#endif
#include <GL/glut.h>
-#include <XGL/xgl.h>
+#include <simgear/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/logstream.hxx>
+#include <simgear/fg_geodesy.hxx>
+#include <simgear/mat3.h>
+#include <simgear/polar3d.hxx>
+#include <simgear/fg_random.h>
+#include <simgear/fgpath.hxx>
+
#include <Include/general.hxx>
-#include <Debug/logstream.hxx>
#include <Aircraft/aircraft.hxx>
#include <Astro/sky.hxx>
#include <Astro/stars.hxx>
#include <Cockpit/cockpit.hxx>
#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>
#endif
#include "fg_init.hxx"
+#include "fg_io.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
// 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;
// Another hack
int use_signals = 0;
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;
FGTime *t = FGTime::cur_time_params;
// FGView *v = ¤t_view;
static double last_visibility = -9999;
+ static bool in_puff = false;
+ static double puff_length = 0;
+ static double puff_progression = 0;
+ const double ramp_up = 0.15;
+ const double ramp_down = 0.15;
double angle;
// GLfloat black[4] = { 0.0, 0.0, 0.0, 1.0 };
xglDisable( GL_DEPTH_TEST );
xglDisable( GL_LIGHTING );
xglDisable( GL_CULL_FACE );
+
xglDisable( GL_FOG );
+ /* if ( current_options.get_fog() > 0 ) {
+ xglEnable( GL_FOG );
+ xglFogi( GL_FOG_MODE, GL_EXP2 );
+ xglFogfv( GL_FOG_COLOR, l->adj_fog_color );
+ } */
+
xglShadeModel( GL_SMOOTH );
if ( current_options.get_skyblend() ) {
fgSkyRender();
}
+ // xglDisable( GL_FOG );
+
// setup transformation for drawing astronomical objects
xglPushMatrix();
// Translate to view position
xglLightfv( GL_LIGHT0, GL_POSITION, l->sun_vec );
//xglEnable(GL_DEPTH_TEST);
SolarSystem::theSolarSystem->draw();
+ // reset blending function
+ glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ) ;
xglPopMatrix();
}
// update fog params if visibility has changed
+#ifndef FG_OLD_WEATHER
double cur_visibility = WeatherDatabase->getWeatherVisibility();
+#else
+ double cur_visibility = current_weather.get_visibility();
+#endif
double actual_visibility = cur_visibility;
if ( current_options.get_clouds() ) {
double diff = fabs( cur_fdm_state->get_Altitude() * FEET_TO_METER -
current_options.get_clouds_asl() );
- cout << "altitude diff = " << diff << endl;
- if ( diff < 100 ) {
- actual_visibility = cur_visibility * diff / 100.0;
+ // cout << "altitude diff = " << diff << endl;
+ if ( diff < 75 ) {
+ if ( ! in_puff ) {
+ // calc chance of entering cloud puff
+ double rnd = fg_random();
+ double chance = rnd * rnd * rnd;
+ if ( chance > 0.95 /* * (diff - 25) / 50.0 */ ) {
+ in_puff = true;
+ do {
+ puff_length = fg_random() * 2.0; // up to 2 seconds
+ } while ( puff_length <= 0.0 );
+ puff_progression = 0.0;
+ }
+ }
+
+ actual_visibility = cur_visibility * (diff - 25) / 50.0;
+
+ if ( in_puff ) {
+ // modify actual_visibility based on puff envelope
+
+ if ( puff_progression <= ramp_up ) {
+ double x = FG_PI_2 * puff_progression / ramp_up;
+ double factor = 1.0 - sin( x );
+ actual_visibility = actual_visibility * factor;
+ } else if ( puff_progression >= ramp_up + puff_length ) {
+ double x = FG_PI_2 *
+ (puff_progression - (ramp_up + puff_length)) /
+ ramp_down;
+ double factor = sin( x );
+ actual_visibility = actual_visibility * factor;
+ } else {
+ actual_visibility = 0.0;
+ }
+
+ /* cout << "len = " << puff_length
+ << " x = " << x
+ << " factor = " << factor
+ << " actual_visibility = " << actual_visibility
+ << endl; */
+
+ puff_progression += ( global_multi_loop *
+ current_options.get_speed_up() ) /
+ (double)current_options.get_model_hz();
+
+ /* cout << "gml = " << global_multi_loop
+ << " speed up = " << current_options.get_speed_up()
+ << " hz = " << current_options.get_model_hz() << endl;
+ */
+
+ if ( puff_progression > puff_length + ramp_up + ramp_down) {
+ in_puff = false;
+ }
+ }
+
+ // never let visibility drop below zero
+ if ( actual_visibility < 0 ) {
+ actual_visibility = 0;
+ }
}
}
- cout << "actual visibility = " << actual_visibility << endl;
+ // cout << "actual visibility = " << actual_visibility << endl;
if ( actual_visibility != last_visibility ) {
last_visibility = actual_visibility;
- cout << "----> updating fog params" << endl;
+ // cout << "----> updating fog params" << endl;
GLfloat fog_exp_density;
GLfloat fog_exp2_density;
penguin_pos->setTransform( &tuxpos );
}
+# ifdef FG_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
static void fgMainLoop( void ) {
FGTime *t;
static long remainder = 0;
- long elapsed, multi_loop;
+ long elapsed;
#ifdef FANCY_FRAME_COUNTER
int i;
double accum;
FG_LOG( FG_ALL, FG_DEBUG, "Running Main Loop");
FG_LOG( FG_ALL, FG_DEBUG, "======= ==== ====");
+#ifdef FG_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 ( 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 );
// Calculate model iterations needed for next frame
elapsed += remainder;
- multi_loop = (int)(((double)elapsed * 0.000001) *
+ global_multi_loop = (int)(((double)elapsed * 0.000001) *
current_options.get_model_hz());
- remainder = elapsed - ( (multi_loop*1000000) /
+ remainder = elapsed - ( (global_multi_loop*1000000) /
current_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();
+ // Do any I/O channel work that might need to be done
+ fgIOProcess();
#endif
// see if we need to load any new scenery tiles
}
#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 ( current_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( current_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);
penguin_sel->addKid( penguin_pos );
ssgFlatten( tux_obj );
ssgStripify( penguin_sel );
+ penguin_sel->clrTraversalMaskBits( SSGTRAV_HOT );
#ifdef FG_NETWORK_OLK
// Do the network intialization
- printf("Multipilot mode %s\n", fg_net_init() );
+ printf("Multipilot mode %s\n", fg_net_init( scene ) );
#endif
scene->addKid( terrain );