//
// Written by Curtis Olson, started May 1997.
//
-// Copyright (C) 1997 - 2002 Curtis L. Olson - curt@flightgear.org
+// Copyright (C) 1997 - 2002 Curtis L. Olson - http://www.flightgear.org/~curt
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License as
# include <float.h>
#endif
-#include <plib/ssg.h>
#include <plib/netSocket.h>
-#include <simgear/screen/extensions.hxx>
-#include <simgear/scene/material/matlib.hxx>
#include <simgear/props/props.hxx>
-#include <simgear/scene/sky/sky.hxx>
#include <simgear/timing/sg_time.hxx>
-#include <simgear/scene/model/animation.hxx>
-#include <simgear/ephemeris/ephemeris.hxx>
-#include <simgear/scene/model/placement.hxx>
#include <simgear/math/sg_random.h>
+
+// Class refferences
+#include <simgear/ephemeris/ephemeris.hxx>
#include <simgear/scene/model/modellib.hxx>
+#include <simgear/scene/material/matlib.hxx>
+#include <simgear/scene/model/animation.hxx>
+#include <simgear/scene/sky/sky.hxx>
+#include <Time/light.hxx>
+
-#ifdef FG_USE_CLOUDS_3D
-# include <simgear/scene/sky/clouds3d/SkySceneLoader.hpp>
-# include <simgear/scene/sky/clouds3d/SkyUtil.hpp>
-#endif
#include <Include/general.hxx>
-#include <Scenery/tileentry.hxx>
-#include <Time/light.hxx>
-#include <Time/light.hxx>
-#include <Aircraft/aircraft.hxx>
-#include <Cockpit/panel.hxx>
#include <Cockpit/cockpit.hxx>
-#include <Cockpit/radiostack.hxx>
#include <Cockpit/hud.hxx>
#include <Model/panelnode.hxx>
#include <Model/modelmgr.hxx>
#include <Model/acmodel.hxx>
#include <Scenery/scenery.hxx>
#include <Scenery/tilemgr.hxx>
+#include <Sound/beacon.hxx>
+#include <Sound/morse.hxx>
#include <FDM/flight.hxx>
#include <FDM/UIUCModel/uiuc_aircraftdir.h>
-#include <FDM/ADA.hxx>
+// #include <FDM/ADA.hxx>
#include <ATC/ATCdisplay.hxx>
#include <ATC/ATCmgr.hxx>
#include <ATC/AIMgr.hxx>
#include <Time/tmp.hxx>
#include <Time/fg_timer.hxx>
#include <Environment/environment_mgr.hxx>
+#include <GUI/new_gui.hxx>
#ifdef FG_MPLAYER_AS
#include <MultiPlayer/multiplaytxmgr.hxx>
#include <MultiPlayer/multiplayrxmgr.hxx>
#endif
-#include "splash.hxx"
+
+
#include "fg_commands.hxx"
#include "fg_io.hxx"
+#include "renderer.hxx"
+#include "splash.hxx"
#include "main.hxx"
-float default_attenuation[3] = {1.0, 0.0, 0.0};
-ssgSelector *ship_sel=NULL;
-// upto 32 instances of a same object can be loaded.
-ssgTransform *ship_pos[32];
-double obj_lat[32],obj_lon[32],obj_alt[32],obj_pitch[32],obj_roll[32];
-int objc=0;
-ssgSelector *lightpoints_brightness = new ssgSelector;
-ssgTransform *lightpoints_transform = new ssgTransform;
-FGTileEntry *dummy_tile;
-sgVec3 rway_ols;
-// ADA
-// Clip plane settings...
-float scene_nearplane = 0.5f;
-float scene_farplane = 120000.0f;
-static double real_delta_time_sec = 0.0;
-static double delta_time_sec = 0.0;
-glPointParameterfProc glPointParameterfPtr = 0;
-glPointParameterfvProc glPointParameterfvPtr = 0;
-bool glPointParameterIsSupported = false;
+static double real_delta_time_sec = 0.0;
+double delta_time_sec = 0.0;
+extern float init_volume;
#ifdef macintosh
// Specify our current idle function state. This is used to run all
// our initializations out of the idle callback so that we can get a
// splash screen up and running right away.
-static int idle_state = 0;
-static long global_multi_loop;
-
-// fog constants. I'm a little nervous about putting actual code out
-// here but it seems to work (?)
-static const double m_log01 = -log( 0.01 );
-static const double sqrt_m_log01 = sqrt( m_log01 );
-static GLfloat fog_exp_density;
-static GLfloat fog_exp2_density;
-static GLfloat rwy_exp2_punch_through;
-static GLfloat taxi_exp2_punch_through;
-static GLfloat ground_exp2_punch_through;
-
-// Sky structures
-SGSky *thesky;
-
-#ifdef FG_USE_CLOUDS_3D
- SkySceneLoader *sgClouds3d;
- bool _bcloud_orig = true;
-#endif
-
-// hack
-sgMat4 copy_of_ssgOpenGLAxisSwapMatrix =
-{
- { 1.0f, 0.0f, 0.0f, 0.0f },
- { 0.0f, 0.0f, -1.0f, 0.0f },
- { 0.0f, 1.0f, 0.0f, 0.0f },
- { 0.0f, 0.0f, 0.0f, 1.0f }
-};
-
-ssgSimpleState *cloud3d_imposter_state;
-ssgSimpleState *default_state;
-ssgSimpleState *hud_and_panel;
-ssgSimpleState *menus;
+int idle_state = 0;
+long global_multi_loop;
SGTimeStamp last_time_stamp;
SGTimeStamp current_time_stamp;
+// The atexit() functio handler should know when the graphical subsystem
+// is initialized.
+extern int _bootstrap_OSInit;
-void fgBuildRenderStates( void ) {
- default_state = new ssgSimpleState;
- default_state->ref();
- default_state->disable( GL_TEXTURE_2D );
- default_state->enable( GL_CULL_FACE );
- default_state->enable( GL_COLOR_MATERIAL );
- default_state->setColourMaterial( GL_AMBIENT_AND_DIFFUSE );
- default_state->setMaterial( GL_EMISSION, 0, 0, 0, 1 );
- default_state->setMaterial( GL_SPECULAR, 0, 0, 0, 1 );
- default_state->disable( GL_BLEND );
- default_state->disable( GL_ALPHA_TEST );
- default_state->disable( GL_LIGHTING );
-
- cloud3d_imposter_state = new ssgSimpleState;
- cloud3d_imposter_state->ref();
- cloud3d_imposter_state->enable( GL_TEXTURE_2D );
- cloud3d_imposter_state->enable( GL_CULL_FACE );
- cloud3d_imposter_state->enable( GL_COLOR_MATERIAL );
- cloud3d_imposter_state->setColourMaterial( GL_AMBIENT_AND_DIFFUSE );
- cloud3d_imposter_state->setMaterial( GL_DIFFUSE, 1, 1, 1, 1 );
- cloud3d_imposter_state->setMaterial( GL_AMBIENT, 1, 1, 1, 1 );
- cloud3d_imposter_state->setMaterial( GL_EMISSION, 0, 0, 0, 1 );
- cloud3d_imposter_state->setMaterial( GL_SPECULAR, 0, 0, 0, 1 );
- cloud3d_imposter_state->enable( GL_BLEND );
- cloud3d_imposter_state->enable( GL_ALPHA_TEST );
- cloud3d_imposter_state->disable( GL_LIGHTING );
-
- hud_and_panel = new ssgSimpleState;
- hud_and_panel->ref();
- hud_and_panel->disable( GL_CULL_FACE );
- hud_and_panel->disable( GL_TEXTURE_2D );
- hud_and_panel->disable( GL_LIGHTING );
- hud_and_panel->enable( GL_BLEND );
-
- menus = new ssgSimpleState;
- menus->ref();
- 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 = (FGLight *)(globals->get_subsystem("lighting"));
-
- // Go full screen if requested ...
- if ( fgGetBool("/sim/startup/fullscreen") ) {
- fgOSFullScreen();
- }
-
- // If enabled, normal vectors specified with glNormal are scaled
- // to unit length after transformation. Enabling this has
- // performance implications. See the docs for glNormal.
- // glEnable( GL_NORMALIZE );
-
- glEnable( GL_LIGHTING );
- glEnable( GL_LIGHT0 );
- // glLightfv( GL_LIGHT0, GL_POSITION, l->sun_vec ); // done later with ssg
-
- sgVec3 sunpos;
- sgSetVec3( sunpos, l->sun_vec()[0], l->sun_vec()[1], l->sun_vec()[2] );
- ssgGetLight( 0 ) -> setPosition( sunpos );
-
- glFogi (GL_FOG_MODE, GL_EXP2);
- if ( (!strcmp(fgGetString("/sim/rendering/fog"), "disabled")) ||
- (!fgGetBool("/sim/rendering/shading"))) {
- // if fastest fog requested, or if flat shading force fastest
- glHint ( GL_FOG_HINT, GL_FASTEST );
- } else if ( !strcmp(fgGetString("/sim/rendering/fog"), "nicest") ) {
- glHint ( GL_FOG_HINT, GL_NICEST );
- }
- if ( fgGetBool("/sim/rendering/wireframe") ) {
- // draw wire frame
- glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
- }
-
- // This is the default anyways, but it can't hurt
- glFrontFace ( GL_CCW );
-
- // Just testing ...
- // glEnable(GL_POINT_SMOOTH);
- // glEnable(GL_LINE_SMOOTH);
- // glEnable(GL_POLYGON_SMOOTH);
-}
-
-
-// For HiRes screen Dumps using Brian Pauls TR Library
-void trRenderFrame( void ) {
-#ifdef FG_ENABLE_MULTIPASS_CLOUDS
- bool multi_pass_clouds = fgGetBool("/sim/rendering/multi-pass-clouds");
-#else
- bool multi_pass_clouds = false;
-#endif
- bool draw_clouds = fgGetBool("/environment/clouds/status");
-
- if ( fgPanelVisible() ) {
- GLfloat height = fgGetInt("/sim/startup/ysize");
- GLfloat view_h =
- (globals->get_current_panel()->getViewHeight() - globals->get_current_panel()->getYOffset())
- * (height / 768.0) + 1;
- glTranslatef( 0.0, view_h, 0.0 );
- }
-
- static GLfloat black[4] = { 0.0, 0.0, 0.0, 1.0 };
- static GLfloat white[4] = { 1.0, 1.0, 1.0, 1.0 };
-
- FGLight *l = (FGLight *)(globals->get_subsystem("lighting"));
-
- glClearColor(l->adj_fog_color()[0], l->adj_fog_color()[1],
- l->adj_fog_color()[2], l->adj_fog_color()[3]);
-
- glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
-
- // set the opengl state to known default values
- default_state->force();
-
- glEnable( GL_FOG );
- glFogf ( GL_FOG_DENSITY, fog_exp2_density);
- glFogi ( GL_FOG_MODE, GL_EXP2 );
- glFogfv ( GL_FOG_COLOR, l->adj_fog_color() );
-
- // GL_LIGHT_MODEL_AMBIENT has a default non-zero value so if
- // we only update GL_AMBIENT for our lights we will never get
- // a completely dark scene. So, we set GL_LIGHT_MODEL_AMBIENT
- // explicitely to black.
- glLightModelfv( GL_LIGHT_MODEL_AMBIENT, black );
- glLightModeli( GL_LIGHT_MODEL_LOCAL_VIEWER, GL_FALSE );
-
- ssgGetLight( 0 ) -> setColour( GL_AMBIENT, l->scene_ambient() );
-
- // texture parameters
- glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ) ;
- glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST ) ;
-
- // we need a white diffuse light for the phase of the moon
- ssgGetLight( 0 ) -> setColour( GL_DIFFUSE, white );
- thesky->preDraw( cur_fdm_state->get_Altitude() * SG_FEET_TO_METER,
- fog_exp2_density );
-
- // draw the ssg scene
- // return to the desired diffuse color
- ssgGetLight( 0 ) -> setColour( GL_DIFFUSE, l->scene_diffuse() );
- glEnable( GL_DEPTH_TEST );
- ssgSetNearFar( scene_nearplane, scene_farplane );
- if ( draw_clouds ) {
- // Draw the terrain
- FGTileMgr::set_tile_filter( true );
- sgSetModelFilter( false );
- globals->get_aircraft_model()->select( false );
- ssgCullAndDraw( globals->get_scenery()->get_scene_graph() );
- // Disable depth buffer update, draw the clouds
- glDepthMask( GL_FALSE );
- thesky->drawUpperClouds();
- if ( multi_pass_clouds ) {
- thesky->drawLowerClouds();
- }
- glDepthMask( GL_TRUE );
- if ( multi_pass_clouds ) {
- // Draw the objects except the aircraft
- // and update the stencil buffer with 1
- glEnable( GL_STENCIL_TEST );
- glStencilFunc( GL_ALWAYS, 1, 1 );
- glStencilOp( GL_REPLACE, GL_REPLACE, GL_REPLACE );
- }
- FGTileMgr::set_tile_filter( false );
- sgSetModelFilter( true );
- ssgCullAndDraw( globals->get_scenery()->get_scene_graph() );
- } else {
- FGTileMgr::set_tile_filter( true );
- sgSetModelFilter( true );
- globals->get_aircraft_model()->select( false );
- ssgCullAndDraw( globals->get_scenery()->get_scene_graph() );
- }
-
- // draw the lights
- glFogf (GL_FOG_DENSITY, rwy_exp2_punch_through);
- ssgSetNearFar( scene_nearplane, scene_farplane );
- ssgCullAndDraw( globals->get_scenery()->get_vasi_lights_root() );
- ssgCullAndDraw( globals->get_scenery()->get_rwy_lights_root() );
-
- ssgCullAndDraw( globals->get_scenery()->get_gnd_lights_root() );
-
- if ( draw_clouds ) {
- if ( multi_pass_clouds ) {
- // Disable depth buffer update, draw the clouds where the
- // objects overwrite the already drawn clouds, by testing
- // the stencil buffer against 1
- glDepthMask( GL_FALSE );
- glStencilFunc( GL_EQUAL, 1, 1 );
- glStencilOp( GL_KEEP, GL_KEEP, GL_KEEP );
- thesky->drawUpperClouds();
- thesky->drawLowerClouds();
- glDepthMask( GL_TRUE );
- glDisable( GL_STENCIL_TEST );
- } else {
- glDepthMask( GL_FALSE );
- thesky->drawLowerClouds();
- glDepthMask( GL_TRUE );
- }
- }
-
- globals->get_aircraft_model()->select( true );
- globals->get_model_mgr()->draw();
- globals->get_aircraft_model()->draw();
-}
-
-
-// Update all Visuals (redraws anything graphics related)
-void fgRenderFrame() {
- bool draw_otw = fgGetBool("/sim/rendering/draw-otw");
- bool skyblend = fgGetBool("/sim/rendering/skyblend");
- bool enhanced_lighting = fgGetBool("/sim/rendering/enhanced-lighting");
- bool distance_attenuation = fgGetBool("/sim/rendering/distance-attenuation");
-#ifdef FG_ENABLE_MULTIPASS_CLOUDS
- bool multi_pass_clouds = fgGetBool("/sim/rendering/multi-pass-clouds");
-#else
- bool multi_pass_clouds = false;
-#endif
- bool draw_clouds = fgGetBool("/environment/clouds/status");
-
- GLfloat black[4] = { 0.0, 0.0, 0.0, 1.0 };
- GLfloat white[4] = { 1.0, 1.0, 1.0, 1.0 };
-
- // static const SGPropertyNode *longitude
- // = fgGetNode("/position/longitude-deg");
- // static const SGPropertyNode *latitude
- // = fgGetNode("/position/latitude-deg");
- // static const SGPropertyNode *altitude
- // = fgGetNode("/position/altitude-ft");
- static const SGPropertyNode *groundlevel_nearplane
- = fgGetNode("/sim/current-view/ground-level-nearplane-m");
-
- FGLight *l = (FGLight *)(globals->get_subsystem("lighting"));
- static double last_visibility = -9999;
-
- // update fog params
- double actual_visibility;
- if (fgGetBool("/environment/clouds/status"))
- actual_visibility = thesky->get_visibility();
- else
- actual_visibility = fgGetDouble("/environment/visibility-m");
- if ( actual_visibility != last_visibility ) {
- last_visibility = actual_visibility;
-
- fog_exp_density = m_log01 / actual_visibility;
- fog_exp2_density = sqrt_m_log01 / actual_visibility;
- ground_exp2_punch_through = sqrt_m_log01 / (actual_visibility * 1.5);
- if ( actual_visibility < 8000 ) {
- rwy_exp2_punch_through = sqrt_m_log01 / (actual_visibility * 2.5);
- taxi_exp2_punch_through = sqrt_m_log01 / (actual_visibility * 1.5);
- } else {
- rwy_exp2_punch_through = sqrt_m_log01 / ( 8000 * 2.5 );
- taxi_exp2_punch_through = sqrt_m_log01 / ( 8000 * 1.5 );
- }
- }
-
- // 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 mat_shininess[] = { 10.0 };
- GLbitfield clear_mask;
-
- if ( idle_state != 1000 ) {
- // still initializing, draw the splash screen
- if ( fgGetBool("/sim/startup/splash-screen") ) {
- fgSplashUpdate(0.0, 1.0);
- }
- // Keep resetting sim time while the sim is initializing
- globals->set_sim_time_sec( 0.0 );
- SGAnimation::set_sim_time_sec( 0.0 );
- } else {
- // idle_state is now 1000 meaning we've finished all our
- // initializations and are running the main loop, so this will
- // now work without seg faulting the system.
-
- FGViewer *current__view = globals->get_current_view();
-
- // calculate our current position in cartesian space
- globals->get_scenery()->set_center( globals->get_scenery()->get_next_center() );
-
- // update view port
- fgReshape( fgGetInt("/sim/startup/xsize"),
- fgGetInt("/sim/startup/ysize") );
-
- if ( fgGetBool("/sim/rendering/clouds3d") ) {
- glClear( GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT );
- cloud3d_imposter_state->force();
- glDisable( GL_FOG );
- glColor4f( 1.0, 1.0, 1.0, 1.0 );
- glEnable(GL_DEPTH_TEST);
- glEnable(GL_BLEND);
- glBlendFunc( GL_ONE, GL_ONE_MINUS_SRC_ALPHA ) ;
-
-#ifdef FG_USE_CLOUDS_3D
- if ( _bcloud_orig ) {
- Point3D c = globals->get_scenery()->get_center();
- sgClouds3d->Set_Cloud_Orig( &c );
- _bcloud_orig = false;
- }
- sgClouds3d->Update( current__view->get_absolute_view_pos() );
-#endif
- glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ) ;
- glDisable(GL_DEPTH_TEST);
- }
-
- clear_mask = GL_DEPTH_BUFFER_BIT;
- if ( fgGetBool("/sim/rendering/wireframe") ) {
- clear_mask |= GL_COLOR_BUFFER_BIT;
- }
-
- if ( skyblend ) {
- if ( fgGetBool("/sim/rendering/textures") ) {
- // glClearColor(black[0], black[1], black[2], black[3]);
- glClearColor(l->adj_fog_color()[0], l->adj_fog_color()[1],
- l->adj_fog_color()[2], l->adj_fog_color()[3]);
- clear_mask |= GL_COLOR_BUFFER_BIT;
- }
- } else {
- glClearColor(l->sky_color()[0], l->sky_color()[1],
- l->sky_color()[2], l->sky_color()[3]);
- clear_mask |= GL_COLOR_BUFFER_BIT;
- }
- if ( multi_pass_clouds && draw_clouds ) {
- glClearStencil( 0 );
- clear_mask |= GL_STENCIL_BUFFER_BIT;
- }
- glClear( clear_mask );
-
- // Tell GL we are switching to model view parameters
-
- // I really should create a derived ssg node or use a call
- // back or something so that I can draw the sky within the
- // ssgCullAndDraw() function, but for now I just mimic what
- // ssg does to set up the model view matrix
- glMatrixMode(GL_MODELVIEW);
- glLoadIdentity();
- ssgSetCamera( (sgVec4 *)current__view->get_VIEW() );
-
- // set the opengl state to known default values
- default_state->force();
-
- // update fog params if visibility has changed
- double visibility_meters = fgGetDouble("/environment/visibility-m");
- thesky->set_visibility(visibility_meters);
-
- thesky->modify_vis( cur_fdm_state->get_Altitude() * SG_FEET_TO_METER,
- ( global_multi_loop * fgGetInt("/sim/speed-up") )
- / (double)fgGetInt("/sim/model-hz") );
-
- // Set correct opengl fog density
- glFogf (GL_FOG_DENSITY, fog_exp2_density);
-
- // update the sky dome
- if ( skyblend ) {
- /*
- SG_LOG( SG_GENERAL, SG_BULK, "thesky->repaint() sky_color = "
- << l->sky_color()[0] << " "
- << l->sky_color()[1] << " "
- << l->sky_color()[2] << " "
- << l->sky_color()[3] );
- SG_LOG( SG_GENERAL, SG_BULK, " fog = "
- << l->fog_color()[0] << " "
- << l->fog_color()[1] << " "
- << l->fog_color()[2] << " "
- << l->fog_color()[3] );
- SG_LOG( SG_GENERAL, SG_BULK,
- " sun_angle = " << l->sun_angle
- << " moon_angle = " << l->moon_angle );
- */
-
- static SGSkyColor scolor;
- FGLight *l = (FGLight *)(globals->get_subsystem("lighting"));
-
- scolor.sky_color = l->sky_color();
- scolor.fog_color = l->adj_fog_color();
- scolor.cloud_color = l->cloud_color();
- scolor.sun_angle = l->get_sun_angle();
- scolor.moon_angle = l->get_moon_angle();
- scolor.nplanets = globals->get_ephem()->getNumPlanets();
- scolor.nstars = globals->get_ephem()->getNumStars();
- scolor.planet_data = globals->get_ephem()->getPlanets();
- scolor.star_data = globals->get_ephem()->getStars();
-
- thesky->repaint( scolor );
-
- /*
- SG_LOG( SG_GENERAL, SG_BULK,
- "thesky->reposition( view_pos = " << view_pos[0] << " "
- << view_pos[1] << " " << view_pos[2] );
- SG_LOG( SG_GENERAL, SG_BULK,
- " zero_elev = " << zero_elev[0] << " "
- << zero_elev[1] << " " << zero_elev[2]
- << " lon = " << cur_fdm_state->get_Longitude()
- << " lat = " << cur_fdm_state->get_Latitude() );
- SG_LOG( SG_GENERAL, SG_BULK,
- " sun_rot = " << l->get_sun_rotation
- << " gst = " << SGTime::cur_time_params->getGst() );
- SG_LOG( SG_GENERAL, SG_BULK,
- " sun ra = " << globals->get_ephem()->getSunRightAscension()
- << " sun dec = " << globals->get_ephem()->getSunDeclination()
- << " moon ra = " << globals->get_ephem()->getMoonRightAscension()
- << " moon dec = " << globals->get_ephem()->getMoonDeclination() );
- */
-
- // The sun and moon distances are scaled down versions
- // of the actual distance to get both the moon and the sun
- // within the range of the far clip plane.
- // Moon distance: 384,467 kilometers
- // Sun distance: 150,000,000 kilometers
- double sun_horiz_eff, moon_horiz_eff;
- if (fgGetBool("/sim/rendering/horizon-effect")) {
- sun_horiz_eff = 0.67+pow(0.5+cos(l->get_sun_angle())*2/2, 0.33)/3;
- moon_horiz_eff = 0.67+pow(0.5+cos(l->get_moon_angle())*2/2, 0.33)/3;
- } else {
- sun_horiz_eff = moon_horiz_eff = 1.0;
- }
-
- static SGSkyState sstate;
-
- sstate.view_pos = current__view->get_view_pos();
- sstate.zero_elev = current__view->get_zero_elev();
- sstate.view_up = current__view->get_world_up();
- sstate.lon = current__view->getLongitude_deg()
- * SGD_DEGREES_TO_RADIANS;
- sstate.lat = current__view->getLatitude_deg()
- * SGD_DEGREES_TO_RADIANS;
- sstate.alt = current__view->getAltitudeASL_ft()
- * SG_FEET_TO_METER;
- sstate.spin = l->get_sun_rotation();
- sstate.gst = globals->get_time_params()->getGst();
- sstate.sun_ra = globals->get_ephem()->getSunRightAscension();
- sstate.sun_dec = globals->get_ephem()->getSunDeclination();
- sstate.sun_dist = 50000.0 * sun_horiz_eff;
- sstate.moon_ra = globals->get_ephem()->getMoonRightAscension();
- sstate.moon_dec = globals->get_ephem()->getMoonDeclination();
- sstate.moon_dist = 40000.0 * moon_horiz_eff;
-
- thesky->reposition( sstate, delta_time_sec );
- }
-
- glEnable( GL_DEPTH_TEST );
- if ( strcmp(fgGetString("/sim/rendering/fog"), "disabled") ) {
- glEnable( GL_FOG );
- glFogi( GL_FOG_MODE, GL_EXP2 );
- glFogfv( GL_FOG_COLOR, l->adj_fog_color() );
- }
-
- // set sun/lighting parameters
- ssgGetLight( 0 ) -> setPosition( l->sun_vec() );
-
- // GL_LIGHT_MODEL_AMBIENT has a default non-zero value so if
- // we only update GL_AMBIENT for our lights we will never get
- // a completely dark scene. So, we set GL_LIGHT_MODEL_AMBIENT
- // explicitely to black.
- glLightModelfv( GL_LIGHT_MODEL_AMBIENT, black );
-
- ssgGetLight( 0 ) -> setColour( GL_AMBIENT, l->scene_ambient() );
- ssgGetLight( 0 ) -> setColour( GL_DIFFUSE, l->scene_diffuse() );
- ssgGetLight( 0 ) -> setColour( GL_SPECULAR, l->scene_specular() );
-
- // texture parameters
- // glEnable( GL_TEXTURE_2D );
- glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ) ;
- glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST ) ;
-
- // glMatrixMode( GL_PROJECTION );
- // glLoadIdentity();
- ssgSetFOV( current__view->get_h_fov(),
- current__view->get_v_fov() );
-
- double agl =
- current_aircraft.fdm_state->get_Altitude() * SG_FEET_TO_METER
- - globals->get_scenery()->get_cur_elev();
-
- if ( agl > 10.0 ) {
- scene_nearplane = 10.0f;
- scene_farplane = 120000.0f;
- } else {
- scene_nearplane = groundlevel_nearplane->getDoubleValue();
- scene_farplane = 120000.0f;
- }
-
- ssgSetNearFar( scene_nearplane, scene_farplane );
-
-#ifdef FG_MPLAYER_AS
- // Update any multiplayer models
- globals->get_multiplayer_rx_mgr()->Update();
-#endif
-
- if ( draw_otw && skyblend ) {
- // draw the sky backdrop
-
- // we need a white diffuse light for the phase of the moon
- ssgGetLight( 0 ) -> setColour( GL_DIFFUSE, white );
- thesky->preDraw( cur_fdm_state->get_Altitude() * SG_FEET_TO_METER,
- fog_exp2_density );
- // return to the desired diffuse color
- ssgGetLight( 0 ) -> setColour( GL_DIFFUSE, l->scene_diffuse() );
- }
-
- // draw the ssg scene
- glEnable( GL_DEPTH_TEST );
-
- ssgSetNearFar( scene_nearplane, scene_farplane );
-
- if ( fgGetBool("/sim/rendering/wireframe") ) {
- // draw wire frame
- glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
- }
- if ( draw_otw ) {
- if ( draw_clouds ) {
-
- // Draw the terrain
- FGTileMgr::set_tile_filter( true );
- sgSetModelFilter( false );
- globals->get_aircraft_model()->select( false );
- ssgCullAndDraw( globals->get_scenery()->get_scene_graph() );
-
- // Disable depth buffer update, draw the clouds
- glDepthMask( GL_FALSE );
- thesky->drawUpperClouds();
- if ( multi_pass_clouds ) {
- thesky->drawLowerClouds();
- }
- glDepthMask( GL_TRUE );
-
- if ( multi_pass_clouds ) {
- // Draw the objects except the aircraft
- // and update the stencil buffer with 1
- glEnable( GL_STENCIL_TEST );
- glStencilFunc( GL_ALWAYS, 1, 1 );
- glStencilOp( GL_REPLACE, GL_REPLACE, GL_REPLACE );
- }
- FGTileMgr::set_tile_filter( false );
- sgSetModelFilter( true );
- ssgCullAndDraw( globals->get_scenery()->get_scene_graph() );
- } else {
- FGTileMgr::set_tile_filter( true );
- sgSetModelFilter( true );
- globals->get_aircraft_model()->select( false );
- ssgCullAndDraw( globals->get_scenery()->get_scene_graph() );
- }
- }
-
- // This is a bit kludgy. Every 200 frames, do an extra
- // traversal of the scene graph without drawing anything, but
- // with the field-of-view set to 360x360 degrees. This
- // ensures that out-of-range random objects that are not in
- // the current view frustum will still be freed properly.
- static int counter = 0;
- counter++;
- if (counter == 200) {
- sgFrustum f;
- f.setFOV(360, 360);
- // No need to put the near plane too close;
- // this way, at least the aircraft can be
- // culled.
- f.setNearFar(1000, 1000000);
- sgMat4 m;
- ssgGetModelviewMatrix(m);
- FGTileMgr::set_tile_filter( true );
- sgSetModelFilter( true );
- globals->get_scenery()->get_scene_graph()->cull(&f, m, true);
- counter = 0;
- }
-
- // change state for lighting here
-
- // draw runway lighting
- glFogf (GL_FOG_DENSITY, rwy_exp2_punch_through);
- ssgSetNearFar( scene_nearplane, scene_farplane );
-
- if ( enhanced_lighting ) {
-
- // Enable states for drawing points with GL_extension
- glEnable(GL_POINT_SMOOTH);
-
- if ( distance_attenuation && glPointParameterIsSupported )
- {
- // Enable states for drawing points with GL_extension
- glEnable(GL_POINT_SMOOTH);
-
- float quadratic[3] = {1.0, 0.001, 0.0000001};
- // makes the points fade as they move away
- glPointParameterfvPtr(GL_DISTANCE_ATTENUATION_EXT, quadratic);
- glPointParameterfPtr(GL_POINT_SIZE_MIN_EXT, 1.0);
- }
-
- glPointSize(4.0);
-
- // blending function for runway lights
- glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) ;
- }
-
- glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
- glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
- glEnable(GL_TEXTURE_GEN_S);
- glEnable(GL_TEXTURE_GEN_T);
- glPolygonMode(GL_FRONT, GL_POINT);
-
- // draw runway lighting
- if ( draw_otw ) {
- ssgCullAndDraw( globals->get_scenery()->get_vasi_lights_root() );
- ssgCullAndDraw( globals->get_scenery()->get_rwy_lights_root() );
- }
-
- // change punch through and then draw taxi lighting
- glFogf ( GL_FOG_DENSITY, fog_exp2_density );
- // sgVec3 taxi_fog;
- // sgSetVec3( taxi_fog, 0.0, 0.0, 0.0 );
- // glFogfv ( GL_FOG_COLOR, taxi_fog );
- if ( draw_otw ) {
- ssgCullAndDraw( globals->get_scenery()->get_taxi_lights_root() );
- }
-
- // clean up lighting
- glPolygonMode(GL_FRONT, GL_FILL);
- glDisable(GL_TEXTURE_GEN_S);
- glDisable(GL_TEXTURE_GEN_T);
-
- //static int _frame_count = 0;
- //if (_frame_count % 30 == 0) {
- // printf("SSG: %s\n", ssgShowStats());
- //}
- //else {
- // ssgShowStats();
- //}
- //_frame_count++;
-
-
- if ( enhanced_lighting ) {
- if ( distance_attenuation && glPointParameterIsSupported ) {
- glPointParameterfvPtr(GL_DISTANCE_ATTENUATION_EXT,
- default_attenuation);
- }
-
- glPointSize(1.0);
- glDisable(GL_POINT_SMOOTH);
- }
-
- // draw ground lighting
- glFogf (GL_FOG_DENSITY, ground_exp2_punch_through);
- if ( draw_otw ) {
- ssgCullAndDraw( globals->get_scenery()->get_gnd_lights_root() );
- }
-
- if ( draw_otw && fgGetBool("/sim/rendering/clouds3d") ) {
- glDisable( GL_FOG );
- glDisable( GL_LIGHTING );
- // cout << "drawing new clouds" << endl;
-
- glEnable(GL_DEPTH_TEST);
- glEnable(GL_BLEND);
- glBlendFunc( GL_ONE, GL_ONE_MINUS_SRC_ALPHA ) ;
-
- /*
- glEnable( GL_TEXTURE_2D );
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
- */
-
-#ifdef FG_USE_CLOUDS_3D
- sgClouds3d->Draw((sgVec4 *)current__view->get_VIEW());
-#endif
- glEnable( GL_FOG );
- glEnable( GL_LIGHTING );
- glEnable( GL_DEPTH_TEST );
- glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ) ;
- }
-
- if ( draw_otw && draw_clouds ) {
- if ( multi_pass_clouds ) {
- // Disable depth buffer update, draw the clouds where the
- // objects overwrite the already drawn clouds, by testing
- // the stencil buffer against 1
- glDepthMask( GL_FALSE );
- glStencilFunc( GL_EQUAL, 1, 1 );
- glStencilOp( GL_KEEP, GL_KEEP, GL_KEEP );
- thesky->drawUpperClouds();
- thesky->drawLowerClouds();
- glDepthMask( GL_TRUE );
- glDisable( GL_STENCIL_TEST );
- } else {
- glDepthMask( GL_FALSE );
- thesky->drawLowerClouds();
- glDepthMask( GL_TRUE );
- }
- }
-
- if ( draw_otw ) {
- FGTileMgr::set_tile_filter( false );
- sgSetModelFilter( false );
- globals->get_aircraft_model()->select( true );
- globals->get_model_mgr()->draw();
- globals->get_aircraft_model()->draw();
- // If the view is internal, the previous line draw the
- // cockpit with modified near/far clip planes and deselect
- // the aircraft in the global scenegraph
- // Otherwise, it just enables the aircraft: The scenegraph
- // must be drawn again to see the plane.
- ssgCullAndDraw( globals->get_scenery()->get_scene_graph() );
- FGTileMgr::set_tile_filter( true );
- sgSetModelFilter( true );
- globals->get_aircraft_model()->select( true );
- }
-
- // display HUD && Panel
- glDisable( GL_FOG );
- glDisable( GL_DEPTH_TEST );
- // glDisable( GL_CULL_FACE );
- // glDisable( GL_TEXTURE_2D );
-
- // update the controls subsystem
- globals->get_controls()->update(delta_time_sec);
-
- hud_and_panel->apply();
- fgCockpitUpdate();
-
- // Use the hud_and_panel ssgSimpleState for rendering the ATC output
- // This only works properly if called before the panel call
- if((fgGetBool("/sim/ATC/enabled")) || (fgGetBool("/sim/ai-traffic/enabled")))
- globals->get_ATC_display()->update(delta_time_sec);
-
- // update the panel subsystem
- if ( globals->get_current_panel() != NULL ) {
- globals->get_current_panel()->update(delta_time_sec);
- }
- fgUpdate3DPanels();
-
- // We can do translucent menus, so why not. :-)
- menus->apply();
- glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ) ;
- puDisplay();
- // glDisable ( GL_BLEND ) ;
-
- glEnable( GL_DEPTH_TEST );
- glEnable( GL_FOG );
-
- // Fade out the splash screen over the first three seconds.
- double t = globals->get_sim_time_sec();
- if ( t <= 1.0 ) {
- fgSplashUpdate(0.0, 1.0);
- } else if ( t <= 3.0) {
- fgSplashUpdate(0.0, (3.0 - t) / 2.0);
- }
- }
-}
// Update internal time dependent calculations (i.e. flight model)
void fgUpdateTimeDepCalcs() {
static bool inited = false;
- static const SGPropertyNode *replay_master
- = fgGetNode( "/sim/freeze/replay", true );
+ static const SGPropertyNode *replay_state
+ = fgGetNode( "/sim/freeze/replay-state", true );
static SGPropertyNode *replay_time
= fgGetNode( "/sim/replay/time", true );
// static const SGPropertyNode *replay_end_time
inited = true;
}
- if ( ! replay_master->getBoolValue() ) {
+ if ( replay_state->getIntValue() == 0 ) {
+ // replay off, run fdm
cur_fdm_state->update( delta_time_sec );
} else {
FGReplay *r = (FGReplay *)(globals->get_subsystem( "replay" ));
r->replay( replay_time->getDoubleValue() );
- replay_time->setDoubleValue( replay_time->getDoubleValue()
- + ( delta_time_sec
- * fgGetInt("/sim/speed-up") ) );
- }
+ if ( replay_state->getIntValue() == 1 ) {
+ // normal playback
+ replay_time->setDoubleValue( replay_time->getDoubleValue()
+ + ( delta_time_sec
+ * fgGetInt("/sim/speed-up") ) );
+ } else if ( replay_state->getIntValue() == 2 ) {
+ // paused playback (don't advance replay time)
+ }
+ }
} else {
// do nothing, fdm isn't inited yet
}
globals->get_time_params()->getLst(),
cur_fdm_state->get_Latitude() );
- // Update radio stack model
- current_radiostack->update(delta_time_sec);
}
= fgGetNode("/sim/freeze/clock", true);
static const SGPropertyNode *cur_time_override
= fgGetNode("/sim/time/cur-time-override", true);
- // static const SGPropertyNode *replay_master
- // = fgGetNode("/sim/freeze/replay", true);
+
+ SGCloudLayer::enable_bump_mapping = fgGetBool("/sim/rendering/bump-mapping");
// Update the elapsed time.
static bool first_time = true;
real_delta_time_sec
= double(current_time_stamp - last_time_stamp) / 1000000.0;
+ // round the real time down to a multiple of 1/model-hz.
+ // this way all systems are updated the _same_ amount of dt.
+ {
+ static double rem = 0.0;
+ real_delta_time_sec += rem;
+ double hz = model_hz;
+ double nit = floor(real_delta_time_sec*hz);
+ rem = real_delta_time_sec - nit/hz;
+ real_delta_time_sec = nit/hz;
+ }
+
+
if ( clock_freeze->getBoolValue() ) {
delta_time_sec = 0;
} else {
if (fgGetBool("/sim/ai-traffic/enabled"))
globals->get_AI_mgr()->update(delta_time_sec);
+#ifdef FG_MPLAYER_AS
+ // Update any multiplayer models
+ globals->get_multiplayer_rx_mgr()->Update();
+#endif
+
// Run flight model
// Calculate model iterations needed for next frame
remainder = 0;
}
+ bool scenery_loaded = fgGetBool("sim/sceneryloaded") || fgGetBool("sim/sceneryloaded-override");
+
// flight model
- if ( global_multi_loop > 0 ) {
- fgUpdateTimeDepCalcs();
+ if ( global_multi_loop > 0) {
+ // first run the flight model each frame until it is intialized
+ // then continue running each frame only after initial scenery load is complete.
+ if (!cur_fdm_state->get_inited() || scenery_loaded) {
+ fgUpdateTimeDepCalcs();
+ }
} else {
SG_LOG( SG_ALL, SG_DEBUG,
"Elapsed time is zero ... we're zinging" );
// END Tile Manager udpates
+ if (!scenery_loaded && globals->get_tile_mgr()->all_queues_empty() && cur_fdm_state->get_inited()) {
+ fgSetBool("sim/sceneryloaded",true);
+ fgSetFloat("/sim/sound/volume", init_volume);
+ globals->get_soundmgr()->set_volume(init_volume);
+ }
+
if (fgGetBool("/sim/rendering/specular-highlight")) {
glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
// glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_TRUE);
// printf("idle state == %d\n", idle_state);
if ( idle_state == 0 ) {
- fgSetBool("sim/initialised", false);
-
// Initialize the splash screen right away
if ( fgGetBool("/sim/startup/splash-screen") ) {
fgSplashInit(fgGetString("/sim/startup/splash-texture"));
fgInitTimeOffset();
// setup OpenGL view parameters
- fgInitVisuals();
+ globals->get_renderer()->init();
// Read the list of available aircrafts
fgReadAircraft();
idle_state = 1000;
SG_LOG( SG_GENERAL, SG_INFO, "Panel visible = " << fgPanelVisible() );
- fgReshape( fgGetInt("/sim/startup/xsize"),
- fgGetInt("/sim/startup/ysize") );
+ globals->get_renderer()->resize( fgGetInt("/sim/startup/xsize"),
+ fgGetInt("/sim/startup/ysize") );
}
if ( idle_state == 1000 ) {
// We've finished all our initialization steps, from now on we
// run the main loop.
- fgSetBool("sim/initialised",true);
+ fgSetBool("sim/sceneryloaded",false);
fgRegisterIdleHandler(fgMainLoop);
} else {
}
}
-// options.cxx needs to see this for toggle_panel()
-// Handle new window size or exposure
-void fgReshape( int width, int height ) {
- int view_h;
-
- if ( (!fgGetBool("/sim/virtual-cockpit"))
- && fgPanelVisible() && idle_state == 1000 ) {
- view_h = (int)(height * (globals->get_current_panel()->getViewHeight() -
- globals->get_current_panel()->getYOffset()) / 768.0);
- } else {
- view_h = height;
- }
-
- glViewport( 0, (GLint)(height - view_h), (GLint)(width), (GLint)(view_h) );
-
- fgSetInt("/sim/startup/xsize", width);
- fgSetInt("/sim/startup/ysize", height);
- guiInitMouse(width, height);
-
- // for all views
- FGViewMgr *viewmgr = globals->get_viewmgr();
- if (viewmgr) {
- for ( int i = 0; i < viewmgr->size(); ++i ) {
- viewmgr->get_view(i)->
- set_aspect_ratio((float)view_h / (float)width);
- }
-
- ssgSetFOV( viewmgr->get_current_view()->get_h_fov(),
- viewmgr->get_current_view()->get_v_fov() );
-
-#ifdef FG_USE_CLOUDS_3D
- sgClouds3d->Resize( viewmgr->get_current_view()->get_h_fov(),
- viewmgr->get_current_view()->get_v_fov() );
-#endif
- }
-
- fgHUDReshape();
-
-}
-
-
-// do some clean up on exit. Specifically we want to call alutExit()
-// which happens in the sound manager destructor.
-void fgExitCleanup() {
- delete globals;
- fgOSExit(0);
-}
-
// Main top level initialization
bool fgMainInit( int argc, char **argv ) {
// set default log levels
sglog().setLogLevels( SG_ALL, SG_ALERT );
- atexit(fgExitCleanup);
-
string version;
#ifdef FLIGHTGEAR_VERSION
version = FLIGHTGEAR_VERSION;
fgInitFGRoot(argc, argv);
// Check for the correct base package version
- static char required_version[] = "0.9.4";
+ static char required_version[] = "0.9.8";
string base_version = fgBasePackageVersion();
if ( !(base_version == required_version) ) {
// tell the operator how to use this application
exit(-1);
}
+ sgUseDisplayList = fgGetBool( "/sim/rendering/use-display-list", true );
+
// Initialize the Aircraft directory to "" (UIUC)
aircraft_dir = "";
// from main(), in bootstrap.cxx. Andy doesn't know why, someone
// feel free to add comments...
fgOSInit(&argc, argv);
+ _bootstrap_OSInit++;
#endif
- fgRegisterWindowResizeHandler( fgReshape );
- fgRegisterIdleHandler( fgIdleFunction );
- fgRegisterDrawHandler( fgRenderFrame );
+ fgRegisterWindowResizeHandler( &FGRenderer::resize );
+ fgRegisterIdleHandler( &fgIdleFunction );
+ fgRegisterDrawHandler( &FGRenderer::update );
#ifdef FG_ENABLE_MULTIPASS_CLOUDS
bool get_stencil_buffer = true;
// lighting->addKid( airport );
// build our custom render states
- fgBuildRenderStates();
-
+ globals->get_renderer()->build_states();
+
// pass control off to the master event handler
fgOSMainLoop();