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 #include <plib/netSocket.h>
37 #include <osgDB/Registry>
40 #include <simgear/ephemeris/ephemeris.hxx>
41 #include <simgear/scene/model/modellib.hxx>
42 #include <simgear/scene/material/matlib.hxx>
43 #include <simgear/scene/model/animation.hxx>
44 #include <simgear/scene/sky/sky.hxx>
45 #include <simgear/structure/event_mgr.hxx>
46 #include <simgear/props/props.hxx>
47 #include <simgear/timing/sg_time.hxx>
48 #include <simgear/math/sg_random.h>
50 #include <Time/light.hxx>
51 #include <Include/general.hxx>
52 #include <Aircraft/replay.hxx>
53 #include <Cockpit/cockpit.hxx>
54 #include <Cockpit/hud.hxx>
55 #include <Model/panelnode.hxx>
56 #include <Model/modelmgr.hxx>
57 #include <Model/acmodel.hxx>
58 #include <Scenery/scenery.hxx>
59 #include <Scenery/tilemgr.hxx>
60 #include <Sound/beacon.hxx>
61 #include <Sound/morse.hxx>
62 #include <FDM/flight.hxx>
63 #include <ATCDCL/ATCmgr.hxx>
64 #include <ATCDCL/AIMgr.hxx>
65 #include <Time/tmp.hxx>
66 #include <Time/fg_timer.hxx>
67 #include <Environment/environment_mgr.hxx>
68 #include <GUI/new_gui.hxx>
69 #include <MultiPlayer/multiplaymgr.hxx>
71 #include "fg_commands.hxx"
73 #include "renderer.hxx"
77 #include "fg_init.hxx"
79 static double real_delta_time_sec = 0.0;
80 double delta_time_sec = 0.0;
81 extern float init_volume;
83 // This is a record containing a bit of global housekeeping information
86 // Specify our current idle function state. This is used to run all
87 // our initializations out of the idle callback so that we can get a
88 // splash screen up and running right away.
90 long global_multi_loop;
92 SGTimeStamp last_time_stamp;
93 SGTimeStamp current_time_stamp;
95 // The atexit() function handler should know when the graphical subsystem
97 extern int _bootstrap_OSInit;
101 // Update internal time dependent calculations (i.e. flight model)
102 // FIXME: this distinction is obsolete; all subsystems now get delta
104 void fgUpdateTimeDepCalcs() {
105 static bool inited = false;
107 static const SGPropertyNode *replay_state
108 = fgGetNode( "/sim/freeze/replay-state", true );
109 static SGPropertyNode *replay_time
110 = fgGetNode( "/sim/replay/time", true );
111 // static const SGPropertyNode *replay_end_time
112 // = fgGetNode( "/sim/replay/end-time", true );
114 //SG_LOG(SG_FLIGHT,SG_INFO, "Updating time dep calcs()");
116 // Initialize the FDM here if it hasn't been and if we have a
117 // scenery elevation hit.
119 // cout << "cur_fdm_state->get_inited() = " << cur_fdm_state->get_inited()
120 // << " cur_elev = " << scenery.get_cur_elev() << endl;
122 if (!cur_fdm_state->get_inited()) {
123 // Check for scenery around the aircraft.
124 double lon = fgGetDouble("/sim/presets/longitude-deg");
125 double lat = fgGetDouble("/sim/presets/latitude-deg");
126 // We require just to have 50 meter scenery availabe around
128 double range = 1000.0;
129 if (globals->get_scenery()->scenery_available(lat, lon, range)) {
130 //SG_LOG(SG_FLIGHT, SG_INFO, "Finally initializing fdm");
131 cur_fdm_state->init();
132 if ( cur_fdm_state->get_bound() ) {
133 cur_fdm_state->unbind();
135 cur_fdm_state->bind();
139 // conceptually, the following block could be done for each fdm
141 if ( cur_fdm_state->get_inited() ) {
142 // we have been inited, and we are good to go ...
144 if ( replay_state->getIntValue() == 0 ) {
145 // replay off, run fdm
146 cur_fdm_state->update( delta_time_sec );
148 FGReplay *r = (FGReplay *)(globals->get_subsystem( "replay" ));
149 r->replay( replay_time->getDoubleValue() );
150 if ( replay_state->getIntValue() == 1 ) {
152 replay_time->setDoubleValue( replay_time->getDoubleValue()
154 * fgGetInt("/sim/speed-up") ) );
155 } else if ( replay_state->getIntValue() == 2 ) {
156 // paused playback (don't advance replay time)
162 fgSetBool("/sim/signals/fdm-initialized", true);
166 // do nothing, fdm isn't inited yet
169 globals->get_model_mgr()->update(delta_time_sec);
170 globals->get_aircraft_model()->update(delta_time_sec);
172 // Update solar system
173 globals->get_ephem()->update( globals->get_time_params()->getMjd(),
174 globals->get_time_params()->getLst(),
175 cur_fdm_state->get_Latitude() );
180 void fgInitTimeDepCalcs( void ) {
185 static const double alt_adjust_ft = 3.758099;
186 static const double alt_adjust_m = alt_adjust_ft * SG_FEET_TO_METER;
189 // What should we do when we have nothing else to do? Let's get ready
190 // for the next move and update the display?
191 static void fgMainLoop( void ) {
192 int model_hz = fgGetInt("/sim/model-hz");
194 static SGConstPropertyNode_ptr longitude
195 = fgGetNode("/position/longitude-deg");
196 static SGConstPropertyNode_ptr latitude
197 = fgGetNode("/position/latitude-deg");
198 static SGConstPropertyNode_ptr altitude
199 = fgGetNode("/position/altitude-ft");
200 static SGConstPropertyNode_ptr clock_freeze
201 = fgGetNode("/sim/freeze/clock", true);
202 static SGConstPropertyNode_ptr cur_time_override
203 = fgGetNode("/sim/time/cur-time-override", true);
204 static SGConstPropertyNode_ptr max_simtime_per_frame
205 = fgGetNode("/sim/max-simtime-per-frame", true);
206 static SGPropertyNode_ptr frame_signal
207 = fgGetNode("/sim/signals/frame", true);
209 frame_signal->fireValueChanged();
210 SGCloudLayer::enable_bump_mapping = fgGetBool("/sim/rendering/bump-mapping");
212 bool scenery_loaded = fgGetBool("sim/sceneryloaded");
213 bool wait_for_scenery = !(scenery_loaded || fgGetBool("sim/sceneryloaded-override"));
215 // Update the elapsed time.
216 static bool first_time = true;
218 last_time_stamp.stamp();
222 double throttle_hz = fgGetDouble("/sim/frame-rate-throttle-hz", 0.0);
223 if ( throttle_hz > 0.0 && !wait_for_scenery ) {
224 // optionally throttle the frame rate (to get consistent frame
225 // rates or reduce cpu usage.
227 double frame_us = 1000000.0 / throttle_hz;
229 #define FG_SLEEP_BASED_TIMING 1
230 #if defined(FG_SLEEP_BASED_TIMING)
231 // sleep based timing loop.
233 // Calling sleep, even usleep() on linux is less accurate than
234 // we like, but it does free up the cpu for other tasks during
235 // the sleep so it is desirable. Because of the way sleep()
236 // is implemented in consumer operating systems like windows
237 // and linux, you almost always sleep a little longer than the
240 // To combat the problem of sleeping too long, we calculate the
241 // desired wait time and shorten it by 2000us (2ms) to avoid
242 // [hopefully] over-sleep'ing. The 2ms value was arrived at
243 // via experimentation. We follow this up at the end with a
244 // simple busy-wait loop to get the final pause timing exactly
247 // Assuming we don't oversleep by more than 2000us, this
248 // should be a reasonable compromise between sleep based
249 // waiting, and busy waiting.
251 // sleep() will always overshoot by a bit so undersleep by
252 // 2000us in the hopes of never oversleeping.
254 if ( frame_us < 0.0 ) {
257 current_time_stamp.stamp();
259 double elapsed_us = current_time_stamp - last_time_stamp;
260 if ( elapsed_us < frame_us ) {
261 double requested_us = frame_us - elapsed_us;
262 ulMilliSecondSleep ( (int)(requested_us / 1000.0) ) ;
266 // busy wait timing loop.
268 // This yields the most accurate timing. If the previous
269 // ulMilliSecondSleep() call is omitted this will peg the cpu
270 // (which is just fine if FG is the only app you care about.)
271 current_time_stamp.stamp();
272 while ( current_time_stamp - last_time_stamp < frame_us ) {
273 current_time_stamp.stamp();
276 // run as fast as the app will go
277 current_time_stamp.stamp();
281 = double(current_time_stamp - last_time_stamp) / 1000000.0;
283 // Limit the time we need to spend in simulation loops
284 // That means, if the /sim/max-simtime-per-frame value is strictly positive
285 // you can limit the maximum amount of time you will do simulations for
286 // one frame to display. The cpu time spent in simulations code is roughly
287 // at least O(real_delta_time_sec). If this is (due to running debug
288 // builds or valgrind or something different blowing up execution times)
289 // larger than the real time you will no longer get any response
290 // from flightgear. This limits that effect. Just set to property from
291 // your .fgfsrc or commandline ...
292 double dtMax = max_simtime_per_frame->getDoubleValue();
293 if (0 < dtMax && dtMax < real_delta_time_sec)
294 real_delta_time_sec = dtMax;
296 // round the real time down to a multiple of 1/model-hz.
297 // this way all systems are updated the _same_ amount of dt.
299 static double rem = 0.0;
300 real_delta_time_sec += rem;
301 double hz = model_hz;
302 double nit = floor(real_delta_time_sec*hz);
303 rem = real_delta_time_sec - nit/hz;
304 real_delta_time_sec = nit/hz;
308 if (clock_freeze->getBoolValue() || wait_for_scenery) {
311 delta_time_sec = real_delta_time_sec;
313 last_time_stamp = current_time_stamp;
314 globals->inc_sim_time_sec( delta_time_sec );
316 // These are useful, especially for Nasal scripts.
317 fgSetDouble("/sim/time/delta-realtime-sec", real_delta_time_sec);
318 fgSetDouble("/sim/time/delta-sec", delta_time_sec);
320 static long remainder = 0;
322 #ifdef FANCY_FRAME_COUNTER
326 static time_t last_time = 0;
327 static int frames = 0;
328 #endif // FANCY_FRAME_COUNTER
330 SGTime *t = globals->get_time_params();
332 SG_LOG( SG_ALL, SG_DEBUG, "Running Main Loop");
333 SG_LOG( SG_ALL, SG_DEBUG, "======= ==== ====");
335 // Fix elevation. I'm just sticking this here for now, it should
336 // probably move eventually
338 /* printf("Before - ground = %.2f runway = %.2f alt = %.2f\n",
339 scenery.get_cur_elev(),
340 cur_fdm_state->get_Runway_altitude() * SG_FEET_TO_METER,
341 cur_fdm_state->get_Altitude() * SG_FEET_TO_METER); */
343 /* printf("Adjustment - ground = %.2f runway = %.2f alt = %.2f\n",
344 scenery.get_cur_elev(),
345 cur_fdm_state->get_Runway_altitude() * SG_FEET_TO_METER,
346 cur_fdm_state->get_Altitude() * SG_FEET_TO_METER); */
348 // cout << "Warp = " << globals->get_warp() << endl;
351 static bool last_clock_freeze = false;
353 if ( clock_freeze->getBoolValue() ) {
354 // clock freeze requested
355 if ( cur_time_override->getLongValue() == 0 ) {
356 fgSetLong( "/sim/time/cur-time-override", t->get_cur_time() );
357 globals->set_warp( 0 );
360 // no clock freeze requested
361 if ( last_clock_freeze == true ) {
362 // clock just unfroze, let's set warp as the difference
363 // between frozen time and current time so we don't get a
364 // time jump (and corresponding sky object and lighting
366 globals->set_warp( cur_time_override->getLongValue() - time(NULL) );
367 fgSetLong( "/sim/time/cur-time-override", 0 );
369 if ( globals->get_warp_delta() != 0 ) {
370 globals->inc_warp( globals->get_warp_delta() );
374 last_clock_freeze = clock_freeze->getBoolValue();
376 t->update( longitude->getDoubleValue() * SGD_DEGREES_TO_RADIANS,
377 latitude->getDoubleValue() * SGD_DEGREES_TO_RADIANS,
378 cur_time_override->getLongValue(),
379 globals->get_warp() );
381 if (globals->get_warp_delta() != 0) {
382 FGLight *l = (FGLight *)(globals->get_subsystem("lighting"));
386 // update magvar model
387 globals->get_mag()->update( longitude->getDoubleValue()
388 * SGD_DEGREES_TO_RADIANS,
389 latitude->getDoubleValue()
390 * SGD_DEGREES_TO_RADIANS,
391 altitude->getDoubleValue() * SG_FEET_TO_METER,
392 globals->get_time_params()->getJD() );
394 // Get elapsed time (in usec) for this past frame
395 elapsed = fgGetTimeInterval();
396 SG_LOG( SG_ALL, SG_DEBUG,
397 "Elapsed time interval is = " << elapsed
398 << ", previous remainder is = " << remainder );
400 // Calculate frame rate average
401 #ifdef FANCY_FRAME_COUNTER
402 /* old fps calculation */
406 for ( i = FG_FRAME_RATE_HISTORY - 2; i >= 0; i-- ) {
407 tmp = general.get_frame(i);
409 // printf("frame[%d] = %.2f\n", i, g->frames[i]);
410 general.set_frame(i+1,tmp);
412 tmp = 1000000.0 / (float)elapsed;
413 general.set_frame(0,tmp);
414 // printf("frame[0] = %.2f\n", general.frames[0]);
416 general.set_frame_rate(accum / (float)FG_FRAME_RATE_HISTORY);
417 // printf("ave = %.2f\n", general.frame_rate);
420 if ( (t->get_cur_time() != last_time) && (last_time > 0) ) {
421 general.set_frame_rate( frames );
422 fgSetInt("/sim/frame-rate", frames);
423 SG_LOG( SG_ALL, SG_DEBUG,
424 "--> Frame rate is = " << general.get_frame_rate() );
427 last_time = t->get_cur_time();
431 // Update any multiplayer's network queues, the AIMultiplayer
432 // implementation is an AI model and depends on that
433 globals->get_multiplayer_mgr()->Update();
436 if (fgGetBool("/sim/atc/enabled"))
437 globals->get_ATC_mgr()->update(delta_time_sec);
439 // Run the AI subsystem
440 // FIXME: run that also if we have multiplaying enabled since the
441 // multiplayer information is interpreted by an AI model
442 if (fgGetBool("/sim/ai-traffic/enabled"))
443 globals->get_AI_mgr()->update(delta_time_sec);
447 // Calculate model iterations needed for next frame
448 elapsed += remainder;
450 global_multi_loop = (long)(((double)elapsed * 0.000001) * model_hz );
451 remainder = elapsed - ( (global_multi_loop*1000000) / model_hz );
452 SG_LOG( SG_ALL, SG_DEBUG,
453 "Model iterations needed = " << global_multi_loop
454 << ", new remainder = " << remainder );
456 // chop max iterations to something reasonable if the sim was
457 // delayed for an excessive amount of time
458 if ( global_multi_loop > 2.0 * model_hz ) {
459 global_multi_loop = (int)(2.0 * model_hz );
464 if ( global_multi_loop > 0) {
465 // first run the flight model each frame until it is initialized
466 // then continue running each frame only after initial scenery load is complete.
467 fgUpdateTimeDepCalcs();
469 SG_LOG( SG_ALL, SG_DEBUG,
470 "Elapsed time is zero ... we're zinging" );
473 // Run audio scheduler
474 #ifdef ENABLE_AUDIO_SUPPORT
475 if ( globals->get_soundmgr()->is_working() ) {
476 globals->get_soundmgr()->update( delta_time_sec );
480 globals->get_subsystem_mgr()->update(delta_time_sec);
483 // Tile Manager updates - see if we need to load any new scenery tiles.
484 // this code ties together the fdm, viewer and scenery classes...
485 // we may want to move this to its own class at some point
487 double visibility_meters = fgGetDouble("/environment/visibility-m");
488 FGViewer *current_view = globals->get_current_view();
490 globals->get_tile_mgr()->prep_ssg_nodes( visibility_meters );
491 // update tile manager for view...
492 SGLocation *view_location = globals->get_current_view()->getSGLocation();
493 globals->get_tile_mgr()->update( view_location, visibility_meters );
495 double lon = view_location->getLongitude_deg();
496 double lat = view_location->getLatitude_deg();
497 double alt = view_location->getAltitudeASL_ft() * SG_FEET_TO_METER;
499 // check if we can reuse the groundcache for that purpose.
502 bool valid = cur_fdm_state->is_valid_m(&ref_time, pt.sg(), &r);
503 SGVec3d viewpos(globals->get_current_view()->get_view_pos());
504 if (valid && distSqr(viewpos, pt) < r*r) {
505 // Reuse the cache ...
507 = cur_fdm_state->get_groundlevel_m(lat*SGD_DEGREES_TO_RADIANS,
508 lon*SGD_DEGREES_TO_RADIANS,
510 view_location->set_cur_elev_m( lev );
512 // Do full intersection test.
514 if (globals->get_scenery()->get_elevation_m(lat, lon, alt+2, lev, 0))
515 view_location->set_cur_elev_m( lev );
517 view_location->set_cur_elev_m( -9999.0 );
521 // run Nasal's settimer() loops right before the view manager
522 globals->get_event_mgr()->update(delta_time_sec);
524 // update the view angle as late as possible, but before sound calculations
525 globals->get_viewmgr()->update(delta_time_sec);
527 // Do any I/O channel work that might need to be done (must come after viewmgr)
528 globals->get_io()->update(real_delta_time_sec);
530 #ifdef ENABLE_AUDIO_SUPPORT
531 // Right now we make a simplifying assumption that the primary
532 // aircraft is the source of all sounds and that all sounds are
533 // positioned in the aircraft base
535 static sgdVec3 last_visitor_pos = {0, 0, 0};
536 static sgdVec3 last_model_pos = {0, 0, 0};
538 // get the orientation
539 const SGQuatd view_or = current_view->getViewOrientation();
540 SGQuatd surf_or = SGQuatd::fromLonLatDeg(
541 current_view->getLongitude_deg(), current_view->getLatitude_deg());
542 SGQuatd model_or = SGQuatd::fromYawPitchRollDeg(
543 globals->get_aircraft_model()->get3DModel()->getHeadingDeg(),
544 globals->get_aircraft_model()->get3DModel()->getPitchDeg(),
545 globals->get_aircraft_model()->get3DModel()->getRollDeg());
547 // get the up and at vector in the aircraft base
548 // (ok, the up vector is a down vector, but the coordinates
549 // are finally calculated in a left hand system and openal
550 // lives in a right hand system. Therefore we need to pass
551 // the down vector to get correct stereo sound.)
552 SGVec3d sgv_up = model_or.rotateBack(
553 surf_or.rotateBack(view_or.rotate(SGVec3d(0, 1, 0))));
555 sgSetVec3(up, sgv_up[0], sgv_up[1], sgv_up[2]);
556 SGVec3d sgv_at = model_or.rotateBack(
557 surf_or.rotateBack(view_or.rotate(SGVec3d(0, 0, 1))));
559 sgSetVec3(at, sgv_at[0], sgv_at[1], sgv_at[2]);
561 // get the location data for the primary FDM (now hardcoded to ac model)...
562 SGLocation *acmodel_loc = NULL;
563 acmodel_loc = (SGLocation *)globals->
564 get_aircraft_model()->get3DModel()->getSGLocation();
566 // calculate speed of visitor and model
567 sgVec3 listener_vel, model_vel;
570 sgdVec3 sgdv3_null = {0, 0, 0};
572 sgdSubVec3( sgdv3_help,
573 last_visitor_pos, (double *)¤t_view->get_view_pos());
574 sgdAddVec3( last_visitor_pos, sgdv3_null, (double *)¤t_view->get_view_pos());
575 SGV3d_help = model_or.rotateBack(
576 surf_or.rotateBack(SGVec3d(sgdv3_help[0],
577 sgdv3_help[1], sgdv3_help[2])));
578 sgSetVec3( listener_vel, SGV3d_help[0], SGV3d_help[1], SGV3d_help[2]);
580 sgdSubVec3( sgdv3_help,
581 last_model_pos, acmodel_loc->get_absolute_view_pos());
582 sgdAddVec3( last_model_pos, sgdv3_null, acmodel_loc->get_absolute_view_pos());
583 SGV3d_help = model_or.rotateBack(
584 surf_or.rotateBack(SGVec3d(sgdv3_help[0],
585 sgdv3_help[1], sgdv3_help[2])));
586 sgSetVec3( model_vel, SGV3d_help[0], SGV3d_help[1], SGV3d_help[2]);
588 if (delta_time_sec > 0) {
589 sgScaleVec3( model_vel, 1 / delta_time_sec );
590 sgScaleVec3( listener_vel, 1 / delta_time_sec );
593 // checking, if the listener pos has moved suddenly
594 if (sgLengthVec3(listener_vel) > 1000)
596 // check if the relative speed model vs listener has moved suddenly, too
598 sgSubVec3(delta_vel, listener_vel, model_vel );
599 if (sgLengthVec3(delta_vel) > 1000)
600 sgSetVec3(listener_vel, model_vel[0], model_vel[1], model_vel[2] ); // a sane value
602 globals->get_soundmgr()->set_listener_vel( listener_vel );
605 globals->get_soundmgr()->set_listener_vel( listener_vel );
607 // set positional offset for sources
608 sgdVec3 dsource_pos_offset;
609 sgdSubVec3( dsource_pos_offset,
610 (double*) ¤t_view->get_view_pos(),
611 acmodel_loc->get_absolute_view_pos() );
612 SGVec3d sgv_dsource_pos_offset = model_or.rotateBack(
613 surf_or.rotateBack(SGVec3d(dsource_pos_offset[0],
614 dsource_pos_offset[1], dsource_pos_offset[2])));
616 sgVec3 source_pos_offset;
617 sgSetVec3(source_pos_offset, sgv_dsource_pos_offset[0],
618 sgv_dsource_pos_offset[1], sgv_dsource_pos_offset[2]);
620 globals->get_soundmgr()->set_source_pos_all( source_pos_offset );
623 for (int i = 0; i < 3; i++) {
624 orient[i] = sgv_at[i];
625 orient[i + 3] = sgv_up[i];
627 globals->get_soundmgr()->set_listener_orientation( orient );
630 // all sources are defined to be in the model
631 globals->get_soundmgr()->set_source_vel_all( model_vel );
633 // The listener is always positioned at the origin.
635 sgSetVec3( listener_pos, 0.0, 0.0, 0.0 );
636 globals->get_soundmgr()->set_listener_pos( listener_pos );
639 // END Tile Manager udpates
641 if (!scenery_loaded && globals->get_tile_mgr()->isSceneryLoaded()
642 && cur_fdm_state->get_inited()) {
643 fgSetBool("sim/sceneryloaded",true);
644 fgSetFloat("/sim/sound/volume", init_volume);
645 globals->get_soundmgr()->set_volume(init_volume);
650 SG_LOG( SG_ALL, SG_DEBUG, "" );
654 // This is the top level master main function that is registered as
657 // The first few passes take care of initialization things (a couple
658 // per pass) and once everything has been initialized fgMainLoop from
661 static void fgIdleFunction ( void ) {
662 if ( idle_state == 0 ) {
665 // This seems to be the absolute earliest in the init sequence
666 // that these calls will return valid info. Too bad it's after
667 // we've already created and sized our window. :-(
668 general.set_glVendor( (char *)glGetString ( GL_VENDOR ) );
669 general.set_glRenderer( (char *)glGetString ( GL_RENDERER ) );
670 general.set_glVersion( (char *)glGetString ( GL_VERSION ) );
671 SG_LOG( SG_GENERAL, SG_INFO, general.get_glRenderer() );
674 glGetIntegerv( GL_MAX_TEXTURE_SIZE, &tmp );
675 general.set_glMaxTexSize( tmp );
676 SG_LOG ( SG_GENERAL, SG_INFO, "Max texture size = " << tmp );
678 glGetIntegerv( GL_DEPTH_BITS, &tmp );
679 general.set_glDepthBits( tmp );
680 SG_LOG ( SG_GENERAL, SG_INFO, "Depth buffer bits = " << tmp );
682 // Initialize the user interface so that we can use fonts
686 } else if ( idle_state == 1 ) {
687 if (!guiFinishInit())
690 fgSplashProgress("reading aircraft list");
693 } else if ( idle_state == 2 ) {
695 // Read the list of available aircraft
697 fgSplashProgress("reading airport & navigation data");
700 } else if ( idle_state == 3 ) {
703 fgSplashProgress("setting up scenery");
706 } else if ( idle_state == 4 ) {
708 // based on the requested presets, calculate the true starting
711 fgInitTowerLocationListener();
713 SGTime *t = fgInitTime();
714 globals->set_time_params( t );
716 // Do some quick general initializations
717 if( !fgInitGeneral()) {
718 SG_LOG( SG_GENERAL, SG_ALERT,
719 "General initialization failed ..." );
723 ////////////////////////////////////////////////////////////////////
724 // Initialize the property-based built-in commands
725 ////////////////////////////////////////////////////////////////////
729 ////////////////////////////////////////////////////////////////////
730 // Initialize the material manager
731 ////////////////////////////////////////////////////////////////////
732 globals->set_matlib( new SGMaterialLib );
733 simgear::SGModelLib::init(globals->get_fg_root());
736 ////////////////////////////////////////////////////////////////////
737 // Initialize the TG scenery subsystem.
738 ////////////////////////////////////////////////////////////////////
739 globals->set_scenery( new FGScenery );
740 globals->get_scenery()->init();
741 globals->get_scenery()->bind();
742 globals->set_tile_mgr( new FGTileMgr );
745 ////////////////////////////////////////////////////////////////////
746 // Initialize the general model subsystem.
747 ////////////////////////////////////////////////////////////////////
748 globals->set_model_mgr(new FGModelMgr);
749 globals->get_model_mgr()->init();
750 globals->get_model_mgr()->bind();
751 fgSplashProgress("loading aircraft");
754 } else if ( idle_state == 5 ) {
756 ////////////////////////////////////////////////////////////////////
757 // Initialize the 3D aircraft model subsystem (has a dependency on
758 // the scenery subsystem.)
759 ////////////////////////////////////////////////////////////////////
760 globals->set_aircraft_model(new FGAircraftModel);
761 globals->get_aircraft_model()->init();
762 globals->get_aircraft_model()->bind();
764 ////////////////////////////////////////////////////////////////////
765 // Initialize the view manager subsystem.
766 ////////////////////////////////////////////////////////////////////
767 FGViewMgr *viewmgr = new FGViewMgr;
768 globals->set_viewmgr( viewmgr );
771 fgSplashProgress("generating sky elements");
774 } else if ( idle_state == 6 ) {
776 // Initialize the sky
777 SGPath ephem_data_path( globals->get_fg_root() );
778 ephem_data_path.append( "Astro" );
779 SGEphemeris *ephem = new SGEphemeris( ephem_data_path.c_str() );
780 ephem->update( globals->get_time_params()->getMjd(),
781 globals->get_time_params()->getLst(),
783 globals->set_ephem( ephem );
785 // TODO: move to environment mgr
787 SGPath texture_path(globals->get_fg_root());
788 texture_path.append("Textures");
789 texture_path.append("Sky");
790 for (int i = 0; i < FGEnvironmentMgr::MAX_CLOUD_LAYERS; i++) {
791 SGCloudLayer * layer = new SGCloudLayer(texture_path.str());
792 thesky->add_cloud_layer(layer);
795 SGPath sky_tex_path( globals->get_fg_root() );
796 sky_tex_path.append( "Textures" );
797 sky_tex_path.append( "Sky" );
798 thesky->texture_path( sky_tex_path.str() );
800 // The sun and moon diameters are scaled down numbers of the
801 // actual diameters. This was needed to fit both the sun and the
802 // moon within the distance to the far clip plane.
803 // Moon diameter: 3,476 kilometers
804 // Sun diameter: 1,390,000 kilometers
805 thesky->build( 80000.0, 80000.0,
807 globals->get_ephem()->getNumPlanets(),
808 globals->get_ephem()->getPlanets(),
809 globals->get_ephem()->getNumStars(),
810 globals->get_ephem()->getStars(),
811 fgGetNode("/environment", true));
813 // Initialize MagVar model
814 SGMagVar *magvar = new SGMagVar();
815 globals->set_mag( magvar );
818 // kludge to initialize mag compass
819 // (should only be done for in-flight
821 // update magvar model
822 globals->get_mag()->update( fgGetDouble("/position/longitude-deg")
823 * SGD_DEGREES_TO_RADIANS,
824 fgGetDouble("/position/latitude-deg")
825 * SGD_DEGREES_TO_RADIANS,
826 fgGetDouble("/position/altitude-ft")
828 globals->get_time_params()->getJD() );
829 double var = globals->get_mag()->get_magvar() * SGD_RADIANS_TO_DEGREES;
830 fgSetDouble("/instrumentation/heading-indicator/offset-deg", -var);
831 fgSetDouble("/instrumentation/heading-indicator-fg/offset-deg", -var);
834 // airport = new ssgBranch;
835 // airport->setName( "Airport Lighting" );
836 // lighting->addKid( airport );
838 // build our custom render states
839 fgSplashProgress("initializing subsystems");
842 } else if ( idle_state == 7 ) {
844 // Initialize audio support
845 #ifdef ENABLE_AUDIO_SUPPORT
847 // Start the intro music
848 if ( fgGetBool("/sim/startup/intro-music") ) {
849 SGPath mp3file( globals->get_fg_root() );
850 mp3file.append( "Sounds/intro.mp3" );
852 SG_LOG( SG_GENERAL, SG_INFO,
853 "Starting intro music: " << mp3file.str() );
855 #if defined( __CYGWIN__ )
856 string command = "start /m `cygpath -w " + mp3file.str() + "`";
857 #elif defined( WIN32 )
858 string command = "start /m " + mp3file.str();
860 string command = "mpg123 " + mp3file.str() + "> /dev/null 2>&1";
863 system ( command.c_str() );
866 // This is the top level init routine which calls all the
867 // other subsystem initialization routines. If you are adding
868 // a subsystem to flightgear, its initialization call should be
869 // located in this routine.
870 if( !fgInitSubsystems()) {
871 SG_LOG( SG_GENERAL, SG_ALERT,
872 "Subsystem initialization failed ..." );
875 fgSplashProgress("setting up time & renderer");
878 } else if ( idle_state == 8 ) {
880 // Initialize the time offset (warp) after fgInitSubsystem
881 // (which initializes the lighting interpolation tables.)
884 // setup OpenGL view parameters
885 globals->get_renderer()->init();
887 SG_LOG( SG_GENERAL, SG_INFO, "Panel visible = " << fgPanelVisible() );
888 globals->get_renderer()->resize( fgGetInt("/sim/startup/xsize"),
889 fgGetInt("/sim/startup/ysize") );
891 fgSplashProgress("loading scenery objects");
895 if ( idle_state == 1000 ) {
896 // We've finished all our initialization steps, from now on we
897 // run the main loop.
898 fgSetBool("sim/sceneryloaded", false);
899 fgRegisterIdleHandler( fgMainLoop );
904 static void upper_case_property(const char *name)
906 SGPropertyNode *p = fgGetNode(name, false);
908 p = fgGetNode(name, true);
909 p->setStringValue("");
911 SGPropertyNode::Type t = p->getType();
912 if (t == SGPropertyNode::NONE || t == SGPropertyNode::UNSPECIFIED)
913 p->setStringValue("");
915 assert(t == SGPropertyNode::STRING);
917 p->addChangeListener(new FGMakeUpperCase);
921 // Main top level initialization
922 bool fgMainInit( int argc, char **argv ) {
924 // set default log levels
925 sglog().setLogLevels( SG_ALL, SG_ALERT );
928 #ifdef FLIGHTGEAR_VERSION
929 version = FLIGHTGEAR_VERSION;
931 version = "unknown version";
933 SG_LOG( SG_GENERAL, SG_INFO, "FlightGear: Version "
935 SG_LOG( SG_GENERAL, SG_INFO, "Built with " << SG_COMPILER_STR << endl );
937 // Allocate global data structures. This needs to happen before
938 // we parse command line options
940 globals = new FGGlobals;
942 // seed the random number generator
945 FGControls *controls = new FGControls;
946 globals->set_controls( controls );
948 string_list *col = new string_list;
949 globals->set_channel_options_list( col );
951 fgValidatePath("", false); // initialize static variables
952 upper_case_property("/sim/presets/airport-id");
953 upper_case_property("/sim/presets/runway");
954 upper_case_property("/sim/tower/airport-id");
955 upper_case_property("/autopilot/route-manager/input");
957 // Scan the config file(s) and command line options to see if
958 // fg_root was specified (ignore all other options for now)
959 fgInitFGRoot(argc, argv);
961 // Check for the correct base package version
962 static char required_version[] = "1.0.0";
963 string base_version = fgBasePackageVersion();
964 if ( !(base_version == required_version) ) {
965 // tell the operator how to use this application
967 SG_LOG( SG_GENERAL, SG_ALERT, "" ); // To popup the console on windows
968 cerr << endl << "Base package check failed ... " \
969 << "Found version " << base_version << " at: " \
970 << globals->get_fg_root() << endl;
971 cerr << "Please upgrade to version: " << required_version << endl;
973 cerr << "Hit a key to continue..." << endl;
979 // Load the configuration parameters. (Command line options
980 // override config file options. Config file options override
982 if ( !fgInitConfig(argc, argv) ) {
983 SG_LOG( SG_GENERAL, SG_ALERT, "Config option parsing failed ..." );
987 // Initialize the Window/Graphics environment.
988 fgOSInit(&argc, argv);
991 fgRegisterWindowResizeHandler( &FGRenderer::resize );
992 fgRegisterIdleHandler( &fgIdleFunction );
993 fgRegisterDrawHandler( &FGRenderer::update );
995 #ifdef FG_ENABLE_MULTIPASS_CLOUDS
996 bool get_stencil_buffer = true;
998 bool get_stencil_buffer = false;
1001 // Initialize plib net interface
1002 netInit( &argc, argv );
1004 // Clouds3D requires an alpha channel
1005 // clouds may require stencil buffer
1006 fgOSOpenWindow(get_stencil_buffer);
1008 // Initialize the splash screen right away
1012 // pass control off to the master event handler
1015 // we never actually get here ... but to avoid compiler warnings,