1 // main.cxx -- top level sim routines
3 // Written by Curtis Olson, started May 1997.
5 // Copyright (C) 1997 - 2002 Curtis L. Olson - http://www.flightgear.org/~curt
7 // This program is free software; you can redistribute it and/or
8 // modify it under the terms of the GNU General Public License as
9 // published by the Free Software Foundation; either version 2 of the
10 // License, or (at your option) any later version.
12 // This program is distributed in the hope that it will be useful, but
13 // WITHOUT ANY WARRANTY; without even the implied warranty of
14 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
15 // General Public License for more details.
17 // You should have received a copy of the GNU General Public License
18 // along with this program; if not, write to the Free Software
19 // Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
28 #include <simgear/compiler.h>
30 #if defined(__linux__) && defined(__i386__)
31 # include <fpu_control.h>
37 #include <plib/netSocket.h>
40 #include <osg/GraphicsContext>
41 #include <osgDB/Registry>
44 #include <simgear/ephemeris/ephemeris.hxx>
45 #include <simgear/scene/model/modellib.hxx>
46 #include <simgear/scene/material/matlib.hxx>
47 #include <simgear/scene/model/animation.hxx>
48 #include <simgear/scene/sky/sky.hxx>
49 #include <simgear/structure/event_mgr.hxx>
50 #include <simgear/props/props.hxx>
51 #include <simgear/timing/sg_time.hxx>
52 #include <simgear/math/sg_random.h>
54 #include <Time/light.hxx>
55 #include <Include/general.hxx>
56 #include <Aircraft/replay.hxx>
57 #include <Cockpit/cockpit.hxx>
58 #include <Cockpit/hud.hxx>
59 #include <Model/panelnode.hxx>
60 #include <Model/modelmgr.hxx>
61 #include <Model/acmodel.hxx>
62 #include <Scenery/scenery.hxx>
63 #include <Scenery/tilemgr.hxx>
64 #include <Sound/beacon.hxx>
65 #include <Sound/morse.hxx>
66 #include <FDM/flight.hxx>
67 #include <ATCDCL/ATCmgr.hxx>
68 #include <ATCDCL/AIMgr.hxx>
69 #include <Time/tmp.hxx>
70 #include <Environment/environment_mgr.hxx>
71 #include <GUI/new_gui.hxx>
72 #include <MultiPlayer/multiplaymgr.hxx>
74 #include "CameraGroup.hxx"
75 #include "fg_commands.hxx"
77 #include "renderer.hxx"
81 #include "fg_init.hxx"
83 #include "WindowSystemAdapter.hxx"
86 static double real_delta_time_sec = 0.0;
87 double delta_time_sec = 0.0;
88 extern float init_volume;
90 using namespace flightgear;
94 // This is a record containing a bit of global housekeeping information
97 // Specify our current idle function state. This is used to run all
98 // our initializations out of the idle callback so that we can get a
99 // splash screen up and running right away.
101 long global_multi_loop;
103 SGTimeStamp last_time_stamp;
104 SGTimeStamp current_time_stamp;
106 // The atexit() function handler should know when the graphical subsystem
108 extern int _bootstrap_OSInit;
112 // Update internal time dependent calculations (i.e. flight model)
113 // FIXME: this distinction is obsolete; all subsystems now get delta
115 void fgUpdateTimeDepCalcs() {
116 static bool inited = false;
118 static const SGPropertyNode *replay_state
119 = fgGetNode( "/sim/freeze/replay-state", true );
120 static SGPropertyNode *replay_time
121 = fgGetNode( "/sim/replay/time", true );
122 // static const SGPropertyNode *replay_end_time
123 // = fgGetNode( "/sim/replay/end-time", true );
125 //SG_LOG(SG_FLIGHT,SG_INFO, "Updating time dep calcs()");
127 // Initialize the FDM here if it hasn't been and if we have a
128 // scenery elevation hit.
130 // cout << "cur_fdm_state->get_inited() = " << cur_fdm_state->get_inited()
131 // << " cur_elev = " << scenery.get_cur_elev() << endl;
133 if (!cur_fdm_state->get_inited()) {
134 // Check for scenery around the aircraft.
135 double lon = fgGetDouble("/sim/presets/longitude-deg");
136 double lat = fgGetDouble("/sim/presets/latitude-deg");
137 // We require just to have 50 meter scenery availabe around
139 double range = 1000.0;
140 SGGeod geod = SGGeod::fromDeg(lon, lat);
141 if (globals->get_scenery()->scenery_available(geod, range)) {
142 //SG_LOG(SG_FLIGHT, SG_INFO, "Finally initializing fdm");
143 cur_fdm_state->init();
144 if ( cur_fdm_state->get_bound() ) {
145 cur_fdm_state->unbind();
147 cur_fdm_state->bind();
151 // conceptually, the following block could be done for each fdm
153 if ( cur_fdm_state->get_inited() ) {
154 // we have been inited, and we are good to go ...
156 if ( replay_state->getIntValue() == 0 ) {
157 // replay off, run fdm
158 cur_fdm_state->update( delta_time_sec );
160 FGReplay *r = (FGReplay *)(globals->get_subsystem( "replay" ));
161 r->replay( replay_time->getDoubleValue() );
162 if ( replay_state->getIntValue() == 1 ) {
164 replay_time->setDoubleValue( replay_time->getDoubleValue()
166 * fgGetInt("/sim/speed-up") ) );
167 } else if ( replay_state->getIntValue() == 2 ) {
168 // paused playback (don't advance replay time)
174 fgSetBool("/sim/signals/fdm-initialized", true);
178 // do nothing, fdm isn't inited yet
181 globals->get_aircraft_model()->update(delta_time_sec);
183 // Update solar system
184 globals->get_ephem()->update( globals->get_time_params()->getMjd(),
185 globals->get_time_params()->getLst(),
186 cur_fdm_state->get_Latitude() );
191 // What should we do when we have nothing else to do? Let's get ready
192 // for the next move and update the display?
193 static void fgMainLoop( void ) {
194 int model_hz = fgGetInt("/sim/model-hz");
196 static SGConstPropertyNode_ptr longitude
197 = fgGetNode("/position/longitude-deg");
198 static SGConstPropertyNode_ptr latitude
199 = fgGetNode("/position/latitude-deg");
200 static SGConstPropertyNode_ptr altitude
201 = fgGetNode("/position/altitude-ft");
202 static SGConstPropertyNode_ptr vn_fps
203 = fgGetNode("/velocities/speed-north-fps");
204 static SGConstPropertyNode_ptr ve_fps
205 = fgGetNode("/velocities/speed-east-fps");
206 static SGConstPropertyNode_ptr vd_fps
207 = fgGetNode("/velocities/speed-down-fps");
208 static SGConstPropertyNode_ptr clock_freeze
209 = fgGetNode("/sim/freeze/clock", true);
210 static SGConstPropertyNode_ptr cur_time_override
211 = fgGetNode("/sim/time/cur-time-override", true);
212 static SGConstPropertyNode_ptr max_simtime_per_frame
213 = fgGetNode("/sim/max-simtime-per-frame", true);
214 static SGPropertyNode_ptr frame_signal
215 = fgGetNode("/sim/signals/frame", true);
217 frame_signal->fireValueChanged();
218 SGCloudLayer::enable_bump_mapping = fgGetBool("/sim/rendering/bump-mapping");
220 bool scenery_loaded = fgGetBool("sim/sceneryloaded");
221 bool wait_for_scenery = !(scenery_loaded || fgGetBool("sim/sceneryloaded-override"));
223 // Update the elapsed time.
224 static bool first_time = true;
226 last_time_stamp.stamp();
230 double throttle_hz = fgGetDouble("/sim/frame-rate-throttle-hz", 0.0);
231 if ( throttle_hz > 0.0 && !wait_for_scenery ) {
232 // optionally throttle the frame rate (to get consistent frame
233 // rates or reduce cpu usage.
235 double frame_us = 1000000.0 / throttle_hz;
237 #define FG_SLEEP_BASED_TIMING 1
238 #if defined(FG_SLEEP_BASED_TIMING)
239 // sleep based timing loop.
241 // Calling sleep, even usleep() on linux is less accurate than
242 // we like, but it does free up the cpu for other tasks during
243 // the sleep so it is desirable. Because of the way sleep()
244 // is implemented in consumer operating systems like windows
245 // and linux, you almost always sleep a little longer than the
248 // To combat the problem of sleeping too long, we calculate the
249 // desired wait time and shorten it by 2000us (2ms) to avoid
250 // [hopefully] over-sleep'ing. The 2ms value was arrived at
251 // via experimentation. We follow this up at the end with a
252 // simple busy-wait loop to get the final pause timing exactly
255 // Assuming we don't oversleep by more than 2000us, this
256 // should be a reasonable compromise between sleep based
257 // waiting, and busy waiting.
259 // sleep() will always overshoot by a bit so undersleep by
260 // 2000us in the hopes of never oversleeping.
262 if ( frame_us < 0.0 ) {
265 current_time_stamp.stamp();
267 double elapsed_us = (current_time_stamp - last_time_stamp).toUSecs();
268 if ( elapsed_us < frame_us ) {
269 double requested_us = frame_us - elapsed_us;
270 ulMilliSecondSleep ( (int)(requested_us / 1000.0) ) ;
274 // busy wait timing loop.
276 // This yields the most accurate timing. If the previous
277 // ulMilliSecondSleep() call is omitted this will peg the cpu
278 // (which is just fine if FG is the only app you care about.)
279 current_time_stamp.stamp();
280 SGTimeStamp next_time_stamp = last_time_stamp;
281 next_time_stamp += SGTimeStamp::fromSec(1e-6*frame_us);
282 while ( current_time_stamp < next_time_stamp ) {
283 current_time_stamp.stamp();
286 // run as fast as the app will go
287 current_time_stamp.stamp();
290 real_delta_time_sec = (current_time_stamp - last_time_stamp).toSecs();
292 // Limit the time we need to spend in simulation loops
293 // That means, if the /sim/max-simtime-per-frame value is strictly positive
294 // you can limit the maximum amount of time you will do simulations for
295 // one frame to display. The cpu time spent in simulations code is roughly
296 // at least O(real_delta_time_sec). If this is (due to running debug
297 // builds or valgrind or something different blowing up execution times)
298 // larger than the real time you will no longer get any response
299 // from flightgear. This limits that effect. Just set to property from
300 // your .fgfsrc or commandline ...
301 double dtMax = max_simtime_per_frame->getDoubleValue();
302 if (0 < dtMax && dtMax < real_delta_time_sec)
303 real_delta_time_sec = dtMax;
305 // round the real time down to a multiple of 1/model-hz.
306 // this way all systems are updated the _same_ amount of dt.
307 static double reminder = 0.0;
308 real_delta_time_sec += reminder;
309 global_multi_loop = long(floor(real_delta_time_sec*model_hz));
310 global_multi_loop = SGMisc<long>::max(0, global_multi_loop);
311 reminder = real_delta_time_sec - double(global_multi_loop)/double(model_hz);
312 real_delta_time_sec = double(global_multi_loop)/double(model_hz);
314 if (clock_freeze->getBoolValue() || wait_for_scenery) {
317 delta_time_sec = real_delta_time_sec;
319 last_time_stamp = current_time_stamp;
320 globals->inc_sim_time_sec( delta_time_sec );
322 // These are useful, especially for Nasal scripts.
323 fgSetDouble("/sim/time/delta-realtime-sec", real_delta_time_sec);
324 fgSetDouble("/sim/time/delta-sec", delta_time_sec);
326 #ifdef FANCY_FRAME_COUNTER
330 static time_t last_time = 0;
331 static int frames = 0;
332 #endif // FANCY_FRAME_COUNTER
334 SGTime *t = globals->get_time_params();
336 SG_LOG( SG_ALL, SG_DEBUG, "Running Main Loop");
337 SG_LOG( SG_ALL, SG_DEBUG, "======= ==== ====");
339 // Fix elevation. I'm just sticking this here for now, it should
340 // probably move eventually
342 /* printf("Before - ground = %.2f runway = %.2f alt = %.2f\n",
343 scenery.get_cur_elev(),
344 cur_fdm_state->get_Runway_altitude() * SG_FEET_TO_METER,
345 cur_fdm_state->get_Altitude() * SG_FEET_TO_METER); */
347 /* printf("Adjustment - ground = %.2f runway = %.2f alt = %.2f\n",
348 scenery.get_cur_elev(),
349 cur_fdm_state->get_Runway_altitude() * SG_FEET_TO_METER,
350 cur_fdm_state->get_Altitude() * SG_FEET_TO_METER); */
352 // cout << "Warp = " << globals->get_warp() << endl;
355 static bool last_clock_freeze = false;
357 if ( clock_freeze->getBoolValue() ) {
358 // clock freeze requested
359 if ( cur_time_override->getLongValue() == 0 ) {
360 fgSetLong( "/sim/time/cur-time-override", t->get_cur_time() );
361 globals->set_warp( 0 );
364 // no clock freeze requested
365 if ( last_clock_freeze == true ) {
366 // clock just unfroze, let's set warp as the difference
367 // between frozen time and current time so we don't get a
368 // time jump (and corresponding sky object and lighting
370 globals->set_warp( cur_time_override->getLongValue() - time(NULL) );
371 fgSetLong( "/sim/time/cur-time-override", 0 );
373 if ( globals->get_warp_delta() != 0 ) {
374 globals->inc_warp( globals->get_warp_delta() );
378 last_clock_freeze = clock_freeze->getBoolValue();
380 t->update( longitude->getDoubleValue() * SGD_DEGREES_TO_RADIANS,
381 latitude->getDoubleValue() * SGD_DEGREES_TO_RADIANS,
382 cur_time_override->getLongValue(),
383 globals->get_warp() );
385 if (globals->get_warp_delta() != 0) {
386 FGLight *l = (FGLight *)(globals->get_subsystem("lighting"));
390 // update magvar model
391 globals->get_mag()->update( longitude->getDoubleValue()
392 * SGD_DEGREES_TO_RADIANS,
393 latitude->getDoubleValue()
394 * SGD_DEGREES_TO_RADIANS,
395 altitude->getDoubleValue() * SG_FEET_TO_METER,
396 globals->get_time_params()->getJD() );
398 // Calculate frame rate average
399 #ifdef FANCY_FRAME_COUNTER
400 /* old fps calculation */
404 for ( i = FG_FRAME_RATE_HISTORY - 2; i >= 0; i-- ) {
405 tmp = general.get_frame(i);
407 // printf("frame[%d] = %.2f\n", i, g->frames[i]);
408 general.set_frame(i+1,tmp);
410 tmp = 1000000.0 / (float)elapsed;
411 general.set_frame(0,tmp);
412 // printf("frame[0] = %.2f\n", general.frames[0]);
414 general.set_frame_rate(accum / (float)FG_FRAME_RATE_HISTORY);
415 // printf("ave = %.2f\n", general.frame_rate);
418 if ( (t->get_cur_time() != last_time) && (last_time > 0) ) {
419 general.set_frame_rate( frames );
420 fgSetInt("/sim/frame-rate", frames);
421 SG_LOG( SG_ALL, SG_DEBUG,
422 "--> Frame rate is = " << general.get_frame_rate() );
425 last_time = t->get_cur_time();
429 // Update any multiplayer's network queues, the AIMultiplayer
430 // implementation is an AI model and depends on that
431 globals->get_multiplayer_mgr()->Update();
434 if (fgGetBool("/sim/atc/enabled"))
435 globals->get_ATC_mgr()->update(delta_time_sec);
437 // Run the AI subsystem
438 // FIXME: run that also if we have multiplaying enabled since the
439 // multiplayer information is interpreted by an AI model
440 if (fgGetBool("/sim/ai-traffic/enabled"))
441 globals->get_AI_mgr()->update(delta_time_sec);
444 if (0 < global_multi_loop) {
445 // first run the flight model each frame until it is initialized
446 // then continue running each frame only after initial scenery
448 fgUpdateTimeDepCalcs();
450 SG_LOG( SG_ALL, SG_DEBUG,
451 "Elapsed time is zero ... we're zinging" );
454 // Run audio scheduler
455 #ifdef ENABLE_AUDIO_SUPPORT
456 if ( globals->get_soundmgr()->is_working() ) {
457 globals->get_soundmgr()->update( delta_time_sec );
461 globals->get_subsystem_mgr()->update(delta_time_sec);
464 // Tile Manager updates - see if we need to load any new scenery tiles.
465 // this code ties together the fdm, viewer and scenery classes...
466 // we may want to move this to its own class at some point
468 double visibility_meters = fgGetDouble("/environment/visibility-m");
469 FGViewer *current_view = globals->get_current_view();
471 globals->get_tile_mgr()->prep_ssg_nodes( visibility_meters );
472 // update tile manager for view...
473 SGVec3d viewPos = globals->get_current_view()->get_view_pos();
474 SGGeod geodViewPos = SGGeod::fromCart(viewPos);
475 globals->get_tile_mgr()->update(geodViewPos, visibility_meters);
477 // run Nasal's settimer() loops right before the view manager
478 globals->get_event_mgr()->update(delta_time_sec);
480 // pick up model coordidnates that Nasal code may have set relative to the
482 globals->get_model_mgr()->update(delta_time_sec);
484 // update the view angle as late as possible, but before sound calculations
485 globals->get_viewmgr()->update(delta_time_sec);
487 // Do any I/O channel work that might need to be done (must come after viewmgr)
488 globals->get_io()->update(real_delta_time_sec);
490 #ifdef ENABLE_AUDIO_SUPPORT
491 // Right now we make a simplifying assumption that the primary
492 // aircraft is the source of all sounds and that all sounds are
493 // positioned in the aircraft base
495 static sgdVec3 last_listener_pos = {0, 0, 0};
496 static sgdVec3 last_model_pos = {0, 0, 0};
498 // get the orientation
499 const SGQuatd view_or = current_view->getViewOrientation();
500 SGQuatd surf_or = SGQuatd::fromLonLat(current_view->getPosition());
501 SGQuatd model_or = SGQuatd::fromYawPitchRollDeg(
502 globals->get_aircraft_model()->get3DModel()->getHeadingDeg(),
503 globals->get_aircraft_model()->get3DModel()->getPitchDeg(),
504 globals->get_aircraft_model()->get3DModel()->getRollDeg());
506 // get the up and at vector in the aircraft base
507 // (ok, the up vector is a down vector, but the coordinates
508 // are finally calculated in a left hand system and openal
509 // lives in a right hand system. Therefore we need to pass
510 // the down vector to get correct stereo sound.)
511 SGVec3d sgv_up = model_or.rotateBack(
512 surf_or.rotateBack(view_or.rotate(SGVec3d(0, 1, 0))));
514 sgSetVec3(up, sgv_up[0], sgv_up[1], sgv_up[2]);
515 SGVec3d sgv_at = model_or.rotateBack(
516 surf_or.rotateBack(view_or.rotate(SGVec3d(0, 0, 1))));
518 sgSetVec3(at, sgv_at[0], sgv_at[1], sgv_at[2]);
520 // get the location data for the primary FDM (now hardcoded to ac model)...
521 SGGeod geodPos = globals->get_aircraft_model()->get3DModel()->getPosition();
522 SGVec3d model_pos = SGVec3d::fromGeod(geodPos);
524 // Calculate speed of listener and model. This code assumes the
525 // listener is either tracking the model at the same speed or
528 sgVec3 listener_vel, model_vel;
531 sgdVec3 sgdv3_null = {0, 0, 0};
533 // the aircraft velocity as reported by the fdm (this will not
534 // vary or be affected by frame rates or timing jitter.)
536 sgSetVec3( fdm_vel_vec,
537 vn_fps->getDoubleValue() * SG_FEET_TO_METER,
538 ve_fps->getDoubleValue() * SG_FEET_TO_METER,
539 vd_fps->getDoubleValue() * SG_FEET_TO_METER );
540 double fdm_vel = sgLengthVec3(fdm_vel_vec);
542 // compute the aircraft velocity vector and scale it to the length
543 // of the fdm velocity vector. This gives us a vector in the
544 // proper coordinate system, but also with the proper time
545 // invariant magnitude.
546 sgdSubVec3( sgdv3_help,
547 last_model_pos, model_pos.sg());
548 sgdAddVec3( last_model_pos, sgdv3_null, model_pos.sg());
549 SGV3d_help = model_or.rotateBack(
550 surf_or.rotateBack(SGVec3d(sgdv3_help[0],
551 sgdv3_help[1], sgdv3_help[2])));
552 sgSetVec3( model_vel, SGV3d_help[0], SGV3d_help[1], SGV3d_help[2]);
554 float vel = sgLengthVec3(model_vel);
555 if ( fabs(vel) > 0.0001 ) {
556 if ( fabs(fdm_vel / vel) > 0.0001 ) {
557 sgScaleVec3( model_vel, fdm_vel / vel );
561 // check for moving or stationary listener (view position)
562 sgdSubVec3( sgdv3_help,
563 last_listener_pos, current_view->get_view_pos().sg());
564 sgdAddVec3( last_listener_pos,
565 sgdv3_null, current_view->get_view_pos().sg());
567 if ( sgdLengthVec3(sgdv3_help) > 0.2 ) {
568 sgCopyVec3( listener_vel, model_vel );
570 sgSetVec3( listener_vel, 0.0, 0.0, 0.0 );
573 globals->get_soundmgr()->set_listener_vel( listener_vel );
575 // set positional offset for sources
576 sgdVec3 dsource_pos_offset;
577 sgdSubVec3( dsource_pos_offset,
578 current_view->get_view_pos().sg(),
580 SGVec3d sgv_dsource_pos_offset = model_or.rotateBack(
581 surf_or.rotateBack(SGVec3d(dsource_pos_offset[0],
582 dsource_pos_offset[1], dsource_pos_offset[2])));
584 sgVec3 source_pos_offset;
585 sgSetVec3(source_pos_offset, sgv_dsource_pos_offset[0],
586 sgv_dsource_pos_offset[1], sgv_dsource_pos_offset[2]);
588 globals->get_soundmgr()->set_source_pos_all( source_pos_offset );
591 for (int i = 0; i < 3; i++) {
592 orient[i] = sgv_at[i];
593 orient[i + 3] = sgv_up[i];
595 globals->get_soundmgr()->set_listener_orientation( orient );
598 // all sources are defined to be in the model
599 globals->get_soundmgr()->set_source_vel_all( model_vel );
601 // The listener is always positioned at the origin.
603 sgSetVec3( listener_pos, 0.0, 0.0, 0.0 );
604 globals->get_soundmgr()->set_listener_pos( listener_pos );
607 // END Tile Manager udpates
609 if (!scenery_loaded && globals->get_tile_mgr()->isSceneryLoaded()
610 && cur_fdm_state->get_inited()) {
611 fgSetBool("sim/sceneryloaded",true);
612 fgSetFloat("/sim/sound/volume", init_volume);
613 globals->get_soundmgr()->set_volume(init_volume);
618 SG_LOG( SG_ALL, SG_DEBUG, "" );
621 // Operation for querying OpenGL parameters. This must be done in a
622 // valid OpenGL context, potentially in another thread.
625 struct GeneralInitOperation : public GraphicsContextOperation
627 GeneralInitOperation()
628 : GraphicsContextOperation(std::string("General init"))
631 void run(osg::GraphicsContext* gc)
633 general.set_glVendor( (char *)glGetString ( GL_VENDOR ) );
634 general.set_glRenderer( (char *)glGetString ( GL_RENDERER ) );
635 general.set_glVersion( (char *)glGetString ( GL_VERSION ) );
636 SG_LOG( SG_GENERAL, SG_INFO, general.get_glRenderer() );
639 glGetIntegerv( GL_MAX_TEXTURE_SIZE, &tmp );
640 general.set_glMaxTexSize( tmp );
641 SG_LOG ( SG_GENERAL, SG_INFO, "Max texture size = " << tmp );
643 glGetIntegerv( GL_DEPTH_BITS, &tmp );
644 general.set_glDepthBits( tmp );
645 SG_LOG ( SG_GENERAL, SG_INFO, "Depth buffer bits = " << tmp );
650 // This is the top level master main function that is registered as
653 // The first few passes take care of initialization things (a couple
654 // per pass) and once everything has been initialized fgMainLoop from
657 static void fgIdleFunction ( void ) {
658 static osg::ref_ptr<GeneralInitOperation> genOp;
659 if ( idle_state == 0 ) {
661 // Pick some window on which to do queries.
662 // XXX Perhaps all this graphics initialization code should be
663 // moved to renderer.cxx?
664 genOp = new GeneralInitOperation;
665 osg::Camera* guiCamera = getGUICamera(CameraGroup::getDefault());
666 WindowSystemAdapter* wsa = WindowSystemAdapter::getWSA();
667 osg::GraphicsContext* gc = 0;
669 gc = guiCamera->getGraphicsContext();
671 gc->add(genOp.get());
673 wsa->windows[0]->gc->add(genOp.get());
676 } else if ( idle_state == 1 ) {
678 if (!genOp->isFinished())
682 if (!guiFinishInit())
685 fgSplashProgress("reading aircraft list");
688 } else if ( idle_state == 2 ) {
690 // Read the list of available aircraft
692 fgSplashProgress("reading airport & navigation data");
695 } else if ( idle_state == 3 ) {
698 fgSplashProgress("setting up scenery");
701 } else if ( idle_state == 4 ) {
703 // based on the requested presets, calculate the true starting
706 fgInitTowerLocationListener();
708 SGTime *t = fgInitTime();
709 globals->set_time_params( t );
711 // Do some quick general initializations
712 if( !fgInitGeneral()) {
713 SG_LOG( SG_GENERAL, SG_ALERT,
714 "General initialization failed ..." );
718 ////////////////////////////////////////////////////////////////////
719 // Initialize the property-based built-in commands
720 ////////////////////////////////////////////////////////////////////
724 ////////////////////////////////////////////////////////////////////
725 // Initialize the material manager
726 ////////////////////////////////////////////////////////////////////
727 globals->set_matlib( new SGMaterialLib );
728 simgear::SGModelLib::init(globals->get_fg_root());
731 ////////////////////////////////////////////////////////////////////
732 // Initialize the TG scenery subsystem.
733 ////////////////////////////////////////////////////////////////////
734 globals->set_scenery( new FGScenery );
735 globals->get_scenery()->init();
736 globals->get_scenery()->bind();
737 globals->set_tile_mgr( new FGTileMgr );
740 ////////////////////////////////////////////////////////////////////
741 // Initialize the general model subsystem.
742 ////////////////////////////////////////////////////////////////////
743 globals->set_model_mgr(new FGModelMgr);
744 globals->get_model_mgr()->init();
745 globals->get_model_mgr()->bind();
746 fgSplashProgress("loading aircraft");
749 } else if ( idle_state == 5 ) {
751 ////////////////////////////////////////////////////////////////////
752 // Initialize the 3D aircraft model subsystem (has a dependency on
753 // the scenery subsystem.)
754 ////////////////////////////////////////////////////////////////////
755 globals->set_aircraft_model(new FGAircraftModel);
756 globals->get_aircraft_model()->init();
757 globals->get_aircraft_model()->bind();
759 ////////////////////////////////////////////////////////////////////
760 // Initialize the view manager subsystem.
761 ////////////////////////////////////////////////////////////////////
762 FGViewMgr *viewmgr = new FGViewMgr;
763 globals->set_viewmgr( viewmgr );
766 fgSplashProgress("generating sky elements");
769 } else if ( idle_state == 6 ) {
771 // Initialize the sky
772 SGPath ephem_data_path( globals->get_fg_root() );
773 ephem_data_path.append( "Astro" );
774 SGEphemeris *ephem = new SGEphemeris( ephem_data_path.c_str() );
775 ephem->update( globals->get_time_params()->getMjd(),
776 globals->get_time_params()->getLst(),
778 globals->set_ephem( ephem );
780 // TODO: move to environment mgr
782 SGPath texture_path(globals->get_fg_root());
783 texture_path.append("Textures");
784 texture_path.append("Sky");
785 for (int i = 0; i < FGEnvironmentMgr::MAX_CLOUD_LAYERS; i++) {
786 SGCloudLayer * layer = new SGCloudLayer(texture_path.str());
787 thesky->add_cloud_layer(layer);
790 SGPath sky_tex_path( globals->get_fg_root() );
791 sky_tex_path.append( "Textures" );
792 sky_tex_path.append( "Sky" );
793 thesky->texture_path( sky_tex_path.str() );
795 // The sun and moon diameters are scaled down numbers of the
796 // actual diameters. This was needed to fit both the sun and the
797 // moon within the distance to the far clip plane.
798 // Moon diameter: 3,476 kilometers
799 // Sun diameter: 1,390,000 kilometers
800 thesky->build( 80000.0, 80000.0,
802 *globals->get_ephem(),
803 fgGetNode("/environment", true));
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);
823 fgSetDouble("/instrumentation/heading-indicator-fg/offset-deg", -var);
826 // airport = new ssgBranch;
827 // airport->setName( "Airport Lighting" );
828 // lighting->addKid( airport );
830 // build our custom render states
831 fgSplashProgress("initializing subsystems");
834 } else if ( idle_state == 7 ) {
836 // Initialize audio support
837 #ifdef ENABLE_AUDIO_SUPPORT
839 // Start the intro music
840 if ( fgGetBool("/sim/startup/intro-music") ) {
841 SGPath mp3file( globals->get_fg_root() );
842 mp3file.append( "Sounds/intro.mp3" );
844 SG_LOG( SG_GENERAL, SG_INFO,
845 "Starting intro music: " << mp3file.str() );
847 #if defined( __CYGWIN__ )
848 string command = "start /m `cygpath -w " + mp3file.str() + "`";
849 #elif defined( WIN32 )
850 string command = "start /m " + mp3file.str();
852 string command = "mpg123 " + mp3file.str() + "> /dev/null 2>&1";
855 system ( command.c_str() );
858 // This is the top level init routine which calls all the
859 // other subsystem initialization routines. If you are adding
860 // a subsystem to flightgear, its initialization call should be
861 // located in this routine.
862 if( !fgInitSubsystems()) {
863 SG_LOG( SG_GENERAL, SG_ALERT,
864 "Subsystem initialization failed ..." );
867 fgSplashProgress("setting up time & renderer");
870 } else if ( idle_state == 8 ) {
872 // Initialize the time offset (warp) after fgInitSubsystem
873 // (which initializes the lighting interpolation tables.)
876 // setup OpenGL view parameters
877 globals->get_renderer()->init();
879 SG_LOG( SG_GENERAL, SG_INFO, "Panel visible = " << fgPanelVisible() );
880 globals->get_renderer()->resize( fgGetInt("/sim/startup/xsize"),
881 fgGetInt("/sim/startup/ysize") );
883 fgSplashProgress("loading scenery objects");
887 if ( idle_state == 1000 ) {
888 // We've finished all our initialization steps, from now on we
889 // run the main loop.
890 fgSetBool("sim/sceneryloaded", false);
891 fgRegisterIdleHandler( fgMainLoop );
896 static void upper_case_property(const char *name)
898 using namespace simgear;
899 SGPropertyNode *p = fgGetNode(name, false);
901 p = fgGetNode(name, true);
902 p->setStringValue("");
904 props::Type t = p->getType();
905 if (t == props::NONE || t == props::UNSPECIFIED)
906 p->setStringValue("");
908 assert(t == props::STRING);
910 p->addChangeListener(new FGMakeUpperCase);
914 // Main top level initialization
915 bool fgMainInit( int argc, char **argv ) {
917 // set default log levels
918 sglog().setLogLevels( SG_ALL, SG_ALERT );
921 #ifdef FLIGHTGEAR_VERSION
922 version = FLIGHTGEAR_VERSION;
924 version = "unknown version";
926 SG_LOG( SG_GENERAL, SG_INFO, "FlightGear: Version "
928 SG_LOG( SG_GENERAL, SG_INFO, "Built with " << SG_COMPILER_STR << endl );
930 // Allocate global data structures. This needs to happen before
931 // we parse command line options
933 globals = new FGGlobals;
935 // seed the random number generator
938 FGControls *controls = new FGControls;
939 globals->set_controls( controls );
941 string_list *col = new string_list;
942 globals->set_channel_options_list( col );
944 fgValidatePath("", false); // initialize static variables
945 upper_case_property("/sim/presets/airport-id");
946 upper_case_property("/sim/presets/runway");
947 upper_case_property("/sim/tower/airport-id");
948 upper_case_property("/autopilot/route-manager/input");
950 // Scan the config file(s) and command line options to see if
951 // fg_root was specified (ignore all other options for now)
952 fgInitFGRoot(argc, argv);
954 // Check for the correct base package version
955 static char required_version[] = "1.9.0";
956 string base_version = fgBasePackageVersion();
957 if ( !(base_version == required_version) ) {
958 // tell the operator how to use this application
960 SG_LOG( SG_GENERAL, SG_ALERT, "" ); // To popup the console on windows
961 cerr << endl << "Base package check failed ... " \
962 << "Found version " << base_version << " at: " \
963 << globals->get_fg_root() << endl;
964 cerr << "Please upgrade to version: " << required_version << endl;
966 cerr << "Hit a key to continue..." << endl;
972 // Load the configuration parameters. (Command line options
973 // override config file options. Config file options override
975 if ( !fgInitConfig(argc, argv) ) {
976 SG_LOG( SG_GENERAL, SG_ALERT, "Config option parsing failed ..." );
980 // Initialize the Window/Graphics environment.
981 fgOSInit(&argc, argv);
984 fgRegisterWindowResizeHandler( &FGRenderer::resize );
985 fgRegisterIdleHandler( &fgIdleFunction );
986 fgRegisterDrawHandler( &FGRenderer::update );
988 #ifdef FG_ENABLE_MULTIPASS_CLOUDS
989 bool get_stencil_buffer = true;
991 bool get_stencil_buffer = false;
994 // Initialize plib net interface
995 netInit( &argc, argv );
997 // Clouds3D requires an alpha channel
998 // clouds may require stencil buffer
999 fgOSOpenWindow(get_stencil_buffer);
1001 // Initialize the splash screen right away
1005 // pass control off to the master event handler
1008 // we never actually get here ... but to avoid compiler warnings,