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 <simgear/props/props.hxx>
38 #include <simgear/timing/sg_time.hxx>
39 #include <simgear/math/sg_random.h>
41 #include <osgDB/Registry>
44 #include <simgear/ephemeris/ephemeris.hxx>
45 #include <simgear/scene/model/modellib.hxx>
46 #include <simgear/scene/material/matlib.hxx>
47 #include <simgear/scene/model/animation.hxx>
48 #include <simgear/scene/sky/sky.hxx>
49 #include <Time/light.hxx>
50 #include <Include/general.hxx>
51 #include <Aircraft/replay.hxx>
52 #include <Cockpit/cockpit.hxx>
53 #include <Cockpit/hud.hxx>
54 #include <Model/panelnode.hxx>
55 #include <Model/modelmgr.hxx>
56 #include <Model/acmodel.hxx>
57 #include <Scenery/scenery.hxx>
58 #include <Scenery/tilemgr.hxx>
59 #include <Sound/beacon.hxx>
60 #include <Sound/morse.hxx>
61 #include <FDM/flight.hxx>
62 #include <ATCDCL/ATCmgr.hxx>
63 #include <ATCDCL/AIMgr.hxx>
64 #include <Time/tmp.hxx>
65 #include <Time/fg_timer.hxx>
66 #include <Environment/environment_mgr.hxx>
67 #include <GUI/new_gui.hxx>
68 #include <MultiPlayer/multiplaymgr.hxx>
70 #include "fg_commands.hxx"
72 #include "renderer.hxx"
76 #include "fg_init.hxx"
78 static double real_delta_time_sec = 0.0;
79 double delta_time_sec = 0.0;
80 extern float init_volume;
82 // This is a record containing a bit of global housekeeping information
85 // Specify our current idle function state. This is used to run all
86 // our initializations out of the idle callback so that we can get a
87 // splash screen up and running right away.
89 long global_multi_loop;
91 SGTimeStamp last_time_stamp;
92 SGTimeStamp current_time_stamp;
94 // The atexit() function handler should know when the graphical subsystem
96 extern int _bootstrap_OSInit;
100 // Update internal time dependent calculations (i.e. flight model)
101 // FIXME: this distinction is obsolete; all subsystems now get delta
103 void fgUpdateTimeDepCalcs() {
104 static bool inited = false;
106 static const SGPropertyNode *replay_state
107 = fgGetNode( "/sim/freeze/replay-state", true );
108 static SGPropertyNode *replay_time
109 = fgGetNode( "/sim/replay/time", true );
110 // static const SGPropertyNode *replay_end_time
111 // = fgGetNode( "/sim/replay/end-time", true );
113 //SG_LOG(SG_FLIGHT,SG_INFO, "Updating time dep calcs()");
115 // Initialize the FDM here if it hasn't been and if we have a
116 // scenery elevation hit.
118 // cout << "cur_fdm_state->get_inited() = " << cur_fdm_state->get_inited()
119 // << " cur_elev = " << scenery.get_cur_elev() << endl;
121 if (!cur_fdm_state->get_inited()) {
122 // Check for scenery around the aircraft.
123 double lon = fgGetDouble("/sim/presets/longitude-deg");
124 double lat = fgGetDouble("/sim/presets/latitude-deg");
125 // We require just to have 50 meter scenery availabe around
127 double range = 1000.0;
128 if (globals->get_scenery()->scenery_available(lat, lon, range)) {
129 //SG_LOG(SG_FLIGHT, SG_INFO, "Finally initializing fdm");
130 cur_fdm_state->init();
131 if ( cur_fdm_state->get_bound() ) {
132 cur_fdm_state->unbind();
134 cur_fdm_state->bind();
138 // conceptually, the following block could be done for each fdm
140 if ( cur_fdm_state->get_inited() ) {
141 // we have been inited, and we are good to go ...
143 if ( replay_state->getIntValue() == 0 ) {
144 // replay off, run fdm
145 cur_fdm_state->update( delta_time_sec );
147 FGReplay *r = (FGReplay *)(globals->get_subsystem( "replay" ));
148 r->replay( replay_time->getDoubleValue() );
149 if ( replay_state->getIntValue() == 1 ) {
151 replay_time->setDoubleValue( replay_time->getDoubleValue()
153 * fgGetInt("/sim/speed-up") ) );
154 } else if ( replay_state->getIntValue() == 2 ) {
155 // paused playback (don't advance replay time)
161 fgSetBool("/sim/signals/fdm-initialized", true);
165 // do nothing, fdm isn't inited yet
168 globals->get_model_mgr()->update(delta_time_sec);
169 globals->get_aircraft_model()->update(delta_time_sec);
171 // Update solar system
172 globals->get_ephem()->update( globals->get_time_params()->getMjd(),
173 globals->get_time_params()->getLst(),
174 cur_fdm_state->get_Latitude() );
179 void fgInitTimeDepCalcs( void ) {
184 static const double alt_adjust_ft = 3.758099;
185 static const double alt_adjust_m = alt_adjust_ft * SG_FEET_TO_METER;
188 // What should we do when we have nothing else to do? Let's get ready
189 // for the next move and update the display?
190 static void fgMainLoop( void ) {
191 int model_hz = fgGetInt("/sim/model-hz");
193 static SGConstPropertyNode_ptr longitude
194 = fgGetNode("/position/longitude-deg");
195 static SGConstPropertyNode_ptr latitude
196 = fgGetNode("/position/latitude-deg");
197 static SGConstPropertyNode_ptr altitude
198 = fgGetNode("/position/altitude-ft");
199 static SGConstPropertyNode_ptr clock_freeze
200 = fgGetNode("/sim/freeze/clock", true);
201 static SGConstPropertyNode_ptr cur_time_override
202 = fgGetNode("/sim/time/cur-time-override", true);
203 static SGConstPropertyNode_ptr max_simtime_per_frame
204 = fgGetNode("/sim/max-simtime-per-frame", true);
205 static SGPropertyNode_ptr frame_signal
206 = fgGetNode("/sim/signals/frame", true);
208 frame_signal->fireValueChanged();
209 SGCloudLayer::enable_bump_mapping = fgGetBool("/sim/rendering/bump-mapping");
211 bool scenery_loaded = fgGetBool("sim/sceneryloaded");
212 bool wait_for_scenery = !(scenery_loaded || fgGetBool("sim/sceneryloaded-override"));
214 // Update the elapsed time.
215 static bool first_time = true;
217 last_time_stamp.stamp();
221 double throttle_hz = fgGetDouble("/sim/frame-rate-throttle-hz", 0.0);
222 if ( throttle_hz > 0.0 && !wait_for_scenery ) {
223 // optionally throttle the frame rate (to get consistent frame
224 // rates or reduce cpu usage.
226 double frame_us = 1000000.0 / throttle_hz;
228 #define FG_SLEEP_BASED_TIMING 1
229 #if defined(FG_SLEEP_BASED_TIMING)
230 // sleep based timing loop.
232 // Calling sleep, even usleep() on linux is less accurate than
233 // we like, but it does free up the cpu for other tasks during
234 // the sleep so it is desirable. Because of the way sleep()
235 // is implemented in consumer operating systems like windows
236 // and linux, you almost always sleep a little longer than the
239 // To combat the problem of sleeping too long, we calculate the
240 // desired wait time and shorten it by 2000us (2ms) to avoid
241 // [hopefully] over-sleep'ing. The 2ms value was arrived at
242 // via experimentation. We follow this up at the end with a
243 // simple busy-wait loop to get the final pause timing exactly
246 // Assuming we don't oversleep by more than 2000us, this
247 // should be a reasonable compromise between sleep based
248 // waiting, and busy waiting.
250 // sleep() will always overshoot by a bit so undersleep by
251 // 2000us in the hopes of never oversleeping.
253 if ( frame_us < 0.0 ) {
256 current_time_stamp.stamp();
258 double elapsed_us = current_time_stamp - last_time_stamp;
259 if ( elapsed_us < frame_us ) {
260 double requested_us = frame_us - elapsed_us;
261 ulMilliSecondSleep ( (int)(requested_us / 1000.0) ) ;
265 // busy wait timing loop.
267 // This yields the most accurate timing. If the previous
268 // ulMilliSecondSleep() call is omitted this will peg the cpu
269 // (which is just fine if FG is the only app you care about.)
270 current_time_stamp.stamp();
271 while ( current_time_stamp - last_time_stamp < frame_us ) {
272 current_time_stamp.stamp();
275 // run as fast as the app will go
276 current_time_stamp.stamp();
280 = double(current_time_stamp - last_time_stamp) / 1000000.0;
282 // Limit the time we need to spend in simulation loops
283 // That means, if the /sim/max-simtime-per-frame value is strictly positive
284 // you can limit the maximum amount of time you will do simulations for
285 // one frame to display. The cpu time spent in simulations code is roughly
286 // at least O(real_delta_time_sec). If this is (due to running debug
287 // builds or valgrind or something different blowing up execution times)
288 // larger than the real time you will no longer get any response
289 // from flightgear. This limits that effect. Just set to property from
290 // your .fgfsrc or commandline ...
291 double dtMax = max_simtime_per_frame->getDoubleValue();
292 if (0 < dtMax && dtMax < real_delta_time_sec)
293 real_delta_time_sec = dtMax;
295 // round the real time down to a multiple of 1/model-hz.
296 // this way all systems are updated the _same_ amount of dt.
298 static double rem = 0.0;
299 real_delta_time_sec += rem;
300 double hz = model_hz;
301 double nit = floor(real_delta_time_sec*hz);
302 rem = real_delta_time_sec - nit/hz;
303 real_delta_time_sec = nit/hz;
307 if (clock_freeze->getBoolValue() || wait_for_scenery) {
310 delta_time_sec = real_delta_time_sec;
312 last_time_stamp = current_time_stamp;
313 globals->inc_sim_time_sec( delta_time_sec );
315 // These are useful, especially for Nasal scripts.
316 fgSetDouble("/sim/time/delta-realtime-sec", real_delta_time_sec);
317 fgSetDouble("/sim/time/delta-sec", delta_time_sec);
319 static long remainder = 0;
321 #ifdef FANCY_FRAME_COUNTER
325 static time_t last_time = 0;
326 static int frames = 0;
327 #endif // FANCY_FRAME_COUNTER
329 SGTime *t = globals->get_time_params();
331 SG_LOG( SG_ALL, SG_DEBUG, "Running Main Loop");
332 SG_LOG( SG_ALL, SG_DEBUG, "======= ==== ====");
334 // Fix elevation. I'm just sticking this here for now, it should
335 // probably move eventually
337 /* printf("Before - ground = %.2f runway = %.2f alt = %.2f\n",
338 scenery.get_cur_elev(),
339 cur_fdm_state->get_Runway_altitude() * SG_FEET_TO_METER,
340 cur_fdm_state->get_Altitude() * SG_FEET_TO_METER); */
342 /* printf("Adjustment - ground = %.2f runway = %.2f alt = %.2f\n",
343 scenery.get_cur_elev(),
344 cur_fdm_state->get_Runway_altitude() * SG_FEET_TO_METER,
345 cur_fdm_state->get_Altitude() * SG_FEET_TO_METER); */
347 // cout << "Warp = " << globals->get_warp() << endl;
350 static bool last_clock_freeze = false;
352 if ( clock_freeze->getBoolValue() ) {
353 // clock freeze requested
354 if ( cur_time_override->getLongValue() == 0 ) {
355 fgSetLong( "/sim/time/cur-time-override", t->get_cur_time() );
356 globals->set_warp( 0 );
359 // no clock freeze requested
360 if ( last_clock_freeze == true ) {
361 // clock just unfroze, let's set warp as the difference
362 // between frozen time and current time so we don't get a
363 // time jump (and corresponding sky object and lighting
365 globals->set_warp( cur_time_override->getLongValue() - time(NULL) );
366 fgSetLong( "/sim/time/cur-time-override", 0 );
368 if ( globals->get_warp_delta() != 0 ) {
369 globals->inc_warp( globals->get_warp_delta() );
373 last_clock_freeze = clock_freeze->getBoolValue();
375 t->update( longitude->getDoubleValue() * SGD_DEGREES_TO_RADIANS,
376 latitude->getDoubleValue() * SGD_DEGREES_TO_RADIANS,
377 cur_time_override->getLongValue(),
378 globals->get_warp() );
380 if (globals->get_warp_delta() != 0) {
381 FGLight *l = (FGLight *)(globals->get_subsystem("lighting"));
385 // update magvar model
386 globals->get_mag()->update( longitude->getDoubleValue()
387 * SGD_DEGREES_TO_RADIANS,
388 latitude->getDoubleValue()
389 * SGD_DEGREES_TO_RADIANS,
390 altitude->getDoubleValue() * SG_FEET_TO_METER,
391 globals->get_time_params()->getJD() );
393 // Get elapsed time (in usec) for this past frame
394 elapsed = fgGetTimeInterval();
395 SG_LOG( SG_ALL, SG_DEBUG,
396 "Elapsed time interval is = " << elapsed
397 << ", previous remainder is = " << remainder );
399 // Calculate frame rate average
400 #ifdef FANCY_FRAME_COUNTER
401 /* old fps calculation */
405 for ( i = FG_FRAME_RATE_HISTORY - 2; i >= 0; i-- ) {
406 tmp = general.get_frame(i);
408 // printf("frame[%d] = %.2f\n", i, g->frames[i]);
409 general.set_frame(i+1,tmp);
411 tmp = 1000000.0 / (float)elapsed;
412 general.set_frame(0,tmp);
413 // printf("frame[0] = %.2f\n", general.frames[0]);
415 general.set_frame_rate(accum / (float)FG_FRAME_RATE_HISTORY);
416 // printf("ave = %.2f\n", general.frame_rate);
419 if ( (t->get_cur_time() != last_time) && (last_time > 0) ) {
420 general.set_frame_rate( frames );
421 fgSetInt("/sim/frame-rate", frames);
422 SG_LOG( SG_ALL, SG_DEBUG,
423 "--> Frame rate is = " << general.get_frame_rate() );
426 last_time = t->get_cur_time();
430 // Update any multiplayer's network queues, the AIMultiplayer
431 // implementation is an AI model and depends on that
432 globals->get_multiplayer_mgr()->Update();
435 if (fgGetBool("/sim/atc/enabled"))
436 globals->get_ATC_mgr()->update(delta_time_sec);
438 // Run the AI subsystem
439 // FIXME: run that also if we have multiplaying enabled since the
440 // multiplayer information is interpreted by an AI model
441 if (fgGetBool("/sim/ai-traffic/enabled"))
442 globals->get_AI_mgr()->update(delta_time_sec);
446 // Calculate model iterations needed for next frame
447 elapsed += remainder;
449 global_multi_loop = (long)(((double)elapsed * 0.000001) * model_hz );
450 remainder = elapsed - ( (global_multi_loop*1000000) / model_hz );
451 SG_LOG( SG_ALL, SG_DEBUG,
452 "Model iterations needed = " << global_multi_loop
453 << ", new remainder = " << remainder );
455 // chop max iterations to something reasonable if the sim was
456 // delayed for an excessive amount of time
457 if ( global_multi_loop > 2.0 * model_hz ) {
458 global_multi_loop = (int)(2.0 * model_hz );
463 if ( global_multi_loop > 0) {
464 // first run the flight model each frame until it is initialized
465 // then continue running each frame only after initial scenery load is complete.
466 fgUpdateTimeDepCalcs();
468 SG_LOG( SG_ALL, SG_DEBUG,
469 "Elapsed time is zero ... we're zinging" );
472 // Run audio scheduler
473 #ifdef ENABLE_AUDIO_SUPPORT
474 if ( globals->get_soundmgr()->is_working() ) {
475 globals->get_soundmgr()->update( delta_time_sec );
479 globals->get_subsystem_mgr()->update(delta_time_sec);
482 // Tile Manager updates - see if we need to load any new scenery tiles.
483 // this code ties together the fdm, viewer and scenery classes...
484 // we may want to move this to its own class at some point
486 double visibility_meters = fgGetDouble("/environment/visibility-m");
487 FGViewer *current_view = globals->get_current_view();
489 globals->get_tile_mgr()->prep_ssg_nodes( visibility_meters );
490 // update tile manager for view...
491 SGLocation *view_location = globals->get_current_view()->getSGLocation();
492 globals->get_tile_mgr()->update( view_location, visibility_meters );
494 double lon = view_location->getLongitude_deg();
495 double lat = view_location->getLatitude_deg();
496 double alt = view_location->getAltitudeASL_ft() * SG_FEET_TO_METER;
498 // check if we can reuse the groundcache for that purpose.
501 bool valid = cur_fdm_state->is_valid_m(&ref_time, pt.sg(), &r);
502 SGVec3d viewpos(globals->get_current_view()->get_view_pos());
503 if (valid && distSqr(viewpos, pt) < r*r) {
504 // Reuse the cache ...
506 = cur_fdm_state->get_groundlevel_m(lat*SGD_DEGREES_TO_RADIANS,
507 lon*SGD_DEGREES_TO_RADIANS,
509 view_location->set_cur_elev_m( lev );
511 // Do full intersection test.
513 if (globals->get_scenery()->get_elevation_m(lat, lon, alt+2, lev, 0))
514 view_location->set_cur_elev_m( lev );
516 view_location->set_cur_elev_m( -9999.0 );
520 // run Nasal's settimer() loops right before the view manager
521 globals->get_event_mgr()->update(delta_time_sec);
523 // update the view angle as late as possible, but before sound calculations
524 globals->get_viewmgr()->update(delta_time_sec);
526 // Do any I/O channel work that might need to be done (must come after viewmgr)
527 globals->get_io()->update(real_delta_time_sec);
529 #ifdef ENABLE_AUDIO_SUPPORT
530 // Right now we make a simplifying assumption that the primary
531 // aircraft is the source of all sounds and that all sounds are
532 // positioned in the aircraft base
534 static sgdVec3 last_visitor_pos = {0, 0, 0};
535 static sgdVec3 last_model_pos = {0, 0, 0};
537 // get the orientation
538 const SGQuatd view_or = current_view->getViewOrientation();
539 SGQuatd surf_or = SGQuatd::fromLonLatDeg(
540 current_view->getLongitude_deg(), current_view->getLatitude_deg());
541 SGQuatd model_or = SGQuatd::fromYawPitchRollDeg(
542 globals->get_aircraft_model()->get3DModel()->getHeadingDeg(),
543 globals->get_aircraft_model()->get3DModel()->getPitchDeg(),
544 globals->get_aircraft_model()->get3DModel()->getRollDeg());
546 // get the up and at vector in the aircraft base
547 // (ok, the up vector is a down vector, but the coordinates
548 // are finally calculated in a left hand system and openal
549 // lives in a right hand system. Therefore we need to pass
550 // the down vector to get correct stereo sound.)
551 SGVec3d sgv_up = model_or.rotateBack(
552 surf_or.rotateBack(view_or.rotate(SGVec3d(0, 1, 0))));
554 sgSetVec3(up, sgv_up[0], sgv_up[1], sgv_up[2]);
555 SGVec3d sgv_at = model_or.rotateBack(
556 surf_or.rotateBack(view_or.rotate(SGVec3d(0, 0, 1))));
558 sgSetVec3(at, sgv_at[0], sgv_at[1], sgv_at[2]);
560 // get the location data for the primary FDM (now hardcoded to ac model)...
561 SGLocation *acmodel_loc = NULL;
562 acmodel_loc = (SGLocation *)globals->
563 get_aircraft_model()->get3DModel()->getSGLocation();
565 // calculate speed of visitor and model
566 sgVec3 listener_vel, model_vel;
569 sgdVec3 sgdv3_null = {0, 0, 0};
571 sgdSubVec3( sgdv3_help,
572 last_visitor_pos, (double *)¤t_view->get_view_pos());
573 sgdAddVec3( last_visitor_pos, sgdv3_null, (double *)¤t_view->get_view_pos());
574 SGV3d_help = model_or.rotateBack(
575 surf_or.rotateBack(SGVec3d(sgdv3_help[0],
576 sgdv3_help[1], sgdv3_help[2])));
577 sgSetVec3( listener_vel, SGV3d_help[0], SGV3d_help[1], SGV3d_help[2]);
579 sgdSubVec3( sgdv3_help,
580 last_model_pos, acmodel_loc->get_absolute_view_pos());
581 sgdAddVec3( last_model_pos, sgdv3_null, acmodel_loc->get_absolute_view_pos());
582 SGV3d_help = model_or.rotateBack(
583 surf_or.rotateBack(SGVec3d(sgdv3_help[0],
584 sgdv3_help[1], sgdv3_help[2])));
585 sgSetVec3( model_vel, SGV3d_help[0], SGV3d_help[1], SGV3d_help[2]);
587 if (delta_time_sec > 0) {
588 sgScaleVec3( model_vel, 1 / delta_time_sec );
589 sgScaleVec3( listener_vel, 1 / delta_time_sec );
592 // checking, if the listener pos has moved suddenly
593 if (sgLengthVec3(listener_vel) > 1000)
595 // check if the relative speed model vs listener has moved suddenly, too
597 sgSubVec3(delta_vel, listener_vel, model_vel );
598 if (sgLengthVec3(delta_vel) > 1000)
599 sgSetVec3(listener_vel, model_vel[0], model_vel[1], model_vel[2] ); // a sane value
601 globals->get_soundmgr()->set_listener_vel( listener_vel );
604 globals->get_soundmgr()->set_listener_vel( listener_vel );
606 // set positional offset for sources
607 sgdVec3 dsource_pos_offset;
608 sgdSubVec3( dsource_pos_offset,
609 (double*) ¤t_view->get_view_pos(),
610 acmodel_loc->get_absolute_view_pos() );
611 SGVec3d sgv_dsource_pos_offset = model_or.rotateBack(
612 surf_or.rotateBack(SGVec3d(dsource_pos_offset[0],
613 dsource_pos_offset[1], dsource_pos_offset[2])));
615 sgVec3 source_pos_offset;
616 sgSetVec3(source_pos_offset, sgv_dsource_pos_offset[0],
617 sgv_dsource_pos_offset[1], sgv_dsource_pos_offset[2]);
619 globals->get_soundmgr()->set_source_pos_all( source_pos_offset );
622 for (int i = 0; i < 3; i++) {
623 orient[i] = sgv_at[i];
624 orient[i + 3] = sgv_up[i];
626 globals->get_soundmgr()->set_listener_orientation( orient );
629 // all sources are defined to be in the model
630 globals->get_soundmgr()->set_source_vel_all( model_vel );
632 // The listener is always positioned at the origin.
634 sgSetVec3( listener_pos, 0.0, 0.0, 0.0 );
635 globals->get_soundmgr()->set_listener_pos( listener_pos );
638 // END Tile Manager udpates
640 if (!scenery_loaded && globals->get_tile_mgr()->isSceneryLoaded()
641 && cur_fdm_state->get_inited()) {
642 fgSetBool("sim/sceneryloaded",true);
643 fgSetFloat("/sim/sound/volume", init_volume);
644 globals->get_soundmgr()->set_volume(init_volume);
649 SG_LOG( SG_ALL, SG_DEBUG, "" );
653 // This is the top level master main function that is registered as
656 // The first few passes take care of initialization things (a couple
657 // per pass) and once everything has been initialized fgMainLoop from
660 static void fgIdleFunction ( void ) {
661 if ( idle_state == 0 ) {
664 // This seems to be the absolute earliest in the init sequence
665 // that these calls will return valid info. Too bad it's after
666 // we've already created and sized our window. :-(
667 general.set_glVendor( (char *)glGetString ( GL_VENDOR ) );
668 general.set_glRenderer( (char *)glGetString ( GL_RENDERER ) );
669 general.set_glVersion( (char *)glGetString ( GL_VERSION ) );
670 SG_LOG( SG_GENERAL, SG_INFO, general.get_glRenderer() );
673 glGetIntegerv( GL_MAX_TEXTURE_SIZE, &tmp );
674 general.set_glMaxTexSize( tmp );
675 SG_LOG ( SG_GENERAL, SG_INFO, "Max texture size = " << tmp );
677 glGetIntegerv( GL_DEPTH_BITS, &tmp );
678 general.set_glDepthBits( tmp );
679 SG_LOG ( SG_GENERAL, SG_INFO, "Depth buffer bits = " << tmp );
681 // Initialize the user interface so that we can use fonts
685 } else if ( idle_state == 1 ) {
686 if (!guiFinishInit())
689 fgSplashProgress("reading aircraft list");
692 } else if ( idle_state == 2 ) {
694 // Read the list of available aircraft
696 fgSplashProgress("reading airport & navigation data");
699 } else if ( idle_state == 3 ) {
702 fgSplashProgress("setting up scenery");
705 } else if ( idle_state == 4 ) {
707 // based on the requested presets, calculate the true starting
710 fgInitTowerLocationListener();
712 SGTime *t = fgInitTime();
713 globals->set_time_params( t );
715 // Do some quick general initializations
716 if( !fgInitGeneral()) {
717 SG_LOG( SG_GENERAL, SG_ALERT,
718 "General initialization failed ..." );
722 ////////////////////////////////////////////////////////////////////
723 // Initialize the property-based built-in commands
724 ////////////////////////////////////////////////////////////////////
728 ////////////////////////////////////////////////////////////////////
729 // Initialize the material manager
730 ////////////////////////////////////////////////////////////////////
731 globals->set_matlib( new SGMaterialLib );
732 simgear::SGModelLib::init(globals->get_fg_root());
735 ////////////////////////////////////////////////////////////////////
736 // Initialize the TG scenery subsystem.
737 ////////////////////////////////////////////////////////////////////
738 globals->set_scenery( new FGScenery );
739 globals->get_scenery()->init();
740 globals->get_scenery()->bind();
741 globals->set_tile_mgr( new FGTileMgr );
744 ////////////////////////////////////////////////////////////////////
745 // Initialize the general model subsystem.
746 ////////////////////////////////////////////////////////////////////
747 globals->set_model_mgr(new FGModelMgr);
748 globals->get_model_mgr()->init();
749 globals->get_model_mgr()->bind();
750 fgSplashProgress("loading aircraft");
753 } else if ( idle_state == 5 ) {
755 ////////////////////////////////////////////////////////////////////
756 // Initialize the 3D aircraft model subsystem (has a dependency on
757 // the scenery subsystem.)
758 ////////////////////////////////////////////////////////////////////
759 globals->set_aircraft_model(new FGAircraftModel);
760 globals->get_aircraft_model()->init();
761 globals->get_aircraft_model()->bind();
763 ////////////////////////////////////////////////////////////////////
764 // Initialize the view manager subsystem.
765 ////////////////////////////////////////////////////////////////////
766 FGViewMgr *viewmgr = new FGViewMgr;
767 globals->set_viewmgr( viewmgr );
770 fgSplashProgress("generating sky elements");
773 } else if ( idle_state == 6 ) {
775 // Initialize the sky
776 SGPath ephem_data_path( globals->get_fg_root() );
777 ephem_data_path.append( "Astro" );
778 SGEphemeris *ephem = new SGEphemeris( ephem_data_path.c_str() );
779 ephem->update( globals->get_time_params()->getMjd(),
780 globals->get_time_params()->getLst(),
782 globals->set_ephem( ephem );
784 // TODO: move to environment mgr
786 SGPath texture_path(globals->get_fg_root());
787 texture_path.append("Textures");
788 texture_path.append("Sky");
789 for (int i = 0; i < FGEnvironmentMgr::MAX_CLOUD_LAYERS; i++) {
790 SGCloudLayer * layer = new SGCloudLayer(texture_path.str());
791 thesky->add_cloud_layer(layer);
794 SGPath sky_tex_path( globals->get_fg_root() );
795 sky_tex_path.append( "Textures" );
796 sky_tex_path.append( "Sky" );
797 thesky->texture_path( sky_tex_path.str() );
799 // The sun and moon diameters are scaled down numbers of the
800 // actual diameters. This was needed to fit both the sun and the
801 // moon within the distance to the far clip plane.
802 // Moon diameter: 3,476 kilometers
803 // Sun diameter: 1,390,000 kilometers
804 thesky->build( 80000.0, 80000.0,
806 globals->get_ephem()->getNumPlanets(),
807 globals->get_ephem()->getPlanets(),
808 globals->get_ephem()->getNumStars(),
809 globals->get_ephem()->getStars(),
810 fgGetNode("/environment", true));
812 // Initialize MagVar model
813 SGMagVar *magvar = new SGMagVar();
814 globals->set_mag( magvar );
817 // kludge to initialize mag compass
818 // (should only be done for in-flight
820 // update magvar model
821 globals->get_mag()->update( fgGetDouble("/position/longitude-deg")
822 * SGD_DEGREES_TO_RADIANS,
823 fgGetDouble("/position/latitude-deg")
824 * SGD_DEGREES_TO_RADIANS,
825 fgGetDouble("/position/altitude-ft")
827 globals->get_time_params()->getJD() );
828 double var = globals->get_mag()->get_magvar() * SGD_RADIANS_TO_DEGREES;
829 fgSetDouble("/instrumentation/heading-indicator/offset-deg", -var);
830 fgSetDouble("/instrumentation/heading-indicator-fg/offset-deg", -var);
833 // airport = new ssgBranch;
834 // airport->setName( "Airport Lighting" );
835 // lighting->addKid( airport );
837 // build our custom render states
838 fgSplashProgress("initializing subsystems");
841 } else if ( idle_state == 7 ) {
843 // Initialize audio support
844 #ifdef ENABLE_AUDIO_SUPPORT
846 // Start the intro music
847 if ( fgGetBool("/sim/startup/intro-music") ) {
848 SGPath mp3file( globals->get_fg_root() );
849 mp3file.append( "Sounds/intro.mp3" );
851 SG_LOG( SG_GENERAL, SG_INFO,
852 "Starting intro music: " << mp3file.str() );
854 #if defined( __CYGWIN__ )
855 string command = "start /m `cygpath -w " + mp3file.str() + "`";
856 #elif defined( WIN32 )
857 string command = "start /m " + mp3file.str();
859 string command = "mpg123 " + mp3file.str() + "> /dev/null 2>&1";
862 system ( command.c_str() );
865 // This is the top level init routine which calls all the
866 // other subsystem initialization routines. If you are adding
867 // a subsystem to flightgear, its initialization call should be
868 // located in this routine.
869 if( !fgInitSubsystems()) {
870 SG_LOG( SG_GENERAL, SG_ALERT,
871 "Subsystem initialization failed ..." );
874 fgSplashProgress("setting up time & renderer");
877 } else if ( idle_state == 8 ) {
879 // Initialize the time offset (warp) after fgInitSubsystem
880 // (which initializes the lighting interpolation tables.)
883 // setup OpenGL view parameters
884 globals->get_renderer()->init();
886 SG_LOG( SG_GENERAL, SG_INFO, "Panel visible = " << fgPanelVisible() );
887 globals->get_renderer()->resize( fgGetInt("/sim/startup/xsize"),
888 fgGetInt("/sim/startup/ysize") );
890 fgSplashProgress("loading scenery objects");
894 if ( idle_state == 1000 ) {
895 // We've finished all our initialization steps, from now on we
896 // run the main loop.
897 fgSetBool("sim/sceneryloaded", false);
898 fgRegisterIdleHandler( fgMainLoop );
903 static void upper_case_property(const char *name)
905 SGPropertyNode *p = fgGetNode(name, false);
907 p = fgGetNode(name, true);
908 p->setStringValue("");
910 SGPropertyNode::Type t = p->getType();
911 if (t == SGPropertyNode::NONE || t == SGPropertyNode::UNSPECIFIED)
912 p->setStringValue("");
914 assert(t == SGPropertyNode::STRING);
916 p->addChangeListener(new FGMakeUpperCase);
920 // Main top level initialization
921 bool fgMainInit( int argc, char **argv ) {
923 // set default log levels
924 sglog().setLogLevels( SG_ALL, SG_ALERT );
927 #ifdef FLIGHTGEAR_VERSION
928 version = FLIGHTGEAR_VERSION;
930 version = "unknown version";
932 SG_LOG( SG_GENERAL, SG_INFO, "FlightGear: Version "
934 SG_LOG( SG_GENERAL, SG_INFO, "Built with " << SG_COMPILER_STR << endl );
936 // Allocate global data structures. This needs to happen before
937 // we parse command line options
939 globals = new FGGlobals;
941 // seed the random number generator
944 FGControls *controls = new FGControls;
945 globals->set_controls( controls );
947 string_list *col = new string_list;
948 globals->set_channel_options_list( col );
950 fgValidatePath("", false); // initialize static variables
951 upper_case_property("/sim/presets/airport-id");
952 upper_case_property("/sim/presets/runway");
953 upper_case_property("/sim/tower/airport-id");
954 upper_case_property("/autopilot/route-manager/input");
956 // Scan the config file(s) and command line options to see if
957 // fg_root was specified (ignore all other options for now)
958 fgInitFGRoot(argc, argv);
960 // Check for the correct base package version
961 static char required_version[] = "1.0.0";
962 string base_version = fgBasePackageVersion();
963 if ( !(base_version == required_version) ) {
964 // tell the operator how to use this application
966 SG_LOG( SG_GENERAL, SG_ALERT, "" ); // To popup the console on windows
967 cerr << endl << "Base package check failed ... " \
968 << "Found version " << base_version << " at: " \
969 << globals->get_fg_root() << endl;
970 cerr << "Please upgrade to version: " << required_version << endl;
972 cerr << "Hit a key to continue..." << endl;
978 // Load the configuration parameters. (Command line options
979 // override config file options. Config file options override
981 if ( !fgInitConfig(argc, argv) ) {
982 SG_LOG( SG_GENERAL, SG_ALERT, "Config option parsing failed ..." );
986 // Initialize the Window/Graphics environment.
987 fgOSInit(&argc, argv);
990 fgRegisterWindowResizeHandler( &FGRenderer::resize );
991 fgRegisterIdleHandler( &fgIdleFunction );
992 fgRegisterDrawHandler( &FGRenderer::update );
994 #ifdef FG_ENABLE_MULTIPASS_CLOUDS
995 bool get_stencil_buffer = true;
997 bool get_stencil_buffer = false;
1000 // Initialize plib net interface
1001 netInit( &argc, argv );
1003 // Clouds3D requires an alpha channel
1004 // clouds may require stencil buffer
1005 fgOSOpenWindow(get_stencil_buffer);
1007 // Initialize the splash screen right away
1011 // pass control off to the master event handler
1014 // we never actually get here ... but to avoid compiler warnings,