#include "../Scenery/sky.h"
#include "../Scenery/stars.h"
#include "../Scenery/sun.h"
+#include "../Time/event.h"
#include "../Time/fg_time.h"
#include "../Time/fg_timer.h"
#include "../Time/sunpos.h"
struct fgTIME *t;
struct fgVIEW *v;
- double x_2, x_4, x_8, x_10;
- double light, ambient, diffuse, sky_brightness;
- /* if the 4th field is 0.0, this specifies a direction ... */
- /* base sky color */
- GLfloat base_sky_color[4] = {0.60, 0.60, 0.90, 1.0};
- /* base fog color */
- GLfloat base_fog_color[4] = {0.70, 0.70, 0.70, 1.0};
-
- GLfloat white[4] = { 1.0, 1.0, 1.0, 1.0 };
-
f = ¤t_aircraft.flight;
l = &cur_light_params;
t = &cur_time_params;
/* set the sun position */
xglLightfv( GL_LIGHT0, GL_POSITION, l->sun_vec );
-
- /* calculate lighting parameters based on sun's relative angle to
- * local up */
- /* ya kind'a have to plot this to see how it works */
-
- /* x = t->sun_angle^8 */
- x_2 = l->sun_angle * l->sun_angle;
- x_4 = x_2 * x_2;
- x_8 = x_4 * x_4;
- x_10 = x_8 * x_2;
-
- light = pow(1.1, -x_10 / 30.0);
- ambient = 0.2 * light;
- diffuse = 0.9 * light;
-
- sky_brightness = 0.85 * pow(1.2, -x_8 / 20.0) + 0.15;
-
- /* sky_brightness = 0.15; */ /* to force a dark sky (for testing) */
-
- if ( ambient < 0.02 ) { ambient = 0.02; }
- if ( diffuse < 0.0 ) { diffuse = 0.0; }
-
- if ( sky_brightness < 0.1 ) { sky_brightness = 0.1; }
-
- l->scene_ambient[0] = white[0] * ambient;
- l->scene_ambient[1] = white[1] * ambient;
- l->scene_ambient[2] = white[2] * ambient;
-
- l->scene_diffuse[0] = white[0] * diffuse;
- l->scene_diffuse[1] = white[1] * diffuse;
- l->scene_diffuse[2] = white[2] * diffuse;
-
- /* set fog color */
- l->fog_color[0] = base_fog_color[0] * (ambient + diffuse);
- l->fog_color[1] = base_fog_color[1] * (ambient + diffuse);
- l->fog_color[2] = base_fog_color[2] * (ambient + diffuse);
- l->fog_color[3] = base_fog_color[3];
-
- /* set sky color */
- l->sky_color[0] = base_sky_color[0] * sky_brightness;
- l->sky_color[1] = base_sky_color[1] * sky_brightness;
- l->sky_color[2] = base_sky_color[2] * sky_brightness;
- l->sky_color[3] = base_sky_color[3];
-
- /* mental note: this should really be done every 10-30 seconds I suppose */
- fgSkyColorsInit();
}
struct fgTIME *t;
struct fgVIEW *v;
double angle;
- static double lastAstroUpdate = 0;
GLfloat white[4] = { 1.0, 1.0, 1.0, 1.0 };
l = &cur_light_params;
xglShadeModel( GL_SMOOTH );
fgSkyRender();
- /* a hack: Force sun and moon position to be updated on an hourly basis */
- if (((t->gst - lastAstroUpdate) > 1) || (t->gst < lastAstroUpdate)) {
- lastAstroUpdate = t->gst;
- fgSunInit();
- fgMoonInit();
- }
-
/* setup transformation for drawing astronomical objects */
xglPushMatrix();
/* Translate to view position */
/* printf("updating flight model x %d\n", multi_loop); */
fgFlightModelUpdate(FG_LARCSIM, f, multi_loop);
- /* refresh shared sun position and sun_vec */
- fgUpdateSunPos(scenery.center);
-
/* update the view angle */
for ( i = 0; i < multi_loop; i++ ) {
if ( fabs(v->goal_view_offset - v->view_offset) < 0.05 ) {
struct fgFLIGHT *f;
struct fgTIME *t;
+ printf("Running Main Loop\n");
+ printf("======= ==== ====\n");
+
a = ¤t_aircraft;
f = &a->flight;
t = &cur_time_params;
fgElevSet( -joy_y );
fgAileronSet( joy_x ); */
- /* update the weather for our current position */
- fgWeatherUpdate(FG_Longitude * RAD_TO_ARCSEC,
- FG_Latitude * RAD_TO_ARCSEC,
- FG_Altitude * FEET_TO_METER);
-
/* Calculate model iterations needed */
elapsed = fgGetTimeInterval();
printf("Time interval is = %d, previous remainder is = %d\n", elapsed,
* eventually */
cur_elev = mesh_altitude(FG_Longitude * RAD_TO_ARCSEC,
FG_Latitude * RAD_TO_ARCSEC);
- printf("Ground elevation is %.2f meters here.\n", cur_elev);
+ /* printf("Ground elevation is %.2f meters here.\n", cur_elev); */
/* FG_Runway_altitude = cur_elev * METER_TO_FEET; */
if ( FG_Altitude * FEET_TO_METER < cur_elev + 3.758099) {
FG_Altitude * FEET_TO_METER);
}
- fgAircraftOutputCurrent(a);
+ /* fgAircraftOutputCurrent(a); */
/* Process/manage pending events */
fgEventProcess();
/* redraw display */
fgRenderFrame();
+
+ printf("\n");
}
f = ¤t_aircraft.flight;
- printf("Flight Gear: prototype version %s\n\n", VERSION);
+ printf("Flight Gear: Version %s\n\n", VERSION);
/**********************************************************************
* Initialize the Window/Graphics environment.
/* $Log$
-/* Revision 1.43 1997/12/30 20:47:43 curt
-/* Integrated new event manager with subsystem initializations.
+/* Revision 1.44 1997/12/30 22:22:31 curt
+/* Further integration of event manager.
/*
+ * Revision 1.43 1997/12/30 20:47:43 curt
+ * Integrated new event manager with subsystem initializations.
+ *
* Revision 1.42 1997/12/30 16:36:47 curt
* Merged in Durk's changes ...
*
/* Initialize the weather modeling subsystem */
fgWeatherInit();
+ /* update the weather for our current position */
+ fgEventRegister( "fgWeatherUpdate()", fgWeatherUpdate,
+ FG_EVENT_READY, 120000 );
+
/* Initialize the Cockpit subsystem */
if( fgCockpitInit( current_aircraft ) == NULL ) {
printf( "Error in Cockpit initialization!\n" );
fgStarsInit();
/* Initialize the sun's position */
- fgSunInit();
+ fgEventRegister( "fgSunInit()", fgSunInit, FG_EVENT_READY, 600000 );
/* Intialize the moon's position */
- fgMoonInit();
+ fgEventRegister( "fgMoonInit()", fgSunInit, FG_EVENT_READY, 600000 );
/* Initialize the "sky" */
fgSkyInit();
FG_Altitude * FEET_TO_METER);
/* end of thing that I just stuck in that I should probably move */
-
/* Initialize the flight model subsystem data structures base on
* above values */
fgFlightModelInit( FG_LARCSIM, f, 1.0 / DEFAULT_MODEL_HZ );
/* Joystick support */
fgJoystickInit( 0 );
+ /* One more try here to get the sky synced up */
+ fgSkyColorsInit();
+
printf("\n");
}
/* $Log$
-/* Revision 1.24 1997/12/30 20:47:44 curt
-/* Integrated new event manager with subsystem initializations.
+/* Revision 1.25 1997/12/30 22:22:33 curt
+/* Further integration of event manager.
/*
+ * Revision 1.24 1997/12/30 20:47:44 curt
+ * Integrated new event manager with subsystem initializations.
+ *
* Revision 1.23 1997/12/30 16:36:50 curt
* Merged in Durk's changes ...
*
v->view_pos.y -= scenery.center.y;
v->view_pos.z -= scenery.center.z;
- printf("View pos = %.4f, %.4f, %.4f\n",
- v->view_pos.x, v->view_pos.y, v->view_pos.z);
+ /* printf("View pos = %.4f, %.4f, %.4f\n",
+ v->view_pos.x, v->view_pos.y, v->view_pos.z); */
/* make a vector to the current view position */
MAT3_SET_VEC(v0, v->view_pos.x, v->view_pos.y, v->view_pos.z);
v->to_sun[0] = l->fg_sunpos.x - (v->view_pos.x + scenery.center.x);
v->to_sun[1] = l->fg_sunpos.y - (v->view_pos.y + scenery.center.y);
v->to_sun[2] = l->fg_sunpos.z - (v->view_pos.z + scenery.center.z);
- printf("Vector to sun = %.2f %.2f %.2f\n",
- v->to_sun[0], v->to_sun[1], v->to_sun[2]);
+ /* printf("Vector to sun = %.2f %.2f %.2f\n",
+ v->to_sun[0], v->to_sun[1], v->to_sun[2]); */
/* Derive the LOCAL aircraft rotation matrix (roll, pitch, yaw) */
MAT3_SET_VEC(vec, 0.0, 0.0, 1.0);
MAT3_SET_VEC(v->local_up, 1.0, 0.0, 0.0);
MAT3mult_vec(v->local_up, v->local_up, UP);
- printf(" Local Up = (%.4f, %.4f, %.4f)\n",
- v->local_up[0], v->local_up[1], v->local_up[2]);
+ /* printf("Local Up = (%.4f, %.4f, %.4f)\n",
+ v->local_up[0], v->local_up[1], v->local_up[2]); */
/* Alternative method to Derive local up vector based on
* *geodetic* coordinates */
MAT3_SET_VEC(vec, 0.0, 0.0, 1.0);
MAT3mult_vec(forward, vec, VIEW);
- printf("Forward vector is (%.2f,%.2f,%.2f)\n", forward[0], forward[1],
- forward[2]);
+ /* printf("Forward vector is (%.2f,%.2f,%.2f)\n", forward[0], forward[1],
+ forward[2]); */
MAT3rotate(TMP, v->view_up, v->view_offset);
MAT3mult_vec(v->view_forward, forward, TMP);
map_vec_onto_cur_surface_plane(v->local_up, v0, v->to_sun,
v->surface_to_sun);
MAT3_NORMALIZE_VEC(v->surface_to_sun, ntmp);
- printf("Surface direction to sun is %.2f %.2f %.2f\n",
- v->surface_to_sun[0], v->surface_to_sun[1], v->surface_to_sun[2]);
-
+ /* printf("Surface direction to sun is %.2f %.2f %.2f\n",
+ v->surface_to_sun[0], v->surface_to_sun[1], v->surface_to_sun[2]); */
/* printf("Should be close to zero = %.2f\n",
MAT3_DOT_PRODUCT(v->local_up, v->surface_to_sun)); */
/* $Log$
-/* Revision 1.7 1997/12/30 20:47:45 curt
-/* Integrated new event manager with subsystem initializations.
+/* Revision 1.8 1997/12/30 22:22:33 curt
+/* Further integration of event manager.
/*
+ * Revision 1.7 1997/12/30 20:47:45 curt
+ * Integrated new event manager with subsystem initializations.
+ *
* Revision 1.6 1997/12/22 04:14:32 curt
* Aligned sky with sun so dusk/dawn effects can be correct relative to the sun.
*
l = &cur_light_params;
v = ¤t_view;
- printf("Rendering the sky.\n");
+ /* printf("Rendering the sky.\n"); */
xglPushMatrix();
* v->surface_east. We do this so we can sort out the acos()
* ambiguity. I wish I could think of a more efficient way ... :-( */
east_dot = MAT3_DOT_PRODUCT(v->surface_to_sun, v->surface_east);
- printf(" East dot product = %.2f\n", east_dot);
+ /* printf(" East dot product = %.2f\n", east_dot); */
/* calculate the angle between v->surface_to_sun and
* v->surface_south. this is how much we have to rotate the sky
* for it to align with the sun */
dot = MAT3_DOT_PRODUCT(v->surface_to_sun, v->surface_south);
- printf(" Dot product = %.2f\n", dot);
+ /* printf(" Dot product = %.2f\n", dot); */
if ( east_dot >= 0 ) {
angle = acos(dot);
} else {
angle = -acos(dot);
}
- printf(" Sky needs to rotate = %.3f rads = %.1f degrees.\n",
- angle, angle * RAD_TO_DEG);
+ /*printf(" Sky needs to rotate = %.3f rads = %.1f degrees.\n",
+ angle, angle * RAD_TO_DEG); */
/* Translate to view position */
xglTranslatef( v->cur_zero_elev.x, v->cur_zero_elev.y, v->cur_zero_elev.z );
v->cur_zero_elev.x, v->cur_zero_elev.y, v->cur_zero_elev.z ); */
/* Rotate to proper orientation */
- printf(" lon = %.2f lat = %.2f\n", FG_Longitude * RAD_TO_DEG,
- FG_Latitude * RAD_TO_DEG);
+ /* printf(" lon = %.2f lat = %.2f\n", FG_Longitude * RAD_TO_DEG,
+ FG_Latitude * RAD_TO_DEG); */
xglRotatef( FG_Longitude * RAD_TO_DEG, 0.0, 0.0, 1.0 );
xglRotatef( 90.0 - FG_Latitude * RAD_TO_DEG, 0.0, 1.0, 0.0 );
xglRotatef( angle * RAD_TO_DEG, 0.0, 0.0, 1.0 );
/* $Log$
-/* Revision 1.10 1997/12/30 20:47:53 curt
-/* Integrated new event manager with subsystem initializations.
+/* Revision 1.11 1997/12/30 22:22:38 curt
+/* Further integration of event manager.
/*
+ * Revision 1.10 1997/12/30 20:47:53 curt
+ * Integrated new event manager with subsystem initializations.
+ *
* Revision 1.9 1997/12/30 13:06:57 curt
* A couple lighting tweaks ...
*
i = 3;
}
- printf("RENDERING STARS = %d (night)\n", i);
+ /* printf("RENDERING STARS = %d (night)\n", i); */
- xglDisable( GL_LIGHTING );
xglCallList(stars[i]);
- xglEnable( GL_LIGHTING );
} else {
- printf("not RENDERING STARS (day)\n");
+ /* printf("not RENDERING STARS (day)\n"); */
}
}
/* $Log$
-/* Revision 1.23 1997/12/30 20:47:53 curt
-/* Integrated new event manager with subsystem initializations.
+/* Revision 1.24 1997/12/30 22:22:39 curt
+/* Further integration of event manager.
/*
+ * Revision 1.23 1997/12/30 20:47:53 curt
+ * Integrated new event manager with subsystem initializations.
+ *
* Revision 1.22 1997/12/30 16:36:53 curt
* Merged in Durk's changes ...
*
if ( event_ptr > 0 ) {
printf("\n");
printf("Event Stats\n");
- printf("----- -----\n");
+ printf("-----------\n");
for ( i = 0; i < event_ptr; i++ ) {
- printf(" %s cum=%d min=%d max=%d count=%d ave=%.2f\n",
- events[i].description, events[i].cum_time,
+ printf(" %-20s int=%.2fs cum=%d min=%d max=%d count=%d ave=%.2f\n",
+ events[i].description,
+ events[i].interval / 1000.0,
+ events[i].cum_time,
events[i].min_time, events[i].max_time, events[i].count,
events[i].cum_time / (double)events[i].count);
}
+ printf("\n");
}
}
/* $Log$
-/* Revision 1.2 1997/12/30 20:47:58 curt
-/* Integrated new event manager with subsystem initializations.
+/* Revision 1.3 1997/12/30 22:22:42 curt
+/* Further integration of event manager.
/*
+ * Revision 1.2 1997/12/30 20:47:58 curt
+ * Integrated new event manager with subsystem initializations.
+ *
* Revision 1.1 1997/12/30 04:19:22 curt
* Initial revision.
*
double gst_precise, gst_course;
static long int warp = 0;
+ printf("Updating time\n");
+
/* get current Unix calendar time (in seconds) */
/* warp = 60; */
warp += 0;
/* $Log$
-/* Revision 1.23 1997/12/30 20:47:58 curt
-/* Integrated new event manager with subsystem initializations.
+/* Revision 1.24 1997/12/30 22:22:42 curt
+/* Further integration of event manager.
/*
+ * Revision 1.23 1997/12/30 20:47:58 curt
+ * Integrated new event manager with subsystem initializations.
+ *
* Revision 1.22 1997/12/30 01:38:47 curt
* Switched back to per vertex normals and smooth shading for terrain.
*
struct fgTIME *t;
struct fgVIEW *v;
MAT3vec nup, nsun;
+ /* if the 4th field is 0.0, this specifies a direction ... */
+ GLfloat white[4] = { 1.0, 1.0, 1.0, 1.0 };
+ /* base sky color */
+ GLfloat base_sky_color[4] = {0.60, 0.60, 0.90, 1.0};
+ /* base fog color */
+ GLfloat base_fog_color[4] = {0.70, 0.70, 0.70, 1.0};
double sun_gd_lat, sl_radius, temp;
+ double x_2, x_4, x_8, x_10;
+ double light, ambient, diffuse, sky_brightness;
static int time_warp = 0;
l = &cur_light_params;
l->sun_angle = acos(MAT3_DOT_PRODUCT(nup, nsun));
printf(" SUN ANGLE relative to current location = %.3f rads.\n",
l->sun_angle);
+
+ /* calculate lighting parameters based on sun's relative angle to
+ * local up */
+ /* ya kind'a have to plot this to see how it works */
+
+ /* x = t->sun_angle^8 */
+ x_2 = l->sun_angle * l->sun_angle;
+ x_4 = x_2 * x_2;
+ x_8 = x_4 * x_4;
+ x_10 = x_8 * x_2;
+
+ light = pow(1.1, -x_10 / 30.0);
+ ambient = 0.2 * light;
+ diffuse = 0.9 * light;
+
+ sky_brightness = 0.85 * pow(1.2, -x_8 / 20.0) + 0.15;
+
+ /* sky_brightness = 0.15; */ /* to force a dark sky (for testing) */
+
+ if ( ambient < 0.02 ) { ambient = 0.02; }
+ if ( diffuse < 0.0 ) { diffuse = 0.0; }
+
+ if ( sky_brightness < 0.1 ) { sky_brightness = 0.1; }
+
+ l->scene_ambient[0] = white[0] * ambient;
+ l->scene_ambient[1] = white[1] * ambient;
+ l->scene_ambient[2] = white[2] * ambient;
+
+ l->scene_diffuse[0] = white[0] * diffuse;
+ l->scene_diffuse[1] = white[1] * diffuse;
+ l->scene_diffuse[2] = white[2] * diffuse;
+
+ /* set fog color */
+ l->fog_color[0] = base_fog_color[0] * (ambient + diffuse);
+ l->fog_color[1] = base_fog_color[1] * (ambient + diffuse);
+ l->fog_color[2] = base_fog_color[2] * (ambient + diffuse);
+ l->fog_color[3] = base_fog_color[3];
+
+ /* set sky color */
+ l->sky_color[0] = base_sky_color[0] * sky_brightness;
+ l->sky_color[1] = base_sky_color[1] * sky_brightness;
+ l->sky_color[2] = base_sky_color[2] * sky_brightness;
+ l->sky_color[3] = base_sky_color[3];
}
/* $Log$
-/* Revision 1.19 1997/12/30 20:47:59 curt
-/* Integrated new event manager with subsystem initializations.
+/* Revision 1.20 1997/12/30 22:22:43 curt
+/* Further integration of event manager.
/*
+ * Revision 1.19 1997/12/30 20:47:59 curt
+ * Integrated new event manager with subsystem initializations.
+ *
* Revision 1.18 1997/12/23 04:58:40 curt
* Tweaked the sky coloring a bit to build in structures to allow finer rgb
* control.
/* Update the weather parameters for the current position */
-void fgWeatherUpdate(double lon, double lat, double alt) {
+void fgWeatherUpdate() {
struct fgFLIGHT *f;
struct fgWEATHER *w;
/* $Log$
-/* Revision 1.9 1997/12/30 20:48:03 curt
-/* Integrated new event manager with subsystem initializations.
+/* Revision 1.10 1997/12/30 22:22:46 curt
+/* Further integration of event manager.
/*
+ * Revision 1.9 1997/12/30 20:48:03 curt
+ * Integrated new event manager with subsystem initializations.
+ *
* Revision 1.8 1997/12/11 04:43:58 curt
* Fixed sun vector and lighting problems. I thing the moon is now lit
* correctly.
void fgWeatherInit(void);
/* Update the weather parameters for the current position */
-void fgWeatherUpdate(double lon, double lat, double alt);
+void fgWeatherUpdate();
#endif /* WEATHER_H */
/* $Log$
-/* Revision 1.5 1997/12/10 22:37:56 curt
-/* Prepended "fg" on the name of all global structures that didn't have it yet.
-/* i.e. "struct WEATHER {}" became "struct fgWEATHER {}"
+/* Revision 1.6 1997/12/30 22:22:47 curt
+/* Further integration of event manager.
/*
+ * Revision 1.5 1997/12/10 22:37:56 curt
+ * Prepended "fg" on the name of all global structures that didn't have it yet.
+ * i.e. "struct WEATHER {}" became "struct fgWEATHER {}"
+ *
* Revision 1.4 1997/08/27 03:30:39 curt
* Changed naming scheme of basic shared structures.
*