2100 lines
75 KiB
C++
2100 lines
75 KiB
C++
// main.cxx -- top level sim routines
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//
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// Written by Curtis Olson, started May 1997.
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//
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// Copyright (C) 1997 - 2002 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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#include <simgear/compiler.h>
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#if defined(__linux__) && defined(__i386__)
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# include <fpu_control.h>
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# include <signal.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 <plib/ssg.h>
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#include <plib/pu.h>
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#include <plib/netSocket.h>
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#include <simgear/screen/extensions.hxx>
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#include <simgear/scene/material/matlib.hxx>
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#include <simgear/props/props.hxx>
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#include <simgear/scene/sky/sky.hxx>
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#include <simgear/timing/sg_time.hxx>
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#include <simgear/scene/model/animation.hxx>
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#include <simgear/ephemeris/ephemeris.hxx>
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#include <simgear/scene/model/placement.hxx>
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#include <simgear/math/sg_random.h>
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#include <simgear/route/route.hxx>
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#include <simgear/scene/model/modellib.hxx>
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#ifdef FG_USE_CLOUDS_3D
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# include <simgear/scene/sky/clouds3d/SkySceneLoader.hpp>
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# include <simgear/scene/sky/clouds3d/SkyUtil.hpp>
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#endif
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#include <Include/general.hxx>
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#include <Scenery/tileentry.hxx>
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#include <Time/FGEventMgr.hxx>
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#include <Time/light.hxx>
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#include <Time/light.hxx>
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#include <Aircraft/aircraft.hxx>
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#include <Cockpit/panel.hxx>
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#include <Cockpit/cockpit.hxx>
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#include <Cockpit/radiostack.hxx>
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#include <Cockpit/hud.hxx>
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#include <Model/panelnode.hxx>
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#include <Model/modelmgr.hxx>
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#include <Model/acmodel.hxx>
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#include <Scenery/scenery.hxx>
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#include <Scenery/tilemgr.hxx>
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#include <FDM/flight.hxx>
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#include <FDM/UIUCModel/uiuc_aircraftdir.h>
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#include <FDM/ADA.hxx>
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#include <ATC/ATCdisplay.hxx>
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#include <ATC/ATCmgr.hxx>
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#include <ATC/AIMgr.hxx>
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#include <Autopilot/newauto.hxx>
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#include <Replay/replay.hxx>
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#include <Time/tmp.hxx>
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#include <Time/fg_timer.hxx>
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#include <Environment/environment_mgr.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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#ifdef FG_MPLAYER_AS
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#include <MultiPlayer/multiplaytxmgr.hxx>
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#include <MultiPlayer/multiplayrxmgr.hxx>
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#endif
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#include "splash.hxx"
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#include "fg_commands.hxx"
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#include "fg_io.hxx"
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#include "main.hxx"
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float default_attenuation[3] = {1.0, 0.0, 0.0};
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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],obj_pitch[32],obj_roll[32];
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int objc=0;
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ssgSelector *lightpoints_brightness = new ssgSelector;
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ssgTransform *lightpoints_transform = new ssgTransform;
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FGTileEntry *dummy_tile;
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sgVec3 rway_ols;
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// ADA
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// Clip plane settings...
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float scene_nearplane = 0.5f;
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float scene_farplane = 120000.0f;
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static double delta_time_sec = 0.0;
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glPointParameterfProc glPointParameterfPtr = 0;
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glPointParameterfvProc glPointParameterfvPtr = 0;
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bool glPointParameterIsSupported = false;
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#ifdef FG_WEATHERCM
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# include <WeatherCM/FGLocalWeatherDatabase.h>
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#endif
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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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FGEventMgr global_events;
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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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// fog constants. I'm a little nervous about putting actual code out
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// here but it seems to work (?)
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static const double m_log01 = -log( 0.01 );
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static const double sqrt_m_log01 = sqrt( m_log01 );
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static GLfloat fog_exp_density;
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static GLfloat fog_exp2_density;
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static GLfloat rwy_exp2_punch_through;
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static GLfloat taxi_exp2_punch_through;
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static GLfloat ground_exp2_punch_through;
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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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// Sky structures
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SGSky *thesky;
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#ifdef FG_USE_CLOUDS_3D
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SkySceneLoader *sgClouds3d;
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bool _bcloud_orig = true;
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#endif
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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 *cloud3d_imposter_state;
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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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SGTimeStamp last_time_stamp;
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SGTimeStamp current_time_stamp;
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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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cloud3d_imposter_state = new ssgSimpleState;
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cloud3d_imposter_state->ref();
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cloud3d_imposter_state->enable( GL_TEXTURE_2D );
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cloud3d_imposter_state->enable( GL_CULL_FACE );
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cloud3d_imposter_state->enable( GL_COLOR_MATERIAL );
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cloud3d_imposter_state->setColourMaterial( GL_AMBIENT_AND_DIFFUSE );
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cloud3d_imposter_state->setMaterial( GL_DIFFUSE, 1, 1, 1, 1 );
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cloud3d_imposter_state->setMaterial( GL_AMBIENT, 1, 1, 1, 1 );
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cloud3d_imposter_state->setMaterial( GL_EMISSION, 0, 0, 0, 1 );
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cloud3d_imposter_state->setMaterial( GL_SPECULAR, 0, 0, 0, 1 );
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cloud3d_imposter_state->enable( GL_BLEND );
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cloud3d_imposter_state->enable( GL_ALPHA_TEST );
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cloud3d_imposter_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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// 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. Enabling this has
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// performance implications. See the docs for 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 ); // done later with ssg
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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_EXP2);
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if ( (!strcmp(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 ( !strcmp(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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// For HiRes screen Dumps using Brian Pauls TR Library
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void trRenderFrame( void ) {
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if ( fgPanelVisible() ) {
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GLfloat height = fgGetInt("/sim/startup/ysize");
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GLfloat view_h =
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(globals->get_current_panel()->getViewHeight() - globals->get_current_panel()->getYOffset())
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* (height / 768.0) + 1;
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glTranslatef( 0.0, view_h, 0.0 );
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}
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static GLfloat black[4] = { 0.0, 0.0, 0.0, 1.0 };
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static GLfloat white[4] = { 1.0, 1.0, 1.0, 1.0 };
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fgLIGHT *l = &cur_light_params;
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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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glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
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// set the opengl state to known default values
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default_state->force();
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glEnable( GL_FOG );
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glFogf ( GL_FOG_DENSITY, fog_exp2_density);
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glFogi ( GL_FOG_MODE, GL_EXP2 );
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glFogfv ( GL_FOG_COLOR, l->adj_fog_color );
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// GL_LIGHT_MODEL_AMBIENT has a default non-zero value so if
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// we only update GL_AMBIENT for our lights we will never get
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// a completely dark scene. So, we set GL_LIGHT_MODEL_AMBIENT
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// explicitely to black.
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glLightModelfv( GL_LIGHT_MODEL_AMBIENT, black );
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glLightModeli( GL_LIGHT_MODEL_LOCAL_VIEWER, GL_FALSE );
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ssgGetLight( 0 ) -> setColour( GL_AMBIENT, l->scene_ambient );
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// texture parameters
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glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ) ;
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glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST ) ;
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// we need a white diffuse light for the phase of the moon
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ssgGetLight( 0 ) -> setColour( GL_DIFFUSE, white );
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thesky->preDraw( cur_fdm_state->get_Altitude() * SG_FEET_TO_METER );
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// draw the ssg scene
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// return to the desired diffuse color
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ssgGetLight( 0 ) -> setColour( GL_DIFFUSE, l->scene_diffuse );
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glEnable( GL_DEPTH_TEST );
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ssgSetNearFar( scene_nearplane, scene_farplane );
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ssgCullAndDraw( globals->get_scenery()->get_scene_graph() );
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// draw the lights
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glFogf (GL_FOG_DENSITY, rwy_exp2_punch_through);
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ssgSetNearFar( scene_nearplane, scene_farplane );
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ssgCullAndDraw( globals->get_scenery()->get_rwy_lights_root() );
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ssgCullAndDraw( globals->get_scenery()->get_gnd_lights_root() );
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if (fgGetBool("/environment/clouds/status"))
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thesky->postDraw( cur_fdm_state->get_Altitude() * SG_FEET_TO_METER );
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globals->get_model_mgr()->draw();
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globals->get_aircraft_model()->draw();
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}
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// Update all Visuals (redraws anything graphics related)
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void fgRenderFrame() {
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bool draw_otw = fgGetBool("/sim/rendering/draw-otw");
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bool skyblend = fgGetBool("/sim/rendering/skyblend");
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bool enhanced_lighting = fgGetBool("/sim/rendering/enhanced-lighting");
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bool distance_attenuation = fgGetBool("/sim/rendering/distance-attenuation");
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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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// Process/manage pending events
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global_events.update( delta_time_sec );
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// static const SGPropertyNode *longitude
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// = fgGetNode("/position/longitude-deg");
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// static const SGPropertyNode *latitude
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// = fgGetNode("/position/latitude-deg");
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// static const SGPropertyNode *altitude
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// = fgGetNode("/position/altitude-ft");
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static const SGPropertyNode *groundlevel_nearplane
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= fgGetNode("/sim/current-view/ground-level-nearplane-m");
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// Update the default (kludged) properties.
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fgUpdateProps();
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FGViewer *current__view = globals->get_current_view();
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fgLIGHT *l = &cur_light_params;
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static double last_visibility = -9999;
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// update fog params
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double actual_visibility;
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if (fgGetBool("/environment/clouds/status"))
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actual_visibility = thesky->get_visibility();
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else
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actual_visibility = fgGetDouble("/environment/visibility-m");
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if ( actual_visibility != last_visibility ) {
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last_visibility = actual_visibility;
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fog_exp_density = m_log01 / actual_visibility;
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fog_exp2_density = sqrt_m_log01 / actual_visibility;
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ground_exp2_punch_through = sqrt_m_log01 / (actual_visibility * 1.5);
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if ( actual_visibility < 8000 ) {
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rwy_exp2_punch_through = sqrt_m_log01 / (actual_visibility * 2.5);
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taxi_exp2_punch_through = sqrt_m_log01 / (actual_visibility * 1.5);
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} else {
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rwy_exp2_punch_through = sqrt_m_log01 / ( 8000 * 2.5 );
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taxi_exp2_punch_through = sqrt_m_log01 / ( 8000 * 1.5 );
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}
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}
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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, 1.0);
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}
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// Keep resetting sim time while the sim is initializing
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globals->set_sim_time_sec( 0.0 );
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SGAnimation::set_sim_time_sec( 0.0 );
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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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// calculate our current position in cartesian space
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globals->get_scenery()->set_center( globals->get_scenery()->get_next_center() );
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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 ( fgGetBool("/sim/rendering/clouds3d") ) {
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glClear( GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT );
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cloud3d_imposter_state->force();
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glDisable( GL_FOG );
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glColor4f( 1.0, 1.0, 1.0, 1.0 );
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_BLEND);
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glBlendFunc( GL_ONE, GL_ONE_MINUS_SRC_ALPHA ) ;
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#ifdef FG_USE_CLOUDS_3D
|
|
if ( _bcloud_orig ) {
|
|
Point3D c = globals->get_scenery()->get_center();
|
|
sgClouds3d->Set_Cloud_Orig( &c );
|
|
_bcloud_orig = false;
|
|
}
|
|
sgClouds3d->Update( current__view->get_absolute_view_pos() );
|
|
#endif
|
|
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ) ;
|
|
glDisable(GL_DEPTH_TEST);
|
|
}
|
|
|
|
clear_mask = GL_DEPTH_BUFFER_BIT;
|
|
if ( fgGetBool("/sim/rendering/wireframe") ) {
|
|
clear_mask |= GL_COLOR_BUFFER_BIT;
|
|
}
|
|
|
|
if ( skyblend ) {
|
|
if ( fgGetBool("/sim/rendering/textures") ) {
|
|
// glClearColor(black[0], black[1], black[2], black[3]);
|
|
glClearColor(l->adj_fog_color[0], l->adj_fog_color[1],
|
|
l->adj_fog_color[2], l->adj_fog_color[3]);
|
|
clear_mask |= GL_COLOR_BUFFER_BIT;
|
|
}
|
|
} else {
|
|
glClearColor(l->sky_color[0], l->sky_color[1],
|
|
l->sky_color[2], l->sky_color[3]);
|
|
clear_mask |= GL_COLOR_BUFFER_BIT;
|
|
}
|
|
glClear( clear_mask );
|
|
|
|
// Tell GL we are switching to model view parameters
|
|
|
|
// I really should create a derived ssg node or use a call
|
|
// back or something so that I can draw the sky within the
|
|
// ssgCullAndDraw() function, but for now I just mimic what
|
|
// ssg does to set up the model view matrix
|
|
glMatrixMode(GL_MODELVIEW);
|
|
glLoadIdentity();
|
|
ssgSetCamera( (sgVec4 *)current__view->get_VIEW() );
|
|
|
|
// set the opengl state to known default values
|
|
default_state->force();
|
|
|
|
// update fog params if visibility has changed
|
|
double visibility_meters = fgGetDouble("/environment/visibility-m");
|
|
thesky->set_visibility(visibility_meters);
|
|
|
|
thesky->modify_vis( cur_fdm_state->get_Altitude() * SG_FEET_TO_METER,
|
|
( global_multi_loop * fgGetInt("/sim/speed-up") )
|
|
/ (double)fgGetInt("/sim/model-hz") );
|
|
|
|
// Set correct opengl fog density
|
|
glFogf (GL_FOG_DENSITY, fog_exp2_density);
|
|
|
|
// update the sky dome
|
|
if ( skyblend ) {
|
|
/*
|
|
SG_LOG( SG_GENERAL, SG_BULK, "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] );
|
|
SG_LOG( SG_GENERAL, SG_BULK, " 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] );
|
|
SG_LOG( SG_GENERAL, SG_BULK,
|
|
" sun_angle = " << cur_light_params.sun_angle
|
|
<< " moon_angle = " << cur_light_params.moon_angle );
|
|
*/
|
|
|
|
static SGSkyColor scolor;
|
|
|
|
scolor.sky_color = cur_light_params.sky_color;
|
|
scolor.fog_color = cur_light_params.adj_fog_color;
|
|
scolor.cloud_color = cur_light_params.cloud_color;
|
|
scolor.sun_angle = cur_light_params.sun_angle;
|
|
scolor.moon_angle = cur_light_params.moon_angle;
|
|
scolor.nplanets = globals->get_ephem()->getNumPlanets();
|
|
scolor.nstars = globals->get_ephem()->getNumStars();
|
|
scolor.planet_data = globals->get_ephem()->getPlanets();
|
|
scolor.star_data = globals->get_ephem()->getStars();
|
|
|
|
thesky->repaint( scolor );
|
|
|
|
/*
|
|
SG_LOG( SG_GENERAL, SG_BULK,
|
|
"thesky->reposition( view_pos = " << view_pos[0] << " "
|
|
<< view_pos[1] << " " << view_pos[2] );
|
|
SG_LOG( SG_GENERAL, SG_BULK,
|
|
" zero_elev = " << zero_elev[0] << " "
|
|
<< zero_elev[1] << " " << zero_elev[2]
|
|
<< " lon = " << cur_fdm_state->get_Longitude()
|
|
<< " lat = " << cur_fdm_state->get_Latitude() );
|
|
SG_LOG( SG_GENERAL, SG_BULK,
|
|
" sun_rot = " << cur_light_params.sun_rotation
|
|
<< " gst = " << SGTime::cur_time_params->getGst() );
|
|
SG_LOG( SG_GENERAL, SG_BULK,
|
|
" sun ra = " << globals->get_ephem()->getSunRightAscension()
|
|
<< " sun dec = " << globals->get_ephem()->getSunDeclination()
|
|
<< " moon ra = " << globals->get_ephem()->getMoonRightAscension()
|
|
<< " moon dec = " << globals->get_ephem()->getMoonDeclination() );
|
|
*/
|
|
|
|
// The sun and moon distances are scaled down versions
|
|
// of the actual distance to get both the moon and the sun
|
|
// within the range of the far clip plane.
|
|
// Moon distance: 384,467 kilometers
|
|
// Sun distance: 150,000,000 kilometers
|
|
double sun_horiz_eff, moon_horiz_eff;
|
|
if (fgGetBool("/sim/rendering/horizon-effect")) {
|
|
sun_horiz_eff = 0.67+pow(0.5+cos(cur_light_params.sun_angle*2)/2,0.33)/3;
|
|
moon_horiz_eff = 0.67+pow(0.5+cos(cur_light_params.moon_angle*2)/2,0.33)/3;
|
|
} else {
|
|
sun_horiz_eff = moon_horiz_eff = 1.0;
|
|
}
|
|
|
|
static SGSkyState sstate;
|
|
|
|
sstate.view_pos = current__view->get_view_pos();
|
|
sstate.zero_elev = current__view->get_zero_elev();
|
|
sstate.view_up = current__view->get_world_up();
|
|
sstate.lon = current__view->getLongitude_deg()
|
|
* SGD_DEGREES_TO_RADIANS;
|
|
sstate.lat = current__view->getLatitude_deg()
|
|
* SGD_DEGREES_TO_RADIANS;
|
|
sstate.alt = current__view->getAltitudeASL_ft()
|
|
* SG_FEET_TO_METER;
|
|
sstate.spin = cur_light_params.sun_rotation;
|
|
sstate.gst = globals->get_time_params()->getGst();
|
|
sstate.sun_ra = globals->get_ephem()->getSunRightAscension();
|
|
sstate.sun_dec = globals->get_ephem()->getSunDeclination();
|
|
sstate.sun_dist = 50000.0 * sun_horiz_eff;
|
|
sstate.moon_ra = globals->get_ephem()->getMoonRightAscension();
|
|
sstate.moon_dec = globals->get_ephem()->getMoonDeclination();
|
|
sstate.moon_dist = 40000.0 * moon_horiz_eff;
|
|
|
|
thesky->reposition( sstate, delta_time_sec );
|
|
}
|
|
|
|
glEnable( GL_DEPTH_TEST );
|
|
if ( strcmp(fgGetString("/sim/rendering/fog"), "disabled") ) {
|
|
glEnable( GL_FOG );
|
|
glFogi( GL_FOG_MODE, GL_EXP2 );
|
|
glFogfv( GL_FOG_COLOR, l->adj_fog_color );
|
|
}
|
|
|
|
// set sun/lighting parameters
|
|
ssgGetLight( 0 ) -> setPosition( l->sun_vec );
|
|
|
|
// GL_LIGHT_MODEL_AMBIENT has a default non-zero value so if
|
|
// we only update GL_AMBIENT for our lights we will never get
|
|
// a completely dark scene. So, we set GL_LIGHT_MODEL_AMBIENT
|
|
// explicitely to black.
|
|
glLightModelfv( GL_LIGHT_MODEL_AMBIENT, black );
|
|
|
|
ssgGetLight( 0 ) -> setColour( GL_AMBIENT, l->scene_ambient );
|
|
ssgGetLight( 0 ) -> setColour( GL_DIFFUSE, l->scene_diffuse );
|
|
ssgGetLight( 0 ) -> setColour( GL_SPECULAR, l->scene_specular );
|
|
|
|
// texture parameters
|
|
// glEnable( GL_TEXTURE_2D );
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ) ;
|
|
glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST ) ;
|
|
|
|
// glMatrixMode( GL_PROJECTION );
|
|
// glLoadIdentity();
|
|
ssgSetFOV( current__view->get_h_fov(),
|
|
current__view->get_v_fov() );
|
|
|
|
double agl =
|
|
current_aircraft.fdm_state->get_Altitude() * SG_FEET_TO_METER
|
|
- globals->get_scenery()->get_cur_elev();
|
|
|
|
if ( agl > 10.0 ) {
|
|
scene_nearplane = 10.0f;
|
|
scene_farplane = 120000.0f;
|
|
} else {
|
|
scene_nearplane = groundlevel_nearplane->getDoubleValue();
|
|
scene_farplane = 120000.0f;
|
|
}
|
|
|
|
ssgSetNearFar( scene_nearplane, scene_farplane );
|
|
|
|
// $$$ begin - added VS Renganthan 17 Oct 2K
|
|
if(objc)
|
|
fgUpdateDCS();
|
|
// $$$ 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
|
|
|
|
#ifdef FG_MPLAYER_AS
|
|
// Update any multiplayer models
|
|
globals->get_multiplayer_rx_mgr()->Update();
|
|
#endif
|
|
|
|
if ( draw_otw && skyblend )
|
|
{
|
|
// draw the sky backdrop
|
|
|
|
// we need a white diffuse light for the phase of the moon
|
|
ssgGetLight( 0 ) -> setColour( GL_DIFFUSE, white );
|
|
|
|
thesky->preDraw( cur_fdm_state->get_Altitude() * SG_FEET_TO_METER );
|
|
|
|
// return to the desired diffuse color
|
|
ssgGetLight( 0 ) -> setColour( GL_DIFFUSE, l->scene_diffuse );
|
|
|
|
// FIXME: This should not be needed, but at this time (08/15/2003)
|
|
// certain NVidia drivers don't seem to implement
|
|
// fgPushAttrib(FG_FOG_BIT) properly. The result is that
|
|
// there is not fog when looking at the sun.
|
|
glFogf ( GL_FOG_DENSITY, fog_exp2_density );
|
|
}
|
|
|
|
// draw the ssg scene
|
|
glEnable( GL_DEPTH_TEST );
|
|
|
|
ssgSetNearFar( scene_nearplane, scene_farplane );
|
|
|
|
if ( fgGetBool("/sim/rendering/wireframe") ) {
|
|
// draw wire frame
|
|
glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
|
|
}
|
|
if ( draw_otw ) {
|
|
ssgCullAndDraw( globals->get_scenery()->get_scene_graph() );
|
|
}
|
|
|
|
// This is a bit kludgy. Every 200 frames, do an extra
|
|
// traversal of the scene graph without drawing anything, but
|
|
// with the field-of-view set to 360x360 degrees. This
|
|
// ensures that out-of-range random objects that are not in
|
|
// the current view frustum will still be freed properly.
|
|
static int counter = 0;
|
|
counter++;
|
|
if (counter == 200) {
|
|
sgFrustum f;
|
|
f.setFOV(360, 360);
|
|
// No need to put the near plane too close;
|
|
// this way, at least the aircraft can be
|
|
// culled.
|
|
f.setNearFar(1000, 1000000);
|
|
sgMat4 m;
|
|
ssgGetModelviewMatrix(m);
|
|
globals->get_scenery()->get_scene_graph()->cull(&f, m, true);
|
|
counter = 0;
|
|
}
|
|
|
|
// change state for lighting here
|
|
|
|
// draw runway lighting
|
|
glFogf (GL_FOG_DENSITY, rwy_exp2_punch_through);
|
|
ssgSetNearFar( scene_nearplane, scene_farplane );
|
|
|
|
if ( enhanced_lighting ) {
|
|
|
|
// Enable states for drawing points with GL_extension
|
|
glEnable(GL_POINT_SMOOTH);
|
|
|
|
if ( distance_attenuation && glPointParameterIsSupported )
|
|
{
|
|
// Enable states for drawing points with GL_extension
|
|
glEnable(GL_POINT_SMOOTH);
|
|
|
|
float quadratic[3] = {1.0, 0.001, 0.0000001};
|
|
// makes the points fade as they move away
|
|
glPointParameterfvPtr(GL_DISTANCE_ATTENUATION_EXT, quadratic);
|
|
glPointParameterfPtr(GL_POINT_SIZE_MIN_EXT, 1.0);
|
|
}
|
|
|
|
glPointSize(4.0);
|
|
|
|
// blending function for runway lights
|
|
glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) ;
|
|
}
|
|
|
|
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
|
|
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
|
|
glEnable(GL_TEXTURE_GEN_S);
|
|
glEnable(GL_TEXTURE_GEN_T);
|
|
glPolygonMode(GL_FRONT, GL_POINT);
|
|
|
|
// draw runway lighting
|
|
if ( draw_otw ) {
|
|
ssgCullAndDraw( globals->get_scenery()->get_rwy_lights_root() );
|
|
}
|
|
|
|
// change punch through and then draw taxi lighting
|
|
glFogf ( GL_FOG_DENSITY, fog_exp2_density );
|
|
// sgVec3 taxi_fog;
|
|
// sgSetVec3( taxi_fog, 0.0, 0.0, 0.0 );
|
|
// glFogfv ( GL_FOG_COLOR, taxi_fog );
|
|
if ( draw_otw ) {
|
|
ssgCullAndDraw( globals->get_scenery()->get_taxi_lights_root() );
|
|
}
|
|
|
|
// clean up lighting
|
|
glPolygonMode(GL_FRONT, GL_FILL);
|
|
glDisable(GL_TEXTURE_GEN_S);
|
|
glDisable(GL_TEXTURE_GEN_T);
|
|
|
|
//static int _frame_count = 0;
|
|
//if (_frame_count % 30 == 0) {
|
|
// printf("SSG: %s\n", ssgShowStats());
|
|
//}
|
|
//else {
|
|
// ssgShowStats();
|
|
//}
|
|
//_frame_count++;
|
|
|
|
|
|
if ( enhanced_lighting ) {
|
|
if ( distance_attenuation && glPointParameterIsSupported )
|
|
{
|
|
glPointParameterfvPtr(GL_DISTANCE_ATTENUATION_EXT,
|
|
default_attenuation);
|
|
}
|
|
|
|
glPointSize(1.0);
|
|
glDisable(GL_POINT_SMOOTH);
|
|
}
|
|
|
|
// draw ground lighting
|
|
glFogf (GL_FOG_DENSITY, ground_exp2_punch_through);
|
|
if ( draw_otw ) {
|
|
ssgCullAndDraw( globals->get_scenery()->get_gnd_lights_root() );
|
|
}
|
|
|
|
if ( skyblend ) {
|
|
// draw the sky cloud layers
|
|
if ( draw_otw && fgGetBool("/environment/clouds/status") )
|
|
{
|
|
thesky->postDraw( cur_fdm_state->get_Altitude()
|
|
* SG_FEET_TO_METER );
|
|
}
|
|
}
|
|
|
|
if ( draw_otw && fgGetBool("/sim/rendering/clouds3d") )
|
|
{
|
|
glDisable( GL_FOG );
|
|
glDisable( GL_LIGHTING );
|
|
// cout << "drawing new clouds" << endl;
|
|
|
|
glEnable(GL_DEPTH_TEST);
|
|
glEnable(GL_BLEND);
|
|
glBlendFunc( GL_ONE, GL_ONE_MINUS_SRC_ALPHA ) ;
|
|
|
|
/*
|
|
glEnable( GL_TEXTURE_2D );
|
|
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
|
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
|
*/
|
|
|
|
#ifdef FG_USE_CLOUDS_3D
|
|
sgClouds3d->Draw((sgVec4 *)current__view->get_VIEW());
|
|
#endif
|
|
glEnable( GL_FOG );
|
|
glEnable( GL_LIGHTING );
|
|
glEnable( GL_DEPTH_TEST );
|
|
glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ) ;
|
|
}
|
|
|
|
if ( draw_otw ) {
|
|
globals->get_model_mgr()->draw();
|
|
globals->get_aircraft_model()->draw();
|
|
}
|
|
|
|
// display HUD && Panel
|
|
glDisable( GL_FOG );
|
|
glDisable( GL_DEPTH_TEST );
|
|
// glDisable( GL_CULL_FACE );
|
|
// glDisable( GL_TEXTURE_2D );
|
|
|
|
// update the controls subsystem
|
|
globals->get_controls()->update(delta_time_sec);
|
|
|
|
hud_and_panel->apply();
|
|
fgCockpitUpdate();
|
|
|
|
// Use the hud_and_panel ssgSimpleState for rendering the ATC output
|
|
// This only works properly if called before the panel call
|
|
if((fgGetBool("/sim/ATC/enabled")) || (fgGetBool("/sim/ai-traffic/enabled")))
|
|
globals->get_ATC_display()->update(delta_time_sec);
|
|
|
|
// update the panel subsystem
|
|
if ( globals->get_current_panel() != NULL ) {
|
|
globals->get_current_panel()->update(delta_time_sec);
|
|
}
|
|
fgUpdate3DPanels();
|
|
|
|
// 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_DEPTH_TEST );
|
|
glEnable( GL_FOG );
|
|
|
|
// Fade out the splash screen over the first three seconds.
|
|
double t = globals->get_sim_time_sec();
|
|
if ( t <= 1.0 ) {
|
|
fgSplashUpdate(0.0, 1.0);
|
|
} else if ( t <= 3.0) {
|
|
fgSplashUpdate(0.0, (3.0 - t) / 2.0);
|
|
}
|
|
}
|
|
|
|
glutSwapBuffers();
|
|
}
|
|
|
|
|
|
// 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_master
|
|
= fgGetNode( "/sim/freeze/replay", 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()");
|
|
|
|
fgLIGHT *l = &cur_light_params;
|
|
|
|
// 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_master->getBoolValue() ) {
|
|
globals->get_autopilot()->update( delta_time_sec );
|
|
cur_fdm_state->update( delta_time_sec );
|
|
} else {
|
|
FGReplay *r = (FGReplay *)(globals->get_subsystem( "replay" ));
|
|
r->replay( replay_time->getDoubleValue() );
|
|
replay_time->setDoubleValue( replay_time->getDoubleValue()
|
|
+ ( delta_time_sec
|
|
* fgGetInt("/sim/speed-up") ) );
|
|
}
|
|
} 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);
|
|
|
|
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(delta_time_sec);
|
|
}
|
|
|
|
|
|
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);
|
|
static const SGPropertyNode *replay_master
|
|
= fgGetNode("/sim/freeze/replay", true);
|
|
|
|
// 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 ) {
|
|
// simple frame rate throttle
|
|
double dt = 1000000.0 / throttle_hz;
|
|
current_time_stamp.stamp();
|
|
while ( current_time_stamp - last_time_stamp < dt ) {
|
|
current_time_stamp.stamp();
|
|
}
|
|
} else {
|
|
// run as fast as the app will go
|
|
current_time_stamp.stamp();
|
|
}
|
|
|
|
delta_time_sec = double(current_time_stamp - last_time_stamp) / 1000000.0;
|
|
if ( clock_freeze->getBoolValue() ) {
|
|
delta_time_sec = 0;
|
|
}
|
|
last_time_stamp = current_time_stamp;
|
|
globals->inc_sim_time_sec( delta_time_sec );
|
|
SGAnimation::set_sim_time_sec( globals->get_sim_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();
|
|
|
|
sglog().setLogLevels( SG_ALL, (sgDebugPriority)fgGetInt("/sim/log-level") );
|
|
sglog().setLogLevels( SG_ALL, SG_INFO );
|
|
|
|
SGLocation * acmodel_location = 0;
|
|
if(cur_fdm_state->getACModel() != 0) {
|
|
acmodel_location = (SGLocation *) cur_fdm_state->getACModel()->get3DModel()->getSGLocation();
|
|
}
|
|
|
|
SG_LOG( SG_ALL, SG_DEBUG, "Running Main Loop");
|
|
SG_LOG( SG_ALL, SG_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
|
|
|
|
// 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 ) {
|
|
fgUpdateSkyAndLightingParams();
|
|
}
|
|
|
|
// 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);
|
|
|
|
// 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 ) {
|
|
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( 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 ( fgGetBool("/sim/sound/audible")
|
|
&& 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();
|
|
|
|
// update tile manager for FDM...
|
|
// ...only if location is different than the viewer (to avoid duplicating effort)
|
|
if( acmodel_location != current_view->getSGLocation() ) {
|
|
if( acmodel_location != 0 ) {
|
|
globals->get_tile_mgr()->prep_ssg_nodes( acmodel_location,
|
|
visibility_meters );
|
|
globals->get_tile_mgr()->
|
|
update( acmodel_location, visibility_meters,
|
|
acmodel_location->get_absolute_view_pos(globals->get_scenery()->get_center()) );
|
|
// save results of update in SGLocation for fdm...
|
|
if ( globals->get_scenery()->get_cur_elev() > -9990 ) {
|
|
acmodel_location->
|
|
set_cur_elev_m( globals->get_scenery()->get_cur_elev() );
|
|
}
|
|
acmodel_location->
|
|
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() );
|
|
// 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() );
|
|
|
|
// 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( acmodel_location == current_view->getSGLocation() ) {
|
|
if( acmodel_location != 0 ) {
|
|
if ( globals->get_scenery()->get_cur_elev() > -9990 ) {
|
|
acmodel_location->set_cur_elev_m( globals->get_scenery()->get_cur_elev() );
|
|
}
|
|
acmodel_location->set_tile_center( globals->get_scenery()->get_next_center() );
|
|
}
|
|
}
|
|
|
|
// END Tile Manager udpates
|
|
|
|
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);
|
|
}
|
|
|
|
// redraw display
|
|
fgRenderFrame();
|
|
|
|
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();
|
|
}
|
|
|
|
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
|
|
fgInitVisuals();
|
|
|
|
// 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() );
|
|
fgReshape( fgGetInt("/sim/startup/xsize"),
|
|
fgGetInt("/sim/startup/ysize") );
|
|
|
|
fgUpdateSkyAndLightingParams();
|
|
}
|
|
|
|
if ( idle_state == 1000 ) {
|
|
// We've finished all our initialization steps, from now on we
|
|
// run the main loop.
|
|
|
|
glutIdleFunc(fgMainLoop);
|
|
} else {
|
|
if ( fgGetBool("/sim/startup/splash-screen") ) {
|
|
fgSplashUpdate(0.0, 1.0);
|
|
}
|
|
}
|
|
}
|
|
|
|
// options.cxx needs to see this for toggle_panel()
|
|
// Handle new window size or exposure
|
|
void fgReshape( int width, int height ) {
|
|
int view_h;
|
|
|
|
if ( (!fgGetBool("/sim/virtual-cockpit"))
|
|
&& fgPanelVisible() && idle_state == 1000 ) {
|
|
view_h = (int)(height * (globals->get_current_panel()->getViewHeight() -
|
|
globals->get_current_panel()->getYOffset()) / 768.0);
|
|
} else {
|
|
view_h = height;
|
|
}
|
|
|
|
// for all views
|
|
FGViewMgr *viewmgr = globals->get_viewmgr();
|
|
for ( int i = 0; i < viewmgr->size(); ++i ) {
|
|
viewmgr->get_view(i)->
|
|
set_aspect_ratio((float)view_h / (float)width);
|
|
}
|
|
|
|
glViewport( 0, (GLint)(height - view_h), (GLint)(width), (GLint)(view_h) );
|
|
|
|
fgSetInt("/sim/startup/xsize", width);
|
|
fgSetInt("/sim/startup/ysize", height);
|
|
guiInitMouse(width, height);
|
|
|
|
ssgSetFOV( viewmgr->get_current_view()->get_h_fov(),
|
|
viewmgr->get_current_view()->get_v_fov() );
|
|
|
|
fgHUDReshape();
|
|
|
|
#ifdef FG_USE_CLOUDS_3D
|
|
sgClouds3d->Resize( viewmgr->get_current_view()->get_h_fov(),
|
|
viewmgr->get_current_view()->get_v_fov() );
|
|
#endif
|
|
|
|
}
|
|
|
|
// Initialize GLUT and define a main window
|
|
static bool 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. Clouds3d works best with --bpp32 option
|
|
if ( fgGetBool("/sim/rendering/clouds3d") ) {
|
|
glutInitDisplayMode( GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE | GLUT_ALPHA );
|
|
} else {
|
|
glutInitDisplayMode( GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE );
|
|
}
|
|
|
|
SG_LOG( SG_GENERAL, SG_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];
|
|
//#define SYNC_OPENGL_WITH_DESKTOP_SETTINGS
|
|
#if defined(WIN32) && defined(SYNC_OPENGL_WITH_DESKTOP_SETTINGS)
|
|
#ifndef ENUM_CURRENT_SETTINGS
|
|
#define ENUM_CURRENT_SETTINGS ((DWORD)-1)
|
|
#define ENUM_REGISTRY_SETTINGS ((DWORD)-2)
|
|
#endif
|
|
|
|
DEVMODE dm;
|
|
dm.dmSize = sizeof(DEVMODE);
|
|
EnumDisplaySettings(NULL, ENUM_CURRENT_SETTINGS, &dm);
|
|
fgSetInt("/sim/startup/xsize", dm.dmPelsWidth);
|
|
fgSetInt("/sim/startup/ysize", dm.dmPelsHeight);
|
|
glutInitWindowSize( fgGetInt("/sim/startup/xsize"),
|
|
fgGetInt("/sim/startup/ysize") );
|
|
sprintf( game_mode_str, "%dx%d:%d@%d",
|
|
dm.dmPelsWidth,
|
|
dm.dmPelsHeight,
|
|
dm.dmBitsPerPel,
|
|
dm.dmDisplayFrequency );
|
|
#else
|
|
// Open the cool new 'game mode' window
|
|
sprintf( game_mode_str, "width=%d height=%d bpp=%d",
|
|
fgGetInt("/sim/startup/xsize"),
|
|
fgGetInt("/sim/startup/ysize"),
|
|
fgGetInt("/sim/rendering/bits-per-pixel"));
|
|
|
|
#endif // HAVE_WINDOWS_H
|
|
SG_LOG( SG_GENERAL, SG_INFO,
|
|
"game mode params = " << game_mode_str );
|
|
glutGameModeString( game_mode_str );
|
|
glutEnterGameMode();
|
|
#endif // GLUT_WRONG_VERSION
|
|
}
|
|
|
|
// 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 );
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
// Initialize GLUT event handlers
|
|
static bool fgGlutInitEvents( void ) {
|
|
// call fgReshape() on window resizes
|
|
glutReshapeFunc( fgReshape );
|
|
|
|
// keyboard and mouse callbacks are set in FGInput::init
|
|
|
|
// call fgMainLoop() whenever there is
|
|
// nothing else to do
|
|
glutIdleFunc( fgIdleFunction );
|
|
|
|
// draw the scene
|
|
glutDisplayFunc( fgRenderFrame );
|
|
|
|
return true;
|
|
}
|
|
|
|
// 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_INFO );
|
|
|
|
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();
|
|
|
|
SGRoute *route = new SGRoute;
|
|
globals->set_route( route );
|
|
|
|
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[] = "0.9.2";
|
|
string base_version = fgBasePackageVersion();
|
|
if ( !(base_version == required_version) ) {
|
|
// tell the operator how to use this application
|
|
|
|
cerr << endl << "Base package check failed ... " \
|
|
<< "Found version " << base_version << " at: " \
|
|
<< globals->get_fg_root() << endl;
|
|
cerr << "Please upgrade to version: " << required_version << endl;
|
|
exit(-1);
|
|
}
|
|
|
|
// 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( !fgGlutInit(&argc, argv) ) {
|
|
SG_LOG( SG_GENERAL, SG_ALERT, "GLUT initialization failed ..." );
|
|
exit(-1);
|
|
}
|
|
|
|
// Initialize the various GLUT Event Handlers.
|
|
if( !fgGlutInitEvents() ) {
|
|
SG_LOG( SG_GENERAL, SG_ALERT,
|
|
"GLUT event handler initialization failed ..." );
|
|
exit(-1);
|
|
}
|
|
|
|
// Initialize plib net interface
|
|
netInit( &argc, argv );
|
|
|
|
// 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();
|
|
|
|
// 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 );
|
|
|
|
// ADA
|
|
fgLoadDCS();
|
|
// ADA
|
|
|
|
#ifdef FG_NETWORK_OLK
|
|
// Do the network intialization
|
|
if ( fgGetBool("/sim/networking/network-olk") ) {
|
|
printf("Multipilot mode %s\n",
|
|
fg_net_init( globals->get_scenery()->get_scene_graph() ) );
|
|
}
|
|
#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 false;
|
|
}
|
|
|
|
|
|
// $$$ end - added VS Renganathan, 15 Oct 2K
|
|
// - added Venky , 12 Nov 2K
|
|
|
|
|
|
void fgLoadDCS(void) {
|
|
|
|
ssgEntity *ship_obj = NULL;
|
|
|
|
char obj_filename[25];
|
|
|
|
for ( int k = 0; k < 32; k++ ) {
|
|
ship_pos[k]=NULL;
|
|
}
|
|
|
|
SGPath tile_path( globals->get_fg_root());
|
|
tile_path.append( "Scenery" );
|
|
tile_path.append( "Objects.txt" );
|
|
sg_gzifstream in( tile_path.str() );
|
|
if ( ! in.is_open() ) {
|
|
SG_LOG( SG_TERRAIN, SG_ALERT, "Cannot open file: " << tile_path.str() );
|
|
} else {
|
|
|
|
SGPath modelpath( globals->get_fg_root() );
|
|
modelpath.append( "Models" );
|
|
modelpath.append( "Geometry" );
|
|
|
|
SGPath 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 =
|
|
globals->get_model_lib()->load_model( globals->get_fg_root(), obj_filename, globals->get_props(), globals->get_sim_time_sec() );
|
|
}
|
|
|
|
if ( ship_obj != NULL ) {
|
|
ship_obj->setName(obj_filename);
|
|
if (objc == 0)
|
|
ship_obj->clrTraversalMaskBits( SSGTRAV_HOT );
|
|
else
|
|
ship_obj->setTraversalMaskBits( SSGTRAV_HOT );
|
|
ship_pos[objc]->addKid( ship_obj ); // add object to transform node
|
|
ship_sel->addKid( ship_pos[objc] ); // add transform node to selector
|
|
SG_LOG( SG_TERRAIN, SG_ALERT, "Loaded file: "
|
|
<< obj_filename );
|
|
} else {
|
|
SG_LOG( SG_TERRAIN, SG_ALERT, "Cannot open file: "
|
|
<< obj_filename );
|
|
}
|
|
|
|
// temporary hack for deck lights - ultimately should move to PLib (when??)
|
|
//const char *extn = file_extension ( obj_filename ) ;
|
|
if ( objc == 1 ){
|
|
// ssgVertexArray *lights = new ssgVertexArray( 100 );
|
|
ssgVertexArray *lightpoints = new ssgVertexArray( 100 );
|
|
ssgVertexArray *lightnormals = new ssgVertexArray( 100 );
|
|
ssgVertexArray *lightdir = new ssgVertexArray( 100 );
|
|
int ltype[500], light_type = 0;
|
|
static int ltcount = 0;
|
|
string token;
|
|
sgVec3 rway_dir,rway_normal,lightpt;
|
|
Point3D node;
|
|
modelpath.append(obj_filename);
|
|
sg_gzifstream in1( modelpath.str() );
|
|
if ( ! in1.is_open() ) {
|
|
SG_LOG( SG_TERRAIN, SG_ALERT, "Cannot open file: " << modelpath.str() );
|
|
} else {
|
|
while ( ! in1.eof() ) {
|
|
in1 >> ::skipws;
|
|
if ( in1.get( c ) && c == '#' ) {
|
|
in1 >> skipeol;
|
|
} else {
|
|
in1.putback(c);
|
|
in1 >> token;
|
|
//cout << token << endl;
|
|
if ( token == "runway" ) {
|
|
in1 >> node;
|
|
sgSetVec3 (rway_dir, node[0], node[1], node[2] );
|
|
} else if ( token == "edgelight" ) {
|
|
in1 >> node;
|
|
sgSetVec3 (rway_normal, node[0], node[1], node[2] );
|
|
light_type = 1;
|
|
} else if ( token == "taxi" ) {
|
|
in1 >> node;
|
|
sgSetVec3 (rway_normal, node[0], node[1], node[2] );
|
|
light_type = 2;
|
|
} else if ( token == "vasi" ) {
|
|
in1 >> node;
|
|
sgSetVec3 (rway_normal, node[0], node[1], node[2] );
|
|
light_type = 3;
|
|
} else if ( token == "threshold" ) {
|
|
in1 >> node;
|
|
sgSetVec3 (rway_normal, node[0], node[1], node[2] );
|
|
light_type = 4;
|
|
} else if ( token == "rabbit" ) {
|
|
in1 >> node;
|
|
sgSetVec3 (rway_normal, node[0], node[1], node[2] );
|
|
light_type = 5;
|
|
} else if ( token == "ols" ) {
|
|
in1 >> node;
|
|
sgSetVec3 (rway_ols, node[0], node[1], node[2] );
|
|
light_type = 6;
|
|
} else if ( token == "red" ) {
|
|
in1 >> node;
|
|
sgSetVec3 (rway_normal, node[0], node[1], node[2] );
|
|
light_type = 7;
|
|
} else if ( token == "green" ) {
|
|
in1 >> node;
|
|
sgSetVec3 (rway_normal, node[0], node[1], node[2] );
|
|
light_type = 8;
|
|
} else if ( token == "lp" ) {
|
|
in1 >> node;
|
|
sgSetVec3 (lightpt, node[0], node[1], node[2] );
|
|
lightpoints->add( lightpt );
|
|
lightnormals->add( rway_normal );
|
|
lightdir->add( rway_dir );
|
|
ltype[ltcount]= light_type;
|
|
ltcount++;
|
|
}
|
|
if (in1.eof()) break;
|
|
}
|
|
} //while
|
|
|
|
#if 0
|
|
if ( lightpoints->getNum() ) {
|
|
ssgBranch *lightpoints_branch;
|
|
long int dummy = -999;
|
|
dummy_tile = new FGTileEntry((SGBucket)dummy);
|
|
dummy_tile->lightmaps_sequence = new ssgSelector;
|
|
dummy_tile->ols_transform = new ssgTransform;
|
|
|
|
// call function to generate the runway lights
|
|
lightpoints_branch =
|
|
dummy_tile->gen_runway_lights( lightpoints, lightnormals,
|
|
lightdir, ltype);
|
|
lightpoints_brightness->addKid(lightpoints_branch);
|
|
lightpoints_transform->addKid(lightpoints_brightness);
|
|
//dummy_tile->lightmaps_sequence->setTraversalMaskBits( SSGTRAV_HOT );
|
|
lightpoints_transform->addKid( dummy_tile->lightmaps_sequence );
|
|
lightpoints_transform->ref();
|
|
globals->get_scenery()->get_gnd_lights_root()->addKid( lightpoints_transform );
|
|
}
|
|
#endif
|
|
} //if in1
|
|
} //if objc
|
|
// end hack for deck lights
|
|
|
|
objc++;
|
|
|
|
if (in.eof()) break;
|
|
}
|
|
} // while
|
|
|
|
SG_LOG ( SG_TERRAIN, SG_ALERT, "Finished object processing." );
|
|
|
|
globals->get_scenery()->get_terrain_branch()->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 (!strcmp(fgGetString("/sim/flight-model"), "ada")) {
|
|
if ((fdm->get_iaux(1))==1)
|
|
{
|
|
obj_lat[1] = fdm->get_daux(1)*SGD_DEGREES_TO_RADIANS;
|
|
obj_lon[1] = fdm->get_daux(2)*SGD_DEGREES_TO_RADIANS;
|
|
obj_alt[1] = fdm->get_daux(3);
|
|
obj_pitch[1] = fdm->get_faux(1);
|
|
obj_roll[1] = fdm->get_faux(2);
|
|
}
|
|
}
|
|
|
|
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 - globals->get_scenery()->get_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, sgROT_pitch, sgROT_roll;
|
|
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 );
|
|
sgMakeRotMat4( sgROT_pitch, obj_pitch[m], ship_rt );
|
|
sgMakeRotMat4( sgROT_roll, obj_roll[m], ship_fwd );
|
|
|
|
sgMat4 sgTUX;
|
|
sgCopyMat4( sgTUX, sgROT_hdg );
|
|
sgPostMultMat4( sgTUX, sgROT_pitch );
|
|
sgPostMultMat4( sgTUX, sgROT_roll );
|
|
sgPostMultMat4( sgTUX, sgROT_lat );
|
|
sgPostMultMat4( sgTUX, sgROT_lon );
|
|
sgPostMultMat4( sgTUX, sgTRANS );
|
|
|
|
sgCoord shippos;
|
|
sgSetCoord(&shippos, sgTUX );
|
|
ship_pos[m]->setTransform( &shippos );
|
|
// temporary hack for deck lights - ultimately should move to PLib (when ??)
|
|
if (m == 1) {
|
|
if (lightpoints_transform) {
|
|
lightpoints_transform->setTransform( &shippos );
|
|
float sun_angle = cur_light_params.sun_angle * SGD_RADIANS_TO_DEGREES;
|
|
if ( sun_angle > 89 ) {
|
|
lightpoints_brightness->select(0x01);
|
|
} else {
|
|
lightpoints_brightness->select(0x00);
|
|
}
|
|
}
|
|
|
|
float elev;
|
|
sgVec3 rp,to;
|
|
float *vp;
|
|
float alt;
|
|
float ref_elev;
|
|
sgXformPnt3( rp, rway_ols, sgTUX );
|
|
vp = globals->get_current_view()->get_view_pos();
|
|
to[0] = rp[0]-vp[0];
|
|
to[1] = rp[1]-vp[1];
|
|
to[2] = rp[2]-vp[2];
|
|
float dist = sgLengthVec3( to );
|
|
alt = (current_aircraft.fdm_state->get_Altitude() * SG_FEET_TO_METER)-rway_ols[2];
|
|
|
|
elev = asin(alt/dist)*SGD_RADIANS_TO_DEGREES;
|
|
|
|
ref_elev = elev - 3.75; // +ve above, -ve below
|
|
|
|
unsigned int sel;
|
|
sel = 0xFF;
|
|
// DO NOT DELETE THIS CODE - This is to compare a discrete FLOLS (without LOD) with analog FLOLS
|
|
// if (ref_elev > 0.51) sel = 0x21;
|
|
// if ((ref_elev <= 0.51) & (ref_elev > 0.17)) sel = 0x22;
|
|
// if ((ref_elev <= 0.17) & (ref_elev >= -0.17)) sel = 0x24;
|
|
// if ((ref_elev < -0.17) & (ref_elev >= -0.51)) sel = 0x28;
|
|
// if (ref_elev < -0.51) sel = 0x30;
|
|
// DO NOT DELETE THIS CODE - This is to compare a discrete FLOLS (without LOD) with analog FLOLS
|
|
// dummy_tile->lightmaps_sequence->select(sel);
|
|
|
|
sgVec3 up;
|
|
sgCopyVec3 (up, ship_up);
|
|
if (dist > 750)
|
|
sgScaleVec3 (up, 4.0*ref_elev*dist/750.0);
|
|
else
|
|
sgScaleVec3 (up, 4.0*ref_elev);
|
|
// dummy_tile->ols_transform->setTransform(up);
|
|
//cout << "ref_elev " << ref_elev << endl;
|
|
}
|
|
// end hack for deck lights
|
|
|
|
}
|
|
if ( ship_sel != NULL ) {
|
|
ship_sel->select(0xFFFFFFFE); // first object is ownship, added to acmodel
|
|
}
|
|
}
|
|
|
|
// $$$ end - added VS Renganathan, 15 Oct 2K
|
|
// added Venky , 12 Nov 2K
|