-// GLUTmain.cxx -- top level sim routines
+// main.cxx -- top level sim routines
//
// Written by Curtis Olson for OpenGL, started May 1997.
//
-// Copyright (C) 1997 Curtis L. Olson - curt@me.umn.edu
+// Copyright (C) 1997 - 1999 Curtis L. Olson - curt@flightgear.org
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License as
//
// $Id$
+
#define MICHAEL_JOHNSON_EXPERIMENTAL_ENGINE_AUDIO
+
#ifdef HAVE_CONFIG_H
# include <config.h>
#endif
# include <unistd.h> /* for stat() */
#endif
+#include <pu.h> // plib include
+#include <ssg.h> // plib include
+
+#ifdef ENABLE_AUDIO_SUPPORT
+# include <sl.h> // plib include
+# include <sm.h> // plib include
+#endif
+
#include <Include/fg_constants.h> // for VERSION
#include <Include/general.hxx>
#include <Astro/stars.hxx>
#include <Astro/solarsystem.hxx>
-#ifdef ENABLE_AUDIO_SUPPORT
-# include <plib/sl.h>
-# include <plib/sm.h>
-#endif
-
#include <Autopilot/autopilot.hxx>
#include <Cockpit/cockpit.hxx>
#include <GUI/gui.h>
#include <Math/polar3d.hxx>
#include <Math/fg_random.h>
#include <Misc/fgpath.hxx>
-#include <plib/pu.h>
+#ifdef FG_NETWORK_OLK
+#include <Network/network.h>
+#endif
+#include <Objects/materialmgr.hxx>
#include <Scenery/scenery.hxx>
#include <Scenery/tilemgr.hxx>
#include <Time/event.hxx>
#include <Time/sunpos.hxx>
#include <Weather/weather.hxx>
-#include "GLUTkey.hxx"
#include "fg_init.hxx"
+#include "keyboard.hxx"
#include "options.hxx"
#include "splash.hxx"
#include "views.hxx"
#endif
+// ssg variables
+ssgRoot *scene = NULL;
+ssgBranch *terrain = NULL;
+ssgSelector *penguin_sel = NULL;
+ssgTransform *penguin_pos = NULL;
+
+
// 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
xglEnable( GL_LIGHT0 );
xglLightfv( GL_LIGHT0, GL_POSITION, l->sun_vec );
+ sgVec3 sunpos;
+ sgSetVec3( sunpos, l->sun_vec[0], l->sun_vec[1], l->sun_vec[2] );
+ ssgGetLight( 0 ) -> setPosition( sunpos );
+
// xglFogi (GL_FOG_MODE, GL_LINEAR);
xglFogi (GL_FOG_MODE, GL_EXP2);
- // Fog density is now set when the weather system is initialized
- // xglFogf (GL_FOG_DENSITY, w->fog_density);
if ( (current_options.get_fog() == 1) ||
(current_options.get_shading() == 0) ) {
// if fastest fog requested, or if flat shading force fastest
// set the sun position
xglLightfv( GL_LIGHT0, GL_POSITION, l->sun_vec );
+ sgVec3 sunpos;
+ sgSetVec3( sunpos, l->sun_vec[0], l->sun_vec[1], l->sun_vec[2] );
+ ssgGetLight( 0 ) -> setPosition( sunpos );
+
clear_mask = GL_DEPTH_BUFFER_BIT;
if ( current_options.get_wireframe() ) {
clear_mask |= GL_COLOR_BUFFER_BIT;
xglEnable( GL_DEPTH_TEST );
if ( current_options.get_fog() > 0 ) {
xglEnable( GL_FOG );
- xglFogfv (GL_FOG_COLOR, l->adj_fog_color);
+ xglFogi( GL_FOG_MODE, GL_EXP2 );
+ xglFogfv( GL_FOG_COLOR, l->adj_fog_color );
}
// set lighting parameters
- xglLightfv(GL_LIGHT0, GL_AMBIENT, l->scene_ambient );
- xglLightfv(GL_LIGHT0, GL_DIFFUSE, l->scene_diffuse );
+ xglLightfv( GL_LIGHT0, GL_AMBIENT, l->scene_ambient );
+ xglLightfv( GL_LIGHT0, GL_DIFFUSE, l->scene_diffuse );
// xglLightfv(GL_LIGHT0, GL_SPECULAR, white );
if ( current_options.get_textures() ) {
// xglMaterialfv (GL_FRONT, GL_DIFFUSE, white);
}
- global_tile_mgr.render();
+ // global_tile_mgr.render();
+
+ // ssg test
+
+ xglMatrixMode( GL_PROJECTION );
+ xglLoadIdentity();
+ ssgSetFOV( current_options.get_fov(), 0.0f );
+
+ double agl = current_aircraft.fdm_state->get_Altitude() * FEET_TO_METER
+ - scenery.cur_elev;
+
+ // FG_LOG( FG_ALL, FG_INFO, "visibility is "
+ // << current_weather.get_visibility() );
+
+ if ( agl > 10.0 ) {
+ // ssgSetNearFar( 10.0f, current_weather.get_visibility() );
+ ssgSetNearFar( 10.0f, 100000.0f );
+ } else {
+ // ssgSetNearFar( 0.5f, current_weather.get_visibility() );
+ ssgSetNearFar( 0.5f, 100000.0f );
+ }
+
+ sgMat4 sgVIEW;
+
+ while ( current_view.follow.size() > 400 ) {
+ current_view.follow.pop_front();
+ }
+
+ if ( current_view.view_mode == FGView::FG_VIEW_FIRST_PERSON ) {
+ // select current view matrix
+ sgCopyMat4( sgVIEW, current_view.sgVIEW );
+
+ // disable TuX
+ penguin_sel->select(0);
+ } else if ( current_view.view_mode == FGView::FG_VIEW_FOLLOW ) {
+ // select view matrix from front of view matrix queue
+ FGMat4Wrapper tmp = current_view.follow.front();
+ sgCopyMat4( sgVIEW, tmp.m );
+
+ // enable TuX and set up his position and orientation
+ penguin_sel->select(1);
+
+ sgMat4 sgTRANS;
+ sgMakeTransMat4( sgTRANS,
+ current_view.view_pos.x(),
+ current_view.view_pos.y(),
+ current_view.view_pos.z() );
+
+ sgVec3 ownship_up;
+ sgSetVec3( ownship_up, 0.0, 0.0, 1.0);
+
+ sgMat4 sgROT;
+ sgMakeRotMat4( sgROT, -90.0, ownship_up );
+
+ sgMat4 sgTMP;
+ sgMat4 sgTUX;
+ sgMultMat4( sgTMP, sgROT, current_view.sgVIEW_ROT );
+ sgMultMat4( sgTUX, sgTMP, sgTRANS );
+
+ sgCoord tuxpos;
+ sgSetCoord( &tuxpos, sgTUX );
+ penguin_pos->setTransform( &tuxpos );
+ }
+
+ ssgSetCamera( sgVIEW );
+
+ // position tile nodes and update range selectors
+ global_tile_mgr.prep_ssg_nodes();
+
+ // force the default state so ssg can get back on track if
+ // we've changed things elsewhere
+ FGMaterialSlot m_slot;
+ FGMaterialSlot *m_ptr = &m_slot;
+ if ( material_mgr.find( "Default", m_ptr ) );
+ m_ptr->get_state()->force();
+
+ // draw the ssg scene
+ ssgCullAndDraw( scene );
xglDisable( GL_TEXTURE_2D );
xglDisable( GL_FOG );
puDisplay();
xglDisable ( GL_BLEND ) ;
xglEnable( GL_FOG );
+
}
xglutSwapBuffers();
// printf("updating flight model x %d\n", multi_loop);
fgFDMUpdate( current_options.get_flight_model(),
- cur_fdm_state, multi_loop, remainder );
+ cur_fdm_state, multi_loop * 1, remainder );
} else {
fgFDMUpdate( current_options.get_flight_model(),
cur_fdm_state, 0, remainder );
// options.cxx needs to see this for toggle_panel()
// Handle new window size or exposure
void fgReshape( int width, int height ) {
- // Do this so we can call fgReshape(0,0) ourselves without having
- // to know what the values of width & height are.
- if ( (height > 0) && (width > 0) ) {
- if ( ! current_options.get_panel_status() ) {
- current_view.set_win_ratio( (GLfloat) width / (GLfloat) height );
- } else {
- current_view.set_win_ratio( (GLfloat) width /
- ((GLfloat) (height)*0.4232) );
- }
+ if ( ! current_options.get_panel_status() ) {
+ current_view.set_win_ratio( (GLfloat) width / (GLfloat) height );
+ xglViewport(0, 0 , (GLint)(width), (GLint)(height) );
+ } else {
+ current_view.set_win_ratio( (GLfloat) width /
+ ((GLfloat) (height)*0.4232) );
+ xglViewport(0, (GLint)((height)*0.5768), (GLint)(width),
+ (GLint)((height)*0.4232) );
}
current_view.set_winWidth( width );
current_view.set_winHeight( height );
current_view.force_update_fov_math();
- // Inform gl of our view window size (now handled elsewhere)
- // xglViewport(0, 0, (GLint)width, (GLint)height);
if ( idle_state == 1000 ) {
// yes we've finished all our initializations and are running
// the main loop, so this will now work without seg faulting
argc = ccommand( &argv );
#endif
- FGInterface *f;
-
- f = current_aircraft.fdm_state;
-
#ifdef HAVE_BC5PLUS
_control87(MCW_EM, MCW_EM); /* defined in float.h */
#endif
FG_LOG( FG_GENERAL, FG_INFO, "Flight Gear: Version " << VERSION << endl );
- string root;
-
- FG_LOG( FG_GENERAL, FG_INFO, "General Initialization" );
- FG_LOG( FG_GENERAL, FG_INFO, "======= ==============" );
-
// seed the random number generater
fg_srandom();
- // Attempt to locate and parse a config file
- // First check fg_root
- FGPath config( current_options.get_fg_root() );
- config.append( "system.fgfsrc" );
- current_options.parse_config_file( config.str() );
-
- // Next check home directory
- char* envp = ::getenv( "HOME" );
- if ( envp != NULL ) {
- config.set( envp );
- config.append( ".fgfsrc" );
- current_options.parse_config_file( config.str() );
- }
-
- // Parse remaining command line options
- // These will override anything specified in a config file
- if ( current_options.parse_command_line(argc, argv) !=
- fgOPTIONS::FG_OPTIONS_OK )
- {
- // Something must have gone horribly wrong with the command
- // line parsing or maybe the user just requested help ... :-)
- current_options.usage();
- FG_LOG( FG_GENERAL, FG_ALERT, "\nExiting ...");
+ // Load the configuration parameters
+ if ( !fgInitConfig(argc, argv) ) {
+ FG_LOG( FG_GENERAL, FG_ALERT, "Config option parsing failed ..." );
exit(-1);
}
-
+
// Initialize the Window/Graphics environment.
if( !fgGlutInit(&argc, argv) ) {
FG_LOG( FG_GENERAL, FG_ALERT, "GLUT initialization failed ..." );
exit(-1);
}
- // Init the user interface (we need to do this before passing off
- // control to glut and before fgInitGeneral to get our fonts !!!
+ // Initialize ssg (from plib)
+ ssgInit();
+
+ // Initialize the user interface (we need to do this before
+ // passing off control to glut and before fgInitGeneral to get our
+ // fonts !!!
guiInit();
- // First do some quick general initializations
+ // Do some quick general initializations
if( !fgInitGeneral()) {
FG_LOG( FG_GENERAL, FG_ALERT,
"General initializations failed ..." );
exit(-1);
}
+ //
+ // some ssg test stuff (requires data from the plib source
+ // distribution) specifically from the ssg tux example
+ //
+
+ FGPath modelpath( current_options.get_fg_root() );
+ modelpath.append( "Models" );
+ modelpath.append( "Geometry" );
+
+ FGPath texturepath( current_options.get_fg_root() );
+ texturepath.append( "Models" );
+ texturepath.append( "Textures" );
+
+ ssgModelPath( (char *)modelpath.c_str() );
+ ssgTexturePath( (char *)texturepath.c_str() );
+
+ scene = new ssgRoot;
+ terrain = new ssgBranch;
+ terrain->setName( "Terrain" );
+ penguin_sel = new ssgSelector;
+ penguin_pos = new ssgTransform;
+
+ ssgEntity *tux_obj = ssgLoadAC( "glider.ac" );
+ // ssgEntity *tux_obj = ssgLoadAC( "Tower1x.ac" );
+ penguin_pos->addKid( tux_obj );
+ penguin_sel->addKid( penguin_pos );
+ ssgFlatten( tux_obj );
+ ssgStripify( penguin_sel );
+
+#ifdef FG_NETWORK_OLK
+ // Do the network intialization
+ printf("Multipilot mode %s\n", fg_net_init() );
+#endif
+
+ scene->addKid( terrain );
+ scene->addKid( penguin_sel );
+
// pass control off to the master GLUT event handler
glutMainLoop();
- // we never actually get here ... but just in case ... :-)
- return(0);
+ // we never actually get here ... but to avoid compiler warnings,
+ // etc.
+ return 0;
}