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>
37 #include <plib/netSocket.h>
40 #include <osg/GraphicsContext>
41 #include <osgDB/Registry>
44 #include <simgear/scene/model/modellib.hxx>
45 #include <simgear/scene/material/matlib.hxx>
46 #include <simgear/scene/model/animation.hxx>
47 #include <simgear/scene/sky/sky.hxx>
48 #include <simgear/structure/event_mgr.hxx>
49 #include <simgear/props/AtomicChangeListener.hxx>
50 #include <simgear/props/props.hxx>
51 #include <simgear/timing/sg_time.hxx>
52 #include <simgear/math/sg_random.h>
54 #include <Time/light.hxx>
55 #include <Include/general.hxx>
56 #include <Aircraft/replay.hxx>
57 #include <Cockpit/cockpit.hxx>
58 #include <Cockpit/hud.hxx>
59 #include <Model/panelnode.hxx>
60 #include <Model/modelmgr.hxx>
61 #include <Model/acmodel.hxx>
62 #include <Scenery/scenery.hxx>
63 #include <Scenery/tilemgr.hxx>
64 #include <Sound/fg_fx.hxx>
65 #include <Sound/beacon.hxx>
66 #include <Sound/morse.hxx>
67 #include <Sound/fg_fx.hxx>
68 #include <FDM/flight.hxx>
69 #include <ATCDCL/ATCmgr.hxx>
70 #include <ATCDCL/AIMgr.hxx>
71 #include <Time/tmp.hxx>
72 #include <Environment/environment_mgr.hxx>
73 #include <Environment/ephemeris.hxx>
74 #include <GUI/new_gui.hxx>
75 #include <MultiPlayer/multiplaymgr.hxx>
77 #include "CameraGroup.hxx"
78 #include "fg_commands.hxx"
80 #include "renderer.hxx"
84 #include "fg_init.hxx"
86 #include "WindowSystemAdapter.hxx"
87 #include <Main/viewer.hxx>
89 static double real_delta_time_sec = 0.0;
90 double delta_time_sec = 0.0;
92 using namespace flightgear;
96 // This is a record containing a bit of global housekeeping information
99 // Specify our current idle function state. This is used to run all
100 // our initializations out of the idle callback so that we can get a
101 // splash screen up and running right away.
103 long global_multi_loop;
105 SGTimeStamp last_time_stamp;
106 SGTimeStamp current_time_stamp;
108 void fgInitSoundManager();
109 void fgSetNewSoundDevice(const char *);
111 // The atexit() function handler should know when the graphical subsystem
113 extern int _bootstrap_OSInit;
117 // Update internal time dependent calculations (i.e. flight model)
118 // FIXME: this distinction is obsolete; all subsystems now get delta
120 void fgUpdateTimeDepCalcs() {
121 static bool inited = false;
123 static const SGPropertyNode *replay_state
124 = fgGetNode( "/sim/freeze/replay-state", true );
125 static SGPropertyNode *replay_time
126 = fgGetNode( "/sim/replay/time", true );
127 // static const SGPropertyNode *replay_end_time
128 // = fgGetNode( "/sim/replay/end-time", true );
130 //SG_LOG(SG_FLIGHT,SG_INFO, "Updating time dep calcs()");
132 // Initialize the FDM here if it hasn't been and if we have a
133 // scenery elevation hit.
135 // cout << "cur_fdm_state->get_inited() = " << cur_fdm_state->get_inited()
136 // << " cur_elev = " << scenery.get_cur_elev() << endl;
138 if (!cur_fdm_state->get_inited()) {
139 // Check for scenery around the aircraft.
140 double lon = fgGetDouble("/sim/presets/longitude-deg");
141 double lat = fgGetDouble("/sim/presets/latitude-deg");
142 // We require just to have 50 meter scenery availabe around
144 double range = 1000.0;
145 SGGeod geod = SGGeod::fromDeg(lon, lat);
146 if (globals->get_scenery()->scenery_available(geod, range)) {
147 //SG_LOG(SG_FLIGHT, SG_INFO, "Finally initializing fdm");
148 cur_fdm_state->init();
149 if ( cur_fdm_state->get_bound() ) {
150 cur_fdm_state->unbind();
152 cur_fdm_state->bind();
156 // conceptually, the following block could be done for each fdm
158 if ( cur_fdm_state->get_inited() ) {
159 // we have been inited, and we are good to go ...
161 if ( replay_state->getIntValue() == 0 ) {
162 // replay off, run fdm
163 cur_fdm_state->update( delta_time_sec );
165 FGReplay *r = (FGReplay *)(globals->get_subsystem( "replay" ));
166 r->replay( replay_time->getDoubleValue() );
167 if ( replay_state->getIntValue() == 1 ) {
169 replay_time->setDoubleValue( replay_time->getDoubleValue()
171 * fgGetInt("/sim/speed-up") ) );
172 } else if ( replay_state->getIntValue() == 2 ) {
173 // paused playback (don't advance replay time)
179 fgSetBool("/sim/signals/fdm-initialized", true);
183 // do nothing, fdm isn't inited yet
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 vn_fps
200 = fgGetNode("/velocities/speed-north-fps");
201 static SGConstPropertyNode_ptr ve_fps
202 = fgGetNode("/velocities/speed-east-fps");
203 static SGConstPropertyNode_ptr vd_fps
204 = fgGetNode("/velocities/speed-down-fps");
205 static SGConstPropertyNode_ptr clock_freeze
206 = fgGetNode("/sim/freeze/clock", true);
207 static SGConstPropertyNode_ptr cur_time_override
208 = fgGetNode("/sim/time/cur-time-override", true);
209 static SGConstPropertyNode_ptr max_simtime_per_frame
210 = fgGetNode("/sim/max-simtime-per-frame", true);
211 static SGPropertyNode_ptr frame_signal
212 = fgGetNode("/sim/signals/frame", true);
214 frame_signal->fireValueChanged();
215 SGCloudLayer::enable_bump_mapping = fgGetBool("/sim/rendering/bump-mapping");
217 bool scenery_loaded = fgGetBool("sim/sceneryloaded");
218 bool wait_for_scenery = !(scenery_loaded || fgGetBool("sim/sceneryloaded-override"));
220 // Update the elapsed time.
221 static bool first_time = true;
223 last_time_stamp.stamp();
227 double throttle_hz = fgGetDouble("/sim/frame-rate-throttle-hz", 0.0);
228 if ( throttle_hz > 0.0 && !wait_for_scenery ) {
229 // optionally throttle the frame rate (to get consistent frame
230 // rates or reduce cpu usage.
232 double frame_us = 1000000.0 / throttle_hz;
234 #define FG_SLEEP_BASED_TIMING 1
235 #if defined(FG_SLEEP_BASED_TIMING)
236 // sleep based timing loop.
238 // Calling sleep, even usleep() on linux is less accurate than
239 // we like, but it does free up the cpu for other tasks during
240 // the sleep so it is desirable. Because of the way sleep()
241 // is implemented in consumer operating systems like windows
242 // and linux, you almost always sleep a little longer than the
245 // To combat the problem of sleeping too long, we calculate the
246 // desired wait time and shorten it by 2000us (2ms) to avoid
247 // [hopefully] over-sleep'ing. The 2ms value was arrived at
248 // via experimentation. We follow this up at the end with a
249 // simple busy-wait loop to get the final pause timing exactly
252 // Assuming we don't oversleep by more than 2000us, this
253 // should be a reasonable compromise between sleep based
254 // waiting, and busy waiting.
256 // sleep() will always overshoot by a bit so undersleep by
257 // 2000us in the hopes of never oversleeping.
259 if ( frame_us < 0.0 ) {
262 current_time_stamp.stamp();
264 double elapsed_us = (current_time_stamp - last_time_stamp).toUSecs();
265 if ( elapsed_us < frame_us ) {
266 double requested_us = frame_us - elapsed_us;
267 ulMilliSecondSleep ( (int)(requested_us / 1000.0) ) ;
271 // busy wait timing loop.
273 // This yields the most accurate timing. If the previous
274 // ulMilliSecondSleep() call is omitted this will peg the cpu
275 // (which is just fine if FG is the only app you care about.)
276 current_time_stamp.stamp();
277 SGTimeStamp next_time_stamp = last_time_stamp;
278 next_time_stamp += SGTimeStamp::fromSec(1e-6*frame_us);
279 while ( current_time_stamp < next_time_stamp ) {
280 current_time_stamp.stamp();
283 // run as fast as the app will go
284 current_time_stamp.stamp();
287 real_delta_time_sec = (current_time_stamp - last_time_stamp).toSecs();
289 // Limit the time we need to spend in simulation loops
290 // That means, if the /sim/max-simtime-per-frame value is strictly positive
291 // you can limit the maximum amount of time you will do simulations for
292 // one frame to display. The cpu time spent in simulations code is roughly
293 // at least O(real_delta_time_sec). If this is (due to running debug
294 // builds or valgrind or something different blowing up execution times)
295 // larger than the real time you will no longer get any response
296 // from flightgear. This limits that effect. Just set to property from
297 // your .fgfsrc or commandline ...
298 double dtMax = max_simtime_per_frame->getDoubleValue();
299 if (0 < dtMax && dtMax < real_delta_time_sec)
300 real_delta_time_sec = dtMax;
302 // round the real time down to a multiple of 1/model-hz.
303 // this way all systems are updated the _same_ amount of dt.
304 static double reminder = 0.0;
305 real_delta_time_sec += reminder;
306 global_multi_loop = long(floor(real_delta_time_sec*model_hz));
307 global_multi_loop = SGMisc<long>::max(0, global_multi_loop);
308 reminder = real_delta_time_sec - double(global_multi_loop)/double(model_hz);
309 real_delta_time_sec = double(global_multi_loop)/double(model_hz);
311 if (clock_freeze->getBoolValue() || wait_for_scenery) {
314 delta_time_sec = real_delta_time_sec;
316 last_time_stamp = current_time_stamp;
317 globals->inc_sim_time_sec( delta_time_sec );
319 // These are useful, especially for Nasal scripts.
320 fgSetDouble("/sim/time/delta-realtime-sec", real_delta_time_sec);
321 fgSetDouble("/sim/time/delta-sec", delta_time_sec);
323 #ifdef FANCY_FRAME_COUNTER
327 static time_t last_time = 0;
328 static int frames = 0;
329 #endif // FANCY_FRAME_COUNTER
331 SGTime *t = globals->get_time_params();
333 SG_LOG( SG_ALL, SG_DEBUG, "Running Main Loop");
334 SG_LOG( SG_ALL, SG_DEBUG, "======= ==== ====");
336 // Fix elevation. I'm just sticking this here for now, it should
337 // probably move eventually
339 /* printf("Before - ground = %.2f runway = %.2f alt = %.2f\n",
340 scenery.get_cur_elev(),
341 cur_fdm_state->get_Runway_altitude() * SG_FEET_TO_METER,
342 cur_fdm_state->get_Altitude() * SG_FEET_TO_METER); */
344 /* printf("Adjustment - ground = %.2f runway = %.2f alt = %.2f\n",
345 scenery.get_cur_elev(),
346 cur_fdm_state->get_Runway_altitude() * SG_FEET_TO_METER,
347 cur_fdm_state->get_Altitude() * SG_FEET_TO_METER); */
349 // cout << "Warp = " << globals->get_warp() << endl;
352 static bool last_clock_freeze = false;
354 if ( clock_freeze->getBoolValue() ) {
355 // clock freeze requested
356 if ( cur_time_override->getLongValue() == 0 ) {
357 fgSetLong( "/sim/time/cur-time-override", t->get_cur_time() );
358 globals->set_warp( 0 );
361 // no clock freeze requested
362 if ( last_clock_freeze == true ) {
363 // clock just unfroze, let's set warp as the difference
364 // between frozen time and current time so we don't get a
365 // time jump (and corresponding sky object and lighting
367 globals->set_warp( cur_time_override->getLongValue() - time(NULL) );
368 fgSetLong( "/sim/time/cur-time-override", 0 );
370 if ( globals->get_warp_delta() != 0 ) {
371 globals->inc_warp( globals->get_warp_delta() );
375 last_clock_freeze = clock_freeze->getBoolValue();
377 t->update( longitude->getDoubleValue() * SGD_DEGREES_TO_RADIANS,
378 latitude->getDoubleValue() * SGD_DEGREES_TO_RADIANS,
379 cur_time_override->getLongValue(),
380 globals->get_warp() );
382 if (globals->get_warp_delta() != 0) {
383 FGLight *l = (FGLight *)(globals->get_subsystem("lighting"));
387 // update magvar model
388 globals->get_mag()->update( longitude->getDoubleValue()
389 * SGD_DEGREES_TO_RADIANS,
390 latitude->getDoubleValue()
391 * SGD_DEGREES_TO_RADIANS,
392 altitude->getDoubleValue() * SG_FEET_TO_METER,
393 globals->get_time_params()->getJD() );
395 // Calculate frame rate average
396 #ifdef FANCY_FRAME_COUNTER
397 /* old fps calculation */
401 for ( i = FG_FRAME_RATE_HISTORY - 2; i >= 0; i-- ) {
402 tmp = general.get_frame(i);
404 // printf("frame[%d] = %.2f\n", i, g->frames[i]);
405 general.set_frame(i+1,tmp);
407 tmp = 1000000.0 / (float)elapsed;
408 general.set_frame(0,tmp);
409 // printf("frame[0] = %.2f\n", general.frames[0]);
411 general.set_frame_rate(accum / (float)FG_FRAME_RATE_HISTORY);
412 // printf("ave = %.2f\n", general.frame_rate);
415 if ( (t->get_cur_time() != last_time) && (last_time > 0) ) {
416 general.set_frame_rate( frames );
417 fgSetInt("/sim/frame-rate", frames);
418 SG_LOG( SG_ALL, SG_DEBUG,
419 "--> Frame rate is = " << general.get_frame_rate() );
422 last_time = t->get_cur_time();
426 // Update any multiplayer's network queues, the AIMultiplayer
427 // implementation is an AI model and depends on that
428 globals->get_multiplayer_mgr()->Update();
431 if (fgGetBool("/sim/atc/enabled"))
432 globals->get_ATC_mgr()->update(delta_time_sec);
434 // Run the AI subsystem
435 // FIXME: run that also if we have multiplaying enabled since the
436 // multiplayer information is interpreted by an AI model
437 if (fgGetBool("/sim/ai-traffic/enabled"))
438 globals->get_AI_mgr()->update(delta_time_sec);
441 if (0 < global_multi_loop) {
442 // first run the flight model each frame until it is initialized
443 // then continue running each frame only after initial scenery
445 fgUpdateTimeDepCalcs();
447 SG_LOG( SG_ALL, SG_DEBUG,
448 "Elapsed time is zero ... we're zinging" );
451 globals->get_aircraft_model()->update(delta_time_sec);
452 globals->get_subsystem_mgr()->update(delta_time_sec);
455 // Tile Manager updates - see if we need to load any new scenery tiles.
456 // this code ties together the fdm, viewer and scenery classes...
457 // we may want to move this to its own class at some point
459 double visibility_meters = fgGetDouble("/environment/visibility-m");
460 globals->get_tile_mgr()->prep_ssg_nodes( visibility_meters );
462 // update tile manager for view...
463 SGVec3d viewPos = globals->get_current_view()->get_view_pos();
464 SGGeod geodViewPos = SGGeod::fromCart(viewPos);
465 globals->get_tile_mgr()->update(geodViewPos, visibility_meters);
467 // run Nasal's settimer() loops right before the view manager
468 globals->get_event_mgr()->update(delta_time_sec);
470 // pick up model coordidnates that Nasal code may have set relative to the
472 globals->get_model_mgr()->update(delta_time_sec);
474 // update the view angle as late as possible, but before sound calculations
475 globals->get_viewmgr()->update(real_delta_time_sec);
477 // Update the sound manager last so it can use the CPU while the GPU
478 // is processing the scenery (doubled the frame-rate for me) -EMH-
479 #ifdef ENABLE_AUDIO_SUPPORT
480 static bool smgr_init = true;
481 static SGPropertyNode *sound_working = fgGetNode("/sim/sound/working");
482 if (smgr_init == true) {
483 if (sound_working->getBoolValue() == true) {
484 fgInitSoundManager();
488 static SGPropertyNode *sound_enabled = fgGetNode("/sim/sound/enabled");
489 static SGSoundMgr *smgr = globals->get_soundmgr();
490 static bool smgr_enabled = true;
492 if (sound_working->getBoolValue() == false) { // request to reinit
495 sound_working->setBoolValue(true);
498 if (smgr_enabled != sound_enabled->getBoolValue()) {
499 if (smgr_enabled == true) { // request to suspend
501 smgr_enabled = false;
508 if (smgr_enabled == true) {
509 static SGPropertyNode *volume = fgGetNode("/sim/sound/volume");
510 smgr->set_volume(volume->getFloatValue());
511 smgr->update(delta_time_sec);
516 // END Tile Manager udpates
518 if (!scenery_loaded && globals->get_tile_mgr()->isSceneryLoaded()
519 && cur_fdm_state->get_inited()) {
520 fgSetBool("sim/sceneryloaded",true);
521 if (fgGetBool("/sim/sound/working")) {
522 globals->get_soundmgr()->activate();
524 globals->get_props()->tie("/sim/sound/devices/name",
525 SGRawValueFunctions<const char *>(0, fgSetNewSoundDevice), false);
527 simgear::AtomicChangeListener::fireChangeListeners();
530 SG_LOG( SG_ALL, SG_DEBUG, "" );
533 void fgInitSoundManager()
535 SGSoundMgr *smgr = globals->get_soundmgr();
538 smgr->init(fgGetString("/sim/sound/device-name", NULL));
540 vector <const char*>devices = smgr->get_available_devices();
541 for (unsigned int i=0; i<devices.size(); i++) {
542 SGPropertyNode *p = fgGetNode("/sim/sound/devices/device", i, true);
543 p->setStringValue(devices[i]);
548 void fgSetNewSoundDevice(const char *device)
550 globals->get_soundmgr()->suspend();
551 globals->get_soundmgr()->stop();
552 globals->get_soundmgr()->init(device);
553 globals->get_soundmgr()->resume();
556 // Operation for querying OpenGL parameters. This must be done in a
557 // valid OpenGL context, potentially in another thread.
560 struct GeneralInitOperation : public GraphicsContextOperation
562 GeneralInitOperation()
563 : GraphicsContextOperation(std::string("General init"))
566 void run(osg::GraphicsContext* gc)
568 general.set_glVendor( (char *)glGetString ( GL_VENDOR ) );
569 general.set_glRenderer( (char *)glGetString ( GL_RENDERER ) );
570 general.set_glVersion( (char *)glGetString ( GL_VERSION ) );
571 SG_LOG( SG_GENERAL, SG_INFO, general.get_glVendor() );
572 SG_LOG( SG_GENERAL, SG_INFO, general.get_glRenderer() );
573 SG_LOG( SG_GENERAL, SG_INFO, general.get_glVersion() );
576 glGetIntegerv( GL_MAX_TEXTURE_SIZE, &tmp );
577 general.set_glMaxTexSize( tmp );
578 SG_LOG ( SG_GENERAL, SG_INFO, "Max texture size = " << tmp );
580 glGetIntegerv( GL_DEPTH_BITS, &tmp );
581 general.set_glDepthBits( tmp );
582 SG_LOG ( SG_GENERAL, SG_INFO, "Depth buffer bits = " << tmp );
587 // This is the top level master main function that is registered as
590 // The first few passes take care of initialization things (a couple
591 // per pass) and once everything has been initialized fgMainLoop from
594 static void fgIdleFunction ( void ) {
595 static osg::ref_ptr<GeneralInitOperation> genOp;
596 if ( idle_state == 0 ) {
598 // Pick some window on which to do queries.
599 // XXX Perhaps all this graphics initialization code should be
600 // moved to renderer.cxx?
601 genOp = new GeneralInitOperation;
602 osg::Camera* guiCamera = getGUICamera(CameraGroup::getDefault());
603 WindowSystemAdapter* wsa = WindowSystemAdapter::getWSA();
604 osg::GraphicsContext* gc = 0;
606 gc = guiCamera->getGraphicsContext();
608 gc->add(genOp.get());
610 wsa->windows[0]->gc->add(genOp.get());
613 } else if ( idle_state == 1 ) {
615 if (!genOp->isFinished())
619 if (!guiFinishInit())
622 fgSplashProgress("reading aircraft list");
625 } else if ( idle_state == 2 ) {
627 // Read the list of available aircraft
629 fgSplashProgress("reading airport & navigation data");
632 } else if ( idle_state == 3 ) {
635 fgSplashProgress("setting up scenery");
638 } else if ( idle_state == 4 ) {
640 // based on the requested presets, calculate the true starting
643 fgInitTowerLocationListener();
645 SGTime *t = fgInitTime();
646 globals->set_time_params( t );
648 // Do some quick general initializations
649 if( !fgInitGeneral()) {
650 SG_LOG( SG_GENERAL, SG_ALERT,
651 "General initialization failed ..." );
655 ////////////////////////////////////////////////////////////////////
656 // Initialize the property-based built-in commands
657 ////////////////////////////////////////////////////////////////////
661 ////////////////////////////////////////////////////////////////////
662 // Initialize the material manager
663 ////////////////////////////////////////////////////////////////////
664 globals->set_matlib( new SGMaterialLib );
665 simgear::SGModelLib::init(globals->get_fg_root());
668 ////////////////////////////////////////////////////////////////////
669 // Initialize the TG scenery subsystem.
670 ////////////////////////////////////////////////////////////////////
671 globals->set_scenery( new FGScenery );
672 globals->get_scenery()->init();
673 globals->get_scenery()->bind();
674 globals->set_tile_mgr( new FGTileMgr );
677 ////////////////////////////////////////////////////////////////////
678 // Initialize the general model subsystem.
679 ////////////////////////////////////////////////////////////////////
680 globals->set_model_mgr(new FGModelMgr);
681 globals->get_model_mgr()->init();
682 globals->get_model_mgr()->bind();
683 fgSplashProgress("loading aircraft");
686 } else if ( idle_state == 5 ) {
689 ////////////////////////////////////////////////////////////////////
690 // Initialize the 3D aircraft model subsystem (has a dependency on
691 // the scenery subsystem.)
692 ////////////////////////////////////////////////////////////////////
693 FGAircraftModel* acm = new FGAircraftModel;
694 globals->set_aircraft_model(acm);
695 //globals->add_subsystem("aircraft-model", acm);
699 ////////////////////////////////////////////////////////////////////
700 // Initialize the view manager subsystem.
701 ////////////////////////////////////////////////////////////////////
702 FGViewMgr *viewmgr = new FGViewMgr;
703 globals->set_viewmgr( viewmgr );
706 fgSplashProgress("generating sky elements");
709 } else if ( idle_state == 6 ) {
711 // Initialize the sky
713 Ephemeris* eph = new Ephemeris;
714 globals->add_subsystem("ephmeris", eph);
715 eph->init(); // FIXME - remove this once SGSky code below is also a subsystem
717 // TODO: move to environment mgr
719 SGPath texture_path(globals->get_fg_root());
720 texture_path.append("Textures");
721 texture_path.append("Sky");
722 for (int i = 0; i < FGEnvironmentMgr::MAX_CLOUD_LAYERS; i++) {
723 SGCloudLayer * layer = new SGCloudLayer(texture_path.str());
724 thesky->add_cloud_layer(layer);
727 SGPath sky_tex_path( globals->get_fg_root() );
728 sky_tex_path.append( "Textures" );
729 sky_tex_path.append( "Sky" );
730 thesky->texture_path( sky_tex_path.str() );
732 // The sun and moon diameters are scaled down numbers of the
733 // actual diameters. This was needed to fit both the sun and the
734 // moon within the distance to the far clip plane.
735 // Moon diameter: 3,476 kilometers
736 // Sun diameter: 1,390,000 kilometers
737 thesky->build( 80000.0, 80000.0,
739 *globals->get_ephem(),
740 fgGetNode("/environment", true));
742 // Initialize MagVar model
743 SGMagVar *magvar = new SGMagVar();
744 globals->set_mag( magvar );
747 // kludge to initialize mag compass
748 // (should only be done for in-flight
750 // update magvar model
751 globals->get_mag()->update( fgGetDouble("/position/longitude-deg")
752 * SGD_DEGREES_TO_RADIANS,
753 fgGetDouble("/position/latitude-deg")
754 * SGD_DEGREES_TO_RADIANS,
755 fgGetDouble("/position/altitude-ft")
757 globals->get_time_params()->getJD() );
758 double var = globals->get_mag()->get_magvar() * SGD_RADIANS_TO_DEGREES;
759 fgSetDouble("/instrumentation/heading-indicator/offset-deg", -var);
760 fgSetDouble("/instrumentation/heading-indicator-fg/offset-deg", -var);
763 // airport = new ssgBranch;
764 // airport->setName( "Airport Lighting" );
765 // lighting->addKid( airport );
767 // build our custom render states
768 fgSplashProgress("initializing subsystems");
771 } else if ( idle_state == 7 ) {
773 // Initialize audio support
774 #ifdef ENABLE_AUDIO_SUPPORT
776 // Start the intro music
777 if ( fgGetBool("/sim/startup/intro-music") ) {
778 SGPath mp3file( globals->get_fg_root() );
779 mp3file.append( "Sounds/intro.mp3" );
781 SG_LOG( SG_GENERAL, SG_INFO,
782 "Starting intro music: " << mp3file.str() );
784 # if defined( __CYGWIN__ )
785 string command = "start /m `cygpath -w " + mp3file.str() + "`";
786 # elif defined( _WIN32 )
787 string command = "start /m " + mp3file.str();
789 string command = "mpg123 " + mp3file.str() + "> /dev/null 2>&1";
792 system ( command.c_str() );
795 // This is the top level init routine which calls all the
796 // other subsystem initialization routines. If you are adding
797 // a subsystem to flightgear, its initialization call should be
798 // located in this routine.
799 if( !fgInitSubsystems()) {
800 SG_LOG( SG_GENERAL, SG_ALERT,
801 "Subsystem initialization failed ..." );
804 fgSplashProgress("setting up time & renderer");
807 } else if ( idle_state == 8 ) {
809 // Initialize the time offset (warp) after fgInitSubsystem
810 // (which initializes the lighting interpolation tables.)
813 // setup OpenGL view parameters
814 globals->get_renderer()->init();
816 SG_LOG( SG_GENERAL, SG_INFO, "Panel visible = " << fgPanelVisible() );
817 globals->get_renderer()->resize( fgGetInt("/sim/startup/xsize"),
818 fgGetInt("/sim/startup/ysize") );
820 fgSplashProgress("loading scenery objects");
821 int session = fgGetInt("/sim/session",0);
823 fgSetInt("/sim/session",session);
826 if ( idle_state == 1000 ) {
827 // We've finished all our initialization steps, from now on we
828 // run the main loop.
829 fgSetBool("sim/sceneryloaded", false);
830 fgRegisterIdleHandler( fgMainLoop );
835 static void upper_case_property(const char *name)
837 using namespace simgear;
838 SGPropertyNode *p = fgGetNode(name, false);
840 p = fgGetNode(name, true);
841 p->setStringValue("");
843 props::Type t = p->getType();
844 if (t == props::NONE || t == props::UNSPECIFIED)
845 p->setStringValue("");
847 assert(t == props::STRING);
849 p->addChangeListener(new FGMakeUpperCase);
853 // Main top level initialization
854 bool fgMainInit( int argc, char **argv ) {
856 // set default log levels
857 sglog().setLogLevels( SG_ALL, SG_ALERT );
860 #ifdef FLIGHTGEAR_VERSION
861 version = FLIGHTGEAR_VERSION;
863 version = "unknown version";
865 SG_LOG( SG_GENERAL, SG_INFO, "FlightGear: Version "
867 SG_LOG( SG_GENERAL, SG_INFO, "Built with " << SG_COMPILER_STR << endl );
869 // Allocate global data structures. This needs to happen before
870 // we parse command line options
872 globals = new FGGlobals;
874 // seed the random number generator
877 FGControls *controls = new FGControls;
878 globals->set_controls( controls );
880 string_list *col = new string_list;
881 globals->set_channel_options_list( col );
883 fgValidatePath("", false); // initialize static variables
884 upper_case_property("/sim/presets/airport-id");
885 upper_case_property("/sim/presets/runway");
886 upper_case_property("/sim/tower/airport-id");
887 upper_case_property("/autopilot/route-manager/input");
889 // Scan the config file(s) and command line options to see if
890 // fg_root was specified (ignore all other options for now)
891 fgInitFGRoot(argc, argv);
893 // Check for the correct base package version
894 static char required_version[] = "2.0.0";
895 string base_version = fgBasePackageVersion();
896 if ( !(base_version == required_version) ) {
897 // tell the operator how to use this application
899 SG_LOG( SG_GENERAL, SG_ALERT, "" ); // To popup the console on windows
900 cerr << endl << "Base package check failed ... " \
901 << "Found version " << base_version << " at: " \
902 << globals->get_fg_root() << endl;
903 cerr << "Please upgrade to version: " << required_version << endl;
905 cerr << "Hit a key to continue..." << endl;
911 // Load the configuration parameters. (Command line options
912 // override config file options. Config file options override
914 if ( !fgInitConfig(argc, argv) ) {
915 SG_LOG( SG_GENERAL, SG_ALERT, "Config option parsing failed ..." );
919 // Initialize the Window/Graphics environment.
920 fgOSInit(&argc, argv);
923 fgRegisterWindowResizeHandler( &FGRenderer::resize );
924 fgRegisterIdleHandler( &fgIdleFunction );
925 fgRegisterDrawHandler( &FGRenderer::update );
927 #ifdef FG_ENABLE_MULTIPASS_CLOUDS
928 bool get_stencil_buffer = true;
930 bool get_stencil_buffer = false;
933 // Initialize plib net interface
934 netInit( &argc, argv );
936 // Clouds3D requires an alpha channel
937 // clouds may require stencil buffer
938 fgOSOpenWindow(get_stencil_buffer);
940 // Initialize the splash screen right away
944 // pass control off to the master event handler
947 // we never actually get here ... but to avoid compiler warnings,