//
// 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
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
-// Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
+// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
//
// $Id$
# include <signal.h>
#endif
-#ifdef SG_MATH_EXCEPTION_CLASH
-# include <math.h>
-#endif
-
-#ifdef HAVE_WINDOWS_H
-# include <windows.h>
-# include <float.h>
-#endif
+#include <iostream>
-#include <plib/ssg.h>
#include <plib/netSocket.h>
-#include <simgear/screen/extensions.hxx>
+#include <osg/Camera>
+#include <osg/GraphicsContext>
+#include <osgDB/Registry>
+
+// Class references
+#include <simgear/ephemeris/ephemeris.hxx>
+#include <simgear/scene/model/modellib.hxx>
#include <simgear/scene/material/matlib.hxx>
-#include <simgear/props/props.hxx>
+#include <simgear/scene/model/animation.hxx>
#include <simgear/scene/sky/sky.hxx>
+#include <simgear/structure/event_mgr.hxx>
+#include <simgear/props/AtomicChangeListener.hxx>
+#include <simgear/props/props.hxx>
#include <simgear/timing/sg_time.hxx>
-#include <simgear/scene/model/animation.hxx>
-#include <simgear/ephemeris/ephemeris.hxx>
-#include <simgear/scene/model/placement.hxx>
#include <simgear/math/sg_random.h>
-#include <simgear/scene/model/modellib.hxx>
-
-#ifdef FG_USE_CLOUDS_3D
-# include <simgear/scene/sky/clouds3d/SkySceneLoader.hpp>
-# include <simgear/scene/sky/clouds3d/SkyUtil.hpp>
-#endif
-#include <Include/general.hxx>
-#include <Scenery/tileentry.hxx>
-#include <Time/light.hxx>
#include <Time/light.hxx>
-#include <Aircraft/aircraft.hxx>
-#include <Cockpit/panel.hxx>
+#include <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/fg_fx.hxx>
+#include <Sound/beacon.hxx>
+#include <Sound/morse.hxx>
+#include <Sound/fg_fx.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 <ATCDCL/ATCmgr.hxx>
+#include <ATCDCL/AIMgr.hxx>
#include <Time/tmp.hxx>
-#include <Time/fg_timer.hxx>
#include <Environment/environment_mgr.hxx>
#include <GUI/new_gui.hxx>
+#include <MultiPlayer/multiplaymgr.hxx>
-#ifdef FG_MPLAYER_AS
-#include <MultiPlayer/multiplaytxmgr.hxx>
-#include <MultiPlayer/multiplayrxmgr.hxx>
-#endif
-
-#include "splash.hxx"
+#include "CameraGroup.hxx"
#include "fg_commands.hxx"
#include "fg_io.hxx"
+#include "renderer.hxx"
+#include "splash.hxx"
#include "main.hxx"
-
-float default_attenuation[3] = {1.0, 0.0, 0.0};
-ssgSelector *ship_sel=NULL;
-// upto 32 instances of a same object can be loaded.
-ssgTransform *ship_pos[32];
-double obj_lat[32],obj_lon[32],obj_alt[32],obj_pitch[32],obj_roll[32];
-int objc=0;
-ssgSelector *lightpoints_brightness = new ssgSelector;
-ssgTransform *lightpoints_transform = new ssgTransform;
-FGTileEntry *dummy_tile;
-sgVec3 rway_ols;
-// ADA
-// Clip plane settings...
-float scene_nearplane = 0.5f;
-float scene_farplane = 120000.0f;
+#include "util.hxx"
+#include "fg_init.hxx"
+#include "fg_os.hxx"
+#include "WindowSystemAdapter.hxx"
+#include <Main/viewer.hxx>
static double real_delta_time_sec = 0.0;
-static double delta_time_sec = 0.0;
+double delta_time_sec = 0.0;
-glPointParameterfProc glPointParameterfPtr = 0;
-glPointParameterfvProc glPointParameterfvPtr = 0;
-bool glPointParameterIsSupported = false;
+using namespace flightgear;
-
-#ifdef macintosh
-# include <console.h> // -dw- for command line dialog
-#endif
+using std::cerr;
// This is a record containing a bit of global housekeeping information
FGGeneral general;
// Specify our current idle function state. This is used to run all
// our initializations out of the idle callback so that we can get a
// splash screen up and running right away.
-static int idle_state = 0;
-static long global_multi_loop;
-
-// fog constants. I'm a little nervous about putting actual code out
-// here but it seems to work (?)
-static const double m_log01 = -log( 0.01 );
-static const double sqrt_m_log01 = sqrt( m_log01 );
-static GLfloat fog_exp_density;
-static GLfloat fog_exp2_density;
-static GLfloat rwy_exp2_punch_through;
-static GLfloat taxi_exp2_punch_through;
-static GLfloat ground_exp2_punch_through;
-
-// Sky structures
-SGSky *thesky;
-
-#ifdef FG_USE_CLOUDS_3D
- SkySceneLoader *sgClouds3d;
- bool _bcloud_orig = true;
-#endif
-
-// hack
-sgMat4 copy_of_ssgOpenGLAxisSwapMatrix =
-{
- { 1.0f, 0.0f, 0.0f, 0.0f },
- { 0.0f, 0.0f, -1.0f, 0.0f },
- { 0.0f, 1.0f, 0.0f, 0.0f },
- { 0.0f, 0.0f, 0.0f, 1.0f }
-};
-
-ssgSimpleState *cloud3d_imposter_state;
-ssgSimpleState *default_state;
-ssgSimpleState *hud_and_panel;
-ssgSimpleState *menus;
+int idle_state = 0;
+long global_multi_loop;
SGTimeStamp last_time_stamp;
SGTimeStamp current_time_stamp;
-// The atexit() functio handler should know when the graphical subsystem
+void fgInitSoundManager();
+void fgSetNewSoundDevice(const char *);
+
+// The atexit() function handler should know when the graphical subsystem
// is initialized.
extern int _bootstrap_OSInit;
-void fgBuildRenderStates( void ) {
- default_state = new ssgSimpleState;
- default_state->ref();
- default_state->disable( GL_TEXTURE_2D );
- default_state->enable( GL_CULL_FACE );
- default_state->enable( GL_COLOR_MATERIAL );
- default_state->setColourMaterial( GL_AMBIENT_AND_DIFFUSE );
- default_state->setMaterial( GL_EMISSION, 0, 0, 0, 1 );
- default_state->setMaterial( GL_SPECULAR, 0, 0, 0, 1 );
- default_state->disable( GL_BLEND );
- default_state->disable( GL_ALPHA_TEST );
- default_state->disable( GL_LIGHTING );
-
- cloud3d_imposter_state = new ssgSimpleState;
- cloud3d_imposter_state->ref();
- cloud3d_imposter_state->enable( GL_TEXTURE_2D );
- cloud3d_imposter_state->enable( GL_CULL_FACE );
- cloud3d_imposter_state->enable( GL_COLOR_MATERIAL );
- cloud3d_imposter_state->setColourMaterial( GL_AMBIENT_AND_DIFFUSE );
- cloud3d_imposter_state->setMaterial( GL_DIFFUSE, 1, 1, 1, 1 );
- cloud3d_imposter_state->setMaterial( GL_AMBIENT, 1, 1, 1, 1 );
- cloud3d_imposter_state->setMaterial( GL_EMISSION, 0, 0, 0, 1 );
- cloud3d_imposter_state->setMaterial( GL_SPECULAR, 0, 0, 0, 1 );
- cloud3d_imposter_state->enable( GL_BLEND );
- cloud3d_imposter_state->enable( GL_ALPHA_TEST );
- cloud3d_imposter_state->disable( GL_LIGHTING );
-
- hud_and_panel = new ssgSimpleState;
- hud_and_panel->ref();
- hud_and_panel->disable( GL_CULL_FACE );
- hud_and_panel->disable( GL_TEXTURE_2D );
- hud_and_panel->disable( GL_LIGHTING );
- hud_and_panel->enable( GL_BLEND );
-
- menus = new ssgSimpleState;
- menus->ref();
- menus->disable( GL_CULL_FACE );
- menus->disable( GL_TEXTURE_2D );
- menus->enable( GL_BLEND );
-}
-
-
-// fgInitVisuals() -- Initialize various GL/view parameters
-void fgInitVisuals( void ) {
-
- FGLight *l = (FGLight *)(globals->get_subsystem("lighting"));
-
- // Go full screen if requested ...
- if ( fgGetBool("/sim/startup/fullscreen") ) {
- fgOSFullScreen();
- }
-
- // If enabled, normal vectors specified with glNormal are scaled
- // to unit length after transformation. Enabling this has
- // performance implications. See the docs for glNormal.
- // glEnable( GL_NORMALIZE );
-
- glEnable( GL_LIGHTING );
- glEnable( GL_LIGHT0 );
- // glLightfv( GL_LIGHT0, GL_POSITION, l->sun_vec ); // done later with ssg
-
- sgVec3 sunpos;
- sgSetVec3( sunpos, l->sun_vec()[0], l->sun_vec()[1], l->sun_vec()[2] );
- ssgGetLight( 0 ) -> setPosition( sunpos );
-
- glFogi (GL_FOG_MODE, GL_EXP2);
- if ( (!strcmp(fgGetString("/sim/rendering/fog"), "disabled")) ||
- (!fgGetBool("/sim/rendering/shading"))) {
- // if fastest fog requested, or if flat shading force fastest
- glHint ( GL_FOG_HINT, GL_FASTEST );
- } else if ( !strcmp(fgGetString("/sim/rendering/fog"), "nicest") ) {
- glHint ( GL_FOG_HINT, GL_NICEST );
- }
- if ( fgGetBool("/sim/rendering/wireframe") ) {
- // draw wire frame
- glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
- }
-
- // This is the default anyways, but it can't hurt
- glFrontFace ( GL_CCW );
-
- // Just testing ...
- // glEnable(GL_POINT_SMOOTH);
- // glEnable(GL_LINE_SMOOTH);
- // glEnable(GL_POLYGON_SMOOTH);
-}
-
-
-// For HiRes screen Dumps using Brian Pauls TR Library
-void trRenderFrame( void ) {
-#ifdef FG_ENABLE_MULTIPASS_CLOUDS
- bool multi_pass_clouds = fgGetBool("/sim/rendering/multi-pass-clouds") &&
- !SGCloudLayer::enable_bump_mapping; // ugly artefact now
-#else
- bool multi_pass_clouds = false;
-#endif
- bool draw_clouds = fgGetBool("/environment/clouds/status");
-
- if ( fgPanelVisible() ) {
- GLfloat height = fgGetInt("/sim/startup/ysize");
- GLfloat view_h =
- (globals->get_current_panel()->getViewHeight() - globals->get_current_panel()->getYOffset())
- * (height / 768.0) + 1;
- glTranslatef( 0.0, view_h, 0.0 );
- }
-
- static GLfloat black[4] = { 0.0, 0.0, 0.0, 1.0 };
- static GLfloat white[4] = { 1.0, 1.0, 1.0, 1.0 };
-
- FGLight *l = (FGLight *)(globals->get_subsystem("lighting"));
-
- glClearColor(l->adj_fog_color()[0], l->adj_fog_color()[1],
- l->adj_fog_color()[2], l->adj_fog_color()[3]);
-
- glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
-
- // set the opengl state to known default values
- default_state->force();
-
- glEnable( GL_FOG );
- glFogf ( GL_FOG_DENSITY, fog_exp2_density);
- glFogi ( GL_FOG_MODE, GL_EXP2 );
- glFogfv ( GL_FOG_COLOR, l->adj_fog_color() );
-
- // GL_LIGHT_MODEL_AMBIENT has a default non-zero value so if
- // we only update GL_AMBIENT for our lights we will never get
- // a completely dark scene. So, we set GL_LIGHT_MODEL_AMBIENT
- // explicitely to black.
- glLightModelfv( GL_LIGHT_MODEL_AMBIENT, black );
- glLightModeli( GL_LIGHT_MODEL_LOCAL_VIEWER, GL_FALSE );
-
- ssgGetLight( 0 ) -> setColour( GL_AMBIENT, l->scene_ambient() );
-
- // texture parameters
- glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ) ;
- glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST ) ;
-
- // we need a white diffuse light for the phase of the moon
- ssgGetLight( 0 ) -> setColour( GL_DIFFUSE, white );
- thesky->preDraw( cur_fdm_state->get_Altitude() * SG_FEET_TO_METER,
- fog_exp2_density );
-
- // draw the ssg scene
- // return to the desired diffuse color
- ssgGetLight( 0 ) -> setColour( GL_DIFFUSE, l->scene_diffuse() );
- glEnable( GL_DEPTH_TEST );
- ssgSetNearFar( scene_nearplane, scene_farplane );
- if ( draw_clouds ) {
- // Draw the terrain
- FGTileMgr::set_tile_filter( true );
- sgSetModelFilter( false );
- globals->get_aircraft_model()->select( false );
- ssgCullAndDraw( globals->get_scenery()->get_scene_graph() );
- // Disable depth buffer update, draw the clouds
- glDepthMask( GL_FALSE );
- thesky->drawUpperClouds();
- if ( multi_pass_clouds ) {
- thesky->drawLowerClouds();
- }
- glDepthMask( GL_TRUE );
- if ( multi_pass_clouds ) {
- // Draw the objects except the aircraft
- // and update the stencil buffer with 1
- glEnable( GL_STENCIL_TEST );
- glStencilFunc( GL_ALWAYS, 1, 1 );
- glStencilOp( GL_KEEP, GL_KEEP, GL_REPLACE );
- }
- FGTileMgr::set_tile_filter( false );
- sgSetModelFilter( true );
- ssgCullAndDraw( globals->get_scenery()->get_scene_graph() );
- } else {
- FGTileMgr::set_tile_filter( true );
- sgSetModelFilter( true );
- globals->get_aircraft_model()->select( false );
- ssgCullAndDraw( globals->get_scenery()->get_scene_graph() );
- }
-
- // draw the lights
- glFogf (GL_FOG_DENSITY, rwy_exp2_punch_through);
- ssgSetNearFar( scene_nearplane, scene_farplane );
- ssgCullAndDraw( globals->get_scenery()->get_vasi_lights_root() );
- ssgCullAndDraw( globals->get_scenery()->get_rwy_lights_root() );
-
- ssgCullAndDraw( globals->get_scenery()->get_gnd_lights_root() );
-
- if ( draw_clouds ) {
- if ( multi_pass_clouds ) {
- // Disable depth buffer update, draw the clouds where the
- // objects overwrite the already drawn clouds, by testing
- // the stencil buffer against 1
- glDepthMask( GL_FALSE );
- glStencilFunc( GL_EQUAL, 1, 1 );
- glStencilOp( GL_KEEP, GL_KEEP, GL_KEEP );
- thesky->drawUpperClouds();
- thesky->drawLowerClouds();
- glDepthMask( GL_TRUE );
- glDisable( GL_STENCIL_TEST );
- } else {
- glDepthMask( GL_FALSE );
- thesky->drawLowerClouds();
- glDepthMask( GL_TRUE );
- }
- }
-
- globals->get_aircraft_model()->select( true );
- globals->get_model_mgr()->draw();
- globals->get_aircraft_model()->draw();
-}
-
-
-// Update all Visuals (redraws anything graphics related)
-void fgRenderFrame() {
- bool scenery_loaded = fgGetBool("sim/sceneryloaded") || fgGetBool("sim/sceneryloaded-override");
- bool draw_otw = fgGetBool("/sim/rendering/draw-otw");
- bool skyblend = fgGetBool("/sim/rendering/skyblend");
- bool enhanced_lighting = fgGetBool("/sim/rendering/enhanced-lighting");
- bool distance_attenuation = fgGetBool("/sim/rendering/distance-attenuation");
-#ifdef FG_ENABLE_MULTIPASS_CLOUDS
- bool multi_pass_clouds = fgGetBool("/sim/rendering/multi-pass-clouds") &&
- !SGCloudLayer::enable_bump_mapping; // ugly artefact now
-#else
- bool multi_pass_clouds = false;
-#endif
- bool draw_clouds = fgGetBool("/environment/clouds/status");
-
- GLfloat black[4] = { 0.0, 0.0, 0.0, 1.0 };
- GLfloat white[4] = { 1.0, 1.0, 1.0, 1.0 };
-
- // static const SGPropertyNode *longitude
- // = fgGetNode("/position/longitude-deg");
- // static const SGPropertyNode *latitude
- // = fgGetNode("/position/latitude-deg");
- // static const SGPropertyNode *altitude
- // = fgGetNode("/position/altitude-ft");
- static const SGPropertyNode *groundlevel_nearplane
- = fgGetNode("/sim/current-view/ground-level-nearplane-m");
-
- FGLight *l = (FGLight *)(globals->get_subsystem("lighting"));
- static double last_visibility = -9999;
-
- // update fog params
- double actual_visibility;
- if (fgGetBool("/environment/clouds/status"))
- actual_visibility = thesky->get_visibility();
- else
- actual_visibility = fgGetDouble("/environment/visibility-m");
- if ( actual_visibility != last_visibility ) {
- last_visibility = actual_visibility;
-
- fog_exp_density = m_log01 / actual_visibility;
- fog_exp2_density = sqrt_m_log01 / actual_visibility;
- ground_exp2_punch_through = sqrt_m_log01 / (actual_visibility * 1.5);
- if ( actual_visibility < 8000 ) {
- rwy_exp2_punch_through = sqrt_m_log01 / (actual_visibility * 2.5);
- taxi_exp2_punch_through = sqrt_m_log01 / (actual_visibility * 1.5);
- } else {
- rwy_exp2_punch_through = sqrt_m_log01 / ( 8000 * 2.5 );
- taxi_exp2_punch_through = sqrt_m_log01 / ( 8000 * 1.5 );
- }
- }
-
- // double angle;
- // GLfloat black[4] = { 0.0, 0.0, 0.0, 1.0 };
- // GLfloat white[4] = { 1.0, 1.0, 1.0, 1.0 };
- // GLfloat terrain_color[4] = { 0.54, 0.44, 0.29, 1.0 };
- // GLfloat mat_shininess[] = { 10.0 };
- GLbitfield clear_mask;
-
- if ( idle_state != 1000 || !scenery_loaded ) {
- // still initializing, draw the splash screen
- if ( fgGetBool("/sim/startup/splash-screen") ) {
- fgSplashUpdate(0.0, 1.0);
- }
- // Keep resetting sim time while the sim is initializing
- globals->set_sim_time_sec( 0.0 );
- SGAnimation::set_sim_time_sec( 0.0 );
- } else {
- // idle_state is now 1000 meaning we've finished all our
- // initializations and are running the main loop, so this will
- // now work without seg faulting the system.
-
- FGViewer *current__view = globals->get_current_view();
-
- // calculate our current position in cartesian space
- globals->get_scenery()->set_center( globals->get_scenery()->get_next_center() );
-
- // update view port
- fgReshape( fgGetInt("/sim/startup/xsize"),
- fgGetInt("/sim/startup/ysize") );
-
- if ( fgGetBool("/sim/rendering/clouds3d") ) {
- glClear( GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT );
- cloud3d_imposter_state->force();
- glDisable( GL_FOG );
- glColor4f( 1.0, 1.0, 1.0, 1.0 );
- glEnable(GL_DEPTH_TEST);
- glEnable(GL_BLEND);
- glBlendFunc( GL_ONE, GL_ONE_MINUS_SRC_ALPHA ) ;
-
-#ifdef FG_USE_CLOUDS_3D
- if ( _bcloud_orig ) {
- Point3D c = globals->get_scenery()->get_center();
- sgClouds3d->Set_Cloud_Orig( &c );
- _bcloud_orig = false;
- }
- sgClouds3d->Update( current__view->get_absolute_view_pos() );
-#endif
- glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ) ;
- glDisable(GL_DEPTH_TEST);
- }
-
- clear_mask = GL_DEPTH_BUFFER_BIT;
- if ( fgGetBool("/sim/rendering/wireframe") ) {
- clear_mask |= GL_COLOR_BUFFER_BIT;
- }
-
- if ( skyblend ) {
- if ( fgGetBool("/sim/rendering/textures") ) {
- // glClearColor(black[0], black[1], black[2], black[3]);
- glClearColor(l->adj_fog_color()[0], l->adj_fog_color()[1],
- l->adj_fog_color()[2], l->adj_fog_color()[3]);
- clear_mask |= GL_COLOR_BUFFER_BIT;
- }
- } else {
- glClearColor(l->sky_color()[0], l->sky_color()[1],
- l->sky_color()[2], l->sky_color()[3]);
- clear_mask |= GL_COLOR_BUFFER_BIT;
- }
- if ( multi_pass_clouds && draw_clouds ) {
- glClearStencil( 0 );
- clear_mask |= GL_STENCIL_BUFFER_BIT;
- }
- glClear( clear_mask );
-
- // Tell GL we are switching to model view parameters
-
- // I really should create a derived ssg node or use a call
- // back or something so that I can draw the sky within the
- // ssgCullAndDraw() function, but for now I just mimic what
- // ssg does to set up the model view matrix
- glMatrixMode(GL_MODELVIEW);
- glLoadIdentity();
- ssgSetCamera( (sgVec4 *)current__view->get_VIEW() );
-
- // set the opengl state to known default values
- default_state->force();
-
- // update fog params if visibility has changed
- double visibility_meters = fgGetDouble("/environment/visibility-m");
- thesky->set_visibility(visibility_meters);
-
- thesky->modify_vis( cur_fdm_state->get_Altitude() * SG_FEET_TO_METER,
- ( global_multi_loop * fgGetInt("/sim/speed-up") )
- / (double)fgGetInt("/sim/model-hz") );
-
- // Set correct opengl fog density
- glFogf (GL_FOG_DENSITY, fog_exp2_density);
-
- // update the sky dome
- if ( skyblend ) {
- /*
- SG_LOG( SG_GENERAL, SG_BULK, "thesky->repaint() sky_color = "
- << l->sky_color()[0] << " "
- << l->sky_color()[1] << " "
- << l->sky_color()[2] << " "
- << l->sky_color()[3] );
- SG_LOG( SG_GENERAL, SG_BULK, " fog = "
- << l->fog_color()[0] << " "
- << l->fog_color()[1] << " "
- << l->fog_color()[2] << " "
- << l->fog_color()[3] );
- SG_LOG( SG_GENERAL, SG_BULK,
- " sun_angle = " << l->sun_angle
- << " moon_angle = " << l->moon_angle );
- */
-
- static SGSkyColor scolor;
- FGLight *l = (FGLight *)(globals->get_subsystem("lighting"));
-
- scolor.sky_color = l->sky_color();
- scolor.fog_color = l->adj_fog_color();
- scolor.cloud_color = l->cloud_color();
- scolor.sun_angle = l->get_sun_angle();
- scolor.moon_angle = l->get_moon_angle();
- scolor.nplanets = globals->get_ephem()->getNumPlanets();
- scolor.nstars = globals->get_ephem()->getNumStars();
- scolor.planet_data = globals->get_ephem()->getPlanets();
- scolor.star_data = globals->get_ephem()->getStars();
-
- thesky->repaint( scolor );
-
- /*
- SG_LOG( SG_GENERAL, SG_BULK,
- "thesky->reposition( view_pos = " << view_pos[0] << " "
- << view_pos[1] << " " << view_pos[2] );
- SG_LOG( SG_GENERAL, SG_BULK,
- " zero_elev = " << zero_elev[0] << " "
- << zero_elev[1] << " " << zero_elev[2]
- << " lon = " << cur_fdm_state->get_Longitude()
- << " lat = " << cur_fdm_state->get_Latitude() );
- SG_LOG( SG_GENERAL, SG_BULK,
- " sun_rot = " << l->get_sun_rotation
- << " gst = " << SGTime::cur_time_params->getGst() );
- SG_LOG( SG_GENERAL, SG_BULK,
- " sun ra = " << globals->get_ephem()->getSunRightAscension()
- << " sun dec = " << globals->get_ephem()->getSunDeclination()
- << " moon ra = " << globals->get_ephem()->getMoonRightAscension()
- << " moon dec = " << globals->get_ephem()->getMoonDeclination() );
- */
-
- // The sun and moon distances are scaled down versions
- // of the actual distance to get both the moon and the sun
- // within the range of the far clip plane.
- // Moon distance: 384,467 kilometers
- // Sun distance: 150,000,000 kilometers
- double sun_horiz_eff, moon_horiz_eff;
- if (fgGetBool("/sim/rendering/horizon-effect")) {
- sun_horiz_eff = 0.67+pow(0.5+cos(l->get_sun_angle())*2/2, 0.33)/3;
- moon_horiz_eff = 0.67+pow(0.5+cos(l->get_moon_angle())*2/2, 0.33)/3;
- } else {
- sun_horiz_eff = moon_horiz_eff = 1.0;
- }
-
- static SGSkyState sstate;
-
- sstate.view_pos = current__view->get_view_pos();
- sstate.zero_elev = current__view->get_zero_elev();
- sstate.view_up = current__view->get_world_up();
- sstate.lon = current__view->getLongitude_deg()
- * SGD_DEGREES_TO_RADIANS;
- sstate.lat = current__view->getLatitude_deg()
- * SGD_DEGREES_TO_RADIANS;
- sstate.alt = current__view->getAltitudeASL_ft()
- * SG_FEET_TO_METER;
- sstate.spin = l->get_sun_rotation();
- sstate.gst = globals->get_time_params()->getGst();
- sstate.sun_ra = globals->get_ephem()->getSunRightAscension();
- sstate.sun_dec = globals->get_ephem()->getSunDeclination();
- sstate.sun_dist = 50000.0 * sun_horiz_eff;
- sstate.moon_ra = globals->get_ephem()->getMoonRightAscension();
- sstate.moon_dec = globals->get_ephem()->getMoonDeclination();
- sstate.moon_dist = 40000.0 * moon_horiz_eff;
-
- thesky->reposition( sstate, delta_time_sec );
- }
-
- glEnable( GL_DEPTH_TEST );
- if ( strcmp(fgGetString("/sim/rendering/fog"), "disabled") ) {
- glEnable( GL_FOG );
- glFogi( GL_FOG_MODE, GL_EXP2 );
- glFogfv( GL_FOG_COLOR, l->adj_fog_color() );
- }
-
- // set sun/lighting parameters
- ssgGetLight( 0 ) -> setPosition( l->sun_vec() );
-
- // GL_LIGHT_MODEL_AMBIENT has a default non-zero value so if
- // we only update GL_AMBIENT for our lights we will never get
- // a completely dark scene. So, we set GL_LIGHT_MODEL_AMBIENT
- // explicitely to black.
- glLightModelfv( GL_LIGHT_MODEL_AMBIENT, black );
-
- ssgGetLight( 0 ) -> setColour( GL_AMBIENT, l->scene_ambient() );
- ssgGetLight( 0 ) -> setColour( GL_DIFFUSE, l->scene_diffuse() );
- ssgGetLight( 0 ) -> setColour( GL_SPECULAR, l->scene_specular() );
-
- // texture parameters
- // glEnable( GL_TEXTURE_2D );
- glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ) ;
- glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST ) ;
-
- // glMatrixMode( GL_PROJECTION );
- // glLoadIdentity();
- ssgSetFOV( current__view->get_h_fov(),
- current__view->get_v_fov() );
-
- double agl =
- current_aircraft.fdm_state->get_Altitude() * SG_FEET_TO_METER
- - globals->get_scenery()->get_cur_elev();
-
- if ( agl > 10.0 ) {
- scene_nearplane = 10.0f;
- scene_farplane = 120000.0f;
- } else {
- scene_nearplane = groundlevel_nearplane->getDoubleValue();
- scene_farplane = 120000.0f;
- }
-
- ssgSetNearFar( scene_nearplane, scene_farplane );
-
-#ifdef FG_MPLAYER_AS
- // Update any multiplayer models
- globals->get_multiplayer_rx_mgr()->Update();
-#endif
-
- if ( draw_otw && skyblend ) {
- // draw the sky backdrop
-
- // we need a white diffuse light for the phase of the moon
- ssgGetLight( 0 ) -> setColour( GL_DIFFUSE, white );
- thesky->preDraw( cur_fdm_state->get_Altitude() * SG_FEET_TO_METER,
- fog_exp2_density );
- // return to the desired diffuse color
- ssgGetLight( 0 ) -> setColour( GL_DIFFUSE, l->scene_diffuse() );
- }
-
- // draw the ssg scene
- glEnable( GL_DEPTH_TEST );
-
- ssgSetNearFar( scene_nearplane, scene_farplane );
-
- if ( fgGetBool("/sim/rendering/wireframe") ) {
- // draw wire frame
- glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
- }
- if ( draw_otw ) {
- if ( draw_clouds ) {
-
- // Draw the terrain
- FGTileMgr::set_tile_filter( true );
- sgSetModelFilter( false );
- globals->get_aircraft_model()->select( false );
- ssgCullAndDraw( globals->get_scenery()->get_scene_graph() );
-
- // Disable depth buffer update, draw the clouds
- glDepthMask( GL_FALSE );
- thesky->drawUpperClouds();
- if ( multi_pass_clouds ) {
- thesky->drawLowerClouds();
- }
- glDepthMask( GL_TRUE );
-
- if ( multi_pass_clouds ) {
- // Draw the objects except the aircraft
- // and update the stencil buffer with 1
- glEnable( GL_STENCIL_TEST );
- glStencilFunc( GL_ALWAYS, 1, 1 );
- glStencilOp( GL_KEEP, GL_KEEP, GL_REPLACE );
- }
- FGTileMgr::set_tile_filter( false );
- sgSetModelFilter( true );
- ssgCullAndDraw( globals->get_scenery()->get_scene_graph() );
- } else {
- FGTileMgr::set_tile_filter( true );
- sgSetModelFilter( true );
- globals->get_aircraft_model()->select( false );
- ssgCullAndDraw( globals->get_scenery()->get_scene_graph() );
- }
- }
-
- // This is a bit kludgy. Every 200 frames, do an extra
- // traversal of the scene graph without drawing anything, but
- // with the field-of-view set to 360x360 degrees. This
- // ensures that out-of-range random objects that are not in
- // the current view frustum will still be freed properly.
- static int counter = 0;
- counter++;
- if (counter == 200) {
- sgFrustum f;
- f.setFOV(360, 360);
- // No need to put the near plane too close;
- // this way, at least the aircraft can be
- // culled.
- f.setNearFar(1000, 1000000);
- sgMat4 m;
- ssgGetModelviewMatrix(m);
- FGTileMgr::set_tile_filter( true );
- sgSetModelFilter( true );
- globals->get_scenery()->get_scene_graph()->cull(&f, m, true);
- counter = 0;
- }
-
- // change state for lighting here
-
- // draw runway lighting
- glFogf (GL_FOG_DENSITY, rwy_exp2_punch_through);
- ssgSetNearFar( scene_nearplane, scene_farplane );
-
- if ( enhanced_lighting ) {
-
- // Enable states for drawing points with GL_extension
- glEnable(GL_POINT_SMOOTH);
-
- if ( distance_attenuation && glPointParameterIsSupported )
- {
- // Enable states for drawing points with GL_extension
- glEnable(GL_POINT_SMOOTH);
-
- float quadratic[3] = {1.0, 0.001, 0.0000001};
- // makes the points fade as they move away
- glPointParameterfvPtr(GL_DISTANCE_ATTENUATION_EXT, quadratic);
- glPointParameterfPtr(GL_POINT_SIZE_MIN_EXT, 1.0);
- }
-
- glPointSize(4.0);
-
- // blending function for runway lights
- glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) ;
- }
-
- glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
- glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
- glEnable(GL_TEXTURE_GEN_S);
- glEnable(GL_TEXTURE_GEN_T);
- glPolygonMode(GL_FRONT, GL_POINT);
-
- // draw runway lighting
- if ( draw_otw ) {
- ssgCullAndDraw( globals->get_scenery()->get_vasi_lights_root() );
- ssgCullAndDraw( globals->get_scenery()->get_rwy_lights_root() );
- }
-
- // change punch through and then draw taxi lighting
- glFogf ( GL_FOG_DENSITY, fog_exp2_density );
- // sgVec3 taxi_fog;
- // sgSetVec3( taxi_fog, 0.0, 0.0, 0.0 );
- // glFogfv ( GL_FOG_COLOR, taxi_fog );
- if ( draw_otw ) {
- ssgCullAndDraw( globals->get_scenery()->get_taxi_lights_root() );
- }
-
- // clean up lighting
- glPolygonMode(GL_FRONT, GL_FILL);
- glDisable(GL_TEXTURE_GEN_S);
- glDisable(GL_TEXTURE_GEN_T);
-
- //static int _frame_count = 0;
- //if (_frame_count % 30 == 0) {
- // printf("SSG: %s\n", ssgShowStats());
- //}
- //else {
- // ssgShowStats();
- //}
- //_frame_count++;
-
-
- if ( enhanced_lighting ) {
- if ( distance_attenuation && glPointParameterIsSupported ) {
- glPointParameterfvPtr(GL_DISTANCE_ATTENUATION_EXT,
- default_attenuation);
- }
-
- glPointSize(1.0);
- glDisable(GL_POINT_SMOOTH);
- }
-
- // draw ground lighting
- glFogf (GL_FOG_DENSITY, ground_exp2_punch_through);
- if ( draw_otw ) {
- ssgCullAndDraw( globals->get_scenery()->get_gnd_lights_root() );
- }
-
- if ( draw_otw && fgGetBool("/sim/rendering/clouds3d") ) {
- glDisable( GL_FOG );
- glDisable( GL_LIGHTING );
- // cout << "drawing new clouds" << endl;
-
- glEnable(GL_DEPTH_TEST);
- glEnable(GL_BLEND);
- glBlendFunc( GL_ONE, GL_ONE_MINUS_SRC_ALPHA ) ;
-
- /*
- glEnable( GL_TEXTURE_2D );
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
- */
-
-#ifdef FG_USE_CLOUDS_3D
- sgClouds3d->Draw((sgVec4 *)current__view->get_VIEW());
-#endif
- glEnable( GL_FOG );
- glEnable( GL_LIGHTING );
- glEnable( GL_DEPTH_TEST );
- glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ) ;
- }
-
- if ( draw_otw && draw_clouds ) {
- if ( multi_pass_clouds ) {
- // Disable depth buffer update, draw the clouds where the
- // objects overwrite the already drawn clouds, by testing
- // the stencil buffer against 1
- glDepthMask( GL_FALSE );
- glStencilFunc( GL_EQUAL, 1, 1 );
- glStencilOp( GL_KEEP, GL_KEEP, GL_KEEP );
- thesky->drawUpperClouds();
- thesky->drawLowerClouds();
- glDepthMask( GL_TRUE );
- glDisable( GL_STENCIL_TEST );
- } else {
- glDepthMask( GL_FALSE );
- thesky->drawLowerClouds();
- glDepthMask( GL_TRUE );
- }
- }
-
- if ( draw_otw ) {
- FGTileMgr::set_tile_filter( false );
- sgSetModelFilter( false );
- globals->get_aircraft_model()->select( true );
- globals->get_model_mgr()->draw();
- globals->get_aircraft_model()->draw();
- // If the view is internal, the previous line draw the
- // cockpit with modified near/far clip planes and deselect
- // the aircraft in the global scenegraph
- // Otherwise, it just enables the aircraft: The scenegraph
- // must be drawn again to see the plane.
- ssgCullAndDraw( globals->get_scenery()->get_scene_graph() );
- FGTileMgr::set_tile_filter( true );
- sgSetModelFilter( true );
- globals->get_aircraft_model()->select( true );
- }
-
- // display HUD && Panel
- glDisable( GL_FOG );
- glDisable( GL_DEPTH_TEST );
- // glDisable( GL_CULL_FACE );
- // glDisable( GL_TEXTURE_2D );
-
- // update the controls subsystem
- globals->get_controls()->update(delta_time_sec);
-
- hud_and_panel->apply();
- fgCockpitUpdate();
-
- // Use the hud_and_panel ssgSimpleState for rendering the ATC output
- // This only works properly if called before the panel call
- if((fgGetBool("/sim/ATC/enabled")) || (fgGetBool("/sim/ai-traffic/enabled")))
- globals->get_ATC_display()->update(delta_time_sec);
-
- // update the panel subsystem
- if ( globals->get_current_panel() != NULL ) {
- globals->get_current_panel()->update(delta_time_sec);
- }
- fgUpdate3DPanels();
-
- // We can do translucent menus, so why not. :-)
- menus->apply();
- glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ) ;
- puDisplay();
- // glDisable ( GL_BLEND ) ;
-
- glEnable( GL_DEPTH_TEST );
- glEnable( GL_FOG );
-
- // Fade out the splash screen over the first three seconds.
- double t = globals->get_sim_time_sec();
- if ( t <= 1.0 ) {
- fgSplashUpdate(0.0, 1.0);
- } else if ( t <= 3.0) {
- fgSplashUpdate(0.0, (3.0 - t) / 2.0);
- }
- }
-}
-
// Update internal time dependent calculations (i.e. flight model)
// FIXME: this distinction is obsolete; all subsystems now get delta
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");
- cur_fdm_state->init();
- if ( cur_fdm_state->get_bound() ) {
- cur_fdm_state->unbind();
+ 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 = 1000.0;
+ SGGeod geod = SGGeod::fromDeg(lon, lat);
+ if (globals->get_scenery()->scenery_available(geod, 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();
}
- cur_fdm_state->bind();
}
// conceptually, the following block could be done for each fdm
if ( cur_fdm_state->get_inited() ) {
// we have been inited, and we are good to go ...
- if ( !inited ) {
- 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)
+ }
+ }
+
+ if ( !inited ) {
+ inited = true;
+ fgSetBool("/sim/signals/fdm-initialized", true);
}
+
} else {
// do nothing, fdm isn't inited yet
}
- globals->get_model_mgr()->update(delta_time_sec);
globals->get_aircraft_model()->update(delta_time_sec);
- // update the view angle
- globals->get_viewmgr()->update(delta_time_sec);
-
// 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(delta_time_sec);
-}
-
-
-void fgInitTimeDepCalcs( void ) {
- // noop for now
}
-static const double alt_adjust_ft = 3.758099;
-static const double alt_adjust_m = alt_adjust_ft * SG_FEET_TO_METER;
-
-
// What should we do when we have nothing else to do? Let's get ready
// for the next move and update the display?
static void fgMainLoop( void ) {
int model_hz = fgGetInt("/sim/model-hz");
- static const SGPropertyNode *longitude
+ static SGConstPropertyNode_ptr longitude
= fgGetNode("/position/longitude-deg");
- static const SGPropertyNode *latitude
+ static SGConstPropertyNode_ptr latitude
= fgGetNode("/position/latitude-deg");
- static const SGPropertyNode *altitude
+ static SGConstPropertyNode_ptr altitude
= fgGetNode("/position/altitude-ft");
- static const SGPropertyNode *clock_freeze
+ static SGConstPropertyNode_ptr vn_fps
+ = fgGetNode("/velocities/speed-north-fps");
+ static SGConstPropertyNode_ptr ve_fps
+ = fgGetNode("/velocities/speed-east-fps");
+ static SGConstPropertyNode_ptr vd_fps
+ = fgGetNode("/velocities/speed-down-fps");
+ static SGConstPropertyNode_ptr clock_freeze
= fgGetNode("/sim/freeze/clock", true);
- static const SGPropertyNode *cur_time_override
+ static SGConstPropertyNode_ptr cur_time_override
= fgGetNode("/sim/time/cur-time-override", true);
- // static const SGPropertyNode *replay_master
- // = fgGetNode("/sim/freeze/replay", true);
+ static SGConstPropertyNode_ptr max_simtime_per_frame
+ = fgGetNode("/sim/max-simtime-per-frame", true);
+ static SGPropertyNode_ptr frame_signal
+ = fgGetNode("/sim/signals/frame", true);
- SGCloudLayer::enable_bump_mapping = fgGetBool("/sim/rendering/bump-mapping",true);
+ frame_signal->fireValueChanged();
+ SGCloudLayer::enable_bump_mapping = fgGetBool("/sim/rendering/bump-mapping");
+
+ bool scenery_loaded = fgGetBool("sim/sceneryloaded");
+ bool wait_for_scenery = !(scenery_loaded || fgGetBool("sim/sceneryloaded-override"));
// Update the elapsed time.
static bool first_time = true;
}
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 && !wait_for_scenery ) {
+ // optionally throttle the frame rate (to get consistent 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 desirable. Because of the way sleep()
+ // is implemented 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 too 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).toUSecs();
+ 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 omitted this will peg the cpu
+ // (which is just fine if FG is the only app you care about.)
+ current_time_stamp.stamp();
+ SGTimeStamp next_time_stamp = last_time_stamp;
+ next_time_stamp += SGTimeStamp::fromSec(1e-6*frame_us);
+ while ( current_time_stamp < next_time_stamp ) {
current_time_stamp.stamp();
}
} else {
current_time_stamp.stamp();
}
- real_delta_time_sec
- = double(current_time_stamp - last_time_stamp) / 1000000.0;
- if ( clock_freeze->getBoolValue() ) {
+ real_delta_time_sec = (current_time_stamp - last_time_stamp).toSecs();
+
+ // Limit the time we need to spend in simulation loops
+ // That means, if the /sim/max-simtime-per-frame value is strictly positive
+ // you can limit the maximum amount of time you will do simulations for
+ // one frame to display. The cpu time spent in simulations code is roughly
+ // at least O(real_delta_time_sec). If this is (due to running debug
+ // builds or valgrind or something different blowing up execution times)
+ // larger than the real time you will no longer get any response
+ // from flightgear. This limits that effect. Just set to property from
+ // your .fgfsrc or commandline ...
+ double dtMax = max_simtime_per_frame->getDoubleValue();
+ if (0 < dtMax && dtMax < real_delta_time_sec)
+ real_delta_time_sec = dtMax;
+
+ // 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 reminder = 0.0;
+ real_delta_time_sec += reminder;
+ global_multi_loop = long(floor(real_delta_time_sec*model_hz));
+ global_multi_loop = SGMisc<long>::max(0, global_multi_loop);
+ reminder = real_delta_time_sec - double(global_multi_loop)/double(model_hz);
+ real_delta_time_sec = double(global_multi_loop)/double(model_hz);
+
+ if (clock_freeze->getBoolValue() || wait_for_scenery) {
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() );
// These are useful, especially for Nasal scripts.
fgSetDouble("/sim/time/delta-realtime-sec", real_delta_time_sec);
fgSetDouble("/sim/time/delta-sec", delta_time_sec);
- static long remainder = 0;
- long elapsed;
#ifdef FANCY_FRAME_COUNTER
int i;
double accum;
SGTime *t = globals->get_time_params();
- globals->get_event_mgr()->update(delta_time_sec);
-
SG_LOG( SG_ALL, SG_DEBUG, "Running Main Loop");
SG_LOG( SG_ALL, SG_DEBUG, "======= ==== ====");
-#if defined( ENABLE_PLIB_JOYSTICK )
- // Read joystick and update control settings
- // if ( fgGetString("/sim/control-mode") == "joystick" )
- // {
- // fgJoystickRead();
- // }
-#endif
-
// Fix elevation. I'm just sticking this here for now, it should
// probably move eventually
/* printf("Before - ground = %.2f runway = %.2f alt = %.2f\n",
- scenery.get_cur_elev(),
- cur_fdm_state->get_Runway_altitude() * SG_FEET_TO_METER,
- cur_fdm_state->get_Altitude() * SG_FEET_TO_METER); */
+ scenery.get_cur_elev(),
+ cur_fdm_state->get_Runway_altitude() * SG_FEET_TO_METER,
+ cur_fdm_state->get_Altitude() * SG_FEET_TO_METER); */
/* printf("Adjustment - ground = %.2f runway = %.2f alt = %.2f\n",
- scenery.get_cur_elev(),
- cur_fdm_state->get_Runway_altitude() * SG_FEET_TO_METER,
- cur_fdm_state->get_Altitude() * SG_FEET_TO_METER); */
+ scenery.get_cur_elev(),
+ cur_fdm_state->get_Runway_altitude() * SG_FEET_TO_METER,
+ cur_fdm_state->get_Altitude() * SG_FEET_TO_METER); */
// cout << "Warp = " << globals->get_warp() << endl;
globals->get_warp() );
if (globals->get_warp_delta() != 0) {
- FGLight *l = (FGLight *)(globals->get_subsystem("lighting"));
- l->update( 0.5 );
+ FGLight *l = (FGLight *)(globals->get_subsystem("lighting"));
+ l->update( 0.5 );
}
// update magvar model
globals->get_mag()->update( longitude->getDoubleValue()
- * SGD_DEGREES_TO_RADIANS,
- latitude->getDoubleValue()
- * SGD_DEGREES_TO_RADIANS,
- altitude->getDoubleValue() * SG_FEET_TO_METER,
- globals->get_time_params()->getJD() );
-
- // Get elapsed time (in usec) for this past frame
- elapsed = fgGetTimeInterval();
- SG_LOG( SG_ALL, SG_DEBUG,
- "Elapsed time interval is = " << elapsed
- << ", previous remainder is = " << remainder );
+ * SGD_DEGREES_TO_RADIANS,
+ latitude->getDoubleValue()
+ * SGD_DEGREES_TO_RADIANS,
+ altitude->getDoubleValue() * SG_FEET_TO_METER,
+ globals->get_time_params()->getJD() );
// Calculate frame rate average
#ifdef FANCY_FRAME_COUNTER
if ( (t->get_cur_time() != last_time) && (last_time > 0) ) {
general.set_frame_rate( frames );
fgSetInt("/sim/frame-rate", frames);
- SG_LOG( SG_ALL, SG_DEBUG,
- "--> Frame rate is = " << general.get_frame_rate() );
+ SG_LOG( SG_ALL, SG_DEBUG,
+ "--> Frame rate is = " << general.get_frame_rate() );
frames = 0;
}
last_time = t->get_cur_time();
++frames;
#endif
+ // Update any multiplayer's network queues, the AIMultiplayer
+ // implementation is an AI model and depends on that
+ globals->get_multiplayer_mgr()->Update();
+
// 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
+ // FIXME: run that also if we have multiplaying enabled since the
+ // multiplayer information is interpreted by an AI model
if (fgGetBool("/sim/ai-traffic/enabled"))
globals->get_AI_mgr()->update(delta_time_sec);
// Run flight model
-
- // Calculate model iterations needed for next frame
- elapsed += remainder;
-
- global_multi_loop = (long)(((double)elapsed * 0.000001) * model_hz );
- remainder = elapsed - ( (global_multi_loop*1000000) / model_hz );
- SG_LOG( SG_ALL, SG_DEBUG,
- "Model iterations needed = " << global_multi_loop
- << ", new remainder = " << remainder );
-
- // chop max interations to something reasonable if the sim was
- // delayed for an excesive amount of time
- if ( global_multi_loop > 2.0 * model_hz ) {
- global_multi_loop = (int)(2.0 * model_hz );
- 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();
- }
+ if (0 < global_multi_loop) {
+ // first run the flight model each frame until it is initialized
+ // then continue running each frame only after initial scenery
+ // load is complete.
+ fgUpdateTimeDepCalcs();
} else {
- SG_LOG( SG_ALL, SG_DEBUG,
- "Elapsed time is zero ... we're zinging" );
+ SG_LOG( SG_ALL, SG_DEBUG,
+ "Elapsed time is zero ... we're zinging" );
}
- // Do any I/O channel work that might need to be done
- globals->get_io()->update( real_delta_time_sec );
-
- // see if we need to load any deferred-load textures
- globals->get_matlib()->load_next_deferred();
-
- // Run audio scheduler
-#ifdef ENABLE_AUDIO_SUPPORT
- if ( globals->get_soundmgr()->is_working() ) {
- globals->get_soundmgr()->update( delta_time_sec );
- }
-#endif
-
globals->get_subsystem_mgr()->update(delta_time_sec);
//
// Tile Manager updates - see if we need to load any new scenery tiles.
// this code ties together the fdm, viewer and scenery classes...
- // we may want to move this to it's own class at some point
+ // we may want to move this to its own class at some point
//
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() );
- }
- }
+ globals->get_tile_mgr()->prep_ssg_nodes( visibility_meters );
- 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() );
- }
- current_view->getSGLocation()->
- set_tile_center( globals->get_scenery()->get_next_center() );
+ SGVec3d viewPos = globals->get_current_view()->get_view_pos();
+ SGGeod geodViewPos = SGGeod::fromCart(viewPos);
+ globals->get_tile_mgr()->update(geodViewPos, visibility_meters);
+
+ // run Nasal's settimer() loops right before the view manager
+ globals->get_event_mgr()->update(delta_time_sec);
+
+ // pick up model coordidnates that Nasal code may have set relative to the
+ // aircraft's
+ globals->get_model_mgr()->update(delta_time_sec);
+
+ // update the view angle as late as possible, but before sound calculations
+ globals->get_viewmgr()->update(real_delta_time_sec);
+ // Update the sound manager last so it can use the CPU while the GPU
+ // is processing the scenery (doubled the frame-rate for me) -EMH-
#ifdef ENABLE_AUDIO_SUPPORT
- // Right now we make a simplifying assumption that the primary
- // aircraft is the source of all sounds and that all sounds are
- // positioned relative to the current view position.
-
- static sgVec3 last_pos_offset;
-
- // set positional offset for sources
- sgVec3 source_pos_offset;
- sgSubVec3( source_pos_offset,
- view_location->get_view_pos(), acmodel_loc->get_view_pos() );
- // cout << "pos all = " << source_pos_offset[0] << " " << source_pos_offset[1] << " " << source_pos_offset[2] << endl;
- globals->get_soundmgr()->set_source_pos_all( source_pos_offset );
-
- // set the velocity
- sgVec3 source_vel;
- sgSubVec3( source_vel, source_pos_offset, last_pos_offset );
- sgScaleVec3( source_vel, delta_time_sec );
- sgCopyVec3( last_pos_offset, source_pos_offset );
- // cout << "vel = " << source_vel[0] << " " << source_vel[1] << " " << source_vel[2] << endl;
- globals->get_soundmgr()->set_source_vel_all( source_vel );
-
- // Right now we make a simplifying assumption that the listener is
- // always positioned at the origin.
- sgVec3 listener_pos;
- sgSetVec3( listener_pos, 0.0, 0.0, 0.0 );
- // cout << "listener = " << listener_pos[0] << " " << listener_pos[1] << " " << listener_pos[2] << endl;
- globals->get_soundmgr()->set_listener_pos( listener_pos );
-#endif
+ static bool smgr_init = true;
+ static SGPropertyNode *sound_working = fgGetNode("/sim/sound/working");
+ if (smgr_init == true) {
+ if (sound_working->getBoolValue() == true) {
+ fgInitSoundManager();
+ smgr_init = false;
+ }
+ } else {
+ static SGPropertyNode *sound_enabled = fgGetNode("/sim/sound/enabled");
+ static SGSoundMgr *smgr = globals->get_soundmgr();
+ static bool smgr_enabled = true;
+
+ if (sound_working->getBoolValue() == false) { // request to reinit
+ smgr->reinit();
+ smgr->resume();
+ sound_working->setBoolValue(true);
+ }
- // 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());
+ if (smgr_enabled != sound_enabled->getBoolValue()) {
+ if (smgr_enabled == true) { // request to suspend
+ smgr->suspend();
+ smgr_enabled = false;
+ } else {
+ smgr->resume();
+ smgr_enabled = true;
}
- acmodel_loc->set_tile_center( globals->get_scenery()->
- get_next_center() );
+ }
+
+ if (smgr_enabled == true) {
+ static SGPropertyNode *volume = fgGetNode("/sim/sound/volume");
+ smgr->set_volume(volume->getFloatValue());
+ smgr->update(delta_time_sec);
}
}
+#endif
// END Tile Manager udpates
- if (!scenery_loaded && globals->get_tile_mgr()->all_queues_empty() && cur_fdm_state->get_inited()) {
+ if (!scenery_loaded && globals->get_tile_mgr()->isSceneryLoaded()
+ && cur_fdm_state->get_inited()) {
fgSetBool("sim/sceneryloaded",true);
+ if (fgGetBool("/sim/sound/working")) {
+ globals->get_soundmgr()->activate();
+ }
+ globals->get_props()->tie("/sim/sound/devices/name",
+ SGRawValueFunctions<const char *>(0, fgSetNewSoundDevice), false);
}
-
- if (fgGetBool("/sim/rendering/specular-highlight")) {
- 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);
- }
-
+ simgear::AtomicChangeListener::fireChangeListeners();
fgRequestRedraw();
SG_LOG( SG_ALL, SG_DEBUG, "" );
}
+void fgInitSoundManager()
+{
+ SGSoundMgr *smgr = globals->get_soundmgr();
+
+ smgr->bind();
+ smgr->init(fgGetString("/sim/sound/device-name", NULL));
+
+ vector <const char*>devices = smgr->get_available_devices();
+ for (unsigned int i=0; i<devices.size(); i++) {
+ SGPropertyNode *p = fgGetNode("/sim/sound/devices/device", i, true);
+ p->setStringValue(devices[i]);
+ }
+ devices.clear();
+}
+
+void fgSetNewSoundDevice(const char *device)
+{
+ globals->get_soundmgr()->suspend();
+ globals->get_soundmgr()->stop();
+ globals->get_soundmgr()->init(device);
+ globals->get_soundmgr()->resume();
+}
+
+// Operation for querying OpenGL parameters. This must be done in a
+// valid OpenGL context, potentially in another thread.
+namespace
+{
+struct GeneralInitOperation : public GraphicsContextOperation
+{
+ GeneralInitOperation()
+ : GraphicsContextOperation(std::string("General init"))
+ {
+ }
+ void run(osg::GraphicsContext* gc)
+ {
+ 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 );
+ }
+};
+}
// This is the top level master main function that is registered as
// our idle funciton
// then on.
static void fgIdleFunction ( void ) {
- // printf("idle state == %d\n", idle_state);
-
+ static osg::ref_ptr<GeneralInitOperation> genOp;
if ( idle_state == 0 ) {
- fgSetBool("sim/initialised", false);
+ idle_state++;
+ // Pick some window on which to do queries.
+ // XXX Perhaps all this graphics initialization code should be
+ // moved to renderer.cxx?
+ genOp = new GeneralInitOperation;
+ osg::Camera* guiCamera = getGUICamera(CameraGroup::getDefault());
+ WindowSystemAdapter* wsa = WindowSystemAdapter::getWSA();
+ osg::GraphicsContext* gc = 0;
+ if (guiCamera)
+ gc = guiCamera->getGraphicsContext();
+ if (gc) {
+ gc->add(genOp.get());
+ } else {
+ wsa->windows[0]->gc->add(genOp.get());
+ }
+ guiStartInit(gc);
+ } else if ( idle_state == 1 ) {
+ if (genOp.valid()) {
+ if (!genOp->isFinished())
+ return;
+ genOp = 0;
+ }
+ if (!guiFinishInit())
+ return;
+ idle_state++;
+ fgSplashProgress("reading aircraft list");
+
+
+ } else if ( idle_state == 2 ) {
+ idle_state++;
+ // Read the list of available aircraft
+ fgReadAircraft();
+ 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();
+ fgInitTowerLocationListener();
+
+ SGTime *t = fgInitTime();
+ globals->set_time_params( t );
- // Initialize the splash screen right away
- if ( fgGetBool("/sim/startup/splash-screen") ) {
- fgSplashInit(fgGetString("/sim/startup/splash-texture"));
+ // Do some quick general initializations
+ if( !fgInitGeneral()) {
+ SG_LOG( SG_GENERAL, SG_ALERT,
+ "General initialization failed ..." );
+ exit(-1);
}
-
+
+ ////////////////////////////////////////////////////////////////////
+ // Initialize the property-based built-in commands
+ ////////////////////////////////////////////////////////////////////
+ fgInitCommands();
+
+
+ ////////////////////////////////////////////////////////////////////
+ // Initialize the material manager
+ ////////////////////////////////////////////////////////////////////
+ globals->set_matlib( new SGMaterialLib );
+ simgear::SGModelLib::init(globals->get_fg_root());
+
+
+ ////////////////////////////////////////////////////////////////////
+ // 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 both 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(),
+ fgGetNode("/environment", true));
+
+ // 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);
+ fgSetDouble("/instrumentation/heading-indicator-fg/offset-deg", -var);
+
+
+ // airport = new ssgBranch;
+ // airport->setName( "Airport Lighting" );
+ // lighting->addKid( airport );
+
+ // build our custom render states
+ fgSplashProgress("initializing subsystems");
+
+
+ } else if ( idle_state == 7 ) {
idle_state++;
- } else if ( idle_state == 1 ) {
// Initialize audio support
#ifdef ENABLE_AUDIO_SUPPORT
SGPath mp3file( globals->get_fg_root() );
mp3file.append( "Sounds/intro.mp3" );
- SG_LOG( SG_GENERAL, SG_INFO,
+ SG_LOG( SG_GENERAL, SG_INFO,
"Starting intro music: " << mp3file.str() );
-#if defined( __CYGWIN__ )
+# if defined( __CYGWIN__ )
string command = "start /m `cygpath -w " + mp3file.str() + "`";
-#elif defined( WIN32 )
+# elif defined( _WIN32 )
string command = "start /m " + mp3file.str();
-#else
+# else
string command = "mpg123 " + mp3file.str() + "> /dev/null 2>&1";
-#endif
+# endif
system ( command.c_str() );
}
#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.
-
-#ifdef USE_GLIDE
- if ( strstr ( general.get_glRenderer(), "Glide" ) ) {
- grTexLodBiasValue ( GR_TMU0, 1.0 ) ;
- }
-#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
+ // a subsystem to flightgear, its initialization call should be
// located in this routine.
if( !fgInitSubsystems()) {
SG_LOG( SG_GENERAL, SG_ALERT,
- "Subsystem initializations failed ..." );
+ "Subsystem initialization 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
- fgInitVisuals();
-
- // 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;
+ globals->get_renderer()->init();
SG_LOG( SG_GENERAL, SG_INFO, "Panel visible = " << fgPanelVisible() );
- fgReshape( fgGetInt("/sim/startup/xsize"),
- fgGetInt("/sim/startup/ysize") );
+ globals->get_renderer()->resize( fgGetInt("/sim/startup/xsize"),
+ fgGetInt("/sim/startup/ysize") );
- }
+ fgSplashProgress("loading scenery objects");
+ int session = fgGetInt("/sim/session",0);
+ session++;
+ fgSetInt("/sim/session",session);
+ }
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 );
}
}
-// options.cxx needs to see this for toggle_panel()
-// Handle new window size or exposure
-void fgReshape( int width, int height ) {
- int view_h;
- if ( (!fgGetBool("/sim/virtual-cockpit"))
- && fgPanelVisible() && idle_state == 1000 ) {
- view_h = (int)(height * (globals->get_current_panel()->getViewHeight() -
- globals->get_current_panel()->getYOffset()) / 768.0);
+static void upper_case_property(const char *name)
+{
+ using namespace simgear;
+ SGPropertyNode *p = fgGetNode(name, false);
+ if (!p) {
+ p = fgGetNode(name, true);
+ p->setStringValue("");
} else {
- view_h = height;
+ props::Type t = p->getType();
+ if (t == props::NONE || t == props::UNSPECIFIED)
+ p->setStringValue("");
+ else
+ assert(t == props::STRING);
}
-
- glViewport( 0, (GLint)(height - view_h), (GLint)(width), (GLint)(view_h) );
-
- fgSetInt("/sim/startup/xsize", width);
- fgSetInt("/sim/startup/ysize", height);
- guiInitMouse(width, height);
-
- // for all views
- FGViewMgr *viewmgr = globals->get_viewmgr();
- if (viewmgr) {
- for ( int i = 0; i < viewmgr->size(); ++i ) {
- viewmgr->get_view(i)->
- set_aspect_ratio((float)view_h / (float)width);
- }
-
- ssgSetFOV( viewmgr->get_current_view()->get_h_fov(),
- viewmgr->get_current_view()->get_v_fov() );
-
-#ifdef FG_USE_CLOUDS_3D
- sgClouds3d->Resize( viewmgr->get_current_view()->get_h_fov(),
- viewmgr->get_current_view()->get_v_fov() );
-#endif
- }
-
- fgHUDReshape();
-
+ p->addChangeListener(new FGMakeUpperCase);
}
// Main top level initialization
bool fgMainInit( int argc, char **argv ) {
-#if defined( macintosh )
- freopen ("stdout.txt", "w", stdout );
- freopen ("stderr.txt", "w", stderr );
- argc = ccommand( &argv );
-#endif
-
// set default log levels
sglog().setLogLevels( SG_ALL, SG_ALERT );
globals = new FGGlobals;
- // seed the random number generater
+ // seed the random number generator
sg_srandom_time();
FGControls *controls = new FGControls;
string_list *col = new string_list;
globals->set_channel_options_list( col );
+ fgValidatePath("", false); // initialize static variables
+ upper_case_property("/sim/presets/airport-id");
+ upper_case_property("/sim/presets/runway");
+ upper_case_property("/sim/tower/airport-id");
+ upper_case_property("/autopilot/route-manager/input");
+
// 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);
// Check for the correct base package version
- static char required_version[] = "0.9.5";
+ static char required_version[] = "2.0.0";
string base_version = fgBasePackageVersion();
if ( !(base_version == required_version) ) {
// tell the operator how to use this application
exit(-1);
}
- // Initialize the Aircraft directory to "" (UIUC)
- aircraft_dir = "";
-
// Load the configuration parameters. (Command line options
- // overrides config file options. Config file options override
+ // override config file options. Config file options override
// defaults.)
if ( !fgInitConfig(argc, argv) ) {
SG_LOG( SG_GENERAL, SG_ALERT, "Config option parsing failed ..." );
}
// Initialize the Window/Graphics environment.
-#if !defined(__APPLE__) || defined(OSX_BUNDLE)
- // Mac OS X command line ("non-bundle") applications call this
- // from main(), in bootstrap.cxx. Andy doesn't know why, someone
- // feel free to add comments...
fgOSInit(&argc, argv);
_bootstrap_OSInit++;
-#endif
- fgRegisterWindowResizeHandler( fgReshape );
- fgRegisterIdleHandler( fgIdleFunction );
- fgRegisterDrawHandler( fgRenderFrame );
+ fgRegisterWindowResizeHandler( &FGRenderer::resize );
+ fgRegisterIdleHandler( &fgIdleFunction );
+ fgRegisterDrawHandler( &FGRenderer::update );
#ifdef FG_ENABLE_MULTIPASS_CLOUDS
bool get_stencil_buffer = true;
bool get_stencil_buffer = false;
#endif
- // Clouds3D requires an alpha channel
- // clouds may require stencil buffer
- fgOSOpenWindow( fgGetInt("/sim/startup/xsize"),
- fgGetInt("/sim/startup/ysize"),
- fgGetInt("/sim/rendering/bits-per-pixel"),
- fgGetBool("/sim/rendering/clouds3d"),
- 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);
- }
+ // Clouds3D requires an alpha channel
+ // clouds may require stencil buffer
+ fgOSOpenWindow(get_stencil_buffer);
- ////////////////////////////////////////////////////////////////////
- // 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);
- }
+ // Initialize the splash screen right away
+ fntInit();
+ fgSplashInit();
- 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
- fgBuildRenderStates();
-
- try {
- // pass control off to the master event handler
- fgOSMainLoop();
- } catch (...) {
- SG_LOG( SG_ALL, SG_ALERT,
- "Unknown exception in the main loop. Aborting..." );
- }
+ // pass control off to the master event handler
+ fgOSMainLoop();
// we never actually get here ... but to avoid compiler warnings,
// etc.
}
-// end of main.cxx