**************************************************************************/
-#ifdef WIN32
+#include <config.h>
+
+#ifdef HAVE_WINDOWS_H
# include <windows.h>
#endif
#include <GL/glut.h>
+#include <XGL/xgl.h>
#include <stdio.h>
-#include "GLUTkey.h"
-#include "fg_init.h"
-#include "views.h"
-
-#include "../constants.h"
-#include "../general.h"
+#ifdef HAVE_STDLIB_H
+# include <stdlib.h>
+#endif
+#ifdef HAVE_GETOPT_H
+# include <getopt.h>
+#endif
-#include "../Aircraft/aircraft.h"
-#include "../Cockpit/cockpit.h"
-#include "../Joystick/joystick.h"
-#include "../Math/fg_geodesy.h"
-#include "../Math/mat3.h"
-#include "../Math/polar.h"
-#include "../Scenery/mesh.h"
-#include "../Scenery/scenery.h"
-#include "../Time/fg_time.h"
-#include "../Time/fg_timer.h"
-#include "../Time/sunpos.h"
-#include "../Weather/weather.h"
+#include <Main/GLUTkey.h>
+#include <Main/fg_init.h>
+#include <Main/fg_debug.h>
+#include <Main/fg_getopt.h>
+#include <Main/views.h>
+
+#include <Include/cmdargs.h> // Line to command line arguments
+#include <Include/fg_constants.h> // for VERSION
+#include <Include/general.h>
+
+#include <Aircraft/aircraft.h>
+#include <Astro/moon.h>
+#include <Astro/planets.h>
+#include <Astro/sky.h>
+#include <Astro/stars.h>
+#include <Astro/sun.h>
+#include <Cockpit/cockpit.h>
+#include <Joystick/joystick.h>
+#include <Math/fg_geodesy.h>
+#include <Math/mat3.h>
+#include <Math/polar.h>
+#include <Scenery/scenery.h>
+#include <Scenery/tilemgr.h>
+#include <Time/event.h>
+#include <Time/fg_time.h>
+#include <Time/fg_timer.h>
+#include <Time/sunpos.h>
+#include <Weather/weather.h>
/* This is a record containing global housekeeping information */
-struct fgGENERAL general;
+fgGENERAL general;
/* view parameters */
static GLfloat win_ratio = 1.0;
-
-/* sun direction */
-/* static GLfloat sun_vec[4] = {1.0, 0.0, 0.0, 0.0 }; */
-
-/* if the 4th field is 0.0, this specifies a direction ... */
-/* clear color (sky) */
-GLfloat fgClearColor[4] = {0.60, 0.60, 0.90, 1.0};
-/* fog color */
-static GLfloat fgFogColor[4] = {0.65, 0.65, 0.85, 1.0};
+static GLint winWidth, winHeight;
/* temporary hack */
-/* extern struct mesh *mesh_ptr; */
-/* Function prototypes */
-/* GLint fgSceneryCompile_OLD(); */
-/* static void fgSceneryDraw_OLD(); */
-
/* pointer to scenery structure */
/* static GLint scenery, runway; */
-double Simtime;
+/* double Simtime; */
/* Another hack */
int use_signals = 0;
/* Yet another hack. This one used by the HUD code. Michele */
int show_hud;
-
+/* Yet another other hack. Used for my prototype instrument code. (Durk) */
+int displayInstruments;
+
+// The following defines flight gear options. Because glutlib will also
+// want to parse its own options, those options must not be included here
+// or they will get parsed by the main program option parser. Hence case
+// is significant for any option added that might be in conflict with
+// glutlib's parser.
+//
+// glutlib parses for:
+// -display
+// -direct (invalid in Win32)
+// -geometry
+// -gldebug
+// -iconized
+// -indirect (invalid in Win32)
+// -synce
+//
+// Note that glutlib depends upon strings while this program's
+// option parser wants only initial characters followed by numbers
+// or pathnames.
+//
+const char *fg_cmdargopts = "a:c:Hhp:r:v:x:?";
+//
+// Where
+// -a aircraftfilename aircraft start over ride
+// -c0x0000 - 0xffffffff debug class setting
+// H,h.? help on command line use (does not need Option struct)
+// -p priority
+// -r flightgear root path to program support files
+// -v0 -v1 initial view mode (hud/no_hud currently)
+// -xlogpathname debug logfile name
+//
+// Defaults in arguments to indicate not set on command line.
+// Program defaults set variables from constants if neither command
+// options or environmental variables effect values.
+//
+
+char acArgbuf [ MAXPATH + 1] = "\0";
+int debugArgValue = -2;
+int priorityArgValue = -1;
+char rootArgbuf [ MAXPATH + 1] = "\0";
+int viewArg = -1;
+char logArgbuf [ MAXPATH + 1] = "\0";
+
+// There is a reason for defining the option structs by name and then
+// creating an array of pointers to options. C++ is unfriendly to
+// initializing arrays of objects that are not built in types. Always
+// look forward. (Besides, you can follow what is going on better and
+// add or modify with greater security. -ch
+//
+Option aircraftOption = { 'a',
+ OPT_STRING,
+ acArgbuf,
+ "Startup aircraft pathname override"
+ };
+Option debugOption = { 'c',
+ OPT_LHEX, // Long int (32 bits)
+ &debugArgValue,
+ "Debug trace level"
+ };
+Option priorityOption = { 'p',
+ OPT_INTEGER,
+ &priorityArgValue,
+ "Debug priority Threshold"
+ };
+Option rootOption = { 'r',
+ OPT_STRING,
+ rootArgbuf,
+ "Root directory for execution"
+ };
+Option hudOption = { 'v',
+ OPT_INTEGER,
+ &viewArg,
+ "View mode start" // Naked,HUD,Panel,Chase,Tower...
+ };
+//
+// Only naked view and HUD are implemented at this time
+//
+Option logfileOption = { 'x',
+ OPT_STRING,
+ logArgbuf,
+ "Debug log file name"
+ };
+
+//
+#define OptsDefined 6
+Option *CmdLineOptions[ OptsDefined ] = {
+ &aircraftOption,
+ &debugOption,
+ &hudOption,
+ &priorityOption,
+ &rootOption,
+ &logfileOption
+ };
+
+const char *DefaultRootDir = "\\Flightgear";
+const char *DefaultAircraft = "Navion.acf";
+const char *DefaultDebuglog = "fgdebug.log";
+const int DefaultViewMode = HUD_VIEW;
+//
+// Debug defaults handled in fg_debug.c
+//
/**************************************************************************
* fgInitVisuals() -- Initialize various GL/view parameters
**************************************************************************/
-static void fgInitVisuals() {
+static void fgInitVisuals( void ) {
struct fgLIGHT *l;
- struct fgTIME *t;
struct fgWEATHER *w;
l = &cur_light_params;
- t = &cur_time_params;
w = ¤t_weather;
- glEnable( GL_DEPTH_TEST );
- /* glFrontFace(GL_CW); */
- glEnable( GL_CULL_FACE );
-
+ /* xglDisable( GL_DITHER ); */
+
/* If enabled, normal vectors specified with glNormal are scaled
to unit length after transformation. See glNormal. */
- glEnable( GL_NORMALIZE );
+ xglEnable( GL_NORMALIZE );
- glLightfv( GL_LIGHT0, GL_POSITION, l->sun_vec );
- glEnable( GL_LIGHTING );
- glEnable( GL_LIGHT0 );
+ xglEnable( GL_LIGHTING );
+ xglEnable( GL_LIGHT0 );
+ xglLightfv( GL_LIGHT0, GL_POSITION, l->sun_vec );
- glShadeModel( GL_FLAT ); /* glShadeModel( GL_SMOOTH ); */
+ xglFogi (GL_FOG_MODE, GL_LINEAR);
+ xglFogf (GL_FOG_START, 10.0);
+ xglFogf (GL_FOG_END, w->visibility);
+ /* xglFogf (GL_FOG_DENSITY, w->visibility); */
+ xglHint (GL_FOG_HINT, GL_NICEST /* GL_FASTEST */ );
- glEnable( GL_FOG );
- glFogi (GL_FOG_MODE, GL_LINEAR);
- /* glFogf (GL_FOG_START, 1.0); */
- glFogf (GL_FOG_END, w->visibility);
- glFogfv (GL_FOG_COLOR, fgFogColor);
- /* glFogf (GL_FOG_DENSITY, w->visibility); */
- /* glHint (GL_FOG_HINT, GL_FASTEST); */
-
- glClearColor(fgClearColor[0], fgClearColor[1], fgClearColor[2],
- fgClearColor[3]);
+ /* draw wire frame */
+ /* xglPolygonMode(GL_FRONT_AND_BACK,GL_LINE); */
}
* Update the view volume, position, and orientation
**************************************************************************/
-static void fgUpdateViewParams() {
- struct fgFLIGHT *f;
+static void fgUpdateViewParams( void ) {
+ fgFLIGHT *f;
struct fgLIGHT *l;
- struct fgTIME *t;
+// struct fgTIME *t;
struct fgVIEW *v;
- double x_2, x_4, x_8, x_10;
- double ambient, diffuse, sky;
- GLfloat color[4] = { 1.0, 1.0, 0.50, 1.0 };
- /* GLfloat amb[3], diff[3], fog[4], clear[4]; */
-
- f = ¤t_aircraft.flight;
+ f = current_aircraft.flight;
l = &cur_light_params;
- t = &cur_time_params;
+// t = &cur_time_params;
v = ¤t_view;
- fgViewUpdate(f, v);
-
- /* Tell GL we are about to modify the projection parameters */
- glMatrixMode(GL_PROJECTION);
- glLoadIdentity();
- gluPerspective(60.0, 1.0/win_ratio, 1.0, 200000.0);
-
- glMatrixMode(GL_MODELVIEW);
- glLoadIdentity();
+ fgViewUpdate(f, v, l);
+
+ if (displayInstruments)
+ {
+ xglViewport(0, (GLint)(winHeight / 2 ) , (GLint)winWidth, (GLint)winHeight / 2);
+ /* Tell GL we are about to modify the projection parameters */
+ xglMatrixMode(GL_PROJECTION);
+ xglLoadIdentity();
+ gluPerspective(45.0, 2.0/win_ratio, 1.0, 100000.0);
+ }
+ else
+ {
+ xglViewport(0, 0 , (GLint)winWidth, (GLint) winHeight);
+ /* Tell GL we are about to modify the projection parameters */
+ xglMatrixMode(GL_PROJECTION);
+ xglLoadIdentity();
+ gluPerspective(45.0, 1.0/win_ratio, 10.0, 100000.0);
+ }
+
+ xglMatrixMode(GL_MODELVIEW);
+ xglLoadIdentity();
- /* set up our view volume */
+ /* set up our view volume (default) */
gluLookAt(v->view_pos.x, v->view_pos.y, v->view_pos.z,
- v->view_pos.x + v->view_forward[0],
- v->view_pos.y + v->view_forward[1],
- v->view_pos.z + v->view_forward[2],
- v->view_up[0], v->view_up[1], v->view_up[2]);
+ v->view_pos.x + v->view_forward[0],
+ v->view_pos.y + v->view_forward[1],
+ v->view_pos.z + v->view_forward[2],
+ v->view_up[0], v->view_up[1], v->view_up[2]);
+
+ /* look almost straight up (testing and eclipse watching) */
+ /* gluLookAt(v->view_pos.x, v->view_pos.y, v->view_pos.z,
+ v->view_pos.x + v->view_up[0] + .001,
+ v->view_pos.y + v->view_up[1] + .001,
+ v->view_pos.z + v->view_up[2] + .001,
+ v->view_up[0], v->view_up[1], v->view_up[2]); */
+
+ /* lock view horizontally towards sun (testing) */
+ /* gluLookAt(v->view_pos.x, v->view_pos.y, v->view_pos.z,
+ v->view_pos.x + v->surface_to_sun[0],
+ v->view_pos.y + v->surface_to_sun[1],
+ v->view_pos.z + v->surface_to_sun[2],
+ v->view_up[0], v->view_up[1], v->view_up[2]); */
+
+ /* lock view horizontally towards south (testing) */
+ /* gluLookAt(v->view_pos.x, v->view_pos.y, v->view_pos.z,
+ v->view_pos.x + v->surface_south[0],
+ v->view_pos.y + v->surface_south[1],
+ v->view_pos.z + v->surface_south[2],
+ v->view_up[0], v->view_up[1], v->view_up[2]); */
/* set the sun position */
- glLightfv( GL_LIGHT0, GL_POSITION, l->sun_vec );
-
- /* calculate lighting parameters based on sun's relative angle to
- * local up */
- /* ya kind'a have to plot this to see the magic */
-
- /* x = t->sun_angle^8 */
- x_2 = l->sun_angle * l->sun_angle;
- x_4 = x_2 * x_2;
- x_8 = x_4 * x_4;
- x_10 = x_8 * x_2;
-
- ambient = 0.4 * pow(1.1, -x_10 / 30.0);
-
- /* diffuse = 0.4 * cos(0.3 * x_2);
- if ( t->sun_angle > FG_PI_2 + 0.05 ) {
- diffuse = 0.0;
- }
- */
-
- diffuse = ambient;
-
- sky = 0.85 * pow(1.2, -x_8 / 20.0) + 0.15;
-
- /* sky = 0.15; */ /* to force a dark sky (for testing) */
-
- if ( ambient < 0.1 ) { ambient = 0.1; }
- if ( diffuse < 0.0 ) { diffuse = 0.0; }
-
- if ( sky < 0.0 ) { sky = 0.0; }
-
- l->scene_ambient[0] = color[0] * ambient;
- l->scene_ambient[1] = color[1] * ambient;
- l->scene_ambient[2] = color[2] * ambient;
+ xglLightfv( GL_LIGHT0, GL_POSITION, l->sun_vec );
+}
- l->scene_diffuse[0] = color[0] * diffuse;
- l->scene_diffuse[1] = color[1] * diffuse;
- l->scene_diffuse[2] = color[2] * diffuse;
- /* set lighting parameters */
- glLightfv(GL_LIGHT0, GL_AMBIENT, l->scene_ambient );
- glLightfv(GL_LIGHT0, GL_DIFFUSE, l->scene_diffuse );
-
- /* set fog color */
- l->scene_fog[0] = fgFogColor[0] * (ambient + diffuse);
- l->scene_fog[1] = fgFogColor[1] * (ambient + diffuse);
- l->scene_fog[2] = fgFogColor[2] * (ambient + diffuse);
- l->scene_fog[3] = fgFogColor[3];
- glFogfv (GL_FOG_COLOR, l->scene_fog);
-
- /* set sky color */
- l->scene_clear[0] = fgClearColor[0] * sky;
- l->scene_clear[1] = fgClearColor[1] * sky;
- l->scene_clear[2] = fgClearColor[2] * sky;
- l->scene_clear[3] = fgClearColor[3];
- glClearColor(l->scene_clear[0], l->scene_clear[1],
- l->scene_clear[2], l->scene_clear[3]);
+/*************************************************************************
+ * Draw a basic instrument panel
+ ************************************************************************/
+static void fgUpdateInstrViewParams( void ) {
+ xglViewport(0, 0 , (GLint)winWidth, (GLint)winHeight / 2);
+
+ xglMatrixMode(GL_PROJECTION);
+ xglPushMatrix();
+
+ xglLoadIdentity();
+ gluOrtho2D(0, 640, 0, 480);
+ xglMatrixMode(GL_MODELVIEW);
+ xglPushMatrix();
+ xglLoadIdentity();
+
+ xglColor3f(1.0, 1.0, 1.0);
+ xglIndexi(7);
+
+ xglDisable(GL_DEPTH_TEST);
+ xglDisable(GL_LIGHTING);
+
+ xglLineWidth(1);
+ xglColor3f (0.5, 0.5, 0.5);
+
+ xglBegin(GL_QUADS);
+ xglVertex2f(0.0, 0.00);
+ xglVertex2f(0.0, 480.0);
+ xglVertex2f(640.0,480.0);
+ xglVertex2f(640.0, 0.0);
+ xglEnd();
+
+ xglRectf(0.0,0.0, 640, 480);
+ xglEnable(GL_DEPTH_TEST);
+ xglEnable(GL_LIGHTING);
+ xglMatrixMode(GL_PROJECTION);
+ xglPopMatrix();
+ xglMatrixMode(GL_MODELVIEW);
+ xglPopMatrix();
}
* Update all Visuals (redraws anything graphics related)
**************************************************************************/
-static void fgUpdateVisuals( void ) {
+static void fgRenderFrame( void ) {
+ struct fgLIGHT *l;
+ struct fgTIME *t;
+ struct fgVIEW *v;
+ double angle;
+ GLfloat white[4] = { 1.0, 1.0, 1.0, 1.0 };
+
+ l = &cur_light_params;
+ t = &cur_time_params;
+ v = ¤t_view;
+
/* update view volume parameters */
fgUpdateViewParams();
- glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
+ xglClear( GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT );
/* Tell GL we are switching to model view parameters */
- glMatrixMode(GL_MODELVIEW);
- /* glLoadIdentity(); */
+ xglMatrixMode(GL_MODELVIEW);
+ /* xglLoadIdentity(); */
+
+ /* draw sky */
+ xglDisable( GL_DEPTH_TEST );
+ xglDisable( GL_LIGHTING );
+ xglDisable( GL_CULL_FACE );
+ xglDisable( GL_FOG );
+ xglShadeModel( GL_SMOOTH );
+ fgSkyRender();
+
+ /* setup transformation for drawing astronomical objects */
+ xglPushMatrix();
+ /* Translate to view position */
+ xglTranslatef( v->view_pos.x, v->view_pos.y, v->view_pos.z );
+ /* Rotate based on gst (sidereal time) */
+ angle = t->gst * 15.041085; /* should be 15.041085, Curt thought it was 15*/
+ /* printf("Rotating astro objects by %.2f degrees\n",angle); */
+ xglRotatef( angle, 0.0, 0.0, -1.0 );
+
+ /* draw stars and planets */
+ fgStarsRender();
+ fgPlanetsRender();
+
+ /* draw the sun */
+ fgSunRender();
+
+ /* render the moon */
+ xglEnable( GL_LIGHTING );
+ /* set lighting parameters */
+ xglLightfv(GL_LIGHT0, GL_AMBIENT, white );
+ xglLightfv(GL_LIGHT0, GL_DIFFUSE, white );
+ xglEnable( GL_CULL_FACE );
+
+ /* Let's try some blending technique's (Durk)*/
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_ONE, GL_ONE);
+ fgMoonRender();
+ glDisable(GL_BLEND);
+
+ xglPopMatrix();
/* draw scenery */
- fgSceneryRender();
+ xglShadeModel( /* GL_FLAT */ GL_SMOOTH );
+ xglEnable( GL_DEPTH_TEST );
+ xglEnable( GL_FOG );
+ xglFogfv (GL_FOG_COLOR, l->fog_color);
+ /* set lighting parameters */
+ xglLightfv(GL_LIGHT0, GL_AMBIENT, l->scene_ambient );
+ xglLightfv(GL_LIGHT0, GL_DIFFUSE, l->scene_diffuse );
+ /* texture parameters */
+ xglEnable( GL_TEXTURE_2D ); /* xglDisable( GL_TEXTURE_2D ); */
+ xglTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT ) ;
+ xglTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT ) ;
+ xglTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR ) ;
+ xglTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
+ GL_LINEAR /* GL_LINEAR_MIPMAP_LINEAR */ ) ;
+ xglTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ) ;
+ xglHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST ) ;
+
+ fgTileMgrRender();
+
+ xglDisable( GL_TEXTURE_2D );
/* display HUD */
- if( show_hud )
+ if( show_hud ) {
fgCockpitUpdate();
+ }
- #ifdef GLUT
- glutSwapBuffers();
- #endif
+ /* display instruments */
+ if (displayInstruments) {
+ fgUpdateInstrViewParams();
+ }
+
+ xglutSwapBuffers();
}
**************************************************************************/
void fgUpdateTimeDepCalcs(int multi_loop) {
- struct fgFLIGHT *f;
+ fgFLIGHT *f;
struct fgTIME *t;
struct fgVIEW *v;
int i;
- f = ¤t_aircraft.flight;
+ f = current_aircraft.flight;
t = &cur_time_params;
v = ¤t_view;
/* printf("updating flight model x %d\n", multi_loop); */
fgFlightModelUpdate(FG_LARCSIM, f, multi_loop);
- /* refresh shared sun position and sun_vec */
- fgUpdateSunPos(scenery.center);
-
/* update the view angle */
for ( i = 0; i < multi_loop; i++ ) {
if ( fabs(v->goal_view_offset - v->view_offset) < 0.05 ) {
}
-void fgInitTimeDepCalcs() {
+void fgInitTimeDepCalcs( void ) {
/* initialize timer */
-#ifdef USE_ITIMER
+#ifdef HAVE_SETITIMER
fgTimerInit( 1.0 / DEFAULT_TIMER_HZ, fgUpdateTimeDepCalcs );
-#endif USE_ITIMER
+#endif HAVE_SETITIMER
}
int num_lines = 16;
float line_len, line_width_2, cur_pos;
- runway = glGenLists(1);
- glNewList(runway, GL_COMPILE);
+ runway = xglGenLists(1);
+ xglNewList(runway, GL_COMPILE);
*/
/* draw concrete */
-/* glBegin(GL_POLYGON);
- glMaterialfv( GL_FRONT, GL_AMBIENT_AND_DIFFUSE, concrete );
- glNormal3f(0.0, 0.0, 1.0);
-
- glVertex3d( 0.0, -width/2.0, 0.0);
- glVertex3d( 0.0, width/2.0, 0.0);
- glVertex3d(length, width/2.0, 0.0);
- glVertex3d(length, -width/2.0, 0.0);
- glEnd();
+/* xglBegin(GL_POLYGON);
+ xglMaterialfv( GL_FRONT, GL_AMBIENT_AND_DIFFUSE, concrete );
+ xglNormal3f(0.0, 0.0, 1.0);
+
+ xglVertex3d( 0.0, -width/2.0, 0.0);
+ xglVertex3d( 0.0, width/2.0, 0.0);
+ xglVertex3d(length, width/2.0, 0.0);
+ xglVertex3d(length, -width/2.0, 0.0);
+ xglEnd();
*/
/* draw center line */
-/* glMaterialfv( GL_FRONT, GL_AMBIENT_AND_DIFFUSE, line );
+/* xglMaterialfv( GL_FRONT, GL_AMBIENT_AND_DIFFUSE, line );
line_len = length / ( 2 * num_lines + 1);
printf("line_len = %.3f\n", line_len);
line_width_2 = 0.02;
cur_pos = line_len;
for ( i = 0; i < num_lines; i++ ) {
- glBegin(GL_POLYGON);
- glVertex3d( cur_pos, -line_width_2, 0.005);
- glVertex3d( cur_pos, line_width_2, 0.005);
+ xglBegin(GL_POLYGON);
+ xglVertex3d( cur_pos, -line_width_2, 0.005);
+ xglVertex3d( cur_pos, line_width_2, 0.005);
cur_pos += line_len;
- glVertex3d( cur_pos, line_width_2, 0.005);
- glVertex3d( cur_pos, -line_width_2, 0.005);
+ xglVertex3d( cur_pos, line_width_2, 0.005);
+ xglVertex3d( cur_pos, -line_width_2, 0.005);
cur_pos += line_len;
- glEnd();
+ xglEnd();
}
- glEndList();
+ xglEndList();
return(runway);
}
/*static void fgSceneryDraw_OLD() {
static float z = 32.35;
- glPushMatrix();
+ xglPushMatrix();
- glCallList(scenery);
+ xglCallList(scenery);
printf("*** Drawing runway at %.2f\n", z);
- glTranslatef( -398391.28, 120070.41, 32.35);
- glRotatef(170.0, 0.0, 0.0, 1.0);
- glCallList(runway);
+ xglTranslatef( -398391.28, 120070.41, 32.35);
+ xglRotatef(170.0, 0.0, 0.0, 1.0);
+ xglCallList(runway);
- glPopMatrix();
+ xglPopMatrix();
}
*/
+
/* What should we do when we have nothing else to do? How about get
* ready for the next move and update the display? */
static void fgMainLoop( void ) {
static int remainder = 0;
int elapsed, multi_loop;
double cur_elev;
- double joy_x, joy_y;
- int joy_b1, joy_b2;
- struct fgAIRCRAFT *a;
- struct fgFLIGHT *f;
+ /* double joy_x, joy_y; */
+ /* int joy_b1, joy_b2; */
+ fgAIRCRAFT *a;
+ fgFLIGHT *f;
struct fgTIME *t;
+ fgPrintf( FG_ALL, FG_DEBUG, "Running Main Loop\n");
+ fgPrintf( FG_ALL, FG_DEBUG, "======= ==== ====\n");
+
a = ¤t_aircraft;
- f = &a->flight;
+ f = a->flight;
t = &cur_time_params;
/* update "time" */
fgElevSet( -joy_y );
fgAileronSet( joy_x ); */
- /* update the weather for our current position */
- fgWeatherUpdate(FG_Longitude * RAD_TO_ARCSEC,
- FG_Latitude * RAD_TO_ARCSEC,
- FG_Altitude * FEET_TO_METER);
-
/* Calculate model iterations needed */
elapsed = fgGetTimeInterval();
- printf("Time interval is = %d, previous remainder is = %d\n", elapsed,
- remainder);
- printf("--> Frame rate is = %.2f\n", 1000.0 / (float)elapsed);
+ fgPrintf( FG_ALL, FG_BULK,
+ "Time interval is = %d, previous remainder is = %d\n",
+ elapsed, remainder);
+ fgPrintf( FG_ALL, FG_BULK,
+ "--> Frame rate is = %.2f\n", 1000.0 / (float)elapsed);
elapsed += remainder;
- multi_loop = ((float)elapsed * 0.001) * DEFAULT_MODEL_HZ;
+ multi_loop = (int)(((float)elapsed * 0.001) * DEFAULT_MODEL_HZ);
remainder = elapsed - ((multi_loop*1000) / DEFAULT_MODEL_HZ);
- printf("Model iterations needed = %d, new remainder = %d\n", multi_loop,
- remainder);
+ fgPrintf( FG_ALL, FG_BULK,
+ "Model iterations needed = %d, new remainder = %d\n",
+ multi_loop, remainder);
+ /* Run flight model */
if ( ! use_signals ) {
/* flight model */
fgUpdateTimeDepCalcs(multi_loop);
/* I'm just sticking this here for now, it should probably move
* eventually */
- cur_elev = mesh_altitude(FG_Longitude * RAD_TO_ARCSEC,
- FG_Latitude * RAD_TO_ARCSEC);
- printf("Ground elevation is %.2f meters here.\n", cur_elev);
+ /* cur_elev = mesh_altitude(FG_Longitude * RAD_TO_ARCSEC,
+ FG_Latitude * RAD_TO_ARCSEC); */
+ /* there is no ground collision detection really, so for now I
+ * just hard code the ground elevation to be 0 */
+ cur_elev = 0;
+
+ /* printf("Ground elevation is %.2f meters here.\n", cur_elev); */
/* FG_Runway_altitude = cur_elev * METER_TO_FEET; */
if ( FG_Altitude * FEET_TO_METER < cur_elev + 3.758099) {
/* now set aircraft altitude above ground */
FG_Altitude = cur_elev * METER_TO_FEET + 3.758099;
- printf("<*> resetting altitude to %.0f meters\n",
+ fgPrintf( FG_ALL, FG_BULK, "<*> resetting altitude to %.0f meters\n",
FG_Altitude * FEET_TO_METER);
}
fgAircraftOutputCurrent(a);
+ /* see if we need to load any new scenery tiles */
+ fgTileMgrUpdate();
+
+ /* Process/manage pending events */
+ fgEventProcess();
+
/* redraw display */
- fgUpdateVisuals();
+ fgRenderFrame();
+
+ fgPrintf( FG_ALL, FG_DEBUG, "\n");
}
win_ratio = (GLfloat) height / (GLfloat) width;
}
- /* Inform gl of our view window size */
- glViewport(0, 0, (GLint)width, (GLint)height);
+ winWidth = width;
+ winHeight = height;
+
+ /* Inform gl of our view window size (now handled elsewhere) */
+ /* xglViewport(0, 0, (GLint)width, (GLint)height); */
fgUpdateViewParams();
- glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
+ /* xglClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); */
}
**************************************************************************/
int main( int argc, char *argv[] ) {
- struct fgFLIGHT *f;
+ fgFLIGHT *f;
+ int parse_result; // Used in command line argument.
- f = ¤t_aircraft.flight;
+ f = current_aircraft.flight;
+ // First things first... We must have startup options dealt with.
- printf("Flight Gear: prototype version %s\n\n", VERSION);
+ printf("Flight Gear: Version %s\n\n", VERSION);
- /**********************************************************************
+ /*********************************************************************
* Initialize the Window/Graphics environment.
**********************************************************************/
- #ifdef GLUT
- /* initialize GLUT */
- glutInit(&argc, argv);
+ /* initialize GLUT */
+ xglutInit(&argc, argv);
- /* Define Display Parameters */
- glutInitDisplayMode( GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE );
+ /* Define Display Parameters */
+ xglutInitDisplayMode( GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE );
- /* Define initial window size */
- glutInitWindowSize(640, 480);
+ /* Define initial window size */
+ xglutInitWindowSize(640, 480);
- /* Initialize windows */
- glutCreateWindow("Flight Gear");
- #endif
+ /* Initialize windows */
+ xglutCreateWindow("Flight Gear");
- /* This is the general house keeping init routine */
- fgInitGeneral();
+ // xglutInit above will extract all non-general program command line.
+ // We only need wory about our own.
- /* This is the top level init routine which calls all the other
- * subsystem initialization routines. If you are adding a
- * subsystem to flight gear, its initialization call should
- * located in this routine.*/
- fgInitSubsystems();
+ parse_result = getargs( argc, argv, OptsDefined, CmdLineOptions, NULL);
- /* setup view parameters, only makes GL calls */
- fgInitVisuals();
+ switch( parse_result ) {
+ case ALLDONE:
+ break;
- if ( use_signals ) {
- /* init timer routines, signals, etc. Arrange for an alarm
- signal to be generated, etc. */
- fgInitTimeDepCalcs();
+ case HELP:
+ print_desc( OptsDefined, CmdLineOptions );
+ exit(0);
+
+ case INVALID:
+ default:
+ printf( "Flight Gear: Command line invalid.");
+ exit(0);
}
- /**********************************************************************
- * Initialize the Event Handlers.
- **********************************************************************/
+ // Deal with the effects of options no set by manipulating the command
+ // line, or possibly set to invalid states.
+
+ if(( viewArg >= 0) && (viewArg <= 1)) {
+ show_hud = viewArg; // For now view_mode TRUE - no HUD, else show_hud.
+ } else {
+ show_hud = DefaultViewMode;
+ }
+
+ // All other command line option responses are handled in the various
+ // initialization routines (or ignored if not implemented.
+
+ // This is the general house keeping init routine. It initializes the
+ // debug trail scheme and then any other stuff.
+
+ if( !fgInitGeneral()) {
+
+ // This is the top level init routine which calls all the other
+ // subsystem initialization routines. If you are adding a
+ // subsystem to flight gear, its initialization call should
+ // located in this routine.
+ if( !fgInitSubsystems()) {
+
+ // setup view parameters, only makes GL calls
+ fgInitVisuals();
+
+ if ( use_signals ) {
+ /* init timer routines, signals, etc. Arrange for an alarm
+ signal to be generated, etc. */
+ fgInitTimeDepCalcs();
+ }
- #ifdef GLUT
- /* call fgReshape() on window resizes */
- glutReshapeFunc( fgReshape );
+ /**********************************************************
+ * Initialize the GLUT Event Handlers.
+ **********************************************************/
- /* call key() on keyboard event */
- glutKeyboardFunc( GLUTkey );
- glutSpecialFunc( GLUTspecialkey );
+ // call fgReshape() on window resizes
+ xglutReshapeFunc( fgReshape );
- /* call fgMainLoop() whenever there is nothing else to do */
- glutIdleFunc( fgMainLoop );
+ // call key() on keyboard event
+ xglutKeyboardFunc( GLUTkey );
+ glutSpecialFunc( GLUTspecialkey );
- /* draw the scene */
- glutDisplayFunc( fgUpdateVisuals );
+ // call fgMainLoop() whenever there is
+ // nothing else to do
+ xglutIdleFunc( fgMainLoop );
- /* pass control off to the GLUT event handler */
- glutMainLoop();
- #endif
+ // draw the scene
+ xglutDisplayFunc( fgRenderFrame );
+ // pass control off to the GLUT event handler
+ glutMainLoop();
+
+ } // End if subsystems initialize ok
+ } // End if general initializations went ok
+
+ if( fg_DebugOutput ) {
+ fclose( fg_DebugOutput );
+ }
return(0);
}
-#ifdef NO_PRINTF
- #include <stdarg.h>
- int printf (const char *format, ...) {
- }
+#ifdef __SUNPRO_CC
+extern "C" {
+ void __eprintf( void ) {
+ }
+}
#endif
-
/* $Log$
-/* Revision 1.28 1997/12/10 22:37:45 curt
-/* Prepended "fg" on the name of all global structures that didn't have it yet.
-/* i.e. "struct WEATHER {}" became "struct fgWEATHER {}"
+/* Revision 1.69 1998/04/08 23:35:34 curt
+/* Tweaks to Gnu automake/autoconf system.
/*
+ * Revision 1.68 1998/04/03 22:09:03 curt
+ * Converting to Gnu autoconf system.
+ *
+ * Revision 1.67 1998/03/23 21:24:37 curt
+ * Source code formating tweaks.
+ *
+ * Revision 1.66 1998/03/14 00:31:20 curt
+ * Beginning initial terrain texturing experiments.
+ *
+ * Revision 1.65 1998/03/09 22:45:57 curt
+ * Minor tweaks for building on sparc platform.
+ *
+ * Revision 1.64 1998/02/20 00:16:23 curt
+ * Thursday's tweaks.
+ *
+ * Revision 1.63 1998/02/16 16:17:39 curt
+ * Minor tweaks.
+ *
+ * Revision 1.62 1998/02/16 13:39:42 curt
+ * Miscellaneous weekend tweaks. Fixed? a cache problem that caused whole
+ * tiles to occasionally be missing.
+ *
+ * Revision 1.61 1998/02/12 21:59:46 curt
+ * Incorporated code changes contributed by Charlie Hotchkiss
+ * <chotchkiss@namg.us.anritsu.com>
+ *
+ * Revision 1.60 1998/02/11 02:50:40 curt
+ * Minor changes.
+ *
+ * Revision 1.59 1998/02/09 22:56:54 curt
+ * Removed "depend" files from cvs control. Other minor make tweaks.
+ *
+ * Revision 1.58 1998/02/09 15:07:49 curt
+ * Minor tweaks.
+ *
+ * Revision 1.57 1998/02/07 15:29:40 curt
+ * Incorporated HUD changes and struct/typedef changes from Charlie Hotchkiss
+ * <chotchkiss@namg.us.anritsu.com>
+ *
+ * Revision 1.56 1998/02/03 23:20:23 curt
+ * Lots of little tweaks to fix various consistency problems discovered by
+ * Solaris' CC. Fixed a bug in fg_debug.c with how the fgPrintf() wrapper
+ * passed arguments along to the real printf(). Also incorporated HUD changes
+ * by Michele America.
+ *
+ * Revision 1.55 1998/02/02 20:53:58 curt
+ * Incorporated Durk's changes.
+ *
+ * Revision 1.54 1998/01/31 00:43:10 curt
+ * Added MetroWorks patches from Carmen Volpe.
+ *
+ * Revision 1.53 1998/01/27 18:35:54 curt
+ * Minor tweaks.
+ *
+ * Revision 1.52 1998/01/27 00:47:56 curt
+ * Incorporated Paul Bleisch's <bleisch@chromatic.com> new debug message
+ * system and commandline/config file processing code.
+ *
+ * Revision 1.51 1998/01/26 15:57:05 curt
+ * Tweaks for dynamic scenery development.
+ *
+ * Revision 1.50 1998/01/19 19:27:07 curt
+ * Merged in make system changes from Bob Kuehne <rpk@sgi.com>
+ * This should simplify things tremendously.
+ *
+ * Revision 1.49 1998/01/19 18:40:31 curt
+ * Tons of little changes to clean up the code and to remove fatal errors
+ * when building with the c++ compiler.
+ *
+ * Revision 1.48 1998/01/19 18:35:46 curt
+ * Minor tweaks and fixes for cygwin32.
+ *
+ * Revision 1.47 1998/01/13 00:23:08 curt
+ * Initial changes to support loading and management of scenery tiles. Note,
+ * there's still a fair amount of work left to be done.
+ *
+ * Revision 1.46 1998/01/08 02:22:06 curt
+ * Beginning to integrate Tile management subsystem.
+ *
+ * Revision 1.45 1998/01/07 03:18:55 curt
+ * Moved astronomical stuff from .../Src/Scenery to .../Src/Astro/
+ *
+ * Revision 1.44 1997/12/30 22:22:31 curt
+ * Further integration of event manager.
+ *
+ * Revision 1.43 1997/12/30 20:47:43 curt
+ * Integrated new event manager with subsystem initializations.
+ *
+ * Revision 1.42 1997/12/30 16:36:47 curt
+ * Merged in Durk's changes ...
+ *
+ * Revision 1.41 1997/12/30 13:06:56 curt
+ * A couple lighting tweaks ...
+ *
+ * Revision 1.40 1997/12/30 01:38:37 curt
+ * Switched back to per vertex normals and smooth shading for terrain.
+ *
+ * Revision 1.39 1997/12/22 23:45:45 curt
+ * First stab at sunset/sunrise sky glow effects.
+ *
+ * Revision 1.38 1997/12/22 04:14:28 curt
+ * Aligned sky with sun so dusk/dawn effects can be correct relative to the sun.
+ *
+ * Revision 1.37 1997/12/19 23:34:03 curt
+ * Lot's of tweaking with sky rendering and lighting.
+ *
+ * Revision 1.36 1997/12/19 16:44:57 curt
+ * Working on scene rendering order and options.
+ *
+ * Revision 1.35 1997/12/18 23:32:32 curt
+ * First stab at sky dome actually starting to look reasonable. :-)
+ *
+ * Revision 1.34 1997/12/17 23:13:34 curt
+ * Began working on rendering a sky.
+ *
+ * Revision 1.33 1997/12/15 23:54:45 curt
+ * Add xgl wrappers for debugging.
+ * Generate terrain normals on the fly.
+ *
+ * Revision 1.32 1997/12/15 20:59:08 curt
+ * Misc. tweaks.
+ *
+ * Revision 1.31 1997/12/12 21:41:25 curt
+ * More light/material property tweaking ... still a ways off.
+ *
+ * Revision 1.30 1997/12/12 19:52:47 curt
+ * Working on lightling and material properties.
+ *
+ * Revision 1.29 1997/12/11 04:43:54 curt
+ * Fixed sun vector and lighting problems. I thing the moon is now lit
+ * correctly.
+ *
+ * Revision 1.28 1997/12/10 22:37:45 curt
+ * Prepended "fg" on the name of all global structures that didn't have it yet.
+ * i.e. "struct WEATHER {}" became "struct fgWEATHER {}"
+ *
* Revision 1.27 1997/12/09 05:11:54 curt
* Working on tweaking lighting.
*