1 // main.cxx -- top level sim routines
3 // Written by Curtis Olson for OpenGL, started May 1997.
5 // Copyright (C) 1997 - 1999 Curtis L. Olson - curt@flightgear.org
7 // This program is free software; you can redistribute it and/or
8 // modify it under the terms of the GNU General Public License as
9 // published by the Free Software Foundation; either version 2 of the
10 // License, or (at your option) any later version.
12 // This program is distributed in the hope that it will be useful, but
13 // WITHOUT ANY WARRANTY; without even the implied warranty of
14 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
15 // General Public License for more details.
17 // You should have received a copy of the GNU General Public License
18 // along with this program; if not, write to the Free Software
19 // Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
24 #define MICHAEL_JOHNSON_EXPERIMENTAL_ENGINE_AUDIO
31 #ifdef FG_MATH_EXCEPTION_CLASH
41 #include <simgear/xgl/xgl.h>
51 #ifdef HAVE_SYS_STAT_H
52 # include <sys/stat.h> /* for stat() */
56 # include <unistd.h> /* for stat() */
59 #include <plib/pu.h> // plib include
60 #include <plib/ssg.h> // plib include
62 #ifdef ENABLE_AUDIO_SUPPORT
63 # include <plib/sl.h> // plib include
64 # include <plib/sm.h> // plib include
67 #include <simgear/constants.h> // for VERSION
68 #include <simgear/debug/logstream.hxx>
69 #include <simgear/math/fg_geodesy.hxx>
70 #include <simgear/math/polar3d.hxx>
71 #include <simgear/math/fg_random.h>
72 #include <simgear/misc/fgpath.hxx>
73 #include <simgear/sky/sky.hxx>
74 #include <simgear/timing/sg_time.hxx>
75 #include <simgear/timing/lowleveltime.h>
77 #include <Include/general.hxx>
79 #include <Aircraft/aircraft.hxx>
81 #include <Autopilot/newauto.hxx>
82 #include <Cockpit/cockpit.hxx>
83 #include <Cockpit/radiostack.hxx>
84 #include <Cockpit/steam.hxx>
86 #include <FDM/UIUCModel/uiuc_aircraftdir.h>
88 #include <Joystick/joystick.hxx>
90 #include <NetworkOLK/network.h>
92 #include <Scenery/scenery.hxx>
93 #include <Scenery/tilemgr.hxx>
94 #include <Time/event.hxx>
95 #include <Time/fg_timer.hxx>
96 #include <Time/sunpos.hxx>
97 #include <Time/tmp.hxx>
99 #ifndef FG_OLD_WEATHER
100 # include <WeatherCM/FGLocalWeatherDatabase.h>
102 # include <Weather/weather.hxx>
106 #include "fg_init.hxx"
108 #include "globals.hxx"
109 #include "keyboard.hxx"
110 #include "options.hxx"
111 #include "splash.hxx"
115 // -dw- use custom sioux settings so I can see output window
118 # include <sioux.h> // settings for output window
120 # include <console.h>
124 // This is a record containing a bit of global housekeeping information
127 // Specify our current idle function state. This is used to run all
128 // our initializations out of the glutIdleLoop() so that we can get a
129 // splash screen up and running right away.
130 static int idle_state = 0;
131 static int global_multi_loop;
136 // Global structures for the Audio library
137 #ifdef ENABLE_AUDIO_SUPPORT
138 slEnvelope pitch_envelope ( 1, SL_SAMPLE_ONE_SHOT ) ;
139 slEnvelope volume_envelope ( 1, SL_SAMPLE_ONE_SHOT ) ;
140 slScheduler *audio_sched;
141 smMixer *audio_mixer;
148 ssgRoot *scene = NULL;
149 ssgBranch *terrain = NULL;
150 ssgSelector *penguin_sel = NULL;
151 ssgTransform *penguin_pos = NULL;
153 #ifdef FG_NETWORK_OLK
154 ssgSelector *fgd_sel = NULL;
155 ssgTransform *fgd_pos = NULL;
159 // current fdm/position used for view
160 FGInterface cur_view_fdm;
166 sgMat4 copy_of_ssgOpenGLAxisSwapMatrix =
168 { 1.0f, 0.0f, 0.0f, 0.0f },
169 { 0.0f, 0.0f, -1.0f, 0.0f },
170 { 0.0f, 1.0f, 0.0f, 0.0f },
171 { 0.0f, 0.0f, 0.0f, 1.0f }
174 // The following defines flight gear options. Because glutlib will also
175 // want to parse its own options, those options must not be included here
176 // or they will get parsed by the main program option parser. Hence case
177 // is significant for any option added that might be in conflict with
180 // glutlib parses for:
182 // -direct (invalid in Win32)
186 // -indirect (invalid in Win32)
189 // Note that glutlib depends upon strings while this program's
190 // option parser wants only initial characters followed by numbers
195 ssgSimpleState *default_state;
196 ssgSimpleState *hud_and_panel;
197 ssgSimpleState *menus;
199 void fgBuildRenderStates( void ) {
200 default_state = new ssgSimpleState;
201 default_state->disable( GL_TEXTURE_2D );
202 default_state->enable( GL_CULL_FACE );
203 default_state->enable( GL_COLOR_MATERIAL );
204 default_state->setColourMaterial( GL_AMBIENT_AND_DIFFUSE );
205 default_state->setMaterial( GL_EMISSION, 0, 0, 0, 1 );
206 default_state->setMaterial( GL_SPECULAR, 0, 0, 0, 1 );
207 default_state->disable( GL_BLEND );
208 default_state->disable( GL_ALPHA_TEST );
209 default_state->disable( GL_LIGHTING );
211 hud_and_panel = new ssgSimpleState;
212 hud_and_panel->disable( GL_CULL_FACE );
213 hud_and_panel->disable( GL_TEXTURE_2D );
214 hud_and_panel->disable( GL_LIGHTING );
215 hud_and_panel->enable( GL_BLEND );
217 menus = new ssgSimpleState;
218 menus->disable( GL_CULL_FACE );
219 menus->disable( GL_TEXTURE_2D );
220 menus->enable( GL_BLEND );
224 // fgInitVisuals() -- Initialize various GL/view parameters
225 void fgInitVisuals( void ) {
228 l = &cur_light_params;
230 #ifndef GLUT_WRONG_VERSION
231 // Go full screen if requested ...
232 if ( current_options.get_fullscreen() ) {
237 // If enabled, normal vectors specified with glNormal are scaled
238 // to unit length after transformation. See glNormal.
239 // glEnable( GL_NORMALIZE );
241 glEnable( GL_LIGHTING );
242 glEnable( GL_LIGHT0 );
243 glLightfv( GL_LIGHT0, GL_POSITION, l->sun_vec );
246 sgSetVec3( sunpos, l->sun_vec[0], l->sun_vec[1], l->sun_vec[2] );
247 ssgGetLight( 0 ) -> setPosition( sunpos );
249 // glFogi (GL_FOG_MODE, GL_LINEAR);
250 glFogi (GL_FOG_MODE, GL_EXP2);
251 if ( (current_options.get_fog() == 1) ||
252 (current_options.get_shading() == 0) ) {
253 // if fastest fog requested, or if flat shading force fastest
254 glHint ( GL_FOG_HINT, GL_FASTEST );
255 } else if ( current_options.get_fog() == 2 ) {
256 glHint ( GL_FOG_HINT, GL_NICEST );
258 if ( current_options.get_wireframe() ) {
260 glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
263 // This is the default anyways, but it can't hurt
264 glFrontFace ( GL_CCW );
267 // glEnable(GL_POINT_SMOOTH);
268 // glEnable(GL_LINE_SMOOTH);
269 // glEnable(GL_POLYGON_SMOOTH);
273 // Update all Visuals (redraws anything graphics related)
274 void fgRenderFrame( void ) {
278 fgLIGHT *l = &cur_light_params;
279 static double last_visibility = -9999;
282 // GLfloat black[4] = { 0.0, 0.0, 0.0, 1.0 };
283 // GLfloat white[4] = { 1.0, 1.0, 1.0, 1.0 };
284 // GLfloat terrain_color[4] = { 0.54, 0.44, 0.29, 1.0 };
285 // GLfloat mat_shininess[] = { 10.0 };
286 GLbitfield clear_mask;
288 if ( idle_state != 1000 ) {
289 // still initializing, draw the splash screen
290 if ( current_options.get_splash_screen() == 1 ) {
294 // idle_state is now 1000 meaning we've finished all our
295 // initializations and are running the main loop, so this will
296 // now work without seg faulting the system.
298 // printf("Ground = %.2f Altitude = %.2f\n", scenery.cur_elev,
299 // FG_Altitude * FEET_TO_METER);
301 // this is just a temporary hack, to make me understand Pui
302 // timerText -> setLabel (ctime (&t->cur_time));
305 // update view volume parameters
306 // cout << "before pilot_view update" << endl;
307 pilot_view.UpdateViewParams(*cur_fdm_state);
308 // cout << "after pilot_view update" << endl;
309 current_view.UpdateViewParams(cur_view_fdm);
311 // set the sun position
312 glLightfv( GL_LIGHT0, GL_POSITION, l->sun_vec );
314 clear_mask = GL_DEPTH_BUFFER_BIT;
315 if ( current_options.get_wireframe() ) {
316 clear_mask |= GL_COLOR_BUFFER_BIT;
319 if ( current_options.get_skyblend() ) {
320 if ( current_options.get_textures() ) {
321 // glClearColor(black[0], black[1], black[2], black[3]);
322 glClearColor(l->adj_fog_color[0], l->adj_fog_color[1],
323 l->adj_fog_color[2], l->adj_fog_color[3]);
324 clear_mask |= GL_COLOR_BUFFER_BIT;
327 glClearColor(l->sky_color[0], l->sky_color[1],
328 l->sky_color[2], l->sky_color[3]);
329 clear_mask |= GL_COLOR_BUFFER_BIT;
331 glClear( clear_mask );
333 // Tell GL we are switching to model view parameters
335 // I really should create a derived ssg node or use a call
336 // back or something so that I can draw the sky within the
337 // ssgCullAndDraw() function, but for now I just mimic what
338 // ssg does to set up the model view matrix
339 glMatrixMode(GL_MODELVIEW);
341 ssgSetCamera( current_view.VIEW );
344 sgMat4 vm_tmp, view_mat;
345 sgTransposeNegateMat4 ( vm_tmp, current_view.VIEW ) ;
346 sgCopyMat4( view_mat, copy_of_ssgOpenGLAxisSwapMatrix ) ;
347 sgPreMultMat4( view_mat, vm_tmp ) ;
348 glLoadMatrixf( (float *)view_mat );
351 // set the opengl state to known default values
352 default_state->force();
354 // update fog params if visibility has changed
355 #ifndef FG_OLD_WEATHER
356 thesky->set_visibility( WeatherDatabase->getWeatherVisibility() );
358 thesky->set_visibility( current_weather.get_visibility() );
361 thesky->modify_vis( cur_fdm_state->get_Altitude() * FEET_TO_METER,
363 ( global_multi_loop *
364 current_options.get_speed_up() ) /
365 (double)current_options.get_model_hz() );
367 double actual_visibility = thesky->get_visibility();
368 // cout << "actual visibility = " << actual_visibility << endl;
370 if ( actual_visibility != last_visibility ) {
371 last_visibility = actual_visibility;
373 // cout << "----> updating fog params" << endl;
375 GLfloat fog_exp_density;
376 GLfloat fog_exp2_density;
379 fog_exp_density = -log(0.01 / actual_visibility);
382 fog_exp2_density = sqrt( -log(0.01) ) / actual_visibility;
384 // Set correct opengl fog density
385 glFogf (GL_FOG_DENSITY, fog_exp2_density);
388 // update the sky dome
389 if ( current_options.get_skyblend() ) {
392 current_view.get_view_pos().x(),
393 current_view.get_view_pos().y(),
394 current_view.get_view_pos().z() );
397 sgSetVec3( zero_elev,
398 current_view.get_cur_zero_elev().x(),
399 current_view.get_cur_zero_elev().y(),
400 current_view.get_cur_zero_elev().z() );
402 /* cout << "thesky->repaint() sky_color = "
403 << cur_light_params.sky_color[0] << " "
404 << cur_light_params.sky_color[1] << " "
405 << cur_light_params.sky_color[2] << " "
406 << cur_light_params.sky_color[3] << endl;
408 << cur_light_params.fog_color[0] << " "
409 << cur_light_params.fog_color[1] << " "
410 << cur_light_params.fog_color[2] << " "
411 << cur_light_params.fog_color[3] << endl;
412 cout << " sun_angle = " << cur_light_params.sun_angle
413 << " moon_angle = " << cur_light_params.moon_angle
415 thesky->repaint( cur_light_params.sky_color,
416 cur_light_params.adj_fog_color,
417 cur_light_params.sun_angle,
418 cur_light_params.moon_angle,
419 globals->get_ephem()->getNumPlanets(),
420 globals->get_ephem()->getPlanets(),
421 globals->get_ephem()->getNumStars(),
422 globals->get_ephem()->getStars() );
424 /* cout << "thesky->reposition( view_pos = " << view_pos[0] << " "
425 << view_pos[1] << " " << view_pos[2] << endl;
426 cout << " zero_elev = " << zero_elev[0] << " "
427 << zero_elev[1] << " " << zero_elev[2]
428 << " lon = " << cur_fdm_state->get_Longitude()
429 << " lat = " << cur_fdm_state->get_Latitude() << endl;
430 cout << " sun_rot = " << cur_light_params.sun_rotation
431 << " gst = " << SGTime::cur_time_params->getGst() << endl;
432 cout << " sun ra = " << globals->get_ephem()->getSunRightAscension()
433 << " sun dec = " << globals->get_ephem()->getSunDeclination()
434 << " moon ra = " << globals->get_ephem()->getMoonRightAscension()
435 << " moon dec = " << globals->get_ephem()->getMoonDeclination() << endl; */
437 thesky->reposition( view_pos, zero_elev,
438 current_view.get_local_up(),
439 cur_fdm_state->get_Longitude(),
440 cur_fdm_state->get_Latitude(),
441 cur_fdm_state->get_Altitude() * FEET_TO_METER,
442 cur_light_params.sun_rotation,
443 globals->get_time_params()->getGst(),
444 globals->get_ephem()->getSunRightAscension(),
445 globals->get_ephem()->getSunDeclination(),
447 globals->get_ephem()->getMoonRightAscension(),
448 globals->get_ephem()->getMoonDeclination(),
452 glEnable( GL_DEPTH_TEST );
453 if ( current_options.get_fog() > 0 ) {
455 glFogi( GL_FOG_MODE, GL_EXP2 );
456 glFogfv( GL_FOG_COLOR, l->adj_fog_color );
459 // set lighting parameters
460 GLfloat black[4] = { 0.0, 0.0, 0.0, 1.0 };
461 glLightModelfv( GL_LIGHT_MODEL_AMBIENT, l->scene_ambient );
462 glLightfv( GL_LIGHT0, GL_AMBIENT, black );
463 glLightfv( GL_LIGHT0, GL_DIFFUSE, l->scene_diffuse );
464 // glLightfv(GL_LIGHT0, GL_SPECULAR, white );
466 // texture parameters
467 // glEnable( GL_TEXTURE_2D );
468 glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ) ;
469 glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST ) ;
470 // set base color (I don't think this is doing anything here)
471 // glMaterialfv (GL_FRONT, GL_AMBIENT, white);
472 // (GL_FRONT, GL_DIFFUSE, white);
473 // glMaterialfv (GL_FRONT, GL_SPECULAR, white);
474 // glMaterialfv (GL_FRONT, GL_SHININESS, mat_shininess);
477 sgSetVec3( sunpos, l->sun_vec[0], l->sun_vec[1], l->sun_vec[2] );
478 ssgGetLight( 0 ) -> setPosition( sunpos );
480 // glMatrixMode( GL_PROJECTION );
482 float fov = current_options.get_fov();
483 // ssgSetFOV(fov * current_view.get_win_ratio(), fov);
484 ssgSetFOV(fov, fov * current_view.get_win_ratio());
486 double agl = current_aircraft.fdm_state->get_Altitude() * FEET_TO_METER
489 // FG_LOG( FG_ALL, FG_INFO, "visibility is "
490 // << current_weather.get_visibility() );
493 ssgSetNearFar( 10.0f, 120000.0f );
495 ssgSetNearFar( 0.5f, 120000.0f );
498 if ( current_options.get_view_mode() ==
499 fgOPTIONS::FG_VIEW_PILOT )
502 penguin_sel->select(0);
503 } else if ( current_options.get_view_mode() ==
504 fgOPTIONS::FG_VIEW_FOLLOW )
506 // select view matrix from front of view matrix queue
507 // FGMat4Wrapper tmp = current_view.follow.front();
508 // sgCopyMat4( sgVIEW, tmp.m );
510 // enable TuX and set up his position and orientation
511 penguin_sel->select(1);
514 sgMakeTransMat4( sgTRANS,
515 pilot_view.view_pos.x(),
516 pilot_view.view_pos.y(),
517 pilot_view.view_pos.z() );
520 sgSetVec3( ownship_up, 0.0, 0.0, 1.0);
523 sgMakeRotMat4( sgROT, -90.0, ownship_up );
527 // sgMultMat4( sgTMP, sgROT, pilot_view.VIEW_ROT );
528 // sgMultMat4( sgTUX, sgTMP, sgTRANS );
530 // sgTUX = ( sgROT * pilot_view.VIEW_ROT ) * sgTRANS
532 sgCopyMat4( sgTUX, sgROT );
533 sgPostMultMat4( sgTUX, pilot_view.VIEW_ROT );
534 sgPostMultMat4( sgTUX, sgTRANS );
537 sgSetCoord( &tuxpos, sgTUX );
538 penguin_pos->setTransform( &tuxpos );
541 # ifdef FG_NETWORK_OLK
542 if ( current_options.get_network_olk() ) {
544 other = head->next; /* put listpointer to start */
545 while ( other != tail) { /* display all except myself */
546 if ( strcmp( other->ipadr, fgd_mcp_ip) != 0) {
547 other->fgd_sel->select(1);
548 sgSetCoord( &fgdpos, other->sgFGD_COORD );
549 other->fgd_pos->setTransform( &fgdpos );
554 // fgd_sel->select(1);
555 // sgCopyMat4( sgTUX, current_view.sgVIEW);
557 // sgSetCoord( &fgdpos, sgFGD_VIEW );
558 // fgd_pos->setTransform( &fgdpos);
562 // ssgSetCamera( current_view.VIEW );
564 // position tile nodes and update range selectors
565 global_tile_mgr.prep_ssg_nodes();
567 // force the default state so ssg can get back on track if
568 // we've changed things elsewhere (this is now handled
571 // FGMaterialSlot m_slot;
572 // FGMaterialSlot *m_ptr = &m_slot;
573 // if ( material_mgr.find( "Default", m_ptr ) ) {
574 // m_ptr->get_state()->force();
577 // draw the sky backdrop
580 // draw the ssg scene
581 ssgCullAndDraw( scene );
583 // draw the sky cloud layers
584 thesky->postDraw( cur_fdm_state->get_Altitude() * FEET_TO_METER );
586 // display HUD && Panel
588 glDisable( GL_DEPTH_TEST );
589 // glDisable( GL_CULL_FACE );
590 // glDisable( GL_TEXTURE_2D );
591 hud_and_panel->apply();
594 // We can do translucent menus, so why not. :-)
595 // glEnable ( GL_BLEND ) ;
597 glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ) ;
599 // glDisable ( GL_BLEND ) ;
601 // glEnable( GL_FOG );
608 // Update internal time dependent calculations (i.e. flight model)
609 void fgUpdateTimeDepCalcs(int multi_loop, int remainder) {
610 static fdm_state_list fdm_list;
611 fgLIGHT *l = &cur_light_params;
614 // update the flight model
615 if ( multi_loop < 0 ) {
619 if ( !globals->get_freeze() ) {
620 // run Autopilot system
621 current_autopilot->run();
623 // printf("updating flight model x %d\n", multi_loop);
624 /* fgFDMUpdate( current_options.get_flight_model(),
626 multi_loop * current_options.get_speed_up(),
628 cur_fdm_state->update( multi_loop * current_options.get_speed_up() );
629 FGSteam::update( multi_loop * current_options.get_speed_up() );
631 // fgFDMUpdate( current_options.get_flight_model(),
632 // fdm_state, 0, remainder );
633 cur_fdm_state->update( 0 );
634 FGSteam::update( 0 );
637 fdm_list.push_back( *cur_fdm_state );
638 while ( fdm_list.size() > 15 ) {
639 fdm_list.pop_front();
642 if ( current_options.get_view_mode() == fgOPTIONS::FG_VIEW_PILOT ) {
643 cur_view_fdm = *cur_fdm_state;
645 } else if ( current_options.get_view_mode() == fgOPTIONS::FG_VIEW_FOLLOW ) {
646 cur_view_fdm = fdm_list.front();
649 // update the view angle
650 for ( i = 0; i < multi_loop; i++ ) {
651 if ( fabs(current_view.get_goal_view_offset() -
652 current_view.get_view_offset()) < 0.05 )
654 current_view.set_view_offset( current_view.get_goal_view_offset() );
657 // move current_view.view_offset towards current_view.goal_view_offset
658 if ( current_view.get_goal_view_offset() >
659 current_view.get_view_offset() )
661 if ( current_view.get_goal_view_offset() -
662 current_view.get_view_offset() < FG_PI )
664 current_view.inc_view_offset( 0.01 );
666 current_view.inc_view_offset( -0.01 );
669 if ( current_view.get_view_offset() -
670 current_view.get_goal_view_offset() < FG_PI )
672 current_view.inc_view_offset( -0.01 );
674 current_view.inc_view_offset( 0.01 );
677 if ( current_view.get_view_offset() > FG_2PI ) {
678 current_view.inc_view_offset( -FG_2PI );
679 } else if ( current_view.get_view_offset() < 0 ) {
680 current_view.inc_view_offset( FG_2PI );
685 double tmp = -(l->sun_rotation + FG_PI)
686 - (cur_fdm_state->get_Psi() - current_view.get_view_offset() );
687 while ( tmp < 0.0 ) {
690 while ( tmp > FG_2PI ) {
693 /* printf("Psi = %.2f, viewoffset = %.2f sunrot = %.2f rottosun = %.2f\n",
694 FG_Psi * RAD_TO_DEG, current_view.view_offset * RAD_TO_DEG,
695 -(l->sun_rotation+FG_PI) * RAD_TO_DEG, tmp * RAD_TO_DEG); */
698 // Update solar system
699 globals->get_ephem()->update( globals->get_time_params()->getMjd(),
700 globals->get_time_params()->getLst(),
701 cur_fdm_state->get_Latitude() );
703 // Update radio stack model
704 current_radiostack->update( cur_fdm_state->get_Longitude(),
705 cur_fdm_state->get_Latitude(),
706 cur_fdm_state->get_Altitude() * FEET_TO_METER );
710 void fgInitTimeDepCalcs( void ) {
713 // #ifdef HAVE_SETITIMER
714 // fgTimerInit( 1.0 / current_options.get_model_hz(),
715 // fgUpdateTimeDepCalcs );
716 // #endif HAVE_SETITIMER
720 static const double alt_adjust_ft = 3.758099;
721 static const double alt_adjust_m = alt_adjust_ft * FEET_TO_METER;
724 // What should we do when we have nothing else to do? Let's get ready
725 // for the next move and update the display?
726 static void fgMainLoop( void ) {
727 static long remainder = 0;
729 #ifdef FANCY_FRAME_COUNTER
733 static time_t last_time = 0;
734 static int frames = 0;
735 #endif // FANCY_FRAME_COUNTER
737 SGTime *t = globals->get_time_params();
739 FG_LOG( FG_ALL, FG_DEBUG, "Running Main Loop");
740 FG_LOG( FG_ALL, FG_DEBUG, "======= ==== ====");
742 #ifdef FG_NETWORK_OLK
743 if ( current_options.get_network_olk() ) {
744 if ( net_is_registered == 0 ) { // We first have to reg. to fgd
745 // printf("FGD: Netupdate\n");
746 fgd_send_com( "A", FGFS_host); // Send Mat4 data
747 fgd_send_com( "B", FGFS_host); // Recv Mat4 data
752 #if defined( ENABLE_PLIB_JOYSTICK )
753 // Read joystick and update control settings
754 if ( current_options.get_control_mode() == fgOPTIONS::FG_JOYSTICK ) {
757 #elif defined( ENABLE_GLUT_JOYSTICK )
758 // Glut joystick support works by feeding a joystick handler
759 // function to glut. This is taken care of once in the joystick
760 // init routine and we don't have to worry about it again.
763 #ifdef FG_OLD_WEATHER
764 current_weather.Update();
767 // Fix elevation. I'm just sticking this here for now, it should
768 // probably move eventually
770 /* printf("Before - ground = %.2f runway = %.2f alt = %.2f\n",
772 cur_fdm_state->get_Runway_altitude() * FEET_TO_METER,
773 cur_fdm_state->get_Altitude() * FEET_TO_METER); */
775 if ( scenery.cur_elev > -9990 ) {
776 if ( cur_fdm_state->get_Altitude() * FEET_TO_METER <
777 (scenery.cur_elev + alt_adjust_m - 3.0) ) {
778 // now set aircraft altitude above ground
779 printf("(*) Current Altitude = %.2f < %.2f forcing to %.2f\n",
780 cur_fdm_state->get_Altitude() * FEET_TO_METER,
781 scenery.cur_elev + alt_adjust_m - 3.0,
782 scenery.cur_elev + alt_adjust_m );
783 fgFDMForceAltitude( current_options.get_flight_model(),
784 scenery.cur_elev + alt_adjust_m );
786 FG_LOG( FG_ALL, FG_DEBUG,
787 "<*> resetting altitude to "
788 << cur_fdm_state->get_Altitude() * FEET_TO_METER << " meters" );
790 fgFDMSetGroundElevation( current_options.get_flight_model(),
791 scenery.cur_elev ); // meters
794 /* printf("Adjustment - ground = %.2f runway = %.2f alt = %.2f\n",
796 cur_fdm_state->get_Runway_altitude() * FEET_TO_METER,
797 cur_fdm_state->get_Altitude() * FEET_TO_METER); */
800 if ( globals->get_warp_delta() != 0 ) {
801 globals->inc_warp( globals->get_warp_delta() );
804 t->update( cur_fdm_state->get_Longitude(),
805 cur_fdm_state->get_Latitude(),
806 globals->get_warp() );
808 if ( globals->get_warp_delta() != 0 ) {
809 fgUpdateSkyAndLightingParams();
812 // update magvar model
813 globals->get_mag()->update( cur_fdm_state->get_Longitude(),
814 cur_fdm_state->get_Latitude(),
815 cur_fdm_state->get_Altitude()* FEET_TO_METER,
816 globals->get_time_params()->getJD() );
818 // Get elapsed time (in usec) for this past frame
819 elapsed = fgGetTimeInterval();
820 FG_LOG( FG_ALL, FG_DEBUG,
821 "Elapsed time interval is = " << elapsed
822 << ", previous remainder is = " << remainder );
824 // Calculate frame rate average
825 #ifdef FANCY_FRAME_COUNTER
826 /* old fps calculation */
830 for ( i = FG_FRAME_RATE_HISTORY - 2; i >= 0; i-- ) {
831 tmp = general.get_frame(i);
833 // printf("frame[%d] = %.2f\n", i, g->frames[i]);
834 general.set_frame(i+1,tmp);
836 tmp = 1000000.0 / (float)elapsed;
837 general.set_frame(0,tmp);
838 // printf("frame[0] = %.2f\n", general.frames[0]);
840 general.set_frame_rate(accum / (float)FG_FRAME_RATE_HISTORY);
841 // printf("ave = %.2f\n", general.frame_rate);
844 if ( (t->get_cur_time() != last_time) && (last_time > 0) ) {
845 general.set_frame_rate( frames );
846 FG_LOG( FG_ALL, FG_DEBUG,
847 "--> Frame rate is = " << general.get_frame_rate() );
850 last_time = t->get_cur_time();
855 if ( ! use_signals ) {
856 // Calculate model iterations needed for next frame
857 elapsed += remainder;
859 global_multi_loop = (int)(((double)elapsed * 0.000001) *
860 current_options.get_model_hz());
861 remainder = elapsed - ( (global_multi_loop*1000000) /
862 current_options.get_model_hz() );
863 FG_LOG( FG_ALL, FG_DEBUG,
864 "Model iterations needed = " << global_multi_loop
865 << ", new remainder = " << remainder );
868 if ( global_multi_loop > 0 ) {
869 fgUpdateTimeDepCalcs(global_multi_loop, remainder);
871 FG_LOG( FG_ALL, FG_DEBUG,
872 "Elapsed time is zero ... we're zinging" );
876 #if ! defined( MACOS )
877 // Do any I/O channel work that might need to be done
881 // see if we need to load any new scenery tiles
882 global_tile_mgr.update( cur_fdm_state->get_Longitude() * RAD_TO_DEG,
883 cur_fdm_state->get_Latitude() * RAD_TO_DEG );
885 // Process/manage pending events
886 global_events.Process();
888 // Run audio scheduler
889 #ifdef ENABLE_AUDIO_SUPPORT
890 if ( current_options.get_sound() && !audio_sched->not_working() ) {
892 # ifdef MICHAEL_JOHNSON_EXPERIMENTAL_ENGINE_AUDIO
894 // note: all these factors are relative to the sample. our
895 // sample format should really contain a conversion factor so
896 // that we can get prop speed right for arbitrary samples.
897 // Note that for normal-size props, there is a point at which
898 // the prop tips approach the speed of sound; that is a pretty
899 // strong limit to how fast the prop can go.
901 // multiplication factor is prime pitch control; add some log
902 // component for verisimilitude
904 double pitch = log((controls.get_throttle(0) * 14.0) + 1.0);
905 //fprintf(stderr, "pitch1: %f ", pitch);
906 // if (controls.get_throttle(0) > 0.0 ||
907 // cur_fdm_state->v_rel_wind > 40.0) {
909 //fprintf(stderr, "rel_wind: %f ", cur_fdm_state->v_rel_wind);
910 // only add relative wind and AoA if prop is moving
911 // or we're really flying at idle throttle
912 if (pitch < 5.4) { // this needs tuning
913 // prop tips not breaking sound barrier
914 pitch += log(cur_fdm_state->v_rel_wind + 0.8)/2;
916 // prop tips breaking sound barrier
917 pitch += log(cur_fdm_state->v_rel_wind + 0.8)/10;
919 //fprintf(stderr, "pitch2: %f ", pitch);
920 //fprintf(stderr, "AoA: %f ", FG_Gamma_vert_rad);
922 // Angle of Attack next... -x^3(e^x) is my best guess Just
923 // need to calculate some reasonable scaling factor and
924 // then clamp it on the positive aoa (neg adj) side
925 double aoa = cur_fdm_state->get_Gamma_vert_rad() * 2.2;
927 double aoa_adj = pow(-aoa, tmp) * pow(M_E, aoa);
928 if (aoa_adj < -0.8) aoa_adj = -0.8;
930 //fprintf(stderr, "pitch3: %f ", pitch);
932 // don't run at absurdly slow rates -- not realistic
933 // and sounds bad to boot. :-)
934 if (pitch < 0.8) pitch = 0.8;
936 // fprintf(stderr, "pitch4: %f\n", pitch);
938 double volume = controls.get_throttle(0) * 1.15 + 0.3 +
939 log(cur_fdm_state->v_rel_wind + 1.0)/14.0;
940 // fprintf(stderr, "volume: %f\n", volume);
942 pitch_envelope.setStep ( 0, 0.01, pitch );
943 volume_envelope.setStep ( 0, 0.01, volume );
947 double param = controls.get_throttle( 0 ) * 2.0 + 1.0;
948 pitch_envelope.setStep ( 0, 0.01, param );
949 volume_envelope.setStep ( 0, 0.01, param );
951 # endif // experimental throttle patch
953 audio_sched -> update();
960 FG_LOG( FG_ALL, FG_DEBUG, "" );
964 // This is the top level master main function that is registered as
968 // The first few passes take care of initialization things (a couple
969 // per pass) and once everything has been initialized fgMainLoop from
972 static void fgIdleFunction ( void ) {
973 // printf("idle state == %d\n", idle_state);
975 if ( idle_state == 0 ) {
976 // Initialize the splash screen right away
977 if ( current_options.get_splash_screen() ) {
982 } else if ( idle_state == 1 ) {
983 // Start the intro music
985 if ( current_options.get_intro_music() ) {
986 string lockfile = "/tmp/mpg123.running";
987 FGPath mp3file( current_options.get_fg_root() );
988 mp3file.append( "Sounds/intro.mp3" );
990 string command = "(touch " + lockfile + "; mpg123 "
991 + mp3file.str() + "> /dev/null 2>&1; /bin/rm "
993 FG_LOG( FG_GENERAL, FG_INFO,
994 "Starting intro music: " << mp3file.str() );
995 system ( command.c_str() );
1000 } else if ( idle_state == 2 ) {
1001 // These are a few miscellaneous things that aren't really
1002 // "subsystems" but still need to be initialized.
1005 if ( strstr ( general.get_glRenderer(), "Glide" ) ) {
1006 grTexLodBiasValue ( GR_TMU0, 1.0 ) ;
1011 } else if ( idle_state == 3 ) {
1012 // This is the top level init routine which calls all the
1013 // other subsystem initialization routines. If you are adding
1014 // a subsystem to flight gear, its initialization call should
1015 // located in this routine.
1016 if( !fgInitSubsystems()) {
1017 FG_LOG( FG_GENERAL, FG_ALERT,
1018 "Subsystem initializations failed ..." );
1023 } else if ( idle_state == 4 ) {
1024 // setup OpenGL view parameters
1027 if ( use_signals ) {
1028 // init timer routines, signals, etc. Arrange for an alarm
1029 // signal to be generated, etc.
1030 fgInitTimeDepCalcs();
1034 } else if ( idle_state == 5 ) {
1037 } else if ( idle_state == 6 ) {
1038 // Initialize audio support
1039 #ifdef ENABLE_AUDIO_SUPPORT
1042 if ( current_options.get_intro_music() ) {
1043 // Let's wait for mpg123 to finish
1044 string lockfile = "/tmp/mpg123.running";
1045 struct stat stat_buf;
1047 FG_LOG( FG_GENERAL, FG_INFO,
1048 "Waiting for mpg123 player to finish ..." );
1049 while ( stat(lockfile.c_str(), &stat_buf) == 0 ) {
1050 // file exist, wait ...
1052 FG_LOG( FG_GENERAL, FG_INFO, ".");
1054 FG_LOG( FG_GENERAL, FG_INFO, "");
1058 if ( current_options.get_sound() ) {
1059 audio_sched = new slScheduler ( 8000 );
1060 audio_mixer = new smMixer;
1061 audio_mixer -> setMasterVolume ( 80 ) ; /* 80% of max volume. */
1062 audio_sched -> setSafetyMargin ( 1.0 ) ;
1064 FGPath slfile( current_options.get_fg_root() );
1065 slfile.append( "Sounds/wasp.wav" );
1067 s1 = new slSample ( (char *)slfile.c_str() );
1068 FG_LOG( FG_GENERAL, FG_INFO,
1069 "Rate = " << s1 -> getRate()
1070 << " Bps = " << s1 -> getBps()
1071 << " Stereo = " << s1 -> getStereo() );
1072 audio_sched -> loopSample ( s1 );
1074 if ( audio_sched->not_working() ) {
1077 pitch_envelope.setStep ( 0, 0.01, 0.6 );
1078 volume_envelope.setStep ( 0, 0.01, 0.6 );
1080 audio_sched -> addSampleEnvelope( s1, 0, 0,
1082 SL_PITCH_ENVELOPE );
1083 audio_sched -> addSampleEnvelope( s1, 0, 1,
1085 SL_VOLUME_ENVELOPE );
1088 // strcpy(slfile, path);
1089 // strcat(slfile, "thunder.wav");
1090 // s2 -> loadFile ( slfile );
1091 // s2 -> adjustVolume(0.5);
1092 // audio_sched -> playSample ( s2 );
1100 if ( idle_state == 1000 ) {
1101 // We've finished all our initialization steps, from now on we
1102 // run the main loop.
1106 if ( current_options.get_splash_screen() == 1 ) {
1107 fgSplashUpdate(0.0);
1112 // options.cxx needs to see this for toggle_panel()
1113 // Handle new window size or exposure
1114 void fgReshape( int width, int height ) {
1115 if ( ! current_options.get_panel_status() || idle_state != 1000 ) {
1116 current_view.set_win_ratio( height / width );
1117 glViewport(0, 0 , (GLint)(width), (GLint)(height) );
1119 current_view.set_win_ratio( (height*0.4232) / width );
1120 glViewport(0, (GLint)((height)*0.5768),
1121 (GLint)(width), (GLint)((height)*0.4232) );
1124 current_view.set_winWidth( width );
1125 current_view.set_winHeight( height );
1126 current_view.force_update_fov_math();
1128 // set these fov to be the same as in fgRenderFrame()
1129 // float x_fov = current_options.get_fov();
1130 // float y_fov = x_fov * 1.0 / current_view.get_win_ratio();
1131 // ssgSetFOV( x_fov, y_fov );
1133 // glViewport ( 0, 0, width, height );
1134 float fov = current_options.get_fov();
1135 // ssgSetFOV(fov * current_view.get_win_ratio(), fov);
1136 ssgSetFOV(fov, fov * current_view.get_win_ratio());
1140 if ( idle_state == 1000 ) {
1141 // yes we've finished all our initializations and are running
1142 // the main loop, so this will now work without seg faulting
1144 current_view.UpdateViewParams(cur_view_fdm);
1149 // Initialize GLUT and define a main window
1150 int fgGlutInit( int *argc, char **argv ) {
1152 #if !defined( MACOS )
1153 // GLUT will extract all glut specific options so later on we only
1154 // need wory about our own.
1155 glutInit(argc, argv);
1158 // Define Display Parameters
1159 glutInitDisplayMode( GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE );
1161 FG_LOG( FG_GENERAL, FG_INFO, "Opening a window: " <<
1162 current_options.get_xsize() << "x" << current_options.get_ysize() );
1164 // Define initial window size
1165 glutInitWindowSize( current_options.get_xsize(),
1166 current_options.get_ysize() );
1168 // Initialize windows
1169 if ( current_options.get_game_mode() == 0 ) {
1170 // Open the regular window
1171 glutCreateWindow("Flight Gear");
1172 #ifndef GLUT_WRONG_VERSION
1174 // Open the cool new 'game mode' window
1175 char game_mode_str[256];
1176 sprintf( game_mode_str, "width=%d height=%d bpp=%d",
1177 current_options.get_xsize(),
1178 current_options.get_ysize(),
1179 current_options.get_bpp());
1181 FG_LOG( FG_GENERAL, FG_INFO,
1182 "game mode params = " << game_mode_str );
1183 glutGameModeString( game_mode_str );
1184 glutEnterGameMode();
1188 // This seems to be the absolute earliest in the init sequence
1189 // that these calls will return valid info. Too bad it's after
1190 // we've already created and sized out window. :-(
1191 general.set_glVendor( (char *)glGetString ( GL_VENDOR ) );
1192 general.set_glRenderer( (char *)glGetString ( GL_RENDERER ) );
1193 general.set_glVersion( (char *)glGetString ( GL_VERSION ) );
1195 FG_LOG ( FG_GENERAL, FG_INFO, general.get_glRenderer() );
1198 // try to determine if we should adjust the initial default
1199 // display resolution. The options class defaults (is
1200 // initialized) to 640x480.
1201 string renderer = general.glRenderer;
1203 // currently we only know how to deal with Mesa/Glide/Voodoo cards
1204 if ( renderer.find( "Glide" ) != string::npos ) {
1205 FG_LOG( FG_GENERAL, FG_INFO, "Detected a Glide driver" );
1206 if ( renderer.find( "FB/8" ) != string::npos ) {
1207 // probably a voodoo-2
1208 if ( renderer.find( "TMU/SLI" ) != string::npos ) {
1209 // probably two SLI'd Voodoo-2's
1210 current_options.set_xsize( 1024 );
1211 current_options.set_ysize( 768 );
1212 FG_LOG( FG_GENERAL, FG_INFO,
1213 "It looks like you have two sli'd voodoo-2's." << endl
1214 << "upgrading your win resolution to 1024 x 768" );
1215 glutReshapeWindow(1024, 768);
1217 // probably a single non-SLI'd Voodoo-2
1218 current_options.set_xsize( 800 );
1219 current_options.set_ysize( 600 );
1220 FG_LOG( FG_GENERAL, FG_INFO,
1221 "It looks like you have a voodoo-2." << endl
1222 << "upgrading your win resolution to 800 x 600" );
1223 glutReshapeWindow(800, 600);
1225 } else if ( renderer.find( "FB/2" ) != string::npos ) {
1226 // probably a voodoo-1, stick with the default
1229 // we have no special knowledge of this card, stick with the default
1237 // Initialize GLUT event handlers
1238 int fgGlutInitEvents( void ) {
1239 // call fgReshape() on window resizes
1240 glutReshapeFunc( fgReshape );
1242 // call GLUTkey() on keyboard event
1243 glutKeyboardFunc( GLUTkey );
1244 glutSpecialFunc( GLUTspecialkey );
1246 // call guiMouseFunc() whenever our little rodent is used
1247 glutMouseFunc ( guiMouseFunc );
1248 glutMotionFunc (guiMotionFunc );
1249 glutPassiveMotionFunc (guiMotionFunc );
1251 // call fgMainLoop() whenever there is
1252 // nothing else to do
1253 glutIdleFunc( fgIdleFunction );
1256 glutDisplayFunc( fgRenderFrame );
1263 int main( int argc, char **argv ) {
1265 #if defined( MACOS )
1266 freopen ("stdout.txt", "w", stdout );
1267 freopen ("stderr.txt", "w", stderr );
1268 argc = ccommand( &argv );
1272 _control87(MCW_EM, MCW_EM); /* defined in float.h */
1275 // set default log levels
1276 fglog().setLogLevels( FG_ALL, FG_INFO );
1278 FG_LOG( FG_GENERAL, FG_INFO, "Flight Gear: Version " << VERSION << endl );
1280 // seed the random number generater
1283 aircraft_dir = ""; // Initialize the Aircraft directory to "" (UIUC)
1285 // needs to happen before we parse command line options
1286 globals = new FGGlobals;
1288 // Load the configuration parameters
1289 if ( !fgInitConfig(argc, argv) ) {
1290 FG_LOG( FG_GENERAL, FG_ALERT, "Config option parsing failed ..." );
1294 // Initialize the Window/Graphics environment.
1295 if( !fgGlutInit(&argc, argv) ) {
1296 FG_LOG( FG_GENERAL, FG_ALERT, "GLUT initialization failed ..." );
1300 // Initialize the various GLUT Event Handlers.
1301 if( !fgGlutInitEvents() ) {
1302 FG_LOG( FG_GENERAL, FG_ALERT,
1303 "GLUT event handler initialization failed ..." );
1307 // Initialize ssg (from plib). Needs to come before we do any
1308 // other ssg stuff, but after opengl/glut has been initialized.
1311 // Initialize the user interface (we need to do this before
1312 // passing off control to glut and before fgInitGeneral to get our
1316 // set current_options lon/lat if an airport id is specified
1317 if ( current_options.get_airport_id().length() ) {
1318 fgSetPosFromAirportID( current_options.get_airport_id() );
1322 FGPath zone( current_options.get_fg_root() );
1323 zone.append( "Timezone" );
1324 SGTime *t = new SGTime( current_options.get_lon() * DEG_TO_RAD,
1325 current_options.get_lat() * DEG_TO_RAD,
1328 // Handle potential user specified time offsets
1329 time_t cur_time = t->get_cur_time();
1330 time_t currGMT = sgTimeGetGMT( gmtime(&cur_time) );
1331 time_t systemLocalTime = sgTimeGetGMT( localtime(&cur_time) );
1332 time_t aircraftLocalTime =
1333 sgTimeGetGMT( fgLocaltime(&cur_time, t->get_zonename() ) );
1335 // Okay, we now have six possible scenarios
1336 switch ( current_options.get_time_offset_type() ) {
1337 case fgOPTIONS::FG_TIME_SYS_OFFSET:
1338 globals->set_warp( current_options.get_time_offset() );
1340 case fgOPTIONS::FG_TIME_GMT_OFFSET:
1341 globals->set_warp( current_options.get_time_offset() -
1342 (currGMT - systemLocalTime) );
1344 case fgOPTIONS::FG_TIME_LAT_OFFSET:
1345 globals->set_warp( current_options.get_time_offset() -
1346 (aircraftLocalTime - systemLocalTime) );
1348 case fgOPTIONS::FG_TIME_SYS_ABSOLUTE:
1349 globals->set_warp( current_options.get_time_offset() - cur_time );
1350 //printf("warp = %d\n", warp);
1352 case fgOPTIONS::FG_TIME_GMT_ABSOLUTE:
1353 globals->set_warp( current_options.get_time_offset() - currGMT );
1355 case fgOPTIONS::FG_TIME_LAT_ABSOLUTE:
1356 globals->set_warp( current_options.get_time_offset() -
1357 (aircraftLocalTime - systemLocalTime) -
1361 FG_LOG( FG_GENERAL, FG_ALERT, "Unsupported type" );
1365 FG_LOG( FG_GENERAL, FG_INFO, "After time init, warp = "
1366 << globals->get_warp() );
1368 globals->set_warp_delta( 0 );
1370 t->update( 0.0, 0.0, globals->get_warp() );
1372 globals->set_time_params( t );
1374 // Do some quick general initializations
1375 if( !fgInitGeneral()) {
1376 FG_LOG( FG_GENERAL, FG_ALERT,
1377 "General initializations failed ..." );
1382 // some ssg test stuff (requires data from the plib source
1383 // distribution) specifically from the ssg tux example
1386 FGPath modelpath( current_options.get_fg_root() );
1387 modelpath.append( "Models" );
1388 modelpath.append( "Geometry" );
1390 FGPath texturepath( current_options.get_fg_root() );
1391 texturepath.append( "Models" );
1392 texturepath.append( "Textures" );
1394 ssgModelPath( (char *)modelpath.c_str() );
1395 ssgTexturePath( (char *)texturepath.c_str() );
1398 scene = new ssgRoot;
1399 scene->setName( "Scene" );
1401 // Initialize the sky
1402 FGPath ephem_data_path( current_options.get_fg_root() );
1403 ephem_data_path.append( "Astro" );
1404 SGEphemeris *ephem = new SGEphemeris( ephem_data_path.c_str() );
1405 ephem->update( globals->get_time_params()->getMjd(),
1406 globals->get_time_params()->getLst(),
1408 globals->set_ephem( ephem );
1410 FGPath sky_tex_path( current_options.get_fg_root() );
1411 sky_tex_path.append( "Textures" );
1412 sky_tex_path.append( "Sky" );
1414 thesky->texture_path( sky_tex_path.str() );
1416 thesky->build( 550.0, 550.0,
1417 globals->get_ephem()->getNumPlanets(),
1418 globals->get_ephem()->getPlanets(), 60000.0,
1419 globals->get_ephem()->getNumStars(),
1420 globals->get_ephem()->getStars(), 60000.0 );
1422 thesky->add_cloud_layer( 2600.0, 200.0, 50.0, 40000.0,
1423 SG_CLOUD_MOSTLY_SUNNY );
1424 thesky->add_cloud_layer( 6000.0, 20.0, 10.0, 40000.0,
1427 // thesky->add_cloud_layer( 1000.0, 200.0, 50.0, SG_CLOUD_MOSTLY_SUNNY );
1428 // thesky->add_cloud_layer( 1800.0, 400.0, 100.0, SG_CLOUD_OVERCAST );
1429 // thesky->add_cloud_layer( 5000.0, 20.0, 10.0, SG_CLOUD_CIRRUS );
1431 // Initialize MagVar model
1432 SGMagVar *magvar = new SGMagVar();
1433 globals->set_mag( magvar );
1436 terrain = new ssgBranch;
1437 terrain->setName( "Terrain" );
1438 scene->addKid( terrain );
1440 // temporary visible aircraft "own ship"
1441 penguin_sel = new ssgSelector;
1442 penguin_pos = new ssgTransform;
1443 // ssgBranch *tux_obj = ssgMakeSphere( 10.0, 10, 10 );
1444 ssgEntity *tux_obj = ssgLoadAC( "glider.ac" );
1445 // ssgEntity *tux_obj = ssgLoadAC( "Tower1x.ac" );
1447 penguin_pos->addKid( tux_obj );
1448 penguin_sel->addKid( penguin_pos );
1449 ssgFlatten( tux_obj );
1450 ssgStripify( penguin_sel );
1451 penguin_sel->clrTraversalMaskBits( SSGTRAV_HOT );
1452 scene->addKid( penguin_sel );
1454 #ifdef FG_NETWORK_OLK
1455 // Do the network intialization
1456 if ( current_options.get_network_olk() ) {
1457 printf("Multipilot mode %s\n", fg_net_init( scene ) );
1461 // build our custom render states
1462 fgBuildRenderStates();
1464 // pass control off to the master GLUT event handler
1467 // we never actually get here ... but to avoid compiler warnings,