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>
95 #ifndef FG_NEW_WEATHER
96 # include <Weather/weather.hxx>
99 #include "fg_init.hxx"
100 #include "keyboard.hxx"
101 #include "options.hxx"
102 #include "splash.hxx"
104 #include "fg_serial.hxx"
107 // -dw- use custom sioux settings so I can see output window
110 # include <sioux.h> // settings for output window
112 # include <console.h>
116 // This is a record containing a bit of global housekeeping information
119 // Specify our current idle function state. This is used to run all
120 // our initializations out of the glutIdleLoop() so that we can get a
121 // splash screen up and running right away.
122 static int idle_state = 0;
127 // Global structures for the Audio library
128 #ifdef ENABLE_AUDIO_SUPPORT
129 slEnvelope pitch_envelope ( 1, SL_SAMPLE_ONE_SHOT ) ;
130 slEnvelope volume_envelope ( 1, SL_SAMPLE_ONE_SHOT ) ;
131 slScheduler *audio_sched;
132 smMixer *audio_mixer;
139 ssgRoot *scene = NULL;
140 ssgBranch *terrain = NULL;
141 ssgSelector *penguin_sel = NULL;
142 ssgTransform *penguin_pos = NULL;
145 sgMat4 copy_of_ssgOpenGLAxisSwapMatrix =
147 { 1.0f, 0.0f, 0.0f, 0.0f },
148 { 0.0f, 0.0f, -1.0f, 0.0f },
149 { 0.0f, 1.0f, 0.0f, 0.0f },
150 { 0.0f, 0.0f, 0.0f, 1.0f }
153 // The following defines flight gear options. Because glutlib will also
154 // want to parse its own options, those options must not be included here
155 // or they will get parsed by the main program option parser. Hence case
156 // is significant for any option added that might be in conflict with
159 // glutlib parses for:
161 // -direct (invalid in Win32)
165 // -indirect (invalid in Win32)
168 // Note that glutlib depends upon strings while this program's
169 // option parser wants only initial characters followed by numbers
174 // fgInitVisuals() -- Initialize various GL/view parameters
175 static void fgInitVisuals( void ) {
178 l = &cur_light_params;
180 #ifndef GLUT_WRONG_VERSION
181 // Go full screen if requested ...
182 if ( current_options.get_fullscreen() ) {
187 // If enabled, normal vectors specified with glNormal are scaled
188 // to unit length after transformation. See glNormal.
189 // xglEnable( GL_NORMALIZE );
191 xglEnable( GL_LIGHTING );
192 xglEnable( GL_LIGHT0 );
193 xglLightfv( GL_LIGHT0, GL_POSITION, l->sun_vec );
196 sgSetVec3( sunpos, l->sun_vec[0], l->sun_vec[1], l->sun_vec[2] );
197 ssgGetLight( 0 ) -> setPosition( sunpos );
199 // xglFogi (GL_FOG_MODE, GL_LINEAR);
200 xglFogi (GL_FOG_MODE, GL_EXP2);
201 if ( (current_options.get_fog() == 1) ||
202 (current_options.get_shading() == 0) ) {
203 // if fastest fog requested, or if flat shading force fastest
204 xglHint ( GL_FOG_HINT, GL_FASTEST );
205 } else if ( current_options.get_fog() == 2 ) {
206 xglHint ( GL_FOG_HINT, GL_NICEST );
208 if ( current_options.get_wireframe() ) {
210 xglPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
213 // This is the default anyways, but it can't hurt
214 xglFrontFace ( GL_CCW );
217 // xglEnable(GL_POINT_SMOOTH);
218 // xglEnable(GL_LINE_SMOOTH);
219 // xglEnable(GL_POLYGON_SMOOTH);
223 // Update all Visuals (redraws anything graphics related)
224 static void fgRenderFrame( void ) {
225 fgLIGHT *l = &cur_light_params;
226 FGTime *t = FGTime::cur_time_params;
227 FGView *v = ¤t_view;
230 // GLfloat black[4] = { 0.0, 0.0, 0.0, 1.0 };
231 GLfloat white[4] = { 1.0, 1.0, 1.0, 1.0 };
232 GLfloat terrain_color[4] = { 0.54, 0.44, 0.29, 1.0 };
233 // GLfloat mat_shininess[] = { 10.0 };
234 GLbitfield clear_mask;
236 if ( idle_state != 1000 ) {
237 // still initializing, draw the splash screen
238 if ( current_options.get_splash_screen() == 1 ) {
242 // idle_state is now 1000 meaning we've finished all our
243 // initializations and are running the main loop, so this will
244 // now work without seg faulting the system.
246 // printf("Ground = %.2f Altitude = %.2f\n", scenery.cur_elev,
247 // FG_Altitude * FEET_TO_METER);
249 // this is just a temporary hack, to make me understand Pui
250 // timerText -> setLabel (ctime (&t->cur_time));
253 // update view volume parameters
254 v->UpdateViewParams();
256 // set the sun position
257 xglLightfv( GL_LIGHT0, GL_POSITION, l->sun_vec );
260 sgSetVec3( sunpos, l->sun_vec[0], l->sun_vec[1], l->sun_vec[2] );
261 ssgGetLight( 0 ) -> setPosition( sunpos );
263 clear_mask = GL_DEPTH_BUFFER_BIT;
264 if ( current_options.get_wireframe() ) {
265 clear_mask |= GL_COLOR_BUFFER_BIT;
267 if ( current_options.get_panel_status() ) {
268 // we can't clear the screen when the panel is active
269 } else if ( current_options.get_skyblend() ) {
270 if ( current_options.get_textures() ) {
271 // glClearColor(black[0], black[1], black[2], black[3]);
272 glClearColor(l->adj_fog_color[0], l->adj_fog_color[1],
273 l->adj_fog_color[2], l->adj_fog_color[3]);
274 clear_mask |= GL_COLOR_BUFFER_BIT;
277 glClearColor(l->sky_color[0], l->sky_color[1],
278 l->sky_color[2], l->sky_color[3]);
279 clear_mask |= GL_COLOR_BUFFER_BIT;
281 xglClear( clear_mask );
283 // Tell GL we are switching to model view parameters
285 // I really should create a derived ssg node or use a call
286 // back or something so that I can draw the sky within the
287 // ssgCullandDraw() function, but for now I just mimic what
288 // ssg does to set up the model view matrix
289 xglMatrixMode(GL_MODELVIEW);
291 sgMat4 vm_tmp, view_mat;
292 sgTransposeNegateMat4 ( vm_tmp, v->sgVIEW ) ;
293 sgCopyMat4( view_mat, copy_of_ssgOpenGLAxisSwapMatrix ) ;
294 sgPreMultMat4( view_mat, vm_tmp ) ;
295 xglLoadMatrixf( (float *)view_mat );
298 xglDisable( GL_DEPTH_TEST );
299 xglDisable( GL_LIGHTING );
300 xglDisable( GL_CULL_FACE );
301 xglDisable( GL_FOG );
302 xglShadeModel( GL_SMOOTH );
303 if ( current_options.get_skyblend() ) {
307 // setup transformation for drawing astronomical objects
309 // Translate to view position
310 Point3D view_pos = v->get_view_pos();
311 xglTranslatef( view_pos.x(), view_pos.y(), view_pos.z() );
312 // Rotate based on gst (sidereal time)
313 // note: constant should be 15.041085, Curt thought it was 15
314 angle = t->getGst() * 15.041085;
315 // printf("Rotating astro objects by %.2f degrees\n",angle);
316 xglRotatef( angle, 0.0, 0.0, -1.0 );
318 // draw stars and planets
320 xglEnable( GL_CULL_FACE ); // for moon
321 //xglEnable(GL_DEPTH_TEST);
322 SolarSystem::theSolarSystem->draw();
327 if ( current_options.get_shading() ) {
328 xglShadeModel( GL_SMOOTH );
330 xglShadeModel( GL_FLAT );
332 xglEnable( GL_DEPTH_TEST );
333 if ( current_options.get_fog() > 0 ) {
335 xglFogi( GL_FOG_MODE, GL_EXP2 );
336 xglFogfv( GL_FOG_COLOR, l->adj_fog_color );
338 // set lighting parameters
339 xglLightfv( GL_LIGHT0, GL_AMBIENT, l->scene_ambient );
340 xglLightfv( GL_LIGHT0, GL_DIFFUSE, l->scene_diffuse );
341 // xglLightfv(GL_LIGHT0, GL_SPECULAR, white );
343 if ( current_options.get_textures() ) {
344 // texture parameters
345 xglEnable( GL_TEXTURE_2D );
346 xglTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ) ;
347 xglHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST ) ;
348 // set base color (I don't think this is doing anything here)
349 xglMaterialfv (GL_FRONT, GL_AMBIENT, white);
350 xglMaterialfv (GL_FRONT, GL_DIFFUSE, white);
351 // xglMaterialfv (GL_FRONT, GL_SPECULAR, white);
352 // xglMaterialfv (GL_FRONT, GL_SHININESS, mat_shininess);
354 xglDisable( GL_TEXTURE_2D );
355 xglMaterialfv (GL_FRONT, GL_AMBIENT, terrain_color);
356 xglMaterialfv (GL_FRONT, GL_DIFFUSE, terrain_color);
357 // xglMaterialfv (GL_FRONT, GL_AMBIENT, white);
358 // xglMaterialfv (GL_FRONT, GL_DIFFUSE, white);
361 // global_tile_mgr.render();
365 // xglMatrixMode( GL_PROJECTION );
366 // xglLoadIdentity();
367 ssgSetFOV( current_options.get_fov(), 0.0f );
369 double agl = current_aircraft.fdm_state->get_Altitude() * FEET_TO_METER
372 // FG_LOG( FG_ALL, FG_INFO, "visibility is "
373 // << current_weather.get_visibility() );
376 ssgSetNearFar( 10.0f, 100000.0f );
378 ssgSetNearFar( 0.5f, 100000.0f );
383 while ( current_view.follow.size() > 400 ) {
384 current_view.follow.pop_front();
387 if ( current_view.view_mode == FGView::FG_VIEW_FIRST_PERSON ) {
388 // select current view matrix
389 sgCopyMat4( sgVIEW, current_view.sgVIEW );
392 penguin_sel->select(0);
393 } else if ( current_view.view_mode == FGView::FG_VIEW_FOLLOW ) {
394 // select view matrix from front of view matrix queue
395 FGMat4Wrapper tmp = current_view.follow.front();
396 sgCopyMat4( sgVIEW, tmp.m );
398 // enable TuX and set up his position and orientation
399 penguin_sel->select(1);
402 sgMakeTransMat4( sgTRANS,
403 current_view.view_pos.x(),
404 current_view.view_pos.y(),
405 current_view.view_pos.z() );
408 sgSetVec3( ownship_up, 0.0, 0.0, 1.0);
411 sgMakeRotMat4( sgROT, -90.0, ownship_up );
415 sgMultMat4( sgTMP, sgROT, current_view.sgVIEW_ROT );
416 sgMultMat4( sgTUX, sgTMP, sgTRANS );
419 sgSetCoord( &tuxpos, sgTUX );
420 penguin_pos->setTransform( &tuxpos );
423 ssgSetCamera( sgVIEW );
425 // position tile nodes and update range selectors
426 global_tile_mgr.prep_ssg_nodes();
428 // force the default state so ssg can get back on track if
429 // we've changed things elsewhere
430 FGMaterialSlot m_slot;
431 FGMaterialSlot *m_ptr = &m_slot;
432 if ( material_mgr.find( "Default", m_ptr ) );
433 m_ptr->get_state()->force();
435 // draw the ssg scene
436 ssgCullAndDraw( scene );
438 xglDisable( GL_TEXTURE_2D );
439 xglDisable( GL_FOG );
441 // display HUD && Panel
442 xglDisable( GL_CULL_FACE );
445 // We can do translucent menus, so why not. :-)
446 xglEnable ( GL_BLEND ) ;
447 xglBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ) ;
449 xglDisable ( GL_BLEND ) ;
458 // Update internal time dependent calculations (i.e. flight model)
459 void fgUpdateTimeDepCalcs(int multi_loop, int remainder) {
460 FGInterface *f = current_aircraft.fdm_state;
461 fgLIGHT *l = &cur_light_params;
462 FGTime *t = FGTime::cur_time_params;
463 FGView *v = ¤t_view;
466 // update the flight model
467 if ( multi_loop < 0 ) {
468 multi_loop = DEFAULT_MULTILOOP;
471 if ( !t->getPause() ) {
472 // run Autopilot system
475 // printf("updating flight model x %d\n", multi_loop);
476 fgFDMUpdate( current_options.get_flight_model(),
478 multi_loop * current_options.get_speed_up(),
481 fgFDMUpdate( current_options.get_flight_model(),
482 cur_fdm_state, 0, remainder );
485 // update the view angle
486 for ( i = 0; i < multi_loop; i++ ) {
487 if ( fabs(v->get_goal_view_offset() - v->get_view_offset()) < 0.05 ) {
488 v->set_view_offset( v->get_goal_view_offset() );
491 // move v->view_offset towards v->goal_view_offset
492 if ( v->get_goal_view_offset() > v->get_view_offset() ) {
493 if ( v->get_goal_view_offset() - v->get_view_offset() < FG_PI ){
494 v->inc_view_offset( 0.01 );
496 v->inc_view_offset( -0.01 );
499 if ( v->get_view_offset() - v->get_goal_view_offset() < FG_PI ){
500 v->inc_view_offset( -0.01 );
502 v->inc_view_offset( 0.01 );
505 if ( v->get_view_offset() > FG_2PI ) {
506 v->inc_view_offset( -FG_2PI );
507 } else if ( v->get_view_offset() < 0 ) {
508 v->inc_view_offset( FG_2PI );
513 double tmp = -(l->sun_rotation + FG_PI)
514 - (f->get_Psi() - v->get_view_offset() );
515 while ( tmp < 0.0 ) {
518 while ( tmp > FG_2PI ) {
521 /* printf("Psi = %.2f, viewoffset = %.2f sunrot = %.2f rottosun = %.2f\n",
522 FG_Psi * RAD_TO_DEG, v->view_offset * RAD_TO_DEG,
523 -(l->sun_rotation+FG_PI) * RAD_TO_DEG, tmp * RAD_TO_DEG); */
528 void fgInitTimeDepCalcs( void ) {
531 // #ifdef HAVE_SETITIMER
532 // fgTimerInit( 1.0 / DEFAULT_TIMER_HZ, fgUpdateTimeDepCalcs );
533 // #endif HAVE_SETITIMER
536 static const double alt_adjust_ft = 3.758099;
537 static const double alt_adjust_m = alt_adjust_ft * FEET_TO_METER;
539 // What should we do when we have nothing else to do? Let's get ready
540 // for the next move and update the display?
541 static void fgMainLoop( void ) {
544 static long remainder = 0;
545 long elapsed, multi_loop;
546 #ifdef FANCY_FRAME_COUNTER
550 static time_t last_time = 0;
551 static int frames = 0;
552 #endif // FANCY_FRAME_COUNTER
554 f = current_aircraft.fdm_state;
555 t = FGTime::cur_time_params;
557 FG_LOG( FG_ALL, FG_DEBUG, "Running Main Loop");
558 FG_LOG( FG_ALL, FG_DEBUG, "======= ==== ====");
560 #if defined( ENABLE_PLIB_JOYSTICK )
561 // Read joystick and update control settings
562 if ( current_options.get_control_mode() == fgOPTIONS::FG_JOYSTICK ) {
565 #elif defined( ENABLE_GLUT_JOYSTICK )
566 // Glut joystick support works by feeding a joystick handler
567 // function to glut. This is taken care of once in the joystick
568 // init routine and we don't have to worry about it again.
571 #ifndef FG_NEW_WEATHER
572 current_weather.Update();
575 // Fix elevation. I'm just sticking this here for now, it should
576 // probably move eventually
578 /* printf("Before - ground = %.2f runway = %.2f alt = %.2f\n",
580 f->get_Runway_altitude() * FEET_TO_METER,
581 f->get_Altitude() * FEET_TO_METER); */
583 if ( scenery.cur_elev > -9990 ) {
584 if ( f->get_Altitude() * FEET_TO_METER <
585 (scenery.cur_elev + alt_adjust_m - 3.0) ) {
586 // now set aircraft altitude above ground
587 printf("Current Altitude = %.2f < %.2f forcing to %.2f\n",
588 f->get_Altitude() * FEET_TO_METER,
589 scenery.cur_elev + alt_adjust_m - 3.0,
590 scenery.cur_elev + alt_adjust_m );
591 fgFDMForceAltitude( current_options.get_flight_model(),
592 scenery.cur_elev + alt_adjust_m );
594 FG_LOG( FG_ALL, FG_DEBUG,
595 "<*> resetting altitude to "
596 << f->get_Altitude() * FEET_TO_METER << " meters" );
598 fgFDMSetGroundElevation( current_options.get_flight_model(),
599 scenery.cur_elev ); // meters
602 /* printf("Adjustment - ground = %.2f runway = %.2f alt = %.2f\n",
604 f->get_Runway_altitude() * FEET_TO_METER,
605 f->get_Altitude() * FEET_TO_METER); */
610 // Get elapsed time (in usec) for this past frame
611 elapsed = fgGetTimeInterval();
612 FG_LOG( FG_ALL, FG_DEBUG,
613 "Elapsed time interval is = " << elapsed
614 << ", previous remainder is = " << remainder );
616 // Calculate frame rate average
617 #ifdef FANCY_FRAME_COUNTER
618 /* old fps calculation */
622 for ( i = FG_FRAME_RATE_HISTORY - 2; i >= 0; i-- ) {
623 tmp = general.get_frame(i);
625 // printf("frame[%d] = %.2f\n", i, g->frames[i]);
626 general.set_frame(i+1,tmp);
628 tmp = 1000000.0 / (float)elapsed;
629 general.set_frame(0,tmp);
630 // printf("frame[0] = %.2f\n", general.frames[0]);
632 general.set_frame_rate(accum / (float)FG_FRAME_RATE_HISTORY);
633 // printf("ave = %.2f\n", general.frame_rate);
636 if ( (t->get_cur_time() != last_time) && (last_time > 0) ) {
637 general.set_frame_rate( frames );
638 FG_LOG( FG_ALL, FG_DEBUG,
639 "--> Frame rate is = " << general.get_frame_rate() );
642 last_time = t->get_cur_time();
647 if ( ! use_signals ) {
648 // Calculate model iterations needed for next frame
649 elapsed += remainder;
651 multi_loop = (int)(((double)elapsed * 0.000001) * DEFAULT_MODEL_HZ);
652 remainder = elapsed - ((multi_loop*1000000) / DEFAULT_MODEL_HZ);
653 FG_LOG( FG_ALL, FG_DEBUG,
654 "Model iterations needed = " << multi_loop
655 << ", new remainder = " << remainder );
658 if ( multi_loop > 0 ) {
659 fgUpdateTimeDepCalcs(multi_loop, remainder);
661 FG_LOG( FG_ALL, FG_INFO, "Elapsed time is zero ... we're zinging" );
665 #if ! defined( MACOS )
666 // Do any serial port work that might need to be done
670 // see if we need to load any new scenery tiles
671 global_tile_mgr.update();
673 // Process/manage pending events
674 global_events.Process();
676 // Run audio scheduler
677 #ifdef ENABLE_AUDIO_SUPPORT
678 if ( current_options.get_sound() && !audio_sched->not_working() ) {
680 # ifdef MICHAEL_JOHNSON_EXPERIMENTAL_ENGINE_AUDIO
682 // note: all these factors are relative to the sample. our
683 // sample format should really contain a conversion factor so
684 // that we can get prop speed right for arbitrary samples.
685 // Note that for normal-size props, there is a point at which
686 // the prop tips approach the speed of sound; that is a pretty
687 // strong limit to how fast the prop can go.
689 // multiplication factor is prime pitch control; add some log
690 // component for verisimilitude
692 double pitch = log((controls.get_throttle(0) * 14.0) + 1.0);
693 //fprintf(stderr, "pitch1: %f ", pitch);
694 if (controls.get_throttle(0) > 0.0 || f->v_rel_wind > 40.0) {
695 //fprintf(stderr, "rel_wind: %f ", f->v_rel_wind);
696 // only add relative wind and AoA if prop is moving
697 // or we're really flying at idle throttle
698 if (pitch < 5.4) { // this needs tuning
699 // prop tips not breaking sound barrier
700 pitch += log(f->v_rel_wind + 0.8)/2;
702 // prop tips breaking sound barrier
703 pitch += log(f->v_rel_wind + 0.8)/10;
705 //fprintf(stderr, "pitch2: %f ", pitch);
706 //fprintf(stderr, "AoA: %f ", FG_Gamma_vert_rad);
708 // Angle of Attack next... -x^3(e^x) is my best guess Just
709 // need to calculate some reasonable scaling factor and
710 // then clamp it on the positive aoa (neg adj) side
711 double aoa = f->get_Gamma_vert_rad() * 2.2;
713 double aoa_adj = pow(-aoa, tmp) * pow(M_E, aoa);
714 if (aoa_adj < -0.8) aoa_adj = -0.8;
716 //fprintf(stderr, "pitch3: %f ", pitch);
718 // don't run at absurdly slow rates -- not realistic
719 // and sounds bad to boot. :-)
720 if (pitch < 0.8) pitch = 0.8;
722 //fprintf(stderr, "pitch4: %f\n", pitch);
724 double volume = controls.get_throttle(0) * 1.15 + 0.3 +
725 log(f->v_rel_wind + 1.0)/14.0;
726 // fprintf(stderr, "volume: %f\n", volume);
728 pitch_envelope.setStep ( 0, 0.01, pitch );
729 volume_envelope.setStep ( 0, 0.01, volume );
733 double param = controls.get_throttle( 0 ) * 2.0 + 1.0;
734 pitch_envelope.setStep ( 0, 0.01, param );
735 volume_envelope.setStep ( 0, 0.01, param );
737 # endif // experimental throttle patch
739 audio_sched -> update();
746 FG_LOG( FG_ALL, FG_DEBUG, "" );
750 // This is the top level master main function that is registered as
754 // The first few passes take care of initialization things (a couple
755 // per pass) and once everything has been initialized fgMainLoop from
758 static void fgIdleFunction ( void ) {
759 // printf("idle state == %d\n", idle_state);
761 if ( idle_state == 0 ) {
762 // Initialize the splash screen right away
763 if ( current_options.get_splash_screen() ) {
768 } else if ( idle_state == 1 ) {
769 // Start the intro music
771 if ( current_options.get_intro_music() ) {
772 string lockfile = "/tmp/mpg123.running";
773 FGPath mp3file( current_options.get_fg_root() );
774 mp3file.append( "Sounds/intro.mp3" );
776 string command = "(touch " + lockfile + "; mpg123 "
777 + mp3file.str() + "> /dev/null 2>&1; /bin/rm "
779 FG_LOG( FG_GENERAL, FG_INFO,
780 "Starting intro music: " << mp3file.str() );
781 system ( command.c_str() );
786 } else if ( idle_state == 2 ) {
787 // These are a few miscellaneous things that aren't really
788 // "subsystems" but still need to be initialized.
791 if ( strstr ( general.get_glRenderer(), "Glide" ) ) {
792 grTexLodBiasValue ( GR_TMU0, 1.0 ) ;
797 } else if ( idle_state == 3 ) {
798 // This is the top level init routine which calls all the
799 // other subsystem initialization routines. If you are adding
800 // a subsystem to flight gear, its initialization call should
801 // located in this routine.
802 if( !fgInitSubsystems()) {
803 FG_LOG( FG_GENERAL, FG_ALERT,
804 "Subsystem initializations failed ..." );
809 } else if ( idle_state == 4 ) {
810 // setup OpenGL view parameters
814 // init timer routines, signals, etc. Arrange for an alarm
815 // signal to be generated, etc.
816 fgInitTimeDepCalcs();
820 } else if ( idle_state == 5 ) {
823 } else if ( idle_state == 6 ) {
824 // Initialize audio support
825 #ifdef ENABLE_AUDIO_SUPPORT
828 if ( current_options.get_intro_music() ) {
829 // Let's wait for mpg123 to finish
830 string lockfile = "/tmp/mpg123.running";
831 struct stat stat_buf;
833 FG_LOG( FG_GENERAL, FG_INFO,
834 "Waiting for mpg123 player to finish ..." );
835 while ( stat(lockfile.c_str(), &stat_buf) == 0 ) {
836 // file exist, wait ...
838 FG_LOG( FG_GENERAL, FG_INFO, ".");
840 FG_LOG( FG_GENERAL, FG_INFO, "");
844 audio_sched = new slScheduler ( 8000 );
845 audio_mixer = new smMixer;
846 audio_mixer -> setMasterVolume ( 80 ) ; /* 80% of max volume. */
847 audio_sched -> setSafetyMargin ( 1.0 ) ;
849 FGPath slfile( current_options.get_fg_root() );
850 slfile.append( "Sounds/wasp.wav" );
852 s1 = new slSample ( (char *)slfile.c_str() );
853 FG_LOG( FG_GENERAL, FG_INFO,
854 "Rate = " << s1 -> getRate()
855 << " Bps = " << s1 -> getBps()
856 << " Stereo = " << s1 -> getStereo() );
857 audio_sched -> loopSample ( s1 );
859 if ( audio_sched->not_working() ) {
862 pitch_envelope.setStep ( 0, 0.01, 0.6 );
863 volume_envelope.setStep ( 0, 0.01, 0.6 );
865 audio_sched -> addSampleEnvelope( s1, 0, 0,
868 audio_sched -> addSampleEnvelope( s1, 0, 1,
870 SL_VOLUME_ENVELOPE );
873 // strcpy(slfile, path);
874 // strcat(slfile, "thunder.wav");
875 // s2 -> loadFile ( slfile );
876 // s2 -> adjustVolume(0.5);
877 // audio_sched -> playSample ( s2 );
884 if ( idle_state == 1000 ) {
885 // We've finished all our initialization steps, from now on we
886 // run the main loop.
890 if ( current_options.get_splash_screen() == 1 ) {
896 // options.cxx needs to see this for toggle_panel()
897 // Handle new window size or exposure
898 void fgReshape( int width, int height ) {
899 if ( ! current_options.get_panel_status() ) {
900 // current_view.set_win_ratio( (GLfloat) width / (GLfloat) height );
901 // xglViewport(0, 0 , (GLint)(width), (GLint)(height) );
903 // current_view.set_win_ratio( (GLfloat) width /
904 // ((GLfloat) (height)*0.4232) );
905 // xglViewport(0, (GLint)((height)*0.5768), (GLint)(width),
906 // (GLint)((height)*0.4232) );
909 current_view.set_winWidth( width );
910 current_view.set_winHeight( height );
911 current_view.force_update_fov_math();
913 if ( idle_state == 1000 ) {
914 // yes we've finished all our initializations and are running
915 // the main loop, so this will now work without seg faulting
917 current_view.UpdateViewParams();
918 if ( current_options.get_panel_status() ) {
919 FGPanel::OurPanel->ReInit(0, 0, 1024, 768);
925 // Initialize GLUT and define a main window
926 int fgGlutInit( int *argc, char **argv ) {
928 #if !defined( MACOS )
929 // GLUT will extract all glut specific options so later on we only
930 // need wory about our own.
931 xglutInit(argc, argv);
934 // Define Display Parameters
935 xglutInitDisplayMode( GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE );
937 FG_LOG( FG_GENERAL, FG_INFO, "Opening a window: " <<
938 current_options.get_xsize() << "x" << current_options.get_ysize() );
940 // Define initial window size
941 xglutInitWindowSize( current_options.get_xsize(),
942 current_options.get_ysize() );
944 // Initialize windows
945 if ( current_options.get_game_mode() == 0 ) {
946 // Open the regular window
947 xglutCreateWindow("Flight Gear");
948 #ifndef GLUT_WRONG_VERSION
950 // Open the cool new 'game mode' window
951 char game_mode_str[256];
952 sprintf( game_mode_str, "width=%d height=%d bpp=32",
953 current_options.get_xsize(),
954 current_options.get_ysize() );
956 FG_LOG( FG_GENERAL, FG_INFO,
957 "game mode params = " << game_mode_str );
958 glutGameModeString( game_mode_str );
963 // This seems to be the absolute earliest in the init sequence
964 // that these calls will return valid info. Too bad it's after
965 // we've already created and sized out window. :-(
966 general.set_glVendor( (char *)glGetString ( GL_VENDOR ) );
967 general.set_glRenderer( (char *)glGetString ( GL_RENDERER ) );
968 general.set_glVersion( (char *)glGetString ( GL_VERSION ) );
970 FG_LOG ( FG_GENERAL, FG_INFO, general.get_glRenderer() );
973 // try to determine if we should adjust the initial default
974 // display resolution. The options class defaults (is
975 // initialized) to 640x480.
976 string renderer = general.glRenderer;
978 // currently we only know how to deal with Mesa/Glide/Voodoo cards
979 if ( renderer.find( "Glide" ) != string::npos ) {
980 FG_LOG( FG_GENERAL, FG_INFO, "Detected a Glide driver" );
981 if ( renderer.find( "FB/8" ) != string::npos ) {
982 // probably a voodoo-2
983 if ( renderer.find( "TMU/SLI" ) != string::npos ) {
984 // probably two SLI'd Voodoo-2's
985 current_options.set_xsize( 1024 );
986 current_options.set_ysize( 768 );
987 FG_LOG( FG_GENERAL, FG_INFO,
988 "It looks like you have two sli'd voodoo-2's." << endl
989 << "upgrading your win resolution to 1024 x 768" );
990 glutReshapeWindow(1024, 768);
992 // probably a single non-SLI'd Voodoo-2
993 current_options.set_xsize( 800 );
994 current_options.set_ysize( 600 );
995 FG_LOG( FG_GENERAL, FG_INFO,
996 "It looks like you have a voodoo-2." << endl
997 << "upgrading your win resolution to 800 x 600" );
998 glutReshapeWindow(800, 600);
1000 } else if ( renderer.find( "FB/2" ) != string::npos ) {
1001 // probably a voodoo-1, stick with the default
1004 // we have no special knowledge of this card, stick with the default
1012 // Initialize GLUT event handlers
1013 int fgGlutInitEvents( void ) {
1014 // call fgReshape() on window resizes
1015 xglutReshapeFunc( fgReshape );
1017 // call GLUTkey() on keyboard event
1018 xglutKeyboardFunc( GLUTkey );
1019 glutSpecialFunc( GLUTspecialkey );
1021 // call guiMouseFunc() whenever our little rodent is used
1022 glutMouseFunc ( guiMouseFunc );
1023 glutMotionFunc (guiMotionFunc );
1024 glutPassiveMotionFunc (guiMotionFunc );
1026 // call fgMainLoop() whenever there is
1027 // nothing else to do
1028 xglutIdleFunc( fgIdleFunction );
1031 xglutDisplayFunc( fgRenderFrame );
1038 int main( int argc, char **argv ) {
1040 #if defined( MACOS )
1041 argc = ccommand( &argv );
1045 _control87(MCW_EM, MCW_EM); /* defined in float.h */
1048 // set default log levels
1049 fglog().setLogLevels( FG_ALL, FG_INFO );
1051 FG_LOG( FG_GENERAL, FG_INFO, "Flight Gear: Version " << VERSION << endl );
1053 // seed the random number generater
1056 // Load the configuration parameters
1057 if ( !fgInitConfig(argc, argv) ) {
1058 FG_LOG( FG_GENERAL, FG_ALERT, "Config option parsing failed ..." );
1062 // Initialize the Window/Graphics environment.
1063 if( !fgGlutInit(&argc, argv) ) {
1064 FG_LOG( FG_GENERAL, FG_ALERT, "GLUT initialization failed ..." );
1068 // Initialize the various GLUT Event Handlers.
1069 if( !fgGlutInitEvents() ) {
1070 FG_LOG( FG_GENERAL, FG_ALERT,
1071 "GLUT event handler initialization failed ..." );
1075 // Initialize ssg (from plib)
1078 // Initialize the user interface (we need to do this before
1079 // passing off control to glut and before fgInitGeneral to get our
1083 // Do some quick general initializations
1084 if( !fgInitGeneral()) {
1085 FG_LOG( FG_GENERAL, FG_ALERT,
1086 "General initializations failed ..." );
1091 // some ssg test stuff (requires data from the plib source
1092 // distribution) specifically from the ssg tux example
1095 FGPath modelpath( current_options.get_fg_root() );
1096 modelpath.append( "Models" );
1097 modelpath.append( "Geometry" );
1099 FGPath texturepath( current_options.get_fg_root() );
1100 texturepath.append( "Models" );
1101 texturepath.append( "Textures" );
1103 ssgModelPath( (char *)modelpath.c_str() );
1104 ssgTexturePath( (char *)texturepath.c_str() );
1106 scene = new ssgRoot;
1107 terrain = new ssgBranch;
1108 terrain->setName( "Terrain" );
1109 penguin_sel = new ssgSelector;
1110 penguin_pos = new ssgTransform;
1112 ssgEntity *tux_obj = ssgLoadAC( "glider.ac" );
1113 // ssgEntity *tux_obj = ssgLoadAC( "Tower1x.ac" );
1114 penguin_pos->addKid( tux_obj );
1115 penguin_sel->addKid( penguin_pos );
1116 ssgFlatten( tux_obj );
1117 ssgStripify( penguin_sel );
1119 #ifdef FG_NETWORK_OLK
1120 // Do the network intialization
1121 printf("Multipilot mode %s\n", fg_net_init() );
1124 scene->addKid( terrain );
1125 scene->addKid( penguin_sel );
1127 // pass control off to the master GLUT event handler
1130 // we never actually get here ... but to avoid compiler warnings,