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flightgear/src/Main/main.cxx

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C++

// main.cxx -- top level sim routines
//
// Written by Curtis Olson for OpenGL, started May 1997.
//
// Copyright (C) 1997 - 1999 Curtis L. Olson - curt@flightgear.org
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License as
// published by the Free Software Foundation; either version 2 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful, but
// WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
// General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
//
// $Id$
#ifdef HAVE_CONFIG_H
# include <config.h>
#endif
#ifdef SG_MATH_EXCEPTION_CLASH
# include <math.h>
#endif
#ifdef HAVE_WINDOWS_H
# include <windows.h>
# include <float.h>
#endif
#include <GL/glut.h>
#include <GL/gl.h>
#include <stdio.h>
#include <string.h>
#include <string>
#ifdef HAVE_STDLIB_H
# include <stdlib.h>
#endif
#ifdef HAVE_SYS_STAT_H
# include <sys/stat.h> // for stat()
#endif
#ifdef HAVE_UNISTD_H
# include <unistd.h> // for stat()
#endif
// #ifdef HAVE_LIBX11
// # include <GL/glext.h>
// #endif
#include <plib/pu.h>
#include <plib/ssg.h>
#include <simgear/constants.h> // for VERSION
#include <simgear/debug/logstream.hxx>
#include <simgear/math/polar3d.hxx>
#include <simgear/math/sg_random.h>
#include <simgear/misc/sg_path.hxx>
#include <simgear/sky/sky.hxx>
#include <simgear/timing/sg_time.hxx>
#include <simgear/timing/lowleveltime.h>
#include <Include/general.hxx>
#include <Aircraft/aircraft.hxx>
#include <Autopilot/newauto.hxx>
#include <Cockpit/cockpit.hxx>
#include <Cockpit/radiostack.hxx>
#include <Cockpit/steam.hxx>
#include <FDM/UIUCModel/uiuc_aircraftdir.h>
#include <GUI/gui.h>
#include <GUI/sgVec3Slider.hxx>
// #include <Joystick/joystick.hxx>
#ifdef FG_NETWORK_OLK
#include <NetworkOLK/network.h>
#endif
#include <Objects/matlib.hxx>
#include <Scenery/scenery.hxx>
#include <Scenery/tilemgr.hxx>
#ifdef ENABLE_AUDIO_SUPPORT
# include <Sound/soundmgr.hxx>
# include <Sound/morse.hxx>
#endif
#include <Time/event.hxx>
#include <Time/fg_timer.hxx>
#include <Time/light.hxx>
#include <Time/sunpos.hxx>
#include <Time/tmp.hxx>
#include <Input/input.hxx>
// begin - added Venky
// $$$ begin - added VS Renganathan
#include <simgear/misc/sgstream.hxx>
#include <FDM/flight.hxx>
#include <FDM/ADA.hxx>
void fgLoadDCS (void);
void fgUpdateDCS (void);
ssgSelector *ship_sel=NULL;
// upto 32 instances of a same object can be loaded.
ssgTransform *ship_pos[32];
double obj_lat[32],obj_lon[32],obj_alt[32];
int objc=0;
// $$$ end - added VS Renganathan
// end - added Venky
#ifndef FG_OLD_WEATHER
# include <WeatherCM/FGLocalWeatherDatabase.h>
#else
# include <Weather/weather.hxx>
#endif
#include "version.h"
#include "fg_init.hxx"
#include "fg_io.hxx"
#include "fg_props.hxx"
#include "globals.hxx"
#include "splash.hxx"
#ifdef macintosh
# include <console.h> // -dw- for command line dialog
#endif
// This is a record containing a bit of global housekeeping information
FGGeneral general;
// Specify our current idle function state. This is used to run all
// our initializations out of the glutIdleLoop() so that we can get a
// splash screen up and running right away.
static int idle_state = 0;
static long global_multi_loop;
// attempt to avoid a large bounce at startup
static bool initial_freeze = true;
// forward declaration
void fgReshape( int width, int height );
// Global structures for the Audio library
#ifdef ENABLE_AUDIO_SUPPORT
static FGSimpleSound *s1;
static FGSimpleSound *s2;
#endif
// ssg variables
ssgRoot *scene = NULL;
ssgBranch *terrain = NULL;
// aircraft model stuff
ssgSelector *acmodel_selector = NULL;
ssgTransform *acmodel_pos = NULL;
ssgSelector *prop_selector = NULL;
ssgSelector *flaps_selector = NULL;
int acmodel_npropsettings;
int acmodel_proprpms[4][2]; // different propeller settings
ssgRoot *lighting = NULL;
ssgBranch *ground = NULL;
ssgBranch *airport = NULL;
#ifdef FG_NETWORK_OLK
ssgSelector *fgd_sel = NULL;
ssgTransform *fgd_pos = NULL;
#endif
// current fdm/position used for view
FGInterface cur_view_fdm;
// Sky structures
SGSky *thesky;
// hack
sgMat4 copy_of_ssgOpenGLAxisSwapMatrix =
{
{ 1.0f, 0.0f, 0.0f, 0.0f },
{ 0.0f, 0.0f, -1.0f, 0.0f },
{ 0.0f, 1.0f, 0.0f, 0.0f },
{ 0.0f, 0.0f, 0.0f, 1.0f }
} ;
// The following defines flightgear options. Because glutlib will also
// want to parse its own options, those options must not be included here
// or they will get parsed by the main program option parser. Hence case
// is significant for any option added that might be in conflict with
// glutlib's parser.
//
// glutlib parses for:
// -display
// -direct (invalid in Win32)
// -geometry
// -gldebug
// -iconized
// -indirect (invalid in Win32)
// -synce
//
// Note that glutlib depends upon strings while this program's
// option parser wants only initial characters followed by numbers
// or pathnames.
//
ssgSimpleState *default_state;
ssgSimpleState *hud_and_panel;
ssgSimpleState *menus;
void fgBuildRenderStates( void ) {
default_state = new ssgSimpleState;
default_state->ref();
default_state->disable( GL_TEXTURE_2D );
default_state->enable( GL_CULL_FACE );
default_state->enable( GL_COLOR_MATERIAL );
default_state->setColourMaterial( GL_AMBIENT_AND_DIFFUSE );
default_state->setMaterial( GL_EMISSION, 0, 0, 0, 1 );
default_state->setMaterial( GL_SPECULAR, 0, 0, 0, 1 );
default_state->disable( GL_BLEND );
default_state->disable( GL_ALPHA_TEST );
default_state->disable( GL_LIGHTING );
hud_and_panel = new ssgSimpleState;
hud_and_panel->ref();
hud_and_panel->disable( GL_CULL_FACE );
hud_and_panel->disable( GL_TEXTURE_2D );
hud_and_panel->disable( GL_LIGHTING );
hud_and_panel->enable( GL_BLEND );
menus = new ssgSimpleState;
menus->ref();
menus->disable( GL_CULL_FACE );
menus->disable( GL_TEXTURE_2D );
menus->enable( GL_BLEND );
}
// fgFindNode -- a function that finds a named node in an ssg graph
ssgEntity *fgFindNode( ssgEntity *node, const char *name ) {
if ( node->getName() != NULL && strcmp( name, node->getName() ) == 0 ) {
return node;
} else if ( node->isAKindOf( ssgTypeBranch() ) ) {
ssgEntity *kid = ((ssgBranch*)node)->getKid(0);
while (kid != NULL) {
ssgEntity *n = fgFindNode(kid, name);
if (n != NULL)
return n;
kid = ((ssgBranch*)node)->getNextKid();
}
}
return NULL;
}
// fgInitVisuals() -- Initialize various GL/view parameters
void fgInitVisuals( void ) {
fgLIGHT *l;
l = &cur_light_params;
#ifndef GLUT_WRONG_VERSION
// Go full screen if requested ...
if ( fgGetBool("/sim/startup/fullscreen") ) {
glutFullScreen();
}
#endif
// If enabled, normal vectors specified with glNormal are scaled
// to unit length after transformation. See glNormal.
// glEnable( GL_NORMALIZE );
glEnable( GL_LIGHTING );
glEnable( GL_LIGHT0 );
glLightfv( GL_LIGHT0, GL_POSITION, l->sun_vec );
sgVec3 sunpos;
sgSetVec3( sunpos, l->sun_vec[0], l->sun_vec[1], l->sun_vec[2] );
ssgGetLight( 0 ) -> setPosition( sunpos );
// glFogi (GL_FOG_MODE, GL_LINEAR);
glFogi (GL_FOG_MODE, GL_EXP2);
if ( (fgGetString("/sim/rendering/fog") == "disabled") ||
(!fgGetBool("/sim/rendering/shading"))) {
// if fastest fog requested, or if flat shading force fastest
glHint ( GL_FOG_HINT, GL_FASTEST );
} else if ( fgGetString("/sim/rendering/fog") == "nicest" ) {
glHint ( GL_FOG_HINT, GL_NICEST );
}
if ( fgGetBool("/sim/rendering/wireframe") ) {
// draw wire frame
glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
}
// This is the default anyways, but it can't hurt
glFrontFace ( GL_CCW );
// Just testing ...
// glEnable(GL_POINT_SMOOTH);
// glEnable(GL_LINE_SMOOTH);
// glEnable(GL_POLYGON_SMOOTH);
}
// For HiRes screen Dumps using Brian Pauls TR Library
void trRenderFrame( void ) {
if ( fgPanelVisible() ) {
GLfloat height = fgGetInt("/sim/startup/ysize");
GLfloat view_h =
(current_panel->getViewHeight() - current_panel->getYOffset())
* (height / 768.0) + 1;
glTranslatef( 0.0, view_h, 0.0 );
}
static double m_log01 = -log( 0.01 );
static double sqrt_m_log01 = sqrt( m_log01 );
static GLfloat black[4] = { 0.0, 0.0, 0.0, 1.0 };
static GLfloat white[4] = { 1.0, 1.0, 1.0, 1.0 };
fgLIGHT *l = &cur_light_params;
glClearColor(l->adj_fog_color[0], l->adj_fog_color[1],
l->adj_fog_color[2], l->adj_fog_color[3]);
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
// set the opengl state to known default values
default_state->force();
// update fog params
double actual_visibility = thesky->get_visibility();
// GLfloat fog_exp_density = m_log01 / actual_visibility;
GLfloat fog_exp2_density = sqrt_m_log01 / actual_visibility;
GLfloat fog_exp2_punch_through = sqrt_m_log01 / ( actual_visibility * 1.5 );
glEnable( GL_FOG );
glFogf ( GL_FOG_DENSITY, fog_exp2_density);
glFogi ( GL_FOG_MODE, GL_EXP2 );
glFogfv ( GL_FOG_COLOR, l->adj_fog_color );
// 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 );
// texture parameters
glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ) ;
glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST ) ;
// we need a white diffuse light for the phase of the moon
ssgGetLight( 0 ) -> setColour( GL_DIFFUSE, white );
thesky->preDraw();
// draw the ssg scene
// return to the desired diffuse color
ssgGetLight( 0 ) -> setColour( GL_DIFFUSE, l->scene_diffuse );
glEnable( GL_DEPTH_TEST );
ssgCullAndDraw( scene );
// draw the lights
glFogf (GL_FOG_DENSITY, fog_exp2_punch_through);
ssgCullAndDraw( lighting );
thesky->postDraw( cur_fdm_state->get_Altitude() * SG_FEET_TO_METER );
// need to do this here as hud_and_panel state is static to
// main.cxx and HUD and Panel routines have to be called with
// knowledge of the the TR struct < see gui.cxx::HighResDump()
hud_and_panel->apply();
}
// Update all Visuals (redraws anything graphics related)
void fgRenderFrame( void ) {
// Update the default (kludged) properties.
fgUpdateProps();
fgLIGHT *l = &cur_light_params;
static double last_visibility = -9999;
static GLfloat fog_exp_density;
static GLfloat fog_exp2_density;
static GLfloat fog_exp2_punch_through;
// double angle;
// GLfloat black[4] = { 0.0, 0.0, 0.0, 1.0 };
// GLfloat white[4] = { 1.0, 1.0, 1.0, 1.0 };
// GLfloat terrain_color[4] = { 0.54, 0.44, 0.29, 1.0 };
// GLfloat mat_shininess[] = { 10.0 };
GLbitfield clear_mask;
if ( idle_state != 1000 ) {
// still initializing, draw the splash screen
if ( fgGetBool("/sim/startup/splash-screen") ) {
fgSplashUpdate(0.0);
}
} else {
// idle_state is now 1000 meaning we've finished all our
// initializations and are running the main loop, so this will
// now work without seg faulting the system.
// printf("Ground = %.2f Altitude = %.2f\n", scenery.cur_elev,
// FG_Altitude * SG_FEET_TO_METER);
// this is just a temporary hack, to make me understand Pui
// timerText -> setLabel (ctime (&t->cur_time));
// end of hack
// calculate our current position in cartesian space
scenery.center = scenery.next_center;
// printf("scenery center = %.2f %.2f %.2f\n", scenery.center.x(),
// scenery.center.y(), scenery.center.z());
FGViewerRPH *pilot_view =
(FGViewerRPH *)globals->get_viewmgr()->get_view( 0 );
pilot_view->set_geod_view_pos( cur_fdm_state->get_Longitude(),
cur_fdm_state->get_Lat_geocentric(),
cur_fdm_state->get_Altitude() *
SG_FEET_TO_METER );
pilot_view->set_sea_level_radius( cur_fdm_state->
get_Sea_level_radius() *
SG_FEET_TO_METER );
pilot_view->set_rph( cur_fdm_state->get_Phi(),
cur_fdm_state->get_Theta(),
cur_fdm_state->get_Psi() );
FGViewerLookAt *chase_view =
(FGViewerLookAt *)globals->get_viewmgr()->get_view( 1 );
sgVec3 po; // chase view pilot_offset
sgVec3 wup; // chase view world up
sgSetVec3( po, 0.0, 0.0, 100.0 );
sgCopyVec3( wup, pilot_view->get_world_up() );
sgMat4 CXFM; // chase view + pilot offset xform
sgMakeRotMat4( CXFM,
chase_view->get_view_offset() * SGD_RADIANS_TO_DEGREES -
cur_fdm_state->get_Psi() * SGD_RADIANS_TO_DEGREES,
wup );
sgVec3 npo; // new pilot offset after rotation
sgVec3 *pPO = PilotOffsetGet();
sgXformVec3( po, *pPO, pilot_view->get_UP() );
sgXformVec3( npo, po, CXFM );
chase_view->set_geod_view_pos( cur_fdm_state->get_Longitude(),
cur_fdm_state->get_Lat_geocentric(),
cur_fdm_state->get_Altitude() *
SG_FEET_TO_METER );
chase_view->set_sea_level_radius( cur_fdm_state->
get_Sea_level_radius() *
SG_FEET_TO_METER );
chase_view->set_pilot_offset( npo[0], npo[1], npo[2] );
chase_view->set_view_forward( pilot_view->get_view_pos() );
chase_view->set_view_up( wup );
#if 0
sgMat4 rph;
sgCopyMat4( rph, pilot_view->get_VIEW() );
cout << "RPH Matrix = " << endl;
int i, j;
for ( i = 0; i < 4; i++ ) {
for ( j = 0; j < 4; j++ ) {
printf("%10.4f ", rph[i][j]);
}
cout << endl;
}
sgMat4 la;
sgCopyMat4( la, chase_view->get_VIEW() );
cout << "LookAt Matrix = " << endl;
for ( i = 0; i < 4; i++ ) {
for ( j = 0; j < 4; j++ ) {
printf("%10.4f ", la[i][j]);
}
cout << endl;
}
#endif
// update view port
fgReshape( fgGetInt("/sim/startup/xsize"),
fgGetInt("/sim/startup/ysize") );
#if 0
// swing and a miss
if ( ! fgPanelVisible() ) {
xglViewport( 0, 0 ,
(GLint)(fgGetInt("/sim/startup/xsize")),
(GLint)(fgGetInt("/sim/startup/ysize")) );
} else {
int view_h =
int( (current_panel->getViewHeight() -
current_panel->getYOffset())
* (fgGetInt("/sim/startup/ysize") / 768.0) );
glViewport( 0,
(GLint)(fgGetInt("/sim/startup/ysize") - view_h),
(GLint)(fgGetInt("/sim/startup/xsize")),
(GLint)(view_h) );
}
#endif
// set the sun position
glLightfv( GL_LIGHT0, GL_POSITION, l->sun_vec );
clear_mask = GL_DEPTH_BUFFER_BIT;
if ( fgGetBool("/sim/rendering/wireframe") ) {
clear_mask |= GL_COLOR_BUFFER_BIT;
}
if ( fgGetBool("/sim/rendering/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 *)globals->get_current_view()->get_VIEW() );
// set the opengl state to known default values
default_state->force();
// update fog params if visibility has changed
#ifndef FG_OLD_WEATHER
thesky->set_visibility( WeatherDatabase->getWeatherVisibility() );
#else
thesky->set_visibility( current_weather.get_visibility() );
#endif
thesky->modify_vis( cur_fdm_state->get_Altitude() * SG_FEET_TO_METER,
( global_multi_loop *
fgGetInt("/sim/speed-up") ) /
(double)fgGetInt("/sim/model-hz") );
double actual_visibility = thesky->get_visibility();
// cout << "actual visibility = " << actual_visibility << endl;
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") != (string)"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.
GLfloat black[4] = { 0.0, 0.0, 0.0, 1.0 };
GLfloat white[4] = { 1.0, 1.0, 1.0, 1.0 };
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_white );
// 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();
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;
// SG_LOG( SG_ALL, SG_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;
double rpm = fgGetDouble("/engines/engine0/rpm");
for (int i = 0; i < acmodel_npropsettings; i++) {
if (rpm >= acmodel_proprpms[i][0] &&
rpm <= 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
// we need a white diffuse light for the phase of the moon
ssgGetLight( 0 ) -> setColour( GL_DIFFUSE, white );
thesky->preDraw();
// return to the desired diffuse color
ssgGetLight( 0 ) -> setColour( GL_DIFFUSE, l->scene_diffuse );
}
// 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 input subsystem
current_input.update();
// 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 - (long)( (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();
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
#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 );
SG_LOG( SG_ALL, SG_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();
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 );
SG_LOG( SG_ALL, SG_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") );
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 * 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 {
SG_LOG( SG_ALL, SG_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 );
// see if we need to load any deferred-load textures
material_lib.load_next_deferred();
// 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();
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 ) {
// Start the intro music
#if !defined(WIN32)
if ( fgGetBool("/sim/startup/intro-music") ) {
string lockfile = "/tmp/mpg123.running";
SGPath mp3file( globals->get_fg_root() );
mp3file.append( "Sounds/intro.mp3" );
string command = "(touch " + lockfile + "; mpg123 "
+ mp3file.str() + "> /dev/null 2>&1; /bin/rm "
+ lockfile + ") &";
SG_LOG( SG_GENERAL, SG_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()) {
SG_LOG( SG_GENERAL, SG_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;
SG_LOG( SG_GENERAL, SG_INFO,
"Waiting for mpg123 player to finish ..." );
while ( stat(lockfile.c_str(), &stat_buf) == 0 ) {
// file exist, wait ...
sleep(1);
SG_LOG( SG_GENERAL, SG_INFO, ".");
}
SG_LOG( SG_GENERAL, SG_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" );
SG_LOG( SG_GENERAL, SG_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 );
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];
sprintf( game_mode_str, "width=%d height=%d bpp=%d",
fgGetInt("/sim/startup/xsize"),
fgGetInt("/sim/startup/ysize"),
fgGetInt("/sim/rendering/bits-per-pixel"));
SG_LOG( SG_GENERAL, SG_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 ) );
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 1;
}
// Initialize GLUT event handlers
int fgGlutInitEvents( void ) {
// call fgReshape() on window resizes
glutReshapeFunc( fgReshape );
// call GLUTkey() on keyboard event
glutKeyboardFunc(GLUTkey);
glutKeyboardUpFunc(GLUTkeyup);
glutSpecialFunc(GLUTspecialkey);
glutSpecialUpFunc(GLUTspecialkeyup);
// 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
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 << 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 );
#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) ) {
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 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();
#ifdef GL_EXT_texture_lod_bias
glTexEnvf( GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, -0.5 ) ;
#endif
#if 0
#ifdef GL_EXT_texture_filter_anisotropic
float max_anisotropy;
glGetFloatv( GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &max_anisotropy );
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT,
max_anisotropy );
cout << "Max anisotropy = " << max_anisotropy << endl;
#endif
#endif
// 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
SGPath 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 {
SG_LOG( SG_GENERAL, SG_ALERT,
"Unsupported offset type " << offset_type );
exit( -1 );
}
SG_LOG( SG_GENERAL, SG_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()) {
SG_LOG( SG_GENERAL, SG_ALERT,
"General initializations failed ..." );
exit(-1);
}
SGPath 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
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 );
thesky = new SGSky;
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() );
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( 2000.0, 200.0, 50.0, 40000.0,
// SG_CLOUD_OVERCAST );
thesky->add_cloud_layer( 2600.0, 200.0, 50.0, 40000.0,
SG_CLOUD_MOSTLY_CLOUDY );
// thesky->add_cloud_layer( 3000.0, 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 );
}
// 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;
// Get the model location, and load textures from the same
// directory. Use an absolute path for the model to avoid
// incompatibilities in different versions of PLIB.
string acmodel_path =
fgGetString("/sim/model/path", "Models/Geometry/glider.ac");
SGPath full_model = globals->get_fg_root();
full_model.append(acmodel_path);
#if !defined( PLIB_1_2_X )
// this should be redundant ... but it breaks for relative paths
// ssgModelPath( (char *)full_model.dir().c_str() );
#endif
ssgTexturePath( (char *)full_model.dir().c_str() );
ssgEntity *acmodel_obj = ssgLoad( (char *)full_model.c_str() );
if( !acmodel_obj ) {
// fall back to default
acmodel_obj = ssgLoad( (char *)"Models/Geometry/glider.ac" );
if( !acmodel_obj ) {
SG_LOG( SG_GENERAL, SG_ALERT, "FAILED to LOAD an AC model! ..." );
exit(-1);
}
}
// 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++;
SG_LOG( SG_GENERAL, SG_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;
}
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 = 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 {
SG_LOG( SG_TERRAIN, SG_ALERT, "Cannot open file: "
<< obj_filename );
}
objc++;
if (in.eof()) break;
}
} // while
SG_LOG ( SG_TERRAIN, SG_ALERT, "Finished object processing." );
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