]> git.mxchange.org Git - flightgear.git/blobdiff - src/Main/main.cxx
Fixes to ILS approaches ... now takes into consideration actual GS and DME
[flightgear.git] / src / Main / main.cxx
index 21202736e4baf433487f3798f4568bda935ad8e7..68535fc6dbebda37d415f8a9094726db0b38b5a6 100644 (file)
@@ -38,7 +38,8 @@
 #endif
 
 #include <GL/glut.h>
-#include <XGL/xgl.h>
+#include <simgear/xgl/xgl.h>
+
 #include <stdio.h>
 #include <string.h>
 #include <string>
 #  include <unistd.h>    /* for stat() */
 #endif
 
-#include <pu.h>                        // plib include
-#include <ssg.h>               // plib include
+#include <plib/pu.h>                   // plib include
+#include <plib/ssg.h>          // plib include
 
 #ifdef ENABLE_AUDIO_SUPPORT
-#  include <sl.h>              // plib include
-#  include <sm.h>              // plib include
+#  include <plib/sl.h>         // plib include
+#  include <plib/sm.h>         // plib include
 #endif
 
-#include <Include/fg_constants.h>  // for VERSION
+#include <simgear/constants.h>  // for VERSION
+#include <simgear/debug/logstream.hxx>
+#include <simgear/math/fg_geodesy.hxx>
+#include <simgear/math/polar3d.hxx>
+#include <simgear/math/fg_random.h>
+#include <simgear/misc/fgpath.hxx>
+
 #include <Include/general.hxx>
 
-#include <Debug/logstream.hxx>
 #include <Aircraft/aircraft.hxx>
-#include <Astro/sky.hxx>
-#include <Astro/stars.hxx>
-#include <Astro/solarsystem.hxx>
+#include <Ephemeris/ephemeris.hxx>
 
-#include <Autopilot/autopilot.hxx>
+#include <Autopilot/newauto.hxx>
 #include <Cockpit/cockpit.hxx>
+#include <Cockpit/radiostack.hxx>
+#include <Cockpit/steam.hxx>
+#include <FDM/UIUCModel/uiuc_aircraft.h>
+#include <FDM/UIUCModel/uiuc_aircraftdir.h>
 #include <GUI/gui.h>
 #include <Joystick/joystick.hxx>
-#include <Math/fg_geodesy.hxx>
-#include <Math/mat3.h>
-#include <Math/polar3d.hxx>
-#include <Math/fg_random.h>
-#include <Misc/fgpath.hxx>
 #ifdef FG_NETWORK_OLK
-#include <Network/network.h>
+#include <NetworkOLK/network.h>
 #endif
 #include <Objects/materialmgr.hxx>
 #include <Scenery/scenery.hxx>
 #include <Scenery/tilemgr.hxx>
+#include <Sky/sky.hxx>
 #include <Time/event.hxx>
 #include <Time/fg_time.hxx>
 #include <Time/fg_timer.hxx>
 #endif
 
 #include "fg_init.hxx"
+#include "fg_io.hxx"
 #include "keyboard.hxx"
 #include "options.hxx"
 #include "splash.hxx"
 #include "views.hxx"
-#include "fg_serial.hxx"
 
 
 // -dw- use custom sioux settings so I can see output window
@@ -122,6 +126,7 @@ FGGeneral general;
 // our initializations out of the glutIdleLoop() so that we can get a
 // splash screen up and running right away.
 static int idle_state = 0;
+static int global_multi_loop;
 
 // Another hack
 int use_signals = 0;
@@ -143,9 +148,19 @@ ssgBranch *terrain = NULL;
 ssgSelector *penguin_sel = NULL;
 ssgTransform *penguin_pos = NULL;
 
+#ifdef FG_NETWORK_OLK
+ssgSelector *fgd_sel = NULL;
+ssgTransform *fgd_pos = NULL;
+//sgMat4 sgTUX;
+#endif
+
 // current fdm/position used for view
 FGInterface cur_view_fdm;
 
+// Sky structures
+FGEphemeris *ephem;
+SGSky *thesky;
+
 // hack
 sgMat4 copy_of_ssgOpenGLAxisSwapMatrix =
 {
@@ -176,6 +191,32 @@ sgMat4 copy_of_ssgOpenGLAxisSwapMatrix =
 //
 
 
+ssgSimpleState *default_state;
+ssgSimpleState *hud_and_panel;
+ssgSimpleState *menus;
+
+void fgBuildRenderStates( void ) {
+    default_state = new ssgSimpleState;
+    default_state->disable( GL_TEXTURE_2D );
+    default_state->enable( GL_CULL_FACE );
+    default_state->disable( GL_COLOR_MATERIAL );
+    default_state->disable( GL_BLEND );
+    default_state->disable( GL_ALPHA_TEST );
+    default_state->disable( GL_LIGHTING );
+    default_state->setMaterial( GL_AMBIENT_AND_DIFFUSE, 1.0, 1.0, 1.0, 1.0 );
+
+    hud_and_panel = new ssgSimpleState;
+    hud_and_panel->disable( GL_CULL_FACE );
+    hud_and_panel->disable( GL_TEXTURE_2D );
+    hud_and_panel->disable( GL_LIGHTING );
+
+    menus = new ssgSimpleState;
+    menus->disable( GL_CULL_FACE );
+    menus->disable( GL_TEXTURE_2D );
+    menus->enable( GL_BLEND );
+}
+
+
 // fgInitVisuals() -- Initialize various GL/view parameters
 void fgInitVisuals( void ) {
     fgLIGHT *l;
@@ -191,37 +232,37 @@ void fgInitVisuals( void ) {
 
     // If enabled, normal vectors specified with glNormal are scaled
     // to unit length after transformation.  See glNormal.
-    // xglEnable( GL_NORMALIZE );
+    // glEnable( GL_NORMALIZE );
 
-    xglEnable( GL_LIGHTING );
-    xglEnable( GL_LIGHT0 );
-    xglLightfv( GL_LIGHT0, GL_POSITION, l->sun_vec );
+    glEnable( GL_LIGHTING );
+    glEnable( GL_LIGHT0 );
+    glLightfv( GL_LIGHT0, GL_POSITION, l->sun_vec );
 
     sgVec3 sunpos;
     sgSetVec3( sunpos, l->sun_vec[0], l->sun_vec[1], l->sun_vec[2] );
     ssgGetLight( 0 ) -> setPosition( sunpos );
 
-    // xglFogi (GL_FOG_MODE, GL_LINEAR);
-    xglFogi (GL_FOG_MODE, GL_EXP2);
+    // glFogi (GL_FOG_MODE, GL_LINEAR);
+    glFogi (GL_FOG_MODE, GL_EXP2);
     if ( (current_options.get_fog() == 1) || 
         (current_options.get_shading() == 0) ) {
        // if fastest fog requested, or if flat shading force fastest
-       xglHint ( GL_FOG_HINT, GL_FASTEST );
+       glHint ( GL_FOG_HINT, GL_FASTEST );
     } else if ( current_options.get_fog() == 2 ) {
-       xglHint ( GL_FOG_HINT, GL_NICEST );
+       glHint ( GL_FOG_HINT, GL_NICEST );
     }
     if ( current_options.get_wireframe() ) {
        // draw wire frame
-       xglPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
+       glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
     }
 
     // This is the default anyways, but it can't hurt
-    xglFrontFace ( GL_CCW );
+    glFrontFace ( GL_CCW );
 
     // Just testing ...
-    // xglEnable(GL_POINT_SMOOTH);
-    // xglEnable(GL_LINE_SMOOTH);
-    // xglEnable(GL_POLYGON_SMOOTH);      
+    // glEnable(GL_POINT_SMOOTH);
+    // glEnable(GL_LINE_SMOOTH);
+    // glEnable(GL_POLYGON_SMOOTH);      
 }
 
 
@@ -231,6 +272,11 @@ void fgRenderFrame( void ) {
     FGTime *t = FGTime::cur_time_params;
     // FGView *v = &current_view;
     static double last_visibility = -9999;
+    static bool in_puff = false;
+    static double puff_length = 0;
+    static double puff_progression = 0;
+    const double ramp_up = 0.15;
+    const double ramp_down = 0.15;
 
     double angle;
     // GLfloat black[4] = { 0.0, 0.0, 0.0, 1.0 };
@@ -263,7 +309,7 @@ void fgRenderFrame( void ) {
        current_view.UpdateViewParams(cur_view_fdm);
 
        // set the sun position
-       xglLightfv( GL_LIGHT0, GL_POSITION, l->sun_vec );
+       glLightfv( GL_LIGHT0, GL_POSITION, l->sun_vec );
 
        clear_mask = GL_DEPTH_BUFFER_BIT;
        if ( current_options.get_wireframe() ) {
@@ -283,7 +329,7 @@ void fgRenderFrame( void ) {
                         l->sky_color[2], l->sky_color[3]);
            clear_mask |= GL_COLOR_BUFFER_BIT;
        }
-       xglClear( clear_mask );
+       glClear( clear_mask );
 
        // Tell GL we are switching to model view parameters
 
@@ -291,70 +337,152 @@ void fgRenderFrame( void ) {
        // 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
-       xglMatrixMode(GL_MODELVIEW);
-       xglLoadIdentity();
+       glMatrixMode(GL_MODELVIEW);
+       glLoadIdentity();
+       ssgSetCamera( current_view.VIEW );
+
+       /*
        sgMat4 vm_tmp, view_mat;
        sgTransposeNegateMat4 ( vm_tmp, current_view.VIEW ) ;
        sgCopyMat4( view_mat, copy_of_ssgOpenGLAxisSwapMatrix ) ;
        sgPreMultMat4( view_mat, vm_tmp ) ;
-       xglLoadMatrixf( (float *)view_mat );
-
-       // draw sky
-       xglDisable( GL_DEPTH_TEST );
-       xglDisable( GL_LIGHTING );
-       xglDisable( GL_CULL_FACE );
-       xglDisable( GL_FOG );
-       xglShadeModel( GL_SMOOTH );
-       if ( current_options.get_skyblend() ) {
-           fgSkyRender();
-       }
+       glLoadMatrixf( (float *)view_mat );
+       */
 
-       // setup transformation for drawing astronomical objects
-       xglPushMatrix();
-       // Translate to view position
-       Point3D view_pos = current_view.get_view_pos();
-       xglTranslatef( view_pos.x(), view_pos.y(), view_pos.z() );
-       // Rotate based on gst (sidereal time)
-       // note: constant should be 15.041085, Curt thought it was 15
-       angle = t->getGst() * 15.041085;
-       // printf("Rotating astro objects by %.2f degrees\n",angle);
-       xglRotatef( angle, 0.0, 0.0, -1.0 );
-
-       // draw stars and planets
-       fgStarsRender();
-       xglDisable( GL_COLOR_MATERIAL ); // just to make sure ...
-       xglEnable( GL_CULL_FACE ); // for moon
-       xglLightfv( GL_LIGHT0, GL_POSITION, l->sun_vec );
-       //xglEnable(GL_DEPTH_TEST);
-       SolarSystem::theSolarSystem->draw();
-       // reset blending function
-       glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ) ;
-
-       xglPopMatrix();
+       // set the opengl state to known default values
+       default_state->force();
 
-       // draw scenery
-       if ( current_options.get_shading() ) {
-           xglShadeModel( GL_SMOOTH ); 
-       } else {
-           xglShadeModel( GL_FLAT ); 
+       // draw sky dome
+       if ( current_options.get_skyblend() ) {
+           sgVec3 view_pos;
+           sgSetVec3( view_pos,
+                      current_view.get_view_pos().x(),
+                      current_view.get_view_pos().y(),
+                      current_view.get_view_pos().z() );
+
+           sgVec3 zero_elev;
+           sgSetVec3( zero_elev,
+                      current_view.get_cur_zero_elev().x(),
+                      current_view.get_cur_zero_elev().y(),
+                      current_view.get_cur_zero_elev().z() );
+
+           /* 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,
+                            ephem->getNumPlanets(), ephem->getPlanets(),
+                            ephem->getNumStars(), 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 = " << FGTime::cur_time_params->getGst() << endl;
+           cout << "    sun ra = " << ephem->getSunRightAscension()
+                << " sun dec = " << ephem->getSunDeclination() 
+                << " moon ra = " << ephem->getMoonRightAscension()
+                << " moon dec = " << ephem->getMoonDeclination() << endl; */
+
+           thesky->reposition( view_pos, zero_elev, 
+                               cur_fdm_state->get_Longitude(),
+                               cur_fdm_state->get_Latitude(),
+                               cur_light_params.sun_rotation,
+                               FGTime::cur_time_params->getGst(),
+                               ephem->getSunRightAscension(),
+                               ephem->getSunDeclination(), 50000.0,
+                               ephem->getMoonRightAscension(),
+                               ephem->getMoonDeclination(), 50000.0 );
        }
-       xglEnable( GL_DEPTH_TEST );
+
+       glEnable( GL_DEPTH_TEST );
        if ( current_options.get_fog() > 0 ) {
-           xglEnable( GL_FOG );
-           xglFogi( GL_FOG_MODE, GL_EXP2 );
-           xglFogfv( GL_FOG_COLOR, l->adj_fog_color );
+           glEnable( GL_FOG );
+           glFogi( GL_FOG_MODE, GL_EXP2 );
+           glFogfv( GL_FOG_COLOR, l->adj_fog_color );
        }
 
        // update fog params if visibility has changed
+#ifndef FG_OLD_WEATHER
        double cur_visibility = WeatherDatabase->getWeatherVisibility();
+#else
+       double cur_visibility = current_weather.get_visibility();
+#endif
        double actual_visibility = cur_visibility;
 
        if ( current_options.get_clouds() ) {
            double diff = fabs( cur_fdm_state->get_Altitude() * FEET_TO_METER -
                                current_options.get_clouds_asl() );
            // cout << "altitude diff = " << diff << endl;
-           if ( diff < 125 ) {
-               actual_visibility = cur_visibility * (diff - 25) / 100.0;
+           if ( diff < 75 ) {
+               if ( ! in_puff ) {
+                   // calc chance of entering cloud puff
+                   double rnd = fg_random();
+                   double chance = rnd * rnd * rnd;
+                   if ( chance > 0.95 /* * (diff - 25) / 50.0 */ ) {
+                       in_puff = true;
+                       do {
+                           puff_length = fg_random() * 2.0; // up to 2 seconds
+                       } while ( puff_length <= 0.0 );
+                       puff_progression = 0.0;
+                   }
+               }
+
+               actual_visibility = cur_visibility * (diff - 25) / 50.0;
+
+               if ( in_puff ) {
+                   // modify actual_visibility based on puff envelope
+
+                   if ( puff_progression <= ramp_up ) {
+                       double x = FG_PI_2 * puff_progression / ramp_up;
+                       double factor = 1.0 - sin( x );
+                       actual_visibility = actual_visibility * factor;
+                   } else if ( puff_progression >= ramp_up + puff_length ) {
+                       double x = FG_PI_2 * 
+                           (puff_progression - (ramp_up + puff_length)) /
+                           ramp_down;
+                       double factor = sin( x );
+                       actual_visibility = actual_visibility * factor;
+                   } else {
+                       actual_visibility = 0.0;
+                   }
+
+                   /* cout << "len = " << puff_length
+                        << "  x = " << x 
+                        << "  factor = " << factor
+                        << "  actual_visibility = " << actual_visibility 
+                        << endl; */
+
+                   puff_progression += ( global_multi_loop * 
+                                         current_options.get_speed_up() ) /
+                       (double)current_options.get_model_hz();
+
+                   /* cout << "gml = " << global_multi_loop 
+                        << "  speed up = " << current_options.get_speed_up()
+                        << "  hz = " << current_options.get_model_hz() << endl;
+                        */ 
+
+                   if ( puff_progression > puff_length + ramp_up + ramp_down) {
+                       in_puff = false; 
+                   }
+               }
+
+               // never let visibility drop below zero
                if ( actual_visibility < 0 ) {
                    actual_visibility = 0;
                }
@@ -378,50 +506,30 @@ void fgRenderFrame( void ) {
            fog_exp2_density = sqrt( -log(0.01) ) / actual_visibility;
     
            // Set correct opengl fog density
-           xglFogf (GL_FOG_DENSITY, fog_exp2_density);
+           glFogf (GL_FOG_DENSITY, fog_exp2_density);
        }
  
        // set lighting parameters
-       xglLightfv( GL_LIGHT0, GL_AMBIENT, l->scene_ambient );
-       xglLightfv( GL_LIGHT0, GL_DIFFUSE, l->scene_diffuse );
-       // xglLightfv(GL_LIGHT0, GL_SPECULAR, white );
+       glLightfv( GL_LIGHT0, GL_AMBIENT, l->scene_ambient );
+       glLightfv( GL_LIGHT0, GL_DIFFUSE, l->scene_diffuse );
+       // glLightfv(GL_LIGHT0, GL_SPECULAR, white );
 
        // texture parameters
-       xglEnable( GL_TEXTURE_2D );
-       xglTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ) ;
-       xglHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST ) ;
+       // glEnable( GL_TEXTURE_2D );
+       glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ) ;
+       glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST ) ;
        // set base color (I don't think this is doing anything here)
-       // xglMaterialfv (GL_FRONT, GL_AMBIENT, white);
+       // glMaterialfv (GL_FRONT, GL_AMBIENT, white);
        //  (GL_FRONT, GL_DIFFUSE, white);
-       // xglMaterialfv (GL_FRONT, GL_SPECULAR, white);
-       // xglMaterialfv (GL_FRONT, GL_SHININESS, mat_shininess);
-
-#if 0  
-       if ( current_options.get_textures() ) {
-           // texture parameters
-           xglEnable( GL_TEXTURE_2D );
-           xglTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ) ;
-           xglHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST ) ;
-           // set base color (I don't think this is doing anything here)
-           xglMaterialfv (GL_FRONT, GL_AMBIENT, white);
-           xglMaterialfv (GL_FRONT, GL_DIFFUSE, white);
-           // xglMaterialfv (GL_FRONT, GL_SPECULAR, white);
-           // xglMaterialfv (GL_FRONT, GL_SHININESS, mat_shininess);
-       } else {
-           xglDisable( GL_TEXTURE_2D );
-           xglMaterialfv (GL_FRONT, GL_AMBIENT, terrain_color);
-           xglMaterialfv (GL_FRONT, GL_DIFFUSE, terrain_color);
-           // xglMaterialfv (GL_FRONT, GL_AMBIENT, white);
-           // xglMaterialfv (GL_FRONT, GL_DIFFUSE, white);
-       }
-#endif
+       // glMaterialfv (GL_FRONT, GL_SPECULAR, white);
+       // glMaterialfv (GL_FRONT, GL_SHININESS, mat_shininess);
 
        sgVec3 sunpos;
        sgSetVec3( sunpos, l->sun_vec[0], l->sun_vec[1], l->sun_vec[2] );
        ssgGetLight( 0 ) -> setPosition( sunpos );
 
-       // xglMatrixMode( GL_PROJECTION );
-       // xglLoadIdentity();
+       // glMatrixMode( GL_PROJECTION );
+       // glLoadIdentity();
        float fov = current_options.get_fov();
        ssgSetFOV(fov * current_view.get_win_ratio(), fov);
 
@@ -432,9 +540,9 @@ void fgRenderFrame( void ) {
        //         << current_weather.get_visibility() );
            
        if ( agl > 10.0 ) {
-           ssgSetNearFar( 10.0f, 100000.0f );
+           ssgSetNearFar( 10.0f, 120000.0f );
        } else {
-           ssgSetNearFar( 0.5f, 100000.0f );
+           ssgSetNearFar( 0.5f, 120000.0f );
        }
 
        if ( current_options.get_view_mode() == 
@@ -464,17 +572,44 @@ void fgRenderFrame( void ) {
            sgMat4 sgROT;
            sgMakeRotMat4( sgROT, -90.0, ownship_up );
 
-           sgMat4 sgTMP;
+           // sgMat4 sgTMP;
+           // sgMat4 sgTUX;
+           // sgMultMat4( sgTMP, sgROT, pilot_view.VIEW_ROT );
+           // sgMultMat4( sgTUX, sgTMP, sgTRANS );
+
+           // sgTUX = ( sgROT * pilot_view.VIEW_ROT ) * sgTRANS
            sgMat4 sgTUX;
-           sgMultMat4( sgTMP, sgROT, pilot_view.VIEW_ROT );
-           sgMultMat4( sgTUX, sgTMP, sgTRANS );
+           sgCopyMat4( sgTUX, sgROT );
+           sgPostMultMat4( sgTUX, pilot_view.VIEW_ROT );
+           sgPostMultMat4( sgTUX, sgTRANS );
        
            sgCoord tuxpos;
            sgSetCoord( &tuxpos, sgTUX );
            penguin_pos->setTransform( &tuxpos );
        }
 
-       ssgSetCamera( current_view.VIEW );
+# ifdef FG_NETWORK_OLK
+       if ( current_options.get_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
+
+       // ssgSetCamera( current_view.VIEW );
 
        // position tile nodes and update range selectors
        global_tile_mgr.prep_ssg_nodes();
@@ -490,23 +625,26 @@ void fgRenderFrame( void ) {
        // draw the ssg scene
        ssgCullAndDraw( scene );
 
-       xglDisable( GL_TEXTURE_2D );
-       xglDisable( GL_FOG );
 
        // display HUD && Panel
-       xglDisable( GL_CULL_FACE );
+       glDisable( GL_FOG );
+       glDisable( GL_DEPTH_TEST );
+       // glDisable( GL_CULL_FACE );
+       // glDisable( GL_TEXTURE_2D );
+       hud_and_panel->apply();
        fgCockpitUpdate();
 
        // We can do translucent menus, so why not. :-)
-       xglEnable    ( GL_BLEND ) ;
-       xglBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ) ;
+       // glEnable ( GL_BLEND ) ;
+       menus->apply();
+       glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ) ;
        puDisplay();
-       xglDisable   ( GL_BLEND ) ;
-       xglEnable( GL_FOG );
+       // glDisable ( GL_BLEND ) ;
 
+       // glEnable( GL_FOG );
     }
 
-    xglutSwapBuffers();
+    glutSwapBuffers();
 }
 
 
@@ -526,7 +664,7 @@ void fgUpdateTimeDepCalcs(int multi_loop, int remainder) {
 
     if ( !t->getPause() ) {
        // run Autopilot system
-       fgAPRun();
+       current_autopilot->run();
 
        // printf("updating flight model x %d\n", multi_loop);
        /* fgFDMUpdate( current_options.get_flight_model(), 
@@ -534,10 +672,12 @@ void fgUpdateTimeDepCalcs(int multi_loop, int remainder) {
                     multi_loop * current_options.get_speed_up(),
                     remainder ); */
        cur_fdm_state->update( multi_loop * current_options.get_speed_up() );
+       FGSteam::update( multi_loop * current_options.get_speed_up() );
     } else {
        // fgFDMUpdate( current_options.get_flight_model(), 
        //              fdm_state, 0, remainder );
        cur_fdm_state->update( 0 );
+       FGSteam::update( 0 );
     }
 
     fdm_list.push_back( *cur_fdm_state );
@@ -600,6 +740,14 @@ void fgUpdateTimeDepCalcs(int multi_loop, int remainder) {
           FG_Psi * RAD_TO_DEG, current_view.view_offset * RAD_TO_DEG, 
           -(l->sun_rotation+FG_PI) * RAD_TO_DEG, tmp * RAD_TO_DEG); */
     l->UpdateAdjFog();
+
+    // Update solar system
+    ephem->update( t, cur_fdm_state->get_Latitude() );
+
+    // Update radio stack model
+    current_radiostack->update( cur_fdm_state->get_Longitude(),
+                               cur_fdm_state->get_Latitude(),
+                               cur_fdm_state->get_Altitude() * FEET_TO_METER );
 }
 
 
@@ -622,7 +770,7 @@ static const double alt_adjust_m = alt_adjust_ft * FEET_TO_METER;
 static void fgMainLoop( void ) {
     FGTime *t;
     static long remainder = 0;
-    long elapsed, multi_loop;
+    long elapsed;
 #ifdef FANCY_FRAME_COUNTER
     int i;
     double accum;
@@ -636,6 +784,16 @@ static void fgMainLoop( void ) {
     FG_LOG( FG_ALL, FG_DEBUG, "Running Main Loop");
     FG_LOG( FG_ALL, FG_DEBUG, "======= ==== ====");
 
+#ifdef FG_NETWORK_OLK
+    if ( current_options.get_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 ( current_options.get_control_mode() == fgOPTIONS::FG_JOYSTICK ) {
@@ -663,7 +821,7 @@ static void fgMainLoop( void ) {
        if ( cur_fdm_state->get_Altitude() * FEET_TO_METER < 
             (scenery.cur_elev + alt_adjust_m - 3.0) ) {
            // now set aircraft altitude above ground
-           printf("Current Altitude = %.2f < %.2f forcing to %.2f\n", 
+           printf("(*) Current Altitude = %.2f < %.2f forcing to %.2f\n", 
                   cur_fdm_state->get_Altitude() * FEET_TO_METER,
                   scenery.cur_elev + alt_adjust_m - 3.0,
                   scenery.cur_elev + alt_adjust_m );
@@ -684,7 +842,9 @@ static void fgMainLoop( void ) {
           cur_fdm_state->get_Altitude() * FEET_TO_METER); */
 
     // update "time"
-    t->update(*cur_fdm_state);
+    t->update( cur_fdm_state->get_Longitude(),
+              cur_fdm_state->get_Latitude(),
+              cur_fdm_state->get_Altitude()* FEET_TO_METER );
 
     // Get elapsed time (in usec) for this past frame
     elapsed = fgGetTimeInterval();
@@ -727,17 +887,17 @@ static void fgMainLoop( void ) {
        // Calculate model iterations needed for next frame
        elapsed += remainder;
 
-       multi_loop = (int)(((double)elapsed * 0.000001) * 
+       global_multi_loop = (int)(((double)elapsed * 0.000001) * 
                           current_options.get_model_hz());
-       remainder = elapsed - ( (multi_loop*1000000) / 
+       remainder = elapsed - ( (global_multi_loop*1000000) / 
                                current_options.get_model_hz() );
        FG_LOG( FG_ALL, FG_DEBUG, 
-               "Model iterations needed = " << multi_loop
+               "Model iterations needed = " << global_multi_loop
                << ", new remainder = " << remainder );
        
        // flight model
-       if ( multi_loop > 0 ) {
-           fgUpdateTimeDepCalcs(multi_loop, remainder);
+       if ( global_multi_loop > 0 ) {
+           fgUpdateTimeDepCalcs(global_multi_loop, remainder);
        } else {
            FG_LOG( FG_ALL, FG_DEBUG, 
                    "Elapsed time is zero ... we're zinging" );
@@ -745,8 +905,8 @@ static void fgMainLoop( void ) {
     }
 
 #if ! defined( MACOS )
-    // Do any serial port work that might need to be done
-    fgSerialProcess();
+    // Do any I/O channel work that might need to be done
+    fgIOProcess();
 #endif
 
     // see if we need to load any new scenery tiles
@@ -923,40 +1083,42 @@ static void fgIdleFunction ( void ) {
        }
 #endif // WIN32
 
-       audio_sched = new slScheduler ( 8000 );
-       audio_mixer = new smMixer;
-       audio_mixer -> setMasterVolume ( 80 ) ;  /* 80% of max volume. */
-       audio_sched -> setSafetyMargin ( 1.0 ) ;
+       if ( current_options.get_sound() ) {
+           audio_sched = new slScheduler ( 8000 );
+           audio_mixer = new smMixer;
+           audio_mixer -> setMasterVolume ( 80 ) ;  /* 80% of max volume. */
+           audio_sched -> setSafetyMargin ( 1.0 ) ;
 
-       FGPath slfile( current_options.get_fg_root() );
-       slfile.append( "Sounds/wasp.wav" );
+           FGPath slfile( current_options.get_fg_root() );
+           slfile.append( "Sounds/wasp.wav" );
 
-       s1 = new slSample ( (char *)slfile.c_str() );
-       FG_LOG( FG_GENERAL, FG_INFO,
-               "Rate = " << s1 -> getRate()
-               << "  Bps = " << s1 -> getBps()
-               << "  Stereo = " << s1 -> getStereo() );
-       audio_sched -> loopSample ( s1 );
+           s1 = new slSample ( (char *)slfile.c_str() );
+           FG_LOG( FG_GENERAL, FG_INFO,
+                   "Rate = " << s1 -> getRate()
+                   << "  Bps = " << s1 -> getBps()
+                   << "  Stereo = " << s1 -> getStereo() );
+           audio_sched -> loopSample ( s1 );
 
-       if ( audio_sched->not_working() ) {
-           // skip
-       } else {
-           pitch_envelope.setStep  ( 0, 0.01, 0.6 );
-           volume_envelope.setStep ( 0, 0.01, 0.6 );
-
-           audio_sched -> addSampleEnvelope( s1, 0, 0, 
-                                             &pitch_envelope,
-                                             SL_PITCH_ENVELOPE );
-           audio_sched -> addSampleEnvelope( s1, 0, 1, 
-                                             &volume_envelope,
-                                             SL_VOLUME_ENVELOPE );
-       }
+           if ( audio_sched->not_working() ) {
+               // skip
+           } else {
+               pitch_envelope.setStep  ( 0, 0.01, 0.6 );
+               volume_envelope.setStep ( 0, 0.01, 0.6 );
+
+               audio_sched -> addSampleEnvelope( s1, 0, 0, 
+                                                 &pitch_envelope,
+                                                 SL_PITCH_ENVELOPE );
+               audio_sched -> addSampleEnvelope( s1, 0, 1, 
+                                                 &volume_envelope,
+                                                 SL_VOLUME_ENVELOPE );
+           }
 
-       // strcpy(slfile, path);
-       // strcat(slfile, "thunder.wav");
-       // s2 -> loadFile ( slfile );
-       // s2 -> adjustVolume(0.5);
-       // audio_sched -> playSample ( s2 );
+           // strcpy(slfile, path);
+           // strcat(slfile, "thunder.wav");
+           // s2 -> loadFile ( slfile );
+           // s2 -> adjustVolume(0.5);
+           // audio_sched -> playSample ( s2 );
+       }
 #endif
 
        // sleep(1);
@@ -980,11 +1142,11 @@ static void fgIdleFunction ( void ) {
 void fgReshape( int width, int height ) {
     if ( ! current_options.get_panel_status() ) {
        current_view.set_win_ratio( (GLfloat) width / (GLfloat) height );
-       xglViewport(0, 0 , (GLint)(width), (GLint)(height) );
+       glViewport(0, 0 , (GLint)(width), (GLint)(height) );
     } else {
        current_view.set_win_ratio( (GLfloat) width / 
                                    ((GLfloat) (height)*0.4232) );
-       xglViewport(0, (GLint)((height)*0.5768), (GLint)(width), 
+       glViewport(0, (GLint)((height)*0.5768), (GLint)(width), 
                    (GLint)((height)*0.4232) );
     }
 
@@ -1005,11 +1167,7 @@ void fgReshape( int width, int height ) {
        // yes we've finished all our initializations and are running
        // the main loop, so this will now work without seg faulting
        // the system.
-       solarSystemRebuild();
        current_view.UpdateViewParams(cur_view_fdm);
-       if ( current_options.get_panel_status() ) {
-           FGPanel::OurPanel->ReInit(0, 0, 1024, 768);
-       }
     }
 }
 
@@ -1020,23 +1178,23 @@ int fgGlutInit( int *argc, char **argv ) {
 #if !defined( MACOS )
     // GLUT will extract all glut specific options so later on we only
     // need wory about our own.
-    xglutInit(argc, argv);
+    glutInit(argc, argv);
 #endif
 
     // Define Display Parameters
-    xglutInitDisplayMode( GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE );
+    glutInitDisplayMode( GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE );
 
     FG_LOG( FG_GENERAL, FG_INFO, "Opening a window: " <<
            current_options.get_xsize() << "x" << current_options.get_ysize() );
 
     // Define initial window size
-    xglutInitWindowSize( current_options.get_xsize(),
+    glutInitWindowSize( current_options.get_xsize(),
                         current_options.get_ysize() );
 
     // Initialize windows
     if ( current_options.get_game_mode() == 0 ) {
        // Open the regular window
-       xglutCreateWindow("Flight Gear");
+       glutCreateWindow("Flight Gear");
 #ifndef GLUT_WRONG_VERSION
     } else {
        // Open the cool new 'game mode' window
@@ -1104,10 +1262,10 @@ int fgGlutInit( int *argc, char **argv ) {
 // Initialize GLUT event handlers
 int fgGlutInitEvents( void ) {
     // call fgReshape() on window resizes
-    xglutReshapeFunc( fgReshape );
+    glutReshapeFunc( fgReshape );
 
     // call GLUTkey() on keyboard event
-    xglutKeyboardFunc( GLUTkey );
+    glutKeyboardFunc( GLUTkey );
     glutSpecialFunc( GLUTspecialkey );
 
     // call guiMouseFunc() whenever our little rodent is used
@@ -1117,10 +1275,10 @@ int fgGlutInitEvents( void ) {
 
     // call fgMainLoop() whenever there is
     // nothing else to do
-    xglutIdleFunc( fgIdleFunction );
+    glutIdleFunc( fgIdleFunction );
 
     // draw the scene
-    xglutDisplayFunc( fgRenderFrame );
+    glutDisplayFunc( fgRenderFrame );
 
     return(1);
 }
@@ -1130,6 +1288,8 @@ int fgGlutInitEvents( void ) {
 int main( int argc, char **argv ) {
 
 #if defined( MACOS )
+    freopen ("stdout.txt", "w", stdout );
+    freopen ("stderr.txt", "w", stderr );
     argc = ccommand( &argv );
 #endif
 
@@ -1145,6 +1305,12 @@ int main( int argc, char **argv ) {
     // seed the random number generater
     fg_srandom();
 
+    // AIRCRAFT defined in uiuc_aircraft.h
+    // AIRCRAFTDIR defined in uiuc_aircraftdir.h
+    aircraft_ = new AIRCRAFT;
+    aircraftdir_ = new AIRCRAFTDIR;
+    aircraft_dir = ""; // Initialize the Aircraft directory to "" (UIUC)
+
     // Load the configuration parameters
     if ( !fgInitConfig(argc, argv) ) {
        FG_LOG( FG_GENERAL, FG_ALERT, "Config option parsing failed ..." );
@@ -1159,12 +1325,13 @@ int main( int argc, char **argv ) {
 
     // Initialize the various GLUT Event Handlers.
     if( !fgGlutInitEvents() ) {
-       FG_LOG( FG_GENERAL, FG_ALERT, 
-               "GLUT event handler initialization failed ..." );
-       exit(-1);
+       FG_LOG( FG_GENERAL, FG_ALERT, 
+               "GLUT event handler initialization failed ..." );
+       exit(-1);
     }
-
-    // Initialize ssg (from plib)
+    // Initialize ssg (from plib).  Needs to come before we do any
+    // other ssg stuff, but after opengl/glut has been initialized.
     ssgInit();
 
     // Initialize the user interface (we need to do this before
@@ -1172,6 +1339,14 @@ int main( int argc, char **argv ) {
     // fonts !!!
     guiInit();
 
+    // Initialize time
+    FGTime::cur_time_params = new FGTime();
+    // FGTime::cur_time_params->init( cur_fdm_state->get_Longitude(), 
+    //                                cur_fdm_state->get_Latitude() );
+    // FGTime::cur_time_params->update( cur_fdm_state->get_Longitude() );
+    FGTime::cur_time_params->init( 0.0, 0.0 );
+    FGTime::cur_time_params->update( 0.0, 0.0, 0.0 );
+
     // Do some quick general initializations
     if( !fgInitGeneral()) {
        FG_LOG( FG_GENERAL, FG_ALERT, 
@@ -1195,26 +1370,57 @@ int main( int argc, char **argv ) {
     ssgModelPath( (char *)modelpath.c_str() );
     ssgTexturePath( (char *)texturepath.c_str() );
 
+    // Scene graph root
     scene = new ssgRoot;
+    scene->setName( "Scene" );
+
+    // Initialize the sky
+    FGPath ephem_data_path( current_options.get_fg_root() );
+    ephem_data_path.append( "Astro" );
+    ephem = new FGEphemeris( ephem_data_path.c_str() );
+    ephem->update( FGTime::cur_time_params, 0.0 );
+
+    FGPath sky_tex_path( current_options.get_fg_root() );
+    sky_tex_path.append( "Textures" );
+    sky_tex_path.append( "Sky" );
+    thesky = new SGSky;
+    thesky->texture_path( sky_tex_path.str() );
+
+    ssgBranch *sky = thesky->build( 550.0, 550.0,
+                                   ephem->getNumPlanets(), 
+                                   ephem->getPlanets(), 60000.0,
+                                   ephem->getNumStars(),
+                                   ephem->getStars(), 60000.0 );
+    scene->addKid( sky );
+
+    // Terrain branch
     terrain = new ssgBranch;
     terrain->setName( "Terrain" );
+    scene->addKid( terrain );
+
+    // temporary visible aircraft "own ship"
     penguin_sel = new ssgSelector;
     penguin_pos = new ssgTransform;
-
+    // ssgBranch *tux_obj = ssgMakeSphere( 10.0, 10, 10 );
     ssgEntity *tux_obj = ssgLoadAC( "glider.ac" );
     // ssgEntity *tux_obj = ssgLoadAC( "Tower1x.ac" );
+
     penguin_pos->addKid( tux_obj );
     penguin_sel->addKid( penguin_pos );
     ssgFlatten( tux_obj );
     ssgStripify( penguin_sel );
+    penguin_sel->clrTraversalMaskBits( SSGTRAV_HOT );
+    scene->addKid( penguin_sel );
 
 #ifdef FG_NETWORK_OLK
     // Do the network intialization
-    printf("Multipilot mode %s\n", fg_net_init() );
+    if ( current_options.get_network_olk() ) {
+       printf("Multipilot mode %s\n", fg_net_init( scene ) );
+    }
 #endif
 
-    scene->addKid( terrain );
-    scene->addKid( penguin_sel );
+    // build our custom render states
+    fgBuildRenderStates();
 
     // pass control off to the master GLUT event handler
     glutMainLoop();