1 // main.cxx -- top level sim routines
3 // Written by Curtis Olson, started May 1997.
5 // Copyright (C) 1997 - 2002 Curtis L. Olson - http://www.flightgear.org/~curt
7 // This program is free software; you can redistribute it and/or
8 // modify it under the terms of the GNU General Public License as
9 // published by the Free Software Foundation; either version 2 of the
10 // License, or (at your option) any later version.
12 // This program is distributed in the hope that it will be useful, but
13 // WITHOUT ANY WARRANTY; without even the implied warranty of
14 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
15 // General Public License for more details.
17 // You should have received a copy of the GNU General Public License
18 // along with this program; if not, write to the Free Software
19 // Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
28 #include <simgear/compiler.h>
30 #if defined(__linux__) && defined(__i386__)
31 # include <fpu_control.h>
35 #ifdef SG_MATH_EXCEPTION_CLASH
44 #include <plib/netSocket.h>
46 #include <simgear/props/props.hxx>
47 #include <simgear/timing/sg_time.hxx>
48 #include <simgear/math/sg_random.h>
51 #include <simgear/ephemeris/ephemeris.hxx>
52 #include <simgear/scene/model/modellib.hxx>
53 #include <simgear/scene/material/matlib.hxx>
54 #include <simgear/scene/model/animation.hxx>
55 #include <simgear/scene/sky/sky.hxx>
56 #include <Time/light.hxx>
57 #include <Include/general.hxx>
58 #include <Cockpit/cockpit.hxx>
59 #include <Cockpit/hud.hxx>
60 #include <Model/panelnode.hxx>
61 #include <Model/modelmgr.hxx>
62 #include <Model/acmodel.hxx>
63 #include <Scenery/scenery.hxx>
64 #include <Scenery/tilemgr.hxx>
65 #include <Sound/beacon.hxx>
66 #include <Sound/morse.hxx>
67 #include <FDM/flight.hxx>
68 #include <FDM/UIUCModel/uiuc_aircraftdir.h>
69 // #include <FDM/ADA.hxx>
70 #include <ATC/ATCdisplay.hxx>
71 #include <ATC/ATCmgr.hxx>
72 #include <ATC/AIMgr.hxx>
73 #include <Replay/replay.hxx>
74 #include <Time/tmp.hxx>
75 #include <Time/fg_timer.hxx>
76 #include <Environment/environment_mgr.hxx>
77 #include <GUI/new_gui.hxx>
80 #include <MultiPlayer/multiplaytxmgr.hxx>
81 #include <MultiPlayer/multiplayrxmgr.hxx>
86 #include "fg_commands.hxx"
88 #include "renderer.hxx"
94 static double real_delta_time_sec = 0.0;
95 double delta_time_sec = 0.0;
96 extern float init_volume;
100 # include <console.h> // -dw- for command line dialog
103 // This is a record containing a bit of global housekeeping information
106 // Specify our current idle function state. This is used to run all
107 // our initializations out of the idle callback so that we can get a
108 // splash screen up and running right away.
110 long global_multi_loop;
112 SGTimeStamp last_time_stamp;
113 SGTimeStamp current_time_stamp;
115 // The atexit() functio handler should know when the graphical subsystem
117 extern int _bootstrap_OSInit;
121 // Update internal time dependent calculations (i.e. flight model)
122 // FIXME: this distinction is obsolete; all subsystems now get delta
124 void fgUpdateTimeDepCalcs() {
125 static bool inited = false;
127 static const SGPropertyNode *replay_state
128 = fgGetNode( "/sim/freeze/replay-state", true );
129 static SGPropertyNode *replay_time
130 = fgGetNode( "/sim/replay/time", true );
131 // static const SGPropertyNode *replay_end_time
132 // = fgGetNode( "/sim/replay/end-time", true );
134 //SG_LOG(SG_FLIGHT,SG_INFO, "Updating time dep calcs()");
136 // Initialize the FDM here if it hasn't been and if we have a
137 // scenery elevation hit.
139 // cout << "cur_fdm_state->get_inited() = " << cur_fdm_state->get_inited()
140 // << " cur_elev = " << scenery.get_cur_elev() << endl;
142 if (!cur_fdm_state->get_inited()) {
143 // Check for scenery around the aircraft.
144 double lon = fgGetDouble("/sim/presets/longitude-deg");
145 double lat = fgGetDouble("/sim/presets/latitude-deg");
146 // We require just to have 50 meter scenery availabe around
149 if (globals->get_tile_mgr()->scenery_available(lat, lon, range)) {
150 SG_LOG(SG_FLIGHT,SG_INFO, "Finally initializing fdm");
151 cur_fdm_state->init();
152 if ( cur_fdm_state->get_bound() ) {
153 cur_fdm_state->unbind();
155 cur_fdm_state->bind();
159 // conceptually, the following block could be done for each fdm
161 if ( cur_fdm_state->get_inited() ) {
162 // we have been inited, and we are good to go ...
168 if ( replay_state->getIntValue() == 0 ) {
169 // replay off, run fdm
170 cur_fdm_state->update( delta_time_sec );
172 FGReplay *r = (FGReplay *)(globals->get_subsystem( "replay" ));
173 r->replay( replay_time->getDoubleValue() );
174 if ( replay_state->getIntValue() == 1 ) {
176 replay_time->setDoubleValue( replay_time->getDoubleValue()
178 * fgGetInt("/sim/speed-up") ) );
179 } else if ( replay_state->getIntValue() == 2 ) {
180 // paused playback (don't advance replay time)
184 // do nothing, fdm isn't inited yet
187 globals->get_model_mgr()->update(delta_time_sec);
188 globals->get_aircraft_model()->update(delta_time_sec);
190 // update the view angle
191 globals->get_viewmgr()->update(delta_time_sec);
193 // Update solar system
194 globals->get_ephem()->update( globals->get_time_params()->getMjd(),
195 globals->get_time_params()->getLst(),
196 cur_fdm_state->get_Latitude() );
201 void fgInitTimeDepCalcs( void ) {
206 static const double alt_adjust_ft = 3.758099;
207 static const double alt_adjust_m = alt_adjust_ft * SG_FEET_TO_METER;
210 // What should we do when we have nothing else to do? Let's get ready
211 // for the next move and update the display?
212 static void fgMainLoop( void ) {
213 int model_hz = fgGetInt("/sim/model-hz");
215 static const SGPropertyNode *longitude
216 = fgGetNode("/position/longitude-deg");
217 static const SGPropertyNode *latitude
218 = fgGetNode("/position/latitude-deg");
219 static const SGPropertyNode *altitude
220 = fgGetNode("/position/altitude-ft");
221 static const SGPropertyNode *clock_freeze
222 = fgGetNode("/sim/freeze/clock", true);
223 static const SGPropertyNode *cur_time_override
224 = fgGetNode("/sim/time/cur-time-override", true);
226 SGCloudLayer::enable_bump_mapping = fgGetBool("/sim/rendering/bump-mapping");
228 bool scenery_loaded = fgGetBool("sim/sceneryloaded") || fgGetBool("sim/sceneryloaded-override");
230 // Update the elapsed time.
231 static bool first_time = true;
233 last_time_stamp.stamp();
237 double throttle_hz = fgGetDouble("/sim/frame-rate-throttle-hz", 0.0);
238 if ( throttle_hz > 0.0 && scenery_loaded ) {
239 // optionally throttle the frame rate (to get consistant frame
240 // rates or reduce cpu usage.
242 double frame_us = 1000000.0 / throttle_hz;
244 #define FG_SLEEP_BASED_TIMING 1
245 #if defined(FG_SLEEP_BASED_TIMING)
246 // sleep based timing loop.
248 // Calling sleep, even usleep() on linux is less accurate than
249 // we like, but it does free up the cpu for other tasks during
250 // the sleep so it is desireable. Because of the way sleep()
251 // is implimented in consumer operating systems like windows
252 // and linux, you almost always sleep a little longer than the
255 // To combat the problem of sleeping to long, we calculate the
256 // desired wait time and shorten it by 2000us (2ms) to avoid
257 // [hopefully] over-sleep'ing. The 2ms value was arrived at
258 // via experimentation. We follow this up at the end with a
259 // simple busy-wait loop to get the final pause timing exactly
262 // Assuming we don't oversleep by more than 2000us, this
263 // should be a reasonable compromise between sleep based
264 // waiting, and busy waiting.
266 // sleep() will always overshoot by a bit so undersleep by
267 // 2000us in the hopes of never oversleeping.
269 if ( frame_us < 0.0 ) {
272 current_time_stamp.stamp();
274 double elapsed_us = current_time_stamp - last_time_stamp;
275 if ( elapsed_us < frame_us ) {
276 double requested_us = frame_us - elapsed_us;
277 ulMilliSecondSleep ( (int)(requested_us / 1000.0) ) ;
281 // busy wait timing loop.
283 // This yields the most accurate timing. If the previous
284 // ulMilliSecondSleep() call is ommitted this will peg the cpu
285 // (which is just fine if FG is the only app you care about.)
286 current_time_stamp.stamp();
287 while ( current_time_stamp - last_time_stamp < frame_us ) {
288 current_time_stamp.stamp();
291 // run as fast as the app will go
292 current_time_stamp.stamp();
296 = double(current_time_stamp - last_time_stamp) / 1000000.0;
297 // round the real time down to a multiple of 1/model-hz.
298 // this way all systems are updated the _same_ amount of dt.
300 static double rem = 0.0;
301 real_delta_time_sec += rem;
302 double hz = model_hz;
303 double nit = floor(real_delta_time_sec*hz);
304 rem = real_delta_time_sec - nit/hz;
305 real_delta_time_sec = nit/hz;
309 if (clock_freeze->getBoolValue() || !scenery_loaded) {
312 delta_time_sec = real_delta_time_sec;
314 last_time_stamp = current_time_stamp;
315 globals->inc_sim_time_sec( delta_time_sec );
316 SGAnimation::set_sim_time_sec( globals->get_sim_time_sec() );
318 // These are useful, especially for Nasal scripts.
319 fgSetDouble("/sim/time/delta-realtime-sec", real_delta_time_sec);
320 fgSetDouble("/sim/time/delta-sec", delta_time_sec);
322 static long remainder = 0;
324 #ifdef FANCY_FRAME_COUNTER
328 static time_t last_time = 0;
329 static int frames = 0;
330 #endif // FANCY_FRAME_COUNTER
332 SGTime *t = globals->get_time_params();
334 globals->get_event_mgr()->update(delta_time_sec);
336 SG_LOG( SG_ALL, SG_DEBUG, "Running Main Loop");
337 SG_LOG( SG_ALL, SG_DEBUG, "======= ==== ====");
339 #if defined( ENABLE_PLIB_JOYSTICK )
340 // Read joystick and update control settings
341 // if ( fgGetString("/sim/control-mode") == "joystick" )
347 // Fix elevation. I'm just sticking this here for now, it should
348 // probably move eventually
350 /* printf("Before - ground = %.2f runway = %.2f alt = %.2f\n",
351 scenery.get_cur_elev(),
352 cur_fdm_state->get_Runway_altitude() * SG_FEET_TO_METER,
353 cur_fdm_state->get_Altitude() * SG_FEET_TO_METER); */
355 /* printf("Adjustment - ground = %.2f runway = %.2f alt = %.2f\n",
356 scenery.get_cur_elev(),
357 cur_fdm_state->get_Runway_altitude() * SG_FEET_TO_METER,
358 cur_fdm_state->get_Altitude() * SG_FEET_TO_METER); */
360 // cout << "Warp = " << globals->get_warp() << endl;
363 static bool last_clock_freeze = false;
365 if ( clock_freeze->getBoolValue() ) {
366 // clock freeze requested
367 if ( cur_time_override->getLongValue() == 0 ) {
368 fgSetLong( "/sim/time/cur-time-override", t->get_cur_time() );
369 globals->set_warp( 0 );
372 // no clock freeze requested
373 if ( last_clock_freeze == true ) {
374 // clock just unfroze, let's set warp as the difference
375 // between frozen time and current time so we don't get a
376 // time jump (and corresponding sky object and lighting
378 globals->set_warp( cur_time_override->getLongValue() - time(NULL) );
379 fgSetLong( "/sim/time/cur-time-override", 0 );
381 if ( globals->get_warp_delta() != 0 ) {
382 globals->inc_warp( globals->get_warp_delta() );
386 last_clock_freeze = clock_freeze->getBoolValue();
388 t->update( longitude->getDoubleValue() * SGD_DEGREES_TO_RADIANS,
389 latitude->getDoubleValue() * SGD_DEGREES_TO_RADIANS,
390 cur_time_override->getLongValue(),
391 globals->get_warp() );
393 if (globals->get_warp_delta() != 0) {
394 FGLight *l = (FGLight *)(globals->get_subsystem("lighting"));
398 // update magvar model
399 globals->get_mag()->update( longitude->getDoubleValue()
400 * SGD_DEGREES_TO_RADIANS,
401 latitude->getDoubleValue()
402 * SGD_DEGREES_TO_RADIANS,
403 altitude->getDoubleValue() * SG_FEET_TO_METER,
404 globals->get_time_params()->getJD() );
406 // Get elapsed time (in usec) for this past frame
407 elapsed = fgGetTimeInterval();
408 SG_LOG( SG_ALL, SG_DEBUG,
409 "Elapsed time interval is = " << elapsed
410 << ", previous remainder is = " << remainder );
412 // Calculate frame rate average
413 #ifdef FANCY_FRAME_COUNTER
414 /* old fps calculation */
418 for ( i = FG_FRAME_RATE_HISTORY - 2; i >= 0; i-- ) {
419 tmp = general.get_frame(i);
421 // printf("frame[%d] = %.2f\n", i, g->frames[i]);
422 general.set_frame(i+1,tmp);
424 tmp = 1000000.0 / (float)elapsed;
425 general.set_frame(0,tmp);
426 // printf("frame[0] = %.2f\n", general.frames[0]);
428 general.set_frame_rate(accum / (float)FG_FRAME_RATE_HISTORY);
429 // printf("ave = %.2f\n", general.frame_rate);
432 if ( (t->get_cur_time() != last_time) && (last_time > 0) ) {
433 general.set_frame_rate( frames );
434 fgSetInt("/sim/frame-rate", frames);
435 SG_LOG( SG_ALL, SG_DEBUG,
436 "--> Frame rate is = " << general.get_frame_rate() );
439 last_time = t->get_cur_time();
444 if (fgGetBool("/sim/atc/enabled"))
445 globals->get_ATC_mgr()->update(delta_time_sec);
447 // Run the AI subsystem
448 if (fgGetBool("/sim/ai-traffic/enabled"))
449 globals->get_AI_mgr()->update(delta_time_sec);
452 // Update any multiplayer models
453 globals->get_multiplayer_rx_mgr()->Update();
458 // Calculate model iterations needed for next frame
459 elapsed += remainder;
461 global_multi_loop = (long)(((double)elapsed * 0.000001) * model_hz );
462 remainder = elapsed - ( (global_multi_loop*1000000) / model_hz );
463 SG_LOG( SG_ALL, SG_DEBUG,
464 "Model iterations needed = " << global_multi_loop
465 << ", new remainder = " << remainder );
467 // chop max interations to something reasonable if the sim was
468 // delayed for an excesive amount of time
469 if ( global_multi_loop > 2.0 * model_hz ) {
470 global_multi_loop = (int)(2.0 * model_hz );
475 if ( global_multi_loop > 0) {
476 // first run the flight model each frame until it is intialized
477 // then continue running each frame only after initial scenery load is complete.
478 fgUpdateTimeDepCalcs();
480 SG_LOG( SG_ALL, SG_DEBUG,
481 "Elapsed time is zero ... we're zinging" );
484 // Do any I/O channel work that might need to be done
485 globals->get_io()->update( real_delta_time_sec );
487 // see if we need to load any deferred-load textures
488 globals->get_matlib()->load_next_deferred();
490 // Run audio scheduler
491 #ifdef ENABLE_AUDIO_SUPPORT
492 if ( globals->get_soundmgr()->is_working() ) {
493 globals->get_soundmgr()->update( delta_time_sec );
497 globals->get_subsystem_mgr()->update(delta_time_sec);
500 // Tile Manager updates - see if we need to load any new scenery tiles.
501 // this code ties together the fdm, viewer and scenery classes...
502 // we may want to move this to it's own class at some point
504 double visibility_meters = fgGetDouble("/environment/visibility-m");
505 FGViewer *current_view = globals->get_current_view();
507 // Let the scenery center follow the current view position with
510 // Having the scenery center near the view position will eliminate
511 // jitter of objects which are placed very near the view position
512 // and haveing it's center near that view position.
513 // So the 3d insruments of the aircraft will not jitter with this.
515 // Following the view position exactly would introduce jitter of
516 // the scenery tiles (they would be from their center up to 10000m
517 // to the view and this will introduce roundoff too). By stepping
518 // at 30m incements the roundoff error of the scenery tiles is
519 // still present, but we will make exactly the same roundoff error
520 // at each frame until the center is switched to a new
521 // position. This roundoff is still visible but you will most
522 // propably not notice.
523 double *vp = globals->get_current_view()->get_absolute_view_pos();
524 Point3D cntr(vp[0], vp[1], vp[2]);
525 if (30.0*30.0 < cntr.distance3Dsquared(globals->get_scenery()->get_center())) {
526 globals->get_scenery()->set_next_center( cntr );
529 globals->get_tile_mgr()->prep_ssg_nodes( current_view->getSGLocation(),
531 // update tile manager for view...
532 SGLocation *view_location = globals->get_current_view()->getSGLocation();
533 globals->get_tile_mgr()->update( view_location, visibility_meters );
534 globals->get_scenery()->set_center( cntr );
536 double lon = view_location->getLongitude_deg();
537 double lat = view_location->getLatitude_deg();
538 double alt = view_location->getAltitudeASL_ft() * SG_FEET_TO_METER;
540 // check if we can reuse the groundcache for that purpose.
541 double ref_time, pt[3], r;
542 bool valid = cur_fdm_state->is_valid_m(&ref_time, pt, &r);
544 cntr.distance3Dsquared(Point3D(pt[0], pt[1], pt[2])) < r*r) {
545 // Reuse the cache ...
547 = cur_fdm_state->get_groundlevel_m(lat*SGD_DEGREES_TO_RADIANS,
548 lon*SGD_DEGREES_TO_RADIANS,
550 view_location->set_cur_elev_m( lev );
552 // Do full intersection test.
554 if (globals->get_scenery()->get_elevation_m(lat, lon, alt+2, lev))
555 view_location->set_cur_elev_m( lev );
557 view_location->set_cur_elev_m( -9999.0 );
561 #ifdef ENABLE_AUDIO_SUPPORT
562 // Right now we make a simplifying assumption that the primary
563 // aircraft is the source of all sounds and that all sounds are
564 // positioned relative to the current view position.
566 static sgVec3 last_pos_offset;
568 // get the location data for the primary FDM (now hardcoded to ac model)...
569 SGLocation *acmodel_loc = NULL;
570 acmodel_loc = (SGLocation *)globals->
571 get_aircraft_model()->get3DModel()->getSGLocation();
573 // set positional offset for sources
574 sgdVec3 dsource_pos_offset;
575 sgdSubVec3( dsource_pos_offset,
576 view_location->get_absolute_view_pos(),
577 acmodel_loc->get_absolute_view_pos() );
578 // cout << "pos all = " << source_pos_offset[0] << " " << source_pos_offset[1] << " " << source_pos_offset[2] << endl;
579 sgVec3 source_pos_offset;
580 sgSetVec3(source_pos_offset, dsource_pos_offset);
581 globals->get_soundmgr()->set_source_pos_all( source_pos_offset );
585 sgSubVec3( source_vel, source_pos_offset, last_pos_offset );
586 sgScaleVec3( source_vel, delta_time_sec );
587 sgCopyVec3( last_pos_offset, source_pos_offset );
588 // cout << "vel = " << source_vel[0] << " " << source_vel[1] << " " << source_vel[2] << endl;
589 globals->get_soundmgr()->set_source_vel_all( source_vel );
591 // Right now we make a simplifying assumption that the listener is
592 // always positioned at the origin.
594 sgSetVec3( listener_pos, 0.0, 0.0, 0.0 );
595 // cout << "listener = " << listener_pos[0] << " " << listener_pos[1] << " " << listener_pos[2] << endl;
596 globals->get_soundmgr()->set_listener_pos( listener_pos );
599 // END Tile Manager udpates
601 if (!scenery_loaded && globals->get_tile_mgr()->all_queues_empty() && cur_fdm_state->get_inited()) {
602 fgSetBool("sim/sceneryloaded",true);
603 fgSetFloat("/sim/sound/volume", init_volume);
604 globals->get_soundmgr()->set_volume(init_volume);
607 if (fgGetBool("/sim/rendering/specular-highlight")) {
608 glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
609 // glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_TRUE);
611 glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SINGLE_COLOR);
612 // glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_FALSE);
617 SG_LOG( SG_ALL, SG_DEBUG, "" );
621 // This is the top level master main function that is registered as
624 // The first few passes take care of initialization things (a couple
625 // per pass) and once everything has been initialized fgMainLoop from
628 static void fgIdleFunction ( void ) {
629 if ( idle_state == 0 ) {
631 fgSplashProgress("setting up scenegraph & user interface");
634 } else if ( idle_state == 1 ) {
636 // This seems to be the absolute earliest in the init sequence
637 // that these calls will return valid info. Too bad it's after
638 // we've already created and sized out window. :-(
639 general.set_glVendor( (char *)glGetString ( GL_VENDOR ) );
640 general.set_glRenderer( (char *)glGetString ( GL_RENDERER ) );
641 general.set_glVersion( (char *)glGetString ( GL_VERSION ) );
642 SG_LOG( SG_GENERAL, SG_INFO, general.get_glRenderer() );
645 glGetIntegerv( GL_MAX_TEXTURE_SIZE, &tmp );
646 general.set_glMaxTexSize( tmp );
647 SG_LOG ( SG_GENERAL, SG_INFO, "Max texture size = " << tmp );
649 glGetIntegerv( GL_DEPTH_BITS, &tmp );
650 general.set_glDepthBits( tmp );
651 SG_LOG ( SG_GENERAL, SG_INFO, "Depth buffer bits = " << tmp );
653 // Initialize ssg (from plib). Needs to come before we do any
654 // other ssg stuff, but after opengl has been initialized.
657 // Initialize the user interface (we need to do this before
658 // passing off control to the OS main loop and before
659 // fgInitGeneral to get our fonts !!!
661 fgSplashProgress("reading aircraft list");
664 } else if ( idle_state == 2 ) {
666 // Read the list of available aircrafts
669 #ifdef GL_EXT_texture_lod_bias
670 glTexEnvf( GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, -0.5 ) ;
673 // get the address of our OpenGL extensions
674 if ( fgGetBool("/sim/rendering/distance-attenuation") ) {
675 if (SGIsOpenGLExtensionSupported("GL_EXT_point_parameters") ) {
676 glPointParameterIsSupported = true;
677 glPointParameterfPtr = (glPointParameterfProc)
678 SGLookupFunction("glPointParameterfEXT");
679 glPointParameterfvPtr = (glPointParameterfvProc)
680 SGLookupFunction("glPointParameterfvEXT");
682 } else if ( SGIsOpenGLExtensionSupported("GL_ARB_point_parameters") ) {
683 glPointParameterIsSupported = true;
684 glPointParameterfPtr = (glPointParameterfProc)
685 SGLookupFunction("glPointParameterfARB");
686 glPointParameterfvPtr = (glPointParameterfvProc)
687 SGLookupFunction("glPointParameterfvARB");
689 glPointParameterIsSupported = false;
691 fgSplashProgress("reading airport & navigation data");
694 } else if ( idle_state == 3 ) {
697 fgSplashProgress("setting up scenery");
700 } else if ( idle_state == 4 ) {
702 // based on the requested presets, calculate the true starting
706 SGTime *t = fgInitTime();
707 globals->set_time_params( t );
709 // Do some quick general initializations
710 if( !fgInitGeneral()) {
711 SG_LOG( SG_GENERAL, SG_ALERT,
712 "General initializations failed ..." );
716 ////////////////////////////////////////////////////////////////////
717 // Initialize the property-based built-in commands
718 ////////////////////////////////////////////////////////////////////
722 ////////////////////////////////////////////////////////////////////
723 // Initialize the material manager
724 ////////////////////////////////////////////////////////////////////
725 globals->set_matlib( new SGMaterialLib );
726 globals->set_model_lib(new SGModelLib);
729 ////////////////////////////////////////////////////////////////////
730 // Initialize the TG scenery subsystem.
731 ////////////////////////////////////////////////////////////////////
732 globals->set_scenery( new FGScenery );
733 globals->get_scenery()->init();
734 globals->get_scenery()->bind();
735 globals->set_tile_mgr( new FGTileMgr );
738 ////////////////////////////////////////////////////////////////////
739 // Initialize the general model subsystem.
740 ////////////////////////////////////////////////////////////////////
741 globals->set_model_mgr(new FGModelMgr);
742 globals->get_model_mgr()->init();
743 globals->get_model_mgr()->bind();
744 fgSplashProgress("loading aircraft");
747 } else if ( idle_state == 5 ) {
749 ////////////////////////////////////////////////////////////////////
750 // Initialize the 3D aircraft model subsystem (has a dependency on
751 // the scenery subsystem.)
752 ////////////////////////////////////////////////////////////////////
753 globals->set_aircraft_model(new FGAircraftModel);
754 globals->get_aircraft_model()->init();
755 globals->get_aircraft_model()->bind();
757 ////////////////////////////////////////////////////////////////////
758 // Initialize the view manager subsystem.
759 ////////////////////////////////////////////////////////////////////
760 FGViewMgr *viewmgr = new FGViewMgr;
761 globals->set_viewmgr( viewmgr );
764 fgSplashProgress("generating sky elements");
767 } else if ( idle_state == 6 ) {
769 // Initialize the sky
770 SGPath ephem_data_path( globals->get_fg_root() );
771 ephem_data_path.append( "Astro" );
772 SGEphemeris *ephem = new SGEphemeris( ephem_data_path.c_str() );
773 ephem->update( globals->get_time_params()->getMjd(),
774 globals->get_time_params()->getLst(),
776 globals->set_ephem( ephem );
778 // TODO: move to environment mgr
780 SGPath texture_path(globals->get_fg_root());
781 texture_path.append("Textures");
782 texture_path.append("Sky");
783 for (int i = 0; i < FGEnvironmentMgr::MAX_CLOUD_LAYERS; i++) {
784 SGCloudLayer * layer = new SGCloudLayer(texture_path.str());
785 thesky->add_cloud_layer(layer);
788 SGPath sky_tex_path( globals->get_fg_root() );
789 sky_tex_path.append( "Textures" );
790 sky_tex_path.append( "Sky" );
791 thesky->texture_path( sky_tex_path.str() );
793 // The sun and moon diameters are scaled down numbers of the
794 // actual diameters. This was needed to fit bot the sun and the
795 // moon within the distance to the far clip plane.
796 // Moon diameter: 3,476 kilometers
797 // Sun diameter: 1,390,000 kilometers
798 thesky->build( 80000.0, 80000.0,
800 globals->get_ephem()->getNumPlanets(),
801 globals->get_ephem()->getPlanets(),
802 globals->get_ephem()->getNumStars(),
803 globals->get_ephem()->getStars() );
805 // Initialize MagVar model
806 SGMagVar *magvar = new SGMagVar();
807 globals->set_mag( magvar );
810 // kludge to initialize mag compass
811 // (should only be done for in-flight
813 // update magvar model
814 globals->get_mag()->update( fgGetDouble("/position/longitude-deg")
815 * SGD_DEGREES_TO_RADIANS,
816 fgGetDouble("/position/latitude-deg")
817 * SGD_DEGREES_TO_RADIANS,
818 fgGetDouble("/position/altitude-ft")
820 globals->get_time_params()->getJD() );
821 double var = globals->get_mag()->get_magvar() * SGD_RADIANS_TO_DEGREES;
822 fgSetDouble("/instrumentation/heading-indicator/offset-deg", -var);
824 // airport = new ssgBranch;
825 // airport->setName( "Airport Lighting" );
826 // lighting->addKid( airport );
828 // build our custom render states
829 globals->get_renderer()->build_states();
830 fgSplashProgress("initializing subsystems");
833 } else if ( idle_state == 7 ) {
835 // Initialize audio support
836 #ifdef ENABLE_AUDIO_SUPPORT
838 // Start the intro music
839 if ( fgGetBool("/sim/startup/intro-music") ) {
840 SGPath mp3file( globals->get_fg_root() );
841 mp3file.append( "Sounds/intro.mp3" );
843 SG_LOG( SG_GENERAL, SG_INFO,
844 "Starting intro music: " << mp3file.str() );
846 #if defined( __CYGWIN__ )
847 string command = "start /m `cygpath -w " + mp3file.str() + "`";
848 #elif defined( WIN32 )
849 string command = "start /m " + mp3file.str();
851 string command = "mpg123 " + mp3file.str() + "> /dev/null 2>&1";
854 system ( command.c_str() );
858 // These are a few miscellaneous things that aren't really
859 // "subsystems" but still need to be initialized.
862 if ( strstr ( general.get_glRenderer(), "Glide" ) ) {
863 grTexLodBiasValue ( GR_TMU0, 1.0 ) ;
867 // This is the top level init routine which calls all the
868 // other subsystem initialization routines. If you are adding
869 // a subsystem to flightgear, its initialization call should
870 // located in this routine.
871 if( !fgInitSubsystems()) {
872 SG_LOG( SG_GENERAL, SG_ALERT,
873 "Subsystem initializations failed ..." );
876 fgSplashProgress("setting up time & renderer");
879 } else if ( idle_state == 8 ) {
881 // Initialize the time offset (warp) after fgInitSubsystem
882 // (which initializes the lighting interpolation tables.)
885 // setup OpenGL view parameters
886 globals->get_renderer()->init();
888 SG_LOG( SG_GENERAL, SG_INFO, "Panel visible = " << fgPanelVisible() );
889 globals->get_renderer()->resize( fgGetInt("/sim/startup/xsize"),
890 fgGetInt("/sim/startup/ysize") );
892 fgSplashProgress("loading scenery objects");
896 if ( idle_state == 1000 ) {
897 // We've finished all our initialization steps, from now on we
898 // run the main loop.
899 fgSetBool("sim/sceneryloaded", false);
900 fgRegisterIdleHandler( fgMainLoop );
905 // Main top level initialization
906 bool fgMainInit( int argc, char **argv ) {
908 #if defined( macintosh )
909 freopen ("stdout.txt", "w", stdout );
910 freopen ("stderr.txt", "w", stderr );
911 argc = ccommand( &argv );
914 // set default log levels
915 sglog().setLogLevels( SG_ALL, SG_ALERT );
918 #ifdef FLIGHTGEAR_VERSION
919 version = FLIGHTGEAR_VERSION;
921 version = "unknown version";
923 SG_LOG( SG_GENERAL, SG_INFO, "FlightGear: Version "
925 SG_LOG( SG_GENERAL, SG_INFO, "Built with " << SG_COMPILER_STR << endl );
927 // Allocate global data structures. This needs to happen before
928 // we parse command line options
930 globals = new FGGlobals;
932 // seed the random number generater
935 FGControls *controls = new FGControls;
936 globals->set_controls( controls );
938 string_list *col = new string_list;
939 globals->set_channel_options_list( col );
941 // Scan the config file(s) and command line options to see if
942 // fg_root was specified (ignore all other options for now)
943 fgInitFGRoot(argc, argv);
945 // Check for the correct base package version
946 static char required_version[] = "0.9.8";
947 string base_version = fgBasePackageVersion();
948 if ( !(base_version == required_version) ) {
949 // tell the operator how to use this application
951 SG_LOG( SG_GENERAL, SG_ALERT, "" ); // To popup the console on windows
952 cerr << endl << "Base package check failed ... " \
953 << "Found version " << base_version << " at: " \
954 << globals->get_fg_root() << endl;
955 cerr << "Please upgrade to version: " << required_version << endl;
957 cerr << "Hit a key to continue..." << endl;
963 sgUseDisplayList = fgGetBool( "/sim/rendering/use-display-list", true );
965 // Initialize the Aircraft directory to "" (UIUC)
968 // Load the configuration parameters. (Command line options
969 // overrides config file options. Config file options override
971 if ( !fgInitConfig(argc, argv) ) {
972 SG_LOG( SG_GENERAL, SG_ALERT, "Config option parsing failed ..." );
976 // Initialize the Window/Graphics environment.
977 #if !defined(__APPLE__) || defined(OSX_BUNDLE)
978 // Mac OS X command line ("non-bundle") applications call this
979 // from main(), in bootstrap.cxx. Andy doesn't know why, someone
980 // feel free to add comments...
981 fgOSInit(&argc, argv);
985 fgRegisterWindowResizeHandler( &FGRenderer::resize );
986 fgRegisterIdleHandler( &fgIdleFunction );
987 fgRegisterDrawHandler( &FGRenderer::update );
989 #ifdef FG_ENABLE_MULTIPASS_CLOUDS
990 bool get_stencil_buffer = true;
992 bool get_stencil_buffer = false;
995 // Initialize plib net interface
996 netInit( &argc, argv );
998 // Clouds3D requires an alpha channel
999 // clouds may require stencil buffer
1000 fgOSOpenWindow( fgGetInt("/sim/startup/xsize"),
1001 fgGetInt("/sim/startup/ysize"),
1002 fgGetInt("/sim/rendering/bits-per-pixel"),
1003 fgGetBool("/sim/rendering/clouds3d"),
1005 fgGetBool("/sim/startup/fullscreen") );
1007 // Initialize the splash screen right away
1009 fgSplashInit(fgGetString("/sim/startup/splash-texture"));
1011 // pass control off to the master event handler
1014 // we never actually get here ... but to avoid compiler warnings,