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>
35 #ifdef SG_MATH_EXCEPTION_CLASH
44 #include <plib/netSocket.h>
46 #include <simgear/props/props.hxx>
47 #include <simgear/timing/sg_time.hxx>
48 #include <simgear/math/sg_random.h>
51 #include <simgear/ephemeris/ephemeris.hxx>
52 #include <simgear/scene/model/modellib.hxx>
53 #include <simgear/scene/material/matlib.hxx>
54 #include <simgear/scene/model/animation.hxx>
55 #include <simgear/scene/sky/sky.hxx>
56 #include <Time/light.hxx>
57 #include <Include/general.hxx>
58 #include <Aircraft/replay.hxx>
59 #include <Cockpit/cockpit.hxx>
60 #include <Cockpit/hud.hxx>
61 #include <Model/panelnode.hxx>
62 #include <Model/modelmgr.hxx>
63 #include <Model/acmodel.hxx>
64 #include <Scenery/scenery.hxx>
65 #include <Scenery/tilemgr.hxx>
66 #include <Sound/beacon.hxx>
67 #include <Sound/morse.hxx>
68 #include <FDM/flight.hxx>
69 // #include <FDM/ADA.hxx>
70 #include <ATC/ATCdisplay.hxx>
71 #include <ATC/ATCmgr.hxx>
72 #include <ATC/AIMgr.hxx>
73 #include <Time/tmp.hxx>
74 #include <Time/fg_timer.hxx>
75 #include <Environment/environment_mgr.hxx>
76 #include <GUI/new_gui.hxx>
77 #include <MultiPlayer/multiplaymgr.hxx>
79 #include "fg_commands.hxx"
81 #include "renderer.hxx"
87 static double real_delta_time_sec = 0.0;
88 double delta_time_sec = 0.0;
89 extern float init_volume;
93 # include <console.h> // -dw- for command line dialog
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 // The atexit() function handler should know when the graphical subsystem
110 extern int _bootstrap_OSInit;
114 // Update internal time dependent calculations (i.e. flight model)
115 // FIXME: this distinction is obsolete; all subsystems now get delta
117 void fgUpdateTimeDepCalcs() {
118 static bool inited = false;
120 static const SGPropertyNode *replay_state
121 = fgGetNode( "/sim/freeze/replay-state", true );
122 static SGPropertyNode *replay_time
123 = fgGetNode( "/sim/replay/time", true );
124 // static const SGPropertyNode *replay_end_time
125 // = fgGetNode( "/sim/replay/end-time", true );
127 //SG_LOG(SG_FLIGHT,SG_INFO, "Updating time dep calcs()");
129 // Initialize the FDM here if it hasn't been and if we have a
130 // scenery elevation hit.
132 // cout << "cur_fdm_state->get_inited() = " << cur_fdm_state->get_inited()
133 // << " cur_elev = " << scenery.get_cur_elev() << endl;
135 if (!cur_fdm_state->get_inited()) {
136 // Check for scenery around the aircraft.
137 double lon = fgGetDouble("/sim/presets/longitude-deg");
138 double lat = fgGetDouble("/sim/presets/latitude-deg");
139 // We require just to have 50 meter scenery availabe around
142 if (globals->get_tile_mgr()->scenery_available(lat, lon, range)) {
143 SG_LOG(SG_FLIGHT,SG_INFO, "Finally initializing fdm");
144 cur_fdm_state->init();
145 if ( cur_fdm_state->get_bound() ) {
146 cur_fdm_state->unbind();
148 cur_fdm_state->bind();
152 // conceptually, the following block could be done for each fdm
154 if ( cur_fdm_state->get_inited() ) {
155 // 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)
177 // do nothing, fdm isn't inited yet
180 globals->get_model_mgr()->update(delta_time_sec);
181 globals->get_aircraft_model()->update(delta_time_sec);
183 // update the view angle
184 globals->get_viewmgr()->update(delta_time_sec);
186 // Update solar system
187 globals->get_ephem()->update( globals->get_time_params()->getMjd(),
188 globals->get_time_params()->getLst(),
189 cur_fdm_state->get_Latitude() );
194 void fgInitTimeDepCalcs( void ) {
199 static const double alt_adjust_ft = 3.758099;
200 static const double alt_adjust_m = alt_adjust_ft * SG_FEET_TO_METER;
203 // What should we do when we have nothing else to do? Let's get ready
204 // for the next move and update the display?
205 static void fgMainLoop( void ) {
206 int model_hz = fgGetInt("/sim/model-hz");
208 static const SGPropertyNode *longitude
209 = fgGetNode("/position/longitude-deg");
210 static const SGPropertyNode *latitude
211 = fgGetNode("/position/latitude-deg");
212 static const SGPropertyNode *altitude
213 = fgGetNode("/position/altitude-ft");
214 static const SGPropertyNode *clock_freeze
215 = fgGetNode("/sim/freeze/clock", true);
216 static const SGPropertyNode *cur_time_override
217 = fgGetNode("/sim/time/cur-time-override", true);
218 static const SGPropertyNode *max_simtime_per_frame
219 = fgGetNode("/sim/max-simtime-per-frame", true);
221 SGCloudLayer::enable_bump_mapping = fgGetBool("/sim/rendering/bump-mapping");
223 bool scenery_loaded = fgGetBool("sim/sceneryloaded") || fgGetBool("sim/sceneryloaded-override");
225 // Update the elapsed time.
226 static bool first_time = true;
228 last_time_stamp.stamp();
232 double throttle_hz = fgGetDouble("/sim/frame-rate-throttle-hz", 0.0);
233 if ( throttle_hz > 0.0 && scenery_loaded ) {
234 // optionally throttle the frame rate (to get consistent frame
235 // rates or reduce cpu usage.
237 double frame_us = 1000000.0 / throttle_hz;
239 #define FG_SLEEP_BASED_TIMING 1
240 #if defined(FG_SLEEP_BASED_TIMING)
241 // sleep based timing loop.
243 // Calling sleep, even usleep() on linux is less accurate than
244 // we like, but it does free up the cpu for other tasks during
245 // the sleep so it is desirable. Because of the way sleep()
246 // is implemented in consumer operating systems like windows
247 // and linux, you almost always sleep a little longer than the
250 // To combat the problem of sleeping too long, we calculate the
251 // desired wait time and shorten it by 2000us (2ms) to avoid
252 // [hopefully] over-sleep'ing. The 2ms value was arrived at
253 // via experimentation. We follow this up at the end with a
254 // simple busy-wait loop to get the final pause timing exactly
257 // Assuming we don't oversleep by more than 2000us, this
258 // should be a reasonable compromise between sleep based
259 // waiting, and busy waiting.
261 // sleep() will always overshoot by a bit so undersleep by
262 // 2000us in the hopes of never oversleeping.
264 if ( frame_us < 0.0 ) {
267 current_time_stamp.stamp();
269 double elapsed_us = current_time_stamp - last_time_stamp;
270 if ( elapsed_us < frame_us ) {
271 double requested_us = frame_us - elapsed_us;
272 ulMilliSecondSleep ( (int)(requested_us / 1000.0) ) ;
276 // busy wait timing loop.
278 // This yields the most accurate timing. If the previous
279 // ulMilliSecondSleep() call is omitted this will peg the cpu
280 // (which is just fine if FG is the only app you care about.)
281 current_time_stamp.stamp();
282 while ( current_time_stamp - last_time_stamp < frame_us ) {
283 current_time_stamp.stamp();
286 // run as fast as the app will go
287 current_time_stamp.stamp();
291 = double(current_time_stamp - last_time_stamp) / 1000000.0;
293 // Limit the time we need to spend in simulation loops
294 // That means, if the /sim/max-simtime-per-frame value is strictly positive
295 // you can limit the maximum amount of time you will do simulations for
296 // one frame to display. The cpu time spent in simulations code is roughly
297 // at least O(real_delta_time_sec). If this is (due to running debug
298 // builds or valgrind or something different blowing up execution times)
299 // larger than the real time you will no longer get any response
300 // from flightgear. This limits that effect. Just set to property from
301 // your .fgfsrc or commandline ...
302 double dtMax = max_simtime_per_frame->getDoubleValue();
303 if (0 < dtMax && dtMax < real_delta_time_sec)
304 real_delta_time_sec = dtMax;
306 // round the real time down to a multiple of 1/model-hz.
307 // this way all systems are updated the _same_ amount of dt.
309 static double rem = 0.0;
310 real_delta_time_sec += rem;
311 double hz = model_hz;
312 double nit = floor(real_delta_time_sec*hz);
313 rem = real_delta_time_sec - nit/hz;
314 real_delta_time_sec = nit/hz;
318 if (clock_freeze->getBoolValue() || !scenery_loaded) {
321 delta_time_sec = real_delta_time_sec;
323 last_time_stamp = current_time_stamp;
324 globals->inc_sim_time_sec( delta_time_sec );
325 SGAnimation::set_sim_time_sec( globals->get_sim_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 static long remainder = 0;
333 #ifdef FANCY_FRAME_COUNTER
337 static time_t last_time = 0;
338 static int frames = 0;
339 #endif // FANCY_FRAME_COUNTER
341 SGTime *t = globals->get_time_params();
343 globals->get_event_mgr()->update(delta_time_sec);
345 SG_LOG( SG_ALL, SG_DEBUG, "Running Main Loop");
346 SG_LOG( SG_ALL, SG_DEBUG, "======= ==== ====");
348 #if defined( ENABLE_PLIB_JOYSTICK )
349 // Read joystick and update control settings
350 // if ( fgGetString("/sim/control-mode") == "joystick" )
356 // Fix elevation. I'm just sticking this here for now, it should
357 // probably move eventually
359 /* printf("Before - ground = %.2f runway = %.2f alt = %.2f\n",
360 scenery.get_cur_elev(),
361 cur_fdm_state->get_Runway_altitude() * SG_FEET_TO_METER,
362 cur_fdm_state->get_Altitude() * SG_FEET_TO_METER); */
364 /* printf("Adjustment - ground = %.2f runway = %.2f alt = %.2f\n",
365 scenery.get_cur_elev(),
366 cur_fdm_state->get_Runway_altitude() * SG_FEET_TO_METER,
367 cur_fdm_state->get_Altitude() * SG_FEET_TO_METER); */
369 // cout << "Warp = " << globals->get_warp() << endl;
372 static bool last_clock_freeze = false;
374 if ( clock_freeze->getBoolValue() ) {
375 // clock freeze requested
376 if ( cur_time_override->getLongValue() == 0 ) {
377 fgSetLong( "/sim/time/cur-time-override", t->get_cur_time() );
378 globals->set_warp( 0 );
381 // no clock freeze requested
382 if ( last_clock_freeze == true ) {
383 // clock just unfroze, let's set warp as the difference
384 // between frozen time and current time so we don't get a
385 // time jump (and corresponding sky object and lighting
387 globals->set_warp( cur_time_override->getLongValue() - time(NULL) );
388 fgSetLong( "/sim/time/cur-time-override", 0 );
390 if ( globals->get_warp_delta() != 0 ) {
391 globals->inc_warp( globals->get_warp_delta() );
395 last_clock_freeze = clock_freeze->getBoolValue();
397 t->update( longitude->getDoubleValue() * SGD_DEGREES_TO_RADIANS,
398 latitude->getDoubleValue() * SGD_DEGREES_TO_RADIANS,
399 cur_time_override->getLongValue(),
400 globals->get_warp() );
402 if (globals->get_warp_delta() != 0) {
403 FGLight *l = (FGLight *)(globals->get_subsystem("lighting"));
407 // update magvar model
408 globals->get_mag()->update( longitude->getDoubleValue()
409 * SGD_DEGREES_TO_RADIANS,
410 latitude->getDoubleValue()
411 * SGD_DEGREES_TO_RADIANS,
412 altitude->getDoubleValue() * SG_FEET_TO_METER,
413 globals->get_time_params()->getJD() );
415 // Get elapsed time (in usec) for this past frame
416 elapsed = fgGetTimeInterval();
417 SG_LOG( SG_ALL, SG_DEBUG,
418 "Elapsed time interval is = " << elapsed
419 << ", previous remainder is = " << remainder );
421 // Calculate frame rate average
422 #ifdef FANCY_FRAME_COUNTER
423 /* old fps calculation */
427 for ( i = FG_FRAME_RATE_HISTORY - 2; i >= 0; i-- ) {
428 tmp = general.get_frame(i);
430 // printf("frame[%d] = %.2f\n", i, g->frames[i]);
431 general.set_frame(i+1,tmp);
433 tmp = 1000000.0 / (float)elapsed;
434 general.set_frame(0,tmp);
435 // printf("frame[0] = %.2f\n", general.frames[0]);
437 general.set_frame_rate(accum / (float)FG_FRAME_RATE_HISTORY);
438 // printf("ave = %.2f\n", general.frame_rate);
441 if ( (t->get_cur_time() != last_time) && (last_time > 0) ) {
442 general.set_frame_rate( frames );
443 fgSetInt("/sim/frame-rate", frames);
444 SG_LOG( SG_ALL, SG_DEBUG,
445 "--> Frame rate is = " << general.get_frame_rate() );
448 last_time = t->get_cur_time();
452 // Update any multiplayer's network queues, the AIMultiplayer
453 // implementation is an AI model and depends on that
454 globals->get_multiplayer_mgr()->Update();
457 if (fgGetBool("/sim/atc/enabled"))
458 globals->get_ATC_mgr()->update(delta_time_sec);
460 // Run the AI subsystem
461 // FIXME: run that also if we have multiplaying enabled since the
462 // multiplayer information is interpreted by an AI model
463 if (fgGetBool("/sim/ai-traffic/enabled"))
464 globals->get_AI_mgr()->update(delta_time_sec);
468 // Calculate model iterations needed for next frame
469 elapsed += remainder;
471 global_multi_loop = (long)(((double)elapsed * 0.000001) * model_hz );
472 remainder = elapsed - ( (global_multi_loop*1000000) / model_hz );
473 SG_LOG( SG_ALL, SG_DEBUG,
474 "Model iterations needed = " << global_multi_loop
475 << ", new remainder = " << remainder );
477 // chop max iterations to something reasonable if the sim was
478 // delayed for an excessive amount of time
479 if ( global_multi_loop > 2.0 * model_hz ) {
480 global_multi_loop = (int)(2.0 * model_hz );
485 if ( global_multi_loop > 0) {
486 // first run the flight model each frame until it is initialized
487 // then continue running each frame only after initial scenery load is complete.
488 fgUpdateTimeDepCalcs();
490 SG_LOG( SG_ALL, SG_DEBUG,
491 "Elapsed time is zero ... we're zinging" );
494 // Do any I/O channel work that might need to be done
495 globals->get_io()->update( real_delta_time_sec );
497 // see if we need to load any deferred-load textures
498 globals->get_matlib()->load_next_deferred();
500 // Run audio scheduler
501 #ifdef ENABLE_AUDIO_SUPPORT
502 if ( globals->get_soundmgr()->is_working() ) {
503 globals->get_soundmgr()->update( delta_time_sec );
507 globals->get_subsystem_mgr()->update(delta_time_sec);
510 // Tile Manager updates - see if we need to load any new scenery tiles.
511 // this code ties together the fdm, viewer and scenery classes...
512 // we may want to move this to its own class at some point
514 double visibility_meters = fgGetDouble("/environment/visibility-m");
515 FGViewer *current_view = globals->get_current_view();
516 // Let the scenery center follow the current view position with
519 // Having the scenery center near the view position will eliminate
520 // jitter of objects which are placed very near the view position
521 // and haveing it's center near that view position.
522 // So the 3d insruments of the aircraft will not jitter with this.
524 // Following the view position exactly would introduce jitter of
525 // the scenery tiles (they would be from their center up to 10000m
526 // to the view and this will introduce roundoff too). By stepping
527 // at 30m incements the roundoff error of the scenery tiles is
528 // still present, but we will make exactly the same roundoff error
529 // at each frame until the center is switched to a new
530 // position. This roundoff is still visible but you will most
531 // propably not notice.
532 double *vp = globals->get_current_view()->get_absolute_view_pos();
534 if (30.0*30.0 < distSqr(cntr, globals->get_scenery()->get_center()))
535 globals->get_scenery()->set_center( cntr );
537 globals->get_tile_mgr()->prep_ssg_nodes( current_view->getSGLocation(),
539 // update tile manager for view...
540 SGLocation *view_location = globals->get_current_view()->getSGLocation();
541 globals->get_tile_mgr()->update( view_location, visibility_meters );
543 double lon = view_location->getLongitude_deg();
544 double lat = view_location->getLatitude_deg();
545 double alt = view_location->getAltitudeASL_ft() * SG_FEET_TO_METER;
547 // check if we can reuse the groundcache for that purpose.
550 bool valid = cur_fdm_state->is_valid_m(&ref_time, pt.sg(), &r);
551 double *vp = globals->get_current_view()->get_absolute_view_pos();
553 if (valid && distSqr(viewpos, pt) < r*r) {
554 // Reuse the cache ...
556 = cur_fdm_state->get_groundlevel_m(lat*SGD_DEGREES_TO_RADIANS,
557 lon*SGD_DEGREES_TO_RADIANS,
559 view_location->set_cur_elev_m( lev );
561 // Do full intersection test.
563 if (globals->get_scenery()->get_elevation_m(lat, lon, alt+2, lev, 0))
564 view_location->set_cur_elev_m( lev );
566 view_location->set_cur_elev_m( -9999.0 );
570 #ifdef ENABLE_AUDIO_SUPPORT
571 // Right now we make a simplifying assumption that the primary
572 // aircraft is the source of all sounds and that all sounds are
573 // positioned relative to the current view position.
575 static sgVec3 last_pos_offset;
577 // get the location data for the primary FDM (now hardcoded to ac model)...
578 SGLocation *acmodel_loc = NULL;
579 acmodel_loc = (SGLocation *)globals->
580 get_aircraft_model()->get3DModel()->getSGLocation();
582 // set positional offset for sources
583 sgdVec3 dsource_pos_offset;
584 sgdSubVec3( dsource_pos_offset,
585 view_location->get_absolute_view_pos(),
586 acmodel_loc->get_absolute_view_pos() );
587 // cout << "pos all = " << source_pos_offset[0] << " " << source_pos_offset[1] << " " << source_pos_offset[2] << endl;
588 sgVec3 source_pos_offset;
589 sgSetVec3(source_pos_offset, dsource_pos_offset);
590 globals->get_soundmgr()->set_source_pos_all( source_pos_offset );
594 sgSubVec3( source_vel, source_pos_offset, last_pos_offset );
595 sgScaleVec3( source_vel, delta_time_sec );
596 sgCopyVec3( last_pos_offset, source_pos_offset );
597 // cout << "vel = " << source_vel[0] << " " << source_vel[1] << " " << source_vel[2] << endl;
598 globals->get_soundmgr()->set_source_vel_all( source_vel );
600 // Right now we make a simplifying assumption that the listener is
601 // always positioned at the origin.
603 sgSetVec3( listener_pos, 0.0, 0.0, 0.0 );
604 // cout << "listener = " << listener_pos[0] << " " << listener_pos[1] << " " << listener_pos[2] << endl;
605 globals->get_soundmgr()->set_listener_pos( listener_pos );
608 // END Tile Manager udpates
610 if (!scenery_loaded && globals->get_tile_mgr()->all_queues_empty() && cur_fdm_state->get_inited()) {
611 fgSetBool("sim/sceneryloaded",true);
612 fgSetFloat("/sim/sound/volume", init_volume);
613 globals->get_soundmgr()->set_volume(init_volume);
616 if (fgGetBool("/sim/rendering/specular-highlight")) {
617 glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
618 // glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_TRUE);
620 glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SINGLE_COLOR);
621 // glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_FALSE);
626 SG_LOG( SG_ALL, SG_DEBUG, "" );
630 // This is the top level master main function that is registered as
633 // The first few passes take care of initialization things (a couple
634 // per pass) and once everything has been initialized fgMainLoop from
637 static void fgIdleFunction ( void ) {
638 if ( idle_state == 0 ) {
641 #ifdef GL_EXT_texture_lod_bias
642 // negative values sharpen, positive values blur mipmapped textures
643 glTexEnvf( GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, -0.5 ) ;
645 fgSplashProgress("setting up scenegraph & user interface");
648 } else if ( idle_state == 1 ) {
650 // This seems to be the absolute earliest in the init sequence
651 // that these calls will return valid info. Too bad it's after
652 // we've already created and sized our window. :-(
653 general.set_glVendor( (char *)glGetString ( GL_VENDOR ) );
654 general.set_glRenderer( (char *)glGetString ( GL_RENDERER ) );
655 general.set_glVersion( (char *)glGetString ( GL_VERSION ) );
656 SG_LOG( SG_GENERAL, SG_INFO, general.get_glRenderer() );
659 glGetIntegerv( GL_MAX_TEXTURE_SIZE, &tmp );
660 general.set_glMaxTexSize( tmp );
661 SG_LOG ( SG_GENERAL, SG_INFO, "Max texture size = " << tmp );
663 glGetIntegerv( GL_DEPTH_BITS, &tmp );
664 general.set_glDepthBits( tmp );
665 SG_LOG ( SG_GENERAL, SG_INFO, "Depth buffer bits = " << tmp );
667 // Initialize ssg (from plib). Needs to come before we do any
668 // other ssg stuff, but after opengl has been initialized.
671 // Initialize the user interface (we need to do this before
672 // passing off control to the OS main loop and before
673 // fgInitGeneral to get our fonts !!!
675 fgSplashProgress("reading aircraft list");
678 } else if ( idle_state == 2 ) {
680 // Read the list of available aircraft
683 // get the address of our OpenGL extensions
684 if (SGIsOpenGLExtensionSupported("GL_EXT_point_parameters") ) {
685 glPointParameterIsSupported = true;
686 glPointParameterfPtr = (glPointParameterfProc)
687 SGLookupFunction("glPointParameterfEXT");
688 glPointParameterfvPtr = (glPointParameterfvProc)
689 SGLookupFunction("glPointParameterfvEXT");
690 } else if ( SGIsOpenGLExtensionSupported("GL_ARB_point_parameters") ) {
691 glPointParameterIsSupported = true;
692 glPointParameterfPtr = (glPointParameterfProc)
693 SGLookupFunction("glPointParameterfARB");
694 glPointParameterfvPtr = (glPointParameterfvProc)
695 SGLookupFunction("glPointParameterfvARB");
697 glPointParameterIsSupported = false;
699 fgSplashProgress("reading airport & navigation data");
702 } else if ( idle_state == 3 ) {
705 fgSplashProgress("setting up scenery");
708 } else if ( idle_state == 4 ) {
710 // based on the requested presets, calculate the true starting
714 SGTime *t = fgInitTime();
715 globals->set_time_params( t );
717 // Do some quick general initializations
718 if( !fgInitGeneral()) {
719 SG_LOG( SG_GENERAL, SG_ALERT,
720 "General initialization failed ..." );
724 ////////////////////////////////////////////////////////////////////
725 // Initialize the property-based built-in commands
726 ////////////////////////////////////////////////////////////////////
730 ////////////////////////////////////////////////////////////////////
731 // Initialize the material manager
732 ////////////////////////////////////////////////////////////////////
733 globals->set_matlib( new SGMaterialLib );
734 globals->set_model_lib(new SGModelLib);
737 ////////////////////////////////////////////////////////////////////
738 // Initialize the TG scenery subsystem.
739 ////////////////////////////////////////////////////////////////////
740 globals->set_scenery( new FGScenery );
741 globals->get_scenery()->init();
742 globals->get_scenery()->bind();
743 globals->set_tile_mgr( new FGTileMgr );
746 ////////////////////////////////////////////////////////////////////
747 // Initialize the general model subsystem.
748 ////////////////////////////////////////////////////////////////////
749 globals->set_model_mgr(new FGModelMgr);
750 globals->get_model_mgr()->init();
751 globals->get_model_mgr()->bind();
752 fgSplashProgress("loading aircraft");
755 } else if ( idle_state == 5 ) {
757 ////////////////////////////////////////////////////////////////////
758 // Initialize the 3D aircraft model subsystem (has a dependency on
759 // the scenery subsystem.)
760 ////////////////////////////////////////////////////////////////////
761 globals->set_aircraft_model(new FGAircraftModel);
762 globals->get_aircraft_model()->init();
763 globals->get_aircraft_model()->bind();
765 ////////////////////////////////////////////////////////////////////
766 // Initialize the view manager subsystem.
767 ////////////////////////////////////////////////////////////////////
768 FGViewMgr *viewmgr = new FGViewMgr;
769 globals->set_viewmgr( viewmgr );
772 fgSplashProgress("generating sky elements");
775 } else if ( idle_state == 6 ) {
777 // Initialize the sky
778 SGPath ephem_data_path( globals->get_fg_root() );
779 ephem_data_path.append( "Astro" );
780 SGEphemeris *ephem = new SGEphemeris( ephem_data_path.c_str() );
781 ephem->update( globals->get_time_params()->getMjd(),
782 globals->get_time_params()->getLst(),
784 globals->set_ephem( ephem );
786 // TODO: move to environment mgr
788 SGPath texture_path(globals->get_fg_root());
789 texture_path.append("Textures");
790 texture_path.append("Sky");
791 for (int i = 0; i < FGEnvironmentMgr::MAX_CLOUD_LAYERS; i++) {
792 SGCloudLayer * layer = new SGCloudLayer(texture_path.str());
793 thesky->add_cloud_layer(layer);
796 SGPath sky_tex_path( globals->get_fg_root() );
797 sky_tex_path.append( "Textures" );
798 sky_tex_path.append( "Sky" );
799 thesky->texture_path( sky_tex_path.str() );
801 // The sun and moon diameters are scaled down numbers of the
802 // actual diameters. This was needed to fit both the sun and the
803 // moon within the distance to the far clip plane.
804 // Moon diameter: 3,476 kilometers
805 // Sun diameter: 1,390,000 kilometers
806 thesky->build( 80000.0, 80000.0,
808 globals->get_ephem()->getNumPlanets(),
809 globals->get_ephem()->getPlanets(),
810 globals->get_ephem()->getNumStars(),
811 globals->get_ephem()->getStars(),
812 fgGetNode("/environment", true));
814 // Initialize MagVar model
815 SGMagVar *magvar = new SGMagVar();
816 globals->set_mag( magvar );
819 // kludge to initialize mag compass
820 // (should only be done for in-flight
822 // update magvar model
823 globals->get_mag()->update( fgGetDouble("/position/longitude-deg")
824 * SGD_DEGREES_TO_RADIANS,
825 fgGetDouble("/position/latitude-deg")
826 * SGD_DEGREES_TO_RADIANS,
827 fgGetDouble("/position/altitude-ft")
829 globals->get_time_params()->getJD() );
830 double var = globals->get_mag()->get_magvar() * SGD_RADIANS_TO_DEGREES;
831 fgSetDouble("/instrumentation/heading-indicator/offset-deg", -var);
832 fgSetDouble("/instrumentation/heading-indicator-fg/offset-deg", -var);
835 // airport = new ssgBranch;
836 // airport->setName( "Airport Lighting" );
837 // lighting->addKid( airport );
839 // build our custom render states
840 globals->get_renderer()->build_states();
841 fgSplashProgress("initializing subsystems");
844 } else if ( idle_state == 7 ) {
846 // Initialize audio support
847 #ifdef ENABLE_AUDIO_SUPPORT
849 // Start the intro music
850 if ( fgGetBool("/sim/startup/intro-music") ) {
851 SGPath mp3file( globals->get_fg_root() );
852 mp3file.append( "Sounds/intro.mp3" );
854 SG_LOG( SG_GENERAL, SG_INFO,
855 "Starting intro music: " << mp3file.str() );
857 #if defined( __CYGWIN__ )
858 string command = "start /m `cygpath -w " + mp3file.str() + "`";
859 #elif defined( WIN32 )
860 string command = "start /m " + mp3file.str();
862 string command = "mpg123 " + mp3file.str() + "> /dev/null 2>&1";
865 system ( command.c_str() );
869 // These are a few miscellaneous things that aren't really
870 // "subsystems" but still need to be initialized.
873 if ( strstr ( general.get_glRenderer(), "Glide" ) ) {
874 grTexLodBiasValue ( GR_TMU0, 1.0 ) ;
878 // This is the top level init routine which calls all the
879 // other subsystem initialization routines. If you are adding
880 // a subsystem to flightgear, its initialization call should be
881 // located in this routine.
882 if( !fgInitSubsystems()) {
883 SG_LOG( SG_GENERAL, SG_ALERT,
884 "Subsystem initialization failed ..." );
887 fgSplashProgress("setting up time & renderer");
890 } else if ( idle_state == 8 ) {
892 // Initialize the time offset (warp) after fgInitSubsystem
893 // (which initializes the lighting interpolation tables.)
896 // setup OpenGL view parameters
897 globals->get_renderer()->init();
899 SG_LOG( SG_GENERAL, SG_INFO, "Panel visible = " << fgPanelVisible() );
900 globals->get_renderer()->resize( fgGetInt("/sim/startup/xsize"),
901 fgGetInt("/sim/startup/ysize") );
903 fgSplashProgress("loading scenery objects");
907 if ( idle_state == 1000 ) {
908 // We've finished all our initialization steps, from now on we
909 // run the main loop.
910 fgSetBool("sim/sceneryloaded", false);
911 fgRegisterIdleHandler( fgMainLoop );
916 static void upper_case_property(const char *name)
918 SGPropertyNode *p = fgGetNode(name, false);
920 p = fgGetNode(name, true);
921 p->setStringValue("");
923 SGPropertyNode::Type t = p->getType();
924 if (t == SGPropertyNode::NONE || t == SGPropertyNode::UNSPECIFIED)
925 p->setStringValue("");
927 assert(t == SGPropertyNode::STRING);
929 p->addChangeListener(new FGMakeUpperCase);
933 // Main top level initialization
934 bool fgMainInit( int argc, char **argv ) {
936 #if defined( macintosh )
937 freopen ("stdout.txt", "w", stdout );
938 freopen ("stderr.txt", "w", stderr );
939 argc = ccommand( &argv );
942 // set default log levels
943 sglog().setLogLevels( SG_ALL, SG_ALERT );
946 #ifdef FLIGHTGEAR_VERSION
947 version = FLIGHTGEAR_VERSION;
949 version = "unknown version";
951 SG_LOG( SG_GENERAL, SG_INFO, "FlightGear: Version "
953 SG_LOG( SG_GENERAL, SG_INFO, "Built with " << SG_COMPILER_STR << endl );
955 // Allocate global data structures. This needs to happen before
956 // we parse command line options
958 globals = new FGGlobals;
960 // seed the random number generator
963 FGControls *controls = new FGControls;
964 globals->set_controls( controls );
966 string_list *col = new string_list;
967 globals->set_channel_options_list( col );
969 upper_case_property("/sim/presets/airport-id");
970 upper_case_property("/sim/presets/runway");
971 upper_case_property("/sim/tower/airport-id");
973 // Scan the config file(s) and command line options to see if
974 // fg_root was specified (ignore all other options for now)
975 fgInitFGRoot(argc, argv);
977 // Check for the correct base package version
978 static char required_version[] = "0.9.10";
979 string base_version = fgBasePackageVersion();
980 if ( !(base_version == required_version) ) {
981 // tell the operator how to use this application
983 SG_LOG( SG_GENERAL, SG_ALERT, "" ); // To popup the console on windows
984 cerr << endl << "Base package check failed ... " \
985 << "Found version " << base_version << " at: " \
986 << globals->get_fg_root() << endl;
987 cerr << "Please upgrade to version: " << required_version << endl;
989 cerr << "Hit a key to continue..." << endl;
995 sgUseDisplayList = fgGetBool( "/sim/rendering/use-display-list", true );
997 // Load the configuration parameters. (Command line options
998 // override config file options. Config file options override
1000 if ( !fgInitConfig(argc, argv) ) {
1001 SG_LOG( SG_GENERAL, SG_ALERT, "Config option parsing failed ..." );
1005 // Initialize the Window/Graphics environment.
1006 #if !defined(__APPLE__) || defined(OSX_BUNDLE)
1007 // Mac OS X command line ("non-bundle") applications call this
1008 // from main(), in bootstrap.cxx. Andy doesn't know why, someone
1009 // feel free to add comments...
1010 fgOSInit(&argc, argv);
1011 _bootstrap_OSInit++;
1014 fgRegisterWindowResizeHandler( &FGRenderer::resize );
1015 fgRegisterIdleHandler( &fgIdleFunction );
1016 fgRegisterDrawHandler( &FGRenderer::update );
1018 #ifdef FG_ENABLE_MULTIPASS_CLOUDS
1019 bool get_stencil_buffer = true;
1021 bool get_stencil_buffer = false;
1024 // Initialize plib net interface
1025 netInit( &argc, argv );
1027 // Clouds3D requires an alpha channel
1028 // clouds may require stencil buffer
1029 fgOSOpenWindow( fgGetInt("/sim/startup/xsize"),
1030 fgGetInt("/sim/startup/ysize"),
1031 fgGetInt("/sim/rendering/bits-per-pixel"),
1032 fgGetBool("/sim/rendering/clouds3d-enable"),
1034 fgGetBool("/sim/startup/fullscreen") );
1036 // Initialize the splash screen right away
1038 fgSplashInit(fgGetString("/sim/startup/splash-texture"));
1040 // pass control off to the master event handler
1043 // we never actually get here ... but to avoid compiler warnings,