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flightgear/src/Main/main.cxx

2130 lines
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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
#include <simgear/compiler.h>
#if defined(__linux__) && defined(__i386__)
# include <fpu_control.h>
# include <signal.h>
#endif
#ifdef SG_MATH_EXCEPTION_CLASH
# include <math.h>
#endif
#ifdef HAVE_WINDOWS_H
# include <windows.h>
# include <float.h>
#endif
#include <plib/ssg.h>
#include <plib/pu.h>
#include <plib/netSocket.h>
#include <simgear/screen/extensions.hxx>
#include <simgear/scene/material/matlib.hxx>
#include <simgear/props/props.hxx>
#include <simgear/scene/sky/sky.hxx>
#include <simgear/timing/sg_time.hxx>
#include <simgear/scene/model/animation.hxx>
#include <simgear/ephemeris/ephemeris.hxx>
#include <simgear/scene/model/placement.hxx>
#include <simgear/math/sg_random.h>
#include <simgear/route/route.hxx>
#include <simgear/scene/model/modellib.hxx>
#ifdef FG_USE_CLOUDS_3D
# include <simgear/scene/sky/clouds3d/SkySceneLoader.hpp>
# include <simgear/scene/sky/clouds3d/SkyUtil.hpp>
#endif
#include <Include/general.hxx>
#include <Scenery/tileentry.hxx>
#include <Time/FGEventMgr.hxx>
#include <Time/light.hxx>
#include <Time/light.hxx>
#include <Aircraft/aircraft.hxx>
#include <Cockpit/panel.hxx>
#include <Cockpit/cockpit.hxx>
#include <Cockpit/radiostack.hxx>
#include <Cockpit/hud.hxx>
#include <Model/panelnode.hxx>
#include <Model/modelmgr.hxx>
#include <Model/acmodel.hxx>
#include <Scenery/scenery.hxx>
#include <Scenery/tilemgr.hxx>
#include <FDM/flight.hxx>
#include <FDM/UIUCModel/uiuc_aircraftdir.h>
#include <FDM/ADA.hxx>
#include <ATC/ATCdisplay.hxx>
#include <ATC/ATCmgr.hxx>
#include <ATC/AIMgr.hxx>
#include <Autopilot/newauto.hxx>
#include <Replay/replay.hxx>
#include <Time/tmp.hxx>
#include <Time/fg_timer.hxx>
#include <Environment/environment_mgr.hxx>
#ifdef FG_NETWORK_OLK
#include <NetworkOLK/network.h>
#endif
#ifdef FG_MPLAYER_AS
#include <MultiPlayer/multiplaytxmgr.hxx>
#include <MultiPlayer/multiplayrxmgr.hxx>
#endif
#include "splash.hxx"
#include "fg_commands.hxx"
#include "fg_io.hxx"
#include "main.hxx"
float default_attenuation[3] = {1.0, 0.0, 0.0};
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 = 0.0;
glPointParameterfProc glPointParameterfPtr = 0;
glPointParameterfvProc glPointParameterfvPtr = 0;
bool glPointParameterIsSupported = false;
#ifdef FG_WEATHERCM
# include <WeatherCM/FGLocalWeatherDatabase.h>
#endif
#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;
// 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 rwy_exp2_punch_through;
static GLfloat taxi_exp2_punch_through;
static GLfloat ground_exp2_punch_through;
#ifdef FG_NETWORK_OLK
ssgSelector *fgd_sel = NULL;
ssgTransform *fgd_pos = NULL;
#endif
// Sky structures
SGSky *thesky;
#ifdef FG_USE_CLOUDS_3D
SkySceneLoader *sgClouds3d;
bool _bcloud_orig = true;
#endif
// 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 =
(globals->get_current_panel()->getViewHeight() - globals->get_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 );
if (fgGetBool("/sim/rendering/specular-highlight")) {
glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
} else {
glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SINGLE_COLOR);
}
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( cur_fdm_state->get_Altitude() * SG_FEET_TO_METER );
// 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, rwy_exp2_punch_through);
ssgSetNearFar( scene_nearplane, scene_farplane );
ssgCullAndDraw( globals->get_scenery()->get_rwy_lights_root() );
ssgCullAndDraw( globals->get_scenery()->get_gnd_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() {
bool draw_otw = fgGetBool("/sim/rendering/draw-otw");
bool skyblend = fgGetBool("/sim/rendering/skyblend");
bool enhanced_lighting = fgGetBool("/sim/rendering/enhanced-lighting");
bool distance_attenuation = fgGetBool("/sim/rendering/distance-attenuation");
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;
if (fgGetBool("/environment/clouds/status"))
actual_visibility = thesky->get_visibility();
else
actual_visibility = fgGetDouble("/environment/visibility-m");
if ( actual_visibility != last_visibility ) {
last_visibility = actual_visibility;
fog_exp_density = m_log01 / actual_visibility;
fog_exp2_density = sqrt_m_log01 / actual_visibility;
ground_exp2_punch_through = sqrt_m_log01 / (actual_visibility * 1.5);
if ( actual_visibility < 8000 ) {
rwy_exp2_punch_through = sqrt_m_log01 / (actual_visibility * 2.5);
taxi_exp2_punch_through = sqrt_m_log01 / (actual_visibility * 1.5);
} else {
rwy_exp2_punch_through = sqrt_m_log01 / ( 8000 * 2.5 );
taxi_exp2_punch_through = sqrt_m_log01 / ( 8000 * 1.5 );
}
}
// 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, 1.0);
}
// Keep resetting sim time while the sim is initializing
globals->set_sim_time_sec( 0.0 );
SGAnimation::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 ) ;
#ifdef FG_USE_CLOUDS_3D
if ( _bcloud_orig ) {
Point3D c = globals->get_scenery()->get_center();
sgClouds3d->Set_Cloud_Orig( &c );
_bcloud_orig = false;
}
sgClouds3d->Update( current__view->get_absolute_view_pos() );
#endif
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ) ;
glDisable(GL_DEPTH_TEST);
}
clear_mask = GL_DEPTH_BUFFER_BIT;
if ( fgGetBool("/sim/rendering/wireframe") ) {
clear_mask |= GL_COLOR_BUFFER_BIT;
}
if ( skyblend ) {
if ( fgGetBool("/sim/rendering/textures") ) {
// glClearColor(black[0], black[1], black[2], black[3]);
glClearColor(l->adj_fog_color[0], l->adj_fog_color[1],
l->adj_fog_color[2], l->adj_fog_color[3]);
clear_mask |= GL_COLOR_BUFFER_BIT;
}
} else {
glClearColor(l->sky_color[0], l->sky_color[1],
l->sky_color[2], l->sky_color[3]);
clear_mask |= GL_COLOR_BUFFER_BIT;
}
glClear( clear_mask );
// Tell GL we are switching to model view parameters
// I really should create a derived ssg node or use a call
// back or something so that I can draw the sky within the
// ssgCullAndDraw() function, but for now I just mimic what
// ssg does to set up the model view matrix
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
ssgSetCamera( (sgVec4 *)current__view->get_VIEW() );
// set the opengl state to known default values
default_state->force();
// update fog params if visibility has changed
double visibility_meters = fgGetDouble("/environment/visibility-m");
thesky->set_visibility(visibility_meters);
thesky->modify_vis( cur_fdm_state->get_Altitude() * SG_FEET_TO_METER,
( global_multi_loop * fgGetInt("/sim/speed-up") )
/ (double)fgGetInt("/sim/model-hz") );
// Set correct opengl fog density
glFogf (GL_FOG_DENSITY, fog_exp2_density);
// update the sky dome
if ( skyblend ) {
/*
SG_LOG( SG_GENERAL, SG_BULK, "thesky->repaint() sky_color = "
<< cur_light_params.sky_color[0] << " "
<< cur_light_params.sky_color[1] << " "
<< cur_light_params.sky_color[2] << " "
<< cur_light_params.sky_color[3] );
SG_LOG( SG_GENERAL, SG_BULK, " fog = "
<< cur_light_params.fog_color[0] << " "
<< cur_light_params.fog_color[1] << " "
<< cur_light_params.fog_color[2] << " "
<< cur_light_params.fog_color[3] );
SG_LOG( SG_GENERAL, SG_BULK,
" sun_angle = " << cur_light_params.sun_angle
<< " moon_angle = " << cur_light_params.moon_angle );
*/
static SGSkyColor scolor;
scolor.sky_color = cur_light_params.sky_color;
scolor.fog_color = cur_light_params.adj_fog_color;
scolor.cloud_color = cur_light_params.cloud_color;
scolor.sun_angle = cur_light_params.sun_angle;
scolor.moon_angle = cur_light_params.moon_angle;
scolor.nplanets = globals->get_ephem()->getNumPlanets();
scolor.nstars = globals->get_ephem()->getNumStars();
scolor.planet_data = globals->get_ephem()->getPlanets();
scolor.star_data = globals->get_ephem()->getStars();
thesky->repaint( scolor );
/*
SG_LOG( SG_GENERAL, SG_BULK,
"thesky->reposition( view_pos = " << view_pos[0] << " "
<< view_pos[1] << " " << view_pos[2] );
SG_LOG( SG_GENERAL, SG_BULK,
" zero_elev = " << zero_elev[0] << " "
<< zero_elev[1] << " " << zero_elev[2]
<< " lon = " << cur_fdm_state->get_Longitude()
<< " lat = " << cur_fdm_state->get_Latitude() );
SG_LOG( SG_GENERAL, SG_BULK,
" sun_rot = " << cur_light_params.sun_rotation
<< " gst = " << SGTime::cur_time_params->getGst() );
SG_LOG( SG_GENERAL, SG_BULK,
" sun ra = " << globals->get_ephem()->getSunRightAscension()
<< " sun dec = " << globals->get_ephem()->getSunDeclination()
<< " moon ra = " << globals->get_ephem()->getMoonRightAscension()
<< " moon dec = " << globals->get_ephem()->getMoonDeclination() );
*/
// The sun and moon distances are scaled down versions
// of the actual distance to get both the moon and the sun
// within the range of the far clip plane.
// Moon distance: 384,467 kilometers
// Sun distance: 150,000,000 kilometers
double sun_horiz_eff, moon_horiz_eff;
if (fgGetBool("/sim/rendering/horizon-effect")) {
sun_horiz_eff = 0.67+pow(0.5+cos(cur_light_params.sun_angle*2)/2,0.33)/3;
moon_horiz_eff = 0.67+pow(0.5+cos(cur_light_params.moon_angle*2)/2,0.33)/3;
} else {
sun_horiz_eff = moon_horiz_eff = 1.0;
}
static SGSkyState sstate;
sstate.view_pos = current__view->get_view_pos();
sstate.zero_elev = current__view->get_zero_elev();
sstate.view_up = current__view->get_world_up();
sstate.lon = current__view->getLongitude_deg()
* SGD_DEGREES_TO_RADIANS;
sstate.lat = current__view->getLatitude_deg()
* SGD_DEGREES_TO_RADIANS;
sstate.alt = current__view->getAltitudeASL_ft()
* SG_FEET_TO_METER;
sstate.spin = cur_light_params.sun_rotation;
sstate.gst = globals->get_time_params()->getGst();
sstate.sun_ra = globals->get_ephem()->getSunRightAscension();
sstate.sun_dec = globals->get_ephem()->getSunDeclination();
sstate.sun_dist = 50000.0 * sun_horiz_eff;
sstate.moon_ra = globals->get_ephem()->getMoonRightAscension();
sstate.moon_dec = globals->get_ephem()->getMoonDeclination();
sstate.moon_dist = 40000.0 * moon_horiz_eff;
thesky->reposition( sstate, delta_time_sec );
}
glEnable( GL_DEPTH_TEST );
if ( strcmp(fgGetString("/sim/rendering/fog"), "disabled") ) {
glEnable( GL_FOG );
glFogi( GL_FOG_MODE, GL_EXP2 );
glFogfv( GL_FOG_COLOR, l->adj_fog_color );
}
// set sun/lighting parameters
ssgGetLight( 0 ) -> setPosition( l->sun_vec );
// GL_LIGHT_MODEL_AMBIENT has a default non-zero value so if
// we only update GL_AMBIENT for our lights we will never get
// a completely dark scene. So, we set GL_LIGHT_MODEL_AMBIENT
// explicitely to black.
glLightModelfv( GL_LIGHT_MODEL_AMBIENT, black );
if (fgGetBool("/sim/rendering/specular-highlight")) {
glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL,
GL_SEPARATE_SPECULAR_COLOR);
} else {
glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL,
GL_SINGLE_COLOR);
}
ssgGetLight( 0 ) -> setColour( GL_AMBIENT, l->scene_ambient );
ssgGetLight( 0 ) -> setColour( GL_DIFFUSE, l->scene_diffuse );
ssgGetLight( 0 ) -> setColour( GL_SPECULAR, l->scene_specular );
// texture parameters
// glEnable( GL_TEXTURE_2D );
glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ) ;
glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST ) ;
// glMatrixMode( GL_PROJECTION );
// glLoadIdentity();
ssgSetFOV( current__view->get_h_fov(),
current__view->get_v_fov() );
double agl =
current_aircraft.fdm_state->get_Altitude() * SG_FEET_TO_METER
- globals->get_scenery()->get_cur_elev();
if ( agl > 10.0 ) {
scene_nearplane = 10.0f;
scene_farplane = 120000.0f;
} else {
scene_nearplane = groundlevel_nearplane->getDoubleValue();
scene_farplane = 120000.0f;
}
ssgSetNearFar( scene_nearplane, scene_farplane );
// $$$ begin - added VS Renganthan 17 Oct 2K
if(objc)
fgUpdateDCS();
// $$$ end - added VS Renganthan 17 Oct 2K
# ifdef FG_NETWORK_OLK
if ( fgGetBool("/sim/networking/network-olk") ) {
sgCoord fgdpos;
other = head->next; /* put listpointer to start */
while ( other != tail) { /* display all except myself */
if ( strcmp( other->ipadr, fgd_mcp_ip) != 0) {
other->fgd_sel->select(1);
sgSetCoord( &fgdpos, other->sgFGD_COORD );
other->fgd_pos->setTransform( &fgdpos );
}
other = other->next;
}
// fgd_sel->select(1);
// sgCopyMat4( sgTUX, current_view.sgVIEW);
// sgCoord fgdpos;
// sgSetCoord( &fgdpos, sgFGD_VIEW );
// fgd_pos->setTransform( &fgdpos);
}
# endif
#ifdef FG_MPLAYER_AS
// Update any multiplayer models
globals->get_multiplayer_rx_mgr()->Update();
#endif
if ( draw_otw && skyblend )
{
// draw the sky backdrop
// we need a white diffuse light for the phase of the moon
ssgGetLight( 0 ) -> setColour( GL_DIFFUSE, white );
thesky->preDraw( cur_fdm_state->get_Altitude() * SG_FEET_TO_METER );
// return to the desired diffuse color
ssgGetLight( 0 ) -> setColour( GL_DIFFUSE, l->scene_diffuse );
// FIXME: This should not be needed, but at this time (08/15/2003)
// certain NVidia drivers don't seem to implement
// fgPushAttrib(FG_FOG_BIT) properly. The result is that
// there is not fog when looking at the sun.
glFogf ( GL_FOG_DENSITY, fog_exp2_density );
}
// draw the ssg scene
glEnable( GL_DEPTH_TEST );
ssgSetNearFar( scene_nearplane, scene_farplane );
if ( fgGetBool("/sim/rendering/wireframe") ) {
// draw wire frame
glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
}
if ( draw_otw ) {
ssgCullAndDraw( globals->get_scenery()->get_scene_graph() );
}
// This is a bit kludgy. Every 200 frames, do an extra
// traversal of the scene graph without drawing anything, but
// with the field-of-view set to 360x360 degrees. This
// ensures that out-of-range random objects that are not in
// the current view frustum will still be freed properly.
static int counter = 0;
counter++;
if (counter == 200) {
sgFrustum f;
f.setFOV(360, 360);
// No need to put the near plane too close;
// this way, at least the aircraft can be
// culled.
f.setNearFar(1000, 1000000);
sgMat4 m;
ssgGetModelviewMatrix(m);
globals->get_scenery()->get_scene_graph()->cull(&f, m, true);
counter = 0;
}
// change state for lighting here
// draw runway lighting
glFogf (GL_FOG_DENSITY, rwy_exp2_punch_through);
ssgSetNearFar( scene_nearplane, scene_farplane );
if ( enhanced_lighting ) {
// Enable states for drawing points with GL_extension
glEnable(GL_POINT_SMOOTH);
if ( distance_attenuation && glPointParameterIsSupported )
{
// Enable states for drawing points with GL_extension
glEnable(GL_POINT_SMOOTH);
float quadratic[3] = {1.0, 0.001, 0.0000001};
// makes the points fade as they move away
glPointParameterfvPtr(GL_DISTANCE_ATTENUATION_EXT, quadratic);
glPointParameterfPtr(GL_POINT_SIZE_MIN_EXT, 1.0);
}
glPointSize(4.0);
// blending function for runway lights
glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) ;
}
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
glEnable(GL_TEXTURE_GEN_S);
glEnable(GL_TEXTURE_GEN_T);
glPolygonMode(GL_FRONT, GL_POINT);
// draw runway lighting
if ( draw_otw ) {
ssgCullAndDraw( globals->get_scenery()->get_rwy_lights_root() );
}
// change punch through and then draw taxi lighting
glFogf ( GL_FOG_DENSITY, fog_exp2_density );
// sgVec3 taxi_fog;
// sgSetVec3( taxi_fog, 0.0, 0.0, 0.0 );
// glFogfv ( GL_FOG_COLOR, taxi_fog );
if ( draw_otw ) {
ssgCullAndDraw( globals->get_scenery()->get_taxi_lights_root() );
}
// clean up lighting
glPolygonMode(GL_FRONT, GL_FILL);
glDisable(GL_TEXTURE_GEN_S);
glDisable(GL_TEXTURE_GEN_T);
//static int _frame_count = 0;
//if (_frame_count % 30 == 0) {
// printf("SSG: %s\n", ssgShowStats());
//}
//else {
// ssgShowStats();
//}
//_frame_count++;
if ( enhanced_lighting ) {
if ( distance_attenuation && glPointParameterIsSupported )
{
glPointParameterfvPtr(GL_DISTANCE_ATTENUATION_EXT,
default_attenuation);
}
glPointSize(1.0);
glDisable(GL_POINT_SMOOTH);
}
// draw ground lighting
glFogf (GL_FOG_DENSITY, ground_exp2_punch_through);
if ( draw_otw ) {
ssgCullAndDraw( globals->get_scenery()->get_gnd_lights_root() );
}
if ( skyblend ) {
// draw the sky cloud layers
if ( draw_otw && fgGetBool("/environment/clouds/status") )
{
thesky->postDraw( cur_fdm_state->get_Altitude()
* SG_FEET_TO_METER );
}
}
if ( draw_otw && fgGetBool("/sim/rendering/clouds3d") )
{
glDisable( GL_FOG );
glDisable( GL_LIGHTING );
// cout << "drawing new clouds" << endl;
glEnable(GL_DEPTH_TEST);
glEnable(GL_BLEND);
glBlendFunc( GL_ONE, GL_ONE_MINUS_SRC_ALPHA ) ;
/*
glEnable( GL_TEXTURE_2D );
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
*/
#ifdef FG_USE_CLOUDS_3D
sgClouds3d->Draw((sgVec4 *)current__view->get_VIEW());
#endif
glEnable( GL_FOG );
glEnable( GL_LIGHTING );
glEnable( GL_DEPTH_TEST );
glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ) ;
}
if ( draw_otw ) {
globals->get_model_mgr()->draw();
globals->get_aircraft_model()->draw();
}
// display HUD && Panel
glDisable( GL_FOG );
glDisable( GL_DEPTH_TEST );
// glDisable( GL_CULL_FACE );
// glDisable( GL_TEXTURE_2D );
// update the controls subsystem
globals->get_controls()->update(delta_time_sec);
hud_and_panel->apply();
fgCockpitUpdate();
// Use the hud_and_panel ssgSimpleState for rendering the ATC output
// This only works properly if called before the panel call
if((fgGetBool("/sim/ATC/enabled")) || (fgGetBool("/sim/ai-traffic/enabled")))
globals->get_ATC_display()->update(delta_time_sec);
// update the panel subsystem
if ( globals->get_current_panel() != NULL ) {
globals->get_current_panel()->update(delta_time_sec);
}
fgUpdate3DPanels();
// We can do translucent menus, so why not. :-)
menus->apply();
glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ) ;
puDisplay();
// glDisable ( GL_BLEND ) ;
glEnable( GL_DEPTH_TEST );
glEnable( GL_FOG );
// Fade out the splash screen over the first three seconds.
double t = globals->get_sim_time_sec();
if ( t <= 1.0 ) {
fgSplashUpdate(0.0, 1.0);
} else if ( t <= 3.0) {
fgSplashUpdate(0.0, (3.0 - t) / 2.0);
}
}
glutSwapBuffers();
}
// Update internal time dependent calculations (i.e. flight model)
// FIXME: this distinction is obsolete; all subsystems now get delta
// time on update.
void fgUpdateTimeDepCalcs() {
static bool inited = false;
static const SGPropertyNode *replay_master
= fgGetNode( "/sim/freeze/replay", true );
static SGPropertyNode *replay_time
= fgGetNode( "/sim/replay/time", true );
static const SGPropertyNode *replay_end_time
= fgGetNode( "/sim/replay/end-time", true );
//SG_LOG(SG_FLIGHT,SG_INFO, "Updating time dep calcs()");
fgLIGHT *l = &cur_light_params;
// Initialize the FDM here if it hasn't been and if we have a
// scenery elevation hit.
// cout << "cur_fdm_state->get_inited() = " << cur_fdm_state->get_inited()
// << " cur_elev = " << scenery.get_cur_elev() << endl;
if ( !cur_fdm_state->get_inited() &&
globals->get_scenery()->get_cur_elev() > -9990 )
{
SG_LOG(SG_FLIGHT,SG_INFO, "Finally initializing fdm");
cur_fdm_state->init();
if ( cur_fdm_state->get_bound() ) {
cur_fdm_state->unbind();
}
cur_fdm_state->bind();
}
// conceptually, the following block could be done for each fdm
// instance ...
if ( cur_fdm_state->get_inited() ) {
// we have been inited, and we are good to go ...
if ( !inited ) {
inited = true;
}
if ( ! replay_master->getBoolValue() ) {
globals->get_autopilot()->update( delta_time_sec );
cur_fdm_state->update( delta_time_sec );
} else {
FGReplay *r = (FGReplay *)(globals->get_subsystem( "replay" ));
r->replay( replay_time->getDoubleValue() );
replay_time->setDoubleValue( replay_time->getDoubleValue()
+ ( delta_time_sec
* fgGetInt("/sim/speed-up") ) );
}
} else {
// do nothing, fdm isn't inited yet
}
globals->get_model_mgr()->update(delta_time_sec);
globals->get_aircraft_model()->update(delta_time_sec);
// update the view angle
globals->get_viewmgr()->update(delta_time_sec);
l->UpdateAdjFog();
// Update solar system
globals->get_ephem()->update( globals->get_time_params()->getMjd(),
globals->get_time_params()->getLst(),
cur_fdm_state->get_Latitude() );
// Update radio stack model
current_radiostack->update(delta_time_sec);
}
void fgInitTimeDepCalcs( void ) {
// noop for now
}
static const double alt_adjust_ft = 3.758099;
static const double alt_adjust_m = alt_adjust_ft * SG_FEET_TO_METER;
// What should we do when we have nothing else to do? Let's get ready
// for the next move and update the display?
static void fgMainLoop( void ) {
int model_hz = fgGetInt("/sim/model-hz");
static const SGPropertyNode *longitude
= fgGetNode("/position/longitude-deg");
static const SGPropertyNode *latitude
= fgGetNode("/position/latitude-deg");
static const SGPropertyNode *altitude
= fgGetNode("/position/altitude-ft");
static const SGPropertyNode *clock_freeze
= fgGetNode("/sim/freeze/clock", true);
static const SGPropertyNode *cur_time_override
= fgGetNode("/sim/time/cur-time-override", true);
static const SGPropertyNode *replay_master
= fgGetNode("/sim/freeze/replay", true);
// Update the elapsed time.
static bool first_time = true;
if ( first_time ) {
last_time_stamp.stamp();
first_time = false;
}
double throttle_hz = fgGetDouble("/sim/frame-rate-throttle-hz", 0.0);
if ( throttle_hz > 0.0 ) {
// simple frame rate throttle
double dt = 1000000.0 / throttle_hz;
current_time_stamp.stamp();
while ( current_time_stamp - last_time_stamp < dt ) {
current_time_stamp.stamp();
}
} else {
// run as fast as the app will go
current_time_stamp.stamp();
}
delta_time_sec = double(current_time_stamp - last_time_stamp) / 1000000.0;
if ( clock_freeze->getBoolValue() ) {
delta_time_sec = 0;
}
last_time_stamp = current_time_stamp;
globals->inc_sim_time_sec( delta_time_sec );
SGAnimation::set_sim_time_sec( globals->get_sim_time_sec() );
static long remainder = 0;
long elapsed;
#ifdef FANCY_FRAME_COUNTER
int i;
double accum;
#else
static time_t last_time = 0;
static int frames = 0;
#endif // FANCY_FRAME_COUNTER
SGTime *t = globals->get_time_params();
sglog().setLogLevels( SG_ALL, (sgDebugPriority)fgGetInt("/sim/log-level") );
sglog().setLogLevels( SG_ALL, SG_INFO );
SGLocation * acmodel_location = 0;
if(cur_fdm_state->getACModel() != 0) {
acmodel_location = (SGLocation *) cur_fdm_state->getACModel()->get3DModel()->getSGLocation();
}
SG_LOG( SG_ALL, SG_DEBUG, "Running Main Loop");
SG_LOG( SG_ALL, SG_DEBUG, "======= ==== ====");
#ifdef FG_NETWORK_OLK
if ( fgGetBool("/sim/networking/network-olk") ) {
if ( net_is_registered == 0 ) { // We first have to reg. to fgd
// printf("FGD: Netupdate\n");
fgd_send_com( "A", FGFS_host); // Send Mat4 data
fgd_send_com( "B", FGFS_host); // Recv Mat4 data
}
}
#endif
#if defined( ENABLE_PLIB_JOYSTICK )
// Read joystick and update control settings
// if ( fgGetString("/sim/control-mode") == "joystick" )
// {
// fgJoystickRead();
// }
#elif defined( ENABLE_GLUT_JOYSTICK )
// Glut joystick support works by feeding a joystick handler
// function to glut. This is taken care of once in the joystick
// init routine and we don't have to worry about it again.
#endif
// Fix elevation. I'm just sticking this here for now, it should
// probably move eventually
/* printf("Before - ground = %.2f runway = %.2f alt = %.2f\n",
scenery.get_cur_elev(),
cur_fdm_state->get_Runway_altitude() * SG_FEET_TO_METER,
cur_fdm_state->get_Altitude() * SG_FEET_TO_METER); */
#if 0
// This code is used by LaRCsim/UIUC to position the aircraft at a proper
// place. This code should eventually go into the LaRCsim directory.
// Commented out at Jul 27 2003 because tests show it is not needed.
// Can probbaly be safely removed after Spet. 2003 - EMH
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 - 130.0) ) {
// 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 - 130.0,
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)
#endif
/* printf("Adjustment - ground = %.2f runway = %.2f alt = %.2f\n",
scenery.get_cur_elev(),
cur_fdm_state->get_Runway_altitude() * SG_FEET_TO_METER,
cur_fdm_state->get_Altitude() * SG_FEET_TO_METER); */
// cout << "Warp = " << globals->get_warp() << endl;
// update "time"
static bool last_clock_freeze = false;
if ( clock_freeze->getBoolValue() ) {
// clock freeze requested
if ( cur_time_override->getLongValue() == 0 ) {
fgSetLong( "/sim/time/cur-time-override", t->get_cur_time() );
globals->set_warp( 0 );
}
} else {
// no clock freeze requested
if ( last_clock_freeze == true ) {
// clock just unfroze, let's set warp as the difference
// between frozen time and current time so we don't get a
// time jump (and corresponding sky object and lighting
// jump.)
globals->set_warp( cur_time_override->getLongValue() - time(NULL) );
fgSetLong( "/sim/time/cur-time-override", 0 );
}
if ( globals->get_warp_delta() != 0 ) {
globals->inc_warp( globals->get_warp_delta() );
}
}
last_clock_freeze = clock_freeze->getBoolValue();
t->update( longitude->getDoubleValue() * SGD_DEGREES_TO_RADIANS,
latitude->getDoubleValue() * SGD_DEGREES_TO_RADIANS,
cur_time_override->getLongValue(),
globals->get_warp() );
if ( globals->get_warp_delta() != 0 ) {
fgUpdateSkyAndLightingParams();
}
// update magvar model
globals->get_mag()->update( longitude->getDoubleValue()
* SGD_DEGREES_TO_RADIANS,
latitude->getDoubleValue()
* SGD_DEGREES_TO_RADIANS,
altitude->getDoubleValue() * SG_FEET_TO_METER,
globals->get_time_params()->getJD() );
// Get elapsed time (in usec) for this past frame
elapsed = fgGetTimeInterval();
SG_LOG( SG_ALL, SG_DEBUG,
"Elapsed time interval is = " << elapsed
<< ", previous remainder is = " << remainder );
// Calculate frame rate average
#ifdef FANCY_FRAME_COUNTER
/* old fps calculation */
if ( elapsed > 0 ) {
double tmp;
accum = 0.0;
for ( i = FG_FRAME_RATE_HISTORY - 2; i >= 0; i-- ) {
tmp = general.get_frame(i);
accum += tmp;
// printf("frame[%d] = %.2f\n", i, g->frames[i]);
general.set_frame(i+1,tmp);
}
tmp = 1000000.0 / (float)elapsed;
general.set_frame(0,tmp);
// printf("frame[0] = %.2f\n", general.frames[0]);
accum += tmp;
general.set_frame_rate(accum / (float)FG_FRAME_RATE_HISTORY);
// printf("ave = %.2f\n", general.frame_rate);
}
#else
if ( (t->get_cur_time() != last_time) && (last_time > 0) ) {
general.set_frame_rate( frames );
fgSetInt("/sim/frame-rate", frames);
SG_LOG( SG_ALL, SG_DEBUG,
"--> Frame rate is = " << general.get_frame_rate() );
frames = 0;
}
last_time = t->get_cur_time();
++frames;
#endif
// Run ATC subsystem
if (fgGetBool("/sim/ATC/enabled"))
globals->get_ATC_mgr()->update(delta_time_sec);
// Run the AI subsystem
if (fgGetBool("/sim/ai-traffic/enabled"))
globals->get_AI_mgr()->update(delta_time_sec);
// Run flight model
// Calculate model iterations needed for next frame
elapsed += remainder;
global_multi_loop = (long)(((double)elapsed * 0.000001) * model_hz );
remainder = elapsed - ( (global_multi_loop*1000000) / model_hz );
SG_LOG( SG_ALL, SG_DEBUG,
"Model iterations needed = " << global_multi_loop
<< ", new remainder = " << remainder );
// chop max interations to something reasonable if the sim was
// delayed for an excesive amount of time
if ( global_multi_loop > 2.0 * model_hz ) {
global_multi_loop = (int)(2.0 * model_hz );
remainder = 0;
}
// flight model
if ( global_multi_loop > 0 ) {
fgUpdateTimeDepCalcs();
} else {
SG_LOG( SG_ALL, SG_DEBUG,
"Elapsed time is zero ... we're zinging" );
}
// Do any I/O channel work that might need to be done
globals->get_io()->update( delta_time_sec );
// see if we need to load any deferred-load textures
globals->get_matlib()->load_next_deferred();
// Run audio scheduler
#ifdef ENABLE_AUDIO_SUPPORT
if ( fgGetBool("/sim/sound/audible")
&& globals->get_soundmgr()->is_working() ) {
globals->get_soundmgr()->update( delta_time_sec );
}
#endif
globals->get_subsystem_mgr()->update(delta_time_sec);
//
// Tile Manager updates - see if we need to load any new scenery tiles.
// this code ties together the fdm, viewer and scenery classes...
// we may want to move this to it's own class at some point
//
double visibility_meters = fgGetDouble("/environment/visibility-m");
FGViewer *current_view = globals->get_current_view();
// update tile manager for FDM...
// ...only if location is different than the viewer (to avoid duplicating effort)
if( acmodel_location != current_view->getSGLocation() ) {
if( acmodel_location != 0 ) {
globals->get_tile_mgr()->prep_ssg_nodes( acmodel_location,
visibility_meters );
globals->get_tile_mgr()->
update( acmodel_location, visibility_meters,
acmodel_location->get_absolute_view_pos(globals->get_scenery()->get_center()) );
// save results of update in SGLocation for fdm...
if ( globals->get_scenery()->get_cur_elev() > -9990 ) {
acmodel_location->
set_cur_elev_m( globals->get_scenery()->get_cur_elev() );
}
acmodel_location->
set_tile_center( globals->get_scenery()->get_next_center() );
}
}
globals->get_tile_mgr()->prep_ssg_nodes( current_view->getSGLocation(),
visibility_meters );
// update tile manager for view...
// IMPORTANT!!! the tilemgr update for view location _must_ be done last
// after the FDM's until all of Flight Gear code references the viewer's location
// for elevation instead of the "scenery's" current elevation.
SGLocation *view_location = globals->get_current_view()->getSGLocation();
globals->get_tile_mgr()->update( view_location, visibility_meters,
current_view->get_absolute_view_pos() );
// save results of update in SGLocation for fdm...
if ( globals->get_scenery()->get_cur_elev() > -9990 ) {
current_view->getSGLocation()->set_cur_elev_m( globals->get_scenery()->get_cur_elev() );
}
current_view->getSGLocation()->set_tile_center( globals->get_scenery()->get_next_center() );
// If fdm location is same as viewer's then we didn't do the update for fdm location
// above so we need to save the viewer results in the fdm SGLocation as well...
if( acmodel_location == current_view->getSGLocation() ) {
if( acmodel_location != 0 ) {
if ( globals->get_scenery()->get_cur_elev() > -9990 ) {
acmodel_location->set_cur_elev_m( globals->get_scenery()->get_cur_elev() );
}
acmodel_location->set_tile_center( globals->get_scenery()->get_next_center() );
}
}
// END Tile Manager udpates
// 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();
// Read the list of available aircrafts
fgReadAircraft();
idle_state++;
} else if ( idle_state == 5 ) {
idle_state++;
} else if ( idle_state == 6 ) {
// sleep(1);
idle_state = 1000;
SG_LOG( SG_GENERAL, SG_INFO, "Panel visible = " << fgPanelVisible() );
fgReshape( fgGetInt("/sim/startup/xsize"),
fgGetInt("/sim/startup/ysize") );
}
if ( idle_state == 1000 ) {
// We've finished all our initialization steps, from now on we
// run the main loop.
glutIdleFunc(fgMainLoop);
} else {
if ( fgGetBool("/sim/startup/splash-screen") ) {
fgSplashUpdate(0.0, 1.0);
}
}
}
// options.cxx needs to see this for toggle_panel()
// Handle new window size or exposure
void fgReshape( int width, int height ) {
int view_h;
if ( (!fgGetBool("/sim/virtual-cockpit"))
&& fgPanelVisible() && idle_state == 1000 ) {
view_h = (int)(height * (globals->get_current_panel()->getViewHeight() -
globals->get_current_panel()->getYOffset()) / 768.0);
} else {
view_h = height;
}
// for all views
FGViewMgr *viewmgr = globals->get_viewmgr();
for ( int i = 0; i < viewmgr->size(); ++i ) {
viewmgr->get_view(i)->
set_aspect_ratio((float)view_h / (float)width);
}
glViewport( 0, (GLint)(height - view_h), (GLint)(width), (GLint)(view_h) );
fgSetInt("/sim/startup/xsize", width);
fgSetInt("/sim/startup/ysize", height);
guiInitMouse(width, height);
ssgSetFOV( viewmgr->get_current_view()->get_h_fov(),
viewmgr->get_current_view()->get_v_fov() );
fgHUDReshape();
#ifdef FG_USE_CLOUDS_3D
sgClouds3d->Resize( viewmgr->get_current_view()->get_h_fov(),
viewmgr->get_current_view()->get_v_fov() );
#endif
}
// Initialize GLUT and define a main window
static bool fgGlutInit( int *argc, char **argv ) {
#if !defined( macintosh )
// GLUT will extract all glut specific options so later on we only
// need wory about our own.
glutInit(argc, argv);
#endif
// Define Display Parameters. Clouds3d works best with --bpp32 option
if ( fgGetBool("/sim/rendering/clouds3d") ) {
glutInitDisplayMode( GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE | GLUT_ALPHA );
} else {
glutInitDisplayMode( GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE );
}
SG_LOG( SG_GENERAL, SG_INFO, "Opening a window: " <<
fgGetInt("/sim/startup/xsize") << "x"
<< fgGetInt("/sim/startup/ysize") );
// Define initial window size
glutInitWindowSize( fgGetInt("/sim/startup/xsize"),
fgGetInt("/sim/startup/ysize") );
// Initialize windows
if ( !fgGetBool("/sim/startup/game-mode")) {
// Open the regular window
glutCreateWindow("FlightGear");
#ifndef GLUT_WRONG_VERSION
} else {
// Open the cool new 'game mode' window
char game_mode_str[256];
//#define SYNC_OPENGL_WITH_DESKTOP_SETTINGS
#if defined(WIN32) && defined(SYNC_OPENGL_WITH_DESKTOP_SETTINGS)
#ifndef ENUM_CURRENT_SETTINGS
#define ENUM_CURRENT_SETTINGS ((DWORD)-1)
#define ENUM_REGISTRY_SETTINGS ((DWORD)-2)
#endif
DEVMODE dm;
dm.dmSize = sizeof(DEVMODE);
EnumDisplaySettings(NULL, ENUM_CURRENT_SETTINGS, &dm);
fgSetInt("/sim/startup/xsize", dm.dmPelsWidth);
fgSetInt("/sim/startup/ysize", dm.dmPelsHeight);
glutInitWindowSize( fgGetInt("/sim/startup/xsize"),
fgGetInt("/sim/startup/ysize") );
sprintf( game_mode_str, "%dx%d:%d@%d",
dm.dmPelsWidth,
dm.dmPelsHeight,
dm.dmBitsPerPel,
dm.dmDisplayFrequency );
#else
// Open the cool new 'game mode' window
sprintf( game_mode_str, "width=%d height=%d bpp=%d",
fgGetInt("/sim/startup/xsize"),
fgGetInt("/sim/startup/ysize"),
fgGetInt("/sim/rendering/bits-per-pixel"));
#endif // HAVE_WINDOWS_H
SG_LOG( SG_GENERAL, SG_INFO,
"game mode params = " << game_mode_str );
glutGameModeString( game_mode_str );
glutEnterGameMode();
#endif // GLUT_WRONG_VERSION
}
// This seems to be the absolute earliest in the init sequence
// that these calls will return valid info. Too bad it's after
// we've already created and sized out window. :-(
general.set_glVendor( (char *)glGetString ( GL_VENDOR ) );
general.set_glRenderer( (char *)glGetString ( GL_RENDERER ) );
general.set_glVersion( (char *)glGetString ( GL_VERSION ) );
SG_LOG( SG_GENERAL, SG_INFO, general.get_glRenderer() );
GLint tmp;
glGetIntegerv( GL_MAX_TEXTURE_SIZE, &tmp );
general.set_glMaxTexSize( tmp );
SG_LOG ( SG_GENERAL, SG_INFO, "Max texture size = " << tmp );
glGetIntegerv( GL_DEPTH_BITS, &tmp );
general.set_glDepthBits( tmp );
SG_LOG ( SG_GENERAL, SG_INFO, "Depth buffer bits = " << tmp );
return true;
}
// Initialize GLUT event handlers
static bool fgGlutInitEvents( void ) {
// call fgReshape() on window resizes
glutReshapeFunc( fgReshape );
// keyboard and mouse callbacks are set in FGInput::init
// call fgMainLoop() whenever there is
// nothing else to do
glutIdleFunc( fgIdleFunction );
// draw the scene
glutDisplayFunc( fgRenderFrame );
return true;
}
// Main top level initialization
bool fgMainInit( int argc, char **argv ) {
#if defined( macintosh )
freopen ("stdout.txt", "w", stdout );
freopen ("stderr.txt", "w", stderr );
argc = ccommand( &argv );
#endif
// set default log levels
sglog().setLogLevels( SG_ALL, SG_INFO );
string version;
#ifdef FLIGHTGEAR_VERSION
version = FLIGHTGEAR_VERSION;
#else
version = "unknown version";
#endif
SG_LOG( SG_GENERAL, SG_INFO, "FlightGear: Version "
<< version );
SG_LOG( SG_GENERAL, SG_INFO, "Built with " << SG_COMPILER_STR << endl );
// Allocate global data structures. This needs to happen before
// we parse command line options
globals = new FGGlobals;
// seed the random number generater
sg_srandom_time();
SGRoute *route = new SGRoute;
globals->set_route( route );
FGControls *controls = new FGControls;
globals->set_controls( controls );
string_list *col = new string_list;
globals->set_channel_options_list( col );
// Scan the config file(s) and command line options to see if
// fg_root was specified (ignore all other options for now)
fgInitFGRoot(argc, argv);
// Check for the correct base package version
static char required_version[] = "0.9.2";
string base_version = fgBasePackageVersion();
if ( !(base_version == required_version) ) {
// tell the operator how to use this application
cerr << endl << "Base package check failed ... " \
<< "Found version " << base_version << " at: " \
<< globals->get_fg_root() << endl;
cerr << "Please upgrade to version: " << required_version << endl;
exit(-1);
}
// Initialize the Aircraft directory to "" (UIUC)
aircraft_dir = "";
// Load the configuration parameters. (Command line options
// overrides config file options. Config file options override
// defaults.)
if ( !fgInitConfig(argc, argv) ) {
SG_LOG( SG_GENERAL, SG_ALERT, "Config option parsing failed ..." );
exit(-1);
}
// Initialize the Window/Graphics environment.
if( !fgGlutInit(&argc, argv) ) {
SG_LOG( SG_GENERAL, SG_ALERT, "GLUT initialization failed ..." );
exit(-1);
}
// Initialize the various GLUT Event Handlers.
if( !fgGlutInitEvents() ) {
SG_LOG( SG_GENERAL, SG_ALERT,
"GLUT event handler initialization failed ..." );
exit(-1);
}
// Initialize plib net interface
netInit( &argc, argv );
// Initialize ssg (from plib). Needs to come before we do any
// other ssg stuff, but after opengl/glut has been initialized.
ssgInit();
// Initialize the user interface (we need to do this before
// passing off control to glut and before fgInitGeneral to get our
// fonts !!!
guiInit();
// Read the list of available aircrafts
fgReadAircraft();
#ifdef GL_EXT_texture_lod_bias
glTexEnvf( GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, -0.5 ) ;
#endif
// get the address of our OpenGL extensions
if ( fgGetBool("/sim/rendering/distance-attenuation") )
{
if (SGIsOpenGLExtensionSupported("GL_EXT_point_parameters") ) {
glPointParameterIsSupported = true;
glPointParameterfPtr = (glPointParameterfProc)
SGLookupFunction("glPointParameterfEXT");
glPointParameterfvPtr = (glPointParameterfvProc)
SGLookupFunction("glPointParameterfvEXT");
} else if ( SGIsOpenGLExtensionSupported("GL_ARB_point_parameters") ) {
glPointParameterIsSupported = true;
glPointParameterfPtr = (glPointParameterfProc)
SGLookupFunction("glPointParameterfARB");
glPointParameterfvPtr = (glPointParameterfvProc)
SGLookupFunction("glPointParameterfvARB");
} else
glPointParameterIsSupported = false;
}
// based on the requested presets, calculate the true starting
// lon, lat
fgInitNav();
fgInitPosition();
SGTime *t = fgInitTime();
globals->set_time_params( t );
// Do some quick general initializations
if( !fgInitGeneral()) {
SG_LOG( SG_GENERAL, SG_ALERT,
"General initializations failed ..." );
exit(-1);
}
SGPath modelpath( globals->get_fg_root() );
ssgModelPath( (char *)modelpath.c_str() );
////////////////////////////////////////////////////////////////////
// Initialize the property-based built-in commands
////////////////////////////////////////////////////////////////////
fgInitCommands();
////////////////////////////////////////////////////////////////////
// Initialize the material manager
////////////////////////////////////////////////////////////////////
globals->set_matlib( new SGMaterialLib );
globals->set_model_lib(new SGModelLib);
////////////////////////////////////////////////////////////////////
// Initialize the TG scenery subsystem.
////////////////////////////////////////////////////////////////////
globals->set_scenery( new FGScenery );
globals->get_scenery()->init();
globals->get_scenery()->bind();
globals->set_tile_mgr( new FGTileMgr );
////////////////////////////////////////////////////////////////////
// Initialize the general model subsystem.
////////////////////////////////////////////////////////////////////
globals->set_model_mgr(new FGModelMgr);
globals->get_model_mgr()->init();
globals->get_model_mgr()->bind();
////////////////////////////////////////////////////////////////////
// Initialize the 3D aircraft model subsystem (has a dependency on
// the scenery subsystem.)
////////////////////////////////////////////////////////////////////
globals->set_aircraft_model(new FGAircraftModel);
globals->get_aircraft_model()->init();
globals->get_aircraft_model()->bind();
////////////////////////////////////////////////////////////////////
// Initialize the view manager subsystem.
////////////////////////////////////////////////////////////////////
FGViewMgr *viewmgr = new FGViewMgr;
globals->set_viewmgr( viewmgr );
viewmgr->init();
viewmgr->bind();
// Initialize the sky
SGPath ephem_data_path( globals->get_fg_root() );
ephem_data_path.append( "Astro" );
SGEphemeris *ephem = new SGEphemeris( ephem_data_path.c_str() );
ephem->update( globals->get_time_params()->getMjd(),
globals->get_time_params()->getLst(),
0.0 );
globals->set_ephem( ephem );
// TODO: move to environment mgr
thesky = new SGSky;
SGPath texture_path(globals->get_fg_root());
texture_path.append("Textures");
texture_path.append("Sky");
for (int i = 0; i < FGEnvironmentMgr::MAX_CLOUD_LAYERS; i++) {
SGCloudLayer * layer = new SGCloudLayer(texture_path.str());
thesky->add_cloud_layer(layer);
}
SGPath sky_tex_path( globals->get_fg_root() );
sky_tex_path.append( "Textures" );
sky_tex_path.append( "Sky" );
thesky->texture_path( sky_tex_path.str() );
// The sun and moon diameters are scaled down numbers of the
// actual diameters. This was needed to fit bot the sun and the
// moon within the distance to the far clip plane.
// Moon diameter: 3,476 kilometers
// Sun diameter: 1,390,000 kilometers
thesky->build( 80000.0, 80000.0,
463.3, 361.8,
globals->get_ephem()->getNumPlanets(),
globals->get_ephem()->getPlanets(),
globals->get_ephem()->getNumStars(),
globals->get_ephem()->getStars() );
// Initialize MagVar model
SGMagVar *magvar = new SGMagVar();
globals->set_mag( magvar );
// kludge to initialize mag compass
// (should only be done for in-flight
// startup)
// update magvar model
globals->get_mag()->update( fgGetDouble("/position/longitude-deg")
* SGD_DEGREES_TO_RADIANS,
fgGetDouble("/position/latitude-deg")
* SGD_DEGREES_TO_RADIANS,
fgGetDouble("/position/altitude-ft")
* SG_FEET_TO_METER,
globals->get_time_params()->getJD() );
double var = globals->get_mag()->get_magvar() * SGD_RADIANS_TO_DEGREES;
fgSetDouble("/instrumentation/heading-indicator/offset-deg", -var);
// airport = new ssgBranch;
// airport->setName( "Airport Lighting" );
// lighting->addKid( airport );
// ADA
fgLoadDCS();
// ADA
#ifdef FG_NETWORK_OLK
// Do the network intialization
if ( fgGetBool("/sim/networking/network-olk") ) {
printf("Multipilot mode %s\n",
fg_net_init( globals->get_scenery()->get_scene_graph() ) );
}
#endif
// build our custom render states
fgBuildRenderStates();
// pass control off to the master GLUT event handler
glutMainLoop();
// we never actually get here ... but to avoid compiler warnings,
// etc.
return false;
}
// $$$ end - added VS Renganathan, 15 Oct 2K
// - added Venky , 12 Nov 2K
void fgLoadDCS(void) {
ssgEntity *ship_obj = NULL;
char obj_filename[25];
for ( int k = 0; k < 32; k++ ) {
ship_pos[k]=NULL;
}
SGPath tile_path( globals->get_fg_root());
tile_path.append( "Scenery" );
tile_path.append( "Objects.txt" );
sg_gzifstream in( tile_path.str() );
if ( ! in.is_open() ) {
SG_LOG( SG_TERRAIN, SG_ALERT, "Cannot open file: " << tile_path.str() );
} else {
SGPath modelpath( globals->get_fg_root() );
modelpath.append( "Models" );
modelpath.append( "Geometry" );
SGPath texturepath( globals->get_fg_root() );
texturepath.append( "Models" );
texturepath.append( "Textures" );
ssgModelPath( (char *)modelpath.c_str() );
ssgTexturePath( (char *)texturepath.c_str() );
ship_sel = new ssgSelector;
char c;
while ( ! in.eof() ) {
in >> ::skipws;
if ( in.get( c ) && c == '#' ) {
in >> skipeol;
} else {
in.putback(c);
in >> obj_filename >> obj_lat[objc] >> obj_lon[objc] >> obj_alt[objc];
/* cout << endl << obj_filename << " " << obj_lat[objc] << " " << obj_lon[objc] << " " << obj_alt[objc] << endl;
int chj=getchar();*/
obj_lon[objc] *=SGD_DEGREES_TO_RADIANS;
obj_lat[objc] *=SGD_DEGREES_TO_RADIANS;
ship_pos[objc] = new ssgTransform;
// type "repeat" in objects.txt to load one more
// instance of the last object.
if ( strcmp(obj_filename,"repeat") != 0) {
ship_obj =
globals->get_model_lib()->load_model( globals->get_fg_root(), obj_filename, globals->get_props(), globals->get_sim_time_sec() );
}
if ( ship_obj != NULL ) {
ship_obj->setName(obj_filename);
if (objc == 0)
ship_obj->clrTraversalMaskBits( SSGTRAV_HOT );
else
ship_obj->setTraversalMaskBits( SSGTRAV_HOT );
ship_pos[objc]->addKid( ship_obj ); // add object to transform node
ship_sel->addKid( ship_pos[objc] ); // add transform node to selector
SG_LOG( SG_TERRAIN, SG_ALERT, "Loaded file: "
<< obj_filename );
} else {
SG_LOG( SG_TERRAIN, SG_ALERT, "Cannot open file: "
<< obj_filename );
}
// temporary hack for deck lights - ultimately should move to PLib (when??)
//const char *extn = file_extension ( obj_filename ) ;
if ( objc == 1 ){
// ssgVertexArray *lights = new ssgVertexArray( 100 );
ssgVertexArray *lightpoints = new ssgVertexArray( 100 );
ssgVertexArray *lightnormals = new ssgVertexArray( 100 );
ssgVertexArray *lightdir = new ssgVertexArray( 100 );
int ltype[500], light_type = 0;
static int ltcount = 0;
string token;
sgVec3 rway_dir,rway_normal,lightpt;
Point3D node;
modelpath.append(obj_filename);
sg_gzifstream in1( modelpath.str() );
if ( ! in1.is_open() ) {
SG_LOG( SG_TERRAIN, SG_ALERT, "Cannot open file: " << modelpath.str() );
} else {
while ( ! in1.eof() ) {
in1 >> ::skipws;
if ( in1.get( c ) && c == '#' ) {
in1 >> skipeol;
} else {
in1.putback(c);
in1 >> token;
//cout << token << endl;
if ( token == "runway" ) {
in1 >> node;
sgSetVec3 (rway_dir, node[0], node[1], node[2] );
} else if ( token == "edgelight" ) {
in1 >> node;
sgSetVec3 (rway_normal, node[0], node[1], node[2] );
light_type = 1;
} else if ( token == "taxi" ) {
in1 >> node;
sgSetVec3 (rway_normal, node[0], node[1], node[2] );
light_type = 2;
} else if ( token == "vasi" ) {
in1 >> node;
sgSetVec3 (rway_normal, node[0], node[1], node[2] );
light_type = 3;
} else if ( token == "threshold" ) {
in1 >> node;
sgSetVec3 (rway_normal, node[0], node[1], node[2] );
light_type = 4;
} else if ( token == "rabbit" ) {
in1 >> node;
sgSetVec3 (rway_normal, node[0], node[1], node[2] );
light_type = 5;
} else if ( token == "ols" ) {
in1 >> node;
sgSetVec3 (rway_ols, node[0], node[1], node[2] );
light_type = 6;
} else if ( token == "red" ) {
in1 >> node;
sgSetVec3 (rway_normal, node[0], node[1], node[2] );
light_type = 7;
} else if ( token == "green" ) {
in1 >> node;
sgSetVec3 (rway_normal, node[0], node[1], node[2] );
light_type = 8;
} else if ( token == "lp" ) {
in1 >> node;
sgSetVec3 (lightpt, node[0], node[1], node[2] );
lightpoints->add( lightpt );
lightnormals->add( rway_normal );
lightdir->add( rway_dir );
ltype[ltcount]= light_type;
ltcount++;
}
if (in1.eof()) break;
}
} //while
#if 0
if ( lightpoints->getNum() ) {
ssgBranch *lightpoints_branch;
long int dummy = -999;
dummy_tile = new FGTileEntry((SGBucket)dummy);
dummy_tile->lightmaps_sequence = new ssgSelector;
dummy_tile->ols_transform = new ssgTransform;
// call function to generate the runway lights
lightpoints_branch =
dummy_tile->gen_runway_lights( lightpoints, lightnormals,
lightdir, ltype);
lightpoints_brightness->addKid(lightpoints_branch);
lightpoints_transform->addKid(lightpoints_brightness);
//dummy_tile->lightmaps_sequence->setTraversalMaskBits( SSGTRAV_HOT );
lightpoints_transform->addKid( dummy_tile->lightmaps_sequence );
lightpoints_transform->ref();
globals->get_scenery()->get_gnd_lights_root()->addKid( lightpoints_transform );
}
#endif
} //if in1
} //if objc
// end hack for deck lights
objc++;
if (in.eof()) break;
}
} // while
SG_LOG ( SG_TERRAIN, SG_ALERT, "Finished object processing." );
globals->get_scenery()->get_terrain_branch()->addKid( ship_sel ); //add selector node to root node
}
return;
}
void fgUpdateDCS (void) {
// double eye_lat,eye_lon,eye_alt;
// static double obj_head;
double sl_radius,obj_latgc;
// float nresultmat[4][4];
// sgMat4 Trans,rothead,rotlon,rot180,rotlat,resultmat1,resultmat2,resultmat3;
double bz[3];
// Instantaneous Geodetic Lat/Lon/Alt of moving object
FGADA *fdm = (FGADA *)current_aircraft.fdm_state;
// Deck should be the first object in objects.txt in case of fdm=ada
if (!strcmp(fgGetString("/sim/flight-model"), "ada")) {
if ((fdm->get_iaux(1))==1)
{
obj_lat[1] = fdm->get_daux(1)*SGD_DEGREES_TO_RADIANS;
obj_lon[1] = fdm->get_daux(2)*SGD_DEGREES_TO_RADIANS;
obj_alt[1] = fdm->get_daux(3);
obj_pitch[1] = fdm->get_faux(1);
obj_roll[1] = fdm->get_faux(2);
}
}
for ( int m = 0; m < objc; m++ ) {
//cout << endl << obj_lat[m]*SGD_RADIANS_TO_DEGREES << " " << obj_lon[m]*SGD_RADIANS_TO_DEGREES << " " << obj_alt[m] << " " << objc << endl;
//int v=getchar();
//Geodetic to Geocentric angles for rotation
sgGeodToGeoc(obj_lat[m],obj_alt[m],&sl_radius,&obj_latgc);
//moving object gbs-posn in cartesian coords
Point3D obj_posn = Point3D( obj_lon[m],obj_lat[m],obj_alt[m]);
Point3D obj_pos = sgGeodToCart( obj_posn );
// Translate moving object w.r.t eye
Point3D Objtrans = obj_pos - globals->get_scenery()->get_center();
bz[0]=Objtrans.x();
bz[1]=Objtrans.y();
bz[2]=Objtrans.z();
// rotate dynamic objects for lat,lon & alt and other motion about its axes
sgMat4 sgTRANS;
sgMakeTransMat4( sgTRANS, bz[0],bz[1],bz[2]);
sgVec3 ship_fwd,ship_rt,ship_up;
sgSetVec3( ship_fwd, 1.0, 0.0, 0.0);//east,roll
sgSetVec3( ship_rt, 0.0, 1.0, 0.0);//up,pitch
sgSetVec3( ship_up, 0.0, 0.0, 1.0); //north,yaw
sgMat4 sgROT_lon, sgROT_lat, sgROT_hdg, sgROT_pitch, sgROT_roll;
sgMakeRotMat4( sgROT_lon, obj_lon[m]*SGD_RADIANS_TO_DEGREES, ship_up );
sgMakeRotMat4( sgROT_lat, 90-obj_latgc*SGD_RADIANS_TO_DEGREES, ship_rt );
sgMakeRotMat4( sgROT_hdg, 180.0, ship_up );
sgMakeRotMat4( sgROT_pitch, obj_pitch[m], ship_rt );
sgMakeRotMat4( sgROT_roll, obj_roll[m], ship_fwd );
sgMat4 sgTUX;
sgCopyMat4( sgTUX, sgROT_hdg );
sgPostMultMat4( sgTUX, sgROT_pitch );
sgPostMultMat4( sgTUX, sgROT_roll );
sgPostMultMat4( sgTUX, sgROT_lat );
sgPostMultMat4( sgTUX, sgROT_lon );
sgPostMultMat4( sgTUX, sgTRANS );
sgCoord shippos;
sgSetCoord(&shippos, sgTUX );
ship_pos[m]->setTransform( &shippos );
// temporary hack for deck lights - ultimately should move to PLib (when ??)
if (m == 1) {
if (lightpoints_transform) {
lightpoints_transform->setTransform( &shippos );
float sun_angle = cur_light_params.sun_angle * SGD_RADIANS_TO_DEGREES;
if ( sun_angle > 89 ) {
lightpoints_brightness->select(0x01);
} else {
lightpoints_brightness->select(0x00);
}
}
float elev;
sgVec3 rp,to;
float *vp;
float alt;
float ref_elev;
sgXformPnt3( rp, rway_ols, sgTUX );
vp = globals->get_current_view()->get_view_pos();
to[0] = rp[0]-vp[0];
to[1] = rp[1]-vp[1];
to[2] = rp[2]-vp[2];
float dist = sgLengthVec3( to );
alt = (current_aircraft.fdm_state->get_Altitude() * SG_FEET_TO_METER)-rway_ols[2];
elev = asin(alt/dist)*SGD_RADIANS_TO_DEGREES;
ref_elev = elev - 3.75; // +ve above, -ve below
unsigned int sel;
sel = 0xFF;
// DO NOT DELETE THIS CODE - This is to compare a discrete FLOLS (without LOD) with analog FLOLS
// if (ref_elev > 0.51) sel = 0x21;
// if ((ref_elev <= 0.51) & (ref_elev > 0.17)) sel = 0x22;
// if ((ref_elev <= 0.17) & (ref_elev >= -0.17)) sel = 0x24;
// if ((ref_elev < -0.17) & (ref_elev >= -0.51)) sel = 0x28;
// if (ref_elev < -0.51) sel = 0x30;
// DO NOT DELETE THIS CODE - This is to compare a discrete FLOLS (without LOD) with analog FLOLS
// dummy_tile->lightmaps_sequence->select(sel);
sgVec3 up;
sgCopyVec3 (up, ship_up);
if (dist > 750)
sgScaleVec3 (up, 4.0*ref_elev*dist/750.0);
else
sgScaleVec3 (up, 4.0*ref_elev);
// dummy_tile->ols_transform->setTransform(up);
//cout << "ref_elev " << ref_elev << endl;
}
// end hack for deck lights
}
if ( ship_sel != NULL ) {
ship_sel->select(0xFFFFFFFE); // first object is ownship, added to acmodel
}
}
// $$$ end - added VS Renganathan, 15 Oct 2K
// added Venky , 12 Nov 2K