1 // main.cxx -- top level sim routines
3 // Written by Curtis Olson for OpenGL, started May 1997.
5 // Copyright (C) 1997 - 1999 Curtis L. Olson - curt@flightgear.org
7 // This program is free software; you can redistribute it and/or
8 // modify it under the terms of the GNU General Public License as
9 // published by the Free Software Foundation; either version 2 of the
10 // License, or (at your option) any later version.
12 // This program is distributed in the hope that it will be useful, but
13 // WITHOUT ANY WARRANTY; without even the implied warranty of
14 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
15 // General Public License for more details.
17 // You should have received a copy of the GNU General Public License
18 // along with this program; if not, write to the Free Software
19 // Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
24 #define MICHAEL_JOHNSON_EXPERIMENTAL_ENGINE_AUDIO
31 #ifdef FG_MATH_EXCEPTION_CLASH
50 #ifdef HAVE_SYS_STAT_H
51 # include <sys/stat.h> /* for stat() */
55 # include <unistd.h> /* for stat() */
58 #include <pu.h> // plib include
59 #include <ssg.h> // plib include
61 #ifdef ENABLE_AUDIO_SUPPORT
62 # include <sl.h> // plib include
63 # include <sm.h> // plib include
66 #include <Include/fg_constants.h> // for VERSION
67 #include <Include/general.hxx>
69 #include <Debug/logstream.hxx>
70 #include <Aircraft/aircraft.hxx>
71 #include <Astro/sky.hxx>
72 #include <Astro/stars.hxx>
73 #include <Astro/solarsystem.hxx>
75 #include <Autopilot/autopilot.hxx>
76 #include <Cockpit/cockpit.hxx>
78 #include <Joystick/joystick.hxx>
79 #include <Math/fg_geodesy.hxx>
80 #include <Math/mat3.h>
81 #include <Math/polar3d.hxx>
82 #include <Math/fg_random.h>
83 #include <Misc/fgpath.hxx>
84 #include <Scenery/scenery.hxx>
85 #include <Scenery/tilemgr.hxx>
86 #include <Time/event.hxx>
87 #include <Time/fg_time.hxx>
88 #include <Time/fg_timer.hxx>
89 #include <Time/sunpos.hxx>
90 #include <Weather/weather.hxx>
92 #include "fg_init.hxx"
93 #include "keyboard.hxx"
94 #include "options.hxx"
97 #include "fg_serial.hxx"
100 // -dw- use custom sioux settings so I can see output window
103 # include <sioux.h> // settings for output window
105 # include <console.h>
109 // This is a record containing a bit of global housekeeping information
112 // Specify our current idle function state. This is used to run all
113 // our initializations out of the glutIdleLoop() so that we can get a
114 // splash screen up and running right away.
115 static int idle_state = 0;
120 // Global structures for the Audio library
121 #ifdef ENABLE_AUDIO_SUPPORT
122 slEnvelope pitch_envelope ( 1, SL_SAMPLE_ONE_SHOT ) ;
123 slEnvelope volume_envelope ( 1, SL_SAMPLE_ONE_SHOT ) ;
124 slScheduler *audio_sched;
125 smMixer *audio_mixer;
132 ssgRoot *scene = NULL;
133 ssgTransform *penguin = NULL;
136 // The following defines flight gear options. Because glutlib will also
137 // want to parse its own options, those options must not be included here
138 // or they will get parsed by the main program option parser. Hence case
139 // is significant for any option added that might be in conflict with
142 // glutlib parses for:
144 // -direct (invalid in Win32)
148 // -indirect (invalid in Win32)
151 // Note that glutlib depends upon strings while this program's
152 // option parser wants only initial characters followed by numbers
157 // fgInitVisuals() -- Initialize various GL/view parameters
158 static void fgInitVisuals( void ) {
161 l = &cur_light_params;
163 #ifndef GLUT_WRONG_VERSION
164 // Go full screen if requested ...
165 if ( current_options.get_fullscreen() ) {
170 // If enabled, normal vectors specified with glNormal are scaled
171 // to unit length after transformation. See glNormal.
172 // xglEnable( GL_NORMALIZE );
174 xglEnable( GL_LIGHTING );
175 xglEnable( GL_LIGHT0 );
176 xglLightfv( GL_LIGHT0, GL_POSITION, l->sun_vec );
179 sgSetVec3( sunpos, l->sun_vec[0], l->sun_vec[1], l->sun_vec[2] );
180 ssgGetLight( 0 ) -> setPosition( sunpos );
182 // xglFogi (GL_FOG_MODE, GL_LINEAR);
183 xglFogi (GL_FOG_MODE, GL_EXP2);
184 // Fog density is now set when the weather system is initialized
185 // xglFogf (GL_FOG_DENSITY, w->fog_density);
186 if ( (current_options.get_fog() == 1) ||
187 (current_options.get_shading() == 0) ) {
188 // if fastest fog requested, or if flat shading force fastest
189 xglHint ( GL_FOG_HINT, GL_FASTEST );
190 } else if ( current_options.get_fog() == 2 ) {
191 xglHint ( GL_FOG_HINT, GL_NICEST );
193 if ( current_options.get_wireframe() ) {
195 xglPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
198 // This is the default anyways, but it can't hurt
199 xglFrontFace ( GL_CCW );
202 // xglEnable(GL_POINT_SMOOTH);
203 // xglEnable(GL_LINE_SMOOTH);
204 // xglEnable(GL_POLYGON_SMOOTH);
209 // Draw a basic instrument panel
210 static void fgUpdateInstrViewParams( void ) {
214 fgVIEW *v = ¤t_view;
216 xglViewport(0, 0 , (GLint)(v->winWidth), (GLint)(v->winHeight) / 2);
218 xglMatrixMode(GL_PROJECTION);
222 gluOrtho2D(0, 640, 0, 480);
223 xglMatrixMode(GL_MODELVIEW);
227 xglColor3f(1.0, 1.0, 1.0);
230 xglDisable(GL_DEPTH_TEST);
231 xglDisable(GL_LIGHTING);
234 xglColor3f (0.5, 0.5, 0.5);
237 xglVertex2f(0.0, 0.00);
238 xglVertex2f(0.0, 480.0);
239 xglVertex2f(640.0,480.0);
240 xglVertex2f(640.0, 0.0);
243 xglRectf(0.0,0.0, 640, 480);
244 xglEnable(GL_DEPTH_TEST);
245 xglEnable(GL_LIGHTING);
246 xglMatrixMode(GL_PROJECTION);
248 xglMatrixMode(GL_MODELVIEW);
254 // Update all Visuals (redraws anything graphics related)
255 static void fgRenderFrame( void ) {
256 fgLIGHT *l = &cur_light_params;
257 FGTime *t = FGTime::cur_time_params;
258 FGView *v = ¤t_view;
261 // GLfloat black[4] = { 0.0, 0.0, 0.0, 1.0 };
262 GLfloat white[4] = { 1.0, 1.0, 1.0, 1.0 };
263 GLfloat terrain_color[4] = { 0.54, 0.44, 0.29, 1.0 };
264 // GLfloat mat_shininess[] = { 10.0 };
265 GLbitfield clear_mask;
267 if ( idle_state != 1000 ) {
268 // still initializing, draw the splash screen
269 if ( current_options.get_splash_screen() == 1 ) {
273 // idle_state is now 1000 meaning we've finished all our
274 // initializations and are running the main loop, so this will
275 // now work without seg faulting the system.
277 // printf("Ground = %.2f Altitude = %.2f\n", scenery.cur_elev,
278 // FG_Altitude * FEET_TO_METER);
280 // this is just a temporary hack, to make me understand Pui
281 // timerText -> setLabel (ctime (&t->cur_time));
284 // update view volume parameters
285 v->UpdateViewParams();
287 // set the sun position
288 xglLightfv( GL_LIGHT0, GL_POSITION, l->sun_vec );
291 sgSetVec3( sunpos, l->sun_vec[0], l->sun_vec[1], l->sun_vec[2] );
292 ssgGetLight( 0 ) -> setPosition( sunpos );
294 clear_mask = GL_DEPTH_BUFFER_BIT;
295 if ( current_options.get_wireframe() ) {
296 clear_mask |= GL_COLOR_BUFFER_BIT;
298 if ( current_options.get_panel_status() ) {
299 // we can't clear the screen when the panel is active
300 } else if ( current_options.get_skyblend() ) {
301 if ( current_options.get_textures() ) {
302 // glClearColor(black[0], black[1], black[2], black[3]);
303 glClearColor(l->adj_fog_color[0], l->adj_fog_color[1],
304 l->adj_fog_color[2], l->adj_fog_color[3]);
305 clear_mask |= GL_COLOR_BUFFER_BIT;
308 glClearColor(l->sky_color[0], l->sky_color[1],
309 l->sky_color[2], l->sky_color[3]);
310 clear_mask |= GL_COLOR_BUFFER_BIT;
312 xglClear( clear_mask );
314 // Tell GL we are switching to model view parameters
315 xglMatrixMode(GL_MODELVIEW);
316 // xglLoadIdentity();
319 xglDisable( GL_DEPTH_TEST );
320 xglDisable( GL_LIGHTING );
321 xglDisable( GL_CULL_FACE );
322 xglDisable( GL_FOG );
323 xglShadeModel( GL_SMOOTH );
324 if ( current_options.get_skyblend() ) {
328 // setup transformation for drawing astronomical objects
330 // Translate to view position
331 Point3D view_pos = v->get_view_pos();
332 xglTranslatef( view_pos.x(), view_pos.y(), view_pos.z() );
333 // Rotate based on gst (sidereal time)
334 // note: constant should be 15.041085, Curt thought it was 15
335 angle = t->getGst() * 15.041085;
336 // printf("Rotating astro objects by %.2f degrees\n",angle);
337 xglRotatef( angle, 0.0, 0.0, -1.0 );
339 // draw stars and planets
341 xglEnable( GL_CULL_FACE ); // for moon
342 //xglEnable(GL_DEPTH_TEST);
343 SolarSystem::theSolarSystem->draw();
348 if ( current_options.get_shading() ) {
349 xglShadeModel( GL_SMOOTH );
351 xglShadeModel( GL_FLAT );
353 xglEnable( GL_DEPTH_TEST );
354 if ( current_options.get_fog() > 0 ) {
356 xglFogfv (GL_FOG_COLOR, l->adj_fog_color);
358 // set lighting parameters
359 xglLightfv(GL_LIGHT0, GL_AMBIENT, l->scene_ambient );
360 xglLightfv(GL_LIGHT0, GL_DIFFUSE, l->scene_diffuse );
361 // xglLightfv(GL_LIGHT0, GL_SPECULAR, white );
363 if ( current_options.get_textures() ) {
364 // texture parameters
365 xglEnable( GL_TEXTURE_2D );
366 xglTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ) ;
367 xglHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST ) ;
368 // set base color (I don't think this is doing anything here)
369 xglMaterialfv (GL_FRONT, GL_AMBIENT, white);
370 xglMaterialfv (GL_FRONT, GL_DIFFUSE, white);
371 // xglMaterialfv (GL_FRONT, GL_SPECULAR, white);
372 // xglMaterialfv (GL_FRONT, GL_SHININESS, mat_shininess);
374 xglDisable( GL_TEXTURE_2D );
375 xglMaterialfv (GL_FRONT, GL_AMBIENT, terrain_color);
376 xglMaterialfv (GL_FRONT, GL_DIFFUSE, terrain_color);
377 // xglMaterialfv (GL_FRONT, GL_AMBIENT, white);
378 // xglMaterialfv (GL_FRONT, GL_DIFFUSE, white);
381 global_tile_mgr.render();
383 xglDisable( GL_TEXTURE_2D );
384 xglDisable( GL_FOG );
386 // display HUD && Panel
387 xglDisable( GL_CULL_FACE );
390 // We can do translucent menus, so why not. :-)
391 xglEnable ( GL_BLEND ) ;
392 xglBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ) ;
394 xglDisable ( GL_BLEND ) ;
399 xglMatrixMode(GL_PROJECTION);
401 ssgSetFOV(60.0f, 0.0f);
402 ssgSetNearFar(1.0f, 700.0f);
405 sgMakeTransMat4( sgTRANS,
406 current_view.view_pos.x()
407 + current_view.view_forward[0] * 20,
408 current_view.view_pos.y()
409 + current_view.view_forward[1] * 20,
410 current_view.view_pos.z()
411 + current_view.view_forward[2] * 20 );
415 sgMultMat4( sgTMP, current_view.sgUP, sgTRANS );
416 sgMultMat4( sgTUX, current_view.sgLARC_TO_SSG, sgTMP );
419 sgSetCoord( &tuxpos, sgTUX );
420 penguin->setTransform( &tuxpos );
422 sgMakeTransMat4( sgTRANS,
423 current_view.view_pos.x(),
424 current_view.view_pos.y(),
425 current_view.view_pos.z() );
427 sgMultMat4( sgVIEW, current_view.sgVIEW, sgTRANS );
428 ssgSetCamera( sgVIEW );
429 // ssgSetCamera( current_view.sgVIEW );
430 ssgCullAndDraw( scene );
438 // Update internal time dependent calculations (i.e. flight model)
439 void fgUpdateTimeDepCalcs(int multi_loop, int remainder) {
440 FGInterface *f = current_aircraft.fdm_state;
441 fgLIGHT *l = &cur_light_params;
442 FGTime *t = FGTime::cur_time_params;
443 FGView *v = ¤t_view;
446 // update the flight model
447 if ( multi_loop < 0 ) {
448 multi_loop = DEFAULT_MULTILOOP;
451 if ( !t->getPause() ) {
452 // run Autopilot system
455 // printf("updating flight model x %d\n", multi_loop);
456 fgFDMUpdate( current_options.get_flight_model(),
457 cur_fdm_state, multi_loop, remainder );
459 fgFDMUpdate( current_options.get_flight_model(),
460 cur_fdm_state, 0, remainder );
463 // update the view angle
464 for ( i = 0; i < multi_loop; i++ ) {
465 if ( fabs(v->get_goal_view_offset() - v->get_view_offset()) < 0.05 ) {
466 v->set_view_offset( v->get_goal_view_offset() );
469 // move v->view_offset towards v->goal_view_offset
470 if ( v->get_goal_view_offset() > v->get_view_offset() ) {
471 if ( v->get_goal_view_offset() - v->get_view_offset() < FG_PI ){
472 v->inc_view_offset( 0.01 );
474 v->inc_view_offset( -0.01 );
477 if ( v->get_view_offset() - v->get_goal_view_offset() < FG_PI ){
478 v->inc_view_offset( -0.01 );
480 v->inc_view_offset( 0.01 );
483 if ( v->get_view_offset() > FG_2PI ) {
484 v->inc_view_offset( -FG_2PI );
485 } else if ( v->get_view_offset() < 0 ) {
486 v->inc_view_offset( FG_2PI );
491 double tmp = -(l->sun_rotation + FG_PI)
492 - (f->get_Psi() - v->get_view_offset() );
493 while ( tmp < 0.0 ) {
496 while ( tmp > FG_2PI ) {
499 /* printf("Psi = %.2f, viewoffset = %.2f sunrot = %.2f rottosun = %.2f\n",
500 FG_Psi * RAD_TO_DEG, v->view_offset * RAD_TO_DEG,
501 -(l->sun_rotation+FG_PI) * RAD_TO_DEG, tmp * RAD_TO_DEG); */
506 void fgInitTimeDepCalcs( void ) {
509 // #ifdef HAVE_SETITIMER
510 // fgTimerInit( 1.0 / DEFAULT_TIMER_HZ, fgUpdateTimeDepCalcs );
511 // #endif HAVE_SETITIMER
514 static const double alt_adjust_ft = 3.758099;
515 static const double alt_adjust_m = alt_adjust_ft * FEET_TO_METER;
517 // What should we do when we have nothing else to do? Let's get ready
518 // for the next move and update the display?
519 static void fgMainLoop( void ) {
522 static long remainder = 0;
523 long elapsed, multi_loop;
524 #ifdef FANCY_FRAME_COUNTER
528 static time_t last_time = 0;
529 static int frames = 0;
530 #endif // FANCY_FRAME_COUNTER
532 f = current_aircraft.fdm_state;
533 t = FGTime::cur_time_params;
535 FG_LOG( FG_ALL, FG_DEBUG, "Running Main Loop");
536 FG_LOG( FG_ALL, FG_DEBUG, "======= ==== ====");
538 #if defined( ENABLE_PLIB_JOYSTICK )
539 // Read joystick and update control settings
541 #elif defined( ENABLE_GLUT_JOYSTICK )
542 // Glut joystick support works by feeding a joystick handler
543 // function to glut. This is taken care of once in the joystick
544 // init routine and we don't have to worry about it again.
547 current_weather.Update();
549 // Fix elevation. I'm just sticking this here for now, it should
550 // probably move eventually
552 /* printf("Before - ground = %.2f runway = %.2f alt = %.2f\n",
554 f->get_Runway_altitude() * FEET_TO_METER,
555 f->get_Altitude() * FEET_TO_METER); */
557 if ( scenery.cur_elev > -9990 ) {
558 if ( f->get_Altitude() * FEET_TO_METER <
559 (scenery.cur_elev + alt_adjust_m - 3.0) ) {
560 // now set aircraft altitude above ground
561 printf("Current Altitude = %.2f < %.2f forcing to %.2f\n",
562 f->get_Altitude() * FEET_TO_METER,
563 scenery.cur_elev + alt_adjust_m - 3.0,
564 scenery.cur_elev + alt_adjust_m );
565 fgFDMForceAltitude( current_options.get_flight_model(),
566 scenery.cur_elev + alt_adjust_m );
568 FG_LOG( FG_ALL, FG_DEBUG,
569 "<*> resetting altitude to "
570 << f->get_Altitude() * FEET_TO_METER << " meters" );
572 fgFDMSetGroundElevation( current_options.get_flight_model(),
573 scenery.cur_elev ); // meters
576 /* printf("Adjustment - ground = %.2f runway = %.2f alt = %.2f\n",
578 f->get_Runway_altitude() * FEET_TO_METER,
579 f->get_Altitude() * FEET_TO_METER); */
584 // Get elapsed time (in usec) for this past frame
585 elapsed = fgGetTimeInterval();
586 FG_LOG( FG_ALL, FG_DEBUG,
587 "Elapsed time interval is = " << elapsed
588 << ", previous remainder is = " << remainder );
590 // Calculate frame rate average
591 #ifdef FANCY_FRAME_COUNTER
592 /* old fps calculation */
596 for ( i = FG_FRAME_RATE_HISTORY - 2; i >= 0; i-- ) {
597 tmp = general.get_frame(i);
599 // printf("frame[%d] = %.2f\n", i, g->frames[i]);
600 general.set_frame(i+1,tmp);
602 tmp = 1000000.0 / (float)elapsed;
603 general.set_frame(0,tmp);
604 // printf("frame[0] = %.2f\n", general.frames[0]);
606 general.set_frame_rate(accum / (float)FG_FRAME_RATE_HISTORY);
607 // printf("ave = %.2f\n", general.frame_rate);
610 if ( (t->get_cur_time() != last_time) && (last_time > 0) ) {
611 general.set_frame_rate( frames );
612 FG_LOG( FG_ALL, FG_DEBUG,
613 "--> Frame rate is = " << general.get_frame_rate() );
616 last_time = t->get_cur_time();
621 if ( ! use_signals ) {
622 // Calculate model iterations needed for next frame
623 elapsed += remainder;
625 multi_loop = (int)(((double)elapsed * 0.000001) * DEFAULT_MODEL_HZ);
626 remainder = elapsed - ((multi_loop*1000000) / DEFAULT_MODEL_HZ);
627 FG_LOG( FG_ALL, FG_DEBUG,
628 "Model iterations needed = " << multi_loop
629 << ", new remainder = " << remainder );
632 if ( multi_loop > 0 ) {
633 fgUpdateTimeDepCalcs(multi_loop, remainder);
635 FG_LOG( FG_ALL, FG_INFO, "Elapsed time is zero ... we're zinging" );
639 #if ! defined( MACOS )
640 // Do any serial port work that might need to be done
644 // see if we need to load any new scenery tiles
645 global_tile_mgr.update();
647 // Process/manage pending events
648 global_events.Process();
650 // Run audio scheduler
651 #ifdef ENABLE_AUDIO_SUPPORT
652 if ( current_options.get_sound() && !audio_sched->not_working() ) {
654 # ifdef MICHAEL_JOHNSON_EXPERIMENTAL_ENGINE_AUDIO
656 // note: all these factors are relative to the sample. our
657 // sample format should really contain a conversion factor so
658 // that we can get prop speed right for arbitrary samples.
659 // Note that for normal-size props, there is a point at which
660 // the prop tips approach the speed of sound; that is a pretty
661 // strong limit to how fast the prop can go.
663 // multiplication factor is prime pitch control; add some log
664 // component for verisimilitude
666 double pitch = log((controls.get_throttle(0) * 14.0) + 1.0);
667 //fprintf(stderr, "pitch1: %f ", pitch);
668 if (controls.get_throttle(0) > 0.0 || f->v_rel_wind > 40.0) {
669 //fprintf(stderr, "rel_wind: %f ", f->v_rel_wind);
670 // only add relative wind and AoA if prop is moving
671 // or we're really flying at idle throttle
672 if (pitch < 5.4) { // this needs tuning
673 // prop tips not breaking sound barrier
674 pitch += log(f->v_rel_wind + 0.8)/2;
676 // prop tips breaking sound barrier
677 pitch += log(f->v_rel_wind + 0.8)/10;
679 //fprintf(stderr, "pitch2: %f ", pitch);
680 //fprintf(stderr, "AoA: %f ", FG_Gamma_vert_rad);
682 // Angle of Attack next... -x^3(e^x) is my best guess Just
683 // need to calculate some reasonable scaling factor and
684 // then clamp it on the positive aoa (neg adj) side
685 double aoa = f->get_Gamma_vert_rad() * 2.2;
687 double aoa_adj = pow(-aoa, tmp) * pow(M_E, aoa);
688 if (aoa_adj < -0.8) aoa_adj = -0.8;
690 //fprintf(stderr, "pitch3: %f ", pitch);
692 // don't run at absurdly slow rates -- not realistic
693 // and sounds bad to boot. :-)
694 if (pitch < 0.8) pitch = 0.8;
696 //fprintf(stderr, "pitch4: %f\n", pitch);
698 double volume = controls.get_throttle(0) * 1.15 + 0.3 +
699 log(f->v_rel_wind + 1.0)/14.0;
700 // fprintf(stderr, "volume: %f\n", volume);
702 pitch_envelope.setStep ( 0, 0.01, pitch );
703 volume_envelope.setStep ( 0, 0.01, volume );
707 double param = controls.get_throttle( 0 ) * 2.0 + 1.0;
708 pitch_envelope.setStep ( 0, 0.01, param );
709 volume_envelope.setStep ( 0, 0.01, param );
711 # endif // experimental throttle patch
713 audio_sched -> update();
720 FG_LOG( FG_ALL, FG_DEBUG, "" );
724 // This is the top level master main function that is registered as
728 // The first few passes take care of initialization things (a couple
729 // per pass) and once everything has been initialized fgMainLoop from
732 static void fgIdleFunction ( void ) {
733 // printf("idle state == %d\n", idle_state);
735 if ( idle_state == 0 ) {
736 // Initialize the splash screen right away
737 if ( current_options.get_splash_screen() ) {
742 } else if ( idle_state == 1 ) {
743 // Start the intro music
745 if ( current_options.get_intro_music() ) {
746 string lockfile = "/tmp/mpg123.running";
747 FGPath mp3file( current_options.get_fg_root() );
748 mp3file.append( "Sounds/intro.mp3" );
750 string command = "(touch " + lockfile + "; mpg123 "
751 + mp3file.str() + "> /dev/null 2>&1; /bin/rm "
753 FG_LOG( FG_GENERAL, FG_INFO,
754 "Starting intro music: " << mp3file.str() );
755 system ( command.c_str() );
760 } else if ( idle_state == 2 ) {
761 // These are a few miscellaneous things that aren't really
762 // "subsystems" but still need to be initialized.
765 if ( strstr ( general.get_glRenderer(), "Glide" ) ) {
766 grTexLodBiasValue ( GR_TMU0, 1.0 ) ;
771 } else if ( idle_state == 3 ) {
772 // This is the top level init routine which calls all the
773 // other subsystem initialization routines. If you are adding
774 // a subsystem to flight gear, its initialization call should
775 // located in this routine.
776 if( !fgInitSubsystems()) {
777 FG_LOG( FG_GENERAL, FG_ALERT,
778 "Subsystem initializations failed ..." );
783 } else if ( idle_state == 4 ) {
784 // setup OpenGL view parameters
788 // init timer routines, signals, etc. Arrange for an alarm
789 // signal to be generated, etc.
790 fgInitTimeDepCalcs();
794 } else if ( idle_state == 5 ) {
797 } else if ( idle_state == 6 ) {
798 // Initialize audio support
799 #ifdef ENABLE_AUDIO_SUPPORT
802 if ( current_options.get_intro_music() ) {
803 // Let's wait for mpg123 to finish
804 string lockfile = "/tmp/mpg123.running";
805 struct stat stat_buf;
807 FG_LOG( FG_GENERAL, FG_INFO,
808 "Waiting for mpg123 player to finish ..." );
809 while ( stat(lockfile.c_str(), &stat_buf) == 0 ) {
810 // file exist, wait ...
812 FG_LOG( FG_GENERAL, FG_INFO, ".");
814 FG_LOG( FG_GENERAL, FG_INFO, "");
818 audio_sched = new slScheduler ( 8000 );
819 audio_mixer = new smMixer;
820 audio_mixer -> setMasterVolume ( 80 ) ; /* 80% of max volume. */
821 audio_sched -> setSafetyMargin ( 1.0 ) ;
823 FGPath slfile( current_options.get_fg_root() );
824 slfile.append( "Sounds/wasp.wav" );
826 s1 = new slSample ( (char *)slfile.c_str() );
827 FG_LOG( FG_GENERAL, FG_INFO,
828 "Rate = " << s1 -> getRate()
829 << " Bps = " << s1 -> getBps()
830 << " Stereo = " << s1 -> getStereo() );
831 audio_sched -> loopSample ( s1 );
833 if ( audio_sched->not_working() ) {
836 pitch_envelope.setStep ( 0, 0.01, 0.6 );
837 volume_envelope.setStep ( 0, 0.01, 0.6 );
839 audio_sched -> addSampleEnvelope( s1, 0, 0, &
842 audio_sched -> addSampleEnvelope( s1, 0, 1,
844 SL_VOLUME_ENVELOPE );
847 // strcpy(slfile, path);
848 // strcat(slfile, "thunder.wav");
849 // s2 -> loadFile ( slfile );
850 // s2 -> adjustVolume(0.5);
851 // audio_sched -> playSample ( s2 );
858 if ( idle_state == 1000 ) {
859 // We've finished all our initialization steps, from now on we
860 // run the main loop.
864 if ( current_options.get_splash_screen() == 1 ) {
870 // options.cxx needs to see this for toggle_panel()
871 // Handle new window size or exposure
872 void fgReshape( int width, int height ) {
873 if ( ! current_options.get_panel_status() ) {
874 current_view.set_win_ratio( (GLfloat) width / (GLfloat) height );
875 xglViewport(0, 0 , (GLint)(width), (GLint)(height) );
877 current_view.set_win_ratio( (GLfloat) width /
878 ((GLfloat) (height)*0.4232) );
879 xglViewport(0, (GLint)((height)*0.5768), (GLint)(width),
880 (GLint)((height)*0.4232) );
883 current_view.set_winWidth( width );
884 current_view.set_winHeight( height );
885 current_view.force_update_fov_math();
887 if ( idle_state == 1000 ) {
888 // yes we've finished all our initializations and are running
889 // the main loop, so this will now work without seg faulting
891 current_view.UpdateViewParams();
892 if ( current_options.get_panel_status() ) {
893 FGPanel::OurPanel->ReInit(0, 0, 1024, 768);
899 // Initialize GLUT and define a main window
900 int fgGlutInit( int *argc, char **argv ) {
902 #if !defined( MACOS )
903 // GLUT will extract all glut specific options so later on we only
904 // need wory about our own.
905 xglutInit(argc, argv);
908 // Define Display Parameters
909 xglutInitDisplayMode( GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE );
911 FG_LOG( FG_GENERAL, FG_INFO, "Opening a window: " <<
912 current_options.get_xsize() << "x" << current_options.get_ysize() );
914 // Define initial window size
915 xglutInitWindowSize( current_options.get_xsize(),
916 current_options.get_ysize() );
918 // Initialize windows
919 if ( current_options.get_game_mode() == 0 ) {
920 // Open the regular window
921 xglutCreateWindow("Flight Gear");
922 #ifndef GLUT_WRONG_VERSION
924 // Open the cool new 'game mode' window
925 char game_mode_str[256];
926 sprintf( game_mode_str, "width=%d height=%d bpp=32",
927 current_options.get_xsize(),
928 current_options.get_ysize() );
930 FG_LOG( FG_GENERAL, FG_INFO,
931 "game mode params = " << game_mode_str );
932 glutGameModeString( game_mode_str );
937 // This seems to be the absolute earliest in the init sequence
938 // that these calls will return valid info. Too bad it's after
939 // we've already created and sized out window. :-(
940 general.set_glVendor( (char *)glGetString ( GL_VENDOR ) );
941 general.set_glRenderer( (char *)glGetString ( GL_RENDERER ) );
942 general.set_glVersion( (char *)glGetString ( GL_VERSION ) );
944 FG_LOG ( FG_GENERAL, FG_INFO, general.get_glRenderer() );
947 // try to determine if we should adjust the initial default
948 // display resolution. The options class defaults (is
949 // initialized) to 640x480.
950 string renderer = general.glRenderer;
952 // currently we only know how to deal with Mesa/Glide/Voodoo cards
953 if ( renderer.find( "Glide" ) != string::npos ) {
954 FG_LOG( FG_GENERAL, FG_INFO, "Detected a Glide driver" );
955 if ( renderer.find( "FB/8" ) != string::npos ) {
956 // probably a voodoo-2
957 if ( renderer.find( "TMU/SLI" ) != string::npos ) {
958 // probably two SLI'd Voodoo-2's
959 current_options.set_xsize( 1024 );
960 current_options.set_ysize( 768 );
961 FG_LOG( FG_GENERAL, FG_INFO,
962 "It looks like you have two sli'd voodoo-2's." << endl
963 << "upgrading your win resolution to 1024 x 768" );
964 glutReshapeWindow(1024, 768);
966 // probably a single non-SLI'd Voodoo-2
967 current_options.set_xsize( 800 );
968 current_options.set_ysize( 600 );
969 FG_LOG( FG_GENERAL, FG_INFO,
970 "It looks like you have a voodoo-2." << endl
971 << "upgrading your win resolution to 800 x 600" );
972 glutReshapeWindow(800, 600);
974 } else if ( renderer.find( "FB/2" ) != string::npos ) {
975 // probably a voodoo-1, stick with the default
978 // we have no special knowledge of this card, stick with the default
986 // Initialize GLUT event handlers
987 int fgGlutInitEvents( void ) {
988 // call fgReshape() on window resizes
989 xglutReshapeFunc( fgReshape );
991 // call GLUTkey() on keyboard event
992 xglutKeyboardFunc( GLUTkey );
993 glutSpecialFunc( GLUTspecialkey );
995 // call guiMouseFunc() whenever our little rodent is used
996 glutMouseFunc ( guiMouseFunc );
997 glutMotionFunc (guiMotionFunc );
998 glutPassiveMotionFunc (guiMotionFunc );
1000 // call fgMainLoop() whenever there is
1001 // nothing else to do
1002 xglutIdleFunc( fgIdleFunction );
1005 xglutDisplayFunc( fgRenderFrame );
1012 int main( int argc, char **argv ) {
1014 #if defined( MACOS )
1015 argc = ccommand( &argv );
1019 _control87(MCW_EM, MCW_EM); /* defined in float.h */
1022 // set default log levels
1023 fglog().setLogLevels( FG_ALL, FG_INFO );
1025 FG_LOG( FG_GENERAL, FG_INFO, "Flight Gear: Version " << VERSION << endl );
1027 // seed the random number generater
1030 // Load the configuration parameters
1031 if ( !fgInitConfig(argc, argv) ) {
1032 FG_LOG( FG_GENERAL, FG_ALERT, "Config option parsing failed ..." );
1036 // Initialize the Window/Graphics environment.
1037 if( !fgGlutInit(&argc, argv) ) {
1038 FG_LOG( FG_GENERAL, FG_ALERT, "GLUT initialization failed ..." );
1042 // Initialize the various GLUT Event Handlers.
1043 if( !fgGlutInitEvents() ) {
1044 FG_LOG( FG_GENERAL, FG_ALERT,
1045 "GLUT event handler initialization failed ..." );
1049 // Initialize ssg (from plib)
1052 // Initialize the user interface (we need to do this before
1053 // passing off control to glut and before fgInitGeneral to get our
1057 // Do some quick general initializations
1058 if( !fgInitGeneral()) {
1059 FG_LOG( FG_GENERAL, FG_ALERT,
1060 "General initializations failed ..." );
1065 // some ssg test stuff (requires data from the plib source
1066 // distribution) specifically from the ssg tux example
1069 ssgModelPath( "/stage/pinky01/src/Libs/plib-1.0.12/examples/ssg/tux/data/" );
1070 ssgTexturePath( "/stage/pinky01/src/Libs/plib-1.0.12/examples/ssg/tux/data/" );
1072 scene = new ssgRoot;
1073 penguin = new ssgTransform;
1075 ssgEntity *tux_obj = ssgLoadAC( "tuxedo.ac" );
1076 penguin->addKid( tux_obj );
1077 ssgFlatten( tux_obj );
1078 ssgStripify( penguin );
1080 scene->addKid( penguin );
1082 // pass control off to the master GLUT event handler
1085 // we never actually get here ... but to avoid compiler warnings,