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>
56 #include <simgear/environment/visual_enviro.hxx>
58 #include <Scenery/tileentry.hxx>
59 #include <Time/light.hxx>
60 #include <Time/light.hxx>
61 #include <Aircraft/aircraft.hxx>
62 #include <Cockpit/panel.hxx>
63 #include <Cockpit/cockpit.hxx>
64 #include <Cockpit/hud.hxx>
65 #include <Model/panelnode.hxx>
66 #include <Model/modelmgr.hxx>
67 #include <Model/acmodel.hxx>
68 #include <Scenery/scenery.hxx>
69 #include <Scenery/tilemgr.hxx>
70 #include <ATC/ATCdisplay.hxx>
71 #include <Replay/replay.hxx>
72 #include <GUI/new_gui.hxx>
75 #include "renderer.hxx"
79 float default_attenuation[3] = {1.0, 0.0, 0.0};
81 ssgSelector *lightpoints_brightness = new ssgSelector;
82 ssgTransform *lightpoints_transform = new ssgTransform;
83 FGTileEntry *dummy_tile;
86 // Clip plane settings...
87 float scene_nearplane = 0.5f;
88 float scene_farplane = 120000.0f;
90 glPointParameterfProc glPointParameterfPtr = 0;
91 glPointParameterfvProc glPointParameterfvPtr = 0;
92 bool glPointParameterIsSupported = false;
95 // fog constants. I'm a little nervous about putting actual code out
96 // here but it seems to work (?)
97 static const double m_log01 = -log( 0.01 );
98 static const double sqrt_m_log01 = sqrt( m_log01 );
99 static GLfloat fog_exp_density;
100 static GLfloat fog_exp2_density;
101 static GLfloat rwy_exp2_punch_through;
102 static GLfloat taxi_exp2_punch_through;
103 static GLfloat ground_exp2_punch_through;
108 #ifdef FG_USE_CLOUDS_3D
109 SkySceneLoader *sgClouds3d;
110 bool _bcloud_orig = true;
114 sgMat4 copy_of_ssgOpenGLAxisSwapMatrix =
116 { 1.0f, 0.0f, 0.0f, 0.0f },
117 { 0.0f, 0.0f, -1.0f, 0.0f },
118 { 0.0f, 1.0f, 0.0f, 0.0f },
119 { 0.0f, 0.0f, 0.0f, 1.0f }
122 ssgSimpleState *cloud3d_imposter_state;
123 ssgSimpleState *default_state;
124 ssgSimpleState *hud_and_panel;
125 ssgSimpleState *menus;
127 FGRenderer::FGRenderer()
129 #ifdef FG_JPEG_SERVER
130 jpgRenderFrame = FGRenderer::update;
134 FGRenderer::~FGRenderer()
136 #ifdef FG_JPEG_SERVER
137 jpgRenderFrame = NULL;
143 FGRenderer::build_states( void ) {
144 default_state = new ssgSimpleState;
145 default_state->ref();
146 default_state->disable( GL_TEXTURE_2D );
147 default_state->enable( GL_CULL_FACE );
148 default_state->enable( GL_COLOR_MATERIAL );
149 default_state->setColourMaterial( GL_AMBIENT_AND_DIFFUSE );
150 default_state->setMaterial( GL_EMISSION, 0, 0, 0, 1 );
151 default_state->setMaterial( GL_SPECULAR, 0, 0, 0, 1 );
152 default_state->disable( GL_BLEND );
153 default_state->disable( GL_ALPHA_TEST );
154 default_state->disable( GL_LIGHTING );
156 cloud3d_imposter_state = new ssgSimpleState;
157 cloud3d_imposter_state->ref();
158 cloud3d_imposter_state->enable( GL_TEXTURE_2D );
159 cloud3d_imposter_state->enable( GL_CULL_FACE );
160 cloud3d_imposter_state->enable( GL_COLOR_MATERIAL );
161 cloud3d_imposter_state->setColourMaterial( GL_AMBIENT_AND_DIFFUSE );
162 cloud3d_imposter_state->setMaterial( GL_DIFFUSE, 1, 1, 1, 1 );
163 cloud3d_imposter_state->setMaterial( GL_AMBIENT, 1, 1, 1, 1 );
164 cloud3d_imposter_state->setMaterial( GL_EMISSION, 0, 0, 0, 1 );
165 cloud3d_imposter_state->setMaterial( GL_SPECULAR, 0, 0, 0, 1 );
166 cloud3d_imposter_state->enable( GL_BLEND );
167 cloud3d_imposter_state->enable( GL_ALPHA_TEST );
168 cloud3d_imposter_state->disable( GL_LIGHTING );
170 hud_and_panel = new ssgSimpleState;
171 hud_and_panel->ref();
172 hud_and_panel->disable( GL_CULL_FACE );
173 hud_and_panel->disable( GL_TEXTURE_2D );
174 hud_and_panel->disable( GL_LIGHTING );
175 hud_and_panel->enable( GL_BLEND );
177 menus = new ssgSimpleState;
179 menus->disable( GL_CULL_FACE );
180 menus->disable( GL_TEXTURE_2D );
181 menus->enable( GL_BLEND );
185 // Initialize various GL/view parameters
187 FGRenderer::init( void ) {
189 FGLight *l = (FGLight *)(globals->get_subsystem("lighting"));
191 // Go full screen if requested ...
192 if ( fgGetBool("/sim/startup/fullscreen") ) {
196 // If enabled, normal vectors specified with glNormal are scaled
197 // to unit length after transformation. Enabling this has
198 // performance implications. See the docs for glNormal.
199 // glEnable( GL_NORMALIZE );
201 glEnable( GL_LIGHTING );
202 glEnable( GL_LIGHT0 );
203 // glLightfv( GL_LIGHT0, GL_POSITION, l->sun_vec ); // done later with ssg
206 sgSetVec3( sunpos, l->sun_vec()[0], l->sun_vec()[1], l->sun_vec()[2] );
207 ssgGetLight( 0 ) -> setPosition( sunpos );
209 glFogi (GL_FOG_MODE, GL_EXP2);
210 if ( (!strcmp(fgGetString("/sim/rendering/fog"), "disabled")) ||
211 (!fgGetBool("/sim/rendering/shading"))) {
212 // if fastest fog requested, or if flat shading force fastest
213 glHint ( GL_FOG_HINT, GL_FASTEST );
214 } else if ( !strcmp(fgGetString("/sim/rendering/fog"), "nicest") ) {
215 glHint ( GL_FOG_HINT, GL_NICEST );
217 if ( fgGetBool("/sim/rendering/wireframe") ) {
219 glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
222 // This is the default anyways, but it can't hurt
223 glFrontFace ( GL_CCW );
226 // glEnable(GL_POINT_SMOOTH);
227 // glEnable(GL_LINE_SMOOTH);
228 // glEnable(GL_POLYGON_SMOOTH);
233 // Update all Visuals (redraws anything graphics related)
235 FGRenderer::update( bool refresh_camera_settings ) {
236 bool scenery_loaded = fgGetBool("sim/sceneryloaded") || fgGetBool("sim/sceneryloaded-override");
238 if ( idle_state < 1000 || !scenery_loaded ) {
239 // still initializing, draw the splash screen
242 // Keep resetting sim time while the sim is initializing
243 globals->set_sim_time_sec( 0.0 );
244 SGAnimation::set_sim_time_sec( 0.0 );
249 bool draw_otw = fgGetBool("/sim/rendering/draw-otw");
250 bool skyblend = fgGetBool("/sim/rendering/skyblend");
251 bool enhanced_lighting = fgGetBool("/sim/rendering/enhanced-lighting");
252 bool distance_attenuation = fgGetBool("/sim/rendering/distance-attenuation");
253 bool volumetric_clouds = sgEnviro.get_clouds_enable_state();
254 #ifdef FG_ENABLE_MULTIPASS_CLOUDS
255 bool multi_pass_clouds = fgGetBool("/sim/rendering/multi-pass-clouds") &&
256 !volumetric_clouds &&
257 !SGCloudLayer::enable_bump_mapping; // ugly artefact now
259 bool multi_pass_clouds = false;
261 bool draw_clouds = fgGetBool("/environment/clouds/status");
263 GLfloat black[4] = { 0.0, 0.0, 0.0, 1.0 };
264 GLfloat white[4] = { 1.0, 1.0, 1.0, 1.0 };
266 // static const SGPropertyNode *longitude
267 // = fgGetNode("/position/longitude-deg");
268 // static const SGPropertyNode *latitude
269 // = fgGetNode("/position/latitude-deg");
270 // static const SGPropertyNode *altitude
271 // = fgGetNode("/position/altitude-ft");
272 static const SGPropertyNode *groundlevel_nearplane
273 = fgGetNode("/sim/current-view/ground-level-nearplane-m");
275 FGLight *l = (FGLight *)(globals->get_subsystem("lighting"));
276 static double last_visibility = -9999;
279 double actual_visibility;
280 if (fgGetBool("/environment/clouds/status")) {
281 actual_visibility = thesky->get_visibility();
283 actual_visibility = fgGetDouble("/environment/visibility-m");
286 if ( actual_visibility != last_visibility ) {
287 last_visibility = actual_visibility;
289 fog_exp_density = m_log01 / actual_visibility;
290 fog_exp2_density = sqrt_m_log01 / actual_visibility;
291 ground_exp2_punch_through = sqrt_m_log01 / (actual_visibility * 1.5);
292 if ( actual_visibility < 8000 ) {
293 rwy_exp2_punch_through = sqrt_m_log01 / (actual_visibility * 2.5);
294 taxi_exp2_punch_through = sqrt_m_log01 / (actual_visibility * 1.5);
296 rwy_exp2_punch_through = sqrt_m_log01 / ( 8000 * 2.5 );
297 taxi_exp2_punch_through = sqrt_m_log01 / ( 8000 * 1.5 );
302 // GLfloat black[4] = { 0.0, 0.0, 0.0, 1.0 };
303 // GLfloat white[4] = { 1.0, 1.0, 1.0, 1.0 };
304 // GLfloat terrain_color[4] = { 0.54, 0.44, 0.29, 1.0 };
305 // GLfloat mat_shininess[] = { 10.0 };
306 GLbitfield clear_mask;
308 // idle_state is now 1000 meaning we've finished all our
309 // initializations and are running the main loop, so this will
310 // now work without seg faulting the system.
312 FGViewer *current__view = globals->get_current_view();
314 // calculate our current position in cartesian space
315 Point3D cntr = globals->get_scenery()->get_next_center();
316 globals->get_scenery()->set_center(cntr);
317 current__view->set_scenery_center(cntr);
319 if ( refresh_camera_settings ) {
321 resize( fgGetInt("/sim/startup/xsize"),
322 fgGetInt("/sim/startup/ysize") );
324 // Tell GL we are switching to model view parameters
325 glMatrixMode(GL_MODELVIEW);
327 ssgSetCamera( (sgVec4 *)current__view->get_VIEW() );
330 if ( fgGetBool("/sim/rendering/clouds3d") ) {
331 glClear( GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT );
332 cloud3d_imposter_state->force();
334 glColor4f( 1.0, 1.0, 1.0, 1.0 );
335 glEnable(GL_DEPTH_TEST);
337 glBlendFunc( GL_ONE, GL_ONE_MINUS_SRC_ALPHA ) ;
339 #ifdef FG_USE_CLOUDS_3D
340 if ( _bcloud_orig ) {
341 Point3D c = globals->get_scenery()->get_center();
342 sgClouds3d->Set_Cloud_Orig( &c );
343 _bcloud_orig = false;
345 sgClouds3d->Update( current__view->get_absolute_view_pos() );
347 glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ) ;
348 glDisable(GL_DEPTH_TEST);
351 clear_mask = GL_DEPTH_BUFFER_BIT;
352 if ( fgGetBool("/sim/rendering/wireframe") ) {
353 clear_mask |= GL_COLOR_BUFFER_BIT;
357 if ( fgGetBool("/sim/rendering/textures") ) {
358 // glClearColor(black[0], black[1], black[2], black[3]);
359 glClearColor(l->adj_fog_color()[0], l->adj_fog_color()[1],
360 l->adj_fog_color()[2], l->adj_fog_color()[3]);
361 clear_mask |= GL_COLOR_BUFFER_BIT;
364 glClearColor(l->sky_color()[0], l->sky_color()[1],
365 l->sky_color()[2], l->sky_color()[3]);
366 clear_mask |= GL_COLOR_BUFFER_BIT;
368 if ( multi_pass_clouds && draw_clouds ) {
370 clear_mask |= GL_STENCIL_BUFFER_BIT;
372 glClear( clear_mask );
374 // set the opengl state to known default values
375 default_state->force();
377 // update fog params if visibility has changed
378 double visibility_meters = fgGetDouble("/environment/visibility-m");
379 thesky->set_visibility(visibility_meters);
381 thesky->modify_vis( cur_fdm_state->get_Altitude() * SG_FEET_TO_METER,
382 ( global_multi_loop * fgGetInt("/sim/speed-up") )
383 / (double)fgGetInt("/sim/model-hz") );
385 // Set correct opengl fog density
386 glFogf (GL_FOG_DENSITY, fog_exp2_density);
388 // update the sky dome
391 SG_LOG( SG_GENERAL, SG_BULK, "thesky->repaint() sky_color = "
392 << l->sky_color()[0] << " "
393 << l->sky_color()[1] << " "
394 << l->sky_color()[2] << " "
395 << l->sky_color()[3] );
396 SG_LOG( SG_GENERAL, SG_BULK, " fog = "
397 << l->fog_color()[0] << " "
398 << l->fog_color()[1] << " "
399 << l->fog_color()[2] << " "
400 << l->fog_color()[3] );
401 SG_LOG( SG_GENERAL, SG_BULK,
402 " sun_angle = " << l->sun_angle
403 << " moon_angle = " << l->moon_angle );
406 static SGSkyColor scolor;
407 FGLight *l = (FGLight *)(globals->get_subsystem("lighting"));
409 scolor.sky_color = l->sky_color();
410 scolor.fog_color = l->adj_fog_color();
411 scolor.cloud_color = l->cloud_color();
412 scolor.sun_angle = l->get_sun_angle();
413 scolor.moon_angle = l->get_moon_angle();
414 scolor.nplanets = globals->get_ephem()->getNumPlanets();
415 scolor.nstars = globals->get_ephem()->getNumStars();
416 scolor.planet_data = globals->get_ephem()->getPlanets();
417 scolor.star_data = globals->get_ephem()->getStars();
419 thesky->repaint( scolor );
422 SG_LOG( SG_GENERAL, SG_BULK,
423 "thesky->reposition( view_pos = " << view_pos[0] << " "
424 << view_pos[1] << " " << view_pos[2] );
425 SG_LOG( SG_GENERAL, SG_BULK,
426 " zero_elev = " << zero_elev[0] << " "
427 << zero_elev[1] << " " << zero_elev[2]
428 << " lon = " << cur_fdm_state->get_Longitude()
429 << " lat = " << cur_fdm_state->get_Latitude() );
430 SG_LOG( SG_GENERAL, SG_BULK,
431 " sun_rot = " << l->get_sun_rotation
432 << " gst = " << SGTime::cur_time_params->getGst() );
433 SG_LOG( SG_GENERAL, SG_BULK,
434 " sun ra = " << globals->get_ephem()->getSunRightAscension()
435 << " sun dec = " << globals->get_ephem()->getSunDeclination()
436 << " moon ra = " << globals->get_ephem()->getMoonRightAscension()
437 << " moon dec = " << globals->get_ephem()->getMoonDeclination() );
440 // The sun and moon distances are scaled down versions
441 // of the actual distance to get both the moon and the sun
442 // within the range of the far clip plane.
443 // Moon distance: 384,467 kilometers
444 // Sun distance: 150,000,000 kilometers
445 double sun_horiz_eff, moon_horiz_eff;
446 if (fgGetBool("/sim/rendering/horizon-effect")) {
447 sun_horiz_eff = 0.67+pow(0.5+cos(l->get_sun_angle())*2/2, 0.33)/3;
448 moon_horiz_eff = 0.67+pow(0.5+cos(l->get_moon_angle())*2/2, 0.33)/3;
450 sun_horiz_eff = moon_horiz_eff = 1.0;
453 static SGSkyState sstate;
455 sstate.view_pos = current__view->get_view_pos();
456 sstate.zero_elev = current__view->get_zero_elev();
457 sstate.view_up = current__view->get_world_up();
458 sstate.lon = current__view->getLongitude_deg()
459 * SGD_DEGREES_TO_RADIANS;
460 sstate.lat = current__view->getLatitude_deg()
461 * SGD_DEGREES_TO_RADIANS;
462 sstate.alt = current__view->getAltitudeASL_ft()
464 sstate.spin = l->get_sun_rotation();
465 sstate.gst = globals->get_time_params()->getGst();
466 sstate.sun_ra = globals->get_ephem()->getSunRightAscension();
467 sstate.sun_dec = globals->get_ephem()->getSunDeclination();
468 sstate.sun_dist = 50000.0 * sun_horiz_eff;
469 sstate.moon_ra = globals->get_ephem()->getMoonRightAscension();
470 sstate.moon_dec = globals->get_ephem()->getMoonDeclination();
471 sstate.moon_dist = 40000.0 * moon_horiz_eff;
473 thesky->reposition( sstate, delta_time_sec );
476 glEnable( GL_DEPTH_TEST );
477 if ( strcmp(fgGetString("/sim/rendering/fog"), "disabled") ) {
479 glFogi( GL_FOG_MODE, GL_EXP2 );
480 glFogfv( GL_FOG_COLOR, l->adj_fog_color() );
483 // set sun/lighting parameters
484 ssgGetLight( 0 ) -> setPosition( l->sun_vec() );
486 // GL_LIGHT_MODEL_AMBIENT has a default non-zero value so if
487 // we only update GL_AMBIENT for our lights we will never get
488 // a completely dark scene. So, we set GL_LIGHT_MODEL_AMBIENT
489 // explicitely to black.
490 glLightModelfv( GL_LIGHT_MODEL_AMBIENT, black );
492 ssgGetLight( 0 ) -> setColour( GL_AMBIENT, l->scene_ambient() );
493 ssgGetLight( 0 ) -> setColour( GL_DIFFUSE, l->scene_diffuse() );
494 ssgGetLight( 0 ) -> setColour( GL_SPECULAR, l->scene_specular() );
496 sgEnviro.setLight(l->adj_fog_color());
498 // texture parameters
499 // glEnable( GL_TEXTURE_2D );
500 glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ) ;
501 glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST ) ;
504 current_aircraft.fdm_state->get_Altitude() * SG_FEET_TO_METER
505 - globals->get_scenery()->get_cur_elev();
508 scene_nearplane = 10.0f;
509 scene_farplane = 120000.0f;
511 scene_nearplane = groundlevel_nearplane->getDoubleValue();
512 scene_farplane = 120000.0f;
515 setNearFar( scene_nearplane, scene_farplane );
517 sgEnviro.startOfFrame(current__view->get_view_pos(),
518 current__view->get_world_up(),
519 current__view->getLongitude_deg(),
520 current__view->getLatitude_deg(),
521 current__view->getAltitudeASL_ft() * SG_FEET_TO_METER,
524 if ( draw_otw && skyblend ) {
525 // draw the sky backdrop
527 // we need a white diffuse light for the phase of the moon
528 ssgGetLight( 0 ) -> setColour( GL_DIFFUSE, white );
529 thesky->preDraw( cur_fdm_state->get_Altitude() * SG_FEET_TO_METER,
531 // return to the desired diffuse color
532 ssgGetLight( 0 ) -> setColour( GL_DIFFUSE, l->scene_diffuse() );
535 // draw the ssg scene
536 glEnable( GL_DEPTH_TEST );
538 if ( fgGetBool("/sim/rendering/wireframe") ) {
540 glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
546 FGTileMgr::set_tile_filter( true );
547 sgSetModelFilter( false );
548 globals->get_aircraft_model()->select( false );
549 ssgCullAndDraw( globals->get_scenery()->get_scene_graph() );
551 // Disable depth buffer update, draw the clouds
552 glDepthMask( GL_FALSE );
553 if( !volumetric_clouds )
554 thesky->drawUpperClouds();
555 if ( multi_pass_clouds ) {
556 thesky->drawLowerClouds();
558 glDepthMask( GL_TRUE );
560 if ( multi_pass_clouds ) {
561 // Draw the objects except the aircraft
562 // and update the stencil buffer with 1
563 glEnable( GL_STENCIL_TEST );
564 glStencilFunc( GL_ALWAYS, 1, 1 );
565 glStencilOp( GL_KEEP, GL_KEEP, GL_REPLACE );
567 FGTileMgr::set_tile_filter( false );
568 sgSetModelFilter( true );
569 ssgCullAndDraw( globals->get_scenery()->get_scene_graph() );
571 FGTileMgr::set_tile_filter( true );
572 sgSetModelFilter( true );
573 globals->get_aircraft_model()->select( false );
574 ssgCullAndDraw( globals->get_scenery()->get_scene_graph() );
578 // This is a bit kludgy. Every 200 frames, do an extra
579 // traversal of the scene graph without drawing anything, but
580 // with the field-of-view set to 360x360 degrees. This
581 // ensures that out-of-range random objects that are not in
582 // the current view frustum will still be freed properly.
583 static int counter = 0;
585 if (counter >= 200) {
588 // No need to put the near plane too close;
589 // this way, at least the aircraft can be
591 f.setNearFar(1000, 1000000);
593 ssgGetModelviewMatrix(m);
594 FGTileMgr::set_tile_filter( true );
595 sgSetModelFilter( true );
596 globals->get_scenery()->get_scene_graph()->cull(&f, m, true);
600 // change state for lighting here
602 // draw runway lighting
603 glFogf (GL_FOG_DENSITY, rwy_exp2_punch_through);
605 // CLO - 02/25/2005 - DO WE NEED THIS extra fgSetNearFar()?
606 // fgSetNearFar( scene_nearplane, scene_farplane );
608 if ( enhanced_lighting ) {
610 // Enable states for drawing points with GL_extension
611 glEnable(GL_POINT_SMOOTH);
613 if ( distance_attenuation && glPointParameterIsSupported )
615 // Enable states for drawing points with GL_extension
616 glEnable(GL_POINT_SMOOTH);
618 float quadratic[3] = {1.0, 0.001, 0.0000001};
619 // makes the points fade as they move away
620 glPointParameterfvPtr(GL_DISTANCE_ATTENUATION_EXT, quadratic);
621 glPointParameterfPtr(GL_POINT_SIZE_MIN_EXT, 1.0);
626 // blending function for runway lights
627 glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) ;
630 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
631 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
632 glEnable(GL_TEXTURE_GEN_S);
633 glEnable(GL_TEXTURE_GEN_T);
634 glPolygonMode(GL_FRONT, GL_POINT);
636 // draw runway lighting
638 ssgCullAndDraw( globals->get_scenery()->get_vasi_lights_root() );
639 ssgCullAndDraw( globals->get_scenery()->get_rwy_lights_root() );
642 // change punch through and then draw taxi lighting
643 glFogf ( GL_FOG_DENSITY, fog_exp2_density );
645 // sgSetVec3( taxi_fog, 0.0, 0.0, 0.0 );
646 // glFogfv ( GL_FOG_COLOR, taxi_fog );
648 ssgCullAndDraw( globals->get_scenery()->get_taxi_lights_root() );
652 glPolygonMode(GL_FRONT, GL_FILL);
653 glDisable(GL_TEXTURE_GEN_S);
654 glDisable(GL_TEXTURE_GEN_T);
656 //static int _frame_count = 0;
657 //if (_frame_count % 30 == 0) {
658 // printf("SSG: %s\n", ssgShowStats());
666 if ( enhanced_lighting ) {
667 if ( distance_attenuation && glPointParameterIsSupported ) {
668 glPointParameterfvPtr(GL_DISTANCE_ATTENUATION_EXT,
669 default_attenuation);
673 glDisable(GL_POINT_SMOOTH);
676 // draw ground lighting
677 glFogf (GL_FOG_DENSITY, ground_exp2_punch_through);
679 ssgCullAndDraw( globals->get_scenery()->get_gnd_lights_root() );
682 if ( draw_otw && fgGetBool("/sim/rendering/clouds3d") ) {
684 glDisable( GL_LIGHTING );
685 // cout << "drawing new clouds" << endl;
687 glEnable(GL_DEPTH_TEST);
689 glBlendFunc( GL_ONE, GL_ONE_MINUS_SRC_ALPHA ) ;
692 glEnable( GL_TEXTURE_2D );
693 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
694 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
695 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
696 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
699 #ifdef FG_USE_CLOUDS_3D
700 sgClouds3d->Draw((sgVec4 *)current__view->get_VIEW());
703 glEnable( GL_LIGHTING );
704 glEnable( GL_DEPTH_TEST );
705 glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ) ;
708 sgEnviro.drawLightning();
710 if ( draw_otw && draw_clouds ) {
711 if ( multi_pass_clouds ) {
712 // Disable depth buffer update, draw the clouds where the
713 // objects overwrite the already drawn clouds, by testing
714 // the stencil buffer against 1
715 glDepthMask( GL_FALSE );
716 glStencilFunc( GL_EQUAL, 1, 1 );
717 glStencilOp( GL_KEEP, GL_KEEP, GL_KEEP );
718 thesky->drawUpperClouds();
719 thesky->drawLowerClouds();
720 glDepthMask( GL_TRUE );
721 glDisable( GL_STENCIL_TEST );
723 glDepthMask( GL_FALSE );
724 if( volumetric_clouds )
725 thesky->drawUpperClouds();
726 thesky->drawLowerClouds();
727 glDepthMask( GL_TRUE );
730 sgEnviro.drawPrecipitation(
731 fgGetDouble("/environment/metar/rain-norm", 0.0),
732 fgGetDouble("/environment/metar/snow-norm", 0.0),
733 fgGetDouble("/environment/metar/hail-norm", 0.0),
734 current__view->getPitch_deg() - current__view->getPitchOffset_deg(),
735 current__view->getRoll_deg() + current__view->getRollOffset_deg(),
736 - current__view->getHeadingOffset_deg(),
737 fgGetDouble("/velocities/airspeed-kt", 0.0));
740 FGTileMgr::set_tile_filter( false );
741 sgSetModelFilter( false );
742 globals->get_aircraft_model()->select( true );
743 globals->get_model_mgr()->draw();
744 globals->get_aircraft_model()->draw();
745 // If the view is internal, the previous line draw the
746 // cockpit with modified near/far clip planes and deselect
747 // the aircraft in the global scenegraph
748 // Otherwise, it just enables the aircraft: The scenegraph
749 // must be drawn again to see the plane.
750 ssgCullAndDraw( globals->get_scenery()->get_scene_graph() );
751 FGTileMgr::set_tile_filter( true );
752 sgSetModelFilter( true );
753 globals->get_aircraft_model()->select( true );
756 // display HUD && Panel
758 glDisable( GL_DEPTH_TEST );
759 // glDisable( GL_CULL_FACE );
760 // glDisable( GL_TEXTURE_2D );
762 // update the controls subsystem
763 globals->get_controls()->update(delta_time_sec);
765 hud_and_panel->apply();
768 // Use the hud_and_panel ssgSimpleState for rendering the ATC output
769 // This only works properly if called before the panel call
770 if((fgGetBool("/sim/atc/enabled")) || (fgGetBool("/sim/ai-traffic/enabled")))
771 globals->get_ATC_display()->update(delta_time_sec);
773 // update the panel subsystem
774 if ( globals->get_current_panel() != NULL ) {
775 globals->get_current_panel()->update(delta_time_sec);
779 // We can do translucent menus, so why not. :-)
781 glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ) ;
783 // glDisable ( GL_BLEND ) ;
785 glEnable( GL_DEPTH_TEST );
788 // Fade out the splash screen over the first three seconds.
789 double t = globals->get_sim_time_sec();
791 fgSplashUpdate((2.5 - t) / 2.5);
796 // options.cxx needs to see this for toggle_panel()
797 // Handle new window size or exposure
799 FGRenderer::resize( int width, int height ) {
802 if ( (!fgGetBool("/sim/virtual-cockpit"))
803 && fgPanelVisible() && idle_state == 1000 ) {
804 view_h = (int)(height * (globals->get_current_panel()->getViewHeight() -
805 globals->get_current_panel()->getYOffset()) / 768.0);
810 glViewport( 0, (GLint)(height - view_h), (GLint)(width), (GLint)(view_h) );
812 fgSetInt("/sim/startup/xsize", width);
813 fgSetInt("/sim/startup/ysize", height);
814 guiInitMouse(width, height);
817 FGViewMgr *viewmgr = globals->get_viewmgr();
819 for ( int i = 0; i < viewmgr->size(); ++i ) {
820 viewmgr->get_view(i)->
821 set_aspect_ratio((float)view_h / (float)width);
824 setFOV( viewmgr->get_current_view()->get_h_fov(),
825 viewmgr->get_current_view()->get_v_fov() );
826 // cout << "setFOV(" << viewmgr->get_current_view()->get_h_fov()
827 // << ", " << viewmgr->get_current_view()->get_v_fov() << ")"
830 #ifdef FG_USE_CLOUDS_3D
831 sgClouds3d->Resize( viewmgr->get_current_view()->get_h_fov(),
832 viewmgr->get_current_view()->get_v_fov() );
841 // These are wrapper functions around ssgSetNearFar() and ssgSetFOV()
842 // which will post process and rewrite the resulting frustum if we
843 // want to do asymmetric view frustums.
845 static void fgHackFrustum() {
847 // specify a percent of the configured view frustum to actually
848 // display. This is a bit of a hack to achieve asymmetric view
849 // frustums. For instance, if you want to display two monitors
850 // side by side, you could specify each with a double fov, a 0.5
851 // aspect ratio multiplier, and then the left side monitor would
852 // have a left_pct = 0.0, a right_pct = 0.5, a bottom_pct = 0.0,
853 // and a top_pct = 1.0. The right side monitor would have a
854 // left_pct = 0.5 and a right_pct = 1.0.
856 static SGPropertyNode *left_pct
857 = fgGetNode("/sim/current-view/frustum-left-pct");
858 static SGPropertyNode *right_pct
859 = fgGetNode("/sim/current-view/frustum-right-pct");
860 static SGPropertyNode *bottom_pct
861 = fgGetNode("/sim/current-view/frustum-bottom-pct");
862 static SGPropertyNode *top_pct
863 = fgGetNode("/sim/current-view/frustum-top-pct");
865 sgFrustum *f = ssgGetFrustum();
867 // cout << " l = " << f->getLeft()
868 // << " r = " << f->getRight()
869 // << " b = " << f->getBot()
870 // << " t = " << f->getTop()
871 // << " n = " << f->getNear()
872 // << " f = " << f->getFar()
875 double width = f->getRight() - f->getLeft();
876 double height = f->getTop() - f->getBot();
880 if ( left_pct != NULL ) {
881 l = f->getLeft() + width * left_pct->getDoubleValue();
886 if ( right_pct != NULL ) {
887 r = f->getLeft() + width * right_pct->getDoubleValue();
892 if ( bottom_pct != NULL ) {
893 b = f->getBot() + height * bottom_pct->getDoubleValue();
898 if ( top_pct != NULL ) {
899 t = f->getBot() + height * top_pct->getDoubleValue();
904 ssgSetFrustum(l, r, b, t, f->getNear(), f->getFar());
908 // we need some static storage space for these values. However, we
909 // can't store it in a renderer class object because the functions
910 // that manipulate these are static. They are static so they can
911 // interface to the display callback system. There's probably a
912 // better way, there has to be a better way, but I'm not seeing it
914 static float fov_width = 55.0;
915 static float fov_height = 42.0;
916 static float fov_near = 1.0;
917 static float fov_far = 1000.0;
920 /** FlightGear code should use this routine to set the FOV rather than
921 * calling the ssg routine directly
923 void FGRenderer::setFOV( float w, float h ) {
927 // fully specify the view frustum before hacking it (so we don't
928 // accumulate hacked effects
930 ssgSetNearFar( fov_near, fov_far );
932 sgEnviro.setFOV( w, h );
936 /** FlightGear code should use this routine to set the Near/Far clip
937 * planes rather than calling the ssg routine directly
939 void FGRenderer::setNearFar( float n, float f ) {
943 // fully specify the view frustum before hacking it (so we don't
944 // accumulate hacked effects
945 ssgSetNearFar( n, f );
946 ssgSetFOV( fov_width, fov_height );
952 // end of renderer.cxx