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flightgear/src/Main/main.cxx
ehofman fad67bda10 Mathias Fröhölöiööhlich:
There was a patch from Manuel Masing a few months ago which cleaned up
SGLocation's way depending on input values. That means that with that patch
SGLocation does no longer have calls with unneeded input arguments.
I took his patch and integrated that into flightgear and made maximum use of
that changes.


Erik Hofman:
Remove some duplicate code that was moved to simgear/compiler.h
2005-09-05 13:25:09 +00:00

1019 lines
36 KiB
C++

// main.cxx -- top level sim routines
//
// Written by Curtis Olson, started May 1997.
//
// Copyright (C) 1997 - 2002 Curtis L. Olson - http://www.flightgear.org/~curt
//
// 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/netSocket.h>
#include <simgear/props/props.hxx>
#include <simgear/timing/sg_time.hxx>
#include <simgear/math/sg_random.h>
// Class references
#include <simgear/ephemeris/ephemeris.hxx>
#include <simgear/scene/model/modellib.hxx>
#include <simgear/scene/material/matlib.hxx>
#include <simgear/scene/model/animation.hxx>
#include <simgear/scene/sky/sky.hxx>
#include <Time/light.hxx>
#include <Include/general.hxx>
#include <Cockpit/cockpit.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 <Sound/beacon.hxx>
#include <Sound/morse.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 <Replay/replay.hxx>
#include <Time/tmp.hxx>
#include <Time/fg_timer.hxx>
#include <Environment/environment_mgr.hxx>
#include <GUI/new_gui.hxx>
#ifdef FG_MPLAYER_AS
#include <MultiPlayer/multiplaytxmgr.hxx>
#include <MultiPlayer/multiplayrxmgr.hxx>
#endif
#include "fg_commands.hxx"
#include "fg_io.hxx"
#include "renderer.hxx"
#include "splash.hxx"
#include "main.hxx"
static double real_delta_time_sec = 0.0;
double delta_time_sec = 0.0;
extern float init_volume;
#ifdef macintosh
# include <console.h> // -dw- for command line dialog
#endif
// This is a record containing a bit of global housekeeping information
FGGeneral general;
// Specify our current idle function state. This is used to run all
// our initializations out of the idle callback so that we can get a
// splash screen up and running right away.
int idle_state = 0;
long global_multi_loop;
SGTimeStamp last_time_stamp;
SGTimeStamp current_time_stamp;
// The atexit() functio handler should know when the graphical subsystem
// is initialized.
extern int _bootstrap_OSInit;
// 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_state
= fgGetNode( "/sim/freeze/replay-state", 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()");
// 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()) {
// Check for scenery around the aircraft.
double lon = fgGetDouble("/sim/presets/longitude-deg");
double lat = fgGetDouble("/sim/presets/latitude-deg");
// We require just to have 50 meter scenery availabe around
// the aircraft.
double range = 50.0;
if (globals->get_tile_mgr()->scenery_available(lat, lon, range)) {
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_state->getIntValue() == 0 ) {
// replay off, run fdm
cur_fdm_state->update( delta_time_sec );
} else {
FGReplay *r = (FGReplay *)(globals->get_subsystem( "replay" ));
r->replay( replay_time->getDoubleValue() );
if ( replay_state->getIntValue() == 1 ) {
// normal playback
replay_time->setDoubleValue( replay_time->getDoubleValue()
+ ( delta_time_sec
* fgGetInt("/sim/speed-up") ) );
} else if ( replay_state->getIntValue() == 2 ) {
// paused playback (don't advance replay time)
}
}
} 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);
// Update solar system
globals->get_ephem()->update( globals->get_time_params()->getMjd(),
globals->get_time_params()->getLst(),
cur_fdm_state->get_Latitude() );
}
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);
SGCloudLayer::enable_bump_mapping = fgGetBool("/sim/rendering/bump-mapping");
bool scenery_loaded = fgGetBool("sim/sceneryloaded") || fgGetBool("sim/sceneryloaded-override");
// 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 && scenery_loaded ) {
// optionally throttle the frame rate (to get consistant frame
// rates or reduce cpu usage.
double frame_us = 1000000.0 / throttle_hz;
#define FG_SLEEP_BASED_TIMING 1
#if defined(FG_SLEEP_BASED_TIMING)
// sleep based timing loop.
//
// Calling sleep, even usleep() on linux is less accurate than
// we like, but it does free up the cpu for other tasks during
// the sleep so it is desireable. Because of the way sleep()
// is implimented in consumer operating systems like windows
// and linux, you almost always sleep a little longer than the
// requested amount.
//
// To combat the problem of sleeping to long, we calculate the
// desired wait time and shorten it by 2000us (2ms) to avoid
// [hopefully] over-sleep'ing. The 2ms value was arrived at
// via experimentation. We follow this up at the end with a
// simple busy-wait loop to get the final pause timing exactly
// right.
//
// Assuming we don't oversleep by more than 2000us, this
// should be a reasonable compromise between sleep based
// waiting, and busy waiting.
// sleep() will always overshoot by a bit so undersleep by
// 2000us in the hopes of never oversleeping.
frame_us -= 2000.0;
if ( frame_us < 0.0 ) {
frame_us = 0.0;
}
current_time_stamp.stamp();
/* Convert to ms */
double elapsed_us = current_time_stamp - last_time_stamp;
if ( elapsed_us < frame_us ) {
double requested_us = frame_us - elapsed_us;
ulMilliSecondSleep ( (int)(requested_us / 1000.0) ) ;
}
#endif
// busy wait timing loop.
//
// This yields the most accurate timing. If the previous
// ulMilliSecondSleep() call is ommitted this will peg the cpu
// (which is just fine if FG is the only app you care about.)
current_time_stamp.stamp();
while ( current_time_stamp - last_time_stamp < frame_us ) {
current_time_stamp.stamp();
}
} else {
// run as fast as the app will go
current_time_stamp.stamp();
}
real_delta_time_sec
= double(current_time_stamp - last_time_stamp) / 1000000.0;
// round the real time down to a multiple of 1/model-hz.
// this way all systems are updated the _same_ amount of dt.
{
static double rem = 0.0;
real_delta_time_sec += rem;
double hz = model_hz;
double nit = floor(real_delta_time_sec*hz);
rem = real_delta_time_sec - nit/hz;
real_delta_time_sec = nit/hz;
}
if (clock_freeze->getBoolValue() || !scenery_loaded) {
delta_time_sec = 0;
} else {
delta_time_sec = real_delta_time_sec;
}
last_time_stamp = current_time_stamp;
globals->inc_sim_time_sec( delta_time_sec );
SGAnimation::set_sim_time_sec( globals->get_sim_time_sec() );
// These are useful, especially for Nasal scripts.
fgSetDouble("/sim/time/delta-realtime-sec", real_delta_time_sec);
fgSetDouble("/sim/time/delta-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();
globals->get_event_mgr()->update(delta_time_sec);
SG_LOG( SG_ALL, SG_DEBUG, "Running Main Loop");
SG_LOG( SG_ALL, SG_DEBUG, "======= ==== ====");
#if defined( ENABLE_PLIB_JOYSTICK )
// Read joystick and update control settings
// if ( fgGetString("/sim/control-mode") == "joystick" )
// {
// fgJoystickRead();
// }
#endif
// Fix elevation. I'm just sticking this here for now, it should
// probably move eventually
/* printf("Before - ground = %.2f runway = %.2f alt = %.2f\n",
scenery.get_cur_elev(),
cur_fdm_state->get_Runway_altitude() * SG_FEET_TO_METER,
cur_fdm_state->get_Altitude() * SG_FEET_TO_METER); */
/* printf("Adjustment - ground = %.2f runway = %.2f alt = %.2f\n",
scenery.get_cur_elev(),
cur_fdm_state->get_Runway_altitude() * SG_FEET_TO_METER,
cur_fdm_state->get_Altitude() * SG_FEET_TO_METER); */
// cout << "Warp = " << globals->get_warp() << endl;
// update "time"
static bool last_clock_freeze = false;
if ( clock_freeze->getBoolValue() ) {
// clock freeze requested
if ( cur_time_override->getLongValue() == 0 ) {
fgSetLong( "/sim/time/cur-time-override", t->get_cur_time() );
globals->set_warp( 0 );
}
} else {
// no clock freeze requested
if ( last_clock_freeze == true ) {
// clock just unfroze, let's set warp as the difference
// between frozen time and current time so we don't get a
// time jump (and corresponding sky object and lighting
// jump.)
globals->set_warp( cur_time_override->getLongValue() - time(NULL) );
fgSetLong( "/sim/time/cur-time-override", 0 );
}
if ( globals->get_warp_delta() != 0 ) {
globals->inc_warp( globals->get_warp_delta() );
}
}
last_clock_freeze = clock_freeze->getBoolValue();
t->update( longitude->getDoubleValue() * SGD_DEGREES_TO_RADIANS,
latitude->getDoubleValue() * SGD_DEGREES_TO_RADIANS,
cur_time_override->getLongValue(),
globals->get_warp() );
if (globals->get_warp_delta() != 0) {
FGLight *l = (FGLight *)(globals->get_subsystem("lighting"));
l->update( 0.5 );
}
// 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);
#ifdef FG_MPLAYER_AS
// Update any multiplayer models
globals->get_multiplayer_rx_mgr()->Update();
#endif
// 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) {
// first run the flight model each frame until it is intialized
// then continue running each frame only after initial scenery load is complete.
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( real_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 ( 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();
// Let the scenery center follow the current view position with
// 30m increments.
//
// Having the scenery center near the view position will eliminate
// jitter of objects which are placed very near the view position
// and haveing it's center near that view position.
// So the 3d insruments of the aircraft will not jitter with this.
//
// Following the view position exactly would introduce jitter of
// the scenery tiles (they would be from their center up to 10000m
// to the view and this will introduce roundoff too). By stepping
// at 30m incements the roundoff error of the scenery tiles is
// still present, but we will make exactly the same roundoff error
// at each frame until the center is switched to a new
// position. This roundoff is still visible but you will most
// propably not notice.
double *vp = globals->get_current_view()->get_absolute_view_pos();
Point3D cntr(vp[0], vp[1], vp[2]);
if (30.0*30.0 < cntr.distance3Dsquared(globals->get_scenery()->get_center())) {
globals->get_scenery()->set_next_center( cntr );
}
globals->get_tile_mgr()->prep_ssg_nodes( current_view->getSGLocation(),
visibility_meters );
// update tile manager for view...
SGLocation *view_location = globals->get_current_view()->getSGLocation();
globals->get_tile_mgr()->update( view_location, visibility_meters );
globals->get_scenery()->set_center( cntr );
{
double lon = view_location->getLongitude_deg();
double lat = view_location->getLatitude_deg();
double alt = view_location->getAltitudeASL_ft() * SG_FEET_TO_METER;
// check if we can reuse the groundcache for that purpose.
double ref_time, pt[3], r;
bool valid = cur_fdm_state->is_valid_m(&ref_time, pt, &r);
if (valid &&
cntr.distance3Dsquared(Point3D(pt[0], pt[1], pt[2])) < r*r) {
// Reuse the cache ...
double lev
= cur_fdm_state->get_groundlevel_m(lat*SGD_DEGREES_TO_RADIANS,
lon*SGD_DEGREES_TO_RADIANS,
alt + 2.0);
view_location->set_cur_elev_m( lev );
} else {
// Do full intersection test.
double lev;
if (globals->get_scenery()->get_elevation_m(lat, lon, alt+2, lev))
view_location->set_cur_elev_m( lev );
else
view_location->set_cur_elev_m( -9999.0 );
}
}
#ifdef ENABLE_AUDIO_SUPPORT
// Right now we make a simplifying assumption that the primary
// aircraft is the source of all sounds and that all sounds are
// positioned relative to the current view position.
static sgVec3 last_pos_offset;
// get the location data for the primary FDM (now hardcoded to ac model)...
SGLocation *acmodel_loc = NULL;
acmodel_loc = (SGLocation *)globals->
get_aircraft_model()->get3DModel()->getSGLocation();
// set positional offset for sources
sgdVec3 dsource_pos_offset;
sgdSubVec3( dsource_pos_offset,
view_location->get_absolute_view_pos(),
acmodel_loc->get_absolute_view_pos() );
// cout << "pos all = " << source_pos_offset[0] << " " << source_pos_offset[1] << " " << source_pos_offset[2] << endl;
sgVec3 source_pos_offset;
sgSetVec3(source_pos_offset, dsource_pos_offset);
globals->get_soundmgr()->set_source_pos_all( source_pos_offset );
// set the velocity
sgVec3 source_vel;
sgSubVec3( source_vel, source_pos_offset, last_pos_offset );
sgScaleVec3( source_vel, delta_time_sec );
sgCopyVec3( last_pos_offset, source_pos_offset );
// cout << "vel = " << source_vel[0] << " " << source_vel[1] << " " << source_vel[2] << endl;
globals->get_soundmgr()->set_source_vel_all( source_vel );
// Right now we make a simplifying assumption that the listener is
// always positioned at the origin.
sgVec3 listener_pos;
sgSetVec3( listener_pos, 0.0, 0.0, 0.0 );
// cout << "listener = " << listener_pos[0] << " " << listener_pos[1] << " " << listener_pos[2] << endl;
globals->get_soundmgr()->set_listener_pos( listener_pos );
#endif
// END Tile Manager udpates
if (!scenery_loaded && globals->get_tile_mgr()->all_queues_empty() && cur_fdm_state->get_inited()) {
fgSetBool("sim/sceneryloaded",true);
fgSetFloat("/sim/sound/volume", init_volume);
globals->get_soundmgr()->set_volume(init_volume);
}
if (fgGetBool("/sim/rendering/specular-highlight")) {
glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
// glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_TRUE);
} else {
glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SINGLE_COLOR);
// glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_FALSE);
}
fgRequestRedraw();
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 ) {
if ( idle_state == 0 ) {
idle_state++;
fgSplashProgress("setting up scenegraph & user interface");
} else if ( idle_state == 1 ) {
idle_state++;
// 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 );
// Initialize ssg (from plib). Needs to come before we do any
// other ssg stuff, but after opengl has been initialized.
ssgInit();
// Initialize the user interface (we need to do this before
// passing off control to the OS main loop and before
// fgInitGeneral to get our fonts !!!
guiInit();
fgSplashProgress("reading aircraft list");
} else if ( idle_state == 2 ) {
idle_state++;
// 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;
}
fgSplashProgress("reading airport & navigation data");
} else if ( idle_state == 3 ) {
idle_state++;
fgInitNav();
fgSplashProgress("setting up scenery");
} else if ( idle_state == 4 ) {
idle_state++;
// based on the requested presets, calculate the true starting
// lon, lat
fgInitPosition();
SGTime *t = fgInitTime();
globals->set_time_params( t );
// Do some quick general initializations
if( !fgInitGeneral()) {
SG_LOG( SG_GENERAL, SG_ALERT,
"General initializations failed ..." );
exit(-1);
}
////////////////////////////////////////////////////////////////////
// Initialize the property-based built-in commands
////////////////////////////////////////////////////////////////////
fgInitCommands();
////////////////////////////////////////////////////////////////////
// Initialize the material manager
////////////////////////////////////////////////////////////////////
globals->set_matlib( new SGMaterialLib );
globals->set_model_lib(new SGModelLib);
////////////////////////////////////////////////////////////////////
// Initialize the TG scenery subsystem.
////////////////////////////////////////////////////////////////////
globals->set_scenery( new FGScenery );
globals->get_scenery()->init();
globals->get_scenery()->bind();
globals->set_tile_mgr( new FGTileMgr );
////////////////////////////////////////////////////////////////////
// Initialize the general model subsystem.
////////////////////////////////////////////////////////////////////
globals->set_model_mgr(new FGModelMgr);
globals->get_model_mgr()->init();
globals->get_model_mgr()->bind();
fgSplashProgress("loading aircraft");
} else if ( idle_state == 5 ) {
idle_state++;
////////////////////////////////////////////////////////////////////
// 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();
fgSplashProgress("generating sky elements");
} else if ( idle_state == 6 ) {
idle_state++;
// 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 );
// build our custom render states
globals->get_renderer()->build_states();
fgSplashProgress("initializing subsystems");
} else if ( idle_state == 7 ) {
idle_state++;
// 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
// 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
// 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);
}
fgSplashProgress("setting up time & renderer");
} else if ( idle_state == 8 ) {
idle_state = 1000;
// Initialize the time offset (warp) after fgInitSubsystem
// (which initializes the lighting interpolation tables.)
fgInitTimeOffset();
// setup OpenGL view parameters
globals->get_renderer()->init();
SG_LOG( SG_GENERAL, SG_INFO, "Panel visible = " << fgPanelVisible() );
globals->get_renderer()->resize( fgGetInt("/sim/startup/xsize"),
fgGetInt("/sim/startup/ysize") );
fgSplashProgress("loading scenery objects");
}
if ( idle_state == 1000 ) {
// We've finished all our initialization steps, from now on we
// run the main loop.
fgSetBool("sim/sceneryloaded", false);
fgRegisterIdleHandler( fgMainLoop );
}
}
// 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_ALERT );
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();
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[] = "0.9.8";
string base_version = fgBasePackageVersion();
if ( !(base_version == required_version) ) {
// tell the operator how to use this application
SG_LOG( SG_GENERAL, SG_ALERT, "" ); // To popup the console on windows
cerr << endl << "Base package check failed ... " \
<< "Found version " << base_version << " at: " \
<< globals->get_fg_root() << endl;
cerr << "Please upgrade to version: " << required_version << endl;
#ifdef _MSC_VER
cerr << "Hit a key to continue..." << endl;
cin.get();
#endif
exit(-1);
}
sgUseDisplayList = fgGetBool( "/sim/rendering/use-display-list", true );
// 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 !defined(__APPLE__) || defined(OSX_BUNDLE)
// Mac OS X command line ("non-bundle") applications call this
// from main(), in bootstrap.cxx. Andy doesn't know why, someone
// feel free to add comments...
fgOSInit(&argc, argv);
_bootstrap_OSInit++;
#endif
fgRegisterWindowResizeHandler( &FGRenderer::resize );
fgRegisterIdleHandler( &fgIdleFunction );
fgRegisterDrawHandler( &FGRenderer::update );
#ifdef FG_ENABLE_MULTIPASS_CLOUDS
bool get_stencil_buffer = true;
#else
bool get_stencil_buffer = false;
#endif
// Initialize plib net interface
netInit( &argc, argv );
// Clouds3D requires an alpha channel
// clouds may require stencil buffer
fgOSOpenWindow( fgGetInt("/sim/startup/xsize"),
fgGetInt("/sim/startup/ysize"),
fgGetInt("/sim/rendering/bits-per-pixel"),
fgGetBool("/sim/rendering/clouds3d"),
get_stencil_buffer,
fgGetBool("/sim/startup/fullscreen") );
// Initialize the splash screen right away
fntInit();
fgSplashInit(fgGetString("/sim/startup/splash-texture"));
// pass control off to the master event handler
fgOSMainLoop();
// we never actually get here ... but to avoid compiler warnings,
// etc.
return false;
}