// $Id$
-#define MICHAEL_JOHNSON_EXPERIMENTAL_ENGINE_AUDIO
-
-
#ifdef HAVE_CONFIG_H
# include <config.h>
#endif
#endif
#include <GL/glut.h>
-#include <XGL/xgl.h>
+#include <simgear/xgl/xgl.h>
+
#include <stdio.h>
#include <string.h>
#include <string>
# include <unistd.h> /* for stat() */
#endif
-#include <pu.h> // plib include
-#include <ssg.h> // plib include
+#include <plib/pu.h> // plib include
+#include <plib/ssg.h> // plib include
#ifdef ENABLE_AUDIO_SUPPORT
-# include <sl.h> // plib include
-# include <sm.h> // plib include
+# include <plib/sl.h> // plib include
+# include <plib/sm.h> // plib include
#endif
-#include <Include/fg_constants.h> // for VERSION
+#include <simgear/constants.h> // for VERSION
+#include <simgear/debug/logstream.hxx>
+#include <simgear/math/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 <Debug/logstream.hxx>
#include <Aircraft/aircraft.hxx>
-#include <Astro/sky.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>
-#include <Math/fg_geodesy.hxx>
-#include <Math/mat3.h>
-#include <Math/polar3d.hxx>
-#include <Math/fg_random.h>
-#include <Misc/fgpath.hxx>
#ifdef FG_NETWORK_OLK
-#include <Network/network.h>
+#include <NetworkOLK/network.h>
#endif
-#include <Objects/materialmgr.hxx>
#include <Scenery/scenery.hxx>
#include <Scenery/tilemgr.hxx>
#include <Time/event.hxx>
-#include <Time/fg_time.hxx>
#include <Time/fg_timer.hxx>
#include <Time/sunpos.hxx>
-
-#ifndef FG_NEW_WEATHER
+#include <Time/tmp.hxx>
+
+// $$$ begin - added VS Renganathan
+#include <simgear/misc/fgstream.hxx>
+#include <FDM/flight.hxx>
+void fgLoadDCS (void);
+void fgUpdateDCS (void);
+ssgSelector *ship_sel = NULL;
+ssgTransform *ship_pos = NULL;
+//int totalDCSobj = 0;
+// $$$ end - added VS Renganathan
+
+#ifndef FG_OLD_WEATHER
+# include <WeatherCM/FGLocalWeatherDatabase.h>
+#else
# include <Weather/weather.hxx>
#endif
+#include "version.h"
+
+#include "bfi.hxx"
#include "fg_init.hxx"
+#include "fg_io.hxx"
+#include "globals.hxx"
#include "keyboard.hxx"
-#include "options.hxx"
#include "splash.hxx"
-#include "views.hxx"
-#include "fg_serial.hxx"
// -dw- use custom sioux settings so I can see output window
-#ifdef MACOS
+#ifdef macintosh
# ifndef FG_NDEBUG
# include <sioux.h> // settings for output window
# endif
// our initializations out of the glutIdleLoop() so that we can get a
// splash screen up and running right away.
static int idle_state = 0;
+static int global_multi_loop;
+
+// attempt to avoid a large bounce at startup
+static bool initial_freeze = true;
// Another hack
int use_signals = 0;
+// forward declaration
+void fgReshape( int width, int height );
+
// Global structures for the Audio library
#ifdef ENABLE_AUDIO_SUPPORT
slEnvelope pitch_envelope ( 1, SL_SAMPLE_ONE_SHOT ) ;
ssgSelector *penguin_sel = NULL;
ssgTransform *penguin_pos = NULL;
+#ifdef FG_NETWORK_OLK
+ssgSelector *fgd_sel = NULL;
+ssgTransform *fgd_pos = NULL;
+//sgMat4 sgTUX;
+#endif
+
// current fdm/position used for view
FGInterface cur_view_fdm;
+// Sky structures
+SGSky *thesky;
+
// hack
sgMat4 copy_of_ssgOpenGLAxisSwapMatrix =
{
{ 0.0f, 0.0f, 0.0f, 1.0f }
} ;
-// The following defines flight gear options. Because glutlib will also
+// The following defines flightgear options. Because glutlib will also
// want to parse its own options, those options must not be included here
// or they will get parsed by the main program option parser. Hence case
// is significant for any option added that might be in conflict with
//
+ssgSimpleState *default_state;
+ssgSimpleState *hud_and_panel;
+ssgSimpleState *menus;
+
+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 );
+
+ 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
-static void fgInitVisuals( void ) {
+void fgInitVisuals( void ) {
fgLIGHT *l;
l = &cur_light_params;
#ifndef GLUT_WRONG_VERSION
// Go full screen if requested ...
- if ( current_options.get_fullscreen() ) {
+ if ( globals->get_options()->get_fullscreen() ) {
glutFullScreen();
}
#endif
// 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);
- if ( (current_options.get_fog() == 1) ||
- (current_options.get_shading() == 0) ) {
+ // glFogi (GL_FOG_MODE, GL_LINEAR);
+ glFogi (GL_FOG_MODE, GL_EXP2);
+ if ( (globals->get_options()->get_fog() == 1) ||
+ (globals->get_options()->get_shading() == 0) ) {
// if fastest fog requested, or if flat shading force fastest
- xglHint ( GL_FOG_HINT, GL_FASTEST );
- } else if ( current_options.get_fog() == 2 ) {
- xglHint ( GL_FOG_HINT, GL_NICEST );
+ glHint ( GL_FOG_HINT, GL_FASTEST );
+ } else if ( globals->get_options()->get_fog() == 2 ) {
+ glHint ( GL_FOG_HINT, GL_NICEST );
}
- if ( current_options.get_wireframe() ) {
+ if ( globals->get_options()->get_wireframe() ) {
// draw wire frame
- xglPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
+ glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
}
// This is the default anyways, but it can't hurt
- xglFrontFace ( GL_CCW );
+ glFrontFace ( GL_CCW );
// Just testing ...
- // xglEnable(GL_POINT_SMOOTH);
- // xglEnable(GL_LINE_SMOOTH);
- // xglEnable(GL_POLYGON_SMOOTH);
+ // glEnable(GL_POINT_SMOOTH);
+ // glEnable(GL_LINE_SMOOTH);
+ // glEnable(GL_POLYGON_SMOOTH);
}
// Update all Visuals (redraws anything graphics related)
-static void fgRenderFrame( void ) {
+void fgRenderFrame( void ) {
+ // 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;
double angle;
// GLfloat black[4] = { 0.0, 0.0, 0.0, 1.0 };
- GLfloat white[4] = { 1.0, 1.0, 1.0, 1.0 };
- GLfloat terrain_color[4] = { 0.54, 0.44, 0.29, 1.0 };
+ // GLfloat white[4] = { 1.0, 1.0, 1.0, 1.0 };
+ // GLfloat terrain_color[4] = { 0.54, 0.44, 0.29, 1.0 };
// GLfloat mat_shininess[] = { 10.0 };
GLbitfield clear_mask;
-
+
if ( idle_state != 1000 ) {
// still initializing, draw the splash screen
- if ( current_options.get_splash_screen() == 1 ) {
+ if ( globals->get_options()->get_splash_screen() == 1 ) {
fgSplashUpdate(0.0);
}
} else {
// update view volume parameters
// cout << "before pilot_view update" << endl;
- pilot_view.UpdateViewParams(*cur_fdm_state);
+ if ( globals->get_options()->get_view_mode()
+ == FGOptions::FG_VIEW_FOLLOW )
+ {
+ float * offset = globals->get_pilot_view()->get_pilot_offset();
+ globals->get_current_view()->set_pilot_offset( offset[0],
+ offset[1],
+ offset[2] );
+ } else {
+ globals->get_current_view()->set_pilot_offset(0.0, 0.0, 0.0);
+ }
+ globals->get_pilot_view()->UpdateViewParams(*cur_fdm_state);
// cout << "after pilot_view update" << endl;
- current_view.UpdateViewParams(cur_view_fdm);
+ globals->get_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() ) {
+ if ( globals->get_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_textures() ) {
+
+ if ( globals->get_options()->get_skyblend() ) {
+ if ( globals->get_options()->get_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]);
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( (sgMat4)globals->get_current_view()->get_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 );
- xglShadeModel( GL_SMOOTH );
- if ( current_options.get_skyblend() ) {
- fgSkyRender();
- }
+ glLoadMatrixf( (float *)view_mat );
+ */
- // 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();
-
- xglPopMatrix();
-
- // draw scenery
- if ( current_options.get_shading() ) {
- xglShadeModel( GL_SMOOTH );
- } else {
- xglShadeModel( GL_FLAT );
+ // set the opengl state to known default values
+ default_state->force();
+
+ // update fog params if visibility has changed
+#ifndef FG_OLD_WEATHER
+ thesky->set_visibility( WeatherDatabase->getWeatherVisibility() );
+#else
+ thesky->set_visibility( current_weather.get_visibility() );
+#endif
+
+ thesky->modify_vis( cur_fdm_state->get_Altitude() * FEET_TO_METER,
+
+ ( global_multi_loop *
+ globals->get_options()->get_speed_up() ) /
+ (double)globals->get_options()->get_model_hz() );
+
+ double actual_visibility = thesky->get_visibility();
+ // cout << "actual visibility = " << actual_visibility << endl;
+
+ if ( actual_visibility != last_visibility ) {
+ last_visibility = actual_visibility;
+
+ // cout << "----> updating fog params" << endl;
+
+ GLfloat fog_exp_density;
+ GLfloat fog_exp2_density;
+
+ // for GL_FOG_EXP
+ fog_exp_density = -log(0.01 / actual_visibility);
+
+ // for GL_FOG_EXP2
+ fog_exp2_density = sqrt( -log(0.01) ) / actual_visibility;
+
+ // Set correct opengl fog density
+ glFogf (GL_FOG_DENSITY, fog_exp2_density);
}
- 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 );
+
+ // update the sky dome
+ if ( globals->get_options()->get_skyblend() ) {
+ sgVec3 view_pos;
+ sgSetVec3( view_pos,
+ globals->get_current_view()->get_view_pos().x(),
+ globals->get_current_view()->get_view_pos().y(),
+ globals->get_current_view()->get_view_pos().z() );
+
+ sgVec3 zero_elev;
+ sgSetVec3( zero_elev,
+ globals->get_current_view()->get_cur_zero_elev().x(),
+ globals->get_current_view()->get_cur_zero_elev().y(),
+ globals->get_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,
+ globals->get_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 );
}
- // set lighting parameters
- xglLightfv( GL_LIGHT0, GL_AMBIENT, l->scene_ambient );
- xglLightfv( GL_LIGHT0, GL_DIFFUSE, l->scene_diffuse );
- // xglLightfv(GL_LIGHT0, GL_SPECULAR, white );
-
- if ( current_options.get_textures() ) {
- // texture parameters
- xglEnable( GL_TEXTURE_2D );
- xglTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ) ;
- xglHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST ) ;
- // set base color (I don't think this is doing anything here)
- xglMaterialfv (GL_FRONT, GL_AMBIENT, white);
- xglMaterialfv (GL_FRONT, GL_DIFFUSE, white);
- // xglMaterialfv (GL_FRONT, GL_SPECULAR, white);
- // xglMaterialfv (GL_FRONT, GL_SHININESS, mat_shininess);
- } else {
- xglDisable( GL_TEXTURE_2D );
- xglMaterialfv (GL_FRONT, GL_AMBIENT, terrain_color);
- xglMaterialfv (GL_FRONT, GL_DIFFUSE, terrain_color);
- // xglMaterialfv (GL_FRONT, GL_AMBIENT, white);
- // xglMaterialfv (GL_FRONT, GL_DIFFUSE, white);
+
+ glEnable( GL_DEPTH_TEST );
+ if ( globals->get_options()->get_fog() > 0 ) {
+ glEnable( GL_FOG );
+ glFogi( GL_FOG_MODE, GL_EXP2 );
+ glFogfv( GL_FOG_COLOR, l->adj_fog_color );
}
+ // set lighting parameters
+ 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
+ // glEnable( GL_TEXTURE_2D );
+ glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ) ;
+ glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST ) ;
+ // set base color (I don't think this is doing anything here)
+ // glMaterialfv (GL_FRONT, GL_AMBIENT, white);
+ // (GL_FRONT, GL_DIFFUSE, white);
+ // glMaterialfv (GL_FRONT, GL_SPECULAR, white);
+ // glMaterialfv (GL_FRONT, GL_SHININESS, mat_shininess);
+
sgVec3 sunpos;
sgSetVec3( sunpos, l->sun_vec[0], l->sun_vec[1], l->sun_vec[2] );
ssgGetLight( 0 ) -> setPosition( sunpos );
- // xglMatrixMode( GL_PROJECTION );
- // xglLoadIdentity();
- float fov = current_options.get_fov();
- ssgSetFOV(fov * current_view.get_win_ratio(), fov);
+ // glMatrixMode( GL_PROJECTION );
+ // glLoadIdentity();
+ float fov = globals->get_options()->get_fov();
+ // ssgSetFOV(fov * current_view.get_win_ratio(), fov);
+ ssgSetFOV(fov, fov * globals->get_current_view()->get_win_ratio());
double agl = current_aircraft.fdm_state->get_Altitude() * FEET_TO_METER
- scenery.cur_elev;
// << current_weather.get_visibility() );
if ( agl > 10.0 ) {
- ssgSetNearFar( 10.0f, 100000.0f );
+ ssgSetNearFar( 10.0f, 120000.0f );
} else {
- ssgSetNearFar( 0.5f, 100000.0f );
+ ssgSetNearFar( 0.5f, 120000.0f );
}
- if ( current_options.get_view_mode() ==
- fgOPTIONS::FG_VIEW_FIRST_PERSON )
+ if ( globals->get_options()->get_view_mode() ==
+ FGOptions::FG_VIEW_PILOT )
{
// disable TuX
penguin_sel->select(0);
- } else if ( current_options.get_view_mode() ==
- fgOPTIONS::FG_VIEW_FOLLOW )
+ } else if ( globals->get_options()->get_view_mode() ==
+ FGOptions::FG_VIEW_FOLLOW )
{
// select view matrix from front of view matrix queue
// FGMat4Wrapper tmp = current_view.follow.front();
sgMat4 sgTRANS;
sgMakeTransMat4( sgTRANS,
- pilot_view.view_pos.x(),
- pilot_view.view_pos.y(),
- pilot_view.view_pos.z() );
+ globals->get_pilot_view()->get_view_pos().x(),
+ globals->get_pilot_view()->get_view_pos().y(),
+ globals->get_pilot_view()->get_view_pos().z() );
sgVec3 ownship_up;
sgSetVec3( ownship_up, 0.0, 0.0, 1.0);
sgMat4 sgROT;
sgMakeRotMat4( sgROT, -90.0, ownship_up );
- sgMat4 sgTMP;
+ // sgMat4 sgTMP;
+ // sgMat4 sgTUX;
+ // sgMultMat4( sgTMP, sgROT, pilot_view.VIEW_ROT );
+ // sgMultMat4( sgTUX, sgTMP, sgTRANS );
+
+ // sgTUX = ( sgROT * pilot_view.VIEW_ROT ) * sgTRANS
sgMat4 sgTUX;
- sgMultMat4( sgTMP, sgROT, pilot_view.VIEW_ROT );
- sgMultMat4( sgTUX, sgTMP, sgTRANS );
+ sgCopyMat4( sgTUX, sgROT );
+ sgPostMultMat4( sgTUX, globals->get_pilot_view()->get_VIEW_ROT() );
+ sgPostMultMat4( sgTUX, sgTRANS );
sgCoord tuxpos;
sgSetCoord( &tuxpos, sgTUX );
penguin_pos->setTransform( &tuxpos );
}
- ssgSetCamera( current_view.VIEW );
+ // $$$ begin - added VS Renganthan 17 Oct 2K
+ fgUpdateDCS();
+ // $$$ end - added VS Renganthan 17 Oct 2K
+
+# ifdef FG_NETWORK_OLK
+ if ( globals->get_options()->get_network_olk() ) {
+ sgCoord fgdpos;
+ other = head->next; /* put listpointer to start */
+ while ( other != tail) { /* display all except myself */
+ if ( strcmp( other->ipadr, fgd_mcp_ip) != 0) {
+ other->fgd_sel->select(1);
+ sgSetCoord( &fgdpos, other->sgFGD_COORD );
+ other->fgd_pos->setTransform( &fgdpos );
+ }
+ other = other->next;
+ }
+
+ // fgd_sel->select(1);
+ // sgCopyMat4( sgTUX, current_view.sgVIEW);
+ // sgCoord fgdpos;
+ // sgSetCoord( &fgdpos, sgFGD_VIEW );
+ // fgd_pos->setTransform( &fgdpos);
+ }
+# endif
+
+ // ssgSetCamera( current_view.VIEW );
// position tile nodes and update range selectors
global_tile_mgr.prep_ssg_nodes();
// 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(),
+ /* fgFDMUpdate( globals->get_options()->get_flight_model(),
fdm_state,
- multi_loop * current_options.get_speed_up(),
+ multi_loop * globals->get_options()->get_speed_up(),
remainder ); */
- cur_fdm_state->update( multi_loop * current_options.get_speed_up() );
+ cur_fdm_state->update( multi_loop *
+ globals->get_options()->get_speed_up() );
+ FGSteam::update( multi_loop * globals->get_options()->get_speed_up() );
} else {
- // fgFDMUpdate( current_options.get_flight_model(),
+ // fgFDMUpdate( globals->get_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 );
fdm_list.pop_front();
}
- if ( current_options.get_view_mode() == fgOPTIONS::FG_VIEW_FIRST_PERSON ) {
+ if ( globals->get_options()->get_view_mode() == FGOptions::FG_VIEW_PILOT ) {
cur_view_fdm = *cur_fdm_state;
// do nothing
- } else if ( current_options.get_view_mode() == fgOPTIONS::FG_VIEW_FOLLOW ) {
+ } else if ( globals->get_options()->get_view_mode()
+ == FGOptions::FG_VIEW_FOLLOW )
+ {
cur_view_fdm = fdm_list.front();
}
// update the view angle
for ( i = 0; i < multi_loop; i++ ) {
- if ( fabs(current_view.get_goal_view_offset() -
- current_view.get_view_offset()) < 0.05 )
+ if ( fabs(globals->get_current_view()->get_goal_view_offset() -
+ globals->get_current_view()->get_view_offset()) < 0.05 )
{
- current_view.set_view_offset( current_view.get_goal_view_offset() );
+ globals->get_current_view()->set_view_offset( globals->get_current_view()->get_goal_view_offset() );
break;
} else {
- // move current_view.view_offset towards current_view.goal_view_offset
- if ( current_view.get_goal_view_offset() >
- current_view.get_view_offset() )
+ // move current_view.view_offset towards
+ // current_view.goal_view_offset
+ if ( globals->get_current_view()->get_goal_view_offset() >
+ globals->get_current_view()->get_view_offset() )
{
- if ( current_view.get_goal_view_offset() -
- current_view.get_view_offset() < FG_PI )
+ if ( globals->get_current_view()->get_goal_view_offset() -
+ globals->get_current_view()->get_view_offset() < FG_PI )
{
- current_view.inc_view_offset( 0.01 );
+ globals->get_current_view()->inc_view_offset( 0.01 );
} else {
- current_view.inc_view_offset( -0.01 );
+ globals->get_current_view()->inc_view_offset( -0.01 );
}
} else {
- if ( current_view.get_view_offset() -
- current_view.get_goal_view_offset() < FG_PI )
+ if ( globals->get_current_view()->get_view_offset() -
+ globals->get_current_view()->get_goal_view_offset() <
+ FG_PI )
{
- current_view.inc_view_offset( -0.01 );
+ globals->get_current_view()->inc_view_offset( -0.01 );
} else {
- current_view.inc_view_offset( 0.01 );
+ globals->get_current_view()->inc_view_offset( 0.01 );
}
}
- if ( current_view.get_view_offset() > FG_2PI ) {
- current_view.inc_view_offset( -FG_2PI );
- } else if ( current_view.get_view_offset() < 0 ) {
- current_view.inc_view_offset( FG_2PI );
+ if ( globals->get_current_view()->get_view_offset() > FG_2PI ) {
+ globals->get_current_view()->inc_view_offset( -FG_2PI );
+ } else if ( globals->get_current_view()->get_view_offset() < 0 ) {
+ globals->get_current_view()->inc_view_offset( FG_2PI );
}
}
}
double tmp = -(l->sun_rotation + FG_PI)
- - (cur_fdm_state->get_Psi() - current_view.get_view_offset() );
+ - (cur_fdm_state->get_Psi() -
+ globals->get_current_view()->get_view_offset() );
while ( tmp < 0.0 ) {
tmp += FG_2PI;
}
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 );
}
// initialize timer
// #ifdef HAVE_SETITIMER
- // fgTimerInit( 1.0 / current_options.get_model_hz(),
+ // fgTimerInit( 1.0 / globals->get_options()->get_model_hz(),
// fgUpdateTimeDepCalcs );
// #endif HAVE_SETITIMER
}
// 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, multi_loop;
+ long elapsed;
#ifdef FANCY_FRAME_COUNTER
int i;
double accum;
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, "======= ==== ====");
+#ifdef FG_NETWORK_OLK
+ if ( globals->get_options()->get_network_olk() ) {
+ if ( net_is_registered == 0 ) { // We first have to reg. to fgd
+ // printf("FGD: Netupdate\n");
+ fgd_send_com( "A", FGFS_host); // Send Mat4 data
+ fgd_send_com( "B", FGFS_host); // Recv Mat4 data
+ }
+ }
+#endif
+
#if defined( ENABLE_PLIB_JOYSTICK )
// Read joystick and update control settings
- if ( current_options.get_control_mode() == fgOPTIONS::FG_JOYSTICK ) {
+ if ( globals->get_options()->get_control_mode() == FGOptions::FG_JOYSTICK )
+ {
fgJoystickRead();
}
#elif defined( ENABLE_GLUT_JOYSTICK )
// init routine and we don't have to worry about it again.
#endif
-#ifndef FG_NEW_WEATHER
+#ifdef FG_OLD_WEATHER
current_weather.Update();
#endif
if ( cur_fdm_state->get_Altitude() * FEET_TO_METER <
(scenery.cur_elev + alt_adjust_m - 3.0) ) {
// now set aircraft altitude above ground
- printf("Current Altitude = %.2f < %.2f forcing to %.2f\n",
+ printf("(*) Current Altitude = %.2f < %.2f forcing to %.2f\n",
cur_fdm_state->get_Altitude() * FEET_TO_METER,
scenery.cur_elev + alt_adjust_m - 3.0,
scenery.cur_elev + alt_adjust_m );
- fgFDMForceAltitude( current_options.get_flight_model(),
+ fgFDMForceAltitude( globals->get_options()->get_flight_model(),
scenery.cur_elev + alt_adjust_m );
FG_LOG( FG_ALL, FG_DEBUG,
"<*> resetting altitude to "
- << cur_fdm_state->get_Altitude() * FEET_TO_METER << " meters" );
+ << cur_fdm_state->get_Altitude() * FEET_TO_METER
+ << " meters" );
}
- fgFDMSetGroundElevation( current_options.get_flight_model(),
- scenery.cur_elev ); // meters
+ //fgFDMSetGroundElevation( globals->get_options()->get_flight_model(),
+ // scenery.cur_elev ); // meters
}
/* printf("Adjustment - ground = %.2f runway = %.2f alt = %.2f\n",
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();
// Calculate model iterations needed for next frame
elapsed += remainder;
- multi_loop = (int)(((double)elapsed * 0.000001) *
- current_options.get_model_hz());
- remainder = elapsed - ( (multi_loop*1000000) /
- current_options.get_model_hz() );
+ global_multi_loop = (int)(((double)elapsed * 0.000001) *
+ globals->get_options()->get_model_hz());
+ remainder = elapsed - ( (global_multi_loop*1000000) /
+ globals->get_options()->get_model_hz() );
FG_LOG( FG_ALL, FG_DEBUG,
- "Model iterations needed = " << multi_loop
+ "Model iterations needed = " << global_multi_loop
<< ", new remainder = " << remainder );
// flight model
- if ( multi_loop > 0 ) {
- fgUpdateTimeDepCalcs(multi_loop, remainder);
+ if ( global_multi_loop > 0 ) {
+ fgUpdateTimeDepCalcs(global_multi_loop, remainder);
} else {
FG_LOG( FG_ALL, FG_DEBUG,
"Elapsed time is zero ... we're zinging" );
}
}
-#if ! defined( MACOS )
- // Do any serial port work that might need to be done
- fgSerialProcess();
+#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();
// Run audio scheduler
#ifdef ENABLE_AUDIO_SUPPORT
- if ( current_options.get_sound() && !audio_sched->not_working() ) {
-
-# ifdef MICHAEL_JOHNSON_EXPERIMENTAL_ENGINE_AUDIO
-
- // note: all these factors are relative to the sample. our
- // sample format should really contain a conversion factor so
- // that we can get prop speed right for arbitrary samples.
- // Note that for normal-size props, there is a point at which
- // the prop tips approach the speed of sound; that is a pretty
- // strong limit to how fast the prop can go.
-
- // multiplication factor is prime pitch control; add some log
- // component for verisimilitude
-
- 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;
+ if ( globals->get_options()->get_sound() && !audio_sched->not_working() ) {
+
+ if ( globals->get_options()->get_aircraft() == "c172" ) {
+ // pitch corresponds to rpm
+ // volume corresponds to manifold pressure
+
+ double rpm_factor;
+ if ( cur_fdm_state->get_engine(0) != NULL ) {
+ rpm_factor = cur_fdm_state->get_engine(0)->get_RPM() / 2500.0;
} else {
- // prop tips breaking sound barrier
- pitch += log(cur_fdm_state->v_rel_wind + 0.8)/10;
+ rpm_factor = 1.0;
}
- //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);
+ // 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 < 0.8) pitch = 0.8;
- }
- //fprintf(stderr, "pitch4: %f\n", pitch);
-
- 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 );
+ if (pitch < 0.7) { pitch = 0.7; }
+ if (pitch > 5.0) { pitch = 5.0; }
+ // cout << "pitch = " << pitch << endl;
+
+ double mp_factor;
+ if ( cur_fdm_state->get_engine(0) != NULL ) {
+ mp_factor =
+ cur_fdm_state->get_engine(0)->get_Manifold_Pressure() / 28;
+ } else {
+ mp_factor = 1.0;
+ }
+ // cout << "mp = "
+ // << cur_fdm_state->get_engine(0)->get_Manifold_Pressure()
+ // << endl;
-# else
+ double volume = mp_factor;
- double param = controls.get_throttle( 0 ) * 2.0 + 1.0;
- pitch_envelope.setStep ( 0, 0.01, param );
- volume_envelope.setStep ( 0, 0.01, param );
+ if ( volume < 0.3 ) { volume = 0.3; }
+ if ( volume > 2.0 ) { volume = 2.0; }
+ // cout << "volume = " << volume << endl;
-# endif // experimental throttle patch
+ 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;
+ pitch_envelope.setStep ( 0, 0.01, param );
+ volume_envelope.setStep ( 0, 0.01, param );
+ }
audio_sched -> update();
}
if ( idle_state == 0 ) {
// Initialize the splash screen right away
- if ( current_options.get_splash_screen() ) {
+ if ( globals->get_options()->get_splash_screen() ) {
fgSplashInit();
}
} else if ( idle_state == 1 ) {
// Start the intro music
#if !defined(WIN32)
- if ( current_options.get_intro_music() ) {
+ if ( globals->get_options()->get_intro_music() ) {
string lockfile = "/tmp/mpg123.running";
- FGPath mp3file( current_options.get_fg_root() );
+ FGPath mp3file( globals->get_options()->get_fg_root() );
mp3file.append( "Sounds/intro.mp3" );
string command = "(touch " + lockfile + "; mpg123 "
} 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 flight gear, its initialization call should
+ // a subsystem to flightgear, its initialization call should
// located in this routine.
if( !fgInitSubsystems()) {
FG_LOG( FG_GENERAL, FG_ALERT,
#ifdef ENABLE_AUDIO_SUPPORT
#if !defined(WIN32)
- if ( current_options.get_intro_music() ) {
+ if ( globals->get_options()->get_intro_music() ) {
// Let's wait for mpg123 to finish
string lockfile = "/tmp/mpg123.running";
struct stat stat_buf;
}
#endif // WIN32
- audio_sched = new slScheduler ( 8000 );
- audio_mixer = new smMixer;
- audio_mixer -> setMasterVolume ( 80 ) ; /* 80% of max volume. */
- audio_sched -> setSafetyMargin ( 1.0 ) ;
+ if ( globals->get_options()->get_sound() ) {
+ audio_sched = new slScheduler ( 8000 );
+ audio_mixer = new smMixer;
+ audio_mixer -> setMasterVolume ( 80 ) ; /* 80% of max volume. */
+ audio_sched -> setSafetyMargin ( 1.0 ) ;
- FGPath slfile( current_options.get_fg_root() );
- slfile.append( "Sounds/wasp.wav" );
+ FGPath slfile( globals->get_options()->get_fg_root() );
+ slfile.append( "Sounds/wasp.wav" );
- s1 = new slSample ( (char *)slfile.c_str() );
- FG_LOG( FG_GENERAL, FG_INFO,
- "Rate = " << s1 -> getRate()
- << " Bps = " << s1 -> getBps()
- << " Stereo = " << s1 -> getStereo() );
- audio_sched -> loopSample ( s1 );
+ s1 = new slSample ( (char *)slfile.c_str() );
+ FG_LOG( FG_GENERAL, FG_INFO,
+ "Rate = " << s1 -> getRate()
+ << " Bps = " << s1 -> getBps()
+ << " Stereo = " << s1 -> getStereo() );
+ audio_sched -> loopSample ( s1 );
- if ( audio_sched->not_working() ) {
- // skip
- } else {
- pitch_envelope.setStep ( 0, 0.01, 0.6 );
- volume_envelope.setStep ( 0, 0.01, 0.6 );
-
- audio_sched -> addSampleEnvelope( s1, 0, 0,
- &pitch_envelope,
- SL_PITCH_ENVELOPE );
- audio_sched -> addSampleEnvelope( s1, 0, 1,
- &volume_envelope,
- SL_VOLUME_ENVELOPE );
- }
+ if ( audio_sched->not_working() ) {
+ // skip
+ } else {
+ pitch_envelope.setStep ( 0, 0.01, 0.6 );
+ volume_envelope.setStep ( 0, 0.01, 0.6 );
+
+ audio_sched -> addSampleEnvelope( s1, 0, 0,
+ &pitch_envelope,
+ SL_PITCH_ENVELOPE );
+ audio_sched -> addSampleEnvelope( s1, 0, 1,
+ &volume_envelope,
+ SL_VOLUME_ENVELOPE );
+ }
- // strcpy(slfile, path);
- // strcat(slfile, "thunder.wav");
- // s2 -> loadFile ( slfile );
- // s2 -> adjustVolume(0.5);
- // audio_sched -> playSample ( s2 );
+ // strcpy(slfile, path);
+ // strcat(slfile, "thunder.wav");
+ // s2 -> loadFile ( slfile );
+ // s2 -> adjustVolume(0.5);
+ // audio_sched -> playSample ( s2 );
+ }
#endif
// sleep(1);
idle_state = 1000;
+
+ cout << "Panel visible = " << fgPanelVisible() << endl;
+ fgReshape( globals->get_options()->get_xsize(),
+ globals->get_options()->get_ysize() );
}
if ( idle_state == 1000 ) {
fgMainLoop();
} else {
- if ( current_options.get_splash_screen() == 1 ) {
+ if ( globals->get_options()->get_splash_screen() == 1 ) {
fgSplashUpdate(0.0);
}
}
// 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 ( ! fgPanelVisible() || idle_state != 1000 ) {
+ globals->get_current_view()->set_win_ratio( (float)height /
+ (float)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) );
+ int view_h =
+ int((current_panel->getViewHeight() - current_panel->getYOffset())
+ * (height / 768.0)) + 1;
+ globals->get_current_view()->set_win_ratio( (float)view_h /
+ (float)width );
+ glViewport(0, (GLint)(height - view_h),
+ (GLint)(width), (GLint)(view_h) );
}
- current_view.set_winWidth( width );
- current_view.set_winHeight( height );
- current_view.force_update_fov_math();
+ globals->get_options()->set_xsize( width );
+ globals->get_options()->set_ysize( height );
+ globals->get_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 = globals->get_options()->get_fov();
+ // float y_fov = x_fov * 1.0 / current_view.get_win_ratio();
+ // ssgSetFOV( x_fov, y_fov );
- glViewport ( 0, 0, width, height );
- float fov = current_options.get_fov();
- ssgSetFOV(fov * current_view.get_win_ratio(), fov);
+ // glViewport ( 0, 0, width, height );
+ float fov = globals->get_options()->get_fov();
+ // ssgSetFOV(fov * current_view.get_win_ratio(), fov);
+ ssgSetFOV(fov, fov * globals->get_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);
- }
+ globals->get_current_view()->UpdateViewParams(cur_view_fdm);
}
}
// 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() );
+ globals->get_options()->get_xsize() << "x"
+ << globals->get_options()->get_ysize() );
// Define initial window size
- xglutInitWindowSize( current_options.get_xsize(),
- current_options.get_ysize() );
+ glutInitWindowSize( globals->get_options()->get_xsize(),
+ globals->get_options()->get_ysize() );
// Initialize windows
- if ( current_options.get_game_mode() == 0 ) {
+ if ( globals->get_options()->get_game_mode() == 0 ) {
// Open the regular window
- xglutCreateWindow("Flight Gear");
+ glutCreateWindow("FlightGear");
#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",
- current_options.get_xsize(),
- current_options.get_ysize() );
+ sprintf( game_mode_str, "width=%d height=%d bpp=%d",
+ globals->get_options()->get_xsize(),
+ globals->get_options()->get_ysize(),
+ globals->get_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
// probably a voodoo-2
if ( renderer.find( "TMU/SLI" ) != string::npos ) {
// probably two SLI'd Voodoo-2's
- current_options.set_xsize( 1024 );
- current_options.set_ysize( 768 );
+ globals->get_options()->set_xsize( 1024 );
+ globals->get_options()->set_ysize( 768 );
FG_LOG( FG_GENERAL, FG_INFO,
"It looks like you have two sli'd voodoo-2's." << endl
<< "upgrading your win resolution to 1024 x 768" );
glutReshapeWindow(1024, 768);
} else {
// probably a single non-SLI'd Voodoo-2
- current_options.set_xsize( 800 );
- current_options.set_ysize( 600 );
+ globals->get_options()->set_xsize( 800 );
+ globals->get_options()->set_ysize( 600 );
FG_LOG( FG_GENERAL, FG_INFO,
"It looks like you have a voodoo-2." << endl
<< "upgrading your win resolution to 800 x 600" );
// 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
// set default log levels
fglog().setLogLevels( FG_ALL, FG_INFO );
- FG_LOG( FG_GENERAL, FG_INFO, "Flight Gear: Version " << VERSION << endl );
+ FG_LOG( FG_GENERAL, FG_INFO, "FlightGear: Version "
+ << FLIGHTGEAR_VERSION << endl );
// seed the random number generater
fg_srandom();
+ // Allocate global data structures. This needs to happen before
+ // we parse command line options
+ globals = new FGGlobals;
+
+ SGRoute *route = new SGRoute;
+ globals->set_route( route );
+
+ FGOptions *options = new FGOptions;
+ globals->set_options( options );
+
+ FGViewer *pv = new FGViewer;
+ globals->set_pilot_view( pv );
+ FGViewer *cv = new FGViewer;
+ globals->set_current_view( cv );
+
+ // Scan the config file(s) and command line options to see if
+ // fg_root was specified (ignore all other options for now)
+ fgInitFGRoot(argc, argv);
+
+ // cout << "1. airport_id = " << globals->get_options()->get_airport_id() << endl;
+
+ // Read global preferences from $FG_ROOT/preferences.xml
+ FGPath props_path(globals->get_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");
+ }
+
+ // cout << "2. airport_id = " << globals->get_options()->get_airport_id() << endl;
+
+ // Initialize the Aircraft directory to "" (UIUC)
+ aircraft_dir = "";
+
// 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
+ // cout << "3. airport_id = " << globals->get_options()->get_airport_id() << endl;
+ if ( globals->get_options()->get_airport_id().length() ) {
+ // fgSetPosFromAirportID( globals->get_options()->get_airport_id() );
+ fgSetPosFromAirportIDandHdg( globals->get_options()->get_airport_id(),
+ globals->get_options()->get_heading() );
+ }
+
+ // Initialize time
+ FGPath zone( globals->get_options()->get_fg_root() );
+ zone.append( "Timezone" );
+ SGTime *t = new SGTime( globals->get_options()->get_lon() * DEG_TO_RAD,
+ globals->get_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 ( globals->get_options()->get_time_offset_type() ) {
+ case FGOptions::FG_TIME_SYS_OFFSET:
+ globals->set_warp( globals->get_options()->get_time_offset() );
+ break;
+ case FGOptions::FG_TIME_GMT_OFFSET:
+ globals->set_warp( globals->get_options()->get_time_offset() -
+ (currGMT - systemLocalTime) );
+ break;
+ case FGOptions::FG_TIME_LAT_OFFSET:
+ globals->set_warp( globals->get_options()->get_time_offset() -
+ (aircraftLocalTime - systemLocalTime) );
+ break;
+ case FGOptions::FG_TIME_SYS_ABSOLUTE:
+ globals->set_warp( globals->get_options()->get_time_offset() -
+ cur_time );
+ //printf("warp = %d\n", warp);
+ break;
+ case FGOptions::FG_TIME_GMT_ABSOLUTE:
+ globals->set_warp( globals->get_options()->get_time_offset() -
+ currGMT );
+ break;
+ case FGOptions::FG_TIME_LAT_ABSOLUTE:
+ globals->set_warp( globals->get_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,
// distribution) specifically from the ssg tux example
//
- FGPath modelpath( current_options.get_fg_root() );
- modelpath.append( "Models" );
- modelpath.append( "Geometry" );
+ FGPath modelpath( globals->get_options()->get_fg_root() );
+ // modelpath.append( "Models" );
+ // modelpath.append( "Geometry" );
- FGPath texturepath( current_options.get_fg_root() );
+ FGPath texturepath( globals->get_options()->get_fg_root() );
texturepath.append( "Models" );
texturepath.append( "Textures" );
ssgModelPath( (char *)modelpath.c_str() );
ssgTexturePath( (char *)texturepath.c_str() );
+ // Scene graph root
scene = new ssgRoot;
+ scene->setName( "Scene" );
+
+ // Initialize the sky
+ FGPath ephem_data_path( globals->get_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( globals->get_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 );
+
+ if ( globals->get_options()->get_clouds() == true ) {
+ 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 );
+
+ // temporary visible aircraft "own ship"
penguin_sel = new ssgSelector;
penguin_pos = new ssgTransform;
-
- ssgEntity *tux_obj = ssgLoadAC( "glider.ac" );
- // ssgEntity *tux_obj = ssgLoadAC( "Tower1x.ac" );
- penguin_pos->addKid( tux_obj );
+ string tux_path =
+ current_properties.getStringValue("/sim/model/path",
+ "Models/Geometry/glider.ac");
+ ssgEntity *tux_obj = ssgLoad((char *)(tux_path.c_str()));
+
+ // align the model properly for FGFS
+ ssgTransform *tux_align = new ssgTransform;
+ tux_align->addKid(tux_obj);
+ sgMat4 tux_matrix;
+ float h_rot =
+ current_properties.getFloatValue("/sim/model/h-rotation", 0.0);
+ float p_rot =
+ current_properties.getFloatValue("/sim/model/p-rotation", 0.0);
+ float r_rot =
+ current_properties.getFloatValue("/sim/model/r-rotation", 0.0);
+ sgMakeRotMat4(tux_matrix, h_rot, h_rot, r_rot);
+ tux_align->setTransform(tux_matrix);
+
+ penguin_pos->addKid( tux_align );
penguin_sel->addKid( penguin_pos );
ssgFlatten( tux_obj );
ssgStripify( penguin_sel );
+ penguin_sel->clrTraversalMaskBits( SSGTRAV_HOT );
+ scene->addKid( penguin_sel );
+
+ // $$$ begin - added VS Renganthan 17 Oct 2K
+ fgLoadDCS();
+ // $$$ end - added VS Renganthan 17 Oct 2K
#ifdef FG_NETWORK_OLK
// Do the network intialization
- printf("Multipilot mode %s\n", fg_net_init() );
+ if ( globals->get_options()->get_network_olk() ) {
+ printf("Multipilot mode %s\n", fg_net_init( scene ) );
+ }
#endif
- scene->addKid( terrain );
- scene->addKid( penguin_sel );
+ // build our custom render states
+ fgBuildRenderStates();
// pass control off to the master GLUT event handler
glutMainLoop();
// etc.
return 0;
}
+
+
+// $$$ end - added VS Renganathan, 15 Oct 2K
+void fgLoadDCS(void) {
+
+ double obj_lat,obj_lon,obj_alt;
+ int i = 1;
+ string obj_filename;
+
+ FGPath tile_path( globals->get_options()->get_fg_root());
+ tile_path.append( "Scenery" );
+ tile_path.append( "Objects.txt" );
+ fg_gzifstream in( tile_path.str() );
+ if ( ! in.is_open() ) {
+ FG_LOG( FG_TERRAIN, FG_ALERT, "Cannot open file: " << tile_path.str() );
+ }
+
+ FGPath modelpath( globals->get_options()->get_fg_root() );
+ modelpath.append( "Models" );
+ modelpath.append( "Geometry" );
+
+ FGPath texturepath( globals->get_options()->get_fg_root() );
+ texturepath.append( "Models" );
+ texturepath.append( "Textures" );
+
+ ssgModelPath( (char *)modelpath.c_str() );
+ ssgTexturePath( (char *)texturepath.c_str() );
+
+ // while ( ! in.eof() ) {
+ // in >> obj_filename >> obj_lat >> obj_lon >> obj_alt;
+ // totalDCSobj = totalDCSobj+1;
+
+ ship_sel = new ssgSelector;
+ ship_pos = new ssgTransform;
+ ssgEntity *ship_obj = ssgLoadOBJ( "saratoga.obj" );
+ if ( ship_obj != NULL ) {
+ ship_pos->addKid( ship_obj ); // add object to transform node
+ ship_sel->addKid( ship_pos ); // add transform node to selector
+ // ssgFlatten( ship_obj );
+ // ssgStripify( ship_sel );
+ ship_sel->clrTraversalMaskBits( SSGTRAV_HOT );
+ scene->addKid( ship_sel ); //add selector node to root node
+ } else {
+ FG_LOG( FG_TERRAIN, FG_ALERT, "Cannot open file: " << "saratoga.obj" );
+ }
+
+ // if (in.eof()) break;
+
+ // } // while
+ return;
+}
+
+
+void fgUpdateDCS (void) {
+
+ double eye_lat,eye_lon,eye_alt;
+ static double obj_lat=15.377603*DEG_TO_RAD;
+ static double obj_lon= 73.816436*DEG_TO_RAD;
+ static double obj_alt=0.15;
+ 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];
+
+ obj_lat = obj_lat + 0.0000001;
+
+ // Instantaneous Geodetic Lat/Lon/Alt of moving object
+ // obj_lon = current_aircraft.fdm_state->get_aux5()*DEG_TO_RAD;
+ // obj_lat = current_aircraft.fdm_state->get_aux6()*DEG_TO_RAD;
+ // obj_alt = current_aircraft.fdm_state->get_aux7();
+
+ // Geodetic to Geocentric angles for rotation
+ sgGeodToGeoc(obj_lat,obj_alt,&sl_radius,&obj_latgc);
+
+ // moving object gbs-posn in cartesian coords
+ Point3D obj_posn = Point3D( obj_lon,obj_lat,obj_alt);
+ Point3D obj_pos = sgGeodToCart( obj_posn );
+
+ // Translate moving object w.r.t eye
+ Point3D Objtrans = obj_pos-scenery.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
+ if ( ship_sel != NULL ) {
+ ship_sel->select(1);
+
+ 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;
+ sgMakeRotMat4( sgROT_lon, obj_lon*RAD_TO_DEG, ship_up );
+ sgMakeRotMat4( sgROT_lat, 90-obj_latgc*RAD_TO_DEG, ship_rt );
+ sgMakeRotMat4( sgROT_hdg, 180.0, ship_up );
+
+ sgMat4 sgTUX;
+ sgCopyMat4( sgTUX, sgROT_hdg );
+ sgPostMultMat4( sgTUX, sgROT_lat );
+ sgPostMultMat4( sgTUX, sgROT_lon );
+ sgPostMultMat4( sgTUX, sgTRANS );
+
+ sgCoord shippos;
+ sgSetCoord( &shippos, sgTUX );
+ ship_pos->setTransform( &shippos );
+ }
+}
+
+// $$$ end - added VS Renganathan, 15 Oct 2K