1 // main.cxx -- top level sim routines
3 // Written by Curtis Olson, started May 1997.
5 // Copyright (C) 1997 - 2002 Curtis L. Olson - http://www.flightgear.org/~curt
7 // This program is free software; you can redistribute it and/or
8 // modify it under the terms of the GNU General Public License as
9 // published by the Free Software Foundation; either version 2 of the
10 // License, or (at your option) any later version.
12 // This program is distributed in the hope that it will be useful, but
13 // WITHOUT ANY WARRANTY; without even the implied warranty of
14 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
15 // General Public License for more details.
17 // You should have received a copy of the GNU General Public License
18 // along with this program; if not, write to the Free Software
19 // Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
28 #include <simgear/compiler.h>
30 #if defined(__linux__) && defined(__i386__)
31 # include <fpu_control.h>
37 #include <plib/netSocket.h>
40 #include <osg/GraphicsContext>
41 #include <osgDB/Registry>
44 #include <simgear/ephemeris/ephemeris.hxx>
45 #include <simgear/scene/model/modellib.hxx>
46 #include <simgear/scene/material/matlib.hxx>
47 #include <simgear/scene/model/animation.hxx>
48 #include <simgear/scene/sky/sky.hxx>
49 #include <simgear/structure/event_mgr.hxx>
50 #include <simgear/props/AtomicChangeListener.hxx>
51 #include <simgear/props/props.hxx>
52 #include <simgear/timing/sg_time.hxx>
53 #include <simgear/math/sg_random.h>
55 #include <Time/light.hxx>
56 #include <Include/general.hxx>
57 #include <Aircraft/replay.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/fg_fx.hxx>
66 #include <Sound/beacon.hxx>
67 #include <Sound/morse.hxx>
68 #include <Sound/fg_fx.hxx>
69 #include <FDM/flight.hxx>
70 #include <ATCDCL/ATCmgr.hxx>
71 #include <ATCDCL/AIMgr.hxx>
72 #include <Time/tmp.hxx>
73 #include <Environment/environment_mgr.hxx>
74 #include <GUI/new_gui.hxx>
75 #include <MultiPlayer/multiplaymgr.hxx>
77 #include "CameraGroup.hxx"
78 #include "fg_commands.hxx"
80 #include "renderer.hxx"
84 #include "fg_init.hxx"
86 #include "WindowSystemAdapter.hxx"
87 #include <Main/viewer.hxx>
89 static double real_delta_time_sec = 0.0;
90 double delta_time_sec = 0.0;
92 using namespace flightgear;
96 // This is a record containing a bit of global housekeeping information
99 // Specify our current idle function state. This is used to run all
100 // our initializations out of the idle callback so that we can get a
101 // splash screen up and running right away.
103 long global_multi_loop;
105 SGTimeStamp last_time_stamp;
106 SGTimeStamp current_time_stamp;
108 void fgInitSoundManager();
109 void fgSetNewSoundDevice(const char *);
111 // The atexit() function handler should know when the graphical subsystem
113 extern int _bootstrap_OSInit;
117 // Update internal time dependent calculations (i.e. flight model)
118 // FIXME: this distinction is obsolete; all subsystems now get delta
120 void fgUpdateTimeDepCalcs() {
121 static bool inited = false;
123 static const SGPropertyNode *replay_state
124 = fgGetNode( "/sim/freeze/replay-state", true );
125 static SGPropertyNode *replay_time
126 = fgGetNode( "/sim/replay/time", true );
127 // static const SGPropertyNode *replay_end_time
128 // = fgGetNode( "/sim/replay/end-time", true );
130 //SG_LOG(SG_FLIGHT,SG_INFO, "Updating time dep calcs()");
132 // Initialize the FDM here if it hasn't been and if we have a
133 // scenery elevation hit.
135 // cout << "cur_fdm_state->get_inited() = " << cur_fdm_state->get_inited()
136 // << " cur_elev = " << scenery.get_cur_elev() << endl;
138 if (!cur_fdm_state->get_inited()) {
139 // Check for scenery around the aircraft.
140 double lon = fgGetDouble("/sim/presets/longitude-deg");
141 double lat = fgGetDouble("/sim/presets/latitude-deg");
142 // We require just to have 50 meter scenery availabe around
144 double range = 1000.0;
145 SGGeod geod = SGGeod::fromDeg(lon, lat);
146 if (globals->get_scenery()->scenery_available(geod, range)) {
147 //SG_LOG(SG_FLIGHT, SG_INFO, "Finally initializing fdm");
148 cur_fdm_state->init();
149 if ( cur_fdm_state->get_bound() ) {
150 cur_fdm_state->unbind();
152 cur_fdm_state->bind();
156 // conceptually, the following block could be done for each fdm
158 if ( cur_fdm_state->get_inited() ) {
159 // we have been inited, and we are good to go ...
161 if ( replay_state->getIntValue() == 0 ) {
162 // replay off, run fdm
163 cur_fdm_state->update( delta_time_sec );
165 FGReplay *r = (FGReplay *)(globals->get_subsystem( "replay" ));
166 r->replay( replay_time->getDoubleValue() );
167 if ( replay_state->getIntValue() == 1 ) {
169 replay_time->setDoubleValue( replay_time->getDoubleValue()
171 * fgGetInt("/sim/speed-up") ) );
172 } else if ( replay_state->getIntValue() == 2 ) {
173 // paused playback (don't advance replay time)
179 fgSetBool("/sim/signals/fdm-initialized", true);
183 // do nothing, fdm isn't inited yet
186 globals->get_aircraft_model()->update(delta_time_sec);
188 // Update solar system
189 globals->get_ephem()->update( globals->get_time_params()->getMjd(),
190 globals->get_time_params()->getLst(),
191 cur_fdm_state->get_Latitude() );
196 // What should we do when we have nothing else to do? Let's get ready
197 // for the next move and update the display?
198 static void fgMainLoop( void ) {
199 int model_hz = fgGetInt("/sim/model-hz");
201 static SGConstPropertyNode_ptr longitude
202 = fgGetNode("/position/longitude-deg");
203 static SGConstPropertyNode_ptr latitude
204 = fgGetNode("/position/latitude-deg");
205 static SGConstPropertyNode_ptr altitude
206 = fgGetNode("/position/altitude-ft");
207 static SGConstPropertyNode_ptr vn_fps
208 = fgGetNode("/velocities/speed-north-fps");
209 static SGConstPropertyNode_ptr ve_fps
210 = fgGetNode("/velocities/speed-east-fps");
211 static SGConstPropertyNode_ptr vd_fps
212 = fgGetNode("/velocities/speed-down-fps");
213 static SGConstPropertyNode_ptr clock_freeze
214 = fgGetNode("/sim/freeze/clock", true);
215 static SGConstPropertyNode_ptr cur_time_override
216 = fgGetNode("/sim/time/cur-time-override", true);
217 static SGConstPropertyNode_ptr max_simtime_per_frame
218 = fgGetNode("/sim/max-simtime-per-frame", true);
219 static SGPropertyNode_ptr frame_signal
220 = fgGetNode("/sim/signals/frame", true);
222 frame_signal->fireValueChanged();
223 SGCloudLayer::enable_bump_mapping = fgGetBool("/sim/rendering/bump-mapping");
225 bool scenery_loaded = fgGetBool("sim/sceneryloaded");
226 bool wait_for_scenery = !(scenery_loaded || fgGetBool("sim/sceneryloaded-override"));
228 // Update the elapsed time.
229 static bool first_time = true;
231 last_time_stamp.stamp();
235 double throttle_hz = fgGetDouble("/sim/frame-rate-throttle-hz", 0.0);
236 if ( throttle_hz > 0.0 && !wait_for_scenery ) {
237 // optionally throttle the frame rate (to get consistent frame
238 // rates or reduce cpu usage.
240 double frame_us = 1000000.0 / throttle_hz;
242 #define FG_SLEEP_BASED_TIMING 1
243 #if defined(FG_SLEEP_BASED_TIMING)
244 // sleep based timing loop.
246 // Calling sleep, even usleep() on linux is less accurate than
247 // we like, but it does free up the cpu for other tasks during
248 // the sleep so it is desirable. Because of the way sleep()
249 // is implemented in consumer operating systems like windows
250 // and linux, you almost always sleep a little longer than the
253 // To combat the problem of sleeping too long, we calculate the
254 // desired wait time and shorten it by 2000us (2ms) to avoid
255 // [hopefully] over-sleep'ing. The 2ms value was arrived at
256 // via experimentation. We follow this up at the end with a
257 // simple busy-wait loop to get the final pause timing exactly
260 // Assuming we don't oversleep by more than 2000us, this
261 // should be a reasonable compromise between sleep based
262 // waiting, and busy waiting.
264 // sleep() will always overshoot by a bit so undersleep by
265 // 2000us in the hopes of never oversleeping.
267 if ( frame_us < 0.0 ) {
270 current_time_stamp.stamp();
272 double elapsed_us = (current_time_stamp - last_time_stamp).toUSecs();
273 if ( elapsed_us < frame_us ) {
274 double requested_us = frame_us - elapsed_us;
275 ulMilliSecondSleep ( (int)(requested_us / 1000.0) ) ;
279 // busy wait timing loop.
281 // This yields the most accurate timing. If the previous
282 // ulMilliSecondSleep() call is omitted this will peg the cpu
283 // (which is just fine if FG is the only app you care about.)
284 current_time_stamp.stamp();
285 SGTimeStamp next_time_stamp = last_time_stamp;
286 next_time_stamp += SGTimeStamp::fromSec(1e-6*frame_us);
287 while ( current_time_stamp < next_time_stamp ) {
288 current_time_stamp.stamp();
291 // run as fast as the app will go
292 current_time_stamp.stamp();
295 real_delta_time_sec = (current_time_stamp - last_time_stamp).toSecs();
297 // Limit the time we need to spend in simulation loops
298 // That means, if the /sim/max-simtime-per-frame value is strictly positive
299 // you can limit the maximum amount of time you will do simulations for
300 // one frame to display. The cpu time spent in simulations code is roughly
301 // at least O(real_delta_time_sec). If this is (due to running debug
302 // builds or valgrind or something different blowing up execution times)
303 // larger than the real time you will no longer get any response
304 // from flightgear. This limits that effect. Just set to property from
305 // your .fgfsrc or commandline ...
306 double dtMax = max_simtime_per_frame->getDoubleValue();
307 if (0 < dtMax && dtMax < real_delta_time_sec)
308 real_delta_time_sec = dtMax;
310 // round the real time down to a multiple of 1/model-hz.
311 // this way all systems are updated the _same_ amount of dt.
312 static double reminder = 0.0;
313 real_delta_time_sec += reminder;
314 global_multi_loop = long(floor(real_delta_time_sec*model_hz));
315 global_multi_loop = SGMisc<long>::max(0, global_multi_loop);
316 reminder = real_delta_time_sec - double(global_multi_loop)/double(model_hz);
317 real_delta_time_sec = double(global_multi_loop)/double(model_hz);
319 if (clock_freeze->getBoolValue() || wait_for_scenery) {
322 delta_time_sec = real_delta_time_sec;
324 last_time_stamp = current_time_stamp;
325 globals->inc_sim_time_sec( delta_time_sec );
327 // These are useful, especially for Nasal scripts.
328 fgSetDouble("/sim/time/delta-realtime-sec", real_delta_time_sec);
329 fgSetDouble("/sim/time/delta-sec", delta_time_sec);
331 #ifdef FANCY_FRAME_COUNTER
335 static time_t last_time = 0;
336 static int frames = 0;
337 #endif // FANCY_FRAME_COUNTER
339 SGTime *t = globals->get_time_params();
341 SG_LOG( SG_ALL, SG_DEBUG, "Running Main Loop");
342 SG_LOG( SG_ALL, SG_DEBUG, "======= ==== ====");
344 // Fix elevation. I'm just sticking this here for now, it should
345 // probably move eventually
347 /* printf("Before - ground = %.2f runway = %.2f alt = %.2f\n",
348 scenery.get_cur_elev(),
349 cur_fdm_state->get_Runway_altitude() * SG_FEET_TO_METER,
350 cur_fdm_state->get_Altitude() * SG_FEET_TO_METER); */
352 /* printf("Adjustment - ground = %.2f runway = %.2f alt = %.2f\n",
353 scenery.get_cur_elev(),
354 cur_fdm_state->get_Runway_altitude() * SG_FEET_TO_METER,
355 cur_fdm_state->get_Altitude() * SG_FEET_TO_METER); */
357 // cout << "Warp = " << globals->get_warp() << endl;
360 static bool last_clock_freeze = false;
362 if ( clock_freeze->getBoolValue() ) {
363 // clock freeze requested
364 if ( cur_time_override->getLongValue() == 0 ) {
365 fgSetLong( "/sim/time/cur-time-override", t->get_cur_time() );
366 globals->set_warp( 0 );
369 // no clock freeze requested
370 if ( last_clock_freeze == true ) {
371 // clock just unfroze, let's set warp as the difference
372 // between frozen time and current time so we don't get a
373 // time jump (and corresponding sky object and lighting
375 globals->set_warp( cur_time_override->getLongValue() - time(NULL) );
376 fgSetLong( "/sim/time/cur-time-override", 0 );
378 if ( globals->get_warp_delta() != 0 ) {
379 globals->inc_warp( globals->get_warp_delta() );
383 last_clock_freeze = clock_freeze->getBoolValue();
385 t->update( longitude->getDoubleValue() * SGD_DEGREES_TO_RADIANS,
386 latitude->getDoubleValue() * SGD_DEGREES_TO_RADIANS,
387 cur_time_override->getLongValue(),
388 globals->get_warp() );
390 if (globals->get_warp_delta() != 0) {
391 FGLight *l = (FGLight *)(globals->get_subsystem("lighting"));
395 // update magvar model
396 globals->get_mag()->update( longitude->getDoubleValue()
397 * SGD_DEGREES_TO_RADIANS,
398 latitude->getDoubleValue()
399 * SGD_DEGREES_TO_RADIANS,
400 altitude->getDoubleValue() * SG_FEET_TO_METER,
401 globals->get_time_params()->getJD() );
403 // Calculate frame rate average
404 #ifdef FANCY_FRAME_COUNTER
405 /* old fps calculation */
409 for ( i = FG_FRAME_RATE_HISTORY - 2; i >= 0; i-- ) {
410 tmp = general.get_frame(i);
412 // printf("frame[%d] = %.2f\n", i, g->frames[i]);
413 general.set_frame(i+1,tmp);
415 tmp = 1000000.0 / (float)elapsed;
416 general.set_frame(0,tmp);
417 // printf("frame[0] = %.2f\n", general.frames[0]);
419 general.set_frame_rate(accum / (float)FG_FRAME_RATE_HISTORY);
420 // printf("ave = %.2f\n", general.frame_rate);
423 if ( (t->get_cur_time() != last_time) && (last_time > 0) ) {
424 general.set_frame_rate( frames );
425 fgSetInt("/sim/frame-rate", frames);
426 SG_LOG( SG_ALL, SG_DEBUG,
427 "--> Frame rate is = " << general.get_frame_rate() );
430 last_time = t->get_cur_time();
434 // Update any multiplayer's network queues, the AIMultiplayer
435 // implementation is an AI model and depends on that
436 globals->get_multiplayer_mgr()->Update();
439 if (fgGetBool("/sim/atc/enabled"))
440 globals->get_ATC_mgr()->update(delta_time_sec);
442 // Run the AI subsystem
443 // FIXME: run that also if we have multiplaying enabled since the
444 // multiplayer information is interpreted by an AI model
445 if (fgGetBool("/sim/ai-traffic/enabled"))
446 globals->get_AI_mgr()->update(delta_time_sec);
449 if (0 < global_multi_loop) {
450 // first run the flight model each frame until it is initialized
451 // then continue running each frame only after initial scenery
453 fgUpdateTimeDepCalcs();
455 SG_LOG( SG_ALL, SG_DEBUG,
456 "Elapsed time is zero ... we're zinging" );
459 globals->get_subsystem_mgr()->update(delta_time_sec);
462 // Tile Manager updates - see if we need to load any new scenery tiles.
463 // this code ties together the fdm, viewer and scenery classes...
464 // we may want to move this to its own class at some point
466 double visibility_meters = fgGetDouble("/environment/visibility-m");
467 globals->get_tile_mgr()->prep_ssg_nodes( visibility_meters );
469 // update tile manager for view...
470 SGVec3d viewPos = globals->get_current_view()->get_view_pos();
471 SGGeod geodViewPos = SGGeod::fromCart(viewPos);
472 globals->get_tile_mgr()->update(geodViewPos, visibility_meters);
474 // run Nasal's settimer() loops right before the view manager
475 globals->get_event_mgr()->update(delta_time_sec);
477 // pick up model coordidnates that Nasal code may have set relative to the
479 globals->get_model_mgr()->update(delta_time_sec);
481 // update the view angle as late as possible, but before sound calculations
482 globals->get_viewmgr()->update(real_delta_time_sec);
484 // Update the sound manager last so it can use the CPU while the GPU
485 // is processing the scenery (doubled the frame-rate for me) -EMH-
486 #ifdef ENABLE_AUDIO_SUPPORT
487 static bool smgr_init = true;
488 if (smgr_init == true) {
489 static SGPropertyNode *sound_working = fgGetNode("/sim/sound/working");
490 if (sound_working->getBoolValue() == true) {
491 fgInitSoundManager();
495 static SGPropertyNode *sound_enabled = fgGetNode("/sim/sound/enabled");
496 static SGSoundMgr *smgr = globals->get_soundmgr();
497 static bool smgr_enabled = true;
499 if (smgr_enabled != sound_enabled->getBoolValue()) {
500 if (smgr_enabled == true) { // request to suspend
502 smgr_enabled = false;
509 if (smgr_enabled == true) {
510 static SGPropertyNode *volume = fgGetNode("/sim/sound/volume");
511 smgr->set_volume(volume->getFloatValue());
512 smgr->update(delta_time_sec);
517 // END Tile Manager udpates
519 if (!scenery_loaded && globals->get_tile_mgr()->isSceneryLoaded()
520 && cur_fdm_state->get_inited()) {
521 fgSetBool("sim/sceneryloaded",true);
522 if (fgGetBool("/sim/sound/working")) {
523 globals->get_soundmgr()->activate();
525 globals->get_props()->tie("/sim/sound/devices/name",
526 SGRawValueFunctions<const char *>(0, fgSetNewSoundDevice), false);
528 simgear::AtomicChangeListener::fireChangeListeners();
531 SG_LOG( SG_ALL, SG_DEBUG, "" );
534 void fgInitSoundManager()
536 SGSoundMgr *smgr = globals->get_soundmgr();
539 smgr->init(fgGetString("/sim/sound/device-name", NULL));
541 vector <const char*>devices = smgr->get_available_devices();
542 for (unsigned int i=0; i<devices.size(); i++) {
543 SGPropertyNode *p = fgGetNode("/sim/sound/devices/device", i, true);
544 p->setStringValue(devices[i]);
549 void fgSetNewSoundDevice(const char *device)
551 globals->get_soundmgr()->suspend();
552 globals->get_soundmgr()->stop();
553 globals->get_soundmgr()->init(device);
554 globals->get_soundmgr()->resume();
557 // Operation for querying OpenGL parameters. This must be done in a
558 // valid OpenGL context, potentially in another thread.
561 struct GeneralInitOperation : public GraphicsContextOperation
563 GeneralInitOperation()
564 : GraphicsContextOperation(std::string("General init"))
567 void run(osg::GraphicsContext* gc)
569 general.set_glVendor( (char *)glGetString ( GL_VENDOR ) );
570 general.set_glRenderer( (char *)glGetString ( GL_RENDERER ) );
571 general.set_glVersion( (char *)glGetString ( GL_VERSION ) );
572 SG_LOG( SG_GENERAL, SG_INFO, general.get_glRenderer() );
575 glGetIntegerv( GL_MAX_TEXTURE_SIZE, &tmp );
576 general.set_glMaxTexSize( tmp );
577 SG_LOG ( SG_GENERAL, SG_INFO, "Max texture size = " << tmp );
579 glGetIntegerv( GL_DEPTH_BITS, &tmp );
580 general.set_glDepthBits( tmp );
581 SG_LOG ( SG_GENERAL, SG_INFO, "Depth buffer bits = " << tmp );
586 // This is the top level master main function that is registered as
589 // The first few passes take care of initialization things (a couple
590 // per pass) and once everything has been initialized fgMainLoop from
593 static void fgIdleFunction ( void ) {
594 static osg::ref_ptr<GeneralInitOperation> genOp;
595 if ( idle_state == 0 ) {
597 // Pick some window on which to do queries.
598 // XXX Perhaps all this graphics initialization code should be
599 // moved to renderer.cxx?
600 genOp = new GeneralInitOperation;
601 osg::Camera* guiCamera = getGUICamera(CameraGroup::getDefault());
602 WindowSystemAdapter* wsa = WindowSystemAdapter::getWSA();
603 osg::GraphicsContext* gc = 0;
605 gc = guiCamera->getGraphicsContext();
607 gc->add(genOp.get());
609 wsa->windows[0]->gc->add(genOp.get());
612 } else if ( idle_state == 1 ) {
614 if (!genOp->isFinished())
618 if (!guiFinishInit())
621 fgSplashProgress("reading aircraft list");
624 } else if ( idle_state == 2 ) {
626 // Read the list of available aircraft
628 fgSplashProgress("reading airport & navigation data");
631 } else if ( idle_state == 3 ) {
634 fgSplashProgress("setting up scenery");
637 } else if ( idle_state == 4 ) {
639 // based on the requested presets, calculate the true starting
642 fgInitTowerLocationListener();
644 SGTime *t = fgInitTime();
645 globals->set_time_params( t );
647 // Do some quick general initializations
648 if( !fgInitGeneral()) {
649 SG_LOG( SG_GENERAL, SG_ALERT,
650 "General initialization failed ..." );
654 ////////////////////////////////////////////////////////////////////
655 // Initialize the property-based built-in commands
656 ////////////////////////////////////////////////////////////////////
660 ////////////////////////////////////////////////////////////////////
661 // Initialize the material manager
662 ////////////////////////////////////////////////////////////////////
663 globals->set_matlib( new SGMaterialLib );
664 simgear::SGModelLib::init(globals->get_fg_root());
667 ////////////////////////////////////////////////////////////////////
668 // Initialize the TG scenery subsystem.
669 ////////////////////////////////////////////////////////////////////
670 globals->set_scenery( new FGScenery );
671 globals->get_scenery()->init();
672 globals->get_scenery()->bind();
673 globals->set_tile_mgr( new FGTileMgr );
676 ////////////////////////////////////////////////////////////////////
677 // Initialize the general model subsystem.
678 ////////////////////////////////////////////////////////////////////
679 globals->set_model_mgr(new FGModelMgr);
680 globals->get_model_mgr()->init();
681 globals->get_model_mgr()->bind();
682 fgSplashProgress("loading aircraft");
685 } else if ( idle_state == 5 ) {
688 ////////////////////////////////////////////////////////////////////
689 // Initialize the 3D aircraft model subsystem (has a dependency on
690 // the scenery subsystem.)
691 ////////////////////////////////////////////////////////////////////
692 globals->set_aircraft_model(new FGAircraftModel);
693 globals->get_aircraft_model()->init();
694 globals->get_aircraft_model()->bind();
696 ////////////////////////////////////////////////////////////////////
697 // Initialize the view manager subsystem.
698 ////////////////////////////////////////////////////////////////////
699 FGViewMgr *viewmgr = new FGViewMgr;
700 globals->set_viewmgr( viewmgr );
703 fgSplashProgress("generating sky elements");
706 } else if ( idle_state == 6 ) {
708 // Initialize the sky
709 SGPath ephem_data_path( globals->get_fg_root() );
710 ephem_data_path.append( "Astro" );
711 SGEphemeris *ephem = new SGEphemeris( ephem_data_path.c_str() );
712 ephem->update( globals->get_time_params()->getMjd(),
713 globals->get_time_params()->getLst(),
715 globals->set_ephem( ephem );
717 // TODO: move to environment mgr
719 SGPath texture_path(globals->get_fg_root());
720 texture_path.append("Textures");
721 texture_path.append("Sky");
722 for (int i = 0; i < FGEnvironmentMgr::MAX_CLOUD_LAYERS; i++) {
723 SGCloudLayer * layer = new SGCloudLayer(texture_path.str());
724 thesky->add_cloud_layer(layer);
727 SGPath sky_tex_path( globals->get_fg_root() );
728 sky_tex_path.append( "Textures" );
729 sky_tex_path.append( "Sky" );
730 thesky->texture_path( sky_tex_path.str() );
732 // The sun and moon diameters are scaled down numbers of the
733 // actual diameters. This was needed to fit both the sun and the
734 // moon within the distance to the far clip plane.
735 // Moon diameter: 3,476 kilometers
736 // Sun diameter: 1,390,000 kilometers
737 thesky->build( 80000.0, 80000.0,
739 *globals->get_ephem(),
740 fgGetNode("/environment", true));
742 // Initialize MagVar model
743 SGMagVar *magvar = new SGMagVar();
744 globals->set_mag( magvar );
747 // kludge to initialize mag compass
748 // (should only be done for in-flight
750 // update magvar model
751 globals->get_mag()->update( fgGetDouble("/position/longitude-deg")
752 * SGD_DEGREES_TO_RADIANS,
753 fgGetDouble("/position/latitude-deg")
754 * SGD_DEGREES_TO_RADIANS,
755 fgGetDouble("/position/altitude-ft")
757 globals->get_time_params()->getJD() );
758 double var = globals->get_mag()->get_magvar() * SGD_RADIANS_TO_DEGREES;
759 fgSetDouble("/instrumentation/heading-indicator/offset-deg", -var);
760 fgSetDouble("/instrumentation/heading-indicator-fg/offset-deg", -var);
763 // airport = new ssgBranch;
764 // airport->setName( "Airport Lighting" );
765 // lighting->addKid( airport );
767 // build our custom render states
768 fgSplashProgress("initializing subsystems");
771 } else if ( idle_state == 7 ) {
773 // Initialize audio support
774 #ifdef ENABLE_AUDIO_SUPPORT
776 // Start the intro music
777 if ( fgGetBool("/sim/startup/intro-music") ) {
778 SGPath mp3file( globals->get_fg_root() );
779 mp3file.append( "Sounds/intro.mp3" );
781 SG_LOG( SG_GENERAL, SG_INFO,
782 "Starting intro music: " << mp3file.str() );
784 # if defined( __CYGWIN__ )
785 string command = "start /m `cygpath -w " + mp3file.str() + "`";
786 # elif defined( _WIN32 )
787 string command = "start /m " + mp3file.str();
789 string command = "mpg123 " + mp3file.str() + "> /dev/null 2>&1";
792 system ( command.c_str() );
795 // This is the top level init routine which calls all the
796 // other subsystem initialization routines. If you are adding
797 // a subsystem to flightgear, its initialization call should be
798 // located in this routine.
799 if( !fgInitSubsystems()) {
800 SG_LOG( SG_GENERAL, SG_ALERT,
801 "Subsystem initialization failed ..." );
804 fgSplashProgress("setting up time & renderer");
807 } else if ( idle_state == 8 ) {
809 // Initialize the time offset (warp) after fgInitSubsystem
810 // (which initializes the lighting interpolation tables.)
813 // setup OpenGL view parameters
814 globals->get_renderer()->init();
816 SG_LOG( SG_GENERAL, SG_INFO, "Panel visible = " << fgPanelVisible() );
817 globals->get_renderer()->resize( fgGetInt("/sim/startup/xsize"),
818 fgGetInt("/sim/startup/ysize") );
820 fgSplashProgress("loading scenery objects");
821 int session = fgGetInt("/sim/session",0);
823 fgSetInt("/sim/session",session);
826 if ( idle_state == 1000 ) {
827 // We've finished all our initialization steps, from now on we
828 // run the main loop.
829 fgSetBool("sim/sceneryloaded", false);
830 fgRegisterIdleHandler( fgMainLoop );
835 static void upper_case_property(const char *name)
837 using namespace simgear;
838 SGPropertyNode *p = fgGetNode(name, false);
840 p = fgGetNode(name, true);
841 p->setStringValue("");
843 props::Type t = p->getType();
844 if (t == props::NONE || t == props::UNSPECIFIED)
845 p->setStringValue("");
847 assert(t == props::STRING);
849 p->addChangeListener(new FGMakeUpperCase);
853 // Main top level initialization
854 bool fgMainInit( int argc, char **argv ) {
856 // set default log levels
857 sglog().setLogLevels( SG_ALL, SG_ALERT );
860 #ifdef FLIGHTGEAR_VERSION
861 version = FLIGHTGEAR_VERSION;
863 version = "unknown version";
865 SG_LOG( SG_GENERAL, SG_INFO, "FlightGear: Version "
867 SG_LOG( SG_GENERAL, SG_INFO, "Built with " << SG_COMPILER_STR << endl );
869 // Allocate global data structures. This needs to happen before
870 // we parse command line options
872 globals = new FGGlobals;
874 // seed the random number generator
877 FGControls *controls = new FGControls;
878 globals->set_controls( controls );
880 string_list *col = new string_list;
881 globals->set_channel_options_list( col );
883 fgValidatePath("", false); // initialize static variables
884 upper_case_property("/sim/presets/airport-id");
885 upper_case_property("/sim/presets/runway");
886 upper_case_property("/sim/tower/airport-id");
887 upper_case_property("/autopilot/route-manager/input");
889 // Scan the config file(s) and command line options to see if
890 // fg_root was specified (ignore all other options for now)
891 fgInitFGRoot(argc, argv);
893 // Check for the correct base package version
894 static char required_version[] = "2.0.0";
895 string base_version = fgBasePackageVersion();
896 if ( !(base_version == required_version) ) {
897 // tell the operator how to use this application
899 SG_LOG( SG_GENERAL, SG_ALERT, "" ); // To popup the console on windows
900 cerr << endl << "Base package check failed ... " \
901 << "Found version " << base_version << " at: " \
902 << globals->get_fg_root() << endl;
903 cerr << "Please upgrade to version: " << required_version << endl;
905 cerr << "Hit a key to continue..." << endl;
911 // Load the configuration parameters. (Command line options
912 // override config file options. Config file options override
914 if ( !fgInitConfig(argc, argv) ) {
915 SG_LOG( SG_GENERAL, SG_ALERT, "Config option parsing failed ..." );
919 // Initialize the Window/Graphics environment.
920 fgOSInit(&argc, argv);
923 fgRegisterWindowResizeHandler( &FGRenderer::resize );
924 fgRegisterIdleHandler( &fgIdleFunction );
925 fgRegisterDrawHandler( &FGRenderer::update );
927 #ifdef FG_ENABLE_MULTIPASS_CLOUDS
928 bool get_stencil_buffer = true;
930 bool get_stencil_buffer = false;
933 // Initialize plib net interface
934 netInit( &argc, argv );
936 // Clouds3D requires an alpha channel
937 // clouds may require stencil buffer
938 fgOSOpenWindow(get_stencil_buffer);
940 // Initialize the splash screen right away
944 // pass control off to the master event handler
947 // we never actually get here ... but to avoid compiler warnings,