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
41 #include <simgear/xgl/xgl.h>
51 #ifdef HAVE_SYS_STAT_H
52 # include <sys/stat.h> /* for stat() */
56 # include <unistd.h> /* for stat() */
59 #include <plib/pu.h> // plib include
60 #include <plib/ssg.h> // plib include
62 #ifdef ENABLE_AUDIO_SUPPORT
63 # include <plib/sl.h> // plib include
64 # include <plib/sm.h> // plib include
67 #include <simgear/constants.h> // for VERSION
68 #include <simgear/debug/logstream.hxx>
69 #include <simgear/ephemeris/ephemeris.hxx>
70 #include <simgear/math/fg_geodesy.hxx>
71 #include <simgear/math/polar3d.hxx>
72 #include <simgear/math/fg_random.h>
73 #include <simgear/misc/fgpath.hxx>
74 #include <simgear/sky/sky.hxx>
75 #include <simgear/timing/sg_time.hxx>
76 #include <simgear/timing/lowleveltime.h>
78 #include <Include/general.hxx>
80 #include <Aircraft/aircraft.hxx>
82 #include <Autopilot/newauto.hxx>
83 #include <Cockpit/cockpit.hxx>
84 #include <Cockpit/radiostack.hxx>
85 #include <Cockpit/steam.hxx>
87 #include <FDM/UIUCModel/uiuc_aircraftdir.h>
89 #include <Joystick/joystick.hxx>
91 #include <NetworkOLK/network.h>
93 #include <Scenery/scenery.hxx>
94 #include <Scenery/tilemgr.hxx>
95 #include <Time/event.hxx>
96 #include <Time/fg_timer.hxx>
97 #include <Time/sunpos.hxx>
98 #include <Time/tmp.hxx>
100 #ifndef FG_OLD_WEATHER
101 # include <WeatherCM/FGLocalWeatherDatabase.h>
103 # include <Weather/weather.hxx>
107 #include "fg_init.hxx"
109 #include "globals.hxx"
110 #include "keyboard.hxx"
111 #include "options.hxx"
112 #include "splash.hxx"
116 // -dw- use custom sioux settings so I can see output window
119 # include <sioux.h> // settings for output window
121 # include <console.h>
125 // This is a record containing a bit of global housekeeping information
128 // Specify our current idle function state. This is used to run all
129 // our initializations out of the glutIdleLoop() so that we can get a
130 // splash screen up and running right away.
131 static int idle_state = 0;
132 static int global_multi_loop;
137 // Global structures for the Audio library
138 #ifdef ENABLE_AUDIO_SUPPORT
139 slEnvelope pitch_envelope ( 1, SL_SAMPLE_ONE_SHOT ) ;
140 slEnvelope volume_envelope ( 1, SL_SAMPLE_ONE_SHOT ) ;
141 slScheduler *audio_sched;
142 smMixer *audio_mixer;
149 ssgRoot *scene = NULL;
150 ssgBranch *terrain = NULL;
151 ssgSelector *penguin_sel = NULL;
152 ssgTransform *penguin_pos = NULL;
154 #ifdef FG_NETWORK_OLK
155 ssgSelector *fgd_sel = NULL;
156 ssgTransform *fgd_pos = NULL;
160 // current fdm/position used for view
161 FGInterface cur_view_fdm;
168 sgMat4 copy_of_ssgOpenGLAxisSwapMatrix =
170 { 1.0f, 0.0f, 0.0f, 0.0f },
171 { 0.0f, 0.0f, -1.0f, 0.0f },
172 { 0.0f, 1.0f, 0.0f, 0.0f },
173 { 0.0f, 0.0f, 0.0f, 1.0f }
176 // The following defines flight gear options. Because glutlib will also
177 // want to parse its own options, those options must not be included here
178 // or they will get parsed by the main program option parser. Hence case
179 // is significant for any option added that might be in conflict with
182 // glutlib parses for:
184 // -direct (invalid in Win32)
188 // -indirect (invalid in Win32)
191 // Note that glutlib depends upon strings while this program's
192 // option parser wants only initial characters followed by numbers
197 ssgSimpleState *default_state;
198 ssgSimpleState *hud_and_panel;
199 ssgSimpleState *menus;
201 void fgBuildRenderStates( void ) {
202 default_state = new ssgSimpleState;
203 default_state->disable( GL_TEXTURE_2D );
204 default_state->enable( GL_CULL_FACE );
205 default_state->enable( GL_COLOR_MATERIAL );
206 default_state->setColourMaterial( GL_AMBIENT_AND_DIFFUSE );
207 default_state->setMaterial( GL_EMISSION, 0, 0, 0, 1 );
208 default_state->setMaterial( GL_SPECULAR, 0, 0, 0, 1 );
209 default_state->disable( GL_BLEND );
210 default_state->disable( GL_ALPHA_TEST );
211 default_state->disable( GL_LIGHTING );
213 hud_and_panel = new ssgSimpleState;
214 hud_and_panel->disable( GL_CULL_FACE );
215 hud_and_panel->disable( GL_TEXTURE_2D );
216 hud_and_panel->disable( GL_LIGHTING );
217 hud_and_panel->enable( GL_BLEND );
219 menus = new ssgSimpleState;
220 menus->disable( GL_CULL_FACE );
221 menus->disable( GL_TEXTURE_2D );
222 menus->enable( GL_BLEND );
226 // fgInitVisuals() -- Initialize various GL/view parameters
227 void fgInitVisuals( void ) {
230 l = &cur_light_params;
232 #ifndef GLUT_WRONG_VERSION
233 // Go full screen if requested ...
234 if ( current_options.get_fullscreen() ) {
239 // If enabled, normal vectors specified with glNormal are scaled
240 // to unit length after transformation. See glNormal.
241 // glEnable( GL_NORMALIZE );
243 glEnable( GL_LIGHTING );
244 glEnable( GL_LIGHT0 );
245 glLightfv( GL_LIGHT0, GL_POSITION, l->sun_vec );
248 sgSetVec3( sunpos, l->sun_vec[0], l->sun_vec[1], l->sun_vec[2] );
249 ssgGetLight( 0 ) -> setPosition( sunpos );
251 // glFogi (GL_FOG_MODE, GL_LINEAR);
252 glFogi (GL_FOG_MODE, GL_EXP2);
253 if ( (current_options.get_fog() == 1) ||
254 (current_options.get_shading() == 0) ) {
255 // if fastest fog requested, or if flat shading force fastest
256 glHint ( GL_FOG_HINT, GL_FASTEST );
257 } else if ( current_options.get_fog() == 2 ) {
258 glHint ( GL_FOG_HINT, GL_NICEST );
260 if ( current_options.get_wireframe() ) {
262 glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
265 // This is the default anyways, but it can't hurt
266 glFrontFace ( GL_CCW );
269 // glEnable(GL_POINT_SMOOTH);
270 // glEnable(GL_LINE_SMOOTH);
271 // glEnable(GL_POLYGON_SMOOTH);
275 // Update all Visuals (redraws anything graphics related)
276 void fgRenderFrame( void ) {
280 fgLIGHT *l = &cur_light_params;
281 static double last_visibility = -9999;
284 // GLfloat black[4] = { 0.0, 0.0, 0.0, 1.0 };
285 // GLfloat white[4] = { 1.0, 1.0, 1.0, 1.0 };
286 // GLfloat terrain_color[4] = { 0.54, 0.44, 0.29, 1.0 };
287 // GLfloat mat_shininess[] = { 10.0 };
288 GLbitfield clear_mask;
290 if ( idle_state != 1000 ) {
291 // still initializing, draw the splash screen
292 if ( current_options.get_splash_screen() == 1 ) {
296 // idle_state is now 1000 meaning we've finished all our
297 // initializations and are running the main loop, so this will
298 // now work without seg faulting the system.
300 // printf("Ground = %.2f Altitude = %.2f\n", scenery.cur_elev,
301 // FG_Altitude * FEET_TO_METER);
303 // this is just a temporary hack, to make me understand Pui
304 // timerText -> setLabel (ctime (&t->cur_time));
307 // update view volume parameters
308 // cout << "before pilot_view update" << endl;
309 pilot_view.UpdateViewParams(*cur_fdm_state);
310 // cout << "after pilot_view update" << endl;
311 current_view.UpdateViewParams(cur_view_fdm);
313 // set the sun position
314 glLightfv( GL_LIGHT0, GL_POSITION, l->sun_vec );
316 clear_mask = GL_DEPTH_BUFFER_BIT;
317 if ( current_options.get_wireframe() ) {
318 clear_mask |= GL_COLOR_BUFFER_BIT;
321 if ( current_options.get_skyblend() ) {
322 if ( current_options.get_textures() ) {
323 // glClearColor(black[0], black[1], black[2], black[3]);
324 glClearColor(l->adj_fog_color[0], l->adj_fog_color[1],
325 l->adj_fog_color[2], l->adj_fog_color[3]);
326 clear_mask |= GL_COLOR_BUFFER_BIT;
329 glClearColor(l->sky_color[0], l->sky_color[1],
330 l->sky_color[2], l->sky_color[3]);
331 clear_mask |= GL_COLOR_BUFFER_BIT;
333 glClear( clear_mask );
335 // Tell GL we are switching to model view parameters
337 // I really should create a derived ssg node or use a call
338 // back or something so that I can draw the sky within the
339 // ssgCullAndDraw() function, but for now I just mimic what
340 // ssg does to set up the model view matrix
341 glMatrixMode(GL_MODELVIEW);
343 ssgSetCamera( current_view.VIEW );
346 sgMat4 vm_tmp, view_mat;
347 sgTransposeNegateMat4 ( vm_tmp, current_view.VIEW ) ;
348 sgCopyMat4( view_mat, copy_of_ssgOpenGLAxisSwapMatrix ) ;
349 sgPreMultMat4( view_mat, vm_tmp ) ;
350 glLoadMatrixf( (float *)view_mat );
353 // set the opengl state to known default values
354 default_state->force();
356 // update fog params if visibility has changed
357 #ifndef FG_OLD_WEATHER
358 thesky->set_visibility( WeatherDatabase->getWeatherVisibility() );
360 thesky->set_visibility( current_weather.get_visibility() );
363 thesky->modify_vis( cur_fdm_state->get_Altitude() * FEET_TO_METER,
365 ( global_multi_loop *
366 current_options.get_speed_up() ) /
367 (double)current_options.get_model_hz() );
369 double actual_visibility = thesky->get_visibility();
370 // cout << "actual visibility = " << actual_visibility << endl;
372 if ( actual_visibility != last_visibility ) {
373 last_visibility = actual_visibility;
375 // cout << "----> updating fog params" << endl;
377 GLfloat fog_exp_density;
378 GLfloat fog_exp2_density;
381 fog_exp_density = -log(0.01 / actual_visibility);
384 fog_exp2_density = sqrt( -log(0.01) ) / actual_visibility;
386 // Set correct opengl fog density
387 glFogf (GL_FOG_DENSITY, fog_exp2_density);
390 // update the sky dome
391 if ( current_options.get_skyblend() ) {
394 current_view.get_view_pos().x(),
395 current_view.get_view_pos().y(),
396 current_view.get_view_pos().z() );
399 sgSetVec3( zero_elev,
400 current_view.get_cur_zero_elev().x(),
401 current_view.get_cur_zero_elev().y(),
402 current_view.get_cur_zero_elev().z() );
404 /* cout << "thesky->repaint() sky_color = "
405 << cur_light_params.sky_color[0] << " "
406 << cur_light_params.sky_color[1] << " "
407 << cur_light_params.sky_color[2] << " "
408 << cur_light_params.sky_color[3] << endl;
410 << cur_light_params.fog_color[0] << " "
411 << cur_light_params.fog_color[1] << " "
412 << cur_light_params.fog_color[2] << " "
413 << cur_light_params.fog_color[3] << endl;
414 cout << " sun_angle = " << cur_light_params.sun_angle
415 << " moon_angle = " << cur_light_params.moon_angle
417 thesky->repaint( cur_light_params.sky_color,
418 cur_light_params.adj_fog_color,
419 cur_light_params.sun_angle,
420 cur_light_params.moon_angle,
421 ephem->getNumPlanets(), ephem->getPlanets(),
422 ephem->getNumStars(), ephem->getStars() );
424 /* cout << "thesky->reposition( view_pos = " << view_pos[0] << " "
425 << view_pos[1] << " " << view_pos[2] << endl;
426 cout << " zero_elev = " << zero_elev[0] << " "
427 << zero_elev[1] << " " << zero_elev[2]
428 << " lon = " << cur_fdm_state->get_Longitude()
429 << " lat = " << cur_fdm_state->get_Latitude() << endl;
430 cout << " sun_rot = " << cur_light_params.sun_rotation
431 << " gst = " << SGTime::cur_time_params->getGst() << endl;
432 cout << " sun ra = " << ephem->getSunRightAscension()
433 << " sun dec = " << ephem->getSunDeclination()
434 << " moon ra = " << ephem->getMoonRightAscension()
435 << " moon dec = " << ephem->getMoonDeclination() << endl; */
437 thesky->reposition( view_pos, zero_elev,
438 current_view.get_local_up(),
439 cur_fdm_state->get_Longitude(),
440 cur_fdm_state->get_Latitude(),
441 cur_fdm_state->get_Altitude() * FEET_TO_METER,
442 cur_light_params.sun_rotation,
443 globals->get_time_params()->getGst(),
444 ephem->getSunRightAscension(),
445 ephem->getSunDeclination(), 50000.0,
446 ephem->getMoonRightAscension(),
447 ephem->getMoonDeclination(), 50000.0 );
450 glEnable( GL_DEPTH_TEST );
451 if ( current_options.get_fog() > 0 ) {
453 glFogi( GL_FOG_MODE, GL_EXP2 );
454 glFogfv( GL_FOG_COLOR, l->adj_fog_color );
457 // set lighting parameters
458 GLfloat black[4] = { 0.0, 0.0, 0.0, 1.0 };
459 glLightModelfv( GL_LIGHT_MODEL_AMBIENT, l->scene_ambient );
460 glLightfv( GL_LIGHT0, GL_AMBIENT, black );
461 glLightfv( GL_LIGHT0, GL_DIFFUSE, l->scene_diffuse );
462 // glLightfv(GL_LIGHT0, GL_SPECULAR, white );
464 // texture parameters
465 // glEnable( GL_TEXTURE_2D );
466 glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ) ;
467 glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST ) ;
468 // set base color (I don't think this is doing anything here)
469 // glMaterialfv (GL_FRONT, GL_AMBIENT, white);
470 // (GL_FRONT, GL_DIFFUSE, white);
471 // glMaterialfv (GL_FRONT, GL_SPECULAR, white);
472 // glMaterialfv (GL_FRONT, GL_SHININESS, mat_shininess);
475 sgSetVec3( sunpos, l->sun_vec[0], l->sun_vec[1], l->sun_vec[2] );
476 ssgGetLight( 0 ) -> setPosition( sunpos );
478 // glMatrixMode( GL_PROJECTION );
480 float fov = current_options.get_fov();
481 ssgSetFOV(fov * current_view.get_win_ratio(), fov);
483 double agl = current_aircraft.fdm_state->get_Altitude() * FEET_TO_METER
486 // FG_LOG( FG_ALL, FG_INFO, "visibility is "
487 // << current_weather.get_visibility() );
490 ssgSetNearFar( 10.0f, 120000.0f );
492 ssgSetNearFar( 0.5f, 120000.0f );
495 if ( current_options.get_view_mode() ==
496 fgOPTIONS::FG_VIEW_PILOT )
499 penguin_sel->select(0);
500 } else if ( current_options.get_view_mode() ==
501 fgOPTIONS::FG_VIEW_FOLLOW )
503 // select view matrix from front of view matrix queue
504 // FGMat4Wrapper tmp = current_view.follow.front();
505 // sgCopyMat4( sgVIEW, tmp.m );
507 // enable TuX and set up his position and orientation
508 penguin_sel->select(1);
511 sgMakeTransMat4( sgTRANS,
512 pilot_view.view_pos.x(),
513 pilot_view.view_pos.y(),
514 pilot_view.view_pos.z() );
517 sgSetVec3( ownship_up, 0.0, 0.0, 1.0);
520 sgMakeRotMat4( sgROT, -90.0, ownship_up );
524 // sgMultMat4( sgTMP, sgROT, pilot_view.VIEW_ROT );
525 // sgMultMat4( sgTUX, sgTMP, sgTRANS );
527 // sgTUX = ( sgROT * pilot_view.VIEW_ROT ) * sgTRANS
529 sgCopyMat4( sgTUX, sgROT );
530 sgPostMultMat4( sgTUX, pilot_view.VIEW_ROT );
531 sgPostMultMat4( sgTUX, sgTRANS );
534 sgSetCoord( &tuxpos, sgTUX );
535 penguin_pos->setTransform( &tuxpos );
538 # ifdef FG_NETWORK_OLK
539 if ( current_options.get_network_olk() ) {
541 other = head->next; /* put listpointer to start */
542 while ( other != tail) { /* display all except myself */
543 if ( strcmp( other->ipadr, fgd_mcp_ip) != 0) {
544 other->fgd_sel->select(1);
545 sgSetCoord( &fgdpos, other->sgFGD_COORD );
546 other->fgd_pos->setTransform( &fgdpos );
551 // fgd_sel->select(1);
552 // sgCopyMat4( sgTUX, current_view.sgVIEW);
554 // sgSetCoord( &fgdpos, sgFGD_VIEW );
555 // fgd_pos->setTransform( &fgdpos);
559 // ssgSetCamera( current_view.VIEW );
561 // position tile nodes and update range selectors
562 global_tile_mgr.prep_ssg_nodes();
564 // force the default state so ssg can get back on track if
565 // we've changed things elsewhere (this is now handled
568 // FGMaterialSlot m_slot;
569 // FGMaterialSlot *m_ptr = &m_slot;
570 // if ( material_mgr.find( "Default", m_ptr ) ) {
571 // m_ptr->get_state()->force();
574 // draw the sky backdrop
577 // draw the ssg scene
578 ssgCullAndDraw( scene );
580 // draw the sky cloud layers
581 thesky->postDraw( cur_fdm_state->get_Altitude() * FEET_TO_METER );
583 // display HUD && Panel
585 glDisable( GL_DEPTH_TEST );
586 // glDisable( GL_CULL_FACE );
587 // glDisable( GL_TEXTURE_2D );
588 hud_and_panel->apply();
591 // We can do translucent menus, so why not. :-)
592 // glEnable ( GL_BLEND ) ;
594 glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ) ;
596 // glDisable ( GL_BLEND ) ;
598 // glEnable( GL_FOG );
605 // Update internal time dependent calculations (i.e. flight model)
606 void fgUpdateTimeDepCalcs(int multi_loop, int remainder) {
607 static fdm_state_list fdm_list;
608 fgLIGHT *l = &cur_light_params;
611 // update the flight model
612 if ( multi_loop < 0 ) {
616 if ( !current_options.get_pause() ) {
617 // run Autopilot system
618 current_autopilot->run();
620 // printf("updating flight model x %d\n", multi_loop);
621 /* fgFDMUpdate( current_options.get_flight_model(),
623 multi_loop * current_options.get_speed_up(),
625 cur_fdm_state->update( multi_loop * current_options.get_speed_up() );
626 FGSteam::update( multi_loop * current_options.get_speed_up() );
628 // fgFDMUpdate( current_options.get_flight_model(),
629 // fdm_state, 0, remainder );
630 cur_fdm_state->update( 0 );
631 FGSteam::update( 0 );
634 fdm_list.push_back( *cur_fdm_state );
635 while ( fdm_list.size() > 15 ) {
636 fdm_list.pop_front();
639 if ( current_options.get_view_mode() == fgOPTIONS::FG_VIEW_PILOT ) {
640 cur_view_fdm = *cur_fdm_state;
642 } else if ( current_options.get_view_mode() == fgOPTIONS::FG_VIEW_FOLLOW ) {
643 cur_view_fdm = fdm_list.front();
646 // update the view angle
647 for ( i = 0; i < multi_loop; i++ ) {
648 if ( fabs(current_view.get_goal_view_offset() -
649 current_view.get_view_offset()) < 0.05 )
651 current_view.set_view_offset( current_view.get_goal_view_offset() );
654 // move current_view.view_offset towards current_view.goal_view_offset
655 if ( current_view.get_goal_view_offset() >
656 current_view.get_view_offset() )
658 if ( current_view.get_goal_view_offset() -
659 current_view.get_view_offset() < FG_PI )
661 current_view.inc_view_offset( 0.01 );
663 current_view.inc_view_offset( -0.01 );
666 if ( current_view.get_view_offset() -
667 current_view.get_goal_view_offset() < FG_PI )
669 current_view.inc_view_offset( -0.01 );
671 current_view.inc_view_offset( 0.01 );
674 if ( current_view.get_view_offset() > FG_2PI ) {
675 current_view.inc_view_offset( -FG_2PI );
676 } else if ( current_view.get_view_offset() < 0 ) {
677 current_view.inc_view_offset( FG_2PI );
682 double tmp = -(l->sun_rotation + FG_PI)
683 - (cur_fdm_state->get_Psi() - current_view.get_view_offset() );
684 while ( tmp < 0.0 ) {
687 while ( tmp > FG_2PI ) {
690 /* printf("Psi = %.2f, viewoffset = %.2f sunrot = %.2f rottosun = %.2f\n",
691 FG_Psi * RAD_TO_DEG, current_view.view_offset * RAD_TO_DEG,
692 -(l->sun_rotation+FG_PI) * RAD_TO_DEG, tmp * RAD_TO_DEG); */
695 // Update solar system
696 ephem->update( globals->get_time_params(), cur_fdm_state->get_Latitude() );
698 // Update radio stack model
699 current_radiostack->update( cur_fdm_state->get_Longitude(),
700 cur_fdm_state->get_Latitude(),
701 cur_fdm_state->get_Altitude() * FEET_TO_METER );
705 void fgInitTimeDepCalcs( void ) {
708 // #ifdef HAVE_SETITIMER
709 // fgTimerInit( 1.0 / current_options.get_model_hz(),
710 // fgUpdateTimeDepCalcs );
711 // #endif HAVE_SETITIMER
715 static const double alt_adjust_ft = 3.758099;
716 static const double alt_adjust_m = alt_adjust_ft * FEET_TO_METER;
719 // What should we do when we have nothing else to do? Let's get ready
720 // for the next move and update the display?
721 static void fgMainLoop( void ) {
722 static long remainder = 0;
724 #ifdef FANCY_FRAME_COUNTER
728 static time_t last_time = 0;
729 static int frames = 0;
730 #endif // FANCY_FRAME_COUNTER
732 SGTime *t = globals->get_time_params();
734 FG_LOG( FG_ALL, FG_DEBUG, "Running Main Loop");
735 FG_LOG( FG_ALL, FG_DEBUG, "======= ==== ====");
737 #ifdef FG_NETWORK_OLK
738 if ( current_options.get_network_olk() ) {
739 if ( net_is_registered == 0 ) { // We first have to reg. to fgd
740 // printf("FGD: Netupdate\n");
741 fgd_send_com( "A", FGFS_host); // Send Mat4 data
742 fgd_send_com( "B", FGFS_host); // Recv Mat4 data
747 #if defined( ENABLE_PLIB_JOYSTICK )
748 // Read joystick and update control settings
749 if ( current_options.get_control_mode() == fgOPTIONS::FG_JOYSTICK ) {
752 #elif defined( ENABLE_GLUT_JOYSTICK )
753 // Glut joystick support works by feeding a joystick handler
754 // function to glut. This is taken care of once in the joystick
755 // init routine and we don't have to worry about it again.
758 #ifdef FG_OLD_WEATHER
759 current_weather.Update();
762 // Fix elevation. I'm just sticking this here for now, it should
763 // probably move eventually
765 /* printf("Before - ground = %.2f runway = %.2f alt = %.2f\n",
767 cur_fdm_state->get_Runway_altitude() * FEET_TO_METER,
768 cur_fdm_state->get_Altitude() * FEET_TO_METER); */
770 if ( scenery.cur_elev > -9990 ) {
771 if ( cur_fdm_state->get_Altitude() * FEET_TO_METER <
772 (scenery.cur_elev + alt_adjust_m - 3.0) ) {
773 // now set aircraft altitude above ground
774 printf("(*) Current Altitude = %.2f < %.2f forcing to %.2f\n",
775 cur_fdm_state->get_Altitude() * FEET_TO_METER,
776 scenery.cur_elev + alt_adjust_m - 3.0,
777 scenery.cur_elev + alt_adjust_m );
778 fgFDMForceAltitude( current_options.get_flight_model(),
779 scenery.cur_elev + alt_adjust_m );
781 FG_LOG( FG_ALL, FG_DEBUG,
782 "<*> resetting altitude to "
783 << cur_fdm_state->get_Altitude() * FEET_TO_METER << " meters" );
785 fgFDMSetGroundElevation( current_options.get_flight_model(),
786 scenery.cur_elev ); // meters
789 /* printf("Adjustment - ground = %.2f runway = %.2f alt = %.2f\n",
791 cur_fdm_state->get_Runway_altitude() * FEET_TO_METER,
792 cur_fdm_state->get_Altitude() * FEET_TO_METER); */
795 if ( globals->get_warp_delta() != 0 ) {
796 globals->inc_warp( globals->get_warp_delta() );
799 t->update( cur_fdm_state->get_Longitude(),
800 cur_fdm_state->get_Latitude(),
801 globals->get_warp() );
803 if ( globals->get_warp_delta() != 0 ) {
804 fgUpdateSkyAndLightingParams();
807 // update magvar model
808 cur_magvar.update( cur_fdm_state->get_Longitude(),
809 cur_fdm_state->get_Latitude(),
810 cur_fdm_state->get_Altitude()* FEET_TO_METER,
811 globals->get_time_params()->getJD() );
813 // Get elapsed time (in usec) for this past frame
814 elapsed = fgGetTimeInterval();
815 FG_LOG( FG_ALL, FG_DEBUG,
816 "Elapsed time interval is = " << elapsed
817 << ", previous remainder is = " << remainder );
819 // Calculate frame rate average
820 #ifdef FANCY_FRAME_COUNTER
821 /* old fps calculation */
825 for ( i = FG_FRAME_RATE_HISTORY - 2; i >= 0; i-- ) {
826 tmp = general.get_frame(i);
828 // printf("frame[%d] = %.2f\n", i, g->frames[i]);
829 general.set_frame(i+1,tmp);
831 tmp = 1000000.0 / (float)elapsed;
832 general.set_frame(0,tmp);
833 // printf("frame[0] = %.2f\n", general.frames[0]);
835 general.set_frame_rate(accum / (float)FG_FRAME_RATE_HISTORY);
836 // printf("ave = %.2f\n", general.frame_rate);
839 if ( (t->get_cur_time() != last_time) && (last_time > 0) ) {
840 general.set_frame_rate( frames );
841 FG_LOG( FG_ALL, FG_DEBUG,
842 "--> Frame rate is = " << general.get_frame_rate() );
845 last_time = t->get_cur_time();
850 if ( ! use_signals ) {
851 // Calculate model iterations needed for next frame
852 elapsed += remainder;
854 global_multi_loop = (int)(((double)elapsed * 0.000001) *
855 current_options.get_model_hz());
856 remainder = elapsed - ( (global_multi_loop*1000000) /
857 current_options.get_model_hz() );
858 FG_LOG( FG_ALL, FG_DEBUG,
859 "Model iterations needed = " << global_multi_loop
860 << ", new remainder = " << remainder );
863 if ( global_multi_loop > 0 ) {
864 fgUpdateTimeDepCalcs(global_multi_loop, remainder);
866 FG_LOG( FG_ALL, FG_DEBUG,
867 "Elapsed time is zero ... we're zinging" );
871 #if ! defined( MACOS )
872 // Do any I/O channel work that might need to be done
876 // see if we need to load any new scenery tiles
877 global_tile_mgr.update( cur_fdm_state->get_Longitude(),
878 cur_fdm_state->get_Latitude() );
880 // Process/manage pending events
881 global_events.Process();
883 // Run audio scheduler
884 #ifdef ENABLE_AUDIO_SUPPORT
885 if ( current_options.get_sound() && !audio_sched->not_working() ) {
887 # ifdef MICHAEL_JOHNSON_EXPERIMENTAL_ENGINE_AUDIO
889 // note: all these factors are relative to the sample. our
890 // sample format should really contain a conversion factor so
891 // that we can get prop speed right for arbitrary samples.
892 // Note that for normal-size props, there is a point at which
893 // the prop tips approach the speed of sound; that is a pretty
894 // strong limit to how fast the prop can go.
896 // multiplication factor is prime pitch control; add some log
897 // component for verisimilitude
899 double pitch = log((controls.get_throttle(0) * 14.0) + 1.0);
900 //fprintf(stderr, "pitch1: %f ", pitch);
901 // if (controls.get_throttle(0) > 0.0 ||
902 // cur_fdm_state->v_rel_wind > 40.0) {
904 //fprintf(stderr, "rel_wind: %f ", cur_fdm_state->v_rel_wind);
905 // only add relative wind and AoA if prop is moving
906 // or we're really flying at idle throttle
907 if (pitch < 5.4) { // this needs tuning
908 // prop tips not breaking sound barrier
909 pitch += log(cur_fdm_state->v_rel_wind + 0.8)/2;
911 // prop tips breaking sound barrier
912 pitch += log(cur_fdm_state->v_rel_wind + 0.8)/10;
914 //fprintf(stderr, "pitch2: %f ", pitch);
915 //fprintf(stderr, "AoA: %f ", FG_Gamma_vert_rad);
917 // Angle of Attack next... -x^3(e^x) is my best guess Just
918 // need to calculate some reasonable scaling factor and
919 // then clamp it on the positive aoa (neg adj) side
920 double aoa = cur_fdm_state->get_Gamma_vert_rad() * 2.2;
922 double aoa_adj = pow(-aoa, tmp) * pow(M_E, aoa);
923 if (aoa_adj < -0.8) aoa_adj = -0.8;
925 //fprintf(stderr, "pitch3: %f ", pitch);
927 // don't run at absurdly slow rates -- not realistic
928 // and sounds bad to boot. :-)
929 if (pitch < 0.8) pitch = 0.8;
931 // fprintf(stderr, "pitch4: %f\n", pitch);
933 double volume = controls.get_throttle(0) * 1.15 + 0.3 +
934 log(cur_fdm_state->v_rel_wind + 1.0)/14.0;
935 // fprintf(stderr, "volume: %f\n", volume);
937 pitch_envelope.setStep ( 0, 0.01, pitch );
938 volume_envelope.setStep ( 0, 0.01, volume );
942 double param = controls.get_throttle( 0 ) * 2.0 + 1.0;
943 pitch_envelope.setStep ( 0, 0.01, param );
944 volume_envelope.setStep ( 0, 0.01, param );
946 # endif // experimental throttle patch
948 audio_sched -> update();
955 FG_LOG( FG_ALL, FG_DEBUG, "" );
959 // This is the top level master main function that is registered as
963 // The first few passes take care of initialization things (a couple
964 // per pass) and once everything has been initialized fgMainLoop from
967 static void fgIdleFunction ( void ) {
968 // printf("idle state == %d\n", idle_state);
970 if ( idle_state == 0 ) {
971 // Initialize the splash screen right away
972 if ( current_options.get_splash_screen() ) {
977 } else if ( idle_state == 1 ) {
978 // Start the intro music
980 if ( current_options.get_intro_music() ) {
981 string lockfile = "/tmp/mpg123.running";
982 FGPath mp3file( current_options.get_fg_root() );
983 mp3file.append( "Sounds/intro.mp3" );
985 string command = "(touch " + lockfile + "; mpg123 "
986 + mp3file.str() + "> /dev/null 2>&1; /bin/rm "
988 FG_LOG( FG_GENERAL, FG_INFO,
989 "Starting intro music: " << mp3file.str() );
990 system ( command.c_str() );
995 } else if ( idle_state == 2 ) {
996 // These are a few miscellaneous things that aren't really
997 // "subsystems" but still need to be initialized.
1000 if ( strstr ( general.get_glRenderer(), "Glide" ) ) {
1001 grTexLodBiasValue ( GR_TMU0, 1.0 ) ;
1006 } else if ( idle_state == 3 ) {
1007 // This is the top level init routine which calls all the
1008 // other subsystem initialization routines. If you are adding
1009 // a subsystem to flight gear, its initialization call should
1010 // located in this routine.
1011 if( !fgInitSubsystems()) {
1012 FG_LOG( FG_GENERAL, FG_ALERT,
1013 "Subsystem initializations failed ..." );
1018 } else if ( idle_state == 4 ) {
1019 // setup OpenGL view parameters
1022 if ( use_signals ) {
1023 // init timer routines, signals, etc. Arrange for an alarm
1024 // signal to be generated, etc.
1025 fgInitTimeDepCalcs();
1029 } else if ( idle_state == 5 ) {
1032 } else if ( idle_state == 6 ) {
1033 // Initialize audio support
1034 #ifdef ENABLE_AUDIO_SUPPORT
1037 if ( current_options.get_intro_music() ) {
1038 // Let's wait for mpg123 to finish
1039 string lockfile = "/tmp/mpg123.running";
1040 struct stat stat_buf;
1042 FG_LOG( FG_GENERAL, FG_INFO,
1043 "Waiting for mpg123 player to finish ..." );
1044 while ( stat(lockfile.c_str(), &stat_buf) == 0 ) {
1045 // file exist, wait ...
1047 FG_LOG( FG_GENERAL, FG_INFO, ".");
1049 FG_LOG( FG_GENERAL, FG_INFO, "");
1053 if ( current_options.get_sound() ) {
1054 audio_sched = new slScheduler ( 8000 );
1055 audio_mixer = new smMixer;
1056 audio_mixer -> setMasterVolume ( 80 ) ; /* 80% of max volume. */
1057 audio_sched -> setSafetyMargin ( 1.0 ) ;
1059 FGPath slfile( current_options.get_fg_root() );
1060 slfile.append( "Sounds/wasp.wav" );
1062 s1 = new slSample ( (char *)slfile.c_str() );
1063 FG_LOG( FG_GENERAL, FG_INFO,
1064 "Rate = " << s1 -> getRate()
1065 << " Bps = " << s1 -> getBps()
1066 << " Stereo = " << s1 -> getStereo() );
1067 audio_sched -> loopSample ( s1 );
1069 if ( audio_sched->not_working() ) {
1072 pitch_envelope.setStep ( 0, 0.01, 0.6 );
1073 volume_envelope.setStep ( 0, 0.01, 0.6 );
1075 audio_sched -> addSampleEnvelope( s1, 0, 0,
1077 SL_PITCH_ENVELOPE );
1078 audio_sched -> addSampleEnvelope( s1, 0, 1,
1080 SL_VOLUME_ENVELOPE );
1083 // strcpy(slfile, path);
1084 // strcat(slfile, "thunder.wav");
1085 // s2 -> loadFile ( slfile );
1086 // s2 -> adjustVolume(0.5);
1087 // audio_sched -> playSample ( s2 );
1095 if ( idle_state == 1000 ) {
1096 // We've finished all our initialization steps, from now on we
1097 // run the main loop.
1101 if ( current_options.get_splash_screen() == 1 ) {
1102 fgSplashUpdate(0.0);
1107 // options.cxx needs to see this for toggle_panel()
1108 // Handle new window size or exposure
1109 void fgReshape( int width, int height ) {
1110 if ( ! current_options.get_panel_status() ) {
1111 current_view.set_win_ratio( (GLfloat) width / (GLfloat) height );
1112 glViewport(0, 0 , (GLint)(width), (GLint)(height) );
1114 current_view.set_win_ratio( (GLfloat) width /
1115 ((GLfloat) (height)*0.4232) );
1116 glViewport(0, (GLint)((height)*0.5768),
1117 (GLint)(width), (GLint)((height)*0.4232) );
1120 current_view.set_winWidth( width );
1121 current_view.set_winHeight( height );
1122 current_view.force_update_fov_math();
1124 // set these fov to be the same as in fgRenderFrame()
1125 // float x_fov = current_options.get_fov();
1126 // float y_fov = x_fov * 1.0 / current_view.get_win_ratio();
1127 // ssgSetFOV( x_fov, y_fov );
1129 // glViewport ( 0, 0, width, height );
1130 float fov = current_options.get_fov();
1131 ssgSetFOV(fov * current_view.get_win_ratio(), fov);
1135 if ( idle_state == 1000 ) {
1136 // yes we've finished all our initializations and are running
1137 // the main loop, so this will now work without seg faulting
1139 current_view.UpdateViewParams(cur_view_fdm);
1144 // Initialize GLUT and define a main window
1145 int fgGlutInit( int *argc, char **argv ) {
1147 #if !defined( MACOS )
1148 // GLUT will extract all glut specific options so later on we only
1149 // need wory about our own.
1150 glutInit(argc, argv);
1153 // Define Display Parameters
1154 glutInitDisplayMode( GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE );
1156 FG_LOG( FG_GENERAL, FG_INFO, "Opening a window: " <<
1157 current_options.get_xsize() << "x" << current_options.get_ysize() );
1159 // Define initial window size
1160 glutInitWindowSize( current_options.get_xsize(),
1161 current_options.get_ysize() );
1163 // Initialize windows
1164 if ( current_options.get_game_mode() == 0 ) {
1165 // Open the regular window
1166 glutCreateWindow("Flight Gear");
1167 #ifndef GLUT_WRONG_VERSION
1169 // Open the cool new 'game mode' window
1170 char game_mode_str[256];
1171 sprintf( game_mode_str, "width=%d height=%d bpp=%d",
1172 current_options.get_xsize(),
1173 current_options.get_ysize(),
1174 current_options.get_bpp());
1176 FG_LOG( FG_GENERAL, FG_INFO,
1177 "game mode params = " << game_mode_str );
1178 glutGameModeString( game_mode_str );
1179 glutEnterGameMode();
1183 // This seems to be the absolute earliest in the init sequence
1184 // that these calls will return valid info. Too bad it's after
1185 // we've already created and sized out window. :-(
1186 general.set_glVendor( (char *)glGetString ( GL_VENDOR ) );
1187 general.set_glRenderer( (char *)glGetString ( GL_RENDERER ) );
1188 general.set_glVersion( (char *)glGetString ( GL_VERSION ) );
1190 FG_LOG ( FG_GENERAL, FG_INFO, general.get_glRenderer() );
1193 // try to determine if we should adjust the initial default
1194 // display resolution. The options class defaults (is
1195 // initialized) to 640x480.
1196 string renderer = general.glRenderer;
1198 // currently we only know how to deal with Mesa/Glide/Voodoo cards
1199 if ( renderer.find( "Glide" ) != string::npos ) {
1200 FG_LOG( FG_GENERAL, FG_INFO, "Detected a Glide driver" );
1201 if ( renderer.find( "FB/8" ) != string::npos ) {
1202 // probably a voodoo-2
1203 if ( renderer.find( "TMU/SLI" ) != string::npos ) {
1204 // probably two SLI'd Voodoo-2's
1205 current_options.set_xsize( 1024 );
1206 current_options.set_ysize( 768 );
1207 FG_LOG( FG_GENERAL, FG_INFO,
1208 "It looks like you have two sli'd voodoo-2's." << endl
1209 << "upgrading your win resolution to 1024 x 768" );
1210 glutReshapeWindow(1024, 768);
1212 // probably a single non-SLI'd Voodoo-2
1213 current_options.set_xsize( 800 );
1214 current_options.set_ysize( 600 );
1215 FG_LOG( FG_GENERAL, FG_INFO,
1216 "It looks like you have a voodoo-2." << endl
1217 << "upgrading your win resolution to 800 x 600" );
1218 glutReshapeWindow(800, 600);
1220 } else if ( renderer.find( "FB/2" ) != string::npos ) {
1221 // probably a voodoo-1, stick with the default
1224 // we have no special knowledge of this card, stick with the default
1232 // Initialize GLUT event handlers
1233 int fgGlutInitEvents( void ) {
1234 // call fgReshape() on window resizes
1235 glutReshapeFunc( fgReshape );
1237 // call GLUTkey() on keyboard event
1238 glutKeyboardFunc( GLUTkey );
1239 glutSpecialFunc( GLUTspecialkey );
1241 // call guiMouseFunc() whenever our little rodent is used
1242 glutMouseFunc ( guiMouseFunc );
1243 glutMotionFunc (guiMotionFunc );
1244 glutPassiveMotionFunc (guiMotionFunc );
1246 // call fgMainLoop() whenever there is
1247 // nothing else to do
1248 glutIdleFunc( fgIdleFunction );
1251 glutDisplayFunc( fgRenderFrame );
1258 int main( int argc, char **argv ) {
1260 #if defined( MACOS )
1261 freopen ("stdout.txt", "w", stdout );
1262 freopen ("stderr.txt", "w", stderr );
1263 argc = ccommand( &argv );
1267 _control87(MCW_EM, MCW_EM); /* defined in float.h */
1270 // set default log levels
1271 fglog().setLogLevels( FG_ALL, FG_INFO );
1273 FG_LOG( FG_GENERAL, FG_INFO, "Flight Gear: Version " << VERSION << endl );
1275 // seed the random number generater
1278 aircraft_dir = ""; // Initialize the Aircraft directory to "" (UIUC)
1280 // needs to happen before we parse command line options
1281 globals = new FGGlobals;
1283 // Load the configuration parameters
1284 if ( !fgInitConfig(argc, argv) ) {
1285 FG_LOG( FG_GENERAL, FG_ALERT, "Config option parsing failed ..." );
1289 // Initialize the Window/Graphics environment.
1290 if( !fgGlutInit(&argc, argv) ) {
1291 FG_LOG( FG_GENERAL, FG_ALERT, "GLUT initialization failed ..." );
1295 // Initialize the various GLUT Event Handlers.
1296 if( !fgGlutInitEvents() ) {
1297 FG_LOG( FG_GENERAL, FG_ALERT,
1298 "GLUT event handler initialization failed ..." );
1302 // Initialize ssg (from plib). Needs to come before we do any
1303 // other ssg stuff, but after opengl/glut has been initialized.
1306 // Initialize the user interface (we need to do this before
1307 // passing off control to glut and before fgInitGeneral to get our
1312 FGPath zone( current_options.get_fg_root() );
1313 zone.append( "Timezone" );
1314 SGTime *t = new SGTime( zone.str() );
1315 t->init( 0.0, 0.0, zone.str() );
1317 // Handle potential user specified time offsets
1318 time_t cur_time = t->get_cur_time();
1319 time_t currGMT = sgTimeGetGMT( gmtime(&cur_time) );
1320 time_t systemLocalTime = sgTimeGetGMT( localtime(&cur_time) );
1321 time_t aircraftLocalTime =
1322 sgTimeGetGMT( fgLocaltime(&cur_time, t->get_zonename() ) );
1324 // Okay, we now have six possible scenarios
1325 switch ( current_options.get_time_offset_type() ) {
1326 case fgOPTIONS::FG_TIME_SYS_OFFSET:
1327 globals->set_warp( current_options.get_time_offset() );
1329 case fgOPTIONS::FG_TIME_GMT_OFFSET:
1330 globals->set_warp( current_options.get_time_offset() -
1331 (currGMT - systemLocalTime) );
1333 case fgOPTIONS::FG_TIME_LAT_OFFSET:
1334 globals->set_warp( current_options.get_time_offset() -
1335 (aircraftLocalTime - systemLocalTime) );
1337 case fgOPTIONS::FG_TIME_SYS_ABSOLUTE:
1338 globals->set_warp( current_options.get_time_offset() - cur_time );
1339 //printf("warp = %d\n", warp);
1341 case fgOPTIONS::FG_TIME_GMT_ABSOLUTE:
1342 globals->set_warp( current_options.get_time_offset() - currGMT );
1344 case fgOPTIONS::FG_TIME_LAT_ABSOLUTE:
1345 globals->set_warp( current_options.get_time_offset() -
1346 (aircraftLocalTime - systemLocalTime) -
1350 FG_LOG( FG_GENERAL, FG_ALERT, "Unsupported type" );
1354 FG_LOG( FG_GENERAL, FG_INFO, "After time init, warp = "
1355 << globals->get_warp() );
1357 globals->set_warp_delta( 0 );
1359 t->update( 0.0, 0.0, globals->get_warp() );
1361 globals->set_time_params( t );
1363 // Do some quick general initializations
1364 if( !fgInitGeneral()) {
1365 FG_LOG( FG_GENERAL, FG_ALERT,
1366 "General initializations failed ..." );
1371 // some ssg test stuff (requires data from the plib source
1372 // distribution) specifically from the ssg tux example
1375 FGPath modelpath( current_options.get_fg_root() );
1376 modelpath.append( "Models" );
1377 modelpath.append( "Geometry" );
1379 FGPath texturepath( current_options.get_fg_root() );
1380 texturepath.append( "Models" );
1381 texturepath.append( "Textures" );
1383 ssgModelPath( (char *)modelpath.c_str() );
1384 ssgTexturePath( (char *)texturepath.c_str() );
1387 scene = new ssgRoot;
1388 scene->setName( "Scene" );
1390 // Initialize the sky
1391 FGPath ephem_data_path( current_options.get_fg_root() );
1392 ephem_data_path.append( "Astro" );
1393 ephem = new FGEphemeris( ephem_data_path.c_str() );
1394 ephem->update( globals->get_time_params(), 0.0 );
1396 FGPath sky_tex_path( current_options.get_fg_root() );
1397 sky_tex_path.append( "Textures" );
1398 sky_tex_path.append( "Sky" );
1400 thesky->texture_path( sky_tex_path.str() );
1402 thesky->build( 550.0, 550.0,
1403 ephem->getNumPlanets(),
1404 ephem->getPlanets(), 60000.0,
1405 ephem->getNumStars(),
1406 ephem->getStars(), 60000.0 );
1408 thesky->add_cloud_layer( 2600.0, 200.0, 50.0, 40000.0,
1409 SG_CLOUD_MOSTLY_SUNNY );
1410 thesky->add_cloud_layer( 6000.0, 20.0, 10.0, 40000.0,
1413 // thesky->add_cloud_layer( 1000.0, 200.0, 50.0, SG_CLOUD_MOSTLY_SUNNY );
1414 // thesky->add_cloud_layer( 1800.0, 400.0, 100.0, SG_CLOUD_OVERCAST );
1415 // thesky->add_cloud_layer( 5000.0, 20.0, 10.0, SG_CLOUD_CIRRUS );
1418 terrain = new ssgBranch;
1419 terrain->setName( "Terrain" );
1420 scene->addKid( terrain );
1422 // temporary visible aircraft "own ship"
1423 penguin_sel = new ssgSelector;
1424 penguin_pos = new ssgTransform;
1425 // ssgBranch *tux_obj = ssgMakeSphere( 10.0, 10, 10 );
1426 ssgEntity *tux_obj = ssgLoadAC( "glider.ac" );
1427 // ssgEntity *tux_obj = ssgLoadAC( "Tower1x.ac" );
1429 penguin_pos->addKid( tux_obj );
1430 penguin_sel->addKid( penguin_pos );
1431 ssgFlatten( tux_obj );
1432 ssgStripify( penguin_sel );
1433 penguin_sel->clrTraversalMaskBits( SSGTRAV_HOT );
1434 scene->addKid( penguin_sel );
1436 #ifdef FG_NETWORK_OLK
1437 // Do the network intialization
1438 if ( current_options.get_network_olk() ) {
1439 printf("Multipilot mode %s\n", fg_net_init( scene ) );
1443 // build our custom render states
1444 fgBuildRenderStates();
1446 // pass control off to the master GLUT event handler
1449 // we never actually get here ... but to avoid compiler warnings,