1 // main.cxx -- top level sim routines
3 // Written by Curtis Olson, started May 1997.
5 // Copyright (C) 1997 - 2002 Curtis L. Olson - http://www.flightgear.org/~curt
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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
28 #include <simgear/compiler.h>
30 #if defined(__linux__) && defined(__i386__)
31 # include <fpu_control.h>
35 #ifdef SG_MATH_EXCEPTION_CLASH
44 #include <plib/netSocket.h>
46 #include <simgear/props/props.hxx>
47 #include <simgear/timing/sg_time.hxx>
48 #include <simgear/math/sg_random.h>
51 #include <simgear/ephemeris/ephemeris.hxx>
52 #include <simgear/scene/model/modellib.hxx>
53 #include <simgear/scene/material/matlib.hxx>
54 #include <simgear/scene/model/animation.hxx>
55 #include <simgear/scene/sky/sky.hxx>
56 #include <Time/light.hxx>
57 #include <Include/general.hxx>
58 #include <Aircraft/replay.hxx>
59 #include <Cockpit/cockpit.hxx>
60 #include <Cockpit/hud.hxx>
61 #include <Model/panelnode.hxx>
62 #include <Model/modelmgr.hxx>
63 #include <Model/acmodel.hxx>
64 #include <Scenery/scenery.hxx>
65 #include <Scenery/tilemgr.hxx>
66 #include <Sound/beacon.hxx>
67 #include <Sound/morse.hxx>
68 #include <FDM/flight.hxx>
69 // #include <FDM/ADA.hxx>
70 #include <ATC/ATCdisplay.hxx>
71 #include <ATC/ATCmgr.hxx>
72 #include <ATC/AIMgr.hxx>
73 #include <Time/tmp.hxx>
74 #include <Time/fg_timer.hxx>
75 #include <Environment/environment_mgr.hxx>
76 #include <GUI/new_gui.hxx>
77 #include <MultiPlayer/multiplaymgr.hxx>
79 #include "fg_commands.hxx"
81 #include "renderer.hxx"
87 static double real_delta_time_sec = 0.0;
88 double delta_time_sec = 0.0;
89 extern float init_volume;
93 # include <console.h> // -dw- for command line dialog
96 // This is a record containing a bit of global housekeeping information
99 // Specify our current idle function state. This is used to run all
100 // our initializations out of the idle callback so that we can get a
101 // splash screen up and running right away.
103 long global_multi_loop;
105 SGTimeStamp last_time_stamp;
106 SGTimeStamp current_time_stamp;
108 // The atexit() function handler should know when the graphical subsystem
110 extern int _bootstrap_OSInit;
114 // Update internal time dependent calculations (i.e. flight model)
115 // FIXME: this distinction is obsolete; all subsystems now get delta
117 void fgUpdateTimeDepCalcs() {
118 static bool inited = false;
120 static const SGPropertyNode *replay_state
121 = fgGetNode( "/sim/freeze/replay-state", true );
122 static SGPropertyNode *replay_time
123 = fgGetNode( "/sim/replay/time", true );
124 // static const SGPropertyNode *replay_end_time
125 // = fgGetNode( "/sim/replay/end-time", true );
127 //SG_LOG(SG_FLIGHT,SG_INFO, "Updating time dep calcs()");
129 // Initialize the FDM here if it hasn't been and if we have a
130 // scenery elevation hit.
132 // cout << "cur_fdm_state->get_inited() = " << cur_fdm_state->get_inited()
133 // << " cur_elev = " << scenery.get_cur_elev() << endl;
135 if (!cur_fdm_state->get_inited()) {
136 // Check for scenery around the aircraft.
137 double lon = fgGetDouble("/sim/presets/longitude-deg");
138 double lat = fgGetDouble("/sim/presets/latitude-deg");
139 // We require just to have 50 meter scenery availabe around
142 if (globals->get_tile_mgr()->scenery_available(lat, lon, range)) {
143 SG_LOG(SG_FLIGHT,SG_INFO, "Finally initializing fdm");
144 cur_fdm_state->init();
145 if ( cur_fdm_state->get_bound() ) {
146 cur_fdm_state->unbind();
148 cur_fdm_state->bind();
152 // conceptually, the following block could be done for each fdm
154 if ( cur_fdm_state->get_inited() ) {
155 // we have been inited, and we are good to go ...
159 fgSetBool("/sim/signals/fdm-initialized", true);
162 if ( replay_state->getIntValue() == 0 ) {
163 // replay off, run fdm
164 cur_fdm_state->update( delta_time_sec );
166 FGReplay *r = (FGReplay *)(globals->get_subsystem( "replay" ));
167 r->replay( replay_time->getDoubleValue() );
168 if ( replay_state->getIntValue() == 1 ) {
170 replay_time->setDoubleValue( replay_time->getDoubleValue()
172 * fgGetInt("/sim/speed-up") ) );
173 } else if ( replay_state->getIntValue() == 2 ) {
174 // paused playback (don't advance replay time)
178 // do nothing, fdm isn't inited yet
181 globals->get_model_mgr()->update(delta_time_sec);
182 globals->get_aircraft_model()->update(delta_time_sec);
184 // update the view angle
185 globals->get_viewmgr()->update(delta_time_sec);
187 // Update solar system
188 globals->get_ephem()->update( globals->get_time_params()->getMjd(),
189 globals->get_time_params()->getLst(),
190 cur_fdm_state->get_Latitude() );
195 void fgInitTimeDepCalcs( void ) {
200 static const double alt_adjust_ft = 3.758099;
201 static const double alt_adjust_m = alt_adjust_ft * SG_FEET_TO_METER;
204 // What should we do when we have nothing else to do? Let's get ready
205 // for the next move and update the display?
206 static void fgMainLoop( void ) {
207 int model_hz = fgGetInt("/sim/model-hz");
209 static const SGPropertyNode *longitude
210 = fgGetNode("/position/longitude-deg");
211 static const SGPropertyNode *latitude
212 = fgGetNode("/position/latitude-deg");
213 static const SGPropertyNode *altitude
214 = fgGetNode("/position/altitude-ft");
215 static const SGPropertyNode *clock_freeze
216 = fgGetNode("/sim/freeze/clock", true);
217 static const SGPropertyNode *cur_time_override
218 = fgGetNode("/sim/time/cur-time-override", true);
219 static const SGPropertyNode *max_simtime_per_frame
220 = fgGetNode("/sim/max-simtime-per-frame", true);
222 SGCloudLayer::enable_bump_mapping = fgGetBool("/sim/rendering/bump-mapping");
224 bool scenery_loaded = fgGetBool("sim/sceneryloaded") || fgGetBool("sim/sceneryloaded-override");
226 // Update the elapsed time.
227 static bool first_time = true;
229 last_time_stamp.stamp();
233 double throttle_hz = fgGetDouble("/sim/frame-rate-throttle-hz", 0.0);
234 if ( throttle_hz > 0.0 && scenery_loaded ) {
235 // optionally throttle the frame rate (to get consistent frame
236 // rates or reduce cpu usage.
238 double frame_us = 1000000.0 / throttle_hz;
240 #define FG_SLEEP_BASED_TIMING 1
241 #if defined(FG_SLEEP_BASED_TIMING)
242 // sleep based timing loop.
244 // Calling sleep, even usleep() on linux is less accurate than
245 // we like, but it does free up the cpu for other tasks during
246 // the sleep so it is desirable. Because of the way sleep()
247 // is implemented in consumer operating systems like windows
248 // and linux, you almost always sleep a little longer than the
251 // To combat the problem of sleeping too long, we calculate the
252 // desired wait time and shorten it by 2000us (2ms) to avoid
253 // [hopefully] over-sleep'ing. The 2ms value was arrived at
254 // via experimentation. We follow this up at the end with a
255 // simple busy-wait loop to get the final pause timing exactly
258 // Assuming we don't oversleep by more than 2000us, this
259 // should be a reasonable compromise between sleep based
260 // waiting, and busy waiting.
262 // sleep() will always overshoot by a bit so undersleep by
263 // 2000us in the hopes of never oversleeping.
265 if ( frame_us < 0.0 ) {
268 current_time_stamp.stamp();
270 double elapsed_us = current_time_stamp - last_time_stamp;
271 if ( elapsed_us < frame_us ) {
272 double requested_us = frame_us - elapsed_us;
273 ulMilliSecondSleep ( (int)(requested_us / 1000.0) ) ;
277 // busy wait timing loop.
279 // This yields the most accurate timing. If the previous
280 // ulMilliSecondSleep() call is omitted this will peg the cpu
281 // (which is just fine if FG is the only app you care about.)
282 current_time_stamp.stamp();
283 while ( current_time_stamp - last_time_stamp < frame_us ) {
284 current_time_stamp.stamp();
287 // run as fast as the app will go
288 current_time_stamp.stamp();
292 = double(current_time_stamp - last_time_stamp) / 1000000.0;
294 // Limit the time we need to spend in simulation loops
295 // That means, if the /sim/max-simtime-per-frame value is strictly positive
296 // you can limit the maximum amount of time you will do simulations for
297 // one frame to display. The cpu time spent in simulations code is roughly
298 // at least O(real_delta_time_sec). If this is (due to running debug
299 // builds or valgrind or something different blowing up execution times)
300 // larger than the real time you will no longer get any response
301 // from flightgear. This limits that effect. Just set to property from
302 // your .fgfsrc or commandline ...
303 double dtMax = max_simtime_per_frame->getDoubleValue();
304 if (0 < dtMax && dtMax < real_delta_time_sec)
305 real_delta_time_sec = dtMax;
307 // round the real time down to a multiple of 1/model-hz.
308 // this way all systems are updated the _same_ amount of dt.
310 static double rem = 0.0;
311 real_delta_time_sec += rem;
312 double hz = model_hz;
313 double nit = floor(real_delta_time_sec*hz);
314 rem = real_delta_time_sec - nit/hz;
315 real_delta_time_sec = nit/hz;
319 if (clock_freeze->getBoolValue() || !scenery_loaded) {
322 delta_time_sec = real_delta_time_sec;
324 last_time_stamp = current_time_stamp;
325 globals->inc_sim_time_sec( delta_time_sec );
327 // These are useful, especially for Nasal scripts.
328 fgSetDouble("/sim/time/delta-realtime-sec", real_delta_time_sec);
329 fgSetDouble("/sim/time/delta-sec", delta_time_sec);
331 static long remainder = 0;
333 #ifdef FANCY_FRAME_COUNTER
337 static time_t last_time = 0;
338 static int frames = 0;
339 #endif // FANCY_FRAME_COUNTER
341 SGTime *t = globals->get_time_params();
343 globals->get_event_mgr()->update(delta_time_sec);
345 SG_LOG( SG_ALL, SG_DEBUG, "Running Main Loop");
346 SG_LOG( SG_ALL, SG_DEBUG, "======= ==== ====");
348 #if defined( ENABLE_PLIB_JOYSTICK )
349 // Read joystick and update control settings
350 // if ( fgGetString("/sim/control-mode") == "joystick" )
356 // Fix elevation. I'm just sticking this here for now, it should
357 // probably move eventually
359 /* printf("Before - ground = %.2f runway = %.2f alt = %.2f\n",
360 scenery.get_cur_elev(),
361 cur_fdm_state->get_Runway_altitude() * SG_FEET_TO_METER,
362 cur_fdm_state->get_Altitude() * SG_FEET_TO_METER); */
364 /* printf("Adjustment - ground = %.2f runway = %.2f alt = %.2f\n",
365 scenery.get_cur_elev(),
366 cur_fdm_state->get_Runway_altitude() * SG_FEET_TO_METER,
367 cur_fdm_state->get_Altitude() * SG_FEET_TO_METER); */
369 // cout << "Warp = " << globals->get_warp() << endl;
372 static bool last_clock_freeze = false;
374 if ( clock_freeze->getBoolValue() ) {
375 // clock freeze requested
376 if ( cur_time_override->getLongValue() == 0 ) {
377 fgSetLong( "/sim/time/cur-time-override", t->get_cur_time() );
378 globals->set_warp( 0 );
381 // no clock freeze requested
382 if ( last_clock_freeze == true ) {
383 // clock just unfroze, let's set warp as the difference
384 // between frozen time and current time so we don't get a
385 // time jump (and corresponding sky object and lighting
387 globals->set_warp( cur_time_override->getLongValue() - time(NULL) );
388 fgSetLong( "/sim/time/cur-time-override", 0 );
390 if ( globals->get_warp_delta() != 0 ) {
391 globals->inc_warp( globals->get_warp_delta() );
395 last_clock_freeze = clock_freeze->getBoolValue();
397 t->update( longitude->getDoubleValue() * SGD_DEGREES_TO_RADIANS,
398 latitude->getDoubleValue() * SGD_DEGREES_TO_RADIANS,
399 cur_time_override->getLongValue(),
400 globals->get_warp() );
402 if (globals->get_warp_delta() != 0) {
403 FGLight *l = (FGLight *)(globals->get_subsystem("lighting"));
407 // update magvar model
408 globals->get_mag()->update( longitude->getDoubleValue()
409 * SGD_DEGREES_TO_RADIANS,
410 latitude->getDoubleValue()
411 * SGD_DEGREES_TO_RADIANS,
412 altitude->getDoubleValue() * SG_FEET_TO_METER,
413 globals->get_time_params()->getJD() );
415 // Get elapsed time (in usec) for this past frame
416 elapsed = fgGetTimeInterval();
417 SG_LOG( SG_ALL, SG_DEBUG,
418 "Elapsed time interval is = " << elapsed
419 << ", previous remainder is = " << remainder );
421 // Calculate frame rate average
422 #ifdef FANCY_FRAME_COUNTER
423 /* old fps calculation */
427 for ( i = FG_FRAME_RATE_HISTORY - 2; i >= 0; i-- ) {
428 tmp = general.get_frame(i);
430 // printf("frame[%d] = %.2f\n", i, g->frames[i]);
431 general.set_frame(i+1,tmp);
433 tmp = 1000000.0 / (float)elapsed;
434 general.set_frame(0,tmp);
435 // printf("frame[0] = %.2f\n", general.frames[0]);
437 general.set_frame_rate(accum / (float)FG_FRAME_RATE_HISTORY);
438 // printf("ave = %.2f\n", general.frame_rate);
441 if ( (t->get_cur_time() != last_time) && (last_time > 0) ) {
442 general.set_frame_rate( frames );
443 fgSetInt("/sim/frame-rate", frames);
444 SG_LOG( SG_ALL, SG_DEBUG,
445 "--> Frame rate is = " << general.get_frame_rate() );
448 last_time = t->get_cur_time();
452 // Update any multiplayer's network queues, the AIMultiplayer
453 // implementation is an AI model and depends on that
454 globals->get_multiplayer_mgr()->Update();
457 if (fgGetBool("/sim/atc/enabled"))
458 globals->get_ATC_mgr()->update(delta_time_sec);
460 // Run the AI subsystem
461 // FIXME: run that also if we have multiplaying enabled since the
462 // multiplayer information is interpreted by an AI model
463 if (fgGetBool("/sim/ai-traffic/enabled"))
464 globals->get_AI_mgr()->update(delta_time_sec);
468 // Calculate model iterations needed for next frame
469 elapsed += remainder;
471 global_multi_loop = (long)(((double)elapsed * 0.000001) * model_hz );
472 remainder = elapsed - ( (global_multi_loop*1000000) / model_hz );
473 SG_LOG( SG_ALL, SG_DEBUG,
474 "Model iterations needed = " << global_multi_loop
475 << ", new remainder = " << remainder );
477 // chop max iterations to something reasonable if the sim was
478 // delayed for an excessive amount of time
479 if ( global_multi_loop > 2.0 * model_hz ) {
480 global_multi_loop = (int)(2.0 * model_hz );
485 if ( global_multi_loop > 0) {
486 // first run the flight model each frame until it is initialized
487 // then continue running each frame only after initial scenery load is complete.
488 fgUpdateTimeDepCalcs();
490 SG_LOG( SG_ALL, SG_DEBUG,
491 "Elapsed time is zero ... we're zinging" );
494 // Do any I/O channel work that might need to be done
495 globals->get_io()->update( real_delta_time_sec );
497 // see if we need to load any deferred-load textures
498 globals->get_matlib()->load_next_deferred();
500 // Run audio scheduler
501 #ifdef ENABLE_AUDIO_SUPPORT
502 if ( globals->get_soundmgr()->is_working() ) {
503 globals->get_soundmgr()->update( delta_time_sec );
507 globals->get_subsystem_mgr()->update(delta_time_sec);
510 // Tile Manager updates - see if we need to load any new scenery tiles.
511 // this code ties together the fdm, viewer and scenery classes...
512 // we may want to move this to its own class at some point
514 double visibility_meters = fgGetDouble("/environment/visibility-m");
515 FGViewer *current_view = globals->get_current_view();
516 // Let the scenery center follow the current view position with
519 // Having the scenery center near the view position will eliminate
520 // jitter of objects which are placed very near the view position
521 // and haveing it's center near that view position.
522 // So the 3d insruments of the aircraft will not jitter with this.
524 // Following the view position exactly would introduce jitter of
525 // the scenery tiles (they would be from their center up to 10000m
526 // to the view and this will introduce roundoff too). By stepping
527 // at 30m incements the roundoff error of the scenery tiles is
528 // still present, but we will make exactly the same roundoff error
529 // at each frame until the center is switched to a new
530 // position. This roundoff is still visible but you will most
531 // propably not notice.
532 double *vp = globals->get_current_view()->get_absolute_view_pos();
534 if (30.0*30.0 < distSqr(cntr, globals->get_scenery()->get_center()))
535 globals->get_scenery()->set_center( cntr );
537 globals->get_tile_mgr()->prep_ssg_nodes( current_view->getSGLocation(),
539 // update tile manager for view...
540 SGLocation *view_location = globals->get_current_view()->getSGLocation();
541 globals->get_tile_mgr()->update( view_location, visibility_meters );
543 double lon = view_location->getLongitude_deg();
544 double lat = view_location->getLatitude_deg();
545 double alt = view_location->getAltitudeASL_ft() * SG_FEET_TO_METER;
547 // check if we can reuse the groundcache for that purpose.
550 bool valid = cur_fdm_state->is_valid_m(&ref_time, pt.sg(), &r);
551 double *vp = globals->get_current_view()->get_absolute_view_pos();
553 if (valid && distSqr(viewpos, pt) < r*r) {
554 // Reuse the cache ...
556 = cur_fdm_state->get_groundlevel_m(lat*SGD_DEGREES_TO_RADIANS,
557 lon*SGD_DEGREES_TO_RADIANS,
559 view_location->set_cur_elev_m( lev );
561 // Do full intersection test.
563 if (globals->get_scenery()->get_elevation_m(lat, lon, alt+2, lev, 0))
564 view_location->set_cur_elev_m( lev );
566 view_location->set_cur_elev_m( -9999.0 );
570 #ifdef ENABLE_AUDIO_SUPPORT
571 // Right now we make a simplifying assumption that the primary
572 // aircraft is the source of all sounds and that all sounds are
573 // positioned relative to the current view position.
575 static sgVec3 last_pos_offset;
577 // get the location data for the primary FDM (now hardcoded to ac model)...
578 SGLocation *acmodel_loc = NULL;
579 acmodel_loc = (SGLocation *)globals->
580 get_aircraft_model()->get3DModel()->getSGLocation();
582 // set positional offset for sources
583 sgdVec3 dsource_pos_offset;
584 sgdSubVec3( dsource_pos_offset,
585 view_location->get_absolute_view_pos(),
586 acmodel_loc->get_absolute_view_pos() );
587 // cout << "pos all = " << source_pos_offset[0] << " " << source_pos_offset[1] << " " << source_pos_offset[2] << endl;
588 sgVec3 source_pos_offset;
589 sgSetVec3(source_pos_offset, dsource_pos_offset);
590 globals->get_soundmgr()->set_source_pos_all( source_pos_offset );
594 sgSubVec3( source_vel, source_pos_offset, last_pos_offset );
595 sgScaleVec3( source_vel, delta_time_sec );
596 sgCopyVec3( last_pos_offset, source_pos_offset );
597 // cout << "vel = " << source_vel[0] << " " << source_vel[1] << " " << source_vel[2] << endl;
598 globals->get_soundmgr()->set_source_vel_all( source_vel );
600 // Right now we make a simplifying assumption that the listener is
601 // always positioned at the origin.
603 sgSetVec3( listener_pos, 0.0, 0.0, 0.0 );
604 // cout << "listener = " << listener_pos[0] << " " << listener_pos[1] << " " << listener_pos[2] << endl;
605 globals->get_soundmgr()->set_listener_pos( listener_pos );
608 // END Tile Manager udpates
610 if (!scenery_loaded && globals->get_tile_mgr()->all_queues_empty() && cur_fdm_state->get_inited()) {
611 fgSetBool("sim/sceneryloaded",true);
612 fgSetFloat("/sim/sound/volume", init_volume);
613 globals->get_soundmgr()->set_volume(init_volume);
618 SG_LOG( SG_ALL, SG_DEBUG, "" );
622 // This is the top level master main function that is registered as
625 // The first few passes take care of initialization things (a couple
626 // per pass) and once everything has been initialized fgMainLoop from
629 static void fgIdleFunction ( void ) {
630 if ( idle_state == 0 ) {
633 #ifdef GL_EXT_texture_lod_bias
634 // negative values sharpen, positive values blur mipmapped textures
635 glTexEnvf( GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, -0.5 ) ;
637 fgSplashProgress("setting up scenegraph & user interface");
640 } else if ( idle_state == 1 ) {
642 // This seems to be the absolute earliest in the init sequence
643 // that these calls will return valid info. Too bad it's after
644 // we've already created and sized our window. :-(
645 general.set_glVendor( (char *)glGetString ( GL_VENDOR ) );
646 general.set_glRenderer( (char *)glGetString ( GL_RENDERER ) );
647 general.set_glVersion( (char *)glGetString ( GL_VERSION ) );
648 SG_LOG( SG_GENERAL, SG_INFO, general.get_glRenderer() );
651 glGetIntegerv( GL_MAX_TEXTURE_SIZE, &tmp );
652 general.set_glMaxTexSize( tmp );
653 SG_LOG ( SG_GENERAL, SG_INFO, "Max texture size = " << tmp );
655 glGetIntegerv( GL_DEPTH_BITS, &tmp );
656 general.set_glDepthBits( tmp );
657 SG_LOG ( SG_GENERAL, SG_INFO, "Depth buffer bits = " << tmp );
659 // Initialize the user interface (we need to do this before
660 // passing off control to the OS main loop and before
661 // fgInitGeneral to get our fonts !!!
663 fgSplashProgress("reading aircraft list");
666 } else if ( idle_state == 2 ) {
668 // Read the list of available aircraft
671 // get the address of our OpenGL extensions
672 // if (SGIsOpenGLExtensionSupported("GL_EXT_point_parameters") ) {
673 // glPointParameterIsSupported = true;
674 // glPointParameterfPtr = (glPointParameterfProc)
675 // SGLookupFunction("glPointParameterfEXT");
676 // glPointParameterfvPtr = (glPointParameterfvProc)
677 // SGLookupFunction("glPointParameterfvEXT");
678 // } else if ( SGIsOpenGLExtensionSupported("GL_ARB_point_parameters") ) {
679 // glPointParameterIsSupported = true;
680 // glPointParameterfPtr = (glPointParameterfProc)
681 // SGLookupFunction("glPointParameterfARB");
682 // glPointParameterfvPtr = (glPointParameterfvProc)
683 // SGLookupFunction("glPointParameterfvARB");
685 // glPointParameterIsSupported = false;
687 fgSplashProgress("reading airport & navigation data");
690 } else if ( idle_state == 3 ) {
693 fgSplashProgress("setting up scenery");
696 } else if ( idle_state == 4 ) {
698 // based on the requested presets, calculate the true starting
701 fgInitTowerLocationListener();
703 SGTime *t = fgInitTime();
704 globals->set_time_params( t );
706 // Do some quick general initializations
707 if( !fgInitGeneral()) {
708 SG_LOG( SG_GENERAL, SG_ALERT,
709 "General initialization failed ..." );
713 ////////////////////////////////////////////////////////////////////
714 // Initialize the property-based built-in commands
715 ////////////////////////////////////////////////////////////////////
719 ////////////////////////////////////////////////////////////////////
720 // Initialize the material manager
721 ////////////////////////////////////////////////////////////////////
722 globals->set_matlib( new SGMaterialLib );
723 globals->set_model_lib(new SGModelLib);
726 ////////////////////////////////////////////////////////////////////
727 // Initialize the TG scenery subsystem.
728 ////////////////////////////////////////////////////////////////////
729 globals->set_scenery( new FGScenery );
730 globals->get_scenery()->init();
731 globals->get_scenery()->bind();
732 globals->set_tile_mgr( new FGTileMgr );
735 ////////////////////////////////////////////////////////////////////
736 // Initialize the general model subsystem.
737 ////////////////////////////////////////////////////////////////////
738 globals->set_model_mgr(new FGModelMgr);
739 globals->get_model_mgr()->init();
740 globals->get_model_mgr()->bind();
741 fgSplashProgress("loading aircraft");
744 } else if ( idle_state == 5 ) {
746 ////////////////////////////////////////////////////////////////////
747 // Initialize the 3D aircraft model subsystem (has a dependency on
748 // the scenery subsystem.)
749 ////////////////////////////////////////////////////////////////////
750 globals->set_aircraft_model(new FGAircraftModel);
751 globals->get_aircraft_model()->init();
752 globals->get_aircraft_model()->bind();
754 ////////////////////////////////////////////////////////////////////
755 // Initialize the view manager subsystem.
756 ////////////////////////////////////////////////////////////////////
757 FGViewMgr *viewmgr = new FGViewMgr;
758 globals->set_viewmgr( viewmgr );
761 fgSplashProgress("generating sky elements");
764 } else if ( idle_state == 6 ) {
766 // Initialize the sky
767 SGPath ephem_data_path( globals->get_fg_root() );
768 ephem_data_path.append( "Astro" );
769 SGEphemeris *ephem = new SGEphemeris( ephem_data_path.c_str() );
770 ephem->update( globals->get_time_params()->getMjd(),
771 globals->get_time_params()->getLst(),
773 globals->set_ephem( ephem );
775 // TODO: move to environment mgr
777 SGPath texture_path(globals->get_fg_root());
778 texture_path.append("Textures");
779 texture_path.append("Sky");
780 for (int i = 0; i < FGEnvironmentMgr::MAX_CLOUD_LAYERS; i++) {
781 SGCloudLayer * layer = new SGCloudLayer(texture_path.str());
782 thesky->add_cloud_layer(layer);
785 SGPath sky_tex_path( globals->get_fg_root() );
786 sky_tex_path.append( "Textures" );
787 sky_tex_path.append( "Sky" );
788 thesky->texture_path( sky_tex_path.str() );
790 // The sun and moon diameters are scaled down numbers of the
791 // actual diameters. This was needed to fit both the sun and the
792 // moon within the distance to the far clip plane.
793 // Moon diameter: 3,476 kilometers
794 // Sun diameter: 1,390,000 kilometers
795 thesky->build( 80000.0, 80000.0,
797 globals->get_ephem()->getNumPlanets(),
798 globals->get_ephem()->getPlanets(),
799 globals->get_ephem()->getNumStars(),
800 globals->get_ephem()->getStars(),
801 fgGetNode("/environment", true));
803 // Initialize MagVar model
804 SGMagVar *magvar = new SGMagVar();
805 globals->set_mag( magvar );
808 // kludge to initialize mag compass
809 // (should only be done for in-flight
811 // update magvar model
812 globals->get_mag()->update( fgGetDouble("/position/longitude-deg")
813 * SGD_DEGREES_TO_RADIANS,
814 fgGetDouble("/position/latitude-deg")
815 * SGD_DEGREES_TO_RADIANS,
816 fgGetDouble("/position/altitude-ft")
818 globals->get_time_params()->getJD() );
819 double var = globals->get_mag()->get_magvar() * SGD_RADIANS_TO_DEGREES;
820 fgSetDouble("/instrumentation/heading-indicator/offset-deg", -var);
821 fgSetDouble("/instrumentation/heading-indicator-fg/offset-deg", -var);
824 // airport = new ssgBranch;
825 // airport->setName( "Airport Lighting" );
826 // lighting->addKid( airport );
828 // build our custom render states
829 fgSplashProgress("initializing subsystems");
832 } else if ( idle_state == 7 ) {
834 // Initialize audio support
835 #ifdef ENABLE_AUDIO_SUPPORT
837 // Start the intro music
838 if ( fgGetBool("/sim/startup/intro-music") ) {
839 SGPath mp3file( globals->get_fg_root() );
840 mp3file.append( "Sounds/intro.mp3" );
842 SG_LOG( SG_GENERAL, SG_INFO,
843 "Starting intro music: " << mp3file.str() );
845 #if defined( __CYGWIN__ )
846 string command = "start /m `cygpath -w " + mp3file.str() + "`";
847 #elif defined( WIN32 )
848 string command = "start /m " + mp3file.str();
850 string command = "mpg123 " + mp3file.str() + "> /dev/null 2>&1";
853 system ( command.c_str() );
857 // These are a few miscellaneous things that aren't really
858 // "subsystems" but still need to be initialized.
861 if ( strstr ( general.get_glRenderer(), "Glide" ) ) {
862 grTexLodBiasValue ( GR_TMU0, 1.0 ) ;
866 // This is the top level init routine which calls all the
867 // other subsystem initialization routines. If you are adding
868 // a subsystem to flightgear, its initialization call should be
869 // located in this routine.
870 if( !fgInitSubsystems()) {
871 SG_LOG( SG_GENERAL, SG_ALERT,
872 "Subsystem initialization failed ..." );
875 fgSplashProgress("setting up time & renderer");
878 } else if ( idle_state == 8 ) {
880 // Initialize the time offset (warp) after fgInitSubsystem
881 // (which initializes the lighting interpolation tables.)
884 // setup OpenGL view parameters
885 globals->get_renderer()->init();
887 SG_LOG( SG_GENERAL, SG_INFO, "Panel visible = " << fgPanelVisible() );
888 globals->get_renderer()->resize( fgGetInt("/sim/startup/xsize"),
889 fgGetInt("/sim/startup/ysize") );
891 fgSplashProgress("loading scenery objects");
895 if ( idle_state == 1000 ) {
896 // We've finished all our initialization steps, from now on we
897 // run the main loop.
898 fgSetBool("sim/sceneryloaded", false);
899 fgRegisterIdleHandler( fgMainLoop );
904 static void upper_case_property(const char *name)
906 SGPropertyNode *p = fgGetNode(name, false);
908 p = fgGetNode(name, true);
909 p->setStringValue("");
911 SGPropertyNode::Type t = p->getType();
912 if (t == SGPropertyNode::NONE || t == SGPropertyNode::UNSPECIFIED)
913 p->setStringValue("");
915 assert(t == SGPropertyNode::STRING);
917 p->addChangeListener(new FGMakeUpperCase);
921 // Main top level initialization
922 bool fgMainInit( int argc, char **argv ) {
924 #if defined( macintosh )
925 freopen ("stdout.txt", "w", stdout );
926 freopen ("stderr.txt", "w", stderr );
927 argc = ccommand( &argv );
930 // set default log levels
931 sglog().setLogLevels( SG_ALL, SG_ALERT );
934 #ifdef FLIGHTGEAR_VERSION
935 version = FLIGHTGEAR_VERSION;
937 version = "unknown version";
939 SG_LOG( SG_GENERAL, SG_INFO, "FlightGear: Version "
941 SG_LOG( SG_GENERAL, SG_INFO, "Built with " << SG_COMPILER_STR << endl );
943 // Allocate global data structures. This needs to happen before
944 // we parse command line options
946 globals = new FGGlobals;
948 // seed the random number generator
951 FGControls *controls = new FGControls;
952 globals->set_controls( controls );
954 string_list *col = new string_list;
955 globals->set_channel_options_list( col );
957 upper_case_property("/sim/presets/airport-id");
958 upper_case_property("/sim/presets/runway");
959 upper_case_property("/sim/tower/airport-id");
961 // Scan the config file(s) and command line options to see if
962 // fg_root was specified (ignore all other options for now)
963 fgInitFGRoot(argc, argv);
965 // Check for the correct base package version
966 static char required_version[] = "0.9.10";
967 string base_version = fgBasePackageVersion();
968 if ( !(base_version == required_version) ) {
969 // tell the operator how to use this application
971 SG_LOG( SG_GENERAL, SG_ALERT, "" ); // To popup the console on windows
972 cerr << endl << "Base package check failed ... " \
973 << "Found version " << base_version << " at: " \
974 << globals->get_fg_root() << endl;
975 cerr << "Please upgrade to version: " << required_version << endl;
977 cerr << "Hit a key to continue..." << endl;
984 // sgUseDisplayList = fgGetBool( "/sim/rendering/use-display-list", true );
986 // Load the configuration parameters. (Command line options
987 // override config file options. Config file options override
989 if ( !fgInitConfig(argc, argv) ) {
990 SG_LOG( SG_GENERAL, SG_ALERT, "Config option parsing failed ..." );
994 // Initialize the Window/Graphics environment.
995 #if !defined(__APPLE__) || defined(OSX_BUNDLE)
996 // Mac OS X command line ("non-bundle") applications call this
997 // from main(), in bootstrap.cxx. Andy doesn't know why, someone
998 // feel free to add comments...
999 fgOSInit(&argc, argv);
1000 _bootstrap_OSInit++;
1003 fgRegisterWindowResizeHandler( &FGRenderer::resize );
1004 fgRegisterIdleHandler( &fgIdleFunction );
1005 fgRegisterDrawHandler( &FGRenderer::update );
1007 #ifdef FG_ENABLE_MULTIPASS_CLOUDS
1008 bool get_stencil_buffer = true;
1010 bool get_stencil_buffer = false;
1013 // Initialize plib net interface
1014 netInit( &argc, argv );
1016 // Clouds3D requires an alpha channel
1017 // clouds may require stencil buffer
1018 fgOSOpenWindow( fgGetInt("/sim/startup/xsize"),
1019 fgGetInt("/sim/startup/ysize"),
1020 fgGetInt("/sim/rendering/bits-per-pixel"),
1021 fgGetBool("/sim/rendering/clouds3d-enable"),
1023 fgGetBool("/sim/startup/fullscreen") );
1025 // Initialize the splash screen right away
1027 fgSplashInit(fgGetString("/sim/startup/splash-texture"));
1029 // pass control off to the master event handler
1032 // we never actually get here ... but to avoid compiler warnings,