# include <signal.h>
#endif
-#ifdef SG_MATH_EXCEPTION_CLASH
-# include <math.h>
-#endif
-
-#ifdef HAVE_WINDOWS_H
-# include <windows.h>
-# include <float.h>
-#endif
+#include <iostream>
#include <plib/netSocket.h>
-#include <simgear/props/props.hxx>
-#include <simgear/timing/sg_time.hxx>
-#include <simgear/math/sg_random.h>
+#include <osg/Camera>
+#include <osg/GraphicsContext>
+#include <osgDB/Registry>
// Class references
#include <simgear/ephemeris/ephemeris.hxx>
#include <simgear/scene/material/matlib.hxx>
#include <simgear/scene/model/animation.hxx>
#include <simgear/scene/sky/sky.hxx>
+#include <simgear/structure/event_mgr.hxx>
+#include <simgear/props/props.hxx>
+#include <simgear/timing/sg_time.hxx>
+#include <simgear/math/sg_random.h>
+
#include <Time/light.hxx>
#include <Include/general.hxx>
#include <Aircraft/replay.hxx>
#include <Sound/beacon.hxx>
#include <Sound/morse.hxx>
#include <FDM/flight.hxx>
-// #include <FDM/ADA.hxx>
-#include <ATC/ATCdisplay.hxx>
-#include <ATC/ATCmgr.hxx>
-#include <ATC/AIMgr.hxx>
+#include <ATCDCL/ATCmgr.hxx>
+#include <ATCDCL/AIMgr.hxx>
#include <Time/tmp.hxx>
#include <Time/fg_timer.hxx>
#include <Environment/environment_mgr.hxx>
#include <GUI/new_gui.hxx>
#include <MultiPlayer/multiplaymgr.hxx>
+#include "CameraGroup.hxx"
#include "fg_commands.hxx"
#include "fg_io.hxx"
#include "renderer.hxx"
#include "splash.hxx"
#include "main.hxx"
-
+#include "util.hxx"
+#include "fg_init.hxx"
+#include "WindowSystemAdapter.hxx"
static double real_delta_time_sec = 0.0;
double delta_time_sec = 0.0;
extern float init_volume;
+using namespace flightgear;
-#ifdef macintosh
-# include <console.h> // -dw- for command line dialog
-#endif
+using std::cerr;
// This is a record containing a bit of global housekeeping information
FGGeneral general;
double lat = fgGetDouble("/sim/presets/latitude-deg");
// We require just to have 50 meter scenery availabe around
// the aircraft.
- double range = 50.0;
- if (globals->get_tile_mgr()->scenery_available(lat, lon, range)) {
- SG_LOG(SG_FLIGHT,SG_INFO, "Finally initializing fdm");
+ double range = 1000.0;
+ if (globals->get_scenery()->scenery_available(lat, lon, range)) {
+ //SG_LOG(SG_FLIGHT, SG_INFO, "Finally initializing fdm");
cur_fdm_state->init();
if ( cur_fdm_state->get_bound() ) {
cur_fdm_state->unbind();
if ( cur_fdm_state->get_inited() ) {
// we have been inited, and we are good to go ...
- if ( !inited ) {
- inited = true;
- fgSetBool("/sim/signals/fdm-initialized", true);
- }
-
if ( replay_state->getIntValue() == 0 ) {
// replay off, run fdm
cur_fdm_state->update( delta_time_sec );
// paused playback (don't advance replay time)
}
}
+
+ if ( !inited ) {
+ inited = true;
+ fgSetBool("/sim/signals/fdm-initialized", true);
+ }
+
} else {
// do nothing, fdm isn't inited yet
}
globals->get_model_mgr()->update(delta_time_sec);
globals->get_aircraft_model()->update(delta_time_sec);
- // update the view angle
- globals->get_viewmgr()->update(delta_time_sec);
-
// Update solar system
globals->get_ephem()->update( globals->get_time_params()->getMjd(),
globals->get_time_params()->getLst(),
static void fgMainLoop( void ) {
int model_hz = fgGetInt("/sim/model-hz");
- static const SGPropertyNode *longitude
+ static SGConstPropertyNode_ptr longitude
= fgGetNode("/position/longitude-deg");
- static const SGPropertyNode *latitude
+ static SGConstPropertyNode_ptr latitude
= fgGetNode("/position/latitude-deg");
- static const SGPropertyNode *altitude
+ static SGConstPropertyNode_ptr altitude
= fgGetNode("/position/altitude-ft");
- static const SGPropertyNode *clock_freeze
+ static SGConstPropertyNode_ptr clock_freeze
= fgGetNode("/sim/freeze/clock", true);
- static const SGPropertyNode *cur_time_override
+ static SGConstPropertyNode_ptr cur_time_override
= fgGetNode("/sim/time/cur-time-override", true);
- static const SGPropertyNode *max_simtime_per_frame
+ static SGConstPropertyNode_ptr max_simtime_per_frame
= fgGetNode("/sim/max-simtime-per-frame", true);
+ static SGPropertyNode_ptr frame_signal
+ = fgGetNode("/sim/signals/frame", true);
+ frame_signal->fireValueChanged();
SGCloudLayer::enable_bump_mapping = fgGetBool("/sim/rendering/bump-mapping");
- bool scenery_loaded = fgGetBool("sim/sceneryloaded") || fgGetBool("sim/sceneryloaded-override");
+ bool scenery_loaded = fgGetBool("sim/sceneryloaded");
+ bool wait_for_scenery = !(scenery_loaded || fgGetBool("sim/sceneryloaded-override"));
// Update the elapsed time.
static bool first_time = true;
}
double throttle_hz = fgGetDouble("/sim/frame-rate-throttle-hz", 0.0);
- if ( throttle_hz > 0.0 && scenery_loaded ) {
+ if ( throttle_hz > 0.0 && !wait_for_scenery ) {
// optionally throttle the frame rate (to get consistent frame
// rates or reduce cpu usage.
}
- if (clock_freeze->getBoolValue() || !scenery_loaded) {
+ if (clock_freeze->getBoolValue() || wait_for_scenery) {
delta_time_sec = 0;
} else {
delta_time_sec = real_delta_time_sec;
SGTime *t = globals->get_time_params();
- globals->get_event_mgr()->update(delta_time_sec);
-
SG_LOG( SG_ALL, SG_DEBUG, "Running Main Loop");
SG_LOG( SG_ALL, SG_DEBUG, "======= ==== ====");
-#if defined( ENABLE_PLIB_JOYSTICK )
- // Read joystick and update control settings
- // if ( fgGetString("/sim/control-mode") == "joystick" )
- // {
- // fgJoystickRead();
- // }
-#endif
-
// Fix elevation. I'm just sticking this here for now, it should
// probably move eventually
"Elapsed time is zero ... we're zinging" );
}
- // Do any I/O channel work that might need to be done
- globals->get_io()->update( real_delta_time_sec );
-
- // see if we need to load any deferred-load textures
- globals->get_matlib()->load_next_deferred();
-
- // Run audio scheduler
-#ifdef ENABLE_AUDIO_SUPPORT
- if ( globals->get_soundmgr()->is_working() ) {
- globals->get_soundmgr()->update( delta_time_sec );
- }
-#endif
-
globals->get_subsystem_mgr()->update(delta_time_sec);
//
// we may want to move this to its own class at some point
//
double visibility_meters = fgGetDouble("/environment/visibility-m");
- FGViewer *current_view = globals->get_current_view();
- // Let the scenery center follow the current view position with
- // 30m increments.
- //
- // Having the scenery center near the view position will eliminate
- // jitter of objects which are placed very near the view position
- // and haveing it's center near that view position.
- // So the 3d insruments of the aircraft will not jitter with this.
- //
- // Following the view position exactly would introduce jitter of
- // the scenery tiles (they would be from their center up to 10000m
- // to the view and this will introduce roundoff too). By stepping
- // at 30m incements the roundoff error of the scenery tiles is
- // still present, but we will make exactly the same roundoff error
- // at each frame until the center is switched to a new
- // position. This roundoff is still visible but you will most
- // propably not notice.
- double *vp = globals->get_current_view()->get_absolute_view_pos();
- SGVec3d cntr(vp);
- if (30.0*30.0 < distSqr(cntr, globals->get_scenery()->get_center()))
- globals->get_scenery()->set_center( cntr );
-
- globals->get_tile_mgr()->prep_ssg_nodes( current_view->getSGLocation(),
- visibility_meters );
+
+ globals->get_tile_mgr()->prep_ssg_nodes( visibility_meters );
// update tile manager for view...
SGLocation *view_location = globals->get_current_view()->getSGLocation();
globals->get_tile_mgr()->update( view_location, visibility_meters );
double ref_time, r;
SGVec3d pt;
bool valid = cur_fdm_state->is_valid_m(&ref_time, pt.sg(), &r);
- double *vp = globals->get_current_view()->get_absolute_view_pos();
- SGVec3d viewpos(vp);
+ SGVec3d viewpos(globals->get_current_view()->get_view_pos());
if (valid && distSqr(viewpos, pt) < r*r) {
// Reuse the cache ...
double lev
}
}
-#ifdef ENABLE_AUDIO_SUPPORT
- // Right now we make a simplifying assumption that the primary
- // aircraft is the source of all sounds and that all sounds are
- // positioned relative to the current view position.
-
- static sgVec3 last_pos_offset;
-
- // get the location data for the primary FDM (now hardcoded to ac model)...
- SGLocation *acmodel_loc = NULL;
- acmodel_loc = (SGLocation *)globals->
- get_aircraft_model()->get3DModel()->getSGLocation();
-
- // set positional offset for sources
- sgdVec3 dsource_pos_offset;
- sgdSubVec3( dsource_pos_offset,
- view_location->get_absolute_view_pos(),
- acmodel_loc->get_absolute_view_pos() );
- // cout << "pos all = " << source_pos_offset[0] << " " << source_pos_offset[1] << " " << source_pos_offset[2] << endl;
- sgVec3 source_pos_offset;
- sgSetVec3(source_pos_offset, dsource_pos_offset);
- globals->get_soundmgr()->set_source_pos_all( source_pos_offset );
-
- // set the velocity
- sgVec3 source_vel;
- sgSubVec3( source_vel, source_pos_offset, last_pos_offset );
- sgScaleVec3( source_vel, delta_time_sec );
- sgCopyVec3( last_pos_offset, source_pos_offset );
- // cout << "vel = " << source_vel[0] << " " << source_vel[1] << " " << source_vel[2] << endl;
- globals->get_soundmgr()->set_source_vel_all( source_vel );
-
- // Right now we make a simplifying assumption that the listener is
- // always positioned at the origin.
- sgVec3 listener_pos;
- sgSetVec3( listener_pos, 0.0, 0.0, 0.0 );
- // cout << "listener = " << listener_pos[0] << " " << listener_pos[1] << " " << listener_pos[2] << endl;
- globals->get_soundmgr()->set_listener_pos( listener_pos );
-#endif
+ // run Nasal's settimer() loops right before the view manager
+ globals->get_event_mgr()->update(delta_time_sec);
+
+ // update the view angle as late as possible, but before sound calculations
+ globals->get_viewmgr()->update(delta_time_sec);
+
+ // Do any I/O channel work that might need to be done (must come after viewmgr)
+ globals->get_io()->update(real_delta_time_sec);
// END Tile Manager udpates
- if (!scenery_loaded && globals->get_tile_mgr()->all_queues_empty() && cur_fdm_state->get_inited()) {
+ if (!scenery_loaded && globals->get_tile_mgr()->isSceneryLoaded()
+ && cur_fdm_state->get_inited()) {
fgSetBool("sim/sceneryloaded",true);
fgSetFloat("/sim/sound/volume", init_volume);
globals->get_soundmgr()->set_volume(init_volume);
}
- // OSGFIXME: with osg>1.2 remove this, osg::LightModel does the trick...
-// if (fgGetBool("/sim/rendering/specular-highlight")) {
-// glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
-// } else {
-// glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SINGLE_COLOR);
-// }
-
fgRequestRedraw();
SG_LOG( SG_ALL, SG_DEBUG, "" );
}
-
-// This is the top level master main function that is registered as
-// our idle funciton
-
-// The first few passes take care of initialization things (a couple
-// per pass) and once everything has been initialized fgMainLoop from
-// then on.
-
-static void fgIdleFunction ( void ) {
- if ( idle_state == 0 ) {
- idle_state++;
-
-#ifdef GL_EXT_texture_lod_bias
- // negative values sharpen, positive values blur mipmapped textures
- glTexEnvf( GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, -0.5 ) ;
-#endif
- fgSplashProgress("setting up scenegraph & user interface");
-
-
- } else if ( idle_state == 1 ) {
- idle_state++;
- // This seems to be the absolute earliest in the init sequence
- // that these calls will return valid info. Too bad it's after
- // we've already created and sized our window. :-(
+// Operation for querying OpenGL parameters. This must be done in a
+// valid OpenGL context, potentially in another thread.
+namespace
+{
+struct GeneralInitOperation : public GraphicsContextOperation
+{
+ GeneralInitOperation()
+ : GraphicsContextOperation(std::string("General init"))
+ {
+ }
+ void run(osg::GraphicsContext* gc)
+ {
general.set_glVendor( (char *)glGetString ( GL_VENDOR ) );
general.set_glRenderer( (char *)glGetString ( GL_RENDERER ) );
general.set_glVersion( (char *)glGetString ( GL_VERSION ) );
glGetIntegerv( GL_DEPTH_BITS, &tmp );
general.set_glDepthBits( tmp );
SG_LOG ( SG_GENERAL, SG_INFO, "Depth buffer bits = " << tmp );
+ }
+};
+}
+
+// This is the top level master main function that is registered as
+// our idle funciton
+
+// The first few passes take care of initialization things (a couple
+// per pass) and once everything has been initialized fgMainLoop from
+// then on.
- // Initialize the user interface (we need to do this before
- // passing off control to the OS main loop and before
- // fgInitGeneral to get our fonts !!!
- guiInit();
+static void fgIdleFunction ( void ) {
+ static osg::ref_ptr<GeneralInitOperation> genOp;
+ if ( idle_state == 0 ) {
+ idle_state++;
+ // Pick some window on which to do queries.
+ // XXX Perhaps all this graphics initialization code should be
+ // moved to renderer.cxx?
+ genOp = new GeneralInitOperation;
+ osg::Camera* guiCamera = getGUICamera(CameraGroup::getDefault());
+ WindowSystemAdapter* wsa = WindowSystemAdapter::getWSA();
+ osg::GraphicsContext* gc = 0;
+ if (guiCamera)
+ gc = guiCamera->getGraphicsContext();
+ if (gc) {
+ gc->add(genOp.get());
+ } else {
+ wsa->windows[0]->gc->add(genOp.get());
+ }
+ guiStartInit(gc);
+ } else if ( idle_state == 1 ) {
+ if (genOp.valid()) {
+ if (!genOp->isFinished())
+ return;
+ genOp = 0;
+ }
+ if (!guiFinishInit())
+ return;
+ idle_state++;
fgSplashProgress("reading aircraft list");
idle_state++;
// Read the list of available aircraft
fgReadAircraft();
-
- // get the address of our OpenGL extensions
-// 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;
-// }
fgSplashProgress("reading airport & navigation data");
// based on the requested presets, calculate the true starting
// lon, lat
fgInitPosition();
+ fgInitTowerLocationListener();
SGTime *t = fgInitTime();
globals->set_time_params( t );
// Initialize the material manager
////////////////////////////////////////////////////////////////////
globals->set_matlib( new SGMaterialLib );
- globals->set_model_lib(new SGModelLib);
+ simgear::SGModelLib::init(globals->get_fg_root());
////////////////////////////////////////////////////////////////////
system ( command.c_str() );
}
#endif
-
- // 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 ) ;
- }
-#endif
-
// 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 be
// Main top level initialization
bool fgMainInit( int argc, char **argv ) {
-#if defined( macintosh )
- freopen ("stdout.txt", "w", stdout );
- freopen ("stderr.txt", "w", stderr );
- argc = ccommand( &argv );
-#endif
-
// set default log levels
sglog().setLogLevels( SG_ALL, SG_ALERT );
string_list *col = new string_list;
globals->set_channel_options_list( col );
+ fgValidatePath("", false); // initialize static variables
upper_case_property("/sim/presets/airport-id");
upper_case_property("/sim/presets/runway");
upper_case_property("/sim/tower/airport-id");
+ upper_case_property("/autopilot/route-manager/input");
// Scan the config file(s) and command line options to see if
// fg_root was specified (ignore all other options for now)
fgInitFGRoot(argc, argv);
// Check for the correct base package version
- static char required_version[] = "0.9.10";
+ static char required_version[] = "1.0.0";
string base_version = fgBasePackageVersion();
if ( !(base_version == required_version) ) {
// tell the operator how to use this application
exit(-1);
}
- //OSGFIXME
-// sgUseDisplayList = fgGetBool( "/sim/rendering/use-display-list", true );
-
// Load the configuration parameters. (Command line options
// override config file options. Config file options override
// defaults.)
}
// Initialize the Window/Graphics environment.
-#if !defined(__APPLE__) || defined(OSX_BUNDLE)
- // Mac OS X command line ("non-bundle") applications call this
- // from main(), in bootstrap.cxx. Andy doesn't know why, someone
- // feel free to add comments...
fgOSInit(&argc, argv);
_bootstrap_OSInit++;
-#endif
fgRegisterWindowResizeHandler( &FGRenderer::resize );
fgRegisterIdleHandler( &fgIdleFunction );
// Clouds3D requires an alpha channel
// clouds may require stencil buffer
- fgOSOpenWindow( fgGetInt("/sim/startup/xsize"),
- fgGetInt("/sim/startup/ysize"),
- fgGetInt("/sim/rendering/bits-per-pixel"),
- fgGetBool("/sim/rendering/clouds3d-enable"),
- get_stencil_buffer,
- fgGetBool("/sim/startup/fullscreen") );
+ fgOSOpenWindow(get_stencil_buffer);
// Initialize the splash screen right away
fntInit();
- fgSplashInit(fgGetString("/sim/startup/splash-texture"));
+ fgSplashInit();
// pass control off to the master event handler
fgOSMainLoop();