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 <ATC/ATCdisplay.hxx>
70 #include <GUI/new_gui.hxx>
73 #include "renderer.hxx"
77 float default_attenuation[3] = {1.0, 0.0, 0.0};
79 ssgSelector *lightpoints_brightness = new ssgSelector;
80 ssgTransform *lightpoints_transform = new ssgTransform;
81 FGTileEntry *dummy_tile;
84 // Clip plane settings...
85 float scene_nearplane = 0.5f;
86 float scene_farplane = 120000.0f;
88 glPointParameterfProc glPointParameterfPtr = 0;
89 glPointParameterfvProc glPointParameterfvPtr = 0;
90 bool glPointParameterIsSupported = false;
93 // fog constants. I'm a little nervous about putting actual code out
94 // here but it seems to work (?)
95 static const double m_log01 = -log( 0.01 );
96 static const double sqrt_m_log01 = sqrt( m_log01 );
97 static GLfloat fog_exp_density;
98 static GLfloat fog_exp2_density;
99 static GLfloat rwy_exp2_punch_through;
100 static GLfloat taxi_exp2_punch_through;
101 static GLfloat ground_exp2_punch_through;
107 sgMat4 copy_of_ssgOpenGLAxisSwapMatrix =
109 { 1.0f, 0.0f, 0.0f, 0.0f },
110 { 0.0f, 0.0f, -1.0f, 0.0f },
111 { 0.0f, 1.0f, 0.0f, 0.0f },
112 { 0.0f, 0.0f, 0.0f, 1.0f }
115 ssgSimpleState *cloud3d_imposter_state;
116 ssgSimpleState *default_state;
117 ssgSimpleState *hud_and_panel;
118 ssgSimpleState *menus;
120 SGShadowVolume *shadows;
122 FGRenderer::FGRenderer()
124 #ifdef FG_JPEG_SERVER
125 jpgRenderFrame = FGRenderer::update;
129 FGRenderer::~FGRenderer()
131 #ifdef FG_JPEG_SERVER
132 jpgRenderFrame = NULL;
138 FGRenderer::build_states( void ) {
139 default_state = new ssgSimpleState;
140 default_state->ref();
141 default_state->disable( GL_TEXTURE_2D );
142 default_state->enable( GL_CULL_FACE );
143 default_state->enable( GL_COLOR_MATERIAL );
144 default_state->setColourMaterial( GL_AMBIENT_AND_DIFFUSE );
145 default_state->setMaterial( GL_EMISSION, 0, 0, 0, 1 );
146 default_state->setMaterial( GL_SPECULAR, 0, 0, 0, 1 );
147 default_state->disable( GL_BLEND );
148 default_state->disable( GL_ALPHA_TEST );
149 default_state->disable( GL_LIGHTING );
151 cloud3d_imposter_state = new ssgSimpleState;
152 cloud3d_imposter_state->ref();
153 cloud3d_imposter_state->enable( GL_TEXTURE_2D );
154 cloud3d_imposter_state->enable( GL_CULL_FACE );
155 cloud3d_imposter_state->enable( GL_COLOR_MATERIAL );
156 cloud3d_imposter_state->setColourMaterial( GL_AMBIENT_AND_DIFFUSE );
157 cloud3d_imposter_state->setMaterial( GL_DIFFUSE, 1, 1, 1, 1 );
158 cloud3d_imposter_state->setMaterial( GL_AMBIENT, 1, 1, 1, 1 );
159 cloud3d_imposter_state->setMaterial( GL_EMISSION, 0, 0, 0, 1 );
160 cloud3d_imposter_state->setMaterial( GL_SPECULAR, 0, 0, 0, 1 );
161 cloud3d_imposter_state->enable( GL_BLEND );
162 cloud3d_imposter_state->enable( GL_ALPHA_TEST );
163 cloud3d_imposter_state->disable( GL_LIGHTING );
165 hud_and_panel = new ssgSimpleState;
166 hud_and_panel->ref();
167 hud_and_panel->disable( GL_CULL_FACE );
168 hud_and_panel->disable( GL_TEXTURE_2D );
169 hud_and_panel->disable( GL_LIGHTING );
170 hud_and_panel->enable( GL_BLEND );
172 menus = new ssgSimpleState;
174 menus->disable( GL_CULL_FACE );
175 menus->disable( GL_TEXTURE_2D );
176 menus->enable( GL_BLEND );
178 shadows = new SGShadowVolume( globals->get_scenery()->get_scene_graph() );
179 shadows->init( fgGetNode("/sim/rendering", true) );
180 shadows->addOccluder( globals->get_scenery()->get_aircraft_branch(), SGShadowVolume::occluderTypeAircraft );
185 // Initialize various GL/view parameters
187 FGRenderer::init( void ) {
189 FGLight *l = (FGLight *)(globals->get_subsystem("lighting"));
191 // Go full screen if requested ...
192 if ( fgGetBool("/sim/startup/fullscreen") ) {
196 // If enabled, normal vectors specified with glNormal are scaled
197 // to unit length after transformation. Enabling this has
198 // performance implications. See the docs for glNormal.
199 // glEnable( GL_NORMALIZE );
201 glEnable( GL_LIGHTING );
202 glEnable( GL_LIGHT0 );
203 // glLightfv( GL_LIGHT0, GL_POSITION, l->sun_vec ); // done later with ssg
206 sgSetVec3( sunpos, l->sun_vec()[0], l->sun_vec()[1], l->sun_vec()[2] );
207 ssgGetLight( 0 ) -> setPosition( sunpos );
209 glFogi (GL_FOG_MODE, GL_EXP2);
210 if ( (!strcmp(fgGetString("/sim/rendering/fog"), "disabled")) ||
211 (!fgGetBool("/sim/rendering/shading"))) {
212 // if fastest fog requested, or if flat shading force fastest
213 glHint ( GL_FOG_HINT, GL_FASTEST );
214 } else if ( !strcmp(fgGetString("/sim/rendering/fog"), "nicest") ) {
215 glHint ( GL_FOG_HINT, GL_NICEST );
217 if ( fgGetBool("/sim/rendering/wireframe") ) {
219 glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
222 // This is the default anyways, but it can't hurt
223 glFrontFace ( GL_CCW );
226 // glEnable(GL_POINT_SMOOTH);
227 // glEnable(GL_LINE_SMOOTH);
228 // glEnable(GL_POLYGON_SMOOTH);
233 // Update all Visuals (redraws anything graphics related)
235 FGRenderer::update( bool refresh_camera_settings ) {
236 bool scenery_loaded = fgGetBool("sim/sceneryloaded") || fgGetBool("sim/sceneryloaded-override");
238 if ( idle_state < 1000 || !scenery_loaded ) {
239 // still initializing, draw the splash screen
242 // Keep resetting sim time while the sim is initializing
243 globals->set_sim_time_sec( 0.0 );
244 SGAnimation::set_sim_time_sec( 0.0 );
249 // TODO:TEST only, don't commit that !!
250 // sgFXperFrameInit();
252 extern void sgShaderFrameInit(double delta_time_sec);
253 sgShaderFrameInit(delta_time_sec);
255 bool draw_otw = fgGetBool("/sim/rendering/draw-otw");
256 bool skyblend = fgGetBool("/sim/rendering/skyblend");
257 bool enhanced_lighting = fgGetBool("/sim/rendering/enhanced-lighting");
258 bool distance_attenuation = fgGetBool("/sim/rendering/distance-attenuation");
259 bool volumetric_clouds = sgEnviro.get_clouds_enable_state();
260 #ifdef FG_ENABLE_MULTIPASS_CLOUDS
261 bool multi_pass_clouds = fgGetBool("/sim/rendering/multi-pass-clouds") &&
262 !volumetric_clouds &&
263 !SGCloudLayer::enable_bump_mapping; // ugly artefact now
265 bool multi_pass_clouds = false;
267 bool draw_clouds = fgGetBool("/environment/clouds/status");
269 GLfloat black[4] = { 0.0, 0.0, 0.0, 1.0 };
270 GLfloat white[4] = { 1.0, 1.0, 1.0, 1.0 };
272 // static const SGPropertyNode *longitude
273 // = fgGetNode("/position/longitude-deg");
274 // static const SGPropertyNode *latitude
275 // = fgGetNode("/position/latitude-deg");
276 // static const SGPropertyNode *altitude
277 // = fgGetNode("/position/altitude-ft");
278 static const SGPropertyNode *groundlevel_nearplane
279 = fgGetNode("/sim/current-view/ground-level-nearplane-m");
281 FGLight *l = (FGLight *)(globals->get_subsystem("lighting"));
282 static double last_visibility = -9999;
285 double actual_visibility;
286 if (fgGetBool("/environment/clouds/status")) {
287 actual_visibility = thesky->get_visibility();
289 actual_visibility = fgGetDouble("/environment/visibility-m");
292 if ( actual_visibility != last_visibility ) {
293 last_visibility = actual_visibility;
295 fog_exp_density = m_log01 / actual_visibility;
296 fog_exp2_density = sqrt_m_log01 / actual_visibility;
297 ground_exp2_punch_through = sqrt_m_log01 / (actual_visibility * 1.5);
298 if ( actual_visibility < 8000 ) {
299 rwy_exp2_punch_through = sqrt_m_log01 / (actual_visibility * 2.5);
300 taxi_exp2_punch_through = sqrt_m_log01 / (actual_visibility * 1.5);
302 rwy_exp2_punch_through = sqrt_m_log01 / ( 8000 * 2.5 );
303 taxi_exp2_punch_through = sqrt_m_log01 / ( 8000 * 1.5 );
308 // GLfloat black[4] = { 0.0, 0.0, 0.0, 1.0 };
309 // GLfloat white[4] = { 1.0, 1.0, 1.0, 1.0 };
310 // GLfloat terrain_color[4] = { 0.54, 0.44, 0.29, 1.0 };
311 // GLfloat mat_shininess[] = { 10.0 };
312 GLbitfield clear_mask;
314 // idle_state is now 1000 meaning we've finished all our
315 // initializations and are running the main loop, so this will
316 // now work without seg faulting the system.
318 FGViewer *current__view = globals->get_current_view();
320 // calculate our current position in cartesian space
321 Point3D cntr = globals->get_scenery()->get_next_center();
322 globals->get_scenery()->set_center(cntr);
323 // Force update of center dependent values ...
324 current__view->set_dirty();
326 if ( refresh_camera_settings ) {
328 resize( fgGetInt("/sim/startup/xsize"),
329 fgGetInt("/sim/startup/ysize") );
331 // Tell GL we are switching to model view parameters
332 glMatrixMode(GL_MODELVIEW);
334 ssgSetCamera( (sgVec4 *)current__view->get_VIEW() );
337 clear_mask = GL_DEPTH_BUFFER_BIT;
338 if ( fgGetBool("/sim/rendering/wireframe") ) {
339 clear_mask |= GL_COLOR_BUFFER_BIT;
343 if ( fgGetBool("/sim/rendering/textures") ) {
344 // glClearColor(black[0], black[1], black[2], black[3]);
345 glClearColor(l->adj_fog_color()[0], l->adj_fog_color()[1],
346 l->adj_fog_color()[2], l->adj_fog_color()[3]);
347 clear_mask |= GL_COLOR_BUFFER_BIT;
350 glClearColor(l->sky_color()[0], l->sky_color()[1],
351 l->sky_color()[2], l->sky_color()[3]);
352 clear_mask |= GL_COLOR_BUFFER_BIT;
354 if ( multi_pass_clouds && draw_clouds ) {
356 clear_mask |= GL_STENCIL_BUFFER_BIT;
358 glClear( clear_mask );
360 // set the opengl state to known default values
361 default_state->force();
363 // update fog params if visibility has changed
364 double visibility_meters = fgGetDouble("/environment/visibility-m");
365 thesky->set_visibility(visibility_meters);
367 thesky->modify_vis( cur_fdm_state->get_Altitude() * SG_FEET_TO_METER,
368 ( global_multi_loop * fgGetInt("/sim/speed-up") )
369 / (double)fgGetInt("/sim/model-hz") );
371 // Set correct opengl fog density
372 glFogf (GL_FOG_DENSITY, fog_exp2_density);
374 // update the sky dome
377 SG_LOG( SG_GENERAL, SG_BULK, "thesky->repaint() sky_color = "
378 << l->sky_color()[0] << " "
379 << l->sky_color()[1] << " "
380 << l->sky_color()[2] << " "
381 << l->sky_color()[3] );
382 SG_LOG( SG_GENERAL, SG_BULK, " fog = "
383 << l->fog_color()[0] << " "
384 << l->fog_color()[1] << " "
385 << l->fog_color()[2] << " "
386 << l->fog_color()[3] );
387 SG_LOG( SG_GENERAL, SG_BULK,
388 " sun_angle = " << l->sun_angle
389 << " moon_angle = " << l->moon_angle );
392 static SGSkyColor scolor;
393 // FGLight *l = (FGLight *)(globals->get_subsystem("lighting"));
395 scolor.sky_color = l->sky_color();
396 scolor.fog_color = l->adj_fog_color();
397 scolor.cloud_color = l->cloud_color();
398 scolor.sun_angle = l->get_sun_angle();
399 scolor.moon_angle = l->get_moon_angle();
400 scolor.nplanets = globals->get_ephem()->getNumPlanets();
401 scolor.nstars = globals->get_ephem()->getNumStars();
402 scolor.planet_data = globals->get_ephem()->getPlanets();
403 scolor.star_data = globals->get_ephem()->getStars();
405 thesky->repaint( scolor );
408 SG_LOG( SG_GENERAL, SG_BULK,
409 "thesky->reposition( view_pos = " << view_pos[0] << " "
410 << view_pos[1] << " " << view_pos[2] );
411 SG_LOG( SG_GENERAL, SG_BULK,
412 " zero_elev = " << zero_elev[0] << " "
413 << zero_elev[1] << " " << zero_elev[2]
414 << " lon = " << cur_fdm_state->get_Longitude()
415 << " lat = " << cur_fdm_state->get_Latitude() );
416 SG_LOG( SG_GENERAL, SG_BULK,
417 " sun_rot = " << l->get_sun_rotation
418 << " gst = " << SGTime::cur_time_params->getGst() );
419 SG_LOG( SG_GENERAL, SG_BULK,
420 " sun ra = " << globals->get_ephem()->getSunRightAscension()
421 << " sun dec = " << globals->get_ephem()->getSunDeclination()
422 << " moon ra = " << globals->get_ephem()->getMoonRightAscension()
423 << " moon dec = " << globals->get_ephem()->getMoonDeclination() );
426 // The sun and moon distances are scaled down versions
427 // of the actual distance to get both the moon and the sun
428 // within the range of the far clip plane.
429 // Moon distance: 384,467 kilometers
430 // Sun distance: 150,000,000 kilometers
431 double sun_horiz_eff, moon_horiz_eff;
432 if (fgGetBool("/sim/rendering/horizon-effect")) {
433 sun_horiz_eff = 0.67+pow(0.5+cos(l->get_sun_angle())*2/2, 0.33)/3;
434 moon_horiz_eff = 0.67+pow(0.5+cos(l->get_moon_angle())*2/2, 0.33)/3;
436 sun_horiz_eff = moon_horiz_eff = 1.0;
439 static SGSkyState sstate;
441 sstate.view_pos = current__view->get_view_pos();
442 sstate.zero_elev = current__view->get_zero_elev();
443 sstate.view_up = current__view->get_world_up();
444 sstate.lon = current__view->getLongitude_deg()
445 * SGD_DEGREES_TO_RADIANS;
446 sstate.lat = current__view->getLatitude_deg()
447 * SGD_DEGREES_TO_RADIANS;
448 sstate.alt = current__view->getAltitudeASL_ft()
450 sstate.spin = l->get_sun_rotation();
451 sstate.gst = globals->get_time_params()->getGst();
452 sstate.sun_ra = globals->get_ephem()->getSunRightAscension();
453 sstate.sun_dec = globals->get_ephem()->getSunDeclination();
454 sstate.sun_dist = 50000.0 * sun_horiz_eff;
455 sstate.moon_ra = globals->get_ephem()->getMoonRightAscension();
456 sstate.moon_dec = globals->get_ephem()->getMoonDeclination();
457 sstate.moon_dist = 40000.0 * moon_horiz_eff;
459 thesky->reposition( sstate, delta_time_sec );
461 shadows->setupShadows(
462 current__view->getLongitude_deg(),
463 current__view->getLatitude_deg(),
464 globals->get_time_params()->getGst(),
465 globals->get_ephem()->getSunRightAscension(),
466 globals->get_ephem()->getSunDeclination(),
470 glEnable( GL_DEPTH_TEST );
471 if ( strcmp(fgGetString("/sim/rendering/fog"), "disabled") ) {
473 glFogi( GL_FOG_MODE, GL_EXP2 );
474 glFogfv( GL_FOG_COLOR, l->adj_fog_color() );
478 // set sun/lighting parameters
479 ssgGetLight( 0 ) -> setPosition( l->sun_vec() );
481 // GL_LIGHT_MODEL_AMBIENT has a default non-zero value so if
482 // we only update GL_AMBIENT for our lights we will never get
483 // a completely dark scene. So, we set GL_LIGHT_MODEL_AMBIENT
484 // explicitely to black.
485 glLightModelfv( GL_LIGHT_MODEL_AMBIENT, black );
487 ssgGetLight( 0 ) -> setColour( GL_AMBIENT, l->scene_ambient() );
488 ssgGetLight( 0 ) -> setColour( GL_DIFFUSE, l->scene_diffuse() );
489 ssgGetLight( 0 ) -> setColour( GL_SPECULAR, l->scene_specular() );
491 sgEnviro.setLight(l->adj_fog_color());
493 // texture parameters
494 // glEnable( GL_TEXTURE_2D );
495 glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ) ;
496 glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST ) ;
498 double agl = current__view->getAltitudeASL_ft()*SG_FEET_TO_METER
499 - current__view->getSGLocation()->get_cur_elev_m();
502 scene_nearplane = 10.0f;
503 scene_farplane = 120000.0f;
505 scene_nearplane = groundlevel_nearplane->getDoubleValue();
506 scene_farplane = 120000.0f;
509 setNearFar( scene_nearplane, scene_farplane );
511 sgEnviro.startOfFrame(current__view->get_view_pos(),
512 current__view->get_world_up(),
513 current__view->getLongitude_deg(),
514 current__view->getLatitude_deg(),
515 current__view->getAltitudeASL_ft() * SG_FEET_TO_METER,
518 if ( draw_otw && skyblend ) {
519 // draw the sky backdrop
521 // we need a white diffuse light for the phase of the moon
522 ssgGetLight( 0 ) -> setColour( GL_DIFFUSE, white );
523 thesky->preDraw( cur_fdm_state->get_Altitude() * SG_FEET_TO_METER,
525 // return to the desired diffuse color
526 ssgGetLight( 0 ) -> setColour( GL_DIFFUSE, l->scene_diffuse() );
529 // draw the ssg scene
530 glEnable( GL_DEPTH_TEST );
532 if ( fgGetBool("/sim/rendering/wireframe") ) {
534 glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
540 FGTileMgr::set_tile_filter( true );
541 sgSetModelFilter( false );
542 globals->get_aircraft_model()->select( false );
543 ssgCullAndDraw( globals->get_scenery()->get_scene_graph() );
545 // Disable depth buffer update, draw the clouds
546 glDepthMask( GL_FALSE );
547 if( !volumetric_clouds )
548 thesky->drawUpperClouds();
549 if ( multi_pass_clouds ) {
550 thesky->drawLowerClouds();
552 glDepthMask( GL_TRUE );
554 if ( multi_pass_clouds ) {
555 // Draw the objects except the aircraft
556 // and update the stencil buffer with 1
557 glEnable( GL_STENCIL_TEST );
558 glStencilFunc( GL_ALWAYS, 1, 1 );
559 glStencilOp( GL_KEEP, GL_KEEP, GL_REPLACE );
561 FGTileMgr::set_tile_filter( false );
562 sgSetModelFilter( true );
563 ssgCullAndDraw( globals->get_scenery()->get_scene_graph() );
565 FGTileMgr::set_tile_filter( true );
566 sgSetModelFilter( true );
567 globals->get_aircraft_model()->select( false );
568 ssgCullAndDraw( globals->get_scenery()->get_scene_graph() );
572 // This is a bit kludgy. Every 200 frames, do an extra
573 // traversal of the scene graph without drawing anything, but
574 // with the field-of-view set to 360x360 degrees. This
575 // ensures that out-of-range random objects that are not in
576 // the current view frustum will still be freed properly.
577 static int counter = 0;
579 if (counter >= 200) {
582 // No need to put the near plane too close;
583 // this way, at least the aircraft can be
585 f.setNearFar(1000, 1000000);
587 ssgGetModelviewMatrix(m);
588 FGTileMgr::set_tile_filter( true );
589 sgSetModelFilter( true );
590 globals->get_scenery()->get_scene_graph()->cull(&f, m, true);
594 // change state for lighting here
596 // draw runway lighting
597 glFogf (GL_FOG_DENSITY, rwy_exp2_punch_through);
599 // CLO - 02/25/2005 - DO WE NEED THIS extra fgSetNearFar()?
600 // fgSetNearFar( scene_nearplane, scene_farplane );
602 if ( enhanced_lighting ) {
604 // Enable states for drawing points with GL_extension
605 glEnable(GL_POINT_SMOOTH);
607 if ( distance_attenuation && glPointParameterIsSupported )
609 // Enable states for drawing points with GL_extension
610 glEnable(GL_POINT_SMOOTH);
612 float quadratic[3] = {1.0, 0.001, 0.0000001};
613 // makes the points fade as they move away
614 glPointParameterfvPtr(GL_DISTANCE_ATTENUATION_EXT, quadratic);
615 glPointParameterfPtr(GL_POINT_SIZE_MIN_EXT, 1.0);
620 // blending function for runway lights
621 glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) ;
624 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
625 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
626 glEnable(GL_TEXTURE_GEN_S);
627 glEnable(GL_TEXTURE_GEN_T);
628 glPolygonMode(GL_FRONT, GL_POINT);
630 // draw runway lighting
632 ssgCullAndDraw( globals->get_scenery()->get_vasi_lights_root() );
633 ssgCullAndDraw( globals->get_scenery()->get_rwy_lights_root() );
636 // change punch through and then draw taxi lighting
637 glFogf ( GL_FOG_DENSITY, fog_exp2_density );
639 // sgSetVec3( taxi_fog, 0.0, 0.0, 0.0 );
640 // glFogfv ( GL_FOG_COLOR, taxi_fog );
642 ssgCullAndDraw( globals->get_scenery()->get_taxi_lights_root() );
646 glPolygonMode(GL_FRONT, GL_FILL);
647 glDisable(GL_TEXTURE_GEN_S);
648 glDisable(GL_TEXTURE_GEN_T);
650 //static int _frame_count = 0;
651 //if (_frame_count % 30 == 0) {
652 // printf("SSG: %s\n", ssgShowStats());
660 if ( enhanced_lighting ) {
661 if ( distance_attenuation && glPointParameterIsSupported ) {
662 glPointParameterfvPtr(GL_DISTANCE_ATTENUATION_EXT,
663 default_attenuation);
667 glDisable(GL_POINT_SMOOTH);
670 // draw ground lighting
671 glFogf (GL_FOG_DENSITY, ground_exp2_punch_through);
673 ssgCullAndDraw( globals->get_scenery()->get_gnd_lights_root() );
676 sgEnviro.drawLightning();
678 if ( draw_otw && draw_clouds ) {
679 if ( multi_pass_clouds ) {
680 // Disable depth buffer update, draw the clouds where the
681 // objects overwrite the already drawn clouds, by testing
682 // the stencil buffer against 1
683 glDepthMask( GL_FALSE );
684 glStencilFunc( GL_EQUAL, 1, 1 );
685 glStencilOp( GL_KEEP, GL_KEEP, GL_KEEP );
686 thesky->drawUpperClouds();
687 thesky->drawLowerClouds();
688 glDepthMask( GL_TRUE );
689 glDisable( GL_STENCIL_TEST );
691 glDepthMask( GL_FALSE );
692 if( volumetric_clouds )
693 thesky->drawUpperClouds();
694 thesky->drawLowerClouds();
695 glDepthMask( GL_TRUE );
698 sgEnviro.drawPrecipitation(
699 fgGetDouble("/environment/metar/rain-norm", 0.0),
700 fgGetDouble("/environment/metar/snow-norm", 0.0),
701 fgGetDouble("/environment/metar/hail-norm", 0.0),
702 current__view->getPitch_deg() - current__view->getPitchOffset_deg(),
703 current__view->getRoll_deg() + current__view->getRollOffset_deg(),
704 - current__view->getHeadingOffset_deg(),
705 fgGetDouble("/velocities/airspeed-kt", 0.0));
707 // compute shadows and project them on screen
708 bool is_internal = globals->get_current_view()->getInternal();
709 // draw before ac because ac internal rendering clear the depth buffer
711 globals->get_aircraft_model()->select( true );
713 shadows->endOfFrame();
716 FGTileMgr::set_tile_filter( false );
717 sgSetModelFilter( false );
718 globals->get_aircraft_model()->select( true );
719 globals->get_model_mgr()->draw();
720 globals->get_aircraft_model()->draw();
722 FGTileMgr::set_tile_filter( true );
723 sgSetModelFilter( true );
724 globals->get_aircraft_model()->select( true );
726 // in 'external' view the ac can be culled, so shadows have not been draw in the
727 // posttrav callback, this would be a rare case if the getInternal was acting
728 // as expected (ie in internal view, getExternal returns false)
730 shadows->endOfFrame();
732 // display HUD && Panel
734 glDisable( GL_DEPTH_TEST );
735 // glDisable( GL_CULL_FACE );
736 // glDisable( GL_TEXTURE_2D );
738 // update the controls subsystem
739 globals->get_controls()->update(delta_time_sec);
741 hud_and_panel->apply();
744 // Use the hud_and_panel ssgSimpleState for rendering the ATC output
745 // This only works properly if called before the panel call
746 if((fgGetBool("/sim/atc/enabled")) || (fgGetBool("/sim/ai-traffic/enabled")))
747 globals->get_ATC_display()->update(delta_time_sec);
749 // update the panel subsystem
750 if ( globals->get_current_panel() != NULL ) {
751 globals->get_current_panel()->update(delta_time_sec);
755 // We can do translucent menus, so why not. :-)
757 glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ) ;
759 // glDisable ( GL_BLEND ) ;
761 glEnable( GL_DEPTH_TEST );
764 // Fade out the splash screen over the first three seconds.
765 double t = globals->get_sim_time_sec();
767 fgSplashUpdate((2.5 - t) / 2.5);
772 // options.cxx needs to see this for toggle_panel()
773 // Handle new window size or exposure
775 FGRenderer::resize( int width, int height ) {
778 if ( (!fgGetBool("/sim/virtual-cockpit"))
779 && fgPanelVisible() && idle_state == 1000 ) {
780 view_h = (int)(height * (globals->get_current_panel()->getViewHeight() -
781 globals->get_current_panel()->getYOffset()) / 768.0);
786 glViewport( 0, (GLint)(height - view_h), (GLint)(width), (GLint)(view_h) );
788 fgSetInt("/sim/startup/xsize", width);
789 fgSetInt("/sim/startup/ysize", height);
790 guiInitMouse(width, height);
793 FGViewMgr *viewmgr = globals->get_viewmgr();
795 for ( int i = 0; i < viewmgr->size(); ++i ) {
796 viewmgr->get_view(i)->
797 set_aspect_ratio((float)view_h / (float)width);
800 setFOV( viewmgr->get_current_view()->get_h_fov(),
801 viewmgr->get_current_view()->get_v_fov() );
802 // cout << "setFOV(" << viewmgr->get_current_view()->get_h_fov()
803 // << ", " << viewmgr->get_current_view()->get_v_fov() << ")"
813 // These are wrapper functions around ssgSetNearFar() and ssgSetFOV()
814 // which will post process and rewrite the resulting frustum if we
815 // want to do asymmetric view frustums.
817 static void fgHackFrustum() {
819 // specify a percent of the configured view frustum to actually
820 // display. This is a bit of a hack to achieve asymmetric view
821 // frustums. For instance, if you want to display two monitors
822 // side by side, you could specify each with a double fov, a 0.5
823 // aspect ratio multiplier, and then the left side monitor would
824 // have a left_pct = 0.0, a right_pct = 0.5, a bottom_pct = 0.0,
825 // and a top_pct = 1.0. The right side monitor would have a
826 // left_pct = 0.5 and a right_pct = 1.0.
828 static SGPropertyNode *left_pct
829 = fgGetNode("/sim/current-view/frustum-left-pct");
830 static SGPropertyNode *right_pct
831 = fgGetNode("/sim/current-view/frustum-right-pct");
832 static SGPropertyNode *bottom_pct
833 = fgGetNode("/sim/current-view/frustum-bottom-pct");
834 static SGPropertyNode *top_pct
835 = fgGetNode("/sim/current-view/frustum-top-pct");
837 sgFrustum *f = ssgGetFrustum();
839 // cout << " l = " << f->getLeft()
840 // << " r = " << f->getRight()
841 // << " b = " << f->getBot()
842 // << " t = " << f->getTop()
843 // << " n = " << f->getNear()
844 // << " f = " << f->getFar()
847 double width = f->getRight() - f->getLeft();
848 double height = f->getTop() - f->getBot();
852 if ( left_pct != NULL ) {
853 l = f->getLeft() + width * left_pct->getDoubleValue();
858 if ( right_pct != NULL ) {
859 r = f->getLeft() + width * right_pct->getDoubleValue();
864 if ( bottom_pct != NULL ) {
865 b = f->getBot() + height * bottom_pct->getDoubleValue();
870 if ( top_pct != NULL ) {
871 t = f->getBot() + height * top_pct->getDoubleValue();
876 ssgSetFrustum(l, r, b, t, f->getNear(), f->getFar());
880 // we need some static storage space for these values. However, we
881 // can't store it in a renderer class object because the functions
882 // that manipulate these are static. They are static so they can
883 // interface to the display callback system. There's probably a
884 // better way, there has to be a better way, but I'm not seeing it
886 static float fov_width = 55.0;
887 static float fov_height = 42.0;
888 static float fov_near = 1.0;
889 static float fov_far = 1000.0;
892 /** FlightGear code should use this routine to set the FOV rather than
893 * calling the ssg routine directly
895 void FGRenderer::setFOV( float w, float h ) {
899 // fully specify the view frustum before hacking it (so we don't
900 // accumulate hacked effects
902 ssgSetNearFar( fov_near, fov_far );
904 sgEnviro.setFOV( w, h );
908 /** FlightGear code should use this routine to set the Near/Far clip
909 * planes rather than calling the ssg routine directly
911 void FGRenderer::setNearFar( float n, float f ) {
915 // fully specify the view frustum before hacking it (so we don't
916 // accumulate hacked effects
917 ssgSetNearFar( n, f );
918 ssgSetFOV( fov_width, fov_height );
923 bool FGRenderer::getPickInfo( sgdVec3 pt, sgdVec3 dir, unsigned x, unsigned y )
925 // Get the matrices involved in the transform from global to screen
928 ssgGetProjectionMatrix(pm);
930 ssgGetModelviewMatrix(mv);
934 sgMultMat4(m, pm, mv);
938 // Get the width and height of the display to be able to normalize the
940 float width = fgGetInt("/sim/startup/xsize");
941 float height = fgGetInt("/sim/startup/ysize");
943 // Compute some coordinates of in the line from the eyepoint to the
944 // mouse click coodinates.
945 // First build the normalized projection coordinates
947 sgSetVec4(normPt, (2*x - width)/width, -(2*y - height)/height, 1, 1);
948 // Transform them into the real world
950 sgXformPnt4(worldPt, normPt, m);
953 sgScaleVec3(worldPt, 1/worldPt[3]);
955 // Now build a direction from the point
956 FGViewer* view = globals->get_current_view();
958 sgSubVec3(fDir, worldPt, view->get_view_pos());
959 sgdSetVec3(dir, fDir);
960 sgdNormalizeVec3(dir);
962 // Copy the start point
963 sgdCopyVec3(pt, view->get_absolute_view_pos());
968 // end of renderer.cxx