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 current_view.UpdateViewParams(cur_fdm_state);
256 // set the sun position
257 xglLightfv( GL_LIGHT0, GL_POSITION, l->sun_vec );
259 clear_mask = GL_DEPTH_BUFFER_BIT;
260 if ( current_options.get_wireframe() ) {
261 clear_mask |= GL_COLOR_BUFFER_BIT;
263 if ( current_options.get_panel_status() ) {
264 // we can't clear the screen when the panel is active
265 } else if ( current_options.get_skyblend() ) {
266 if ( current_options.get_textures() ) {
267 // glClearColor(black[0], black[1], black[2], black[3]);
268 glClearColor(l->adj_fog_color[0], l->adj_fog_color[1],
269 l->adj_fog_color[2], l->adj_fog_color[3]);
270 clear_mask |= GL_COLOR_BUFFER_BIT;
273 glClearColor(l->sky_color[0], l->sky_color[1],
274 l->sky_color[2], l->sky_color[3]);
275 clear_mask |= GL_COLOR_BUFFER_BIT;
277 xglClear( clear_mask );
279 // Tell GL we are switching to model view parameters
281 // I really should create a derived ssg node or use a call
282 // back or something so that I can draw the sky within the
283 // ssgCullandDraw() function, but for now I just mimic what
284 // ssg does to set up the model view matrix
285 xglMatrixMode(GL_MODELVIEW);
287 sgMat4 vm_tmp, view_mat;
288 sgTransposeNegateMat4 ( vm_tmp, current_view.VIEW ) ;
289 sgCopyMat4( view_mat, copy_of_ssgOpenGLAxisSwapMatrix ) ;
290 sgPreMultMat4( view_mat, vm_tmp ) ;
291 xglLoadMatrixf( (float *)view_mat );
294 xglDisable( GL_DEPTH_TEST );
295 xglDisable( GL_LIGHTING );
296 xglDisable( GL_CULL_FACE );
297 xglDisable( GL_FOG );
298 xglShadeModel( GL_SMOOTH );
299 if ( current_options.get_skyblend() ) {
303 // setup transformation for drawing astronomical objects
305 // Translate to view position
306 Point3D view_pos = current_view.get_view_pos();
307 xglTranslatef( view_pos.x(), view_pos.y(), view_pos.z() );
308 // Rotate based on gst (sidereal time)
309 // note: constant should be 15.041085, Curt thought it was 15
310 angle = t->getGst() * 15.041085;
311 // printf("Rotating astro objects by %.2f degrees\n",angle);
312 xglRotatef( angle, 0.0, 0.0, -1.0 );
314 // draw stars and planets
316 xglDisable( GL_COLOR_MATERIAL ); // just to make sure ...
317 xglEnable( GL_CULL_FACE ); // for moon
318 xglLightfv( GL_LIGHT0, GL_POSITION, l->sun_vec );
319 //xglEnable(GL_DEPTH_TEST);
320 SolarSystem::theSolarSystem->draw();
325 if ( current_options.get_shading() ) {
326 xglShadeModel( GL_SMOOTH );
328 xglShadeModel( GL_FLAT );
330 xglEnable( GL_DEPTH_TEST );
331 if ( current_options.get_fog() > 0 ) {
333 xglFogi( GL_FOG_MODE, GL_EXP2 );
334 xglFogfv( GL_FOG_COLOR, l->adj_fog_color );
336 // set lighting parameters
337 xglLightfv( GL_LIGHT0, GL_AMBIENT, l->scene_ambient );
338 xglLightfv( GL_LIGHT0, GL_DIFFUSE, l->scene_diffuse );
339 // xglLightfv(GL_LIGHT0, GL_SPECULAR, white );
341 if ( current_options.get_textures() ) {
342 // texture parameters
343 xglEnable( GL_TEXTURE_2D );
344 xglTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ) ;
345 xglHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST ) ;
346 // set base color (I don't think this is doing anything here)
347 xglMaterialfv (GL_FRONT, GL_AMBIENT, white);
348 xglMaterialfv (GL_FRONT, GL_DIFFUSE, white);
349 // xglMaterialfv (GL_FRONT, GL_SPECULAR, white);
350 // xglMaterialfv (GL_FRONT, GL_SHININESS, mat_shininess);
352 xglDisable( GL_TEXTURE_2D );
353 xglMaterialfv (GL_FRONT, GL_AMBIENT, terrain_color);
354 xglMaterialfv (GL_FRONT, GL_DIFFUSE, terrain_color);
355 // xglMaterialfv (GL_FRONT, GL_AMBIENT, white);
356 // xglMaterialfv (GL_FRONT, GL_DIFFUSE, white);
360 sgSetVec3( sunpos, l->sun_vec[0], l->sun_vec[1], l->sun_vec[2] );
361 ssgGetLight( 0 ) -> setPosition( sunpos );
363 // xglMatrixMode( GL_PROJECTION );
364 // xglLoadIdentity();
365 float fov = current_options.get_fov();
366 ssgSetFOV(fov * current_view.get_win_ratio(), fov);
368 double agl = current_aircraft.fdm_state->get_Altitude() * FEET_TO_METER
371 // FG_LOG( FG_ALL, FG_INFO, "visibility is "
372 // << current_weather.get_visibility() );
375 ssgSetNearFar( 10.0f, 100000.0f );
377 ssgSetNearFar( 0.5f, 100000.0f );
381 // while ( current_view.follow.size() > 25 ) {
382 // current_view.follow.pop_front();
385 if ( current_options.get_view_mode() ==
386 fgOPTIONS::FG_VIEW_FIRST_PERSON )
388 // select current view matrix
389 // sgCopyMat4( sgVIEW, current_view.sgVIEW );
392 penguin_sel->select(0);
393 } else if ( current_options.get_view_mode() ==
394 fgOPTIONS::FG_VIEW_FOLLOW )
396 // select view matrix from front of view matrix queue
397 // FGMat4Wrapper tmp = current_view.follow.front();
398 // sgCopyMat4( sgVIEW, tmp.m );
400 // enable TuX and set up his position and orientation
401 penguin_sel->select(1);
404 sgMakeTransMat4( sgTRANS,
405 current_view.view_pos.x(),
406 current_view.view_pos.y(),
407 current_view.view_pos.z() );
410 sgSetVec3( ownship_up, 0.0, 0.0, 1.0);
413 sgMakeRotMat4( sgROT, -90.0, ownship_up );
417 sgMultMat4( sgTMP, sgROT, current_view.VIEW_ROT );
418 sgMultMat4( sgTUX, sgTMP, sgTRANS );
421 sgSetCoord( &tuxpos, sgTUX );
422 penguin_pos->setTransform( &tuxpos );
425 ssgSetCamera( current_view.VIEW );
427 // position tile nodes and update range selectors
428 global_tile_mgr.prep_ssg_nodes();
430 // force the default state so ssg can get back on track if
431 // we've changed things elsewhere
432 FGMaterialSlot m_slot;
433 FGMaterialSlot *m_ptr = &m_slot;
434 if ( material_mgr.find( "Default", m_ptr ) );
435 m_ptr->get_state()->force();
437 // draw the ssg scene
438 ssgCullAndDraw( scene );
440 xglDisable( GL_TEXTURE_2D );
441 xglDisable( GL_FOG );
443 // display HUD && Panel
444 xglDisable( GL_CULL_FACE );
447 // We can do translucent menus, so why not. :-)
448 xglEnable ( GL_BLEND ) ;
449 xglBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ) ;
451 xglDisable ( GL_BLEND ) ;
460 // Update internal time dependent calculations (i.e. flight model)
461 void fgUpdateTimeDepCalcs(int multi_loop, int remainder) {
462 static fdm_state_list fdm_list;
463 FGInterface fdm_state;
464 fgLIGHT *l = &cur_light_params;
465 FGTime *t = FGTime::cur_time_params;
466 // FGView *v = ¤t_view;
469 // update the flight model
470 if ( multi_loop < 0 ) {
474 fdm_state = cur_fdm_state;
476 if ( !t->getPause() ) {
477 // run Autopilot system
480 // printf("updating flight model x %d\n", multi_loop);
481 fgFDMUpdate( current_options.get_flight_model(),
483 multi_loop * current_options.get_speed_up(),
486 fgFDMUpdate( current_options.get_flight_model(),
487 fdm_state, 0, remainder );
490 fdm_list.push_back( fdm_state );
491 while ( fdm_list.size() > 25 ) {
492 fdm_list.pop_front();
495 if ( current_options.get_view_mode() == fgOPTIONS::FG_VIEW_FIRST_PERSON ) {
496 cur_fdm_state = fdm_state;
497 } else if ( current_options.get_view_mode() == fgOPTIONS::FG_VIEW_FOLLOW ) {
498 cur_fdm_state = fdm_list.front();
501 // update the view angle
502 for ( i = 0; i < multi_loop; i++ ) {
503 if ( fabs(current_view.get_goal_view_offset() -
504 current_view.get_view_offset()) < 0.05 )
506 current_view.set_view_offset( current_view.get_goal_view_offset() );
509 // move current_view.view_offset towards current_view.goal_view_offset
510 if ( current_view.get_goal_view_offset() >
511 current_view.get_view_offset() )
513 if ( current_view.get_goal_view_offset() -
514 current_view.get_view_offset() < FG_PI )
516 current_view.inc_view_offset( 0.01 );
518 current_view.inc_view_offset( -0.01 );
521 if ( current_view.get_view_offset() -
522 current_view.get_goal_view_offset() < FG_PI )
524 current_view.inc_view_offset( -0.01 );
526 current_view.inc_view_offset( 0.01 );
529 if ( current_view.get_view_offset() > FG_2PI ) {
530 current_view.inc_view_offset( -FG_2PI );
531 } else if ( current_view.get_view_offset() < 0 ) {
532 current_view.inc_view_offset( FG_2PI );
537 double tmp = -(l->sun_rotation + FG_PI)
538 - (cur_fdm_state.get_Psi() - current_view.get_view_offset() );
539 while ( tmp < 0.0 ) {
542 while ( tmp > FG_2PI ) {
545 /* printf("Psi = %.2f, viewoffset = %.2f sunrot = %.2f rottosun = %.2f\n",
546 FG_Psi * RAD_TO_DEG, current_view.view_offset * RAD_TO_DEG,
547 -(l->sun_rotation+FG_PI) * RAD_TO_DEG, tmp * RAD_TO_DEG); */
552 void fgInitTimeDepCalcs( void ) {
555 // #ifdef HAVE_SETITIMER
556 // fgTimerInit( 1.0 / current_options.get_model_hz(),
557 // fgUpdateTimeDepCalcs );
558 // #endif HAVE_SETITIMER
562 static const double alt_adjust_ft = 3.758099;
563 static const double alt_adjust_m = alt_adjust_ft * FEET_TO_METER;
566 // What should we do when we have nothing else to do? Let's get ready
567 // for the next move and update the display?
568 static void fgMainLoop( void ) {
570 static long remainder = 0;
571 long elapsed, multi_loop;
572 #ifdef FANCY_FRAME_COUNTER
576 static time_t last_time = 0;
577 static int frames = 0;
578 #endif // FANCY_FRAME_COUNTER
580 t = FGTime::cur_time_params;
582 FG_LOG( FG_ALL, FG_DEBUG, "Running Main Loop");
583 FG_LOG( FG_ALL, FG_DEBUG, "======= ==== ====");
585 #if defined( ENABLE_PLIB_JOYSTICK )
586 // Read joystick and update control settings
587 if ( current_options.get_control_mode() == fgOPTIONS::FG_JOYSTICK ) {
590 #elif defined( ENABLE_GLUT_JOYSTICK )
591 // Glut joystick support works by feeding a joystick handler
592 // function to glut. This is taken care of once in the joystick
593 // init routine and we don't have to worry about it again.
596 #ifndef FG_NEW_WEATHER
597 current_weather.Update();
600 // Fix elevation. I'm just sticking this here for now, it should
601 // probably move eventually
603 /* printf("Before - ground = %.2f runway = %.2f alt = %.2f\n",
605 cur_fdm_state.get_Runway_altitude() * FEET_TO_METER,
606 cur_fdm_state.get_Altitude() * FEET_TO_METER); */
608 if ( scenery.cur_elev > -9990 ) {
609 if ( cur_fdm_state.get_Altitude() * FEET_TO_METER <
610 (scenery.cur_elev + alt_adjust_m - 3.0) ) {
611 // now set aircraft altitude above ground
612 printf("Current Altitude = %.2f < %.2f forcing to %.2f\n",
613 cur_fdm_state.get_Altitude() * FEET_TO_METER,
614 scenery.cur_elev + alt_adjust_m - 3.0,
615 scenery.cur_elev + alt_adjust_m );
616 fgFDMForceAltitude( current_options.get_flight_model(),
617 scenery.cur_elev + alt_adjust_m );
619 FG_LOG( FG_ALL, FG_DEBUG,
620 "<*> resetting altitude to "
621 << cur_fdm_state.get_Altitude() * FEET_TO_METER << " meters" );
623 fgFDMSetGroundElevation( current_options.get_flight_model(),
624 scenery.cur_elev ); // meters
627 /* printf("Adjustment - ground = %.2f runway = %.2f alt = %.2f\n",
629 cur_fdm_state.get_Runway_altitude() * FEET_TO_METER,
630 cur_fdm_state.get_Altitude() * FEET_TO_METER); */
633 t->update(cur_fdm_state);
635 // Get elapsed time (in usec) for this past frame
636 elapsed = fgGetTimeInterval();
637 FG_LOG( FG_ALL, FG_DEBUG,
638 "Elapsed time interval is = " << elapsed
639 << ", previous remainder is = " << remainder );
641 // Calculate frame rate average
642 #ifdef FANCY_FRAME_COUNTER
643 /* old fps calculation */
647 for ( i = FG_FRAME_RATE_HISTORY - 2; i >= 0; i-- ) {
648 tmp = general.get_frame(i);
650 // printf("frame[%d] = %.2f\n", i, g->frames[i]);
651 general.set_frame(i+1,tmp);
653 tmp = 1000000.0 / (float)elapsed;
654 general.set_frame(0,tmp);
655 // printf("frame[0] = %.2f\n", general.frames[0]);
657 general.set_frame_rate(accum / (float)FG_FRAME_RATE_HISTORY);
658 // printf("ave = %.2f\n", general.frame_rate);
661 if ( (t->get_cur_time() != last_time) && (last_time > 0) ) {
662 general.set_frame_rate( frames );
663 FG_LOG( FG_ALL, FG_DEBUG,
664 "--> Frame rate is = " << general.get_frame_rate() );
667 last_time = t->get_cur_time();
672 if ( ! use_signals ) {
673 // Calculate model iterations needed for next frame
674 elapsed += remainder;
676 multi_loop = (int)(((double)elapsed * 0.000001) *
677 current_options.get_model_hz());
678 remainder = elapsed - ( (multi_loop*1000000) /
679 current_options.get_model_hz() );
680 FG_LOG( FG_ALL, FG_DEBUG,
681 "Model iterations needed = " << multi_loop
682 << ", new remainder = " << remainder );
685 if ( multi_loop > 0 ) {
686 fgUpdateTimeDepCalcs(multi_loop, remainder);
688 FG_LOG( FG_ALL, FG_DEBUG,
689 "Elapsed time is zero ... we're zinging" );
693 #if ! defined( MACOS )
694 // Do any serial port work that might need to be done
698 // see if we need to load any new scenery tiles
699 global_tile_mgr.update();
701 // Process/manage pending events
702 global_events.Process();
704 // Run audio scheduler
705 #ifdef ENABLE_AUDIO_SUPPORT
706 if ( current_options.get_sound() && !audio_sched->not_working() ) {
708 # ifdef MICHAEL_JOHNSON_EXPERIMENTAL_ENGINE_AUDIO
710 // note: all these factors are relative to the sample. our
711 // sample format should really contain a conversion factor so
712 // that we can get prop speed right for arbitrary samples.
713 // Note that for normal-size props, there is a point at which
714 // the prop tips approach the speed of sound; that is a pretty
715 // strong limit to how fast the prop can go.
717 // multiplication factor is prime pitch control; add some log
718 // component for verisimilitude
720 double pitch = log((controls.get_throttle(0) * 14.0) + 1.0);
721 //fprintf(stderr, "pitch1: %f ", pitch);
722 if (controls.get_throttle(0) > 0.0 || cur_fdm_state.v_rel_wind > 40.0) {
723 //fprintf(stderr, "rel_wind: %f ", cur_fdm_state.v_rel_wind);
724 // only add relative wind and AoA if prop is moving
725 // or we're really flying at idle throttle
726 if (pitch < 5.4) { // this needs tuning
727 // prop tips not breaking sound barrier
728 pitch += log(cur_fdm_state.v_rel_wind + 0.8)/2;
730 // prop tips breaking sound barrier
731 pitch += log(cur_fdm_state.v_rel_wind + 0.8)/10;
733 //fprintf(stderr, "pitch2: %f ", pitch);
734 //fprintf(stderr, "AoA: %f ", FG_Gamma_vert_rad);
736 // Angle of Attack next... -x^3(e^x) is my best guess Just
737 // need to calculate some reasonable scaling factor and
738 // then clamp it on the positive aoa (neg adj) side
739 double aoa = cur_fdm_state.get_Gamma_vert_rad() * 2.2;
741 double aoa_adj = pow(-aoa, tmp) * pow(M_E, aoa);
742 if (aoa_adj < -0.8) aoa_adj = -0.8;
744 //fprintf(stderr, "pitch3: %f ", pitch);
746 // don't run at absurdly slow rates -- not realistic
747 // and sounds bad to boot. :-)
748 if (pitch < 0.8) pitch = 0.8;
750 //fprintf(stderr, "pitch4: %f\n", pitch);
752 double volume = controls.get_throttle(0) * 1.15 + 0.3 +
753 log(cur_fdm_state.v_rel_wind + 1.0)/14.0;
754 // fprintf(stderr, "volume: %f\n", volume);
756 pitch_envelope.setStep ( 0, 0.01, pitch );
757 volume_envelope.setStep ( 0, 0.01, volume );
761 double param = controls.get_throttle( 0 ) * 2.0 + 1.0;
762 pitch_envelope.setStep ( 0, 0.01, param );
763 volume_envelope.setStep ( 0, 0.01, param );
765 # endif // experimental throttle patch
767 audio_sched -> update();
774 FG_LOG( FG_ALL, FG_DEBUG, "" );
778 // This is the top level master main function that is registered as
782 // The first few passes take care of initialization things (a couple
783 // per pass) and once everything has been initialized fgMainLoop from
786 static void fgIdleFunction ( void ) {
787 // printf("idle state == %d\n", idle_state);
789 if ( idle_state == 0 ) {
790 // Initialize the splash screen right away
791 if ( current_options.get_splash_screen() ) {
796 } else if ( idle_state == 1 ) {
797 // Start the intro music
799 if ( current_options.get_intro_music() ) {
800 string lockfile = "/tmp/mpg123.running";
801 FGPath mp3file( current_options.get_fg_root() );
802 mp3file.append( "Sounds/intro.mp3" );
804 string command = "(touch " + lockfile + "; mpg123 "
805 + mp3file.str() + "> /dev/null 2>&1; /bin/rm "
807 FG_LOG( FG_GENERAL, FG_INFO,
808 "Starting intro music: " << mp3file.str() );
809 system ( command.c_str() );
814 } else if ( idle_state == 2 ) {
815 // These are a few miscellaneous things that aren't really
816 // "subsystems" but still need to be initialized.
819 if ( strstr ( general.get_glRenderer(), "Glide" ) ) {
820 grTexLodBiasValue ( GR_TMU0, 1.0 ) ;
825 } else if ( idle_state == 3 ) {
826 // This is the top level init routine which calls all the
827 // other subsystem initialization routines. If you are adding
828 // a subsystem to flight gear, its initialization call should
829 // located in this routine.
830 if( !fgInitSubsystems()) {
831 FG_LOG( FG_GENERAL, FG_ALERT,
832 "Subsystem initializations failed ..." );
837 } else if ( idle_state == 4 ) {
838 // setup OpenGL view parameters
842 // init timer routines, signals, etc. Arrange for an alarm
843 // signal to be generated, etc.
844 fgInitTimeDepCalcs();
848 } else if ( idle_state == 5 ) {
851 } else if ( idle_state == 6 ) {
852 // Initialize audio support
853 #ifdef ENABLE_AUDIO_SUPPORT
856 if ( current_options.get_intro_music() ) {
857 // Let's wait for mpg123 to finish
858 string lockfile = "/tmp/mpg123.running";
859 struct stat stat_buf;
861 FG_LOG( FG_GENERAL, FG_INFO,
862 "Waiting for mpg123 player to finish ..." );
863 while ( stat(lockfile.c_str(), &stat_buf) == 0 ) {
864 // file exist, wait ...
866 FG_LOG( FG_GENERAL, FG_INFO, ".");
868 FG_LOG( FG_GENERAL, FG_INFO, "");
872 audio_sched = new slScheduler ( 8000 );
873 audio_mixer = new smMixer;
874 audio_mixer -> setMasterVolume ( 80 ) ; /* 80% of max volume. */
875 audio_sched -> setSafetyMargin ( 1.0 ) ;
877 FGPath slfile( current_options.get_fg_root() );
878 slfile.append( "Sounds/wasp.wav" );
880 s1 = new slSample ( (char *)slfile.c_str() );
881 FG_LOG( FG_GENERAL, FG_INFO,
882 "Rate = " << s1 -> getRate()
883 << " Bps = " << s1 -> getBps()
884 << " Stereo = " << s1 -> getStereo() );
885 audio_sched -> loopSample ( s1 );
887 if ( audio_sched->not_working() ) {
890 pitch_envelope.setStep ( 0, 0.01, 0.6 );
891 volume_envelope.setStep ( 0, 0.01, 0.6 );
893 audio_sched -> addSampleEnvelope( s1, 0, 0,
896 audio_sched -> addSampleEnvelope( s1, 0, 1,
898 SL_VOLUME_ENVELOPE );
901 // strcpy(slfile, path);
902 // strcat(slfile, "thunder.wav");
903 // s2 -> loadFile ( slfile );
904 // s2 -> adjustVolume(0.5);
905 // audio_sched -> playSample ( s2 );
912 if ( idle_state == 1000 ) {
913 // We've finished all our initialization steps, from now on we
914 // run the main loop.
918 if ( current_options.get_splash_screen() == 1 ) {
924 // options.cxx needs to see this for toggle_panel()
925 // Handle new window size or exposure
926 void fgReshape( int width, int height ) {
927 if ( ! current_options.get_panel_status() ) {
928 current_view.set_win_ratio( (GLfloat) width / (GLfloat) height );
929 xglViewport(0, 0 , (GLint)(width), (GLint)(height) );
931 current_view.set_win_ratio( (GLfloat) width /
932 ((GLfloat) (height)*0.4232) );
933 xglViewport(0, (GLint)((height)*0.5768), (GLint)(width),
934 (GLint)((height)*0.4232) );
937 current_view.set_winWidth( width );
938 current_view.set_winHeight( height );
939 current_view.force_update_fov_math();
941 // set these fov to be the same as in fgRenderFrame()
942 float x_fov = current_options.get_fov();
943 float y_fov = x_fov * 1.0 / current_view.get_win_ratio();
944 ssgSetFOV( x_fov, y_fov );
946 glViewport ( 0, 0, width, height );
948 if ( idle_state == 1000 ) {
949 // yes we've finished all our initializations and are running
950 // the main loop, so this will now work without seg faulting
952 current_view.UpdateViewParams(cur_fdm_state);
953 if ( current_options.get_panel_status() ) {
954 FGPanel::OurPanel->ReInit(0, 0, 1024, 768);
960 // Initialize GLUT and define a main window
961 int fgGlutInit( int *argc, char **argv ) {
963 #if !defined( MACOS )
964 // GLUT will extract all glut specific options so later on we only
965 // need wory about our own.
966 xglutInit(argc, argv);
969 // Define Display Parameters
970 xglutInitDisplayMode( GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE );
972 FG_LOG( FG_GENERAL, FG_INFO, "Opening a window: " <<
973 current_options.get_xsize() << "x" << current_options.get_ysize() );
975 // Define initial window size
976 xglutInitWindowSize( current_options.get_xsize(),
977 current_options.get_ysize() );
979 // Initialize windows
980 if ( current_options.get_game_mode() == 0 ) {
981 // Open the regular window
982 xglutCreateWindow("Flight Gear");
983 #ifndef GLUT_WRONG_VERSION
985 // Open the cool new 'game mode' window
986 char game_mode_str[256];
987 sprintf( game_mode_str, "width=%d height=%d bpp=32",
988 current_options.get_xsize(),
989 current_options.get_ysize() );
991 FG_LOG( FG_GENERAL, FG_INFO,
992 "game mode params = " << game_mode_str );
993 glutGameModeString( game_mode_str );
998 // This seems to be the absolute earliest in the init sequence
999 // that these calls will return valid info. Too bad it's after
1000 // we've already created and sized out window. :-(
1001 general.set_glVendor( (char *)glGetString ( GL_VENDOR ) );
1002 general.set_glRenderer( (char *)glGetString ( GL_RENDERER ) );
1003 general.set_glVersion( (char *)glGetString ( GL_VERSION ) );
1005 FG_LOG ( FG_GENERAL, FG_INFO, general.get_glRenderer() );
1008 // try to determine if we should adjust the initial default
1009 // display resolution. The options class defaults (is
1010 // initialized) to 640x480.
1011 string renderer = general.glRenderer;
1013 // currently we only know how to deal with Mesa/Glide/Voodoo cards
1014 if ( renderer.find( "Glide" ) != string::npos ) {
1015 FG_LOG( FG_GENERAL, FG_INFO, "Detected a Glide driver" );
1016 if ( renderer.find( "FB/8" ) != string::npos ) {
1017 // probably a voodoo-2
1018 if ( renderer.find( "TMU/SLI" ) != string::npos ) {
1019 // probably two SLI'd Voodoo-2's
1020 current_options.set_xsize( 1024 );
1021 current_options.set_ysize( 768 );
1022 FG_LOG( FG_GENERAL, FG_INFO,
1023 "It looks like you have two sli'd voodoo-2's." << endl
1024 << "upgrading your win resolution to 1024 x 768" );
1025 glutReshapeWindow(1024, 768);
1027 // probably a single non-SLI'd Voodoo-2
1028 current_options.set_xsize( 800 );
1029 current_options.set_ysize( 600 );
1030 FG_LOG( FG_GENERAL, FG_INFO,
1031 "It looks like you have a voodoo-2." << endl
1032 << "upgrading your win resolution to 800 x 600" );
1033 glutReshapeWindow(800, 600);
1035 } else if ( renderer.find( "FB/2" ) != string::npos ) {
1036 // probably a voodoo-1, stick with the default
1039 // we have no special knowledge of this card, stick with the default
1047 // Initialize GLUT event handlers
1048 int fgGlutInitEvents( void ) {
1049 // call fgReshape() on window resizes
1050 xglutReshapeFunc( fgReshape );
1052 // call GLUTkey() on keyboard event
1053 xglutKeyboardFunc( GLUTkey );
1054 glutSpecialFunc( GLUTspecialkey );
1056 // call guiMouseFunc() whenever our little rodent is used
1057 glutMouseFunc ( guiMouseFunc );
1058 glutMotionFunc (guiMotionFunc );
1059 glutPassiveMotionFunc (guiMotionFunc );
1061 // call fgMainLoop() whenever there is
1062 // nothing else to do
1063 xglutIdleFunc( fgIdleFunction );
1066 xglutDisplayFunc( fgRenderFrame );
1073 int main( int argc, char **argv ) {
1075 #if defined( MACOS )
1076 argc = ccommand( &argv );
1080 _control87(MCW_EM, MCW_EM); /* defined in float.h */
1083 // set default log levels
1084 fglog().setLogLevels( FG_ALL, FG_INFO );
1086 FG_LOG( FG_GENERAL, FG_INFO, "Flight Gear: Version " << VERSION << endl );
1088 // seed the random number generater
1091 // Load the configuration parameters
1092 if ( !fgInitConfig(argc, argv) ) {
1093 FG_LOG( FG_GENERAL, FG_ALERT, "Config option parsing failed ..." );
1097 // Initialize the Window/Graphics environment.
1098 if( !fgGlutInit(&argc, argv) ) {
1099 FG_LOG( FG_GENERAL, FG_ALERT, "GLUT initialization failed ..." );
1103 // Initialize the various GLUT Event Handlers.
1104 if( !fgGlutInitEvents() ) {
1105 FG_LOG( FG_GENERAL, FG_ALERT,
1106 "GLUT event handler initialization failed ..." );
1110 // Initialize ssg (from plib)
1113 // Initialize the user interface (we need to do this before
1114 // passing off control to glut and before fgInitGeneral to get our
1118 // Do some quick general initializations
1119 if( !fgInitGeneral()) {
1120 FG_LOG( FG_GENERAL, FG_ALERT,
1121 "General initializations failed ..." );
1126 // some ssg test stuff (requires data from the plib source
1127 // distribution) specifically from the ssg tux example
1130 FGPath modelpath( current_options.get_fg_root() );
1131 modelpath.append( "Models" );
1132 modelpath.append( "Geometry" );
1134 FGPath texturepath( current_options.get_fg_root() );
1135 texturepath.append( "Models" );
1136 texturepath.append( "Textures" );
1138 ssgModelPath( (char *)modelpath.c_str() );
1139 ssgTexturePath( (char *)texturepath.c_str() );
1141 scene = new ssgRoot;
1142 terrain = new ssgBranch;
1143 terrain->setName( "Terrain" );
1144 penguin_sel = new ssgSelector;
1145 penguin_pos = new ssgTransform;
1147 ssgEntity *tux_obj = ssgLoadAC( "glider.ac" );
1148 // ssgEntity *tux_obj = ssgLoadAC( "Tower1x.ac" );
1149 penguin_pos->addKid( tux_obj );
1150 penguin_sel->addKid( penguin_pos );
1151 ssgFlatten( tux_obj );
1152 ssgStripify( penguin_sel );
1154 #ifdef FG_NETWORK_OLK
1155 // Do the network intialization
1156 printf("Multipilot mode %s\n", fg_net_init() );
1159 scene->addKid( terrain );
1160 scene->addKid( penguin_sel );
1162 // pass control off to the master GLUT event handler
1165 // we never actually get here ... but to avoid compiler warnings,