#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>
#include <Time/fg_timer.hxx>
#include <Time/sunpos.hxx>
-#ifndef FG_NEW_WEATHER
+#ifndef FG_OLD_WEATHER
+# include <WeatherCM/FGLocalWeatherDatabase.h>
+#else
# include <Weather/weather.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;
+
// hack
sgMat4 copy_of_ssgOpenGLAxisSwapMatrix =
{
// fgInitVisuals() -- Initialize various GL/view parameters
-static void fgInitVisuals( void ) {
+void fgInitVisuals( void ) {
fgLIGHT *l;
l = &cur_light_params;
// Update all Visuals (redraws anything graphics related)
-static void fgRenderFrame( void ) {
+void fgRenderFrame( void ) {
fgLIGHT *l = &cur_light_params;
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 };
- 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 ) {
// end of hack
// update view volume parameters
- current_view.UpdateViewParams(cur_fdm_state);
+ // cout << "before pilot_view update" << endl;
+ pilot_view.UpdateViewParams(*cur_fdm_state);
+ // cout << "after pilot_view update" << endl;
+ current_view.UpdateViewParams(cur_view_fdm);
// set the sun position
xglLightfv( GL_LIGHT0, GL_POSITION, l->sun_vec );
xglMatrixMode(GL_MODELVIEW);
xglLoadIdentity();
sgMat4 vm_tmp, view_mat;
- sgTransposeNegateMat4 ( vm_tmp, current_view.sgVIEW ) ;
+ sgTransposeNegateMat4 ( vm_tmp, current_view.VIEW ) ;
sgCopyMat4( view_mat, copy_of_ssgOpenGLAxisSwapMatrix ) ;
sgPreMultMat4( view_mat, vm_tmp ) ;
xglLoadMatrixf( (float *)view_mat );
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();
xglFogi( GL_FOG_MODE, GL_EXP2 );
xglFogfv( GL_FOG_COLOR, l->adj_fog_color );
}
+
+ // 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 < 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;
+
+ 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
+ xglFogf (GL_FOG_DENSITY, fog_exp2_density);
+ }
+
// 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 );
-
+
+ // 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);
+ // (GL_FRONT, GL_DIFFUSE, white);
+ // xglMaterialfv (GL_FRONT, GL_SPECULAR, white);
+ // xglMaterialfv (GL_FRONT, GL_SHININESS, mat_shininess);
+
+#if 0
if ( current_options.get_textures() ) {
// texture parameters
xglEnable( GL_TEXTURE_2D );
// xglMaterialfv (GL_FRONT, GL_AMBIENT, white);
// xglMaterialfv (GL_FRONT, GL_DIFFUSE, white);
}
+#endif
sgVec3 sunpos;
sgSetVec3( sunpos, l->sun_vec[0], l->sun_vec[1], l->sun_vec[2] );
// xglMatrixMode( GL_PROJECTION );
// xglLoadIdentity();
- ssgSetFOV( current_options.get_fov(), 0.0f );
+ float fov = current_options.get_fov();
+ ssgSetFOV(fov * current_view.get_win_ratio(), fov);
double agl = current_aircraft.fdm_state->get_Altitude() * FEET_TO_METER
- scenery.cur_elev;
ssgSetNearFar( 0.5f, 100000.0f );
}
- // sgMat4 sgVIEW;
- // while ( current_view.follow.size() > 25 ) {
- // current_view.follow.pop_front();
- // }
-
if ( current_options.get_view_mode() ==
- fgOPTIONS::FG_VIEW_FIRST_PERSON )
+ fgOPTIONS::FG_VIEW_PILOT )
{
- // select current view matrix
- // sgCopyMat4( sgVIEW, current_view.sgVIEW );
-
// disable TuX
penguin_sel->select(0);
} else if ( current_options.get_view_mode() ==
sgMat4 sgTRANS;
sgMakeTransMat4( sgTRANS,
- current_view.view_pos.x(),
- current_view.view_pos.y(),
- current_view.view_pos.z() );
+ pilot_view.view_pos.x(),
+ pilot_view.view_pos.y(),
+ pilot_view.view_pos.z() );
sgVec3 ownship_up;
sgSetVec3( ownship_up, 0.0, 0.0, 1.0);
sgMat4 sgTMP;
sgMat4 sgTUX;
- sgMultMat4( sgTMP, sgROT, current_view.sgVIEW_ROT );
+ sgMultMat4( sgTMP, sgROT, pilot_view.VIEW_ROT );
sgMultMat4( sgTUX, sgTMP, sgTRANS );
sgCoord tuxpos;
penguin_pos->setTransform( &tuxpos );
}
- ssgSetCamera( current_view.sgVIEW );
+# 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
global_tile_mgr.prep_ssg_nodes();
// 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();
+ if ( material_mgr.find( "Default", m_ptr ) ) {
+ m_ptr->get_state()->force();
+ }
// draw the ssg scene
ssgCullAndDraw( scene );
// 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;
+ // FGInterface fdm_state;
fgLIGHT *l = &cur_light_params;
FGTime *t = FGTime::cur_time_params;
// FGView *v = ¤t_view;
multi_loop = 1;
}
- fdm_state = cur_fdm_state;
-
if ( !t->getPause() ) {
// run Autopilot system
fgAPRun();
// printf("updating flight model x %d\n", multi_loop);
- fgFDMUpdate( current_options.get_flight_model(),
+ /* fgFDMUpdate( current_options.get_flight_model(),
fdm_state,
multi_loop * current_options.get_speed_up(),
- remainder );
+ remainder ); */
+ cur_fdm_state->update( multi_loop * current_options.get_speed_up() );
} else {
- fgFDMUpdate( current_options.get_flight_model(),
- fdm_state, 0, remainder );
+ // fgFDMUpdate( current_options.get_flight_model(),
+ // fdm_state, 0, remainder );
+ cur_fdm_state->update( 0 );
}
- fdm_list.push_back( fdm_state );
- while ( fdm_list.size() > 25 ) {
+ fdm_list.push_back( *cur_fdm_state );
+ while ( fdm_list.size() > 15 ) {
fdm_list.pop_front();
}
- if ( current_options.get_view_mode() == fgOPTIONS::FG_VIEW_FIRST_PERSON ) {
- cur_fdm_state = fdm_state;
+ if ( current_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 ) {
- cur_fdm_state = fdm_list.front();
+ cur_view_fdm = fdm_list.front();
}
// update the view angle
}
double tmp = -(l->sun_rotation + FG_PI)
- - (cur_fdm_state.get_Psi() - current_view.get_view_offset() );
+ - (cur_fdm_state->get_Psi() - current_view.get_view_offset() );
while ( tmp < 0.0 ) {
tmp += FG_2PI;
}
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 ) {
// 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
/* printf("Before - ground = %.2f runway = %.2f alt = %.2f\n",
scenery.cur_elev,
- cur_fdm_state.get_Runway_altitude() * FEET_TO_METER,
- cur_fdm_state.get_Altitude() * FEET_TO_METER); */
+ cur_fdm_state->get_Runway_altitude() * FEET_TO_METER,
+ cur_fdm_state->get_Altitude() * FEET_TO_METER); */
if ( scenery.cur_elev > -9990 ) {
- if ( cur_fdm_state.get_Altitude() * FEET_TO_METER <
+ 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",
- cur_fdm_state.get_Altitude() * FEET_TO_METER,
+ 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(),
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
/* printf("Adjustment - ground = %.2f runway = %.2f alt = %.2f\n",
scenery.cur_elev,
- cur_fdm_state.get_Runway_altitude() * FEET_TO_METER,
- cur_fdm_state.get_Altitude() * FEET_TO_METER); */
+ cur_fdm_state->get_Runway_altitude() * FEET_TO_METER,
+ cur_fdm_state->get_Altitude() * FEET_TO_METER); */
// update "time"
- t->update(cur_fdm_state);
+ t->update(*cur_fdm_state);
// 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) *
+ 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
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);
+ 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;
+ pitch += log(cur_fdm_state->v_rel_wind + 0.8)/2;
} else {
// prop tips breaking sound barrier
- pitch += log(cur_fdm_state.v_rel_wind + 0.8)/10;
+ pitch += log(cur_fdm_state->v_rel_wind + 0.8)/10;
}
//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 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;
//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;
+ log(cur_fdm_state->v_rel_wind + 1.0)/14.0;
// fprintf(stderr, "volume: %f\n", volume);
pitch_envelope.setStep ( 0, 0.01, pitch );
}
#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);
current_view.set_winHeight( height );
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 );
+
glViewport ( 0, 0, width, height );
+ float fov = current_options.get_fov();
+ ssgSetFOV(fov * current_view.get_win_ratio(), fov);
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.
- current_view.UpdateViewParams(cur_fdm_state);
+ solarSystemRebuild();
+ current_view.UpdateViewParams(cur_view_fdm);
if ( current_options.get_panel_status() ) {
FGPanel::OurPanel->ReInit(0, 0, 1024, 768);
}
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 );