#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 <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>
// current fdm/position used for view
FGInterface cur_view_fdm;
+// Sky structures
+FGEphemeris *ephem;
+SGSky *thesky;
+
// hack
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;
// 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);
}
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() ) {
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
// 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 );
+ glLoadMatrixf( (float *)view_mat );
+ */
- xglDisable( GL_FOG );
- /* if ( current_options.get_fog() > 0 ) {
- xglEnable( GL_FOG );
- xglFogi( GL_FOG_MODE, GL_EXP2 );
- xglFogfv( GL_FOG_COLOR, l->adj_fog_color );
- } */
+ // set the opengl state to known default values
+ default_state->force();
- xglShadeModel( GL_SMOOTH );
+ // draw sky dome
if ( current_options.get_skyblend() ) {
- fgSkyRender();
+ 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 );
}
- // xglDisable( GL_FOG );
-
- // 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();
-
- // draw scenery
- if ( current_options.get_shading() ) {
- xglShadeModel( GL_SMOOTH );
- } else {
- xglShadeModel( GL_FLAT );
- }
- 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
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);
// << 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() ==
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 );
}
# ifdef FG_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 );
+ 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;
}
- other = other->next;
- }
- // fgd_sel->select(1);
- // sgCopyMat4( sgTUX, current_view.sgVIEW);
- // sgCoord fgdpos;
- // sgSetCoord( &fgdpos, sgFGD_VIEW );
- // fgd_pos->setTransform( &fgdpos);
+ // fgd_sel->select(1);
+ // sgCopyMat4( sgTUX, current_view.sgVIEW);
+ // sgCoord fgdpos;
+ // sgSetCoord( &fgdpos, sgFGD_VIEW );
+ // fgd_pos->setTransform( &fgdpos);
+ }
# endif
- ssgSetCamera( current_view.VIEW );
+ // ssgSetCamera( current_view.VIEW );
// position tile nodes and update range selectors
global_tile_mgr.prep_ssg_nodes();
// 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();
}
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(),
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 );
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 );
}
FG_LOG( FG_ALL, FG_DEBUG, "======= ==== ====");
#ifdef FG_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
+ 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
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();
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) );
}
// 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);
- }
}
}
#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
// 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
// call fgMainLoop() whenever there is
// nothing else to do
- xglutIdleFunc( fgIdleFunction );
+ glutIdleFunc( fgIdleFunction );
// draw the scene
- xglutDisplayFunc( fgRenderFrame );
+ glutDisplayFunc( fgRenderFrame );
return(1);
}
int main( int argc, char **argv ) {
#if defined( MACOS )
+ freopen ("stdout.txt", "w", stdout );
+ freopen ("stderr.txt", "w", stderr );
argc = ccommand( &argv );
#endif
// 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 ..." );
// 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
// 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,
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( scene ) );
+ 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();