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/redout.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::RenderInfo& renderInfo) const
126 { drawImplementation(*renderInfo.getState()); }
127 void drawImplementation(osg::State& state) const
129 state.pushStateSet(getStateSet());
131 state.setActiveTextureUnit(0);
132 state.setClientActiveTextureUnit(0);
133 state.disableAllVertexArrays();
135 glPushAttrib(GL_ALL_ATTRIB_BITS);
136 glPushClientAttrib(~0u);
138 if((fgGetBool("/sim/atc/enabled"))
139 || (fgGetBool("/sim/ai-traffic/enabled")))
140 globals->get_ATC_display()->update(delta_time_sec, state);
148 state.dirtyAllModes();
149 state.dirtyAllAttributes();
150 state.dirtyAllVertexArrays();
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::RenderInfo& renderInfo) const
179 { drawImplementation(*renderInfo.getState()); }
180 void drawImplementation(osg::State& state) const
182 state.pushStateSet(getStateSet());
184 state.setActiveTextureUnit(0);
185 state.setClientActiveTextureUnit(0);
186 state.disableAllVertexArrays();
188 glPushAttrib(GL_ALL_ATTRIB_BITS);
189 glPushClientAttrib(~0u);
191 fgCockpitUpdate(&state);
193 FGInstrumentMgr *instr = static_cast<FGInstrumentMgr*>(globals->get_subsystem("instrumentation"));
194 HUD *hud = static_cast<HUD*>(instr->get_subsystem("hud"));
197 // update the panel subsystem
198 if ( globals->get_current_panel() != NULL )
199 globals->get_current_panel()->update(state);
200 // We don't need a state here - can be safely removed when we can pick
208 state.dirtyAllModes();
209 state.dirtyAllAttributes();
210 state.dirtyAllVertexArrays();
213 virtual osg::Object* cloneType() const { return new SGHUDAndPanelDrawable; }
214 virtual osg::Object* clone(const osg::CopyOp&) const { return new SGHUDAndPanelDrawable; }
219 class FGLightSourceUpdateCallback : public osg::NodeCallback {
221 virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
223 assert(dynamic_cast<osg::LightSource*>(node));
224 osg::LightSource* lightSource = static_cast<osg::LightSource*>(node);
225 osg::Light* light = lightSource->getLight();
227 FGLight *l = static_cast<FGLight*>(globals->get_subsystem("lighting"));
228 light->setAmbient(l->scene_ambient().osg());
229 light->setDiffuse(l->scene_diffuse().osg());
230 light->setSpecular(l->scene_specular().osg());
231 SGVec4f position(l->sun_vec()[0], l->sun_vec()[1], l->sun_vec()[2], 0);
232 light->setPosition(position.osg());
233 SGVec3f direction(l->sun_vec()[0], l->sun_vec()[1], l->sun_vec()[2]);
234 light->setDirection(direction.osg());
235 light->setSpotExponent(0);
236 light->setSpotCutoff(180);
237 light->setConstantAttenuation(1);
238 light->setLinearAttenuation(0);
239 light->setQuadraticAttenuation(0);
245 class FGWireFrameModeUpdateCallback : public osg::StateAttribute::Callback {
247 FGWireFrameModeUpdateCallback() :
248 mWireframe(fgGetNode("/sim/rendering/wireframe"))
250 virtual void operator()(osg::StateAttribute* stateAttribute,
253 assert(dynamic_cast<osg::PolygonMode*>(stateAttribute));
254 osg::PolygonMode* polygonMode;
255 polygonMode = static_cast<osg::PolygonMode*>(stateAttribute);
257 if (mWireframe->getBoolValue())
258 polygonMode->setMode(osg::PolygonMode::FRONT_AND_BACK,
259 osg::PolygonMode::LINE);
261 polygonMode->setMode(osg::PolygonMode::FRONT_AND_BACK,
262 osg::PolygonMode::FILL);
265 SGSharedPtr<SGPropertyNode> mWireframe;
268 class FGLightModelUpdateCallback : public osg::StateAttribute::Callback {
270 FGLightModelUpdateCallback() :
271 mHighlights(fgGetNode("/sim/rendering/specular-highlight"))
273 virtual void operator()(osg::StateAttribute* stateAttribute,
276 assert(dynamic_cast<osg::LightModel*>(stateAttribute));
277 osg::LightModel* lightModel;
278 lightModel = static_cast<osg::LightModel*>(stateAttribute);
281 FGLight *l = static_cast<FGLight*>(globals->get_subsystem("lighting"));
282 lightModel->setAmbientIntensity(l->scene_ambient().osg());
284 lightModel->setAmbientIntensity(osg::Vec4(0, 0, 0, 1));
286 lightModel->setTwoSided(true);
287 lightModel->setLocalViewer(false);
289 if (mHighlights->getBoolValue()) {
290 lightModel->setColorControl(osg::LightModel::SEPARATE_SPECULAR_COLOR);
292 lightModel->setColorControl(osg::LightModel::SINGLE_COLOR);
296 SGSharedPtr<SGPropertyNode> mHighlights;
299 class FGFogEnableUpdateCallback : public osg::StateSet::Callback {
301 FGFogEnableUpdateCallback() :
302 mFogEnabled(fgGetNode("/sim/rendering/fog"))
304 virtual void operator()(osg::StateSet* stateSet, osg::NodeVisitor*)
306 if (strcmp(mFogEnabled->getStringValue(), "disabled") == 0) {
307 stateSet->setMode(GL_FOG, osg::StateAttribute::OFF);
309 stateSet->setMode(GL_FOG, osg::StateAttribute::ON);
313 SGSharedPtr<SGPropertyNode> mFogEnabled;
316 class FGFogUpdateCallback : public osg::StateAttribute::Callback {
318 virtual void operator () (osg::StateAttribute* sa, osg::NodeVisitor* nv)
320 assert(dynamic_cast<SGUpdateVisitor*>(nv));
321 assert(dynamic_cast<osg::Fog*>(sa));
322 SGUpdateVisitor* updateVisitor = static_cast<SGUpdateVisitor*>(nv);
323 osg::Fog* fog = static_cast<osg::Fog*>(sa);
324 fog->setMode(osg::Fog::EXP2);
325 fog->setColor(updateVisitor->getFogColor().osg());
326 fog->setDensity(updateVisitor->getFogExp2Density());
330 // update callback for the switch node guarding that splash
331 class FGScenerySwitchCallback : public osg::NodeCallback {
333 virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
335 assert(dynamic_cast<osg::Switch*>(node));
336 osg::Switch* sw = static_cast<osg::Switch*>(node);
338 double t = globals->get_sim_time_sec();
339 bool enabled = 0 < t;
340 sw->setValue(0, enabled);
350 osg::ref_ptr<osgUtil::SceneView> sceneView = new osgUtil::SceneView; // This SceneView is used by class FGJpegHttpd ( jpg-httpd.cxx )
351 static osg::ref_ptr<osg::FrameStamp> mFrameStamp = new osg::FrameStamp;
352 static osg::ref_ptr<SGUpdateVisitor> mUpdateVisitor= new SGUpdateVisitor;
354 static osg::ref_ptr<osg::Group> mRealRoot = new osg::Group;
356 static osg::ref_ptr<osg::Group> mRoot = new osg::Group;
358 static osg::ref_ptr<osg::CameraView> mCameraView = new osg::CameraView;
359 static osg::ref_ptr<osg::Camera> mBackGroundCamera = new osg::Camera;
361 FGRenderer::FGRenderer()
363 #ifdef FG_JPEG_SERVER
364 jpgRenderFrame = FGRenderer::update;
368 FGRenderer::~FGRenderer()
370 #ifdef FG_JPEG_SERVER
371 jpgRenderFrame = NULL;
375 // Initialize various GL/view parameters
377 FGRenderer::splashinit( void ) {
378 // Add the splash screen node
379 mRealRoot->addChild(fgCreateSplashNode());
380 sceneView->setSceneData(mRealRoot.get());
382 sceneView->setDefaults(osgUtil::SceneView::COMPILE_GLOBJECTS_AT_INIT);
383 sceneView->setFrameStamp(mFrameStamp.get());
384 sceneView->setUpdateVisitor(mUpdateVisitor.get());
388 FGRenderer::init( void ) {
390 osg::initNotifyLevel();
392 // The number of polygon-offset "units" to place between layers. In
393 // principle, one is supposed to be enough. In practice, I find that
394 // my hardware/driver requires many more.
395 osg::PolygonOffset::setUnitsMultiplier(1);
396 osg::PolygonOffset::setFactorMultiplier(1);
398 // Go full screen if requested ...
399 if ( fgGetBool("/sim/startup/fullscreen") )
402 if ( (!strcmp(fgGetString("/sim/rendering/fog"), "disabled")) ||
403 (!fgGetBool("/sim/rendering/shading"))) {
404 // if fastest fog requested, or if flat shading force fastest
405 glHint ( GL_FOG_HINT, GL_FASTEST );
406 } else if ( !strcmp(fgGetString("/sim/rendering/fog"), "nicest") ) {
407 glHint ( GL_FOG_HINT, GL_DONT_CARE );
410 glHint(GL_POLYGON_SMOOTH_HINT, GL_DONT_CARE);
411 glHint(GL_LINE_SMOOTH_HINT, GL_DONT_CARE);
412 glHint(GL_POINT_SMOOTH_HINT, GL_DONT_CARE);
415 sceneView->setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR);
416 sceneView->getCamera()->setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR);
419 osg::StateSet* stateSet = mRoot->getOrCreateStateSet();
421 stateSet->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
423 stateSet->setAttribute(new osg::Depth(osg::Depth::LESS));
424 stateSet->setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF);
426 stateSet->setAttribute(new osg::AlphaFunc(osg::AlphaFunc::GREATER, 0.01));
427 stateSet->setMode(GL_ALPHA_TEST, osg::StateAttribute::OFF);
428 stateSet->setAttribute(new osg::BlendFunc);
429 stateSet->setMode(GL_BLEND, osg::StateAttribute::OFF);
431 stateSet->setMode(GL_FOG, osg::StateAttribute::OFF);
433 // this will be set below
434 stateSet->setMode(GL_NORMALIZE, osg::StateAttribute::OFF);
436 osg::Material* material = new osg::Material;
437 stateSet->setAttribute(material);
439 stateSet->setTextureAttribute(0, new osg::TexEnv);
440 stateSet->setTextureMode(0, GL_TEXTURE_2D, osg::StateAttribute::OFF);
443 // stateSet->setAttribute(new osg::CullFace(osg::CullFace::BACK));
444 // stateSet->setMode(GL_CULL_FACE, osg::StateAttribute::ON);
446 // this is the topmost scenegraph node for osg
447 mBackGroundCamera->addChild(thesky->getPreRoot());
448 mBackGroundCamera->setClearMask(0);
450 GLbitfield inheritanceMask = osg::CullSettings::ALL_VARIABLES;
451 inheritanceMask &= ~osg::CullSettings::COMPUTE_NEAR_FAR_MODE;
452 inheritanceMask &= ~osg::CullSettings::NEAR_FAR_RATIO;
453 inheritanceMask &= ~osg::CullSettings::CULLING_MODE;
454 mBackGroundCamera->setInheritanceMask(inheritanceMask);
455 mBackGroundCamera->setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR);
456 mBackGroundCamera->setCullingMode(osg::CullSettings::NO_CULLING);
457 mBackGroundCamera->setRenderOrder(osg::Camera::NESTED_RENDER);
459 stateSet = mBackGroundCamera->getOrCreateStateSet();
460 stateSet->setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF);
462 osg::Group* sceneGroup = new osg::Group;
463 sceneGroup->addChild(globals->get_scenery()->get_scene_graph());
464 sceneGroup->addChild(thesky->getCloudRoot());
466 stateSet = sceneGroup->getOrCreateStateSet();
467 stateSet->setMode(GL_BLEND, osg::StateAttribute::ON);
468 stateSet->setMode(GL_DEPTH_TEST, osg::StateAttribute::ON);
470 // need to update the light on every frame
471 osg::LightSource* lightSource = new osg::LightSource;
472 lightSource->setUpdateCallback(new FGLightSourceUpdateCallback);
473 // relative because of CameraView being just a clever transform node
474 lightSource->setReferenceFrame(osg::LightSource::RELATIVE_RF);
475 lightSource->setLocalStateSetModes(osg::StateAttribute::ON);
476 mRoot->addChild(lightSource);
478 lightSource->addChild(mBackGroundCamera.get());
479 lightSource->addChild(sceneGroup);
482 stateSet = globals->get_scenery()->get_scene_graph()->getOrCreateStateSet();
483 stateSet->setMode(GL_BLEND, osg::StateAttribute::ON);
484 stateSet->setMode(GL_ALPHA_TEST, osg::StateAttribute::ON);
485 stateSet->setMode(GL_LIGHTING, osg::StateAttribute::ON);
486 stateSet->setMode(GL_DEPTH_TEST, osg::StateAttribute::ON);
488 // enable disable specular highlights.
489 // is the place where we might plug in an other fragment shader ...
490 osg::LightModel* lightModel = new osg::LightModel;
491 lightModel->setUpdateCallback(new FGLightModelUpdateCallback);
492 stateSet->setAttribute(lightModel);
494 // switch to enable wireframe
495 osg::PolygonMode* polygonMode = new osg::PolygonMode;
496 polygonMode->setUpdateCallback(new FGWireFrameModeUpdateCallback);
497 stateSet->setAttributeAndModes(polygonMode);
499 // scene fog handling
500 osg::Fog* fog = new osg::Fog;
501 fog->setUpdateCallback(new FGFogUpdateCallback);
502 stateSet->setAttributeAndModes(fog);
503 stateSet->setUpdateCallback(new FGFogEnableUpdateCallback);
506 osg::Camera* guiCamera = new osg::Camera;
507 guiCamera->setRenderOrder(osg::Camera::POST_RENDER, 100);
508 guiCamera->setClearMask(0);
509 inheritanceMask = osg::CullSettings::ALL_VARIABLES;
510 inheritanceMask &= ~osg::CullSettings::COMPUTE_NEAR_FAR_MODE;
511 inheritanceMask &= ~osg::CullSettings::CULLING_MODE;
512 guiCamera->setInheritanceMask(inheritanceMask);
513 guiCamera->setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR);
514 guiCamera->setCullingMode(osg::CullSettings::NO_CULLING);
515 osg::Geode* geode = new osg::Geode;
516 geode->addDrawable(new SGPuDrawable);
517 geode->addDrawable(new SGHUDAndPanelDrawable);
518 guiCamera->addChild(geode);
520 mCameraView->addChild(mRoot.get());
522 osg::Switch* sw = new osg::Switch;
523 sw->setUpdateCallback(new FGScenerySwitchCallback);
524 sw->addChild(mCameraView.get());
526 mRealRoot->addChild(sw);
527 mRealRoot->addChild(FGCreateRedoutNode());
528 mRealRoot->addChild(guiCamera);
532 // Update all Visuals (redraws anything graphics related)
534 FGRenderer::update( bool refresh_camera_settings ) {
535 bool scenery_loaded = fgGetBool("sim/sceneryloaded")
536 || fgGetBool("sim/sceneryloaded-override");
538 if ( idle_state < 1000 || !scenery_loaded ) {
539 fgSetDouble("/sim/startup/splash-alpha", 1.0);
541 // Keep resetting sim time while the sim is initializing
542 globals->set_sim_time_sec( 0.0 );
544 // the splash screen is now in the scenegraph
552 // Fade out the splash screen over the first three seconds.
553 double sAlpha = SGMiscd::max(0, (2.5 - globals->get_sim_time_sec()) / 2.5);
554 fgSetDouble("/sim/startup/splash-alpha", sAlpha);
556 bool skyblend = fgGetBool("/sim/rendering/skyblend");
557 bool use_point_sprites = fgGetBool("/sim/rendering/point-sprites");
558 bool enhanced_lighting = fgGetBool("/sim/rendering/enhanced-lighting");
559 bool distance_attenuation
560 = fgGetBool("/sim/rendering/distance-attenuation");
562 SGConfigureDirectionalLights( use_point_sprites, enhanced_lighting,
563 distance_attenuation );
565 static const SGPropertyNode *groundlevel_nearplane
566 = fgGetNode("/sim/current-view/ground-level-nearplane-m");
568 FGLight *l = static_cast<FGLight*>(globals->get_subsystem("lighting"));
571 double actual_visibility;
572 if (fgGetBool("/environment/clouds/status")) {
573 actual_visibility = thesky->get_visibility();
575 actual_visibility = fgGetDouble("/environment/visibility-m");
578 // idle_state is now 1000 meaning we've finished all our
579 // initializations and are running the main loop, so this will
580 // now work without seg faulting the system.
582 FGViewer *current__view = globals->get_current_view();
583 // Force update of center dependent values ...
584 current__view->set_dirty();
586 if ( refresh_camera_settings ) {
588 resize( fgGetInt("/sim/startup/xsize"),
589 fgGetInt("/sim/startup/ysize") );
591 SGVec3d position = current__view->getViewPosition();
592 SGQuatd attitude = current__view->getViewOrientation();
593 SGVec3d osgPosition = attitude.transform(-position);
594 mCameraView->setPosition(osgPosition.osg());
595 mCameraView->setAttitude(inverse(attitude).osg());
599 if ( fgGetBool("/sim/rendering/textures") ) {
600 SGVec4f clearColor(l->adj_fog_color());
601 sceneView->getCamera()->setClearColor(clearColor.osg());
604 SGVec4f clearColor(l->sky_color());
605 sceneView->getCamera()->setClearColor(clearColor.osg());
608 // update fog params if visibility has changed
609 double visibility_meters = fgGetDouble("/environment/visibility-m");
610 thesky->set_visibility(visibility_meters);
612 thesky->modify_vis( cur_fdm_state->get_Altitude() * SG_FEET_TO_METER,
613 ( global_multi_loop * fgGetInt("/sim/speed-up") )
614 / (double)fgGetInt("/sim/model-hz") );
616 // update the sky dome
619 // The sun and moon distances are scaled down versions
620 // of the actual distance to get both the moon and the sun
621 // within the range of the far clip plane.
622 // Moon distance: 384,467 kilometers
623 // Sun distance: 150,000,000 kilometers
625 double sun_horiz_eff, moon_horiz_eff;
626 if (fgGetBool("/sim/rendering/horizon-effect")) {
627 sun_horiz_eff = 0.67+pow(0.5+cos(l->get_sun_angle())*2/2, 0.33)/3;
628 moon_horiz_eff = 0.67+pow(0.5+cos(l->get_moon_angle())*2/2, 0.33)/3;
630 sun_horiz_eff = moon_horiz_eff = 1.0;
633 static SGSkyState sstate;
635 sstate.view_pos = toVec3f(current__view->get_view_pos());
636 sstate.zero_elev = toVec3f(current__view->get_zero_elev());
637 sstate.view_up = current__view->get_world_up();
638 sstate.lon = current__view->getLongitude_deg()
639 * SGD_DEGREES_TO_RADIANS;
640 sstate.lat = current__view->getLatitude_deg()
641 * SGD_DEGREES_TO_RADIANS;
642 sstate.alt = current__view->getAltitudeASL_ft()
644 sstate.spin = l->get_sun_rotation();
645 sstate.gst = globals->get_time_params()->getGst();
646 sstate.sun_ra = globals->get_ephem()->getSunRightAscension();
647 sstate.sun_dec = globals->get_ephem()->getSunDeclination();
648 sstate.sun_dist = 50000.0 * sun_horiz_eff;
649 sstate.moon_ra = globals->get_ephem()->getMoonRightAscension();
650 sstate.moon_dec = globals->get_ephem()->getMoonDeclination();
651 sstate.moon_dist = 40000.0 * moon_horiz_eff;
652 sstate.sun_angle = l->get_sun_angle();
656 SG_LOG( SG_GENERAL, SG_BULK, "thesky->repaint() sky_color = "
657 << l->sky_color()[0] << " "
658 << l->sky_color()[1] << " "
659 << l->sky_color()[2] << " "
660 << l->sky_color()[3] );
661 SG_LOG( SG_GENERAL, SG_BULK, " fog = "
662 << l->fog_color()[0] << " "
663 << l->fog_color()[1] << " "
664 << l->fog_color()[2] << " "
665 << l->fog_color()[3] );
666 SG_LOG( SG_GENERAL, SG_BULK,
667 " sun_angle = " << l->sun_angle
668 << " moon_angle = " << l->moon_angle );
671 static SGSkyColor scolor;
673 scolor.sky_color = SGVec3f(l->sky_color().data());
674 scolor.fog_color = SGVec3f(l->adj_fog_color().data());
675 scolor.cloud_color = SGVec3f(l->cloud_color().data());
676 scolor.sun_angle = l->get_sun_angle();
677 scolor.moon_angle = l->get_moon_angle();
678 scolor.nplanets = globals->get_ephem()->getNumPlanets();
679 scolor.nstars = globals->get_ephem()->getNumStars();
680 scolor.planet_data = globals->get_ephem()->getPlanets();
681 scolor.star_data = globals->get_ephem()->getStars();
683 thesky->reposition( sstate, delta_time_sec );
684 thesky->repaint( scolor );
687 SG_LOG( SG_GENERAL, SG_BULK,
688 "thesky->reposition( view_pos = " << view_pos[0] << " "
689 << view_pos[1] << " " << view_pos[2] );
690 SG_LOG( SG_GENERAL, SG_BULK,
691 " zero_elev = " << zero_elev[0] << " "
692 << zero_elev[1] << " " << zero_elev[2]
693 << " lon = " << cur_fdm_state->get_Longitude()
694 << " lat = " << cur_fdm_state->get_Latitude() );
695 SG_LOG( SG_GENERAL, SG_BULK,
696 " sun_rot = " << l->get_sun_rotation
697 << " gst = " << SGTime::cur_time_params->getGst() );
698 SG_LOG( SG_GENERAL, SG_BULK,
699 " sun ra = " << globals->get_ephem()->getSunRightAscension()
700 << " sun dec = " << globals->get_ephem()->getSunDeclination()
701 << " moon ra = " << globals->get_ephem()->getMoonRightAscension()
702 << " moon dec = " << globals->get_ephem()->getMoonDeclination() );
706 // shadows->setupShadows(
707 // current__view->getLongitude_deg(),
708 // current__view->getLatitude_deg(),
709 // globals->get_time_params()->getGst(),
710 // globals->get_ephem()->getSunRightAscension(),
711 // globals->get_ephem()->getSunDeclination(),
712 // l->get_sun_angle());
716 // sgEnviro.setLight(l->adj_fog_color());
718 // texture parameters
719 glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST );
721 double agl = current__view->getAltitudeASL_ft()*SG_FEET_TO_METER
722 - current__view->getSGLocation()->get_cur_elev_m();
724 float scene_nearplane, scene_farplane;
726 scene_nearplane = 10.0f;
727 scene_farplane = 120000.0f;
729 scene_nearplane = groundlevel_nearplane->getDoubleValue();
730 scene_farplane = 120000.0f;
732 setNearFar( scene_nearplane, scene_farplane );
734 // sgEnviro.startOfFrame(current__view->get_view_pos(),
735 // current__view->get_world_up(),
736 // current__view->getLongitude_deg(),
737 // current__view->getLatitude_deg(),
738 // current__view->getAltitudeASL_ft() * SG_FEET_TO_METER,
742 // sgEnviro.drawLightning();
744 // double current_view_origin_airspeed_horiz_kt =
745 // fgGetDouble("/velocities/airspeed-kt", 0.0)
746 // * cos( fgGetDouble("/orientation/pitch-deg", 0.0)
747 // * SGD_DEGREES_TO_RADIANS);
748 // TODO:find the real view speed, not the AC one
749 // sgEnviro.drawPrecipitation(
750 // fgGetDouble("/environment/metar/rain-norm", 0.0),
751 // fgGetDouble("/environment/metar/snow-norm", 0.0),
752 // fgGetDouble("/environment/metar/hail-norm", 0.0),
753 // current__view->getPitch_deg() + current__view->getPitchOffset_deg(),
754 // current__view->getRoll_deg() + current__view->getRollOffset_deg(),
755 // - current__view->getHeadingOffset_deg(),
756 // current_view_origin_airspeed_horiz_kt
761 // shadows->endOfFrame();
763 // need to call the update visitor once
764 globals->get_aircraft_model()->select( true );
765 FGTileMgr::set_tile_filter( true );
766 mFrameStamp->setReferenceTime(globals->get_sim_time_sec());
767 mFrameStamp->setFrameNumber(1+mFrameStamp->getFrameNumber());
768 mFrameStamp->setCalendarTime(*globals->get_time_params()->getGmt());
769 mUpdateVisitor->setViewData(current__view->getViewPosition(),
770 current__view->getViewOrientation());
771 SGVec3f direction(l->sun_vec()[0], l->sun_vec()[1], l->sun_vec()[2]);
772 mUpdateVisitor->setLight(direction, l->scene_ambient(),
773 l->scene_diffuse(), l->scene_specular(),
775 l->get_sun_angle()*SGD_RADIANS_TO_DEGREES);
776 mUpdateVisitor->setVisibility(actual_visibility);
778 if (fgGetBool("/sim/panel-hotspots"))
779 sceneView->setCullMask(sceneView->getCullMask()|SG_NODEMASK_PICK_BIT);
781 sceneView->setCullMask(sceneView->getCullMask()&(~SG_NODEMASK_PICK_BIT));
790 // options.cxx needs to see this for toggle_panel()
791 // Handle new window size or exposure
793 FGRenderer::resize( int width, int height ) {
796 if ( (!fgGetBool("/sim/virtual-cockpit"))
797 && fgPanelVisible() && idle_state == 1000 ) {
798 view_h = (int)(height * (globals->get_current_panel()->getViewHeight() -
799 globals->get_current_panel()->getYOffset()) / 768.0);
804 sceneView->getViewport()->setViewport(0, height - view_h, width, view_h);
806 static int lastwidth = 0;
807 static int lastheight = 0;
808 if (width != lastwidth)
809 fgSetInt("/sim/startup/xsize", lastwidth = width);
810 if (height != lastheight)
811 fgSetInt("/sim/startup/ysize", lastheight = height);
813 guiInitMouse(width, height);
816 FGViewMgr *viewmgr = globals->get_viewmgr();
818 for ( int i = 0; i < viewmgr->size(); ++i ) {
819 viewmgr->get_view(i)->
820 set_aspect_ratio((float)view_h / (float)width);
823 setFOV( viewmgr->get_current_view()->get_h_fov(),
824 viewmgr->get_current_view()->get_v_fov() );
829 // These are wrapper functions around ssgSetNearFar() and ssgSetFOV()
830 // which will post process and rewrite the resulting frustum if we
831 // want to do asymmetric view frustums.
833 static void fgHackFrustum() {
835 // specify a percent of the configured view frustum to actually
836 // display. This is a bit of a hack to achieve asymmetric view
837 // frustums. For instance, if you want to display two monitors
838 // side by side, you could specify each with a double fov, a 0.5
839 // aspect ratio multiplier, and then the left side monitor would
840 // have a left_pct = 0.0, a right_pct = 0.5, a bottom_pct = 0.0,
841 // and a top_pct = 1.0. The right side monitor would have a
842 // left_pct = 0.5 and a right_pct = 1.0.
844 static SGPropertyNode *left_pct
845 = fgGetNode("/sim/current-view/frustum-left-pct");
846 static SGPropertyNode *right_pct
847 = fgGetNode("/sim/current-view/frustum-right-pct");
848 static SGPropertyNode *bottom_pct
849 = fgGetNode("/sim/current-view/frustum-bottom-pct");
850 static SGPropertyNode *top_pct
851 = fgGetNode("/sim/current-view/frustum-top-pct");
856 sceneView->getProjectionMatrixAsFrustum(left, right, bottom, top, zNear, zFar);
857 // cout << " l = " << f->getLeft()
858 // << " r = " << f->getRight()
859 // << " b = " << f->getBot()
860 // << " t = " << f->getTop()
861 // << " n = " << f->getNear()
862 // << " f = " << f->getFar()
865 double width = right - left;
866 double height = top - bottom;
870 if ( left_pct != NULL ) {
871 l = left + width * left_pct->getDoubleValue();
876 if ( right_pct != NULL ) {
877 r = left + width * right_pct->getDoubleValue();
882 if ( bottom_pct != NULL ) {
883 b = bottom + height * bottom_pct->getDoubleValue();
888 if ( top_pct != NULL ) {
889 t = bottom + height * top_pct->getDoubleValue();
894 sceneView->setProjectionMatrixAsFrustum(l, r, b, t, zNear, zFar);
898 // we need some static storage space for these values. However, we
899 // can't store it in a renderer class object because the functions
900 // that manipulate these are static. They are static so they can
901 // interface to the display callback system. There's probably a
902 // better way, there has to be a better way, but I'm not seeing it
904 static float fov_width = 55.0;
905 static float fov_height = 42.0;
906 static float fov_near = 1.0;
907 static float fov_far = 1000.0;
910 /** FlightGear code should use this routine to set the FOV rather than
911 * calling the ssg routine directly
913 void FGRenderer::setFOV( float w, float h ) {
917 sceneView->setProjectionMatrixAsPerspective(fov_height,
918 fov_width/fov_height,
920 // fully specify the view frustum before hacking it (so we don't
921 // accumulate hacked effects
923 // sgEnviro.setFOV( w, h );
927 /** FlightGear code should use this routine to set the Near/Far clip
928 * planes rather than calling the ssg routine directly
930 void FGRenderer::setNearFar( float n, float f ) {
931 // OSGFIXME: we have currently too much z-buffer fights
936 sceneView->setProjectionMatrixAsPerspective(fov_height,
937 fov_width/fov_height,
940 // fully specify the view frustum before hacking it (so we don't
941 // accumulate hacked effects
946 FGRenderer::pick( unsigned x, unsigned y,
947 std::vector<SGSceneryPick>& pickList )
949 // wipe out the return ...
952 // we can get called early ...
953 if (!sceneView.valid())
956 osg::Node* sceneData = globals->get_scenery()->get_scene_graph();
959 osg::Viewport* viewport = sceneView->getViewport();
963 // don't know why, but the update has partly happened somehow,
964 // so update the scenery part of the viewer
965 FGViewer *current_view = globals->get_current_view();
966 // Force update of center dependent values ...
967 current_view->set_dirty();
968 SGVec3d position = current_view->getViewPosition();
969 SGQuatd attitude = current_view->getViewOrientation();
970 SGVec3d osgPosition = attitude.transform(-position);
971 mCameraView->setPosition(osgPosition.osg());
972 mCameraView->setAttitude(inverse(attitude).osg());
974 osg::Matrix projection(sceneView->getProjectionMatrix());
975 osg::Matrix modelview(sceneView->getViewMatrix());
977 osg::NodePathList nodePath = sceneData->getParentalNodePaths();
978 // modify the view matrix so that it accounts for this nodePath's
979 // accumulated transform
980 if (!nodePath.empty())
981 modelview.preMult(computeLocalToWorld(nodePath.front()));
983 // swap the y values ...
984 y = viewport->height() - y;
985 // set up the pick visitor
986 osgUtil::PickVisitor pickVisitor(viewport, projection, modelview, x, y);
987 sceneData->accept(pickVisitor);
988 if (!pickVisitor.hits())
991 // collect all interaction callbacks on the pick ray.
992 // They get stored in the pickCallbacks list where they are sorted back
993 // to front and croasest to finest wrt the scenery node they are attached to
994 osgUtil::PickVisitor::LineSegmentHitListMap::const_iterator mi;
995 for (mi = pickVisitor.getSegHitList().begin();
996 mi != pickVisitor.getSegHitList().end();
998 osgUtil::IntersectVisitor::HitList::const_iterator hi;
999 for (hi = mi->second.begin(); hi != mi->second.end(); ++hi) {
1000 // ok, go back the nodes and ask for intersection callbacks,
1001 // execute them in top down order
1002 const osg::NodePath& np = hi->getNodePath();
1003 osg::NodePath::const_reverse_iterator npi;
1004 for (npi = np.rbegin(); npi != np.rend(); ++npi) {
1005 SGSceneUserData* ud = SGSceneUserData::getSceneUserData(*npi);
1008 for (unsigned i = 0; i < ud->getNumPickCallbacks(); ++i) {
1009 SGPickCallback* pickCallback = ud->getPickCallback(i);
1012 SGSceneryPick sceneryPick;
1013 /// note that this is done totally in doubles instead of
1014 /// just using getWorldIntersectionPoint
1015 osg::Vec3d localPt = hi->getLocalIntersectPoint();
1016 sceneryPick.info.local = SGVec3d(localPt);
1017 if (hi->getMatrix())
1018 sceneryPick.info.wgs84 = SGVec3d(localPt*(*hi->getMatrix()));
1020 sceneryPick.info.wgs84 = SGVec3d(localPt);
1021 sceneryPick.callback = pickCallback;
1022 pickList.push_back(sceneryPick);
1028 return !pickList.empty();
1031 // end of renderer.cxx