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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
29 #include <simgear/compiler.h>
35 #include <osg/ref_ptr>
36 #include <osg/AlphaFunc>
37 #include <osg/BlendFunc>
39 #include <osg/CameraView>
40 #include <osg/CullFace>
45 #include <osg/LightModel>
46 #include <osg/LightSource>
47 #include <osg/NodeCallback>
49 #include <osg/PolygonMode>
50 #include <osg/PolygonOffset>
51 #include <osg/ShadeModel>
54 #include <osgUtil/SceneView>
55 #include <osgUtil/UpdateVisitor>
56 #include <osgUtil/IntersectVisitor>
58 #include <osg/io_utils>
59 #include <osgDB/WriteFile>
60 #include <osgDB/ReadFile>
63 #include <simgear/math/SGMath.hxx>
64 #include <simgear/screen/extensions.hxx>
65 #include <simgear/scene/material/matlib.hxx>
66 #include <simgear/scene/model/animation.hxx>
67 #include <simgear/scene/model/model.hxx>
68 #include <simgear/scene/model/modellib.hxx>
69 #include <simgear/scene/model/placement.hxx>
70 #include <simgear/scene/util/SGUpdateVisitor.hxx>
71 #include <simgear/scene/tgdb/pt_lights.hxx>
72 #include <simgear/props/props.hxx>
73 #include <simgear/timing/sg_time.hxx>
74 #include <simgear/ephemeris/ephemeris.hxx>
75 #include <simgear/math/sg_random.h>
77 #include <simgear/screen/jpgfactory.hxx>
80 #include <simgear/environment/visual_enviro.hxx>
82 #include <Scenery/tileentry.hxx>
83 #include <Time/light.hxx>
84 #include <Time/light.hxx>
85 #include <Aircraft/aircraft.hxx>
86 #include <Cockpit/panel.hxx>
87 #include <Cockpit/cockpit.hxx>
88 #include <Cockpit/hud.hxx>
89 #include <Model/panelnode.hxx>
90 #include <Model/modelmgr.hxx>
91 #include <Model/acmodel.hxx>
92 #include <Scenery/scenery.hxx>
93 #include <Scenery/tilemgr.hxx>
94 #include <ATC/ATCdisplay.hxx>
95 #include <GUI/new_gui.hxx>
96 #include <Instrumentation/instrument_mgr.hxx>
97 #include <Instrumentation/HUD/HUD.hxx>
100 #include "renderer.hxx"
103 class SGPuDrawable : public osg::Drawable {
107 // Dynamic stuff, do not store geometry
108 setUseDisplayList(false);
110 osg::StateSet* stateSet = getOrCreateStateSet();
111 stateSet->setRenderBinDetails(1001, "RenderBin");
112 // speed optimization?
113 stateSet->setMode(GL_CULL_FACE, osg::StateAttribute::OFF);
114 // We can do translucent menus, so why not. :-)
115 stateSet->setAttribute(new osg::BlendFunc(osg::BlendFunc::SRC_ALPHA, osg::BlendFunc::ONE_MINUS_SRC_ALPHA));
116 stateSet->setMode(GL_BLEND, osg::StateAttribute::ON);
117 stateSet->setTextureMode(0, GL_TEXTURE_2D, osg::StateAttribute::OFF);
119 stateSet->setTextureAttribute(0, new osg::TexEnv(osg::TexEnv::MODULATE));
121 stateSet->setMode(GL_FOG, osg::StateAttribute::OFF);
122 stateSet->setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF);
124 virtual void drawImplementation(osg::State& state) const
126 state.pushStateSet(getStateSet());
128 state.setActiveTextureUnit(0);
129 state.setClientActiveTextureUnit(0);
130 state.disableAllVertexArrays();
132 glPushAttrib(GL_ALL_ATTRIB_BITS);
133 glPushClientAttrib(~0u);
135 if((fgGetBool("/sim/atc/enabled"))
136 || (fgGetBool("/sim/ai-traffic/enabled")))
137 globals->get_ATC_display()->update(delta_time_sec, state);
144 // Fade out the splash screen over the first three seconds.
145 double t = globals->get_sim_time_sec();
147 glPushAttrib(GL_ALL_ATTRIB_BITS);
148 glPushClientAttrib(~0u);
150 fgSplashUpdate((2.5 - t) / 2.5);
157 state.dirtyAllModes();
158 state.dirtyAllAttributes();
159 state.dirtyAllVertexArrays();
162 virtual osg::Object* cloneType() const { return new SGPuDrawable; }
163 virtual osg::Object* clone(const osg::CopyOp&) const { return new SGPuDrawable; }
168 class SGHUDAndPanelDrawable : public osg::Drawable {
170 SGHUDAndPanelDrawable()
172 // Dynamic stuff, do not store geometry
173 setUseDisplayList(false);
175 osg::StateSet* stateSet = getOrCreateStateSet();
176 stateSet->setRenderBinDetails(1000, "RenderBin");
178 // speed optimization?
179 stateSet->setMode(GL_CULL_FACE, osg::StateAttribute::OFF);
180 stateSet->setAttribute(new osg::BlendFunc(osg::BlendFunc::SRC_ALPHA, osg::BlendFunc::ONE_MINUS_SRC_ALPHA));
181 stateSet->setMode(GL_BLEND, osg::StateAttribute::ON);
182 stateSet->setMode(GL_FOG, osg::StateAttribute::OFF);
183 stateSet->setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF);
185 stateSet->setTextureAttribute(0, new osg::TexEnv(osg::TexEnv::MODULATE));
187 virtual void drawImplementation(osg::State& state) const
189 state.pushStateSet(getStateSet());
191 state.setActiveTextureUnit(0);
192 state.setClientActiveTextureUnit(0);
193 state.disableAllVertexArrays();
195 glPushAttrib(GL_ALL_ATTRIB_BITS);
196 glPushClientAttrib(~0u);
198 fgCockpitUpdate(&state);
200 FGInstrumentMgr *instr = static_cast<FGInstrumentMgr*>(globals->get_subsystem("instrumentation"));
201 HUD *hud = static_cast<HUD*>(instr->get_subsystem("hud"));
204 // update the panel subsystem
205 if ( globals->get_current_panel() != NULL )
206 globals->get_current_panel()->update(state);
207 // We don't need a state here - can be safely removed when we can pick
215 state.dirtyAllModes();
216 state.dirtyAllAttributes();
217 state.dirtyAllVertexArrays();
220 virtual osg::Object* cloneType() const { return new SGHUDAndPanelDrawable; }
221 virtual osg::Object* clone(const osg::CopyOp&) const { return new SGHUDAndPanelDrawable; }
226 class FGLightSourceUpdateCallback : public osg::NodeCallback {
228 virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
230 assert(dynamic_cast<osg::LightSource*>(node));
231 osg::LightSource* lightSource = static_cast<osg::LightSource*>(node);
232 osg::Light* light = lightSource->getLight();
234 FGLight *l = static_cast<FGLight*>(globals->get_subsystem("lighting"));
235 light->setAmbient(l->scene_ambient().osg());
236 light->setDiffuse(l->scene_diffuse().osg());
237 light->setSpecular(l->scene_specular().osg());
238 SGVec4f position(l->sun_vec()[0], l->sun_vec()[1], l->sun_vec()[2], 0);
239 light->setPosition(position.osg());
240 SGVec3f direction(l->sun_vec()[0], l->sun_vec()[1], l->sun_vec()[2]);
241 light->setDirection(direction.osg());
242 light->setSpotExponent(0);
243 light->setSpotCutoff(180);
244 light->setConstantAttenuation(1);
245 light->setLinearAttenuation(0);
246 light->setQuadraticAttenuation(0);
252 class FGWireFrameModeUpdateCallback : public osg::StateAttribute::Callback {
254 FGWireFrameModeUpdateCallback() :
255 mWireframe(fgGetNode("/sim/rendering/wireframe"))
257 virtual void operator()(osg::StateAttribute* stateAttribute,
260 assert(dynamic_cast<osg::PolygonMode*>(stateAttribute));
261 osg::PolygonMode* polygonMode;
262 polygonMode = static_cast<osg::PolygonMode*>(stateAttribute);
264 if (mWireframe->getBoolValue())
265 polygonMode->setMode(osg::PolygonMode::FRONT_AND_BACK,
266 osg::PolygonMode::LINE);
268 polygonMode->setMode(osg::PolygonMode::FRONT_AND_BACK,
269 osg::PolygonMode::FILL);
272 SGSharedPtr<SGPropertyNode> mWireframe;
275 class FGLightModelUpdateCallback : public osg::StateAttribute::Callback {
277 FGLightModelUpdateCallback() :
278 mHighlights(fgGetNode("/sim/rendering/specular-highlight"))
280 virtual void operator()(osg::StateAttribute* stateAttribute,
283 assert(dynamic_cast<osg::LightModel*>(stateAttribute));
284 osg::LightModel* lightModel;
285 lightModel = static_cast<osg::LightModel*>(stateAttribute);
288 FGLight *l = static_cast<FGLight*>(globals->get_subsystem("lighting"));
289 lightModel->setAmbientIntensity(l->scene_ambient().osg());
291 lightModel->setAmbientIntensity(osg::Vec4(0, 0, 0, 1));
293 lightModel->setTwoSided(true);
294 lightModel->setLocalViewer(false);
296 if (mHighlights->getBoolValue()) {
297 lightModel->setColorControl(osg::LightModel::SEPARATE_SPECULAR_COLOR);
299 lightModel->setColorControl(osg::LightModel::SINGLE_COLOR);
303 SGSharedPtr<SGPropertyNode> mHighlights;
306 class FGFogEnableUpdateCallback : public osg::StateSet::Callback {
308 FGFogEnableUpdateCallback() :
309 mFogEnabled(fgGetNode("/sim/rendering/fog"))
311 virtual void operator()(osg::StateSet* stateSet, osg::NodeVisitor*)
313 if (strcmp(mFogEnabled->getStringValue(), "disabled") == 0) {
314 stateSet->setMode(GL_FOG, osg::StateAttribute::OFF);
316 stateSet->setMode(GL_FOG, osg::StateAttribute::ON);
320 SGSharedPtr<SGPropertyNode> mFogEnabled;
323 // fog constants. I'm a little nervous about putting actual code out
324 // here but it seems to work (?)
325 static const double m_log01 = -log( 0.01 );
326 static const double sqrt_m_log01 = sqrt( m_log01 );
327 static GLfloat fog_exp_density;
328 static GLfloat fog_exp2_density;
329 static GLfloat rwy_exp2_punch_through;
330 static GLfloat taxi_exp2_punch_through;
331 static GLfloat ground_exp2_punch_through;
336 osg::ref_ptr<osgUtil::SceneView> sceneView = new osgUtil::SceneView; // This SceneView is used by class FGJpegHttpd ( jpg-httpd.cxx )
337 static osg::ref_ptr<osg::FrameStamp> mFrameStamp = new osg::FrameStamp;
338 static osg::ref_ptr<SGUpdateVisitor> mUpdateVisitor= new SGUpdateVisitor;
340 static osg::ref_ptr<osg::Group> mRoot = new osg::Group;
342 static osg::ref_ptr<osg::CameraView> mCameraView = new osg::CameraView;
343 static osg::ref_ptr<osg::Camera> mBackGroundCamera = new osg::Camera;
345 static osg::ref_ptr<osg::Fog> mFog = new osg::Fog;
346 static osg::ref_ptr<osg::Fog> mRunwayLightingFog = new osg::Fog;
347 static osg::ref_ptr<osg::Fog> mTaxiLightingFog = new osg::Fog;
348 static osg::ref_ptr<osg::Fog> mGroundLightingFog = new osg::Fog;
350 FGRenderer::FGRenderer()
352 #ifdef FG_JPEG_SERVER
353 jpgRenderFrame = FGRenderer::update;
357 FGRenderer::~FGRenderer()
359 #ifdef FG_JPEG_SERVER
360 jpgRenderFrame = NULL;
364 // Initialize various GL/view parameters
366 FGRenderer::init( void ) {
368 osg::initNotifyLevel();
370 // The number of polygon-offset "units" to place between layers. In
371 // principle, one is supposed to be enough. In practice, I find that
372 // my hardware/driver requires many more.
373 osg::PolygonOffset::setUnitsMultiplier(1);
374 osg::PolygonOffset::setFactorMultiplier(1);
376 // Go full screen if requested ...
377 if ( fgGetBool("/sim/startup/fullscreen") )
380 if ( (!strcmp(fgGetString("/sim/rendering/fog"), "disabled")) ||
381 (!fgGetBool("/sim/rendering/shading"))) {
382 // if fastest fog requested, or if flat shading force fastest
383 glHint ( GL_FOG_HINT, GL_FASTEST );
384 } else if ( !strcmp(fgGetString("/sim/rendering/fog"), "nicest") ) {
385 glHint ( GL_FOG_HINT, GL_DONT_CARE );
388 glHint(GL_POLYGON_SMOOTH_HINT, GL_DONT_CARE);
389 glHint(GL_LINE_SMOOTH_HINT, GL_DONT_CARE);
390 glHint(GL_POINT_SMOOTH_HINT, GL_DONT_CARE);
392 sceneView->setDefaults(osgUtil::SceneView::COMPILE_GLOBJECTS_AT_INIT);
394 mFog->setMode(osg::Fog::EXP2);
395 mRunwayLightingFog->setMode(osg::Fog::EXP2);
396 mTaxiLightingFog->setMode(osg::Fog::EXP2);
397 mGroundLightingFog->setMode(osg::Fog::EXP2);
399 sceneView->setFrameStamp(mFrameStamp.get());
401 mUpdateVisitor = new SGUpdateVisitor;
402 sceneView->setUpdateVisitor(mUpdateVisitor.get());
404 sceneView->setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR);
405 sceneView->getCamera()->setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR);
408 osg::StateSet* stateSet = mRoot->getOrCreateStateSet();
410 stateSet->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
412 stateSet->setAttribute(new osg::Depth(osg::Depth::LESS));
413 stateSet->setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF);
415 stateSet->setAttribute(new osg::AlphaFunc(osg::AlphaFunc::GREATER, 0.01));
416 stateSet->setMode(GL_ALPHA_TEST, osg::StateAttribute::OFF);
417 stateSet->setAttribute(new osg::BlendFunc);
418 stateSet->setMode(GL_BLEND, osg::StateAttribute::OFF);
420 stateSet->setMode(GL_FOG, osg::StateAttribute::OFF);
422 // this will be set below
423 stateSet->setMode(GL_NORMALIZE, osg::StateAttribute::OFF);
425 osg::Material* material = new osg::Material;
426 stateSet->setAttribute(material);
428 stateSet->setTextureAttribute(0, new osg::TexEnv);
429 stateSet->setTextureMode(0, GL_TEXTURE_2D, osg::StateAttribute::OFF);
432 // stateSet->setAttribute(new osg::CullFace(osg::CullFace::BACK));
433 // stateSet->setMode(GL_CULL_FACE, osg::StateAttribute::ON);
435 // this is the topmost scenegraph node for osg
436 mBackGroundCamera->addChild(thesky->getPreRoot());
437 mBackGroundCamera->setClearMask(0);
439 GLbitfield inheritanceMask = osg::CullSettings::ALL_VARIABLES;
440 inheritanceMask &= ~osg::CullSettings::COMPUTE_NEAR_FAR_MODE;
441 inheritanceMask &= ~osg::CullSettings::NEAR_FAR_RATIO;
442 inheritanceMask &= ~osg::CullSettings::CULLING_MODE;
443 mBackGroundCamera->setInheritanceMask(inheritanceMask);
444 mBackGroundCamera->setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR);
445 mBackGroundCamera->setCullingMode(osg::CullSettings::NO_CULLING);
446 mBackGroundCamera->setRenderOrder(osg::Camera::NESTED_RENDER);
448 stateSet = mBackGroundCamera->getOrCreateStateSet();
449 stateSet->setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF);
451 osg::Group* sceneGroup = new osg::Group;
452 sceneGroup->addChild(globals->get_scenery()->get_scene_graph());
453 sceneGroup->addChild(thesky->getCloudRoot());
455 stateSet = sceneGroup->getOrCreateStateSet();
456 stateSet->setMode(GL_BLEND, osg::StateAttribute::ON);
457 stateSet->setMode(GL_DEPTH_TEST, osg::StateAttribute::ON);
459 // need to update the light on every frame
460 osg::LightSource* lightSource = new osg::LightSource;
461 lightSource->setUpdateCallback(new FGLightSourceUpdateCallback);
462 // relative because of CameraView being just a clever transform node
463 lightSource->setReferenceFrame(osg::LightSource::RELATIVE_RF);
464 lightSource->setLocalStateSetModes(osg::StateAttribute::ON);
465 mRoot->addChild(lightSource);
467 lightSource->addChild(mBackGroundCamera.get());
468 lightSource->addChild(sceneGroup);
471 stateSet = globals->get_scenery()->get_scene_graph()->getOrCreateStateSet();
472 stateSet->setMode(GL_BLEND, osg::StateAttribute::ON);
473 stateSet->setMode(GL_ALPHA_TEST, osg::StateAttribute::ON);
474 stateSet->setMode(GL_LIGHTING, osg::StateAttribute::ON);
475 stateSet->setMode(GL_DEPTH_TEST, osg::StateAttribute::ON);
477 // enable disable specular highlights.
478 // is the place where we might plug in an other fragment shader ...
479 osg::LightModel* lightModel = new osg::LightModel;
480 lightModel->setUpdateCallback(new FGLightModelUpdateCallback);
481 stateSet->setAttribute(lightModel);
483 // switch to enable wireframe
484 osg::PolygonMode* polygonMode = new osg::PolygonMode;
485 polygonMode->setUpdateCallback(new FGWireFrameModeUpdateCallback);
486 stateSet->setAttributeAndModes(polygonMode);
488 // scene fog handling
489 stateSet->setAttributeAndModes(mFog.get());
490 stateSet->setUpdateCallback(new FGFogEnableUpdateCallback);
493 osg::Camera* guiCamera = new osg::Camera;
494 guiCamera->setRenderOrder(osg::Camera::POST_RENDER);
495 guiCamera->setClearMask(0);
496 inheritanceMask = osg::CullSettings::ALL_VARIABLES;
497 inheritanceMask &= ~osg::CullSettings::COMPUTE_NEAR_FAR_MODE;
498 inheritanceMask &= ~osg::CullSettings::CULLING_MODE;
499 guiCamera->setInheritanceMask(inheritanceMask);
500 guiCamera->setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR);
501 guiCamera->setCullingMode(osg::CullSettings::NO_CULLING);
502 mRoot->addChild(guiCamera);
503 osg::Geode* geode = new osg::Geode;
504 geode->addDrawable(new SGPuDrawable);
505 geode->addDrawable(new SGHUDAndPanelDrawable);
506 guiCamera->addChild(geode);
508 // this one contains all lights, here we set the light states we did
509 // in the plib case with plain OpenGL
510 osg::Group* lightGroup = new osg::Group;
511 sceneGroup->addChild(lightGroup);
512 lightGroup->addChild(globals->get_scenery()->get_gnd_lights_root());
513 lightGroup->addChild(globals->get_scenery()->get_vasi_lights_root());
514 lightGroup->addChild(globals->get_scenery()->get_rwy_lights_root());
515 lightGroup->addChild(globals->get_scenery()->get_taxi_lights_root());
517 stateSet = globals->get_scenery()->get_gnd_lights_root()->getOrCreateStateSet();
518 stateSet->setAttributeAndModes(mFog.get());
519 stateSet->setUpdateCallback(new FGFogEnableUpdateCallback);
520 stateSet = globals->get_scenery()->get_vasi_lights_root()->getOrCreateStateSet();
521 stateSet->setAttributeAndModes(mRunwayLightingFog.get());
522 stateSet->setUpdateCallback(new FGFogEnableUpdateCallback);
523 stateSet = globals->get_scenery()->get_rwy_lights_root()->getOrCreateStateSet();
524 stateSet->setAttributeAndModes(mRunwayLightingFog.get());
525 stateSet->setUpdateCallback(new FGFogEnableUpdateCallback);
526 stateSet = globals->get_scenery()->get_taxi_lights_root()->getOrCreateStateSet();
527 stateSet->setAttributeAndModes(mTaxiLightingFog.get());
528 stateSet->setUpdateCallback(new FGFogEnableUpdateCallback);
530 mCameraView->addChild(mRoot.get());
531 sceneView->setSceneData(mCameraView.get());
533 // sceneView->getState()->setCheckForGLErrors(osg::State::ONCE_PER_ATTRIBUTE);
537 // Update all Visuals (redraws anything graphics related)
539 FGRenderer::update( bool refresh_camera_settings ) {
540 bool scenery_loaded = fgGetBool("sim/sceneryloaded")
541 || fgGetBool("sim/sceneryloaded-override");
543 if ( idle_state < 1000 || !scenery_loaded ) {
544 if (sceneView.valid() && sceneView->getState()) {
545 sceneView->getState()->setActiveTextureUnit(0);
546 sceneView->getState()->setClientActiveTextureUnit(0);
547 sceneView->getState()->disableAllVertexArrays();
549 // still initializing, draw the splash screen
550 glPushAttrib(GL_ALL_ATTRIB_BITS);
551 glPushClientAttrib(~0u);
558 // Keep resetting sim time while the sim is initializing
559 globals->set_sim_time_sec( 0.0 );
563 bool skyblend = fgGetBool("/sim/rendering/skyblend");
564 bool use_point_sprites = fgGetBool("/sim/rendering/point-sprites");
565 bool enhanced_lighting = fgGetBool("/sim/rendering/enhanced-lighting");
566 bool distance_attenuation
567 = fgGetBool("/sim/rendering/distance-attenuation");
569 SGConfigureDirectionalLights( use_point_sprites, enhanced_lighting,
570 distance_attenuation );
572 static const SGPropertyNode *groundlevel_nearplane
573 = fgGetNode("/sim/current-view/ground-level-nearplane-m");
575 FGLight *l = static_cast<FGLight*>(globals->get_subsystem("lighting"));
578 double actual_visibility;
579 if (fgGetBool("/environment/clouds/status")) {
580 actual_visibility = thesky->get_visibility();
582 actual_visibility = fgGetDouble("/environment/visibility-m");
585 static double last_visibility = -9999;
586 if ( actual_visibility != last_visibility ) {
587 last_visibility = actual_visibility;
589 fog_exp_density = m_log01 / actual_visibility;
590 fog_exp2_density = sqrt_m_log01 / actual_visibility;
591 ground_exp2_punch_through = sqrt_m_log01 / (actual_visibility * 1.5);
592 if ( actual_visibility < 8000 ) {
593 rwy_exp2_punch_through = sqrt_m_log01 / (actual_visibility * 2.5);
594 taxi_exp2_punch_through = sqrt_m_log01 / (actual_visibility * 1.5);
596 rwy_exp2_punch_through = sqrt_m_log01 / ( 8000 * 2.5 );
597 taxi_exp2_punch_through = sqrt_m_log01 / ( 8000 * 1.5 );
599 mFog->setDensity(fog_exp2_density);
600 mRunwayLightingFog->setDensity(rwy_exp2_punch_through);
601 mTaxiLightingFog->setDensity(taxi_exp2_punch_through);
602 mGroundLightingFog->setDensity(ground_exp2_punch_through);
605 // idle_state is now 1000 meaning we've finished all our
606 // initializations and are running the main loop, so this will
607 // now work without seg faulting the system.
609 FGViewer *current__view = globals->get_current_view();
610 // Force update of center dependent values ...
611 current__view->set_dirty();
613 if ( refresh_camera_settings ) {
615 resize( fgGetInt("/sim/startup/xsize"),
616 fgGetInt("/sim/startup/ysize") );
618 SGVec3d center = globals->get_scenery()->get_center();
619 SGVec3d position = current__view->getViewPosition();
620 SGQuatd attitude = current__view->getViewOrientation();
621 SGVec3d osgPosition = attitude.transform(center - position);
622 mCameraView->setPosition(osgPosition.osg());
623 mCameraView->setAttitude(inverse(attitude).osg());
627 if ( fgGetBool("/sim/rendering/textures") ) {
628 SGVec4f clearColor(l->adj_fog_color());
629 sceneView->getCamera()->setClearColor(clearColor.osg());
632 SGVec4f clearColor(l->sky_color());
633 sceneView->getCamera()->setClearColor(clearColor.osg());
636 // update fog params if visibility has changed
637 double visibility_meters = fgGetDouble("/environment/visibility-m");
638 thesky->set_visibility(visibility_meters);
640 thesky->modify_vis( cur_fdm_state->get_Altitude() * SG_FEET_TO_METER,
641 ( global_multi_loop * fgGetInt("/sim/speed-up") )
642 / (double)fgGetInt("/sim/model-hz") );
644 // update the sky dome
647 // The sun and moon distances are scaled down versions
648 // of the actual distance to get both the moon and the sun
649 // within the range of the far clip plane.
650 // Moon distance: 384,467 kilometers
651 // Sun distance: 150,000,000 kilometers
653 double sun_horiz_eff, moon_horiz_eff;
654 if (fgGetBool("/sim/rendering/horizon-effect")) {
655 sun_horiz_eff = 0.67+pow(0.5+cos(l->get_sun_angle())*2/2, 0.33)/3;
656 moon_horiz_eff = 0.67+pow(0.5+cos(l->get_moon_angle())*2/2, 0.33)/3;
658 sun_horiz_eff = moon_horiz_eff = 1.0;
661 static SGSkyState sstate;
663 sstate.view_pos = current__view->get_view_pos();
664 sstate.zero_elev = current__view->get_zero_elev();
665 sstate.view_up = current__view->get_world_up();
666 sstate.lon = current__view->getLongitude_deg()
667 * SGD_DEGREES_TO_RADIANS;
668 sstate.lat = current__view->getLatitude_deg()
669 * SGD_DEGREES_TO_RADIANS;
670 sstate.alt = current__view->getAltitudeASL_ft()
672 sstate.spin = l->get_sun_rotation();
673 sstate.gst = globals->get_time_params()->getGst();
674 sstate.sun_ra = globals->get_ephem()->getSunRightAscension();
675 sstate.sun_dec = globals->get_ephem()->getSunDeclination();
676 sstate.sun_dist = 50000.0 * sun_horiz_eff;
677 sstate.moon_ra = globals->get_ephem()->getMoonRightAscension();
678 sstate.moon_dec = globals->get_ephem()->getMoonDeclination();
679 sstate.moon_dist = 40000.0 * moon_horiz_eff;
680 sstate.sun_angle = l->get_sun_angle();
684 SG_LOG( SG_GENERAL, SG_BULK, "thesky->repaint() sky_color = "
685 << l->sky_color()[0] << " "
686 << l->sky_color()[1] << " "
687 << l->sky_color()[2] << " "
688 << l->sky_color()[3] );
689 SG_LOG( SG_GENERAL, SG_BULK, " fog = "
690 << l->fog_color()[0] << " "
691 << l->fog_color()[1] << " "
692 << l->fog_color()[2] << " "
693 << l->fog_color()[3] );
694 SG_LOG( SG_GENERAL, SG_BULK,
695 " sun_angle = " << l->sun_angle
696 << " moon_angle = " << l->moon_angle );
699 static SGSkyColor scolor;
701 scolor.sky_color = SGVec3f(l->sky_color().data());
702 scolor.fog_color = SGVec3f(l->adj_fog_color().data());
703 scolor.cloud_color = SGVec3f(l->cloud_color().data());
704 scolor.sun_angle = l->get_sun_angle();
705 scolor.moon_angle = l->get_moon_angle();
706 scolor.nplanets = globals->get_ephem()->getNumPlanets();
707 scolor.nstars = globals->get_ephem()->getNumStars();
708 scolor.planet_data = globals->get_ephem()->getPlanets();
709 scolor.star_data = globals->get_ephem()->getStars();
711 thesky->reposition( sstate, delta_time_sec );
712 thesky->repaint( scolor );
715 SG_LOG( SG_GENERAL, SG_BULK,
716 "thesky->reposition( view_pos = " << view_pos[0] << " "
717 << view_pos[1] << " " << view_pos[2] );
718 SG_LOG( SG_GENERAL, SG_BULK,
719 " zero_elev = " << zero_elev[0] << " "
720 << zero_elev[1] << " " << zero_elev[2]
721 << " lon = " << cur_fdm_state->get_Longitude()
722 << " lat = " << cur_fdm_state->get_Latitude() );
723 SG_LOG( SG_GENERAL, SG_BULK,
724 " sun_rot = " << l->get_sun_rotation
725 << " gst = " << SGTime::cur_time_params->getGst() );
726 SG_LOG( SG_GENERAL, SG_BULK,
727 " sun ra = " << globals->get_ephem()->getSunRightAscension()
728 << " sun dec = " << globals->get_ephem()->getSunDeclination()
729 << " moon ra = " << globals->get_ephem()->getMoonRightAscension()
730 << " moon dec = " << globals->get_ephem()->getMoonDeclination() );
734 // shadows->setupShadows(
735 // current__view->getLongitude_deg(),
736 // current__view->getLatitude_deg(),
737 // globals->get_time_params()->getGst(),
738 // globals->get_ephem()->getSunRightAscension(),
739 // globals->get_ephem()->getSunDeclination(),
740 // l->get_sun_angle());
744 if ( strcmp(fgGetString("/sim/rendering/fog"), "disabled") ) {
745 SGVec4f color(l->adj_fog_color());
746 mFog->setColor(color.osg());
747 mRunwayLightingFog->setColor(color.osg());
748 mTaxiLightingFog->setColor(color.osg());
749 mGroundLightingFog->setColor(color.osg());
753 // sgEnviro.setLight(l->adj_fog_color());
755 // texture parameters
756 glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST );
758 double agl = current__view->getAltitudeASL_ft()*SG_FEET_TO_METER
759 - current__view->getSGLocation()->get_cur_elev_m();
761 float scene_nearplane, scene_farplane;
763 scene_nearplane = 10.0f;
764 scene_farplane = 120000.0f;
766 scene_nearplane = groundlevel_nearplane->getDoubleValue();
767 scene_farplane = 120000.0f;
769 setNearFar( scene_nearplane, scene_farplane );
771 // sgEnviro.startOfFrame(current__view->get_view_pos(),
772 // current__view->get_world_up(),
773 // current__view->getLongitude_deg(),
774 // current__view->getLatitude_deg(),
775 // current__view->getAltitudeASL_ft() * SG_FEET_TO_METER,
779 // sgEnviro.drawLightning();
781 // double current_view_origin_airspeed_horiz_kt =
782 // fgGetDouble("/velocities/airspeed-kt", 0.0)
783 // * cos( fgGetDouble("/orientation/pitch-deg", 0.0)
784 // * SGD_DEGREES_TO_RADIANS);
785 // TODO:find the real view speed, not the AC one
786 // sgEnviro.drawPrecipitation(
787 // fgGetDouble("/environment/metar/rain-norm", 0.0),
788 // fgGetDouble("/environment/metar/snow-norm", 0.0),
789 // fgGetDouble("/environment/metar/hail-norm", 0.0),
790 // current__view->getPitch_deg() + current__view->getPitchOffset_deg(),
791 // current__view->getRoll_deg() + current__view->getRollOffset_deg(),
792 // - current__view->getHeadingOffset_deg(),
793 // current_view_origin_airspeed_horiz_kt
798 // shadows->endOfFrame();
800 // need to call the update visitor once
801 globals->get_aircraft_model()->select( true );
802 FGTileMgr::set_tile_filter( true );
803 mFrameStamp->setReferenceTime(globals->get_sim_time_sec());
804 mFrameStamp->setFrameNumber(1+mFrameStamp->getFrameNumber());
805 mFrameStamp->setCalendarTime(*globals->get_time_params()->getGmt());
806 mUpdateVisitor->setViewData(current__view->getViewPosition(),
807 current__view->getViewOrientation());
808 mUpdateVisitor->setSceneryCenter(globals->get_scenery()->get_center());
809 SGVec3f direction(l->sun_vec()[0], l->sun_vec()[1], l->sun_vec()[2]);
810 mUpdateVisitor->setLight(direction, l->scene_ambient(),
811 l->scene_diffuse(), l->scene_specular());
812 mUpdateVisitor->setVisibility(actual_visibility);
814 if (fgGetBool("/sim/panel-hotspots"))
815 sceneView->setCullMask(sceneView->getCullMask()|SG_NODEMASK_PICK_BIT);
817 sceneView->setCullMask(sceneView->getCullMask()&(~SG_NODEMASK_PICK_BIT));
826 // options.cxx needs to see this for toggle_panel()
827 // Handle new window size or exposure
829 FGRenderer::resize( int width, int height ) {
832 if ( (!fgGetBool("/sim/virtual-cockpit"))
833 && fgPanelVisible() && idle_state == 1000 ) {
834 view_h = (int)(height * (globals->get_current_panel()->getViewHeight() -
835 globals->get_current_panel()->getYOffset()) / 768.0);
840 sceneView->getViewport()->setViewport(0, height - view_h, width, view_h);
842 static int lastwidth = 0;
843 static int lastheight = 0;
844 if (width != lastwidth)
845 fgSetInt("/sim/startup/xsize", lastwidth = width);
846 if (height != lastheight)
847 fgSetInt("/sim/startup/ysize", lastheight = height);
849 guiInitMouse(width, height);
852 FGViewMgr *viewmgr = globals->get_viewmgr();
854 for ( int i = 0; i < viewmgr->size(); ++i ) {
855 viewmgr->get_view(i)->
856 set_aspect_ratio((float)view_h / (float)width);
859 setFOV( viewmgr->get_current_view()->get_h_fov(),
860 viewmgr->get_current_view()->get_v_fov() );
865 // These are wrapper functions around ssgSetNearFar() and ssgSetFOV()
866 // which will post process and rewrite the resulting frustum if we
867 // want to do asymmetric view frustums.
869 static void fgHackFrustum() {
871 // specify a percent of the configured view frustum to actually
872 // display. This is a bit of a hack to achieve asymmetric view
873 // frustums. For instance, if you want to display two monitors
874 // side by side, you could specify each with a double fov, a 0.5
875 // aspect ratio multiplier, and then the left side monitor would
876 // have a left_pct = 0.0, a right_pct = 0.5, a bottom_pct = 0.0,
877 // and a top_pct = 1.0. The right side monitor would have a
878 // left_pct = 0.5 and a right_pct = 1.0.
880 static SGPropertyNode *left_pct
881 = fgGetNode("/sim/current-view/frustum-left-pct");
882 static SGPropertyNode *right_pct
883 = fgGetNode("/sim/current-view/frustum-right-pct");
884 static SGPropertyNode *bottom_pct
885 = fgGetNode("/sim/current-view/frustum-bottom-pct");
886 static SGPropertyNode *top_pct
887 = fgGetNode("/sim/current-view/frustum-top-pct");
892 sceneView->getProjectionMatrixAsFrustum(left, right, bottom, top, zNear, zFar);
893 // cout << " l = " << f->getLeft()
894 // << " r = " << f->getRight()
895 // << " b = " << f->getBot()
896 // << " t = " << f->getTop()
897 // << " n = " << f->getNear()
898 // << " f = " << f->getFar()
901 double width = right - left;
902 double height = top - bottom;
906 if ( left_pct != NULL ) {
907 l = left + width * left_pct->getDoubleValue();
912 if ( right_pct != NULL ) {
913 r = left + width * right_pct->getDoubleValue();
918 if ( bottom_pct != NULL ) {
919 b = bottom + height * bottom_pct->getDoubleValue();
924 if ( top_pct != NULL ) {
925 t = bottom + height * top_pct->getDoubleValue();
930 sceneView->setProjectionMatrixAsFrustum(l, r, b, t, zNear, zFar);
934 // we need some static storage space for these values. However, we
935 // can't store it in a renderer class object because the functions
936 // that manipulate these are static. They are static so they can
937 // interface to the display callback system. There's probably a
938 // better way, there has to be a better way, but I'm not seeing it
940 static float fov_width = 55.0;
941 static float fov_height = 42.0;
942 static float fov_near = 1.0;
943 static float fov_far = 1000.0;
946 /** FlightGear code should use this routine to set the FOV rather than
947 * calling the ssg routine directly
949 void FGRenderer::setFOV( float w, float h ) {
953 sceneView->setProjectionMatrixAsPerspective(fov_height,
954 fov_width/fov_height,
956 // fully specify the view frustum before hacking it (so we don't
957 // accumulate hacked effects
959 // sgEnviro.setFOV( w, h );
963 /** FlightGear code should use this routine to set the Near/Far clip
964 * planes rather than calling the ssg routine directly
966 void FGRenderer::setNearFar( float n, float f ) {
967 // OSGFIXME: we have currently too much z-buffer fights
972 sceneView->setProjectionMatrixAsPerspective(fov_height,
973 fov_width/fov_height,
976 // fully specify the view frustum before hacking it (so we don't
977 // accumulate hacked effects
982 FGRenderer::pick( unsigned x, unsigned y,
983 std::vector<SGSceneryPick>& pickList )
985 // wipe out the return ...
988 // we can get called early ...
989 if (!sceneView.valid())
992 osg::Node* sceneData = globals->get_scenery()->get_scene_graph();
995 osg::Viewport* viewport = sceneView->getViewport();
999 // good old scenery center
1000 SGVec3d center = globals->get_scenery()->get_center();
1002 // don't know why, but the update has partly happened somehow,
1003 // so update the scenery part of the viewer
1004 FGViewer *current_view = globals->get_current_view();
1005 // Force update of center dependent values ...
1006 current_view->set_dirty();
1007 SGVec3d position = current_view->getViewPosition();
1008 SGQuatd attitude = current_view->getViewOrientation();
1009 SGVec3d osgPosition = attitude.transform(center - position);
1010 mCameraView->setPosition(osgPosition.osg());
1011 mCameraView->setAttitude(inverse(attitude).osg());
1013 osg::Matrix projection(sceneView->getProjectionMatrix());
1014 osg::Matrix modelview(sceneView->getViewMatrix());
1016 osg::NodePathList nodePath = sceneData->getParentalNodePaths();
1017 // modify the view matrix so that it accounts for this nodePath's
1018 // accumulated transform
1019 if (!nodePath.empty())
1020 modelview.preMult(computeLocalToWorld(nodePath.front()));
1022 // swap the y values ...
1023 y = viewport->height() - y;
1024 // set up the pick visitor
1025 osgUtil::PickVisitor pickVisitor(viewport, projection, modelview, x, y);
1026 sceneData->accept(pickVisitor);
1027 if (!pickVisitor.hits())
1030 // collect all interaction callbacks on the pick ray.
1031 // They get stored in the pickCallbacks list where they are sorted back
1032 // to front and croasest to finest wrt the scenery node they are attached to
1033 osgUtil::PickVisitor::LineSegmentHitListMap::const_iterator mi;
1034 for (mi = pickVisitor.getSegHitList().begin();
1035 mi != pickVisitor.getSegHitList().end();
1037 osgUtil::IntersectVisitor::HitList::const_iterator hi;
1038 for (hi = mi->second.begin(); hi != mi->second.end(); ++hi) {
1039 // ok, go back the nodes and ask for intersection callbacks,
1040 // execute them in top down order
1041 const osg::NodePath& np = hi->getNodePath();
1042 osg::NodePath::const_reverse_iterator npi;
1043 for (npi = np.rbegin(); npi != np.rend(); ++npi) {
1044 SGSceneUserData* ud = SGSceneUserData::getSceneUserData(*npi);
1047 for (unsigned i = 0; i < ud->getNumPickCallbacks(); ++i) {
1048 SGPickCallback* pickCallback = ud->getPickCallback(i);
1051 SGSceneryPick sceneryPick;
1052 /// note that this is done totally in doubles instead of
1053 /// just using getWorldIntersectionPoint
1054 osg::Vec3d localPt = hi->getLocalIntersectPoint();
1055 sceneryPick.info.local = SGVec3d(localPt);
1056 if (hi->getMatrix())
1057 sceneryPick.info.wgs84 = SGVec3d(localPt*(*hi->getMatrix()));
1059 sceneryPick.info.wgs84 = SGVec3d(localPt);
1060 sceneryPick.info.wgs84 += globals->get_scenery()->get_center();
1061 sceneryPick.callback = pickCallback;
1062 pickList.push_back(sceneryPick);
1068 return !pickList.empty();
1071 // end of renderer.cxx