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1 // renderer.cxx -- top level sim routines
2 //
3 // Written by Curtis Olson, started May 1997.
4 // This file contains parts of main.cxx prior to october 2004
5 //
6 // Copyright (C) 1997 - 2002  Curtis L. Olson  - http://www.flightgear.org/~curt
7 //
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.
12 //
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.
17 //
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., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
21 //
22 // $Id$
23
24
25 #ifdef HAVE_CONFIG_H
26 #  include <config.h>
27 #endif
28
29 #include <simgear/compiler.h>
30
31 #ifdef HAVE_WINDOWS_H
32 #  include <windows.h>
33 #endif
34
35 #include <osg/ref_ptr>
36 #include <osg/AlphaFunc>
37 #include <osg/BlendFunc>
38 #include <osg/CameraNode>
39 #include <osg/CameraView>
40 #include <osg/CullFace>
41 #include <osg/Depth>
42 #include <osg/Fog>
43 #include <osg/Group>
44 #include <osg/LightModel>
45 #include <osg/NodeCallback>
46 #include <osg/Notify>
47 #include <osg/MatrixTransform>
48 #include <osg/Multisample>
49 #include <osg/Point>
50 #include <osg/PolygonMode>
51 #include <osg/ShadeModel>
52 #include <osg/TexEnv>
53 #include <osg/TexGen>
54 #include <osg/TexMat>
55 #include <osg/ColorMatrix>
56
57 #include <osgUtil/SceneView>
58 #include <osgUtil/UpdateVisitor>
59
60 #include <osg/io_utils>
61 #include <osgDB/WriteFile>
62 #include <osgDB/ReadFile>
63 #include <sstream>
64
65 #include <simgear/math/SGMath.hxx>
66 #include <simgear/screen/extensions.hxx>
67 #include <simgear/scene/material/matlib.hxx>
68 #include <simgear/scene/model/animation.hxx>
69 #include <simgear/scene/model/model.hxx>
70 #include <simgear/scene/model/modellib.hxx>
71 #include <simgear/scene/model/placement.hxx>
72 #include <simgear/scene/util/SGUpdateVisitor.hxx>
73 #include <simgear/scene/tgdb/pt_lights.hxx>
74 #include <simgear/props/props.hxx>
75 #include <simgear/timing/sg_time.hxx>
76 #include <simgear/ephemeris/ephemeris.hxx>
77 #include <simgear/math/sg_random.h>
78 #ifdef FG_JPEG_SERVER
79 #include <simgear/screen/jpgfactory.hxx>
80 #endif
81
82 #include <simgear/environment/visual_enviro.hxx>
83
84 #include <Scenery/tileentry.hxx>
85 #include <Time/light.hxx>
86 #include <Time/light.hxx>
87 #include <Aircraft/aircraft.hxx>
88 #include <Cockpit/panel.hxx>
89 #include <Cockpit/cockpit.hxx>
90 #include <Cockpit/hud.hxx>
91 #include <Model/panelnode.hxx>
92 #include <Model/modelmgr.hxx>
93 #include <Model/acmodel.hxx>
94 #include <Scenery/scenery.hxx>
95 #include <Scenery/tilemgr.hxx>
96 #include <ATC/ATCdisplay.hxx>
97 #include <GUI/new_gui.hxx>
98 #include <Instrumentation/instrument_mgr.hxx>
99 #include <Instrumentation/HUD/HUD.hxx>
100
101 #include "splash.hxx"
102 #include "renderer.hxx"
103 #include "main.hxx"
104
105
106 class FGSunLightUpdateCallback : public osg::StateAttribute::Callback {
107 public:
108   virtual void operator()(osg::StateAttribute* stateAttribute,
109                           osg::NodeVisitor*)
110   {
111     assert(dynamic_cast<osg::Light*>(stateAttribute));
112     osg::Light* light = static_cast<osg::Light*>(stateAttribute);
113
114     FGLight *l = static_cast<FGLight*>(globals->get_subsystem("lighting"));
115     SGVec4f ambient(l->scene_ambient());
116     light->setAmbient(ambient.osg());
117     SGVec4f diffuse(l->scene_diffuse());
118     light->setDiffuse(diffuse.osg());
119     SGVec4f specular(l->scene_specular());
120     light->setSpecular(specular.osg());
121     SGVec4f position(l->sun_vec()[0], l->sun_vec()[1], l->sun_vec()[2], 0);
122     light->setPosition(position.osg());
123
124     light->setDirection(osg::Vec3(0, 0, -1));
125     light->setSpotExponent(0);
126     light->setSpotCutoff(180);
127     light->setConstantAttenuation(1);
128     light->setLinearAttenuation(0);
129     light->setQuadraticAttenuation(0);
130   }
131 };
132
133 class FGWireFrameModeUpdateCallback : public osg::StateAttribute::Callback {
134 public:
135   FGWireFrameModeUpdateCallback() :
136     mWireframe(fgGetNode("/sim/rendering/wireframe"))
137   { }
138   virtual void operator()(osg::StateAttribute* stateAttribute,
139                           osg::NodeVisitor*)
140   {
141     assert(dynamic_cast<osg::PolygonMode*>(stateAttribute));
142     osg::PolygonMode* polygonMode;
143     polygonMode = static_cast<osg::PolygonMode*>(stateAttribute);
144
145     if (mWireframe->getBoolValue())
146       polygonMode->setMode(osg::PolygonMode::FRONT_AND_BACK,
147                            osg::PolygonMode::LINE);
148     else
149       polygonMode->setMode(osg::PolygonMode::FRONT_AND_BACK,
150                            osg::PolygonMode::FILL);
151   }
152 private:
153   SGSharedPtr<SGPropertyNode> mWireframe;
154 };
155
156 class FGLightModelUpdateCallback : public osg::StateAttribute::Callback {
157 public:
158   FGLightModelUpdateCallback() :
159     mHighlights(fgGetNode("/sim/rendering/specular-highlight"))
160   { }
161   virtual void operator()(osg::StateAttribute* stateAttribute,
162                           osg::NodeVisitor*)
163   {
164     assert(dynamic_cast<osg::LightModel*>(stateAttribute));
165     osg::LightModel* lightModel;
166     lightModel = static_cast<osg::LightModel*>(stateAttribute);
167
168 #if 0
169     FGLight *l = static_cast<FGLight*>(globals->get_subsystem("lighting"));
170     SGVec4f ambient(l->scene_ambient());
171     lightModel->setAmbientIntensity(ambient.osg());
172 #else
173     lightModel->setAmbientIntensity(osg::Vec4(0, 0, 0, 1));
174 #endif
175     lightModel->setTwoSided(true);
176
177     if (mHighlights->getBoolValue()) {
178       lightModel->setColorControl(osg::LightModel::SEPARATE_SPECULAR_COLOR);
179       lightModel->setLocalViewer(true);
180     } else {
181       lightModel->setColorControl(osg::LightModel::SINGLE_COLOR);
182       lightModel->setLocalViewer(false);
183     }
184   }
185 private:
186   SGSharedPtr<SGPropertyNode> mHighlights;
187 };
188
189 class FGFogEnableUpdateCallback : public osg::StateSet::Callback {
190 public:
191   FGFogEnableUpdateCallback() :
192     mFogEnabled(fgGetNode("/sim/rendering/fog"))
193   { }
194   virtual void operator()(osg::StateSet* stateSet, osg::NodeVisitor*)
195   {
196     if (strcmp(mFogEnabled->getStringValue(), "disabled") == 0) {
197       stateSet->setMode(GL_FOG, osg::StateAttribute::OFF);
198     } else {
199       stateSet->setMode(GL_FOG, osg::StateAttribute::ON);
200     }
201   }
202 private:
203   SGSharedPtr<SGPropertyNode> mFogEnabled;
204 };
205
206 // fog constants.  I'm a little nervous about putting actual code out
207 // here but it seems to work (?)
208 static const double m_log01 = -log( 0.01 );
209 static const double sqrt_m_log01 = sqrt( m_log01 );
210 static GLfloat fog_exp_density;
211 static GLfloat fog_exp2_density;
212 static GLfloat rwy_exp2_punch_through;
213 static GLfloat taxi_exp2_punch_through;
214 static GLfloat ground_exp2_punch_through;
215
216 // Sky structures
217 SGSky *thesky;
218
219 static osg::ref_ptr<osgUtil::SceneView> sceneView = new osgUtil::SceneView;
220 static osg::ref_ptr<osg::FrameStamp> mFrameStamp = new osg::FrameStamp;
221
222 static osg::ref_ptr<osg::Group> mRoot = new osg::Group;
223
224 static osg::ref_ptr<osg::CameraView> mCameraView = new osg::CameraView;
225 static osg::ref_ptr<osg::CameraNode> mBackGroundCamera = new osg::CameraNode;
226 static osg::ref_ptr<osg::CameraNode> mSceneCamera = new osg::CameraNode;
227
228 static osg::ref_ptr<osg::Fog> mFog = new osg::Fog;
229 static osg::ref_ptr<osg::Fog> mRunwayLightingFog = new osg::Fog;
230 static osg::ref_ptr<osg::Fog> mTaxiLightingFog = new osg::Fog;
231 static osg::ref_ptr<osg::Fog> mGroundLightingFog = new osg::Fog;
232
233 FGRenderer::FGRenderer()
234 {
235 #ifdef FG_JPEG_SERVER
236    jpgRenderFrame = FGRenderer::update;
237 #endif
238 }
239
240 FGRenderer::~FGRenderer()
241 {
242 #ifdef FG_JPEG_SERVER
243    jpgRenderFrame = NULL;
244 #endif
245 }
246
247 // Initialize various GL/view parameters
248 void
249 FGRenderer::init( void ) {
250
251     osg::initNotifyLevel();
252
253     // Go full screen if requested ...
254     if ( fgGetBool("/sim/startup/fullscreen") )
255         fgOSFullScreen();
256
257     if ( (!strcmp(fgGetString("/sim/rendering/fog"), "disabled")) || 
258          (!fgGetBool("/sim/rendering/shading"))) {
259         // if fastest fog requested, or if flat shading force fastest
260         glHint ( GL_FOG_HINT, GL_FASTEST );
261     } else if ( !strcmp(fgGetString("/sim/rendering/fog"), "nicest") ) {
262         glHint ( GL_FOG_HINT, GL_DONT_CARE );
263     }
264
265     glHint(GL_POLYGON_SMOOTH_HINT, GL_DONT_CARE);
266     glHint(GL_LINE_SMOOTH_HINT, GL_DONT_CARE);
267     glHint(GL_POINT_SMOOTH_HINT, GL_DONT_CARE);
268
269     sceneView->setDefaults(osgUtil::SceneView::COMPILE_GLOBJECTS_AT_INIT);
270
271     mFog->setMode(osg::Fog::EXP2);
272     mRunwayLightingFog->setMode(osg::Fog::EXP2);
273     mTaxiLightingFog->setMode(osg::Fog::EXP2);
274     mGroundLightingFog->setMode(osg::Fog::EXP2);
275
276     sceneView->setFrameStamp(mFrameStamp.get());
277
278     sceneView->setUpdateVisitor(new SGUpdateVisitor);
279
280     sceneView->setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR);
281     sceneView->getCamera()->setClearMask(0);
282
283     osg::StateSet* stateSet = mRoot->getOrCreateStateSet();
284
285     stateSet->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
286     
287     stateSet->setAttribute(new osg::Depth(osg::Depth::LEQUAL));
288     stateSet->setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF);
289
290     stateSet->setAttribute(new osg::AlphaFunc(osg::AlphaFunc::GREATER, 0.01));
291     stateSet->setMode(GL_ALPHA_TEST, osg::StateAttribute::OFF);
292     stateSet->setAttribute(new osg::BlendFunc);
293     stateSet->setMode(GL_BLEND, osg::StateAttribute::OFF);
294
295     stateSet->setMode(GL_FOG, osg::StateAttribute::OFF);
296     
297 //     osg::Material* material = new osg::Material;
298 //     stateSet->setAttribute(material);
299     
300 //     stateSet->setAttribute(new osg::CullFace(osg::CullFace::BACK));
301 //     stateSet->setMode(GL_CULL_FACE, osg::StateAttribute::ON);
302
303
304     // need to update the light on every frame
305     osg::Light* sunLight = new osg::Light;
306     sunLight->setLightNum(0);
307     sunLight->setUpdateCallback(new FGSunLightUpdateCallback);
308     stateSet->setAttributeAndModes(sunLight, osg::StateAttribute::ON);
309     osg::LightModel* lightModel = new osg::LightModel;
310     lightModel->setUpdateCallback(new FGLightModelUpdateCallback);
311     stateSet->setAttributeAndModes(lightModel, osg::StateAttribute::ON);
312
313     // this is the topmost scenegraph node for osg
314     mBackGroundCamera->addChild(thesky->getPreRoot());
315     mBackGroundCamera->setClearMask(GL_COLOR_BUFFER_BIT);
316
317     GLbitfield inheritanceMask = osg::CullSettings::ALL_VARIABLES;
318     inheritanceMask &= ~osg::CullSettings::COMPUTE_NEAR_FAR_MODE;
319     inheritanceMask &= ~osg::CullSettings::NEAR_FAR_RATIO;
320     inheritanceMask &= ~osg::CullSettings::CULLING_MODE;
321     mBackGroundCamera->setInheritanceMask(inheritanceMask);
322     mBackGroundCamera->setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR);
323     mBackGroundCamera->setCullingMode(osg::CullSettings::NO_CULLING);
324
325     mBackGroundCamera->getOrCreateStateSet()->setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF);
326
327     mRoot->addChild(mBackGroundCamera.get());
328
329
330     sceneView->getCamera()->setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR);
331
332     mSceneCamera->setClearMask(GL_DEPTH_BUFFER_BIT);
333     inheritanceMask = osg::CullSettings::ALL_VARIABLES;
334     inheritanceMask &= ~osg::CullSettings::COMPUTE_NEAR_FAR_MODE;
335     inheritanceMask &= ~osg::CullSettings::CULLING_MODE;
336     mSceneCamera->setInheritanceMask(inheritanceMask);
337     mSceneCamera->setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR);
338     mSceneCamera->setCullingMode(osg::CullSettings::DEFAULT_CULLING);
339
340
341     stateSet = globals->get_scenery()->get_scene_graph()->getOrCreateStateSet();
342     stateSet->setMode(GL_BLEND, osg::StateAttribute::ON);
343     stateSet->setMode(GL_ALPHA_TEST, osg::StateAttribute::ON);
344     stateSet->setMode(GL_LIGHTING, osg::StateAttribute::ON);
345     stateSet->setMode(GL_DEPTH_TEST, osg::StateAttribute::ON);
346
347     // switch to enable wireframe
348     osg::PolygonMode* polygonMode = new osg::PolygonMode;
349     polygonMode->setUpdateCallback(new FGWireFrameModeUpdateCallback);
350     stateSet->setAttributeAndModes(polygonMode);
351
352     // scene fog handling
353     stateSet->setAttributeAndModes(mFog.get());
354     stateSet->setUpdateCallback(new FGFogEnableUpdateCallback);
355
356     mRoot->addChild(mSceneCamera.get());
357
358     mSceneCamera->addChild(globals->get_scenery()->get_scene_graph());
359
360     stateSet = mSceneCamera->getOrCreateStateSet();
361     stateSet->setMode(GL_BLEND, osg::StateAttribute::ON);
362     stateSet->setMode(GL_DEPTH_TEST, osg::StateAttribute::ON);
363
364     // this one contains all lights, here we set the light states we did
365     // in the plib case with plain OpenGL
366     osg::Group* lightGroup = new osg::Group;
367     mSceneCamera->addChild(lightGroup);
368     lightGroup->addChild(globals->get_scenery()->get_gnd_lights_root());
369     lightGroup->addChild(globals->get_scenery()->get_vasi_lights_root());
370     lightGroup->addChild(globals->get_scenery()->get_rwy_lights_root());
371     lightGroup->addChild(globals->get_scenery()->get_taxi_lights_root());
372
373     stateSet = globals->get_scenery()->get_gnd_lights_root()->getOrCreateStateSet();
374     stateSet->setAttributeAndModes(mFog.get());
375     stateSet->setUpdateCallback(new FGFogEnableUpdateCallback);
376     stateSet = globals->get_scenery()->get_vasi_lights_root()->getOrCreateStateSet();
377     stateSet->setAttributeAndModes(mRunwayLightingFog.get());
378     stateSet->setUpdateCallback(new FGFogEnableUpdateCallback);
379     stateSet = globals->get_scenery()->get_rwy_lights_root()->getOrCreateStateSet();
380     stateSet->setAttributeAndModes(mRunwayLightingFog.get());
381     stateSet->setUpdateCallback(new FGFogEnableUpdateCallback);
382     stateSet = globals->get_scenery()->get_taxi_lights_root()->getOrCreateStateSet();
383     stateSet->setAttributeAndModes(mTaxiLightingFog.get());
384     stateSet->setUpdateCallback(new FGFogEnableUpdateCallback);
385
386     mCameraView->addChild(mRoot.get());
387     sceneView->setSceneData(mCameraView.get());
388
389     mSceneCamera->addChild(thesky->getCloudRoot());
390
391 //  sceneView->getState()->setCheckForGLErrors(osg::State::ONCE_PER_ATTRIBUTE);
392 }
393
394
395 // Update all Visuals (redraws anything graphics related)
396 void
397 FGRenderer::update( bool refresh_camera_settings ) {
398     bool scenery_loaded = fgGetBool("sim/sceneryloaded")
399                           || fgGetBool("sim/sceneryloaded-override");
400
401     if ( idle_state < 1000 || !scenery_loaded ) {
402         // still initializing, draw the splash screen
403         fgSplashUpdate(1.0);
404
405         // Keep resetting sim time while the sim is initializing
406         globals->set_sim_time_sec( 0.0 );
407         SGAnimation::set_sim_time_sec( 0.0 );
408         return;
409     }
410
411     bool skyblend = fgGetBool("/sim/rendering/skyblend");
412     bool use_point_sprites = fgGetBool("/sim/rendering/point-sprites");
413     bool enhanced_lighting = fgGetBool("/sim/rendering/enhanced-lighting");
414     bool distance_attenuation
415         = fgGetBool("/sim/rendering/distance-attenuation");
416     SGConfigureDirectionalLights( use_point_sprites, enhanced_lighting,
417                                   distance_attenuation );
418
419     static const SGPropertyNode *groundlevel_nearplane
420         = fgGetNode("/sim/current-view/ground-level-nearplane-m");
421
422     FGLight *l = static_cast<FGLight*>(globals->get_subsystem("lighting"));
423
424     // update fog params
425     double actual_visibility;
426     if (fgGetBool("/environment/clouds/status")) {
427         actual_visibility = thesky->get_visibility();
428     } else {
429         actual_visibility = fgGetDouble("/environment/visibility-m");
430     }
431
432     static double last_visibility = -9999;
433     if ( actual_visibility != last_visibility ) {
434         last_visibility = actual_visibility;
435
436         fog_exp_density = m_log01 / actual_visibility;
437         fog_exp2_density = sqrt_m_log01 / actual_visibility;
438         ground_exp2_punch_through = sqrt_m_log01 / (actual_visibility * 1.5);
439         if ( actual_visibility < 8000 ) {
440             rwy_exp2_punch_through = sqrt_m_log01 / (actual_visibility * 2.5);
441             taxi_exp2_punch_through = sqrt_m_log01 / (actual_visibility * 1.5);
442         } else {
443             rwy_exp2_punch_through = sqrt_m_log01 / ( 8000 * 2.5 );
444             taxi_exp2_punch_through = sqrt_m_log01 / ( 8000 * 1.5 );
445         }
446         mFog->setDensity(fog_exp2_density);
447         mRunwayLightingFog->setDensity(rwy_exp2_punch_through);
448         mTaxiLightingFog->setDensity(taxi_exp2_punch_through);
449         mGroundLightingFog->setDensity(ground_exp2_punch_through);
450     }
451
452     // idle_state is now 1000 meaning we've finished all our
453     // initializations and are running the main loop, so this will
454     // now work without seg faulting the system.
455
456     FGViewer *current__view = globals->get_current_view();
457     // Force update of center dependent values ...
458     current__view->set_dirty();
459
460     if ( refresh_camera_settings ) {
461         // update view port
462         resize( fgGetInt("/sim/startup/xsize"),
463                 fgGetInt("/sim/startup/ysize") );
464
465         // OSGFXME: compute the view directly without indirection through ssg
466         sgMat4 viewmat;
467         sgTransposeNegateMat4(viewmat, (sgVec4 *)current__view->get_VIEW());
468         sgMat4 cameraMatrix = {
469           {  1.0f,  0.0f,  0.0f,  0.0f },
470           {  0.0f,  0.0f, -1.0f,  0.0f },
471           {  0.0f,  1.0f,  0.0f,  0.0f },
472           {  0.0f,  0.0f,  0.0f,  1.0f }
473         };
474         sgPreMultMat4(cameraMatrix, viewmat);
475
476         osg::Matrixd m;
477         for (unsigned i = 0; i < 4; ++i)
478           for (unsigned j = 0; j < 4; ++j)
479             m(i, j) = cameraMatrix[i][j];
480
481         osg::Quat attitude;
482         attitude.set(m);
483         mCameraView->setPosition(osg::Vec3d(m(3,0), m(3,1), m(3,2)));
484         mCameraView->setAttitude(attitude);
485     }
486
487     if ( skyblend ) {
488         if ( fgGetBool("/sim/rendering/textures") ) {
489             SGVec4f clearColor(l->adj_fog_color());
490             mBackGroundCamera->setClearColor(clearColor.osg());
491         }
492     } else {
493         SGVec4f clearColor(l->sky_color());
494         mBackGroundCamera->setClearColor(clearColor.osg());
495     }
496
497     // update fog params if visibility has changed
498     double visibility_meters = fgGetDouble("/environment/visibility-m");
499     thesky->set_visibility(visibility_meters);
500
501     thesky->modify_vis( cur_fdm_state->get_Altitude() * SG_FEET_TO_METER,
502                         ( global_multi_loop * fgGetInt("/sim/speed-up") )
503                         / (double)fgGetInt("/sim/model-hz") );
504
505     // update the sky dome
506     if ( skyblend ) {
507
508         // The sun and moon distances are scaled down versions
509         // of the actual distance to get both the moon and the sun
510         // within the range of the far clip plane.
511         // Moon distance:    384,467 kilometers
512         // Sun distance: 150,000,000 kilometers
513
514         double sun_horiz_eff, moon_horiz_eff;
515         if (fgGetBool("/sim/rendering/horizon-effect")) {
516            sun_horiz_eff = 0.67+pow(0.5+cos(l->get_sun_angle())*2/2, 0.33)/3;
517            moon_horiz_eff = 0.67+pow(0.5+cos(l->get_moon_angle())*2/2, 0.33)/3;
518         } else {
519            sun_horiz_eff = moon_horiz_eff = 1.0;
520         }
521
522         static SGSkyState sstate;
523
524         sstate.view_pos  = SGVec3f(current__view->get_view_pos());
525         sstate.zero_elev = SGVec3f(current__view->get_zero_elev());
526         sstate.view_up   = SGVec3f(current__view->get_world_up());
527         sstate.lon       = current__view->getLongitude_deg()
528                             * SGD_DEGREES_TO_RADIANS;
529         sstate.lat       = current__view->getLatitude_deg()
530                             * SGD_DEGREES_TO_RADIANS;
531         sstate.alt       = current__view->getAltitudeASL_ft()
532                             * SG_FEET_TO_METER;
533         sstate.spin      = l->get_sun_rotation();
534         sstate.gst       = globals->get_time_params()->getGst();
535         sstate.sun_ra    = globals->get_ephem()->getSunRightAscension();
536         sstate.sun_dec   = globals->get_ephem()->getSunDeclination();
537         sstate.sun_dist  = 50000.0 * sun_horiz_eff;
538         sstate.moon_ra   = globals->get_ephem()->getMoonRightAscension();
539         sstate.moon_dec  = globals->get_ephem()->getMoonDeclination();
540         sstate.moon_dist = 40000.0 * moon_horiz_eff;
541         sstate.sun_angle = l->get_sun_angle();
542
543
544         /*
545          SG_LOG( SG_GENERAL, SG_BULK, "thesky->repaint() sky_color = "
546          << l->sky_color()[0] << " "
547          << l->sky_color()[1] << " "
548          << l->sky_color()[2] << " "
549          << l->sky_color()[3] );
550         SG_LOG( SG_GENERAL, SG_BULK, "    fog = "
551          << l->fog_color()[0] << " "
552          << l->fog_color()[1] << " "
553          << l->fog_color()[2] << " "
554          << l->fog_color()[3] );
555         SG_LOG( SG_GENERAL, SG_BULK,
556                 "    sun_angle = " << l->sun_angle
557          << "    moon_angle = " << l->moon_angle );
558         */
559
560         static SGSkyColor scolor;
561
562         scolor.sky_color   = SGVec3f(l->sky_color());
563         scolor.fog_color   = SGVec3f(l->adj_fog_color());
564         scolor.cloud_color = SGVec3f(l->cloud_color());
565         scolor.sun_angle   = l->get_sun_angle();
566         scolor.moon_angle  = l->get_moon_angle();
567         scolor.nplanets    = globals->get_ephem()->getNumPlanets();
568         scolor.nstars      = globals->get_ephem()->getNumStars();
569         scolor.planet_data = globals->get_ephem()->getPlanets();
570         scolor.star_data   = globals->get_ephem()->getStars();
571
572         thesky->reposition( sstate, delta_time_sec );
573         thesky->repaint( scolor );
574
575         /*
576         SG_LOG( SG_GENERAL, SG_BULK,
577                 "thesky->reposition( view_pos = " << view_pos[0] << " "
578          << view_pos[1] << " " << view_pos[2] );
579         SG_LOG( SG_GENERAL, SG_BULK,
580                 "    zero_elev = " << zero_elev[0] << " "
581          << zero_elev[1] << " " << zero_elev[2]
582          << " lon = " << cur_fdm_state->get_Longitude()
583          << " lat = " << cur_fdm_state->get_Latitude() );
584         SG_LOG( SG_GENERAL, SG_BULK,
585                 "    sun_rot = " << l->get_sun_rotation
586          << " gst = " << SGTime::cur_time_params->getGst() );
587         SG_LOG( SG_GENERAL, SG_BULK,
588              "    sun ra = " << globals->get_ephem()->getSunRightAscension()
589           << " sun dec = " << globals->get_ephem()->getSunDeclination()
590           << " moon ra = " << globals->get_ephem()->getMoonRightAscension()
591           << " moon dec = " << globals->get_ephem()->getMoonDeclination() );
592         */
593
594         //OSGFIXME
595 //         shadows->setupShadows(
596 //           current__view->getLongitude_deg(),
597 //           current__view->getLatitude_deg(),
598 //           globals->get_time_params()->getGst(),
599 //           globals->get_ephem()->getSunRightAscension(),
600 //           globals->get_ephem()->getSunDeclination(),
601 //           l->get_sun_angle());
602
603     }
604
605     if ( strcmp(fgGetString("/sim/rendering/fog"), "disabled") ) {
606         SGVec4f color(l->adj_fog_color());
607         mFog->setColor(color.osg());
608         mRunwayLightingFog->setColor(color.osg());
609         mTaxiLightingFog->setColor(color.osg());
610         mGroundLightingFog->setColor(color.osg());
611     }
612
613
614 //     sgEnviro.setLight(l->adj_fog_color());
615
616     // texture parameters
617     glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST );
618
619     double agl = current__view->getAltitudeASL_ft()*SG_FEET_TO_METER
620       - current__view->getSGLocation()->get_cur_elev_m();
621
622     float scene_nearplane, scene_farplane;
623     if ( agl > 10.0 ) {
624         scene_nearplane = 10.0f;
625         scene_farplane = 120000.0f;
626     } else {
627         scene_nearplane = groundlevel_nearplane->getDoubleValue();
628         scene_farplane = 120000.0f;
629     }
630
631     setNearFar( scene_nearplane, scene_farplane );
632
633 //     sgEnviro.startOfFrame(current__view->get_view_pos(), 
634 //         current__view->get_world_up(),
635 //         current__view->getLongitude_deg(),
636 //         current__view->getLatitude_deg(),
637 //         current__view->getAltitudeASL_ft() * SG_FEET_TO_METER,
638 //         delta_time_sec);
639
640     // OSGFIXME
641 //     sgEnviro.drawLightning();
642
643 //        double current_view_origin_airspeed_horiz_kt =
644 //         fgGetDouble("/velocities/airspeed-kt", 0.0)
645 //                        * cos( fgGetDouble("/orientation/pitch-deg", 0.0)
646 //                                * SGD_DEGREES_TO_RADIANS);
647        // TODO:find the real view speed, not the AC one
648 //     sgEnviro.drawPrecipitation(
649 //         fgGetDouble("/environment/metar/rain-norm", 0.0),
650 //         fgGetDouble("/environment/metar/snow-norm", 0.0),
651 //         fgGetDouble("/environment/metar/hail-norm", 0.0),
652 //         current__view->getPitch_deg() + current__view->getPitchOffset_deg(),
653 //         current__view->getRoll_deg() + current__view->getRollOffset_deg(),
654 //         - current__view->getHeadingOffset_deg(),
655 //                current_view_origin_airspeed_horiz_kt
656 //                );
657
658     // OSGFIXME
659 //     if( is_internal )
660 //         shadows->endOfFrame();
661
662     // need to call the update visitor once
663     globals->get_aircraft_model()->select( true );
664     FGTileMgr::set_tile_filter( true );
665     mFrameStamp->setReferenceTime(globals->get_sim_time_sec());
666     mFrameStamp->setFrameNumber(1+mFrameStamp->getFrameNumber());
667     mFrameStamp->setCalendarTime(*globals->get_time_params()->getGmt());
668     sceneView->update();
669     sceneView->cull();
670     sceneView->draw();
671
672     glPushAttrib(GL_ALL_ATTRIB_BITS);
673     glPushClientAttrib(~0u);
674
675     // display HUD && Panel
676     glDisable( GL_FOG );
677     glDisable( GL_DEPTH_TEST );
678
679     fgCockpitUpdate(sceneView->getState());
680
681     FGInstrumentMgr *instr = static_cast<FGInstrumentMgr*>(globals->get_subsystem("instrumentation"));
682     HUD *hud = static_cast<HUD*>(instr->get_subsystem("hud"));
683     hud->draw(*sceneView->getState());
684
685     // update the panel subsystem
686     if ( globals->get_current_panel() != NULL )
687         globals->get_current_panel()->update(*sceneView->getState());
688     // We don't need a state here - can be safely removed when we can pick
689     // correctly
690     fgUpdate3DPanels();
691
692     if((fgGetBool("/sim/atc/enabled"))
693        || (fgGetBool("/sim/ai-traffic/enabled")))
694       globals->get_ATC_display()->update(delta_time_sec,
695                                          *sceneView->getState());
696
697     // We can do translucent menus, so why not. :-)
698     glDisable( GL_TEXTURE_2D ) ;
699     glDisable( GL_CULL_FACE ) ;
700     glEnable( GL_BLEND ) ;
701     glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ) ;
702     puDisplay();
703
704     // Fade out the splash screen over the first three seconds.
705     double t = globals->get_sim_time_sec();
706     if (t <= 2.5)
707         fgSplashUpdate((2.5 - t) / 2.5);
708
709     glPopClientAttrib();
710     glPopAttrib();
711 }
712
713
714
715 // options.cxx needs to see this for toggle_panel()
716 // Handle new window size or exposure
717 void
718 FGRenderer::resize( int width, int height ) {
719     int view_h;
720
721     if ( (!fgGetBool("/sim/virtual-cockpit"))
722          && fgPanelVisible() && idle_state == 1000 ) {
723         view_h = (int)(height * (globals->get_current_panel()->getViewHeight() -
724                              globals->get_current_panel()->getYOffset()) / 768.0);
725     } else {
726         view_h = height;
727     }
728
729     sceneView->getViewport()->setViewport(0, height - view_h, width, view_h);
730
731     static int lastwidth = 0;
732     static int lastheight = 0;
733     if (width != lastwidth)
734         fgSetInt("/sim/startup/xsize", lastwidth = width);
735     if (height != lastheight)
736         fgSetInt("/sim/startup/ysize", lastheight = height);
737
738     guiInitMouse(width, height);
739
740     // for all views
741     FGViewMgr *viewmgr = globals->get_viewmgr();
742     if (viewmgr) {
743       for ( int i = 0; i < viewmgr->size(); ++i ) {
744         viewmgr->get_view(i)->
745           set_aspect_ratio((float)view_h / (float)width);
746       }
747
748       setFOV( viewmgr->get_current_view()->get_h_fov(),
749               viewmgr->get_current_view()->get_v_fov() );
750       // cout << "setFOV(" << viewmgr->get_current_view()->get_h_fov()
751       //      << ", " << viewmgr->get_current_view()->get_v_fov() << ")"
752       //      << endl;
753     }
754 }
755
756
757 // These are wrapper functions around ssgSetNearFar() and ssgSetFOV()
758 // which will post process and rewrite the resulting frustum if we
759 // want to do asymmetric view frustums.
760
761 static void fgHackFrustum() {
762
763     // specify a percent of the configured view frustum to actually
764     // display.  This is a bit of a hack to achieve asymmetric view
765     // frustums.  For instance, if you want to display two monitors
766     // side by side, you could specify each with a double fov, a 0.5
767     // aspect ratio multiplier, and then the left side monitor would
768     // have a left_pct = 0.0, a right_pct = 0.5, a bottom_pct = 0.0,
769     // and a top_pct = 1.0.  The right side monitor would have a
770     // left_pct = 0.5 and a right_pct = 1.0.
771
772     static SGPropertyNode *left_pct
773         = fgGetNode("/sim/current-view/frustum-left-pct");
774     static SGPropertyNode *right_pct
775         = fgGetNode("/sim/current-view/frustum-right-pct");
776     static SGPropertyNode *bottom_pct
777         = fgGetNode("/sim/current-view/frustum-bottom-pct");
778     static SGPropertyNode *top_pct
779         = fgGetNode("/sim/current-view/frustum-top-pct");
780
781     double left, right;
782     double bottom, top;
783     double zNear, zFar;
784     sceneView->getProjectionMatrixAsFrustum(left, right, bottom, top, zNear, zFar);
785     // cout << " l = " << f->getLeft()
786     //      << " r = " << f->getRight()
787     //      << " b = " << f->getBot()
788     //      << " t = " << f->getTop()
789     //      << " n = " << f->getNear()
790     //      << " f = " << f->getFar()
791     //      << endl;
792
793     double width = right - left;
794     double height = top - bottom;
795
796     double l, r, t, b;
797
798     if ( left_pct != NULL ) {
799         l = left + width * left_pct->getDoubleValue();
800     } else {
801         l = left;
802     }
803
804     if ( right_pct != NULL ) {
805         r = left + width * right_pct->getDoubleValue();
806     } else {
807         r = right;
808     }
809
810     if ( bottom_pct != NULL ) {
811         b = bottom + height * bottom_pct->getDoubleValue();
812     } else {
813         b = bottom;
814     }
815
816     if ( top_pct != NULL ) {
817         t = bottom + height * top_pct->getDoubleValue();
818     } else {
819         t = top;
820     }
821
822     sceneView->setProjectionMatrixAsFrustum(l, r, b, t, zNear, zFar);
823 }
824
825
826 // we need some static storage space for these values.  However, we
827 // can't store it in a renderer class object because the functions
828 // that manipulate these are static.  They are static so they can
829 // interface to the display callback system.  There's probably a
830 // better way, there has to be a better way, but I'm not seeing it
831 // right now.
832 static float fov_width = 55.0;
833 static float fov_height = 42.0;
834 static float fov_near = 1.0;
835 static float fov_far = 1000.0;
836
837
838 /** FlightGear code should use this routine to set the FOV rather than
839  *  calling the ssg routine directly
840  */
841 void FGRenderer::setFOV( float w, float h ) {
842     fov_width = w;
843     fov_height = h;
844
845     sceneView->setProjectionMatrixAsPerspective(fov_height,
846                                                 fov_width/fov_height,
847                                                 fov_near, fov_far);
848     // fully specify the view frustum before hacking it (so we don't
849     // accumulate hacked effects
850     fgHackFrustum();
851 //     sgEnviro.setFOV( w, h );
852 }
853
854
855 /** FlightGear code should use this routine to set the Near/Far clip
856  *  planes rather than calling the ssg routine directly
857  */
858 void FGRenderer::setNearFar( float n, float f ) {
859 // OSGFIXME: we have currently too much z-buffer fights
860 n = 0.2;
861     fov_near = n;
862     fov_far = f;
863
864     sceneView->setProjectionMatrixAsPerspective(fov_height,
865                                                 fov_width/fov_height,
866                                                 fov_near, fov_far);
867
868     sceneView->getCamera()->setNearFarRatio(fov_near/fov_far);
869     mSceneCamera->setNearFarRatio(fov_near/fov_far);
870
871     // fully specify the view frustum before hacking it (so we don't
872     // accumulate hacked effects
873     fgHackFrustum();
874 }
875
876 bool FGRenderer::getPickInfo( SGVec3d& pt, SGVec3d& dir,
877                               unsigned x, unsigned y )
878 {
879   // Get the matrices involved in the transform from global to screen
880   // coordinates.
881   osg::Matrix pm = sceneView->getCamera()->getProjectionMatrix();
882
883   osg::Matrix mv;
884   osg::NodePathList paths;
885   paths = globals->get_scenery()->get_scene_graph()->getParentalNodePaths();
886   if (!paths.empty()) {
887     // Ok, we know that this should not have multiple parents ...
888     // FIXME: is this allways true?
889     mv = osg::computeLocalToEye(sceneView->getCamera()->getViewMatrix(),
890                                 paths.front(), false);
891   }
892   
893   // Compose and invert
894   osg::Matrix m = osg::Matrix::inverse(mv*pm);
895   
896   // Get the width and height of the display to be able to normalize the
897   // mouse coordinate
898   float width = fgGetInt("/sim/startup/xsize");
899   float height = fgGetInt("/sim/startup/ysize");
900   
901   // Compute some coordinates of in the line from the eyepoint to the
902   // mouse click coodinates.
903   // First build the normalized projection coordinates
904   osg::Vec4 normPt((2*x - width)/width, -(2*y - height)/height, 1, 1);
905   // Transform them into the real world
906   osg::Vec4 worldPt4 = m.preMult(normPt);
907   if (fabs(worldPt4[3]) < SGLimitsf::min())
908     return false;
909   SGVec3f worldPt(worldPt4[0]/worldPt4[3],
910                   worldPt4[1]/worldPt4[3],
911                   worldPt4[2]/worldPt4[3]);
912
913   // Now build a direction from the point
914   FGViewer* view = globals->get_current_view();
915   dir = normalize(toVec3d(worldPt - SGVec3f(view->get_view_pos())));
916
917   // Copy the start point
918   pt = SGVec3d(view->get_absolute_view_pos());
919
920   // OSGFIXME: ist this sufficient??? especially the precision problems here??
921 // bool mSceneView->projectWindowXYIntoObject(int x,int y,osg::Vec3& near_point,osg::Vec3& far_point) const;
922
923
924   return true;
925 }
926
927 // end of renderer.cxx
928