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flightgear/src/Main/main.cxx
curt c162577340 Begin work on rendering runway lights using environment maps. The basics
are now working.  A runway light is defined by a point and a direction.  The
point and direction are combined with the local up vector to create a small
triangle orthogonal to the direction.  The two ficticous corners of the
triangle are given an alpha value of zero, the orignal corner is given an
alpha of one.  The triangle is drawn in glPolygonMode(GL_FRONT, GL_POINT)
mode which means only the corner points are drawn, and since two have alpha=0
only the original point is drawn.  This is a long way to go to draw a point,
but it ensures that the point is only visible within 90 degrees of the light
direction, behind the light it is not visible.  This is still a long way
to get to drawing a point, but we use an environement map, with the direction
vector as the normal to mimic a light that is brightest when viewed head
on and dimmest when viewed perpendicularly or disappears when viewed from
behind.

- warning, there is a bug in how the current runway light direction vector
  is calculated which will adversely effect runway lighting.  The airports
  should be regenerated in order to fix this problem.
2002-10-06 03:53:19 +00:00

2229 lines
70 KiB
C++

// main.cxx -- top level sim routines
//
// Written by Curtis Olson, started May 1997.
//
// Copyright (C) 1997 - 2002 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
#if defined(__linux__) && defined(__i386__)
# include <fpu_control.h>
# include <signal.h>
#endif
#include <simgear/compiler.h>
#include STL_IOSTREAM
#ifndef SG_HAVE_NATIVE_SGI_COMPILERS
SG_USING_STD(cerr);
SG_USING_STD(endl);
#endif
#include <simgear/misc/exception.hxx>
#include <simgear/ephemeris/ephemeris.hxx>
#include <simgear/route/route.hxx>
#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> // for strcmp()
#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
#include <plib/netChat.h>
#include <plib/pu.h>
#include <plib/sg.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/clouds3d/SkySceneLoader.hpp>
#include <simgear/sky/clouds3d/SkyUtil.hpp>
#include <simgear/sky/sky.hxx>
#include <simgear/timing/sg_time.hxx>
#include <Include/general.hxx>
#include <Aircraft/aircraft.hxx>
#include <ATC/ATCmgr.hxx>
#include <ATC/ATCdisplay.hxx>
#include <ATC/AIMgr.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 <Model/acmodel.hxx>
#include <Model/loader.hxx>
#include <Model/model.hxx>
#include <Model/modelmgr.hxx>
#include <Main/location.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/fg_fx.hxx>
# include <Sound/morse.hxx>
#endif
#include <Systems/system_mgr.hxx>
#include <Instrumentation/instrument_mgr.hxx>
#include <Time/FGEventMgr.hxx>
#include <Time/fg_timer.hxx>
#include <Time/light.hxx>
#include <Time/sunpos.hxx>
#include <Time/tmp.hxx>
// ADA
#include <simgear/misc/sgstream.hxx>
#include <simgear/math/point3d.hxx>
#include <FDM/flight.hxx>
#include <FDM/ADA.hxx>
#include <Scenery/tileentry.hxx>
#if !defined(sgi)
// PFNGLPOINTPARAMETERFEXTPROC glPointParameterfEXT = 0;
// PFNGLPOINTPARAMETERFVEXTPROC glPointParameterfvEXT = 0;
#endif
float default_attenuation[3] = {1.0, 0.0, 0.0};
//Required for using GL_extensions
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],obj_pitch[32],obj_roll[32];
int objc=0;
ssgSelector *lightpoints_brightness = new ssgSelector;
ssgTransform *lightpoints_transform = new ssgTransform;
FGTileEntry *dummy_tile;
sgVec3 rway_ols;
// ADA
// Clip plane settings...
float scene_nearplane = 0.5f;
float scene_farplane = 120000.0f;
static double delta_time_sec = 0;
#ifdef FG_WEATHERCM
# include <WeatherCM/FGLocalWeatherDatabase.h>
#else
# include <Environment/environment_mgr.hxx>
#endif
#include "version.h"
#include "fg_init.hxx"
#include "fg_io.hxx"
#include "fg_props.hxx"
#include "globals.hxx"
#include "splash.hxx"
#include "viewmgr.hxx"
#include "options.hxx"
#include "logger.hxx"
#ifdef macintosh
# include <console.h> // -dw- for command line dialog
#endif
FGEventMgr global_events;
// 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;
// forward declaration
void fgReshape( int width, int height );
// fog constants. I'm a little nervous about putting actual code out
// here but it seems to work (?)
static const double m_log01 = -log( 0.01 );
static const double sqrt_m_log01 = sqrt( m_log01 );
static GLfloat fog_exp_density;
static GLfloat fog_exp2_density;
static GLfloat fog_exp2_punch_through;
#ifdef FG_NETWORK_OLK
ssgSelector *fgd_sel = NULL;
ssgTransform *fgd_pos = NULL;
#endif
// Sky structures
SGSky *thesky;
SkySceneLoader *sgClouds3d;
bool _bcloud_orig = true;
// 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 *cloud3d_imposter_state;
ssgSimpleState *default_state;
ssgSimpleState *hud_and_panel;
ssgSimpleState *menus;
SGTimeStamp last_time_stamp;
SGTimeStamp current_time_stamp;
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 );
cloud3d_imposter_state = new ssgSimpleState;
cloud3d_imposter_state->ref();
cloud3d_imposter_state->enable( GL_TEXTURE_2D );
cloud3d_imposter_state->enable( GL_CULL_FACE );
cloud3d_imposter_state->enable( GL_COLOR_MATERIAL );
cloud3d_imposter_state->setColourMaterial( GL_AMBIENT_AND_DIFFUSE );
cloud3d_imposter_state->setMaterial( GL_DIFFUSE, 1, 1, 1, 1 );
cloud3d_imposter_state->setMaterial( GL_AMBIENT, 1, 1, 1, 1 );
cloud3d_imposter_state->setMaterial( GL_EMISSION, 0, 0, 0, 1 );
cloud3d_imposter_state->setMaterial( GL_SPECULAR, 0, 0, 0, 1 );
cloud3d_imposter_state->enable( GL_BLEND );
cloud3d_imposter_state->enable( GL_ALPHA_TEST );
cloud3d_imposter_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 );
}
// 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. Enabling this has
// performance implications. See the docs for glNormal.
// glEnable( GL_NORMALIZE );
glEnable( GL_LIGHTING );
glEnable( GL_LIGHT0 );
// glLightfv( GL_LIGHT0, GL_POSITION, l->sun_vec ); // done later with ssg
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_EXP2);
if ( (!strcmp(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 ( !strcmp(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 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();
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 );
glLightModeli( GL_LIGHT_MODEL_LOCAL_VIEWER, GL_FALSE );
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 );
ssgSetNearFar( scene_nearplane, scene_farplane );
ssgCullAndDraw( globals->get_scenery()->get_scene_graph() );
// draw the lights
glFogf (GL_FOG_DENSITY, fog_exp2_punch_through);
ssgSetNearFar( scene_nearplane, scene_farplane );
ssgCullAndDraw( globals->get_scenery()->get_gnd_lights_root() );
ssgCullAndDraw( globals->get_scenery()->get_rwy_lights_root() );
if (fgGetBool("/environment/clouds/status"))
thesky->postDraw( cur_fdm_state->get_Altitude() * SG_FEET_TO_METER );
globals->get_model_mgr()->draw();
globals->get_aircraft_model()->draw();
}
// Update all Visuals (redraws anything graphics related)
void fgRenderFrame() {
GLfloat black[4] = { 0.0, 0.0, 0.0, 1.0 };
GLfloat white[4] = { 1.0, 1.0, 1.0, 1.0 };
// Process/manage pending events
global_events.update( delta_time_sec );
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 *groundlevel_nearplane
= fgGetNode("/sim/current-view/ground-level-nearplane-m");
// Update the default (kludged) properties.
fgUpdateProps();
FGViewer *current__view = globals->get_current_view();
fgLIGHT *l = &cur_light_params;
static double last_visibility = -9999;
// update fog params
double actual_visibility = thesky->get_visibility();
if ( actual_visibility != last_visibility ) {
last_visibility = actual_visibility;
fog_exp_density = m_log01 / actual_visibility;
fog_exp2_density = sqrt_m_log01 / actual_visibility;
fog_exp2_punch_through = sqrt_m_log01 / ( actual_visibility * 2.5 );
}
// 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);
}
// Keep resetting sim time while the sim is initializing
globals->set_sim_time_sec( 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.
// calculate our current position in cartesian space
globals->get_scenery()->set_center( globals->get_scenery()->get_next_center() );
// update view port
fgReshape( fgGetInt("/sim/startup/xsize"),
fgGetInt("/sim/startup/ysize") );
if ( fgGetBool("/sim/rendering/clouds3d") ) {
glClear( GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT );
cloud3d_imposter_state->force();
glDisable( GL_FOG );
glColor4f( 1.0, 1.0, 1.0, 1.0 );
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);
*/
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() );
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 ( 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 *)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 ( 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( current__view->get_view_pos(),
current__view->get_zero_elev(),
current__view->get_world_up(),
current__view->getLongitude_deg()
* SGD_DEGREES_TO_RADIANS,
current__view->getLatitude_deg()
* SGD_DEGREES_TO_RADIANS,
current__view->getAltitudeASL_ft() * 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 ( 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
// position tile nodes and update range selectors
// this is done in the main loop now...
// global_tile_mgr.prep_ssg_nodes(visibility_meters);
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 );
ssgSetNearFar( scene_nearplane, scene_farplane );
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 lighting
// Set punch through fog density
glFogf (GL_FOG_DENSITY, fog_exp2_punch_through);
#ifdef FG_EXPERIMENTAL_LIGHTING
// Enable states for drawing points with GL_extension
if (glutExtensionSupported("GL_EXT_point_parameters")) {
glEnable(GL_POINT_SMOOTH);
float quadratic[3] = {1.0, 0.01, 0.0001};
// get the address of our OpenGL extensions
#if !defined(sgi)
glPointParameterfEXT = (PFNGLPOINTPARAMETERFEXTPROC)
wglGetProcAddress("glPointParameterfEXT");
glPointParameterfvEXT = (PFNGLPOINTPARAMETERFVEXTPROC)
wglGetProcAddress("glPointParameterfvEXT");
#endif
// makes the points fade as they move away
glPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT, quadratic);
glPointParameterfEXT(GL_POINT_SIZE_MIN_EXT, 1.0);
glPointSize(4.0);
// Enable states for drawing runway lights with spherical mapping
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);
//Maybe this is not the best way, but it works !!
glPolygonMode(GL_FRONT, GL_POINT);
glCullFace(GL_BACK);
glEnable(GL_CULL_FACE);
}
glDisable( GL_LIGHTING );
// blending function for runway lights
glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) ;
glEnable(GL_BLEND);
#endif
ssgSetNearFar( scene_nearplane, scene_farplane );
ssgCullAndDraw( globals->get_scenery()->get_gnd_lights_root() );
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);
ssgCullAndDraw( globals->get_scenery()->get_rwy_lights_root() );
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++;
#ifdef FG_EXPERIMENTAL_LIGHTING
if (glutExtensionSupported("GL_EXT_point_parameters")) {
// Disable states used for runway lighting
glPolygonMode(GL_FRONT, GL_FILL);
glDisable(GL_TEXTURE_GEN_S);
glDisable(GL_TEXTURE_GEN_T);
glPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT,
default_attenuation);
}
glPointSize(1.0);
#endif
if ( fgGetBool("/sim/rendering/skyblend") ) {
// draw the sky cloud layers
if (fgGetBool("/environment/clouds/status")) {
thesky->postDraw( cur_fdm_state->get_Altitude()
* SG_FEET_TO_METER );
}
}
if ( 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);
*/
sgClouds3d->Draw((sgVec4 *)current__view->get_VIEW());
glEnable( GL_FOG );
glEnable( GL_LIGHTING );
glEnable( GL_DEPTH_TEST );
glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ) ;
}
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
globals->get_ATC_display()->update(delta_time_sec);
// update the panel subsystem
if ( current_panel != NULL ) {
current_panel->update(delta_time_sec);
}
// 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 );
}
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;
//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() ) {
// do nothing, fdm isn't inited yet
} else {
// we have been inited, and we are good to go ...
if ( !inited ) {
inited = true;
}
globals->get_autopilot()->update(delta_time_sec);
cur_fdm_state->update(delta_time_sec);
globals->get_steam()->update(delta_time_sec);
}
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 ) {
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);
// Update the elapsed time.
static bool first_time = true;
if ( first_time ) {
last_time_stamp.stamp();
first_time = false;
}
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 );
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();
FGLocation * acmodel_location = 0;
if(cur_fdm_state->getACModel() != 0) {
acmodel_location = (FGLocation *) cur_fdm_state->getACModel()->get3DModel()->getFGLocation();
}
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
#ifndef FG_WEATHERCM
globals->get_environment_mgr()->update(delta_time_sec);
#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); */
// Curt is this code used? I don't see any problems when I comment it out.
if ( acmodel_location != 0 ) {
if ( acmodel_location->get_cur_elev_m() > -9990 && cur_fdm_state->get_inited() ) {
if ( cur_fdm_state->get_Altitude() * SG_FEET_TO_METER <
(acmodel_location->get_cur_elev_m() + 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,
acmodel_location->get_cur_elev_m() + alt_adjust_m - 3.0,
acmodel_location->get_cur_elev_m() + alt_adjust_m );
cur_fdm_state->set_Altitude( (acmodel_location->get_cur_elev_m()
+ alt_adjust_m) * SG_METER_TO_FEET );
SG_LOG( SG_ALL, SG_DEBUG,
"<*> resetting altitude to "
<< cur_fdm_state->get_Altitude() * SG_FEET_TO_METER
<< " meters" );
}
}
}
// End of code in question. (see Curt is this code used? above)
/* 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 );
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
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) *
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" );
}
// 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
material_lib.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->getFGLocation() ) {
if( acmodel_location != 0 ) {
global_tile_mgr.prep_ssg_nodes(visibility_meters,
acmodel_location->get_world_up(),
acmodel_location->get_tile_center());
global_tile_mgr.update( acmodel_location->getLongitude_deg(),
acmodel_location->getLatitude_deg(),
visibility_meters,
acmodel_location->get_absolute_view_pos(),
acmodel_location->get_current_bucket(),
acmodel_location->get_previous_bucket(),
acmodel_location->get_tile_center()
);
// save results of update in FGLocation 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_current_bucket( global_tile_mgr.get_current_bucket() );
acmodel_location->set_previous_bucket( global_tile_mgr.get_previous_bucket() );
acmodel_location->set_tile_center( globals->get_scenery()->get_next_center() );
}
}
global_tile_mgr.prep_ssg_nodes(visibility_meters,
current_view->getFGLocation()->get_world_up(),
current_view->getFGLocation()->get_tile_center());
// 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.
global_tile_mgr.update( current_view->getLongitude_deg(),
current_view->getLatitude_deg(),
visibility_meters,
current_view->get_absolute_view_pos(),
current_view->getFGLocation()->get_current_bucket(),
current_view->getFGLocation()->get_previous_bucket(),
current_view->getFGLocation()->get_tile_center()
);
// save results of update in FGLocation for fdm...
if ( globals->get_scenery()->get_cur_elev() > -9990 ) {
current_view->getFGLocation()->set_cur_elev_m( globals->get_scenery()->get_cur_elev() );
}
current_view->getFGLocation()->set_current_bucket( global_tile_mgr.get_current_bucket() );
current_view->getFGLocation()->set_previous_bucket( global_tile_mgr.get_previous_bucket() );
current_view->getFGLocation()->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 FGLocation as well...
if( acmodel_location == current_view->getFGLocation() ) {
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_current_bucket( global_tile_mgr.get_current_bucket() );
acmodel_location->set_previous_bucket( global_tile_mgr.get_previous_bucket() );
acmodel_location->set_tile_center( globals->get_scenery()->get_next_center() );
}
}
// END Tile Manager udpates
// 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 ) {
// setup OpenGL view parameters
fgInitVisuals();
idle_state++;
} else if ( idle_state == 5 ) {
idle_state++;
} else if ( idle_state == 6 ) {
// 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.
glutIdleFunc(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 ) {
int view_h;
if ( (!fgGetBool("/sim/virtual-cockpit"))
&& fgPanelVisible() && idle_state == 1000 ) {
view_h = (int)(height * (current_panel->getViewHeight() -
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();
sgClouds3d->Resize( viewmgr->get_current_view()->get_h_fov(),
viewmgr->get_current_view()->get_v_fov() );
}
// 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. 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 1;
}
// Initialize GLUT event handlers
int 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 1;
}
// Initialize the localization
SGPropertyNode *fgInitLocale(const char *language) {
SGPropertyNode *c_node = NULL, *d_node = NULL;
SGPropertyNode *intl = fgGetNode("/sim/intl");
SG_LOG(SG_GENERAL, SG_INFO, "Selected language: " << language );
// localization not defined
if (!intl)
return NULL;
//
// Select the proper language from the list
//
vector<SGPropertyNode_ptr> locale = intl->getChildren("locale");
for (unsigned int i = 0; i < locale.size(); i++) {
vector<SGPropertyNode_ptr> lang = locale[i]->getChildren("lang");
for (unsigned int j = 0; j < lang.size(); j++) {
if (!strcmp(lang[j]->getStringValue(), language)) {
c_node = locale[i];
break;
}
}
}
// No <locale> tags defined
if (!c_node)
return NULL;
//
// Load the default strings
//
d_node = intl->getChild("locale");
SGPath d_path( globals->get_fg_root() );
if (!c_node)
c_node = d_node;
const char *d_path_str = d_node->getStringValue("strings");
if (!d_path_str) {
SG_LOG(SG_GENERAL, SG_ALERT, "Incorrect path in configuration file.");
return NULL;
}
d_path.append(d_path_str);
SG_LOG(SG_GENERAL, SG_INFO, "Reading localized strings from "
<< d_path.str());
SGPropertyNode *strings = c_node->getNode("strings");
try {
readProperties(d_path.str(), strings);
} catch (const sg_exception &e) {
SG_LOG(SG_GENERAL, SG_ALERT, "Unable to read the localized strings");
return NULL;
}
//
// Load the language specific strings
//
SGPath c_path( globals->get_fg_root() );
const char *c_path_str = c_node->getStringValue("strings");
if (!c_path_str) {
SG_LOG(SG_GENERAL, SG_ALERT, "Incorrect path in configuration file.");
return NULL;
}
c_path.append(c_path_str);
SG_LOG(SG_GENERAL, SG_INFO, "Reading localized strings from "
<< c_path.str());
try {
readProperties(c_path.str(), strings);
} catch (const sg_exception &e) {
SG_LOG(SG_GENERAL, SG_ALERT, "Unable to read the localized strings");
return NULL;
}
return c_node;
}
// Main loop
int mainLoop( 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;
#ifndef FG_WEATHERCM
globals->set_environment_mgr(new FGEnvironmentMgr);
#endif
// seed the random number generater
sg_srandom_time();
SGRoute *route = new SGRoute;
globals->set_route( route );
FGControls *controls = new FGControls;
globals->set_controls( controls );
FGSteam *steam = new FGSteam;
globals->set_steam( steam );
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[] = "0.9.0";
string base_version = fgBasePackageVersion();
if ( !(base_version == required_version) ) {
// tell the operator how to use this application
fgUsage();
cout << endl << "Base package check failed ... " \
<< "Found version " << base_version << " at: " \
<< globals->get_fg_root() << endl;
cout << "Please upgrade to version" << required_version << endl;
exit(-1);
}
// 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 localization routines
if (globals->get_locale() == NULL) {
char *language = getenv("LANG");
if (language == NULL) {
SG_LOG(SG_GENERAL, SG_ALERT, "Unable to detect the language" );
language = "C";
}
SGPropertyNode *locale = fgInitLocale(language);
if (!locale) {
cerr
<< "Not internationalization settings specified in preferences.xml"
<< endl;
return false;
}
globals->set_locale( locale );
}
// 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();
#ifdef GL_EXT_texture_lod_bias
glTexEnvf( GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, -0.5 ) ;
#endif
// Set position relative to glide slope if requested
fgSetPosFromGlideSlope();
// If we have an explicit, in-range lon/lat, use it.
// If not, check for an airport-id and use that.
// If not, default to the middle of the KSFO field.
// The default values for lon/lat are deliberately out of range
// so that the airport-id can take effect; valid lon/lat will
// override airport-id, however.
double lon_deg = fgGetDouble("/position/longitude-deg");
double lat_deg = fgGetDouble("/position/latitude-deg");
if (lon_deg < -180 || lon_deg > 180 || lat_deg < -90 || lat_deg > 90) {
if ( fgGetString("/sim/startup/airport-id")[0] != '\0' ) {
fgSetPosFromAirportIDandHdg( fgGetString("/sim/startup/airport-id"),
fgGetDouble("/orientation/heading-deg") );
// set tower position (a little off the heading for single
// runway airports)
fgSetTowerPosFromAirportID( fgGetString("/sim/startup/airport-id"),
fgGetDouble("orientation/heading") );
} else {
// Default to middle of KSFO field
fgSetDouble("/position/longitude-deg", -122.374843);
fgSetDouble("/position/latitude-deg", 37.619002);
}
}
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);
}
SGPath modelpath( globals->get_fg_root() );
ssgModelPath( (char *)modelpath.c_str() );
// Initialize the global scenery manager
globals->set_scenery( new FGScenery );
globals->get_scenery()->init();
globals->get_scenery()->bind();
////////////////////////////////////////////////////////////////////
// Initialize the general model subsystem.
////////////////////////////////////////////////////////////////////
globals->set_model_loader(new FGModelLoader);
globals->set_texture_loader(new FGTextureLoader);
globals->set_model_mgr(new FGModelMgr);
globals->get_model_mgr()->init();
globals->get_model_mgr()->bind();
////////////////////////////////////////////////////////////////////
// Initialize the 3D aircraft model 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() );
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 );
// Initialize MagVar model
SGMagVar *magvar = new SGMagVar();
globals->set_mag( magvar );
// 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 0;
}
// $$$ end - added VS Renganathan, 15 Oct 2K
// - added Venky , 12 Nov 2K
#if defined(__linux__) && defined(__i386__)
static void handleFPE (int);
static void
initFPE ()
{
fpu_control_t fpe_flags = 0;
_FPU_GETCW(fpe_flags);
// fpe_flags &= ~_FPU_MASK_IM; // invalid operation
// fpe_flags &= ~_FPU_MASK_DM; // denormalized operand
// fpe_flags &= ~_FPU_MASK_ZM; // zero-divide
// fpe_flags &= ~_FPU_MASK_OM; // overflow
// fpe_flags &= ~_FPU_MASK_UM; // underflow
// fpe_flags &= ~_FPU_MASK_PM; // precision (inexact result)
_FPU_SETCW(fpe_flags);
signal(SIGFPE, handleFPE);
}
static void
handleFPE (int num)
{
initFPE();
SG_LOG(SG_GENERAL, SG_ALERT, "Floating point interrupt (SIGFPE)");
}
#endif
#ifdef __APPLE__
typedef struct
{
int lo;
int hi;
} PSN;
extern "C" {
short CPSGetCurrentProcess(PSN *psn);
short CPSSetProcessName (PSN *psn, char *processname);
short CPSEnableForegroundOperation(PSN *psn, int _arg2, int _arg3, int _arg4, int _arg5);
short CPSSetFrontProcess(PSN *psn);
};
#define CPSEnableFG(psn) CPSEnableForegroundOperation(psn,0x03,0x3C,0x2C,0x1103)
#endif
// Main entry point; catch any exceptions that have made it this far.
int main ( int argc, char **argv ) {
// Enable floating-point exceptions for Linux/x86
#if defined(__linux__) && defined(__i386__)
initFPE();
#endif
// Enable floating-point exceptions for Windows
#if defined( _MSC_VER ) && defined( DEBUG )
// Christian, we should document what this does
_control87( _EM_INEXACT, _MCW_EM );
#endif
#if defined( HAVE_BC5PLUS )
_control87(MCW_EM, MCW_EM); /* defined in float.h */
#endif
// Keyboard focus hack
#ifdef __APPLE__
{
PSN psn;
glutInit (&argc, argv);
CPSGetCurrentProcess(&psn);
CPSSetProcessName(&psn, "FlightGear");
CPSEnableFG(&psn);
CPSSetFrontProcess(&psn);
}
#endif
// FIXME: add other, more specific
// exceptions.
try {
mainLoop(argc, argv);
} catch (sg_throwable &t) {
// We must use cerr rather than
// logging, since logging may be
// disabled.
cerr << "Fatal error: " << t.getFormattedMessage()
<< "\n (received from " << t.getOrigin() << ')' << endl;
exit(1);
}
return 0;
}
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_loader()->load_model( obj_filename );
}
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;
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 ( 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 );
}
} //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