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>
40 #include <plib/netSocket.h>
42 #include <simgear/props/props.hxx>
43 #include <simgear/timing/sg_time.hxx>
44 #include <simgear/math/sg_random.h>
46 #include <osgDB/Registry>
49 #include <simgear/ephemeris/ephemeris.hxx>
50 #include <simgear/scene/model/modellib.hxx>
51 #include <simgear/scene/material/matlib.hxx>
52 #include <simgear/scene/model/animation.hxx>
53 #include <simgear/scene/sky/sky.hxx>
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 <Time/fg_timer.hxx>
71 #include <Environment/environment_mgr.hxx>
72 #include <GUI/new_gui.hxx>
73 #include <MultiPlayer/multiplaymgr.hxx>
75 #include "fg_commands.hxx"
77 #include "renderer.hxx"
83 static double real_delta_time_sec = 0.0;
84 double delta_time_sec = 0.0;
85 extern float init_volume;
87 // This is a record containing a bit of global housekeeping information
90 // Specify our current idle function state. This is used to run all
91 // our initializations out of the idle callback so that we can get a
92 // splash screen up and running right away.
94 long global_multi_loop;
96 SGTimeStamp last_time_stamp;
97 SGTimeStamp current_time_stamp;
99 // The atexit() function handler should know when the graphical subsystem
101 extern int _bootstrap_OSInit;
105 // Update internal time dependent calculations (i.e. flight model)
106 // FIXME: this distinction is obsolete; all subsystems now get delta
108 void fgUpdateTimeDepCalcs() {
109 static bool inited = false;
111 static const SGPropertyNode *replay_state
112 = fgGetNode( "/sim/freeze/replay-state", true );
113 static SGPropertyNode *replay_time
114 = fgGetNode( "/sim/replay/time", true );
115 // static const SGPropertyNode *replay_end_time
116 // = fgGetNode( "/sim/replay/end-time", true );
118 //SG_LOG(SG_FLIGHT,SG_INFO, "Updating time dep calcs()");
120 // Initialize the FDM here if it hasn't been and if we have a
121 // scenery elevation hit.
123 // cout << "cur_fdm_state->get_inited() = " << cur_fdm_state->get_inited()
124 // << " cur_elev = " << scenery.get_cur_elev() << endl;
126 if (!cur_fdm_state->get_inited()) {
127 // Check for scenery around the aircraft.
128 double lon = fgGetDouble("/sim/presets/longitude-deg");
129 double lat = fgGetDouble("/sim/presets/latitude-deg");
130 // We require just to have 50 meter scenery availabe around
132 double range = 1000.0;
133 if (globals->get_scenery()->scenery_available(lat, lon, range)) {
134 //SG_LOG(SG_FLIGHT, SG_INFO, "Finally initializing fdm");
135 cur_fdm_state->init();
136 if ( cur_fdm_state->get_bound() ) {
137 cur_fdm_state->unbind();
139 cur_fdm_state->bind();
143 // conceptually, the following block could be done for each fdm
145 if ( cur_fdm_state->get_inited() ) {
146 // we have been inited, and we are good to go ...
148 if ( replay_state->getIntValue() == 0 ) {
149 // replay off, run fdm
150 cur_fdm_state->update( delta_time_sec );
152 FGReplay *r = (FGReplay *)(globals->get_subsystem( "replay" ));
153 r->replay( replay_time->getDoubleValue() );
154 if ( replay_state->getIntValue() == 1 ) {
156 replay_time->setDoubleValue( replay_time->getDoubleValue()
158 * fgGetInt("/sim/speed-up") ) );
159 } else if ( replay_state->getIntValue() == 2 ) {
160 // paused playback (don't advance replay time)
166 fgSetBool("/sim/signals/fdm-initialized", true);
170 // do nothing, fdm isn't inited yet
173 globals->get_model_mgr()->update(delta_time_sec);
174 globals->get_aircraft_model()->update(delta_time_sec);
176 // Update solar system
177 globals->get_ephem()->update( globals->get_time_params()->getMjd(),
178 globals->get_time_params()->getLst(),
179 cur_fdm_state->get_Latitude() );
184 void fgInitTimeDepCalcs( void ) {
189 static const double alt_adjust_ft = 3.758099;
190 static const double alt_adjust_m = alt_adjust_ft * SG_FEET_TO_METER;
193 // What should we do when we have nothing else to do? Let's get ready
194 // for the next move and update the display?
195 static void fgMainLoop( void ) {
196 int model_hz = fgGetInt("/sim/model-hz");
198 static SGConstPropertyNode_ptr longitude
199 = fgGetNode("/position/longitude-deg");
200 static SGConstPropertyNode_ptr latitude
201 = fgGetNode("/position/latitude-deg");
202 static SGConstPropertyNode_ptr altitude
203 = fgGetNode("/position/altitude-ft");
204 static SGConstPropertyNode_ptr clock_freeze
205 = fgGetNode("/sim/freeze/clock", true);
206 static SGConstPropertyNode_ptr cur_time_override
207 = fgGetNode("/sim/time/cur-time-override", true);
208 static SGConstPropertyNode_ptr max_simtime_per_frame
209 = fgGetNode("/sim/max-simtime-per-frame", true);
210 static SGPropertyNode_ptr frame_signal
211 = fgGetNode("/sim/signals/frame", true);
213 frame_signal->fireValueChanged();
214 SGCloudLayer::enable_bump_mapping = fgGetBool("/sim/rendering/bump-mapping");
216 bool scenery_loaded = fgGetBool("sim/sceneryloaded");
217 bool wait_for_scenery = !(scenery_loaded || fgGetBool("sim/sceneryloaded-override"));
219 // Update the elapsed time.
220 static bool first_time = true;
222 last_time_stamp.stamp();
226 double throttle_hz = fgGetDouble("/sim/frame-rate-throttle-hz", 0.0);
227 if ( throttle_hz > 0.0 && !wait_for_scenery ) {
228 // optionally throttle the frame rate (to get consistent frame
229 // rates or reduce cpu usage.
231 double frame_us = 1000000.0 / throttle_hz;
233 #define FG_SLEEP_BASED_TIMING 1
234 #if defined(FG_SLEEP_BASED_TIMING)
235 // sleep based timing loop.
237 // Calling sleep, even usleep() on linux is less accurate than
238 // we like, but it does free up the cpu for other tasks during
239 // the sleep so it is desirable. Because of the way sleep()
240 // is implemented in consumer operating systems like windows
241 // and linux, you almost always sleep a little longer than the
244 // To combat the problem of sleeping too long, we calculate the
245 // desired wait time and shorten it by 2000us (2ms) to avoid
246 // [hopefully] over-sleep'ing. The 2ms value was arrived at
247 // via experimentation. We follow this up at the end with a
248 // simple busy-wait loop to get the final pause timing exactly
251 // Assuming we don't oversleep by more than 2000us, this
252 // should be a reasonable compromise between sleep based
253 // waiting, and busy waiting.
255 // sleep() will always overshoot by a bit so undersleep by
256 // 2000us in the hopes of never oversleeping.
258 if ( frame_us < 0.0 ) {
261 current_time_stamp.stamp();
263 double elapsed_us = current_time_stamp - last_time_stamp;
264 if ( elapsed_us < frame_us ) {
265 double requested_us = frame_us - elapsed_us;
266 ulMilliSecondSleep ( (int)(requested_us / 1000.0) ) ;
270 // busy wait timing loop.
272 // This yields the most accurate timing. If the previous
273 // ulMilliSecondSleep() call is omitted this will peg the cpu
274 // (which is just fine if FG is the only app you care about.)
275 current_time_stamp.stamp();
276 while ( current_time_stamp - last_time_stamp < frame_us ) {
277 current_time_stamp.stamp();
280 // run as fast as the app will go
281 current_time_stamp.stamp();
285 = double(current_time_stamp - last_time_stamp) / 1000000.0;
287 // Limit the time we need to spend in simulation loops
288 // That means, if the /sim/max-simtime-per-frame value is strictly positive
289 // you can limit the maximum amount of time you will do simulations for
290 // one frame to display. The cpu time spent in simulations code is roughly
291 // at least O(real_delta_time_sec). If this is (due to running debug
292 // builds or valgrind or something different blowing up execution times)
293 // larger than the real time you will no longer get any response
294 // from flightgear. This limits that effect. Just set to property from
295 // your .fgfsrc or commandline ...
296 double dtMax = max_simtime_per_frame->getDoubleValue();
297 if (0 < dtMax && dtMax < real_delta_time_sec)
298 real_delta_time_sec = dtMax;
300 // round the real time down to a multiple of 1/model-hz.
301 // this way all systems are updated the _same_ amount of dt.
303 static double rem = 0.0;
304 real_delta_time_sec += rem;
305 double hz = model_hz;
306 double nit = floor(real_delta_time_sec*hz);
307 rem = real_delta_time_sec - nit/hz;
308 real_delta_time_sec = nit/hz;
312 if (clock_freeze->getBoolValue() || wait_for_scenery) {
315 delta_time_sec = real_delta_time_sec;
317 last_time_stamp = current_time_stamp;
318 globals->inc_sim_time_sec( delta_time_sec );
320 // These are useful, especially for Nasal scripts.
321 fgSetDouble("/sim/time/delta-realtime-sec", real_delta_time_sec);
322 fgSetDouble("/sim/time/delta-sec", delta_time_sec);
324 static long remainder = 0;
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 // Get elapsed time (in usec) for this past frame
399 elapsed = fgGetTimeInterval();
400 SG_LOG( SG_ALL, SG_DEBUG,
401 "Elapsed time interval is = " << elapsed
402 << ", previous remainder is = " << remainder );
404 // Calculate frame rate average
405 #ifdef FANCY_FRAME_COUNTER
406 /* old fps calculation */
410 for ( i = FG_FRAME_RATE_HISTORY - 2; i >= 0; i-- ) {
411 tmp = general.get_frame(i);
413 // printf("frame[%d] = %.2f\n", i, g->frames[i]);
414 general.set_frame(i+1,tmp);
416 tmp = 1000000.0 / (float)elapsed;
417 general.set_frame(0,tmp);
418 // printf("frame[0] = %.2f\n", general.frames[0]);
420 general.set_frame_rate(accum / (float)FG_FRAME_RATE_HISTORY);
421 // printf("ave = %.2f\n", general.frame_rate);
424 if ( (t->get_cur_time() != last_time) && (last_time > 0) ) {
425 general.set_frame_rate( frames );
426 fgSetInt("/sim/frame-rate", frames);
427 SG_LOG( SG_ALL, SG_DEBUG,
428 "--> Frame rate is = " << general.get_frame_rate() );
431 last_time = t->get_cur_time();
435 // Update any multiplayer's network queues, the AIMultiplayer
436 // implementation is an AI model and depends on that
437 globals->get_multiplayer_mgr()->Update();
440 if (fgGetBool("/sim/atc/enabled"))
441 globals->get_ATC_mgr()->update(delta_time_sec);
443 // Run the AI subsystem
444 // FIXME: run that also if we have multiplaying enabled since the
445 // multiplayer information is interpreted by an AI model
446 if (fgGetBool("/sim/ai-traffic/enabled"))
447 globals->get_AI_mgr()->update(delta_time_sec);
451 // Calculate model iterations needed for next frame
452 elapsed += remainder;
454 global_multi_loop = (long)(((double)elapsed * 0.000001) * model_hz );
455 remainder = elapsed - ( (global_multi_loop*1000000) / model_hz );
456 SG_LOG( SG_ALL, SG_DEBUG,
457 "Model iterations needed = " << global_multi_loop
458 << ", new remainder = " << remainder );
460 // chop max iterations to something reasonable if the sim was
461 // delayed for an excessive amount of time
462 if ( global_multi_loop > 2.0 * model_hz ) {
463 global_multi_loop = (int)(2.0 * model_hz );
468 if ( global_multi_loop > 0) {
469 // first run the flight model each frame until it is initialized
470 // then continue running each frame only after initial scenery load is complete.
471 fgUpdateTimeDepCalcs();
473 SG_LOG( SG_ALL, SG_DEBUG,
474 "Elapsed time is zero ... we're zinging" );
477 // Run audio scheduler
478 #ifdef ENABLE_AUDIO_SUPPORT
479 if ( globals->get_soundmgr()->is_working() ) {
480 globals->get_soundmgr()->update( delta_time_sec );
484 globals->get_subsystem_mgr()->update(delta_time_sec);
487 // Tile Manager updates - see if we need to load any new scenery tiles.
488 // this code ties together the fdm, viewer and scenery classes...
489 // we may want to move this to its own class at some point
491 double visibility_meters = fgGetDouble("/environment/visibility-m");
492 FGViewer *current_view = globals->get_current_view();
494 globals->get_tile_mgr()->prep_ssg_nodes( visibility_meters );
495 // update tile manager for view...
496 SGLocation *view_location = globals->get_current_view()->getSGLocation();
497 globals->get_tile_mgr()->update( view_location, visibility_meters );
499 double lon = view_location->getLongitude_deg();
500 double lat = view_location->getLatitude_deg();
501 double alt = view_location->getAltitudeASL_ft() * SG_FEET_TO_METER;
503 // check if we can reuse the groundcache for that purpose.
506 bool valid = cur_fdm_state->is_valid_m(&ref_time, pt.sg(), &r);
507 SGVec3d viewpos(globals->get_current_view()->get_view_pos());
508 if (valid && distSqr(viewpos, pt) < r*r) {
509 // Reuse the cache ...
511 = cur_fdm_state->get_groundlevel_m(lat*SGD_DEGREES_TO_RADIANS,
512 lon*SGD_DEGREES_TO_RADIANS,
514 view_location->set_cur_elev_m( lev );
516 // Do full intersection test.
518 if (globals->get_scenery()->get_elevation_m(lat, lon, alt+2, lev, 0))
519 view_location->set_cur_elev_m( lev );
521 view_location->set_cur_elev_m( -9999.0 );
525 // run Nasal's settimer() loops right before the view manager
526 globals->get_event_mgr()->update(delta_time_sec);
528 // update the view angle as late as possible, but before sound calculations
529 globals->get_viewmgr()->update(delta_time_sec);
531 // Do any I/O channel work that might need to be done (must come after viewmgr)
532 globals->get_io()->update(real_delta_time_sec);
534 #ifdef ENABLE_AUDIO_SUPPORT
535 // Right now we make a simplifying assumption that the primary
536 // aircraft is the source of all sounds and that all sounds are
537 // positioned in the aircraft base
539 static sgdVec3 last_visitor_pos = {0, 0, 0};
540 static sgdVec3 last_model_pos = {0, 0, 0};
542 // get the orientation
543 const SGQuatd view_or = current_view->getViewOrientation();
544 SGQuatd surf_or = SGQuatd::fromLonLatDeg(
545 current_view->getLongitude_deg(), current_view->getLatitude_deg());
546 SGQuatd model_or = SGQuatd::fromYawPitchRollDeg(
547 globals->get_aircraft_model()->get3DModel()->getHeadingDeg(),
548 globals->get_aircraft_model()->get3DModel()->getPitchDeg(),
549 globals->get_aircraft_model()->get3DModel()->getRollDeg());
551 // get the up and at vector in the aircraft base
552 // (ok, the up vector is a down vector, but the coordinates
553 // are finally calculated in a left hand system and openal
554 // lives in a right hand system. Therefore we need to pass
555 // the down vector to get correct stereo sound.)
556 SGVec3d sgv_up = model_or.rotateBack(
557 surf_or.rotateBack(view_or.rotate(SGVec3d(0, 1, 0))));
559 sgSetVec3(up, sgv_up[0], sgv_up[1], sgv_up[2]);
560 SGVec3d sgv_at = model_or.rotateBack(
561 surf_or.rotateBack(view_or.rotate(SGVec3d(0, 0, 1))));
563 sgSetVec3(at, sgv_at[0], sgv_at[1], sgv_at[2]);
565 // get the location data for the primary FDM (now hardcoded to ac model)...
566 SGLocation *acmodel_loc = NULL;
567 acmodel_loc = (SGLocation *)globals->
568 get_aircraft_model()->get3DModel()->getSGLocation();
570 // calculate speed of visitor and model
571 sgVec3 listener_vel, model_vel;
574 sgdVec3 sgdv3_null = {0, 0, 0};
576 sgdSubVec3( sgdv3_help,
577 last_visitor_pos, (double *)¤t_view->get_view_pos());
578 sgdAddVec3( last_visitor_pos, sgdv3_null, (double *)¤t_view->get_view_pos());
579 SGV3d_help = model_or.rotateBack(
580 surf_or.rotateBack(SGVec3d(sgdv3_help[0],
581 sgdv3_help[1], sgdv3_help[2])));
582 sgSetVec3( listener_vel, SGV3d_help[0], SGV3d_help[1], SGV3d_help[2]);
584 sgdSubVec3( sgdv3_help,
585 last_model_pos, acmodel_loc->get_absolute_view_pos());
586 sgdAddVec3( last_model_pos, sgdv3_null, acmodel_loc->get_absolute_view_pos());
587 SGV3d_help = model_or.rotateBack(
588 surf_or.rotateBack(SGVec3d(sgdv3_help[0],
589 sgdv3_help[1], sgdv3_help[2])));
590 sgSetVec3( model_vel, SGV3d_help[0], SGV3d_help[1], SGV3d_help[2]);
592 if (delta_time_sec > 0) {
593 sgScaleVec3( model_vel, 1 / delta_time_sec );
594 sgScaleVec3( listener_vel, 1 / delta_time_sec );
597 // checking, if the listener pos has moved suddenly
598 if (sgLengthVec3(listener_vel) > 1000)
600 // check if the relative speed model vs listener has moved suddenly, too
602 sgSubVec3(delta_vel, listener_vel, model_vel );
603 if (sgLengthVec3(delta_vel) > 1000)
604 sgSetVec3(listener_vel, model_vel[0], model_vel[1], model_vel[2] ); // a sane value
606 globals->get_soundmgr()->set_listener_vel( listener_vel );
609 globals->get_soundmgr()->set_listener_vel( listener_vel );
611 // set positional offset for sources
612 sgdVec3 dsource_pos_offset;
613 sgdSubVec3( dsource_pos_offset,
614 (double*) ¤t_view->get_view_pos(),
615 acmodel_loc->get_absolute_view_pos() );
616 SGVec3d sgv_dsource_pos_offset = model_or.rotateBack(
617 surf_or.rotateBack(SGVec3d(dsource_pos_offset[0],
618 dsource_pos_offset[1], dsource_pos_offset[2])));
620 sgVec3 source_pos_offset;
621 sgSetVec3(source_pos_offset, sgv_dsource_pos_offset[0],
622 sgv_dsource_pos_offset[1], sgv_dsource_pos_offset[2]);
624 globals->get_soundmgr()->set_source_pos_all( source_pos_offset );
627 for (int i = 0; i < 3; i++) {
628 orient[i] = sgv_at[i];
629 orient[i + 3] = sgv_up[i];
631 globals->get_soundmgr()->set_listener_orientation( orient );
634 // all sources are defined to be in the model
635 globals->get_soundmgr()->set_source_vel_all( model_vel );
637 // The listener is always positioned at the origin.
639 sgSetVec3( listener_pos, 0.0, 0.0, 0.0 );
640 globals->get_soundmgr()->set_listener_pos( listener_pos );
643 // END Tile Manager udpates
645 if (!scenery_loaded && globals->get_tile_mgr()->isSceneryLoaded()
646 && cur_fdm_state->get_inited()) {
647 fgSetBool("sim/sceneryloaded",true);
648 fgSetFloat("/sim/sound/volume", init_volume);
649 globals->get_soundmgr()->set_volume(init_volume);
654 SG_LOG( SG_ALL, SG_DEBUG, "" );
658 // This is the top level master main function that is registered as
661 // The first few passes take care of initialization things (a couple
662 // per pass) and once everything has been initialized fgMainLoop from
665 static void fgIdleFunction ( void ) {
666 if ( idle_state == 0 ) {
669 // This seems to be the absolute earliest in the init sequence
670 // that these calls will return valid info. Too bad it's after
671 // we've already created and sized our window. :-(
672 general.set_glVendor( (char *)glGetString ( GL_VENDOR ) );
673 general.set_glRenderer( (char *)glGetString ( GL_RENDERER ) );
674 general.set_glVersion( (char *)glGetString ( GL_VERSION ) );
675 SG_LOG( SG_GENERAL, SG_INFO, general.get_glRenderer() );
678 glGetIntegerv( GL_MAX_TEXTURE_SIZE, &tmp );
679 general.set_glMaxTexSize( tmp );
680 SG_LOG ( SG_GENERAL, SG_INFO, "Max texture size = " << tmp );
682 glGetIntegerv( GL_DEPTH_BITS, &tmp );
683 general.set_glDepthBits( tmp );
684 SG_LOG ( SG_GENERAL, SG_INFO, "Depth buffer bits = " << tmp );
686 // Initialize the user interface so that we can use fonts
690 } else if ( idle_state == 1 ) {
691 if (!guiFinishInit())
694 fgSplashProgress("reading aircraft list");
697 } else if ( idle_state == 2 ) {
699 // Read the list of available aircraft
701 fgSplashProgress("reading airport & navigation data");
704 } else if ( idle_state == 3 ) {
707 fgSplashProgress("setting up scenery");
710 } else if ( idle_state == 4 ) {
712 // based on the requested presets, calculate the true starting
715 fgInitTowerLocationListener();
717 SGTime *t = fgInitTime();
718 globals->set_time_params( t );
720 // Do some quick general initializations
721 if( !fgInitGeneral()) {
722 SG_LOG( SG_GENERAL, SG_ALERT,
723 "General initialization failed ..." );
727 ////////////////////////////////////////////////////////////////////
728 // Initialize the property-based built-in commands
729 ////////////////////////////////////////////////////////////////////
733 ////////////////////////////////////////////////////////////////////
734 // Initialize the material manager
735 ////////////////////////////////////////////////////////////////////
736 globals->set_matlib( new SGMaterialLib );
737 simgear::SGModelLib::init(globals->get_fg_root());
740 ////////////////////////////////////////////////////////////////////
741 // Initialize the TG scenery subsystem.
742 ////////////////////////////////////////////////////////////////////
743 globals->set_scenery( new FGScenery );
744 globals->get_scenery()->init();
745 globals->get_scenery()->bind();
746 globals->set_tile_mgr( new FGTileMgr );
749 ////////////////////////////////////////////////////////////////////
750 // Initialize the general model subsystem.
751 ////////////////////////////////////////////////////////////////////
752 globals->set_model_mgr(new FGModelMgr);
753 globals->get_model_mgr()->init();
754 globals->get_model_mgr()->bind();
755 fgSplashProgress("loading aircraft");
758 } else if ( idle_state == 5 ) {
760 ////////////////////////////////////////////////////////////////////
761 // Initialize the 3D aircraft model subsystem (has a dependency on
762 // the scenery subsystem.)
763 ////////////////////////////////////////////////////////////////////
764 globals->set_aircraft_model(new FGAircraftModel);
765 globals->get_aircraft_model()->init();
766 globals->get_aircraft_model()->bind();
768 ////////////////////////////////////////////////////////////////////
769 // Initialize the view manager subsystem.
770 ////////////////////////////////////////////////////////////////////
771 FGViewMgr *viewmgr = new FGViewMgr;
772 globals->set_viewmgr( viewmgr );
775 fgSplashProgress("generating sky elements");
778 } else if ( idle_state == 6 ) {
780 // Initialize the sky
781 SGPath ephem_data_path( globals->get_fg_root() );
782 ephem_data_path.append( "Astro" );
783 SGEphemeris *ephem = new SGEphemeris( ephem_data_path.c_str() );
784 ephem->update( globals->get_time_params()->getMjd(),
785 globals->get_time_params()->getLst(),
787 globals->set_ephem( ephem );
789 // TODO: move to environment mgr
791 SGPath texture_path(globals->get_fg_root());
792 texture_path.append("Textures");
793 texture_path.append("Sky");
794 for (int i = 0; i < FGEnvironmentMgr::MAX_CLOUD_LAYERS; i++) {
795 SGCloudLayer * layer = new SGCloudLayer(texture_path.str());
796 thesky->add_cloud_layer(layer);
799 SGPath sky_tex_path( globals->get_fg_root() );
800 sky_tex_path.append( "Textures" );
801 sky_tex_path.append( "Sky" );
802 thesky->texture_path( sky_tex_path.str() );
804 // The sun and moon diameters are scaled down numbers of the
805 // actual diameters. This was needed to fit both the sun and the
806 // moon within the distance to the far clip plane.
807 // Moon diameter: 3,476 kilometers
808 // Sun diameter: 1,390,000 kilometers
809 thesky->build( 80000.0, 80000.0,
811 globals->get_ephem()->getNumPlanets(),
812 globals->get_ephem()->getPlanets(),
813 globals->get_ephem()->getNumStars(),
814 globals->get_ephem()->getStars(),
815 fgGetNode("/environment", true));
817 // Initialize MagVar model
818 SGMagVar *magvar = new SGMagVar();
819 globals->set_mag( magvar );
822 // kludge to initialize mag compass
823 // (should only be done for in-flight
825 // update magvar model
826 globals->get_mag()->update( fgGetDouble("/position/longitude-deg")
827 * SGD_DEGREES_TO_RADIANS,
828 fgGetDouble("/position/latitude-deg")
829 * SGD_DEGREES_TO_RADIANS,
830 fgGetDouble("/position/altitude-ft")
832 globals->get_time_params()->getJD() );
833 double var = globals->get_mag()->get_magvar() * SGD_RADIANS_TO_DEGREES;
834 fgSetDouble("/instrumentation/heading-indicator/offset-deg", -var);
835 fgSetDouble("/instrumentation/heading-indicator-fg/offset-deg", -var);
838 // airport = new ssgBranch;
839 // airport->setName( "Airport Lighting" );
840 // lighting->addKid( airport );
842 // build our custom render states
843 fgSplashProgress("initializing subsystems");
846 } else if ( idle_state == 7 ) {
848 // Initialize audio support
849 #ifdef ENABLE_AUDIO_SUPPORT
851 // Start the intro music
852 if ( fgGetBool("/sim/startup/intro-music") ) {
853 SGPath mp3file( globals->get_fg_root() );
854 mp3file.append( "Sounds/intro.mp3" );
856 SG_LOG( SG_GENERAL, SG_INFO,
857 "Starting intro music: " << mp3file.str() );
859 #if defined( __CYGWIN__ )
860 string command = "start /m `cygpath -w " + mp3file.str() + "`";
861 #elif defined( WIN32 )
862 string command = "start /m " + mp3file.str();
864 string command = "mpg123 " + mp3file.str() + "> /dev/null 2>&1";
867 system ( command.c_str() );
870 // This is the top level init routine which calls all the
871 // other subsystem initialization routines. If you are adding
872 // a subsystem to flightgear, its initialization call should be
873 // located in this routine.
874 if( !fgInitSubsystems()) {
875 SG_LOG( SG_GENERAL, SG_ALERT,
876 "Subsystem initialization failed ..." );
879 fgSplashProgress("setting up time & renderer");
882 } else if ( idle_state == 8 ) {
884 // Initialize the time offset (warp) after fgInitSubsystem
885 // (which initializes the lighting interpolation tables.)
888 // setup OpenGL view parameters
889 globals->get_renderer()->init();
891 SG_LOG( SG_GENERAL, SG_INFO, "Panel visible = " << fgPanelVisible() );
892 globals->get_renderer()->resize( fgGetInt("/sim/startup/xsize"),
893 fgGetInt("/sim/startup/ysize") );
895 fgSplashProgress("loading scenery objects");
899 if ( idle_state == 1000 ) {
900 // We've finished all our initialization steps, from now on we
901 // run the main loop.
902 fgSetBool("sim/sceneryloaded", false);
903 fgRegisterIdleHandler( fgMainLoop );
908 static void upper_case_property(const char *name)
910 SGPropertyNode *p = fgGetNode(name, false);
912 p = fgGetNode(name, true);
913 p->setStringValue("");
915 SGPropertyNode::Type t = p->getType();
916 if (t == SGPropertyNode::NONE || t == SGPropertyNode::UNSPECIFIED)
917 p->setStringValue("");
919 assert(t == SGPropertyNode::STRING);
921 p->addChangeListener(new FGMakeUpperCase);
925 // Main top level initialization
926 bool fgMainInit( int argc, char **argv ) {
928 // set default log levels
929 sglog().setLogLevels( SG_ALL, SG_ALERT );
932 #ifdef FLIGHTGEAR_VERSION
933 version = FLIGHTGEAR_VERSION;
935 version = "unknown version";
937 SG_LOG( SG_GENERAL, SG_INFO, "FlightGear: Version "
939 SG_LOG( SG_GENERAL, SG_INFO, "Built with " << SG_COMPILER_STR << endl );
941 // Allocate global data structures. This needs to happen before
942 // we parse command line options
944 globals = new FGGlobals;
946 // seed the random number generator
949 FGControls *controls = new FGControls;
950 globals->set_controls( controls );
952 string_list *col = new string_list;
953 globals->set_channel_options_list( col );
955 fgValidatePath("", false); // initialize static variables
956 upper_case_property("/sim/presets/airport-id");
957 upper_case_property("/sim/presets/runway");
958 upper_case_property("/sim/tower/airport-id");
959 upper_case_property("/autopilot/route-manager/input");
961 // Scan the config file(s) and command line options to see if
962 // fg_root was specified (ignore all other options for now)
963 fgInitFGRoot(argc, argv);
965 // Check for the correct base package version
966 static char required_version[] = "1.0.0";
967 string base_version = fgBasePackageVersion();
968 if ( !(base_version == required_version) ) {
969 // tell the operator how to use this application
971 SG_LOG( SG_GENERAL, SG_ALERT, "" ); // To popup the console on windows
972 cerr << endl << "Base package check failed ... " \
973 << "Found version " << base_version << " at: " \
974 << globals->get_fg_root() << endl;
975 cerr << "Please upgrade to version: " << required_version << endl;
977 cerr << "Hit a key to continue..." << endl;
983 // Load the configuration parameters. (Command line options
984 // override config file options. Config file options override
986 if ( !fgInitConfig(argc, argv) ) {
987 SG_LOG( SG_GENERAL, SG_ALERT, "Config option parsing failed ..." );
991 // Initialize the Window/Graphics environment.
992 fgOSInit(&argc, argv);
995 fgRegisterWindowResizeHandler( &FGRenderer::resize );
996 fgRegisterIdleHandler( &fgIdleFunction );
997 fgRegisterDrawHandler( &FGRenderer::update );
999 #ifdef FG_ENABLE_MULTIPASS_CLOUDS
1000 bool get_stencil_buffer = true;
1002 bool get_stencil_buffer = false;
1005 // Initialize plib net interface
1006 netInit( &argc, argv );
1008 // Clouds3D requires an alpha channel
1009 // clouds may require stencil buffer
1010 fgOSOpenWindow(get_stencil_buffer);
1012 // Initialize the splash screen right away
1016 // pass control off to the master event handler
1019 // we never actually get here ... but to avoid compiler warnings,