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>
38 #include <osg/CameraNode>
39 #include <osg/CameraView>
40 #include <osg/CullFace>
41 #include <osg/ClearNode>
46 #include <osg/LightModel>
47 #include <osg/LightSource>
48 #include <osg/NodeCallback>
50 #include <osg/PolygonMode>
51 #include <osg/PolygonOffset>
52 #include <osg/ShadeModel>
55 #include <osgUtil/SceneView>
56 #include <osgUtil/UpdateVisitor>
57 #include <osgUtil/IntersectVisitor>
59 #include <osg/io_utils>
60 #include <osgDB/WriteFile>
61 #include <osgDB/ReadFile>
64 #include <simgear/math/SGMath.hxx>
65 #include <simgear/screen/extensions.hxx>
66 #include <simgear/scene/material/matlib.hxx>
67 #include <simgear/scene/model/animation.hxx>
68 #include <simgear/scene/model/model.hxx>
69 #include <simgear/scene/model/modellib.hxx>
70 #include <simgear/scene/model/placement.hxx>
71 #include <simgear/scene/util/SGUpdateVisitor.hxx>
72 #include <simgear/scene/tgdb/pt_lights.hxx>
73 #include <simgear/props/props.hxx>
74 #include <simgear/timing/sg_time.hxx>
75 #include <simgear/ephemeris/ephemeris.hxx>
76 #include <simgear/math/sg_random.h>
78 #include <simgear/screen/jpgfactory.hxx>
81 #include <simgear/environment/visual_enviro.hxx>
83 #include <Scenery/tileentry.hxx>
84 #include <Time/light.hxx>
85 #include <Time/light.hxx>
86 #include <Aircraft/aircraft.hxx>
87 #include <Cockpit/panel.hxx>
88 #include <Cockpit/cockpit.hxx>
89 #include <Cockpit/hud.hxx>
90 #include <Model/panelnode.hxx>
91 #include <Model/modelmgr.hxx>
92 #include <Model/acmodel.hxx>
93 #include <Scenery/scenery.hxx>
94 #include <Scenery/tilemgr.hxx>
95 #include <ATC/ATCdisplay.hxx>
96 #include <GUI/new_gui.hxx>
97 #include <Instrumentation/instrument_mgr.hxx>
98 #include <Instrumentation/HUD/HUD.hxx>
100 #include "splash.hxx"
101 #include "renderer.hxx"
104 class SGPuDrawable : public osg::Drawable {
108 // Dynamic stuff, do not store geometry
109 setUseDisplayList(false);
111 osg::StateSet* stateSet = getOrCreateStateSet();
112 stateSet->setRenderBinDetails(1001, "RenderBin");
113 // speed optimization?
114 stateSet->setMode(GL_CULL_FACE, osg::StateAttribute::OFF);
115 // We can do translucent menus, so why not. :-)
116 stateSet->setAttribute(new osg::BlendFunc(osg::BlendFunc::SRC_ALPHA, osg::BlendFunc::ONE_MINUS_SRC_ALPHA));
117 stateSet->setMode(GL_BLEND, osg::StateAttribute::ON);
118 stateSet->setTextureMode(0, GL_TEXTURE_2D, osg::StateAttribute::OFF);
120 stateSet->setTextureAttribute(0, new osg::TexEnv(osg::TexEnv::MODULATE));
122 stateSet->setMode(GL_FOG, osg::StateAttribute::OFF);
123 stateSet->setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF);
125 virtual void drawImplementation(osg::State& state) const
127 state.pushStateSet(getStateSet());
129 state.setActiveTextureUnit(0);
130 state.setClientActiveTextureUnit(0);
132 if((fgGetBool("/sim/atc/enabled"))
133 || (fgGetBool("/sim/ai-traffic/enabled")))
134 globals->get_ATC_display()->update(delta_time_sec, state);
138 // Fade out the splash screen over the first three seconds.
139 double t = globals->get_sim_time_sec();
141 glPushAttrib(GL_ALL_ATTRIB_BITS);
142 glPushClientAttrib(~0u);
144 fgSplashUpdate((2.5 - t) / 2.5);
153 virtual osg::Object* cloneType() const { return new SGPuDrawable; }
154 virtual osg::Object* clone(const osg::CopyOp&) const { return new SGPuDrawable; }
159 class SGHUDAndPanelDrawable : public osg::Drawable {
161 SGHUDAndPanelDrawable()
163 // Dynamic stuff, do not store geometry
164 setUseDisplayList(false);
166 osg::StateSet* stateSet = getOrCreateStateSet();
167 stateSet->setRenderBinDetails(1000, "RenderBin");
169 // speed optimization?
170 stateSet->setMode(GL_CULL_FACE, osg::StateAttribute::OFF);
171 stateSet->setAttribute(new osg::BlendFunc(osg::BlendFunc::SRC_ALPHA, osg::BlendFunc::ONE_MINUS_SRC_ALPHA));
172 stateSet->setMode(GL_BLEND, osg::StateAttribute::ON);
173 stateSet->setMode(GL_FOG, osg::StateAttribute::OFF);
174 stateSet->setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF);
176 stateSet->setTextureAttribute(0, new osg::TexEnv(osg::TexEnv::MODULATE));
178 virtual void drawImplementation(osg::State& state) const
180 state.pushStateSet(getStateSet());
182 state.setActiveTextureUnit(0);
183 state.setClientActiveTextureUnit(0);
185 glPushAttrib(GL_ALL_ATTRIB_BITS);
186 glPushClientAttrib(~0u);
188 fgCockpitUpdate(&state);
190 FGInstrumentMgr *instr = static_cast<FGInstrumentMgr*>(globals->get_subsystem("instrumentation"));
191 HUD *hud = static_cast<HUD*>(instr->get_subsystem("hud"));
194 // update the panel subsystem
195 if ( globals->get_current_panel() != NULL )
196 globals->get_current_panel()->update(state);
197 // We don't need a state here - can be safely removed when we can pick
207 virtual osg::Object* cloneType() const { return new SGHUDAndPanelDrawable; }
208 virtual osg::Object* clone(const osg::CopyOp&) const { return new SGHUDAndPanelDrawable; }
213 class FGLightSourceUpdateCallback : public osg::NodeCallback {
215 virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
217 assert(dynamic_cast<osg::LightSource*>(node));
218 osg::LightSource* lightSource = static_cast<osg::LightSource*>(node);
219 osg::Light* light = lightSource->getLight();
221 FGLight *l = static_cast<FGLight*>(globals->get_subsystem("lighting"));
222 light->setAmbient(l->scene_ambient().osg());
223 light->setDiffuse(l->scene_diffuse().osg());
224 light->setSpecular(l->scene_specular().osg());
225 SGVec4f position(l->sun_vec()[0], l->sun_vec()[1], l->sun_vec()[2], 0);
226 light->setPosition(position.osg());
227 SGVec3f direction(l->sun_vec()[0], l->sun_vec()[1], l->sun_vec()[2]);
228 light->setDirection(direction.osg());
229 light->setSpotExponent(0);
230 light->setSpotCutoff(180);
231 light->setConstantAttenuation(1);
232 light->setLinearAttenuation(0);
233 light->setQuadraticAttenuation(0);
239 class FGWireFrameModeUpdateCallback : public osg::StateAttribute::Callback {
241 FGWireFrameModeUpdateCallback() :
242 mWireframe(fgGetNode("/sim/rendering/wireframe"))
244 virtual void operator()(osg::StateAttribute* stateAttribute,
247 assert(dynamic_cast<osg::PolygonMode*>(stateAttribute));
248 osg::PolygonMode* polygonMode;
249 polygonMode = static_cast<osg::PolygonMode*>(stateAttribute);
251 if (mWireframe->getBoolValue())
252 polygonMode->setMode(osg::PolygonMode::FRONT_AND_BACK,
253 osg::PolygonMode::LINE);
255 polygonMode->setMode(osg::PolygonMode::FRONT_AND_BACK,
256 osg::PolygonMode::FILL);
259 SGSharedPtr<SGPropertyNode> mWireframe;
262 class FGLightModelUpdateCallback : public osg::StateAttribute::Callback {
264 FGLightModelUpdateCallback() :
265 mHighlights(fgGetNode("/sim/rendering/specular-highlight"))
267 virtual void operator()(osg::StateAttribute* stateAttribute,
270 assert(dynamic_cast<osg::LightModel*>(stateAttribute));
271 osg::LightModel* lightModel;
272 lightModel = static_cast<osg::LightModel*>(stateAttribute);
275 FGLight *l = static_cast<FGLight*>(globals->get_subsystem("lighting"));
276 lightModel->setAmbientIntensity(l->scene_ambient().osg());
278 lightModel->setAmbientIntensity(osg::Vec4(0, 0, 0, 1));
280 lightModel->setTwoSided(true);
281 lightModel->setLocalViewer(false);
283 if (mHighlights->getBoolValue()) {
284 lightModel->setColorControl(osg::LightModel::SEPARATE_SPECULAR_COLOR);
286 lightModel->setColorControl(osg::LightModel::SINGLE_COLOR);
290 SGSharedPtr<SGPropertyNode> mHighlights;
293 class FGFogEnableUpdateCallback : public osg::StateSet::Callback {
295 FGFogEnableUpdateCallback() :
296 mFogEnabled(fgGetNode("/sim/rendering/fog"))
298 virtual void operator()(osg::StateSet* stateSet, osg::NodeVisitor*)
300 if (strcmp(mFogEnabled->getStringValue(), "disabled") == 0) {
301 stateSet->setMode(GL_FOG, osg::StateAttribute::OFF);
303 stateSet->setMode(GL_FOG, osg::StateAttribute::ON);
307 SGSharedPtr<SGPropertyNode> mFogEnabled;
310 // fog constants. I'm a little nervous about putting actual code out
311 // here but it seems to work (?)
312 static const double m_log01 = -log( 0.01 );
313 static const double sqrt_m_log01 = sqrt( m_log01 );
314 static GLfloat fog_exp_density;
315 static GLfloat fog_exp2_density;
316 static GLfloat rwy_exp2_punch_through;
317 static GLfloat taxi_exp2_punch_through;
318 static GLfloat ground_exp2_punch_through;
323 static osg::ref_ptr<osgUtil::SceneView> sceneView = new osgUtil::SceneView;
324 static osg::ref_ptr<osg::FrameStamp> mFrameStamp = new osg::FrameStamp;
325 static osg::ref_ptr<SGUpdateVisitor> mUpdateVisitor= new SGUpdateVisitor;
327 static osg::ref_ptr<osg::Group> mRoot = new osg::Group;
329 static osg::ref_ptr<osg::CameraView> mCameraView = new osg::CameraView;
330 static osg::ref_ptr<osg::CameraNode> mBackGroundCamera = new osg::CameraNode;
331 osg::ref_ptr<osg::CameraNode> mSceneCamera = new osg::CameraNode;
333 static osg::ref_ptr<osg::Fog> mFog = new osg::Fog;
334 static osg::ref_ptr<osg::Fog> mRunwayLightingFog = new osg::Fog;
335 static osg::ref_ptr<osg::Fog> mTaxiLightingFog = new osg::Fog;
336 static osg::ref_ptr<osg::Fog> mGroundLightingFog = new osg::Fog;
338 FGRenderer::FGRenderer()
340 #ifdef FG_JPEG_SERVER
341 jpgRenderFrame = FGRenderer::update;
345 FGRenderer::~FGRenderer()
347 #ifdef FG_JPEG_SERVER
348 jpgRenderFrame = NULL;
352 // Initialize various GL/view parameters
354 FGRenderer::init( void ) {
356 osg::initNotifyLevel();
358 // The number of polygon-offset "units" to place between layers. In
359 // principle, one is supposed to be enough. In practice, I find that
360 // my hardware/driver requires many more.
361 osg::PolygonOffset::setUnitsMultiplier(1);
362 osg::PolygonOffset::setFactorMultiplier(1);
364 // Go full screen if requested ...
365 if ( fgGetBool("/sim/startup/fullscreen") )
368 if ( (!strcmp(fgGetString("/sim/rendering/fog"), "disabled")) ||
369 (!fgGetBool("/sim/rendering/shading"))) {
370 // if fastest fog requested, or if flat shading force fastest
371 glHint ( GL_FOG_HINT, GL_FASTEST );
372 } else if ( !strcmp(fgGetString("/sim/rendering/fog"), "nicest") ) {
373 glHint ( GL_FOG_HINT, GL_DONT_CARE );
376 glHint(GL_POLYGON_SMOOTH_HINT, GL_DONT_CARE);
377 glHint(GL_LINE_SMOOTH_HINT, GL_DONT_CARE);
378 glHint(GL_POINT_SMOOTH_HINT, GL_DONT_CARE);
380 sceneView->setDefaults(osgUtil::SceneView::COMPILE_GLOBJECTS_AT_INIT);
382 mFog->setMode(osg::Fog::EXP2);
383 mRunwayLightingFog->setMode(osg::Fog::EXP2);
384 mTaxiLightingFog->setMode(osg::Fog::EXP2);
385 mGroundLightingFog->setMode(osg::Fog::EXP2);
387 sceneView->setFrameStamp(mFrameStamp.get());
389 mUpdateVisitor = new SGUpdateVisitor;
390 sceneView->setUpdateVisitor(mUpdateVisitor.get());
392 sceneView->setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR);
393 sceneView->getCamera()->setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR);
394 sceneView->getCamera()->setClearMask(GL_COLOR_BUFFER_BIT);
396 osg::StateSet* stateSet = mRoot->getOrCreateStateSet();
398 stateSet->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
400 stateSet->setAttribute(new osg::Depth(osg::Depth::LEQUAL));
401 stateSet->setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF);
403 stateSet->setAttribute(new osg::AlphaFunc(osg::AlphaFunc::GREATER, 0.01));
404 stateSet->setMode(GL_ALPHA_TEST, osg::StateAttribute::OFF);
405 stateSet->setAttribute(new osg::BlendFunc);
406 stateSet->setMode(GL_BLEND, osg::StateAttribute::OFF);
408 stateSet->setMode(GL_FOG, osg::StateAttribute::OFF);
410 // this will be set below
411 stateSet->setMode(GL_NORMALIZE, osg::StateAttribute::OFF);
413 osg::Material* material = new osg::Material;
414 stateSet->setAttribute(material);
416 stateSet->setTextureAttribute(0, new osg::TexEnv);
417 stateSet->setTextureMode(0, GL_TEXTURE_2D, osg::StateAttribute::OFF);
420 // stateSet->setAttribute(new osg::CullFace(osg::CullFace::BACK));
421 // stateSet->setMode(GL_CULL_FACE, osg::StateAttribute::ON);
424 // this is the topmost scenegraph node for osg
425 mBackGroundCamera->addChild(thesky->getPreRoot());
426 mBackGroundCamera->setClearMask(0);
428 GLbitfield inheritanceMask = osg::CullSettings::ALL_VARIABLES;
429 inheritanceMask &= ~osg::CullSettings::COMPUTE_NEAR_FAR_MODE;
430 inheritanceMask &= ~osg::CullSettings::NEAR_FAR_RATIO;
431 inheritanceMask &= ~osg::CullSettings::CULLING_MODE;
432 mBackGroundCamera->setInheritanceMask(inheritanceMask);
433 mBackGroundCamera->setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR);
434 mBackGroundCamera->setCullingMode(osg::CullSettings::NO_CULLING);
435 mBackGroundCamera->setRenderOrder(osg::CameraNode::NESTED_RENDER);
437 mBackGroundCamera->getOrCreateStateSet()->setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF);
440 mSceneCamera->setClearMask(GL_DEPTH_BUFFER_BIT);
441 inheritanceMask = osg::CullSettings::ALL_VARIABLES;
442 inheritanceMask &= ~osg::CullSettings::COMPUTE_NEAR_FAR_MODE;
443 inheritanceMask &= ~osg::CullSettings::CULLING_MODE;
444 mSceneCamera->setInheritanceMask(inheritanceMask);
445 mSceneCamera->setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR);
446 mSceneCamera->setCullingMode(osg::CullSettings::DEFAULT_CULLING);
447 mSceneCamera->setRenderOrder(osg::CameraNode::NESTED_RENDER);
448 mSceneCamera->addChild(globals->get_scenery()->get_scene_graph());
449 mSceneCamera->addChild(thesky->getCloudRoot());
451 stateSet = mSceneCamera->getOrCreateStateSet();
452 stateSet->setMode(GL_BLEND, osg::StateAttribute::ON);
453 stateSet->setMode(GL_DEPTH_TEST, osg::StateAttribute::ON);
455 // need to update the light on every frame
456 osg::LightSource* lightSource = new osg::LightSource;
457 lightSource->setUpdateCallback(new FGLightSourceUpdateCallback);
458 // relative because of CameraView being just a clever transform node
459 lightSource->setReferenceFrame(osg::LightSource::RELATIVE_RF);
460 lightSource->setLocalStateSetModes(osg::StateAttribute::ON);
461 mRoot->addChild(lightSource);
463 lightSource->addChild(mBackGroundCamera.get());
464 // lightSource->addChild(mSceneCamera.get());
465 // Hmm, I would think that this should be included in the camera, but ...
466 osg::ClearNode* clearNode = new osg::ClearNode;
467 clearNode->addChild(mSceneCamera.get());
468 clearNode->setClearMask(GL_DEPTH_BUFFER_BIT);
469 lightSource->addChild(clearNode);
472 stateSet = globals->get_scenery()->get_scene_graph()->getOrCreateStateSet();
473 stateSet->setMode(GL_BLEND, osg::StateAttribute::ON);
474 stateSet->setMode(GL_ALPHA_TEST, osg::StateAttribute::ON);
475 stateSet->setMode(GL_LIGHTING, osg::StateAttribute::ON);
476 stateSet->setMode(GL_DEPTH_TEST, osg::StateAttribute::ON);
478 // enable disable specular highlights.
479 // is the place where we might plug in an other fragment shader ...
480 osg::LightModel* lightModel = new osg::LightModel;
481 lightModel->setUpdateCallback(new FGLightModelUpdateCallback);
482 stateSet->setAttribute(lightModel);
484 // switch to enable wireframe
485 osg::PolygonMode* polygonMode = new osg::PolygonMode;
486 polygonMode->setUpdateCallback(new FGWireFrameModeUpdateCallback);
487 stateSet->setAttributeAndModes(polygonMode);
489 // scene fog handling
490 stateSet->setAttributeAndModes(mFog.get());
491 stateSet->setUpdateCallback(new FGFogEnableUpdateCallback);
494 osg::CameraNode* guiCamera = new osg::CameraNode;
495 guiCamera->setRenderOrder(osg::CameraNode::POST_RENDER);
496 guiCamera->setClearMask(0);
497 inheritanceMask = osg::CullSettings::ALL_VARIABLES;
498 inheritanceMask &= ~osg::CullSettings::COMPUTE_NEAR_FAR_MODE;
499 inheritanceMask &= ~osg::CullSettings::CULLING_MODE;
500 guiCamera->setInheritanceMask(inheritanceMask);
501 guiCamera->setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR);
502 guiCamera->setCullingMode(osg::CullSettings::NO_CULLING);
503 mRoot->addChild(guiCamera);
504 osg::Geode* geode = new osg::Geode;
505 geode->addDrawable(new SGPuDrawable);
506 geode->addDrawable(new SGHUDAndPanelDrawable);
507 guiCamera->addChild(geode);
509 // this one contains all lights, here we set the light states we did
510 // in the plib case with plain OpenGL
511 osg::Group* lightGroup = new osg::Group;
512 mSceneCamera->addChild(lightGroup);
513 lightGroup->addChild(globals->get_scenery()->get_gnd_lights_root());
514 lightGroup->addChild(globals->get_scenery()->get_vasi_lights_root());
515 lightGroup->addChild(globals->get_scenery()->get_rwy_lights_root());
516 lightGroup->addChild(globals->get_scenery()->get_taxi_lights_root());
518 stateSet = globals->get_scenery()->get_gnd_lights_root()->getOrCreateStateSet();
519 stateSet->setAttributeAndModes(mFog.get());
520 stateSet->setUpdateCallback(new FGFogEnableUpdateCallback);
521 stateSet = globals->get_scenery()->get_vasi_lights_root()->getOrCreateStateSet();
522 stateSet->setAttributeAndModes(mRunwayLightingFog.get());
523 stateSet->setUpdateCallback(new FGFogEnableUpdateCallback);
524 stateSet = globals->get_scenery()->get_rwy_lights_root()->getOrCreateStateSet();
525 stateSet->setAttributeAndModes(mRunwayLightingFog.get());
526 stateSet->setUpdateCallback(new FGFogEnableUpdateCallback);
527 stateSet = globals->get_scenery()->get_taxi_lights_root()->getOrCreateStateSet();
528 stateSet->setAttributeAndModes(mTaxiLightingFog.get());
529 stateSet->setUpdateCallback(new FGFogEnableUpdateCallback);
531 mCameraView->addChild(mRoot.get());
532 sceneView->setSceneData(mCameraView.get());
534 // sceneView->getState()->setCheckForGLErrors(osg::State::ONCE_PER_ATTRIBUTE);
538 // Update all Visuals (redraws anything graphics related)
540 FGRenderer::update( bool refresh_camera_settings ) {
541 bool scenery_loaded = fgGetBool("sim/sceneryloaded")
542 || fgGetBool("sim/sceneryloaded-override");
544 if ( idle_state < 1000 || !scenery_loaded ) {
545 if (sceneView.valid() && sceneView->getState()) {
546 sceneView->getState()->setActiveTextureUnit(0);
547 sceneView->getState()->setClientActiveTextureUnit(0);
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;
770 setNearFar( scene_nearplane, scene_farplane );
772 // sgEnviro.startOfFrame(current__view->get_view_pos(),
773 // current__view->get_world_up(),
774 // current__view->getLongitude_deg(),
775 // current__view->getLatitude_deg(),
776 // current__view->getAltitudeASL_ft() * SG_FEET_TO_METER,
780 // sgEnviro.drawLightning();
782 // double current_view_origin_airspeed_horiz_kt =
783 // fgGetDouble("/velocities/airspeed-kt", 0.0)
784 // * cos( fgGetDouble("/orientation/pitch-deg", 0.0)
785 // * SGD_DEGREES_TO_RADIANS);
786 // TODO:find the real view speed, not the AC one
787 // sgEnviro.drawPrecipitation(
788 // fgGetDouble("/environment/metar/rain-norm", 0.0),
789 // fgGetDouble("/environment/metar/snow-norm", 0.0),
790 // fgGetDouble("/environment/metar/hail-norm", 0.0),
791 // current__view->getPitch_deg() + current__view->getPitchOffset_deg(),
792 // current__view->getRoll_deg() + current__view->getRollOffset_deg(),
793 // - current__view->getHeadingOffset_deg(),
794 // current_view_origin_airspeed_horiz_kt
799 // shadows->endOfFrame();
801 // need to call the update visitor once
802 globals->get_aircraft_model()->select( true );
803 FGTileMgr::set_tile_filter( true );
804 mFrameStamp->setReferenceTime(globals->get_sim_time_sec());
805 mFrameStamp->setFrameNumber(1+mFrameStamp->getFrameNumber());
806 mFrameStamp->setCalendarTime(*globals->get_time_params()->getGmt());
807 mUpdateVisitor->setViewData(current__view->getViewPosition(),
808 current__view->getViewOrientation());
809 mUpdateVisitor->setSceneryCenter(globals->get_scenery()->get_center());
810 SGVec3f direction(l->sun_vec()[0], l->sun_vec()[1], l->sun_vec()[2]);
811 mUpdateVisitor->setLight(direction, l->scene_ambient(),
812 l->scene_diffuse(), l->scene_specular());
813 mUpdateVisitor->setVisibility(actual_visibility);
815 if (fgGetBool("/sim/panel-hotspots"))
816 sceneView->setCullMask(~0u);
818 sceneView->setCullMask(~SG_NODEMASK_PICK_BIT);
827 // options.cxx needs to see this for toggle_panel()
828 // Handle new window size or exposure
830 FGRenderer::resize( int width, int height ) {
833 if ( (!fgGetBool("/sim/virtual-cockpit"))
834 && fgPanelVisible() && idle_state == 1000 ) {
835 view_h = (int)(height * (globals->get_current_panel()->getViewHeight() -
836 globals->get_current_panel()->getYOffset()) / 768.0);
841 sceneView->getViewport()->setViewport(0, height - view_h, width, view_h);
843 static int lastwidth = 0;
844 static int lastheight = 0;
845 if (width != lastwidth)
846 fgSetInt("/sim/startup/xsize", lastwidth = width);
847 if (height != lastheight)
848 fgSetInt("/sim/startup/ysize", lastheight = height);
850 guiInitMouse(width, height);
853 FGViewMgr *viewmgr = globals->get_viewmgr();
855 for ( int i = 0; i < viewmgr->size(); ++i ) {
856 viewmgr->get_view(i)->
857 set_aspect_ratio((float)view_h / (float)width);
860 setFOV( viewmgr->get_current_view()->get_h_fov(),
861 viewmgr->get_current_view()->get_v_fov() );
866 // These are wrapper functions around ssgSetNearFar() and ssgSetFOV()
867 // which will post process and rewrite the resulting frustum if we
868 // want to do asymmetric view frustums.
870 static void fgHackFrustum() {
872 // specify a percent of the configured view frustum to actually
873 // display. This is a bit of a hack to achieve asymmetric view
874 // frustums. For instance, if you want to display two monitors
875 // side by side, you could specify each with a double fov, a 0.5
876 // aspect ratio multiplier, and then the left side monitor would
877 // have a left_pct = 0.0, a right_pct = 0.5, a bottom_pct = 0.0,
878 // and a top_pct = 1.0. The right side monitor would have a
879 // left_pct = 0.5 and a right_pct = 1.0.
881 static SGPropertyNode *left_pct
882 = fgGetNode("/sim/current-view/frustum-left-pct");
883 static SGPropertyNode *right_pct
884 = fgGetNode("/sim/current-view/frustum-right-pct");
885 static SGPropertyNode *bottom_pct
886 = fgGetNode("/sim/current-view/frustum-bottom-pct");
887 static SGPropertyNode *top_pct
888 = fgGetNode("/sim/current-view/frustum-top-pct");
893 sceneView->getProjectionMatrixAsFrustum(left, right, bottom, top, zNear, zFar);
894 // cout << " l = " << f->getLeft()
895 // << " r = " << f->getRight()
896 // << " b = " << f->getBot()
897 // << " t = " << f->getTop()
898 // << " n = " << f->getNear()
899 // << " f = " << f->getFar()
902 double width = right - left;
903 double height = top - bottom;
907 if ( left_pct != NULL ) {
908 l = left + width * left_pct->getDoubleValue();
913 if ( right_pct != NULL ) {
914 r = left + width * right_pct->getDoubleValue();
919 if ( bottom_pct != NULL ) {
920 b = bottom + height * bottom_pct->getDoubleValue();
925 if ( top_pct != NULL ) {
926 t = bottom + height * top_pct->getDoubleValue();
931 sceneView->setProjectionMatrixAsFrustum(l, r, b, t, zNear, zFar);
935 // we need some static storage space for these values. However, we
936 // can't store it in a renderer class object because the functions
937 // that manipulate these are static. They are static so they can
938 // interface to the display callback system. There's probably a
939 // better way, there has to be a better way, but I'm not seeing it
941 static float fov_width = 55.0;
942 static float fov_height = 42.0;
943 static float fov_near = 1.0;
944 static float fov_far = 1000.0;
947 /** FlightGear code should use this routine to set the FOV rather than
948 * calling the ssg routine directly
950 void FGRenderer::setFOV( float w, float h ) {
954 sceneView->setProjectionMatrixAsPerspective(fov_height,
955 fov_width/fov_height,
957 // fully specify the view frustum before hacking it (so we don't
958 // accumulate hacked effects
960 // sgEnviro.setFOV( w, h );
964 /** FlightGear code should use this routine to set the Near/Far clip
965 * planes rather than calling the ssg routine directly
967 void FGRenderer::setNearFar( float n, float f ) {
968 // OSGFIXME: we have currently too much z-buffer fights
973 sceneView->setProjectionMatrixAsPerspective(fov_height,
974 fov_width/fov_height,
977 sceneView->getCamera()->setNearFarRatio(fov_near/fov_far);
978 mSceneCamera->setNearFarRatio(fov_near/fov_far);
980 // fully specify the view frustum before hacking it (so we don't
981 // accumulate hacked effects
986 FGRenderer::pick( unsigned x, unsigned y,
987 std::vector<SGSceneryPick>& pickList )
989 // wipe out the return ...
992 // we can get called early ...
993 if (!sceneView.valid())
996 osg::Node* sceneData = globals->get_scenery()->get_scene_graph();
999 osg::Viewport* viewport = sceneView->getViewport();
1003 // good old scenery center
1004 SGVec3d center = globals->get_scenery()->get_center();
1006 // don't know why, but the update has partly happened somehow,
1007 // so update the scneery part of the viewer
1008 FGViewer *current_view = globals->get_current_view();
1009 // Force update of center dependent values ...
1010 current_view->set_dirty();
1011 SGVec3d position = current_view->getViewPosition();
1012 SGQuatd attitude = current_view->getViewOrientation();
1013 SGVec3d osgPosition = attitude.transform(center - position);
1014 mCameraView->setPosition(osgPosition.osg());
1015 mCameraView->setAttitude(inverse(attitude).osg());
1017 osg::Matrix projection(sceneView->getProjectionMatrix());
1018 osg::Matrix modelview(sceneView->getViewMatrix());
1020 osg::NodePathList nodePath = sceneData->getParentalNodePaths();
1021 // modify the view matrix so that it accounts for this nodePath's
1022 // accumulated transform
1023 if (!nodePath.empty())
1024 modelview.preMult(computeLocalToWorld(nodePath.front()));
1026 // swap the y values ...
1027 y = viewport->height() - y;
1028 // set up the pick visitor
1029 osgUtil::PickVisitor pickVisitor(viewport, projection, modelview, x, y);
1030 sceneData->accept(pickVisitor);
1031 if (!pickVisitor.hits())
1034 // collect all interaction callbacks on the pick ray.
1035 // They get stored in the pickCallbacks list where they are sorted back
1036 // to front and croasest to finest wrt the scenery node they are attached to
1037 osgUtil::PickVisitor::LineSegmentHitListMap::const_iterator mi;
1038 for (mi = pickVisitor.getSegHitList().begin();
1039 mi != pickVisitor.getSegHitList().end();
1041 osgUtil::IntersectVisitor::HitList::const_iterator hi;
1042 for (hi = mi->second.begin(); hi != mi->second.end(); ++hi) {
1043 // ok, go back the nodes and ask for intersection callbacks,
1044 // execute them in top down order
1045 const osg::NodePath& np = hi->getNodePath();
1046 osg::NodePath::const_reverse_iterator npi;
1047 for (npi = np.rbegin(); npi != np.rend(); ++npi) {
1048 SGSceneUserData* ud = SGSceneUserData::getSceneUserData(*npi);
1051 for (unsigned i = 0; i < ud->getNumPickCallbacks(); ++i) {
1052 SGPickCallback* pickCallback = ud->getPickCallback(i);
1055 SGSceneryPick sceneryPick;
1056 /// note that this is done totally in doubles instead of
1057 /// just using getWorldIntersectionPoint
1058 osg::Vec3d localPt = hi->getLocalIntersectPoint();
1059 sceneryPick.info.local = SGVec3d(localPt);
1060 if (hi->getMatrix())
1061 sceneryPick.info.wgs84 = SGVec3d(localPt*(*hi->getMatrix()));
1063 sceneryPick.info.wgs84 = SGVec3d(localPt);
1064 sceneryPick.info.wgs84 += globals->get_scenery()->get_center();
1065 sceneryPick.callback = pickCallback;
1066 pickList.push_back(sceneryPick);
1072 return !pickList.empty();
1075 // end of renderer.cxx