1 /**************************************************************************
2 * GLUTmain.c -- top level sim routines
4 * Written by Curtis Olson for OpenGL, started May 1997.
6 * Copyright (C) 1997 Curtis L. Olson - curt@infoplane.com
8 * This program is free software; you can redistribute it and/or
9 * modify it under the terms of the GNU General Public License as
10 * published by the Free Software Foundation; either version 2 of the
11 * License, or (at your option) any later version.
13 * This program is distributed in the hope that it will be useful, but
14 * WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
16 * General Public License for more details.
18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
23 * (Log is kept at end of this file)
24 **************************************************************************/
38 #include "../constants.h"
39 #include "../general.h"
41 #include "../Aircraft/aircraft.h"
42 #include "../Cockpit/cockpit.h"
43 #include "../Joystick/joystick.h"
44 #include "../Math/fg_geodesy.h"
45 #include "../Math/mat3.h"
46 #include "../Math/polar.h"
47 #include "../Scenery/mesh.h"
48 #include "../Scenery/scenery.h"
49 #include "../Time/fg_time.h"
50 #include "../Time/fg_timer.h"
51 #include "../Time/sunpos.h"
52 #include "../Weather/weather.h"
55 /* This is a record containing global housekeeping information */
56 struct fgGENERAL general;
59 static GLfloat win_ratio = 1.0;
62 /* static GLfloat sun_vec[4] = {1.0, 0.0, 0.0, 0.0 }; */
64 /* if the 4th field is 0.0, this specifies a direction ... */
65 /* clear color (sky) */
66 GLfloat fgClearColor[4] = {0.60, 0.60, 0.90, 1.0};
68 static GLfloat fgFogColor[4] = {0.65, 0.65, 0.85, 1.0};
71 /* extern struct mesh *mesh_ptr; */
72 /* Function prototypes */
73 /* GLint fgSceneryCompile_OLD(); */
74 /* static void fgSceneryDraw_OLD(); */
76 /* pointer to scenery structure */
77 /* static GLint scenery, runway; */
84 /* Yet another hack. This one used by the HUD code. Michele */
88 /**************************************************************************
89 * fgInitVisuals() -- Initialize various GL/view parameters
90 **************************************************************************/
92 static void fgInitVisuals() {
97 l = &cur_light_params;
101 glEnable( GL_DEPTH_TEST );
102 /* glFrontFace(GL_CW); */
103 glEnable( GL_CULL_FACE );
105 /* If enabled, normal vectors specified with glNormal are scaled
106 to unit length after transformation. See glNormal. */
107 glEnable( GL_NORMALIZE );
109 glLightfv( GL_LIGHT0, GL_POSITION, l->sun_vec );
110 glEnable( GL_LIGHTING );
111 glEnable( GL_LIGHT0 );
113 glShadeModel( GL_FLAT ); /* glShadeModel( GL_SMOOTH ); */
116 glFogi (GL_FOG_MODE, GL_LINEAR);
117 /* glFogf (GL_FOG_START, 1.0); */
118 glFogf (GL_FOG_END, w->visibility);
119 glFogfv (GL_FOG_COLOR, fgFogColor);
120 /* glFogf (GL_FOG_DENSITY, w->visibility); */
121 /* glHint (GL_FOG_HINT, GL_FASTEST); */
123 glClearColor(fgClearColor[0], fgClearColor[1], fgClearColor[2],
128 /**************************************************************************
129 * Update the view volume, position, and orientation
130 **************************************************************************/
132 static void fgUpdateViewParams() {
138 double x_2, x_4, x_8, x_10;
139 double ambient, diffuse, sky;
140 GLfloat color[4] = { 1.0, 1.0, 0.50, 1.0 };
141 /* GLfloat amb[3], diff[3], fog[4], clear[4]; */
143 f = ¤t_aircraft.flight;
144 l = &cur_light_params;
145 t = &cur_time_params;
150 /* Tell GL we are about to modify the projection parameters */
151 glMatrixMode(GL_PROJECTION);
153 gluPerspective(60.0, 1.0/win_ratio, 1.0, 200000.0);
155 glMatrixMode(GL_MODELVIEW);
158 /* set up our view volume */
159 gluLookAt(v->view_pos.x, v->view_pos.y, v->view_pos.z,
160 v->view_pos.x + v->view_forward[0],
161 v->view_pos.y + v->view_forward[1],
162 v->view_pos.z + v->view_forward[2],
163 v->view_up[0], v->view_up[1], v->view_up[2]);
165 /* set the sun position */
166 glLightfv( GL_LIGHT0, GL_POSITION, l->sun_vec );
168 /* calculate lighting parameters based on sun's relative angle to
170 /* ya kind'a have to plot this to see the magic */
172 /* x = t->sun_angle^8 */
173 x_2 = l->sun_angle * l->sun_angle;
178 ambient = 0.4 * pow(1.1, -x_10 / 30.0);
180 /* diffuse = 0.4 * cos(0.3 * x_2);
181 if ( t->sun_angle > FG_PI_2 + 0.05 ) {
188 sky = 0.85 * pow(1.2, -x_8 / 20.0) + 0.15;
190 /* sky = 0.15; */ /* to force a dark sky (for testing) */
192 if ( ambient < 0.1 ) { ambient = 0.1; }
193 if ( diffuse < 0.0 ) { diffuse = 0.0; }
195 if ( sky < 0.0 ) { sky = 0.0; }
197 l->scene_ambient[0] = color[0] * ambient;
198 l->scene_ambient[1] = color[1] * ambient;
199 l->scene_ambient[2] = color[2] * ambient;
201 l->scene_diffuse[0] = color[0] * diffuse;
202 l->scene_diffuse[1] = color[1] * diffuse;
203 l->scene_diffuse[2] = color[2] * diffuse;
205 /* set lighting parameters */
206 glLightfv(GL_LIGHT0, GL_AMBIENT, l->scene_ambient );
207 glLightfv(GL_LIGHT0, GL_DIFFUSE, l->scene_diffuse );
210 l->scene_fog[0] = fgFogColor[0] * (ambient + diffuse);
211 l->scene_fog[1] = fgFogColor[1] * (ambient + diffuse);
212 l->scene_fog[2] = fgFogColor[2] * (ambient + diffuse);
213 l->scene_fog[3] = fgFogColor[3];
214 glFogfv (GL_FOG_COLOR, l->scene_fog);
217 l->scene_clear[0] = fgClearColor[0] * sky;
218 l->scene_clear[1] = fgClearColor[1] * sky;
219 l->scene_clear[2] = fgClearColor[2] * sky;
220 l->scene_clear[3] = fgClearColor[3];
221 glClearColor(l->scene_clear[0], l->scene_clear[1],
222 l->scene_clear[2], l->scene_clear[3]);
226 /**************************************************************************
227 * Update all Visuals (redraws anything graphics related)
228 **************************************************************************/
230 static void fgUpdateVisuals( void ) {
231 /* update view volume parameters */
232 fgUpdateViewParams();
234 glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
236 /* Tell GL we are switching to model view parameters */
237 glMatrixMode(GL_MODELVIEW);
238 /* glLoadIdentity(); */
253 /**************************************************************************
254 * Update internal time dependent calculations (i.e. flight model)
255 **************************************************************************/
257 void fgUpdateTimeDepCalcs(int multi_loop) {
263 f = ¤t_aircraft.flight;
264 t = &cur_time_params;
267 /* update the flight model */
268 if ( multi_loop < 0 ) {
269 multi_loop = DEFAULT_MULTILOOP;
272 /* printf("updating flight model x %d\n", multi_loop); */
273 fgFlightModelUpdate(FG_LARCSIM, f, multi_loop);
275 /* refresh shared sun position and sun_vec */
276 fgUpdateSunPos(scenery.center);
278 /* update the view angle */
279 for ( i = 0; i < multi_loop; i++ ) {
280 if ( fabs(v->goal_view_offset - v->view_offset) < 0.05 ) {
281 v->view_offset = v->goal_view_offset;
284 /* move v->view_offset towards v->goal_view_offset */
285 if ( v->goal_view_offset > v->view_offset ) {
286 if ( v->goal_view_offset - v->view_offset < FG_PI ) {
287 v->view_offset += 0.01;
289 v->view_offset -= 0.01;
292 if ( v->view_offset - v->goal_view_offset < FG_PI ) {
293 v->view_offset -= 0.01;
295 v->view_offset += 0.01;
298 if ( v->view_offset > FG_2PI ) {
299 v->view_offset -= FG_2PI;
300 } else if ( v->view_offset < 0 ) {
301 v->view_offset += FG_2PI;
308 void fgInitTimeDepCalcs() {
309 /* initialize timer */
312 fgTimerInit( 1.0 / DEFAULT_TIMER_HZ, fgUpdateTimeDepCalcs );
318 /**************************************************************************
319 * Scenery management routines
320 **************************************************************************/
322 /* static void fgSceneryInit_OLD() { */
324 /* scenery = fgSceneryCompile_OLD();
325 runway = fgRunwayHack_OLD(0.69, 53.07);
329 /* create the scenery */
330 /* GLint fgSceneryCompile_OLD() {
333 scenery = mesh2GL(mesh_ptr_OLD);
339 /* hack in a runway */
340 /* GLint fgRunwayHack_OLD(double width, double length) {
341 static GLfloat concrete[4] = { 0.5, 0.5, 0.5, 1.0 };
342 static GLfloat line[4] = { 0.9, 0.9, 0.9, 1.0 };
345 float line_len, line_width_2, cur_pos;
347 runway = glGenLists(1);
348 glNewList(runway, GL_COMPILE);
351 /* glBegin(GL_POLYGON);
352 glMaterialfv( GL_FRONT, GL_AMBIENT_AND_DIFFUSE, concrete );
353 glNormal3f(0.0, 0.0, 1.0);
355 glVertex3d( 0.0, -width/2.0, 0.0);
356 glVertex3d( 0.0, width/2.0, 0.0);
357 glVertex3d(length, width/2.0, 0.0);
358 glVertex3d(length, -width/2.0, 0.0);
361 /* draw center line */
362 /* glMaterialfv( GL_FRONT, GL_AMBIENT_AND_DIFFUSE, line );
363 line_len = length / ( 2 * num_lines + 1);
364 printf("line_len = %.3f\n", line_len);
367 for ( i = 0; i < num_lines; i++ ) {
369 glVertex3d( cur_pos, -line_width_2, 0.005);
370 glVertex3d( cur_pos, line_width_2, 0.005);
372 glVertex3d( cur_pos, line_width_2, 0.005);
373 glVertex3d( cur_pos, -line_width_2, 0.005);
384 /* draw the scenery */
385 /*static void fgSceneryDraw_OLD() {
386 static float z = 32.35;
392 printf("*** Drawing runway at %.2f\n", z);
394 glTranslatef( -398391.28, 120070.41, 32.35);
395 glRotatef(170.0, 0.0, 0.0, 1.0);
402 /* What should we do when we have nothing else to do? How about get
403 * ready for the next move and update the display? */
404 static void fgMainLoop( void ) {
405 static int remainder = 0;
406 int elapsed, multi_loop;
410 struct fgAIRCRAFT *a;
414 a = ¤t_aircraft;
416 t = &cur_time_params;
422 /* fgJoystickRead( &joy_x, &joy_y, &joy_b1, &joy_b2 );
423 printf( "Joystick X %f Y %f B1 %d B2 %d\n",
424 joy_x, joy_y, joy_b1, joy_b2 );
426 fgAileronSet( joy_x ); */
428 /* update the weather for our current position */
429 fgWeatherUpdate(FG_Longitude * RAD_TO_ARCSEC,
430 FG_Latitude * RAD_TO_ARCSEC,
431 FG_Altitude * FEET_TO_METER);
433 /* Calculate model iterations needed */
434 elapsed = fgGetTimeInterval();
435 printf("Time interval is = %d, previous remainder is = %d\n", elapsed,
437 printf("--> Frame rate is = %.2f\n", 1000.0 / (float)elapsed);
438 elapsed += remainder;
440 multi_loop = ((float)elapsed * 0.001) * DEFAULT_MODEL_HZ;
441 remainder = elapsed - ((multi_loop*1000) / DEFAULT_MODEL_HZ);
442 printf("Model iterations needed = %d, new remainder = %d\n", multi_loop,
445 if ( ! use_signals ) {
447 fgUpdateTimeDepCalcs(multi_loop);
450 /* I'm just sticking this here for now, it should probably move
452 cur_elev = mesh_altitude(FG_Longitude * RAD_TO_ARCSEC,
453 FG_Latitude * RAD_TO_ARCSEC);
454 printf("Ground elevation is %.2f meters here.\n", cur_elev);
455 /* FG_Runway_altitude = cur_elev * METER_TO_FEET; */
457 if ( FG_Altitude * FEET_TO_METER < cur_elev + 3.758099) {
458 /* set this here, otherwise if we set runway height above our
459 current height we get a really nasty bounce. */
460 FG_Runway_altitude = FG_Altitude - 3.758099;
462 /* now set aircraft altitude above ground */
463 FG_Altitude = cur_elev * METER_TO_FEET + 3.758099;
464 printf("<*> resetting altitude to %.0f meters\n",
465 FG_Altitude * FEET_TO_METER);
468 fgAircraftOutputCurrent(a);
475 /**************************************************************************
476 * Handle new window size or exposure
477 **************************************************************************/
479 static void fgReshape( int width, int height ) {
480 /* Do this so we can call fgReshape(0,0) ourselves without having to know
481 * what the values of width & height are. */
482 if ( (height > 0) && (width > 0) ) {
483 win_ratio = (GLfloat) height / (GLfloat) width;
486 /* Inform gl of our view window size */
487 glViewport(0, 0, (GLint)width, (GLint)height);
489 fgUpdateViewParams();
491 glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
495 /**************************************************************************
497 **************************************************************************/
499 int main( int argc, char *argv[] ) {
502 f = ¤t_aircraft.flight;
504 printf("Flight Gear: prototype version %s\n\n", VERSION);
506 /**********************************************************************
507 * Initialize the Window/Graphics environment.
508 **********************************************************************/
511 /* initialize GLUT */
512 glutInit(&argc, argv);
514 /* Define Display Parameters */
515 glutInitDisplayMode( GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE );
517 /* Define initial window size */
518 glutInitWindowSize(640, 480);
520 /* Initialize windows */
521 glutCreateWindow("Flight Gear");
524 /* This is the general house keeping init routine */
527 /* This is the top level init routine which calls all the other
528 * subsystem initialization routines. If you are adding a
529 * subsystem to flight gear, its initialization call should
530 * located in this routine.*/
533 /* setup view parameters, only makes GL calls */
537 /* init timer routines, signals, etc. Arrange for an alarm
538 signal to be generated, etc. */
539 fgInitTimeDepCalcs();
542 /**********************************************************************
543 * Initialize the Event Handlers.
544 **********************************************************************/
547 /* call fgReshape() on window resizes */
548 glutReshapeFunc( fgReshape );
550 /* call key() on keyboard event */
551 glutKeyboardFunc( GLUTkey );
552 glutSpecialFunc( GLUTspecialkey );
554 /* call fgMainLoop() whenever there is nothing else to do */
555 glutIdleFunc( fgMainLoop );
558 glutDisplayFunc( fgUpdateVisuals );
560 /* pass control off to the GLUT event handler */
570 int printf (const char *format, ...) {
576 /* Revision 1.28 1997/12/10 22:37:45 curt
577 /* Prepended "fg" on the name of all global structures that didn't have it yet.
578 /* i.e. "struct WEATHER {}" became "struct fgWEATHER {}"
580 * Revision 1.27 1997/12/09 05:11:54 curt
581 * Working on tweaking lighting.
583 * Revision 1.26 1997/12/09 04:25:29 curt
584 * Working on adding a global lighting params structure.
586 * Revision 1.25 1997/12/08 22:54:09 curt
587 * Enabled GL_CULL_FACE.
589 * Revision 1.24 1997/11/25 19:25:32 curt
590 * Changes to integrate Durk's moon/sun code updates + clean up.
592 * Revision 1.23 1997/11/15 18:16:34 curt
595 * Revision 1.22 1997/10/30 12:38:41 curt
596 * Working on new scenery subsystem.
598 * Revision 1.21 1997/09/23 00:29:38 curt
599 * Tweaks to get things to compile with gcc-win32.
601 * Revision 1.20 1997/09/22 14:44:19 curt
602 * Continuing to try to align stars correctly.
604 * Revision 1.19 1997/09/18 16:20:08 curt
605 * At dusk/dawn add/remove stars in stages.
607 * Revision 1.18 1997/09/16 22:14:51 curt
608 * Tweaked time of day lighting equations. Don't draw stars during the day.
610 * Revision 1.17 1997/09/16 15:50:29 curt
611 * Working on star alignment and time issues.
613 * Revision 1.16 1997/09/13 02:00:06 curt
614 * Mostly working on stars and generating sidereal time for accurate star
617 * Revision 1.15 1997/09/05 14:17:27 curt
618 * More tweaking with stars.
620 * Revision 1.14 1997/09/05 01:35:53 curt
621 * Working on getting stars right.
623 * Revision 1.13 1997/09/04 02:17:34 curt
626 * Revision 1.12 1997/08/27 21:32:24 curt
627 * Restructured view calculation code. Added stars.
629 * Revision 1.11 1997/08/27 03:30:16 curt
630 * Changed naming scheme of basic shared structures.
632 * Revision 1.10 1997/08/25 20:27:22 curt
633 * Merged in initial HUD and Joystick code.
635 * Revision 1.9 1997/08/22 21:34:39 curt
636 * Doing a bit of reorganizing and house cleaning.
638 * Revision 1.8 1997/08/19 23:55:03 curt
639 * Worked on better simulating real lighting.
641 * Revision 1.7 1997/08/16 12:22:38 curt
642 * Working on improving the lighting/shading.
644 * Revision 1.6 1997/08/13 20:24:56 curt
645 * Changes due to changing sunpos interface.
647 * Revision 1.5 1997/08/06 21:08:32 curt
648 * Sun position now *really* works (I think) ... I still have sun time warping
649 * code in place, probably should remove it soon.
651 * Revision 1.4 1997/08/06 15:41:26 curt
652 * Working on correct sun position.
654 * Revision 1.3 1997/08/06 00:24:22 curt
655 * Working on correct real time sun lighting.
657 * Revision 1.2 1997/08/04 20:25:15 curt
658 * Organizational tweaking.
660 * Revision 1.1 1997/08/02 18:45:00 curt
661 * Renamed GLmain.c GLUTmain.c
663 * Revision 1.43 1997/08/02 16:23:47 curt
666 * Revision 1.42 1997/08/01 19:43:33 curt
667 * Making progress with coordinate system overhaul.
669 * Revision 1.41 1997/07/31 22:52:37 curt
670 * Working on redoing internal coordinate systems & scenery transformations.
672 * Revision 1.40 1997/07/30 16:12:42 curt
673 * Moved fg_random routines from Util/ to Math/
675 * Revision 1.39 1997/07/21 14:45:01 curt
678 * Revision 1.38 1997/07/19 23:04:47 curt
679 * Added an initial weather section.
681 * Revision 1.37 1997/07/19 22:34:02 curt
682 * Moved PI definitions to ../constants.h
683 * Moved random() stuff to ../Utils/ and renamed fg_random()
685 * Revision 1.36 1997/07/18 23:41:25 curt
686 * Tweaks for building with Cygnus Win32 compiler.
688 * Revision 1.35 1997/07/18 14:28:34 curt
689 * Hacked in some support for wind/turbulence.
691 * Revision 1.34 1997/07/16 20:04:48 curt
692 * Minor tweaks to aid Win32 port.
694 * Revision 1.33 1997/07/12 03:50:20 curt
695 * Added an #include <Windows32/Base.h> to help compiling for Win32
697 * Revision 1.32 1997/07/11 03:23:18 curt
698 * Solved some scenery display/orientation problems. Still have a positioning
699 * (or transformation?) problem.
701 * Revision 1.31 1997/07/11 01:29:58 curt
702 * More tweaking of terrian floor.
704 * Revision 1.30 1997/07/10 04:26:37 curt
705 * We now can interpolated ground elevation for any position in the grid. We
706 * can use this to enforce a "hard" ground. We still need to enforce some
707 * bounds checking so that we don't try to lookup data points outside the
710 * Revision 1.29 1997/07/09 21:31:12 curt
711 * Working on making the ground "hard."
713 * Revision 1.28 1997/07/08 18:20:12 curt
714 * Working on establishing a hard ground.
716 * Revision 1.27 1997/07/07 20:59:49 curt
717 * Working on scenery transformations to enable us to fly fluidly over the
718 * poles with no discontinuity/distortion in scenery.
720 * Revision 1.26 1997/07/05 20:43:34 curt
721 * renamed mat3 directory to Math so we could add other math related routines.
723 * Revision 1.25 1997/06/29 21:19:17 curt
724 * Working on scenery management system.
726 * Revision 1.24 1997/06/26 22:14:53 curt
727 * Beginning work on a scenery management system.
729 * Revision 1.23 1997/06/26 19:08:33 curt
730 * Restructuring make, adding automatic "make dep" support.
732 * Revision 1.22 1997/06/25 15:39:47 curt
733 * Minor changes to compile with rsxnt/win32.
735 * Revision 1.21 1997/06/22 21:44:41 curt
736 * Working on intergrating the VRML (subset) parser.
738 * Revision 1.20 1997/06/21 17:12:53 curt
739 * Capitalized subdirectory names.
741 * Revision 1.19 1997/06/18 04:10:31 curt
742 * A couple more runway tweaks ...
744 * Revision 1.18 1997/06/18 02:21:24 curt
747 * Revision 1.17 1997/06/17 16:51:58 curt
748 * Timer interval stuff now uses gettimeofday() instead of ftime()
750 * Revision 1.16 1997/06/17 04:19:16 curt
751 * More timer related tweaks with respect to view direction changes.
753 * Revision 1.15 1997/06/17 03:41:10 curt
754 * Nonsignal based interval timing is now working.
755 * This would be a good time to look at cleaning up the code structure a bit.
757 * Revision 1.14 1997/06/16 19:32:51 curt
758 * Starting to add general timer support.
760 * Revision 1.13 1997/06/02 03:40:06 curt
761 * A tiny bit more view tweaking.
763 * Revision 1.12 1997/06/02 03:01:38 curt
764 * Working on views (side, front, back, transitions, etc.)
766 * Revision 1.11 1997/05/31 19:16:25 curt
767 * Elevator trim added.
769 * Revision 1.10 1997/05/31 04:13:52 curt
772 * Continuing work on the LaRCsim flight model integration.
773 * Added some MSFS-like keyboard input handling.
775 * Revision 1.9 1997/05/30 19:27:01 curt
776 * The LaRCsim flight model is starting to look like it is working.
778 * Revision 1.8 1997/05/30 03:54:10 curt
779 * Made a bit more progress towards integrating the LaRCsim flight model.
781 * Revision 1.7 1997/05/29 22:39:49 curt
782 * Working on incorporating the LaRCsim flight model.
784 * Revision 1.6 1997/05/29 12:31:39 curt
785 * Minor tweaks, moving towards general flight model integration.
787 * Revision 1.5 1997/05/29 02:33:23 curt
788 * Updated to reflect changing interfaces in other "modules."
790 * Revision 1.4 1997/05/27 17:44:31 curt
791 * Renamed & rearranged variables and routines. Added some initial simple
792 * timer/alarm routines so the flight model can be updated on a regular
795 * Revision 1.3 1997/05/23 15:40:25 curt
796 * Added GNU copyright headers.
799 * Revision 1.2 1997/05/23 00:35:12 curt
800 * Trying to get fog to work ...
802 * Revision 1.1 1997/05/21 15:57:51 curt
803 * Renamed due to added GLUT support.
805 * Revision 1.3 1997/05/19 18:22:42 curt
806 * Parameter tweaking ... starting to stub in fog support.
808 * Revision 1.2 1997/05/17 00:17:34 curt
809 * Trying to stub in support for standard OpenGL.
811 * Revision 1.1 1997/05/16 16:05:52 curt