#include <Autopilot/newauto.hxx>
+#include <Cockpit/hud.hxx>
#include <Cockpit/cockpit.hxx>
#include <Cockpit/radiostack.hxx>
#ifdef FG_NETWORK_OLK
#include <NetworkOLK/network.h>
#endif
+
+#ifdef FG_MPLAYER_AS
+#include <MultiPlayer/multiplaytxmgr.hxx>
+#include <MultiPlayer/multiplayrxmgr.hxx>
+#endif
+
#include <Objects/matlib.hxx>
#include <Scenery/scenery.hxx>
#include <Scenery/tilemgr.hxx>
static int idle_state = 0;
static long global_multi_loop;
-// forward declaration
-void fgReshape( int width, int height );
-
// fog constants. I'm a little nervous about putting actual code out
// here but it seems to work (?)
static const double m_log01 = -log( 0.01 );
SGTimeStamp last_time_stamp;
SGTimeStamp current_time_stamp;
+
void fgBuildRenderStates( void ) {
default_state = new ssgSimpleState;
default_state->ref();
if ( fgPanelVisible() ) {
GLfloat height = fgGetInt("/sim/startup/ysize");
GLfloat view_h =
- (current_panel->getViewHeight() - current_panel->getYOffset())
+ (globals->get_current_panel()->getViewHeight() - globals->get_current_panel()->getYOffset())
* (height / 768.0) + 1;
glTranslatef( 0.0, view_h, 0.0 );
}
// Update all Visuals (redraws anything graphics related)
void fgRenderFrame() {
-
+
GLfloat black[4] = { 0.0, 0.0, 0.0, 1.0 };
GLfloat white[4] = { 1.0, 1.0, 1.0, 1.0 };
// GLfloat terrain_color[4] = { 0.54, 0.44, 0.29, 1.0 };
// GLfloat mat_shininess[] = { 10.0 };
GLbitfield clear_mask;
-
+
if ( idle_state != 1000 ) {
// still initializing, draw the splash screen
if ( fgGetBool("/sim/startup/splash-screen") ) {
if ( fgGetBool("/sim/rendering/skyblend") ) {
if ( fgGetBool("/sim/rendering/textures") ) {
// glClearColor(black[0], black[1], black[2], black[3]);
- glClearColor(l->adj_fog_color[0], l->adj_fog_color[1],
+ glClearColor(l->adj_fog_color[0], l->adj_fog_color[1],
l->adj_fog_color[2], l->adj_fog_color[3]);
clear_mask |= GL_COLOR_BUFFER_BIT;
}
} else {
- glClearColor(l->sky_color[0], l->sky_color[1],
+ glClearColor(l->sky_color[0], l->sky_color[1],
l->sky_color[2], l->sky_color[3]);
clear_mask |= GL_COLOR_BUFFER_BIT;
}
// update the sky dome
if ( fgGetBool("/sim/rendering/skyblend") ) {
- /* cout << "thesky->repaint() sky_color = "
+ /*
+ SG_LOG( SG_GENERAL, SG_BULK, "thesky->repaint() sky_color = "
<< cur_light_params.sky_color[0] << " "
<< cur_light_params.sky_color[1] << " "
<< cur_light_params.sky_color[2] << " "
- << cur_light_params.sky_color[3] << endl;
- cout << " fog = "
+ << cur_light_params.sky_color[3] );
+ SG_LOG( SG_GENERAL, SG_BULK, " fog = "
<< cur_light_params.fog_color[0] << " "
<< cur_light_params.fog_color[1] << " "
<< cur_light_params.fog_color[2] << " "
- << cur_light_params.fog_color[3] << endl;
- cout << " sun_angle = " << cur_light_params.sun_angle
- << " moon_angle = " << cur_light_params.moon_angle
- << endl; */
+ << cur_light_params.fog_color[3] );
+ SG_LOG( SG_GENERAL, SG_BULK,
+ " sun_angle = " << cur_light_params.sun_angle
+ << " moon_angle = " << cur_light_params.moon_angle );
+ */
thesky->repaint( cur_light_params.sky_color,
cur_light_params.adj_fog_color,
cur_light_params.sun_angle,
globals->get_ephem()->getPlanets(),
globals->get_ephem()->getNumStars(),
globals->get_ephem()->getStars() );
-
- /* cout << "thesky->reposition( view_pos = " << view_pos[0] << " "
- << view_pos[1] << " " << view_pos[2] << endl;
- cout << " zero_elev = " << zero_elev[0] << " "
+
+ /*
+ SG_LOG( SG_GENERAL, SG_BULK,
+ "thesky->reposition( view_pos = " << view_pos[0] << " "
+ << view_pos[1] << " " << view_pos[2] );
+ SG_LOG( SG_GENERAL, SG_BULK,
+ " zero_elev = " << zero_elev[0] << " "
<< zero_elev[1] << " " << zero_elev[2]
<< " lon = " << cur_fdm_state->get_Longitude()
- << " lat = " << cur_fdm_state->get_Latitude() << endl;
- cout << " sun_rot = " << cur_light_params.sun_rotation
- << " gst = " << SGTime::cur_time_params->getGst() << endl;
- cout << " sun ra = " << globals->get_ephem()->getSunRightAscension()
- << " sun dec = " << globals->get_ephem()->getSunDeclination()
- << " moon ra = " << globals->get_ephem()->getMoonRightAscension()
- << " moon dec = " << globals->get_ephem()->getMoonDeclination() << endl; */
+ << " lat = " << cur_fdm_state->get_Latitude() );
+ SG_LOG( SG_GENERAL, SG_BULK,
+ " sun_rot = " << cur_light_params.sun_rotation
+ << " gst = " << SGTime::cur_time_params->getGst() );
+ SG_LOG( SG_GENERAL, SG_BULK,
+ " sun ra = " << globals->get_ephem()->getSunRightAscension()
+ << " sun dec = " << globals->get_ephem()->getSunDeclination()
+ << " moon ra = " << globals->get_ephem()->getMoonRightAscension()
+ << " moon dec = " << globals->get_ephem()->getMoonDeclination() );
+ */
thesky->reposition( current__view->get_view_pos(),
current__view->get_zero_elev(),
}
# endif
- if ( fgGetBool("/sim/rendering/skyblend") ) {
+#ifdef FG_MPLAYER_AS
+ // Update any multiplayer models
+ globals->get_multiplayer_rx_mgr()->Update();
+#endif
+
+ if ( fgGetBool("/sim/rendering/skyblend") &&
+ fgGetBool("/sim/rendering/draw-otw") )
+ {
// draw the sky backdrop
// we need a white diffuse light for the phase of the moon
glEnable( GL_DEPTH_TEST );
ssgSetNearFar( scene_nearplane, scene_farplane );
- ssgCullAndDraw( globals->get_scenery()->get_scene_graph() );
+
+ if ( fgGetBool("/sim/rendering/wireframe") ) {
+ // draw wire frame
+ glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
+ }
+ if ( fgGetBool("/sim/rendering/draw-otw") ) {
+ ssgCullAndDraw( globals->get_scenery()->get_scene_graph() );
+ }
// This is a bit kludgy. Every 200 frames, do an extra
// traversal of the scene graph without drawing anything, but
glPolygonMode(GL_FRONT, GL_POINT);
// draw runway lighting
- ssgCullAndDraw( globals->get_scenery()->get_rwy_lights_root() );
+ if ( fgGetBool("/sim/rendering/draw-otw") ) {
+ ssgCullAndDraw( globals->get_scenery()->get_rwy_lights_root() );
+ }
// change punch through and then draw taxi lighting
glFogf ( GL_FOG_DENSITY, fog_exp2_density );
// sgVec3 taxi_fog;
// sgSetVec3( taxi_fog, 0.0, 0.0, 0.0 );
// glFogfv ( GL_FOG_COLOR, taxi_fog );
- ssgCullAndDraw( globals->get_scenery()->get_taxi_lights_root() );
+ if ( fgGetBool("/sim/rendering/draw-otw") ) {
+ ssgCullAndDraw( globals->get_scenery()->get_taxi_lights_root() );
+ }
// clean up lighting
glPolygonMode(GL_FRONT, GL_FILL);
// draw ground lighting
glFogf (GL_FOG_DENSITY, ground_exp2_punch_through);
- ssgCullAndDraw( globals->get_scenery()->get_gnd_lights_root() );
+ if ( fgGetBool("/sim/rendering/draw-otw") ) {
+ ssgCullAndDraw( globals->get_scenery()->get_gnd_lights_root() );
+ }
if ( fgGetBool("/sim/rendering/skyblend") ) {
// draw the sky cloud layers
- if (fgGetBool("/environment/clouds/status")) {
+ if ( fgGetBool("/environment/clouds/status") &&
+ fgGetBool("/sim/rendering/draw-otw") )
+ {
thesky->postDraw( cur_fdm_state->get_Altitude()
* SG_FEET_TO_METER );
}
}
- if ( fgGetBool("/sim/rendering/clouds3d") ) {
+ if ( fgGetBool("/sim/rendering/clouds3d") &&
+ fgGetBool("/sim/rendering/draw-otw") )
+ {
glDisable( GL_FOG );
glDisable( GL_LIGHTING );
// cout << "drawing new clouds" << endl;
glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ) ;
}
- globals->get_model_mgr()->draw();
- globals->get_aircraft_model()->draw();
+ if ( fgGetBool("/sim/rendering/draw-otw") ) {
+ globals->get_model_mgr()->draw();
+ globals->get_aircraft_model()->draw();
+ }
// display HUD && Panel
glDisable( GL_FOG );
// Use the hud_and_panel ssgSimpleState for rendering the ATC output
// This only works properly if called before the panel call
- globals->get_ATC_display()->update(delta_time_sec);
+ if((fgGetBool("/sim/ATC/enabled")) || (fgGetBool("/sim/ai-traffic/enabled")))
+ globals->get_ATC_display()->update(delta_time_sec);
// update the panel subsystem
- if ( current_panel != NULL ) {
- current_panel->update(delta_time_sec);
+ if ( globals->get_current_panel() != NULL ) {
+ globals->get_current_panel()->update(delta_time_sec);
}
fgUpdate3DPanels();
SGTime *t = globals->get_time_params();
+ sglog().setLogLevels( SG_ALL, (sgDebugPriority)fgGetInt("/sim/log-level") );
+
FGLocation * acmodel_location = 0;
if(cur_fdm_state->getACModel() != 0) {
acmodel_location = (FGLocation *) cur_fdm_state->getACModel()->get3DModel()->getFGLocation();
#else
if ( (t->get_cur_time() != last_time) && (last_time > 0) ) {
general.set_frame_rate( frames );
+ fgSetInt("/sim/frame-rate", frames);
SG_LOG( SG_ALL, SG_DEBUG,
"--> Frame rate is = " << general.get_frame_rate() );
frames = 0;
#endif
// Run ATC subsystem
- globals->get_ATC_mgr()->update(delta_time_sec);
+ if (fgGetBool("/sim/ATC/enabled"))
+ globals->get_ATC_mgr()->update(delta_time_sec);
// Run the AI subsystem
if (fgGetBool("/sim/ai-traffic/enabled"))
// setup OpenGL view parameters
fgInitVisuals();
+ // Read the list of available aircrafts
+ fgReadAircraft();
+
idle_state++;
} else if ( idle_state == 5 ) {
if ( (!fgGetBool("/sim/virtual-cockpit"))
&& fgPanelVisible() && idle_state == 1000 ) {
- view_h = (int)(height * (current_panel->getViewHeight() -
- current_panel->getYOffset()) / 768.0);
+ view_h = (int)(height * (globals->get_current_panel()->getViewHeight() -
+ globals->get_current_panel()->getYOffset()) / 768.0);
} else {
view_h = height;
}
// fonts !!!
guiInit();
+ // Read the list of available aircrafts
+ fgReadAircraft();
+
#ifdef GL_EXT_texture_lod_bias
glTexEnvf( GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, -0.5 ) ;
#endif