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>
85 #include <Network/network.h>
87 #include <Objects/materialmgr.hxx>
88 #include <Scenery/scenery.hxx>
89 #include <Scenery/tilemgr.hxx>
90 #include <Time/event.hxx>
91 #include <Time/fg_time.hxx>
92 #include <Time/fg_timer.hxx>
93 #include <Time/sunpos.hxx>
94 #include <Weather/weather.hxx>
96 #include "fg_init.hxx"
97 #include "keyboard.hxx"
98 #include "options.hxx"
101 #include "fg_serial.hxx"
104 // -dw- use custom sioux settings so I can see output window
107 # include <sioux.h> // settings for output window
109 # include <console.h>
113 // This is a record containing a bit of global housekeeping information
116 // Specify our current idle function state. This is used to run all
117 // our initializations out of the glutIdleLoop() so that we can get a
118 // splash screen up and running right away.
119 static int idle_state = 0;
124 // Global structures for the Audio library
125 #ifdef ENABLE_AUDIO_SUPPORT
126 slEnvelope pitch_envelope ( 1, SL_SAMPLE_ONE_SHOT ) ;
127 slEnvelope volume_envelope ( 1, SL_SAMPLE_ONE_SHOT ) ;
128 slScheduler *audio_sched;
129 smMixer *audio_mixer;
136 ssgRoot *scene = NULL;
137 ssgBranch *terrain = NULL;
138 ssgSelector *penguin_sel = NULL;
139 ssgTransform *penguin_pos = NULL;
142 // The following defines flight gear options. Because glutlib will also
143 // want to parse its own options, those options must not be included here
144 // or they will get parsed by the main program option parser. Hence case
145 // is significant for any option added that might be in conflict with
148 // glutlib parses for:
150 // -direct (invalid in Win32)
154 // -indirect (invalid in Win32)
157 // Note that glutlib depends upon strings while this program's
158 // option parser wants only initial characters followed by numbers
163 // fgInitVisuals() -- Initialize various GL/view parameters
164 static void fgInitVisuals( void ) {
167 l = &cur_light_params;
169 #ifndef GLUT_WRONG_VERSION
170 // Go full screen if requested ...
171 if ( current_options.get_fullscreen() ) {
176 // If enabled, normal vectors specified with glNormal are scaled
177 // to unit length after transformation. See glNormal.
178 // xglEnable( GL_NORMALIZE );
180 xglEnable( GL_LIGHTING );
181 xglEnable( GL_LIGHT0 );
182 xglLightfv( GL_LIGHT0, GL_POSITION, l->sun_vec );
185 sgSetVec3( sunpos, l->sun_vec[0], l->sun_vec[1], l->sun_vec[2] );
186 ssgGetLight( 0 ) -> setPosition( sunpos );
188 // xglFogi (GL_FOG_MODE, GL_LINEAR);
189 xglFogi (GL_FOG_MODE, GL_EXP2);
190 if ( (current_options.get_fog() == 1) ||
191 (current_options.get_shading() == 0) ) {
192 // if fastest fog requested, or if flat shading force fastest
193 xglHint ( GL_FOG_HINT, GL_FASTEST );
194 } else if ( current_options.get_fog() == 2 ) {
195 xglHint ( GL_FOG_HINT, GL_NICEST );
197 if ( current_options.get_wireframe() ) {
199 xglPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
202 // This is the default anyways, but it can't hurt
203 xglFrontFace ( GL_CCW );
206 // xglEnable(GL_POINT_SMOOTH);
207 // xglEnable(GL_LINE_SMOOTH);
208 // xglEnable(GL_POLYGON_SMOOTH);
213 // Draw a basic instrument panel
214 static void fgUpdateInstrViewParams( void ) {
218 fgVIEW *v = ¤t_view;
220 xglViewport(0, 0 , (GLint)(v->winWidth), (GLint)(v->winHeight) / 2);
222 xglMatrixMode(GL_PROJECTION);
226 gluOrtho2D(0, 640, 0, 480);
227 xglMatrixMode(GL_MODELVIEW);
231 xglColor3f(1.0, 1.0, 1.0);
234 xglDisable(GL_DEPTH_TEST);
235 xglDisable(GL_LIGHTING);
238 xglColor3f (0.5, 0.5, 0.5);
241 xglVertex2f(0.0, 0.00);
242 xglVertex2f(0.0, 480.0);
243 xglVertex2f(640.0,480.0);
244 xglVertex2f(640.0, 0.0);
247 xglRectf(0.0,0.0, 640, 480);
248 xglEnable(GL_DEPTH_TEST);
249 xglEnable(GL_LIGHTING);
250 xglMatrixMode(GL_PROJECTION);
252 xglMatrixMode(GL_MODELVIEW);
258 // Update all Visuals (redraws anything graphics related)
259 static void fgRenderFrame( void ) {
260 fgLIGHT *l = &cur_light_params;
261 FGTime *t = FGTime::cur_time_params;
262 FGView *v = ¤t_view;
265 // GLfloat black[4] = { 0.0, 0.0, 0.0, 1.0 };
266 GLfloat white[4] = { 1.0, 1.0, 1.0, 1.0 };
267 GLfloat terrain_color[4] = { 0.54, 0.44, 0.29, 1.0 };
268 // GLfloat mat_shininess[] = { 10.0 };
269 GLbitfield clear_mask;
271 if ( idle_state != 1000 ) {
272 // still initializing, draw the splash screen
273 if ( current_options.get_splash_screen() == 1 ) {
277 // idle_state is now 1000 meaning we've finished all our
278 // initializations and are running the main loop, so this will
279 // now work without seg faulting the system.
281 // printf("Ground = %.2f Altitude = %.2f\n", scenery.cur_elev,
282 // FG_Altitude * FEET_TO_METER);
284 // this is just a temporary hack, to make me understand Pui
285 // timerText -> setLabel (ctime (&t->cur_time));
288 // update view volume parameters
289 v->UpdateViewParams();
291 // set the sun position
292 xglLightfv( GL_LIGHT0, GL_POSITION, l->sun_vec );
295 sgSetVec3( sunpos, l->sun_vec[0], l->sun_vec[1], l->sun_vec[2] );
296 ssgGetLight( 0 ) -> setPosition( sunpos );
298 clear_mask = GL_DEPTH_BUFFER_BIT;
299 if ( current_options.get_wireframe() ) {
300 clear_mask |= GL_COLOR_BUFFER_BIT;
302 if ( current_options.get_panel_status() ) {
303 // we can't clear the screen when the panel is active
304 } else if ( current_options.get_skyblend() ) {
305 if ( current_options.get_textures() ) {
306 // glClearColor(black[0], black[1], black[2], black[3]);
307 glClearColor(l->adj_fog_color[0], l->adj_fog_color[1],
308 l->adj_fog_color[2], l->adj_fog_color[3]);
309 clear_mask |= GL_COLOR_BUFFER_BIT;
312 glClearColor(l->sky_color[0], l->sky_color[1],
313 l->sky_color[2], l->sky_color[3]);
314 clear_mask |= GL_COLOR_BUFFER_BIT;
316 xglClear( clear_mask );
318 // Tell GL we are switching to model view parameters
319 xglMatrixMode(GL_MODELVIEW);
320 // xglLoadIdentity();
323 xglDisable( GL_DEPTH_TEST );
324 xglDisable( GL_LIGHTING );
325 xglDisable( GL_CULL_FACE );
326 xglDisable( GL_FOG );
327 xglShadeModel( GL_SMOOTH );
328 if ( current_options.get_skyblend() ) {
332 // setup transformation for drawing astronomical objects
334 // Translate to view position
335 Point3D view_pos = v->get_view_pos();
336 xglTranslatef( view_pos.x(), view_pos.y(), view_pos.z() );
337 // Rotate based on gst (sidereal time)
338 // note: constant should be 15.041085, Curt thought it was 15
339 angle = t->getGst() * 15.041085;
340 // printf("Rotating astro objects by %.2f degrees\n",angle);
341 xglRotatef( angle, 0.0, 0.0, -1.0 );
343 // draw stars and planets
345 xglEnable( GL_CULL_FACE ); // for moon
346 //xglEnable(GL_DEPTH_TEST);
347 SolarSystem::theSolarSystem->draw();
352 if ( current_options.get_shading() ) {
353 xglShadeModel( GL_SMOOTH );
355 xglShadeModel( GL_FLAT );
357 xglEnable( GL_DEPTH_TEST );
358 if ( current_options.get_fog() > 0 ) {
360 xglFogi( GL_FOG_MODE, GL_EXP2 );
361 xglFogfv( GL_FOG_COLOR, l->adj_fog_color );
363 // set lighting parameters
364 xglLightfv( GL_LIGHT0, GL_AMBIENT, l->scene_ambient );
365 xglLightfv( GL_LIGHT0, GL_DIFFUSE, l->scene_diffuse );
366 // xglLightfv(GL_LIGHT0, GL_SPECULAR, white );
368 if ( current_options.get_textures() ) {
369 // texture parameters
370 xglEnable( GL_TEXTURE_2D );
371 xglTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ) ;
372 xglHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST ) ;
373 // set base color (I don't think this is doing anything here)
374 xglMaterialfv (GL_FRONT, GL_AMBIENT, white);
375 xglMaterialfv (GL_FRONT, GL_DIFFUSE, white);
376 // xglMaterialfv (GL_FRONT, GL_SPECULAR, white);
377 // xglMaterialfv (GL_FRONT, GL_SHININESS, mat_shininess);
379 xglDisable( GL_TEXTURE_2D );
380 xglMaterialfv (GL_FRONT, GL_AMBIENT, terrain_color);
381 xglMaterialfv (GL_FRONT, GL_DIFFUSE, terrain_color);
382 // xglMaterialfv (GL_FRONT, GL_AMBIENT, white);
383 // xglMaterialfv (GL_FRONT, GL_DIFFUSE, white);
386 // global_tile_mgr.render();
390 xglMatrixMode( GL_PROJECTION );
392 ssgSetFOV( current_options.get_fov(), 0.0f );
394 double agl = current_aircraft.fdm_state->get_Altitude() * FEET_TO_METER
397 // FG_LOG( FG_ALL, FG_INFO, "visibility is "
398 // << current_weather.get_visibility() );
401 // ssgSetNearFar( 10.0f, current_weather.get_visibility() );
402 ssgSetNearFar( 10.0f, 100000.0f );
404 // ssgSetNearFar( 0.5f, current_weather.get_visibility() );
405 ssgSetNearFar( 0.5f, 100000.0f );
410 if ( current_view.view_mode == FGView::FG_VIEW_FIRST_PERSON ) {
411 // select current view matrix
412 sgCopyMat4( sgVIEW, current_view.sgVIEW );
415 penguin_sel->select(0);
416 } else if ( current_view.view_mode == FGView::FG_VIEW_FOLLOW ) {
417 // select view matrix from front of view matrix queue
418 FGMat4Wrapper tmp = current_view.follow.front();
419 sgCopyMat4( sgVIEW, tmp.m );
420 while ( current_view.follow.size() > 40 ) {
421 current_view.follow.pop_front();
424 // enable TuX and set up his position and orientation
425 penguin_sel->select(1);
428 sgMakeTransMat4( sgTRANS,
429 current_view.view_pos.x(),
430 current_view.view_pos.y(),
431 current_view.view_pos.z() );
434 sgSetVec3( ownship_up, 0.0, 0.0, 1.0);
437 sgMakeRotMat4( sgROT, -90.0, ownship_up );
441 sgMultMat4( sgTMP, sgROT, current_view.sgVIEW_ROT );
442 sgMultMat4( sgTUX, sgTMP, sgTRANS );
445 sgSetCoord( &tuxpos, sgTUX );
446 penguin_pos->setTransform( &tuxpos );
449 ssgSetCamera( sgVIEW );
451 // position tile nodes and update range selectors
452 global_tile_mgr.prep_ssg_nodes();
454 // force the default state so ssg can get back on track if
455 // we've changed things elsewhere
456 FGMaterialSlot m_slot;
457 FGMaterialSlot *m_ptr = &m_slot;
458 if ( material_mgr.find( "Default", m_ptr ) );
459 m_ptr->get_state()->force();
461 // draw the ssg scene
462 ssgCullAndDraw( scene );
464 xglDisable( GL_TEXTURE_2D );
465 xglDisable( GL_FOG );
467 // display HUD && Panel
468 xglDisable( GL_CULL_FACE );
471 // We can do translucent menus, so why not. :-)
472 xglEnable ( GL_BLEND ) ;
473 xglBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ) ;
475 xglDisable ( GL_BLEND ) ;
484 // Update internal time dependent calculations (i.e. flight model)
485 void fgUpdateTimeDepCalcs(int multi_loop, int remainder) {
486 FGInterface *f = current_aircraft.fdm_state;
487 fgLIGHT *l = &cur_light_params;
488 FGTime *t = FGTime::cur_time_params;
489 FGView *v = ¤t_view;
492 // update the flight model
493 if ( multi_loop < 0 ) {
494 multi_loop = DEFAULT_MULTILOOP;
497 if ( !t->getPause() ) {
498 // run Autopilot system
501 // printf("updating flight model x %d\n", multi_loop);
502 fgFDMUpdate( current_options.get_flight_model(),
503 cur_fdm_state, multi_loop, remainder );
505 fgFDMUpdate( current_options.get_flight_model(),
506 cur_fdm_state, 0, remainder );
509 // update the view angle
510 for ( i = 0; i < multi_loop; i++ ) {
511 if ( fabs(v->get_goal_view_offset() - v->get_view_offset()) < 0.05 ) {
512 v->set_view_offset( v->get_goal_view_offset() );
515 // move v->view_offset towards v->goal_view_offset
516 if ( v->get_goal_view_offset() > v->get_view_offset() ) {
517 if ( v->get_goal_view_offset() - v->get_view_offset() < FG_PI ){
518 v->inc_view_offset( 0.01 );
520 v->inc_view_offset( -0.01 );
523 if ( v->get_view_offset() - v->get_goal_view_offset() < FG_PI ){
524 v->inc_view_offset( -0.01 );
526 v->inc_view_offset( 0.01 );
529 if ( v->get_view_offset() > FG_2PI ) {
530 v->inc_view_offset( -FG_2PI );
531 } else if ( v->get_view_offset() < 0 ) {
532 v->inc_view_offset( FG_2PI );
537 double tmp = -(l->sun_rotation + FG_PI)
538 - (f->get_Psi() - v->get_view_offset() );
539 while ( tmp < 0.0 ) {
542 while ( tmp > FG_2PI ) {
545 /* printf("Psi = %.2f, viewoffset = %.2f sunrot = %.2f rottosun = %.2f\n",
546 FG_Psi * RAD_TO_DEG, v->view_offset * RAD_TO_DEG,
547 -(l->sun_rotation+FG_PI) * RAD_TO_DEG, tmp * RAD_TO_DEG); */
552 void fgInitTimeDepCalcs( void ) {
555 // #ifdef HAVE_SETITIMER
556 // fgTimerInit( 1.0 / DEFAULT_TIMER_HZ, fgUpdateTimeDepCalcs );
557 // #endif HAVE_SETITIMER
560 static const double alt_adjust_ft = 3.758099;
561 static const double alt_adjust_m = alt_adjust_ft * FEET_TO_METER;
563 // What should we do when we have nothing else to do? Let's get ready
564 // for the next move and update the display?
565 static void fgMainLoop( void ) {
568 static long remainder = 0;
569 long elapsed, multi_loop;
570 #ifdef FANCY_FRAME_COUNTER
574 static time_t last_time = 0;
575 static int frames = 0;
576 #endif // FANCY_FRAME_COUNTER
578 f = current_aircraft.fdm_state;
579 t = FGTime::cur_time_params;
581 FG_LOG( FG_ALL, FG_DEBUG, "Running Main Loop");
582 FG_LOG( FG_ALL, FG_DEBUG, "======= ==== ====");
584 #if defined( ENABLE_PLIB_JOYSTICK )
585 // Read joystick and update control settings
587 #elif defined( ENABLE_GLUT_JOYSTICK )
588 // Glut joystick support works by feeding a joystick handler
589 // function to glut. This is taken care of once in the joystick
590 // init routine and we don't have to worry about it again.
593 current_weather.Update();
595 // Fix elevation. I'm just sticking this here for now, it should
596 // probably move eventually
598 /* printf("Before - ground = %.2f runway = %.2f alt = %.2f\n",
600 f->get_Runway_altitude() * FEET_TO_METER,
601 f->get_Altitude() * FEET_TO_METER); */
603 if ( scenery.cur_elev > -9990 ) {
604 if ( f->get_Altitude() * FEET_TO_METER <
605 (scenery.cur_elev + alt_adjust_m - 3.0) ) {
606 // now set aircraft altitude above ground
607 printf("Current Altitude = %.2f < %.2f forcing to %.2f\n",
608 f->get_Altitude() * FEET_TO_METER,
609 scenery.cur_elev + alt_adjust_m - 3.0,
610 scenery.cur_elev + alt_adjust_m );
611 fgFDMForceAltitude( current_options.get_flight_model(),
612 scenery.cur_elev + alt_adjust_m );
614 FG_LOG( FG_ALL, FG_DEBUG,
615 "<*> resetting altitude to "
616 << f->get_Altitude() * FEET_TO_METER << " meters" );
618 fgFDMSetGroundElevation( current_options.get_flight_model(),
619 scenery.cur_elev ); // meters
622 /* printf("Adjustment - ground = %.2f runway = %.2f alt = %.2f\n",
624 f->get_Runway_altitude() * FEET_TO_METER,
625 f->get_Altitude() * FEET_TO_METER); */
630 // Get elapsed time (in usec) for this past frame
631 elapsed = fgGetTimeInterval();
632 FG_LOG( FG_ALL, FG_DEBUG,
633 "Elapsed time interval is = " << elapsed
634 << ", previous remainder is = " << remainder );
636 // Calculate frame rate average
637 #ifdef FANCY_FRAME_COUNTER
638 /* old fps calculation */
642 for ( i = FG_FRAME_RATE_HISTORY - 2; i >= 0; i-- ) {
643 tmp = general.get_frame(i);
645 // printf("frame[%d] = %.2f\n", i, g->frames[i]);
646 general.set_frame(i+1,tmp);
648 tmp = 1000000.0 / (float)elapsed;
649 general.set_frame(0,tmp);
650 // printf("frame[0] = %.2f\n", general.frames[0]);
652 general.set_frame_rate(accum / (float)FG_FRAME_RATE_HISTORY);
653 // printf("ave = %.2f\n", general.frame_rate);
656 if ( (t->get_cur_time() != last_time) && (last_time > 0) ) {
657 general.set_frame_rate( frames );
658 FG_LOG( FG_ALL, FG_DEBUG,
659 "--> Frame rate is = " << general.get_frame_rate() );
662 last_time = t->get_cur_time();
667 if ( ! use_signals ) {
668 // Calculate model iterations needed for next frame
669 elapsed += remainder;
671 multi_loop = (int)(((double)elapsed * 0.000001) * DEFAULT_MODEL_HZ);
672 remainder = elapsed - ((multi_loop*1000000) / DEFAULT_MODEL_HZ);
673 FG_LOG( FG_ALL, FG_DEBUG,
674 "Model iterations needed = " << multi_loop
675 << ", new remainder = " << remainder );
678 if ( multi_loop > 0 ) {
679 fgUpdateTimeDepCalcs(multi_loop, remainder);
681 FG_LOG( FG_ALL, FG_INFO, "Elapsed time is zero ... we're zinging" );
685 #if ! defined( MACOS )
686 // Do any serial port work that might need to be done
690 // see if we need to load any new scenery tiles
691 global_tile_mgr.update();
693 // Process/manage pending events
694 global_events.Process();
696 // Run audio scheduler
697 #ifdef ENABLE_AUDIO_SUPPORT
698 if ( current_options.get_sound() && !audio_sched->not_working() ) {
700 # ifdef MICHAEL_JOHNSON_EXPERIMENTAL_ENGINE_AUDIO
702 // note: all these factors are relative to the sample. our
703 // sample format should really contain a conversion factor so
704 // that we can get prop speed right for arbitrary samples.
705 // Note that for normal-size props, there is a point at which
706 // the prop tips approach the speed of sound; that is a pretty
707 // strong limit to how fast the prop can go.
709 // multiplication factor is prime pitch control; add some log
710 // component for verisimilitude
712 double pitch = log((controls.get_throttle(0) * 14.0) + 1.0);
713 //fprintf(stderr, "pitch1: %f ", pitch);
714 if (controls.get_throttle(0) > 0.0 || f->v_rel_wind > 40.0) {
715 //fprintf(stderr, "rel_wind: %f ", f->v_rel_wind);
716 // only add relative wind and AoA if prop is moving
717 // or we're really flying at idle throttle
718 if (pitch < 5.4) { // this needs tuning
719 // prop tips not breaking sound barrier
720 pitch += log(f->v_rel_wind + 0.8)/2;
722 // prop tips breaking sound barrier
723 pitch += log(f->v_rel_wind + 0.8)/10;
725 //fprintf(stderr, "pitch2: %f ", pitch);
726 //fprintf(stderr, "AoA: %f ", FG_Gamma_vert_rad);
728 // Angle of Attack next... -x^3(e^x) is my best guess Just
729 // need to calculate some reasonable scaling factor and
730 // then clamp it on the positive aoa (neg adj) side
731 double aoa = f->get_Gamma_vert_rad() * 2.2;
733 double aoa_adj = pow(-aoa, tmp) * pow(M_E, aoa);
734 if (aoa_adj < -0.8) aoa_adj = -0.8;
736 //fprintf(stderr, "pitch3: %f ", pitch);
738 // don't run at absurdly slow rates -- not realistic
739 // and sounds bad to boot. :-)
740 if (pitch < 0.8) pitch = 0.8;
742 //fprintf(stderr, "pitch4: %f\n", pitch);
744 double volume = controls.get_throttle(0) * 1.15 + 0.3 +
745 log(f->v_rel_wind + 1.0)/14.0;
746 // fprintf(stderr, "volume: %f\n", volume);
748 pitch_envelope.setStep ( 0, 0.01, pitch );
749 volume_envelope.setStep ( 0, 0.01, volume );
753 double param = controls.get_throttle( 0 ) * 2.0 + 1.0;
754 pitch_envelope.setStep ( 0, 0.01, param );
755 volume_envelope.setStep ( 0, 0.01, param );
757 # endif // experimental throttle patch
759 audio_sched -> update();
766 FG_LOG( FG_ALL, FG_DEBUG, "" );
770 // This is the top level master main function that is registered as
774 // The first few passes take care of initialization things (a couple
775 // per pass) and once everything has been initialized fgMainLoop from
778 static void fgIdleFunction ( void ) {
779 // printf("idle state == %d\n", idle_state);
781 if ( idle_state == 0 ) {
782 // Initialize the splash screen right away
783 if ( current_options.get_splash_screen() ) {
788 } else if ( idle_state == 1 ) {
789 // Start the intro music
791 if ( current_options.get_intro_music() ) {
792 string lockfile = "/tmp/mpg123.running";
793 FGPath mp3file( current_options.get_fg_root() );
794 mp3file.append( "Sounds/intro.mp3" );
796 string command = "(touch " + lockfile + "; mpg123 "
797 + mp3file.str() + "> /dev/null 2>&1; /bin/rm "
799 FG_LOG( FG_GENERAL, FG_INFO,
800 "Starting intro music: " << mp3file.str() );
801 system ( command.c_str() );
806 } else if ( idle_state == 2 ) {
807 // These are a few miscellaneous things that aren't really
808 // "subsystems" but still need to be initialized.
811 if ( strstr ( general.get_glRenderer(), "Glide" ) ) {
812 grTexLodBiasValue ( GR_TMU0, 1.0 ) ;
817 } else if ( idle_state == 3 ) {
818 // This is the top level init routine which calls all the
819 // other subsystem initialization routines. If you are adding
820 // a subsystem to flight gear, its initialization call should
821 // located in this routine.
822 if( !fgInitSubsystems()) {
823 FG_LOG( FG_GENERAL, FG_ALERT,
824 "Subsystem initializations failed ..." );
829 } else if ( idle_state == 4 ) {
830 // setup OpenGL view parameters
834 // init timer routines, signals, etc. Arrange for an alarm
835 // signal to be generated, etc.
836 fgInitTimeDepCalcs();
840 } else if ( idle_state == 5 ) {
843 } else if ( idle_state == 6 ) {
844 // Initialize audio support
845 #ifdef ENABLE_AUDIO_SUPPORT
848 if ( current_options.get_intro_music() ) {
849 // Let's wait for mpg123 to finish
850 string lockfile = "/tmp/mpg123.running";
851 struct stat stat_buf;
853 FG_LOG( FG_GENERAL, FG_INFO,
854 "Waiting for mpg123 player to finish ..." );
855 while ( stat(lockfile.c_str(), &stat_buf) == 0 ) {
856 // file exist, wait ...
858 FG_LOG( FG_GENERAL, FG_INFO, ".");
860 FG_LOG( FG_GENERAL, FG_INFO, "");
864 audio_sched = new slScheduler ( 8000 );
865 audio_mixer = new smMixer;
866 audio_mixer -> setMasterVolume ( 80 ) ; /* 80% of max volume. */
867 audio_sched -> setSafetyMargin ( 1.0 ) ;
869 FGPath slfile( current_options.get_fg_root() );
870 slfile.append( "Sounds/wasp.wav" );
872 s1 = new slSample ( (char *)slfile.c_str() );
873 FG_LOG( FG_GENERAL, FG_INFO,
874 "Rate = " << s1 -> getRate()
875 << " Bps = " << s1 -> getBps()
876 << " Stereo = " << s1 -> getStereo() );
877 audio_sched -> loopSample ( s1 );
879 if ( audio_sched->not_working() ) {
882 pitch_envelope.setStep ( 0, 0.01, 0.6 );
883 volume_envelope.setStep ( 0, 0.01, 0.6 );
885 audio_sched -> addSampleEnvelope( s1, 0, 0, &
888 audio_sched -> addSampleEnvelope( s1, 0, 1,
890 SL_VOLUME_ENVELOPE );
893 // strcpy(slfile, path);
894 // strcat(slfile, "thunder.wav");
895 // s2 -> loadFile ( slfile );
896 // s2 -> adjustVolume(0.5);
897 // audio_sched -> playSample ( s2 );
904 if ( idle_state == 1000 ) {
905 // We've finished all our initialization steps, from now on we
906 // run the main loop.
910 if ( current_options.get_splash_screen() == 1 ) {
916 // options.cxx needs to see this for toggle_panel()
917 // Handle new window size or exposure
918 void fgReshape( int width, int height ) {
919 if ( ! current_options.get_panel_status() ) {
920 current_view.set_win_ratio( (GLfloat) width / (GLfloat) height );
921 xglViewport(0, 0 , (GLint)(width), (GLint)(height) );
923 current_view.set_win_ratio( (GLfloat) width /
924 ((GLfloat) (height)*0.4232) );
925 xglViewport(0, (GLint)((height)*0.5768), (GLint)(width),
926 (GLint)((height)*0.4232) );
929 current_view.set_winWidth( width );
930 current_view.set_winHeight( height );
931 current_view.force_update_fov_math();
933 if ( idle_state == 1000 ) {
934 // yes we've finished all our initializations and are running
935 // the main loop, so this will now work without seg faulting
937 current_view.UpdateViewParams();
938 if ( current_options.get_panel_status() ) {
939 FGPanel::OurPanel->ReInit(0, 0, 1024, 768);
945 // Initialize GLUT and define a main window
946 int fgGlutInit( int *argc, char **argv ) {
948 #if !defined( MACOS )
949 // GLUT will extract all glut specific options so later on we only
950 // need wory about our own.
951 xglutInit(argc, argv);
954 // Define Display Parameters
955 xglutInitDisplayMode( GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE );
957 FG_LOG( FG_GENERAL, FG_INFO, "Opening a window: " <<
958 current_options.get_xsize() << "x" << current_options.get_ysize() );
960 // Define initial window size
961 xglutInitWindowSize( current_options.get_xsize(),
962 current_options.get_ysize() );
964 // Initialize windows
965 if ( current_options.get_game_mode() == 0 ) {
966 // Open the regular window
967 xglutCreateWindow("Flight Gear");
968 #ifndef GLUT_WRONG_VERSION
970 // Open the cool new 'game mode' window
971 char game_mode_str[256];
972 sprintf( game_mode_str, "width=%d height=%d bpp=32",
973 current_options.get_xsize(),
974 current_options.get_ysize() );
976 FG_LOG( FG_GENERAL, FG_INFO,
977 "game mode params = " << game_mode_str );
978 glutGameModeString( game_mode_str );
983 // This seems to be the absolute earliest in the init sequence
984 // that these calls will return valid info. Too bad it's after
985 // we've already created and sized out window. :-(
986 general.set_glVendor( (char *)glGetString ( GL_VENDOR ) );
987 general.set_glRenderer( (char *)glGetString ( GL_RENDERER ) );
988 general.set_glVersion( (char *)glGetString ( GL_VERSION ) );
990 FG_LOG ( FG_GENERAL, FG_INFO, general.get_glRenderer() );
993 // try to determine if we should adjust the initial default
994 // display resolution. The options class defaults (is
995 // initialized) to 640x480.
996 string renderer = general.glRenderer;
998 // currently we only know how to deal with Mesa/Glide/Voodoo cards
999 if ( renderer.find( "Glide" ) != string::npos ) {
1000 FG_LOG( FG_GENERAL, FG_INFO, "Detected a Glide driver" );
1001 if ( renderer.find( "FB/8" ) != string::npos ) {
1002 // probably a voodoo-2
1003 if ( renderer.find( "TMU/SLI" ) != string::npos ) {
1004 // probably two SLI'd Voodoo-2's
1005 current_options.set_xsize( 1024 );
1006 current_options.set_ysize( 768 );
1007 FG_LOG( FG_GENERAL, FG_INFO,
1008 "It looks like you have two sli'd voodoo-2's." << endl
1009 << "upgrading your win resolution to 1024 x 768" );
1010 glutReshapeWindow(1024, 768);
1012 // probably a single non-SLI'd Voodoo-2
1013 current_options.set_xsize( 800 );
1014 current_options.set_ysize( 600 );
1015 FG_LOG( FG_GENERAL, FG_INFO,
1016 "It looks like you have a voodoo-2." << endl
1017 << "upgrading your win resolution to 800 x 600" );
1018 glutReshapeWindow(800, 600);
1020 } else if ( renderer.find( "FB/2" ) != string::npos ) {
1021 // probably a voodoo-1, stick with the default
1024 // we have no special knowledge of this card, stick with the default
1032 // Initialize GLUT event handlers
1033 int fgGlutInitEvents( void ) {
1034 // call fgReshape() on window resizes
1035 xglutReshapeFunc( fgReshape );
1037 // call GLUTkey() on keyboard event
1038 xglutKeyboardFunc( GLUTkey );
1039 glutSpecialFunc( GLUTspecialkey );
1041 // call guiMouseFunc() whenever our little rodent is used
1042 glutMouseFunc ( guiMouseFunc );
1043 glutMotionFunc (guiMotionFunc );
1044 glutPassiveMotionFunc (guiMotionFunc );
1046 // call fgMainLoop() whenever there is
1047 // nothing else to do
1048 xglutIdleFunc( fgIdleFunction );
1051 xglutDisplayFunc( fgRenderFrame );
1058 int main( int argc, char **argv ) {
1060 #if defined( MACOS )
1061 argc = ccommand( &argv );
1065 _control87(MCW_EM, MCW_EM); /* defined in float.h */
1068 // set default log levels
1069 fglog().setLogLevels( FG_ALL, FG_INFO );
1071 FG_LOG( FG_GENERAL, FG_INFO, "Flight Gear: Version " << VERSION << endl );
1073 // seed the random number generater
1076 // Load the configuration parameters
1077 if ( !fgInitConfig(argc, argv) ) {
1078 FG_LOG( FG_GENERAL, FG_ALERT, "Config option parsing failed ..." );
1082 // Initialize the Window/Graphics environment.
1083 if( !fgGlutInit(&argc, argv) ) {
1084 FG_LOG( FG_GENERAL, FG_ALERT, "GLUT initialization failed ..." );
1088 // Initialize the various GLUT Event Handlers.
1089 if( !fgGlutInitEvents() ) {
1090 FG_LOG( FG_GENERAL, FG_ALERT,
1091 "GLUT event handler initialization failed ..." );
1095 // Initialize ssg (from plib)
1098 // Initialize the user interface (we need to do this before
1099 // passing off control to glut and before fgInitGeneral to get our
1103 // Do some quick general initializations
1104 if( !fgInitGeneral()) {
1105 FG_LOG( FG_GENERAL, FG_ALERT,
1106 "General initializations failed ..." );
1111 // some ssg test stuff (requires data from the plib source
1112 // distribution) specifically from the ssg tux example
1115 FGPath modelpath( current_options.get_fg_root() );
1116 modelpath.append( "Models" );
1117 modelpath.append( "Geometry" );
1119 FGPath texturepath( current_options.get_fg_root() );
1120 texturepath.append( "Models" );
1121 texturepath.append( "Textures" );
1123 ssgModelPath( (char *)modelpath.c_str() );
1124 ssgTexturePath( (char *)texturepath.c_str() );
1126 scene = new ssgRoot;
1127 terrain = new ssgBranch;
1128 terrain->setName( "Terrain" );
1129 penguin_sel = new ssgSelector;
1130 penguin_pos = new ssgTransform;
1132 ssgEntity *tux_obj = ssgLoadAC( "glider.ac" );
1133 penguin_pos->addKid( tux_obj );
1134 penguin_sel->addKid( penguin_pos );
1135 ssgFlatten( tux_obj );
1136 ssgStripify( penguin_sel );
1138 #ifdef FG_NETWORK_OLK
1139 // Do the network intialization
1140 printf("Multipilot mode %s\n", fg_net_init() );
1143 scene->addKid( terrain );
1144 scene->addKid( penguin_sel );
1146 // pass control off to the master GLUT event handler
1149 // we never actually get here ... but to avoid compiler warnings,