1 // main.cxx -- top level sim routines
3 // Written by Curtis Olson, started May 1997.
5 // Copyright (C) 1997 - 2002 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.
28 #include <simgear/compiler.h>
30 #if defined(__linux__) && defined(__i386__)
31 # include <fpu_control.h>
35 #ifdef SG_MATH_EXCEPTION_CLASH
46 #include <plib/netSocket.h>
48 #include <simgear/screen/extensions.hxx>
49 #include <simgear/scene/material/matlib.hxx>
50 #include <simgear/props/props.hxx>
51 #include <simgear/scene/sky/sky.hxx>
52 #include <simgear/timing/sg_time.hxx>
53 #include <simgear/scene/model/animation.hxx>
54 #include <simgear/ephemeris/ephemeris.hxx>
55 #include <simgear/scene/model/placement.hxx>
56 #include <simgear/math/sg_random.h>
57 #include <simgear/route/route.hxx>
58 #include <simgear/scene/model/modellib.hxx>
60 #ifdef FG_USE_CLOUDS_3D
61 # include <simgear/scene/sky/clouds3d/SkySceneLoader.hpp>
62 # include <simgear/scene/sky/clouds3d/SkyUtil.hpp>
65 #include <Include/general.hxx>
66 #include <Scenery/tileentry.hxx>
67 #include <Time/FGEventMgr.hxx>
68 #include <Time/light.hxx>
69 #include <Time/light.hxx>
70 #include <Aircraft/aircraft.hxx>
71 #include <Cockpit/panel.hxx>
72 #include <Cockpit/cockpit.hxx>
73 #include <Cockpit/radiostack.hxx>
74 #include <Cockpit/hud.hxx>
75 #include <Model/panelnode.hxx>
76 #include <Model/modelmgr.hxx>
77 #include <Model/acmodel.hxx>
78 #include <Scenery/scenery.hxx>
79 #include <Scenery/tilemgr.hxx>
80 #include <FDM/flight.hxx>
81 #include <FDM/UIUCModel/uiuc_aircraftdir.h>
82 #include <FDM/ADA.hxx>
83 #include <ATC/ATCdisplay.hxx>
84 #include <ATC/ATCmgr.hxx>
85 #include <ATC/AIMgr.hxx>
86 #include <Autopilot/newauto.hxx>
87 #include <Replay/replay.hxx>
88 #include <Time/tmp.hxx>
89 #include <Time/fg_timer.hxx>
90 #include <Environment/environment_mgr.hxx>
93 #include <NetworkOLK/network.h>
97 #include <MultiPlayer/multiplaytxmgr.hxx>
98 #include <MultiPlayer/multiplayrxmgr.hxx>
101 #include "splash.hxx"
102 #include "fg_commands.hxx"
106 float default_attenuation[3] = {1.0, 0.0, 0.0};
107 ssgSelector *ship_sel=NULL;
108 // upto 32 instances of a same object can be loaded.
109 ssgTransform *ship_pos[32];
110 double obj_lat[32],obj_lon[32],obj_alt[32],obj_pitch[32],obj_roll[32];
112 ssgSelector *lightpoints_brightness = new ssgSelector;
113 ssgTransform *lightpoints_transform = new ssgTransform;
114 FGTileEntry *dummy_tile;
117 // Clip plane settings...
118 float scene_nearplane = 0.5f;
119 float scene_farplane = 120000.0f;
121 static double delta_time_sec = 0.0;
123 glPointParameterfProc glPointParameterfPtr = 0;
124 glPointParameterfvProc glPointParameterfvPtr = 0;
125 bool glPointParameterIsSupported = false;
129 # include <WeatherCM/FGLocalWeatherDatabase.h>
133 # include <console.h> // -dw- for command line dialog
136 FGEventMgr global_events;
138 // This is a record containing a bit of global housekeeping information
141 // Specify our current idle function state. This is used to run all
142 // our initializations out of the glutIdleLoop() so that we can get a
143 // splash screen up and running right away.
144 static int idle_state = 0;
145 static long global_multi_loop;
147 // fog constants. I'm a little nervous about putting actual code out
148 // here but it seems to work (?)
149 static const double m_log01 = -log( 0.01 );
150 static const double sqrt_m_log01 = sqrt( m_log01 );
151 static GLfloat fog_exp_density;
152 static GLfloat fog_exp2_density;
153 static GLfloat rwy_exp2_punch_through;
154 static GLfloat taxi_exp2_punch_through;
155 static GLfloat ground_exp2_punch_through;
157 #ifdef FG_NETWORK_OLK
158 ssgSelector *fgd_sel = NULL;
159 ssgTransform *fgd_pos = NULL;
165 #ifdef FG_USE_CLOUDS_3D
166 SkySceneLoader *sgClouds3d;
167 bool _bcloud_orig = true;
171 sgMat4 copy_of_ssgOpenGLAxisSwapMatrix =
173 { 1.0f, 0.0f, 0.0f, 0.0f },
174 { 0.0f, 0.0f, -1.0f, 0.0f },
175 { 0.0f, 1.0f, 0.0f, 0.0f },
176 { 0.0f, 0.0f, 0.0f, 1.0f }
179 // The following defines flightgear options. Because glutlib will also
180 // want to parse its own options, those options must not be included here
181 // or they will get parsed by the main program option parser. Hence case
182 // is significant for any option added that might be in conflict with
185 // glutlib parses for:
187 // -direct (invalid in Win32)
191 // -indirect (invalid in Win32)
194 // Note that glutlib depends upon strings while this program's
195 // option parser wants only initial characters followed by numbers
200 ssgSimpleState *cloud3d_imposter_state;
201 ssgSimpleState *default_state;
202 ssgSimpleState *hud_and_panel;
203 ssgSimpleState *menus;
205 SGTimeStamp last_time_stamp;
206 SGTimeStamp current_time_stamp;
209 void fgBuildRenderStates( void ) {
210 default_state = new ssgSimpleState;
211 default_state->ref();
212 default_state->disable( GL_TEXTURE_2D );
213 default_state->enable( GL_CULL_FACE );
214 default_state->enable( GL_COLOR_MATERIAL );
215 default_state->setColourMaterial( GL_AMBIENT_AND_DIFFUSE );
216 default_state->setMaterial( GL_EMISSION, 0, 0, 0, 1 );
217 default_state->setMaterial( GL_SPECULAR, 0, 0, 0, 1 );
218 default_state->disable( GL_BLEND );
219 default_state->disable( GL_ALPHA_TEST );
220 default_state->disable( GL_LIGHTING );
222 cloud3d_imposter_state = new ssgSimpleState;
223 cloud3d_imposter_state->ref();
224 cloud3d_imposter_state->enable( GL_TEXTURE_2D );
225 cloud3d_imposter_state->enable( GL_CULL_FACE );
226 cloud3d_imposter_state->enable( GL_COLOR_MATERIAL );
227 cloud3d_imposter_state->setColourMaterial( GL_AMBIENT_AND_DIFFUSE );
228 cloud3d_imposter_state->setMaterial( GL_DIFFUSE, 1, 1, 1, 1 );
229 cloud3d_imposter_state->setMaterial( GL_AMBIENT, 1, 1, 1, 1 );
230 cloud3d_imposter_state->setMaterial( GL_EMISSION, 0, 0, 0, 1 );
231 cloud3d_imposter_state->setMaterial( GL_SPECULAR, 0, 0, 0, 1 );
232 cloud3d_imposter_state->enable( GL_BLEND );
233 cloud3d_imposter_state->enable( GL_ALPHA_TEST );
234 cloud3d_imposter_state->disable( GL_LIGHTING );
236 hud_and_panel = new ssgSimpleState;
237 hud_and_panel->ref();
238 hud_and_panel->disable( GL_CULL_FACE );
239 hud_and_panel->disable( GL_TEXTURE_2D );
240 hud_and_panel->disable( GL_LIGHTING );
241 hud_and_panel->enable( GL_BLEND );
243 menus = new ssgSimpleState;
245 menus->disable( GL_CULL_FACE );
246 menus->disable( GL_TEXTURE_2D );
247 menus->enable( GL_BLEND );
251 // fgInitVisuals() -- Initialize various GL/view parameters
252 void fgInitVisuals( void ) {
254 FGLight *l = (FGLight *)(globals->get_subsystem("lighting"));
256 #ifndef GLUT_WRONG_VERSION
257 // Go full screen if requested ...
258 if ( fgGetBool("/sim/startup/fullscreen") ) {
263 // If enabled, normal vectors specified with glNormal are scaled
264 // to unit length after transformation. Enabling this has
265 // performance implications. See the docs for glNormal.
266 // glEnable( GL_NORMALIZE );
268 glEnable( GL_LIGHTING );
269 glEnable( GL_LIGHT0 );
270 // glLightfv( GL_LIGHT0, GL_POSITION, l->sun_vec ); // done later with ssg
273 sgSetVec3( sunpos, l->sun_vec()[0], l->sun_vec()[1], l->sun_vec()[2] );
274 ssgGetLight( 0 ) -> setPosition( sunpos );
276 glFogi (GL_FOG_MODE, GL_EXP2);
277 if ( (!strcmp(fgGetString("/sim/rendering/fog"), "disabled")) ||
278 (!fgGetBool("/sim/rendering/shading"))) {
279 // if fastest fog requested, or if flat shading force fastest
280 glHint ( GL_FOG_HINT, GL_FASTEST );
281 } else if ( !strcmp(fgGetString("/sim/rendering/fog"), "nicest") ) {
282 glHint ( GL_FOG_HINT, GL_NICEST );
284 if ( fgGetBool("/sim/rendering/wireframe") ) {
286 glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
289 // This is the default anyways, but it can't hurt
290 glFrontFace ( GL_CCW );
293 // glEnable(GL_POINT_SMOOTH);
294 // glEnable(GL_LINE_SMOOTH);
295 // glEnable(GL_POLYGON_SMOOTH);
299 // For HiRes screen Dumps using Brian Pauls TR Library
300 void trRenderFrame( void ) {
302 if ( fgPanelVisible() ) {
303 GLfloat height = fgGetInt("/sim/startup/ysize");
305 (globals->get_current_panel()->getViewHeight() - globals->get_current_panel()->getYOffset())
306 * (height / 768.0) + 1;
307 glTranslatef( 0.0, view_h, 0.0 );
310 static GLfloat black[4] = { 0.0, 0.0, 0.0, 1.0 };
311 static GLfloat white[4] = { 1.0, 1.0, 1.0, 1.0 };
313 FGLight *l = (FGLight *)(globals->get_subsystem("lighting"));
315 glClearColor(l->adj_fog_color()[0], l->adj_fog_color()[1],
316 l->adj_fog_color()[2], l->adj_fog_color()[3]);
318 glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
320 // set the opengl state to known default values
321 default_state->force();
324 glFogf ( GL_FOG_DENSITY, fog_exp2_density);
325 glFogi ( GL_FOG_MODE, GL_EXP2 );
326 glFogfv ( GL_FOG_COLOR, l->adj_fog_color() );
328 // GL_LIGHT_MODEL_AMBIENT has a default non-zero value so if
329 // we only update GL_AMBIENT for our lights we will never get
330 // a completely dark scene. So, we set GL_LIGHT_MODEL_AMBIENT
331 // explicitely to black.
332 glLightModelfv( GL_LIGHT_MODEL_AMBIENT, black );
333 glLightModeli( GL_LIGHT_MODEL_LOCAL_VIEWER, GL_FALSE );
335 ssgGetLight( 0 ) -> setColour( GL_AMBIENT, l->scene_ambient() );
337 // texture parameters
338 glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ) ;
339 glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST ) ;
341 // we need a white diffuse light for the phase of the moon
342 ssgGetLight( 0 ) -> setColour( GL_DIFFUSE, white );
343 thesky->preDraw( cur_fdm_state->get_Altitude() * SG_FEET_TO_METER );
345 // draw the ssg scene
346 // return to the desired diffuse color
347 ssgGetLight( 0 ) -> setColour( GL_DIFFUSE, l->scene_diffuse() );
348 glEnable( GL_DEPTH_TEST );
349 ssgSetNearFar( scene_nearplane, scene_farplane );
350 ssgCullAndDraw( globals->get_scenery()->get_scene_graph() );
353 glFogf (GL_FOG_DENSITY, rwy_exp2_punch_through);
354 ssgSetNearFar( scene_nearplane, scene_farplane );
355 ssgCullAndDraw( globals->get_scenery()->get_rwy_lights_root() );
357 ssgCullAndDraw( globals->get_scenery()->get_gnd_lights_root() );
359 if (fgGetBool("/environment/clouds/status"))
360 thesky->postDraw( cur_fdm_state->get_Altitude() * SG_FEET_TO_METER );
362 globals->get_model_mgr()->draw();
363 globals->get_aircraft_model()->draw();
367 // Update all Visuals (redraws anything graphics related)
368 void fgRenderFrame() {
369 bool draw_otw = fgGetBool("/sim/rendering/draw-otw");
370 bool skyblend = fgGetBool("/sim/rendering/skyblend");
371 bool enhanced_lighting = fgGetBool("/sim/rendering/enhanced-lighting");
372 bool distance_attenuation = fgGetBool("/sim/rendering/distance-attenuation");
374 GLfloat black[4] = { 0.0, 0.0, 0.0, 1.0 };
375 GLfloat white[4] = { 1.0, 1.0, 1.0, 1.0 };
377 // Process/manage pending events
378 global_events.update( delta_time_sec );
380 // static const SGPropertyNode *longitude
381 // = fgGetNode("/position/longitude-deg");
382 // static const SGPropertyNode *latitude
383 // = fgGetNode("/position/latitude-deg");
384 // static const SGPropertyNode *altitude
385 // = fgGetNode("/position/altitude-ft");
386 static const SGPropertyNode *groundlevel_nearplane
387 = fgGetNode("/sim/current-view/ground-level-nearplane-m");
389 // Update the default (kludged) properties.
392 FGViewer *current__view = globals->get_current_view();
394 FGLight *l = (FGLight *)(globals->get_subsystem("lighting"));
395 static double last_visibility = -9999;
398 double actual_visibility;
399 if (fgGetBool("/environment/clouds/status"))
400 actual_visibility = thesky->get_visibility();
402 actual_visibility = fgGetDouble("/environment/visibility-m");
403 if ( actual_visibility != last_visibility ) {
404 last_visibility = actual_visibility;
406 fog_exp_density = m_log01 / actual_visibility;
407 fog_exp2_density = sqrt_m_log01 / actual_visibility;
408 ground_exp2_punch_through = sqrt_m_log01 / (actual_visibility * 1.5);
409 if ( actual_visibility < 8000 ) {
410 rwy_exp2_punch_through = sqrt_m_log01 / (actual_visibility * 2.5);
411 taxi_exp2_punch_through = sqrt_m_log01 / (actual_visibility * 1.5);
413 rwy_exp2_punch_through = sqrt_m_log01 / ( 8000 * 2.5 );
414 taxi_exp2_punch_through = sqrt_m_log01 / ( 8000 * 1.5 );
419 // GLfloat black[4] = { 0.0, 0.0, 0.0, 1.0 };
420 // GLfloat white[4] = { 1.0, 1.0, 1.0, 1.0 };
421 // GLfloat terrain_color[4] = { 0.54, 0.44, 0.29, 1.0 };
422 // GLfloat mat_shininess[] = { 10.0 };
423 GLbitfield clear_mask;
425 if ( idle_state != 1000 ) {
426 // still initializing, draw the splash screen
427 if ( fgGetBool("/sim/startup/splash-screen") ) {
428 fgSplashUpdate(0.0, 1.0);
430 // Keep resetting sim time while the sim is initializing
431 globals->set_sim_time_sec( 0.0 );
432 SGAnimation::set_sim_time_sec( 0.0 );
434 // idle_state is now 1000 meaning we've finished all our
435 // initializations and are running the main loop, so this will
436 // now work without seg faulting the system.
438 // calculate our current position in cartesian space
439 globals->get_scenery()->set_center( globals->get_scenery()->get_next_center() );
442 fgReshape( fgGetInt("/sim/startup/xsize"),
443 fgGetInt("/sim/startup/ysize") );
445 if ( fgGetBool("/sim/rendering/clouds3d") ) {
446 glClear( GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT );
447 cloud3d_imposter_state->force();
449 glColor4f( 1.0, 1.0, 1.0, 1.0 );
450 glEnable(GL_DEPTH_TEST);
452 glBlendFunc( GL_ONE, GL_ONE_MINUS_SRC_ALPHA ) ;
454 #ifdef FG_USE_CLOUDS_3D
455 if ( _bcloud_orig ) {
456 Point3D c = globals->get_scenery()->get_center();
457 sgClouds3d->Set_Cloud_Orig( &c );
458 _bcloud_orig = false;
460 sgClouds3d->Update( current__view->get_absolute_view_pos() );
462 glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ) ;
463 glDisable(GL_DEPTH_TEST);
466 clear_mask = GL_DEPTH_BUFFER_BIT;
467 if ( fgGetBool("/sim/rendering/wireframe") ) {
468 clear_mask |= GL_COLOR_BUFFER_BIT;
472 if ( fgGetBool("/sim/rendering/textures") ) {
473 // glClearColor(black[0], black[1], black[2], black[3]);
474 glClearColor(l->adj_fog_color()[0], l->adj_fog_color()[1],
475 l->adj_fog_color()[2], l->adj_fog_color()[3]);
476 clear_mask |= GL_COLOR_BUFFER_BIT;
479 glClearColor(l->sky_color()[0], l->sky_color()[1],
480 l->sky_color()[2], l->sky_color()[3]);
481 clear_mask |= GL_COLOR_BUFFER_BIT;
483 glClear( clear_mask );
485 // Tell GL we are switching to model view parameters
487 // I really should create a derived ssg node or use a call
488 // back or something so that I can draw the sky within the
489 // ssgCullAndDraw() function, but for now I just mimic what
490 // ssg does to set up the model view matrix
491 glMatrixMode(GL_MODELVIEW);
493 ssgSetCamera( (sgVec4 *)current__view->get_VIEW() );
495 // set the opengl state to known default values
496 default_state->force();
498 // update fog params if visibility has changed
499 double visibility_meters = fgGetDouble("/environment/visibility-m");
500 thesky->set_visibility(visibility_meters);
502 thesky->modify_vis( cur_fdm_state->get_Altitude() * SG_FEET_TO_METER,
503 ( global_multi_loop * fgGetInt("/sim/speed-up") )
504 / (double)fgGetInt("/sim/model-hz") );
506 // Set correct opengl fog density
507 glFogf (GL_FOG_DENSITY, fog_exp2_density);
509 // update the sky dome
512 SG_LOG( SG_GENERAL, SG_BULK, "thesky->repaint() sky_color = "
513 << cur_light_params.sky_color[0] << " "
514 << cur_light_params.sky_color[1] << " "
515 << cur_light_params.sky_color[2] << " "
516 << cur_light_params.sky_color[3] );
517 SG_LOG( SG_GENERAL, SG_BULK, " fog = "
518 << cur_light_params.fog_color[0] << " "
519 << cur_light_params.fog_color[1] << " "
520 << cur_light_params.fog_color[2] << " "
521 << cur_light_params.fog_color[3] );
522 SG_LOG( SG_GENERAL, SG_BULK,
523 " sun_angle = " << cur_light_params.sun_angle
524 << " moon_angle = " << cur_light_params.moon_angle );
527 static SGSkyColor scolor;
528 FGLight *l = (FGLight *)(globals->get_subsystem("lighting"));
530 scolor.sky_color = l->sky_color();
531 scolor.fog_color = l->adj_fog_color();
532 scolor.cloud_color = l->cloud_color();
533 scolor.sun_angle = l->get_sun_angle();
534 scolor.moon_angle = l->get_moon_angle();
535 scolor.nplanets = globals->get_ephem()->getNumPlanets();
536 scolor.nstars = globals->get_ephem()->getNumStars();
537 scolor.planet_data = globals->get_ephem()->getPlanets();
538 scolor.star_data = globals->get_ephem()->getStars();
540 thesky->repaint( scolor );
543 SG_LOG( SG_GENERAL, SG_BULK,
544 "thesky->reposition( view_pos = " << view_pos[0] << " "
545 << view_pos[1] << " " << view_pos[2] );
546 SG_LOG( SG_GENERAL, SG_BULK,
547 " zero_elev = " << zero_elev[0] << " "
548 << zero_elev[1] << " " << zero_elev[2]
549 << " lon = " << cur_fdm_state->get_Longitude()
550 << " lat = " << cur_fdm_state->get_Latitude() );
551 SG_LOG( SG_GENERAL, SG_BULK,
552 " sun_rot = " << cur_light_params.sun_rotation
553 << " gst = " << SGTime::cur_time_params->getGst() );
554 SG_LOG( SG_GENERAL, SG_BULK,
555 " sun ra = " << globals->get_ephem()->getSunRightAscension()
556 << " sun dec = " << globals->get_ephem()->getSunDeclination()
557 << " moon ra = " << globals->get_ephem()->getMoonRightAscension()
558 << " moon dec = " << globals->get_ephem()->getMoonDeclination() );
561 // The sun and moon distances are scaled down versions
562 // of the actual distance to get both the moon and the sun
563 // within the range of the far clip plane.
564 // Moon distance: 384,467 kilometers
565 // Sun distance: 150,000,000 kilometers
566 double sun_horiz_eff, moon_horiz_eff;
567 if (fgGetBool("/sim/rendering/horizon-effect")) {
568 sun_horiz_eff = 0.67+pow(0.5+cos(l->get_sun_angle())*2/2, 0.33)/3;
569 moon_horiz_eff = 0.67+pow(0.5+cos(l->get_moon_angle())*2/2, 0.33)/3;
571 sun_horiz_eff = moon_horiz_eff = 1.0;
574 static SGSkyState sstate;
576 sstate.view_pos = current__view->get_view_pos();
577 sstate.zero_elev = current__view->get_zero_elev();
578 sstate.view_up = current__view->get_world_up();
579 sstate.lon = current__view->getLongitude_deg()
580 * SGD_DEGREES_TO_RADIANS;
581 sstate.lat = current__view->getLatitude_deg()
582 * SGD_DEGREES_TO_RADIANS;
583 sstate.alt = current__view->getAltitudeASL_ft()
585 sstate.spin = l->get_sun_rotation();
586 sstate.gst = globals->get_time_params()->getGst();
587 sstate.sun_ra = globals->get_ephem()->getSunRightAscension();
588 sstate.sun_dec = globals->get_ephem()->getSunDeclination();
589 sstate.sun_dist = 50000.0 * sun_horiz_eff;
590 sstate.moon_ra = globals->get_ephem()->getMoonRightAscension();
591 sstate.moon_dec = globals->get_ephem()->getMoonDeclination();
592 sstate.moon_dist = 40000.0 * moon_horiz_eff;
594 thesky->reposition( sstate, delta_time_sec );
597 glEnable( GL_DEPTH_TEST );
598 if ( strcmp(fgGetString("/sim/rendering/fog"), "disabled") ) {
600 glFogi( GL_FOG_MODE, GL_EXP2 );
601 glFogfv( GL_FOG_COLOR, l->adj_fog_color() );
604 // set sun/lighting parameters
605 ssgGetLight( 0 ) -> setPosition( l->sun_vec() );
607 // GL_LIGHT_MODEL_AMBIENT has a default non-zero value so if
608 // we only update GL_AMBIENT for our lights we will never get
609 // a completely dark scene. So, we set GL_LIGHT_MODEL_AMBIENT
610 // explicitely to black.
611 glLightModelfv( GL_LIGHT_MODEL_AMBIENT, black );
613 ssgGetLight( 0 ) -> setColour( GL_AMBIENT, l->scene_ambient() );
614 ssgGetLight( 0 ) -> setColour( GL_DIFFUSE, l->scene_diffuse() );
615 ssgGetLight( 0 ) -> setColour( GL_SPECULAR, l->scene_specular() );
617 // texture parameters
618 // glEnable( GL_TEXTURE_2D );
619 glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ) ;
620 glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST ) ;
622 // glMatrixMode( GL_PROJECTION );
624 ssgSetFOV( current__view->get_h_fov(),
625 current__view->get_v_fov() );
628 current_aircraft.fdm_state->get_Altitude() * SG_FEET_TO_METER
629 - globals->get_scenery()->get_cur_elev();
632 scene_nearplane = 10.0f;
633 scene_farplane = 120000.0f;
635 scene_nearplane = groundlevel_nearplane->getDoubleValue();
636 scene_farplane = 120000.0f;
639 ssgSetNearFar( scene_nearplane, scene_farplane );
641 // $$$ begin - added VS Renganthan 17 Oct 2K
644 // $$$ end - added VS Renganthan 17 Oct 2K
646 # ifdef FG_NETWORK_OLK
647 if ( fgGetBool("/sim/networking/network-olk") ) {
649 other = head->next; /* put listpointer to start */
650 while ( other != tail) { /* display all except myself */
651 if ( strcmp( other->ipadr, fgd_mcp_ip) != 0) {
652 other->fgd_sel->select(1);
653 sgSetCoord( &fgdpos, other->sgFGD_COORD );
654 other->fgd_pos->setTransform( &fgdpos );
659 // fgd_sel->select(1);
660 // sgCopyMat4( sgTUX, current_view.sgVIEW);
662 // sgSetCoord( &fgdpos, sgFGD_VIEW );
663 // fgd_pos->setTransform( &fgdpos);
668 // Update any multiplayer models
669 globals->get_multiplayer_rx_mgr()->Update();
672 if ( draw_otw && skyblend )
674 // draw the sky backdrop
676 // we need a white diffuse light for the phase of the moon
677 ssgGetLight( 0 ) -> setColour( GL_DIFFUSE, white );
679 thesky->preDraw( cur_fdm_state->get_Altitude() * SG_FEET_TO_METER );
681 // return to the desired diffuse color
682 ssgGetLight( 0 ) -> setColour( GL_DIFFUSE, l->scene_diffuse() );
684 // FIXME: This should not be needed, but at this time (08/15/2003)
685 // certain NVidia drivers don't seem to implement
686 // fgPushAttrib(FG_FOG_BIT) properly. The result is that
687 // there is not fog when looking at the sun.
688 glFogf ( GL_FOG_DENSITY, fog_exp2_density );
691 // draw the ssg scene
692 glEnable( GL_DEPTH_TEST );
694 ssgSetNearFar( scene_nearplane, scene_farplane );
696 if ( fgGetBool("/sim/rendering/wireframe") ) {
698 glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
701 ssgCullAndDraw( globals->get_scenery()->get_scene_graph() );
704 // This is a bit kludgy. Every 200 frames, do an extra
705 // traversal of the scene graph without drawing anything, but
706 // with the field-of-view set to 360x360 degrees. This
707 // ensures that out-of-range random objects that are not in
708 // the current view frustum will still be freed properly.
709 static int counter = 0;
711 if (counter == 200) {
714 // No need to put the near plane too close;
715 // this way, at least the aircraft can be
717 f.setNearFar(1000, 1000000);
719 ssgGetModelviewMatrix(m);
720 globals->get_scenery()->get_scene_graph()->cull(&f, m, true);
724 // change state for lighting here
726 // draw runway lighting
727 glFogf (GL_FOG_DENSITY, rwy_exp2_punch_through);
728 ssgSetNearFar( scene_nearplane, scene_farplane );
730 if ( enhanced_lighting ) {
732 // Enable states for drawing points with GL_extension
733 glEnable(GL_POINT_SMOOTH);
735 if ( distance_attenuation && glPointParameterIsSupported )
737 // Enable states for drawing points with GL_extension
738 glEnable(GL_POINT_SMOOTH);
740 float quadratic[3] = {1.0, 0.001, 0.0000001};
741 // makes the points fade as they move away
742 glPointParameterfvPtr(GL_DISTANCE_ATTENUATION_EXT, quadratic);
743 glPointParameterfPtr(GL_POINT_SIZE_MIN_EXT, 1.0);
748 // blending function for runway lights
749 glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) ;
752 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
753 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
754 glEnable(GL_TEXTURE_GEN_S);
755 glEnable(GL_TEXTURE_GEN_T);
756 glPolygonMode(GL_FRONT, GL_POINT);
758 // draw runway lighting
760 ssgCullAndDraw( globals->get_scenery()->get_rwy_lights_root() );
763 // change punch through and then draw taxi lighting
764 glFogf ( GL_FOG_DENSITY, fog_exp2_density );
766 // sgSetVec3( taxi_fog, 0.0, 0.0, 0.0 );
767 // glFogfv ( GL_FOG_COLOR, taxi_fog );
769 ssgCullAndDraw( globals->get_scenery()->get_taxi_lights_root() );
773 glPolygonMode(GL_FRONT, GL_FILL);
774 glDisable(GL_TEXTURE_GEN_S);
775 glDisable(GL_TEXTURE_GEN_T);
777 //static int _frame_count = 0;
778 //if (_frame_count % 30 == 0) {
779 // printf("SSG: %s\n", ssgShowStats());
787 if ( enhanced_lighting ) {
788 if ( distance_attenuation && glPointParameterIsSupported )
790 glPointParameterfvPtr(GL_DISTANCE_ATTENUATION_EXT,
791 default_attenuation);
795 glDisable(GL_POINT_SMOOTH);
798 // draw ground lighting
799 glFogf (GL_FOG_DENSITY, ground_exp2_punch_through);
801 ssgCullAndDraw( globals->get_scenery()->get_gnd_lights_root() );
805 // draw the sky cloud layers
806 if ( draw_otw && fgGetBool("/environment/clouds/status") )
808 thesky->postDraw( cur_fdm_state->get_Altitude()
809 * SG_FEET_TO_METER );
813 if ( draw_otw && fgGetBool("/sim/rendering/clouds3d") )
816 glDisable( GL_LIGHTING );
817 // cout << "drawing new clouds" << endl;
819 glEnable(GL_DEPTH_TEST);
821 glBlendFunc( GL_ONE, GL_ONE_MINUS_SRC_ALPHA ) ;
824 glEnable( GL_TEXTURE_2D );
825 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
826 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
827 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
828 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
831 #ifdef FG_USE_CLOUDS_3D
832 sgClouds3d->Draw((sgVec4 *)current__view->get_VIEW());
835 glEnable( GL_LIGHTING );
836 glEnable( GL_DEPTH_TEST );
837 glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ) ;
841 globals->get_model_mgr()->draw();
842 globals->get_aircraft_model()->draw();
845 // display HUD && Panel
847 glDisable( GL_DEPTH_TEST );
848 // glDisable( GL_CULL_FACE );
849 // glDisable( GL_TEXTURE_2D );
851 // update the controls subsystem
852 globals->get_controls()->update(delta_time_sec);
854 hud_and_panel->apply();
857 // Use the hud_and_panel ssgSimpleState for rendering the ATC output
858 // This only works properly if called before the panel call
859 if((fgGetBool("/sim/ATC/enabled")) || (fgGetBool("/sim/ai-traffic/enabled")))
860 globals->get_ATC_display()->update(delta_time_sec);
862 // update the panel subsystem
863 if ( globals->get_current_panel() != NULL ) {
864 globals->get_current_panel()->update(delta_time_sec);
868 // We can do translucent menus, so why not. :-)
870 glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ) ;
872 // glDisable ( GL_BLEND ) ;
874 glEnable( GL_DEPTH_TEST );
877 // Fade out the splash screen over the first three seconds.
878 double t = globals->get_sim_time_sec();
880 fgSplashUpdate(0.0, 1.0);
881 } else if ( t <= 3.0) {
882 fgSplashUpdate(0.0, (3.0 - t) / 2.0);
890 // Update internal time dependent calculations (i.e. flight model)
891 // FIXME: this distinction is obsolete; all subsystems now get delta
893 void fgUpdateTimeDepCalcs() {
894 static bool inited = false;
896 static const SGPropertyNode *replay_master
897 = fgGetNode( "/sim/freeze/replay", true );
898 static SGPropertyNode *replay_time
899 = fgGetNode( "/sim/replay/time", true );
900 static const SGPropertyNode *replay_end_time
901 = fgGetNode( "/sim/replay/end-time", true );
903 //SG_LOG(SG_FLIGHT,SG_INFO, "Updating time dep calcs()");
905 // Initialize the FDM here if it hasn't been and if we have a
906 // scenery elevation hit.
908 // cout << "cur_fdm_state->get_inited() = " << cur_fdm_state->get_inited()
909 // << " cur_elev = " << scenery.get_cur_elev() << endl;
911 if ( !cur_fdm_state->get_inited() &&
912 globals->get_scenery()->get_cur_elev() > -9990 )
914 SG_LOG(SG_FLIGHT,SG_INFO, "Finally initializing fdm");
915 cur_fdm_state->init();
916 if ( cur_fdm_state->get_bound() ) {
917 cur_fdm_state->unbind();
919 cur_fdm_state->bind();
922 // conceptually, the following block could be done for each fdm
924 if ( cur_fdm_state->get_inited() ) {
925 // we have been inited, and we are good to go ...
931 if ( ! replay_master->getBoolValue() ) {
932 globals->get_autopilot()->update( delta_time_sec );
933 cur_fdm_state->update( delta_time_sec );
935 FGReplay *r = (FGReplay *)(globals->get_subsystem( "replay" ));
936 r->replay( replay_time->getDoubleValue() );
937 replay_time->setDoubleValue( replay_time->getDoubleValue()
939 * fgGetInt("/sim/speed-up") ) );
942 // do nothing, fdm isn't inited yet
945 globals->get_model_mgr()->update(delta_time_sec);
946 globals->get_aircraft_model()->update(delta_time_sec);
948 // update the view angle
949 globals->get_viewmgr()->update(delta_time_sec);
951 // Update solar system
952 globals->get_ephem()->update( globals->get_time_params()->getMjd(),
953 globals->get_time_params()->getLst(),
954 cur_fdm_state->get_Latitude() );
956 // Update radio stack model
957 current_radiostack->update(delta_time_sec);
961 void fgInitTimeDepCalcs( void ) {
966 static const double alt_adjust_ft = 3.758099;
967 static const double alt_adjust_m = alt_adjust_ft * SG_FEET_TO_METER;
970 // What should we do when we have nothing else to do? Let's get ready
971 // for the next move and update the display?
972 static void fgMainLoop( void ) {
973 int model_hz = fgGetInt("/sim/model-hz");
975 static const SGPropertyNode *longitude
976 = fgGetNode("/position/longitude-deg");
977 static const SGPropertyNode *latitude
978 = fgGetNode("/position/latitude-deg");
979 static const SGPropertyNode *altitude
980 = fgGetNode("/position/altitude-ft");
981 static const SGPropertyNode *clock_freeze
982 = fgGetNode("/sim/freeze/clock", true);
983 static const SGPropertyNode *cur_time_override
984 = fgGetNode("/sim/time/cur-time-override", true);
985 static const SGPropertyNode *replay_master
986 = fgGetNode("/sim/freeze/replay", true);
988 // Update the elapsed time.
989 static bool first_time = true;
991 last_time_stamp.stamp();
995 double throttle_hz = fgGetDouble("/sim/frame-rate-throttle-hz", 0.0);
996 if ( throttle_hz > 0.0 ) {
997 // simple frame rate throttle
998 double dt = 1000000.0 / throttle_hz;
999 current_time_stamp.stamp();
1000 while ( current_time_stamp - last_time_stamp < dt ) {
1001 current_time_stamp.stamp();
1004 // run as fast as the app will go
1005 current_time_stamp.stamp();
1008 delta_time_sec = double(current_time_stamp - last_time_stamp) / 1000000.0;
1009 if ( clock_freeze->getBoolValue() ) {
1012 last_time_stamp = current_time_stamp;
1013 globals->inc_sim_time_sec( delta_time_sec );
1014 SGAnimation::set_sim_time_sec( globals->get_sim_time_sec() );
1016 static long remainder = 0;
1018 #ifdef FANCY_FRAME_COUNTER
1022 static time_t last_time = 0;
1023 static int frames = 0;
1024 #endif // FANCY_FRAME_COUNTER
1026 SGTime *t = globals->get_time_params();
1028 sglog().setLogLevels( SG_ALL, (sgDebugPriority)fgGetInt("/sim/log-level") );
1030 SGLocation * acmodel_location = 0;
1031 if(cur_fdm_state->getACModel() != 0) {
1032 acmodel_location = (SGLocation *) cur_fdm_state->getACModel()->get3DModel()->getSGLocation();
1035 SG_LOG( SG_ALL, SG_DEBUG, "Running Main Loop");
1036 SG_LOG( SG_ALL, SG_DEBUG, "======= ==== ====");
1038 #ifdef FG_NETWORK_OLK
1039 if ( fgGetBool("/sim/networking/network-olk") ) {
1040 if ( net_is_registered == 0 ) { // We first have to reg. to fgd
1041 // printf("FGD: Netupdate\n");
1042 fgd_send_com( "A", FGFS_host); // Send Mat4 data
1043 fgd_send_com( "B", FGFS_host); // Recv Mat4 data
1048 #if defined( ENABLE_PLIB_JOYSTICK )
1049 // Read joystick and update control settings
1050 // if ( fgGetString("/sim/control-mode") == "joystick" )
1052 // fgJoystickRead();
1054 #elif defined( ENABLE_GLUT_JOYSTICK )
1055 // Glut joystick support works by feeding a joystick handler
1056 // function to glut. This is taken care of once in the joystick
1057 // init routine and we don't have to worry about it again.
1060 // Fix elevation. I'm just sticking this here for now, it should
1061 // probably move eventually
1063 /* printf("Before - ground = %.2f runway = %.2f alt = %.2f\n",
1064 scenery.get_cur_elev(),
1065 cur_fdm_state->get_Runway_altitude() * SG_FEET_TO_METER,
1066 cur_fdm_state->get_Altitude() * SG_FEET_TO_METER); */
1068 /* printf("Adjustment - ground = %.2f runway = %.2f alt = %.2f\n",
1069 scenery.get_cur_elev(),
1070 cur_fdm_state->get_Runway_altitude() * SG_FEET_TO_METER,
1071 cur_fdm_state->get_Altitude() * SG_FEET_TO_METER); */
1073 // cout << "Warp = " << globals->get_warp() << endl;
1076 static bool last_clock_freeze = false;
1078 if ( clock_freeze->getBoolValue() ) {
1079 // clock freeze requested
1080 if ( cur_time_override->getLongValue() == 0 ) {
1081 fgSetLong( "/sim/time/cur-time-override", t->get_cur_time() );
1082 globals->set_warp( 0 );
1085 // no clock freeze requested
1086 if ( last_clock_freeze == true ) {
1087 // clock just unfroze, let's set warp as the difference
1088 // between frozen time and current time so we don't get a
1089 // time jump (and corresponding sky object and lighting
1091 globals->set_warp( cur_time_override->getLongValue() - time(NULL) );
1092 fgSetLong( "/sim/time/cur-time-override", 0 );
1094 if ( globals->get_warp_delta() != 0 ) {
1095 globals->inc_warp( globals->get_warp_delta() );
1099 last_clock_freeze = clock_freeze->getBoolValue();
1101 t->update( longitude->getDoubleValue() * SGD_DEGREES_TO_RADIANS,
1102 latitude->getDoubleValue() * SGD_DEGREES_TO_RADIANS,
1103 cur_time_override->getLongValue(),
1104 globals->get_warp() );
1106 // update magvar model
1107 globals->get_mag()->update( longitude->getDoubleValue()
1108 * SGD_DEGREES_TO_RADIANS,
1109 latitude->getDoubleValue()
1110 * SGD_DEGREES_TO_RADIANS,
1111 altitude->getDoubleValue() * SG_FEET_TO_METER,
1112 globals->get_time_params()->getJD() );
1114 // Get elapsed time (in usec) for this past frame
1115 elapsed = fgGetTimeInterval();
1116 SG_LOG( SG_ALL, SG_DEBUG,
1117 "Elapsed time interval is = " << elapsed
1118 << ", previous remainder is = " << remainder );
1120 // Calculate frame rate average
1121 #ifdef FANCY_FRAME_COUNTER
1122 /* old fps calculation */
1123 if ( elapsed > 0 ) {
1126 for ( i = FG_FRAME_RATE_HISTORY - 2; i >= 0; i-- ) {
1127 tmp = general.get_frame(i);
1129 // printf("frame[%d] = %.2f\n", i, g->frames[i]);
1130 general.set_frame(i+1,tmp);
1132 tmp = 1000000.0 / (float)elapsed;
1133 general.set_frame(0,tmp);
1134 // printf("frame[0] = %.2f\n", general.frames[0]);
1136 general.set_frame_rate(accum / (float)FG_FRAME_RATE_HISTORY);
1137 // printf("ave = %.2f\n", general.frame_rate);
1140 if ( (t->get_cur_time() != last_time) && (last_time > 0) ) {
1141 general.set_frame_rate( frames );
1142 fgSetInt("/sim/frame-rate", frames);
1143 SG_LOG( SG_ALL, SG_DEBUG,
1144 "--> Frame rate is = " << general.get_frame_rate() );
1147 last_time = t->get_cur_time();
1151 // Run ATC subsystem
1152 if (fgGetBool("/sim/ATC/enabled"))
1153 globals->get_ATC_mgr()->update(delta_time_sec);
1155 // Run the AI subsystem
1156 if (fgGetBool("/sim/ai-traffic/enabled"))
1157 globals->get_AI_mgr()->update(delta_time_sec);
1161 // Calculate model iterations needed for next frame
1162 elapsed += remainder;
1164 global_multi_loop = (long)(((double)elapsed * 0.000001) * model_hz );
1165 remainder = elapsed - ( (global_multi_loop*1000000) / model_hz );
1166 SG_LOG( SG_ALL, SG_DEBUG,
1167 "Model iterations needed = " << global_multi_loop
1168 << ", new remainder = " << remainder );
1170 // chop max interations to something reasonable if the sim was
1171 // delayed for an excesive amount of time
1172 if ( global_multi_loop > 2.0 * model_hz ) {
1173 global_multi_loop = (int)(2.0 * model_hz );
1178 if ( global_multi_loop > 0 ) {
1179 fgUpdateTimeDepCalcs();
1181 SG_LOG( SG_ALL, SG_DEBUG,
1182 "Elapsed time is zero ... we're zinging" );
1185 // Do any I/O channel work that might need to be done
1186 globals->get_io()->update( delta_time_sec );
1188 // see if we need to load any deferred-load textures
1189 globals->get_matlib()->load_next_deferred();
1191 // Run audio scheduler
1192 #ifdef ENABLE_AUDIO_SUPPORT
1193 if ( fgGetBool("/sim/sound/audible")
1194 && globals->get_soundmgr()->is_working() ) {
1195 globals->get_soundmgr()->update( delta_time_sec );
1199 globals->get_subsystem_mgr()->update(delta_time_sec);
1202 // Tile Manager updates - see if we need to load any new scenery tiles.
1203 // this code ties together the fdm, viewer and scenery classes...
1204 // we may want to move this to it's own class at some point
1206 double visibility_meters = fgGetDouble("/environment/visibility-m");
1207 FGViewer *current_view = globals->get_current_view();
1209 // update tile manager for FDM...
1210 // ...only if location is different than the viewer (to avoid duplicating effort)
1211 if( acmodel_location != current_view->getSGLocation() ) {
1212 if( acmodel_location != 0 ) {
1213 globals->get_tile_mgr()->prep_ssg_nodes( acmodel_location,
1214 visibility_meters );
1215 globals->get_tile_mgr()->
1216 update( acmodel_location, visibility_meters,
1217 acmodel_location->get_absolute_view_pos(globals->get_scenery()->get_center()) );
1218 // save results of update in SGLocation for fdm...
1219 if ( globals->get_scenery()->get_cur_elev() > -9990 ) {
1221 set_cur_elev_m( globals->get_scenery()->get_cur_elev() );
1224 set_tile_center( globals->get_scenery()->get_next_center() );
1228 globals->get_tile_mgr()->prep_ssg_nodes( current_view->getSGLocation(),
1229 visibility_meters );
1230 // update tile manager for view...
1231 // IMPORTANT!!! the tilemgr update for view location _must_ be done last
1232 // after the FDM's until all of Flight Gear code references the viewer's location
1233 // for elevation instead of the "scenery's" current elevation.
1234 SGLocation *view_location = globals->get_current_view()->getSGLocation();
1235 globals->get_tile_mgr()->update( view_location, visibility_meters,
1236 current_view->get_absolute_view_pos() );
1237 // save results of update in SGLocation for fdm...
1238 if ( globals->get_scenery()->get_cur_elev() > -9990 ) {
1239 current_view->getSGLocation()->set_cur_elev_m( globals->get_scenery()->get_cur_elev() );
1241 current_view->getSGLocation()->set_tile_center( globals->get_scenery()->get_next_center() );
1243 // If fdm location is same as viewer's then we didn't do the update for fdm location
1244 // above so we need to save the viewer results in the fdm SGLocation as well...
1245 if( acmodel_location == current_view->getSGLocation() ) {
1246 if( acmodel_location != 0 ) {
1247 if ( globals->get_scenery()->get_cur_elev() > -9990 ) {
1248 acmodel_location->set_cur_elev_m( globals->get_scenery()->get_cur_elev() );
1250 acmodel_location->set_tile_center( globals->get_scenery()->get_next_center() );
1254 // END Tile Manager udpates
1256 if (fgGetBool("/sim/rendering/specular-highlight")) {
1257 glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR); glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_TRUE);
1259 glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SINGLE_COLOR);
1260 glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_FALSE);
1266 SG_LOG( SG_ALL, SG_DEBUG, "" );
1270 // This is the top level master main function that is registered as
1271 // our idle funciton
1273 // The first few passes take care of initialization things (a couple
1274 // per pass) and once everything has been initialized fgMainLoop from
1277 static void fgIdleFunction ( void ) {
1278 // printf("idle state == %d\n", idle_state);
1280 if ( idle_state == 0 ) {
1281 // Initialize the splash screen right away
1282 if ( fgGetBool("/sim/startup/splash-screen") ) {
1287 } else if ( idle_state == 1 ) {
1288 // Initialize audio support
1289 #ifdef ENABLE_AUDIO_SUPPORT
1291 // Start the intro music
1292 if ( fgGetBool("/sim/startup/intro-music") ) {
1293 SGPath mp3file( globals->get_fg_root() );
1294 mp3file.append( "Sounds/intro.mp3" );
1296 SG_LOG( SG_GENERAL, SG_INFO,
1297 "Starting intro music: " << mp3file.str() );
1299 #if defined( __CYGWIN__ )
1300 string command = "start /m `cygpath -w " + mp3file.str() + "`";
1301 #elif defined( WIN32 )
1302 string command = "start /m " + mp3file.str();
1304 string command = "mpg123 " + mp3file.str() + "> /dev/null 2>&1";
1307 system ( command.c_str() );
1312 } else if ( idle_state == 2 ) {
1313 // These are a few miscellaneous things that aren't really
1314 // "subsystems" but still need to be initialized.
1317 if ( strstr ( general.get_glRenderer(), "Glide" ) ) {
1318 grTexLodBiasValue ( GR_TMU0, 1.0 ) ;
1323 } else if ( idle_state == 3 ) {
1324 // This is the top level init routine which calls all the
1325 // other subsystem initialization routines. If you are adding
1326 // a subsystem to flightgear, its initialization call should
1327 // located in this routine.
1328 if( !fgInitSubsystems()) {
1329 SG_LOG( SG_GENERAL, SG_ALERT,
1330 "Subsystem initializations failed ..." );
1335 } else if ( idle_state == 4 ) {
1336 // Initialize the time offset (warp) after fgInitSubsystem
1337 // (which initializes the lighting interpolation tables.)
1340 // setup OpenGL view parameters
1343 // Read the list of available aircrafts
1347 } else if ( idle_state == 5 ) {
1350 } else if ( idle_state == 6 ) {
1355 SG_LOG( SG_GENERAL, SG_INFO, "Panel visible = " << fgPanelVisible() );
1356 fgReshape( fgGetInt("/sim/startup/xsize"),
1357 fgGetInt("/sim/startup/ysize") );
1361 if ( idle_state == 1000 ) {
1362 // We've finished all our initialization steps, from now on we
1363 // run the main loop.
1365 glutIdleFunc(fgMainLoop);
1367 if ( fgGetBool("/sim/startup/splash-screen") ) {
1368 fgSplashUpdate(0.0, 1.0);
1373 // options.cxx needs to see this for toggle_panel()
1374 // Handle new window size or exposure
1375 void fgReshape( int width, int height ) {
1378 if ( (!fgGetBool("/sim/virtual-cockpit"))
1379 && fgPanelVisible() && idle_state == 1000 ) {
1380 view_h = (int)(height * (globals->get_current_panel()->getViewHeight() -
1381 globals->get_current_panel()->getYOffset()) / 768.0);
1387 FGViewMgr *viewmgr = globals->get_viewmgr();
1388 for ( int i = 0; i < viewmgr->size(); ++i ) {
1389 viewmgr->get_view(i)->
1390 set_aspect_ratio((float)view_h / (float)width);
1393 glViewport( 0, (GLint)(height - view_h), (GLint)(width), (GLint)(view_h) );
1395 fgSetInt("/sim/startup/xsize", width);
1396 fgSetInt("/sim/startup/ysize", height);
1397 guiInitMouse(width, height);
1399 ssgSetFOV( viewmgr->get_current_view()->get_h_fov(),
1400 viewmgr->get_current_view()->get_v_fov() );
1404 #ifdef FG_USE_CLOUDS_3D
1405 sgClouds3d->Resize( viewmgr->get_current_view()->get_h_fov(),
1406 viewmgr->get_current_view()->get_v_fov() );
1411 // Initialize GLUT and define a main window
1412 static bool fgGlutInit( int *argc, char **argv ) {
1414 #if !defined( macintosh )
1415 // GLUT will extract all glut specific options so later on we only
1416 // need wory about our own.
1417 glutInit(argc, argv);
1420 // Define Display Parameters. Clouds3d works best with --bpp32 option
1421 if ( fgGetBool("/sim/rendering/clouds3d") ) {
1422 glutInitDisplayMode( GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE | GLUT_ALPHA );
1424 glutInitDisplayMode( GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE );
1427 SG_LOG( SG_GENERAL, SG_INFO, "Opening a window: " <<
1428 fgGetInt("/sim/startup/xsize") << "x"
1429 << fgGetInt("/sim/startup/ysize") );
1431 // Define initial window size
1432 glutInitWindowSize( fgGetInt("/sim/startup/xsize"),
1433 fgGetInt("/sim/startup/ysize") );
1435 // Initialize windows
1436 if ( !fgGetBool("/sim/startup/game-mode")) {
1437 // Open the regular window
1438 glutCreateWindow("FlightGear");
1439 #ifndef GLUT_WRONG_VERSION
1441 // Open the cool new 'game mode' window
1442 char game_mode_str[256];
1443 //#define SYNC_OPENGL_WITH_DESKTOP_SETTINGS
1444 #if defined(WIN32) && defined(SYNC_OPENGL_WITH_DESKTOP_SETTINGS)
1445 #ifndef ENUM_CURRENT_SETTINGS
1446 #define ENUM_CURRENT_SETTINGS ((DWORD)-1)
1447 #define ENUM_REGISTRY_SETTINGS ((DWORD)-2)
1451 dm.dmSize = sizeof(DEVMODE);
1452 EnumDisplaySettings(NULL, ENUM_CURRENT_SETTINGS, &dm);
1453 fgSetInt("/sim/startup/xsize", dm.dmPelsWidth);
1454 fgSetInt("/sim/startup/ysize", dm.dmPelsHeight);
1455 glutInitWindowSize( fgGetInt("/sim/startup/xsize"),
1456 fgGetInt("/sim/startup/ysize") );
1457 sprintf( game_mode_str, "%dx%d:%d@%d",
1461 dm.dmDisplayFrequency );
1463 // Open the cool new 'game mode' window
1464 sprintf( game_mode_str, "width=%d height=%d bpp=%d",
1465 fgGetInt("/sim/startup/xsize"),
1466 fgGetInt("/sim/startup/ysize"),
1467 fgGetInt("/sim/rendering/bits-per-pixel"));
1469 #endif // HAVE_WINDOWS_H
1470 SG_LOG( SG_GENERAL, SG_INFO,
1471 "game mode params = " << game_mode_str );
1472 glutGameModeString( game_mode_str );
1473 glutEnterGameMode();
1474 #endif // GLUT_WRONG_VERSION
1477 // This seems to be the absolute earliest in the init sequence
1478 // that these calls will return valid info. Too bad it's after
1479 // we've already created and sized out window. :-(
1480 general.set_glVendor( (char *)glGetString ( GL_VENDOR ) );
1481 general.set_glRenderer( (char *)glGetString ( GL_RENDERER ) );
1482 general.set_glVersion( (char *)glGetString ( GL_VERSION ) );
1483 SG_LOG( SG_GENERAL, SG_INFO, general.get_glRenderer() );
1486 glGetIntegerv( GL_MAX_TEXTURE_SIZE, &tmp );
1487 general.set_glMaxTexSize( tmp );
1488 SG_LOG ( SG_GENERAL, SG_INFO, "Max texture size = " << tmp );
1490 glGetIntegerv( GL_DEPTH_BITS, &tmp );
1491 general.set_glDepthBits( tmp );
1492 SG_LOG ( SG_GENERAL, SG_INFO, "Depth buffer bits = " << tmp );
1498 // Initialize GLUT event handlers
1499 static bool fgGlutInitEvents( void ) {
1500 // call fgReshape() on window resizes
1501 glutReshapeFunc( fgReshape );
1503 // keyboard and mouse callbacks are set in FGInput::init
1505 // call fgMainLoop() whenever there is
1506 // nothing else to do
1507 glutIdleFunc( fgIdleFunction );
1510 glutDisplayFunc( fgRenderFrame );
1515 // Main top level initialization
1516 bool fgMainInit( int argc, char **argv ) {
1518 #if defined( macintosh )
1519 freopen ("stdout.txt", "w", stdout );
1520 freopen ("stderr.txt", "w", stderr );
1521 argc = ccommand( &argv );
1524 // set default log levels
1525 sglog().setLogLevels( SG_ALL, SG_INFO );
1528 #ifdef FLIGHTGEAR_VERSION
1529 version = FLIGHTGEAR_VERSION;
1531 version = "unknown version";
1533 SG_LOG( SG_GENERAL, SG_INFO, "FlightGear: Version "
1535 SG_LOG( SG_GENERAL, SG_INFO, "Built with " << SG_COMPILER_STR << endl );
1537 // Allocate global data structures. This needs to happen before
1538 // we parse command line options
1540 globals = new FGGlobals;
1542 // seed the random number generater
1545 SGRoute *route = new SGRoute;
1546 globals->set_route( route );
1548 FGControls *controls = new FGControls;
1549 globals->set_controls( controls );
1551 string_list *col = new string_list;
1552 globals->set_channel_options_list( col );
1554 // Scan the config file(s) and command line options to see if
1555 // fg_root was specified (ignore all other options for now)
1556 fgInitFGRoot(argc, argv);
1558 // Check for the correct base package version
1559 static char required_version[] = "0.9.2";
1560 string base_version = fgBasePackageVersion();
1561 if ( !(base_version == required_version) ) {
1562 // tell the operator how to use this application
1564 cerr << endl << "Base package check failed ... " \
1565 << "Found version " << base_version << " at: " \
1566 << globals->get_fg_root() << endl;
1567 cerr << "Please upgrade to version: " << required_version << endl;
1571 // Initialize the Aircraft directory to "" (UIUC)
1574 // Load the configuration parameters. (Command line options
1575 // overrides config file options. Config file options override
1577 if ( !fgInitConfig(argc, argv) ) {
1578 SG_LOG( SG_GENERAL, SG_ALERT, "Config option parsing failed ..." );
1582 // Initialize the Window/Graphics environment.
1583 if( !fgGlutInit(&argc, argv) ) {
1584 SG_LOG( SG_GENERAL, SG_ALERT, "GLUT initialization failed ..." );
1588 // Initialize the various GLUT Event Handlers.
1589 if( !fgGlutInitEvents() ) {
1590 SG_LOG( SG_GENERAL, SG_ALERT,
1591 "GLUT event handler initialization failed ..." );
1595 // Initialize plib net interface
1596 netInit( &argc, argv );
1598 // Initialize ssg (from plib). Needs to come before we do any
1599 // other ssg stuff, but after opengl/glut has been initialized.
1602 // Initialize the user interface (we need to do this before
1603 // passing off control to glut and before fgInitGeneral to get our
1607 // Read the list of available aircrafts
1610 #ifdef GL_EXT_texture_lod_bias
1611 glTexEnvf( GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, -0.5 ) ;
1614 // get the address of our OpenGL extensions
1615 if ( fgGetBool("/sim/rendering/distance-attenuation") )
1617 if (SGIsOpenGLExtensionSupported("GL_EXT_point_parameters") ) {
1618 glPointParameterIsSupported = true;
1619 glPointParameterfPtr = (glPointParameterfProc)
1620 SGLookupFunction("glPointParameterfEXT");
1621 glPointParameterfvPtr = (glPointParameterfvProc)
1622 SGLookupFunction("glPointParameterfvEXT");
1624 } else if ( SGIsOpenGLExtensionSupported("GL_ARB_point_parameters") ) {
1625 glPointParameterIsSupported = true;
1626 glPointParameterfPtr = (glPointParameterfProc)
1627 SGLookupFunction("glPointParameterfARB");
1628 glPointParameterfvPtr = (glPointParameterfvProc)
1629 SGLookupFunction("glPointParameterfvARB");
1631 glPointParameterIsSupported = false;
1634 // based on the requested presets, calculate the true starting
1639 SGTime *t = fgInitTime();
1640 globals->set_time_params( t );
1642 // Do some quick general initializations
1643 if( !fgInitGeneral()) {
1644 SG_LOG( SG_GENERAL, SG_ALERT,
1645 "General initializations failed ..." );
1649 ////////////////////////////////////////////////////////////////////
1650 // Initialize the property-based built-in commands
1651 ////////////////////////////////////////////////////////////////////
1654 ////////////////////////////////////////////////////////////////////
1655 // Initialize the material manager
1656 ////////////////////////////////////////////////////////////////////
1657 globals->set_matlib( new SGMaterialLib );
1659 globals->set_model_lib(new SGModelLib);
1661 ////////////////////////////////////////////////////////////////////
1662 // Initialize the TG scenery subsystem.
1663 ////////////////////////////////////////////////////////////////////
1664 globals->set_scenery( new FGScenery );
1665 globals->get_scenery()->init();
1666 globals->get_scenery()->bind();
1667 globals->set_tile_mgr( new FGTileMgr );
1669 ////////////////////////////////////////////////////////////////////
1670 // Initialize the general model subsystem.
1671 ////////////////////////////////////////////////////////////////////
1672 globals->set_model_mgr(new FGModelMgr);
1673 globals->get_model_mgr()->init();
1674 globals->get_model_mgr()->bind();
1676 ////////////////////////////////////////////////////////////////////
1677 // Initialize the 3D aircraft model subsystem (has a dependency on
1678 // the scenery subsystem.)
1679 ////////////////////////////////////////////////////////////////////
1680 globals->set_aircraft_model(new FGAircraftModel);
1681 globals->get_aircraft_model()->init();
1682 globals->get_aircraft_model()->bind();
1684 ////////////////////////////////////////////////////////////////////
1685 // Initialize the view manager subsystem.
1686 ////////////////////////////////////////////////////////////////////
1687 FGViewMgr *viewmgr = new FGViewMgr;
1688 globals->set_viewmgr( viewmgr );
1693 // Initialize the sky
1694 SGPath ephem_data_path( globals->get_fg_root() );
1695 ephem_data_path.append( "Astro" );
1696 SGEphemeris *ephem = new SGEphemeris( ephem_data_path.c_str() );
1697 ephem->update( globals->get_time_params()->getMjd(),
1698 globals->get_time_params()->getLst(),
1700 globals->set_ephem( ephem );
1702 // TODO: move to environment mgr
1704 SGPath texture_path(globals->get_fg_root());
1705 texture_path.append("Textures");
1706 texture_path.append("Sky");
1707 for (int i = 0; i < FGEnvironmentMgr::MAX_CLOUD_LAYERS; i++) {
1708 SGCloudLayer * layer = new SGCloudLayer(texture_path.str());
1709 thesky->add_cloud_layer(layer);
1712 SGPath sky_tex_path( globals->get_fg_root() );
1713 sky_tex_path.append( "Textures" );
1714 sky_tex_path.append( "Sky" );
1715 thesky->texture_path( sky_tex_path.str() );
1717 // The sun and moon diameters are scaled down numbers of the
1718 // actual diameters. This was needed to fit bot the sun and the
1719 // moon within the distance to the far clip plane.
1720 // Moon diameter: 3,476 kilometers
1721 // Sun diameter: 1,390,000 kilometers
1722 thesky->build( 80000.0, 80000.0,
1724 globals->get_ephem()->getNumPlanets(),
1725 globals->get_ephem()->getPlanets(),
1726 globals->get_ephem()->getNumStars(),
1727 globals->get_ephem()->getStars() );
1729 // Initialize MagVar model
1730 SGMagVar *magvar = new SGMagVar();
1731 globals->set_mag( magvar );
1734 // kludge to initialize mag compass
1735 // (should only be done for in-flight
1737 // update magvar model
1738 globals->get_mag()->update( fgGetDouble("/position/longitude-deg")
1739 * SGD_DEGREES_TO_RADIANS,
1740 fgGetDouble("/position/latitude-deg")
1741 * SGD_DEGREES_TO_RADIANS,
1742 fgGetDouble("/position/altitude-ft")
1744 globals->get_time_params()->getJD() );
1745 double var = globals->get_mag()->get_magvar() * SGD_RADIANS_TO_DEGREES;
1746 fgSetDouble("/instrumentation/heading-indicator/offset-deg", -var);
1748 // airport = new ssgBranch;
1749 // airport->setName( "Airport Lighting" );
1750 // lighting->addKid( airport );
1756 #ifdef FG_NETWORK_OLK
1757 // Do the network intialization
1758 if ( fgGetBool("/sim/networking/network-olk") ) {
1759 printf("Multipilot mode %s\n",
1760 fg_net_init( globals->get_scenery()->get_scene_graph() ) );
1764 // build our custom render states
1765 fgBuildRenderStates();
1767 // pass control off to the master GLUT event handler
1770 // we never actually get here ... but to avoid compiler warnings,
1776 // $$$ end - added VS Renganathan, 15 Oct 2K
1777 // - added Venky , 12 Nov 2K
1780 void fgLoadDCS(void) {
1782 ssgEntity *ship_obj = NULL;
1784 char obj_filename[25];
1786 for ( int k = 0; k < 32; k++ ) {
1790 SGPath tile_path( globals->get_fg_root());
1791 tile_path.append( "Scenery" );
1792 tile_path.append( "Objects.txt" );
1793 sg_gzifstream in( tile_path.str() );
1794 if ( ! in.is_open() ) {
1795 SG_LOG( SG_TERRAIN, SG_ALERT, "Cannot open file: " << tile_path.str() );
1798 SGPath modelpath( globals->get_fg_root() );
1799 modelpath.append( "Models" );
1800 modelpath.append( "Geometry" );
1802 SGPath texturepath( globals->get_fg_root() );
1803 texturepath.append( "Models" );
1804 texturepath.append( "Textures" );
1806 ssgModelPath( (char *)modelpath.c_str() );
1807 ssgTexturePath( (char *)texturepath.c_str() );
1809 ship_sel = new ssgSelector;
1812 while ( ! in.eof() ) {
1814 if ( in.get( c ) && c == '#' ) {
1818 in >> obj_filename >> obj_lat[objc] >> obj_lon[objc] >> obj_alt[objc];
1819 /* cout << endl << obj_filename << " " << obj_lat[objc] << " " << obj_lon[objc] << " " << obj_alt[objc] << endl;
1820 int chj=getchar();*/
1822 obj_lon[objc] *=SGD_DEGREES_TO_RADIANS;
1823 obj_lat[objc] *=SGD_DEGREES_TO_RADIANS;
1825 ship_pos[objc] = new ssgTransform;
1827 // type "repeat" in objects.txt to load one more
1828 // instance of the last object.
1830 if ( strcmp(obj_filename,"repeat") != 0) {
1832 globals->get_model_lib()->load_model( globals->get_fg_root(), obj_filename, globals->get_props(), globals->get_sim_time_sec() );
1835 if ( ship_obj != NULL ) {
1836 ship_obj->setName(obj_filename);
1838 ship_obj->clrTraversalMaskBits( SSGTRAV_HOT );
1840 ship_obj->setTraversalMaskBits( SSGTRAV_HOT );
1841 ship_pos[objc]->addKid( ship_obj ); // add object to transform node
1842 ship_sel->addKid( ship_pos[objc] ); // add transform node to selector
1843 SG_LOG( SG_TERRAIN, SG_ALERT, "Loaded file: "
1846 SG_LOG( SG_TERRAIN, SG_ALERT, "Cannot open file: "
1850 // temporary hack for deck lights - ultimately should move to PLib (when??)
1851 //const char *extn = file_extension ( obj_filename ) ;
1853 // ssgVertexArray *lights = new ssgVertexArray( 100 );
1854 ssgVertexArray *lightpoints = new ssgVertexArray( 100 );
1855 ssgVertexArray *lightnormals = new ssgVertexArray( 100 );
1856 ssgVertexArray *lightdir = new ssgVertexArray( 100 );
1857 int ltype[500], light_type = 0;
1858 static int ltcount = 0;
1860 sgVec3 rway_dir,rway_normal,lightpt;
1862 modelpath.append(obj_filename);
1863 sg_gzifstream in1( modelpath.str() );
1864 if ( ! in1.is_open() ) {
1865 SG_LOG( SG_TERRAIN, SG_ALERT, "Cannot open file: " << modelpath.str() );
1867 while ( ! in1.eof() ) {
1869 if ( in1.get( c ) && c == '#' ) {
1874 //cout << token << endl;
1875 if ( token == "runway" ) {
1877 sgSetVec3 (rway_dir, node[0], node[1], node[2] );
1878 } else if ( token == "edgelight" ) {
1880 sgSetVec3 (rway_normal, node[0], node[1], node[2] );
1882 } else if ( token == "taxi" ) {
1884 sgSetVec3 (rway_normal, node[0], node[1], node[2] );
1886 } else if ( token == "vasi" ) {
1888 sgSetVec3 (rway_normal, node[0], node[1], node[2] );
1890 } else if ( token == "threshold" ) {
1892 sgSetVec3 (rway_normal, node[0], node[1], node[2] );
1894 } else if ( token == "rabbit" ) {
1896 sgSetVec3 (rway_normal, node[0], node[1], node[2] );
1898 } else if ( token == "ols" ) {
1900 sgSetVec3 (rway_ols, node[0], node[1], node[2] );
1902 } else if ( token == "red" ) {
1904 sgSetVec3 (rway_normal, node[0], node[1], node[2] );
1906 } else if ( token == "green" ) {
1908 sgSetVec3 (rway_normal, node[0], node[1], node[2] );
1910 } else if ( token == "lp" ) {
1912 sgSetVec3 (lightpt, node[0], node[1], node[2] );
1913 lightpoints->add( lightpt );
1914 lightnormals->add( rway_normal );
1915 lightdir->add( rway_dir );
1916 ltype[ltcount]= light_type;
1919 if (in1.eof()) break;
1924 if ( lightpoints->getNum() ) {
1925 ssgBranch *lightpoints_branch;
1926 long int dummy = -999;
1927 dummy_tile = new FGTileEntry((SGBucket)dummy);
1928 dummy_tile->lightmaps_sequence = new ssgSelector;
1929 dummy_tile->ols_transform = new ssgTransform;
1931 // call function to generate the runway lights
1932 lightpoints_branch =
1933 dummy_tile->gen_runway_lights( lightpoints, lightnormals,
1935 lightpoints_brightness->addKid(lightpoints_branch);
1936 lightpoints_transform->addKid(lightpoints_brightness);
1937 //dummy_tile->lightmaps_sequence->setTraversalMaskBits( SSGTRAV_HOT );
1938 lightpoints_transform->addKid( dummy_tile->lightmaps_sequence );
1939 lightpoints_transform->ref();
1940 globals->get_scenery()->get_gnd_lights_root()->addKid( lightpoints_transform );
1945 // end hack for deck lights
1949 if (in.eof()) break;
1953 SG_LOG ( SG_TERRAIN, SG_ALERT, "Finished object processing." );
1955 globals->get_scenery()->get_terrain_branch()->addKid( ship_sel ); //add selector node to root node
1962 void fgUpdateDCS (void) {
1964 // double eye_lat,eye_lon,eye_alt;
1965 // static double obj_head;
1966 double sl_radius,obj_latgc;
1967 // float nresultmat[4][4];
1968 // sgMat4 Trans,rothead,rotlon,rot180,rotlat,resultmat1,resultmat2,resultmat3;
1971 // Instantaneous Geodetic Lat/Lon/Alt of moving object
1972 FGADA *fdm = (FGADA *)current_aircraft.fdm_state;
1974 // Deck should be the first object in objects.txt in case of fdm=ada
1976 if (!strcmp(fgGetString("/sim/flight-model"), "ada")) {
1977 if ((fdm->get_iaux(1))==1)
1979 obj_lat[1] = fdm->get_daux(1)*SGD_DEGREES_TO_RADIANS;
1980 obj_lon[1] = fdm->get_daux(2)*SGD_DEGREES_TO_RADIANS;
1981 obj_alt[1] = fdm->get_daux(3);
1982 obj_pitch[1] = fdm->get_faux(1);
1983 obj_roll[1] = fdm->get_faux(2);
1987 for ( int m = 0; m < objc; m++ ) {
1988 //cout << endl << obj_lat[m]*SGD_RADIANS_TO_DEGREES << " " << obj_lon[m]*SGD_RADIANS_TO_DEGREES << " " << obj_alt[m] << " " << objc << endl;
1991 //Geodetic to Geocentric angles for rotation
1992 sgGeodToGeoc(obj_lat[m],obj_alt[m],&sl_radius,&obj_latgc);
1994 //moving object gbs-posn in cartesian coords
1995 Point3D obj_posn = Point3D( obj_lon[m],obj_lat[m],obj_alt[m]);
1996 Point3D obj_pos = sgGeodToCart( obj_posn );
1998 // Translate moving object w.r.t eye
1999 Point3D Objtrans = obj_pos - globals->get_scenery()->get_center();
2004 // rotate dynamic objects for lat,lon & alt and other motion about its axes
2007 sgMakeTransMat4( sgTRANS, bz[0],bz[1],bz[2]);
2009 sgVec3 ship_fwd,ship_rt,ship_up;
2010 sgSetVec3( ship_fwd, 1.0, 0.0, 0.0);//east,roll
2011 sgSetVec3( ship_rt, 0.0, 1.0, 0.0);//up,pitch
2012 sgSetVec3( ship_up, 0.0, 0.0, 1.0); //north,yaw
2014 sgMat4 sgROT_lon, sgROT_lat, sgROT_hdg, sgROT_pitch, sgROT_roll;
2015 sgMakeRotMat4( sgROT_lon, obj_lon[m]*SGD_RADIANS_TO_DEGREES, ship_up );
2016 sgMakeRotMat4( sgROT_lat, 90-obj_latgc*SGD_RADIANS_TO_DEGREES, ship_rt );
2017 sgMakeRotMat4( sgROT_hdg, 180.0, ship_up );
2018 sgMakeRotMat4( sgROT_pitch, obj_pitch[m], ship_rt );
2019 sgMakeRotMat4( sgROT_roll, obj_roll[m], ship_fwd );
2022 sgCopyMat4( sgTUX, sgROT_hdg );
2023 sgPostMultMat4( sgTUX, sgROT_pitch );
2024 sgPostMultMat4( sgTUX, sgROT_roll );
2025 sgPostMultMat4( sgTUX, sgROT_lat );
2026 sgPostMultMat4( sgTUX, sgROT_lon );
2027 sgPostMultMat4( sgTUX, sgTRANS );
2030 sgSetCoord(&shippos, sgTUX );
2031 ship_pos[m]->setTransform( &shippos );
2032 // temporary hack for deck lights - ultimately should move to PLib (when ??)
2034 if (lightpoints_transform) {
2035 lightpoints_transform->setTransform( &shippos );
2036 FGLight *l = (FGLight *)(globals->get_subsystem("lighting"));
2037 float sun_angle = l->get_sun_angle() * SGD_RADIANS_TO_DEGREES;
2038 if ( sun_angle > 89 ) {
2039 lightpoints_brightness->select(0x01);
2041 lightpoints_brightness->select(0x00);
2050 sgXformPnt3( rp, rway_ols, sgTUX );
2051 vp = globals->get_current_view()->get_view_pos();
2052 to[0] = rp[0]-vp[0];
2053 to[1] = rp[1]-vp[1];
2054 to[2] = rp[2]-vp[2];
2055 float dist = sgLengthVec3( to );
2056 alt = (current_aircraft.fdm_state->get_Altitude() * SG_FEET_TO_METER)-rway_ols[2];
2058 elev = asin(alt/dist)*SGD_RADIANS_TO_DEGREES;
2060 ref_elev = elev - 3.75; // +ve above, -ve below
2064 // DO NOT DELETE THIS CODE - This is to compare a discrete FLOLS (without LOD) with analog FLOLS
2065 // if (ref_elev > 0.51) sel = 0x21;
2066 // if ((ref_elev <= 0.51) & (ref_elev > 0.17)) sel = 0x22;
2067 // if ((ref_elev <= 0.17) & (ref_elev >= -0.17)) sel = 0x24;
2068 // if ((ref_elev < -0.17) & (ref_elev >= -0.51)) sel = 0x28;
2069 // if (ref_elev < -0.51) sel = 0x30;
2070 // DO NOT DELETE THIS CODE - This is to compare a discrete FLOLS (without LOD) with analog FLOLS
2071 // dummy_tile->lightmaps_sequence->select(sel);
2074 sgCopyVec3 (up, ship_up);
2076 sgScaleVec3 (up, 4.0*ref_elev*dist/750.0);
2078 sgScaleVec3 (up, 4.0*ref_elev);
2079 // dummy_tile->ols_transform->setTransform(up);
2080 //cout << "ref_elev " << ref_elev << endl;
2082 // end hack for deck lights
2085 if ( ship_sel != NULL ) {
2086 ship_sel->select(0xFFFFFFFE); // first object is ownship, added to acmodel
2090 // $$$ end - added VS Renganathan, 15 Oct 2K
2091 // added Venky , 12 Nov 2K