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 #ifdef FG_USE_CLOUDS_3D
53 # include <simgear/scene/sky/clouds3d/SkySceneLoader.hpp>
54 # include <simgear/scene/sky/clouds3d/SkyUtil.hpp>
57 #include <Scenery/tileentry.hxx>
58 #include <Time/light.hxx>
59 #include <Time/light.hxx>
60 #include <Aircraft/aircraft.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 <Replay/replay.hxx>
71 #include <GUI/new_gui.hxx>
74 #include "renderer.hxx"
78 float default_attenuation[3] = {1.0, 0.0, 0.0};
80 ssgSelector *lightpoints_brightness = new ssgSelector;
81 ssgTransform *lightpoints_transform = new ssgTransform;
82 FGTileEntry *dummy_tile;
85 // Clip plane settings...
86 float scene_nearplane = 0.5f;
87 float scene_farplane = 120000.0f;
89 glPointParameterfProc glPointParameterfPtr = 0;
90 glPointParameterfvProc glPointParameterfvPtr = 0;
91 bool glPointParameterIsSupported = false;
94 // fog constants. I'm a little nervous about putting actual code out
95 // here but it seems to work (?)
96 static const double m_log01 = -log( 0.01 );
97 static const double sqrt_m_log01 = sqrt( m_log01 );
98 static GLfloat fog_exp_density;
99 static GLfloat fog_exp2_density;
100 static GLfloat rwy_exp2_punch_through;
101 static GLfloat taxi_exp2_punch_through;
102 static GLfloat ground_exp2_punch_through;
107 #ifdef FG_USE_CLOUDS_3D
108 SkySceneLoader *sgClouds3d;
109 bool _bcloud_orig = true;
113 sgMat4 copy_of_ssgOpenGLAxisSwapMatrix =
115 { 1.0f, 0.0f, 0.0f, 0.0f },
116 { 0.0f, 0.0f, -1.0f, 0.0f },
117 { 0.0f, 1.0f, 0.0f, 0.0f },
118 { 0.0f, 0.0f, 0.0f, 1.0f }
121 ssgSimpleState *cloud3d_imposter_state;
122 ssgSimpleState *default_state;
123 ssgSimpleState *hud_and_panel;
124 ssgSimpleState *menus;
126 FGRenderer::FGRenderer()
128 #ifdef FG_JPEG_SERVER
129 jpgRenderFrame = FGRenderer::update;
133 FGRenderer::~FGRenderer()
135 #ifdef FG_JPEG_SERVER
136 jpgRenderFrame = NULL;
142 FGRenderer::build_states( void ) {
143 default_state = new ssgSimpleState;
144 default_state->ref();
145 default_state->disable( GL_TEXTURE_2D );
146 default_state->enable( GL_CULL_FACE );
147 default_state->enable( GL_COLOR_MATERIAL );
148 default_state->setColourMaterial( GL_AMBIENT_AND_DIFFUSE );
149 default_state->setMaterial( GL_EMISSION, 0, 0, 0, 1 );
150 default_state->setMaterial( GL_SPECULAR, 0, 0, 0, 1 );
151 default_state->disable( GL_BLEND );
152 default_state->disable( GL_ALPHA_TEST );
153 default_state->disable( GL_LIGHTING );
155 cloud3d_imposter_state = new ssgSimpleState;
156 cloud3d_imposter_state->ref();
157 cloud3d_imposter_state->enable( GL_TEXTURE_2D );
158 cloud3d_imposter_state->enable( GL_CULL_FACE );
159 cloud3d_imposter_state->enable( GL_COLOR_MATERIAL );
160 cloud3d_imposter_state->setColourMaterial( GL_AMBIENT_AND_DIFFUSE );
161 cloud3d_imposter_state->setMaterial( GL_DIFFUSE, 1, 1, 1, 1 );
162 cloud3d_imposter_state->setMaterial( GL_AMBIENT, 1, 1, 1, 1 );
163 cloud3d_imposter_state->setMaterial( GL_EMISSION, 0, 0, 0, 1 );
164 cloud3d_imposter_state->setMaterial( GL_SPECULAR, 0, 0, 0, 1 );
165 cloud3d_imposter_state->enable( GL_BLEND );
166 cloud3d_imposter_state->enable( GL_ALPHA_TEST );
167 cloud3d_imposter_state->disable( GL_LIGHTING );
169 hud_and_panel = new ssgSimpleState;
170 hud_and_panel->ref();
171 hud_and_panel->disable( GL_CULL_FACE );
172 hud_and_panel->disable( GL_TEXTURE_2D );
173 hud_and_panel->disable( GL_LIGHTING );
174 hud_and_panel->enable( GL_BLEND );
176 menus = new ssgSimpleState;
178 menus->disable( GL_CULL_FACE );
179 menus->disable( GL_TEXTURE_2D );
180 menus->enable( GL_BLEND );
184 // Initialize various GL/view parameters
186 FGRenderer::init( void ) {
188 FGLight *l = (FGLight *)(globals->get_subsystem("lighting"));
190 // Go full screen if requested ...
191 if ( fgGetBool("/sim/startup/fullscreen") ) {
195 // If enabled, normal vectors specified with glNormal are scaled
196 // to unit length after transformation. Enabling this has
197 // performance implications. See the docs for glNormal.
198 // glEnable( GL_NORMALIZE );
200 glEnable( GL_LIGHTING );
201 glEnable( GL_LIGHT0 );
202 // glLightfv( GL_LIGHT0, GL_POSITION, l->sun_vec ); // done later with ssg
205 sgSetVec3( sunpos, l->sun_vec()[0], l->sun_vec()[1], l->sun_vec()[2] );
206 ssgGetLight( 0 ) -> setPosition( sunpos );
208 glFogi (GL_FOG_MODE, GL_EXP2);
209 if ( (!strcmp(fgGetString("/sim/rendering/fog"), "disabled")) ||
210 (!fgGetBool("/sim/rendering/shading"))) {
211 // if fastest fog requested, or if flat shading force fastest
212 glHint ( GL_FOG_HINT, GL_FASTEST );
213 } else if ( !strcmp(fgGetString("/sim/rendering/fog"), "nicest") ) {
214 glHint ( GL_FOG_HINT, GL_NICEST );
216 if ( fgGetBool("/sim/rendering/wireframe") ) {
218 glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
221 // This is the default anyways, but it can't hurt
222 glFrontFace ( GL_CCW );
225 // glEnable(GL_POINT_SMOOTH);
226 // glEnable(GL_LINE_SMOOTH);
227 // glEnable(GL_POLYGON_SMOOTH);
232 // Update all Visuals (redraws anything graphics related)
234 FGRenderer::update( bool refresh_camera_settings ) {
235 bool scenery_loaded = fgGetBool("sim/sceneryloaded") || fgGetBool("sim/sceneryloaded-override");
237 if ( idle_state < 1000 || !scenery_loaded ) {
238 // still initializing, draw the splash screen
241 // Keep resetting sim time while the sim is initializing
242 globals->set_sim_time_sec( 0.0 );
243 SGAnimation::set_sim_time_sec( 0.0 );
248 bool draw_otw = fgGetBool("/sim/rendering/draw-otw");
249 bool skyblend = fgGetBool("/sim/rendering/skyblend");
250 bool enhanced_lighting = fgGetBool("/sim/rendering/enhanced-lighting");
251 bool distance_attenuation = fgGetBool("/sim/rendering/distance-attenuation");
252 #ifdef FG_ENABLE_MULTIPASS_CLOUDS
253 bool multi_pass_clouds = fgGetBool("/sim/rendering/multi-pass-clouds") &&
254 !SGCloudLayer::enable_bump_mapping; // ugly artefact now
256 bool multi_pass_clouds = false;
258 bool draw_clouds = fgGetBool("/environment/clouds/status");
260 GLfloat black[4] = { 0.0, 0.0, 0.0, 1.0 };
261 GLfloat white[4] = { 1.0, 1.0, 1.0, 1.0 };
263 // static const SGPropertyNode *longitude
264 // = fgGetNode("/position/longitude-deg");
265 // static const SGPropertyNode *latitude
266 // = fgGetNode("/position/latitude-deg");
267 // static const SGPropertyNode *altitude
268 // = fgGetNode("/position/altitude-ft");
269 static const SGPropertyNode *groundlevel_nearplane
270 = fgGetNode("/sim/current-view/ground-level-nearplane-m");
272 FGLight *l = (FGLight *)(globals->get_subsystem("lighting"));
273 static double last_visibility = -9999;
276 double actual_visibility;
277 if (fgGetBool("/environment/clouds/status")) {
278 actual_visibility = thesky->get_visibility();
280 actual_visibility = fgGetDouble("/environment/visibility-m");
283 if ( actual_visibility != last_visibility ) {
284 last_visibility = actual_visibility;
286 fog_exp_density = m_log01 / actual_visibility;
287 fog_exp2_density = sqrt_m_log01 / actual_visibility;
288 ground_exp2_punch_through = sqrt_m_log01 / (actual_visibility * 1.5);
289 if ( actual_visibility < 8000 ) {
290 rwy_exp2_punch_through = sqrt_m_log01 / (actual_visibility * 2.5);
291 taxi_exp2_punch_through = sqrt_m_log01 / (actual_visibility * 1.5);
293 rwy_exp2_punch_through = sqrt_m_log01 / ( 8000 * 2.5 );
294 taxi_exp2_punch_through = sqrt_m_log01 / ( 8000 * 1.5 );
299 // GLfloat black[4] = { 0.0, 0.0, 0.0, 1.0 };
300 // GLfloat white[4] = { 1.0, 1.0, 1.0, 1.0 };
301 // GLfloat terrain_color[4] = { 0.54, 0.44, 0.29, 1.0 };
302 // GLfloat mat_shininess[] = { 10.0 };
303 GLbitfield clear_mask;
305 // idle_state is now 1000 meaning we've finished all our
306 // initializations and are running the main loop, so this will
307 // now work without seg faulting the system.
309 FGViewer *current__view = globals->get_current_view();
311 // calculate our current position in cartesian space
312 Point3D cntr = globals->get_scenery()->get_next_center();
313 globals->get_scenery()->set_center(cntr);
314 current__view->set_scenery_center(cntr);
316 if ( refresh_camera_settings ) {
318 resize( fgGetInt("/sim/startup/xsize"),
319 fgGetInt("/sim/startup/ysize") );
321 // Tell GL we are switching to model view parameters
322 glMatrixMode(GL_MODELVIEW);
324 ssgSetCamera( (sgVec4 *)current__view->get_VIEW() );
327 if ( fgGetBool("/sim/rendering/clouds3d") ) {
328 glClear( GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT );
329 cloud3d_imposter_state->force();
331 glColor4f( 1.0, 1.0, 1.0, 1.0 );
332 glEnable(GL_DEPTH_TEST);
334 glBlendFunc( GL_ONE, GL_ONE_MINUS_SRC_ALPHA ) ;
336 #ifdef FG_USE_CLOUDS_3D
337 if ( _bcloud_orig ) {
338 Point3D c = globals->get_scenery()->get_center();
339 sgClouds3d->Set_Cloud_Orig( &c );
340 _bcloud_orig = false;
342 sgClouds3d->Update( current__view->get_absolute_view_pos() );
344 glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ) ;
345 glDisable(GL_DEPTH_TEST);
348 clear_mask = GL_DEPTH_BUFFER_BIT;
349 if ( fgGetBool("/sim/rendering/wireframe") ) {
350 clear_mask |= GL_COLOR_BUFFER_BIT;
354 if ( fgGetBool("/sim/rendering/textures") ) {
355 // glClearColor(black[0], black[1], black[2], black[3]);
356 glClearColor(l->adj_fog_color()[0], l->adj_fog_color()[1],
357 l->adj_fog_color()[2], l->adj_fog_color()[3]);
358 clear_mask |= GL_COLOR_BUFFER_BIT;
361 glClearColor(l->sky_color()[0], l->sky_color()[1],
362 l->sky_color()[2], l->sky_color()[3]);
363 clear_mask |= GL_COLOR_BUFFER_BIT;
365 if ( multi_pass_clouds && draw_clouds ) {
367 clear_mask |= GL_STENCIL_BUFFER_BIT;
369 glClear( clear_mask );
371 // set the opengl state to known default values
372 default_state->force();
374 // update fog params if visibility has changed
375 double visibility_meters = fgGetDouble("/environment/visibility-m");
376 thesky->set_visibility(visibility_meters);
378 thesky->modify_vis( cur_fdm_state->get_Altitude() * SG_FEET_TO_METER,
379 ( global_multi_loop * fgGetInt("/sim/speed-up") )
380 / (double)fgGetInt("/sim/model-hz") );
382 // Set correct opengl fog density
383 glFogf (GL_FOG_DENSITY, fog_exp2_density);
385 // update the sky dome
388 SG_LOG( SG_GENERAL, SG_BULK, "thesky->repaint() sky_color = "
389 << l->sky_color()[0] << " "
390 << l->sky_color()[1] << " "
391 << l->sky_color()[2] << " "
392 << l->sky_color()[3] );
393 SG_LOG( SG_GENERAL, SG_BULK, " fog = "
394 << l->fog_color()[0] << " "
395 << l->fog_color()[1] << " "
396 << l->fog_color()[2] << " "
397 << l->fog_color()[3] );
398 SG_LOG( SG_GENERAL, SG_BULK,
399 " sun_angle = " << l->sun_angle
400 << " moon_angle = " << l->moon_angle );
403 static SGSkyColor scolor;
404 FGLight *l = (FGLight *)(globals->get_subsystem("lighting"));
406 scolor.sky_color = l->sky_color();
407 scolor.fog_color = l->adj_fog_color();
408 scolor.cloud_color = l->cloud_color();
409 scolor.sun_angle = l->get_sun_angle();
410 scolor.moon_angle = l->get_moon_angle();
411 scolor.nplanets = globals->get_ephem()->getNumPlanets();
412 scolor.nstars = globals->get_ephem()->getNumStars();
413 scolor.planet_data = globals->get_ephem()->getPlanets();
414 scolor.star_data = globals->get_ephem()->getStars();
416 thesky->repaint( scolor );
419 SG_LOG( SG_GENERAL, SG_BULK,
420 "thesky->reposition( view_pos = " << view_pos[0] << " "
421 << view_pos[1] << " " << view_pos[2] );
422 SG_LOG( SG_GENERAL, SG_BULK,
423 " zero_elev = " << zero_elev[0] << " "
424 << zero_elev[1] << " " << zero_elev[2]
425 << " lon = " << cur_fdm_state->get_Longitude()
426 << " lat = " << cur_fdm_state->get_Latitude() );
427 SG_LOG( SG_GENERAL, SG_BULK,
428 " sun_rot = " << l->get_sun_rotation
429 << " gst = " << SGTime::cur_time_params->getGst() );
430 SG_LOG( SG_GENERAL, SG_BULK,
431 " sun ra = " << globals->get_ephem()->getSunRightAscension()
432 << " sun dec = " << globals->get_ephem()->getSunDeclination()
433 << " moon ra = " << globals->get_ephem()->getMoonRightAscension()
434 << " moon dec = " << globals->get_ephem()->getMoonDeclination() );
437 // The sun and moon distances are scaled down versions
438 // of the actual distance to get both the moon and the sun
439 // within the range of the far clip plane.
440 // Moon distance: 384,467 kilometers
441 // Sun distance: 150,000,000 kilometers
442 double sun_horiz_eff, moon_horiz_eff;
443 if (fgGetBool("/sim/rendering/horizon-effect")) {
444 sun_horiz_eff = 0.67+pow(0.5+cos(l->get_sun_angle())*2/2, 0.33)/3;
445 moon_horiz_eff = 0.67+pow(0.5+cos(l->get_moon_angle())*2/2, 0.33)/3;
447 sun_horiz_eff = moon_horiz_eff = 1.0;
450 static SGSkyState sstate;
452 sstate.view_pos = current__view->get_view_pos();
453 sstate.zero_elev = current__view->get_zero_elev();
454 sstate.view_up = current__view->get_world_up();
455 sstate.lon = current__view->getLongitude_deg()
456 * SGD_DEGREES_TO_RADIANS;
457 sstate.lat = current__view->getLatitude_deg()
458 * SGD_DEGREES_TO_RADIANS;
459 sstate.alt = current__view->getAltitudeASL_ft()
461 sstate.spin = l->get_sun_rotation();
462 sstate.gst = globals->get_time_params()->getGst();
463 sstate.sun_ra = globals->get_ephem()->getSunRightAscension();
464 sstate.sun_dec = globals->get_ephem()->getSunDeclination();
465 sstate.sun_dist = 50000.0 * sun_horiz_eff;
466 sstate.moon_ra = globals->get_ephem()->getMoonRightAscension();
467 sstate.moon_dec = globals->get_ephem()->getMoonDeclination();
468 sstate.moon_dist = 40000.0 * moon_horiz_eff;
470 thesky->reposition( sstate, delta_time_sec );
473 glEnable( GL_DEPTH_TEST );
474 if ( strcmp(fgGetString("/sim/rendering/fog"), "disabled") ) {
476 glFogi( GL_FOG_MODE, GL_EXP2 );
477 glFogfv( GL_FOG_COLOR, l->adj_fog_color() );
480 // set sun/lighting parameters
481 ssgGetLight( 0 ) -> setPosition( l->sun_vec() );
483 // GL_LIGHT_MODEL_AMBIENT has a default non-zero value so if
484 // we only update GL_AMBIENT for our lights we will never get
485 // a completely dark scene. So, we set GL_LIGHT_MODEL_AMBIENT
486 // explicitely to black.
487 glLightModelfv( GL_LIGHT_MODEL_AMBIENT, black );
489 ssgGetLight( 0 ) -> setColour( GL_AMBIENT, l->scene_ambient() );
490 ssgGetLight( 0 ) -> setColour( GL_DIFFUSE, l->scene_diffuse() );
491 ssgGetLight( 0 ) -> setColour( GL_SPECULAR, l->scene_specular() );
493 // 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 ) ;
499 current_aircraft.fdm_state->get_Altitude() * SG_FEET_TO_METER
500 - globals->get_scenery()->get_cur_elev();
503 scene_nearplane = 10.0f;
504 scene_farplane = 120000.0f;
506 scene_nearplane = groundlevel_nearplane->getDoubleValue();
507 scene_farplane = 120000.0f;
510 setNearFar( scene_nearplane, scene_farplane );
512 if ( draw_otw && skyblend ) {
513 // draw the sky backdrop
515 // we need a white diffuse light for the phase of the moon
516 ssgGetLight( 0 ) -> setColour( GL_DIFFUSE, white );
517 thesky->preDraw( cur_fdm_state->get_Altitude() * SG_FEET_TO_METER,
519 // return to the desired diffuse color
520 ssgGetLight( 0 ) -> setColour( GL_DIFFUSE, l->scene_diffuse() );
523 // draw the ssg scene
524 glEnable( GL_DEPTH_TEST );
526 if ( fgGetBool("/sim/rendering/wireframe") ) {
528 glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
534 FGTileMgr::set_tile_filter( true );
535 sgSetModelFilter( false );
536 globals->get_aircraft_model()->select( false );
537 ssgCullAndDraw( globals->get_scenery()->get_scene_graph() );
539 // Disable depth buffer update, draw the clouds
540 glDepthMask( GL_FALSE );
541 thesky->drawUpperClouds();
542 if ( multi_pass_clouds ) {
543 thesky->drawLowerClouds();
545 glDepthMask( GL_TRUE );
547 if ( multi_pass_clouds ) {
548 // Draw the objects except the aircraft
549 // and update the stencil buffer with 1
550 glEnable( GL_STENCIL_TEST );
551 glStencilFunc( GL_ALWAYS, 1, 1 );
552 glStencilOp( GL_KEEP, GL_KEEP, GL_REPLACE );
554 FGTileMgr::set_tile_filter( false );
555 sgSetModelFilter( true );
556 ssgCullAndDraw( globals->get_scenery()->get_scene_graph() );
558 FGTileMgr::set_tile_filter( true );
559 sgSetModelFilter( true );
560 globals->get_aircraft_model()->select( false );
561 ssgCullAndDraw( globals->get_scenery()->get_scene_graph() );
565 // This is a bit kludgy. Every 200 frames, do an extra
566 // traversal of the scene graph without drawing anything, but
567 // with the field-of-view set to 360x360 degrees. This
568 // ensures that out-of-range random objects that are not in
569 // the current view frustum will still be freed properly.
570 static int counter = 0;
572 if (counter >= 200) {
575 // No need to put the near plane too close;
576 // this way, at least the aircraft can be
578 f.setNearFar(1000, 1000000);
580 ssgGetModelviewMatrix(m);
581 FGTileMgr::set_tile_filter( true );
582 sgSetModelFilter( true );
583 globals->get_scenery()->get_scene_graph()->cull(&f, m, true);
587 // change state for lighting here
589 // draw runway lighting
590 glFogf (GL_FOG_DENSITY, rwy_exp2_punch_through);
592 // CLO - 02/25/2005 - DO WE NEED THIS extra fgSetNearFar()?
593 // fgSetNearFar( scene_nearplane, scene_farplane );
595 if ( enhanced_lighting ) {
597 // Enable states for drawing points with GL_extension
598 glEnable(GL_POINT_SMOOTH);
600 if ( distance_attenuation && glPointParameterIsSupported )
602 // Enable states for drawing points with GL_extension
603 glEnable(GL_POINT_SMOOTH);
605 float quadratic[3] = {1.0, 0.001, 0.0000001};
606 // makes the points fade as they move away
607 glPointParameterfvPtr(GL_DISTANCE_ATTENUATION_EXT, quadratic);
608 glPointParameterfPtr(GL_POINT_SIZE_MIN_EXT, 1.0);
613 // blending function for runway lights
614 glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) ;
617 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
618 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
619 glEnable(GL_TEXTURE_GEN_S);
620 glEnable(GL_TEXTURE_GEN_T);
621 glPolygonMode(GL_FRONT, GL_POINT);
623 // draw runway lighting
625 ssgCullAndDraw( globals->get_scenery()->get_vasi_lights_root() );
626 ssgCullAndDraw( globals->get_scenery()->get_rwy_lights_root() );
629 // change punch through and then draw taxi lighting
630 glFogf ( GL_FOG_DENSITY, fog_exp2_density );
632 // sgSetVec3( taxi_fog, 0.0, 0.0, 0.0 );
633 // glFogfv ( GL_FOG_COLOR, taxi_fog );
635 ssgCullAndDraw( globals->get_scenery()->get_taxi_lights_root() );
639 glPolygonMode(GL_FRONT, GL_FILL);
640 glDisable(GL_TEXTURE_GEN_S);
641 glDisable(GL_TEXTURE_GEN_T);
643 //static int _frame_count = 0;
644 //if (_frame_count % 30 == 0) {
645 // printf("SSG: %s\n", ssgShowStats());
653 if ( enhanced_lighting ) {
654 if ( distance_attenuation && glPointParameterIsSupported ) {
655 glPointParameterfvPtr(GL_DISTANCE_ATTENUATION_EXT,
656 default_attenuation);
660 glDisable(GL_POINT_SMOOTH);
663 // draw ground lighting
664 glFogf (GL_FOG_DENSITY, ground_exp2_punch_through);
666 ssgCullAndDraw( globals->get_scenery()->get_gnd_lights_root() );
669 if ( draw_otw && fgGetBool("/sim/rendering/clouds3d") ) {
671 glDisable( GL_LIGHTING );
672 // cout << "drawing new clouds" << endl;
674 glEnable(GL_DEPTH_TEST);
676 glBlendFunc( GL_ONE, GL_ONE_MINUS_SRC_ALPHA ) ;
679 glEnable( GL_TEXTURE_2D );
680 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
681 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
682 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
683 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
686 #ifdef FG_USE_CLOUDS_3D
687 sgClouds3d->Draw((sgVec4 *)current__view->get_VIEW());
690 glEnable( GL_LIGHTING );
691 glEnable( GL_DEPTH_TEST );
692 glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ) ;
695 if ( draw_otw && draw_clouds ) {
696 if ( multi_pass_clouds ) {
697 // Disable depth buffer update, draw the clouds where the
698 // objects overwrite the already drawn clouds, by testing
699 // the stencil buffer against 1
700 glDepthMask( GL_FALSE );
701 glStencilFunc( GL_EQUAL, 1, 1 );
702 glStencilOp( GL_KEEP, GL_KEEP, GL_KEEP );
703 thesky->drawUpperClouds();
704 thesky->drawLowerClouds();
705 glDepthMask( GL_TRUE );
706 glDisable( GL_STENCIL_TEST );
708 glDepthMask( GL_FALSE );
709 thesky->drawLowerClouds();
710 glDepthMask( GL_TRUE );
715 FGTileMgr::set_tile_filter( false );
716 sgSetModelFilter( false );
717 globals->get_aircraft_model()->select( true );
718 globals->get_model_mgr()->draw();
719 globals->get_aircraft_model()->draw();
720 // If the view is internal, the previous line draw the
721 // cockpit with modified near/far clip planes and deselect
722 // the aircraft in the global scenegraph
723 // Otherwise, it just enables the aircraft: The scenegraph
724 // must be drawn again to see the plane.
725 ssgCullAndDraw( globals->get_scenery()->get_scene_graph() );
726 FGTileMgr::set_tile_filter( true );
727 sgSetModelFilter( true );
728 globals->get_aircraft_model()->select( true );
731 // display HUD && Panel
733 glDisable( GL_DEPTH_TEST );
734 // glDisable( GL_CULL_FACE );
735 // glDisable( GL_TEXTURE_2D );
737 // update the controls subsystem
738 globals->get_controls()->update(delta_time_sec);
740 hud_and_panel->apply();
743 // Use the hud_and_panel ssgSimpleState for rendering the ATC output
744 // This only works properly if called before the panel call
745 if((fgGetBool("/sim/ATC/enabled")) || (fgGetBool("/sim/ai-traffic/enabled")))
746 globals->get_ATC_display()->update(delta_time_sec);
748 // update the panel subsystem
749 if ( globals->get_current_panel() != NULL ) {
750 globals->get_current_panel()->update(delta_time_sec);
754 // We can do translucent menus, so why not. :-)
756 glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ) ;
758 // glDisable ( GL_BLEND ) ;
760 glEnable( GL_DEPTH_TEST );
763 // Fade out the splash screen over the first three seconds.
764 double t = globals->get_sim_time_sec();
766 fgSplashUpdate((2.5 - t) / 2.5);
771 // options.cxx needs to see this for toggle_panel()
772 // Handle new window size or exposure
774 FGRenderer::resize( int width, int height ) {
777 if ( (!fgGetBool("/sim/virtual-cockpit"))
778 && fgPanelVisible() && idle_state == 1000 ) {
779 view_h = (int)(height * (globals->get_current_panel()->getViewHeight() -
780 globals->get_current_panel()->getYOffset()) / 768.0);
785 glViewport( 0, (GLint)(height - view_h), (GLint)(width), (GLint)(view_h) );
787 fgSetInt("/sim/startup/xsize", width);
788 fgSetInt("/sim/startup/ysize", height);
789 guiInitMouse(width, height);
792 FGViewMgr *viewmgr = globals->get_viewmgr();
794 for ( int i = 0; i < viewmgr->size(); ++i ) {
795 viewmgr->get_view(i)->
796 set_aspect_ratio((float)view_h / (float)width);
799 setFOV( viewmgr->get_current_view()->get_h_fov(),
800 viewmgr->get_current_view()->get_v_fov() );
801 // cout << "setFOV(" << viewmgr->get_current_view()->get_h_fov()
802 // << ", " << viewmgr->get_current_view()->get_v_fov() << ")"
805 #ifdef FG_USE_CLOUDS_3D
806 sgClouds3d->Resize( viewmgr->get_current_view()->get_h_fov(),
807 viewmgr->get_current_view()->get_v_fov() );
816 // These are wrapper functions around ssgSetNearFar() and ssgSetFOV()
817 // which will post process and rewrite the resulting frustum if we
818 // want to do asymmetric view frustums.
820 static void fgHackFrustum() {
822 // specify a percent of the configured view frustum to actually
823 // display. This is a bit of a hack to achieve asymmetric view
824 // frustums. For instance, if you want to display two monitors
825 // side by side, you could specify each with a double fov, a 0.5
826 // aspect ratio multiplier, and then the left side monitor would
827 // have a left_pct = 0.0, a right_pct = 0.5, a bottom_pct = 0.0,
828 // and a top_pct = 1.0. The right side monitor would have a
829 // left_pct = 0.5 and a right_pct = 1.0.
831 static SGPropertyNode *left_pct
832 = fgGetNode("/sim/current-view/frustum-left-pct");
833 static SGPropertyNode *right_pct
834 = fgGetNode("/sim/current-view/frustum-right-pct");
835 static SGPropertyNode *bottom_pct
836 = fgGetNode("/sim/current-view/frustum-bottom-pct");
837 static SGPropertyNode *top_pct
838 = fgGetNode("/sim/current-view/frustum-top-pct");
840 sgFrustum *f = ssgGetFrustum();
842 // cout << " l = " << f->getLeft()
843 // << " r = " << f->getRight()
844 // << " b = " << f->getBot()
845 // << " t = " << f->getTop()
846 // << " n = " << f->getNear()
847 // << " f = " << f->getFar()
850 double width = f->getRight() - f->getLeft();
851 double height = f->getTop() - f->getBot();
855 if ( left_pct != NULL ) {
856 l = f->getLeft() + width * left_pct->getDoubleValue();
861 if ( right_pct != NULL ) {
862 r = f->getLeft() + width * right_pct->getDoubleValue();
867 if ( bottom_pct != NULL ) {
868 b = f->getBot() + height * bottom_pct->getDoubleValue();
873 if ( top_pct != NULL ) {
874 t = f->getBot() + height * top_pct->getDoubleValue();
879 ssgSetFrustum(l, r, b, t, f->getNear(), f->getFar());
883 // we need some static storage space for these values. However, we
884 // can't store it in a renderer class object because the functions
885 // that manipulate these are static. They are static so they can
886 // interface to the display callback system. There's probably a
887 // better way, there has to be a better way, but I'm not seeing it
889 static float fov_width = 55.0;
890 static float fov_height = 42.0;
891 static float fov_near = 1.0;
892 static float fov_far = 1000.0;
895 /** FlightGear code should use this routine to set the FOV rather than
896 * calling the ssg routine directly
898 void FGRenderer::setFOV( float w, float h ) {
902 // fully specify the view frustum before hacking it (so we don't
903 // accumulate hacked effects
905 ssgSetNearFar( fov_near, fov_far );
910 /** FlightGear code should use this routine to set the Near/Far clip
911 * planes rather than calling the ssg routine directly
913 void FGRenderer::setNearFar( float n, float f ) {
917 // fully specify the view frustum before hacking it (so we don't
918 // accumulate hacked effects
919 ssgSetNearFar( n, f );
920 ssgSetFOV( fov_width, fov_height );
925 // end of renderer.cxx