1 // renderer.cxx -- top level sim routines
3 // Written by Curtis Olson, started May 1997.
4 // This file contains parts of main.cxx prior to october 2004
6 // Copyright (C) 1997 - 2002 Curtis L. Olson - http://www.flightgear.org/~curt
8 // This program is free software; you can redistribute it and/or
9 // modify it under the terms of the GNU General Public License as
10 // published by the Free Software Foundation; either version 2 of the
11 // License, or (at your option) any later version.
13 // This program is distributed in the hope that it will be useful, but
14 // WITHOUT ANY WARRANTY; without even the implied warranty of
15 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
16 // General Public License for more details.
18 // You should have received a copy of the GNU General Public License
19 // along with this program; if not, write to the Free Software
20 // Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
29 #include <simgear/compiler.h>
36 #include <plib/netSocket.h>
38 #include <simgear/screen/extensions.hxx>
39 #include <simgear/scene/material/matlib.hxx>
40 #include <simgear/props/props.hxx>
41 #include <simgear/timing/sg_time.hxx>
42 #include <simgear/scene/model/animation.hxx>
43 #include <simgear/ephemeris/ephemeris.hxx>
44 #include <simgear/scene/model/placement.hxx>
45 #include <simgear/math/sg_random.h>
46 #include <simgear/scene/model/modellib.hxx>
47 #include <simgear/scene/model/model.hxx>
49 #include <simgear/screen/jpgfactory.hxx>
52 #ifdef FG_USE_CLOUDS_3D
53 # include <simgear/scene/sky/clouds3d/SkySceneLoader.hpp>
54 # include <simgear/scene/sky/clouds3d/SkyUtil.hpp>
57 #include <Scenery/tileentry.hxx>
58 #include <Time/light.hxx>
59 #include <Time/light.hxx>
60 #include <Aircraft/aircraft.hxx>
61 #include <Cockpit/panel.hxx>
62 #include <Cockpit/cockpit.hxx>
63 #include <Cockpit/hud.hxx>
64 #include <Model/panelnode.hxx>
65 #include <Model/modelmgr.hxx>
66 #include <Model/acmodel.hxx>
67 #include <Scenery/scenery.hxx>
68 #include <Scenery/tilemgr.hxx>
69 #include <ATC/ATCdisplay.hxx>
70 #include <Replay/replay.hxx>
71 #include <GUI/new_gui.hxx>
74 #include "renderer.hxx"
78 float default_attenuation[3] = {1.0, 0.0, 0.0};
80 ssgSelector *lightpoints_brightness = new ssgSelector;
81 ssgTransform *lightpoints_transform = new ssgTransform;
82 FGTileEntry *dummy_tile;
85 // Clip plane settings...
86 float scene_nearplane = 0.5f;
87 float scene_farplane = 120000.0f;
89 glPointParameterfProc glPointParameterfPtr = 0;
90 glPointParameterfvProc glPointParameterfvPtr = 0;
91 bool glPointParameterIsSupported = false;
94 // fog constants. I'm a little nervous about putting actual code out
95 // here but it seems to work (?)
96 static const double m_log01 = -log( 0.01 );
97 static const double sqrt_m_log01 = sqrt( m_log01 );
98 static GLfloat fog_exp_density;
99 static GLfloat fog_exp2_density;
100 static GLfloat rwy_exp2_punch_through;
101 static GLfloat taxi_exp2_punch_through;
102 static GLfloat ground_exp2_punch_through;
107 #ifdef FG_USE_CLOUDS_3D
108 SkySceneLoader *sgClouds3d;
109 bool _bcloud_orig = true;
113 sgMat4 copy_of_ssgOpenGLAxisSwapMatrix =
115 { 1.0f, 0.0f, 0.0f, 0.0f },
116 { 0.0f, 0.0f, -1.0f, 0.0f },
117 { 0.0f, 1.0f, 0.0f, 0.0f },
118 { 0.0f, 0.0f, 0.0f, 1.0f }
121 ssgSimpleState *cloud3d_imposter_state;
122 ssgSimpleState *default_state;
123 ssgSimpleState *hud_and_panel;
124 ssgSimpleState *menus;
126 FGRenderer::FGRenderer()
128 #ifdef FG_JPEG_SERVER
129 jpgRenderFrame = FGRenderer::update;
133 FGRenderer::~FGRenderer()
135 #ifdef FG_JPEG_SERVER
136 jpgRenderFrame = NULL;
142 FGRenderer::build_states( void ) {
143 default_state = new ssgSimpleState;
144 default_state->ref();
145 default_state->disable( GL_TEXTURE_2D );
146 default_state->enable( GL_CULL_FACE );
147 default_state->enable( GL_COLOR_MATERIAL );
148 default_state->setColourMaterial( GL_AMBIENT_AND_DIFFUSE );
149 default_state->setMaterial( GL_EMISSION, 0, 0, 0, 1 );
150 default_state->setMaterial( GL_SPECULAR, 0, 0, 0, 1 );
151 default_state->disable( GL_BLEND );
152 default_state->disable( GL_ALPHA_TEST );
153 default_state->disable( GL_LIGHTING );
155 cloud3d_imposter_state = new ssgSimpleState;
156 cloud3d_imposter_state->ref();
157 cloud3d_imposter_state->enable( GL_TEXTURE_2D );
158 cloud3d_imposter_state->enable( GL_CULL_FACE );
159 cloud3d_imposter_state->enable( GL_COLOR_MATERIAL );
160 cloud3d_imposter_state->setColourMaterial( GL_AMBIENT_AND_DIFFUSE );
161 cloud3d_imposter_state->setMaterial( GL_DIFFUSE, 1, 1, 1, 1 );
162 cloud3d_imposter_state->setMaterial( GL_AMBIENT, 1, 1, 1, 1 );
163 cloud3d_imposter_state->setMaterial( GL_EMISSION, 0, 0, 0, 1 );
164 cloud3d_imposter_state->setMaterial( GL_SPECULAR, 0, 0, 0, 1 );
165 cloud3d_imposter_state->enable( GL_BLEND );
166 cloud3d_imposter_state->enable( GL_ALPHA_TEST );
167 cloud3d_imposter_state->disable( GL_LIGHTING );
169 hud_and_panel = new ssgSimpleState;
170 hud_and_panel->ref();
171 hud_and_panel->disable( GL_CULL_FACE );
172 hud_and_panel->disable( GL_TEXTURE_2D );
173 hud_and_panel->disable( GL_LIGHTING );
174 hud_and_panel->enable( GL_BLEND );
176 menus = new ssgSimpleState;
178 menus->disable( GL_CULL_FACE );
179 menus->disable( GL_TEXTURE_2D );
180 menus->enable( GL_BLEND );
184 // Initialize various GL/view parameters
186 FGRenderer::init( void ) {
188 FGLight *l = (FGLight *)(globals->get_subsystem("lighting"));
190 // Go full screen if requested ...
191 if ( fgGetBool("/sim/startup/fullscreen") ) {
195 // If enabled, normal vectors specified with glNormal are scaled
196 // to unit length after transformation. Enabling this has
197 // performance implications. See the docs for glNormal.
198 // glEnable( GL_NORMALIZE );
200 glEnable( GL_LIGHTING );
201 glEnable( GL_LIGHT0 );
202 // glLightfv( GL_LIGHT0, GL_POSITION, l->sun_vec ); // done later with ssg
205 sgSetVec3( sunpos, l->sun_vec()[0], l->sun_vec()[1], l->sun_vec()[2] );
206 ssgGetLight( 0 ) -> setPosition( sunpos );
208 glFogi (GL_FOG_MODE, GL_EXP2);
209 if ( (!strcmp(fgGetString("/sim/rendering/fog"), "disabled")) ||
210 (!fgGetBool("/sim/rendering/shading"))) {
211 // if fastest fog requested, or if flat shading force fastest
212 glHint ( GL_FOG_HINT, GL_FASTEST );
213 } else if ( !strcmp(fgGetString("/sim/rendering/fog"), "nicest") ) {
214 glHint ( GL_FOG_HINT, GL_NICEST );
216 if ( fgGetBool("/sim/rendering/wireframe") ) {
218 glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
221 // This is the default anyways, but it can't hurt
222 glFrontFace ( GL_CCW );
225 // glEnable(GL_POINT_SMOOTH);
226 // glEnable(GL_LINE_SMOOTH);
227 // glEnable(GL_POLYGON_SMOOTH);
231 // Update all Visuals (redraws anything graphics related)
233 FGRenderer::update( bool refresh_camera_settings ) {
234 bool scenery_loaded = fgGetBool("sim/sceneryloaded") || fgGetBool("sim/sceneryloaded-override");
235 bool draw_otw = fgGetBool("/sim/rendering/draw-otw");
236 bool skyblend = fgGetBool("/sim/rendering/skyblend");
237 bool enhanced_lighting = fgGetBool("/sim/rendering/enhanced-lighting");
238 bool distance_attenuation = fgGetBool("/sim/rendering/distance-attenuation");
239 #ifdef FG_ENABLE_MULTIPASS_CLOUDS
240 bool multi_pass_clouds = fgGetBool("/sim/rendering/multi-pass-clouds") &&
241 !SGCloudLayer::enable_bump_mapping; // ugly artefact now
243 bool multi_pass_clouds = false;
245 bool draw_clouds = fgGetBool("/environment/clouds/status");
247 GLfloat black[4] = { 0.0, 0.0, 0.0, 1.0 };
248 GLfloat white[4] = { 1.0, 1.0, 1.0, 1.0 };
250 // static const SGPropertyNode *longitude
251 // = fgGetNode("/position/longitude-deg");
252 // static const SGPropertyNode *latitude
253 // = fgGetNode("/position/latitude-deg");
254 // static const SGPropertyNode *altitude
255 // = fgGetNode("/position/altitude-ft");
256 static const SGPropertyNode *groundlevel_nearplane
257 = fgGetNode("/sim/current-view/ground-level-nearplane-m");
259 FGLight *l = (FGLight *)(globals->get_subsystem("lighting"));
260 static double last_visibility = -9999;
263 double actual_visibility;
264 if (fgGetBool("/environment/clouds/status")) {
265 actual_visibility = thesky->get_visibility();
267 actual_visibility = fgGetDouble("/environment/visibility-m");
270 if ( actual_visibility != last_visibility ) {
271 last_visibility = actual_visibility;
273 fog_exp_density = m_log01 / actual_visibility;
274 fog_exp2_density = sqrt_m_log01 / actual_visibility;
275 ground_exp2_punch_through = sqrt_m_log01 / (actual_visibility * 1.5);
276 if ( actual_visibility < 8000 ) {
277 rwy_exp2_punch_through = sqrt_m_log01 / (actual_visibility * 2.5);
278 taxi_exp2_punch_through = sqrt_m_log01 / (actual_visibility * 1.5);
280 rwy_exp2_punch_through = sqrt_m_log01 / ( 8000 * 2.5 );
281 taxi_exp2_punch_through = sqrt_m_log01 / ( 8000 * 1.5 );
286 // GLfloat black[4] = { 0.0, 0.0, 0.0, 1.0 };
287 // GLfloat white[4] = { 1.0, 1.0, 1.0, 1.0 };
288 // GLfloat terrain_color[4] = { 0.54, 0.44, 0.29, 1.0 };
289 // GLfloat mat_shininess[] = { 10.0 };
290 GLbitfield clear_mask;
292 if ( idle_state != 1000 || !scenery_loaded ) {
293 // still initializing, draw the splash screen
294 if ( fgGetBool("/sim/startup/splash-screen") ) {
295 fgSplashUpdate(0.0, 1.0);
297 // Keep resetting sim time while the sim is initializing
298 globals->set_sim_time_sec( 0.0 );
299 SGAnimation::set_sim_time_sec( 0.0 );
301 // idle_state is now 1000 meaning we've finished all our
302 // initializations and are running the main loop, so this will
303 // now work without seg faulting the system.
305 FGViewer *current__view = globals->get_current_view();
307 // calculate our current position in cartesian space
308 globals->get_scenery()->set_center( globals->get_scenery()->get_next_center() );
310 if ( refresh_camera_settings ) {
312 resize( fgGetInt("/sim/startup/xsize"),
313 fgGetInt("/sim/startup/ysize") );
315 // Tell GL we are switching to model view parameters
316 glMatrixMode(GL_MODELVIEW);
318 ssgSetCamera( (sgVec4 *)current__view->get_VIEW() );
321 if ( fgGetBool("/sim/rendering/clouds3d") ) {
322 glClear( GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT );
323 cloud3d_imposter_state->force();
325 glColor4f( 1.0, 1.0, 1.0, 1.0 );
326 glEnable(GL_DEPTH_TEST);
328 glBlendFunc( GL_ONE, GL_ONE_MINUS_SRC_ALPHA ) ;
330 #ifdef FG_USE_CLOUDS_3D
331 if ( _bcloud_orig ) {
332 Point3D c = globals->get_scenery()->get_center();
333 sgClouds3d->Set_Cloud_Orig( &c );
334 _bcloud_orig = false;
336 sgClouds3d->Update( current__view->get_absolute_view_pos() );
338 glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ) ;
339 glDisable(GL_DEPTH_TEST);
342 clear_mask = GL_DEPTH_BUFFER_BIT;
343 if ( fgGetBool("/sim/rendering/wireframe") ) {
344 clear_mask |= GL_COLOR_BUFFER_BIT;
348 if ( fgGetBool("/sim/rendering/textures") ) {
349 // glClearColor(black[0], black[1], black[2], black[3]);
350 glClearColor(l->adj_fog_color()[0], l->adj_fog_color()[1],
351 l->adj_fog_color()[2], l->adj_fog_color()[3]);
352 clear_mask |= GL_COLOR_BUFFER_BIT;
355 glClearColor(l->sky_color()[0], l->sky_color()[1],
356 l->sky_color()[2], l->sky_color()[3]);
357 clear_mask |= GL_COLOR_BUFFER_BIT;
359 if ( multi_pass_clouds && draw_clouds ) {
361 clear_mask |= GL_STENCIL_BUFFER_BIT;
363 glClear( clear_mask );
365 // set the opengl state to known default values
366 default_state->force();
368 // update fog params if visibility has changed
369 double visibility_meters = fgGetDouble("/environment/visibility-m");
370 thesky->set_visibility(visibility_meters);
372 thesky->modify_vis( cur_fdm_state->get_Altitude() * SG_FEET_TO_METER,
373 ( global_multi_loop * fgGetInt("/sim/speed-up") )
374 / (double)fgGetInt("/sim/model-hz") );
376 // Set correct opengl fog density
377 glFogf (GL_FOG_DENSITY, fog_exp2_density);
379 // update the sky dome
382 SG_LOG( SG_GENERAL, SG_BULK, "thesky->repaint() sky_color = "
383 << l->sky_color()[0] << " "
384 << l->sky_color()[1] << " "
385 << l->sky_color()[2] << " "
386 << l->sky_color()[3] );
387 SG_LOG( SG_GENERAL, SG_BULK, " fog = "
388 << l->fog_color()[0] << " "
389 << l->fog_color()[1] << " "
390 << l->fog_color()[2] << " "
391 << l->fog_color()[3] );
392 SG_LOG( SG_GENERAL, SG_BULK,
393 " sun_angle = " << l->sun_angle
394 << " moon_angle = " << l->moon_angle );
397 static SGSkyColor scolor;
398 FGLight *l = (FGLight *)(globals->get_subsystem("lighting"));
400 scolor.sky_color = l->sky_color();
401 scolor.fog_color = l->adj_fog_color();
402 scolor.cloud_color = l->cloud_color();
403 scolor.sun_angle = l->get_sun_angle();
404 scolor.moon_angle = l->get_moon_angle();
405 scolor.nplanets = globals->get_ephem()->getNumPlanets();
406 scolor.nstars = globals->get_ephem()->getNumStars();
407 scolor.planet_data = globals->get_ephem()->getPlanets();
408 scolor.star_data = globals->get_ephem()->getStars();
410 thesky->repaint( scolor );
413 SG_LOG( SG_GENERAL, SG_BULK,
414 "thesky->reposition( view_pos = " << view_pos[0] << " "
415 << view_pos[1] << " " << view_pos[2] );
416 SG_LOG( SG_GENERAL, SG_BULK,
417 " zero_elev = " << zero_elev[0] << " "
418 << zero_elev[1] << " " << zero_elev[2]
419 << " lon = " << cur_fdm_state->get_Longitude()
420 << " lat = " << cur_fdm_state->get_Latitude() );
421 SG_LOG( SG_GENERAL, SG_BULK,
422 " sun_rot = " << l->get_sun_rotation
423 << " gst = " << SGTime::cur_time_params->getGst() );
424 SG_LOG( SG_GENERAL, SG_BULK,
425 " sun ra = " << globals->get_ephem()->getSunRightAscension()
426 << " sun dec = " << globals->get_ephem()->getSunDeclination()
427 << " moon ra = " << globals->get_ephem()->getMoonRightAscension()
428 << " moon dec = " << globals->get_ephem()->getMoonDeclination() );
431 // The sun and moon distances are scaled down versions
432 // of the actual distance to get both the moon and the sun
433 // within the range of the far clip plane.
434 // Moon distance: 384,467 kilometers
435 // Sun distance: 150,000,000 kilometers
436 double sun_horiz_eff, moon_horiz_eff;
437 if (fgGetBool("/sim/rendering/horizon-effect")) {
438 sun_horiz_eff = 0.67+pow(0.5+cos(l->get_sun_angle())*2/2, 0.33)/3;
439 moon_horiz_eff = 0.67+pow(0.5+cos(l->get_moon_angle())*2/2, 0.33)/3;
441 sun_horiz_eff = moon_horiz_eff = 1.0;
444 static SGSkyState sstate;
446 sstate.view_pos = current__view->get_view_pos();
447 sstate.zero_elev = current__view->get_zero_elev();
448 sstate.view_up = current__view->get_world_up();
449 sstate.lon = current__view->getLongitude_deg()
450 * SGD_DEGREES_TO_RADIANS;
451 sstate.lat = current__view->getLatitude_deg()
452 * SGD_DEGREES_TO_RADIANS;
453 sstate.alt = current__view->getAltitudeASL_ft()
455 sstate.spin = l->get_sun_rotation();
456 sstate.gst = globals->get_time_params()->getGst();
457 sstate.sun_ra = globals->get_ephem()->getSunRightAscension();
458 sstate.sun_dec = globals->get_ephem()->getSunDeclination();
459 sstate.sun_dist = 50000.0 * sun_horiz_eff;
460 sstate.moon_ra = globals->get_ephem()->getMoonRightAscension();
461 sstate.moon_dec = globals->get_ephem()->getMoonDeclination();
462 sstate.moon_dist = 40000.0 * moon_horiz_eff;
464 thesky->reposition( sstate, delta_time_sec );
467 glEnable( GL_DEPTH_TEST );
468 if ( strcmp(fgGetString("/sim/rendering/fog"), "disabled") ) {
470 glFogi( GL_FOG_MODE, GL_EXP2 );
471 glFogfv( GL_FOG_COLOR, l->adj_fog_color() );
474 // set sun/lighting parameters
475 ssgGetLight( 0 ) -> setPosition( l->sun_vec() );
477 // GL_LIGHT_MODEL_AMBIENT has a default non-zero value so if
478 // we only update GL_AMBIENT for our lights we will never get
479 // a completely dark scene. So, we set GL_LIGHT_MODEL_AMBIENT
480 // explicitely to black.
481 glLightModelfv( GL_LIGHT_MODEL_AMBIENT, black );
483 ssgGetLight( 0 ) -> setColour( GL_AMBIENT, l->scene_ambient() );
484 ssgGetLight( 0 ) -> setColour( GL_DIFFUSE, l->scene_diffuse() );
485 ssgGetLight( 0 ) -> setColour( GL_SPECULAR, l->scene_specular() );
487 // texture parameters
488 // glEnable( GL_TEXTURE_2D );
489 glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ) ;
490 glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST ) ;
493 current_aircraft.fdm_state->get_Altitude() * SG_FEET_TO_METER
494 - globals->get_scenery()->get_cur_elev();
497 scene_nearplane = 10.0f;
498 scene_farplane = 120000.0f;
500 scene_nearplane = groundlevel_nearplane->getDoubleValue();
501 scene_farplane = 120000.0f;
504 ssgSetNearFar( scene_nearplane, scene_farplane );
506 if ( draw_otw && skyblend ) {
507 // draw the sky backdrop
509 // we need a white diffuse light for the phase of the moon
510 ssgGetLight( 0 ) -> setColour( GL_DIFFUSE, white );
511 thesky->preDraw( cur_fdm_state->get_Altitude() * SG_FEET_TO_METER,
513 // return to the desired diffuse color
514 ssgGetLight( 0 ) -> setColour( GL_DIFFUSE, l->scene_diffuse() );
517 // draw the ssg scene
518 glEnable( GL_DEPTH_TEST );
520 ssgSetNearFar( scene_nearplane, scene_farplane );
522 if ( fgGetBool("/sim/rendering/wireframe") ) {
524 glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
530 FGTileMgr::set_tile_filter( true );
531 sgSetModelFilter( false );
532 globals->get_aircraft_model()->select( false );
533 ssgCullAndDraw( globals->get_scenery()->get_scene_graph() );
535 // Disable depth buffer update, draw the clouds
536 glDepthMask( GL_FALSE );
537 thesky->drawUpperClouds();
538 if ( multi_pass_clouds ) {
539 thesky->drawLowerClouds();
541 glDepthMask( GL_TRUE );
543 if ( multi_pass_clouds ) {
544 // Draw the objects except the aircraft
545 // and update the stencil buffer with 1
546 glEnable( GL_STENCIL_TEST );
547 glStencilFunc( GL_ALWAYS, 1, 1 );
548 glStencilOp( GL_KEEP, GL_KEEP, GL_REPLACE );
550 FGTileMgr::set_tile_filter( false );
551 sgSetModelFilter( true );
552 ssgCullAndDraw( globals->get_scenery()->get_scene_graph() );
554 FGTileMgr::set_tile_filter( true );
555 sgSetModelFilter( true );
556 globals->get_aircraft_model()->select( false );
557 ssgCullAndDraw( globals->get_scenery()->get_scene_graph() );
561 // This is a bit kludgy. Every 200 frames, do an extra
562 // traversal of the scene graph without drawing anything, but
563 // with the field-of-view set to 360x360 degrees. This
564 // ensures that out-of-range random objects that are not in
565 // the current view frustum will still be freed properly.
566 static int counter = 0;
568 if (counter == 200) {
571 // No need to put the near plane too close;
572 // this way, at least the aircraft can be
574 f.setNearFar(1000, 1000000);
576 ssgGetModelviewMatrix(m);
577 FGTileMgr::set_tile_filter( true );
578 sgSetModelFilter( true );
579 globals->get_scenery()->get_scene_graph()->cull(&f, m, true);
583 // change state for lighting here
585 // draw runway lighting
586 glFogf (GL_FOG_DENSITY, rwy_exp2_punch_through);
587 ssgSetNearFar( scene_nearplane, scene_farplane );
589 if ( enhanced_lighting ) {
591 // Enable states for drawing points with GL_extension
592 glEnable(GL_POINT_SMOOTH);
594 if ( distance_attenuation && glPointParameterIsSupported )
596 // Enable states for drawing points with GL_extension
597 glEnable(GL_POINT_SMOOTH);
599 float quadratic[3] = {1.0, 0.001, 0.0000001};
600 // makes the points fade as they move away
601 glPointParameterfvPtr(GL_DISTANCE_ATTENUATION_EXT, quadratic);
602 glPointParameterfPtr(GL_POINT_SIZE_MIN_EXT, 1.0);
607 // blending function for runway lights
608 glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) ;
611 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
612 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
613 glEnable(GL_TEXTURE_GEN_S);
614 glEnable(GL_TEXTURE_GEN_T);
615 glPolygonMode(GL_FRONT, GL_POINT);
617 // draw runway lighting
619 ssgCullAndDraw( globals->get_scenery()->get_vasi_lights_root() );
620 ssgCullAndDraw( globals->get_scenery()->get_rwy_lights_root() );
623 // change punch through and then draw taxi lighting
624 glFogf ( GL_FOG_DENSITY, fog_exp2_density );
626 // sgSetVec3( taxi_fog, 0.0, 0.0, 0.0 );
627 // glFogfv ( GL_FOG_COLOR, taxi_fog );
629 ssgCullAndDraw( globals->get_scenery()->get_taxi_lights_root() );
633 glPolygonMode(GL_FRONT, GL_FILL);
634 glDisable(GL_TEXTURE_GEN_S);
635 glDisable(GL_TEXTURE_GEN_T);
637 //static int _frame_count = 0;
638 //if (_frame_count % 30 == 0) {
639 // printf("SSG: %s\n", ssgShowStats());
647 if ( enhanced_lighting ) {
648 if ( distance_attenuation && glPointParameterIsSupported ) {
649 glPointParameterfvPtr(GL_DISTANCE_ATTENUATION_EXT,
650 default_attenuation);
654 glDisable(GL_POINT_SMOOTH);
657 // draw ground lighting
658 glFogf (GL_FOG_DENSITY, ground_exp2_punch_through);
660 ssgCullAndDraw( globals->get_scenery()->get_gnd_lights_root() );
663 if ( draw_otw && fgGetBool("/sim/rendering/clouds3d") ) {
665 glDisable( GL_LIGHTING );
666 // cout << "drawing new clouds" << endl;
668 glEnable(GL_DEPTH_TEST);
670 glBlendFunc( GL_ONE, GL_ONE_MINUS_SRC_ALPHA ) ;
673 glEnable( GL_TEXTURE_2D );
674 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
675 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
676 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
677 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
680 #ifdef FG_USE_CLOUDS_3D
681 sgClouds3d->Draw((sgVec4 *)current__view->get_VIEW());
684 glEnable( GL_LIGHTING );
685 glEnable( GL_DEPTH_TEST );
686 glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ) ;
689 if ( draw_otw && draw_clouds ) {
690 if ( multi_pass_clouds ) {
691 // Disable depth buffer update, draw the clouds where the
692 // objects overwrite the already drawn clouds, by testing
693 // the stencil buffer against 1
694 glDepthMask( GL_FALSE );
695 glStencilFunc( GL_EQUAL, 1, 1 );
696 glStencilOp( GL_KEEP, GL_KEEP, GL_KEEP );
697 thesky->drawUpperClouds();
698 thesky->drawLowerClouds();
699 glDepthMask( GL_TRUE );
700 glDisable( GL_STENCIL_TEST );
702 glDepthMask( GL_FALSE );
703 thesky->drawLowerClouds();
704 glDepthMask( GL_TRUE );
709 FGTileMgr::set_tile_filter( false );
710 sgSetModelFilter( false );
711 globals->get_aircraft_model()->select( true );
712 globals->get_model_mgr()->draw();
713 globals->get_aircraft_model()->draw();
714 // If the view is internal, the previous line draw the
715 // cockpit with modified near/far clip planes and deselect
716 // the aircraft in the global scenegraph
717 // Otherwise, it just enables the aircraft: The scenegraph
718 // must be drawn again to see the plane.
719 ssgCullAndDraw( globals->get_scenery()->get_scene_graph() );
720 FGTileMgr::set_tile_filter( true );
721 sgSetModelFilter( true );
722 globals->get_aircraft_model()->select( true );
725 // display HUD && Panel
727 glDisable( GL_DEPTH_TEST );
728 // glDisable( GL_CULL_FACE );
729 // glDisable( GL_TEXTURE_2D );
731 // update the controls subsystem
732 globals->get_controls()->update(delta_time_sec);
734 hud_and_panel->apply();
737 // Use the hud_and_panel ssgSimpleState for rendering the ATC output
738 // This only works properly if called before the panel call
739 if((fgGetBool("/sim/ATC/enabled")) || (fgGetBool("/sim/ai-traffic/enabled")))
740 globals->get_ATC_display()->update(delta_time_sec);
742 // update the panel subsystem
743 if ( globals->get_current_panel() != NULL ) {
744 globals->get_current_panel()->update(delta_time_sec);
748 // We can do translucent menus, so why not. :-)
750 glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ) ;
752 // glDisable ( GL_BLEND ) ;
754 glEnable( GL_DEPTH_TEST );
757 // Fade out the splash screen over the first three seconds.
758 double t = globals->get_sim_time_sec();
760 fgSplashUpdate(0.0, 1.0);
761 } else if ( t <= 3.0) {
762 fgSplashUpdate(0.0, (3.0 - t) / 2.0);
769 // options.cxx needs to see this for toggle_panel()
770 // Handle new window size or exposure
772 FGRenderer::resize( int width, int height ) {
775 if ( (!fgGetBool("/sim/virtual-cockpit"))
776 && fgPanelVisible() && idle_state == 1000 ) {
777 view_h = (int)(height * (globals->get_current_panel()->getViewHeight() -
778 globals->get_current_panel()->getYOffset()) / 768.0);
783 glViewport( 0, (GLint)(height - view_h), (GLint)(width), (GLint)(view_h) );
785 fgSetInt("/sim/startup/xsize", width);
786 fgSetInt("/sim/startup/ysize", height);
787 guiInitMouse(width, height);
790 FGViewMgr *viewmgr = globals->get_viewmgr();
792 for ( int i = 0; i < viewmgr->size(); ++i ) {
793 viewmgr->get_view(i)->
794 set_aspect_ratio((float)view_h / (float)width);
797 ssgSetFOV( viewmgr->get_current_view()->get_h_fov(),
798 viewmgr->get_current_view()->get_v_fov() );
800 #ifdef FG_USE_CLOUDS_3D
801 sgClouds3d->Resize( viewmgr->get_current_view()->get_h_fov(),
802 viewmgr->get_current_view()->get_v_fov() );
811 // end of renderer.cxx