1 // main.cxx -- top level sim routines
3 // Written by Curtis Olson, started May 1997.
5 // Copyright (C) 1997 - 2002 Curtis L. Olson - curt@flightgear.org
7 // This program is free software; you can redistribute it and/or
8 // modify it under the terms of the GNU General Public License as
9 // published by the Free Software Foundation; either version 2 of the
10 // License, or (at your option) any later version.
12 // This program is distributed in the hope that it will be useful, but
13 // WITHOUT ANY WARRANTY; without even the implied warranty of
14 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
15 // General Public License for more details.
17 // You should have received a copy of the GNU General Public License
18 // along with this program; if not, write to the Free Software
19 // Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
28 #include <simgear/compiler.h>
30 #if defined(__linux__) && defined(__i386__)
31 # include <fpu_control.h>
35 #ifdef SG_MATH_EXCEPTION_CLASH
46 #include <plib/netSocket.h>
48 #include <simgear/screen/extensions.hxx>
49 #include <simgear/scene/material/matlib.hxx>
50 #include <simgear/props/props.hxx>
51 #include <simgear/scene/sky/sky.hxx>
52 #include <simgear/timing/sg_time.hxx>
53 #include <simgear/scene/model/animation.hxx>
54 #include <simgear/ephemeris/ephemeris.hxx>
55 #include <simgear/scene/model/placement.hxx>
56 #include <simgear/math/sg_random.h>
57 #include <simgear/scene/model/modellib.hxx>
59 #ifdef FG_USE_CLOUDS_3D
60 # include <simgear/scene/sky/clouds3d/SkySceneLoader.hpp>
61 # include <simgear/scene/sky/clouds3d/SkyUtil.hpp>
64 #include <Include/general.hxx>
65 #include <Scenery/tileentry.hxx>
66 #include <Time/light.hxx>
67 #include <Time/light.hxx>
68 #include <Aircraft/aircraft.hxx>
69 #include <Cockpit/panel.hxx>
70 #include <Cockpit/cockpit.hxx>
71 #include <Cockpit/radiostack.hxx>
72 #include <Cockpit/hud.hxx>
73 #include <Model/panelnode.hxx>
74 #include <Model/modelmgr.hxx>
75 #include <Model/acmodel.hxx>
76 #include <Scenery/scenery.hxx>
77 #include <Scenery/tilemgr.hxx>
78 #include <FDM/flight.hxx>
79 #include <FDM/UIUCModel/uiuc_aircraftdir.h>
80 #include <FDM/ADA.hxx>
81 #include <ATC/ATCdisplay.hxx>
82 #include <ATC/ATCmgr.hxx>
83 #include <ATC/AIMgr.hxx>
84 #include <Replay/replay.hxx>
85 #include <Time/tmp.hxx>
86 #include <Time/fg_timer.hxx>
87 #include <Environment/environment_mgr.hxx>
90 #include <MultiPlayer/multiplaytxmgr.hxx>
91 #include <MultiPlayer/multiplayrxmgr.hxx>
95 #include "fg_commands.hxx"
99 float default_attenuation[3] = {1.0, 0.0, 0.0};
100 ssgSelector *ship_sel=NULL;
101 // upto 32 instances of a same object can be loaded.
102 ssgTransform *ship_pos[32];
103 double obj_lat[32],obj_lon[32],obj_alt[32],obj_pitch[32],obj_roll[32];
105 ssgSelector *lightpoints_brightness = new ssgSelector;
106 ssgTransform *lightpoints_transform = new ssgTransform;
107 FGTileEntry *dummy_tile;
110 // Clip plane settings...
111 float scene_nearplane = 0.5f;
112 float scene_farplane = 120000.0f;
114 static double real_delta_time_sec = 0.0;
115 static double delta_time_sec = 0.0;
117 glPointParameterfProc glPointParameterfPtr = 0;
118 glPointParameterfvProc glPointParameterfvPtr = 0;
119 bool glPointParameterIsSupported = false;
123 # include <WeatherCM/FGLocalWeatherDatabase.h>
127 # include <console.h> // -dw- for command line dialog
130 // This is a record containing a bit of global housekeeping information
133 // Specify our current idle function state. This is used to run all
134 // our initializations out of the glutIdleLoop() so that we can get a
135 // splash screen up and running right away.
136 static int idle_state = 0;
137 static long global_multi_loop;
139 // fog constants. I'm a little nervous about putting actual code out
140 // here but it seems to work (?)
141 static const double m_log01 = -log( 0.01 );
142 static const double sqrt_m_log01 = sqrt( m_log01 );
143 static GLfloat fog_exp_density;
144 static GLfloat fog_exp2_density;
145 static GLfloat rwy_exp2_punch_through;
146 static GLfloat taxi_exp2_punch_through;
147 static GLfloat ground_exp2_punch_through;
152 #ifdef FG_USE_CLOUDS_3D
153 SkySceneLoader *sgClouds3d;
154 bool _bcloud_orig = true;
158 sgMat4 copy_of_ssgOpenGLAxisSwapMatrix =
160 { 1.0f, 0.0f, 0.0f, 0.0f },
161 { 0.0f, 0.0f, -1.0f, 0.0f },
162 { 0.0f, 1.0f, 0.0f, 0.0f },
163 { 0.0f, 0.0f, 0.0f, 1.0f }
166 // The following defines flightgear options. Because glutlib will also
167 // want to parse its own options, those options must not be included here
168 // or they will get parsed by the main program option parser. Hence case
169 // is significant for any option added that might be in conflict with
172 // glutlib parses for:
174 // -direct (invalid in Win32)
178 // -indirect (invalid in Win32)
181 // Note that glutlib depends upon strings while this program's
182 // option parser wants only initial characters followed by numbers
187 ssgSimpleState *cloud3d_imposter_state;
188 ssgSimpleState *default_state;
189 ssgSimpleState *hud_and_panel;
190 ssgSimpleState *menus;
192 SGTimeStamp last_time_stamp;
193 SGTimeStamp current_time_stamp;
196 void fgBuildRenderStates( void ) {
197 default_state = new ssgSimpleState;
198 default_state->ref();
199 default_state->disable( GL_TEXTURE_2D );
200 default_state->enable( GL_CULL_FACE );
201 default_state->enable( GL_COLOR_MATERIAL );
202 default_state->setColourMaterial( GL_AMBIENT_AND_DIFFUSE );
203 default_state->setMaterial( GL_EMISSION, 0, 0, 0, 1 );
204 default_state->setMaterial( GL_SPECULAR, 0, 0, 0, 1 );
205 default_state->disable( GL_BLEND );
206 default_state->disable( GL_ALPHA_TEST );
207 default_state->disable( GL_LIGHTING );
209 cloud3d_imposter_state = new ssgSimpleState;
210 cloud3d_imposter_state->ref();
211 cloud3d_imposter_state->enable( GL_TEXTURE_2D );
212 cloud3d_imposter_state->enable( GL_CULL_FACE );
213 cloud3d_imposter_state->enable( GL_COLOR_MATERIAL );
214 cloud3d_imposter_state->setColourMaterial( GL_AMBIENT_AND_DIFFUSE );
215 cloud3d_imposter_state->setMaterial( GL_DIFFUSE, 1, 1, 1, 1 );
216 cloud3d_imposter_state->setMaterial( GL_AMBIENT, 1, 1, 1, 1 );
217 cloud3d_imposter_state->setMaterial( GL_EMISSION, 0, 0, 0, 1 );
218 cloud3d_imposter_state->setMaterial( GL_SPECULAR, 0, 0, 0, 1 );
219 cloud3d_imposter_state->enable( GL_BLEND );
220 cloud3d_imposter_state->enable( GL_ALPHA_TEST );
221 cloud3d_imposter_state->disable( GL_LIGHTING );
223 hud_and_panel = new ssgSimpleState;
224 hud_and_panel->ref();
225 hud_and_panel->disable( GL_CULL_FACE );
226 hud_and_panel->disable( GL_TEXTURE_2D );
227 hud_and_panel->disable( GL_LIGHTING );
228 hud_and_panel->enable( GL_BLEND );
230 menus = new ssgSimpleState;
232 menus->disable( GL_CULL_FACE );
233 menus->disable( GL_TEXTURE_2D );
234 menus->enable( GL_BLEND );
238 // fgInitVisuals() -- Initialize various GL/view parameters
239 void fgInitVisuals( void ) {
241 FGLight *l = (FGLight *)(globals->get_subsystem("lighting"));
243 #ifndef GLUT_WRONG_VERSION
244 // Go full screen if requested ...
245 if ( fgGetBool("/sim/startup/fullscreen") ) {
250 // If enabled, normal vectors specified with glNormal are scaled
251 // to unit length after transformation. Enabling this has
252 // performance implications. See the docs for glNormal.
253 // glEnable( GL_NORMALIZE );
255 glEnable( GL_LIGHTING );
256 glEnable( GL_LIGHT0 );
257 // glLightfv( GL_LIGHT0, GL_POSITION, l->sun_vec ); // done later with ssg
260 sgSetVec3( sunpos, l->sun_vec()[0], l->sun_vec()[1], l->sun_vec()[2] );
261 ssgGetLight( 0 ) -> setPosition( sunpos );
263 glFogi (GL_FOG_MODE, GL_EXP2);
264 if ( (!strcmp(fgGetString("/sim/rendering/fog"), "disabled")) ||
265 (!fgGetBool("/sim/rendering/shading"))) {
266 // if fastest fog requested, or if flat shading force fastest
267 glHint ( GL_FOG_HINT, GL_FASTEST );
268 } else if ( !strcmp(fgGetString("/sim/rendering/fog"), "nicest") ) {
269 glHint ( GL_FOG_HINT, GL_NICEST );
271 if ( fgGetBool("/sim/rendering/wireframe") ) {
273 glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
276 // This is the default anyways, but it can't hurt
277 glFrontFace ( GL_CCW );
280 // glEnable(GL_POINT_SMOOTH);
281 // glEnable(GL_LINE_SMOOTH);
282 // glEnable(GL_POLYGON_SMOOTH);
286 // For HiRes screen Dumps using Brian Pauls TR Library
287 void trRenderFrame( void ) {
289 if ( fgPanelVisible() ) {
290 GLfloat height = fgGetInt("/sim/startup/ysize");
292 (globals->get_current_panel()->getViewHeight() - globals->get_current_panel()->getYOffset())
293 * (height / 768.0) + 1;
294 glTranslatef( 0.0, view_h, 0.0 );
297 static GLfloat black[4] = { 0.0, 0.0, 0.0, 1.0 };
298 static GLfloat white[4] = { 1.0, 1.0, 1.0, 1.0 };
300 FGLight *l = (FGLight *)(globals->get_subsystem("lighting"));
302 glClearColor(l->adj_fog_color()[0], l->adj_fog_color()[1],
303 l->adj_fog_color()[2], l->adj_fog_color()[3]);
305 glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
307 // set the opengl state to known default values
308 default_state->force();
311 glFogf ( GL_FOG_DENSITY, fog_exp2_density);
312 glFogi ( GL_FOG_MODE, GL_EXP2 );
313 glFogfv ( GL_FOG_COLOR, l->adj_fog_color() );
315 // GL_LIGHT_MODEL_AMBIENT has a default non-zero value so if
316 // we only update GL_AMBIENT for our lights we will never get
317 // a completely dark scene. So, we set GL_LIGHT_MODEL_AMBIENT
318 // explicitely to black.
319 glLightModelfv( GL_LIGHT_MODEL_AMBIENT, black );
320 glLightModeli( GL_LIGHT_MODEL_LOCAL_VIEWER, GL_FALSE );
322 ssgGetLight( 0 ) -> setColour( GL_AMBIENT, l->scene_ambient() );
324 // texture parameters
325 glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ) ;
326 glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST ) ;
328 // we need a white diffuse light for the phase of the moon
329 ssgGetLight( 0 ) -> setColour( GL_DIFFUSE, white );
330 thesky->preDraw( cur_fdm_state->get_Altitude() * SG_FEET_TO_METER, fog_exp2_density );
332 // draw the ssg scene
333 // return to the desired diffuse color
334 ssgGetLight( 0 ) -> setColour( GL_DIFFUSE, l->scene_diffuse() );
335 glEnable( GL_DEPTH_TEST );
336 ssgSetNearFar( scene_nearplane, scene_farplane );
337 ssgCullAndDraw( globals->get_scenery()->get_scene_graph() );
340 glFogf (GL_FOG_DENSITY, rwy_exp2_punch_through);
341 ssgSetNearFar( scene_nearplane, scene_farplane );
342 ssgCullAndDraw( globals->get_scenery()->get_vasi_lights_root() );
343 ssgCullAndDraw( globals->get_scenery()->get_rwy_lights_root() );
345 ssgCullAndDraw( globals->get_scenery()->get_gnd_lights_root() );
347 if (fgGetBool("/environment/clouds/status"))
348 thesky->postDraw( cur_fdm_state->get_Altitude() * SG_FEET_TO_METER );
350 globals->get_model_mgr()->draw();
351 globals->get_aircraft_model()->draw();
355 // Update all Visuals (redraws anything graphics related)
356 void fgRenderFrame() {
357 bool draw_otw = fgGetBool("/sim/rendering/draw-otw");
358 bool skyblend = fgGetBool("/sim/rendering/skyblend");
359 bool enhanced_lighting = fgGetBool("/sim/rendering/enhanced-lighting");
360 bool distance_attenuation = fgGetBool("/sim/rendering/distance-attenuation");
362 GLfloat black[4] = { 0.0, 0.0, 0.0, 1.0 };
363 GLfloat white[4] = { 1.0, 1.0, 1.0, 1.0 };
365 // static const SGPropertyNode *longitude
366 // = fgGetNode("/position/longitude-deg");
367 // static const SGPropertyNode *latitude
368 // = fgGetNode("/position/latitude-deg");
369 // static const SGPropertyNode *altitude
370 // = fgGetNode("/position/altitude-ft");
371 static const SGPropertyNode *groundlevel_nearplane
372 = fgGetNode("/sim/current-view/ground-level-nearplane-m");
374 FGViewer *current__view = globals->get_current_view();
376 FGLight *l = (FGLight *)(globals->get_subsystem("lighting"));
377 static double last_visibility = -9999;
380 double actual_visibility;
381 if (fgGetBool("/environment/clouds/status"))
382 actual_visibility = thesky->get_visibility();
384 actual_visibility = fgGetDouble("/environment/visibility-m");
385 if ( actual_visibility != last_visibility ) {
386 last_visibility = actual_visibility;
388 fog_exp_density = m_log01 / actual_visibility;
389 fog_exp2_density = sqrt_m_log01 / actual_visibility;
390 ground_exp2_punch_through = sqrt_m_log01 / (actual_visibility * 1.5);
391 if ( actual_visibility < 8000 ) {
392 rwy_exp2_punch_through = sqrt_m_log01 / (actual_visibility * 2.5);
393 taxi_exp2_punch_through = sqrt_m_log01 / (actual_visibility * 1.5);
395 rwy_exp2_punch_through = sqrt_m_log01 / ( 8000 * 2.5 );
396 taxi_exp2_punch_through = sqrt_m_log01 / ( 8000 * 1.5 );
401 // GLfloat black[4] = { 0.0, 0.0, 0.0, 1.0 };
402 // GLfloat white[4] = { 1.0, 1.0, 1.0, 1.0 };
403 // GLfloat terrain_color[4] = { 0.54, 0.44, 0.29, 1.0 };
404 // GLfloat mat_shininess[] = { 10.0 };
405 GLbitfield clear_mask;
407 if ( idle_state != 1000 ) {
408 // still initializing, draw the splash screen
409 if ( fgGetBool("/sim/startup/splash-screen") ) {
410 fgSplashUpdate(0.0, 1.0);
412 // Keep resetting sim time while the sim is initializing
413 globals->set_sim_time_sec( 0.0 );
414 SGAnimation::set_sim_time_sec( 0.0 );
416 // idle_state is now 1000 meaning we've finished all our
417 // initializations and are running the main loop, so this will
418 // now work without seg faulting the system.
420 // calculate our current position in cartesian space
421 globals->get_scenery()->set_center( globals->get_scenery()->get_next_center() );
424 fgReshape( fgGetInt("/sim/startup/xsize"),
425 fgGetInt("/sim/startup/ysize") );
427 if ( fgGetBool("/sim/rendering/clouds3d") ) {
428 glClear( GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT );
429 cloud3d_imposter_state->force();
431 glColor4f( 1.0, 1.0, 1.0, 1.0 );
432 glEnable(GL_DEPTH_TEST);
434 glBlendFunc( GL_ONE, GL_ONE_MINUS_SRC_ALPHA ) ;
436 #ifdef FG_USE_CLOUDS_3D
437 if ( _bcloud_orig ) {
438 Point3D c = globals->get_scenery()->get_center();
439 sgClouds3d->Set_Cloud_Orig( &c );
440 _bcloud_orig = false;
442 sgClouds3d->Update( current__view->get_absolute_view_pos() );
444 glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ) ;
445 glDisable(GL_DEPTH_TEST);
448 clear_mask = GL_DEPTH_BUFFER_BIT;
449 if ( fgGetBool("/sim/rendering/wireframe") ) {
450 clear_mask |= GL_COLOR_BUFFER_BIT;
454 if ( fgGetBool("/sim/rendering/textures") ) {
455 // glClearColor(black[0], black[1], black[2], black[3]);
456 glClearColor(l->adj_fog_color()[0], l->adj_fog_color()[1],
457 l->adj_fog_color()[2], l->adj_fog_color()[3]);
458 clear_mask |= GL_COLOR_BUFFER_BIT;
461 glClearColor(l->sky_color()[0], l->sky_color()[1],
462 l->sky_color()[2], l->sky_color()[3]);
463 clear_mask |= GL_COLOR_BUFFER_BIT;
465 glClear( clear_mask );
467 // Tell GL we are switching to model view parameters
469 // I really should create a derived ssg node or use a call
470 // back or something so that I can draw the sky within the
471 // ssgCullAndDraw() function, but for now I just mimic what
472 // ssg does to set up the model view matrix
473 glMatrixMode(GL_MODELVIEW);
475 ssgSetCamera( (sgVec4 *)current__view->get_VIEW() );
477 // set the opengl state to known default values
478 default_state->force();
480 // update fog params if visibility has changed
481 double visibility_meters = fgGetDouble("/environment/visibility-m");
482 thesky->set_visibility(visibility_meters);
484 thesky->modify_vis( cur_fdm_state->get_Altitude() * SG_FEET_TO_METER,
485 ( global_multi_loop * fgGetInt("/sim/speed-up") )
486 / (double)fgGetInt("/sim/model-hz") );
488 // Set correct opengl fog density
489 glFogf (GL_FOG_DENSITY, fog_exp2_density);
491 // update the sky dome
494 SG_LOG( SG_GENERAL, SG_BULK, "thesky->repaint() sky_color = "
495 << l->sky_color()[0] << " "
496 << l->sky_color()[1] << " "
497 << l->sky_color()[2] << " "
498 << l->sky_color()[3] );
499 SG_LOG( SG_GENERAL, SG_BULK, " fog = "
500 << l->fog_color()[0] << " "
501 << l->fog_color()[1] << " "
502 << l->fog_color()[2] << " "
503 << l->fog_color()[3] );
504 SG_LOG( SG_GENERAL, SG_BULK,
505 " sun_angle = " << l->sun_angle
506 << " moon_angle = " << l->moon_angle );
509 static SGSkyColor scolor;
510 FGLight *l = (FGLight *)(globals->get_subsystem("lighting"));
512 scolor.sky_color = l->sky_color();
513 scolor.fog_color = l->adj_fog_color();
514 scolor.cloud_color = l->cloud_color();
515 scolor.sun_angle = l->get_sun_angle();
516 scolor.moon_angle = l->get_moon_angle();
517 scolor.nplanets = globals->get_ephem()->getNumPlanets();
518 scolor.nstars = globals->get_ephem()->getNumStars();
519 scolor.planet_data = globals->get_ephem()->getPlanets();
520 scolor.star_data = globals->get_ephem()->getStars();
522 thesky->repaint( scolor );
525 SG_LOG( SG_GENERAL, SG_BULK,
526 "thesky->reposition( view_pos = " << view_pos[0] << " "
527 << view_pos[1] << " " << view_pos[2] );
528 SG_LOG( SG_GENERAL, SG_BULK,
529 " zero_elev = " << zero_elev[0] << " "
530 << zero_elev[1] << " " << zero_elev[2]
531 << " lon = " << cur_fdm_state->get_Longitude()
532 << " lat = " << cur_fdm_state->get_Latitude() );
533 SG_LOG( SG_GENERAL, SG_BULK,
534 " sun_rot = " << l->get_sun_rotation
535 << " gst = " << SGTime::cur_time_params->getGst() );
536 SG_LOG( SG_GENERAL, SG_BULK,
537 " sun ra = " << globals->get_ephem()->getSunRightAscension()
538 << " sun dec = " << globals->get_ephem()->getSunDeclination()
539 << " moon ra = " << globals->get_ephem()->getMoonRightAscension()
540 << " moon dec = " << globals->get_ephem()->getMoonDeclination() );
543 // The sun and moon distances are scaled down versions
544 // of the actual distance to get both the moon and the sun
545 // within the range of the far clip plane.
546 // Moon distance: 384,467 kilometers
547 // Sun distance: 150,000,000 kilometers
548 double sun_horiz_eff, moon_horiz_eff;
549 if (fgGetBool("/sim/rendering/horizon-effect")) {
550 sun_horiz_eff = 0.67+pow(0.5+cos(l->get_sun_angle())*2/2, 0.33)/3;
551 moon_horiz_eff = 0.67+pow(0.5+cos(l->get_moon_angle())*2/2, 0.33)/3;
553 sun_horiz_eff = moon_horiz_eff = 1.0;
556 static SGSkyState sstate;
558 sstate.view_pos = current__view->get_view_pos();
559 sstate.zero_elev = current__view->get_zero_elev();
560 sstate.view_up = current__view->get_world_up();
561 sstate.lon = current__view->getLongitude_deg()
562 * SGD_DEGREES_TO_RADIANS;
563 sstate.lat = current__view->getLatitude_deg()
564 * SGD_DEGREES_TO_RADIANS;
565 sstate.alt = current__view->getAltitudeASL_ft()
567 sstate.spin = l->get_sun_rotation();
568 sstate.gst = globals->get_time_params()->getGst();
569 sstate.sun_ra = globals->get_ephem()->getSunRightAscension();
570 sstate.sun_dec = globals->get_ephem()->getSunDeclination();
571 sstate.sun_dist = 50000.0 * sun_horiz_eff;
572 sstate.moon_ra = globals->get_ephem()->getMoonRightAscension();
573 sstate.moon_dec = globals->get_ephem()->getMoonDeclination();
574 sstate.moon_dist = 40000.0 * moon_horiz_eff;
576 thesky->reposition( sstate, delta_time_sec );
579 glEnable( GL_DEPTH_TEST );
580 if ( strcmp(fgGetString("/sim/rendering/fog"), "disabled") ) {
582 glFogi( GL_FOG_MODE, GL_EXP2 );
583 glFogfv( GL_FOG_COLOR, l->adj_fog_color() );
586 // set sun/lighting parameters
587 ssgGetLight( 0 ) -> setPosition( l->sun_vec() );
589 // GL_LIGHT_MODEL_AMBIENT has a default non-zero value so if
590 // we only update GL_AMBIENT for our lights we will never get
591 // a completely dark scene. So, we set GL_LIGHT_MODEL_AMBIENT
592 // explicitely to black.
593 glLightModelfv( GL_LIGHT_MODEL_AMBIENT, black );
595 ssgGetLight( 0 ) -> setColour( GL_AMBIENT, l->scene_ambient() );
596 ssgGetLight( 0 ) -> setColour( GL_DIFFUSE, l->scene_diffuse() );
597 ssgGetLight( 0 ) -> setColour( GL_SPECULAR, l->scene_specular() );
599 // texture parameters
600 // glEnable( GL_TEXTURE_2D );
601 glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ) ;
602 glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST ) ;
604 // glMatrixMode( GL_PROJECTION );
606 ssgSetFOV( current__view->get_h_fov(),
607 current__view->get_v_fov() );
610 current_aircraft.fdm_state->get_Altitude() * SG_FEET_TO_METER
611 - globals->get_scenery()->get_cur_elev();
614 scene_nearplane = 10.0f;
615 scene_farplane = 120000.0f;
617 scene_nearplane = groundlevel_nearplane->getDoubleValue();
618 scene_farplane = 120000.0f;
621 ssgSetNearFar( scene_nearplane, scene_farplane );
624 // Update any multiplayer models
625 globals->get_multiplayer_rx_mgr()->Update();
628 if ( draw_otw && skyblend )
630 // draw the sky backdrop
632 // we need a white diffuse light for the phase of the moon
633 ssgGetLight( 0 ) -> setColour( GL_DIFFUSE, white );
635 thesky->preDraw( cur_fdm_state->get_Altitude() * SG_FEET_TO_METER, fog_exp2_density );
637 // return to the desired diffuse color
638 ssgGetLight( 0 ) -> setColour( GL_DIFFUSE, l->scene_diffuse() );
641 // draw the ssg scene
642 glEnable( GL_DEPTH_TEST );
644 ssgSetNearFar( scene_nearplane, scene_farplane );
646 if ( fgGetBool("/sim/rendering/wireframe") ) {
648 glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
651 ssgCullAndDraw( globals->get_scenery()->get_scene_graph() );
654 // This is a bit kludgy. Every 200 frames, do an extra
655 // traversal of the scene graph without drawing anything, but
656 // with the field-of-view set to 360x360 degrees. This
657 // ensures that out-of-range random objects that are not in
658 // the current view frustum will still be freed properly.
659 static int counter = 0;
661 if (counter == 200) {
664 // No need to put the near plane too close;
665 // this way, at least the aircraft can be
667 f.setNearFar(1000, 1000000);
669 ssgGetModelviewMatrix(m);
670 globals->get_scenery()->get_scene_graph()->cull(&f, m, true);
674 // change state for lighting here
676 // draw runway lighting
677 glFogf (GL_FOG_DENSITY, rwy_exp2_punch_through);
678 ssgSetNearFar( scene_nearplane, scene_farplane );
680 if ( enhanced_lighting ) {
682 // Enable states for drawing points with GL_extension
683 glEnable(GL_POINT_SMOOTH);
685 if ( distance_attenuation && glPointParameterIsSupported )
687 // Enable states for drawing points with GL_extension
688 glEnable(GL_POINT_SMOOTH);
690 float quadratic[3] = {1.0, 0.001, 0.0000001};
691 // makes the points fade as they move away
692 glPointParameterfvPtr(GL_DISTANCE_ATTENUATION_EXT, quadratic);
693 glPointParameterfPtr(GL_POINT_SIZE_MIN_EXT, 1.0);
698 // blending function for runway lights
699 glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) ;
702 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
703 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
704 glEnable(GL_TEXTURE_GEN_S);
705 glEnable(GL_TEXTURE_GEN_T);
706 glPolygonMode(GL_FRONT, GL_POINT);
708 // draw runway lighting
710 ssgCullAndDraw( globals->get_scenery()->get_vasi_lights_root() );
711 ssgCullAndDraw( globals->get_scenery()->get_rwy_lights_root() );
714 // change punch through and then draw taxi lighting
715 glFogf ( GL_FOG_DENSITY, fog_exp2_density );
717 // sgSetVec3( taxi_fog, 0.0, 0.0, 0.0 );
718 // glFogfv ( GL_FOG_COLOR, taxi_fog );
720 ssgCullAndDraw( globals->get_scenery()->get_taxi_lights_root() );
724 glPolygonMode(GL_FRONT, GL_FILL);
725 glDisable(GL_TEXTURE_GEN_S);
726 glDisable(GL_TEXTURE_GEN_T);
728 //static int _frame_count = 0;
729 //if (_frame_count % 30 == 0) {
730 // printf("SSG: %s\n", ssgShowStats());
738 if ( enhanced_lighting ) {
739 if ( distance_attenuation && glPointParameterIsSupported )
741 glPointParameterfvPtr(GL_DISTANCE_ATTENUATION_EXT,
742 default_attenuation);
746 glDisable(GL_POINT_SMOOTH);
749 // draw ground lighting
750 glFogf (GL_FOG_DENSITY, ground_exp2_punch_through);
752 ssgCullAndDraw( globals->get_scenery()->get_gnd_lights_root() );
756 // draw the sky cloud layers
757 if ( draw_otw && fgGetBool("/environment/clouds/status") )
759 thesky->postDraw( cur_fdm_state->get_Altitude()
760 * SG_FEET_TO_METER );
764 if ( draw_otw && fgGetBool("/sim/rendering/clouds3d") )
767 glDisable( GL_LIGHTING );
768 // cout << "drawing new clouds" << endl;
770 glEnable(GL_DEPTH_TEST);
772 glBlendFunc( GL_ONE, GL_ONE_MINUS_SRC_ALPHA ) ;
775 glEnable( GL_TEXTURE_2D );
776 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
777 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
778 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
779 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
782 #ifdef FG_USE_CLOUDS_3D
783 sgClouds3d->Draw((sgVec4 *)current__view->get_VIEW());
786 glEnable( GL_LIGHTING );
787 glEnable( GL_DEPTH_TEST );
788 glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ) ;
792 globals->get_model_mgr()->draw();
793 globals->get_aircraft_model()->draw();
796 // display HUD && Panel
798 glDisable( GL_DEPTH_TEST );
799 // glDisable( GL_CULL_FACE );
800 // glDisable( GL_TEXTURE_2D );
802 // update the controls subsystem
803 globals->get_controls()->update(delta_time_sec);
805 hud_and_panel->apply();
808 // Use the hud_and_panel ssgSimpleState for rendering the ATC output
809 // This only works properly if called before the panel call
810 if((fgGetBool("/sim/ATC/enabled")) || (fgGetBool("/sim/ai-traffic/enabled")))
811 globals->get_ATC_display()->update(delta_time_sec);
813 // update the panel subsystem
814 if ( globals->get_current_panel() != NULL ) {
815 globals->get_current_panel()->update(delta_time_sec);
819 // We can do translucent menus, so why not. :-)
821 glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ) ;
823 // glDisable ( GL_BLEND ) ;
825 glEnable( GL_DEPTH_TEST );
828 // Fade out the splash screen over the first three seconds.
829 double t = globals->get_sim_time_sec();
831 fgSplashUpdate(0.0, 1.0);
832 } else if ( t <= 3.0) {
833 fgSplashUpdate(0.0, (3.0 - t) / 2.0);
841 // Update internal time dependent calculations (i.e. flight model)
842 // FIXME: this distinction is obsolete; all subsystems now get delta
844 void fgUpdateTimeDepCalcs() {
845 static bool inited = false;
847 static const SGPropertyNode *replay_master
848 = fgGetNode( "/sim/freeze/replay", true );
849 static SGPropertyNode *replay_time
850 = fgGetNode( "/sim/replay/time", true );
851 static const SGPropertyNode *replay_end_time
852 = fgGetNode( "/sim/replay/end-time", true );
854 //SG_LOG(SG_FLIGHT,SG_INFO, "Updating time dep calcs()");
856 // Initialize the FDM here if it hasn't been and if we have a
857 // scenery elevation hit.
859 // cout << "cur_fdm_state->get_inited() = " << cur_fdm_state->get_inited()
860 // << " cur_elev = " << scenery.get_cur_elev() << endl;
862 if ( !cur_fdm_state->get_inited() &&
863 globals->get_scenery()->get_cur_elev() > -9990 )
865 SG_LOG(SG_FLIGHT,SG_INFO, "Finally initializing fdm");
866 cur_fdm_state->init();
867 if ( cur_fdm_state->get_bound() ) {
868 cur_fdm_state->unbind();
870 cur_fdm_state->bind();
873 // conceptually, the following block could be done for each fdm
875 if ( cur_fdm_state->get_inited() ) {
876 // we have been inited, and we are good to go ...
882 if ( ! replay_master->getBoolValue() ) {
883 cur_fdm_state->update( delta_time_sec );
885 FGReplay *r = (FGReplay *)(globals->get_subsystem( "replay" ));
886 r->replay( replay_time->getDoubleValue() );
887 replay_time->setDoubleValue( replay_time->getDoubleValue()
889 * fgGetInt("/sim/speed-up") ) );
892 // do nothing, fdm isn't inited yet
895 globals->get_model_mgr()->update(delta_time_sec);
896 globals->get_aircraft_model()->update(delta_time_sec);
898 // update the view angle
899 globals->get_viewmgr()->update(delta_time_sec);
901 // Update solar system
902 globals->get_ephem()->update( globals->get_time_params()->getMjd(),
903 globals->get_time_params()->getLst(),
904 cur_fdm_state->get_Latitude() );
906 // Update radio stack model
907 current_radiostack->update(delta_time_sec);
911 void fgInitTimeDepCalcs( void ) {
916 static const double alt_adjust_ft = 3.758099;
917 static const double alt_adjust_m = alt_adjust_ft * SG_FEET_TO_METER;
920 // What should we do when we have nothing else to do? Let's get ready
921 // for the next move and update the display?
922 static void fgMainLoop( void ) {
923 int model_hz = fgGetInt("/sim/model-hz");
925 static const SGPropertyNode *longitude
926 = fgGetNode("/position/longitude-deg");
927 static const SGPropertyNode *latitude
928 = fgGetNode("/position/latitude-deg");
929 static const SGPropertyNode *altitude
930 = fgGetNode("/position/altitude-ft");
931 static const SGPropertyNode *clock_freeze
932 = fgGetNode("/sim/freeze/clock", true);
933 static const SGPropertyNode *cur_time_override
934 = fgGetNode("/sim/time/cur-time-override", true);
935 static const SGPropertyNode *replay_master
936 = fgGetNode("/sim/freeze/replay", true);
938 // Update the elapsed time.
939 static bool first_time = true;
941 last_time_stamp.stamp();
945 double throttle_hz = fgGetDouble("/sim/frame-rate-throttle-hz", 0.0);
946 if ( throttle_hz > 0.0 ) {
947 // simple frame rate throttle
948 double dt = 1000000.0 / throttle_hz;
949 current_time_stamp.stamp();
950 while ( current_time_stamp - last_time_stamp < dt ) {
951 current_time_stamp.stamp();
954 // run as fast as the app will go
955 current_time_stamp.stamp();
959 = double(current_time_stamp - last_time_stamp) / 1000000.0;
960 if ( clock_freeze->getBoolValue() ) {
963 delta_time_sec = real_delta_time_sec;
965 last_time_stamp = current_time_stamp;
966 globals->inc_sim_time_sec( delta_time_sec );
967 SGAnimation::set_sim_time_sec( globals->get_sim_time_sec() );
969 // These are useful, especially for Nasal scripts.
970 fgSetDouble("/sim/time/delta-realtime-sec", real_delta_time_sec);
971 fgSetDouble("/sim/time/delta-sec", delta_time_sec);
973 static long remainder = 0;
975 #ifdef FANCY_FRAME_COUNTER
979 static time_t last_time = 0;
980 static int frames = 0;
981 #endif // FANCY_FRAME_COUNTER
983 SGTime *t = globals->get_time_params();
985 globals->get_event_mgr()->update(delta_time_sec);
987 SGLocation * acmodel_location = 0;
988 if(cur_fdm_state->getACModel() != 0) {
989 acmodel_location = (SGLocation *) cur_fdm_state->getACModel()->get3DModel()->getSGLocation();
992 SG_LOG( SG_ALL, SG_DEBUG, "Running Main Loop");
993 SG_LOG( SG_ALL, SG_DEBUG, "======= ==== ====");
995 #if defined( ENABLE_PLIB_JOYSTICK )
996 // Read joystick and update control settings
997 // if ( fgGetString("/sim/control-mode") == "joystick" )
1001 #elif defined( ENABLE_GLUT_JOYSTICK )
1002 // Glut joystick support works by feeding a joystick handler
1003 // function to glut. This is taken care of once in the joystick
1004 // init routine and we don't have to worry about it again.
1007 // Fix elevation. I'm just sticking this here for now, it should
1008 // probably move eventually
1010 /* printf("Before - ground = %.2f runway = %.2f alt = %.2f\n",
1011 scenery.get_cur_elev(),
1012 cur_fdm_state->get_Runway_altitude() * SG_FEET_TO_METER,
1013 cur_fdm_state->get_Altitude() * SG_FEET_TO_METER); */
1015 /* printf("Adjustment - ground = %.2f runway = %.2f alt = %.2f\n",
1016 scenery.get_cur_elev(),
1017 cur_fdm_state->get_Runway_altitude() * SG_FEET_TO_METER,
1018 cur_fdm_state->get_Altitude() * SG_FEET_TO_METER); */
1020 // cout << "Warp = " << globals->get_warp() << endl;
1023 static bool last_clock_freeze = false;
1025 if ( clock_freeze->getBoolValue() ) {
1026 // clock freeze requested
1027 if ( cur_time_override->getLongValue() == 0 ) {
1028 fgSetLong( "/sim/time/cur-time-override", t->get_cur_time() );
1029 globals->set_warp( 0 );
1032 // no clock freeze requested
1033 if ( last_clock_freeze == true ) {
1034 // clock just unfroze, let's set warp as the difference
1035 // between frozen time and current time so we don't get a
1036 // time jump (and corresponding sky object and lighting
1038 globals->set_warp( cur_time_override->getLongValue() - time(NULL) );
1039 fgSetLong( "/sim/time/cur-time-override", 0 );
1041 if ( globals->get_warp_delta() != 0 ) {
1042 globals->inc_warp( globals->get_warp_delta() );
1046 last_clock_freeze = clock_freeze->getBoolValue();
1048 t->update( longitude->getDoubleValue() * SGD_DEGREES_TO_RADIANS,
1049 latitude->getDoubleValue() * SGD_DEGREES_TO_RADIANS,
1050 cur_time_override->getLongValue(),
1051 globals->get_warp() );
1053 if (globals->get_warp_delta() != 0) {
1054 FGLight *l = (FGLight *)(globals->get_subsystem("lighting"));
1058 // update magvar model
1059 globals->get_mag()->update( longitude->getDoubleValue()
1060 * SGD_DEGREES_TO_RADIANS,
1061 latitude->getDoubleValue()
1062 * SGD_DEGREES_TO_RADIANS,
1063 altitude->getDoubleValue() * SG_FEET_TO_METER,
1064 globals->get_time_params()->getJD() );
1066 // Get elapsed time (in usec) for this past frame
1067 elapsed = fgGetTimeInterval();
1068 SG_LOG( SG_ALL, SG_DEBUG,
1069 "Elapsed time interval is = " << elapsed
1070 << ", previous remainder is = " << remainder );
1072 // Calculate frame rate average
1073 #ifdef FANCY_FRAME_COUNTER
1074 /* old fps calculation */
1075 if ( elapsed > 0 ) {
1078 for ( i = FG_FRAME_RATE_HISTORY - 2; i >= 0; i-- ) {
1079 tmp = general.get_frame(i);
1081 // printf("frame[%d] = %.2f\n", i, g->frames[i]);
1082 general.set_frame(i+1,tmp);
1084 tmp = 1000000.0 / (float)elapsed;
1085 general.set_frame(0,tmp);
1086 // printf("frame[0] = %.2f\n", general.frames[0]);
1088 general.set_frame_rate(accum / (float)FG_FRAME_RATE_HISTORY);
1089 // printf("ave = %.2f\n", general.frame_rate);
1092 if ( (t->get_cur_time() != last_time) && (last_time > 0) ) {
1093 general.set_frame_rate( frames );
1094 fgSetInt("/sim/frame-rate", frames);
1095 SG_LOG( SG_ALL, SG_DEBUG,
1096 "--> Frame rate is = " << general.get_frame_rate() );
1099 last_time = t->get_cur_time();
1103 // Run ATC subsystem
1104 if (fgGetBool("/sim/ATC/enabled"))
1105 globals->get_ATC_mgr()->update(delta_time_sec);
1107 // Run the AI subsystem
1108 if (fgGetBool("/sim/ai-traffic/enabled"))
1109 globals->get_AI_mgr()->update(delta_time_sec);
1113 // Calculate model iterations needed for next frame
1114 elapsed += remainder;
1116 global_multi_loop = (long)(((double)elapsed * 0.000001) * model_hz );
1117 remainder = elapsed - ( (global_multi_loop*1000000) / model_hz );
1118 SG_LOG( SG_ALL, SG_DEBUG,
1119 "Model iterations needed = " << global_multi_loop
1120 << ", new remainder = " << remainder );
1122 // chop max interations to something reasonable if the sim was
1123 // delayed for an excesive amount of time
1124 if ( global_multi_loop > 2.0 * model_hz ) {
1125 global_multi_loop = (int)(2.0 * model_hz );
1130 if ( global_multi_loop > 0 ) {
1131 fgUpdateTimeDepCalcs();
1133 SG_LOG( SG_ALL, SG_DEBUG,
1134 "Elapsed time is zero ... we're zinging" );
1137 // Do any I/O channel work that might need to be done
1138 globals->get_io()->update( real_delta_time_sec );
1140 // see if we need to load any deferred-load textures
1141 globals->get_matlib()->load_next_deferred();
1143 // Run audio scheduler
1144 #ifdef ENABLE_AUDIO_SUPPORT
1145 if ( fgGetBool("/sim/sound/audible")
1146 && globals->get_soundmgr()->is_working() ) {
1147 globals->get_soundmgr()->update( delta_time_sec );
1151 globals->get_subsystem_mgr()->update(delta_time_sec);
1154 // Tile Manager updates - see if we need to load any new scenery tiles.
1155 // this code ties together the fdm, viewer and scenery classes...
1156 // we may want to move this to it's own class at some point
1158 double visibility_meters = fgGetDouble("/environment/visibility-m");
1159 FGViewer *current_view = globals->get_current_view();
1161 // update tile manager for FDM...
1162 // ...only if location is different than the viewer (to avoid duplicating effort)
1163 if( acmodel_location != current_view->getSGLocation() ) {
1164 if( acmodel_location != 0 ) {
1165 globals->get_tile_mgr()->prep_ssg_nodes( acmodel_location,
1166 visibility_meters );
1167 globals->get_tile_mgr()->
1168 update( acmodel_location, visibility_meters,
1169 acmodel_location->get_absolute_view_pos(globals->get_scenery()->get_center()) );
1170 // save results of update in SGLocation for fdm...
1171 if ( globals->get_scenery()->get_cur_elev() > -9990 ) {
1173 set_cur_elev_m( globals->get_scenery()->get_cur_elev() );
1176 set_tile_center( globals->get_scenery()->get_next_center() );
1180 globals->get_tile_mgr()->prep_ssg_nodes( current_view->getSGLocation(),
1181 visibility_meters );
1182 // update tile manager for view...
1183 // IMPORTANT!!! the tilemgr update for view location _must_ be done last
1184 // after the FDM's until all of Flight Gear code references the viewer's location
1185 // for elevation instead of the "scenery's" current elevation.
1186 SGLocation *view_location = globals->get_current_view()->getSGLocation();
1187 globals->get_tile_mgr()->update( view_location, visibility_meters,
1188 current_view->get_absolute_view_pos() );
1189 // save results of update in SGLocation for fdm...
1190 if ( globals->get_scenery()->get_cur_elev() > -9990 ) {
1191 current_view->getSGLocation()->set_cur_elev_m( globals->get_scenery()->get_cur_elev() );
1193 current_view->getSGLocation()->set_tile_center( globals->get_scenery()->get_next_center() );
1195 // If fdm location is same as viewer's then we didn't do the update for fdm location
1196 // above so we need to save the viewer results in the fdm SGLocation as well...
1197 if( acmodel_location == current_view->getSGLocation() ) {
1198 if( acmodel_location != 0 ) {
1199 if ( globals->get_scenery()->get_cur_elev() > -9990 ) {
1200 acmodel_location->set_cur_elev_m( globals->get_scenery()->get_cur_elev() );
1202 acmodel_location->set_tile_center( globals->get_scenery()->get_next_center() );
1206 // END Tile Manager udpates
1208 if (fgGetBool("/sim/rendering/specular-highlight")) {
1209 glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
1210 // glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_TRUE);
1212 glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SINGLE_COLOR);
1213 // glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_FALSE);
1219 SG_LOG( SG_ALL, SG_DEBUG, "" );
1223 // This is the top level master main function that is registered as
1224 // our idle funciton
1226 // The first few passes take care of initialization things (a couple
1227 // per pass) and once everything has been initialized fgMainLoop from
1230 static void fgIdleFunction ( void ) {
1231 // printf("idle state == %d\n", idle_state);
1233 if ( idle_state == 0 ) {
1234 // Initialize the splash screen right away
1235 if ( fgGetBool("/sim/startup/splash-screen") ) {
1236 fgSplashInit(fgGetString("/sim/startup/splash-texture"));
1240 } else if ( idle_state == 1 ) {
1241 // Initialize audio support
1242 #ifdef ENABLE_AUDIO_SUPPORT
1244 // Start the intro music
1245 if ( fgGetBool("/sim/startup/intro-music") ) {
1246 SGPath mp3file( globals->get_fg_root() );
1247 mp3file.append( "Sounds/intro.mp3" );
1249 SG_LOG( SG_GENERAL, SG_INFO,
1250 "Starting intro music: " << mp3file.str() );
1252 #if defined( __CYGWIN__ )
1253 string command = "start /m `cygpath -w " + mp3file.str() + "`";
1254 #elif defined( WIN32 )
1255 string command = "start /m " + mp3file.str();
1257 string command = "mpg123 " + mp3file.str() + "> /dev/null 2>&1";
1260 system ( command.c_str() );
1265 } else if ( idle_state == 2 ) {
1266 // These are a few miscellaneous things that aren't really
1267 // "subsystems" but still need to be initialized.
1270 if ( strstr ( general.get_glRenderer(), "Glide" ) ) {
1271 grTexLodBiasValue ( GR_TMU0, 1.0 ) ;
1276 } else if ( idle_state == 3 ) {
1277 // This is the top level init routine which calls all the
1278 // other subsystem initialization routines. If you are adding
1279 // a subsystem to flightgear, its initialization call should
1280 // located in this routine.
1281 if( !fgInitSubsystems()) {
1282 SG_LOG( SG_GENERAL, SG_ALERT,
1283 "Subsystem initializations failed ..." );
1288 } else if ( idle_state == 4 ) {
1289 // Initialize the time offset (warp) after fgInitSubsystem
1290 // (which initializes the lighting interpolation tables.)
1293 // setup OpenGL view parameters
1296 // Read the list of available aircrafts
1300 } else if ( idle_state == 5 ) {
1303 } else if ( idle_state == 6 ) {
1308 SG_LOG( SG_GENERAL, SG_INFO, "Panel visible = " << fgPanelVisible() );
1309 fgReshape( fgGetInt("/sim/startup/xsize"),
1310 fgGetInt("/sim/startup/ysize") );
1314 if ( idle_state == 1000 ) {
1315 // We've finished all our initialization steps, from now on we
1316 // run the main loop.
1318 glutIdleFunc(fgMainLoop);
1320 if ( fgGetBool("/sim/startup/splash-screen") ) {
1321 fgSplashUpdate(0.0, 1.0);
1326 // options.cxx needs to see this for toggle_panel()
1327 // Handle new window size or exposure
1328 void fgReshape( int width, int height ) {
1331 if ( (!fgGetBool("/sim/virtual-cockpit"))
1332 && fgPanelVisible() && idle_state == 1000 ) {
1333 view_h = (int)(height * (globals->get_current_panel()->getViewHeight() -
1334 globals->get_current_panel()->getYOffset()) / 768.0);
1340 FGViewMgr *viewmgr = globals->get_viewmgr();
1341 for ( int i = 0; i < viewmgr->size(); ++i ) {
1342 viewmgr->get_view(i)->
1343 set_aspect_ratio((float)view_h / (float)width);
1346 glViewport( 0, (GLint)(height - view_h), (GLint)(width), (GLint)(view_h) );
1348 fgSetInt("/sim/startup/xsize", width);
1349 fgSetInt("/sim/startup/ysize", height);
1350 guiInitMouse(width, height);
1352 ssgSetFOV( viewmgr->get_current_view()->get_h_fov(),
1353 viewmgr->get_current_view()->get_v_fov() );
1357 #ifdef FG_USE_CLOUDS_3D
1358 sgClouds3d->Resize( viewmgr->get_current_view()->get_h_fov(),
1359 viewmgr->get_current_view()->get_v_fov() );
1364 // Initialize GLUT and define a main window
1365 static bool fgGlutInit( int *argc, char **argv ) {
1367 #if !defined( macintosh )
1368 // GLUT will extract all glut specific options so later on we only
1369 // need wory about our own.
1370 glutInit(argc, argv);
1373 // Define Display Parameters. Clouds3d works best with --bpp32 option
1374 if ( fgGetBool("/sim/rendering/clouds3d") ) {
1375 glutInitDisplayMode( GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE | GLUT_ALPHA );
1377 glutInitDisplayMode( GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE );
1380 SG_LOG( SG_GENERAL, SG_INFO, "Opening a window: " <<
1381 fgGetInt("/sim/startup/xsize") << "x"
1382 << fgGetInt("/sim/startup/ysize") );
1384 // Define initial window size
1385 glutInitWindowSize( fgGetInt("/sim/startup/xsize"),
1386 fgGetInt("/sim/startup/ysize") );
1388 // Initialize windows
1389 if ( !fgGetBool("/sim/startup/game-mode")) {
1390 // Open the regular window
1391 glutCreateWindow("FlightGear");
1392 #ifndef GLUT_WRONG_VERSION
1394 // Open the cool new 'game mode' window
1395 char game_mode_str[256];
1396 //#define SYNC_OPENGL_WITH_DESKTOP_SETTINGS
1397 #if defined(WIN32) && defined(SYNC_OPENGL_WITH_DESKTOP_SETTINGS)
1398 #ifndef ENUM_CURRENT_SETTINGS
1399 #define ENUM_CURRENT_SETTINGS ((DWORD)-1)
1400 #define ENUM_REGISTRY_SETTINGS ((DWORD)-2)
1404 dm.dmSize = sizeof(DEVMODE);
1405 EnumDisplaySettings(NULL, ENUM_CURRENT_SETTINGS, &dm);
1406 fgSetInt("/sim/startup/xsize", dm.dmPelsWidth);
1407 fgSetInt("/sim/startup/ysize", dm.dmPelsHeight);
1408 glutInitWindowSize( fgGetInt("/sim/startup/xsize"),
1409 fgGetInt("/sim/startup/ysize") );
1410 sprintf( game_mode_str, "%dx%d:%d@%d",
1414 dm.dmDisplayFrequency );
1416 // Open the cool new 'game mode' window
1417 sprintf( game_mode_str, "width=%d height=%d bpp=%d",
1418 fgGetInt("/sim/startup/xsize"),
1419 fgGetInt("/sim/startup/ysize"),
1420 fgGetInt("/sim/rendering/bits-per-pixel"));
1422 #endif // HAVE_WINDOWS_H
1423 SG_LOG( SG_GENERAL, SG_INFO,
1424 "game mode params = " << game_mode_str );
1425 glutGameModeString( game_mode_str );
1426 glutEnterGameMode();
1427 #endif // GLUT_WRONG_VERSION
1430 // This seems to be the absolute earliest in the init sequence
1431 // that these calls will return valid info. Too bad it's after
1432 // we've already created and sized out window. :-(
1433 general.set_glVendor( (char *)glGetString ( GL_VENDOR ) );
1434 general.set_glRenderer( (char *)glGetString ( GL_RENDERER ) );
1435 general.set_glVersion( (char *)glGetString ( GL_VERSION ) );
1436 SG_LOG( SG_GENERAL, SG_INFO, general.get_glRenderer() );
1439 glGetIntegerv( GL_MAX_TEXTURE_SIZE, &tmp );
1440 general.set_glMaxTexSize( tmp );
1441 SG_LOG ( SG_GENERAL, SG_INFO, "Max texture size = " << tmp );
1443 glGetIntegerv( GL_DEPTH_BITS, &tmp );
1444 general.set_glDepthBits( tmp );
1445 SG_LOG ( SG_GENERAL, SG_INFO, "Depth buffer bits = " << tmp );
1451 // Initialize GLUT event handlers
1452 static bool fgGlutInitEvents( void ) {
1453 // call fgReshape() on window resizes
1454 glutReshapeFunc( fgReshape );
1456 // keyboard and mouse callbacks are set in FGInput::init
1458 // call fgMainLoop() whenever there is
1459 // nothing else to do
1460 glutIdleFunc( fgIdleFunction );
1463 glutDisplayFunc( fgRenderFrame );
1468 // Main top level initialization
1469 bool fgMainInit( int argc, char **argv ) {
1471 #if defined( macintosh )
1472 freopen ("stdout.txt", "w", stdout );
1473 freopen ("stderr.txt", "w", stderr );
1474 argc = ccommand( &argv );
1477 // set default log levels
1478 sglog().setLogLevels( SG_ALL, SG_ALERT );
1481 #ifdef FLIGHTGEAR_VERSION
1482 version = FLIGHTGEAR_VERSION;
1484 version = "unknown version";
1486 SG_LOG( SG_GENERAL, SG_INFO, "FlightGear: Version "
1488 SG_LOG( SG_GENERAL, SG_INFO, "Built with " << SG_COMPILER_STR << endl );
1490 // Allocate global data structures. This needs to happen before
1491 // we parse command line options
1493 globals = new FGGlobals;
1495 // seed the random number generater
1498 FGControls *controls = new FGControls;
1499 globals->set_controls( controls );
1501 string_list *col = new string_list;
1502 globals->set_channel_options_list( col );
1504 // Scan the config file(s) and command line options to see if
1505 // fg_root was specified (ignore all other options for now)
1506 fgInitFGRoot(argc, argv);
1508 // Check for the correct base package version
1509 static char required_version[] = "0.9.3";
1510 string base_version = fgBasePackageVersion();
1511 if ( !(base_version == required_version) ) {
1512 // tell the operator how to use this application
1514 cerr << endl << "Base package check failed ... " \
1515 << "Found version " << base_version << " at: " \
1516 << globals->get_fg_root() << endl;
1517 cerr << "Please upgrade to version: " << required_version << endl;
1521 // Initialize the Aircraft directory to "" (UIUC)
1524 // Load the configuration parameters. (Command line options
1525 // overrides config file options. Config file options override
1527 if ( !fgInitConfig(argc, argv) ) {
1528 SG_LOG( SG_GENERAL, SG_ALERT, "Config option parsing failed ..." );
1532 // Initialize the Window/Graphics environment.
1533 if( !fgGlutInit(&argc, argv) ) {
1534 SG_LOG( SG_GENERAL, SG_ALERT, "GLUT initialization failed ..." );
1538 // Initialize the various GLUT Event Handlers.
1539 if( !fgGlutInitEvents() ) {
1540 SG_LOG( SG_GENERAL, SG_ALERT,
1541 "GLUT event handler initialization failed ..." );
1545 // Initialize plib net interface
1546 netInit( &argc, argv );
1548 // Initialize ssg (from plib). Needs to come before we do any
1549 // other ssg stuff, but after opengl/glut has been initialized.
1552 // Initialize the user interface (we need to do this before
1553 // passing off control to glut and before fgInitGeneral to get our
1557 // Read the list of available aircrafts
1560 #ifdef GL_EXT_texture_lod_bias
1561 glTexEnvf( GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, -0.5 ) ;
1564 // get the address of our OpenGL extensions
1565 if ( fgGetBool("/sim/rendering/distance-attenuation") )
1567 if (SGIsOpenGLExtensionSupported("GL_EXT_point_parameters") ) {
1568 glPointParameterIsSupported = true;
1569 glPointParameterfPtr = (glPointParameterfProc)
1570 SGLookupFunction("glPointParameterfEXT");
1571 glPointParameterfvPtr = (glPointParameterfvProc)
1572 SGLookupFunction("glPointParameterfvEXT");
1574 } else if ( SGIsOpenGLExtensionSupported("GL_ARB_point_parameters") ) {
1575 glPointParameterIsSupported = true;
1576 glPointParameterfPtr = (glPointParameterfProc)
1577 SGLookupFunction("glPointParameterfARB");
1578 glPointParameterfvPtr = (glPointParameterfvProc)
1579 SGLookupFunction("glPointParameterfvARB");
1581 glPointParameterIsSupported = false;
1584 // based on the requested presets, calculate the true starting
1589 SGTime *t = fgInitTime();
1590 globals->set_time_params( t );
1592 // Do some quick general initializations
1593 if( !fgInitGeneral()) {
1594 SG_LOG( SG_GENERAL, SG_ALERT,
1595 "General initializations failed ..." );
1599 ////////////////////////////////////////////////////////////////////
1600 // Initialize the property-based built-in commands
1601 ////////////////////////////////////////////////////////////////////
1604 ////////////////////////////////////////////////////////////////////
1605 // Initialize the material manager
1606 ////////////////////////////////////////////////////////////////////
1607 globals->set_matlib( new SGMaterialLib );
1609 globals->set_model_lib(new SGModelLib);
1611 ////////////////////////////////////////////////////////////////////
1612 // Initialize the TG scenery subsystem.
1613 ////////////////////////////////////////////////////////////////////
1614 globals->set_scenery( new FGScenery );
1615 globals->get_scenery()->init();
1616 globals->get_scenery()->bind();
1617 globals->set_tile_mgr( new FGTileMgr );
1619 ////////////////////////////////////////////////////////////////////
1620 // Initialize the general model subsystem.
1621 ////////////////////////////////////////////////////////////////////
1622 globals->set_model_mgr(new FGModelMgr);
1623 globals->get_model_mgr()->init();
1624 globals->get_model_mgr()->bind();
1626 ////////////////////////////////////////////////////////////////////
1627 // Initialize the 3D aircraft model subsystem (has a dependency on
1628 // the scenery subsystem.)
1629 ////////////////////////////////////////////////////////////////////
1630 globals->set_aircraft_model(new FGAircraftModel);
1631 globals->get_aircraft_model()->init();
1632 globals->get_aircraft_model()->bind();
1634 ////////////////////////////////////////////////////////////////////
1635 // Initialize the view manager subsystem.
1636 ////////////////////////////////////////////////////////////////////
1637 FGViewMgr *viewmgr = new FGViewMgr;
1638 globals->set_viewmgr( viewmgr );
1643 // Initialize the sky
1644 SGPath ephem_data_path( globals->get_fg_root() );
1645 ephem_data_path.append( "Astro" );
1646 SGEphemeris *ephem = new SGEphemeris( ephem_data_path.c_str() );
1647 ephem->update( globals->get_time_params()->getMjd(),
1648 globals->get_time_params()->getLst(),
1650 globals->set_ephem( ephem );
1652 // TODO: move to environment mgr
1654 SGPath texture_path(globals->get_fg_root());
1655 texture_path.append("Textures");
1656 texture_path.append("Sky");
1657 for (int i = 0; i < FGEnvironmentMgr::MAX_CLOUD_LAYERS; i++) {
1658 SGCloudLayer * layer = new SGCloudLayer(texture_path.str());
1659 thesky->add_cloud_layer(layer);
1662 SGPath sky_tex_path( globals->get_fg_root() );
1663 sky_tex_path.append( "Textures" );
1664 sky_tex_path.append( "Sky" );
1665 thesky->texture_path( sky_tex_path.str() );
1667 // The sun and moon diameters are scaled down numbers of the
1668 // actual diameters. This was needed to fit bot the sun and the
1669 // moon within the distance to the far clip plane.
1670 // Moon diameter: 3,476 kilometers
1671 // Sun diameter: 1,390,000 kilometers
1672 thesky->build( 80000.0, 80000.0,
1674 globals->get_ephem()->getNumPlanets(),
1675 globals->get_ephem()->getPlanets(),
1676 globals->get_ephem()->getNumStars(),
1677 globals->get_ephem()->getStars() );
1679 // Initialize MagVar model
1680 SGMagVar *magvar = new SGMagVar();
1681 globals->set_mag( magvar );
1684 // kludge to initialize mag compass
1685 // (should only be done for in-flight
1687 // update magvar model
1688 globals->get_mag()->update( fgGetDouble("/position/longitude-deg")
1689 * SGD_DEGREES_TO_RADIANS,
1690 fgGetDouble("/position/latitude-deg")
1691 * SGD_DEGREES_TO_RADIANS,
1692 fgGetDouble("/position/altitude-ft")
1694 globals->get_time_params()->getJD() );
1695 double var = globals->get_mag()->get_magvar() * SGD_RADIANS_TO_DEGREES;
1696 fgSetDouble("/instrumentation/heading-indicator/offset-deg", -var);
1698 // airport = new ssgBranch;
1699 // airport->setName( "Airport Lighting" );
1700 // lighting->addKid( airport );
1702 // build our custom render states
1703 fgBuildRenderStates();
1705 // pass control off to the master GLUT event handler
1708 // we never actually get here ... but to avoid compiler warnings,