1 // main.cxx -- top level sim routines
3 // Written by Curtis Olson, started May 1997.
5 // Copyright (C) 1997 - 2002 Curtis L. Olson - http://www.flightgear.org/~curt
7 // This program is free software; you can redistribute it and/or
8 // modify it under the terms of the GNU General Public License as
9 // published by the Free Software Foundation; either version 2 of the
10 // License, or (at your option) any later version.
12 // This program is distributed in the hope that it will be useful, but
13 // WITHOUT ANY WARRANTY; without even the implied warranty of
14 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
15 // General Public License for more details.
17 // You should have received a copy of the GNU General Public License
18 // along with this program; if not, write to the Free Software
19 // Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
28 #include <simgear/compiler.h>
30 #if defined(__linux__) && defined(__i386__)
31 # include <fpu_control.h>
35 #ifdef SG_MATH_EXCEPTION_CLASH
44 #include <plib/netSocket.h>
46 #include <simgear/props/props.hxx>
47 #include <simgear/timing/sg_time.hxx>
48 #include <simgear/math/sg_random.h>
51 #include <simgear/ephemeris/ephemeris.hxx>
52 #include <simgear/scene/model/modellib.hxx>
53 #include <simgear/scene/material/matlib.hxx>
54 #include <simgear/scene/model/animation.hxx>
55 #include <simgear/scene/sky/sky.hxx>
56 #include <Time/light.hxx>
57 #include <Include/general.hxx>
58 #include <Cockpit/cockpit.hxx>
59 #include <Cockpit/hud.hxx>
60 #include <Model/panelnode.hxx>
61 #include <Model/modelmgr.hxx>
62 #include <Model/acmodel.hxx>
63 #include <Scenery/scenery.hxx>
64 #include <Scenery/tilemgr.hxx>
65 #include <Sound/beacon.hxx>
66 #include <Sound/morse.hxx>
67 #include <FDM/flight.hxx>
68 // #include <FDM/ADA.hxx>
69 #include <ATC/ATCdisplay.hxx>
70 #include <ATC/ATCmgr.hxx>
71 #include <ATC/AIMgr.hxx>
72 #include <Replay/replay.hxx>
73 #include <Time/tmp.hxx>
74 #include <Time/fg_timer.hxx>
75 #include <Environment/environment_mgr.hxx>
76 #include <GUI/new_gui.hxx>
79 #include <MultiPlayer/multiplaytxmgr.hxx>
80 #include <MultiPlayer/multiplayrxmgr.hxx>
85 #include "fg_commands.hxx"
87 #include "renderer.hxx"
93 static double real_delta_time_sec = 0.0;
94 double delta_time_sec = 0.0;
95 extern float init_volume;
99 # include <console.h> // -dw- for command line dialog
102 // This is a record containing a bit of global housekeeping information
105 // Specify our current idle function state. This is used to run all
106 // our initializations out of the idle callback so that we can get a
107 // splash screen up and running right away.
109 long global_multi_loop;
111 SGTimeStamp last_time_stamp;
112 SGTimeStamp current_time_stamp;
114 // The atexit() functio handler should know when the graphical subsystem
116 extern int _bootstrap_OSInit;
120 // Update internal time dependent calculations (i.e. flight model)
121 // FIXME: this distinction is obsolete; all subsystems now get delta
123 void fgUpdateTimeDepCalcs() {
124 static bool inited = false;
126 static const SGPropertyNode *replay_state
127 = fgGetNode( "/sim/freeze/replay-state", true );
128 static SGPropertyNode *replay_time
129 = fgGetNode( "/sim/replay/time", true );
130 // static const SGPropertyNode *replay_end_time
131 // = fgGetNode( "/sim/replay/end-time", true );
133 //SG_LOG(SG_FLIGHT,SG_INFO, "Updating time dep calcs()");
135 // Initialize the FDM here if it hasn't been and if we have a
136 // scenery elevation hit.
138 // cout << "cur_fdm_state->get_inited() = " << cur_fdm_state->get_inited()
139 // << " cur_elev = " << scenery.get_cur_elev() << endl;
141 if (!cur_fdm_state->get_inited()) {
142 // Check for scenery around the aircraft.
143 double lon = fgGetDouble("/sim/presets/longitude-deg");
144 double lat = fgGetDouble("/sim/presets/latitude-deg");
145 // We require just to have 50 meter scenery availabe around
148 if (globals->get_tile_mgr()->scenery_available(lat, lon, range)) {
149 SG_LOG(SG_FLIGHT,SG_INFO, "Finally initializing fdm");
150 cur_fdm_state->init();
151 if ( cur_fdm_state->get_bound() ) {
152 cur_fdm_state->unbind();
154 cur_fdm_state->bind();
158 // conceptually, the following block could be done for each fdm
160 if ( cur_fdm_state->get_inited() ) {
161 // we have been inited, and we are good to go ...
167 if ( replay_state->getIntValue() == 0 ) {
168 // replay off, run fdm
169 cur_fdm_state->update( delta_time_sec );
171 FGReplay *r = (FGReplay *)(globals->get_subsystem( "replay" ));
172 r->replay( replay_time->getDoubleValue() );
173 if ( replay_state->getIntValue() == 1 ) {
175 replay_time->setDoubleValue( replay_time->getDoubleValue()
177 * fgGetInt("/sim/speed-up") ) );
178 } else if ( replay_state->getIntValue() == 2 ) {
179 // paused playback (don't advance replay time)
183 // do nothing, fdm isn't inited yet
186 globals->get_model_mgr()->update(delta_time_sec);
187 globals->get_aircraft_model()->update(delta_time_sec);
189 // update the view angle
190 globals->get_viewmgr()->update(delta_time_sec);
192 // Update solar system
193 globals->get_ephem()->update( globals->get_time_params()->getMjd(),
194 globals->get_time_params()->getLst(),
195 cur_fdm_state->get_Latitude() );
200 void fgInitTimeDepCalcs( void ) {
205 static const double alt_adjust_ft = 3.758099;
206 static const double alt_adjust_m = alt_adjust_ft * SG_FEET_TO_METER;
209 // What should we do when we have nothing else to do? Let's get ready
210 // for the next move and update the display?
211 static void fgMainLoop( void ) {
212 int model_hz = fgGetInt("/sim/model-hz");
214 static const SGPropertyNode *longitude
215 = fgGetNode("/position/longitude-deg");
216 static const SGPropertyNode *latitude
217 = fgGetNode("/position/latitude-deg");
218 static const SGPropertyNode *altitude
219 = fgGetNode("/position/altitude-ft");
220 static const SGPropertyNode *clock_freeze
221 = fgGetNode("/sim/freeze/clock", true);
222 static const SGPropertyNode *cur_time_override
223 = fgGetNode("/sim/time/cur-time-override", true);
225 SGCloudLayer::enable_bump_mapping = fgGetBool("/sim/rendering/bump-mapping");
227 bool scenery_loaded = fgGetBool("sim/sceneryloaded") || fgGetBool("sim/sceneryloaded-override");
229 // Update the elapsed time.
230 static bool first_time = true;
232 last_time_stamp.stamp();
236 double throttle_hz = fgGetDouble("/sim/frame-rate-throttle-hz", 0.0);
237 if ( throttle_hz > 0.0 && scenery_loaded ) {
238 // optionally throttle the frame rate (to get consistant frame
239 // rates or reduce cpu usage.
241 double frame_us = 1000000.0 / throttle_hz;
243 #define FG_SLEEP_BASED_TIMING 1
244 #if defined(FG_SLEEP_BASED_TIMING)
245 // sleep based timing loop.
247 // Calling sleep, even usleep() on linux is less accurate than
248 // we like, but it does free up the cpu for other tasks during
249 // the sleep so it is desireable. Because of the way sleep()
250 // is implimented in consumer operating systems like windows
251 // and linux, you almost always sleep a little longer than the
254 // To combat the problem of sleeping to long, we calculate the
255 // desired wait time and shorten it by 2000us (2ms) to avoid
256 // [hopefully] over-sleep'ing. The 2ms value was arrived at
257 // via experimentation. We follow this up at the end with a
258 // simple busy-wait loop to get the final pause timing exactly
261 // Assuming we don't oversleep by more than 2000us, this
262 // should be a reasonable compromise between sleep based
263 // waiting, and busy waiting.
265 // sleep() will always overshoot by a bit so undersleep by
266 // 2000us in the hopes of never oversleeping.
268 if ( frame_us < 0.0 ) {
271 current_time_stamp.stamp();
273 double elapsed_us = current_time_stamp - last_time_stamp;
274 if ( elapsed_us < frame_us ) {
275 double requested_us = frame_us - elapsed_us;
276 ulMilliSecondSleep ( (int)(requested_us / 1000.0) ) ;
280 // busy wait timing loop.
282 // This yields the most accurate timing. If the previous
283 // ulMilliSecondSleep() call is ommitted this will peg the cpu
284 // (which is just fine if FG is the only app you care about.)
285 current_time_stamp.stamp();
286 while ( current_time_stamp - last_time_stamp < frame_us ) {
287 current_time_stamp.stamp();
290 // run as fast as the app will go
291 current_time_stamp.stamp();
295 = double(current_time_stamp - last_time_stamp) / 1000000.0;
296 // round the real time down to a multiple of 1/model-hz.
297 // this way all systems are updated the _same_ amount of dt.
299 static double rem = 0.0;
300 real_delta_time_sec += rem;
301 double hz = model_hz;
302 double nit = floor(real_delta_time_sec*hz);
303 rem = real_delta_time_sec - nit/hz;
304 real_delta_time_sec = nit/hz;
308 if (clock_freeze->getBoolValue() || !scenery_loaded) {
311 delta_time_sec = real_delta_time_sec;
313 last_time_stamp = current_time_stamp;
314 globals->inc_sim_time_sec( delta_time_sec );
315 SGAnimation::set_sim_time_sec( globals->get_sim_time_sec() );
317 // These are useful, especially for Nasal scripts.
318 fgSetDouble("/sim/time/delta-realtime-sec", real_delta_time_sec);
319 fgSetDouble("/sim/time/delta-sec", delta_time_sec);
321 static long remainder = 0;
323 #ifdef FANCY_FRAME_COUNTER
327 static time_t last_time = 0;
328 static int frames = 0;
329 #endif // FANCY_FRAME_COUNTER
331 SGTime *t = globals->get_time_params();
333 globals->get_event_mgr()->update(delta_time_sec);
335 SG_LOG( SG_ALL, SG_DEBUG, "Running Main Loop");
336 SG_LOG( SG_ALL, SG_DEBUG, "======= ==== ====");
338 #if defined( ENABLE_PLIB_JOYSTICK )
339 // Read joystick and update control settings
340 // if ( fgGetString("/sim/control-mode") == "joystick" )
346 // Fix elevation. I'm just sticking this here for now, it should
347 // probably move eventually
349 /* printf("Before - ground = %.2f runway = %.2f alt = %.2f\n",
350 scenery.get_cur_elev(),
351 cur_fdm_state->get_Runway_altitude() * SG_FEET_TO_METER,
352 cur_fdm_state->get_Altitude() * SG_FEET_TO_METER); */
354 /* printf("Adjustment - ground = %.2f runway = %.2f alt = %.2f\n",
355 scenery.get_cur_elev(),
356 cur_fdm_state->get_Runway_altitude() * SG_FEET_TO_METER,
357 cur_fdm_state->get_Altitude() * SG_FEET_TO_METER); */
359 // cout << "Warp = " << globals->get_warp() << endl;
362 static bool last_clock_freeze = false;
364 if ( clock_freeze->getBoolValue() ) {
365 // clock freeze requested
366 if ( cur_time_override->getLongValue() == 0 ) {
367 fgSetLong( "/sim/time/cur-time-override", t->get_cur_time() );
368 globals->set_warp( 0 );
371 // no clock freeze requested
372 if ( last_clock_freeze == true ) {
373 // clock just unfroze, let's set warp as the difference
374 // between frozen time and current time so we don't get a
375 // time jump (and corresponding sky object and lighting
377 globals->set_warp( cur_time_override->getLongValue() - time(NULL) );
378 fgSetLong( "/sim/time/cur-time-override", 0 );
380 if ( globals->get_warp_delta() != 0 ) {
381 globals->inc_warp( globals->get_warp_delta() );
385 last_clock_freeze = clock_freeze->getBoolValue();
387 t->update( longitude->getDoubleValue() * SGD_DEGREES_TO_RADIANS,
388 latitude->getDoubleValue() * SGD_DEGREES_TO_RADIANS,
389 cur_time_override->getLongValue(),
390 globals->get_warp() );
392 if (globals->get_warp_delta() != 0) {
393 FGLight *l = (FGLight *)(globals->get_subsystem("lighting"));
397 // update magvar model
398 globals->get_mag()->update( longitude->getDoubleValue()
399 * SGD_DEGREES_TO_RADIANS,
400 latitude->getDoubleValue()
401 * SGD_DEGREES_TO_RADIANS,
402 altitude->getDoubleValue() * SG_FEET_TO_METER,
403 globals->get_time_params()->getJD() );
405 // Get elapsed time (in usec) for this past frame
406 elapsed = fgGetTimeInterval();
407 SG_LOG( SG_ALL, SG_DEBUG,
408 "Elapsed time interval is = " << elapsed
409 << ", previous remainder is = " << remainder );
411 // Calculate frame rate average
412 #ifdef FANCY_FRAME_COUNTER
413 /* old fps calculation */
417 for ( i = FG_FRAME_RATE_HISTORY - 2; i >= 0; i-- ) {
418 tmp = general.get_frame(i);
420 // printf("frame[%d] = %.2f\n", i, g->frames[i]);
421 general.set_frame(i+1,tmp);
423 tmp = 1000000.0 / (float)elapsed;
424 general.set_frame(0,tmp);
425 // printf("frame[0] = %.2f\n", general.frames[0]);
427 general.set_frame_rate(accum / (float)FG_FRAME_RATE_HISTORY);
428 // printf("ave = %.2f\n", general.frame_rate);
431 if ( (t->get_cur_time() != last_time) && (last_time > 0) ) {
432 general.set_frame_rate( frames );
433 fgSetInt("/sim/frame-rate", frames);
434 SG_LOG( SG_ALL, SG_DEBUG,
435 "--> Frame rate is = " << general.get_frame_rate() );
438 last_time = t->get_cur_time();
443 if (fgGetBool("/sim/atc/enabled"))
444 globals->get_ATC_mgr()->update(delta_time_sec);
446 // Run the AI subsystem
447 if (fgGetBool("/sim/ai-traffic/enabled"))
448 globals->get_AI_mgr()->update(delta_time_sec);
451 // Update any multiplayer models
452 globals->get_multiplayer_rx_mgr()->Update();
457 // Calculate model iterations needed for next frame
458 elapsed += remainder;
460 global_multi_loop = (long)(((double)elapsed * 0.000001) * model_hz );
461 remainder = elapsed - ( (global_multi_loop*1000000) / model_hz );
462 SG_LOG( SG_ALL, SG_DEBUG,
463 "Model iterations needed = " << global_multi_loop
464 << ", new remainder = " << remainder );
466 // chop max interations to something reasonable if the sim was
467 // delayed for an excesive amount of time
468 if ( global_multi_loop > 2.0 * model_hz ) {
469 global_multi_loop = (int)(2.0 * model_hz );
474 if ( global_multi_loop > 0) {
475 // first run the flight model each frame until it is intialized
476 // then continue running each frame only after initial scenery load is complete.
477 fgUpdateTimeDepCalcs();
479 SG_LOG( SG_ALL, SG_DEBUG,
480 "Elapsed time is zero ... we're zinging" );
483 // Do any I/O channel work that might need to be done
484 globals->get_io()->update( real_delta_time_sec );
486 // see if we need to load any deferred-load textures
487 globals->get_matlib()->load_next_deferred();
489 // Run audio scheduler
490 #ifdef ENABLE_AUDIO_SUPPORT
491 if ( globals->get_soundmgr()->is_working() ) {
492 globals->get_soundmgr()->update( delta_time_sec );
496 globals->get_subsystem_mgr()->update(delta_time_sec);
499 // Tile Manager updates - see if we need to load any new scenery tiles.
500 // this code ties together the fdm, viewer and scenery classes...
501 // we may want to move this to it's own class at some point
503 double visibility_meters = fgGetDouble("/environment/visibility-m");
504 FGViewer *current_view = globals->get_current_view();
506 // Let the scenery center follow the current view position with
509 // Having the scenery center near the view position will eliminate
510 // jitter of objects which are placed very near the view position
511 // and haveing it's center near that view position.
512 // So the 3d insruments of the aircraft will not jitter with this.
514 // Following the view position exactly would introduce jitter of
515 // the scenery tiles (they would be from their center up to 10000m
516 // to the view and this will introduce roundoff too). By stepping
517 // at 30m incements the roundoff error of the scenery tiles is
518 // still present, but we will make exactly the same roundoff error
519 // at each frame until the center is switched to a new
520 // position. This roundoff is still visible but you will most
521 // propably not notice.
522 double *vp = globals->get_current_view()->get_absolute_view_pos();
523 Point3D cntr(vp[0], vp[1], vp[2]);
524 if (30.0*30.0 < cntr.distance3Dsquared(globals->get_scenery()->get_center())) {
525 globals->get_scenery()->set_next_center( cntr );
528 globals->get_tile_mgr()->prep_ssg_nodes( current_view->getSGLocation(),
530 // update tile manager for view...
531 SGLocation *view_location = globals->get_current_view()->getSGLocation();
532 globals->get_tile_mgr()->update( view_location, visibility_meters );
533 globals->get_scenery()->set_center( cntr );
535 double lon = view_location->getLongitude_deg();
536 double lat = view_location->getLatitude_deg();
537 double alt = view_location->getAltitudeASL_ft() * SG_FEET_TO_METER;
539 // check if we can reuse the groundcache for that purpose.
540 double ref_time, pt[3], r;
541 bool valid = cur_fdm_state->is_valid_m(&ref_time, pt, &r);
543 cntr.distance3Dsquared(Point3D(pt[0], pt[1], pt[2])) < r*r) {
544 // Reuse the cache ...
546 = cur_fdm_state->get_groundlevel_m(lat*SGD_DEGREES_TO_RADIANS,
547 lon*SGD_DEGREES_TO_RADIANS,
549 view_location->set_cur_elev_m( lev );
551 // Do full intersection test.
553 if (globals->get_scenery()->get_elevation_m(lat, lon, alt+2, lev))
554 view_location->set_cur_elev_m( lev );
556 view_location->set_cur_elev_m( -9999.0 );
560 #ifdef ENABLE_AUDIO_SUPPORT
561 // Right now we make a simplifying assumption that the primary
562 // aircraft is the source of all sounds and that all sounds are
563 // positioned relative to the current view position.
565 static sgVec3 last_pos_offset;
567 // get the location data for the primary FDM (now hardcoded to ac model)...
568 SGLocation *acmodel_loc = NULL;
569 acmodel_loc = (SGLocation *)globals->
570 get_aircraft_model()->get3DModel()->getSGLocation();
572 // set positional offset for sources
573 sgdVec3 dsource_pos_offset;
574 sgdSubVec3( dsource_pos_offset,
575 view_location->get_absolute_view_pos(),
576 acmodel_loc->get_absolute_view_pos() );
577 // cout << "pos all = " << source_pos_offset[0] << " " << source_pos_offset[1] << " " << source_pos_offset[2] << endl;
578 sgVec3 source_pos_offset;
579 sgSetVec3(source_pos_offset, dsource_pos_offset);
580 globals->get_soundmgr()->set_source_pos_all( source_pos_offset );
584 sgSubVec3( source_vel, source_pos_offset, last_pos_offset );
585 sgScaleVec3( source_vel, delta_time_sec );
586 sgCopyVec3( last_pos_offset, source_pos_offset );
587 // cout << "vel = " << source_vel[0] << " " << source_vel[1] << " " << source_vel[2] << endl;
588 globals->get_soundmgr()->set_source_vel_all( source_vel );
590 // Right now we make a simplifying assumption that the listener is
591 // always positioned at the origin.
593 sgSetVec3( listener_pos, 0.0, 0.0, 0.0 );
594 // cout << "listener = " << listener_pos[0] << " " << listener_pos[1] << " " << listener_pos[2] << endl;
595 globals->get_soundmgr()->set_listener_pos( listener_pos );
598 // END Tile Manager udpates
600 if (!scenery_loaded && globals->get_tile_mgr()->all_queues_empty() && cur_fdm_state->get_inited()) {
601 fgSetBool("sim/sceneryloaded",true);
602 fgSetFloat("/sim/sound/volume", init_volume);
603 globals->get_soundmgr()->set_volume(init_volume);
606 if (fgGetBool("/sim/rendering/specular-highlight")) {
607 glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
608 // glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_TRUE);
610 glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SINGLE_COLOR);
611 // glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_FALSE);
616 SG_LOG( SG_ALL, SG_DEBUG, "" );
620 // This is the top level master main function that is registered as
623 // The first few passes take care of initialization things (a couple
624 // per pass) and once everything has been initialized fgMainLoop from
627 static void fgIdleFunction ( void ) {
628 if ( idle_state == 0 ) {
630 fgSplashProgress("setting up scenegraph & user interface");
633 } else if ( idle_state == 1 ) {
635 // This seems to be the absolute earliest in the init sequence
636 // that these calls will return valid info. Too bad it's after
637 // we've already created and sized out window. :-(
638 general.set_glVendor( (char *)glGetString ( GL_VENDOR ) );
639 general.set_glRenderer( (char *)glGetString ( GL_RENDERER ) );
640 general.set_glVersion( (char *)glGetString ( GL_VERSION ) );
641 SG_LOG( SG_GENERAL, SG_INFO, general.get_glRenderer() );
644 glGetIntegerv( GL_MAX_TEXTURE_SIZE, &tmp );
645 general.set_glMaxTexSize( tmp );
646 SG_LOG ( SG_GENERAL, SG_INFO, "Max texture size = " << tmp );
648 glGetIntegerv( GL_DEPTH_BITS, &tmp );
649 general.set_glDepthBits( tmp );
650 SG_LOG ( SG_GENERAL, SG_INFO, "Depth buffer bits = " << tmp );
652 // Initialize ssg (from plib). Needs to come before we do any
653 // other ssg stuff, but after opengl has been initialized.
656 // Initialize the user interface (we need to do this before
657 // passing off control to the OS main loop and before
658 // fgInitGeneral to get our fonts !!!
660 fgSplashProgress("reading aircraft list");
663 } else if ( idle_state == 2 ) {
665 // Read the list of available aircrafts
668 #ifdef GL_EXT_texture_lod_bias
669 glTexEnvf( GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, -0.5 ) ;
672 // get the address of our OpenGL extensions
673 if ( fgGetBool("/sim/rendering/distance-attenuation") ) {
674 if (SGIsOpenGLExtensionSupported("GL_EXT_point_parameters") ) {
675 glPointParameterIsSupported = true;
676 glPointParameterfPtr = (glPointParameterfProc)
677 SGLookupFunction("glPointParameterfEXT");
678 glPointParameterfvPtr = (glPointParameterfvProc)
679 SGLookupFunction("glPointParameterfvEXT");
681 } else if ( SGIsOpenGLExtensionSupported("GL_ARB_point_parameters") ) {
682 glPointParameterIsSupported = true;
683 glPointParameterfPtr = (glPointParameterfProc)
684 SGLookupFunction("glPointParameterfARB");
685 glPointParameterfvPtr = (glPointParameterfvProc)
686 SGLookupFunction("glPointParameterfvARB");
688 glPointParameterIsSupported = false;
690 fgSplashProgress("reading airport & navigation data");
693 } else if ( idle_state == 3 ) {
696 fgSplashProgress("setting up scenery");
699 } else if ( idle_state == 4 ) {
701 // based on the requested presets, calculate the true starting
705 SGTime *t = fgInitTime();
706 globals->set_time_params( t );
708 // Do some quick general initializations
709 if( !fgInitGeneral()) {
710 SG_LOG( SG_GENERAL, SG_ALERT,
711 "General initializations failed ..." );
715 ////////////////////////////////////////////////////////////////////
716 // Initialize the property-based built-in commands
717 ////////////////////////////////////////////////////////////////////
721 ////////////////////////////////////////////////////////////////////
722 // Initialize the material manager
723 ////////////////////////////////////////////////////////////////////
724 globals->set_matlib( new SGMaterialLib );
725 globals->set_model_lib(new SGModelLib);
728 ////////////////////////////////////////////////////////////////////
729 // Initialize the TG scenery subsystem.
730 ////////////////////////////////////////////////////////////////////
731 globals->set_scenery( new FGScenery );
732 globals->get_scenery()->init();
733 globals->get_scenery()->bind();
734 globals->set_tile_mgr( new FGTileMgr );
737 ////////////////////////////////////////////////////////////////////
738 // Initialize the general model subsystem.
739 ////////////////////////////////////////////////////////////////////
740 globals->set_model_mgr(new FGModelMgr);
741 globals->get_model_mgr()->init();
742 globals->get_model_mgr()->bind();
743 fgSplashProgress("loading aircraft");
746 } else if ( idle_state == 5 ) {
748 ////////////////////////////////////////////////////////////////////
749 // Initialize the 3D aircraft model subsystem (has a dependency on
750 // the scenery subsystem.)
751 ////////////////////////////////////////////////////////////////////
752 globals->set_aircraft_model(new FGAircraftModel);
753 globals->get_aircraft_model()->init();
754 globals->get_aircraft_model()->bind();
756 ////////////////////////////////////////////////////////////////////
757 // Initialize the view manager subsystem.
758 ////////////////////////////////////////////////////////////////////
759 FGViewMgr *viewmgr = new FGViewMgr;
760 globals->set_viewmgr( viewmgr );
763 fgSplashProgress("generating sky elements");
766 } else if ( idle_state == 6 ) {
768 // Initialize the sky
769 SGPath ephem_data_path( globals->get_fg_root() );
770 ephem_data_path.append( "Astro" );
771 SGEphemeris *ephem = new SGEphemeris( ephem_data_path.c_str() );
772 ephem->update( globals->get_time_params()->getMjd(),
773 globals->get_time_params()->getLst(),
775 globals->set_ephem( ephem );
777 // TODO: move to environment mgr
779 SGPath texture_path(globals->get_fg_root());
780 texture_path.append("Textures");
781 texture_path.append("Sky");
782 for (int i = 0; i < FGEnvironmentMgr::MAX_CLOUD_LAYERS; i++) {
783 SGCloudLayer * layer = new SGCloudLayer(texture_path.str());
784 thesky->add_cloud_layer(layer);
787 SGPath sky_tex_path( globals->get_fg_root() );
788 sky_tex_path.append( "Textures" );
789 sky_tex_path.append( "Sky" );
790 thesky->texture_path( sky_tex_path.str() );
792 // The sun and moon diameters are scaled down numbers of the
793 // actual diameters. This was needed to fit bot the sun and the
794 // moon within the distance to the far clip plane.
795 // Moon diameter: 3,476 kilometers
796 // Sun diameter: 1,390,000 kilometers
797 thesky->build( 80000.0, 80000.0,
799 globals->get_ephem()->getNumPlanets(),
800 globals->get_ephem()->getPlanets(),
801 globals->get_ephem()->getNumStars(),
802 globals->get_ephem()->getStars() );
804 // Initialize MagVar model
805 SGMagVar *magvar = new SGMagVar();
806 globals->set_mag( magvar );
809 // kludge to initialize mag compass
810 // (should only be done for in-flight
812 // update magvar model
813 globals->get_mag()->update( fgGetDouble("/position/longitude-deg")
814 * SGD_DEGREES_TO_RADIANS,
815 fgGetDouble("/position/latitude-deg")
816 * SGD_DEGREES_TO_RADIANS,
817 fgGetDouble("/position/altitude-ft")
819 globals->get_time_params()->getJD() );
820 double var = globals->get_mag()->get_magvar() * SGD_RADIANS_TO_DEGREES;
821 fgSetDouble("/instrumentation/heading-indicator/offset-deg", -var);
823 // airport = new ssgBranch;
824 // airport->setName( "Airport Lighting" );
825 // lighting->addKid( airport );
827 // build our custom render states
828 globals->get_renderer()->build_states();
829 fgSplashProgress("initializing subsystems");
832 } else if ( idle_state == 7 ) {
834 // Initialize audio support
835 #ifdef ENABLE_AUDIO_SUPPORT
837 // Start the intro music
838 if ( fgGetBool("/sim/startup/intro-music") ) {
839 SGPath mp3file( globals->get_fg_root() );
840 mp3file.append( "Sounds/intro.mp3" );
842 SG_LOG( SG_GENERAL, SG_INFO,
843 "Starting intro music: " << mp3file.str() );
845 #if defined( __CYGWIN__ )
846 string command = "start /m `cygpath -w " + mp3file.str() + "`";
847 #elif defined( WIN32 )
848 string command = "start /m " + mp3file.str();
850 string command = "mpg123 " + mp3file.str() + "> /dev/null 2>&1";
853 system ( command.c_str() );
857 // These are a few miscellaneous things that aren't really
858 // "subsystems" but still need to be initialized.
861 if ( strstr ( general.get_glRenderer(), "Glide" ) ) {
862 grTexLodBiasValue ( GR_TMU0, 1.0 ) ;
866 // This is the top level init routine which calls all the
867 // other subsystem initialization routines. If you are adding
868 // a subsystem to flightgear, its initialization call should
869 // located in this routine.
870 if( !fgInitSubsystems()) {
871 SG_LOG( SG_GENERAL, SG_ALERT,
872 "Subsystem initializations failed ..." );
875 fgSplashProgress("setting up time & renderer");
878 } else if ( idle_state == 8 ) {
880 // Initialize the time offset (warp) after fgInitSubsystem
881 // (which initializes the lighting interpolation tables.)
884 // setup OpenGL view parameters
885 globals->get_renderer()->init();
887 SG_LOG( SG_GENERAL, SG_INFO, "Panel visible = " << fgPanelVisible() );
888 globals->get_renderer()->resize( fgGetInt("/sim/startup/xsize"),
889 fgGetInt("/sim/startup/ysize") );
891 fgSplashProgress("loading scenery objects");
895 if ( idle_state == 1000 ) {
896 // We've finished all our initialization steps, from now on we
897 // run the main loop.
898 fgSetBool("sim/sceneryloaded", false);
899 fgRegisterIdleHandler( fgMainLoop );
904 // Main top level initialization
905 bool fgMainInit( int argc, char **argv ) {
907 #if defined( macintosh )
908 freopen ("stdout.txt", "w", stdout );
909 freopen ("stderr.txt", "w", stderr );
910 argc = ccommand( &argv );
913 // set default log levels
914 sglog().setLogLevels( SG_ALL, SG_ALERT );
917 #ifdef FLIGHTGEAR_VERSION
918 version = FLIGHTGEAR_VERSION;
920 version = "unknown version";
922 SG_LOG( SG_GENERAL, SG_INFO, "FlightGear: Version "
924 SG_LOG( SG_GENERAL, SG_INFO, "Built with " << SG_COMPILER_STR << endl );
926 // Allocate global data structures. This needs to happen before
927 // we parse command line options
929 globals = new FGGlobals;
931 // seed the random number generater
934 FGControls *controls = new FGControls;
935 globals->set_controls( controls );
937 string_list *col = new string_list;
938 globals->set_channel_options_list( col );
940 // Scan the config file(s) and command line options to see if
941 // fg_root was specified (ignore all other options for now)
942 fgInitFGRoot(argc, argv);
944 // Check for the correct base package version
945 static char required_version[] = "0.9.8";
946 string base_version = fgBasePackageVersion();
947 if ( !(base_version == required_version) ) {
948 // tell the operator how to use this application
950 SG_LOG( SG_GENERAL, SG_ALERT, "" ); // To popup the console on windows
951 cerr << endl << "Base package check failed ... " \
952 << "Found version " << base_version << " at: " \
953 << globals->get_fg_root() << endl;
954 cerr << "Please upgrade to version: " << required_version << endl;
956 cerr << "Hit a key to continue..." << endl;
962 sgUseDisplayList = fgGetBool( "/sim/rendering/use-display-list", true );
964 // Load the configuration parameters. (Command line options
965 // overrides config file options. Config file options override
967 if ( !fgInitConfig(argc, argv) ) {
968 SG_LOG( SG_GENERAL, SG_ALERT, "Config option parsing failed ..." );
972 // Initialize the Window/Graphics environment.
973 #if !defined(__APPLE__) || defined(OSX_BUNDLE)
974 // Mac OS X command line ("non-bundle") applications call this
975 // from main(), in bootstrap.cxx. Andy doesn't know why, someone
976 // feel free to add comments...
977 fgOSInit(&argc, argv);
981 fgRegisterWindowResizeHandler( &FGRenderer::resize );
982 fgRegisterIdleHandler( &fgIdleFunction );
983 fgRegisterDrawHandler( &FGRenderer::update );
985 #ifdef FG_ENABLE_MULTIPASS_CLOUDS
986 bool get_stencil_buffer = true;
988 bool get_stencil_buffer = false;
991 // Initialize plib net interface
992 netInit( &argc, argv );
994 // Clouds3D requires an alpha channel
995 // clouds may require stencil buffer
996 fgOSOpenWindow( fgGetInt("/sim/startup/xsize"),
997 fgGetInt("/sim/startup/ysize"),
998 fgGetInt("/sim/rendering/bits-per-pixel"),
999 fgGetBool("/sim/rendering/clouds3d"),
1001 fgGetBool("/sim/startup/fullscreen") );
1003 // Initialize the splash screen right away
1005 fgSplashInit(fgGetString("/sim/startup/splash-texture"));
1007 // pass control off to the master event handler
1010 // we never actually get here ... but to avoid compiler warnings,