1 // renderer.cxx -- top level sim routines
3 // Written by Curtis Olson, started May 1997.
4 // This file contains parts of main.cxx prior to october 2004
6 // Copyright (C) 1997 - 2002 Curtis L. Olson - http://www.flightgear.org/~curt
8 // This program is free software; you can redistribute it and/or
9 // modify it under the terms of the GNU General Public License as
10 // published by the Free Software Foundation; either version 2 of the
11 // License, or (at your option) any later version.
13 // This program is distributed in the hope that it will be useful, but
14 // WITHOUT ANY WARRANTY; without even the implied warranty of
15 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
16 // General Public License for more details.
18 // You should have received a copy of the GNU General Public License
19 // along with this program; if not, write to the Free Software
20 // Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
29 #include <simgear/compiler.h>
36 #include <plib/netSocket.h>
38 #include <simgear/screen/extensions.hxx>
39 #include <simgear/scene/material/matlib.hxx>
40 #include <simgear/props/props.hxx>
41 #include <simgear/timing/sg_time.hxx>
42 #include <simgear/scene/model/animation.hxx>
43 #include <simgear/ephemeris/ephemeris.hxx>
44 #include <simgear/scene/model/placement.hxx>
45 #include <simgear/math/sg_random.h>
46 #include <simgear/scene/model/modellib.hxx>
47 #include <simgear/scene/model/model.hxx>
49 #include <simgear/screen/jpgfactory.hxx>
52 #include <simgear/environment/visual_enviro.hxx>
54 #include <simgear/scene/model/shadowvolume.hxx>
56 #include <Scenery/tileentry.hxx>
57 #include <Time/light.hxx>
58 #include <Time/light.hxx>
59 #include <Aircraft/aircraft.hxx>
60 // #include <Aircraft/replay.hxx>
61 #include <Cockpit/panel.hxx>
62 #include <Cockpit/cockpit.hxx>
63 #include <Cockpit/hud.hxx>
64 #include <Model/panelnode.hxx>
65 #include <Model/modelmgr.hxx>
66 #include <Model/acmodel.hxx>
67 #include <Scenery/scenery.hxx>
68 #include <Scenery/tilemgr.hxx>
69 #include <Scripting/NasalDisplay.hxx>
70 #include <ATC/ATCdisplay.hxx>
71 #include <GUI/new_gui.hxx>
74 #include "renderer.hxx"
78 extern void sgShaderFrameInit(double delta_time_sec);
80 float default_attenuation[3] = {1.0, 0.0, 0.0};
82 ssgSelector *lightpoints_brightness = new ssgSelector;
83 ssgTransform *lightpoints_transform = new ssgTransform;
84 FGTileEntry *dummy_tile;
87 // Clip plane settings...
88 float scene_nearplane = 0.5f;
89 float scene_farplane = 120000.0f;
91 glPointParameterfProc glPointParameterfPtr = 0;
92 glPointParameterfvProc glPointParameterfvPtr = 0;
93 bool glPointParameterIsSupported = false;
96 // fog constants. I'm a little nervous about putting actual code out
97 // here but it seems to work (?)
98 static const double m_log01 = -log( 0.01 );
99 static const double sqrt_m_log01 = sqrt( m_log01 );
100 static GLfloat fog_exp_density;
101 static GLfloat fog_exp2_density;
102 static GLfloat rwy_exp2_punch_through;
103 static GLfloat taxi_exp2_punch_through;
104 static GLfloat ground_exp2_punch_through;
110 sgMat4 copy_of_ssgOpenGLAxisSwapMatrix =
112 { 1.0f, 0.0f, 0.0f, 0.0f },
113 { 0.0f, 0.0f, -1.0f, 0.0f },
114 { 0.0f, 1.0f, 0.0f, 0.0f },
115 { 0.0f, 0.0f, 0.0f, 1.0f }
118 ssgSimpleState *cloud3d_imposter_state;
119 ssgSimpleState *default_state;
120 ssgSimpleState *hud_and_panel;
121 ssgSimpleState *menus;
123 SGShadowVolume *shadows;
125 FGRenderer::FGRenderer()
127 #ifdef FG_JPEG_SERVER
128 jpgRenderFrame = FGRenderer::update;
132 FGRenderer::~FGRenderer()
134 #ifdef FG_JPEG_SERVER
135 jpgRenderFrame = NULL;
141 FGRenderer::build_states( void ) {
142 default_state = new ssgSimpleState;
143 default_state->ref();
144 default_state->disable( GL_TEXTURE_2D );
145 default_state->enable( GL_CULL_FACE );
146 default_state->enable( GL_COLOR_MATERIAL );
147 default_state->setColourMaterial( GL_AMBIENT_AND_DIFFUSE );
148 default_state->setMaterial( GL_EMISSION, 0, 0, 0, 1 );
149 default_state->setMaterial( GL_SPECULAR, 0, 0, 0, 1 );
150 default_state->disable( GL_BLEND );
151 default_state->disable( GL_ALPHA_TEST );
152 default_state->disable( GL_LIGHTING );
154 cloud3d_imposter_state = new ssgSimpleState;
155 cloud3d_imposter_state->ref();
156 cloud3d_imposter_state->enable( GL_TEXTURE_2D );
157 cloud3d_imposter_state->enable( GL_CULL_FACE );
158 cloud3d_imposter_state->enable( GL_COLOR_MATERIAL );
159 cloud3d_imposter_state->setColourMaterial( GL_AMBIENT_AND_DIFFUSE );
160 cloud3d_imposter_state->setMaterial( GL_DIFFUSE, 1, 1, 1, 1 );
161 cloud3d_imposter_state->setMaterial( GL_AMBIENT, 1, 1, 1, 1 );
162 cloud3d_imposter_state->setMaterial( GL_EMISSION, 0, 0, 0, 1 );
163 cloud3d_imposter_state->setMaterial( GL_SPECULAR, 0, 0, 0, 1 );
164 cloud3d_imposter_state->enable( GL_BLEND );
165 cloud3d_imposter_state->enable( GL_ALPHA_TEST );
166 cloud3d_imposter_state->disable( GL_LIGHTING );
168 hud_and_panel = new ssgSimpleState;
169 hud_and_panel->ref();
170 hud_and_panel->disable( GL_CULL_FACE );
171 hud_and_panel->disable( GL_TEXTURE_2D );
172 hud_and_panel->disable( GL_LIGHTING );
173 hud_and_panel->enable( GL_BLEND );
175 menus = new ssgSimpleState;
177 menus->disable( GL_CULL_FACE );
178 menus->disable( GL_TEXTURE_2D );
179 menus->enable( GL_BLEND );
181 shadows = new SGShadowVolume( globals->get_scenery()->get_scene_graph() );
182 shadows->init( fgGetNode("/sim/rendering", true) );
183 shadows->addOccluder( globals->get_scenery()->get_aircraft_branch(), SGShadowVolume::occluderTypeAircraft );
188 // Initialize various GL/view parameters
190 FGRenderer::init( void ) {
192 FGLight *l = (FGLight *)(globals->get_subsystem("lighting"));
194 // Go full screen if requested ...
195 if ( fgGetBool("/sim/startup/fullscreen") ) {
199 // If enabled, normal vectors specified with glNormal are scaled
200 // to unit length after transformation. Enabling this has
201 // performance implications. See the docs for glNormal.
202 // glEnable( GL_NORMALIZE );
204 glEnable( GL_LIGHTING );
205 glEnable( GL_LIGHT0 );
206 // glLightfv( GL_LIGHT0, GL_POSITION, l->sun_vec ); // done later with ssg
209 sgSetVec3( sunpos, l->sun_vec()[0], l->sun_vec()[1], l->sun_vec()[2] );
210 ssgGetLight( 0 ) -> setPosition( sunpos );
212 glFogi (GL_FOG_MODE, GL_EXP2);
213 if ( (!strcmp(fgGetString("/sim/rendering/fog"), "disabled")) ||
214 (!fgGetBool("/sim/rendering/shading"))) {
215 // if fastest fog requested, or if flat shading force fastest
216 glHint ( GL_FOG_HINT, GL_FASTEST );
217 } else if ( !strcmp(fgGetString("/sim/rendering/fog"), "nicest") ) {
218 glHint ( GL_FOG_HINT, GL_NICEST );
220 if ( fgGetBool("/sim/rendering/wireframe") ) {
222 glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
225 // This is the default anyways, but it can't hurt
226 glFrontFace ( GL_CCW );
229 // glEnable(GL_POINT_SMOOTH);
230 // glEnable(GL_LINE_SMOOTH);
231 // glEnable(GL_POLYGON_SMOOTH);
236 // Update all Visuals (redraws anything graphics related)
238 FGRenderer::update( bool refresh_camera_settings ) {
239 bool scenery_loaded = fgGetBool("sim/sceneryloaded") \
240 || fgGetBool("sim/sceneryloaded-override");
242 if ( idle_state < 1000 || !scenery_loaded ) {
243 // still initializing, draw the splash screen
246 // Keep resetting sim time while the sim is initializing
247 globals->set_sim_time_sec( 0.0 );
248 SGAnimation::set_sim_time_sec( 0.0 );
252 bool draw_otw = fgGetBool("/sim/rendering/draw-otw");
253 bool skyblend = fgGetBool("/sim/rendering/skyblend");
254 bool enhanced_lighting = fgGetBool("/sim/rendering/enhanced-lighting");
255 bool distance_attenuation = fgGetBool("/sim/rendering/distance-attenuation");
256 bool volumetric_clouds = sgEnviro.get_clouds_enable_state();
257 #ifdef FG_ENABLE_MULTIPASS_CLOUDS
258 bool multi_pass_clouds = fgGetBool("/sim/rendering/multi-pass-clouds") &&
259 !volumetric_clouds &&
260 !SGCloudLayer::enable_bump_mapping; // ugly artefact now
262 bool multi_pass_clouds = false;
264 bool draw_clouds = fgGetBool("/environment/clouds/status");
266 GLfloat black[4] = { 0.0, 0.0, 0.0, 1.0 };
267 GLfloat white[4] = { 1.0, 1.0, 1.0, 1.0 };
269 // static const SGPropertyNode *longitude
270 // = fgGetNode("/position/longitude-deg");
271 // static const SGPropertyNode *latitude
272 // = fgGetNode("/position/latitude-deg");
273 // static const SGPropertyNode *altitude
274 // = fgGetNode("/position/altitude-ft");
275 static const SGPropertyNode *groundlevel_nearplane
276 = fgGetNode("/sim/current-view/ground-level-nearplane-m");
278 FGLight *l = (FGLight *)(globals->get_subsystem("lighting"));
279 static double last_visibility = -9999;
282 double actual_visibility;
283 if (fgGetBool("/environment/clouds/status")) {
284 actual_visibility = thesky->get_visibility();
286 actual_visibility = fgGetDouble("/environment/visibility-m");
289 // TODO:TEST only, don't commit that !!
290 // sgFXperFrameInit();
292 sgShaderFrameInit(delta_time_sec);
294 if ( actual_visibility != last_visibility ) {
295 last_visibility = actual_visibility;
297 fog_exp_density = m_log01 / actual_visibility;
298 fog_exp2_density = sqrt_m_log01 / actual_visibility;
299 ground_exp2_punch_through = sqrt_m_log01 / (actual_visibility * 1.5);
300 if ( actual_visibility < 8000 ) {
301 rwy_exp2_punch_through = sqrt_m_log01 / (actual_visibility * 2.5);
302 taxi_exp2_punch_through = sqrt_m_log01 / (actual_visibility * 1.5);
304 rwy_exp2_punch_through = sqrt_m_log01 / ( 8000 * 2.5 );
305 taxi_exp2_punch_through = sqrt_m_log01 / ( 8000 * 1.5 );
310 // GLfloat black[4] = { 0.0, 0.0, 0.0, 1.0 };
311 // GLfloat white[4] = { 1.0, 1.0, 1.0, 1.0 };
312 // GLfloat terrain_color[4] = { 0.54, 0.44, 0.29, 1.0 };
313 // GLfloat mat_shininess[] = { 10.0 };
314 GLbitfield clear_mask;
316 // idle_state is now 1000 meaning we've finished all our
317 // initializations and are running the main loop, so this will
318 // now work without seg faulting the system.
320 FGViewer *current__view = globals->get_current_view();
322 // calculate our current position in cartesian space
323 Point3D cntr = globals->get_scenery()->get_next_center();
324 globals->get_scenery()->set_center(cntr);
325 // Force update of center dependent values ...
326 current__view->set_dirty();
328 if ( refresh_camera_settings ) {
330 resize( fgGetInt("/sim/startup/xsize"),
331 fgGetInt("/sim/startup/ysize") );
333 // Tell GL we are switching to model view parameters
334 glMatrixMode(GL_MODELVIEW);
336 ssgSetCamera( (sgVec4 *)current__view->get_VIEW() );
339 clear_mask = GL_DEPTH_BUFFER_BIT;
340 if ( fgGetBool("/sim/rendering/wireframe") ) {
341 clear_mask |= GL_COLOR_BUFFER_BIT;
345 if ( fgGetBool("/sim/rendering/textures") ) {
346 // glClearColor(black[0], black[1], black[2], black[3]);
347 glClearColor(l->adj_fog_color()[0], l->adj_fog_color()[1],
348 l->adj_fog_color()[2], l->adj_fog_color()[3]);
349 clear_mask |= GL_COLOR_BUFFER_BIT;
352 glClearColor(l->sky_color()[0], l->sky_color()[1],
353 l->sky_color()[2], l->sky_color()[3]);
354 clear_mask |= GL_COLOR_BUFFER_BIT;
356 if ( multi_pass_clouds && draw_clouds ) {
358 clear_mask |= GL_STENCIL_BUFFER_BIT;
360 glClear( clear_mask );
362 // set the opengl state to known default values
363 default_state->force();
365 // update fog params if visibility has changed
366 double visibility_meters = fgGetDouble("/environment/visibility-m");
367 thesky->set_visibility(visibility_meters);
369 thesky->modify_vis( cur_fdm_state->get_Altitude() * SG_FEET_TO_METER,
370 ( global_multi_loop * fgGetInt("/sim/speed-up") )
371 / (double)fgGetInt("/sim/model-hz") );
373 // Set correct opengl fog density
374 glFogf (GL_FOG_DENSITY, fog_exp2_density);
376 // update the sky dome
379 SG_LOG( SG_GENERAL, SG_BULK, "thesky->repaint() sky_color = "
380 << l->sky_color()[0] << " "
381 << l->sky_color()[1] << " "
382 << l->sky_color()[2] << " "
383 << l->sky_color()[3] );
384 SG_LOG( SG_GENERAL, SG_BULK, " fog = "
385 << l->fog_color()[0] << " "
386 << l->fog_color()[1] << " "
387 << l->fog_color()[2] << " "
388 << l->fog_color()[3] );
389 SG_LOG( SG_GENERAL, SG_BULK,
390 " sun_angle = " << l->sun_angle
391 << " moon_angle = " << l->moon_angle );
394 static SGSkyColor scolor;
395 // FGLight *l = (FGLight *)(globals->get_subsystem("lighting"));
397 scolor.sky_color = l->sky_color();
398 scolor.fog_color = l->adj_fog_color();
399 scolor.cloud_color = l->cloud_color();
400 scolor.sun_angle = l->get_sun_angle();
401 scolor.moon_angle = l->get_moon_angle();
402 scolor.nplanets = globals->get_ephem()->getNumPlanets();
403 scolor.nstars = globals->get_ephem()->getNumStars();
404 scolor.planet_data = globals->get_ephem()->getPlanets();
405 scolor.star_data = globals->get_ephem()->getStars();
407 thesky->repaint( scolor );
410 SG_LOG( SG_GENERAL, SG_BULK,
411 "thesky->reposition( view_pos = " << view_pos[0] << " "
412 << view_pos[1] << " " << view_pos[2] );
413 SG_LOG( SG_GENERAL, SG_BULK,
414 " zero_elev = " << zero_elev[0] << " "
415 << zero_elev[1] << " " << zero_elev[2]
416 << " lon = " << cur_fdm_state->get_Longitude()
417 << " lat = " << cur_fdm_state->get_Latitude() );
418 SG_LOG( SG_GENERAL, SG_BULK,
419 " sun_rot = " << l->get_sun_rotation
420 << " gst = " << SGTime::cur_time_params->getGst() );
421 SG_LOG( SG_GENERAL, SG_BULK,
422 " sun ra = " << globals->get_ephem()->getSunRightAscension()
423 << " sun dec = " << globals->get_ephem()->getSunDeclination()
424 << " moon ra = " << globals->get_ephem()->getMoonRightAscension()
425 << " moon dec = " << globals->get_ephem()->getMoonDeclination() );
428 // The sun and moon distances are scaled down versions
429 // of the actual distance to get both the moon and the sun
430 // within the range of the far clip plane.
431 // Moon distance: 384,467 kilometers
432 // Sun distance: 150,000,000 kilometers
433 double sun_horiz_eff, moon_horiz_eff;
434 if (fgGetBool("/sim/rendering/horizon-effect")) {
435 sun_horiz_eff = 0.67+pow(0.5+cos(l->get_sun_angle())*2/2, 0.33)/3;
436 moon_horiz_eff = 0.67+pow(0.5+cos(l->get_moon_angle())*2/2, 0.33)/3;
438 sun_horiz_eff = moon_horiz_eff = 1.0;
441 static SGSkyState sstate;
443 sstate.view_pos = current__view->get_view_pos();
444 sstate.zero_elev = current__view->get_zero_elev();
445 sstate.view_up = current__view->get_world_up();
446 sstate.lon = current__view->getLongitude_deg()
447 * SGD_DEGREES_TO_RADIANS;
448 sstate.lat = current__view->getLatitude_deg()
449 * SGD_DEGREES_TO_RADIANS;
450 sstate.alt = current__view->getAltitudeASL_ft()
452 sstate.spin = l->get_sun_rotation();
453 sstate.gst = globals->get_time_params()->getGst();
454 sstate.sun_ra = globals->get_ephem()->getSunRightAscension();
455 sstate.sun_dec = globals->get_ephem()->getSunDeclination();
456 sstate.sun_dist = 50000.0 * sun_horiz_eff;
457 sstate.moon_ra = globals->get_ephem()->getMoonRightAscension();
458 sstate.moon_dec = globals->get_ephem()->getMoonDeclination();
459 sstate.moon_dist = 40000.0 * moon_horiz_eff;
461 thesky->reposition( sstate, delta_time_sec );
463 shadows->setupShadows(
464 current__view->getLongitude_deg(),
465 current__view->getLatitude_deg(),
466 globals->get_time_params()->getGst(),
467 globals->get_ephem()->getSunRightAscension(),
468 globals->get_ephem()->getSunDeclination(),
472 glEnable( GL_DEPTH_TEST );
473 if ( strcmp(fgGetString("/sim/rendering/fog"), "disabled") ) {
475 glFogi( GL_FOG_MODE, GL_EXP2 );
476 glFogfv( GL_FOG_COLOR, l->adj_fog_color() );
480 // set sun/lighting parameters
481 ssgGetLight( 0 ) -> setPosition( l->sun_vec() );
483 // GL_LIGHT_MODEL_AMBIENT has a default non-zero value so if
484 // we only update GL_AMBIENT for our lights we will never get
485 // a completely dark scene. So, we set GL_LIGHT_MODEL_AMBIENT
486 // explicitely to black.
487 glLightModelfv( GL_LIGHT_MODEL_AMBIENT, black );
489 ssgGetLight( 0 ) -> setColour( GL_AMBIENT, l->scene_ambient() );
490 ssgGetLight( 0 ) -> setColour( GL_DIFFUSE, l->scene_diffuse() );
491 ssgGetLight( 0 ) -> setColour( GL_SPECULAR, l->scene_specular() );
493 sgEnviro.setLight(l->adj_fog_color());
495 // texture parameters
496 // glEnable( GL_TEXTURE_2D );
497 glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ) ;
498 glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST ) ;
500 double agl = current__view->getAltitudeASL_ft()*SG_FEET_TO_METER
501 - current__view->getSGLocation()->get_cur_elev_m();
504 scene_nearplane = 10.0f;
505 scene_farplane = 120000.0f;
507 scene_nearplane = groundlevel_nearplane->getDoubleValue();
508 scene_farplane = 120000.0f;
511 setNearFar( scene_nearplane, scene_farplane );
513 sgEnviro.startOfFrame(current__view->get_view_pos(),
514 current__view->get_world_up(),
515 current__view->getLongitude_deg(),
516 current__view->getLatitude_deg(),
517 current__view->getAltitudeASL_ft() * SG_FEET_TO_METER,
520 if ( draw_otw && skyblend ) {
521 // draw the sky backdrop
523 // we need a white diffuse light for the phase of the moon
524 ssgGetLight( 0 ) -> setColour( GL_DIFFUSE, white );
525 thesky->preDraw( cur_fdm_state->get_Altitude() * SG_FEET_TO_METER,
527 // return to the desired diffuse color
528 ssgGetLight( 0 ) -> setColour( GL_DIFFUSE, l->scene_diffuse() );
531 // draw the ssg scene
532 glEnable( GL_DEPTH_TEST );
534 if ( fgGetBool("/sim/rendering/wireframe") ) {
536 glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
542 FGTileMgr::set_tile_filter( true );
543 sgSetModelFilter( false );
544 globals->get_aircraft_model()->select( false );
545 ssgCullAndDraw( globals->get_scenery()->get_scene_graph() );
547 // Disable depth buffer update, draw the clouds
548 glDepthMask( GL_FALSE );
549 if( !volumetric_clouds )
550 thesky->drawUpperClouds();
551 if ( multi_pass_clouds ) {
552 thesky->drawLowerClouds();
554 glDepthMask( GL_TRUE );
556 if ( multi_pass_clouds ) {
557 // Draw the objects except the aircraft
558 // and update the stencil buffer with 1
559 glEnable( GL_STENCIL_TEST );
560 glStencilFunc( GL_ALWAYS, 1, 1 );
561 glStencilOp( GL_KEEP, GL_KEEP, GL_REPLACE );
563 FGTileMgr::set_tile_filter( false );
564 sgSetModelFilter( true );
565 ssgCullAndDraw( globals->get_scenery()->get_scene_graph() );
567 FGTileMgr::set_tile_filter( true );
568 sgSetModelFilter( true );
569 globals->get_aircraft_model()->select( false );
570 ssgCullAndDraw( globals->get_scenery()->get_scene_graph() );
574 // This is a bit kludgy. Every 200 frames, do an extra
575 // traversal of the scene graph without drawing anything, but
576 // with the field-of-view set to 360x360 degrees. This
577 // ensures that out-of-range random objects that are not in
578 // the current view frustum will still be freed properly.
579 static int counter = 0;
581 if (counter >= 200) {
584 // No need to put the near plane too close;
585 // this way, at least the aircraft can be
587 f.setNearFar(1000, 1000000);
589 ssgGetModelviewMatrix(m);
590 FGTileMgr::set_tile_filter( true );
591 sgSetModelFilter( true );
592 globals->get_scenery()->get_scene_graph()->cull(&f, m, true);
596 // change state for lighting here
598 // draw runway lighting
599 glFogf (GL_FOG_DENSITY, rwy_exp2_punch_through);
601 // CLO - 02/25/2005 - DO WE NEED THIS extra fgSetNearFar()?
602 // fgSetNearFar( scene_nearplane, scene_farplane );
604 if ( enhanced_lighting ) {
606 // Enable states for drawing points with GL_extension
607 glEnable(GL_POINT_SMOOTH);
609 if ( distance_attenuation && glPointParameterIsSupported )
611 // Enable states for drawing points with GL_extension
612 glEnable(GL_POINT_SMOOTH);
614 float quadratic[3] = {1.0, 0.001, 0.0000001};
615 // makes the points fade as they move away
616 glPointParameterfvPtr(GL_DISTANCE_ATTENUATION_EXT, quadratic);
617 glPointParameterfPtr(GL_POINT_SIZE_MIN_EXT, 1.0);
622 // blending function for runway lights
623 glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) ;
626 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
627 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
628 glEnable(GL_TEXTURE_GEN_S);
629 glEnable(GL_TEXTURE_GEN_T);
630 glPolygonMode(GL_FRONT, GL_POINT);
632 // draw runway lighting
634 ssgCullAndDraw( globals->get_scenery()->get_vasi_lights_root() );
635 ssgCullAndDraw( globals->get_scenery()->get_rwy_lights_root() );
638 // change punch through and then draw taxi lighting
639 glFogf ( GL_FOG_DENSITY, fog_exp2_density );
641 // sgSetVec3( taxi_fog, 0.0, 0.0, 0.0 );
642 // glFogfv ( GL_FOG_COLOR, taxi_fog );
644 ssgCullAndDraw( globals->get_scenery()->get_taxi_lights_root() );
648 glPolygonMode(GL_FRONT, GL_FILL);
649 glDisable(GL_TEXTURE_GEN_S);
650 glDisable(GL_TEXTURE_GEN_T);
652 //static int _frame_count = 0;
653 //if (_frame_count % 30 == 0) {
654 // printf("SSG: %s\n", ssgShowStats());
662 if ( enhanced_lighting ) {
663 if ( distance_attenuation && glPointParameterIsSupported ) {
664 glPointParameterfvPtr(GL_DISTANCE_ATTENUATION_EXT,
665 default_attenuation);
669 glDisable(GL_POINT_SMOOTH);
672 // draw ground lighting
673 glFogf (GL_FOG_DENSITY, ground_exp2_punch_through);
675 ssgCullAndDraw( globals->get_scenery()->get_gnd_lights_root() );
678 sgEnviro.drawLightning();
680 if ( draw_otw && draw_clouds ) {
681 if ( multi_pass_clouds ) {
682 // Disable depth buffer update, draw the clouds where the
683 // objects overwrite the already drawn clouds, by testing
684 // the stencil buffer against 1
685 glDepthMask( GL_FALSE );
686 glStencilFunc( GL_EQUAL, 1, 1 );
687 glStencilOp( GL_KEEP, GL_KEEP, GL_KEEP );
688 thesky->drawUpperClouds();
689 thesky->drawLowerClouds();
690 glDepthMask( GL_TRUE );
691 glDisable( GL_STENCIL_TEST );
693 glDepthMask( GL_FALSE );
694 if( volumetric_clouds )
695 thesky->drawUpperClouds();
696 thesky->drawLowerClouds();
697 glDepthMask( GL_TRUE );
700 sgEnviro.drawPrecipitation(
701 fgGetDouble("/environment/metar/rain-norm", 0.0),
702 fgGetDouble("/environment/metar/snow-norm", 0.0),
703 fgGetDouble("/environment/metar/hail-norm", 0.0),
704 current__view->getPitch_deg() - current__view->getPitchOffset_deg(),
705 current__view->getRoll_deg() + current__view->getRollOffset_deg(),
706 - current__view->getHeadingOffset_deg(),
707 fgGetDouble("/velocities/airspeed-kt", 0.0));
709 // compute shadows and project them on screen
710 bool is_internal = globals->get_current_view()->getInternal();
711 // draw before ac because ac internal rendering clear the depth buffer
713 globals->get_aircraft_model()->select( true );
715 shadows->endOfFrame();
718 FGTileMgr::set_tile_filter( false );
719 sgSetModelFilter( false );
720 globals->get_aircraft_model()->select( true );
721 globals->get_model_mgr()->draw();
722 globals->get_aircraft_model()->draw();
724 FGTileMgr::set_tile_filter( true );
725 sgSetModelFilter( true );
726 globals->get_aircraft_model()->select( true );
728 // in 'external' view the ac can be culled, so shadows have not been draw in the
729 // posttrav callback, this would be a rare case if the getInternal was acting
730 // as expected (ie in internal view, getExternal returns false)
732 shadows->endOfFrame();
734 // display HUD && Panel
736 glDisable( GL_DEPTH_TEST );
737 // glDisable( GL_CULL_FACE );
738 // glDisable( GL_TEXTURE_2D );
740 // update the controls subsystem
741 globals->get_controls()->update(delta_time_sec);
743 hud_and_panel->apply();
746 // Use the hud_and_panel ssgSimpleState for rendering the ATC output
747 // This only works properly if called before the panel call
748 if((fgGetBool("/sim/atc/enabled")) || (fgGetBool("/sim/ai-traffic/enabled")))
749 globals->get_ATC_display()->update(delta_time_sec);
751 // Update any messages from the Nasal System
752 globals->get_Nasal_display()->update(delta_time_sec);
754 // update the panel subsystem
755 if ( globals->get_current_panel() != NULL ) {
756 globals->get_current_panel()->update(delta_time_sec);
760 // We can do translucent menus, so why not. :-)
762 glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ) ;
764 // glDisable ( GL_BLEND ) ;
766 glEnable( GL_DEPTH_TEST );
769 // Fade out the splash screen over the first three seconds.
770 double t = globals->get_sim_time_sec();
772 fgSplashUpdate((2.5 - t) / 2.5);
777 // options.cxx needs to see this for toggle_panel()
778 // Handle new window size or exposure
780 FGRenderer::resize( int width, int height ) {
783 if ( (!fgGetBool("/sim/virtual-cockpit"))
784 && fgPanelVisible() && idle_state == 1000 ) {
785 view_h = (int)(height * (globals->get_current_panel()->getViewHeight() -
786 globals->get_current_panel()->getYOffset()) / 768.0);
791 glViewport( 0, (GLint)(height - view_h), (GLint)(width), (GLint)(view_h) );
793 fgSetInt("/sim/startup/xsize", width);
794 fgSetInt("/sim/startup/ysize", height);
795 guiInitMouse(width, height);
798 FGViewMgr *viewmgr = globals->get_viewmgr();
800 for ( int i = 0; i < viewmgr->size(); ++i ) {
801 viewmgr->get_view(i)->
802 set_aspect_ratio((float)view_h / (float)width);
805 setFOV( viewmgr->get_current_view()->get_h_fov(),
806 viewmgr->get_current_view()->get_v_fov() );
807 // cout << "setFOV(" << viewmgr->get_current_view()->get_h_fov()
808 // << ", " << viewmgr->get_current_view()->get_v_fov() << ")"
818 // These are wrapper functions around ssgSetNearFar() and ssgSetFOV()
819 // which will post process and rewrite the resulting frustum if we
820 // want to do asymmetric view frustums.
822 static void fgHackFrustum() {
824 // specify a percent of the configured view frustum to actually
825 // display. This is a bit of a hack to achieve asymmetric view
826 // frustums. For instance, if you want to display two monitors
827 // side by side, you could specify each with a double fov, a 0.5
828 // aspect ratio multiplier, and then the left side monitor would
829 // have a left_pct = 0.0, a right_pct = 0.5, a bottom_pct = 0.0,
830 // and a top_pct = 1.0. The right side monitor would have a
831 // left_pct = 0.5 and a right_pct = 1.0.
833 static SGPropertyNode *left_pct
834 = fgGetNode("/sim/current-view/frustum-left-pct");
835 static SGPropertyNode *right_pct
836 = fgGetNode("/sim/current-view/frustum-right-pct");
837 static SGPropertyNode *bottom_pct
838 = fgGetNode("/sim/current-view/frustum-bottom-pct");
839 static SGPropertyNode *top_pct
840 = fgGetNode("/sim/current-view/frustum-top-pct");
842 sgFrustum *f = ssgGetFrustum();
844 // cout << " l = " << f->getLeft()
845 // << " r = " << f->getRight()
846 // << " b = " << f->getBot()
847 // << " t = " << f->getTop()
848 // << " n = " << f->getNear()
849 // << " f = " << f->getFar()
852 double width = f->getRight() - f->getLeft();
853 double height = f->getTop() - f->getBot();
857 if ( left_pct != NULL ) {
858 l = f->getLeft() + width * left_pct->getDoubleValue();
863 if ( right_pct != NULL ) {
864 r = f->getLeft() + width * right_pct->getDoubleValue();
869 if ( bottom_pct != NULL ) {
870 b = f->getBot() + height * bottom_pct->getDoubleValue();
875 if ( top_pct != NULL ) {
876 t = f->getBot() + height * top_pct->getDoubleValue();
881 ssgSetFrustum(l, r, b, t, f->getNear(), f->getFar());
885 // we need some static storage space for these values. However, we
886 // can't store it in a renderer class object because the functions
887 // that manipulate these are static. They are static so they can
888 // interface to the display callback system. There's probably a
889 // better way, there has to be a better way, but I'm not seeing it
891 static float fov_width = 55.0;
892 static float fov_height = 42.0;
893 static float fov_near = 1.0;
894 static float fov_far = 1000.0;
897 /** FlightGear code should use this routine to set the FOV rather than
898 * calling the ssg routine directly
900 void FGRenderer::setFOV( float w, float h ) {
904 // fully specify the view frustum before hacking it (so we don't
905 // accumulate hacked effects
907 ssgSetNearFar( fov_near, fov_far );
909 sgEnviro.setFOV( w, h );
913 /** FlightGear code should use this routine to set the Near/Far clip
914 * planes rather than calling the ssg routine directly
916 void FGRenderer::setNearFar( float n, float f ) {
920 // fully specify the view frustum before hacking it (so we don't
921 // accumulate hacked effects
922 ssgSetNearFar( n, f );
923 ssgSetFOV( fov_width, fov_height );
928 bool FGRenderer::getPickInfo( sgdVec3 pt, sgdVec3 dir, unsigned x, unsigned y )
930 // Get the matrices involved in the transform from global to screen
933 ssgGetProjectionMatrix(pm);
935 ssgGetModelviewMatrix(mv);
939 sgMultMat4(m, pm, mv);
943 // Get the width and height of the display to be able to normalize the
945 float width = fgGetInt("/sim/startup/xsize");
946 float height = fgGetInt("/sim/startup/ysize");
948 // Compute some coordinates of in the line from the eyepoint to the
949 // mouse click coodinates.
950 // First build the normalized projection coordinates
952 sgSetVec4(normPt, (2*x - width)/width, -(2*y - height)/height, 1, 1);
953 // Transform them into the real world
955 sgXformPnt4(worldPt, normPt, m);
958 sgScaleVec3(worldPt, 1/worldPt[3]);
960 // Now build a direction from the point
961 FGViewer* view = globals->get_current_view();
963 sgSubVec3(fDir, worldPt, view->get_view_pos());
964 sgdSetVec3(dir, fDir);
965 sgdNormalizeVec3(dir);
967 // Copy the start point
968 sgdCopyVec3(pt, view->get_absolute_view_pos());
973 // end of renderer.cxx