1 // main.cxx -- top level sim routines
3 // Written by Curtis Olson for OpenGL, started May 1997.
5 // Copyright (C) 1997 - 1999 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.
24 #define MICHAEL_JOHNSON_EXPERIMENTAL_ENGINE_AUDIO
31 #ifdef FG_MATH_EXCEPTION_CLASH
50 #ifdef HAVE_SYS_STAT_H
51 # include <sys/stat.h> /* for stat() */
55 # include <unistd.h> /* for stat() */
58 #include <pu.h> // plib include
59 #include <ssg.h> // plib include
61 #ifdef ENABLE_AUDIO_SUPPORT
62 # include <sl.h> // plib include
63 # include <sm.h> // plib include
66 #include <Include/fg_constants.h> // for VERSION
67 #include <Include/general.hxx>
69 #include <Debug/logstream.hxx>
70 #include <Aircraft/aircraft.hxx>
71 #include <Astro/sky.hxx>
72 #include <Astro/stars.hxx>
73 #include <Astro/solarsystem.hxx>
75 #include <Autopilot/autopilot.hxx>
76 #include <Cockpit/cockpit.hxx>
78 #include <Joystick/joystick.hxx>
79 #include <Math/fg_geodesy.hxx>
80 #include <Math/mat3.h>
81 #include <Math/polar3d.hxx>
82 #include <Math/fg_random.h>
83 #include <Misc/fgpath.hxx>
84 #include <Scenery/scenery.hxx>
85 #include <Scenery/tilemgr.hxx>
86 #include <Time/event.hxx>
87 #include <Time/fg_time.hxx>
88 #include <Time/fg_timer.hxx>
89 #include <Time/sunpos.hxx>
90 #include <Weather/weather.hxx>
92 #include "fg_init.hxx"
93 #include "keyboard.hxx"
94 #include "options.hxx"
97 #include "fg_serial.hxx"
100 // -dw- use custom sioux settings so I can see output window
103 # include <sioux.h> // settings for output window
105 # include <console.h>
109 // This is a record containing a bit of global housekeeping information
112 // Specify our current idle function state. This is used to run all
113 // our initializations out of the glutIdleLoop() so that we can get a
114 // splash screen up and running right away.
115 static int idle_state = 0;
120 // Global structures for the Audio library
121 #ifdef ENABLE_AUDIO_SUPPORT
122 slEnvelope pitch_envelope ( 1, SL_SAMPLE_ONE_SHOT ) ;
123 slEnvelope volume_envelope ( 1, SL_SAMPLE_ONE_SHOT ) ;
124 slScheduler *audio_sched;
125 smMixer *audio_mixer;
132 ssgRoot *scene = NULL;
133 ssgBranch *terrain = NULL;
134 ssgTransform *penguin = NULL;
137 // The following defines flight gear options. Because glutlib will also
138 // want to parse its own options, those options must not be included here
139 // or they will get parsed by the main program option parser. Hence case
140 // is significant for any option added that might be in conflict with
143 // glutlib parses for:
145 // -direct (invalid in Win32)
149 // -indirect (invalid in Win32)
152 // Note that glutlib depends upon strings while this program's
153 // option parser wants only initial characters followed by numbers
158 // fgInitVisuals() -- Initialize various GL/view parameters
159 static void fgInitVisuals( void ) {
162 l = &cur_light_params;
164 #ifndef GLUT_WRONG_VERSION
165 // Go full screen if requested ...
166 if ( current_options.get_fullscreen() ) {
171 // If enabled, normal vectors specified with glNormal are scaled
172 // to unit length after transformation. See glNormal.
173 // xglEnable( GL_NORMALIZE );
175 xglEnable( GL_LIGHTING );
176 xglEnable( GL_LIGHT0 );
177 xglLightfv( GL_LIGHT0, GL_POSITION, l->sun_vec );
180 sgSetVec3( sunpos, l->sun_vec[0], l->sun_vec[1], l->sun_vec[2] );
181 ssgGetLight( 0 ) -> setPosition( sunpos );
183 // xglFogi (GL_FOG_MODE, GL_LINEAR);
184 xglFogi (GL_FOG_MODE, GL_EXP2);
185 if ( (current_options.get_fog() == 1) ||
186 (current_options.get_shading() == 0) ) {
187 // if fastest fog requested, or if flat shading force fastest
188 xglHint ( GL_FOG_HINT, GL_FASTEST );
189 } else if ( current_options.get_fog() == 2 ) {
190 xglHint ( GL_FOG_HINT, GL_NICEST );
192 if ( current_options.get_wireframe() ) {
194 xglPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
197 // This is the default anyways, but it can't hurt
198 xglFrontFace ( GL_CCW );
201 // xglEnable(GL_POINT_SMOOTH);
202 // xglEnable(GL_LINE_SMOOTH);
203 // xglEnable(GL_POLYGON_SMOOTH);
208 // Draw a basic instrument panel
209 static void fgUpdateInstrViewParams( void ) {
213 fgVIEW *v = ¤t_view;
215 xglViewport(0, 0 , (GLint)(v->winWidth), (GLint)(v->winHeight) / 2);
217 xglMatrixMode(GL_PROJECTION);
221 gluOrtho2D(0, 640, 0, 480);
222 xglMatrixMode(GL_MODELVIEW);
226 xglColor3f(1.0, 1.0, 1.0);
229 xglDisable(GL_DEPTH_TEST);
230 xglDisable(GL_LIGHTING);
233 xglColor3f (0.5, 0.5, 0.5);
236 xglVertex2f(0.0, 0.00);
237 xglVertex2f(0.0, 480.0);
238 xglVertex2f(640.0,480.0);
239 xglVertex2f(640.0, 0.0);
242 xglRectf(0.0,0.0, 640, 480);
243 xglEnable(GL_DEPTH_TEST);
244 xglEnable(GL_LIGHTING);
245 xglMatrixMode(GL_PROJECTION);
247 xglMatrixMode(GL_MODELVIEW);
253 // Update all Visuals (redraws anything graphics related)
254 static void fgRenderFrame( void ) {
255 fgLIGHT *l = &cur_light_params;
256 FGTime *t = FGTime::cur_time_params;
257 FGView *v = ¤t_view;
260 // GLfloat black[4] = { 0.0, 0.0, 0.0, 1.0 };
261 GLfloat white[4] = { 1.0, 1.0, 1.0, 1.0 };
262 GLfloat terrain_color[4] = { 0.54, 0.44, 0.29, 1.0 };
263 // GLfloat mat_shininess[] = { 10.0 };
264 GLbitfield clear_mask;
266 if ( idle_state != 1000 ) {
267 // still initializing, draw the splash screen
268 if ( current_options.get_splash_screen() == 1 ) {
272 // idle_state is now 1000 meaning we've finished all our
273 // initializations and are running the main loop, so this will
274 // now work without seg faulting the system.
276 // printf("Ground = %.2f Altitude = %.2f\n", scenery.cur_elev,
277 // FG_Altitude * FEET_TO_METER);
279 // this is just a temporary hack, to make me understand Pui
280 // timerText -> setLabel (ctime (&t->cur_time));
283 // update view volume parameters
284 v->UpdateViewParams();
286 // set the sun position
287 xglLightfv( GL_LIGHT0, GL_POSITION, l->sun_vec );
290 sgSetVec3( sunpos, l->sun_vec[0], l->sun_vec[1], l->sun_vec[2] );
291 ssgGetLight( 0 ) -> setPosition( sunpos );
293 clear_mask = GL_DEPTH_BUFFER_BIT;
294 if ( current_options.get_wireframe() ) {
295 clear_mask |= GL_COLOR_BUFFER_BIT;
297 if ( current_options.get_panel_status() ) {
298 // we can't clear the screen when the panel is active
299 } else if ( current_options.get_skyblend() ) {
300 if ( current_options.get_textures() ) {
301 // glClearColor(black[0], black[1], black[2], black[3]);
302 glClearColor(l->adj_fog_color[0], l->adj_fog_color[1],
303 l->adj_fog_color[2], l->adj_fog_color[3]);
304 clear_mask |= GL_COLOR_BUFFER_BIT;
307 glClearColor(l->sky_color[0], l->sky_color[1],
308 l->sky_color[2], l->sky_color[3]);
309 clear_mask |= GL_COLOR_BUFFER_BIT;
311 xglClear( clear_mask );
313 // Tell GL we are switching to model view parameters
314 xglMatrixMode(GL_MODELVIEW);
315 // xglLoadIdentity();
318 xglDisable( GL_DEPTH_TEST );
319 xglDisable( GL_LIGHTING );
320 xglDisable( GL_CULL_FACE );
321 xglDisable( GL_FOG );
322 xglShadeModel( GL_SMOOTH );
323 if ( current_options.get_skyblend() ) {
327 // setup transformation for drawing astronomical objects
329 // Translate to view position
330 Point3D view_pos = v->get_view_pos();
331 xglTranslatef( view_pos.x(), view_pos.y(), view_pos.z() );
332 // Rotate based on gst (sidereal time)
333 // note: constant should be 15.041085, Curt thought it was 15
334 angle = t->getGst() * 15.041085;
335 // printf("Rotating astro objects by %.2f degrees\n",angle);
336 xglRotatef( angle, 0.0, 0.0, -1.0 );
338 // draw stars and planets
340 xglEnable( GL_CULL_FACE ); // for moon
341 //xglEnable(GL_DEPTH_TEST);
342 SolarSystem::theSolarSystem->draw();
347 if ( current_options.get_shading() ) {
348 xglShadeModel( GL_SMOOTH );
350 xglShadeModel( GL_FLAT );
352 xglEnable( GL_DEPTH_TEST );
353 if ( current_options.get_fog() > 0 ) {
355 xglFogi( GL_FOG_MODE, GL_EXP2 );
356 xglFogfv( GL_FOG_COLOR, l->adj_fog_color );
358 // set lighting parameters
359 xglLightfv( GL_LIGHT0, GL_AMBIENT, l->scene_ambient );
360 xglLightfv( GL_LIGHT0, GL_DIFFUSE, l->scene_diffuse );
361 // xglLightfv(GL_LIGHT0, GL_SPECULAR, white );
363 if ( current_options.get_textures() ) {
364 // texture parameters
365 xglEnable( GL_TEXTURE_2D );
366 xglTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ) ;
367 xglHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST ) ;
368 // set base color (I don't think this is doing anything here)
369 xglMaterialfv (GL_FRONT, GL_AMBIENT, white);
370 xglMaterialfv (GL_FRONT, GL_DIFFUSE, white);
371 // xglMaterialfv (GL_FRONT, GL_SPECULAR, white);
372 // xglMaterialfv (GL_FRONT, GL_SHININESS, mat_shininess);
374 xglDisable( GL_TEXTURE_2D );
375 xglMaterialfv (GL_FRONT, GL_AMBIENT, terrain_color);
376 xglMaterialfv (GL_FRONT, GL_DIFFUSE, terrain_color);
377 // xglMaterialfv (GL_FRONT, GL_AMBIENT, white);
378 // xglMaterialfv (GL_FRONT, GL_DIFFUSE, white);
381 // global_tile_mgr.render();
385 xglMatrixMode( GL_PROJECTION );
387 ssgSetFOV( current_options.get_fov(), 0.0f );
389 double agl = current_aircraft.fdm_state->get_Altitude() * FEET_TO_METER
392 // FG_LOG( FG_ALL, FG_INFO, "visibility is "
393 // << current_weather.get_visibility() );
396 // ssgSetNearFar( 10.0f, current_weather.get_visibility() );
397 ssgSetNearFar( 10.0f, 100000.0f );
399 // ssgSetNearFar( 0.5f, current_weather.get_visibility() );
400 ssgSetNearFar( 0.5f, 100000.0f );
404 sgMakeTransMat4( sgTRANS,
405 current_view.view_pos.x()
406 + current_view.view_forward[0] * 20,
407 current_view.view_pos.y()
408 + current_view.view_forward[1] * 20,
409 current_view.view_pos.z()
410 + current_view.view_forward[2] * 20 );
414 sgMultMat4( sgTMP, current_view.sgUP, sgTRANS );
415 sgMultMat4( sgTUX, current_view.sgLARC_TO_SSG, sgTMP );
418 sgSetCoord( &tuxpos, sgTUX );
419 penguin->setTransform( &tuxpos );
421 sgMakeTransMat4( sgTRANS,
422 current_view.view_pos.x(),
423 current_view.view_pos.y(),
424 current_view.view_pos.z() );
426 sgMultMat4( sgVIEW, current_view.sgVIEW, sgTRANS );
427 ssgSetCamera( sgVIEW );
429 global_tile_mgr.prep_ssg_nodes();
430 ssgCullAndDraw( scene );
432 xglDisable( GL_TEXTURE_2D );
433 xglDisable( GL_FOG );
435 // display HUD && Panel
436 xglDisable( GL_CULL_FACE );
439 // We can do translucent menus, so why not. :-)
440 xglEnable ( GL_BLEND ) ;
441 xglBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ) ;
443 xglDisable ( GL_BLEND ) ;
452 // Update internal time dependent calculations (i.e. flight model)
453 void fgUpdateTimeDepCalcs(int multi_loop, int remainder) {
454 FGInterface *f = current_aircraft.fdm_state;
455 fgLIGHT *l = &cur_light_params;
456 FGTime *t = FGTime::cur_time_params;
457 FGView *v = ¤t_view;
460 // update the flight model
461 if ( multi_loop < 0 ) {
462 multi_loop = DEFAULT_MULTILOOP;
465 if ( !t->getPause() ) {
466 // run Autopilot system
469 // printf("updating flight model x %d\n", multi_loop);
470 fgFDMUpdate( current_options.get_flight_model(),
471 cur_fdm_state, multi_loop, remainder );
473 fgFDMUpdate( current_options.get_flight_model(),
474 cur_fdm_state, 0, remainder );
477 // update the view angle
478 for ( i = 0; i < multi_loop; i++ ) {
479 if ( fabs(v->get_goal_view_offset() - v->get_view_offset()) < 0.05 ) {
480 v->set_view_offset( v->get_goal_view_offset() );
483 // move v->view_offset towards v->goal_view_offset
484 if ( v->get_goal_view_offset() > v->get_view_offset() ) {
485 if ( v->get_goal_view_offset() - v->get_view_offset() < FG_PI ){
486 v->inc_view_offset( 0.01 );
488 v->inc_view_offset( -0.01 );
491 if ( v->get_view_offset() - v->get_goal_view_offset() < FG_PI ){
492 v->inc_view_offset( -0.01 );
494 v->inc_view_offset( 0.01 );
497 if ( v->get_view_offset() > FG_2PI ) {
498 v->inc_view_offset( -FG_2PI );
499 } else if ( v->get_view_offset() < 0 ) {
500 v->inc_view_offset( FG_2PI );
505 double tmp = -(l->sun_rotation + FG_PI)
506 - (f->get_Psi() - v->get_view_offset() );
507 while ( tmp < 0.0 ) {
510 while ( tmp > FG_2PI ) {
513 /* printf("Psi = %.2f, viewoffset = %.2f sunrot = %.2f rottosun = %.2f\n",
514 FG_Psi * RAD_TO_DEG, v->view_offset * RAD_TO_DEG,
515 -(l->sun_rotation+FG_PI) * RAD_TO_DEG, tmp * RAD_TO_DEG); */
520 void fgInitTimeDepCalcs( void ) {
523 // #ifdef HAVE_SETITIMER
524 // fgTimerInit( 1.0 / DEFAULT_TIMER_HZ, fgUpdateTimeDepCalcs );
525 // #endif HAVE_SETITIMER
528 static const double alt_adjust_ft = 3.758099;
529 static const double alt_adjust_m = alt_adjust_ft * FEET_TO_METER;
531 // What should we do when we have nothing else to do? Let's get ready
532 // for the next move and update the display?
533 static void fgMainLoop( void ) {
536 static long remainder = 0;
537 long elapsed, multi_loop;
538 #ifdef FANCY_FRAME_COUNTER
542 static time_t last_time = 0;
543 static int frames = 0;
544 #endif // FANCY_FRAME_COUNTER
546 f = current_aircraft.fdm_state;
547 t = FGTime::cur_time_params;
549 FG_LOG( FG_ALL, FG_DEBUG, "Running Main Loop");
550 FG_LOG( FG_ALL, FG_DEBUG, "======= ==== ====");
552 #if defined( ENABLE_PLIB_JOYSTICK )
553 // Read joystick and update control settings
555 #elif defined( ENABLE_GLUT_JOYSTICK )
556 // Glut joystick support works by feeding a joystick handler
557 // function to glut. This is taken care of once in the joystick
558 // init routine and we don't have to worry about it again.
561 current_weather.Update();
563 // Fix elevation. I'm just sticking this here for now, it should
564 // probably move eventually
566 /* printf("Before - ground = %.2f runway = %.2f alt = %.2f\n",
568 f->get_Runway_altitude() * FEET_TO_METER,
569 f->get_Altitude() * FEET_TO_METER); */
571 if ( scenery.cur_elev > -9990 ) {
572 if ( f->get_Altitude() * FEET_TO_METER <
573 (scenery.cur_elev + alt_adjust_m - 3.0) ) {
574 // now set aircraft altitude above ground
575 printf("Current Altitude = %.2f < %.2f forcing to %.2f\n",
576 f->get_Altitude() * FEET_TO_METER,
577 scenery.cur_elev + alt_adjust_m - 3.0,
578 scenery.cur_elev + alt_adjust_m );
579 fgFDMForceAltitude( current_options.get_flight_model(),
580 scenery.cur_elev + alt_adjust_m );
582 FG_LOG( FG_ALL, FG_DEBUG,
583 "<*> resetting altitude to "
584 << f->get_Altitude() * FEET_TO_METER << " meters" );
586 fgFDMSetGroundElevation( current_options.get_flight_model(),
587 scenery.cur_elev ); // meters
590 /* printf("Adjustment - ground = %.2f runway = %.2f alt = %.2f\n",
592 f->get_Runway_altitude() * FEET_TO_METER,
593 f->get_Altitude() * FEET_TO_METER); */
598 // Get elapsed time (in usec) for this past frame
599 elapsed = fgGetTimeInterval();
600 FG_LOG( FG_ALL, FG_DEBUG,
601 "Elapsed time interval is = " << elapsed
602 << ", previous remainder is = " << remainder );
604 // Calculate frame rate average
605 #ifdef FANCY_FRAME_COUNTER
606 /* old fps calculation */
610 for ( i = FG_FRAME_RATE_HISTORY - 2; i >= 0; i-- ) {
611 tmp = general.get_frame(i);
613 // printf("frame[%d] = %.2f\n", i, g->frames[i]);
614 general.set_frame(i+1,tmp);
616 tmp = 1000000.0 / (float)elapsed;
617 general.set_frame(0,tmp);
618 // printf("frame[0] = %.2f\n", general.frames[0]);
620 general.set_frame_rate(accum / (float)FG_FRAME_RATE_HISTORY);
621 // printf("ave = %.2f\n", general.frame_rate);
624 if ( (t->get_cur_time() != last_time) && (last_time > 0) ) {
625 general.set_frame_rate( frames );
626 FG_LOG( FG_ALL, FG_DEBUG,
627 "--> Frame rate is = " << general.get_frame_rate() );
630 last_time = t->get_cur_time();
635 if ( ! use_signals ) {
636 // Calculate model iterations needed for next frame
637 elapsed += remainder;
639 multi_loop = (int)(((double)elapsed * 0.000001) * DEFAULT_MODEL_HZ);
640 remainder = elapsed - ((multi_loop*1000000) / DEFAULT_MODEL_HZ);
641 FG_LOG( FG_ALL, FG_DEBUG,
642 "Model iterations needed = " << multi_loop
643 << ", new remainder = " << remainder );
646 if ( multi_loop > 0 ) {
647 fgUpdateTimeDepCalcs(multi_loop, remainder);
649 FG_LOG( FG_ALL, FG_INFO, "Elapsed time is zero ... we're zinging" );
653 #if ! defined( MACOS )
654 // Do any serial port work that might need to be done
658 // see if we need to load any new scenery tiles
659 global_tile_mgr.update();
661 // Process/manage pending events
662 global_events.Process();
664 // Run audio scheduler
665 #ifdef ENABLE_AUDIO_SUPPORT
666 if ( current_options.get_sound() && !audio_sched->not_working() ) {
668 # ifdef MICHAEL_JOHNSON_EXPERIMENTAL_ENGINE_AUDIO
670 // note: all these factors are relative to the sample. our
671 // sample format should really contain a conversion factor so
672 // that we can get prop speed right for arbitrary samples.
673 // Note that for normal-size props, there is a point at which
674 // the prop tips approach the speed of sound; that is a pretty
675 // strong limit to how fast the prop can go.
677 // multiplication factor is prime pitch control; add some log
678 // component for verisimilitude
680 double pitch = log((controls.get_throttle(0) * 14.0) + 1.0);
681 //fprintf(stderr, "pitch1: %f ", pitch);
682 if (controls.get_throttle(0) > 0.0 || f->v_rel_wind > 40.0) {
683 //fprintf(stderr, "rel_wind: %f ", f->v_rel_wind);
684 // only add relative wind and AoA if prop is moving
685 // or we're really flying at idle throttle
686 if (pitch < 5.4) { // this needs tuning
687 // prop tips not breaking sound barrier
688 pitch += log(f->v_rel_wind + 0.8)/2;
690 // prop tips breaking sound barrier
691 pitch += log(f->v_rel_wind + 0.8)/10;
693 //fprintf(stderr, "pitch2: %f ", pitch);
694 //fprintf(stderr, "AoA: %f ", FG_Gamma_vert_rad);
696 // Angle of Attack next... -x^3(e^x) is my best guess Just
697 // need to calculate some reasonable scaling factor and
698 // then clamp it on the positive aoa (neg adj) side
699 double aoa = f->get_Gamma_vert_rad() * 2.2;
701 double aoa_adj = pow(-aoa, tmp) * pow(M_E, aoa);
702 if (aoa_adj < -0.8) aoa_adj = -0.8;
704 //fprintf(stderr, "pitch3: %f ", pitch);
706 // don't run at absurdly slow rates -- not realistic
707 // and sounds bad to boot. :-)
708 if (pitch < 0.8) pitch = 0.8;
710 //fprintf(stderr, "pitch4: %f\n", pitch);
712 double volume = controls.get_throttle(0) * 1.15 + 0.3 +
713 log(f->v_rel_wind + 1.0)/14.0;
714 // fprintf(stderr, "volume: %f\n", volume);
716 pitch_envelope.setStep ( 0, 0.01, pitch );
717 volume_envelope.setStep ( 0, 0.01, volume );
721 double param = controls.get_throttle( 0 ) * 2.0 + 1.0;
722 pitch_envelope.setStep ( 0, 0.01, param );
723 volume_envelope.setStep ( 0, 0.01, param );
725 # endif // experimental throttle patch
727 audio_sched -> update();
734 FG_LOG( FG_ALL, FG_DEBUG, "" );
738 // This is the top level master main function that is registered as
742 // The first few passes take care of initialization things (a couple
743 // per pass) and once everything has been initialized fgMainLoop from
746 static void fgIdleFunction ( void ) {
747 // printf("idle state == %d\n", idle_state);
749 if ( idle_state == 0 ) {
750 // Initialize the splash screen right away
751 if ( current_options.get_splash_screen() ) {
756 } else if ( idle_state == 1 ) {
757 // Start the intro music
759 if ( current_options.get_intro_music() ) {
760 string lockfile = "/tmp/mpg123.running";
761 FGPath mp3file( current_options.get_fg_root() );
762 mp3file.append( "Sounds/intro.mp3" );
764 string command = "(touch " + lockfile + "; mpg123 "
765 + mp3file.str() + "> /dev/null 2>&1; /bin/rm "
767 FG_LOG( FG_GENERAL, FG_INFO,
768 "Starting intro music: " << mp3file.str() );
769 system ( command.c_str() );
774 } else if ( idle_state == 2 ) {
775 // These are a few miscellaneous things that aren't really
776 // "subsystems" but still need to be initialized.
779 if ( strstr ( general.get_glRenderer(), "Glide" ) ) {
780 grTexLodBiasValue ( GR_TMU0, 1.0 ) ;
785 } else if ( idle_state == 3 ) {
786 // This is the top level init routine which calls all the
787 // other subsystem initialization routines. If you are adding
788 // a subsystem to flight gear, its initialization call should
789 // located in this routine.
790 if( !fgInitSubsystems()) {
791 FG_LOG( FG_GENERAL, FG_ALERT,
792 "Subsystem initializations failed ..." );
797 } else if ( idle_state == 4 ) {
798 // setup OpenGL view parameters
802 // init timer routines, signals, etc. Arrange for an alarm
803 // signal to be generated, etc.
804 fgInitTimeDepCalcs();
808 } else if ( idle_state == 5 ) {
811 } else if ( idle_state == 6 ) {
812 // Initialize audio support
813 #ifdef ENABLE_AUDIO_SUPPORT
816 if ( current_options.get_intro_music() ) {
817 // Let's wait for mpg123 to finish
818 string lockfile = "/tmp/mpg123.running";
819 struct stat stat_buf;
821 FG_LOG( FG_GENERAL, FG_INFO,
822 "Waiting for mpg123 player to finish ..." );
823 while ( stat(lockfile.c_str(), &stat_buf) == 0 ) {
824 // file exist, wait ...
826 FG_LOG( FG_GENERAL, FG_INFO, ".");
828 FG_LOG( FG_GENERAL, FG_INFO, "");
832 audio_sched = new slScheduler ( 8000 );
833 audio_mixer = new smMixer;
834 audio_mixer -> setMasterVolume ( 80 ) ; /* 80% of max volume. */
835 audio_sched -> setSafetyMargin ( 1.0 ) ;
837 FGPath slfile( current_options.get_fg_root() );
838 slfile.append( "Sounds/wasp.wav" );
840 s1 = new slSample ( (char *)slfile.c_str() );
841 FG_LOG( FG_GENERAL, FG_INFO,
842 "Rate = " << s1 -> getRate()
843 << " Bps = " << s1 -> getBps()
844 << " Stereo = " << s1 -> getStereo() );
845 audio_sched -> loopSample ( s1 );
847 if ( audio_sched->not_working() ) {
850 pitch_envelope.setStep ( 0, 0.01, 0.6 );
851 volume_envelope.setStep ( 0, 0.01, 0.6 );
853 audio_sched -> addSampleEnvelope( s1, 0, 0, &
856 audio_sched -> addSampleEnvelope( s1, 0, 1,
858 SL_VOLUME_ENVELOPE );
861 // strcpy(slfile, path);
862 // strcat(slfile, "thunder.wav");
863 // s2 -> loadFile ( slfile );
864 // s2 -> adjustVolume(0.5);
865 // audio_sched -> playSample ( s2 );
872 if ( idle_state == 1000 ) {
873 // We've finished all our initialization steps, from now on we
874 // run the main loop.
878 if ( current_options.get_splash_screen() == 1 ) {
884 // options.cxx needs to see this for toggle_panel()
885 // Handle new window size or exposure
886 void fgReshape( int width, int height ) {
887 if ( ! current_options.get_panel_status() ) {
888 current_view.set_win_ratio( (GLfloat) width / (GLfloat) height );
889 xglViewport(0, 0 , (GLint)(width), (GLint)(height) );
891 current_view.set_win_ratio( (GLfloat) width /
892 ((GLfloat) (height)*0.4232) );
893 xglViewport(0, (GLint)((height)*0.5768), (GLint)(width),
894 (GLint)((height)*0.4232) );
897 current_view.set_winWidth( width );
898 current_view.set_winHeight( height );
899 current_view.force_update_fov_math();
901 if ( idle_state == 1000 ) {
902 // yes we've finished all our initializations and are running
903 // the main loop, so this will now work without seg faulting
905 current_view.UpdateViewParams();
906 if ( current_options.get_panel_status() ) {
907 FGPanel::OurPanel->ReInit(0, 0, 1024, 768);
913 // Initialize GLUT and define a main window
914 int fgGlutInit( int *argc, char **argv ) {
916 #if !defined( MACOS )
917 // GLUT will extract all glut specific options so later on we only
918 // need wory about our own.
919 xglutInit(argc, argv);
922 // Define Display Parameters
923 xglutInitDisplayMode( GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE );
925 FG_LOG( FG_GENERAL, FG_INFO, "Opening a window: " <<
926 current_options.get_xsize() << "x" << current_options.get_ysize() );
928 // Define initial window size
929 xglutInitWindowSize( current_options.get_xsize(),
930 current_options.get_ysize() );
932 // Initialize windows
933 if ( current_options.get_game_mode() == 0 ) {
934 // Open the regular window
935 xglutCreateWindow("Flight Gear");
936 #ifndef GLUT_WRONG_VERSION
938 // Open the cool new 'game mode' window
939 char game_mode_str[256];
940 sprintf( game_mode_str, "width=%d height=%d bpp=32",
941 current_options.get_xsize(),
942 current_options.get_ysize() );
944 FG_LOG( FG_GENERAL, FG_INFO,
945 "game mode params = " << game_mode_str );
946 glutGameModeString( game_mode_str );
951 // This seems to be the absolute earliest in the init sequence
952 // that these calls will return valid info. Too bad it's after
953 // we've already created and sized out window. :-(
954 general.set_glVendor( (char *)glGetString ( GL_VENDOR ) );
955 general.set_glRenderer( (char *)glGetString ( GL_RENDERER ) );
956 general.set_glVersion( (char *)glGetString ( GL_VERSION ) );
958 FG_LOG ( FG_GENERAL, FG_INFO, general.get_glRenderer() );
961 // try to determine if we should adjust the initial default
962 // display resolution. The options class defaults (is
963 // initialized) to 640x480.
964 string renderer = general.glRenderer;
966 // currently we only know how to deal with Mesa/Glide/Voodoo cards
967 if ( renderer.find( "Glide" ) != string::npos ) {
968 FG_LOG( FG_GENERAL, FG_INFO, "Detected a Glide driver" );
969 if ( renderer.find( "FB/8" ) != string::npos ) {
970 // probably a voodoo-2
971 if ( renderer.find( "TMU/SLI" ) != string::npos ) {
972 // probably two SLI'd Voodoo-2's
973 current_options.set_xsize( 1024 );
974 current_options.set_ysize( 768 );
975 FG_LOG( FG_GENERAL, FG_INFO,
976 "It looks like you have two sli'd voodoo-2's." << endl
977 << "upgrading your win resolution to 1024 x 768" );
978 glutReshapeWindow(1024, 768);
980 // probably a single non-SLI'd Voodoo-2
981 current_options.set_xsize( 800 );
982 current_options.set_ysize( 600 );
983 FG_LOG( FG_GENERAL, FG_INFO,
984 "It looks like you have a voodoo-2." << endl
985 << "upgrading your win resolution to 800 x 600" );
986 glutReshapeWindow(800, 600);
988 } else if ( renderer.find( "FB/2" ) != string::npos ) {
989 // probably a voodoo-1, stick with the default
992 // we have no special knowledge of this card, stick with the default
1000 // Initialize GLUT event handlers
1001 int fgGlutInitEvents( void ) {
1002 // call fgReshape() on window resizes
1003 xglutReshapeFunc( fgReshape );
1005 // call GLUTkey() on keyboard event
1006 xglutKeyboardFunc( GLUTkey );
1007 glutSpecialFunc( GLUTspecialkey );
1009 // call guiMouseFunc() whenever our little rodent is used
1010 glutMouseFunc ( guiMouseFunc );
1011 glutMotionFunc (guiMotionFunc );
1012 glutPassiveMotionFunc (guiMotionFunc );
1014 // call fgMainLoop() whenever there is
1015 // nothing else to do
1016 xglutIdleFunc( fgIdleFunction );
1019 xglutDisplayFunc( fgRenderFrame );
1026 int main( int argc, char **argv ) {
1028 #if defined( MACOS )
1029 argc = ccommand( &argv );
1033 _control87(MCW_EM, MCW_EM); /* defined in float.h */
1036 // set default log levels
1037 fglog().setLogLevels( FG_ALL, FG_INFO );
1039 FG_LOG( FG_GENERAL, FG_INFO, "Flight Gear: Version " << VERSION << endl );
1041 // seed the random number generater
1044 // Load the configuration parameters
1045 if ( !fgInitConfig(argc, argv) ) {
1046 FG_LOG( FG_GENERAL, FG_ALERT, "Config option parsing failed ..." );
1050 // Initialize the Window/Graphics environment.
1051 if( !fgGlutInit(&argc, argv) ) {
1052 FG_LOG( FG_GENERAL, FG_ALERT, "GLUT initialization failed ..." );
1056 // Initialize the various GLUT Event Handlers.
1057 if( !fgGlutInitEvents() ) {
1058 FG_LOG( FG_GENERAL, FG_ALERT,
1059 "GLUT event handler initialization failed ..." );
1063 // Initialize ssg (from plib)
1066 // Initialize the user interface (we need to do this before
1067 // passing off control to glut and before fgInitGeneral to get our
1071 // Do some quick general initializations
1072 if( !fgInitGeneral()) {
1073 FG_LOG( FG_GENERAL, FG_ALERT,
1074 "General initializations failed ..." );
1079 // some ssg test stuff (requires data from the plib source
1080 // distribution) specifically from the ssg tux example
1083 ssgModelPath( "/stage/pinky01/src/Libs/plib-1.0.12/examples/ssg/tux/data/" );
1084 ssgTexturePath( "/stage/pinky01/src/Libs/plib-1.0.12/examples/ssg/tux/data/" );
1085 // ssgModelPath( "/h/curt/src/Libs/plib-1.0.12/examples/ssg/tux/data/" );
1086 // ssgTexturePath( "/h/curt/src/Libs/plib-1.0.12/examples/ssg/tux/data/" );
1088 scene = new ssgRoot;
1089 terrain = new ssgBranch;
1090 terrain->setName( "Terrain" );
1091 penguin = new ssgTransform;
1093 ssgEntity *tux_obj = ssgLoadAC( "tuxedo.ac" );
1094 penguin->addKid( tux_obj );
1095 ssgFlatten( tux_obj );
1096 ssgStripify( penguin );
1098 scene->addKid( terrain );
1099 scene->addKid( penguin );
1101 // pass control off to the master GLUT event handler
1104 // we never actually get here ... but to avoid compiler warnings,