#include <Include/general.hxx>
#include <Scenery/tileentry.hxx>
-#include <Time/FGEventMgr.hxx>
#include <Time/light.hxx>
#include <Time/light.hxx>
#include <Aircraft/aircraft.hxx>
#include <Time/fg_timer.hxx>
#include <Environment/environment_mgr.hxx>
-#ifdef FG_NETWORK_OLK
-#include <NetworkOLK/network.h>
-#endif
-
#ifdef FG_MPLAYER_AS
#include <MultiPlayer/multiplaytxmgr.hxx>
#include <MultiPlayer/multiplayrxmgr.hxx>
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;
# include <console.h> // -dw- for command line dialog
#endif
-FGEventMgr global_events;
-
// This is a record containing a bit of global housekeeping information
FGGeneral general;
static GLfloat taxi_exp2_punch_through;
static GLfloat ground_exp2_punch_through;
-#ifdef FG_NETWORK_OLK
-ssgSelector *fgd_sel = NULL;
-ssgTransform *fgd_pos = NULL;
-#endif
-
// Sky structures
SGSky *thesky;
// 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 );
+ thesky->preDraw( cur_fdm_state->get_Altitude() * SG_FEET_TO_METER, fog_exp2_density );
// draw the ssg scene
// return to the desired diffuse color
GLfloat black[4] = { 0.0, 0.0, 0.0, 1.0 };
GLfloat white[4] = { 1.0, 1.0, 1.0, 1.0 };
- // Process/manage pending events
- global_events.update( delta_time_sec );
-
// static const SGPropertyNode *longitude
// = fgGetNode("/position/longitude-deg");
// static const SGPropertyNode *latitude
if ( skyblend ) {
/*
SG_LOG( SG_GENERAL, SG_BULK, "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] );
+ << l->sky_color()[0] << " "
+ << l->sky_color()[1] << " "
+ << l->sky_color()[2] << " "
+ << l->sky_color()[3] );
SG_LOG( SG_GENERAL, SG_BULK, " 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] );
+ << l->fog_color()[0] << " "
+ << l->fog_color()[1] << " "
+ << l->fog_color()[2] << " "
+ << l->fog_color()[3] );
SG_LOG( SG_GENERAL, SG_BULK,
- " sun_angle = " << cur_light_params.sun_angle
- << " moon_angle = " << cur_light_params.moon_angle );
+ " sun_angle = " << l->sun_angle
+ << " moon_angle = " << l->moon_angle );
*/
static SGSkyColor scolor;
<< " lon = " << cur_fdm_state->get_Longitude()
<< " lat = " << cur_fdm_state->get_Latitude() );
SG_LOG( SG_GENERAL, SG_BULK,
- " sun_rot = " << cur_light_params.sun_rotation
+ " sun_rot = " << l->get_sun_rotation
<< " gst = " << SGTime::cur_time_params->getGst() );
SG_LOG( SG_GENERAL, SG_BULK,
" sun ra = " << globals->get_ephem()->getSunRightAscension()
ssgSetNearFar( scene_nearplane, scene_farplane );
- // $$$ begin - added VS Renganthan 17 Oct 2K
- if(objc)
- fgUpdateDCS();
- // $$$ end - added VS Renganthan 17 Oct 2K
-
-# ifdef FG_NETWORK_OLK
- if ( fgGetBool("/sim/networking/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
-
#ifdef FG_MPLAYER_AS
// Update any multiplayer models
globals->get_multiplayer_rx_mgr()->Update();
// 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 );
+ 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() );
-
- // FIXME: This should not be needed, but at this time (08/15/2003)
- // certain NVidia drivers don't seem to implement
- // fgPushAttrib(FG_FOG_BIT) properly. The result is that
- // there is not fog when looking at the sun.
- glFogf ( GL_FOG_DENSITY, fog_exp2_density );
}
// draw the ssg scene
current_time_stamp.stamp();
}
- delta_time_sec = double(current_time_stamp - last_time_stamp) / 1000000.0;
+ real_delta_time_sec
+ = double(current_time_stamp - last_time_stamp) / 1000000.0;
if ( clock_freeze->getBoolValue() ) {
delta_time_sec = 0;
- }
+ } else {
+ delta_time_sec = real_delta_time_sec;
+ }
last_time_stamp = current_time_stamp;
globals->inc_sim_time_sec( delta_time_sec );
SGAnimation::set_sim_time_sec( globals->get_sim_time_sec() );
SGTime *t = globals->get_time_params();
- sglog().setLogLevels( SG_ALL, (sgDebugPriority)fgGetInt("/sim/log-level") );
+ globals->get_event_mgr()->update(delta_time_sec);
SGLocation * acmodel_location = 0;
if(cur_fdm_state->getACModel() != 0) {
SG_LOG( SG_ALL, SG_DEBUG, "Running Main Loop");
SG_LOG( SG_ALL, SG_DEBUG, "======= ==== ====");
-#ifdef FG_NETWORK_OLK
- if ( fgGetBool("/sim/networking/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 ( fgGetString("/sim/control-mode") == "joystick" )
cur_time_override->getLongValue(),
globals->get_warp() );
+ if (globals->get_warp_delta() != 0) {
+ FGLight *l = (FGLight *)(globals->get_subsystem("lighting"));
+ l->update( 0.5 );
+ }
+
// update magvar model
globals->get_mag()->update( longitude->getDoubleValue()
* SGD_DEGREES_TO_RADIANS,
}
// Do any I/O channel work that might need to be done
- globals->get_io()->update( delta_time_sec );
+ globals->get_io()->update( real_delta_time_sec );
// see if we need to load any deferred-load textures
globals->get_matlib()->load_next_deferred();
// END Tile Manager udpates
if (fgGetBool("/sim/rendering/specular-highlight")) {
- glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR); glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_TRUE);
+ glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
+ // glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_TRUE);
} else {
glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SINGLE_COLOR);
- glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_FALSE);
+ // glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_FALSE);
}
// redraw display
#endif
// set default log levels
- sglog().setLogLevels( SG_ALL, SG_INFO );
+ sglog().setLogLevels( SG_ALL, SG_ALERT );
string version;
#ifdef FLIGHTGEAR_VERSION
fgInitFGRoot(argc, argv);
// Check for the correct base package version
- static char required_version[] = "0.9.2";
+ static char required_version[] = "0.9.3";
string base_version = fgBasePackageVersion();
if ( !(base_version == required_version) ) {
// tell the operator how to use this application
// airport->setName( "Airport Lighting" );
// lighting->addKid( airport );
- // ADA
- fgLoadDCS();
- // ADA
-
-#ifdef FG_NETWORK_OLK
- // Do the network intialization
- if ( fgGetBool("/sim/networking/network-olk") ) {
- printf("Multipilot mode %s\n",
- fg_net_init( globals->get_scenery()->get_scene_graph() ) );
- }
-#endif
-
// build our custom render states
fgBuildRenderStates();
}
-// $$$ end - added VS Renganathan, 15 Oct 2K
-// - added Venky , 12 Nov 2K
-
-
-void fgLoadDCS(void) {
-
- ssgEntity *ship_obj = NULL;
-
- char obj_filename[25];
-
- for ( int k = 0; k < 32; k++ ) {
- ship_pos[k]=NULL;
- }
-
- SGPath tile_path( globals->get_fg_root());
- tile_path.append( "Scenery" );
- tile_path.append( "Objects.txt" );
- sg_gzifstream in( tile_path.str() );
- if ( ! in.is_open() ) {
- SG_LOG( SG_TERRAIN, SG_ALERT, "Cannot open file: " << tile_path.str() );
- } else {
-
- SGPath modelpath( globals->get_fg_root() );
- modelpath.append( "Models" );
- modelpath.append( "Geometry" );
-
- SGPath texturepath( globals->get_fg_root() );
- texturepath.append( "Models" );
- texturepath.append( "Textures" );
-
- ssgModelPath( (char *)modelpath.c_str() );
- ssgTexturePath( (char *)texturepath.c_str() );
-
- ship_sel = new ssgSelector;
-
- char c;
- while ( ! in.eof() ) {
- in >> ::skipws;
- if ( in.get( c ) && c == '#' ) {
- in >> skipeol;
- } else {
- in.putback(c);
- in >> obj_filename >> obj_lat[objc] >> obj_lon[objc] >> obj_alt[objc];
- /* cout << endl << obj_filename << " " << obj_lat[objc] << " " << obj_lon[objc] << " " << obj_alt[objc] << endl;
- int chj=getchar();*/
-
- obj_lon[objc] *=SGD_DEGREES_TO_RADIANS;
- obj_lat[objc] *=SGD_DEGREES_TO_RADIANS;
-
- ship_pos[objc] = new ssgTransform;
-
- // type "repeat" in objects.txt to load one more
- // instance of the last object.
-
- if ( strcmp(obj_filename,"repeat") != 0) {
- ship_obj =
- globals->get_model_lib()->load_model( globals->get_fg_root(), obj_filename, globals->get_props(), globals->get_sim_time_sec() );
- }
-
- if ( ship_obj != NULL ) {
- ship_obj->setName(obj_filename);
- if (objc == 0)
- ship_obj->clrTraversalMaskBits( SSGTRAV_HOT );
- else
- ship_obj->setTraversalMaskBits( SSGTRAV_HOT );
- ship_pos[objc]->addKid( ship_obj ); // add object to transform node
- ship_sel->addKid( ship_pos[objc] ); // add transform node to selector
- SG_LOG( SG_TERRAIN, SG_ALERT, "Loaded file: "
- << obj_filename );
- } else {
- SG_LOG( SG_TERRAIN, SG_ALERT, "Cannot open file: "
- << obj_filename );
- }
-
- // temporary hack for deck lights - ultimately should move to PLib (when??)
- //const char *extn = file_extension ( obj_filename ) ;
- if ( objc == 1 ){
- // ssgVertexArray *lights = new ssgVertexArray( 100 );
- ssgVertexArray *lightpoints = new ssgVertexArray( 100 );
- ssgVertexArray *lightnormals = new ssgVertexArray( 100 );
- ssgVertexArray *lightdir = new ssgVertexArray( 100 );
- int ltype[500], light_type = 0;
- static int ltcount = 0;
- string token;
- sgVec3 rway_dir,rway_normal,lightpt;
- Point3D node;
- modelpath.append(obj_filename);
- sg_gzifstream in1( modelpath.str() );
- if ( ! in1.is_open() ) {
- SG_LOG( SG_TERRAIN, SG_ALERT, "Cannot open file: " << modelpath.str() );
- } else {
- while ( ! in1.eof() ) {
- in1 >> ::skipws;
- if ( in1.get( c ) && c == '#' ) {
- in1 >> skipeol;
- } else {
- in1.putback(c);
- in1 >> token;
- //cout << token << endl;
- if ( token == "runway" ) {
- in1 >> node;
- sgSetVec3 (rway_dir, node[0], node[1], node[2] );
- } else if ( token == "edgelight" ) {
- in1 >> node;
- sgSetVec3 (rway_normal, node[0], node[1], node[2] );
- light_type = 1;
- } else if ( token == "taxi" ) {
- in1 >> node;
- sgSetVec3 (rway_normal, node[0], node[1], node[2] );
- light_type = 2;
- } else if ( token == "vasi" ) {
- in1 >> node;
- sgSetVec3 (rway_normal, node[0], node[1], node[2] );
- light_type = 3;
- } else if ( token == "threshold" ) {
- in1 >> node;
- sgSetVec3 (rway_normal, node[0], node[1], node[2] );
- light_type = 4;
- } else if ( token == "rabbit" ) {
- in1 >> node;
- sgSetVec3 (rway_normal, node[0], node[1], node[2] );
- light_type = 5;
- } else if ( token == "ols" ) {
- in1 >> node;
- sgSetVec3 (rway_ols, node[0], node[1], node[2] );
- light_type = 6;
- } else if ( token == "red" ) {
- in1 >> node;
- sgSetVec3 (rway_normal, node[0], node[1], node[2] );
- light_type = 7;
- } else if ( token == "green" ) {
- in1 >> node;
- sgSetVec3 (rway_normal, node[0], node[1], node[2] );
- light_type = 8;
- } else if ( token == "lp" ) {
- in1 >> node;
- sgSetVec3 (lightpt, node[0], node[1], node[2] );
- lightpoints->add( lightpt );
- lightnormals->add( rway_normal );
- lightdir->add( rway_dir );
- ltype[ltcount]= light_type;
- ltcount++;
- }
- if (in1.eof()) break;
- }
- } //while
-
-#if 0
- if ( lightpoints->getNum() ) {
- ssgBranch *lightpoints_branch;
- long int dummy = -999;
- dummy_tile = new FGTileEntry((SGBucket)dummy);
- dummy_tile->lightmaps_sequence = new ssgSelector;
- dummy_tile->ols_transform = new ssgTransform;
-
- // call function to generate the runway lights
- lightpoints_branch =
- dummy_tile->gen_runway_lights( lightpoints, lightnormals,
- lightdir, ltype);
- lightpoints_brightness->addKid(lightpoints_branch);
- lightpoints_transform->addKid(lightpoints_brightness);
- //dummy_tile->lightmaps_sequence->setTraversalMaskBits( SSGTRAV_HOT );
- lightpoints_transform->addKid( dummy_tile->lightmaps_sequence );
- lightpoints_transform->ref();
- globals->get_scenery()->get_gnd_lights_root()->addKid( lightpoints_transform );
- }
-#endif
- } //if in1
- } //if objc
- // end hack for deck lights
-
- objc++;
-
- if (in.eof()) break;
- }
- } // while
-
- SG_LOG ( SG_TERRAIN, SG_ALERT, "Finished object processing." );
-
- globals->get_scenery()->get_terrain_branch()->addKid( ship_sel ); //add selector node to root node
- }
-
- return;
- }
-
-
-void fgUpdateDCS (void) {
-
- // double eye_lat,eye_lon,eye_alt;
- // static double obj_head;
- double sl_radius,obj_latgc;
- // float nresultmat[4][4];
- // sgMat4 Trans,rothead,rotlon,rot180,rotlat,resultmat1,resultmat2,resultmat3;
- double bz[3];
-
- // Instantaneous Geodetic Lat/Lon/Alt of moving object
- FGADA *fdm = (FGADA *)current_aircraft.fdm_state;
-
- // Deck should be the first object in objects.txt in case of fdm=ada
-
- if (!strcmp(fgGetString("/sim/flight-model"), "ada")) {
- if ((fdm->get_iaux(1))==1)
- {
- obj_lat[1] = fdm->get_daux(1)*SGD_DEGREES_TO_RADIANS;
- obj_lon[1] = fdm->get_daux(2)*SGD_DEGREES_TO_RADIANS;
- obj_alt[1] = fdm->get_daux(3);
- obj_pitch[1] = fdm->get_faux(1);
- obj_roll[1] = fdm->get_faux(2);
- }
- }
-
- for ( int m = 0; m < objc; m++ ) {
- //cout << endl << obj_lat[m]*SGD_RADIANS_TO_DEGREES << " " << obj_lon[m]*SGD_RADIANS_TO_DEGREES << " " << obj_alt[m] << " " << objc << endl;
- //int v=getchar();
-
- //Geodetic to Geocentric angles for rotation
- sgGeodToGeoc(obj_lat[m],obj_alt[m],&sl_radius,&obj_latgc);
-
- //moving object gbs-posn in cartesian coords
- Point3D obj_posn = Point3D( obj_lon[m],obj_lat[m],obj_alt[m]);
- Point3D obj_pos = sgGeodToCart( obj_posn );
-
- // Translate moving object w.r.t eye
- Point3D Objtrans = obj_pos - globals->get_scenery()->get_center();
- bz[0]=Objtrans.x();
- bz[1]=Objtrans.y();
- bz[2]=Objtrans.z();
-
- // rotate dynamic objects for lat,lon & alt and other motion about its axes
-
- sgMat4 sgTRANS;
- sgMakeTransMat4( sgTRANS, bz[0],bz[1],bz[2]);
-
- sgVec3 ship_fwd,ship_rt,ship_up;
- sgSetVec3( ship_fwd, 1.0, 0.0, 0.0);//east,roll
- sgSetVec3( ship_rt, 0.0, 1.0, 0.0);//up,pitch
- sgSetVec3( ship_up, 0.0, 0.0, 1.0); //north,yaw
-
- sgMat4 sgROT_lon, sgROT_lat, sgROT_hdg, sgROT_pitch, sgROT_roll;
- sgMakeRotMat4( sgROT_lon, obj_lon[m]*SGD_RADIANS_TO_DEGREES, ship_up );
- sgMakeRotMat4( sgROT_lat, 90-obj_latgc*SGD_RADIANS_TO_DEGREES, ship_rt );
- sgMakeRotMat4( sgROT_hdg, 180.0, ship_up );
- sgMakeRotMat4( sgROT_pitch, obj_pitch[m], ship_rt );
- sgMakeRotMat4( sgROT_roll, obj_roll[m], ship_fwd );
-
- sgMat4 sgTUX;
- sgCopyMat4( sgTUX, sgROT_hdg );
- sgPostMultMat4( sgTUX, sgROT_pitch );
- sgPostMultMat4( sgTUX, sgROT_roll );
- sgPostMultMat4( sgTUX, sgROT_lat );
- sgPostMultMat4( sgTUX, sgROT_lon );
- sgPostMultMat4( sgTUX, sgTRANS );
-
- sgCoord shippos;
- sgSetCoord(&shippos, sgTUX );
- ship_pos[m]->setTransform( &shippos );
- // temporary hack for deck lights - ultimately should move to PLib (when ??)
- if (m == 1) {
- if (lightpoints_transform) {
- lightpoints_transform->setTransform( &shippos );
- FGLight *l = (FGLight *)(globals->get_subsystem("lighting"));
- float sun_angle = l->get_sun_angle() * SGD_RADIANS_TO_DEGREES;
- if ( sun_angle > 89 ) {
- lightpoints_brightness->select(0x01);
- } else {
- lightpoints_brightness->select(0x00);
- }
- }
-
- float elev;
- sgVec3 rp,to;
- float *vp;
- float alt;
- float ref_elev;
- sgXformPnt3( rp, rway_ols, sgTUX );
- vp = globals->get_current_view()->get_view_pos();
- to[0] = rp[0]-vp[0];
- to[1] = rp[1]-vp[1];
- to[2] = rp[2]-vp[2];
- float dist = sgLengthVec3( to );
- alt = (current_aircraft.fdm_state->get_Altitude() * SG_FEET_TO_METER)-rway_ols[2];
-
- elev = asin(alt/dist)*SGD_RADIANS_TO_DEGREES;
-
- ref_elev = elev - 3.75; // +ve above, -ve below
-
- unsigned int sel;
- sel = 0xFF;
-// DO NOT DELETE THIS CODE - This is to compare a discrete FLOLS (without LOD) with analog FLOLS
-// if (ref_elev > 0.51) sel = 0x21;
-// if ((ref_elev <= 0.51) & (ref_elev > 0.17)) sel = 0x22;
-// if ((ref_elev <= 0.17) & (ref_elev >= -0.17)) sel = 0x24;
-// if ((ref_elev < -0.17) & (ref_elev >= -0.51)) sel = 0x28;
-// if (ref_elev < -0.51) sel = 0x30;
-// DO NOT DELETE THIS CODE - This is to compare a discrete FLOLS (without LOD) with analog FLOLS
- // dummy_tile->lightmaps_sequence->select(sel);
-
- sgVec3 up;
- sgCopyVec3 (up, ship_up);
- if (dist > 750)
- sgScaleVec3 (up, 4.0*ref_elev*dist/750.0);
- else
- sgScaleVec3 (up, 4.0*ref_elev);
- // dummy_tile->ols_transform->setTransform(up);
- //cout << "ref_elev " << ref_elev << endl;
- }
- // end hack for deck lights
-
- }
- if ( ship_sel != NULL ) {
- ship_sel->select(0xFFFFFFFE); // first object is ownship, added to acmodel
- }
-}
-
-// $$$ end - added VS Renganathan, 15 Oct 2K
-// added Venky , 12 Nov 2K
+// end of main.cxx