#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>
#include <Time/sunpos.hxx>
-#ifndef FG_NEW_WEATHER
+#ifndef FG_OLD_WEATHER
+# include <WeatherCM/FGLocalWeatherDatabase.h>
+#else
# include <Weather/weather.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
// 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;
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 =
{
//
+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
-static void fgInitVisuals( void ) {
+void fgInitVisuals( void ) {
fgLIGHT *l;
l = &cur_light_params;
// 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);
}
// Update all Visuals (redraws anything graphics related)
-static void fgRenderFrame( void ) {
+void fgRenderFrame( void ) {
fgLIGHT *l = &cur_light_params;
FGTime *t = FGTime::cur_time_params;
- FGView *v = ¤t_view;
+ // FGView *v = ¤t_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 };
- GLfloat white[4] = { 1.0, 1.0, 1.0, 1.0 };
- GLfloat terrain_color[4] = { 0.54, 0.44, 0.29, 1.0 };
+ // GLfloat white[4] = { 1.0, 1.0, 1.0, 1.0 };
+ // 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 ( current_options.get_splash_screen() == 1 ) {
// end of hack
// update view volume parameters
- v->UpdateViewParams();
+ // cout << "before pilot_view update" << endl;
+ pilot_view.UpdateViewParams(*cur_fdm_state);
+ // cout << "after pilot_view update" << endl;
+ 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, v->sgVIEW ) ;
+ 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 );
+ glLoadMatrixf( (float *)view_mat );
+ */
+
+ // set the opengl state to known default values
+ default_state->force();
+
+ // 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 );
}
- // setup transformation for drawing astronomical objects
- xglPushMatrix();
- // Translate to view position
- Point3D view_pos = v->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();
-
- 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 );
}
- // 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 );
-
- 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);
+
+ // 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 < 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;
+ }
+ }
}
+ // cout << "actual visibility = " << actual_visibility << endl;
+
+ if ( actual_visibility != last_visibility ) {
+ last_visibility = actual_visibility;
+
+ // cout << "----> updating fog params" << endl;
+
+ GLfloat fog_exp_density;
+ GLfloat fog_exp2_density;
+
+ // for GL_FOG_EXP
+ fog_exp_density = -log(0.01 / actual_visibility);
+
+ // for GL_FOG_EXP2
+ fog_exp2_density = sqrt( -log(0.01) ) / actual_visibility;
+
+ // Set correct opengl fog density
+ glFogf (GL_FOG_DENSITY, fog_exp2_density);
+ }
+
+ // set lighting parameters
+ glLightfv( GL_LIGHT0, GL_AMBIENT, l->scene_ambient );
+ glLightfv( GL_LIGHT0, GL_DIFFUSE, l->scene_diffuse );
+ // glLightfv(GL_LIGHT0, GL_SPECULAR, white );
+
+ // texture parameters
+ // 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)
+ // glMaterialfv (GL_FRONT, GL_AMBIENT, white);
+ // (GL_FRONT, GL_DIFFUSE, white);
+ // 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();
- ssgSetFOV( current_options.get_fov(), 0.0f );
+ // glMatrixMode( GL_PROJECTION );
+ // glLoadIdentity();
+ float fov = current_options.get_fov();
+ ssgSetFOV(fov * current_view.get_win_ratio(), fov);
double agl = current_aircraft.fdm_state->get_Altitude() * FEET_TO_METER
- scenery.cur_elev;
// << 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 );
}
- sgMat4 sgVIEW;
-
- while ( current_view.follow.size() > 400 ) {
- current_view.follow.pop_front();
- }
-
- if ( current_view.view_mode == FGView::FG_VIEW_FIRST_PERSON ) {
- // select current view matrix
- sgCopyMat4( sgVIEW, current_view.sgVIEW );
-
+ if ( current_options.get_view_mode() ==
+ fgOPTIONS::FG_VIEW_PILOT )
+ {
// disable TuX
penguin_sel->select(0);
- } else if ( current_view.view_mode == FGView::FG_VIEW_FOLLOW ) {
+ } else if ( current_options.get_view_mode() ==
+ fgOPTIONS::FG_VIEW_FOLLOW )
+ {
// select view matrix from front of view matrix queue
- FGMat4Wrapper tmp = current_view.follow.front();
- sgCopyMat4( sgVIEW, tmp.m );
+ // FGMat4Wrapper tmp = current_view.follow.front();
+ // sgCopyMat4( sgVIEW, tmp.m );
// enable TuX and set up his position and orientation
penguin_sel->select(1);
sgMat4 sgTRANS;
sgMakeTransMat4( sgTRANS,
- current_view.view_pos.x(),
- current_view.view_pos.y(),
- current_view.view_pos.z() );
+ pilot_view.view_pos.x(),
+ pilot_view.view_pos.y(),
+ pilot_view.view_pos.z() );
sgVec3 ownship_up;
sgSetVec3( ownship_up, 0.0, 0.0, 1.0);
sgMat4 sgROT;
sgMakeRotMat4( sgROT, -90.0, ownship_up );
- sgMat4 sgTMP;
+ // sgMat4 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, current_view.sgVIEW_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( sgVIEW );
+# 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();
// we've changed things elsewhere
FGMaterialSlot m_slot;
FGMaterialSlot *m_ptr = &m_slot;
- if ( material_mgr.find( "Default", m_ptr ) );
- m_ptr->get_state()->force();
+ if ( material_mgr.find( "Default", m_ptr ) ) {
+ m_ptr->get_state()->force();
+ }
// draw the ssg scene
ssgCullAndDraw( scene );
- xglDisable( GL_TEXTURE_2D );
- xglDisable( GL_FOG );
// 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();
}
// Update internal time dependent calculations (i.e. flight model)
void fgUpdateTimeDepCalcs(int multi_loop, int remainder) {
- FGInterface *f = current_aircraft.fdm_state;
+ static fdm_state_list fdm_list;
+ // FGInterface fdm_state;
fgLIGHT *l = &cur_light_params;
FGTime *t = FGTime::cur_time_params;
- FGView *v = ¤t_view;
+ // FGView *v = ¤t_view;
int i;
// update the flight model
if ( multi_loop < 0 ) {
- multi_loop = DEFAULT_MULTILOOP;
+ multi_loop = 1;
}
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(),
- cur_fdm_state,
+ /* fgFDMUpdate( current_options.get_flight_model(),
+ fdm_state,
multi_loop * current_options.get_speed_up(),
- remainder );
+ 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(),
- cur_fdm_state, 0, remainder );
+ // 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 );
+ while ( fdm_list.size() > 15 ) {
+ fdm_list.pop_front();
+ }
+
+ if ( current_options.get_view_mode() == fgOPTIONS::FG_VIEW_PILOT ) {
+ cur_view_fdm = *cur_fdm_state;
+ // do nothing
+ } else if ( current_options.get_view_mode() == fgOPTIONS::FG_VIEW_FOLLOW ) {
+ cur_view_fdm = fdm_list.front();
}
// update the view angle
for ( i = 0; i < multi_loop; i++ ) {
- if ( fabs(v->get_goal_view_offset() - v->get_view_offset()) < 0.05 ) {
- v->set_view_offset( v->get_goal_view_offset() );
+ if ( fabs(current_view.get_goal_view_offset() -
+ current_view.get_view_offset()) < 0.05 )
+ {
+ current_view.set_view_offset( current_view.get_goal_view_offset() );
break;
} else {
- // move v->view_offset towards v->goal_view_offset
- if ( v->get_goal_view_offset() > v->get_view_offset() ) {
- if ( v->get_goal_view_offset() - v->get_view_offset() < FG_PI ){
- v->inc_view_offset( 0.01 );
+ // move current_view.view_offset towards current_view.goal_view_offset
+ if ( current_view.get_goal_view_offset() >
+ current_view.get_view_offset() )
+ {
+ if ( current_view.get_goal_view_offset() -
+ current_view.get_view_offset() < FG_PI )
+ {
+ current_view.inc_view_offset( 0.01 );
} else {
- v->inc_view_offset( -0.01 );
+ current_view.inc_view_offset( -0.01 );
}
} else {
- if ( v->get_view_offset() - v->get_goal_view_offset() < FG_PI ){
- v->inc_view_offset( -0.01 );
+ if ( current_view.get_view_offset() -
+ current_view.get_goal_view_offset() < FG_PI )
+ {
+ current_view.inc_view_offset( -0.01 );
} else {
- v->inc_view_offset( 0.01 );
+ current_view.inc_view_offset( 0.01 );
}
}
- if ( v->get_view_offset() > FG_2PI ) {
- v->inc_view_offset( -FG_2PI );
- } else if ( v->get_view_offset() < 0 ) {
- v->inc_view_offset( FG_2PI );
+ if ( current_view.get_view_offset() > FG_2PI ) {
+ current_view.inc_view_offset( -FG_2PI );
+ } else if ( current_view.get_view_offset() < 0 ) {
+ current_view.inc_view_offset( FG_2PI );
}
}
}
double tmp = -(l->sun_rotation + FG_PI)
- - (f->get_Psi() - v->get_view_offset() );
+ - (cur_fdm_state->get_Psi() - current_view.get_view_offset() );
while ( tmp < 0.0 ) {
tmp += FG_2PI;
}
tmp -= FG_2PI;
}
/* printf("Psi = %.2f, viewoffset = %.2f sunrot = %.2f rottosun = %.2f\n",
- FG_Psi * RAD_TO_DEG, v->view_offset * RAD_TO_DEG,
+ 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 );
}
// initialize timer
// #ifdef HAVE_SETITIMER
- // fgTimerInit( 1.0 / DEFAULT_TIMER_HZ, fgUpdateTimeDepCalcs );
+ // fgTimerInit( 1.0 / current_options.get_model_hz(),
+ // fgUpdateTimeDepCalcs );
// #endif HAVE_SETITIMER
}
+
static const double alt_adjust_ft = 3.758099;
static const double alt_adjust_m = alt_adjust_ft * FEET_TO_METER;
+
// 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 ) {
- FGInterface *f;
FGTime *t;
static long remainder = 0;
- long elapsed, multi_loop;
+ long elapsed;
#ifdef FANCY_FRAME_COUNTER
int i;
double accum;
static int frames = 0;
#endif // FANCY_FRAME_COUNTER
- f = current_aircraft.fdm_state;
t = FGTime::cur_time_params;
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 ) {
// init routine and we don't have to worry about it again.
#endif
-#ifndef FG_NEW_WEATHER
+#ifdef FG_OLD_WEATHER
current_weather.Update();
#endif
/* printf("Before - ground = %.2f runway = %.2f alt = %.2f\n",
scenery.cur_elev,
- f->get_Runway_altitude() * FEET_TO_METER,
- f->get_Altitude() * FEET_TO_METER); */
+ cur_fdm_state->get_Runway_altitude() * FEET_TO_METER,
+ cur_fdm_state->get_Altitude() * FEET_TO_METER); */
if ( scenery.cur_elev > -9990 ) {
- if ( f->get_Altitude() * FEET_TO_METER <
+ 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",
- f->get_Altitude() * FEET_TO_METER,
+ 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 );
fgFDMForceAltitude( current_options.get_flight_model(),
FG_LOG( FG_ALL, FG_DEBUG,
"<*> resetting altitude to "
- << f->get_Altitude() * FEET_TO_METER << " meters" );
+ << cur_fdm_state->get_Altitude() * FEET_TO_METER << " meters" );
}
fgFDMSetGroundElevation( current_options.get_flight_model(),
scenery.cur_elev ); // meters
/* printf("Adjustment - ground = %.2f runway = %.2f alt = %.2f\n",
scenery.cur_elev,
- f->get_Runway_altitude() * FEET_TO_METER,
- f->get_Altitude() * FEET_TO_METER); */
+ cur_fdm_state->get_Runway_altitude() * FEET_TO_METER,
+ cur_fdm_state->get_Altitude() * FEET_TO_METER); */
// update "time"
- t->update(f);
+ 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();
// Calculate model iterations needed for next frame
elapsed += remainder;
- multi_loop = (int)(((double)elapsed * 0.000001) * DEFAULT_MODEL_HZ);
- remainder = elapsed - ((multi_loop*1000000) / DEFAULT_MODEL_HZ);
+ global_multi_loop = (int)(((double)elapsed * 0.000001) *
+ current_options.get_model_hz());
+ 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_INFO, "Elapsed time is zero ... we're zinging" );
+ FG_LOG( FG_ALL, FG_DEBUG,
+ "Elapsed time is zero ... we're zinging" );
}
}
#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
double pitch = log((controls.get_throttle(0) * 14.0) + 1.0);
//fprintf(stderr, "pitch1: %f ", pitch);
- if (controls.get_throttle(0) > 0.0 || f->v_rel_wind > 40.0) {
- //fprintf(stderr, "rel_wind: %f ", f->v_rel_wind);
+ if (controls.get_throttle(0) > 0.0 || cur_fdm_state->v_rel_wind > 40.0) {
+ //fprintf(stderr, "rel_wind: %f ", cur_fdm_state->v_rel_wind);
// only add relative wind and AoA if prop is moving
// or we're really flying at idle throttle
if (pitch < 5.4) { // this needs tuning
// prop tips not breaking sound barrier
- pitch += log(f->v_rel_wind + 0.8)/2;
+ pitch += log(cur_fdm_state->v_rel_wind + 0.8)/2;
} else {
// prop tips breaking sound barrier
- pitch += log(f->v_rel_wind + 0.8)/10;
+ pitch += log(cur_fdm_state->v_rel_wind + 0.8)/10;
}
//fprintf(stderr, "pitch2: %f ", pitch);
//fprintf(stderr, "AoA: %f ", FG_Gamma_vert_rad);
// Angle of Attack next... -x^3(e^x) is my best guess Just
// need to calculate some reasonable scaling factor and
// then clamp it on the positive aoa (neg adj) side
- double aoa = f->get_Gamma_vert_rad() * 2.2;
+ double aoa = cur_fdm_state->get_Gamma_vert_rad() * 2.2;
double tmp = 3.0;
double aoa_adj = pow(-aoa, tmp) * pow(M_E, aoa);
if (aoa_adj < -0.8) aoa_adj = -0.8;
//fprintf(stderr, "pitch4: %f\n", pitch);
double volume = controls.get_throttle(0) * 1.15 + 0.3 +
- log(f->v_rel_wind + 1.0)/14.0;
+ log(cur_fdm_state->v_rel_wind + 1.0)/14.0;
// fprintf(stderr, "volume: %f\n", volume);
pitch_envelope.setStep ( 0, 0.01, pitch );
}
#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);
// Handle new window size or exposure
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) );
+ current_view.set_win_ratio( (GLfloat) width / (GLfloat) 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),
- // (GLint)((height)*0.4232) );
+ current_view.set_win_ratio( (GLfloat) width /
+ ((GLfloat) (height)*0.4232) );
+ glViewport(0, (GLint)((height)*0.5768), (GLint)(width),
+ (GLint)((height)*0.4232) );
}
current_view.set_winWidth( width );
current_view.set_winHeight( height );
current_view.force_update_fov_math();
+ // set these fov to be the same as in fgRenderFrame()
+ float x_fov = current_options.get_fov();
+ float y_fov = x_fov * 1.0 / current_view.get_win_ratio();
+ ssgSetFOV( x_fov, y_fov );
+
glViewport ( 0, 0, width, height );
+ float fov = current_options.get_fov();
+ ssgSetFOV(fov * current_view.get_win_ratio(), fov);
if ( idle_state == 1000 ) {
// yes we've finished all our initializations and are running
// the main loop, so this will now work without seg faulting
// the system.
- current_view.UpdateViewParams();
- if ( current_options.get_panel_status() ) {
- FGPanel::OurPanel->ReInit(0, 0, 1024, 768);
- }
+ current_view.UpdateViewParams(cur_view_fdm);
}
}
#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() );
+ 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();