# include <config.h>
#endif
+#include <simgear/compiler.h>
+
#if defined(__linux__) && defined(__i386__)
# include <fpu_control.h>
# include <signal.h>
#endif
-#include <simgear/compiler.h>
-
-#include STL_IOSTREAM
-#ifndef SG_HAVE_NATIVE_SGI_COMPILERS
-SG_USING_STD(cerr);
-SG_USING_STD(endl);
-#endif
-
-#include <simgear/misc/exception.hxx>
-#include <simgear/ephemeris/ephemeris.hxx>
-#include <simgear/route/route.hxx>
-
#ifdef SG_MATH_EXCEPTION_CLASH
# include <math.h>
#endif
# include <float.h>
#endif
-#include GLUT_H
-
-#include <stdio.h>
-#include <string.h> // for strcmp()
-#include <string>
-
-#ifdef HAVE_STDLIB_H
-# include <stdlib.h>
-#endif
-
-#ifdef HAVE_SYS_STAT_H
-# include <sys/stat.h> // for stat()
-#endif
-
-#ifdef HAVE_UNISTD_H
-# include <unistd.h> // for stat()
-#endif
-
-#include <plib/netChat.h>
-#include <plib/pu.h>
-#include <plib/sg.h>
#include <plib/ssg.h>
+#include <plib/pu.h>
+#include <plib/netSocket.h>
-#include <simgear/constants.h> // for VERSION
-#include <simgear/debug/logstream.hxx>
-#include <simgear/math/polar3d.hxx>
+#include <simgear/screen/extensions.hxx>
+#include <simgear/scene/material/matlib.hxx>
+#include <simgear/props/props.hxx>
+#include <simgear/scene/sky/sky.hxx>
+#include <simgear/timing/sg_time.hxx>
+#include <simgear/scene/model/animation.hxx>
+#include <simgear/ephemeris/ephemeris.hxx>
+#include <simgear/scene/model/placement.hxx>
#include <simgear/math/sg_random.h>
-#include <simgear/misc/sg_path.hxx>
+#include <simgear/scene/model/modellib.hxx>
+
#ifdef FG_USE_CLOUDS_3D
-# include <simgear/sky/clouds3d/SkySceneLoader.hpp>
-# include <simgear/sky/clouds3d/SkyUtil.hpp>
+# include <simgear/scene/sky/clouds3d/SkySceneLoader.hpp>
+# include <simgear/scene/sky/clouds3d/SkyUtil.hpp>
#endif
-#include <simgear/sky/sky.hxx>
-#include <simgear/timing/sg_time.hxx>
#include <Include/general.hxx>
-
+#include <Scenery/tileentry.hxx>
+#include <Time/light.hxx>
+#include <Time/light.hxx>
#include <Aircraft/aircraft.hxx>
-
-#include <ATC/ATCmgr.hxx>
-#include <ATC/ATCdisplay.hxx>
-#include <ATC/AIMgr.hxx>
-
-
-#include <Autopilot/newauto.hxx>
-
+#include <Cockpit/panel.hxx>
#include <Cockpit/cockpit.hxx>
#include <Cockpit/radiostack.hxx>
-#include <Cockpit/steam.hxx>
-
-#include <FDM/UIUCModel/uiuc_aircraftdir.h>
-#include <GUI/gui.h>
-#include <Model/acmodel.hxx>
-#include <Model/loader.hxx>
-#include <Model/model.hxx>
-#include <Model/modelmgr.hxx>
-#include <Main/location.hxx>
+#include <Cockpit/hud.hxx>
#include <Model/panelnode.hxx>
-#ifdef FG_NETWORK_OLK
-#include <NetworkOLK/network.h>
-#endif
-#include <Objects/matlib.hxx>
+#include <Model/modelmgr.hxx>
+#include <Model/acmodel.hxx>
#include <Scenery/scenery.hxx>
#include <Scenery/tilemgr.hxx>
-#ifdef ENABLE_AUDIO_SUPPORT
-# include <Sound/soundmgr.hxx>
-# include <Sound/fg_fx.hxx>
-# include <Sound/morse.hxx>
-#endif
-#include <Systems/system_mgr.hxx>
-#include <Instrumentation/instrument_mgr.hxx>
-#include <Time/FGEventMgr.hxx>
-#include <Time/fg_timer.hxx>
-#include <Time/light.hxx>
-#include <Time/sunpos.hxx>
-#include <Time/tmp.hxx>
-
-// ADA
-#include <simgear/misc/sgstream.hxx>
-#include <simgear/math/point3d.hxx>
#include <FDM/flight.hxx>
+#include <FDM/UIUCModel/uiuc_aircraftdir.h>
#include <FDM/ADA.hxx>
-#include <Scenery/tileentry.hxx>
-
-#include "fg_commands.hxx"
-
-#ifdef WIN32
- typedef void (APIENTRY * PFNGLPOINTPARAMETERFEXTPROC)(GLenum pname,
- GLfloat param);
- typedef void (APIENTRY * PFNGLPOINTPARAMETERFVEXTPROC)(GLenum pname,
- const GLfloat *params);
-
- PFNGLPOINTPARAMETERFEXTPROC glPointParameterfEXT = 0;
- PFNGLPOINTPARAMETERFVEXTPROC glPointParameterfvEXT = 0;
-#elif linux
- #include <GL/glx.h>
-
- typedef void (* OpenGLFuncExt)(GLenum pname, GLfloat param);
- typedef void (* OpenGLFuncExtv)(GLenum pname, const GLfloat *params);
+#include <ATC/ATCdisplay.hxx>
+#include <ATC/ATCmgr.hxx>
+#include <ATC/AIMgr.hxx>
+#include <Replay/replay.hxx>
+#include <Time/tmp.hxx>
+#include <Time/fg_timer.hxx>
+#include <Environment/environment_mgr.hxx>
- OpenGLFuncExt glPointParameterfEXT = 0;
- OpenGLFuncExtv glPointParameterfvEXT = 0;
+#ifdef FG_MPLAYER_AS
+#include <MultiPlayer/multiplaytxmgr.hxx>
+#include <MultiPlayer/multiplayrxmgr.hxx>
#endif
+#include "splash.hxx"
+#include "fg_commands.hxx"
+#include "fg_io.hxx"
+#include "main.hxx"
+
float default_attenuation[3] = {1.0, 0.0, 0.0};
-//Required for using GL_extensions
-void fgLoadDCS (void);
-void fgUpdateDCS (void);
ssgSelector *ship_sel=NULL;
// upto 32 instances of a same object can be loaded.
ssgTransform *ship_pos[32];
float scene_nearplane = 0.5f;
float scene_farplane = 120000.0f;
-static double delta_time_sec = 0;
+static double real_delta_time_sec = 0.0;
+static double delta_time_sec = 0.0;
+
+glPointParameterfProc glPointParameterfPtr = 0;
+glPointParameterfvProc glPointParameterfvPtr = 0;
+bool glPointParameterIsSupported = false;
#ifdef FG_WEATHERCM
# include <WeatherCM/FGLocalWeatherDatabase.h>
-#else
-# include <Environment/environment_mgr.hxx>
#endif
-#include "version.h"
-
-#include "fg_init.hxx"
-#include "fg_io.hxx"
-#include "fg_props.hxx"
-#include "globals.hxx"
-#include "splash.hxx"
-#include "viewmgr.hxx"
-#include "options.hxx"
-#include "logger.hxx"
-
#ifdef macintosh
# include <console.h> // -dw- for command line dialog
#endif
-
-FGEventMgr global_events;
-
// This is a record containing a bit of global housekeeping information
FGGeneral general;
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 );
static GLfloat taxi_exp2_punch_through;
static GLfloat ground_exp2_punch_through;
-#ifdef FG_NETWORK_OLK
-ssgSelector *fgd_sel = NULL;
-ssgTransform *fgd_pos = NULL;
-#endif
-
// Sky structures
SGSky *thesky;
SGTimeStamp last_time_stamp;
SGTimeStamp current_time_stamp;
+
void fgBuildRenderStates( void ) {
default_state = new ssgSimpleState;
default_state->ref();
// fgInitVisuals() -- Initialize various GL/view parameters
void fgInitVisuals( void ) {
- fgLIGHT *l;
- l = &cur_light_params;
+ FGLight *l = (FGLight *)(globals->get_subsystem("lighting"));
#ifndef GLUT_WRONG_VERSION
// Go full screen if requested ...
if ( fgGetBool("/sim/startup/fullscreen") ) {
- glutFullScreen();
+ glutFullScreen();
}
#endif
// glLightfv( GL_LIGHT0, GL_POSITION, l->sun_vec ); // done later with ssg
sgVec3 sunpos;
- sgSetVec3( sunpos, l->sun_vec[0], l->sun_vec[1], l->sun_vec[2] );
+ sgSetVec3( sunpos, l->sun_vec()[0], l->sun_vec()[1], l->sun_vec()[2] );
ssgGetLight( 0 ) -> setPosition( sunpos );
glFogi (GL_FOG_MODE, GL_EXP2);
if ( (!strcmp(fgGetString("/sim/rendering/fog"), "disabled")) ||
- (!fgGetBool("/sim/rendering/shading"))) {
- // if fastest fog requested, or if flat shading force fastest
- glHint ( GL_FOG_HINT, GL_FASTEST );
+ (!fgGetBool("/sim/rendering/shading"))) {
+ // if fastest fog requested, or if flat shading force fastest
+ glHint ( GL_FOG_HINT, GL_FASTEST );
} else if ( !strcmp(fgGetString("/sim/rendering/fog"), "nicest") ) {
- glHint ( GL_FOG_HINT, GL_NICEST );
+ glHint ( GL_FOG_HINT, GL_NICEST );
}
if ( fgGetBool("/sim/rendering/wireframe") ) {
- // draw wire frame
- glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
+ // draw wire frame
+ glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
}
// This is the default anyways, but it can't hurt
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 );
}
static GLfloat black[4] = { 0.0, 0.0, 0.0, 1.0 };
static GLfloat white[4] = { 1.0, 1.0, 1.0, 1.0 };
- fgLIGHT *l = &cur_light_params;
+ FGLight *l = (FGLight *)(globals->get_subsystem("lighting"));
- glClearColor(l->adj_fog_color[0], l->adj_fog_color[1],
- l->adj_fog_color[2], l->adj_fog_color[3]);
+ glClearColor(l->adj_fog_color()[0], l->adj_fog_color()[1],
+ l->adj_fog_color()[2], l->adj_fog_color()[3]);
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
glEnable( GL_FOG );
glFogf ( GL_FOG_DENSITY, fog_exp2_density);
glFogi ( GL_FOG_MODE, GL_EXP2 );
- glFogfv ( GL_FOG_COLOR, l->adj_fog_color );
+ glFogfv ( GL_FOG_COLOR, l->adj_fog_color() );
// GL_LIGHT_MODEL_AMBIENT has a default non-zero value so if
// we only update GL_AMBIENT for our lights we will never get
glLightModelfv( GL_LIGHT_MODEL_AMBIENT, black );
glLightModeli( GL_LIGHT_MODEL_LOCAL_VIEWER, GL_FALSE );
- ssgGetLight( 0 ) -> setColour( GL_AMBIENT, l->scene_ambient );
+ ssgGetLight( 0 ) -> setColour( GL_AMBIENT, l->scene_ambient() );
// texture parameters
glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ) ;
// we need a white diffuse light for the phase of the moon
ssgGetLight( 0 ) -> setColour( GL_DIFFUSE, white );
- thesky->preDraw();
+ thesky->preDraw( cur_fdm_state->get_Altitude() * SG_FEET_TO_METER, fog_exp2_density );
// draw the ssg scene
// return to the desired diffuse color
- ssgGetLight( 0 ) -> setColour( GL_DIFFUSE, l->scene_diffuse );
+ ssgGetLight( 0 ) -> setColour( GL_DIFFUSE, l->scene_diffuse() );
glEnable( GL_DEPTH_TEST );
ssgSetNearFar( scene_nearplane, scene_farplane );
ssgCullAndDraw( globals->get_scenery()->get_scene_graph() );
// draw the lights
glFogf (GL_FOG_DENSITY, rwy_exp2_punch_through);
ssgSetNearFar( scene_nearplane, scene_farplane );
+ ssgCullAndDraw( globals->get_scenery()->get_vasi_lights_root() );
ssgCullAndDraw( globals->get_scenery()->get_rwy_lights_root() );
ssgCullAndDraw( globals->get_scenery()->get_gnd_lights_root() );
// Update all Visuals (redraws anything graphics related)
void fgRenderFrame() {
-
+ bool draw_otw = fgGetBool("/sim/rendering/draw-otw");
+ bool skyblend = fgGetBool("/sim/rendering/skyblend");
+ bool enhanced_lighting = fgGetBool("/sim/rendering/enhanced-lighting");
+ bool distance_attenuation = fgGetBool("/sim/rendering/distance-attenuation");
+
GLfloat black[4] = { 0.0, 0.0, 0.0, 1.0 };
GLfloat white[4] = { 1.0, 1.0, 1.0, 1.0 };
- // Process/manage pending events
- global_events.update( delta_time_sec );
-
- static const SGPropertyNode *longitude
- = fgGetNode("/position/longitude-deg");
- static const SGPropertyNode *latitude
- = fgGetNode("/position/latitude-deg");
- static const SGPropertyNode *altitude
- = fgGetNode("/position/altitude-ft");
+ // static const SGPropertyNode *longitude
+ // = fgGetNode("/position/longitude-deg");
+ // static const SGPropertyNode *latitude
+ // = fgGetNode("/position/latitude-deg");
+ // static const SGPropertyNode *altitude
+ // = fgGetNode("/position/altitude-ft");
static const SGPropertyNode *groundlevel_nearplane
- = fgGetNode("/sim/current-view/ground-level-nearplane-m");
+ = fgGetNode("/sim/current-view/ground-level-nearplane-m");
// Update the default (kludged) properties.
fgUpdateProps();
FGViewer *current__view = globals->get_current_view();
- fgLIGHT *l = &cur_light_params;
+ FGLight *l = (FGLight *)(globals->get_subsystem("lighting"));
static double last_visibility = -9999;
// update fog params
// 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") ) {
- fgSplashUpdate(0.0, 1.0);
- }
+ // still initializing, draw the splash screen
+ if ( fgGetBool("/sim/startup/splash-screen") ) {
+ fgSplashUpdate(0.0, 1.0);
+ }
// Keep resetting sim time while the sim is initializing
- globals->set_sim_time_sec( 0.0 );
+ globals->set_sim_time_sec( 0.0 );
+ SGAnimation::set_sim_time_sec( 0.0 );
} else {
- // idle_state is now 1000 meaning we've finished all our
- // initializations and are running the main loop, so this will
- // now work without seg faulting the system.
+ // idle_state is now 1000 meaning we've finished all our
+ // initializations and are running the main loop, so this will
+ // now work without seg faulting the system.
- // calculate our current position in cartesian space
- globals->get_scenery()->set_center( globals->get_scenery()->get_next_center() );
+ // calculate our current position in cartesian space
+ globals->get_scenery()->set_center( globals->get_scenery()->get_next_center() );
- // update view port
- fgReshape( fgGetInt("/sim/startup/xsize"),
- fgGetInt("/sim/startup/ysize") );
+ // update view port
+ fgReshape( fgGetInt("/sim/startup/xsize"),
+ fgGetInt("/sim/startup/ysize") );
if ( fgGetBool("/sim/rendering/clouds3d") ) {
glClear( GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT );
glDisable(GL_DEPTH_TEST);
}
- clear_mask = GL_DEPTH_BUFFER_BIT;
- if ( fgGetBool("/sim/rendering/wireframe") ) {
- clear_mask |= GL_COLOR_BUFFER_BIT;
- }
-
- 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],
- 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],
- l->sky_color[2], l->sky_color[3]);
- clear_mask |= GL_COLOR_BUFFER_BIT;
- }
- glClear( clear_mask );
-
- // Tell GL we are switching to model view parameters
-
- // I really should create a derived ssg node or use a call
- // back or something so that I can draw the sky within the
- // ssgCullAndDraw() function, but for now I just mimic what
- // ssg does to set up the model view matrix
- glMatrixMode(GL_MODELVIEW);
- glLoadIdentity();
- ssgSetCamera( (sgVec4 *)current__view->get_VIEW() );
-
- // set the opengl state to known default values
- default_state->force();
-
- // update fog params if visibility has changed
- double visibility_meters = fgGetDouble("/environment/visibility-m");
- thesky->set_visibility(visibility_meters);
-
- thesky->modify_vis( cur_fdm_state->get_Altitude() * SG_FEET_TO_METER,
- ( global_multi_loop * fgGetInt("/sim/speed-up") )
+ clear_mask = GL_DEPTH_BUFFER_BIT;
+ if ( fgGetBool("/sim/rendering/wireframe") ) {
+ clear_mask |= GL_COLOR_BUFFER_BIT;
+ }
+
+ if ( 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],
+ 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],
+ l->sky_color()[2], l->sky_color()[3]);
+ clear_mask |= GL_COLOR_BUFFER_BIT;
+ }
+ glClear( clear_mask );
+
+ // Tell GL we are switching to model view parameters
+
+ // I really should create a derived ssg node or use a call
+ // back or something so that I can draw the sky within the
+ // ssgCullAndDraw() function, but for now I just mimic what
+ // ssg does to set up the model view matrix
+ glMatrixMode(GL_MODELVIEW);
+ glLoadIdentity();
+ ssgSetCamera( (sgVec4 *)current__view->get_VIEW() );
+
+ // set the opengl state to known default values
+ default_state->force();
+
+ // update fog params if visibility has changed
+ double visibility_meters = fgGetDouble("/environment/visibility-m");
+ thesky->set_visibility(visibility_meters);
+
+ thesky->modify_vis( cur_fdm_state->get_Altitude() * SG_FEET_TO_METER,
+ ( global_multi_loop * fgGetInt("/sim/speed-up") )
/ (double)fgGetInt("/sim/model-hz") );
- // Set correct opengl fog density
- glFogf (GL_FOG_DENSITY, fog_exp2_density);
-
- // update the sky dome
- if ( fgGetBool("/sim/rendering/skyblend") ) {
- /* cout << "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.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; */
- thesky->repaint( cur_light_params.sky_color,
- cur_light_params.adj_fog_color,
- cur_light_params.sun_angle,
- cur_light_params.moon_angle,
- globals->get_ephem()->getNumPlanets(),
- 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] << " "
- << 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; */
-
- thesky->reposition( current__view->get_view_pos(),
- current__view->get_zero_elev(),
- current__view->get_world_up(),
- current__view->getLongitude_deg()
- * SGD_DEGREES_TO_RADIANS,
- current__view->getLatitude_deg()
- * SGD_DEGREES_TO_RADIANS,
- current__view->getAltitudeASL_ft() * SG_FEET_TO_METER,
- cur_light_params.sun_rotation,
- globals->get_time_params()->getGst(),
- globals->get_ephem()->getSunRightAscension(),
- globals->get_ephem()->getSunDeclination(),
- 50000.0,
- globals->get_ephem()->getMoonRightAscension(),
- globals->get_ephem()->getMoonDeclination(),
- 50000.0 );
- }
-
- glEnable( GL_DEPTH_TEST );
- if ( strcmp(fgGetString("/sim/rendering/fog"), "disabled") ) {
- glEnable( GL_FOG );
- glFogi( GL_FOG_MODE, GL_EXP2 );
- glFogfv( GL_FOG_COLOR, l->adj_fog_color );
- }
-
- // set sun/lighting parameters
- ssgGetLight( 0 ) -> setPosition( l->sun_vec );
+ // Set correct opengl fog density
+ glFogf (GL_FOG_DENSITY, fog_exp2_density);
+
+ // update the sky dome
+ if ( skyblend ) {
+ /*
+ SG_LOG( SG_GENERAL, SG_BULK, "thesky->repaint() sky_color = "
+ << l->sky_color()[0] << " "
+ << l->sky_color()[1] << " "
+ << l->sky_color()[2] << " "
+ << l->sky_color()[3] );
+ SG_LOG( SG_GENERAL, SG_BULK, " fog = "
+ << l->fog_color()[0] << " "
+ << l->fog_color()[1] << " "
+ << l->fog_color()[2] << " "
+ << l->fog_color()[3] );
+ SG_LOG( SG_GENERAL, SG_BULK,
+ " sun_angle = " << l->sun_angle
+ << " moon_angle = " << l->moon_angle );
+ */
+
+ static SGSkyColor scolor;
+ FGLight *l = (FGLight *)(globals->get_subsystem("lighting"));
+
+ scolor.sky_color = l->sky_color();
+ scolor.fog_color = l->adj_fog_color();
+ scolor.cloud_color = l->cloud_color();
+ scolor.sun_angle = l->get_sun_angle();
+ scolor.moon_angle = l->get_moon_angle();
+ scolor.nplanets = globals->get_ephem()->getNumPlanets();
+ scolor.nstars = globals->get_ephem()->getNumStars();
+ scolor.planet_data = globals->get_ephem()->getPlanets();
+ scolor.star_data = globals->get_ephem()->getStars();
+
+ thesky->repaint( scolor );
+
+ /*
+ 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() );
+ SG_LOG( SG_GENERAL, SG_BULK,
+ " sun_rot = " << l->get_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() );
+ */
+
+ // The sun and moon distances are scaled down versions
+ // of the actual distance to get both the moon and the sun
+ // within the range of the far clip plane.
+ // Moon distance: 384,467 kilometers
+ // Sun distance: 150,000,000 kilometers
+ double sun_horiz_eff, moon_horiz_eff;
+ if (fgGetBool("/sim/rendering/horizon-effect")) {
+ sun_horiz_eff = 0.67+pow(0.5+cos(l->get_sun_angle())*2/2, 0.33)/3;
+ moon_horiz_eff = 0.67+pow(0.5+cos(l->get_moon_angle())*2/2, 0.33)/3;
+ } else {
+ sun_horiz_eff = moon_horiz_eff = 1.0;
+ }
+
+ static SGSkyState sstate;
+
+ sstate.view_pos = current__view->get_view_pos();
+ sstate.zero_elev = current__view->get_zero_elev();
+ sstate.view_up = current__view->get_world_up();
+ sstate.lon = current__view->getLongitude_deg()
+ * SGD_DEGREES_TO_RADIANS;
+ sstate.lat = current__view->getLatitude_deg()
+ * SGD_DEGREES_TO_RADIANS;
+ sstate.alt = current__view->getAltitudeASL_ft()
+ * SG_FEET_TO_METER;
+ sstate.spin = l->get_sun_rotation();
+ sstate.gst = globals->get_time_params()->getGst();
+ sstate.sun_ra = globals->get_ephem()->getSunRightAscension();
+ sstate.sun_dec = globals->get_ephem()->getSunDeclination();
+ sstate.sun_dist = 50000.0 * sun_horiz_eff;
+ sstate.moon_ra = globals->get_ephem()->getMoonRightAscension();
+ sstate.moon_dec = globals->get_ephem()->getMoonDeclination();
+ sstate.moon_dist = 40000.0 * moon_horiz_eff;
+
+ thesky->reposition( sstate, delta_time_sec );
+ }
+
+ glEnable( GL_DEPTH_TEST );
+ if ( strcmp(fgGetString("/sim/rendering/fog"), "disabled") ) {
+ glEnable( GL_FOG );
+ glFogi( GL_FOG_MODE, GL_EXP2 );
+ glFogfv( GL_FOG_COLOR, l->adj_fog_color() );
+ }
+
+ // set sun/lighting parameters
+ ssgGetLight( 0 ) -> setPosition( l->sun_vec() );
// GL_LIGHT_MODEL_AMBIENT has a default non-zero value so if
// we only update GL_AMBIENT for our lights we will never get
// a completely dark scene. So, we set GL_LIGHT_MODEL_AMBIENT
// explicitely to black.
- glLightModelfv( GL_LIGHT_MODEL_AMBIENT, black );
+ glLightModelfv( GL_LIGHT_MODEL_AMBIENT, black );
- ssgGetLight( 0 ) -> setColour( GL_AMBIENT, l->scene_ambient );
- ssgGetLight( 0 ) -> setColour( GL_DIFFUSE, l->scene_diffuse );
- ssgGetLight( 0 ) -> setColour( GL_SPECULAR, l->scene_specular );
+ ssgGetLight( 0 ) -> setColour( GL_AMBIENT, l->scene_ambient() );
+ ssgGetLight( 0 ) -> setColour( GL_DIFFUSE, l->scene_diffuse() );
+ ssgGetLight( 0 ) -> setColour( GL_SPECULAR, l->scene_specular() );
- // texture parameters
- // glEnable( GL_TEXTURE_2D );
- glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ) ;
- glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST ) ;
+ // texture parameters
+ // glEnable( GL_TEXTURE_2D );
+ glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ) ;
+ glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST ) ;
- // glMatrixMode( GL_PROJECTION );
- // glLoadIdentity();
- ssgSetFOV( current__view->get_h_fov(),
- current__view->get_v_fov() );
+ // glMatrixMode( GL_PROJECTION );
+ // glLoadIdentity();
+ ssgSetFOV( current__view->get_h_fov(),
+ current__view->get_v_fov() );
- double agl =
+ double agl =
current_aircraft.fdm_state->get_Altitude() * SG_FEET_TO_METER
- - globals->get_scenery()->get_cur_elev();
+ - globals->get_scenery()->get_cur_elev();
if ( agl > 10.0 ) {
scene_nearplane = 10.0f;
scene_farplane = 120000.0f;
- } else {
+ } else {
scene_nearplane = groundlevel_nearplane->getDoubleValue();
scene_farplane = 120000.0f;
}
ssgSetNearFar( scene_nearplane, scene_farplane );
- // $$$ begin - added VS Renganthan 17 Oct 2K
- if(objc)
- fgUpdateDCS();
- // $$$ end - added VS Renganthan 17 Oct 2K
-
-# ifdef FG_NETWORK_OLK
- if ( fgGetBool("/sim/networking/network-olk") ) {
- sgCoord fgdpos;
- other = head->next; /* put listpointer to start */
- while ( other != tail) { /* display all except myself */
- if ( strcmp( other->ipadr, fgd_mcp_ip) != 0) {
- other->fgd_sel->select(1);
- sgSetCoord( &fgdpos, other->sgFGD_COORD );
- other->fgd_pos->setTransform( &fgdpos );
- }
- other = other->next;
- }
-
- // fgd_sel->select(1);
- // sgCopyMat4( sgTUX, current_view.sgVIEW);
- // sgCoord fgdpos;
- // sgSetCoord( &fgdpos, sgFGD_VIEW );
- // fgd_pos->setTransform( &fgdpos);
- }
-# endif
-
- if ( fgGetBool("/sim/rendering/skyblend") ) {
- // draw the sky backdrop
+#ifdef FG_MPLAYER_AS
+ // Update any multiplayer models
+ globals->get_multiplayer_rx_mgr()->Update();
+#endif
+
+ if ( draw_otw && skyblend )
+ {
+ // draw the sky backdrop
// we need a white diffuse light for the phase of the moon
ssgGetLight( 0 ) -> setColour( GL_DIFFUSE, white );
- thesky->preDraw();
+ thesky->preDraw( cur_fdm_state->get_Altitude() * SG_FEET_TO_METER, fog_exp2_density );
// return to the desired diffuse color
- ssgGetLight( 0 ) -> setColour( GL_DIFFUSE, l->scene_diffuse );
- }
+ ssgGetLight( 0 ) -> setColour( GL_DIFFUSE, l->scene_diffuse() );
+ }
- // draw the ssg scene
- glEnable( GL_DEPTH_TEST );
+ // draw the ssg scene
+ glEnable( GL_DEPTH_TEST );
ssgSetNearFar( scene_nearplane, scene_farplane );
- 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
- // with the field-of-view set to 360x360 degrees. This
- // ensures that out-of-range random objects that are not in
- // the current view frustum will still be freed properly.
- static int counter = 0;
- counter++;
- if (counter == 200) {
- sgFrustum f;
- f.setFOV(360, 360);
- // No need to put the near plane too close;
- // this way, at least the aircraft can be
- // culled.
- f.setNearFar(1000, 1000000);
- sgMat4 m;
- ssgGetModelviewMatrix(m);
- globals->get_scenery()->get_scene_graph()->cull(&f, m, true);
- counter = 0;
- }
-
- // change state for lighting here
-
- // draw runway lighting
- glFogf (GL_FOG_DENSITY, rwy_exp2_punch_through);
+
+ if ( fgGetBool("/sim/rendering/wireframe") ) {
+ // draw wire frame
+ glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
+ }
+ if ( 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
+ // with the field-of-view set to 360x360 degrees. This
+ // ensures that out-of-range random objects that are not in
+ // the current view frustum will still be freed properly.
+ static int counter = 0;
+ counter++;
+ if (counter == 200) {
+ sgFrustum f;
+ f.setFOV(360, 360);
+ // No need to put the near plane too close;
+ // this way, at least the aircraft can be
+ // culled.
+ f.setNearFar(1000, 1000000);
+ sgMat4 m;
+ ssgGetModelviewMatrix(m);
+ globals->get_scenery()->get_scene_graph()->cull(&f, m, true);
+ counter = 0;
+ }
+
+ // change state for lighting here
+
+ // draw runway lighting
+ glFogf (GL_FOG_DENSITY, rwy_exp2_punch_through);
ssgSetNearFar( scene_nearplane, scene_farplane );
- // Enable states for drawing points with GL_extension
- glEnable(GL_POINT_SMOOTH);
+ if ( enhanced_lighting ) {
- if ( fgGetBool("/sim/rendering/distance-attenuation")
- && glutExtensionSupported("GL_EXT_point_parameters") )
- {
- float quadratic[3] = {1.0, 0.001, 0.0000001};
- // makes the points fade as they move away
- glPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT, quadratic);
- glPointParameterfEXT(GL_POINT_SIZE_MIN_EXT, 1.0);
- }
- glPointSize(4.0);
+ // Enable states for drawing points with GL_extension
+ glEnable(GL_POINT_SMOOTH);
+
+ if ( distance_attenuation && glPointParameterIsSupported )
+ {
+ // Enable states for drawing points with GL_extension
+ glEnable(GL_POINT_SMOOTH);
- // blending function for runway lights
- glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) ;
+ float quadratic[3] = {1.0, 0.001, 0.0000001};
+ // makes the points fade as they move away
+ glPointParameterfvPtr(GL_DISTANCE_ATTENUATION_EXT, quadratic);
+ glPointParameterfPtr(GL_POINT_SIZE_MIN_EXT, 1.0);
+ }
+
+ glPointSize(4.0);
+
+ // blending function for runway lights
+ glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) ;
+ }
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
glPolygonMode(GL_FRONT, GL_POINT);
// draw runway lighting
- ssgCullAndDraw( globals->get_scenery()->get_rwy_lights_root() );
+ if ( draw_otw ) {
+ ssgCullAndDraw( globals->get_scenery()->get_vasi_lights_root() );
+ ssgCullAndDraw( globals->get_scenery()->get_rwy_lights_root() );
+ }
// change punch through and then draw taxi lighting
- glFogf ( GL_FOG_DENSITY, fog_exp2_density );
+ 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 ( draw_otw ) {
+ ssgCullAndDraw( globals->get_scenery()->get_taxi_lights_root() );
+ }
// clean up lighting
glPolygonMode(GL_FRONT, GL_FILL);
glDisable(GL_TEXTURE_GEN_S);
glDisable(GL_TEXTURE_GEN_T);
- //static int _frame_count = 0;
- //if (_frame_count % 30 == 0) {
- // printf("SSG: %s\n", ssgShowStats());
- //}
- //else {
- // ssgShowStats();
- //}
- //_frame_count++;
-
-
- if ( fgGetBool("/sim/rendering/distance-attenuation")
- && glutExtensionSupported("GL_EXT_point_parameters") )
- {
- glPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT,
- default_attenuation);
- }
+ //static int _frame_count = 0;
+ //if (_frame_count % 30 == 0) {
+ // printf("SSG: %s\n", ssgShowStats());
+ //}
+ //else {
+ // ssgShowStats();
+ //}
+ //_frame_count++;
+
+
+ if ( enhanced_lighting ) {
+ if ( distance_attenuation && glPointParameterIsSupported )
+ {
+ glPointParameterfvPtr(GL_DISTANCE_ATTENUATION_EXT,
+ default_attenuation);
+ }
- glPointSize(1.0);
- glDisable(GL_POINT_SMOOTH);
+ glPointSize(1.0);
+ glDisable(GL_POINT_SMOOTH);
+ }
// draw ground lighting
- glFogf (GL_FOG_DENSITY, ground_exp2_punch_through);
- ssgCullAndDraw( globals->get_scenery()->get_gnd_lights_root() );
+ glFogf (GL_FOG_DENSITY, ground_exp2_punch_through);
+ if ( 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 ( skyblend ) {
+ // draw the sky cloud layers
+ if ( draw_otw && fgGetBool("/environment/clouds/status") )
+ {
thesky->postDraw( cur_fdm_state->get_Altitude()
* SG_FEET_TO_METER );
}
- }
+ }
- if ( fgGetBool("/sim/rendering/clouds3d") ) {
+ if ( draw_otw && fgGetBool("/sim/rendering/clouds3d") )
+ {
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 ( draw_otw ) {
+ globals->get_model_mgr()->draw();
+ globals->get_aircraft_model()->draw();
+ }
- // display HUD && Panel
- glDisable( GL_FOG );
- glDisable( GL_DEPTH_TEST );
- // glDisable( GL_CULL_FACE );
- // glDisable( GL_TEXTURE_2D );
+ // display HUD && Panel
+ glDisable( GL_FOG );
+ glDisable( GL_DEPTH_TEST );
+ // glDisable( GL_CULL_FACE );
+ // glDisable( GL_TEXTURE_2D );
- // update the controls subsystem
- globals->get_controls()->update(delta_time_sec);
+ // update the controls subsystem
+ globals->get_controls()->update(delta_time_sec);
- hud_and_panel->apply();
- fgCockpitUpdate();
+ hud_and_panel->apply();
+ fgCockpitUpdate();
- // 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);
+ // Use the hud_and_panel ssgSimpleState for rendering the ATC output
+ // This only works properly if called before the panel call
+ 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);
- }
+ // update the panel subsystem
+ if ( globals->get_current_panel() != NULL ) {
+ globals->get_current_panel()->update(delta_time_sec);
+ }
fgUpdate3DPanels();
- // We can do translucent menus, so why not. :-)
- menus->apply();
- glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ) ;
- puDisplay();
- // glDisable ( GL_BLEND ) ;
+ // We can do translucent menus, so why not. :-)
+ menus->apply();
+ glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ) ;
+ puDisplay();
+ // glDisable ( GL_BLEND ) ;
glEnable( GL_DEPTH_TEST );
glEnable( GL_FOG );
void fgUpdateTimeDepCalcs() {
static bool inited = false;
- //SG_LOG(SG_FLIGHT,SG_INFO, "Updating time dep calcs()");
+ static const SGPropertyNode *replay_master
+ = fgGetNode( "/sim/freeze/replay", true );
+ static SGPropertyNode *replay_time
+ = fgGetNode( "/sim/replay/time", true );
+ static const SGPropertyNode *replay_end_time
+ = fgGetNode( "/sim/replay/end-time", true );
- fgLIGHT *l = &cur_light_params;
+ //SG_LOG(SG_FLIGHT,SG_INFO, "Updating time dep calcs()");
// Initialize the FDM here if it hasn't been and if we have a
// scenery elevation hit.
if ( !cur_fdm_state->get_inited() &&
globals->get_scenery()->get_cur_elev() > -9990 )
{
- SG_LOG(SG_FLIGHT,SG_INFO, "Finally initializing fdm");
-
- cur_fdm_state->init();
- if ( cur_fdm_state->get_bound() ) {
- cur_fdm_state->unbind();
- }
- cur_fdm_state->bind();
+ SG_LOG(SG_FLIGHT,SG_INFO, "Finally initializing fdm");
+ cur_fdm_state->init();
+ if ( cur_fdm_state->get_bound() ) {
+ cur_fdm_state->unbind();
+ }
+ cur_fdm_state->bind();
}
// conceptually, the following block could be done for each fdm
// instance ...
- if ( !cur_fdm_state->get_inited() ) {
- // do nothing, fdm isn't inited yet
- } else {
- // we have been inited, and we are good to go ...
+ if ( cur_fdm_state->get_inited() ) {
+ // we have been inited, and we are good to go ...
- if ( !inited ) {
- inited = true;
- }
+ if ( !inited ) {
+ inited = true;
+ }
- globals->get_autopilot()->update(delta_time_sec);
- cur_fdm_state->update(delta_time_sec);
- globals->get_steam()->update(delta_time_sec);
+ if ( ! replay_master->getBoolValue() ) {
+ cur_fdm_state->update( delta_time_sec );
+ } else {
+ FGReplay *r = (FGReplay *)(globals->get_subsystem( "replay" ));
+ r->replay( replay_time->getDoubleValue() );
+ replay_time->setDoubleValue( replay_time->getDoubleValue()
+ + ( delta_time_sec
+ * fgGetInt("/sim/speed-up") ) );
+ }
+ } else {
+ // do nothing, fdm isn't inited yet
}
globals->get_model_mgr()->update(delta_time_sec);
// update the view angle
globals->get_viewmgr()->update(delta_time_sec);
- l->UpdateAdjFog();
-
// Update solar system
globals->get_ephem()->update( globals->get_time_params()->getMjd(),
- globals->get_time_params()->getLst(),
- cur_fdm_state->get_Latitude() );
+ globals->get_time_params()->getLst(),
+ cur_fdm_state->get_Latitude() );
// Update radio stack model
current_radiostack->update(delta_time_sec);
// What should we do when we have nothing else to do? Let's get ready
// for the next move and update the display?
static void fgMainLoop( void ) {
+ int model_hz = fgGetInt("/sim/model-hz");
static const SGPropertyNode *longitude
- = fgGetNode("/position/longitude-deg");
+ = fgGetNode("/position/longitude-deg");
static const SGPropertyNode *latitude
- = fgGetNode("/position/latitude-deg");
+ = fgGetNode("/position/latitude-deg");
static const SGPropertyNode *altitude
- = fgGetNode("/position/altitude-ft");
+ = fgGetNode("/position/altitude-ft");
static const SGPropertyNode *clock_freeze
- = fgGetNode("/sim/freeze/clock", true);
+ = fgGetNode("/sim/freeze/clock", true);
static const SGPropertyNode *cur_time_override
- = fgGetNode("/sim/time/cur-time-override", true);
+ = fgGetNode("/sim/time/cur-time-override", true);
+ static const SGPropertyNode *replay_master
+ = fgGetNode("/sim/freeze/replay", true);
// Update the elapsed time.
static bool first_time = true;
last_time_stamp.stamp();
first_time = false;
}
- current_time_stamp.stamp();
- delta_time_sec = double(current_time_stamp - last_time_stamp) / 1000000.0;
- if (clock_freeze->getBoolValue())
+
+ double throttle_hz = fgGetDouble("/sim/frame-rate-throttle-hz", 0.0);
+ if ( throttle_hz > 0.0 ) {
+ // simple frame rate throttle
+ double dt = 1000000.0 / throttle_hz;
+ current_time_stamp.stamp();
+ while ( current_time_stamp - last_time_stamp < dt ) {
+ current_time_stamp.stamp();
+ }
+ } else {
+ // run as fast as the app will go
+ current_time_stamp.stamp();
+ }
+
+ real_delta_time_sec
+ = double(current_time_stamp - last_time_stamp) / 1000000.0;
+ if ( clock_freeze->getBoolValue() ) {
delta_time_sec = 0;
+ } else {
+ delta_time_sec = real_delta_time_sec;
+ }
last_time_stamp = current_time_stamp;
globals->inc_sim_time_sec( delta_time_sec );
+ SGAnimation::set_sim_time_sec( globals->get_sim_time_sec() );
+
+ // These are useful, especially for Nasal scripts.
+ fgSetDouble("/sim/time/delta-realtime-sec", real_delta_time_sec);
+ fgSetDouble("/sim/time/delta-sec", delta_time_sec);
static long remainder = 0;
long elapsed;
SGTime *t = globals->get_time_params();
- FGLocation * acmodel_location = 0;
+ globals->get_event_mgr()->update(delta_time_sec);
+
+ SGLocation * acmodel_location = 0;
if(cur_fdm_state->getACModel() != 0) {
- acmodel_location = (FGLocation *) cur_fdm_state->getACModel()->get3DModel()->getFGLocation();
+ acmodel_location = (SGLocation *) cur_fdm_state->getACModel()->get3DModel()->getSGLocation();
}
SG_LOG( SG_ALL, SG_DEBUG, "Running Main Loop");
SG_LOG( SG_ALL, SG_DEBUG, "======= ==== ====");
-#ifdef FG_NETWORK_OLK
- if ( fgGetBool("/sim/networking/network-olk") ) {
- if ( net_is_registered == 0 ) { // We first have to reg. to fgd
- // printf("FGD: Netupdate\n");
- fgd_send_com( "A", FGFS_host); // Send Mat4 data
- fgd_send_com( "B", FGFS_host); // Recv Mat4 data
- }
- }
-#endif
-
#if defined( ENABLE_PLIB_JOYSTICK )
// Read joystick and update control settings
// if ( fgGetString("/sim/control-mode") == "joystick" )
// init routine and we don't have to worry about it again.
#endif
-#ifndef FG_WEATHERCM
- globals->get_environment_mgr()->update(delta_time_sec);
-#endif
-
// Fix elevation. I'm just sticking this here for now, it should
// probably move eventually
/* printf("Before - ground = %.2f runway = %.2f alt = %.2f\n",
- scenery.get_cur_elev(),
- cur_fdm_state->get_Runway_altitude() * SG_FEET_TO_METER,
- cur_fdm_state->get_Altitude() * SG_FEET_TO_METER); */
-
-// Curt is this code used? I don't see any problems when I comment it out.
- if ( acmodel_location != 0 ) {
- if ( acmodel_location->get_cur_elev_m() > -9990 && cur_fdm_state->get_inited() ) {
- if ( cur_fdm_state->get_Altitude() * SG_FEET_TO_METER <
- (acmodel_location->get_cur_elev_m() + alt_adjust_m - 3.0) ) {
- // now set aircraft altitude above ground
- printf("(*) Current Altitude = %.2f < %.2f forcing to %.2f\n",
- cur_fdm_state->get_Altitude() * SG_FEET_TO_METER,
- acmodel_location->get_cur_elev_m() + alt_adjust_m - 3.0,
- acmodel_location->get_cur_elev_m() + alt_adjust_m );
- cur_fdm_state->set_Altitude( (acmodel_location->get_cur_elev_m()
- + alt_adjust_m) * SG_METER_TO_FEET );
- SG_LOG( SG_ALL, SG_DEBUG,
- "<*> resetting altitude to "
- << cur_fdm_state->get_Altitude() * SG_FEET_TO_METER
- << " meters" );
- }
- }
- }
-// End of code in question. (see Curt is this code used? above)
+ scenery.get_cur_elev(),
+ cur_fdm_state->get_Runway_altitude() * SG_FEET_TO_METER,
+ cur_fdm_state->get_Altitude() * SG_FEET_TO_METER); */
/* printf("Adjustment - ground = %.2f runway = %.2f alt = %.2f\n",
- scenery.get_cur_elev(),
- cur_fdm_state->get_Runway_altitude() * SG_FEET_TO_METER,
- cur_fdm_state->get_Altitude() * SG_FEET_TO_METER); */
+ scenery.get_cur_elev(),
+ cur_fdm_state->get_Runway_altitude() * SG_FEET_TO_METER,
+ cur_fdm_state->get_Altitude() * SG_FEET_TO_METER); */
// cout << "Warp = " << globals->get_warp() << endl;
static bool last_clock_freeze = false;
if ( clock_freeze->getBoolValue() ) {
- // clock freeze requested
- if ( cur_time_override->getLongValue() == 0 ) {
- fgSetLong( "/sim/time/cur-time-override", t->get_cur_time() );
- globals->set_warp( 0 );
- }
+ // clock freeze requested
+ if ( cur_time_override->getLongValue() == 0 ) {
+ fgSetLong( "/sim/time/cur-time-override", t->get_cur_time() );
+ globals->set_warp( 0 );
+ }
} else {
- // no clock freeze requested
- if ( last_clock_freeze == true ) {
- // clock just unfroze, let's set warp as the difference
- // between frozen time and current time so we don't get a
- // time jump (and corresponding sky object and lighting
- // jump.)
- globals->set_warp( cur_time_override->getLongValue() - time(NULL) );
- fgSetLong( "/sim/time/cur-time-override", 0 );
- }
- if ( globals->get_warp_delta() != 0 ) {
- globals->inc_warp( globals->get_warp_delta() );
- }
+ // no clock freeze requested
+ if ( last_clock_freeze == true ) {
+ // clock just unfroze, let's set warp as the difference
+ // between frozen time and current time so we don't get a
+ // time jump (and corresponding sky object and lighting
+ // jump.)
+ globals->set_warp( cur_time_override->getLongValue() - time(NULL) );
+ fgSetLong( "/sim/time/cur-time-override", 0 );
+ }
+ if ( globals->get_warp_delta() != 0 ) {
+ globals->inc_warp( globals->get_warp_delta() );
+ }
}
last_clock_freeze = clock_freeze->getBoolValue();
t->update( longitude->getDoubleValue() * SGD_DEGREES_TO_RADIANS,
- latitude->getDoubleValue() * SGD_DEGREES_TO_RADIANS,
- cur_time_override->getLongValue(),
- globals->get_warp() );
+ latitude->getDoubleValue() * SGD_DEGREES_TO_RADIANS,
+ cur_time_override->getLongValue(),
+ globals->get_warp() );
- if ( globals->get_warp_delta() != 0 ) {
- fgUpdateSkyAndLightingParams();
+ if (globals->get_warp_delta() != 0) {
+ FGLight *l = (FGLight *)(globals->get_subsystem("lighting"));
+ l->update( 0.5 );
}
// update magvar model
globals->get_mag()->update( longitude->getDoubleValue()
- * SGD_DEGREES_TO_RADIANS,
- latitude->getDoubleValue()
- * SGD_DEGREES_TO_RADIANS,
- altitude->getDoubleValue() * SG_FEET_TO_METER,
- globals->get_time_params()->getJD() );
+ * SGD_DEGREES_TO_RADIANS,
+ latitude->getDoubleValue()
+ * SGD_DEGREES_TO_RADIANS,
+ altitude->getDoubleValue() * SG_FEET_TO_METER,
+ globals->get_time_params()->getJD() );
// Get elapsed time (in usec) for this past frame
elapsed = fgGetTimeInterval();
SG_LOG( SG_ALL, SG_DEBUG,
- "Elapsed time interval is = " << elapsed
- << ", previous remainder is = " << remainder );
+ "Elapsed time interval is = " << elapsed
+ << ", previous remainder is = " << remainder );
// Calculate frame rate average
#ifdef FANCY_FRAME_COUNTER
}
#else
if ( (t->get_cur_time() != last_time) && (last_time > 0) ) {
- general.set_frame_rate( frames );
- SG_LOG( SG_ALL, SG_DEBUG,
- "--> Frame rate is = " << general.get_frame_rate() );
- frames = 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;
}
last_time = t->get_cur_time();
++frames;
#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"))
// Calculate model iterations needed for next frame
elapsed += remainder;
- global_multi_loop = (long)(((double)elapsed * 0.000001) *
- fgGetInt("/sim/model-hz"));
- remainder = elapsed - ( (global_multi_loop*1000000) /
- fgGetInt("/sim/model-hz") );
+ global_multi_loop = (long)(((double)elapsed * 0.000001) * model_hz );
+ remainder = elapsed - ( (global_multi_loop*1000000) / model_hz );
SG_LOG( SG_ALL, SG_DEBUG,
- "Model iterations needed = " << global_multi_loop
- << ", new remainder = " << remainder );
-
+ "Model iterations needed = " << global_multi_loop
+ << ", new remainder = " << remainder );
+
// chop max interations to something reasonable if the sim was
// delayed for an excesive amount of time
- if ( global_multi_loop > 2.0 * fgGetInt("/sim/model-hz") ) {
- global_multi_loop = (int)(2.0 * fgGetInt("/sim/model-hz") );
- remainder = 0;
+ if ( global_multi_loop > 2.0 * model_hz ) {
+ global_multi_loop = (int)(2.0 * model_hz );
+ remainder = 0;
}
// flight model
if ( global_multi_loop > 0 ) {
- fgUpdateTimeDepCalcs();
+ fgUpdateTimeDepCalcs();
} else {
- SG_LOG( SG_ALL, SG_DEBUG,
- "Elapsed time is zero ... we're zinging" );
+ SG_LOG( SG_ALL, SG_DEBUG,
+ "Elapsed time is zero ... we're zinging" );
}
// Do any I/O channel work that might need to be done
- globals->get_io()->update( delta_time_sec );
+ globals->get_io()->update( real_delta_time_sec );
// see if we need to load any deferred-load textures
- material_lib.load_next_deferred();
+ globals->get_matlib()->load_next_deferred();
// Run audio scheduler
#ifdef ENABLE_AUDIO_SUPPORT
// update tile manager for FDM...
// ...only if location is different than the viewer (to avoid duplicating effort)
- if( acmodel_location != current_view->getFGLocation() ) {
+ if( acmodel_location != current_view->getSGLocation() ) {
if( acmodel_location != 0 ) {
globals->get_tile_mgr()->prep_ssg_nodes( acmodel_location,
visibility_meters );
globals->get_tile_mgr()->
update( acmodel_location, visibility_meters,
- acmodel_location->get_absolute_view_pos() );
- // save results of update in FGLocation for fdm...
+ acmodel_location->get_absolute_view_pos(globals->get_scenery()->get_center()) );
+ // save results of update in SGLocation for fdm...
if ( globals->get_scenery()->get_cur_elev() > -9990 ) {
acmodel_location->
set_cur_elev_m( globals->get_scenery()->get_cur_elev() );
}
}
- globals->get_tile_mgr()->prep_ssg_nodes( current_view->getFGLocation(),
+ globals->get_tile_mgr()->prep_ssg_nodes( current_view->getSGLocation(),
visibility_meters );
// update tile manager for view...
// IMPORTANT!!! the tilemgr update for view location _must_ be done last
// after the FDM's until all of Flight Gear code references the viewer's location
// for elevation instead of the "scenery's" current elevation.
- FGLocation *view_location = globals->get_current_view()->getFGLocation();
+ SGLocation *view_location = globals->get_current_view()->getSGLocation();
globals->get_tile_mgr()->update( view_location, visibility_meters,
current_view->get_absolute_view_pos() );
- // save results of update in FGLocation for fdm...
+ // save results of update in SGLocation for fdm...
if ( globals->get_scenery()->get_cur_elev() > -9990 ) {
- current_view->getFGLocation()->set_cur_elev_m( globals->get_scenery()->get_cur_elev() );
+ current_view->getSGLocation()->set_cur_elev_m( globals->get_scenery()->get_cur_elev() );
}
- current_view->getFGLocation()->set_tile_center( globals->get_scenery()->get_next_center() );
+ current_view->getSGLocation()->set_tile_center( globals->get_scenery()->get_next_center() );
// If fdm location is same as viewer's then we didn't do the update for fdm location
- // above so we need to save the viewer results in the fdm FGLocation as well...
- if( acmodel_location == current_view->getFGLocation() ) {
+ // above so we need to save the viewer results in the fdm SGLocation as well...
+ if( acmodel_location == current_view->getSGLocation() ) {
if( acmodel_location != 0 ) {
if ( globals->get_scenery()->get_cur_elev() > -9990 ) {
acmodel_location->set_cur_elev_m( globals->get_scenery()->get_cur_elev() );
// END Tile Manager udpates
+ if (fgGetBool("/sim/rendering/specular-highlight")) {
+ glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
+ // glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_TRUE);
+ } else {
+ glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SINGLE_COLOR);
+ // glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_FALSE);
+ }
+
// redraw display
fgRenderFrame();
// printf("idle state == %d\n", idle_state);
if ( idle_state == 0 ) {
- // Initialize the splash screen right away
- if ( fgGetBool("/sim/startup/splash-screen") ) {
- fgSplashInit();
- }
-
- idle_state++;
+ // Initialize the splash screen right away
+ if ( fgGetBool("/sim/startup/splash-screen") ) {
+ fgSplashInit(fgGetString("/sim/startup/splash-texture"));
+ }
+
+ idle_state++;
} else if ( idle_state == 1 ) {
- // Initialize audio support
+ // Initialize audio support
#ifdef ENABLE_AUDIO_SUPPORT
- // Start the intro music
- if ( fgGetBool("/sim/startup/intro-music") ) {
- SGPath mp3file( globals->get_fg_root() );
- mp3file.append( "Sounds/intro.mp3" );
+ // Start the intro music
+ if ( fgGetBool("/sim/startup/intro-music") ) {
+ SGPath mp3file( globals->get_fg_root() );
+ mp3file.append( "Sounds/intro.mp3" );
- SG_LOG( SG_GENERAL, SG_INFO,
- "Starting intro music: " << mp3file.str() );
+ SG_LOG( SG_GENERAL, SG_INFO,
+ "Starting intro music: " << mp3file.str() );
#if defined( __CYGWIN__ )
- string command = "start /m `cygpath -w " + mp3file.str() + "`";
+ string command = "start /m `cygpath -w " + mp3file.str() + "`";
#elif defined( WIN32 )
- string command = "start /m " + mp3file.str();
+ string command = "start /m " + mp3file.str();
#else
- string command = "mpg123 " + mp3file.str() + "> /dev/null 2>&1";
+ string command = "mpg123 " + mp3file.str() + "> /dev/null 2>&1";
#endif
- system ( command.c_str() );
- }
+ system ( command.c_str() );
+ }
#endif
- idle_state++;
+ idle_state++;
} else if ( idle_state == 2 ) {
- // These are a few miscellaneous things that aren't really
- // "subsystems" but still need to be initialized.
+ // These are a few miscellaneous things that aren't really
+ // "subsystems" but still need to be initialized.
#ifdef USE_GLIDE
- if ( strstr ( general.get_glRenderer(), "Glide" ) ) {
- grTexLodBiasValue ( GR_TMU0, 1.0 ) ;
- }
+ if ( strstr ( general.get_glRenderer(), "Glide" ) ) {
+ grTexLodBiasValue ( GR_TMU0, 1.0 ) ;
+ }
#endif
- idle_state++;
+ idle_state++;
} else if ( idle_state == 3 ) {
- // This is the top level init routine which calls all the
- // other subsystem initialization routines. If you are adding
- // a subsystem to flightgear, its initialization call should
- // located in this routine.
- if( !fgInitSubsystems()) {
- SG_LOG( SG_GENERAL, SG_ALERT,
- "Subsystem initializations failed ..." );
- exit(-1);
- }
-
- idle_state++;
+ // This is the top level init routine which calls all the
+ // other subsystem initialization routines. If you are adding
+ // a subsystem to flightgear, its initialization call should
+ // located in this routine.
+ if( !fgInitSubsystems()) {
+ SG_LOG( SG_GENERAL, SG_ALERT,
+ "Subsystem initializations failed ..." );
+ exit(-1);
+ }
+
+ idle_state++;
} else if ( idle_state == 4 ) {
- // setup OpenGL view parameters
- fgInitVisuals();
+ // Initialize the time offset (warp) after fgInitSubsystem
+ // (which initializes the lighting interpolation tables.)
+ fgInitTimeOffset();
- idle_state++;
+ // setup OpenGL view parameters
+ fgInitVisuals();
+
+ // Read the list of available aircrafts
+ fgReadAircraft();
+
+ idle_state++;
} else if ( idle_state == 5 ) {
- idle_state++;
+ idle_state++;
} else if ( idle_state == 6 ) {
- // sleep(1);
- idle_state = 1000;
+ // sleep(1);
+
+ idle_state = 1000;
+
+ SG_LOG( SG_GENERAL, SG_INFO, "Panel visible = " << fgPanelVisible() );
+ fgReshape( fgGetInt("/sim/startup/xsize"),
+ fgGetInt("/sim/startup/ysize") );
- SG_LOG( SG_GENERAL, SG_INFO, "Panel visible = " << fgPanelVisible() );
- fgReshape( fgGetInt("/sim/startup/xsize"),
- fgGetInt("/sim/startup/ysize") );
}
if ( idle_state == 1000 ) {
- // We've finished all our initialization steps, from now on we
- // run the main loop.
+ // We've finished all our initialization steps, from now on we
+ // run the main loop.
- glutIdleFunc(fgMainLoop);
+ glutIdleFunc(fgMainLoop);
} else {
- if ( fgGetBool("/sim/startup/splash-screen") ) {
- fgSplashUpdate(0.0, 1.0);
- }
+ if ( fgGetBool("/sim/startup/splash-screen") ) {
+ fgSplashUpdate(0.0, 1.0);
+ }
}
}
int view_h;
if ( (!fgGetBool("/sim/virtual-cockpit"))
- && fgPanelVisible() && idle_state == 1000 ) {
- view_h = (int)(height * (current_panel->getViewHeight() -
- current_panel->getYOffset()) / 768.0);
+ && fgPanelVisible() && idle_state == 1000 ) {
+ view_h = (int)(height * (globals->get_current_panel()->getViewHeight() -
+ globals->get_current_panel()->getYOffset()) / 768.0);
} else {
- view_h = height;
+ view_h = height;
}
// for all views
FGViewMgr *viewmgr = globals->get_viewmgr();
for ( int i = 0; i < viewmgr->size(); ++i ) {
viewmgr->get_view(i)->
- set_aspect_ratio((float)view_h / (float)width);
+ set_aspect_ratio((float)view_h / (float)width);
}
glViewport( 0, (GLint)(height - view_h), (GLint)(width), (GLint)(view_h) );
guiInitMouse(width, height);
ssgSetFOV( viewmgr->get_current_view()->get_h_fov(),
- viewmgr->get_current_view()->get_v_fov() );
+ viewmgr->get_current_view()->get_v_fov() );
fgHUDReshape();
}
SG_LOG( SG_GENERAL, SG_INFO, "Opening a window: " <<
- fgGetInt("/sim/startup/xsize") << "x"
- << fgGetInt("/sim/startup/ysize") );
+ fgGetInt("/sim/startup/xsize") << "x"
+ << fgGetInt("/sim/startup/ysize") );
// Define initial window size
glutInitWindowSize( fgGetInt("/sim/startup/xsize"),
- fgGetInt("/sim/startup/ysize") );
+ fgGetInt("/sim/startup/ysize") );
// Initialize windows
if ( !fgGetBool("/sim/startup/game-mode")) {
- // Open the regular window
- glutCreateWindow("FlightGear");
+ // Open the regular window
+ glutCreateWindow("FlightGear");
#ifndef GLUT_WRONG_VERSION
} else {
- // Open the cool new 'game mode' window
- char game_mode_str[256];
+ // Open the cool new 'game mode' window
+ char game_mode_str[256];
//#define SYNC_OPENGL_WITH_DESKTOP_SETTINGS
#if defined(WIN32) && defined(SYNC_OPENGL_WITH_DESKTOP_SETTINGS)
#ifndef ENUM_CURRENT_SETTINGS
#define ENUM_REGISTRY_SETTINGS ((DWORD)-2)
#endif
- DEVMODE dm;
- dm.dmSize = sizeof(DEVMODE);
- EnumDisplaySettings(NULL, ENUM_CURRENT_SETTINGS, &dm);
- fgSetInt("/sim/startup/xsize", dm.dmPelsWidth);
- fgSetInt("/sim/startup/ysize", dm.dmPelsHeight);
- glutInitWindowSize( fgGetInt("/sim/startup/xsize"),
- fgGetInt("/sim/startup/ysize") );
- sprintf( game_mode_str, "%dx%d:%d@%d",
- dm.dmPelsWidth,
- dm.dmPelsHeight,
- dm.dmBitsPerPel,
- dm.dmDisplayFrequency );
+ DEVMODE dm;
+ dm.dmSize = sizeof(DEVMODE);
+ EnumDisplaySettings(NULL, ENUM_CURRENT_SETTINGS, &dm);
+ fgSetInt("/sim/startup/xsize", dm.dmPelsWidth);
+ fgSetInt("/sim/startup/ysize", dm.dmPelsHeight);
+ glutInitWindowSize( fgGetInt("/sim/startup/xsize"),
+ fgGetInt("/sim/startup/ysize") );
+ sprintf( game_mode_str, "%dx%d:%d@%d",
+ dm.dmPelsWidth,
+ dm.dmPelsHeight,
+ dm.dmBitsPerPel,
+ dm.dmDisplayFrequency );
#else
- // Open the cool new 'game mode' window
- sprintf( game_mode_str, "width=%d height=%d bpp=%d",
- fgGetInt("/sim/startup/xsize"),
- fgGetInt("/sim/startup/ysize"),
- fgGetInt("/sim/rendering/bits-per-pixel"));
+ // Open the cool new 'game mode' window
+ sprintf( game_mode_str, "width=%d height=%d bpp=%d",
+ fgGetInt("/sim/startup/xsize"),
+ fgGetInt("/sim/startup/ysize"),
+ fgGetInt("/sim/rendering/bits-per-pixel"));
#endif // HAVE_WINDOWS_H
- SG_LOG( SG_GENERAL, SG_INFO,
- "game mode params = " << game_mode_str );
- glutGameModeString( game_mode_str );
- glutEnterGameMode();
+ SG_LOG( SG_GENERAL, SG_INFO,
+ "game mode params = " << game_mode_str );
+ glutGameModeString( game_mode_str );
+ glutEnterGameMode();
#endif // GLUT_WRONG_VERSION
}
}
// Main top level initialization
-static bool fgMainInit( int argc, char **argv ) {
+bool fgMainInit( int argc, char **argv ) {
#if defined( macintosh )
freopen ("stdout.txt", "w", stdout );
#endif
// set default log levels
- sglog().setLogLevels( SG_ALL, SG_INFO );
+ sglog().setLogLevels( SG_ALL, SG_ALERT );
string version;
#ifdef FLIGHTGEAR_VERSION
version = "unknown version";
#endif
SG_LOG( SG_GENERAL, SG_INFO, "FlightGear: Version "
- << version );
+ << version );
SG_LOG( SG_GENERAL, SG_INFO, "Built with " << SG_COMPILER_STR << endl );
// Allocate global data structures. This needs to happen before
globals = new FGGlobals;
-#ifndef FG_WEATHERCM
- globals->set_environment_mgr(new FGEnvironmentMgr);
-#endif
-
// seed the random number generater
sg_srandom_time();
- SGRoute *route = new SGRoute;
- globals->set_route( route );
-
FGControls *controls = new FGControls;
globals->set_controls( controls );
- FGSteam *steam = new FGSteam;
- globals->set_steam( steam );
-
string_list *col = new string_list;
globals->set_channel_options_list( col );
fgInitFGRoot(argc, argv);
// Check for the correct base package version
- static char required_version[] = "0.9.1";
+ static char required_version[] = "0.9.3";
string base_version = fgBasePackageVersion();
if ( !(base_version == required_version) ) {
// tell the operator how to use this application
- cerr << endl << "Base package check failed ... " \
- << "Found version " << base_version << " at: " \
+ cerr << endl << "Base package check failed ... " \
+ << "Found version " << base_version << " at: " \
<< globals->get_fg_root() << endl;
cerr << "Please upgrade to version: " << required_version << endl;
- exit(-1);
+ exit(-1);
}
// Initialize the Aircraft directory to "" (UIUC)
// overrides config file options. Config file options override
// defaults.)
if ( !fgInitConfig(argc, argv) ) {
- SG_LOG( SG_GENERAL, SG_ALERT, "Config option parsing failed ..." );
- exit(-1);
+ SG_LOG( SG_GENERAL, SG_ALERT, "Config option parsing failed ..." );
+ exit(-1);
}
// Initialize the Window/Graphics environment.
if( !fgGlutInit(&argc, argv) ) {
- SG_LOG( SG_GENERAL, SG_ALERT, "GLUT initialization failed ..." );
- exit(-1);
+ SG_LOG( SG_GENERAL, SG_ALERT, "GLUT initialization failed ..." );
+ exit(-1);
}
// Initialize the various GLUT Event Handlers.
if( !fgGlutInitEvents() ) {
- SG_LOG( SG_GENERAL, SG_ALERT,
- "GLUT event handler initialization failed ..." );
- exit(-1);
+ SG_LOG( SG_GENERAL, SG_ALERT,
+ "GLUT event handler initialization failed ..." );
+ exit(-1);
}
// Initialize plib net interface
// 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
// get the address of our OpenGL extensions
if ( fgGetBool("/sim/rendering/distance-attenuation") )
{
-#ifdef WIN32
- glPointParameterfEXT = (PFNGLPOINTPARAMETERFEXTPROC)
- wglGetProcAddress("glPointParameterfEXT");
- glPointParameterfvEXT = (PFNGLPOINTPARAMETERFVEXTPROC)
- wglGetProcAddress("glPointParameterfvEXT");
-#elif linux
- glPointParameterfEXT = (OpenGLFuncExt)
- glXGetProcAddressARB((GLubyte *)"glPointParameterfEXT");
- glPointParameterfvEXT = (OpenGLFuncExtv)
- glXGetProcAddressARB((GLubyte *)"glPointParameterfvEXT");
-#endif
+ if (SGIsOpenGLExtensionSupported("GL_EXT_point_parameters") ) {
+ glPointParameterIsSupported = true;
+ glPointParameterfPtr = (glPointParameterfProc)
+ SGLookupFunction("glPointParameterfEXT");
+ glPointParameterfvPtr = (glPointParameterfvProc)
+ SGLookupFunction("glPointParameterfvEXT");
+
+ } else if ( SGIsOpenGLExtensionSupported("GL_ARB_point_parameters") ) {
+ glPointParameterIsSupported = true;
+ glPointParameterfPtr = (glPointParameterfProc)
+ SGLookupFunction("glPointParameterfARB");
+ glPointParameterfvPtr = (glPointParameterfvProc)
+ SGLookupFunction("glPointParameterfvARB");
+ } else
+ glPointParameterIsSupported = false;
}
// based on the requested presets, calculate the true starting
// lon, lat
+ fgInitNav();
fgInitPosition();
SGTime *t = fgInitTime();
// Do some quick general initializations
if( !fgInitGeneral()) {
- SG_LOG( SG_GENERAL, SG_ALERT,
- "General initializations failed ..." );
- exit(-1);
+ SG_LOG( SG_GENERAL, SG_ALERT,
+ "General initializations failed ..." );
+ exit(-1);
}
- SGPath modelpath( globals->get_fg_root() );
- ssgModelPath( (char *)modelpath.c_str() );
+ ////////////////////////////////////////////////////////////////////
+ // Initialize the property-based built-in commands
+ ////////////////////////////////////////////////////////////////////
+ fgInitCommands();
- // Initialize the global scenery manager
- globals->set_scenery( new FGScenery );
- globals->get_scenery()->init();
- globals->get_scenery()->bind();
+ ////////////////////////////////////////////////////////////////////
+ // Initialize the material manager
+ ////////////////////////////////////////////////////////////////////
+ globals->set_matlib( new SGMaterialLib );
- // Initialize the global tile manager
- globals->set_tile_mgr( new FGTileMgr );
+ globals->set_model_lib(new SGModelLib);
////////////////////////////////////////////////////////////////////
- // Initialize the property-based built-in commands
+ // Initialize the TG scenery subsystem.
////////////////////////////////////////////////////////////////////
- fgInitCommands();
+ globals->set_scenery( new FGScenery );
+ globals->get_scenery()->init();
+ globals->get_scenery()->bind();
+ globals->set_tile_mgr( new FGTileMgr );
////////////////////////////////////////////////////////////////////
// Initialize the general model subsystem.
////////////////////////////////////////////////////////////////////
-
- globals->set_model_loader(new FGModelLoader);
- globals->set_texture_loader(new FGTextureLoader);
globals->set_model_mgr(new FGModelMgr);
globals->get_model_mgr()->init();
globals->get_model_mgr()->bind();
////////////////////////////////////////////////////////////////////
- // Initialize the 3D aircraft model subsystem.
+ // Initialize the 3D aircraft model subsystem (has a dependency on
+ // the scenery subsystem.)
////////////////////////////////////////////////////////////////////
-
globals->set_aircraft_model(new FGAircraftModel);
globals->get_aircraft_model()->init();
globals->get_aircraft_model()->bind();
////////////////////////////////////////////////////////////////////
// Initialize the view manager subsystem.
////////////////////////////////////////////////////////////////////
-
FGViewMgr *viewmgr = new FGViewMgr;
globals->set_viewmgr( viewmgr );
viewmgr->init();
ephem_data_path.append( "Astro" );
SGEphemeris *ephem = new SGEphemeris( ephem_data_path.c_str() );
ephem->update( globals->get_time_params()->getMjd(),
- globals->get_time_params()->getLst(),
- 0.0 );
+ globals->get_time_params()->getLst(),
+ 0.0 );
globals->set_ephem( ephem );
- // TODO: move to environment mgr
+ // TODO: move to environment mgr
thesky = new SGSky;
SGPath texture_path(globals->get_fg_root());
texture_path.append("Textures");
thesky->add_cloud_layer(layer);
}
-
SGPath sky_tex_path( globals->get_fg_root() );
sky_tex_path.append( "Textures" );
sky_tex_path.append( "Sky" );
thesky->texture_path( sky_tex_path.str() );
- thesky->build( 550.0, 550.0,
- globals->get_ephem()->getNumPlanets(),
- globals->get_ephem()->getPlanets(), 60000.0,
- globals->get_ephem()->getNumStars(),
- globals->get_ephem()->getStars(), 60000.0 );
+ // The sun and moon diameters are scaled down numbers of the
+ // actual diameters. This was needed to fit bot the sun and the
+ // moon within the distance to the far clip plane.
+ // Moon diameter: 3,476 kilometers
+ // Sun diameter: 1,390,000 kilometers
+ thesky->build( 80000.0, 80000.0,
+ 463.3, 361.8,
+ globals->get_ephem()->getNumPlanets(),
+ globals->get_ephem()->getPlanets(),
+ globals->get_ephem()->getNumStars(),
+ globals->get_ephem()->getStars() );
// Initialize MagVar model
SGMagVar *magvar = new SGMagVar();
globals->set_mag( magvar );
+
+ // kludge to initialize mag compass
+ // (should only be done for in-flight
+ // startup)
+ // update magvar model
+ globals->get_mag()->update( fgGetDouble("/position/longitude-deg")
+ * SGD_DEGREES_TO_RADIANS,
+ fgGetDouble("/position/latitude-deg")
+ * SGD_DEGREES_TO_RADIANS,
+ fgGetDouble("/position/altitude-ft")
+ * SG_FEET_TO_METER,
+ globals->get_time_params()->getJD() );
+ double var = globals->get_mag()->get_magvar() * SGD_RADIANS_TO_DEGREES;
+ fgSetDouble("/instrumentation/heading-indicator/offset-deg", -var);
+
// airport = new ssgBranch;
// airport->setName( "Airport Lighting" );
// lighting->addKid( airport );
- // ADA
- fgLoadDCS();
- // ADA
-
-#ifdef FG_NETWORK_OLK
- // Do the network intialization
- if ( fgGetBool("/sim/networking/network-olk") ) {
- printf("Multipilot mode %s\n",
- fg_net_init( globals->get_scenery()->get_scene_graph() ) );
- }
-#endif
-
// build our custom render states
fgBuildRenderStates();
}
-// $$$ end - added VS Renganathan, 15 Oct 2K
-// - added Venky , 12 Nov 2K
-
-#if defined(__linux__) && defined(__i386__)
-
-static void handleFPE (int);
-
-static void
-initFPE ()
-{
- fpu_control_t fpe_flags = 0;
- _FPU_GETCW(fpe_flags);
-// fpe_flags &= ~_FPU_MASK_IM; // invalid operation
-// fpe_flags &= ~_FPU_MASK_DM; // denormalized operand
-// fpe_flags &= ~_FPU_MASK_ZM; // zero-divide
-// fpe_flags &= ~_FPU_MASK_OM; // overflow
-// fpe_flags &= ~_FPU_MASK_UM; // underflow
-// fpe_flags &= ~_FPU_MASK_PM; // precision (inexact result)
- _FPU_SETCW(fpe_flags);
- signal(SIGFPE, handleFPE);
-}
-
-static void
-handleFPE (int num)
-{
- initFPE();
- SG_LOG(SG_GENERAL, SG_ALERT, "Floating point interrupt (SIGFPE)");
-}
-#endif
-
-#ifdef __APPLE__
-
-typedef struct
-{
- int lo;
- int hi;
-} PSN;
-
-extern "C" {
- short CPSGetCurrentProcess(PSN *psn);
- short CPSSetProcessName (PSN *psn, char *processname);
- short CPSEnableForegroundOperation(PSN *psn, int _arg2, int _arg3, int _arg4, int _arg5);
- short CPSSetFrontProcess(PSN *psn);
-};
-
-#define CPSEnableFG(psn) CPSEnableForegroundOperation(psn,0x03,0x3C,0x2C,0x1103)
-
-#endif
-
-// Main entry point; catch any exceptions that have made it this far.
-int main ( int argc, char **argv ) {
-
- // Enable floating-point exceptions for Linux/x86
-#if defined(__linux__) && defined(__i386__)
- initFPE();
-#endif
-
- // Enable floating-point exceptions for Windows
-#if defined( _MSC_VER ) && defined( DEBUG )
- // Christian, we should document what this does
- _control87( _EM_INEXACT, _MCW_EM );
-#endif
-
-#if defined( HAVE_BC5PLUS )
- _control87(MCW_EM, MCW_EM); /* defined in float.h */
-#endif
-
- // Keyboard focus hack
-#ifdef __APPLE__
- {
- PSN psn;
-
- glutInit (&argc, argv);
-
- CPSGetCurrentProcess(&psn);
- CPSSetProcessName(&psn, "FlightGear");
- CPSEnableFG(&psn);
- CPSSetFrontProcess(&psn);
- }
-#endif
-
- // FIXME: add other, more specific
- // exceptions.
- try {
- fgMainInit(argc, argv);
- } catch (sg_throwable &t) {
- // We must use cerr rather than
- // logging, since logging may be
- // disabled.
- cerr << "Fatal error: " << t.getFormattedMessage()
- << "\n (received from " << t.getOrigin() << ')' << endl;
- exit(1);
- }
-
- return 0;
-}
-
-
-void fgLoadDCS(void) {
-
- ssgEntity *ship_obj = NULL;
-
- char obj_filename[25];
-
- for ( int k = 0; k < 32; k++ ) {
- ship_pos[k]=NULL;
- }
-
- SGPath tile_path( globals->get_fg_root());
- tile_path.append( "Scenery" );
- tile_path.append( "Objects.txt" );
- sg_gzifstream in( tile_path.str() );
- if ( ! in.is_open() ) {
- SG_LOG( SG_TERRAIN, SG_ALERT, "Cannot open file: " << tile_path.str() );
- } else {
-
- SGPath modelpath( globals->get_fg_root() );
- modelpath.append( "Models" );
- modelpath.append( "Geometry" );
-
- SGPath texturepath( globals->get_fg_root() );
- texturepath.append( "Models" );
- texturepath.append( "Textures" );
-
- ssgModelPath( (char *)modelpath.c_str() );
- ssgTexturePath( (char *)texturepath.c_str() );
-
- ship_sel = new ssgSelector;
-
- char c;
- while ( ! in.eof() ) {
- in >> ::skipws;
- if ( in.get( c ) && c == '#' ) {
- in >> skipeol;
- } else {
- in.putback(c);
- in >> obj_filename >> obj_lat[objc] >> obj_lon[objc] >> obj_alt[objc];
- /* cout << endl << obj_filename << " " << obj_lat[objc] << " " << obj_lon[objc] << " " << obj_alt[objc] << endl;
- int chj=getchar();*/
-
- obj_lon[objc] *=SGD_DEGREES_TO_RADIANS;
- obj_lat[objc] *=SGD_DEGREES_TO_RADIANS;
-
- ship_pos[objc] = new ssgTransform;
-
- // type "repeat" in objects.txt to load one more
- // instance of the last object.
-
- if ( strcmp(obj_filename,"repeat") != 0) {
- ship_obj =
- globals->get_model_loader()->load_model( obj_filename );
- }
-
- if ( ship_obj != NULL ) {
- ship_obj->setName(obj_filename);
- if (objc == 0)
- ship_obj->clrTraversalMaskBits( SSGTRAV_HOT );
- else
- ship_obj->setTraversalMaskBits( SSGTRAV_HOT );
- ship_pos[objc]->addKid( ship_obj ); // add object to transform node
- ship_sel->addKid( ship_pos[objc] ); // add transform node to selector
- SG_LOG( SG_TERRAIN, SG_ALERT, "Loaded file: "
- << obj_filename );
- } else {
- SG_LOG( SG_TERRAIN, SG_ALERT, "Cannot open file: "
- << obj_filename );
- }
-
- // temporary hack for deck lights - ultimately should move to PLib (when??)
- //const char *extn = file_extension ( obj_filename ) ;
- if ( objc == 1 ){
- ssgVertexArray *lights = new ssgVertexArray( 100 );
- ssgVertexArray *lightpoints = new ssgVertexArray( 100 );
- ssgVertexArray *lightnormals = new ssgVertexArray( 100 );
- ssgVertexArray *lightdir = new ssgVertexArray( 100 );
- int ltype[500], light_type;
- static int ltcount = 0;
- string token;
- sgVec3 rway_dir,rway_normal,lightpt;
- Point3D node;
- modelpath.append(obj_filename);
- sg_gzifstream in1( modelpath.str() );
- if ( ! in1.is_open() ) {
- SG_LOG( SG_TERRAIN, SG_ALERT, "Cannot open file: " << modelpath.str() );
- } else {
- while ( ! in1.eof() ) {
- in1 >> ::skipws;
- if ( in1.get( c ) && c == '#' ) {
- in1 >> skipeol;
- } else {
- in1.putback(c);
- in1 >> token;
- //cout << token << endl;
- if ( token == "runway" ) {
- in1 >> node;
- sgSetVec3 (rway_dir, node[0], node[1], node[2] );
- } else if ( token == "edgelight" ) {
- in1 >> node;
- sgSetVec3 (rway_normal, node[0], node[1], node[2] );
- light_type = 1;
- } else if ( token == "taxi" ) {
- in1 >> node;
- sgSetVec3 (rway_normal, node[0], node[1], node[2] );
- light_type = 2;
- } else if ( token == "vasi" ) {
- in1 >> node;
- sgSetVec3 (rway_normal, node[0], node[1], node[2] );
- light_type = 3;
- } else if ( token == "threshold" ) {
- in1 >> node;
- sgSetVec3 (rway_normal, node[0], node[1], node[2] );
- light_type = 4;
- } else if ( token == "rabbit" ) {
- in1 >> node;
- sgSetVec3 (rway_normal, node[0], node[1], node[2] );
- light_type = 5;
- } else if ( token == "ols" ) {
- in1 >> node;
- sgSetVec3 (rway_ols, node[0], node[1], node[2] );
- light_type = 6;
- } else if ( token == "red" ) {
- in1 >> node;
- sgSetVec3 (rway_normal, node[0], node[1], node[2] );
- light_type = 7;
- } else if ( token == "green" ) {
- in1 >> node;
- sgSetVec3 (rway_normal, node[0], node[1], node[2] );
- light_type = 8;
- } else if ( token == "lp" ) {
- in1 >> node;
- sgSetVec3 (lightpt, node[0], node[1], node[2] );
- lightpoints->add( lightpt );
- lightnormals->add( rway_normal );
- lightdir->add( rway_dir );
- ltype[ltcount]= light_type;
- ltcount++;
- }
- if (in1.eof()) break;
- }
- } //while
-
- if ( lightpoints->getNum() ) {
- ssgBranch *lightpoints_branch;
- long int dummy = -999;
- dummy_tile = new FGTileEntry((SGBucket)dummy);
- dummy_tile->lightmaps_sequence = new ssgSelector;
- dummy_tile->ols_transform = new ssgTransform;
-
- // call function to generate the runway lights
- lightpoints_branch =
- dummy_tile->gen_runway_lights( lightpoints, lightnormals,
- lightdir, ltype);
- lightpoints_brightness->addKid(lightpoints_branch);
- lightpoints_transform->addKid(lightpoints_brightness);
- //dummy_tile->lightmaps_sequence->setTraversalMaskBits( SSGTRAV_HOT );
- lightpoints_transform->addKid( dummy_tile->lightmaps_sequence );
- lightpoints_transform->ref();
- globals->get_scenery()->get_gnd_lights_root()->addKid( lightpoints_transform );
- }
- } //if in1
- } //if objc
- // end hack for deck lights
-
- objc++;
-
- if (in.eof()) break;
- }
- } // while
-
- SG_LOG ( SG_TERRAIN, SG_ALERT, "Finished object processing." );
-
- globals->get_scenery()->get_terrain_branch()->addKid( ship_sel ); //add selector node to root node
- }
-
- return;
- }
-
-
-void fgUpdateDCS (void) {
-
- // double eye_lat,eye_lon,eye_alt;
- // static double obj_head;
- double sl_radius,obj_latgc;
- // float nresultmat[4][4];
- // sgMat4 Trans,rothead,rotlon,rot180,rotlat,resultmat1,resultmat2,resultmat3;
- double bz[3];
-
- // Instantaneous Geodetic Lat/Lon/Alt of moving object
- FGADA *fdm = (FGADA *)current_aircraft.fdm_state;
-
- // Deck should be the first object in objects.txt in case of fdm=ada
-
- if (!strcmp(fgGetString("/sim/flight-model"), "ada")) {
- if ((fdm->get_iaux(1))==1)
- {
- obj_lat[1] = fdm->get_daux(1)*SGD_DEGREES_TO_RADIANS;
- obj_lon[1] = fdm->get_daux(2)*SGD_DEGREES_TO_RADIANS;
- obj_alt[1] = fdm->get_daux(3);
- obj_pitch[1] = fdm->get_faux(1);
- obj_roll[1] = fdm->get_faux(2);
- }
- }
-
- for ( int m = 0; m < objc; m++ ) {
- //cout << endl << obj_lat[m]*SGD_RADIANS_TO_DEGREES << " " << obj_lon[m]*SGD_RADIANS_TO_DEGREES << " " << obj_alt[m] << " " << objc << endl;
- //int v=getchar();
-
- //Geodetic to Geocentric angles for rotation
- sgGeodToGeoc(obj_lat[m],obj_alt[m],&sl_radius,&obj_latgc);
-
- //moving object gbs-posn in cartesian coords
- Point3D obj_posn = Point3D( obj_lon[m],obj_lat[m],obj_alt[m]);
- Point3D obj_pos = sgGeodToCart( obj_posn );
-
- // Translate moving object w.r.t eye
- Point3D Objtrans = obj_pos - globals->get_scenery()->get_center();
- bz[0]=Objtrans.x();
- bz[1]=Objtrans.y();
- bz[2]=Objtrans.z();
-
- // rotate dynamic objects for lat,lon & alt and other motion about its axes
-
- sgMat4 sgTRANS;
- sgMakeTransMat4( sgTRANS, bz[0],bz[1],bz[2]);
-
- sgVec3 ship_fwd,ship_rt,ship_up;
- sgSetVec3( ship_fwd, 1.0, 0.0, 0.0);//east,roll
- sgSetVec3( ship_rt, 0.0, 1.0, 0.0);//up,pitch
- sgSetVec3( ship_up, 0.0, 0.0, 1.0); //north,yaw
-
- sgMat4 sgROT_lon, sgROT_lat, sgROT_hdg, sgROT_pitch, sgROT_roll;
- sgMakeRotMat4( sgROT_lon, obj_lon[m]*SGD_RADIANS_TO_DEGREES, ship_up );
- sgMakeRotMat4( sgROT_lat, 90-obj_latgc*SGD_RADIANS_TO_DEGREES, ship_rt );
- sgMakeRotMat4( sgROT_hdg, 180.0, ship_up );
- sgMakeRotMat4( sgROT_pitch, obj_pitch[m], ship_rt );
- sgMakeRotMat4( sgROT_roll, obj_roll[m], ship_fwd );
-
- sgMat4 sgTUX;
- sgCopyMat4( sgTUX, sgROT_hdg );
- sgPostMultMat4( sgTUX, sgROT_pitch );
- sgPostMultMat4( sgTUX, sgROT_roll );
- sgPostMultMat4( sgTUX, sgROT_lat );
- sgPostMultMat4( sgTUX, sgROT_lon );
- sgPostMultMat4( sgTUX, sgTRANS );
-
- sgCoord shippos;
- sgSetCoord(&shippos, sgTUX );
- ship_pos[m]->setTransform( &shippos );
- // temporary hack for deck lights - ultimately should move to PLib (when ??)
- if (m == 1) {
- if (lightpoints_transform) {
- lightpoints_transform->setTransform( &shippos );
- float sun_angle = cur_light_params.sun_angle * SGD_RADIANS_TO_DEGREES;
- if ( sun_angle > 89 ) {
- lightpoints_brightness->select(0x01);
- } else {
- lightpoints_brightness->select(0x00);
- }
- }
-
- float elev;
- sgVec3 rp,to;
- float *vp;
- float alt;
- float ref_elev;
- sgXformPnt3( rp, rway_ols, sgTUX );
- vp = globals->get_current_view()->get_view_pos();
- to[0] = rp[0]-vp[0];
- to[1] = rp[1]-vp[1];
- to[2] = rp[2]-vp[2];
- float dist = sgLengthVec3( to );
- alt = (current_aircraft.fdm_state->get_Altitude() * SG_FEET_TO_METER)-rway_ols[2];
-
- elev = asin(alt/dist)*SGD_RADIANS_TO_DEGREES;
-
- ref_elev = elev - 3.75; // +ve above, -ve below
-
- unsigned int sel;
- sel = 0xFF;
-// DO NOT DELETE THIS CODE - This is to compare a discrete FLOLS (without LOD) with analog FLOLS
-// if (ref_elev > 0.51) sel = 0x21;
-// if ((ref_elev <= 0.51) & (ref_elev > 0.17)) sel = 0x22;
-// if ((ref_elev <= 0.17) & (ref_elev >= -0.17)) sel = 0x24;
-// if ((ref_elev < -0.17) & (ref_elev >= -0.51)) sel = 0x28;
-// if (ref_elev < -0.51) sel = 0x30;
-// DO NOT DELETE THIS CODE - This is to compare a discrete FLOLS (without LOD) with analog FLOLS
- dummy_tile->lightmaps_sequence->select(sel);
-
- sgVec3 up;
- sgCopyVec3 (up, ship_up);
- if (dist > 750)
- sgScaleVec3 (up, 4.0*ref_elev*dist/750.0);
- else
- sgScaleVec3 (up, 4.0*ref_elev);
- dummy_tile->ols_transform->setTransform(up);
- //cout << "ref_elev " << ref_elev << endl;
- }
- // end hack for deck lights
-
- }
- if ( ship_sel != NULL ) {
- ship_sel->select(0xFFFFFFFE); // first object is ownship, added to acmodel
- }
-}
-
-// $$$ end - added VS Renganathan, 15 Oct 2K
-// added Venky , 12 Nov 2K
+// end of main.cxx