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
41 #include <simgear/xgl/xgl.h>
51 #ifdef HAVE_SYS_STAT_H
52 # include <sys/stat.h> /* for stat() */
56 # include <unistd.h> /* for stat() */
59 #include <plib/pu.h> // plib include
60 #include <plib/ssg.h> // plib include
62 #ifdef ENABLE_AUDIO_SUPPORT
63 # include <plib/sl.h> // plib include
64 # include <plib/sm.h> // plib include
67 #include <simgear/constants.h> // for VERSION
68 #include <simgear/debug/logstream.hxx>
69 #include <simgear/math/fg_geodesy.hxx>
70 #include <simgear/math/polar3d.hxx>
71 #include <simgear/math/fg_random.h>
72 #include <simgear/misc/fgpath.hxx>
74 #include <Include/general.hxx>
76 #include <Aircraft/aircraft.hxx>
77 #include <Astro/ephemeris.hxx>
78 #include <Astro/stars.hxx>
79 #include <Astro/solarsystem.hxx>
81 #include <Autopilot/autopilot.hxx>
82 #include <Cockpit/cockpit.hxx>
84 #include <Joystick/joystick.hxx>
86 #include <NetworkOLK/network.h>
88 #include <Objects/materialmgr.hxx>
89 #include <Scenery/scenery.hxx>
90 #include <Scenery/tilemgr.hxx>
91 #include <Sky/skydome.hxx>
92 #include <Sky/skymoon.hxx>
93 #include <Sky/skysun.hxx>
94 #include <Time/event.hxx>
95 #include <Time/fg_time.hxx>
96 #include <Time/fg_timer.hxx>
97 #include <Time/sunpos.hxx>
99 #ifndef FG_OLD_WEATHER
100 # include <WeatherCM/FGLocalWeatherDatabase.h>
102 # include <Weather/weather.hxx>
105 #include "fg_init.hxx"
107 #include "keyboard.hxx"
108 #include "options.hxx"
109 #include "splash.hxx"
113 // -dw- use custom sioux settings so I can see output window
116 # include <sioux.h> // settings for output window
118 # include <console.h>
122 // This is a record containing a bit of global housekeeping information
125 // Specify our current idle function state. This is used to run all
126 // our initializations out of the glutIdleLoop() so that we can get a
127 // splash screen up and running right away.
128 static int idle_state = 0;
129 static int global_multi_loop;
134 // Global structures for the Audio library
135 #ifdef ENABLE_AUDIO_SUPPORT
136 slEnvelope pitch_envelope ( 1, SL_SAMPLE_ONE_SHOT ) ;
137 slEnvelope volume_envelope ( 1, SL_SAMPLE_ONE_SHOT ) ;
138 slScheduler *audio_sched;
139 smMixer *audio_mixer;
146 ssgRoot *scene = NULL;
147 ssgBranch *terrain = NULL;
148 ssgSelector *penguin_sel = NULL;
149 ssgTransform *penguin_pos = NULL;
151 #ifdef FG_NETWORK_OLK
152 ssgSelector *fgd_sel = NULL;
153 ssgTransform *fgd_pos = NULL;
157 // current fdm/position used for view
158 FGInterface cur_view_fdm;
162 FGSkyDome current_sky;
163 FGSkySun current_sun;
164 FGSkyMoon current_moon;
167 sgMat4 copy_of_ssgOpenGLAxisSwapMatrix =
169 { 1.0f, 0.0f, 0.0f, 0.0f },
170 { 0.0f, 0.0f, -1.0f, 0.0f },
171 { 0.0f, 1.0f, 0.0f, 0.0f },
172 { 0.0f, 0.0f, 0.0f, 1.0f }
175 // The following defines flight gear options. Because glutlib will also
176 // want to parse its own options, those options must not be included here
177 // or they will get parsed by the main program option parser. Hence case
178 // is significant for any option added that might be in conflict with
181 // glutlib parses for:
183 // -direct (invalid in Win32)
187 // -indirect (invalid in Win32)
190 // Note that glutlib depends upon strings while this program's
191 // option parser wants only initial characters followed by numbers
196 ssgSimpleState *default_state;
197 ssgSimpleState *hud_and_panel;
198 ssgSimpleState *menus;
200 void fgBuildRenderStates( void ) {
201 default_state = new ssgSimpleState;
202 default_state->disable( GL_TEXTURE_2D );
203 default_state->enable( GL_CULL_FACE );
204 default_state->disable( GL_COLOR_MATERIAL );
205 default_state->disable( GL_BLEND );
206 default_state->disable( GL_ALPHA_TEST );
207 default_state->disable( GL_LIGHTING );
208 default_state->setMaterial( GL_AMBIENT_AND_DIFFUSE, 1.0, 1.0, 1.0, 1.0 );
210 hud_and_panel = new ssgSimpleState;
211 hud_and_panel->disable( GL_CULL_FACE );
212 hud_and_panel->disable( GL_TEXTURE_2D );
213 hud_and_panel->disable( GL_LIGHTING );
215 menus = new ssgSimpleState;
216 menus->disable( GL_CULL_FACE );
217 menus->disable( GL_TEXTURE_2D );
218 menus->enable( GL_BLEND );
222 // fgInitVisuals() -- Initialize various GL/view parameters
223 void fgInitVisuals( void ) {
226 l = &cur_light_params;
228 #ifndef GLUT_WRONG_VERSION
229 // Go full screen if requested ...
230 if ( current_options.get_fullscreen() ) {
235 // If enabled, normal vectors specified with glNormal are scaled
236 // to unit length after transformation. See glNormal.
237 // xglEnable( GL_NORMALIZE );
239 xglEnable( GL_LIGHTING );
240 xglEnable( GL_LIGHT0 );
241 xglLightfv( GL_LIGHT0, GL_POSITION, l->sun_vec );
244 sgSetVec3( sunpos, l->sun_vec[0], l->sun_vec[1], l->sun_vec[2] );
245 ssgGetLight( 0 ) -> setPosition( sunpos );
247 // xglFogi (GL_FOG_MODE, GL_LINEAR);
248 xglFogi (GL_FOG_MODE, GL_EXP2);
249 if ( (current_options.get_fog() == 1) ||
250 (current_options.get_shading() == 0) ) {
251 // if fastest fog requested, or if flat shading force fastest
252 xglHint ( GL_FOG_HINT, GL_FASTEST );
253 } else if ( current_options.get_fog() == 2 ) {
254 xglHint ( GL_FOG_HINT, GL_NICEST );
256 if ( current_options.get_wireframe() ) {
258 xglPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
261 // This is the default anyways, but it can't hurt
262 xglFrontFace ( GL_CCW );
265 // xglEnable(GL_POINT_SMOOTH);
266 // xglEnable(GL_LINE_SMOOTH);
267 // xglEnable(GL_POLYGON_SMOOTH);
271 // Update all Visuals (redraws anything graphics related)
272 void fgRenderFrame( void ) {
273 fgLIGHT *l = &cur_light_params;
274 FGTime *t = FGTime::cur_time_params;
275 // FGView *v = ¤t_view;
276 static double last_visibility = -9999;
277 static bool in_puff = false;
278 static double puff_length = 0;
279 static double puff_progression = 0;
280 const double ramp_up = 0.15;
281 const double ramp_down = 0.15;
284 // GLfloat black[4] = { 0.0, 0.0, 0.0, 1.0 };
285 // GLfloat white[4] = { 1.0, 1.0, 1.0, 1.0 };
286 // GLfloat terrain_color[4] = { 0.54, 0.44, 0.29, 1.0 };
287 // GLfloat mat_shininess[] = { 10.0 };
288 GLbitfield clear_mask;
290 if ( idle_state != 1000 ) {
291 // still initializing, draw the splash screen
292 if ( current_options.get_splash_screen() == 1 ) {
296 // idle_state is now 1000 meaning we've finished all our
297 // initializations and are running the main loop, so this will
298 // now work without seg faulting the system.
300 // printf("Ground = %.2f Altitude = %.2f\n", scenery.cur_elev,
301 // FG_Altitude * FEET_TO_METER);
303 // this is just a temporary hack, to make me understand Pui
304 // timerText -> setLabel (ctime (&t->cur_time));
307 // update view volume parameters
308 // cout << "before pilot_view update" << endl;
309 pilot_view.UpdateViewParams(*cur_fdm_state);
310 // cout << "after pilot_view update" << endl;
311 current_view.UpdateViewParams(cur_view_fdm);
313 // set the sun position
314 xglLightfv( GL_LIGHT0, GL_POSITION, l->sun_vec );
316 clear_mask = GL_DEPTH_BUFFER_BIT;
317 if ( current_options.get_wireframe() ) {
318 clear_mask |= GL_COLOR_BUFFER_BIT;
320 if ( current_options.get_panel_status() ) {
321 // we can't clear the screen when the panel is active
322 } else if ( current_options.get_skyblend() ) {
323 if ( current_options.get_textures() ) {
324 // glClearColor(black[0], black[1], black[2], black[3]);
325 glClearColor(l->adj_fog_color[0], l->adj_fog_color[1],
326 l->adj_fog_color[2], l->adj_fog_color[3]);
327 clear_mask |= GL_COLOR_BUFFER_BIT;
330 glClearColor(l->sky_color[0], l->sky_color[1],
331 l->sky_color[2], l->sky_color[3]);
332 clear_mask |= GL_COLOR_BUFFER_BIT;
334 xglClear( clear_mask );
336 // Tell GL we are switching to model view parameters
338 // I really should create a derived ssg node or use a call
339 // back or something so that I can draw the sky within the
340 // ssgCullandDraw() function, but for now I just mimic what
341 // ssg does to set up the model view matrix
342 xglMatrixMode(GL_MODELVIEW);
344 ssgSetCamera( current_view.VIEW );
347 sgMat4 vm_tmp, view_mat;
348 sgTransposeNegateMat4 ( vm_tmp, current_view.VIEW ) ;
349 sgCopyMat4( view_mat, copy_of_ssgOpenGLAxisSwapMatrix ) ;
350 sgPreMultMat4( view_mat, vm_tmp ) ;
351 xglLoadMatrixf( (float *)view_mat );
354 // set the opengl state to known default values
355 default_state->force();
357 xglDisable( GL_DEPTH_TEST );
358 xglDisable( GL_FOG );
361 if ( current_options.get_skyblend() ) {
363 sgSetVec3( zero_elev,
364 current_view.get_cur_zero_elev().x(),
365 current_view.get_cur_zero_elev().y(),
366 current_view.get_cur_zero_elev().z() );
368 current_sky.repaint( cur_light_params.sky_color,
369 cur_light_params.fog_color,
370 cur_light_params.sun_angle );
372 current_sky.reposition( zero_elev,
373 cur_fdm_state->get_Longitude(),
374 cur_fdm_state->get_Latitude(),
375 cur_light_params.sun_rotation );
381 glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ) ;
382 current_sun.repaint( cur_light_params.sun_angle );
385 current_view.get_view_pos().x(),
386 current_view.get_view_pos().y(),
387 current_view.get_view_pos().z() );
388 current_sun.reposition( view_pos,
389 t->getGst() * 15.041085,
390 ephem.getSunRightAscension(),
391 ephem.getSunDeclination() );
395 glBlendFunc ( GL_SRC_ALPHA, GL_ONE ) ;
396 current_moon.repaint( cur_light_params.moon_angle );
398 current_view.get_view_pos().x(),
399 current_view.get_view_pos().y(),
400 current_view.get_view_pos().z() );
401 current_moon.reposition( view_pos,
402 t->getGst() * 15.041085,
403 ephem.getMoonRightAscension(),
404 ephem.getMoonDeclination() );
407 // xglDisable( GL_FOG );
411 // setup transformation for drawing astronomical objects
413 // Translate to view position
414 Point3D view_pos = current_view.get_view_pos();
415 xglTranslatef( view_pos.x(), view_pos.y(), view_pos.z() );
416 // Rotate based on gst (sidereal time)
417 // note: constant should be 15.041085, Curt thought it was 15
418 angle = t->getGst() * 15.041085;
419 // printf("Rotating astro objects by %.2f degrees\n",angle);
420 xglRotatef( angle, 0.0, 0.0, -1.0 );
422 // draw stars and planets
424 xglDisable( GL_COLOR_MATERIAL ); // just to make sure ...
425 xglEnable( GL_CULL_FACE ); // for moon
426 xglLightfv( GL_LIGHT0, GL_POSITION, l->sun_vec );
427 //xglEnable(GL_DEPTH_TEST);
428 SolarSystem::theSolarSystem->draw();
429 // reset blending function
430 glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ) ;
436 /* if ( current_options.get_shading() ) {
437 xglShadeModel( GL_SMOOTH );
439 xglShadeModel( GL_FLAT );
441 xglEnable( GL_DEPTH_TEST );
442 if ( current_options.get_fog() > 0 ) {
444 xglFogi( GL_FOG_MODE, GL_EXP2 );
445 xglFogfv( GL_FOG_COLOR, l->adj_fog_color );
448 // update fog params if visibility has changed
449 #ifndef FG_OLD_WEATHER
450 double cur_visibility = WeatherDatabase->getWeatherVisibility();
452 double cur_visibility = current_weather.get_visibility();
454 double actual_visibility = cur_visibility;
456 if ( current_options.get_clouds() ) {
457 double diff = fabs( cur_fdm_state->get_Altitude() * FEET_TO_METER -
458 current_options.get_clouds_asl() );
459 // cout << "altitude diff = " << diff << endl;
462 // calc chance of entering cloud puff
463 double rnd = fg_random();
464 double chance = rnd * rnd * rnd;
465 if ( chance > 0.95 /* * (diff - 25) / 50.0 */ ) {
468 puff_length = fg_random() * 2.0; // up to 2 seconds
469 } while ( puff_length <= 0.0 );
470 puff_progression = 0.0;
474 actual_visibility = cur_visibility * (diff - 25) / 50.0;
477 // modify actual_visibility based on puff envelope
479 if ( puff_progression <= ramp_up ) {
480 double x = FG_PI_2 * puff_progression / ramp_up;
481 double factor = 1.0 - sin( x );
482 actual_visibility = actual_visibility * factor;
483 } else if ( puff_progression >= ramp_up + puff_length ) {
485 (puff_progression - (ramp_up + puff_length)) /
487 double factor = sin( x );
488 actual_visibility = actual_visibility * factor;
490 actual_visibility = 0.0;
493 /* cout << "len = " << puff_length
495 << " factor = " << factor
496 << " actual_visibility = " << actual_visibility
499 puff_progression += ( global_multi_loop *
500 current_options.get_speed_up() ) /
501 (double)current_options.get_model_hz();
503 /* cout << "gml = " << global_multi_loop
504 << " speed up = " << current_options.get_speed_up()
505 << " hz = " << current_options.get_model_hz() << endl;
508 if ( puff_progression > puff_length + ramp_up + ramp_down) {
513 // never let visibility drop below zero
514 if ( actual_visibility < 0 ) {
515 actual_visibility = 0;
520 // cout << "actual visibility = " << actual_visibility << endl;
522 if ( actual_visibility != last_visibility ) {
523 last_visibility = actual_visibility;
525 // cout << "----> updating fog params" << endl;
527 GLfloat fog_exp_density;
528 GLfloat fog_exp2_density;
531 fog_exp_density = -log(0.01 / actual_visibility);
534 fog_exp2_density = sqrt( -log(0.01) ) / actual_visibility;
536 // Set correct opengl fog density
537 xglFogf (GL_FOG_DENSITY, fog_exp2_density);
540 // set lighting parameters
541 xglLightfv( GL_LIGHT0, GL_AMBIENT, l->scene_ambient );
542 xglLightfv( GL_LIGHT0, GL_DIFFUSE, l->scene_diffuse );
543 // xglLightfv(GL_LIGHT0, GL_SPECULAR, white );
545 // texture parameters
546 // xglEnable( GL_TEXTURE_2D );
547 xglTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ) ;
548 xglHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST ) ;
549 // set base color (I don't think this is doing anything here)
550 // xglMaterialfv (GL_FRONT, GL_AMBIENT, white);
551 // (GL_FRONT, GL_DIFFUSE, white);
552 // xglMaterialfv (GL_FRONT, GL_SPECULAR, white);
553 // xglMaterialfv (GL_FRONT, GL_SHININESS, mat_shininess);
556 sgSetVec3( sunpos, l->sun_vec[0], l->sun_vec[1], l->sun_vec[2] );
557 ssgGetLight( 0 ) -> setPosition( sunpos );
559 // xglMatrixMode( GL_PROJECTION );
560 // xglLoadIdentity();
561 float fov = current_options.get_fov();
562 ssgSetFOV(fov * current_view.get_win_ratio(), fov);
564 double agl = current_aircraft.fdm_state->get_Altitude() * FEET_TO_METER
567 // FG_LOG( FG_ALL, FG_INFO, "visibility is "
568 // << current_weather.get_visibility() );
571 ssgSetNearFar( 10.0f, 120000.0f );
573 ssgSetNearFar( 0.5f, 120000.0f );
576 if ( current_options.get_view_mode() ==
577 fgOPTIONS::FG_VIEW_PILOT )
580 penguin_sel->select(0);
581 } else if ( current_options.get_view_mode() ==
582 fgOPTIONS::FG_VIEW_FOLLOW )
584 // select view matrix from front of view matrix queue
585 // FGMat4Wrapper tmp = current_view.follow.front();
586 // sgCopyMat4( sgVIEW, tmp.m );
588 // enable TuX and set up his position and orientation
589 penguin_sel->select(1);
592 sgMakeTransMat4( sgTRANS,
593 pilot_view.view_pos.x(),
594 pilot_view.view_pos.y(),
595 pilot_view.view_pos.z() );
598 sgSetVec3( ownship_up, 0.0, 0.0, 1.0);
601 sgMakeRotMat4( sgROT, -90.0, ownship_up );
605 sgMultMat4( sgTMP, sgROT, pilot_view.VIEW_ROT );
606 sgMultMat4( sgTUX, sgTMP, sgTRANS );
609 sgSetCoord( &tuxpos, sgTUX );
610 penguin_pos->setTransform( &tuxpos );
613 # ifdef FG_NETWORK_OLK
614 if ( current_options.get_network_olk() ) {
616 other = head->next; /* put listpointer to start */
617 while ( other != tail) { /* display all except myself */
618 if ( strcmp( other->ipadr, fgd_mcp_ip) != 0) {
619 other->fgd_sel->select(1);
620 sgSetCoord( &fgdpos, other->sgFGD_COORD );
621 other->fgd_pos->setTransform( &fgdpos );
626 // fgd_sel->select(1);
627 // sgCopyMat4( sgTUX, current_view.sgVIEW);
629 // sgSetCoord( &fgdpos, sgFGD_VIEW );
630 // fgd_pos->setTransform( &fgdpos);
634 // ssgSetCamera( current_view.VIEW );
636 // position tile nodes and update range selectors
637 global_tile_mgr.prep_ssg_nodes();
639 // force the default state so ssg can get back on track if
640 // we've changed things elsewhere
641 FGMaterialSlot m_slot;
642 FGMaterialSlot *m_ptr = &m_slot;
643 if ( material_mgr.find( "Default", m_ptr ) ) {
644 m_ptr->get_state()->force();
647 // draw the ssg scene
648 ssgCullAndDraw( scene );
651 // display HUD && Panel
652 xglDisable( GL_FOG );
653 xglDisable( GL_DEPTH_TEST );
654 // xglDisable( GL_CULL_FACE );
655 // xglDisable( GL_TEXTURE_2D );
656 hud_and_panel->apply();
659 // We can do translucent menus, so why not. :-)
660 // xglEnable ( GL_BLEND ) ;
662 xglBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ) ;
664 // xglDisable ( GL_BLEND ) ;
666 // xglEnable( GL_FOG );
673 // Update internal time dependent calculations (i.e. flight model)
674 void fgUpdateTimeDepCalcs(int multi_loop, int remainder) {
675 static fdm_state_list fdm_list;
676 // FGInterface fdm_state;
677 fgLIGHT *l = &cur_light_params;
678 FGTime *t = FGTime::cur_time_params;
679 // FGView *v = ¤t_view;
682 // update the flight model
683 if ( multi_loop < 0 ) {
687 if ( !t->getPause() ) {
688 // run Autopilot system
691 // printf("updating flight model x %d\n", multi_loop);
692 /* fgFDMUpdate( current_options.get_flight_model(),
694 multi_loop * current_options.get_speed_up(),
696 cur_fdm_state->update( multi_loop * current_options.get_speed_up() );
698 // fgFDMUpdate( current_options.get_flight_model(),
699 // fdm_state, 0, remainder );
700 cur_fdm_state->update( 0 );
703 fdm_list.push_back( *cur_fdm_state );
704 while ( fdm_list.size() > 15 ) {
705 fdm_list.pop_front();
708 if ( current_options.get_view_mode() == fgOPTIONS::FG_VIEW_PILOT ) {
709 cur_view_fdm = *cur_fdm_state;
711 } else if ( current_options.get_view_mode() == fgOPTIONS::FG_VIEW_FOLLOW ) {
712 cur_view_fdm = fdm_list.front();
715 // update the view angle
716 for ( i = 0; i < multi_loop; i++ ) {
717 if ( fabs(current_view.get_goal_view_offset() -
718 current_view.get_view_offset()) < 0.05 )
720 current_view.set_view_offset( current_view.get_goal_view_offset() );
723 // move current_view.view_offset towards current_view.goal_view_offset
724 if ( current_view.get_goal_view_offset() >
725 current_view.get_view_offset() )
727 if ( current_view.get_goal_view_offset() -
728 current_view.get_view_offset() < FG_PI )
730 current_view.inc_view_offset( 0.01 );
732 current_view.inc_view_offset( -0.01 );
735 if ( current_view.get_view_offset() -
736 current_view.get_goal_view_offset() < FG_PI )
738 current_view.inc_view_offset( -0.01 );
740 current_view.inc_view_offset( 0.01 );
743 if ( current_view.get_view_offset() > FG_2PI ) {
744 current_view.inc_view_offset( -FG_2PI );
745 } else if ( current_view.get_view_offset() < 0 ) {
746 current_view.inc_view_offset( FG_2PI );
751 double tmp = -(l->sun_rotation + FG_PI)
752 - (cur_fdm_state->get_Psi() - current_view.get_view_offset() );
753 while ( tmp < 0.0 ) {
756 while ( tmp > FG_2PI ) {
759 /* printf("Psi = %.2f, viewoffset = %.2f sunrot = %.2f rottosun = %.2f\n",
760 FG_Psi * RAD_TO_DEG, current_view.view_offset * RAD_TO_DEG,
761 -(l->sun_rotation+FG_PI) * RAD_TO_DEG, tmp * RAD_TO_DEG); */
764 // Update solar system
769 void fgInitTimeDepCalcs( void ) {
772 // #ifdef HAVE_SETITIMER
773 // fgTimerInit( 1.0 / current_options.get_model_hz(),
774 // fgUpdateTimeDepCalcs );
775 // #endif HAVE_SETITIMER
779 static const double alt_adjust_ft = 3.758099;
780 static const double alt_adjust_m = alt_adjust_ft * FEET_TO_METER;
783 // What should we do when we have nothing else to do? Let's get ready
784 // for the next move and update the display?
785 static void fgMainLoop( void ) {
787 static long remainder = 0;
789 #ifdef FANCY_FRAME_COUNTER
793 static time_t last_time = 0;
794 static int frames = 0;
795 #endif // FANCY_FRAME_COUNTER
797 t = FGTime::cur_time_params;
799 FG_LOG( FG_ALL, FG_DEBUG, "Running Main Loop");
800 FG_LOG( FG_ALL, FG_DEBUG, "======= ==== ====");
802 #ifdef FG_NETWORK_OLK
803 if ( current_options.get_network_olk() ) {
804 if ( net_is_registered == 0 ) { // We first have to reg. to fgd
805 // printf("FGD: Netupdate\n");
806 fgd_send_com( "A", FGFS_host); // Send Mat4 data
807 fgd_send_com( "B", FGFS_host); // Recv Mat4 data
812 #if defined( ENABLE_PLIB_JOYSTICK )
813 // Read joystick and update control settings
814 if ( current_options.get_control_mode() == fgOPTIONS::FG_JOYSTICK ) {
817 #elif defined( ENABLE_GLUT_JOYSTICK )
818 // Glut joystick support works by feeding a joystick handler
819 // function to glut. This is taken care of once in the joystick
820 // init routine and we don't have to worry about it again.
823 #ifdef FG_OLD_WEATHER
824 current_weather.Update();
827 // Fix elevation. I'm just sticking this here for now, it should
828 // probably move eventually
830 /* printf("Before - ground = %.2f runway = %.2f alt = %.2f\n",
832 cur_fdm_state->get_Runway_altitude() * FEET_TO_METER,
833 cur_fdm_state->get_Altitude() * FEET_TO_METER); */
835 if ( scenery.cur_elev > -9990 ) {
836 if ( cur_fdm_state->get_Altitude() * FEET_TO_METER <
837 (scenery.cur_elev + alt_adjust_m - 3.0) ) {
838 // now set aircraft altitude above ground
839 printf("(*) Current Altitude = %.2f < %.2f forcing to %.2f\n",
840 cur_fdm_state->get_Altitude() * FEET_TO_METER,
841 scenery.cur_elev + alt_adjust_m - 3.0,
842 scenery.cur_elev + alt_adjust_m );
843 fgFDMForceAltitude( current_options.get_flight_model(),
844 scenery.cur_elev + alt_adjust_m );
846 FG_LOG( FG_ALL, FG_DEBUG,
847 "<*> resetting altitude to "
848 << cur_fdm_state->get_Altitude() * FEET_TO_METER << " meters" );
850 fgFDMSetGroundElevation( current_options.get_flight_model(),
851 scenery.cur_elev ); // meters
854 /* printf("Adjustment - ground = %.2f runway = %.2f alt = %.2f\n",
856 cur_fdm_state->get_Runway_altitude() * FEET_TO_METER,
857 cur_fdm_state->get_Altitude() * FEET_TO_METER); */
860 t->update(*cur_fdm_state);
862 // Get elapsed time (in usec) for this past frame
863 elapsed = fgGetTimeInterval();
864 FG_LOG( FG_ALL, FG_DEBUG,
865 "Elapsed time interval is = " << elapsed
866 << ", previous remainder is = " << remainder );
868 // Calculate frame rate average
869 #ifdef FANCY_FRAME_COUNTER
870 /* old fps calculation */
874 for ( i = FG_FRAME_RATE_HISTORY - 2; i >= 0; i-- ) {
875 tmp = general.get_frame(i);
877 // printf("frame[%d] = %.2f\n", i, g->frames[i]);
878 general.set_frame(i+1,tmp);
880 tmp = 1000000.0 / (float)elapsed;
881 general.set_frame(0,tmp);
882 // printf("frame[0] = %.2f\n", general.frames[0]);
884 general.set_frame_rate(accum / (float)FG_FRAME_RATE_HISTORY);
885 // printf("ave = %.2f\n", general.frame_rate);
888 if ( (t->get_cur_time() != last_time) && (last_time > 0) ) {
889 general.set_frame_rate( frames );
890 FG_LOG( FG_ALL, FG_DEBUG,
891 "--> Frame rate is = " << general.get_frame_rate() );
894 last_time = t->get_cur_time();
899 if ( ! use_signals ) {
900 // Calculate model iterations needed for next frame
901 elapsed += remainder;
903 global_multi_loop = (int)(((double)elapsed * 0.000001) *
904 current_options.get_model_hz());
905 remainder = elapsed - ( (global_multi_loop*1000000) /
906 current_options.get_model_hz() );
907 FG_LOG( FG_ALL, FG_DEBUG,
908 "Model iterations needed = " << global_multi_loop
909 << ", new remainder = " << remainder );
912 if ( global_multi_loop > 0 ) {
913 fgUpdateTimeDepCalcs(global_multi_loop, remainder);
915 FG_LOG( FG_ALL, FG_DEBUG,
916 "Elapsed time is zero ... we're zinging" );
920 #if ! defined( MACOS )
921 // Do any I/O channel work that might need to be done
925 // see if we need to load any new scenery tiles
926 global_tile_mgr.update();
928 // Process/manage pending events
929 global_events.Process();
931 // Run audio scheduler
932 #ifdef ENABLE_AUDIO_SUPPORT
933 if ( current_options.get_sound() && !audio_sched->not_working() ) {
935 # ifdef MICHAEL_JOHNSON_EXPERIMENTAL_ENGINE_AUDIO
937 // note: all these factors are relative to the sample. our
938 // sample format should really contain a conversion factor so
939 // that we can get prop speed right for arbitrary samples.
940 // Note that for normal-size props, there is a point at which
941 // the prop tips approach the speed of sound; that is a pretty
942 // strong limit to how fast the prop can go.
944 // multiplication factor is prime pitch control; add some log
945 // component for verisimilitude
947 double pitch = log((controls.get_throttle(0) * 14.0) + 1.0);
948 //fprintf(stderr, "pitch1: %f ", pitch);
949 if (controls.get_throttle(0) > 0.0 || cur_fdm_state->v_rel_wind > 40.0) {
950 //fprintf(stderr, "rel_wind: %f ", cur_fdm_state->v_rel_wind);
951 // only add relative wind and AoA if prop is moving
952 // or we're really flying at idle throttle
953 if (pitch < 5.4) { // this needs tuning
954 // prop tips not breaking sound barrier
955 pitch += log(cur_fdm_state->v_rel_wind + 0.8)/2;
957 // prop tips breaking sound barrier
958 pitch += log(cur_fdm_state->v_rel_wind + 0.8)/10;
960 //fprintf(stderr, "pitch2: %f ", pitch);
961 //fprintf(stderr, "AoA: %f ", FG_Gamma_vert_rad);
963 // Angle of Attack next... -x^3(e^x) is my best guess Just
964 // need to calculate some reasonable scaling factor and
965 // then clamp it on the positive aoa (neg adj) side
966 double aoa = cur_fdm_state->get_Gamma_vert_rad() * 2.2;
968 double aoa_adj = pow(-aoa, tmp) * pow(M_E, aoa);
969 if (aoa_adj < -0.8) aoa_adj = -0.8;
971 //fprintf(stderr, "pitch3: %f ", pitch);
973 // don't run at absurdly slow rates -- not realistic
974 // and sounds bad to boot. :-)
975 if (pitch < 0.8) pitch = 0.8;
977 //fprintf(stderr, "pitch4: %f\n", pitch);
979 double volume = controls.get_throttle(0) * 1.15 + 0.3 +
980 log(cur_fdm_state->v_rel_wind + 1.0)/14.0;
981 // fprintf(stderr, "volume: %f\n", volume);
983 pitch_envelope.setStep ( 0, 0.01, pitch );
984 volume_envelope.setStep ( 0, 0.01, volume );
988 double param = controls.get_throttle( 0 ) * 2.0 + 1.0;
989 pitch_envelope.setStep ( 0, 0.01, param );
990 volume_envelope.setStep ( 0, 0.01, param );
992 # endif // experimental throttle patch
994 audio_sched -> update();
1001 FG_LOG( FG_ALL, FG_DEBUG, "" );
1005 // This is the top level master main function that is registered as
1006 // our idle funciton
1009 // The first few passes take care of initialization things (a couple
1010 // per pass) and once everything has been initialized fgMainLoop from
1013 static void fgIdleFunction ( void ) {
1014 // printf("idle state == %d\n", idle_state);
1016 if ( idle_state == 0 ) {
1017 // Initialize the splash screen right away
1018 if ( current_options.get_splash_screen() ) {
1023 } else if ( idle_state == 1 ) {
1024 // Start the intro music
1026 if ( current_options.get_intro_music() ) {
1027 string lockfile = "/tmp/mpg123.running";
1028 FGPath mp3file( current_options.get_fg_root() );
1029 mp3file.append( "Sounds/intro.mp3" );
1031 string command = "(touch " + lockfile + "; mpg123 "
1032 + mp3file.str() + "> /dev/null 2>&1; /bin/rm "
1034 FG_LOG( FG_GENERAL, FG_INFO,
1035 "Starting intro music: " << mp3file.str() );
1036 system ( command.c_str() );
1041 } else if ( idle_state == 2 ) {
1042 // These are a few miscellaneous things that aren't really
1043 // "subsystems" but still need to be initialized.
1046 if ( strstr ( general.get_glRenderer(), "Glide" ) ) {
1047 grTexLodBiasValue ( GR_TMU0, 1.0 ) ;
1052 } else if ( idle_state == 3 ) {
1053 // This is the top level init routine which calls all the
1054 // other subsystem initialization routines. If you are adding
1055 // a subsystem to flight gear, its initialization call should
1056 // located in this routine.
1057 if( !fgInitSubsystems()) {
1058 FG_LOG( FG_GENERAL, FG_ALERT,
1059 "Subsystem initializations failed ..." );
1064 } else if ( idle_state == 4 ) {
1065 // setup OpenGL view parameters
1068 if ( use_signals ) {
1069 // init timer routines, signals, etc. Arrange for an alarm
1070 // signal to be generated, etc.
1071 fgInitTimeDepCalcs();
1075 } else if ( idle_state == 5 ) {
1078 } else if ( idle_state == 6 ) {
1079 // Initialize audio support
1080 #ifdef ENABLE_AUDIO_SUPPORT
1083 if ( current_options.get_intro_music() ) {
1084 // Let's wait for mpg123 to finish
1085 string lockfile = "/tmp/mpg123.running";
1086 struct stat stat_buf;
1088 FG_LOG( FG_GENERAL, FG_INFO,
1089 "Waiting for mpg123 player to finish ..." );
1090 while ( stat(lockfile.c_str(), &stat_buf) == 0 ) {
1091 // file exist, wait ...
1093 FG_LOG( FG_GENERAL, FG_INFO, ".");
1095 FG_LOG( FG_GENERAL, FG_INFO, "");
1099 if ( current_options.get_sound() ) {
1100 audio_sched = new slScheduler ( 8000 );
1101 audio_mixer = new smMixer;
1102 audio_mixer -> setMasterVolume ( 80 ) ; /* 80% of max volume. */
1103 audio_sched -> setSafetyMargin ( 1.0 ) ;
1105 FGPath slfile( current_options.get_fg_root() );
1106 slfile.append( "Sounds/wasp.wav" );
1108 s1 = new slSample ( (char *)slfile.c_str() );
1109 FG_LOG( FG_GENERAL, FG_INFO,
1110 "Rate = " << s1 -> getRate()
1111 << " Bps = " << s1 -> getBps()
1112 << " Stereo = " << s1 -> getStereo() );
1113 audio_sched -> loopSample ( s1 );
1115 if ( audio_sched->not_working() ) {
1118 pitch_envelope.setStep ( 0, 0.01, 0.6 );
1119 volume_envelope.setStep ( 0, 0.01, 0.6 );
1121 audio_sched -> addSampleEnvelope( s1, 0, 0,
1123 SL_PITCH_ENVELOPE );
1124 audio_sched -> addSampleEnvelope( s1, 0, 1,
1126 SL_VOLUME_ENVELOPE );
1129 // strcpy(slfile, path);
1130 // strcat(slfile, "thunder.wav");
1131 // s2 -> loadFile ( slfile );
1132 // s2 -> adjustVolume(0.5);
1133 // audio_sched -> playSample ( s2 );
1141 if ( idle_state == 1000 ) {
1142 // We've finished all our initialization steps, from now on we
1143 // run the main loop.
1147 if ( current_options.get_splash_screen() == 1 ) {
1148 fgSplashUpdate(0.0);
1153 // options.cxx needs to see this for toggle_panel()
1154 // Handle new window size or exposure
1155 void fgReshape( int width, int height ) {
1156 if ( ! current_options.get_panel_status() ) {
1157 current_view.set_win_ratio( (GLfloat) width / (GLfloat) height );
1158 xglViewport(0, 0 , (GLint)(width), (GLint)(height) );
1160 current_view.set_win_ratio( (GLfloat) width /
1161 ((GLfloat) (height)*0.4232) );
1162 xglViewport(0, (GLint)((height)*0.5768), (GLint)(width),
1163 (GLint)((height)*0.4232) );
1166 current_view.set_winWidth( width );
1167 current_view.set_winHeight( height );
1168 current_view.force_update_fov_math();
1170 // set these fov to be the same as in fgRenderFrame()
1171 float x_fov = current_options.get_fov();
1172 float y_fov = x_fov * 1.0 / current_view.get_win_ratio();
1173 ssgSetFOV( x_fov, y_fov );
1175 glViewport ( 0, 0, width, height );
1176 float fov = current_options.get_fov();
1177 ssgSetFOV(fov * current_view.get_win_ratio(), fov);
1179 if ( idle_state == 1000 ) {
1180 // yes we've finished all our initializations and are running
1181 // the main loop, so this will now work without seg faulting
1183 solarSystemRebuild();
1184 current_view.UpdateViewParams(cur_view_fdm);
1185 if ( current_options.get_panel_status() ) {
1186 FGPanel::OurPanel->ReInit(0, 0, 1024, 768);
1192 // Initialize GLUT and define a main window
1193 int fgGlutInit( int *argc, char **argv ) {
1195 #if !defined( MACOS )
1196 // GLUT will extract all glut specific options so later on we only
1197 // need wory about our own.
1198 xglutInit(argc, argv);
1201 // Define Display Parameters
1202 xglutInitDisplayMode( GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE );
1204 FG_LOG( FG_GENERAL, FG_INFO, "Opening a window: " <<
1205 current_options.get_xsize() << "x" << current_options.get_ysize() );
1207 // Define initial window size
1208 xglutInitWindowSize( current_options.get_xsize(),
1209 current_options.get_ysize() );
1211 // Initialize windows
1212 if ( current_options.get_game_mode() == 0 ) {
1213 // Open the regular window
1214 xglutCreateWindow("Flight Gear");
1215 #ifndef GLUT_WRONG_VERSION
1217 // Open the cool new 'game mode' window
1218 char game_mode_str[256];
1219 sprintf( game_mode_str, "width=%d height=%d bpp=32",
1220 current_options.get_xsize(),
1221 current_options.get_ysize() );
1223 FG_LOG( FG_GENERAL, FG_INFO,
1224 "game mode params = " << game_mode_str );
1225 glutGameModeString( game_mode_str );
1226 glutEnterGameMode();
1230 // This seems to be the absolute earliest in the init sequence
1231 // that these calls will return valid info. Too bad it's after
1232 // we've already created and sized out window. :-(
1233 general.set_glVendor( (char *)glGetString ( GL_VENDOR ) );
1234 general.set_glRenderer( (char *)glGetString ( GL_RENDERER ) );
1235 general.set_glVersion( (char *)glGetString ( GL_VERSION ) );
1237 FG_LOG ( FG_GENERAL, FG_INFO, general.get_glRenderer() );
1240 // try to determine if we should adjust the initial default
1241 // display resolution. The options class defaults (is
1242 // initialized) to 640x480.
1243 string renderer = general.glRenderer;
1245 // currently we only know how to deal with Mesa/Glide/Voodoo cards
1246 if ( renderer.find( "Glide" ) != string::npos ) {
1247 FG_LOG( FG_GENERAL, FG_INFO, "Detected a Glide driver" );
1248 if ( renderer.find( "FB/8" ) != string::npos ) {
1249 // probably a voodoo-2
1250 if ( renderer.find( "TMU/SLI" ) != string::npos ) {
1251 // probably two SLI'd Voodoo-2's
1252 current_options.set_xsize( 1024 );
1253 current_options.set_ysize( 768 );
1254 FG_LOG( FG_GENERAL, FG_INFO,
1255 "It looks like you have two sli'd voodoo-2's." << endl
1256 << "upgrading your win resolution to 1024 x 768" );
1257 glutReshapeWindow(1024, 768);
1259 // probably a single non-SLI'd Voodoo-2
1260 current_options.set_xsize( 800 );
1261 current_options.set_ysize( 600 );
1262 FG_LOG( FG_GENERAL, FG_INFO,
1263 "It looks like you have a voodoo-2." << endl
1264 << "upgrading your win resolution to 800 x 600" );
1265 glutReshapeWindow(800, 600);
1267 } else if ( renderer.find( "FB/2" ) != string::npos ) {
1268 // probably a voodoo-1, stick with the default
1271 // we have no special knowledge of this card, stick with the default
1279 // Initialize GLUT event handlers
1280 int fgGlutInitEvents( void ) {
1281 // call fgReshape() on window resizes
1282 xglutReshapeFunc( fgReshape );
1284 // call GLUTkey() on keyboard event
1285 xglutKeyboardFunc( GLUTkey );
1286 glutSpecialFunc( GLUTspecialkey );
1288 // call guiMouseFunc() whenever our little rodent is used
1289 glutMouseFunc ( guiMouseFunc );
1290 glutMotionFunc (guiMotionFunc );
1291 glutPassiveMotionFunc (guiMotionFunc );
1293 // call fgMainLoop() whenever there is
1294 // nothing else to do
1295 xglutIdleFunc( fgIdleFunction );
1298 xglutDisplayFunc( fgRenderFrame );
1305 int main( int argc, char **argv ) {
1307 #if defined( MACOS )
1308 argc = ccommand( &argv );
1312 _control87(MCW_EM, MCW_EM); /* defined in float.h */
1315 // Initialize ssg (from plib). Needs to come before we do any
1316 // other ssg related stuff
1319 // set default log levels
1320 fglog().setLogLevels( FG_ALL, FG_INFO );
1322 FG_LOG( FG_GENERAL, FG_INFO, "Flight Gear: Version " << VERSION << endl );
1324 // seed the random number generater
1327 // Load the configuration parameters
1328 if ( !fgInitConfig(argc, argv) ) {
1329 FG_LOG( FG_GENERAL, FG_ALERT, "Config option parsing failed ..." );
1333 // Initialize the Window/Graphics environment.
1334 if( !fgGlutInit(&argc, argv) ) {
1335 FG_LOG( FG_GENERAL, FG_ALERT, "GLUT initialization failed ..." );
1339 // Initialize the various GLUT Event Handlers.
1340 if( !fgGlutInitEvents() ) {
1341 FG_LOG( FG_GENERAL, FG_ALERT,
1342 "GLUT event handler initialization failed ..." );
1346 // Initialize the user interface (we need to do this before
1347 // passing off control to glut and before fgInitGeneral to get our
1351 // Do some quick general initializations
1352 if( !fgInitGeneral()) {
1353 FG_LOG( FG_GENERAL, FG_ALERT,
1354 "General initializations failed ..." );
1359 // some ssg test stuff (requires data from the plib source
1360 // distribution) specifically from the ssg tux example
1363 FGPath modelpath( current_options.get_fg_root() );
1364 modelpath.append( "Models" );
1365 modelpath.append( "Geometry" );
1367 FGPath texturepath( current_options.get_fg_root() );
1368 texturepath.append( "Models" );
1369 texturepath.append( "Textures" );
1371 ssgModelPath( (char *)modelpath.c_str() );
1372 ssgTexturePath( (char *)texturepath.c_str() );
1375 scene = new ssgRoot;
1376 scene->setName( "Scene" );
1379 terrain = new ssgBranch;
1380 terrain->setName( "Terrain" );
1381 scene->addKid( terrain );
1383 // Initialize the sky
1384 FGPath sky_tex_path( current_options.get_fg_root() );
1385 sky_tex_path.append( "Textures" );
1386 sky_tex_path.append( "Sky" );
1387 current_sky.initialize();
1388 current_sun.initialize( sky_tex_path );
1389 current_moon.initialize( sky_tex_path );
1391 // temporary visible aircraft "own ship"
1392 penguin_sel = new ssgSelector;
1393 penguin_pos = new ssgTransform;
1394 // ssgBranch *tux_obj = ssgMakeSphere( 10.0, 10, 10 );
1395 ssgEntity *tux_obj = ssgLoadAC( "glider.ac" );
1396 // ssgEntity *tux_obj = ssgLoadAC( "Tower1x.ac" );
1398 penguin_pos->addKid( tux_obj );
1399 penguin_sel->addKid( penguin_pos );
1400 ssgFlatten( tux_obj );
1401 ssgStripify( penguin_sel );
1402 penguin_sel->clrTraversalMaskBits( SSGTRAV_HOT );
1403 scene->addKid( penguin_sel );
1405 #ifdef FG_NETWORK_OLK
1406 // Do the network intialization
1407 if ( current_options.get_network_olk() ) {
1408 printf("Multipilot mode %s\n", fg_net_init( scene ) );
1412 // build our custom render states
1413 fgBuildRenderStates();
1415 // pass control off to the master GLUT event handler
1418 // we never actually get here ... but to avoid compiler warnings,