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., 675 Mass Ave, Cambridge, MA 02139, 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>
79 #include <MultiPlayer/multiplaymgr.hxx>
84 #include "fg_commands.hxx"
86 #include "renderer.hxx"
92 static double real_delta_time_sec = 0.0;
93 double delta_time_sec = 0.0;
94 extern float init_volume;
98 # include <console.h> // -dw- for command line dialog
101 // This is a record containing a bit of global housekeeping information
104 // Specify our current idle function state. This is used to run all
105 // our initializations out of the idle callback so that we can get a
106 // splash screen up and running right away.
108 long global_multi_loop;
110 SGTimeStamp last_time_stamp;
111 SGTimeStamp current_time_stamp;
113 // The atexit() functio handler should know when the graphical subsystem
115 extern int _bootstrap_OSInit;
119 // Update internal time dependent calculations (i.e. flight model)
120 // FIXME: this distinction is obsolete; all subsystems now get delta
122 void fgUpdateTimeDepCalcs() {
123 static bool inited = false;
125 static const SGPropertyNode *replay_state
126 = fgGetNode( "/sim/freeze/replay-state", true );
127 static SGPropertyNode *replay_time
128 = fgGetNode( "/sim/replay/time", true );
129 // static const SGPropertyNode *replay_end_time
130 // = fgGetNode( "/sim/replay/end-time", true );
132 //SG_LOG(SG_FLIGHT,SG_INFO, "Updating time dep calcs()");
134 // Initialize the FDM here if it hasn't been and if we have a
135 // scenery elevation hit.
137 // cout << "cur_fdm_state->get_inited() = " << cur_fdm_state->get_inited()
138 // << " cur_elev = " << scenery.get_cur_elev() << endl;
140 if (!cur_fdm_state->get_inited()) {
141 // Check for scenery around the aircraft.
142 double lon = fgGetDouble("/sim/presets/longitude-deg");
143 double lat = fgGetDouble("/sim/presets/latitude-deg");
144 // We require just to have 50 meter scenery availabe around
147 if (globals->get_tile_mgr()->scenery_available(lat, lon, range)) {
148 SG_LOG(SG_FLIGHT,SG_INFO, "Finally initializing fdm");
149 cur_fdm_state->init();
150 if ( cur_fdm_state->get_bound() ) {
151 cur_fdm_state->unbind();
153 cur_fdm_state->bind();
157 // conceptually, the following block could be done for each fdm
159 if ( cur_fdm_state->get_inited() ) {
160 // we have been inited, and we are good to go ...
166 if ( replay_state->getIntValue() == 0 ) {
167 // replay off, run fdm
168 cur_fdm_state->update( delta_time_sec );
170 FGReplay *r = (FGReplay *)(globals->get_subsystem( "replay" ));
171 r->replay( replay_time->getDoubleValue() );
172 if ( replay_state->getIntValue() == 1 ) {
174 replay_time->setDoubleValue( replay_time->getDoubleValue()
176 * fgGetInt("/sim/speed-up") ) );
177 } else if ( replay_state->getIntValue() == 2 ) {
178 // paused playback (don't advance replay time)
182 // do nothing, fdm isn't inited yet
185 globals->get_model_mgr()->update(delta_time_sec);
186 globals->get_aircraft_model()->update(delta_time_sec);
188 // update the view angle
189 globals->get_viewmgr()->update(delta_time_sec);
191 // Update solar system
192 globals->get_ephem()->update( globals->get_time_params()->getMjd(),
193 globals->get_time_params()->getLst(),
194 cur_fdm_state->get_Latitude() );
199 void fgInitTimeDepCalcs( void ) {
204 static const double alt_adjust_ft = 3.758099;
205 static const double alt_adjust_m = alt_adjust_ft * SG_FEET_TO_METER;
208 // What should we do when we have nothing else to do? Let's get ready
209 // for the next move and update the display?
210 static void fgMainLoop( void ) {
211 int model_hz = fgGetInt("/sim/model-hz");
213 static const SGPropertyNode *longitude
214 = fgGetNode("/position/longitude-deg");
215 static const SGPropertyNode *latitude
216 = fgGetNode("/position/latitude-deg");
217 static const SGPropertyNode *altitude
218 = fgGetNode("/position/altitude-ft");
219 static const SGPropertyNode *clock_freeze
220 = fgGetNode("/sim/freeze/clock", true);
221 static const SGPropertyNode *cur_time_override
222 = fgGetNode("/sim/time/cur-time-override", true);
223 static const SGPropertyNode *max_simtime_per_frame
224 = fgGetNode("/sim/max-simtime-per-frame", true);
226 SGCloudLayer::enable_bump_mapping = fgGetBool("/sim/rendering/bump-mapping");
228 bool scenery_loaded = fgGetBool("sim/sceneryloaded") || fgGetBool("sim/sceneryloaded-override");
230 // Update the elapsed time.
231 static bool first_time = true;
233 last_time_stamp.stamp();
237 double throttle_hz = fgGetDouble("/sim/frame-rate-throttle-hz", 0.0);
238 if ( throttle_hz > 0.0 && scenery_loaded ) {
239 // optionally throttle the frame rate (to get consistant frame
240 // rates or reduce cpu usage.
242 double frame_us = 1000000.0 / throttle_hz;
244 #define FG_SLEEP_BASED_TIMING 1
245 #if defined(FG_SLEEP_BASED_TIMING)
246 // sleep based timing loop.
248 // Calling sleep, even usleep() on linux is less accurate than
249 // we like, but it does free up the cpu for other tasks during
250 // the sleep so it is desireable. Because of the way sleep()
251 // is implimented in consumer operating systems like windows
252 // and linux, you almost always sleep a little longer than the
255 // To combat the problem of sleeping to long, we calculate the
256 // desired wait time and shorten it by 2000us (2ms) to avoid
257 // [hopefully] over-sleep'ing. The 2ms value was arrived at
258 // via experimentation. We follow this up at the end with a
259 // simple busy-wait loop to get the final pause timing exactly
262 // Assuming we don't oversleep by more than 2000us, this
263 // should be a reasonable compromise between sleep based
264 // waiting, and busy waiting.
266 // sleep() will always overshoot by a bit so undersleep by
267 // 2000us in the hopes of never oversleeping.
269 if ( frame_us < 0.0 ) {
272 current_time_stamp.stamp();
274 double elapsed_us = current_time_stamp - last_time_stamp;
275 if ( elapsed_us < frame_us ) {
276 double requested_us = frame_us - elapsed_us;
277 ulMilliSecondSleep ( (int)(requested_us / 1000.0) ) ;
281 // busy wait timing loop.
283 // This yields the most accurate timing. If the previous
284 // ulMilliSecondSleep() call is ommitted this will peg the cpu
285 // (which is just fine if FG is the only app you care about.)
286 current_time_stamp.stamp();
287 while ( current_time_stamp - last_time_stamp < frame_us ) {
288 current_time_stamp.stamp();
291 // run as fast as the app will go
292 current_time_stamp.stamp();
296 = double(current_time_stamp - last_time_stamp) / 1000000.0;
298 // Limit the time we need to spend in simulation loops
299 // That means, if the /sim/max-simtime-per-frame value is strictly positive
300 // you can limit the maximum amount of time you will do simulations for
301 // one frame to display. The cpu time spent in simulations code is roughtly
302 // at least O(real_delta_time_sec). If this is (due to running debug
303 // builds or valgrind or something different blowing up execution times)
304 // larger than the real time you will no more get any response
305 // from flightgear. This limits that effect. Just set to property from
306 // your .fgfsrc or commandline ...
307 double dtMax = max_simtime_per_frame->getDoubleValue();
308 if (0 < dtMax && dtMax < real_delta_time_sec)
309 real_delta_time_sec = dtMax;
311 // round the real time down to a multiple of 1/model-hz.
312 // this way all systems are updated the _same_ amount of dt.
314 static double rem = 0.0;
315 real_delta_time_sec += rem;
316 double hz = model_hz;
317 double nit = floor(real_delta_time_sec*hz);
318 rem = real_delta_time_sec - nit/hz;
319 real_delta_time_sec = nit/hz;
323 if (clock_freeze->getBoolValue() || !scenery_loaded) {
326 delta_time_sec = real_delta_time_sec;
328 last_time_stamp = current_time_stamp;
329 globals->inc_sim_time_sec( delta_time_sec );
330 SGAnimation::set_sim_time_sec( globals->get_sim_time_sec() );
332 // These are useful, especially for Nasal scripts.
333 fgSetDouble("/sim/time/delta-realtime-sec", real_delta_time_sec);
334 fgSetDouble("/sim/time/delta-sec", delta_time_sec);
336 static long remainder = 0;
338 #ifdef FANCY_FRAME_COUNTER
342 static time_t last_time = 0;
343 static int frames = 0;
344 #endif // FANCY_FRAME_COUNTER
346 SGTime *t = globals->get_time_params();
348 globals->get_event_mgr()->update(delta_time_sec);
350 SG_LOG( SG_ALL, SG_DEBUG, "Running Main Loop");
351 SG_LOG( SG_ALL, SG_DEBUG, "======= ==== ====");
353 #if defined( ENABLE_PLIB_JOYSTICK )
354 // Read joystick and update control settings
355 // if ( fgGetString("/sim/control-mode") == "joystick" )
361 // Fix elevation. I'm just sticking this here for now, it should
362 // probably move eventually
364 /* printf("Before - 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 /* printf("Adjustment - ground = %.2f runway = %.2f alt = %.2f\n",
370 scenery.get_cur_elev(),
371 cur_fdm_state->get_Runway_altitude() * SG_FEET_TO_METER,
372 cur_fdm_state->get_Altitude() * SG_FEET_TO_METER); */
374 // cout << "Warp = " << globals->get_warp() << endl;
377 static bool last_clock_freeze = false;
379 if ( clock_freeze->getBoolValue() ) {
380 // clock freeze requested
381 if ( cur_time_override->getLongValue() == 0 ) {
382 fgSetLong( "/sim/time/cur-time-override", t->get_cur_time() );
383 globals->set_warp( 0 );
386 // no clock freeze requested
387 if ( last_clock_freeze == true ) {
388 // clock just unfroze, let's set warp as the difference
389 // between frozen time and current time so we don't get a
390 // time jump (and corresponding sky object and lighting
392 globals->set_warp( cur_time_override->getLongValue() - time(NULL) );
393 fgSetLong( "/sim/time/cur-time-override", 0 );
395 if ( globals->get_warp_delta() != 0 ) {
396 globals->inc_warp( globals->get_warp_delta() );
400 last_clock_freeze = clock_freeze->getBoolValue();
402 t->update( longitude->getDoubleValue() * SGD_DEGREES_TO_RADIANS,
403 latitude->getDoubleValue() * SGD_DEGREES_TO_RADIANS,
404 cur_time_override->getLongValue(),
405 globals->get_warp() );
407 if (globals->get_warp_delta() != 0) {
408 FGLight *l = (FGLight *)(globals->get_subsystem("lighting"));
412 // update magvar model
413 globals->get_mag()->update( longitude->getDoubleValue()
414 * SGD_DEGREES_TO_RADIANS,
415 latitude->getDoubleValue()
416 * SGD_DEGREES_TO_RADIANS,
417 altitude->getDoubleValue() * SG_FEET_TO_METER,
418 globals->get_time_params()->getJD() );
420 // Get elapsed time (in usec) for this past frame
421 elapsed = fgGetTimeInterval();
422 SG_LOG( SG_ALL, SG_DEBUG,
423 "Elapsed time interval is = " << elapsed
424 << ", previous remainder is = " << remainder );
426 // Calculate frame rate average
427 #ifdef FANCY_FRAME_COUNTER
428 /* old fps calculation */
432 for ( i = FG_FRAME_RATE_HISTORY - 2; i >= 0; i-- ) {
433 tmp = general.get_frame(i);
435 // printf("frame[%d] = %.2f\n", i, g->frames[i]);
436 general.set_frame(i+1,tmp);
438 tmp = 1000000.0 / (float)elapsed;
439 general.set_frame(0,tmp);
440 // printf("frame[0] = %.2f\n", general.frames[0]);
442 general.set_frame_rate(accum / (float)FG_FRAME_RATE_HISTORY);
443 // printf("ave = %.2f\n", general.frame_rate);
446 if ( (t->get_cur_time() != last_time) && (last_time > 0) ) {
447 general.set_frame_rate( frames );
448 fgSetInt("/sim/frame-rate", frames);
449 SG_LOG( SG_ALL, SG_DEBUG,
450 "--> Frame rate is = " << general.get_frame_rate() );
453 last_time = t->get_cur_time();
458 if (fgGetBool("/sim/atc/enabled"))
459 globals->get_ATC_mgr()->update(delta_time_sec);
461 // Run the AI subsystem
462 if (fgGetBool("/sim/ai-traffic/enabled"))
463 globals->get_AI_mgr()->update(delta_time_sec);
466 // Update any multiplayer models
467 globals->get_multiplayer_mgr()->Update();
472 // Calculate model iterations needed for next frame
473 elapsed += remainder;
475 global_multi_loop = (long)(((double)elapsed * 0.000001) * model_hz );
476 remainder = elapsed - ( (global_multi_loop*1000000) / model_hz );
477 SG_LOG( SG_ALL, SG_DEBUG,
478 "Model iterations needed = " << global_multi_loop
479 << ", new remainder = " << remainder );
481 // chop max interations to something reasonable if the sim was
482 // delayed for an excesive amount of time
483 if ( global_multi_loop > 2.0 * model_hz ) {
484 global_multi_loop = (int)(2.0 * model_hz );
489 if ( global_multi_loop > 0) {
490 // first run the flight model each frame until it is intialized
491 // then continue running each frame only after initial scenery load is complete.
492 fgUpdateTimeDepCalcs();
494 SG_LOG( SG_ALL, SG_DEBUG,
495 "Elapsed time is zero ... we're zinging" );
498 // Do any I/O channel work that might need to be done
499 globals->get_io()->update( real_delta_time_sec );
501 // see if we need to load any deferred-load textures
502 globals->get_matlib()->load_next_deferred();
504 // Run audio scheduler
505 #ifdef ENABLE_AUDIO_SUPPORT
506 if ( globals->get_soundmgr()->is_working() ) {
507 globals->get_soundmgr()->update( delta_time_sec );
511 globals->get_subsystem_mgr()->update(delta_time_sec);
514 // Tile Manager updates - see if we need to load any new scenery tiles.
515 // this code ties together the fdm, viewer and scenery classes...
516 // we may want to move this to it's own class at some point
518 double visibility_meters = fgGetDouble("/environment/visibility-m");
519 FGViewer *current_view = globals->get_current_view();
521 // Let the scenery center follow the current view position with
524 // Having the scenery center near the view position will eliminate
525 // jitter of objects which are placed very near the view position
526 // and haveing it's center near that view position.
527 // So the 3d insruments of the aircraft will not jitter with this.
529 // Following the view position exactly would introduce jitter of
530 // the scenery tiles (they would be from their center up to 10000m
531 // to the view and this will introduce roundoff too). By stepping
532 // at 30m incements the roundoff error of the scenery tiles is
533 // still present, but we will make exactly the same roundoff error
534 // at each frame until the center is switched to a new
535 // position. This roundoff is still visible but you will most
536 // propably not notice.
537 double *vp = globals->get_current_view()->get_absolute_view_pos();
538 Point3D cntr(vp[0], vp[1], vp[2]);
539 if (30.0*30.0 < cntr.distance3Dsquared(globals->get_scenery()->get_center())) {
540 globals->get_scenery()->set_next_center( cntr );
543 globals->get_tile_mgr()->prep_ssg_nodes( current_view->getSGLocation(),
545 // update tile manager for view...
546 SGLocation *view_location = globals->get_current_view()->getSGLocation();
547 globals->get_tile_mgr()->update( view_location, visibility_meters );
548 globals->get_scenery()->set_center( cntr );
550 double lon = view_location->getLongitude_deg();
551 double lat = view_location->getLatitude_deg();
552 double alt = view_location->getAltitudeASL_ft() * SG_FEET_TO_METER;
554 // check if we can reuse the groundcache for that purpose.
555 double ref_time, pt[3], r;
556 bool valid = cur_fdm_state->is_valid_m(&ref_time, pt, &r);
558 cntr.distance3Dsquared(Point3D(pt[0], pt[1], pt[2])) < r*r) {
559 // Reuse the cache ...
561 = cur_fdm_state->get_groundlevel_m(lat*SGD_DEGREES_TO_RADIANS,
562 lon*SGD_DEGREES_TO_RADIANS,
564 view_location->set_cur_elev_m( lev );
566 // Do full intersection test.
568 if (globals->get_scenery()->get_elevation_m(lat, lon, alt+2, lev))
569 view_location->set_cur_elev_m( lev );
571 view_location->set_cur_elev_m( -9999.0 );
575 #ifdef ENABLE_AUDIO_SUPPORT
576 // Right now we make a simplifying assumption that the primary
577 // aircraft is the source of all sounds and that all sounds are
578 // positioned relative to the current view position.
580 static sgVec3 last_pos_offset;
582 // get the location data for the primary FDM (now hardcoded to ac model)...
583 SGLocation *acmodel_loc = NULL;
584 acmodel_loc = (SGLocation *)globals->
585 get_aircraft_model()->get3DModel()->getSGLocation();
587 // set positional offset for sources
588 sgdVec3 dsource_pos_offset;
589 sgdSubVec3( dsource_pos_offset,
590 view_location->get_absolute_view_pos(),
591 acmodel_loc->get_absolute_view_pos() );
592 // cout << "pos all = " << source_pos_offset[0] << " " << source_pos_offset[1] << " " << source_pos_offset[2] << endl;
593 sgVec3 source_pos_offset;
594 sgSetVec3(source_pos_offset, dsource_pos_offset);
595 globals->get_soundmgr()->set_source_pos_all( source_pos_offset );
599 sgSubVec3( source_vel, source_pos_offset, last_pos_offset );
600 sgScaleVec3( source_vel, delta_time_sec );
601 sgCopyVec3( last_pos_offset, source_pos_offset );
602 // cout << "vel = " << source_vel[0] << " " << source_vel[1] << " " << source_vel[2] << endl;
603 globals->get_soundmgr()->set_source_vel_all( source_vel );
605 // Right now we make a simplifying assumption that the listener is
606 // always positioned at the origin.
608 sgSetVec3( listener_pos, 0.0, 0.0, 0.0 );
609 // cout << "listener = " << listener_pos[0] << " " << listener_pos[1] << " " << listener_pos[2] << endl;
610 globals->get_soundmgr()->set_listener_pos( listener_pos );
613 // END Tile Manager udpates
615 if (!scenery_loaded && globals->get_tile_mgr()->all_queues_empty() && cur_fdm_state->get_inited()) {
616 fgSetBool("sim/sceneryloaded",true);
617 fgSetFloat("/sim/sound/volume", init_volume);
618 globals->get_soundmgr()->set_volume(init_volume);
621 if (fgGetBool("/sim/rendering/specular-highlight")) {
622 glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
623 // glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_TRUE);
625 glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SINGLE_COLOR);
626 // glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_FALSE);
631 SG_LOG( SG_ALL, SG_DEBUG, "" );
635 // This is the top level master main function that is registered as
638 // The first few passes take care of initialization things (a couple
639 // per pass) and once everything has been initialized fgMainLoop from
642 static void fgIdleFunction ( void ) {
643 if ( idle_state == 0 ) {
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 out 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 aircrafts
683 #ifdef GL_EXT_texture_lod_bias
684 glTexEnvf( GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, -0.5 ) ;
687 // get the address of our OpenGL extensions
688 if ( fgGetBool("/sim/rendering/distance-attenuation") ) {
689 if (SGIsOpenGLExtensionSupported("GL_EXT_point_parameters") ) {
690 glPointParameterIsSupported = true;
691 glPointParameterfPtr = (glPointParameterfProc)
692 SGLookupFunction("glPointParameterfEXT");
693 glPointParameterfvPtr = (glPointParameterfvProc)
694 SGLookupFunction("glPointParameterfvEXT");
696 } else if ( SGIsOpenGLExtensionSupported("GL_ARB_point_parameters") ) {
697 glPointParameterIsSupported = true;
698 glPointParameterfPtr = (glPointParameterfProc)
699 SGLookupFunction("glPointParameterfARB");
700 glPointParameterfvPtr = (glPointParameterfvProc)
701 SGLookupFunction("glPointParameterfvARB");
703 glPointParameterIsSupported = false;
705 fgSplashProgress("reading airport & navigation data");
708 } else if ( idle_state == 3 ) {
711 fgSplashProgress("setting up scenery");
714 } else if ( idle_state == 4 ) {
716 // based on the requested presets, calculate the true starting
720 SGTime *t = fgInitTime();
721 globals->set_time_params( t );
723 // Do some quick general initializations
724 if( !fgInitGeneral()) {
725 SG_LOG( SG_GENERAL, SG_ALERT,
726 "General initializations failed ..." );
730 ////////////////////////////////////////////////////////////////////
731 // Initialize the property-based built-in commands
732 ////////////////////////////////////////////////////////////////////
736 ////////////////////////////////////////////////////////////////////
737 // Initialize the material manager
738 ////////////////////////////////////////////////////////////////////
739 globals->set_matlib( new SGMaterialLib );
740 globals->set_model_lib(new SGModelLib);
743 ////////////////////////////////////////////////////////////////////
744 // Initialize the TG scenery subsystem.
745 ////////////////////////////////////////////////////////////////////
746 globals->set_scenery( new FGScenery );
747 globals->get_scenery()->init();
748 globals->get_scenery()->bind();
749 globals->set_tile_mgr( new FGTileMgr );
752 ////////////////////////////////////////////////////////////////////
753 // Initialize the general model subsystem.
754 ////////////////////////////////////////////////////////////////////
755 globals->set_model_mgr(new FGModelMgr);
756 globals->get_model_mgr()->init();
757 globals->get_model_mgr()->bind();
758 fgSplashProgress("loading aircraft");
761 } else if ( idle_state == 5 ) {
763 ////////////////////////////////////////////////////////////////////
764 // Initialize the 3D aircraft model subsystem (has a dependency on
765 // the scenery subsystem.)
766 ////////////////////////////////////////////////////////////////////
767 globals->set_aircraft_model(new FGAircraftModel);
768 globals->get_aircraft_model()->init();
769 globals->get_aircraft_model()->bind();
771 ////////////////////////////////////////////////////////////////////
772 // Initialize the view manager subsystem.
773 ////////////////////////////////////////////////////////////////////
774 FGViewMgr *viewmgr = new FGViewMgr;
775 globals->set_viewmgr( viewmgr );
778 fgSplashProgress("generating sky elements");
781 } else if ( idle_state == 6 ) {
783 // Initialize the sky
784 SGPath ephem_data_path( globals->get_fg_root() );
785 ephem_data_path.append( "Astro" );
786 SGEphemeris *ephem = new SGEphemeris( ephem_data_path.c_str() );
787 ephem->update( globals->get_time_params()->getMjd(),
788 globals->get_time_params()->getLst(),
790 globals->set_ephem( ephem );
792 // TODO: move to environment mgr
794 SGPath texture_path(globals->get_fg_root());
795 texture_path.append("Textures");
796 texture_path.append("Sky");
797 for (int i = 0; i < FGEnvironmentMgr::MAX_CLOUD_LAYERS; i++) {
798 SGCloudLayer * layer = new SGCloudLayer(texture_path.str());
799 thesky->add_cloud_layer(layer);
802 SGPath sky_tex_path( globals->get_fg_root() );
803 sky_tex_path.append( "Textures" );
804 sky_tex_path.append( "Sky" );
805 thesky->texture_path( sky_tex_path.str() );
807 // The sun and moon diameters are scaled down numbers of the
808 // actual diameters. This was needed to fit bot the sun and the
809 // moon within the distance to the far clip plane.
810 // Moon diameter: 3,476 kilometers
811 // Sun diameter: 1,390,000 kilometers
812 thesky->build( 80000.0, 80000.0,
814 globals->get_ephem()->getNumPlanets(),
815 globals->get_ephem()->getPlanets(),
816 globals->get_ephem()->getNumStars(),
817 globals->get_ephem()->getStars() );
819 // Initialize MagVar model
820 SGMagVar *magvar = new SGMagVar();
821 globals->set_mag( magvar );
824 // kludge to initialize mag compass
825 // (should only be done for in-flight
827 // update magvar model
828 globals->get_mag()->update( fgGetDouble("/position/longitude-deg")
829 * SGD_DEGREES_TO_RADIANS,
830 fgGetDouble("/position/latitude-deg")
831 * SGD_DEGREES_TO_RADIANS,
832 fgGetDouble("/position/altitude-ft")
834 globals->get_time_params()->getJD() );
835 double var = globals->get_mag()->get_magvar() * SGD_RADIANS_TO_DEGREES;
836 fgSetDouble("/instrumentation/heading-indicator/offset-deg", -var);
838 // airport = new ssgBranch;
839 // airport->setName( "Airport Lighting" );
840 // lighting->addKid( airport );
842 // build our custom render states
843 globals->get_renderer()->build_states();
844 fgSplashProgress("initializing subsystems");
847 } else if ( idle_state == 7 ) {
849 // Initialize audio support
850 #ifdef ENABLE_AUDIO_SUPPORT
852 // Start the intro music
853 if ( fgGetBool("/sim/startup/intro-music") ) {
854 SGPath mp3file( globals->get_fg_root() );
855 mp3file.append( "Sounds/intro.mp3" );
857 SG_LOG( SG_GENERAL, SG_INFO,
858 "Starting intro music: " << mp3file.str() );
860 #if defined( __CYGWIN__ )
861 string command = "start /m `cygpath -w " + mp3file.str() + "`";
862 #elif defined( WIN32 )
863 string command = "start /m " + mp3file.str();
865 string command = "mpg123 " + mp3file.str() + "> /dev/null 2>&1";
868 system ( command.c_str() );
872 // These are a few miscellaneous things that aren't really
873 // "subsystems" but still need to be initialized.
876 if ( strstr ( general.get_glRenderer(), "Glide" ) ) {
877 grTexLodBiasValue ( GR_TMU0, 1.0 ) ;
881 // This is the top level init routine which calls all the
882 // other subsystem initialization routines. If you are adding
883 // a subsystem to flightgear, its initialization call should
884 // located in this routine.
885 if( !fgInitSubsystems()) {
886 SG_LOG( SG_GENERAL, SG_ALERT,
887 "Subsystem initializations failed ..." );
890 fgSplashProgress("setting up time & renderer");
893 } else if ( idle_state == 8 ) {
895 // Initialize the time offset (warp) after fgInitSubsystem
896 // (which initializes the lighting interpolation tables.)
899 // setup OpenGL view parameters
900 globals->get_renderer()->init();
902 SG_LOG( SG_GENERAL, SG_INFO, "Panel visible = " << fgPanelVisible() );
903 globals->get_renderer()->resize( fgGetInt("/sim/startup/xsize"),
904 fgGetInt("/sim/startup/ysize") );
906 fgSplashProgress("loading scenery objects");
910 if ( idle_state == 1000 ) {
911 // We've finished all our initialization steps, from now on we
912 // run the main loop.
913 fgSetBool("sim/sceneryloaded", false);
914 fgRegisterIdleHandler( fgMainLoop );
919 // Main top level initialization
920 bool fgMainInit( int argc, char **argv ) {
922 #if defined( macintosh )
923 freopen ("stdout.txt", "w", stdout );
924 freopen ("stderr.txt", "w", stderr );
925 argc = ccommand( &argv );
928 // set default log levels
929 sglog().setLogLevels( SG_ALL, SG_ALERT );
932 #ifdef FLIGHTGEAR_VERSION
933 version = FLIGHTGEAR_VERSION;
935 version = "unknown version";
937 SG_LOG( SG_GENERAL, SG_INFO, "FlightGear: Version "
939 SG_LOG( SG_GENERAL, SG_INFO, "Built with " << SG_COMPILER_STR << endl );
941 // Allocate global data structures. This needs to happen before
942 // we parse command line options
944 globals = new FGGlobals;
946 // seed the random number generater
949 FGControls *controls = new FGControls;
950 globals->set_controls( controls );
952 string_list *col = new string_list;
953 globals->set_channel_options_list( col );
955 // Scan the config file(s) and command line options to see if
956 // fg_root was specified (ignore all other options for now)
957 fgInitFGRoot(argc, argv);
959 // Check for the correct base package version
960 static char required_version[] = "0.9.9";
961 string base_version = fgBasePackageVersion();
962 if ( !(base_version == required_version) ) {
963 // tell the operator how to use this application
965 SG_LOG( SG_GENERAL, SG_ALERT, "" ); // To popup the console on windows
966 cerr << endl << "Base package check failed ... " \
967 << "Found version " << base_version << " at: " \
968 << globals->get_fg_root() << endl;
969 cerr << "Please upgrade to version: " << required_version << endl;
971 cerr << "Hit a key to continue..." << endl;
977 sgUseDisplayList = fgGetBool( "/sim/rendering/use-display-list", true );
979 // Load the configuration parameters. (Command line options
980 // overrides 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 #if !defined(__APPLE__) || defined(OSX_BUNDLE)
989 // Mac OS X command line ("non-bundle") applications call this
990 // from main(), in bootstrap.cxx. Andy doesn't know why, someone
991 // feel free to add comments...
992 fgOSInit(&argc, argv);
996 fgRegisterWindowResizeHandler( &FGRenderer::resize );
997 fgRegisterIdleHandler( &fgIdleFunction );
998 fgRegisterDrawHandler( &FGRenderer::update );
1000 #ifdef FG_ENABLE_MULTIPASS_CLOUDS
1001 bool get_stencil_buffer = true;
1003 bool get_stencil_buffer = false;
1006 // Initialize plib net interface
1007 netInit( &argc, argv );
1009 // Clouds3D requires an alpha channel
1010 // clouds may require stencil buffer
1011 fgOSOpenWindow( fgGetInt("/sim/startup/xsize"),
1012 fgGetInt("/sim/startup/ysize"),
1013 fgGetInt("/sim/rendering/bits-per-pixel"),
1014 fgGetBool("/sim/rendering/clouds3d-enable"),
1016 fgGetBool("/sim/startup/fullscreen") );
1018 // Initialize the splash screen right away
1020 fgSplashInit(fgGetString("/sim/startup/splash-texture"));
1022 // pass control off to the master event handler
1025 // we never actually get here ... but to avoid compiler warnings,