//
// 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 <simgear/timing/sg_time.hxx>
#include <simgear/math/sg_random.h>
-// Class refferences
+// Class references
#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>
-
-
-
#include <Include/general.hxx>
+#include <Aircraft/replay.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 <ATC/ATCdisplay.hxx>
#include <ATC/ATCmgr.hxx>
#include <ATC/AIMgr.hxx>
-#include <Replay/replay.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>
+#include <MultiPlayer/multiplaymgr.hxx>
#endif
static double real_delta_time_sec = 0.0;
double delta_time_sec = 0.0;
+extern float init_volume;
#ifdef macintosh
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
// cout << "cur_fdm_state->get_inited() = " << cur_fdm_state->get_inited()
// << " cur_elev = " << scenery.get_cur_elev() << endl;
- if ( !cur_fdm_state->get_inited() &&
- globals->get_scenery()->get_cur_elev() > -9990 )
- {
- SG_LOG(SG_FLIGHT,SG_INFO, "Finally initializing fdm");
+ if (!cur_fdm_state->get_inited()) {
+ // Check for scenery around the aircraft.
+ double lon = fgGetDouble("/sim/presets/longitude-deg");
+ double lat = fgGetDouble("/sim/presets/latitude-deg");
+ // We require just to have 50 meter scenery availabe around
+ // the aircraft.
+ double range = 50.0;
+ if (globals->get_tile_mgr()->scenery_available(lat, lon, range)) {
+ SG_LOG(SG_FLIGHT,SG_INFO, "Finally initializing fdm");
cur_fdm_state->init();
if ( cur_fdm_state->get_bound() ) {
cur_fdm_state->unbind();
}
cur_fdm_state->bind();
+ }
}
// conceptually, the following block could be done for each fdm
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");
+ bool scenery_loaded = fgGetBool("sim/sceneryloaded") || fgGetBool("sim/sceneryloaded-override");
+
// Update the elapsed time.
static bool first_time = true;
if ( first_time ) {
}
double throttle_hz = fgGetDouble("/sim/frame-rate-throttle-hz", 0.0);
- if ( throttle_hz > 0.0 ) {
- // simple frame rate throttle
- double dt = 1000000.0 / throttle_hz;
+ if ( throttle_hz > 0.0 && scenery_loaded ) {
+ // optionally throttle the frame rate (to get consistant frame
+ // rates or reduce cpu usage.
+
+ double frame_us = 1000000.0 / throttle_hz;
+
+#define FG_SLEEP_BASED_TIMING 1
+#if defined(FG_SLEEP_BASED_TIMING)
+ // sleep based timing loop.
+ //
+ // Calling sleep, even usleep() on linux is less accurate than
+ // we like, but it does free up the cpu for other tasks during
+ // the sleep so it is desireable. Because of the way sleep()
+ // is implimented in consumer operating systems like windows
+ // and linux, you almost always sleep a little longer than the
+ // requested amount.
+ //
+ // To combat the problem of sleeping to long, we calculate the
+ // desired wait time and shorten it by 2000us (2ms) to avoid
+ // [hopefully] over-sleep'ing. The 2ms value was arrived at
+ // via experimentation. We follow this up at the end with a
+ // simple busy-wait loop to get the final pause timing exactly
+ // right.
+ //
+ // Assuming we don't oversleep by more than 2000us, this
+ // should be a reasonable compromise between sleep based
+ // waiting, and busy waiting.
+
+ // sleep() will always overshoot by a bit so undersleep by
+ // 2000us in the hopes of never oversleeping.
+ frame_us -= 2000.0;
+ if ( frame_us < 0.0 ) {
+ frame_us = 0.0;
+ }
current_time_stamp.stamp();
- while ( current_time_stamp - last_time_stamp < dt ) {
+ /* Convert to ms */
+ double elapsed_us = current_time_stamp - last_time_stamp;
+ if ( elapsed_us < frame_us ) {
+ double requested_us = frame_us - elapsed_us;
+ ulMilliSecondSleep ( (int)(requested_us / 1000.0) ) ;
+ }
+#endif
+
+ // busy wait timing loop.
+ //
+ // This yields the most accurate timing. If the previous
+ // ulMilliSecondSleep() call is ommitted this will peg the cpu
+ // (which is just fine if FG is the only app you care about.)
+ current_time_stamp.stamp();
+ while ( current_time_stamp - last_time_stamp < frame_us ) {
current_time_stamp.stamp();
}
} else {
real_delta_time_sec
= double(current_time_stamp - last_time_stamp) / 1000000.0;
- if ( clock_freeze->getBoolValue() ) {
+ // 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() || !scenery_loaded) {
delta_time_sec = 0;
} else {
delta_time_sec = real_delta_time_sec;
#endif
// Run ATC subsystem
- if (fgGetBool("/sim/ATC/enabled"))
+ if (fgGetBool("/sim/atc/enabled"))
globals->get_ATC_mgr()->update(delta_time_sec);
// Run the AI subsystem
#ifdef FG_MPLAYER_AS
// Update any multiplayer models
- globals->get_multiplayer_rx_mgr()->Update();
+ globals->get_multiplayer_mgr()->Update();
#endif
// Run flight model
remainder = 0;
}
- bool scenery_loaded = fgGetBool("sim/sceneryloaded") || fgGetBool("sim/sceneryloaded-override");
-
// flight model
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();
- }
+ fgUpdateTimeDepCalcs();
} else {
SG_LOG( SG_ALL, SG_DEBUG,
"Elapsed time is zero ... we're zinging" );
double visibility_meters = fgGetDouble("/environment/visibility-m");
FGViewer *current_view = globals->get_current_view();
- // get the location data for the primary FDM (now hardcoded to ac model)...
- SGLocation *acmodel_loc = NULL;
- acmodel_loc = (SGLocation *)globals->
- get_aircraft_model()->get3DModel()->getSGLocation();
-
- // update tile manager for FDM...
- // ...only if location is different than the current-view location
- // (to avoid duplicating effort)
- if( !fgGetBool("/sim/current-view/config/from-model") ) {
- if( acmodel_loc != NULL ) {
- globals->get_tile_mgr()->prep_ssg_nodes( acmodel_loc,
- visibility_meters );
- globals->get_tile_mgr()->
- update( acmodel_loc, visibility_meters,
- acmodel_loc->
- get_absolute_view_pos(globals->
- get_scenery()->get_center()) );
- // save results of update in SGLocation for fdm...
- if ( globals->get_scenery()->get_cur_elev() > -9990 ) {
- acmodel_loc->
- set_cur_elev_m( globals->get_scenery()->get_cur_elev() );
- fgSetDouble("/position/ground-elev-m",
- globals->get_scenery()->get_cur_elev());
- }
- acmodel_loc->
- set_tile_center( globals->get_scenery()->get_next_center() );
- }
+ // Let the scenery center follow the current view position with
+ // 30m increments.
+ //
+ // Having the scenery center near the view position will eliminate
+ // jitter of objects which are placed very near the view position
+ // and haveing it's center near that view position.
+ // So the 3d insruments of the aircraft will not jitter with this.
+ //
+ // Following the view position exactly would introduce jitter of
+ // the scenery tiles (they would be from their center up to 10000m
+ // to the view and this will introduce roundoff too). By stepping
+ // at 30m incements the roundoff error of the scenery tiles is
+ // still present, but we will make exactly the same roundoff error
+ // at each frame until the center is switched to a new
+ // position. This roundoff is still visible but you will most
+ // propably not notice.
+ double *vp = globals->get_current_view()->get_absolute_view_pos();
+ Point3D cntr(vp[0], vp[1], vp[2]);
+ if (30.0*30.0 < cntr.distance3Dsquared(globals->get_scenery()->get_center())) {
+ globals->get_scenery()->set_next_center( cntr );
}
globals->get_tile_mgr()->prep_ssg_nodes( current_view->getSGLocation(),
visibility_meters );
// update tile manager for view...
- // IMPORTANT!!! the tilemgr update for view location _must_ be
- // done last after the FDM's until all of Flight Gear code
- // references the viewer's location for elevation instead of the
- // "scenery's" current elevation.
SGLocation *view_location = globals->get_current_view()->getSGLocation();
- globals->get_tile_mgr()->update( view_location, visibility_meters,
- current_view->get_absolute_view_pos() );
- // save results of update in SGLocation for fdm...
- if ( globals->get_scenery()->get_cur_elev() > -9990 ) {
- current_view->getSGLocation()->
- set_cur_elev_m( globals->get_scenery()->get_cur_elev() );
+ globals->get_tile_mgr()->update( view_location, visibility_meters );
+ globals->get_scenery()->set_center( cntr );
+ {
+ double lon = view_location->getLongitude_deg();
+ double lat = view_location->getLatitude_deg();
+ double alt = view_location->getAltitudeASL_ft() * SG_FEET_TO_METER;
+
+ // check if we can reuse the groundcache for that purpose.
+ double ref_time, pt[3], r;
+ bool valid = cur_fdm_state->is_valid_m(&ref_time, pt, &r);
+ if (valid &&
+ cntr.distance3Dsquared(Point3D(pt[0], pt[1], pt[2])) < r*r) {
+ // Reuse the cache ...
+ double lev
+ = cur_fdm_state->get_groundlevel_m(lat*SGD_DEGREES_TO_RADIANS,
+ lon*SGD_DEGREES_TO_RADIANS,
+ alt + 2.0);
+ view_location->set_cur_elev_m( lev );
+ } else {
+ // Do full intersection test.
+ double lev;
+ if (globals->get_scenery()->get_elevation_m(lat, lon, alt+2, lev))
+ view_location->set_cur_elev_m( lev );
+ else
+ view_location->set_cur_elev_m( -9999.0 );
+ }
}
- current_view->getSGLocation()->
- set_tile_center( globals->get_scenery()->get_next_center() );
#ifdef ENABLE_AUDIO_SUPPORT
// Right now we make a simplifying assumption that the primary
static sgVec3 last_pos_offset;
+ // get the location data for the primary FDM (now hardcoded to ac model)...
+ SGLocation *acmodel_loc = NULL;
+ acmodel_loc = (SGLocation *)globals->
+ get_aircraft_model()->get3DModel()->getSGLocation();
+
// set positional offset for sources
- sgVec3 source_pos_offset;
- sgSubVec3( source_pos_offset,
- view_location->get_view_pos(), acmodel_loc->get_view_pos() );
+ sgdVec3 dsource_pos_offset;
+ sgdSubVec3( dsource_pos_offset,
+ view_location->get_absolute_view_pos(),
+ acmodel_loc->get_absolute_view_pos() );
// cout << "pos all = " << source_pos_offset[0] << " " << source_pos_offset[1] << " " << source_pos_offset[2] << endl;
+ sgVec3 source_pos_offset;
+ sgSetVec3(source_pos_offset, dsource_pos_offset);
globals->get_soundmgr()->set_source_pos_all( source_pos_offset );
// set the velocity
globals->get_soundmgr()->set_listener_pos( listener_pos );
#endif
- // If fdm location is same as viewer's then we didn't do the
- // update for fdm location above so we need to save the viewer
- // results in the fdm SGLocation as well...
- if( fgGetBool("/sim/current-view/config/from-model") ) {
- if( acmodel_loc != 0 ) {
- if ( globals->get_scenery()->get_cur_elev() > -9990 ) {
- acmodel_loc->set_cur_elev_m( globals->get_scenery()->
- get_cur_elev() );
- fgSetDouble("/position/ground-elev-m",
- globals->get_scenery()->get_cur_elev());
- }
- acmodel_loc->set_tile_center( globals->get_scenery()->
- get_next_center() );
- }
- }
-
// 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")) {
// then on.
static void fgIdleFunction ( void ) {
- // printf("idle state == %d\n", idle_state);
-
if ( idle_state == 0 ) {
- fgSetBool("sim/initialised", false);
+ idle_state++;
+ fgSplashProgress("setting up scenegraph & user interface");
+
+
+ } else if ( idle_state == 1 ) {
+ idle_state++;
+ // This seems to be the absolute earliest in the init sequence
+ // that these calls will return valid info. Too bad it's after
+ // we've already created and sized out window. :-(
+ general.set_glVendor( (char *)glGetString ( GL_VENDOR ) );
+ general.set_glRenderer( (char *)glGetString ( GL_RENDERER ) );
+ general.set_glVersion( (char *)glGetString ( GL_VERSION ) );
+ SG_LOG( SG_GENERAL, SG_INFO, general.get_glRenderer() );
+
+ GLint tmp;
+ glGetIntegerv( GL_MAX_TEXTURE_SIZE, &tmp );
+ general.set_glMaxTexSize( tmp );
+ SG_LOG ( SG_GENERAL, SG_INFO, "Max texture size = " << tmp );
+
+ glGetIntegerv( GL_DEPTH_BITS, &tmp );
+ general.set_glDepthBits( tmp );
+ SG_LOG ( SG_GENERAL, SG_INFO, "Depth buffer bits = " << tmp );
+
+ // Initialize ssg (from plib). Needs to come before we do any
+ // other ssg stuff, but after opengl has been initialized.
+ ssgInit();
+
+ // Initialize the user interface (we need to do this before
+ // passing off control to the OS main loop and before
+ // fgInitGeneral to get our fonts !!!
+ guiInit();
+ fgSplashProgress("reading aircraft list");
+
+
+ } else if ( idle_state == 2 ) {
+ idle_state++;
+ // Read the list of available aircrafts
+ fgReadAircraft();
- // Initialize the splash screen right away
- if ( fgGetBool("/sim/startup/splash-screen") ) {
- fgSplashInit(fgGetString("/sim/startup/splash-texture"));
+#ifdef GL_EXT_texture_lod_bias
+ glTexEnvf( GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, -0.5 ) ;
+#endif
+
+ // get the address of our OpenGL extensions
+ if ( fgGetBool("/sim/rendering/distance-attenuation") ) {
+ if (SGIsOpenGLExtensionSupported("GL_EXT_point_parameters") ) {
+ glPointParameterIsSupported = true;
+ glPointParameterfPtr = (glPointParameterfProc)
+ SGLookupFunction("glPointParameterfEXT");
+ glPointParameterfvPtr = (glPointParameterfvProc)
+ SGLookupFunction("glPointParameterfvEXT");
+
+ } else if ( SGIsOpenGLExtensionSupported("GL_ARB_point_parameters") ) {
+ glPointParameterIsSupported = true;
+ glPointParameterfPtr = (glPointParameterfProc)
+ SGLookupFunction("glPointParameterfARB");
+ glPointParameterfvPtr = (glPointParameterfvProc)
+ SGLookupFunction("glPointParameterfvARB");
+ } else
+ glPointParameterIsSupported = false;
}
-
+ fgSplashProgress("reading airport & navigation data");
+
+
+ } else if ( idle_state == 3 ) {
+ idle_state++;
+ fgInitNav();
+ fgSplashProgress("setting up scenery");
+
+
+ } else if ( idle_state == 4 ) {
+ idle_state++;
+ // based on the requested presets, calculate the true starting
+ // lon, lat
+ fgInitPosition();
+
+ SGTime *t = fgInitTime();
+ globals->set_time_params( t );
+
+ // Do some quick general initializations
+ if( !fgInitGeneral()) {
+ SG_LOG( SG_GENERAL, SG_ALERT,
+ "General initializations failed ..." );
+ exit(-1);
+ }
+
+ ////////////////////////////////////////////////////////////////////
+ // Initialize the property-based built-in commands
+ ////////////////////////////////////////////////////////////////////
+ fgInitCommands();
+
+
+ ////////////////////////////////////////////////////////////////////
+ // Initialize the material manager
+ ////////////////////////////////////////////////////////////////////
+ globals->set_matlib( new SGMaterialLib );
+ globals->set_model_lib(new SGModelLib);
+
+
+ ////////////////////////////////////////////////////////////////////
+ // Initialize the TG scenery subsystem.
+ ////////////////////////////////////////////////////////////////////
+ globals->set_scenery( new FGScenery );
+ globals->get_scenery()->init();
+ globals->get_scenery()->bind();
+ globals->set_tile_mgr( new FGTileMgr );
+
+
+ ////////////////////////////////////////////////////////////////////
+ // Initialize the general model subsystem.
+ ////////////////////////////////////////////////////////////////////
+ globals->set_model_mgr(new FGModelMgr);
+ globals->get_model_mgr()->init();
+ globals->get_model_mgr()->bind();
+ fgSplashProgress("loading aircraft");
+
+
+ } else if ( idle_state == 5 ) {
+ idle_state++;
+ ////////////////////////////////////////////////////////////////////
+ // Initialize the 3D aircraft model subsystem (has a dependency on
+ // the scenery subsystem.)
+ ////////////////////////////////////////////////////////////////////
+ globals->set_aircraft_model(new FGAircraftModel);
+ globals->get_aircraft_model()->init();
+ globals->get_aircraft_model()->bind();
+
+ ////////////////////////////////////////////////////////////////////
+ // Initialize the view manager subsystem.
+ ////////////////////////////////////////////////////////////////////
+ FGViewMgr *viewmgr = new FGViewMgr;
+ globals->set_viewmgr( viewmgr );
+ viewmgr->init();
+ viewmgr->bind();
+ fgSplashProgress("generating sky elements");
+
+
+ } else if ( idle_state == 6 ) {
+ idle_state++;
+ // Initialize the sky
+ SGPath ephem_data_path( globals->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 );
+
+ // TODO: move to environment mgr
+ thesky = new SGSky;
+ SGPath texture_path(globals->get_fg_root());
+ texture_path.append("Textures");
+ texture_path.append("Sky");
+ for (int i = 0; i < FGEnvironmentMgr::MAX_CLOUD_LAYERS; i++) {
+ SGCloudLayer * layer = new SGCloudLayer(texture_path.str());
+ thesky->add_cloud_layer(layer);
+ }
+
+ SGPath sky_tex_path( globals->get_fg_root() );
+ sky_tex_path.append( "Textures" );
+ sky_tex_path.append( "Sky" );
+ thesky->texture_path( sky_tex_path.str() );
+
+ // The sun and moon diameters are scaled down numbers of the
+ // actual diameters. This was needed to fit bot the sun and the
+ // moon within the distance to the far clip plane.
+ // Moon diameter: 3,476 kilometers
+ // Sun diameter: 1,390,000 kilometers
+ thesky->build( 80000.0, 80000.0,
+ 463.3, 361.8,
+ globals->get_ephem()->getNumPlanets(),
+ globals->get_ephem()->getPlanets(),
+ globals->get_ephem()->getNumStars(),
+ globals->get_ephem()->getStars() );
+
+ // Initialize MagVar model
+ SGMagVar *magvar = new SGMagVar();
+ globals->set_mag( magvar );
+
+
+ // kludge to initialize mag compass
+ // (should only be done for in-flight
+ // startup)
+ // update magvar model
+ globals->get_mag()->update( fgGetDouble("/position/longitude-deg")
+ * SGD_DEGREES_TO_RADIANS,
+ fgGetDouble("/position/latitude-deg")
+ * SGD_DEGREES_TO_RADIANS,
+ fgGetDouble("/position/altitude-ft")
+ * SG_FEET_TO_METER,
+ globals->get_time_params()->getJD() );
+ double var = globals->get_mag()->get_magvar() * SGD_RADIANS_TO_DEGREES;
+ fgSetDouble("/instrumentation/heading-indicator/offset-deg", -var);
+
+ // airport = new ssgBranch;
+ // airport->setName( "Airport Lighting" );
+ // lighting->addKid( airport );
+
+ // build our custom render states
+ globals->get_renderer()->build_states();
+ fgSplashProgress("initializing subsystems");
+
+
+ } else if ( idle_state == 7 ) {
idle_state++;
- } else if ( idle_state == 1 ) {
// Initialize audio support
#ifdef ENABLE_AUDIO_SUPPORT
}
#endif
- idle_state++;
- } else if ( idle_state == 2 ) {
// These are a few miscellaneous things that aren't really
// "subsystems" but still need to be initialized.
}
#endif
- idle_state++;
- } else if ( idle_state == 3 ) {
// This is the top level init routine which calls all the
// other subsystem initialization routines. If you are adding
// a subsystem to flightgear, its initialization call should
"Subsystem initializations failed ..." );
exit(-1);
}
+ fgSplashProgress("setting up time & renderer");
- idle_state++;
- } else if ( idle_state == 4 ) {
+
+ } else if ( idle_state == 8 ) {
+ idle_state = 1000;
// Initialize the time offset (warp) after fgInitSubsystem
// (which initializes the lighting interpolation tables.)
fgInitTimeOffset();
// setup OpenGL view parameters
globals->get_renderer()->init();
- // Read the list of available aircrafts
- fgReadAircraft();
-
- idle_state++;
- } else if ( idle_state == 5 ) {
-
- idle_state++;
- } else if ( idle_state == 6 ) {
- // sleep(1);
-
- idle_state = 1000;
-
SG_LOG( SG_GENERAL, SG_INFO, "Panel visible = " << fgPanelVisible() );
globals->get_renderer()->resize( fgGetInt("/sim/startup/xsize"),
fgGetInt("/sim/startup/ysize") );
- }
+ fgSplashProgress("loading scenery objects");
+
+ }
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 {
- if ( fgGetBool("/sim/startup/splash-screen") ) {
- fgSplashUpdate(0.0, 1.0);
- }
+ fgSetBool("sim/sceneryloaded", false);
+ fgRegisterIdleHandler( fgMainLoop );
}
}
fgInitFGRoot(argc, argv);
// Check for the correct base package version
- static char required_version[] = "0.9.6";
+ static char required_version[] = "0.9.8";
string base_version = fgBasePackageVersion();
if ( !(base_version == required_version) ) {
// tell the operator how to use this application
sgUseDisplayList = fgGetBool( "/sim/rendering/use-display-list", true );
- // Initialize the Aircraft directory to "" (UIUC)
- aircraft_dir = "";
-
// Load the configuration parameters. (Command line options
// overrides config file options. Config file options override
// defaults.)
_bootstrap_OSInit++;
#endif
- fgRegisterWindowResizeHandler( FGRenderer::resize );
- fgRegisterIdleHandler( fgIdleFunction );
- fgRegisterDrawHandler( FGRenderer::update );
+ fgRegisterWindowResizeHandler( &FGRenderer::resize );
+ fgRegisterIdleHandler( &fgIdleFunction );
+ fgRegisterDrawHandler( &FGRenderer::update );
#ifdef FG_ENABLE_MULTIPASS_CLOUDS
bool get_stencil_buffer = true;
bool get_stencil_buffer = false;
#endif
+ // Initialize plib net interface
+ netInit( &argc, argv );
+
// Clouds3D requires an alpha channel
// clouds may require stencil buffer
fgOSOpenWindow( fgGetInt("/sim/startup/xsize"),
get_stencil_buffer,
fgGetBool("/sim/startup/fullscreen") );
- // This seems to be the absolute earliest in the init sequence
- // that these calls will return valid info. Too bad it's after
- // we've already created and sized out window. :-(
- general.set_glVendor( (char *)glGetString ( GL_VENDOR ) );
- general.set_glRenderer( (char *)glGetString ( GL_RENDERER ) );
- general.set_glVersion( (char *)glGetString ( GL_VERSION ) );
- SG_LOG( SG_GENERAL, SG_INFO, general.get_glRenderer() );
-
- GLint tmp;
- glGetIntegerv( GL_MAX_TEXTURE_SIZE, &tmp );
- general.set_glMaxTexSize( tmp );
- SG_LOG ( SG_GENERAL, SG_INFO, "Max texture size = " << tmp );
-
- glGetIntegerv( GL_DEPTH_BITS, &tmp );
- general.set_glDepthBits( tmp );
- SG_LOG ( SG_GENERAL, SG_INFO, "Depth buffer bits = " << tmp );
-
- // Initialize plib net interface
- netInit( &argc, argv );
-
- // Initialize ssg (from plib). Needs to come before we do any
- // other ssg stuff, but after opengl has been initialized.
- ssgInit();
-
- // Initialize the user interface (we need to do this before
- // passing off control to the OS main loop and before
- // fgInitGeneral to get our fonts !!!
- guiInit();
-
- // Read the list of available aircrafts
- fgReadAircraft();
-
-#ifdef GL_EXT_texture_lod_bias
- glTexEnvf( GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, -0.5 ) ;
-#endif
-
- // get the address of our OpenGL extensions
- if ( fgGetBool("/sim/rendering/distance-attenuation") )
- {
- if (SGIsOpenGLExtensionSupported("GL_EXT_point_parameters") ) {
- glPointParameterIsSupported = true;
- glPointParameterfPtr = (glPointParameterfProc)
- SGLookupFunction("glPointParameterfEXT");
- glPointParameterfvPtr = (glPointParameterfvProc)
- SGLookupFunction("glPointParameterfvEXT");
-
- } else if ( SGIsOpenGLExtensionSupported("GL_ARB_point_parameters") ) {
- glPointParameterIsSupported = true;
- glPointParameterfPtr = (glPointParameterfProc)
- SGLookupFunction("glPointParameterfARB");
- glPointParameterfvPtr = (glPointParameterfvProc)
- SGLookupFunction("glPointParameterfvARB");
- } else
- glPointParameterIsSupported = false;
- }
-
- // based on the requested presets, calculate the true starting
- // lon, lat
- fgInitNav();
- fgInitPosition();
-
- SGTime *t = fgInitTime();
- globals->set_time_params( t );
-
- // Do some quick general initializations
- if( !fgInitGeneral()) {
- SG_LOG( SG_GENERAL, SG_ALERT,
- "General initializations failed ..." );
- exit(-1);
- }
-
- ////////////////////////////////////////////////////////////////////
- // Initialize the property-based built-in commands
- ////////////////////////////////////////////////////////////////////
- fgInitCommands();
-
- ////////////////////////////////////////////////////////////////////
- // Initialize the material manager
- ////////////////////////////////////////////////////////////////////
- globals->set_matlib( new SGMaterialLib );
-
- globals->set_model_lib(new SGModelLib);
-
- ////////////////////////////////////////////////////////////////////
- // Initialize the TG scenery subsystem.
- ////////////////////////////////////////////////////////////////////
- globals->set_scenery( new FGScenery );
- globals->get_scenery()->init();
- globals->get_scenery()->bind();
- globals->set_tile_mgr( new FGTileMgr );
-
- ////////////////////////////////////////////////////////////////////
- // Initialize the general model subsystem.
- ////////////////////////////////////////////////////////////////////
- globals->set_model_mgr(new FGModelMgr);
- globals->get_model_mgr()->init();
- globals->get_model_mgr()->bind();
-
- ////////////////////////////////////////////////////////////////////
- // Initialize the 3D aircraft model subsystem (has a dependency on
- // the scenery subsystem.)
- ////////////////////////////////////////////////////////////////////
- globals->set_aircraft_model(new FGAircraftModel);
- globals->get_aircraft_model()->init();
- globals->get_aircraft_model()->bind();
-
- ////////////////////////////////////////////////////////////////////
- // Initialize the view manager subsystem.
- ////////////////////////////////////////////////////////////////////
- FGViewMgr *viewmgr = new FGViewMgr;
- globals->set_viewmgr( viewmgr );
- viewmgr->init();
- viewmgr->bind();
-
-
- // Initialize the sky
- SGPath ephem_data_path( globals->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 );
-
- // TODO: move to environment mgr
- thesky = new SGSky;
- SGPath texture_path(globals->get_fg_root());
- texture_path.append("Textures");
- texture_path.append("Sky");
- for (int i = 0; i < FGEnvironmentMgr::MAX_CLOUD_LAYERS; i++) {
- SGCloudLayer * layer = new SGCloudLayer(texture_path.str());
- thesky->add_cloud_layer(layer);
- }
-
- SGPath sky_tex_path( globals->get_fg_root() );
- sky_tex_path.append( "Textures" );
- sky_tex_path.append( "Sky" );
- thesky->texture_path( sky_tex_path.str() );
-
- // The sun and moon diameters are scaled down numbers of the
- // actual diameters. This was needed to fit bot the sun and the
- // moon within the distance to the far clip plane.
- // Moon diameter: 3,476 kilometers
- // Sun diameter: 1,390,000 kilometers
- thesky->build( 80000.0, 80000.0,
- 463.3, 361.8,
- globals->get_ephem()->getNumPlanets(),
- globals->get_ephem()->getPlanets(),
- globals->get_ephem()->getNumStars(),
- globals->get_ephem()->getStars() );
-
- // Initialize MagVar model
- SGMagVar *magvar = new SGMagVar();
- globals->set_mag( magvar );
-
-
- // kludge to initialize mag compass
- // (should only be done for in-flight
- // startup)
- // update magvar model
- globals->get_mag()->update( fgGetDouble("/position/longitude-deg")
- * SGD_DEGREES_TO_RADIANS,
- fgGetDouble("/position/latitude-deg")
- * SGD_DEGREES_TO_RADIANS,
- fgGetDouble("/position/altitude-ft")
- * SG_FEET_TO_METER,
- globals->get_time_params()->getJD() );
- double var = globals->get_mag()->get_magvar() * SGD_RADIANS_TO_DEGREES;
- fgSetDouble("/instrumentation/heading-indicator/offset-deg", -var);
-
- // airport = new ssgBranch;
- // airport->setName( "Airport Lighting" );
- // lighting->addKid( airport );
-
- // build our custom render states
- globals->get_renderer()->build_states();
+ // Initialize the splash screen right away
+ fntInit();
+ fgSplashInit(fgGetString("/sim/startup/splash-texture"));
// pass control off to the master event handler
fgOSMainLoop();
}
-// end of main.cxx