLightfv(GL_LIGHT0, GL_SPECULAR, white );
|
|
|
|
// texture parameters
|
|
// glEnable( GL_TEXTURE_2D );
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ) ;
|
|
glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST ) ;
|
|
// set base color (I don't think this is doing anything here)
|
|
// glMaterialfv (GL_FRONT, GL_AMBIENT, white);
|
|
// (GL_FRONT, GL_DIFFUSE, white);
|
|
// 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 = globals->get_current_view()->get_fov();
|
|
ssgSetFOV(fov, fov * globals->get_current_view()->get_win_ratio());
|
|
|
|
double agl = current_aircraft.fdm_state->get_Altitude() * SG_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 ( globals->get_viewmgr()->get_current() == 0 ) {
|
|
// disable aircraft model
|
|
acmodel_selector->select(0);
|
|
} else {
|
|
// enable aircraft model and set up its position and orientation
|
|
acmodel_selector->select(1);
|
|
|
|
FGViewerRPH *pilot_view =
|
|
(FGViewerRPH *)globals->get_viewmgr()->get_view( 0 );
|
|
|
|
sgMat4 sgTRANS;
|
|
sgMakeTransMat4( sgTRANS, pilot_view->get_view_pos() );
|
|
|
|
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->get_VIEW_ROT() );
|
|
sgPostMultMat4( sgTUX, sgTRANS );
|
|
|
|
sgCoord tuxpos;
|
|
sgSetCoord( &tuxpos, sgTUX );
|
|
acmodel_pos->setTransform( &tuxpos );
|
|
|
|
// set up moving parts
|
|
if (flaps_selector != NULL) {
|
|
flaps_selector->select( (controls.get_flaps() > 0.5f) ? 1 : 2 );
|
|
}
|
|
|
|
if (prop_selector != NULL) {
|
|
int propsel_mask = 0;
|
|
for (int i = 0; i < acmodel_npropsettings; i++) {
|
|
if (FGBFI::getRPM() >= acmodel_proprpms[i][0] &&
|
|
FGBFI::getRPM() <= acmodel_proprpms[i][1]) {
|
|
propsel_mask |= 1 << i;
|
|
}
|
|
}
|
|
prop_selector->select(propsel_mask);
|
|
}
|
|
}
|
|
|
|
// $$$ begin - added VS Renganthan 17 Oct 2K
|
|
fgUpdateDCS();
|
|
// $$$ end - added VS Renganthan 17 Oct 2K
|
|
|
|
# ifdef FG_NETWORK_OLK
|
|
if ( fgGetBool("/sim/networking/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
|
|
|
|
// position tile nodes and update range selectors
|
|
global_tile_mgr.prep_ssg_nodes();
|
|
|
|
if ( fgGetBool("/sim/rendering/skyblend") ) {
|
|
// draw the sky backdrop
|
|
thesky->preDraw();
|
|
}
|
|
|
|
// draw the ssg scene
|
|
glEnable( GL_DEPTH_TEST );
|
|
ssgCullAndDraw( scene );
|
|
|
|
// change state for lighting here
|
|
|
|
// draw lighting
|
|
// Set punch through fog density
|
|
glFogf (GL_FOG_DENSITY, fog_exp2_punch_through);
|
|
|
|
ssgCullAndDraw( lighting );
|
|
|
|
if ( fgGetBool("/sim/rendering/skyblend") ) {
|
|
// draw the sky cloud layers
|
|
thesky->postDraw( cur_fdm_state->get_Altitude() * SG_FEET_TO_METER );
|
|
}
|
|
|
|
// display HUD && Panel
|
|
glDisable( GL_FOG );
|
|
glDisable( GL_DEPTH_TEST );
|
|
// glDisable( GL_CULL_FACE );
|
|
// glDisable( GL_TEXTURE_2D );
|
|
|
|
// update the controls subsystem
|
|
controls.update();
|
|
|
|
hud_and_panel->apply();
|
|
fgCockpitUpdate();
|
|
|
|
// update the panel subsystem
|
|
if (current_panel != 0)
|
|
current_panel->update();
|
|
|
|
// We can do translucent menus, so why not. :-)
|
|
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() {
|
|
static bool inited = false;
|
|
|
|
fgLIGHT *l = &cur_light_params;
|
|
int i;
|
|
|
|
long multi_loop = 1;
|
|
|
|
if ( !globals->get_freeze() && !initial_freeze ) {
|
|
// conceptually, this could be done for each fdm instance ...
|
|
|
|
if ( !inited ) {
|
|
cur_fdm_state->stamp();
|
|
inited = true;
|
|
}
|
|
|
|
SGTimeStamp current;
|
|
current.stamp();
|
|
long elapsed = current - cur_fdm_state->get_time_stamp();
|
|
cur_fdm_state->set_time_stamp( current );
|
|
elapsed += cur_fdm_state->get_remainder();
|
|
// cout << "elapsed = " << elapsed << endl;
|
|
// cout << "dt = " << cur_fdm_state->get_delta_t() << endl;
|
|
multi_loop = (long)(((double)elapsed * 0.000001) /
|
|
cur_fdm_state->get_delta_t() );
|
|
cur_fdm_state->set_multi_loop( multi_loop );
|
|
long remainder = elapsed - ( (multi_loop*1000000) *
|
|
cur_fdm_state->get_delta_t() );
|
|
cur_fdm_state->set_remainder( remainder );
|
|
// cout << "remainder = " << remainder << endl;
|
|
|
|
// chop max interations to something reasonable if the sim was
|
|
// delayed for an excesive amount of time
|
|
if ( multi_loop > 2.0 / cur_fdm_state->get_delta_t() ) {
|
|
multi_loop = (int)(2.0 / cur_fdm_state->get_delta_t());
|
|
cur_fdm_state->set_remainder( 0 );
|
|
}
|
|
|
|
// cout << "multi_loop = " << multi_loop << endl;
|
|
for ( i = 0; i < multi_loop * fgGetInt("/sim/speed-up"); ++i ) {
|
|
// run Autopilot system
|
|
current_autopilot->run();
|
|
|
|
// update autopilot
|
|
cur_fdm_state->update( 1 );
|
|
}
|
|
FGSteam::update( multi_loop * fgGetInt("/sim/speed-up") );
|
|
} else {
|
|
cur_fdm_state->update( 0 );
|
|
FGSteam::update( 0 );
|
|
|
|
if ( global_tile_mgr.queue_size() == 0 ) {
|
|
initial_freeze = false;
|
|
}
|
|
}
|
|
|
|
if ( fgGetString("/sim/view-mode") == "pilot" ) {
|
|
cur_view_fdm = *cur_fdm_state;
|
|
// do nothing
|
|
}
|
|
|
|
// update the view angle
|
|
FGViewer *v = globals->get_current_view();
|
|
for ( i = 0; i < multi_loop; i++ ) {
|
|
if ( fabs(v->get_goal_view_offset() - v->get_view_offset()) < 0.05 ) {
|
|
v->set_view_offset( v->get_goal_view_offset() );
|
|
break;
|
|
} else {
|
|
// move current_view.view_offset towards
|
|
// current_view.goal_view_offset
|
|
if ( v->get_goal_view_offset() > v->get_view_offset() )
|
|
{
|
|
if ( v->get_goal_view_offset() - v->get_view_offset() < SGD_PI ){
|
|
v->inc_view_offset( 0.01 );
|
|
} else {
|
|
v->inc_view_offset( -0.01 );
|
|
}
|
|
} else {
|
|
if ( v->get_view_offset() - v->get_goal_view_offset() < SGD_PI ){
|
|
v->inc_view_offset( -0.01 );
|
|
} else {
|
|
v->inc_view_offset( 0.01 );
|
|
}
|
|
}
|
|
if ( v->get_view_offset() > SGD_2PI ) {
|
|
v->inc_view_offset( -SGD_2PI );
|
|
} else if ( v->get_view_offset() < 0 ) {
|
|
v->inc_view_offset( SGD_2PI );
|
|
}
|
|
}
|
|
}
|
|
|
|
double tmp = -(l->sun_rotation + SGD_PI)
|
|
- (cur_fdm_state->get_Psi() -
|
|
globals->get_current_view()->get_view_offset() );
|
|
while ( tmp < 0.0 ) {
|
|
tmp += SGD_2PI;
|
|
}
|
|
while ( tmp > SGD_2PI ) {
|
|
tmp -= SGD_2PI;
|
|
}
|
|
/* printf("Psi = %.2f, viewoffset = %.2f sunrot = %.2f rottosun = %.2f\n",
|
|
FG_Psi * SGD_RADIANS_TO_DEGREES, current_view.view_offset * SGD_RADIANS_TO_DEGREES,
|
|
-(l->sun_rotation+SGD_PI) * SGD_RADIANS_TO_DEGREES, tmp * SGD_RADIANS_TO_DEGREES); */
|
|
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();
|
|
}
|
|
|
|
|
|
void fgInitTimeDepCalcs( void ) {
|
|
// initialize timer
|
|
|
|
// #ifdef HAVE_SETITIMER
|
|
// fgTimerInit( 1.0 / fgGetInt("/sim/model-hz"),
|
|
// fgUpdateTimeDepCalcs );
|
|
// #endif HAVE_SETITIMER
|
|
}
|
|
|
|
|
|
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 ) {
|
|
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 ( fgGetBool("/sim/networking/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 ( fgGetString("/sim/control-mode") == "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() * SG_FEET_TO_METER,
|
|
cur_fdm_state->get_Altitude() * SG_FEET_TO_METER); */
|
|
|
|
if ( scenery.cur_elev > -9990 ) {
|
|
if ( cur_fdm_state->get_Altitude() * SG_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() * SG_FEET_TO_METER,
|
|
scenery.cur_elev + alt_adjust_m - 3.0,
|
|
scenery.cur_elev + alt_adjust_m );
|
|
fgFDMForceAltitude( fgGetString("/sim/flight-model"),
|
|
scenery.cur_elev + alt_adjust_m );
|
|
|
|
FG_LOG( FG_ALL, FG_DEBUG,
|
|
"<*> resetting altitude to "
|
|
<< cur_fdm_state->get_Altitude() * SG_FEET_TO_METER
|
|
<< " meters" );
|
|
}
|
|
}
|
|
|
|
/* printf("Adjustment - ground = %.2f runway = %.2f alt = %.2f\n",
|
|
scenery.cur_elev,
|
|
cur_fdm_state->get_Runway_altitude() * SG_FEET_TO_METER,
|
|
cur_fdm_state->get_Altitude() * SG_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()* SG_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
|
|
|
|
// Calculate model iterations needed for next frame
|
|
elapsed += remainder;
|
|
|
|
global_multi_loop = (long)(((double)elapsed * 0.000001) *
|
|
fgGetInt("/sim/model-hz"));
|
|
remainder = elapsed - ( (global_multi_loop*1000000) /
|
|
fgGetInt("/sim/model-hz") );
|
|
FG_LOG( FG_ALL, FG_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 * fgGetInt("/sim/model-hz") ) {
|
|
global_multi_loop = (int)(2.0 * fgGetInt("/sim/model-hz") );
|
|
remainder = 0;
|
|
}
|
|
|
|
// flight model
|
|
if ( global_multi_loop > 0 ) {
|
|
fgUpdateTimeDepCalcs();
|
|
} 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() * SGD_RADIANS_TO_DEGREES,
|
|
cur_fdm_state->get_Latitude() * SGD_RADIANS_TO_DEGREES );
|
|
|
|
// Process/manage pending events
|
|
global_events.Process();
|
|
|
|
// Run audio scheduler
|
|
#ifdef ENABLE_AUDIO_SUPPORT
|
|
if ( fgGetBool("/sim/sound") && globals->get_soundmgr()->is_working() ) {
|
|
if ( fgGetString("/sim/aircraft") == "c172" ) {
|
|
// pitch corresponds to rpm
|
|
// volume corresponds to manifold pressure
|
|
|
|
// cout << "AUDIO working = "
|
|
// << globals->get_soundmgr()->is_working() << endl;
|
|
|
|
double rpm_factor;
|
|
if ( cur_fdm_state->get_engine(0) != NULL ) {
|
|
rpm_factor = cur_fdm_state->get_engine(0)->get_RPM() / 2500.0;
|
|
} else {
|
|
rpm_factor = 1.0;
|
|
}
|
|
// cout << "rpm = " << cur_fdm_state->get_engine(0)->get_RPM()
|
|
// << endl;
|
|
|
|
double pitch = 0.3 + rpm_factor * 3.0;
|
|
|
|
// don't run at absurdly slow rates -- not realistic
|
|
// and sounds bad to boot. :-)
|
|
if (pitch < 0.7) { pitch = 0.7; }
|
|
if (pitch > 5.0) { pitch = 5.0; }
|
|
|
|
double mp_factor;
|
|
if ( cur_fdm_state->get_engine(0) != NULL ) {
|
|
mp_factor =
|
|
cur_fdm_state->get_engine(0)->get_Manifold_Pressure() / 100;
|
|
} else {
|
|
mp_factor = 0.3;
|
|
}
|
|
/* cout << "mp = "
|
|
<< cur_fdm_state->get_engine(0)->get_Manifold_Pressure()
|
|
<< endl; */
|
|
|
|
double volume = 0.15 + mp_factor / 2.0;
|
|
|
|
if ( volume < 0.15 ) { volume = 0.15; }
|
|
if ( volume > 0.5 ) { volume = 0.5; }
|
|
// cout << "volume = " << volume << endl;
|
|
|
|
s1->set_pitch( pitch );
|
|
s1->set_volume( volume );
|
|
} else {
|
|
double param = controls.get_throttle( 0 ) * 2.0 + 1.0;
|
|
s1->set_pitch( param );
|
|
s1->set_volume( param );
|
|
}
|
|
|
|
globals->get_soundmgr()->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 ( fgGetBool("/sim/startup/splash-screen") ) {
|
|
fgSplashInit();
|
|
}
|
|
|
|
idle_state++;
|
|
} else if ( idle_state == 1 ) {
|
|
// Start the intro music
|
|
#if !defined(WIN32)
|
|
if ( fgGetBool("/sim/startup/intro-music") ) {
|
|
string lockfile = "/tmp/mpg123.running";
|
|
FGPath mp3file( globals->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 flightgear, 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();
|
|
|
|
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 ( fgGetBool("/sim/startup/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 ( fgGetBool("/sim/sound") ) {
|
|
globals->get_soundmgr()->init();
|
|
|
|
s1 = new FGSimpleSound( fgGetString("/sim/sounds/engine",
|
|
"Sounds/wasp.wav") );
|
|
globals->get_soundmgr()->add( s1, "engine loop" );
|
|
globals->get_soundmgr()->play_looped( "engine loop" );
|
|
FG_LOG( FG_GENERAL, FG_INFO,
|
|
"Rate = " << s1->get_sample()->getRate()
|
|
<< " Bps = " << s1->get_sample()->getBps()
|
|
<< " Stereo = " << s1->get_sample()->getStereo() );
|
|
|
|
s2 = new FGSimpleSound( "Sounds/corflaps.wav" );
|
|
// FGMorse mmm;
|
|
// mmm.init();
|
|
// s2 = mmm.make_ident( "JLI" );
|
|
s2->set_volume( 0.3 );
|
|
globals->get_soundmgr()->add( s2, "flaps" );
|
|
}
|
|
#endif
|
|
|
|
// sleep(1);
|
|
idle_state = 1000;
|
|
|
|
cout << "Panel visible = " << fgPanelVisible() << endl;
|
|
fgReshape( 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.
|
|
|
|
fgMainLoop();
|
|
} else {
|
|
if ( fgGetBool("/sim/startup/splash-screen") ) {
|
|
fgSplashUpdate(0.0);
|
|
}
|
|
}
|
|
}
|
|
|
|
// options.cxx needs to see this for toggle_panel()
|
|
// Handle new window size or exposure
|
|
void fgReshape( int width, int height ) {
|
|
// for all views
|
|
for ( int i = 0; i < globals->get_viewmgr()->size(); ++i ) {
|
|
if ( ! fgPanelVisible() || idle_state != 1000 ) {
|
|
globals->get_viewmgr()->get_view(i)->
|
|
set_win_ratio( (float)height / (float)width );
|
|
} else {
|
|
int view_h =
|
|
int((current_panel->getViewHeight() -
|
|
current_panel->getYOffset())
|
|
* (height / 768.0)) + 1;
|
|
globals->get_viewmgr()->get_view(i)->
|
|
set_win_ratio( (float)view_h / (float)width );
|
|
}
|
|
}
|
|
|
|
if ( ! fgPanelVisible() || idle_state != 1000 ) {
|
|
glViewport(0, 0 , (GLint)(width), (GLint)(height) );
|
|
} else {
|
|
int view_h =
|
|
int((current_panel->getViewHeight() - current_panel->getYOffset())
|
|
* (height / 768.0)) + 1;
|
|
glViewport(0, (GLint)(height - view_h),
|
|
(GLint)(width), (GLint)(view_h) );
|
|
}
|
|
|
|
fgSetInt("/sim/startup/xsize", width);
|
|
fgSetInt("/sim/startup/ysize", height);
|
|
|
|
float fov = globals->get_current_view()->get_fov();
|
|
ssgSetFOV(fov, fov * globals->get_current_view()->get_win_ratio());
|
|
|
|
fgHUDReshape();
|
|
}
|
|
|
|
|
|
// 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: " <<
|
|
fgGetInt("/sim/startup/xsize") << "x"
|
|
<< fgGetInt("/sim/startup/ysize") );
|
|
|
|
// Define initial window size
|
|
glutInitWindowSize( fgGetInt("/sim/startup/xsize"),
|
|
fgGetInt("/sim/startup/ysize") );
|
|
|
|
// Initialize windows
|
|
if ( !fgGetBool("/sim/startup/game-mode")) {
|
|
// Open the regular window
|
|
glutCreateWindow("FlightGear");
|
|
#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",
|
|
fgGetInt("/sim/startup/xsize"),
|
|
fgGetInt("/sim/startup/ysize"),
|
|
fgGetInt("/sim/rendering/bits-per-pixel"));
|
|
|
|
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 ) );
|
|
FG_LOG( FG_GENERAL, FG_INFO, general.get_glRenderer() );
|
|
|
|
GLint tmp;
|
|
glGetIntegerv( GL_MAX_TEXTURE_SIZE, &tmp );
|
|
general.set_glMaxTexSize( tmp );
|
|
FG_LOG ( FG_GENERAL, FG_INFO, "Max texture size = " << tmp );
|
|
|
|
glGetIntegerv( GL_DEPTH_BITS, &tmp );
|
|
general.set_glDepthBits( tmp );
|
|
FG_LOG ( FG_GENERAL, FG_INFO, "Depth buffer bits = " << tmp );
|
|
|
|
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 );
|
|
|
|
string version;
|
|
#ifdef FLIGHTGEAR_VERSION
|
|
version = FLIGHTGEAR_VERSION;
|
|
#else
|
|
version = "unknown version";
|
|
#endif
|
|
FG_LOG( FG_GENERAL, FG_INFO, "FlightGear: Version "
|
|
<< version << endl );
|
|
|
|
// Allocate global data structures. This needs to happen before
|
|
// we parse command line options
|
|
|
|
SGPropertyNode *props = new SGPropertyNode;
|
|
globals = new FGGlobals;
|
|
globals->set_props( props );
|
|
|
|
// seed the random number generater
|
|
sg_srandom_time();
|
|
|
|
SGRoute *route = new SGRoute;
|
|
globals->set_route( route );
|
|
|
|
#ifdef ENABLE_AUDIO_SUPPORT
|
|
FGSoundMgr *soundmgr = new FGSoundMgr;
|
|
globals->set_soundmgr( soundmgr );
|
|
#endif
|
|
|
|
FGViewMgr *viewmgr = new FGViewMgr;
|
|
globals->set_viewmgr( viewmgr );
|
|
|
|
FGViewerRPH *pv = new FGViewerRPH;
|
|
globals->get_viewmgr()->add_view( pv );
|
|
|
|
FGViewerLookAt *chase = new FGViewerLookAt;
|
|
globals->get_viewmgr()->add_view( chase );
|
|
|
|
string_list *col = new string_list;
|
|
globals->set_channel_options_list( col );
|
|
|
|
// set current view to 0 (first) which is our main pilot view
|
|
globals->set_current_view( globals->get_viewmgr()->get_view( 0 ) );
|
|
|
|
// 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);
|
|
|
|
// Initialize the Aircraft directory to "" (UIUC)
|
|
aircraft_dir = "";
|
|
|
|
// 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
|
|
// cout << "3. airport_id = " << fgGetString("/sim/startup/airport-id") << endl;
|
|
if ( fgGetString("/sim/startup/airport-id").length() ) {
|
|
// fgSetPosFromAirportID( fgGetString("/sim/startup/airport-id") );
|
|
fgSetPosFromAirportIDandHdg( fgGetString("/sim/startup/airport-id"),
|
|
fgGetDouble("/orientation/heading") );
|
|
}
|
|
|
|
// Initialize time
|
|
FGPath zone( globals->get_fg_root() );
|
|
zone.append( "Timezone" );
|
|
SGTime *t = new SGTime( fgGetDouble("/position/longitude") * SGD_DEGREES_TO_RADIANS,
|
|
fgGetDouble("/position/latitude") * SGD_DEGREES_TO_RADIANS,
|
|
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
|
|
int offset = fgGetInt("/sim/startup/time-offset");
|
|
const string &offset_type = fgGetString("/sim/startup/time-offset-type");
|
|
if (offset_type == "system-offset") {
|
|
globals->set_warp( offset );
|
|
} else if (offset_type == "gmt-offset") {
|
|
globals->set_warp( offset - (currGMT - systemLocalTime) );
|
|
} else if (offset_type == "latitude-offset") {
|
|
globals->set_warp( offset - (aircraftLocalTime - systemLocalTime) );
|
|
} else if (offset_type == "system") {
|
|
globals->set_warp( offset - cur_time );
|
|
} else if (offset_type == "gmt") {
|
|
globals->set_warp( offset - currGMT );
|
|
} else if (offset_type == "latitude") {
|
|
globals->set_warp( offset - (aircraftLocalTime - systemLocalTime) -
|
|
cur_time );
|
|
} else {
|
|
FG_LOG( FG_GENERAL, FG_ALERT,
|
|
"Unsupported offset type " << offset_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);
|
|
}
|
|
|
|
FGPath modelpath( globals->get_fg_root() );
|
|
ssgModelPath( (char *)modelpath.c_str() );
|
|
|
|
// Scene graph root
|
|
scene = new ssgRoot;
|
|
scene->setName( "Scene" );
|
|
|
|
lighting = new ssgRoot;
|
|
lighting->setName( "Lighting" );
|
|
|
|
// Initialize the sky
|
|
FGPath 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 );
|
|
|
|
FGPath sky_tex_path( globals->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 );
|
|
|
|
if ( fgGetBool("/environment/clouds/status") ) {
|
|
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 );
|
|
// 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 );
|
|
|
|
// Lighting
|
|
ground = new ssgBranch;
|
|
ground->setName( "Ground Lighting" );
|
|
lighting->addKid( ground );
|
|
|
|
airport = new ssgBranch;
|
|
airport->setName( "Airport Lighting" );
|
|
lighting->addKid( airport );
|
|
|
|
// temporary visible aircraft "own ship"
|
|
acmodel_selector = new ssgSelector;
|
|
acmodel_pos = new ssgTransform;
|
|
|
|
string acmodel_path =
|
|
fgGetString("/sim/model/path", "Models/Geometry/glider.ac");
|
|
|
|
string full_model = globals->get_fg_root() + "/"
|
|
+ acmodel_path;
|
|
int pos = full_model.rfind("/");
|
|
|
|
FGPath texturepath( full_model.substr(0, pos) );
|
|
cout << "Texture path = " << texturepath.str() << endl;
|
|
ssgTexturePath( (char *)texturepath.c_str() );
|
|
|
|
ssgEntity *acmodel_obj = ssgLoad((char *)(acmodel_path.c_str()));
|
|
|
|
// find moving parts (if this is an MDL model)
|
|
flaps_selector = (ssgSelector*)fgFindNode( acmodel_obj, "FLAPS" );
|
|
prop_selector = (ssgSelector*)fgFindNode( acmodel_obj, "PROP" );
|
|
|
|
acmodel_npropsettings = 0;
|
|
if (prop_selector != NULL) {
|
|
for (ssgEntity* kid = prop_selector->getKid(0); kid != NULL;
|
|
kid = prop_selector->getNextKid()) {
|
|
int prop_low, prop_high;
|
|
if ( sscanf(kid->getName(), "PROP_%d_%d",
|
|
&prop_low, &prop_high) == 2 ) {
|
|
prop_low = (int)((float)prop_low * (5000.0f / 32767.0f));
|
|
prop_high = (int)((float)prop_high * (5000.0f / 32767.0f));
|
|
acmodel_proprpms[acmodel_npropsettings][0] = prop_low ;
|
|
acmodel_proprpms[acmodel_npropsettings][1] = prop_high;
|
|
acmodel_npropsettings++;
|
|
|
|
FG_LOG( FG_GENERAL, FG_INFO, "PROPELLER SETTING " << prop_low <<
|
|
" " << prop_high );
|
|
}
|
|
}
|
|
}
|
|
|
|
// align the model properly for FGFS
|
|
ssgTransform *acmodel_align = new ssgTransform;
|
|
acmodel_align->addKid(acmodel_obj);
|
|
sgMat4 rot_matrix;
|
|
sgMat4 off_matrix;
|
|
sgMat4 res_matrix;
|
|
float h_rot = fgGetFloat("/sim/model/h-rotation", 0.0);
|
|
float p_rot = fgGetFloat("/sim/model/p-rotation", 0.0);
|
|
float r_rot = fgGetFloat("/sim/model/r-rotation", 0.0);
|
|
float x_off = fgGetFloat("/sim/model/x-offset", 0.0);
|
|
float y_off = fgGetFloat("/sim/model/y-offset", 0.0);
|
|
float z_off = fgGetFloat("/sim/model/z-offset", 0.0);
|
|
sgMakeRotMat4(rot_matrix, h_rot, p_rot, r_rot);
|
|
sgMakeTransMat4(off_matrix, x_off, y_off, z_off);
|
|
sgMultMat4(res_matrix, off_matrix, rot_matrix);
|
|
acmodel_align->setTransform(res_matrix);
|
|
|
|
acmodel_pos->addKid( acmodel_align );
|
|
acmodel_selector->addKid( acmodel_pos );
|
|
//ssgFlatten( acmodel_obj );
|
|
//ssgStripify( acmodel_selector );
|
|
acmodel_selector->clrTraversalMaskBits( SSGTRAV_HOT );
|
|
scene->addKid( acmodel_selector );
|
|
|
|
// $$$ begin - added VS Renganthan 17 Oct 2K
|
|
fgLoadDCS();
|
|
// $$$ end - added VS Renganthan 17 Oct 2K
|
|
|
|
#ifdef FG_NETWORK_OLK
|
|
// Do the network intialization
|
|
if ( fgGetBool("/sim/networking/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;
|
|
}
|
|
|
|
|
|
// $$$ end - added VS Renganathan, 15 Oct 2K
|
|
// - added Venky , 12 Nov 2K
|
|
|
|
void fgLoadDCS(void) {
|
|
|
|
ssgEntity *ship_obj = NULL;
|
|
// double bz[3];
|
|
// int j=0;
|
|
char obj_filename[25];
|
|
|
|
for (int k=0;k<32;k++)
|
|
{
|
|
ship_pos[k]=NULL;
|
|
}
|
|
|
|
FGPath tile_path( globals->get_fg_root());
|
|
tile_path.append( "Scenery" );
|
|
tile_path.append( "Objects.txt" );
|
|
fg_gzifstream in( tile_path.str() );
|
|
if ( ! in.is_open() ) {
|
|
FG_LOG( FG_TERRAIN, FG_ALERT, "Cannot open file: " << tile_path.str() );
|
|
}
|
|
|
|
FGPath modelpath( globals->get_fg_root() );
|
|
modelpath.append( "Models" );
|
|
modelpath.append( "Geometry" );
|
|
|
|
FGPath texturepath( globals->get_fg_root() );
|
|
texturepath.append( "Models" );
|
|
texturepath.append( "Textures" );
|
|
|
|
ssgModelPath( (char *)modelpath.c_str() );
|
|
ssgTexturePath( (char *)texturepath.c_str() );
|
|
|
|
ship_sel = new ssgSelector;
|
|
|
|
char c;
|
|
while ( ! in.eof() )
|
|
{
|
|
in >> ::skipws;
|
|
if ( in.get( c ) && c == '#' )
|
|
{
|
|
in >> skipeol;
|
|
}
|
|
else
|
|
{
|
|
in.putback(c);
|
|
in >> obj_filename >> obj_lat[objc] >> obj_lon[objc] >> obj_alt[objc];
|
|
/* cout << endl << obj_filename << " " << obj_lat[objc] << " " << obj_lon[objc] << " " << obj_alt[objc] << endl;
|
|
int chj=getchar();*/
|
|
|
|
obj_lon[objc] *=SGD_DEGREES_TO_RADIANS;
|
|
obj_lat[objc] *=SGD_DEGREES_TO_RADIANS;
|
|
|
|
ship_pos[objc] = new ssgTransform;
|
|
|
|
|
|
// type "repeat" in objects.txt to load one more instance of the last object.
|
|
|
|
if ( strcmp(obj_filename,"repeat") != 0)
|
|
ship_obj = ssgLoadOBJ( obj_filename );
|
|
|
|
if ( ship_obj != NULL )
|
|
{
|
|
ship_pos[objc]->addKid( ship_obj ); // add object to transform node
|
|
ship_sel->addKid( ship_pos[objc] ); // add transform node to selector
|
|
}
|
|
else
|
|
FG_LOG( FG_TERRAIN, FG_ALERT, "Cannot open file: " << obj_filename );
|
|
|
|
if (in.eof()) break;
|
|
objc++;
|
|
}
|
|
} // while
|
|
|
|
ship_sel->clrTraversalMaskBits( SSGTRAV_HOT );
|
|
scene->addKid( ship_sel ); //add selector node to root node
|
|
return;
|
|
}
|
|
|
|
|
|
void fgUpdateDCS (void) {
|
|
|
|
// double eye_lat,eye_lon,eye_alt;
|
|
// static double obj_head;
|
|
double sl_radius,obj_latgc;
|
|
// float nresultmat[4][4];
|
|
// sgMat4 Trans,rothead,rotlon,rot180,rotlat,resultmat1,resultmat2,resultmat3;
|
|
double bz[3];
|
|
|
|
// Instantaneous Geodetic Lat/Lon/Alt of moving object
|
|
FGADA *fdm = (FGADA *)current_aircraft.fdm_state;
|
|
|
|
// Deck should be the first object in objects.txt in case of fdm=ada
|
|
|
|
if (fgGetString("/sim/flight-model") == "ada")
|
|
{
|
|
obj_lon[0] = fdm->get_aux5()*SGD_DEGREES_TO_RADIANS;
|
|
obj_lat[0] = fdm->get_aux6()*SGD_DEGREES_TO_RADIANS;
|
|
obj_alt[0] = fdm->get_aux7();
|
|
}
|
|
|
|
for (int m=0; m<=objc; m++)
|
|
{
|
|
//cout << endl << obj_lat[m]*SGD_RADIANS_TO_DEGREES << " " << obj_lon[m]*SGD_RADIANS_TO_DEGREES << " " << obj_alt[m] << " " << objc << endl;
|
|
//int v=getchar();
|
|
|
|
//Geodetic to Geocentric angles for rotation
|
|
sgGeodToGeoc(obj_lat[m],obj_alt[m],&sl_radius,&obj_latgc);
|
|
|
|
//moving object gbs-posn in cartesian coords
|
|
Point3D obj_posn = Point3D( obj_lon[m],obj_lat[m],obj_alt[m]);
|
|
Point3D obj_pos = sgGeodToCart( obj_posn );
|
|
|
|
// Translate moving object w.r.t eye
|
|
Point3D Objtrans = obj_pos-scenery.center;
|
|
bz[0]=Objtrans.x();
|
|
bz[1]=Objtrans.y();
|
|
bz[2]=Objtrans.z();
|
|
|
|
// rotate dynamic objects for lat,lon & alt and other motion about its axes
|
|
|
|
sgMat4 sgTRANS;
|
|
sgMakeTransMat4( sgTRANS, bz[0],bz[1],bz[2]);
|
|
|
|
sgVec3 ship_fwd,ship_rt,ship_up;
|
|
sgSetVec3( ship_fwd, 1.0, 0.0, 0.0);//east,roll
|
|
sgSetVec3( ship_rt, 0.0, 1.0, 0.0);//up,pitch
|
|
sgSetVec3( ship_up, 0.0, 0.0, 1.0); //north,yaw
|
|
|
|
sgMat4 sgROT_lon, sgROT_lat, sgROT_hdg;
|
|
sgMakeRotMat4( sgROT_lon, obj_lon[m]*SGD_RADIANS_TO_DEGREES, ship_up );
|
|
sgMakeRotMat4( sgROT_lat, 90-obj_latgc*SGD_RADIANS_TO_DEGREES, ship_rt );
|
|
sgMakeRotMat4( sgROT_hdg, 180.0, ship_up );
|
|
|
|
sgMat4 sgTUX;
|
|
sgCopyMat4( sgTUX, sgROT_hdg );
|
|
sgPostMultMat4( sgTUX, sgROT_lat );
|
|
sgPostMultMat4( sgTUX, sgROT_lon );
|
|
sgPostMultMat4( sgTUX, sgTRANS );
|
|
|
|
sgCoord shippos;
|
|
sgSetCoord(&shippos, sgTUX );
|
|
ship_pos[m]->setTransform( &shippos );
|
|
}
|
|
if ( ship_sel != NULL )
|
|
ship_sel->select(0xFFFFFFFF);
|
|
}
|
|
|
|
// $$$ end - added VS Renganathan, 15 Oct 2K
|
|
// added Venky , 12 Nov 2K
|