fad67bda10
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
1019 lines
36 KiB
C++
1019 lines
36 KiB
C++
// main.cxx -- top level sim routines
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//
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// Written by Curtis Olson, started May 1997.
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//
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// Copyright (C) 1997 - 2002 Curtis L. Olson - http://www.flightgear.org/~curt
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//
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// This program is free software; you can redistribute it and/or
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// modify it under the terms of the GNU General Public License as
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// published by the Free Software Foundation; either version 2 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful, but
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// WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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// General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program; if not, write to the Free Software
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// Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
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//
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// $Id$
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#ifdef HAVE_CONFIG_H
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# include <config.h>
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#endif
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#include <simgear/compiler.h>
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#if defined(__linux__) && defined(__i386__)
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# include <fpu_control.h>
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# include <signal.h>
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#endif
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#ifdef SG_MATH_EXCEPTION_CLASH
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# include <math.h>
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#endif
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#ifdef HAVE_WINDOWS_H
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# include <windows.h>
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# include <float.h>
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#endif
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#include <plib/netSocket.h>
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#include <simgear/props/props.hxx>
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#include <simgear/timing/sg_time.hxx>
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#include <simgear/math/sg_random.h>
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// Class references
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#include <simgear/ephemeris/ephemeris.hxx>
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#include <simgear/scene/model/modellib.hxx>
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#include <simgear/scene/material/matlib.hxx>
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#include <simgear/scene/model/animation.hxx>
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#include <simgear/scene/sky/sky.hxx>
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#include <Time/light.hxx>
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#include <Include/general.hxx>
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#include <Cockpit/cockpit.hxx>
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#include <Cockpit/hud.hxx>
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#include <Model/panelnode.hxx>
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#include <Model/modelmgr.hxx>
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#include <Model/acmodel.hxx>
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#include <Scenery/scenery.hxx>
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#include <Scenery/tilemgr.hxx>
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#include <Sound/beacon.hxx>
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#include <Sound/morse.hxx>
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#include <FDM/flight.hxx>
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#include <FDM/UIUCModel/uiuc_aircraftdir.h>
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// #include <FDM/ADA.hxx>
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#include <ATC/ATCdisplay.hxx>
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#include <ATC/ATCmgr.hxx>
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#include <ATC/AIMgr.hxx>
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#include <Replay/replay.hxx>
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#include <Time/tmp.hxx>
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#include <Time/fg_timer.hxx>
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#include <Environment/environment_mgr.hxx>
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#include <GUI/new_gui.hxx>
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#ifdef FG_MPLAYER_AS
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#include <MultiPlayer/multiplaytxmgr.hxx>
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#include <MultiPlayer/multiplayrxmgr.hxx>
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#endif
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#include "fg_commands.hxx"
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#include "fg_io.hxx"
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#include "renderer.hxx"
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#include "splash.hxx"
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#include "main.hxx"
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static double real_delta_time_sec = 0.0;
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double delta_time_sec = 0.0;
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extern float init_volume;
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#ifdef macintosh
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# include <console.h> // -dw- for command line dialog
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#endif
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// This is a record containing a bit of global housekeeping information
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FGGeneral general;
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// Specify our current idle function state. This is used to run all
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// our initializations out of the idle callback so that we can get a
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// splash screen up and running right away.
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int idle_state = 0;
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long global_multi_loop;
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SGTimeStamp last_time_stamp;
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SGTimeStamp current_time_stamp;
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// The atexit() functio handler should know when the graphical subsystem
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// is initialized.
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extern int _bootstrap_OSInit;
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// Update internal time dependent calculations (i.e. flight model)
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// FIXME: this distinction is obsolete; all subsystems now get delta
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// time on update.
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void fgUpdateTimeDepCalcs() {
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static bool inited = false;
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static const SGPropertyNode *replay_state
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= fgGetNode( "/sim/freeze/replay-state", true );
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static SGPropertyNode *replay_time
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= fgGetNode( "/sim/replay/time", true );
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// static const SGPropertyNode *replay_end_time
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// = fgGetNode( "/sim/replay/end-time", true );
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//SG_LOG(SG_FLIGHT,SG_INFO, "Updating time dep calcs()");
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// Initialize the FDM here if it hasn't been and if we have a
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// scenery elevation hit.
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// cout << "cur_fdm_state->get_inited() = " << cur_fdm_state->get_inited()
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// << " cur_elev = " << scenery.get_cur_elev() << endl;
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if (!cur_fdm_state->get_inited()) {
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// Check for scenery around the aircraft.
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double lon = fgGetDouble("/sim/presets/longitude-deg");
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double lat = fgGetDouble("/sim/presets/latitude-deg");
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// We require just to have 50 meter scenery availabe around
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// the aircraft.
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double range = 50.0;
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if (globals->get_tile_mgr()->scenery_available(lat, lon, range)) {
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SG_LOG(SG_FLIGHT,SG_INFO, "Finally initializing fdm");
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cur_fdm_state->init();
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if ( cur_fdm_state->get_bound() ) {
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cur_fdm_state->unbind();
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}
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cur_fdm_state->bind();
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}
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}
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// conceptually, the following block could be done for each fdm
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// instance ...
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if ( cur_fdm_state->get_inited() ) {
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// we have been inited, and we are good to go ...
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if ( !inited ) {
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inited = true;
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}
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if ( replay_state->getIntValue() == 0 ) {
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// replay off, run fdm
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cur_fdm_state->update( delta_time_sec );
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} else {
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FGReplay *r = (FGReplay *)(globals->get_subsystem( "replay" ));
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r->replay( replay_time->getDoubleValue() );
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if ( replay_state->getIntValue() == 1 ) {
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// normal playback
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replay_time->setDoubleValue( replay_time->getDoubleValue()
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+ ( delta_time_sec
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* fgGetInt("/sim/speed-up") ) );
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} else if ( replay_state->getIntValue() == 2 ) {
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// paused playback (don't advance replay time)
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}
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}
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} else {
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// do nothing, fdm isn't inited yet
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}
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globals->get_model_mgr()->update(delta_time_sec);
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globals->get_aircraft_model()->update(delta_time_sec);
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// update the view angle
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globals->get_viewmgr()->update(delta_time_sec);
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// Update solar system
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globals->get_ephem()->update( globals->get_time_params()->getMjd(),
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globals->get_time_params()->getLst(),
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cur_fdm_state->get_Latitude() );
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}
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void fgInitTimeDepCalcs( void ) {
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// noop for now
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}
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static const double alt_adjust_ft = 3.758099;
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static const double alt_adjust_m = alt_adjust_ft * SG_FEET_TO_METER;
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// What should we do when we have nothing else to do? Let's get ready
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// for the next move and update the display?
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static void fgMainLoop( void ) {
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int model_hz = fgGetInt("/sim/model-hz");
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static const SGPropertyNode *longitude
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= fgGetNode("/position/longitude-deg");
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static const SGPropertyNode *latitude
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= fgGetNode("/position/latitude-deg");
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static const SGPropertyNode *altitude
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= fgGetNode("/position/altitude-ft");
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static const SGPropertyNode *clock_freeze
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= fgGetNode("/sim/freeze/clock", true);
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static const SGPropertyNode *cur_time_override
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= fgGetNode("/sim/time/cur-time-override", true);
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SGCloudLayer::enable_bump_mapping = fgGetBool("/sim/rendering/bump-mapping");
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bool scenery_loaded = fgGetBool("sim/sceneryloaded") || fgGetBool("sim/sceneryloaded-override");
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// Update the elapsed time.
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static bool first_time = true;
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if ( first_time ) {
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last_time_stamp.stamp();
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first_time = false;
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}
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double throttle_hz = fgGetDouble("/sim/frame-rate-throttle-hz", 0.0);
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if ( throttle_hz > 0.0 && scenery_loaded ) {
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// optionally throttle the frame rate (to get consistant frame
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// rates or reduce cpu usage.
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double frame_us = 1000000.0 / throttle_hz;
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#define FG_SLEEP_BASED_TIMING 1
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#if defined(FG_SLEEP_BASED_TIMING)
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// sleep based timing loop.
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//
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// Calling sleep, even usleep() on linux is less accurate than
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// we like, but it does free up the cpu for other tasks during
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// the sleep so it is desireable. Because of the way sleep()
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// is implimented in consumer operating systems like windows
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// and linux, you almost always sleep a little longer than the
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// requested amount.
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//
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// To combat the problem of sleeping to long, we calculate the
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// desired wait time and shorten it by 2000us (2ms) to avoid
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// [hopefully] over-sleep'ing. The 2ms value was arrived at
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// via experimentation. We follow this up at the end with a
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// simple busy-wait loop to get the final pause timing exactly
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// right.
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//
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// Assuming we don't oversleep by more than 2000us, this
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// should be a reasonable compromise between sleep based
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// waiting, and busy waiting.
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// sleep() will always overshoot by a bit so undersleep by
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// 2000us in the hopes of never oversleeping.
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frame_us -= 2000.0;
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if ( frame_us < 0.0 ) {
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frame_us = 0.0;
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}
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current_time_stamp.stamp();
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/* Convert to ms */
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double elapsed_us = current_time_stamp - last_time_stamp;
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if ( elapsed_us < frame_us ) {
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double requested_us = frame_us - elapsed_us;
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ulMilliSecondSleep ( (int)(requested_us / 1000.0) ) ;
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}
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#endif
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// busy wait timing loop.
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//
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// This yields the most accurate timing. If the previous
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// ulMilliSecondSleep() call is ommitted this will peg the cpu
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// (which is just fine if FG is the only app you care about.)
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current_time_stamp.stamp();
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while ( current_time_stamp - last_time_stamp < frame_us ) {
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current_time_stamp.stamp();
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}
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} else {
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// run as fast as the app will go
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current_time_stamp.stamp();
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}
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real_delta_time_sec
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= double(current_time_stamp - last_time_stamp) / 1000000.0;
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// round the real time down to a multiple of 1/model-hz.
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// this way all systems are updated the _same_ amount of dt.
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{
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static double rem = 0.0;
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real_delta_time_sec += rem;
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double hz = model_hz;
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double nit = floor(real_delta_time_sec*hz);
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rem = real_delta_time_sec - nit/hz;
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real_delta_time_sec = nit/hz;
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}
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if (clock_freeze->getBoolValue() || !scenery_loaded) {
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delta_time_sec = 0;
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} else {
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delta_time_sec = real_delta_time_sec;
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}
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last_time_stamp = current_time_stamp;
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globals->inc_sim_time_sec( delta_time_sec );
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SGAnimation::set_sim_time_sec( globals->get_sim_time_sec() );
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// These are useful, especially for Nasal scripts.
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fgSetDouble("/sim/time/delta-realtime-sec", real_delta_time_sec);
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fgSetDouble("/sim/time/delta-sec", delta_time_sec);
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static long remainder = 0;
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long elapsed;
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#ifdef FANCY_FRAME_COUNTER
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int i;
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double accum;
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#else
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static time_t last_time = 0;
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static int frames = 0;
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#endif // FANCY_FRAME_COUNTER
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SGTime *t = globals->get_time_params();
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globals->get_event_mgr()->update(delta_time_sec);
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SG_LOG( SG_ALL, SG_DEBUG, "Running Main Loop");
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SG_LOG( SG_ALL, SG_DEBUG, "======= ==== ====");
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#if defined( ENABLE_PLIB_JOYSTICK )
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// Read joystick and update control settings
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// if ( fgGetString("/sim/control-mode") == "joystick" )
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// {
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// fgJoystickRead();
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// }
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#endif
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// Fix elevation. I'm just sticking this here for now, it should
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// probably move eventually
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/* printf("Before - ground = %.2f runway = %.2f alt = %.2f\n",
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scenery.get_cur_elev(),
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cur_fdm_state->get_Runway_altitude() * SG_FEET_TO_METER,
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cur_fdm_state->get_Altitude() * SG_FEET_TO_METER); */
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/* printf("Adjustment - ground = %.2f runway = %.2f alt = %.2f\n",
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scenery.get_cur_elev(),
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cur_fdm_state->get_Runway_altitude() * SG_FEET_TO_METER,
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cur_fdm_state->get_Altitude() * SG_FEET_TO_METER); */
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// cout << "Warp = " << globals->get_warp() << endl;
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// update "time"
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static bool last_clock_freeze = false;
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if ( clock_freeze->getBoolValue() ) {
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// clock freeze requested
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if ( cur_time_override->getLongValue() == 0 ) {
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fgSetLong( "/sim/time/cur-time-override", t->get_cur_time() );
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globals->set_warp( 0 );
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}
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} else {
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// no clock freeze requested
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if ( last_clock_freeze == true ) {
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// clock just unfroze, let's set warp as the difference
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// between frozen time and current time so we don't get a
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// time jump (and corresponding sky object and lighting
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// jump.)
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globals->set_warp( cur_time_override->getLongValue() - time(NULL) );
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fgSetLong( "/sim/time/cur-time-override", 0 );
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}
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if ( globals->get_warp_delta() != 0 ) {
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globals->inc_warp( globals->get_warp_delta() );
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}
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}
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last_clock_freeze = clock_freeze->getBoolValue();
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t->update( longitude->getDoubleValue() * SGD_DEGREES_TO_RADIANS,
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latitude->getDoubleValue() * SGD_DEGREES_TO_RADIANS,
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cur_time_override->getLongValue(),
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globals->get_warp() );
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if (globals->get_warp_delta() != 0) {
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FGLight *l = (FGLight *)(globals->get_subsystem("lighting"));
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l->update( 0.5 );
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}
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// update magvar model
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globals->get_mag()->update( longitude->getDoubleValue()
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* SGD_DEGREES_TO_RADIANS,
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latitude->getDoubleValue()
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* SGD_DEGREES_TO_RADIANS,
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altitude->getDoubleValue() * SG_FEET_TO_METER,
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globals->get_time_params()->getJD() );
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// Get elapsed time (in usec) for this past frame
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elapsed = fgGetTimeInterval();
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SG_LOG( SG_ALL, SG_DEBUG,
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"Elapsed time interval is = " << elapsed
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<< ", previous remainder is = " << remainder );
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// Calculate frame rate average
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#ifdef FANCY_FRAME_COUNTER
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/* old fps calculation */
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if ( elapsed > 0 ) {
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double tmp;
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accum = 0.0;
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for ( i = FG_FRAME_RATE_HISTORY - 2; i >= 0; i-- ) {
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tmp = general.get_frame(i);
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accum += tmp;
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// printf("frame[%d] = %.2f\n", i, g->frames[i]);
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general.set_frame(i+1,tmp);
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}
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tmp = 1000000.0 / (float)elapsed;
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general.set_frame(0,tmp);
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// printf("frame[0] = %.2f\n", general.frames[0]);
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accum += tmp;
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general.set_frame_rate(accum / (float)FG_FRAME_RATE_HISTORY);
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// printf("ave = %.2f\n", general.frame_rate);
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}
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#else
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if ( (t->get_cur_time() != last_time) && (last_time > 0) ) {
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general.set_frame_rate( frames );
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fgSetInt("/sim/frame-rate", frames);
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SG_LOG( SG_ALL, SG_DEBUG,
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"--> Frame rate is = " << general.get_frame_rate() );
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frames = 0;
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}
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last_time = t->get_cur_time();
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++frames;
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#endif
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// Run ATC subsystem
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if (fgGetBool("/sim/atc/enabled"))
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globals->get_ATC_mgr()->update(delta_time_sec);
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// Run the AI subsystem
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if (fgGetBool("/sim/ai-traffic/enabled"))
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globals->get_AI_mgr()->update(delta_time_sec);
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#ifdef FG_MPLAYER_AS
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// Update any multiplayer models
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globals->get_multiplayer_rx_mgr()->Update();
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#endif
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// Run flight model
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// Calculate model iterations needed for next frame
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elapsed += remainder;
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global_multi_loop = (long)(((double)elapsed * 0.000001) * model_hz );
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remainder = elapsed - ( (global_multi_loop*1000000) / model_hz );
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SG_LOG( SG_ALL, SG_DEBUG,
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"Model iterations needed = " << global_multi_loop
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<< ", new remainder = " << remainder );
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// chop max interations to something reasonable if the sim was
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// delayed for an excesive amount of time
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if ( global_multi_loop > 2.0 * model_hz ) {
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global_multi_loop = (int)(2.0 * model_hz );
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remainder = 0;
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}
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// flight model
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if ( global_multi_loop > 0) {
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// first run the flight model each frame until it is intialized
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// then continue running each frame only after initial scenery load is complete.
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fgUpdateTimeDepCalcs();
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} 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;
|
|
}
|
|
|
|
|