// $Id$
-#define MICHAEL_JOHNSON_EXPERIMENTAL_ENGINE_AUDIO
+#define USE_NEW_ENGINE_CODE
+#undef MICHAEL_JOHNSON_EXPERIMENTAL_ENGINE_AUDIO
#ifdef HAVE_CONFIG_H
#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 <simgear/sky/sky.hxx>
+#include <simgear/timing/sg_time.hxx>
+#include <simgear/timing/lowleveltime.h>
#include <Include/general.hxx>
#include <Aircraft/aircraft.hxx>
-#include <Astro/skydome.hxx>
-#include <Astro/stars.hxx>
-#include <Astro/solarsystem.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_aircraftdir.h>
#include <GUI/gui.h>
#include <Joystick/joystick.hxx>
#ifdef FG_NETWORK_OLK
#include <NetworkOLK/network.h>
#endif
-#include <Objects/materialmgr.hxx>
#include <Scenery/scenery.hxx>
#include <Scenery/tilemgr.hxx>
#include <Time/event.hxx>
-#include <Time/fg_time.hxx>
#include <Time/fg_timer.hxx>
#include <Time/sunpos.hxx>
+#include <Time/tmp.hxx>
#ifndef FG_OLD_WEATHER
# include <WeatherCM/FGLocalWeatherDatabase.h>
# include <Weather/weather.hxx>
#endif
+#include "bfi.hxx"
#include "fg_init.hxx"
#include "fg_io.hxx"
+#include "globals.hxx"
#include "keyboard.hxx"
#include "options.hxx"
#include "splash.hxx"
// -dw- use custom sioux settings so I can see output window
-#ifdef MACOS
+#ifdef macintosh
# ifndef FG_NDEBUG
# include <sioux.h> // settings for output window
# endif
static int idle_state = 0;
static int global_multi_loop;
+// attempt to avoid a large bounce at startup
+static bool initial_freeze = true;
+
// Another hack
int use_signals = 0;
ssgSelector *penguin_sel = NULL;
ssgTransform *penguin_pos = NULL;
-// the sky needs to be drawn in a specific order, thus we use several
-// "roots" so we can explicitely control this.
-ssgRoot *sky = NULL;
-
#ifdef FG_NETWORK_OLK
ssgSelector *fgd_sel = NULL;
ssgTransform *fgd_pos = NULL;
// current fdm/position used for view
FGInterface cur_view_fdm;
+// Sky structures
+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->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 );
+
+ 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 );
+ hud_and_panel->enable( GL_BLEND );
+
+ 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);
}
// Update all Visuals (redraws anything graphics related)
void fgRenderFrame( void ) {
+ // Update the BFI.
+ FGBFI::update();
+
fgLIGHT *l = &cur_light_params;
- FGTime *t = FGTime::cur_time_params;
- // 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 };
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() ) {
clear_mask |= GL_COLOR_BUFFER_BIT;
}
- if ( current_options.get_panel_status() ) {
- // we can't clear the screen when the panel is active
- } else if ( current_options.get_skyblend() ) {
+
+ if ( current_options.get_skyblend() ) {
if ( current_options.get_textures() ) {
// glClearColor(black[0], black[1], black[2], black[3]);
glClearColor(l->adj_fog_color[0], l->adj_fog_color[1],
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
// 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
+ // ssgCullAndDraw() function, but for now I just mimic what
// ssg does to set up the model view matrix
- xglMatrixMode(GL_MODELVIEW);
- xglLoadIdentity();
+ glMatrixMode(GL_MODELVIEW);
+ glLoadIdentity();
+ ssgSetCamera( current_view.VIEW );
/*
sgMat4 vm_tmp, view_mat;
sgTransposeNegateMat4 ( vm_tmp, current_view.VIEW ) ;
sgCopyMat4( view_mat, copy_of_ssgOpenGLAxisSwapMatrix ) ;
sgPreMultMat4( view_mat, vm_tmp ) ;
- xglLoadMatrixf( (float *)view_mat );
- */
-
- // draw sky
- xglDisable( GL_DEPTH_TEST );
- // xglDisable( GL_LIGHTING );
- xglDisable( GL_CULL_FACE );
- xglDisable( GL_FOG );
- xglDisable( GL_TEXTURE_2D );
- /* if ( current_options.get_fog() > 0 ) {
- xglEnable( GL_FOG );
- xglFogi( GL_FOG_MODE, GL_EXP2 );
- xglFogfv( GL_FOG_COLOR, l->adj_fog_color );
- } */
-
- xglShadeModel( GL_SMOOTH );
-
- // if ( current_options.get_skyblend() ) {
- // fgSkyRender();
- // }
- 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() );
-
- current_sky.repaint( cur_light_params.sky_color,
- cur_light_params.fog_color,
- cur_light_params.sun_angle );
-
- current_sky.reposition( zero_elev,
- cur_fdm_state->get_Longitude(),
- cur_fdm_state->get_Latitude(),
- cur_light_params.sun_rotation );
-
- xglPushMatrix();
- ssgSetCamera( current_view.VIEW );
- ssgCullAndDraw( sky );
- xglPopMatrix();
-
- // 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();
+ glLoadMatrixf( (float *)view_mat );
*/
- // draw scenery
- if ( current_options.get_shading() ) {
- xglShadeModel( GL_SMOOTH );
- } else {
- xglShadeModel( GL_FLAT );
- }
- xglEnable( 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 );
- }
+ // set the opengl state to known default values
+ default_state->force();
// update fog params if visibility has changed
#ifndef FG_OLD_WEATHER
- double cur_visibility = WeatherDatabase->getWeatherVisibility();
+ thesky->set_visibility( WeatherDatabase->getWeatherVisibility() );
#else
- double cur_visibility = current_weather.get_visibility();
+ thesky->set_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;
- }
- }
- }
+ thesky->modify_vis( cur_fdm_state->get_Altitude() * FEET_TO_METER,
+
+ ( global_multi_loop *
+ current_options.get_speed_up() ) /
+ (double)current_options.get_model_hz() );
+ double actual_visibility = thesky->get_visibility();
// cout << "actual visibility = " << actual_visibility << endl;
if ( actual_visibility != last_visibility ) {
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);
}
+ // update the sky dome
+ if ( current_options.get_skyblend() ) {
+ sgVec3 view_pos;
+ sgSetVec3( view_pos,
+ current_view.get_view_pos().x(),
+ current_view.get_view_pos().y(),
+ current_view.get_view_pos().z() );
+
+ sgVec3 zero_elev;
+ sgSetVec3( zero_elev,
+ current_view.get_cur_zero_elev().x(),
+ current_view.get_cur_zero_elev().y(),
+ current_view.get_cur_zero_elev().z() );
+
+ /* cout << "thesky->repaint() sky_color = "
+ << cur_light_params.sky_color[0] << " "
+ << cur_light_params.sky_color[1] << " "
+ << cur_light_params.sky_color[2] << " "
+ << cur_light_params.sky_color[3] << endl;
+ cout << " fog = "
+ << cur_light_params.fog_color[0] << " "
+ << cur_light_params.fog_color[1] << " "
+ << cur_light_params.fog_color[2] << " "
+ << cur_light_params.fog_color[3] << endl;
+ cout << " sun_angle = " << cur_light_params.sun_angle
+ << " moon_angle = " << cur_light_params.moon_angle
+ << endl; */
+ thesky->repaint( cur_light_params.sky_color,
+ cur_light_params.adj_fog_color,
+ cur_light_params.sun_angle,
+ cur_light_params.moon_angle,
+ globals->get_ephem()->getNumPlanets(),
+ globals->get_ephem()->getPlanets(),
+ globals->get_ephem()->getNumStars(),
+ globals->get_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 = " << SGTime::cur_time_params->getGst() << endl;
+ cout << " sun ra = " << globals->get_ephem()->getSunRightAscension()
+ << " sun dec = " << globals->get_ephem()->getSunDeclination()
+ << " moon ra = " << globals->get_ephem()->getMoonRightAscension()
+ << " moon dec = " << globals->get_ephem()->getMoonDeclination() << endl; */
+
+ thesky->reposition( view_pos, zero_elev,
+ current_view.get_local_up(),
+ cur_fdm_state->get_Longitude(),
+ cur_fdm_state->get_Latitude(),
+ cur_fdm_state->get_Altitude() * FEET_TO_METER,
+ cur_light_params.sun_rotation,
+ globals->get_time_params()->getGst(),
+ globals->get_ephem()->getSunRightAscension(),
+ globals->get_ephem()->getSunDeclination(),
+ 50000.0,
+ globals->get_ephem()->getMoonRightAscension(),
+ globals->get_ephem()->getMoonDeclination(),
+ 50000.0 );
+ }
+
+ glEnable( GL_DEPTH_TEST );
+ if ( current_options.get_fog() > 0 ) {
+ 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 );
+ GLfloat black[4] = { 0.0, 0.0, 0.0, 1.0 };
+ glLightModelfv( GL_LIGHT_MODEL_AMBIENT, l->scene_ambient );
+ glLightfv( GL_LIGHT0, GL_AMBIENT, black );
+ 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);
+ // ssgSetFOV(fov * current_view.get_win_ratio(), fov);
+ ssgSetFOV(fov, fov * current_view.get_win_ratio());
double agl = current_aircraft.fdm_state->get_Altitude() * FEET_TO_METER
- scenery.cur_elev;
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 );
}
# endif
- ssgSetCamera( current_view.VIEW );
+ // ssgSetCamera( current_view.VIEW );
// position tile nodes and update range selectors
global_tile_mgr.prep_ssg_nodes();
// force the default state so ssg can get back on track if
- // 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();
- }
+ // we've changed things elsewhere (this is now handled
+ // differently)
+ //
+ // FGMaterialSlot m_slot;
+ // FGMaterialSlot *m_ptr = &m_slot;
+ // if ( material_mgr.find( "Default", m_ptr ) ) {
+ // m_ptr->get_state()->force();
+ // }
+
+ // draw the sky backdrop
+ thesky->preDraw();
// draw the ssg scene
+ glEnable( GL_DEPTH_TEST );
ssgCullAndDraw( scene );
- xglDisable( GL_TEXTURE_2D );
- xglDisable( GL_FOG );
+ // draw the sky cloud layers
+ thesky->postDraw( cur_fdm_state->get_Altitude() * FEET_TO_METER );
// 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) {
static fdm_state_list fdm_list;
- // FGInterface fdm_state;
fgLIGHT *l = &cur_light_params;
- FGTime *t = FGTime::cur_time_params;
- // FGView *v = ¤t_view;
int i;
// update the flight model
multi_loop = 1;
}
- if ( !t->getPause() ) {
+ if ( !globals->get_freeze() && !initial_freeze ) {
// 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 );
+
+ if ( global_tile_mgr.queue_size() == 0 ) {
+ initial_freeze = false;
+ }
}
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
+ globals->get_ephem()->update( globals->get_time_params()->getMjd(),
+ globals->get_time_params()->getLst(),
+ 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 );
}
// 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 ) {
- FGTime *t;
static long remainder = 0;
long elapsed;
#ifdef FANCY_FRAME_COUNTER
static int frames = 0;
#endif // FANCY_FRAME_COUNTER
- t = FGTime::cur_time_params;
+ SGTime *t = globals->get_time_params();
FG_LOG( FG_ALL, FG_DEBUG, "Running Main Loop");
FG_LOG( FG_ALL, FG_DEBUG, "======= ==== ====");
cur_fdm_state->get_Altitude() * FEET_TO_METER); */
// update "time"
- t->update(*cur_fdm_state);
+ if ( globals->get_warp_delta() != 0 ) {
+ globals->inc_warp( globals->get_warp_delta() );
+ }
+
+ t->update( cur_fdm_state->get_Longitude(),
+ cur_fdm_state->get_Latitude(),
+ globals->get_warp() );
+
+ if ( globals->get_warp_delta() != 0 ) {
+ fgUpdateSkyAndLightingParams();
+ }
+
+ // update magvar model
+ globals->get_mag()->update( cur_fdm_state->get_Longitude(),
+ cur_fdm_state->get_Latitude(),
+ cur_fdm_state->get_Altitude()* FEET_TO_METER,
+ globals->get_time_params()->getJD() );
// Get elapsed time (in usec) for this past frame
elapsed = fgGetTimeInterval();
}
}
-#if ! defined( MACOS )
+#if ! defined( macintosh )
// Do any I/O channel work that might need to be done
fgIOProcess();
#endif
// see if we need to load any new scenery tiles
- global_tile_mgr.update();
+ global_tile_mgr.update( cur_fdm_state->get_Longitude() * RAD_TO_DEG,
+ cur_fdm_state->get_Latitude() * RAD_TO_DEG );
// Process/manage pending events
global_events.Process();
#ifdef ENABLE_AUDIO_SUPPORT
if ( current_options.get_sound() && !audio_sched->not_working() ) {
-# ifdef MICHAEL_JOHNSON_EXPERIMENTAL_ENGINE_AUDIO
+# if defined(MICHAEL_JOHNSON_EXPERIMENTAL_ENGINE_AUDIO)
+
+ static double kts_to_fts = NM_TO_METER * METER_TO_FEET / 3600.0;
// note: all these factors are relative to the sample. our
// sample format should really contain a conversion factor so
double pitch = log((controls.get_throttle(0) * 14.0) + 1.0);
//fprintf(stderr, "pitch1: %f ", pitch);
- 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(cur_fdm_state->v_rel_wind + 0.8)/2;
- } else {
- // prop tips breaking sound barrier
- 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 = 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;
- pitch += aoa_adj;
- //fprintf(stderr, "pitch3: %f ", pitch);
-
- // don't run at absurdly slow rates -- not realistic
- // and sounds bad to boot. :-)
- if (pitch < 0.8) pitch = 0.8;
+ // if (controls.get_throttle(0) > 0.0 ||
+ // cur_fdm_state->get_V_calibrated_kts() > 40.0) {
+
+ //fprintf(stderr, "rel_wind: %f ", cur_fdm_state->get_V_calibrated_kts());
+ // 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(cur_fdm_state->get_V_calibrated_kts() * kts_to_fts + 0.8)/2;
+ } else {
+ // prop tips breaking sound barrier
+ pitch += log(cur_fdm_state->get_V_calibrated_kts() * kts_to_fts + 0.8)/10;
}
- //fprintf(stderr, "pitch4: %f\n", pitch);
+ //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 = 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;
+ pitch += aoa_adj;
+ //fprintf(stderr, "pitch3: %f ", pitch);
+
+ // don't run at absurdly slow rates -- not realistic
+ // and sounds bad to boot. :-)
+ if (pitch < 0.8) pitch = 0.8;
+ // }
+ // fprintf(stderr, "pitch4: %f\n", pitch);
+
+ double volume = controls.get_throttle(0) * 0.1 + 0.3 +
+ log(cur_fdm_state->get_V_calibrated_kts() * kts_to_fts + 1.0)/14.0;
+ if ( volume > 1.0 ) { volume = 1.0; }
- double volume = controls.get_throttle(0) * 1.15 + 0.3 +
- log(cur_fdm_state->v_rel_wind + 1.0)/14.0;
// fprintf(stderr, "volume: %f\n", volume);
pitch_envelope.setStep ( 0, 0.01, pitch );
volume_envelope.setStep ( 0, 0.01, volume );
+# elif defined(USE_NEW_ENGINE_CODE)
+
+ // pitch corresponds to rpm
+ // volume corresponds to manifold pressure
+
+ double rpm_factor = cur_fdm_state->get_engine(0)->get_RPM() / 2500.0;
+ cout << "rpm = " << cur_fdm_state->get_engine(0)->get_RPM() << endl;
+
+ double pitch = 0.3 + rpm_factor * 3.0;
+
+ // don't run at absurdly slow rates -- not realistic
+ // and sounds bad to boot. :-)
+ if (pitch < 0.7) { pitch = 0.7; }
+ if (pitch > 5.0) { pitch = 5.0; }
+ cout << "pitch = " << pitch << endl;
+
+ double mp_factor =
+ cur_fdm_state->get_engine(0)->get_Manifold_Pressure() / 28;
+ cout << "mp = " << cur_fdm_state->get_engine(0)->get_Manifold_Pressure()
+ << endl;
+
+ double volume = mp_factor;
+
+ if ( volume < 0.3 ) { volume = 0.3; }
+ if ( volume > 2.0 ) { volume = 2.0; }
+ cout << "volume = " << volume << endl;
+
+ pitch_envelope.setStep ( 0, 0.01, pitch );
+ volume_envelope.setStep ( 0, 0.01, volume );
+
# else
double param = controls.get_throttle( 0 ) * 2.0 + 1.0;
// options.cxx needs to see this for toggle_panel()
// 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) );
+ if ( ! current_options.get_panel_status() || idle_state != 1000 ) {
+ current_view.set_win_ratio( height / width );
+ 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( (height*0.4232) / width );
+ glViewport(0, (GLint)((height)*0.5768),
+ (GLint)(width), (GLint)((height)*0.4232) );
}
current_view.set_winWidth( width );
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 );
+ // 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 );
+ // glViewport ( 0, 0, width, height );
float fov = current_options.get_fov();
- ssgSetFOV(fov * current_view.get_win_ratio(), fov);
+ // ssgSetFOV(fov * current_view.get_win_ratio(), fov);
+ ssgSetFOV(fov, fov * current_view.get_win_ratio());
+
+ fgHUDReshape();
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.
- solarSystemRebuild();
current_view.UpdateViewParams(cur_view_fdm);
- if ( current_options.get_panel_status() ) {
- FGPanel::OurPanel->ReInit(0, 0, 1024, 768);
- }
}
}
// Initialize GLUT and define a main window
int fgGlutInit( int *argc, char **argv ) {
-#if !defined( MACOS )
+#if !defined( macintosh )
// 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
char game_mode_str[256];
- sprintf( game_mode_str, "width=%d height=%d bpp=32",
+ sprintf( game_mode_str, "width=%d height=%d bpp=%d",
current_options.get_xsize(),
- current_options.get_ysize() );
+ current_options.get_ysize(),
+ current_options.get_bpp());
FG_LOG( FG_GENERAL, FG_INFO,
"game mode params = " << game_mode_str );
general.set_glVendor( (char *)glGetString ( GL_VENDOR ) );
general.set_glRenderer( (char *)glGetString ( GL_RENDERER ) );
general.set_glVersion( (char *)glGetString ( GL_VERSION ) );
-
+ int tmp;
+ glGetIntegerv( GL_MAX_TEXTURE_SIZE, &tmp );
+ general.set_glMaxTexSize( tmp );
FG_LOG ( FG_GENERAL, FG_INFO, general.get_glRenderer() );
+ FG_LOG ( FG_GENERAL, FG_INFO, "Max texture size = " << tmp );
#if 0
// try to determine if we should adjust the initial default
// 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);
}
// Main ...
int main( int argc, char **argv ) {
-#if defined( MACOS )
+#if defined( macintosh )
+ freopen ("stdout.txt", "w", stdout );
+ freopen ("stderr.txt", "w", stderr );
argc = ccommand( &argv );
#endif
// seed the random number generater
fg_srandom();
+ // Read global preferences from $FG_ROOT/preferences.xml
+ // FIXME: this will *not* work with an --fg_root option because
+ // we have not read the command-line yet. Suggestions?
+
+ FGPath props_path(current_options.get_fg_root());
+ props_path.append("preferences.xml");
+ FG_LOG(FG_INPUT, FG_INFO, "Reading global preferences");
+ if (!readPropertyList(props_path.str(), ¤t_properties)) {
+ FG_LOG(FG_INPUT, FG_ALERT, "Failed to read global preferences from "
+ << props_path.str());
+ } else {
+ FG_LOG(FG_INPUT, FG_INFO, "Finished Reading global preferences");
+ }
+
+ // Initialize the Aircraft directory to "" (UIUC)
+ aircraft_dir = "";
+
+ // needs to happen before we parse command line options
+ globals = new FGGlobals;
+
// 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();
+ // set current_options lon/lat if an airport id is specified
+ if ( current_options.get_airport_id().length() ) {
+ // fgSetPosFromAirportID( current_options.get_airport_id() );
+ fgSetPosFromAirportIDandHdg( current_options.get_airport_id(),
+ current_options.get_heading() );
+ }
+
+ // Initialize time
+ FGPath zone( current_options.get_fg_root() );
+ zone.append( "Timezone" );
+ SGTime *t = new SGTime( current_options.get_lon() * DEG_TO_RAD,
+ current_options.get_lat() * DEG_TO_RAD,
+ zone.str() );
+
+ // Handle potential user specified time offsets
+ time_t cur_time = t->get_cur_time();
+ time_t currGMT = sgTimeGetGMT( gmtime(&cur_time) );
+ time_t systemLocalTime = sgTimeGetGMT( localtime(&cur_time) );
+ time_t aircraftLocalTime =
+ sgTimeGetGMT( fgLocaltime(&cur_time, t->get_zonename() ) );
+
+ // Okay, we now have six possible scenarios
+ switch ( current_options.get_time_offset_type() ) {
+ case fgOPTIONS::FG_TIME_SYS_OFFSET:
+ globals->set_warp( current_options.get_time_offset() );
+ break;
+ case fgOPTIONS::FG_TIME_GMT_OFFSET:
+ globals->set_warp( current_options.get_time_offset() -
+ (currGMT - systemLocalTime) );
+ break;
+ case fgOPTIONS::FG_TIME_LAT_OFFSET:
+ globals->set_warp( current_options.get_time_offset() -
+ (aircraftLocalTime - systemLocalTime) );
+ break;
+ case fgOPTIONS::FG_TIME_SYS_ABSOLUTE:
+ globals->set_warp( current_options.get_time_offset() - cur_time );
+ //printf("warp = %d\n", warp);
+ break;
+ case fgOPTIONS::FG_TIME_GMT_ABSOLUTE:
+ globals->set_warp( current_options.get_time_offset() - currGMT );
+ break;
+ case fgOPTIONS::FG_TIME_LAT_ABSOLUTE:
+ globals->set_warp( current_options.get_time_offset() -
+ (aircraftLocalTime - systemLocalTime) -
+ cur_time );
+ break;
+ default:
+ FG_LOG( FG_GENERAL, FG_ALERT, "Unsupported type" );
+ exit( -1 );
+ }
+
+ FG_LOG( FG_GENERAL, FG_INFO, "After time init, warp = "
+ << globals->get_warp() );
+
+ globals->set_warp_delta( 0 );
+
+ t->update( 0.0, 0.0, globals->get_warp() );
+
+ globals->set_time_params( t );
+
// Do some quick general initializations
if( !fgInitGeneral()) {
FG_LOG( FG_GENERAL, FG_ALERT,
scene = new ssgRoot;
scene->setName( "Scene" );
+ // Initialize the sky
+ FGPath ephem_data_path( current_options.get_fg_root() );
+ ephem_data_path.append( "Astro" );
+ SGEphemeris *ephem = new SGEphemeris( ephem_data_path.c_str() );
+ ephem->update( globals->get_time_params()->getMjd(),
+ globals->get_time_params()->getLst(),
+ 0.0 );
+ globals->set_ephem( ephem );
+
+ 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() );
+
+ thesky->build( 550.0, 550.0,
+ globals->get_ephem()->getNumPlanets(),
+ globals->get_ephem()->getPlanets(), 60000.0,
+ globals->get_ephem()->getNumStars(),
+ globals->get_ephem()->getStars(), 60000.0 );
+
+ thesky->add_cloud_layer( 2600.0, 200.0, 50.0, 40000.0,
+ SG_CLOUD_MOSTLY_SUNNY );
+ thesky->add_cloud_layer( 6000.0, 20.0, 10.0, 40000.0,
+ SG_CLOUD_CIRRUS );
+
+ // thesky->add_cloud_layer( 1000.0, 200.0, 50.0, SG_CLOUD_MOSTLY_SUNNY );
+ // thesky->add_cloud_layer( 1800.0, 400.0, 100.0, SG_CLOUD_OVERCAST );
+ // thesky->add_cloud_layer( 5000.0, 20.0, 10.0, SG_CLOUD_CIRRUS );
+
+ // Initialize MagVar model
+ SGMagVar *magvar = new SGMagVar();
+ globals->set_mag( magvar );
+
// Terrain branch
terrain = new ssgBranch;
terrain->setName( "Terrain" );
scene->addKid( terrain );
- // Sky branch
- sky = new ssgRoot;
- sky->setName( "Sky" );
- current_sky.initialize( sky );
-
// 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 );
}
#endif
+ // build our custom render states
+ fgBuildRenderStates();
+
// pass control off to the master GLUT event handler
glutMainLoop();