# 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/netSocket.h>
+#include <osg/Camera>
+#include <osg/GraphicsContext>
+#include <osgDB/Registry>
+// Class references
+#include <simgear/scene/model/modellib.hxx>
+#include <simgear/scene/material/matlib.hxx>
+#include <simgear/props/AtomicChangeListener.hxx>
#include <simgear/props/props.hxx>
#include <simgear/timing/sg_time.hxx>
+#include <simgear/magvar/magvar.hxx>
+#include <simgear/io/raw_socket.hxx>
+#include <simgear/scene/tsync/terrasync.hxx>
+#include <simgear/math/SGMath.hxx>
#include <simgear/math/sg_random.h>
-// Class references
-#include <simgear/ephemeris/ephemeris.hxx>
-#include <simgear/scene/model/modellib.hxx>
-#include <simgear/scene/material/matlib.hxx>
-#include <simgear/scene/model/animation.hxx>
-#include <simgear/scene/sky/sky.hxx>
-#include <Time/light.hxx>
-#include <Include/general.hxx>
-#include <Aircraft/replay.hxx>
-#include <Cockpit/cockpit.hxx>
-#include <Cockpit/hud.hxx>
+#include <Aircraft/controls.hxx>
#include <Model/panelnode.hxx>
-#include <Model/modelmgr.hxx>
-#include <Model/acmodel.hxx>
#include <Scenery/scenery.hxx>
#include <Scenery/tilemgr.hxx>
-#include <Sound/beacon.hxx>
-#include <Sound/morse.hxx>
-#include <FDM/flight.hxx>
-// #include <FDM/ADA.hxx>
-#include <ATC/ATCdisplay.hxx>
-#include <ATC/ATCmgr.hxx>
-#include <ATC/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>
+#include <Sound/soundmanager.hxx>
+#include <Time/TimeManager.hxx>
+#include <GUI/gui.h>
+#include <Viewer/CameraGroup.hxx>
+#include <Viewer/WindowSystemAdapter.hxx>
+#include <Viewer/splash.hxx>
+#include <Viewer/renderer.hxx>
#include "fg_commands.hxx"
#include "fg_io.hxx"
-#include "renderer.hxx"
-#include "splash.hxx"
#include "main.hxx"
+#include "util.hxx"
+#include "fg_init.hxx"
+#include "fg_os.hxx"
+#include "fg_props.hxx"
+using namespace flightgear;
-
-static double real_delta_time_sec = 0.0;
-double delta_time_sec = 0.0;
-extern float init_volume;
-
-
-#ifdef macintosh
-# include <console.h> // -dw- for command line dialog
-#endif
-
-// 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.
-int idle_state = 0;
-long global_multi_loop;
-
-SGTimeStamp last_time_stamp;
-SGTimeStamp current_time_stamp;
+using std::cerr;
+using std::vector;
// The atexit() function handler should know when the graphical subsystem
// is initialized.
extern int _bootstrap_OSInit;
+static void fgLoadInitialScenery()
+{
+ static SGPropertyNode_ptr scenery_loaded
+ = fgGetNode("sim/sceneryloaded", true);
+ static SGPropertyNode_ptr scenery_override
+ = fgGetNode("/sim/sceneryloaded-override", true);
-// Update internal time dependent calculations (i.e. flight model)
-// FIXME: this distinction is obsolete; all subsystems now get delta
-// time on update.
-void fgUpdateTimeDepCalcs() {
- static bool inited = false;
-
- 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
- // = fgGetNode( "/sim/replay/end-time", true );
-
- //SG_LOG(SG_FLIGHT,SG_INFO, "Updating time dep calcs()");
-
- // Initialize the FDM here if it hasn't been and if we have a
- // scenery elevation hit.
-
- // cout << "cur_fdm_state->get_inited() = " << cur_fdm_state->get_inited()
- // << " cur_elev = " << scenery.get_cur_elev() << endl;
-
- if (!cur_fdm_state->get_inited()) {
- // Check for scenery around the aircraft.
- double lon = fgGetDouble("/sim/presets/longitude-deg");
- double lat = fgGetDouble("/sim/presets/latitude-deg");
- // We require just to have 50 meter scenery availabe around
- // the aircraft.
- double range = 50.0;
- if (globals->get_tile_mgr()->scenery_available(lat, lon, range)) {
- SG_LOG(SG_FLIGHT,SG_INFO, "Finally initializing fdm");
- cur_fdm_state->init();
- if ( cur_fdm_state->get_bound() ) {
- cur_fdm_state->unbind();
- }
- cur_fdm_state->bind();
- }
- }
-
- // conceptually, the following block could be done for each fdm
- // instance ...
- if ( cur_fdm_state->get_inited() ) {
- // we have been inited, and we are good to go ...
-
- if ( !inited ) {
- inited = true;
- fgSetBool("/sim/signals/fdm-initialized", true);
+ if (!scenery_loaded->getBoolValue())
+ {
+ if (scenery_override->getBoolValue() ||
+ (globals->get_tile_mgr()->isSceneryLoaded()
+ && fgGetBool("sim/fdm-initialized"))) {
+ fgSetBool("sim/sceneryloaded",true);
+ fgSplashProgress("");
}
-
- 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() );
- if ( replay_state->getIntValue() == 1 ) {
- // normal playback
- replay_time->setDoubleValue( replay_time->getDoubleValue()
- + ( delta_time_sec
- * fgGetInt("/sim/speed-up") ) );
- } else if ( replay_state->getIntValue() == 2 ) {
- // paused playback (don't advance replay time)
- }
+ else
+ {
+ fgSplashProgress("loading scenery");
+ // be nice to loader threads while waiting for initial scenery, reduce to 2fps
+ SGTimeStamp::sleepForMSec(500);
}
- } 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() );
-
-}
-
-
-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
- = fgGetNode("/position/longitude-deg");
- static const SGPropertyNode *latitude
- = fgGetNode("/position/latitude-deg");
- static const SGPropertyNode *altitude
- = fgGetNode("/position/altitude-ft");
- static const SGPropertyNode *clock_freeze
- = fgGetNode("/sim/freeze/clock", true);
- static const SGPropertyNode *cur_time_override
- = fgGetNode("/sim/time/cur-time-override", true);
- static const SGPropertyNode *max_simtime_per_frame
- = fgGetNode("/sim/max-simtime-per-frame", true);
-
- SGCloudLayer::enable_bump_mapping = fgGetBool("/sim/rendering/bump-mapping");
-
- bool scenery_loaded = fgGetBool("sim/sceneryloaded") || fgGetBool("sim/sceneryloaded-override");
-
- // Update the elapsed time.
- static bool first_time = true;
- if ( first_time ) {
- last_time_stamp.stamp();
- first_time = false;
- }
-
- double throttle_hz = fgGetDouble("/sim/frame-rate-throttle-hz", 0.0);
- if ( throttle_hz > 0.0 && scenery_loaded ) {
- // 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();
- /* Convert to ms */
- double elapsed_us = current_time_stamp - last_time_stamp;
- if ( elapsed_us < frame_us ) {
- double requested_us = frame_us - elapsed_us;
- ulMilliSecondSleep ( (int)(requested_us / 1000.0) ) ;
- }
-#endif
-
- // busy wait timing loop.
- //
- // This yields the most accurate timing. If the previous
- // ulMilliSecondSleep() call is omitted this will peg the cpu
- // (which is just fine if FG is the only app you care about.)
- current_time_stamp.stamp();
- while ( current_time_stamp - last_time_stamp < frame_us ) {
- current_time_stamp.stamp();
- }
- } else {
- // run as fast as the app will go
- current_time_stamp.stamp();
- }
-
- real_delta_time_sec
- = double(current_time_stamp - last_time_stamp) / 1000000.0;
-
- // 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 rem = 0.0;
- real_delta_time_sec += rem;
- double hz = model_hz;
- double nit = floor(real_delta_time_sec*hz);
- rem = real_delta_time_sec - nit/hz;
- real_delta_time_sec = nit/hz;
- }
-
-
- if (clock_freeze->getBoolValue() || !scenery_loaded) {
- delta_time_sec = 0;
- } else {
- delta_time_sec = real_delta_time_sec;
- }
- last_time_stamp = current_time_stamp;
- globals->inc_sim_time_sec( delta_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;
-#else
- static time_t last_time = 0;
- static int frames = 0;
-#endif // FANCY_FRAME_COUNTER
-
- 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); */
-
- /* 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); */
-
- // cout << "Warp = " << globals->get_warp() << endl;
-
- // update "time"
- static bool last_clock_freeze = false;
-
- if ( clock_freeze->getBoolValue() ) {
- // clock freeze requested
- if ( cur_time_override->getLongValue() == 0 ) {
- fgSetLong( "/sim/time/cur-time-override", t->get_cur_time() );
- globals->set_warp( 0 );
- }
- } else {
- // no clock freeze requested
- if ( last_clock_freeze == true ) {
- // clock just unfroze, let's set warp as the difference
- // between frozen time and current time so we don't get a
- // time jump (and corresponding sky object and lighting
- // jump.)
- globals->set_warp( cur_time_override->getLongValue() - time(NULL) );
- fgSetLong( "/sim/time/cur-time-override", 0 );
- }
- if ( globals->get_warp_delta() != 0 ) {
- globals->inc_warp( globals->get_warp_delta() );
- }
- }
+static void fgMainLoop( void )
+{
+ static SGPropertyNode_ptr frame_signal
+ = fgGetNode("/sim/signals/frame", true);
- last_clock_freeze = clock_freeze->getBoolValue();
+ frame_signal->fireValueChanged();
- t->update( longitude->getDoubleValue() * SGD_DEGREES_TO_RADIANS,
- latitude->getDoubleValue() * SGD_DEGREES_TO_RADIANS,
- cur_time_override->getLongValue(),
- globals->get_warp() );
+ SG_LOG( SG_GENERAL, SG_DEBUG, "Running Main Loop");
+ SG_LOG( SG_GENERAL, SG_DEBUG, "======= ==== ====");
- if (globals->get_warp_delta() != 0) {
- FGLight *l = (FGLight *)(globals->get_subsystem("lighting"));
- l->update( 0.5 );
- }
+ // compute simulated time (allowing for pause, warp, etc) and
+ // real elapsed time
+ double sim_dt, real_dt;
+ static TimeManager* timeMgr = (TimeManager*) globals->get_subsystem("time");
+ timeMgr->computeTimeDeltas(sim_dt, real_dt);
// 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_mag()->update( globals->get_aircraft_position(),
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 );
-
- // Calculate frame rate average
-#ifdef FANCY_FRAME_COUNTER
- /* old fps calculation */
- if ( elapsed > 0 ) {
- double tmp;
- accum = 0.0;
- for ( i = FG_FRAME_RATE_HISTORY - 2; i >= 0; i-- ) {
- tmp = general.get_frame(i);
- accum += tmp;
- // printf("frame[%d] = %.2f\n", i, g->frames[i]);
- general.set_frame(i+1,tmp);
- }
- tmp = 1000000.0 / (float)elapsed;
- general.set_frame(0,tmp);
- // printf("frame[0] = %.2f\n", general.frames[0]);
- accum += tmp;
- general.set_frame_rate(accum / (float)FG_FRAME_RATE_HISTORY);
- // printf("ave = %.2f\n", general.frame_rate);
- }
-#else
- 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() );
- 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"))
- 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
+ // update all subsystems
+ globals->get_subsystem_mgr()->update(sim_dt);
- // Calculate model iterations needed for next frame
- elapsed += remainder;
+ // END Tile Manager updates
+ fgLoadInitialScenery();
- 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 iterations to something reasonable if the sim was
- // delayed for an excessive amount of time
- if ( global_multi_loop > 2.0 * model_hz ) {
- global_multi_loop = (int)(2.0 * model_hz );
- remainder = 0;
- }
-
- // flight model
- if ( global_multi_loop > 0) {
- // 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" );
- }
+ simgear::AtomicChangeListener::fireChangeListeners();
- // 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 its own class at some point
- //
- double visibility_meters = fgGetDouble("/environment/visibility-m");
- FGViewer *current_view = globals->get_current_view();
+ SG_LOG( SG_GENERAL, SG_DEBUG, "" );
+}
- globals->get_tile_mgr()->prep_ssg_nodes( visibility_meters );
- // update tile manager for view...
- SGLocation *view_location = globals->get_current_view()->getSGLocation();
- globals->get_tile_mgr()->update( view_location, visibility_meters );
+// 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"))
{
- double lon = view_location->getLongitude_deg();
- double lat = view_location->getLatitude_deg();
- double alt = view_location->getAltitudeASL_ft() * SG_FEET_TO_METER;
-
- // check if we can reuse the groundcache for that purpose.
- double ref_time, r;
- SGVec3d pt;
- bool valid = cur_fdm_state->is_valid_m(&ref_time, pt.sg(), &r);
- SGVec3d viewpos(globals->get_current_view()->get_view_pos());
- if (valid && distSqr(viewpos, pt) < r*r) {
- // Reuse the cache ...
- double lev
- = cur_fdm_state->get_groundlevel_m(lat*SGD_DEGREES_TO_RADIANS,
- lon*SGD_DEGREES_TO_RADIANS,
- alt + 2.0);
- view_location->set_cur_elev_m( lev );
- } else {
- // Do full intersection test.
- double lev;
- if (globals->get_scenery()->get_elevation_m(lat, lon, alt+2, lev, 0))
- view_location->set_cur_elev_m( lev );
- else
- view_location->set_cur_elev_m( -9999.0 );
- }
}
+ void run(osg::GraphicsContext* gc)
+ {
+ SGPropertyNode* simRendering = fgGetNode("/sim/rendering");
+
+ simRendering->setStringValue("gl-vendor", (char*) glGetString(GL_VENDOR));
+ SG_LOG( SG_GENERAL, SG_INFO, glGetString(GL_VENDOR));
+
+ simRendering->setStringValue("gl-renderer", (char*) glGetString(GL_RENDERER));
+ SG_LOG( SG_GENERAL, SG_INFO, glGetString(GL_RENDERER));
+
+ simRendering->setStringValue("gl-version", (char*) glGetString(GL_VERSION));
+ SG_LOG( SG_GENERAL, SG_INFO, glGetString(GL_VERSION));
-#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;
-
- // get the location data for the primary FDM (now hardcoded to ac model)...
- SGLocation *acmodel_loc = NULL;
- acmodel_loc = (SGLocation *)globals->
- get_aircraft_model()->get3DModel()->getSGLocation();
-
- // set positional offset for sources
- sgdVec3 dsource_pos_offset;
- sgdSubVec3( dsource_pos_offset,
- view_location->get_absolute_view_pos(),
- acmodel_loc->get_absolute_view_pos() );
- // cout << "pos all = " << source_pos_offset[0] << " " << source_pos_offset[1] << " " << source_pos_offset[2] << endl;
- sgVec3 source_pos_offset;
- sgSetVec3(source_pos_offset, dsource_pos_offset);
- globals->get_soundmgr()->set_source_pos_all( source_pos_offset );
-
- // set the velocity
- 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
-
- // END Tile Manager udpates
+ GLint tmp;
+ glGetIntegerv( GL_MAX_TEXTURE_SIZE, &tmp );
+ simRendering->setIntValue("max-texture-size", tmp);
- if (!scenery_loaded && globals->get_tile_mgr()->all_queues_empty() && cur_fdm_state->get_inited()) {
- fgSetBool("sim/sceneryloaded",true);
- fgSetFloat("/sim/sound/volume", init_volume);
- globals->get_soundmgr()->set_volume(init_volume);
+ glGetIntegerv( GL_DEPTH_BITS, &tmp );
+ simRendering->setIntValue("depth-buffer-bits", tmp);
}
+};
- fgRequestRedraw();
-
- SG_LOG( SG_ALL, SG_DEBUG, "" );
}
-
// This is the top level master main function that is registered as
-// our idle funciton
+// our idle function
// The first few passes take care of initialization things (a couple
// per pass) and once everything has been initialized fgMainLoop from
// then on.
static void fgIdleFunction ( void ) {
+ // 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 osg::ref_ptr<GeneralInitOperation> genOp;
if ( idle_state == 0 ) {
idle_state++;
-
- // This seems to be the absolute earliest in the init sequence
- // that these calls will return valid info. Too bad it's after
- // we've already created and sized our 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 the user interface so that we can use fonts
- guiInit();
-
-
+ // 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");
-
+ fgSplashProgress("loading aircraft list");
} else if ( idle_state == 2 ) {
idle_state++;
- // Read the list of available aircraft
- fgReadAircraft();
-
- // get the address of our OpenGL extensions
-// if (SGIsOpenGLExtensionSupported("GL_EXT_point_parameters") ) {
-// glPointParameterIsSupported = true;
-// glPointParameterfPtr = (glPointParameterfProc)
-// SGLookupFunction("glPointParameterfEXT");
-// glPointParameterfvPtr = (glPointParameterfvProc)
-// SGLookupFunction("glPointParameterfvEXT");
-// } else if ( SGIsOpenGLExtensionSupported("GL_ARB_point_parameters") ) {
-// glPointParameterIsSupported = true;
-// glPointParameterfPtr = (glPointParameterfProc)
-// SGLookupFunction("glPointParameterfARB");
-// glPointParameterfvPtr = (glPointParameterfvProc)
-// SGLookupFunction("glPointParameterfvARB");
-// } else {
-// glPointParameterIsSupported = false;
-// }
- fgSplashProgress("reading airport & navigation data");
-
+ fgSplashProgress("loading navigation data");
} else if ( idle_state == 3 ) {
idle_state++;
fgInitNav();
- fgSplashProgress("setting up scenery");
+ fgSplashProgress("initializing scenery system");
} else if ( idle_state == 4 ) {
- idle_state++;
+ idle_state+=2;
// based on the requested presets, calculate the true starting
// lon, lat
fgInitPosition();
fgInitTowerLocationListener();
- SGTime *t = fgInitTime();
- globals->set_time_params( t );
-
+ TimeManager* t = new TimeManager;
+ globals->add_subsystem("time", t, SGSubsystemMgr::INIT);
+ t->init(); // need to init now, not during initSubsystems
+
// Do some quick general initializations
if( !fgInitGeneral()) {
SG_LOG( SG_GENERAL, SG_ALERT,
////////////////////////////////////////////////////////////////////
fgInitCommands();
-
////////////////////////////////////////////////////////////////////
// Initialize the material manager
////////////////////////////////////////////////////////////////////
globals->set_matlib( new SGMaterialLib );
- globals->set_model_lib(new SGModelLib);
-
+ simgear::SGModelLib::init(globals->get_fg_root(), globals->get_props());
+ simgear::SGModelLib::setPanelFunc(FGPanelNode::load);
////////////////////////////////////////////////////////////////////
// Initialize the TG scenery subsystem.
////////////////////////////////////////////////////////////////////
+ simgear::SGTerraSync* terra_sync = new simgear::SGTerraSync(globals->get_props());
+ globals->add_subsystem("terrasync", terra_sync);
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()->getNumPlanets(),
- globals->get_ephem()->getPlanets(),
- globals->get_ephem()->getNumStars(),
- globals->get_ephem()->getStars(),
- 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)
+
+ // 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");
+ * 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() );
+ fgSplashProgress("initializing subsystems");
} else if ( idle_state == 7 ) {
idle_state++;
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
-
- system ( command.c_str() );
- }
-#endif
-
- // These are a few miscellaneous things that aren't really
- // "subsystems" but still need to be initialized.
+# endif
-#ifdef USE_GLIDE
- if ( strstr ( general.get_glRenderer(), "Glide" ) ) {
- grTexLodBiasValue ( GR_TMU0, 1.0 ) ;
+ if (0 != system ( command.c_str() ))
+ {
+ SG_LOG( SG_SOUND, SG_WARN,
+ "Failed to play mp3 file " << mp3file.str() << ". Maybe mp3 player is not installed." );
+ }
}
#endif
-
// 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 be
"Subsystem initialization failed ..." );
exit(-1);
}
- fgSplashProgress("setting up time & renderer");
+ // Torsten Dreyer:
+ // ugly hack for automatic runway selection on startup based on
+ // metar data. Makes startup.nas obsolete and guarantees the same
+ // runway selection as for AI traffic. However, this code belongs to
+ // somewhere(?) else - if I only new where...
+ if( true == fgGetBool( "/environment/metar/valid" ) ) {
+ SG_LOG(SG_ENVIRONMENT, SG_INFO,
+ "Using METAR for runway selection: '" << fgGetString("/environment/metar/data") << "'" );
+ // the realwx_ctrl fetches metar in the foreground on init,
+ // If it was able to fetch a metar or one was given on the commandline,
+ // the valid flag is set here, otherwise it is false
+ double hdg = fgGetDouble( "/environment/metar/base-wind-dir-deg", 9999.0 );
+ string apt = fgGetString( "/sim/startup/options/airport" );
+ string rwy = fgGetString( "/sim/startup/options/runway" );
+ double strthdg = fgGetDouble( "/sim/startup/options/heading-deg", 9999.0 );
+ string parkpos = fgGetString( "/sim/presets/parkpos" );
+ bool onground = fgGetBool( "/sim/presets/onground", false );
+ // don't check for wind-speed < 1kt, this belongs to the runway-selection code
+ // the other logic is taken from former startup.nas
+ if( hdg < 360.0 && apt.length() > 0 && strthdg > 360.0 && rwy.length() == 0 && onground && parkpos.length() == 0 ) {
+ extern bool fgSetPosFromAirportIDandHdg( const string& id, double tgt_hdg );
+ fgSetPosFromAirportIDandHdg( apt, hdg );
+ }
+ } else {
+ SG_LOG(SG_ENVIRONMENT, SG_INFO,
+ "No METAR available to pick active runway" );
+ }
+
+ fgSplashProgress("initializing graphics engine");
} else if ( idle_state == 8 ) {
idle_state = 1000;
- // Initialize the time offset (warp) after fgInitSubsystem
- // (which initializes the lighting interpolation tables.)
- fgInitTimeOffset();
-
+
// setup OpenGL view parameters
- globals->get_renderer()->init();
+ globals->get_renderer()->setupView();
- SG_LOG( SG_GENERAL, SG_INFO, "Panel visible = " << fgPanelVisible() );
globals->get_renderer()->resize( fgGetInt("/sim/startup/xsize"),
fgGetInt("/sim/startup/ysize") );
- fgSplashProgress("loading scenery objects");
-
+ int session = fgGetInt("/sim/session",0);
+ session++;
+ fgSetInt("/sim/session",session);
}
if ( idle_state == 1000 ) {
}
}
-
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 {
- SGPropertyNode::Type t = p->getType();
- if (t == SGPropertyNode::NONE || t == SGPropertyNode::UNSPECIFIED)
+ props::Type t = p->getType();
+ if (t == props::NONE || t == props::UNSPECIFIED)
p->setStringValue("");
else
- assert(t == SGPropertyNode::STRING);
+ assert(t == props::STRING);
}
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
+int fgMainInit( int argc, char **argv ) {
// set default log levels
sglog().setLogLevels( SG_ALL, SG_ALERT );
#endif
SG_LOG( SG_GENERAL, SG_INFO, "FlightGear: Version "
<< version );
- SG_LOG( SG_GENERAL, SG_INFO, "Built with " << SG_COMPILER_STR << endl );
+ SG_LOG( SG_GENERAL, SG_INFO, "Built with " << SG_COMPILER_STR << std::endl );
// Allocate global data structures. This needs to happen before
// we parse command line options
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");
-
- // 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[] = "0.9.10";
- string base_version = fgBasePackageVersion();
- if ( !(base_version == required_version) ) {
- // tell the operator how to use this application
-
- SG_LOG( SG_GENERAL, SG_ALERT, "" ); // To popup the console on windows
- cerr << endl << "Base package check failed ... " \
- << "Found version " << base_version << " at: " \
- << globals->get_fg_root() << endl;
- cerr << "Please upgrade to version: " << required_version << endl;
-#ifdef _MSC_VER
- cerr << "Hit a key to continue..." << endl;
- cin.get();
-#endif
- exit(-1);
- }
+ upper_case_property("/autopilot/route-manager/input");
// Load the configuration parameters. (Command line options
// override config file options. Config file options override
// defaults.)
if ( !fgInitConfig(argc, argv) ) {
- SG_LOG( SG_GENERAL, SG_ALERT, "Config option parsing failed ..." );
- exit(-1);
+ SG_LOG( SG_GENERAL, SG_ALERT, "Config option parsing failed ..." );
+ exit(-1);
}
// 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( &FGRenderer::resize );
fgRegisterIdleHandler( &fgIdleFunction );
- fgRegisterDrawHandler( &FGRenderer::update );
-
-#ifdef FG_ENABLE_MULTIPASS_CLOUDS
- bool get_stencil_buffer = true;
-#else
- bool get_stencil_buffer = false;
-#endif
- // Initialize plib net interface
- netInit( &argc, argv );
+ // Initialize sockets (WinSock needs this)
+ simgear::Socket::initSockets();
// 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-enable"),
- get_stencil_buffer,
- fgGetBool("/sim/startup/fullscreen") );
+ fgOSOpenWindow(true /* request stencil buffer */);
// Initialize the splash screen right away
fntInit();
fgSplashInit();
// pass control off to the master event handler
- fgOSMainLoop();
-
- // we never actually get here ... but to avoid compiler warnings,
- // etc.
- return false;
+ int result = fgOSMainLoop();
+
+ // clean up here; ensure we null globals to avoid
+ // confusing the atexit() handler
+ delete globals;
+ globals = NULL;
+
+ return result;
}
-
-