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 #include <simgear/environment/visual_enviro.hxx>
54 #include <simgear/scene/model/shadowvolume.hxx>
56 #include <Scenery/tileentry.hxx>
57 #include <Time/light.hxx>
58 #include <Time/light.hxx>
59 #include <Aircraft/aircraft.hxx>
60 // #include <Aircraft/replay.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 <GUI/new_gui.hxx>
73 #include "renderer.hxx"
77 float default_attenuation[3] = {1.0, 0.0, 0.0};
79 ssgSelector *lightpoints_brightness = new ssgSelector;
80 ssgTransform *lightpoints_transform = new ssgTransform;
81 FGTileEntry *dummy_tile;
84 // Clip plane settings...
85 float scene_nearplane = 0.5f;
86 float scene_farplane = 120000.0f;
88 glPointParameterfProc glPointParameterfPtr = 0;
89 glPointParameterfvProc glPointParameterfvPtr = 0;
90 bool glPointParameterIsSupported = false;
93 // fog constants. I'm a little nervous about putting actual code out
94 // here but it seems to work (?)
95 static const double m_log01 = -log( 0.01 );
96 static const double sqrt_m_log01 = sqrt( m_log01 );
97 static GLfloat fog_exp_density;
98 static GLfloat fog_exp2_density;
99 static GLfloat rwy_exp2_punch_through;
100 static GLfloat taxi_exp2_punch_through;
101 static GLfloat ground_exp2_punch_through;
107 sgMat4 copy_of_ssgOpenGLAxisSwapMatrix =
109 { 1.0f, 0.0f, 0.0f, 0.0f },
110 { 0.0f, 0.0f, -1.0f, 0.0f },
111 { 0.0f, 1.0f, 0.0f, 0.0f },
112 { 0.0f, 0.0f, 0.0f, 1.0f }
115 ssgSimpleState *cloud3d_imposter_state;
116 ssgSimpleState *default_state;
117 ssgSimpleState *hud_and_panel;
118 ssgSimpleState *menus;
120 SGShadowVolume *shadows;
122 FGRenderer::FGRenderer()
124 #ifdef FG_JPEG_SERVER
125 jpgRenderFrame = FGRenderer::update;
129 FGRenderer::~FGRenderer()
131 #ifdef FG_JPEG_SERVER
132 jpgRenderFrame = NULL;
138 FGRenderer::build_states( void ) {
139 default_state = new ssgSimpleState;
140 default_state->ref();
141 default_state->disable( GL_TEXTURE_2D );
142 default_state->enable( GL_CULL_FACE );
143 default_state->enable( GL_COLOR_MATERIAL );
144 default_state->setColourMaterial( GL_AMBIENT_AND_DIFFUSE );
145 default_state->setMaterial( GL_EMISSION, 0, 0, 0, 1 );
146 default_state->setMaterial( GL_SPECULAR, 0, 0, 0, 1 );
147 default_state->disable( GL_BLEND );
148 default_state->disable( GL_ALPHA_TEST );
149 default_state->disable( GL_LIGHTING );
151 cloud3d_imposter_state = new ssgSimpleState;
152 cloud3d_imposter_state->ref();
153 cloud3d_imposter_state->enable( GL_TEXTURE_2D );
154 cloud3d_imposter_state->enable( GL_CULL_FACE );
155 cloud3d_imposter_state->enable( GL_COLOR_MATERIAL );
156 cloud3d_imposter_state->setColourMaterial( GL_AMBIENT_AND_DIFFUSE );
157 cloud3d_imposter_state->setMaterial( GL_DIFFUSE, 1, 1, 1, 1 );
158 cloud3d_imposter_state->setMaterial( GL_AMBIENT, 1, 1, 1, 1 );
159 cloud3d_imposter_state->setMaterial( GL_EMISSION, 0, 0, 0, 1 );
160 cloud3d_imposter_state->setMaterial( GL_SPECULAR, 0, 0, 0, 1 );
161 cloud3d_imposter_state->enable( GL_BLEND );
162 cloud3d_imposter_state->enable( GL_ALPHA_TEST );
163 cloud3d_imposter_state->disable( GL_LIGHTING );
165 hud_and_panel = new ssgSimpleState;
166 hud_and_panel->ref();
167 hud_and_panel->disable( GL_CULL_FACE );
168 hud_and_panel->disable( GL_TEXTURE_2D );
169 hud_and_panel->disable( GL_LIGHTING );
170 hud_and_panel->enable( GL_BLEND );
172 menus = new ssgSimpleState;
174 menus->disable( GL_CULL_FACE );
175 menus->disable( GL_TEXTURE_2D );
176 menus->enable( GL_BLEND );
178 shadows = new SGShadowVolume( globals->get_scenery()->get_scene_graph() );
179 shadows->init( fgGetNode("/sim/rendering", true) );
180 shadows->addOccluder( globals->get_scenery()->get_aircraft_branch(), SGShadowVolume::occluderTypeAircraft );
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 // TODO:TEST only, don't commit that !!
250 // sgFXperFrameInit();
252 extern void sgShaderFrameInit(double delta_time_sec);
253 sgShaderFrameInit(delta_time_sec);
255 bool draw_otw = fgGetBool("/sim/rendering/draw-otw");
256 bool skyblend = fgGetBool("/sim/rendering/skyblend");
257 bool enhanced_lighting = fgGetBool("/sim/rendering/enhanced-lighting");
258 bool distance_attenuation = fgGetBool("/sim/rendering/distance-attenuation");
259 bool volumetric_clouds = sgEnviro.get_clouds_enable_state();
260 #ifdef FG_ENABLE_MULTIPASS_CLOUDS
261 bool multi_pass_clouds = fgGetBool("/sim/rendering/multi-pass-clouds") &&
262 !volumetric_clouds &&
263 !SGCloudLayer::enable_bump_mapping; // ugly artefact now
265 bool multi_pass_clouds = false;
267 bool draw_clouds = fgGetBool("/environment/clouds/status");
269 GLfloat black[4] = { 0.0, 0.0, 0.0, 1.0 };
270 GLfloat white[4] = { 1.0, 1.0, 1.0, 1.0 };
272 // static const SGPropertyNode *longitude
273 // = fgGetNode("/position/longitude-deg");
274 // static const SGPropertyNode *latitude
275 // = fgGetNode("/position/latitude-deg");
276 // static const SGPropertyNode *altitude
277 // = fgGetNode("/position/altitude-ft");
278 static const SGPropertyNode *groundlevel_nearplane
279 = fgGetNode("/sim/current-view/ground-level-nearplane-m");
281 FGLight *l = (FGLight *)(globals->get_subsystem("lighting"));
282 static double last_visibility = -9999;
285 double actual_visibility;
286 if (fgGetBool("/environment/clouds/status")) {
287 actual_visibility = thesky->get_visibility();
289 actual_visibility = fgGetDouble("/environment/visibility-m");
292 if ( actual_visibility != last_visibility ) {
293 last_visibility = actual_visibility;
295 fog_exp_density = m_log01 / actual_visibility;
296 fog_exp2_density = sqrt_m_log01 / actual_visibility;
297 ground_exp2_punch_through = sqrt_m_log01 / (actual_visibility * 1.5);
298 if ( actual_visibility < 8000 ) {
299 rwy_exp2_punch_through = sqrt_m_log01 / (actual_visibility * 2.5);
300 taxi_exp2_punch_through = sqrt_m_log01 / (actual_visibility * 1.5);
302 rwy_exp2_punch_through = sqrt_m_log01 / ( 8000 * 2.5 );
303 taxi_exp2_punch_through = sqrt_m_log01 / ( 8000 * 1.5 );
308 // GLfloat black[4] = { 0.0, 0.0, 0.0, 1.0 };
309 // GLfloat white[4] = { 1.0, 1.0, 1.0, 1.0 };
310 // GLfloat terrain_color[4] = { 0.54, 0.44, 0.29, 1.0 };
311 // GLfloat mat_shininess[] = { 10.0 };
312 GLbitfield clear_mask;
314 // idle_state is now 1000 meaning we've finished all our
315 // initializations and are running the main loop, so this will
316 // now work without seg faulting the system.
318 FGViewer *current__view = globals->get_current_view();
320 // calculate our current position in cartesian space
321 Point3D cntr = globals->get_scenery()->get_next_center();
322 globals->get_scenery()->set_center(cntr);
323 // Force update of center dependent values ...
324 current__view->set_dirty();
326 if ( refresh_camera_settings ) {
328 resize( fgGetInt("/sim/startup/xsize"),
329 fgGetInt("/sim/startup/ysize") );
331 // Tell GL we are switching to model view parameters
332 glMatrixMode(GL_MODELVIEW);
334 ssgSetCamera( (sgVec4 *)current__view->get_VIEW() );
337 clear_mask = GL_DEPTH_BUFFER_BIT;
338 if ( fgGetBool("/sim/rendering/wireframe") ) {
339 clear_mask |= GL_COLOR_BUFFER_BIT;
343 if ( fgGetBool("/sim/rendering/textures") ) {
344 // glClearColor(black[0], black[1], black[2], black[3]);
345 glClearColor(l->adj_fog_color()[0], l->adj_fog_color()[1],
346 l->adj_fog_color()[2], l->adj_fog_color()[3]);
347 clear_mask |= GL_COLOR_BUFFER_BIT;
350 glClearColor(l->sky_color()[0], l->sky_color()[1],
351 l->sky_color()[2], l->sky_color()[3]);
352 clear_mask |= GL_COLOR_BUFFER_BIT;
354 if ( multi_pass_clouds && draw_clouds ) {
356 clear_mask |= GL_STENCIL_BUFFER_BIT;
358 glClear( clear_mask );
360 // set the opengl state to known default values
361 default_state->force();
363 // update fog params if visibility has changed
364 double visibility_meters = fgGetDouble("/environment/visibility-m");
365 thesky->set_visibility(visibility_meters);
367 thesky->modify_vis( cur_fdm_state->get_Altitude() * SG_FEET_TO_METER,
368 ( global_multi_loop * fgGetInt("/sim/speed-up") )
369 / (double)fgGetInt("/sim/model-hz") );
371 // Set correct opengl fog density
372 glFogf (GL_FOG_DENSITY, fog_exp2_density);
374 // update the sky dome
377 SG_LOG( SG_GENERAL, SG_BULK, "thesky->repaint() sky_color = "
378 << l->sky_color()[0] << " "
379 << l->sky_color()[1] << " "
380 << l->sky_color()[2] << " "
381 << l->sky_color()[3] );
382 SG_LOG( SG_GENERAL, SG_BULK, " fog = "
383 << l->fog_color()[0] << " "
384 << l->fog_color()[1] << " "
385 << l->fog_color()[2] << " "
386 << l->fog_color()[3] );
387 SG_LOG( SG_GENERAL, SG_BULK,
388 " sun_angle = " << l->sun_angle
389 << " moon_angle = " << l->moon_angle );
392 static SGSkyColor scolor;
393 // FGLight *l = (FGLight *)(globals->get_subsystem("lighting"));
395 scolor.sky_color = l->sky_color();
396 scolor.fog_color = l->adj_fog_color();
397 scolor.cloud_color = l->cloud_color();
398 scolor.sun_angle = l->get_sun_angle();
399 scolor.moon_angle = l->get_moon_angle();
400 scolor.nplanets = globals->get_ephem()->getNumPlanets();
401 scolor.nstars = globals->get_ephem()->getNumStars();
402 scolor.planet_data = globals->get_ephem()->getPlanets();
403 scolor.star_data = globals->get_ephem()->getStars();
405 thesky->repaint( scolor );
408 SG_LOG( SG_GENERAL, SG_BULK,
409 "thesky->reposition( view_pos = " << view_pos[0] << " "
410 << view_pos[1] << " " << view_pos[2] );
411 SG_LOG( SG_GENERAL, SG_BULK,
412 " zero_elev = " << zero_elev[0] << " "
413 << zero_elev[1] << " " << zero_elev[2]
414 << " lon = " << cur_fdm_state->get_Longitude()
415 << " lat = " << cur_fdm_state->get_Latitude() );
416 SG_LOG( SG_GENERAL, SG_BULK,
417 " sun_rot = " << l->get_sun_rotation
418 << " gst = " << SGTime::cur_time_params->getGst() );
419 SG_LOG( SG_GENERAL, SG_BULK,
420 " sun ra = " << globals->get_ephem()->getSunRightAscension()
421 << " sun dec = " << globals->get_ephem()->getSunDeclination()
422 << " moon ra = " << globals->get_ephem()->getMoonRightAscension()
423 << " moon dec = " << globals->get_ephem()->getMoonDeclination() );
426 // The sun and moon distances are scaled down versions
427 // of the actual distance to get both the moon and the sun
428 // within the range of the far clip plane.
429 // Moon distance: 384,467 kilometers
430 // Sun distance: 150,000,000 kilometers
431 double sun_horiz_eff, moon_horiz_eff;
432 if (fgGetBool("/sim/rendering/horizon-effect")) {
433 sun_horiz_eff = 0.67+pow(0.5+cos(l->get_sun_angle())*2/2, 0.33)/3;
434 moon_horiz_eff = 0.67+pow(0.5+cos(l->get_moon_angle())*2/2, 0.33)/3;
436 sun_horiz_eff = moon_horiz_eff = 1.0;
439 static SGSkyState sstate;
441 sstate.view_pos = current__view->get_view_pos();
442 sstate.zero_elev = current__view->get_zero_elev();
443 sstate.view_up = current__view->get_world_up();
444 sstate.lon = current__view->getLongitude_deg()
445 * SGD_DEGREES_TO_RADIANS;
446 sstate.lat = current__view->getLatitude_deg()
447 * SGD_DEGREES_TO_RADIANS;
448 sstate.alt = current__view->getAltitudeASL_ft()
450 sstate.spin = l->get_sun_rotation();
451 sstate.gst = globals->get_time_params()->getGst();
452 sstate.sun_ra = globals->get_ephem()->getSunRightAscension();
453 sstate.sun_dec = globals->get_ephem()->getSunDeclination();
454 sstate.sun_dist = 50000.0 * sun_horiz_eff;
455 sstate.moon_ra = globals->get_ephem()->getMoonRightAscension();
456 sstate.moon_dec = globals->get_ephem()->getMoonDeclination();
457 sstate.moon_dist = 40000.0 * moon_horiz_eff;
459 thesky->reposition( sstate, delta_time_sec );
461 shadows->setupShadows(
462 current__view->getLongitude_deg(),
463 current__view->getLatitude_deg(),
464 globals->get_time_params()->getGst(),
465 globals->get_ephem()->getSunRightAscension(),
466 globals->get_ephem()->getSunDeclination(),
470 glEnable( GL_DEPTH_TEST );
471 if ( strcmp(fgGetString("/sim/rendering/fog"), "disabled") ) {
473 glFogi( GL_FOG_MODE, GL_EXP2 );
474 glFogfv( GL_FOG_COLOR, l->adj_fog_color() );
477 // set sun/lighting parameters
478 ssgGetLight( 0 ) -> setPosition( l->sun_vec() );
480 // GL_LIGHT_MODEL_AMBIENT has a default non-zero value so if
481 // we only update GL_AMBIENT for our lights we will never get
482 // a completely dark scene. So, we set GL_LIGHT_MODEL_AMBIENT
483 // explicitely to black.
484 glLightModelfv( GL_LIGHT_MODEL_AMBIENT, black );
486 ssgGetLight( 0 ) -> setColour( GL_AMBIENT, l->scene_ambient() );
487 ssgGetLight( 0 ) -> setColour( GL_DIFFUSE, l->scene_diffuse() );
488 ssgGetLight( 0 ) -> setColour( GL_SPECULAR, l->scene_specular() );
490 sgEnviro.setLight(l->adj_fog_color());
492 // texture parameters
493 // glEnable( GL_TEXTURE_2D );
494 glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ) ;
495 glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST ) ;
497 double agl = current__view->getAltitudeASL_ft()*SG_FEET_TO_METER
498 - current__view->getSGLocation()->get_cur_elev_m();
501 scene_nearplane = 10.0f;
502 scene_farplane = 120000.0f;
504 scene_nearplane = groundlevel_nearplane->getDoubleValue();
505 scene_farplane = 120000.0f;
508 setNearFar( scene_nearplane, scene_farplane );
510 sgEnviro.startOfFrame(current__view->get_view_pos(),
511 current__view->get_world_up(),
512 current__view->getLongitude_deg(),
513 current__view->getLatitude_deg(),
514 current__view->getAltitudeASL_ft() * SG_FEET_TO_METER,
517 if ( draw_otw && skyblend ) {
518 // draw the sky backdrop
520 // we need a white diffuse light for the phase of the moon
521 ssgGetLight( 0 ) -> setColour( GL_DIFFUSE, white );
522 thesky->preDraw( cur_fdm_state->get_Altitude() * SG_FEET_TO_METER,
524 // return to the desired diffuse color
525 ssgGetLight( 0 ) -> setColour( GL_DIFFUSE, l->scene_diffuse() );
528 // draw the ssg scene
529 glEnable( GL_DEPTH_TEST );
531 if ( fgGetBool("/sim/rendering/wireframe") ) {
533 glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
539 FGTileMgr::set_tile_filter( true );
540 sgSetModelFilter( false );
541 globals->get_aircraft_model()->select( false );
542 ssgCullAndDraw( globals->get_scenery()->get_scene_graph() );
544 // Disable depth buffer update, draw the clouds
545 glDepthMask( GL_FALSE );
546 if( !volumetric_clouds )
547 thesky->drawUpperClouds();
548 if ( multi_pass_clouds ) {
549 thesky->drawLowerClouds();
551 glDepthMask( GL_TRUE );
553 if ( multi_pass_clouds ) {
554 // Draw the objects except the aircraft
555 // and update the stencil buffer with 1
556 glEnable( GL_STENCIL_TEST );
557 glStencilFunc( GL_ALWAYS, 1, 1 );
558 glStencilOp( GL_KEEP, GL_KEEP, GL_REPLACE );
560 FGTileMgr::set_tile_filter( false );
561 sgSetModelFilter( true );
562 ssgCullAndDraw( globals->get_scenery()->get_scene_graph() );
564 FGTileMgr::set_tile_filter( true );
565 sgSetModelFilter( true );
566 globals->get_aircraft_model()->select( false );
567 ssgCullAndDraw( globals->get_scenery()->get_scene_graph() );
571 // This is a bit kludgy. Every 200 frames, do an extra
572 // traversal of the scene graph without drawing anything, but
573 // with the field-of-view set to 360x360 degrees. This
574 // ensures that out-of-range random objects that are not in
575 // the current view frustum will still be freed properly.
576 static int counter = 0;
578 if (counter >= 200) {
581 // No need to put the near plane too close;
582 // this way, at least the aircraft can be
584 f.setNearFar(1000, 1000000);
586 ssgGetModelviewMatrix(m);
587 FGTileMgr::set_tile_filter( true );
588 sgSetModelFilter( true );
589 globals->get_scenery()->get_scene_graph()->cull(&f, m, true);
593 // change state for lighting here
595 // draw runway lighting
596 glFogf (GL_FOG_DENSITY, rwy_exp2_punch_through);
598 // CLO - 02/25/2005 - DO WE NEED THIS extra fgSetNearFar()?
599 // fgSetNearFar( scene_nearplane, scene_farplane );
601 if ( enhanced_lighting ) {
603 // Enable states for drawing points with GL_extension
604 glEnable(GL_POINT_SMOOTH);
606 if ( distance_attenuation && glPointParameterIsSupported )
608 // Enable states for drawing points with GL_extension
609 glEnable(GL_POINT_SMOOTH);
611 float quadratic[3] = {1.0, 0.001, 0.0000001};
612 // makes the points fade as they move away
613 glPointParameterfvPtr(GL_DISTANCE_ATTENUATION_EXT, quadratic);
614 glPointParameterfPtr(GL_POINT_SIZE_MIN_EXT, 1.0);
619 // blending function for runway lights
620 glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) ;
623 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
624 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
625 glEnable(GL_TEXTURE_GEN_S);
626 glEnable(GL_TEXTURE_GEN_T);
627 glPolygonMode(GL_FRONT, GL_POINT);
629 // draw runway lighting
631 ssgCullAndDraw( globals->get_scenery()->get_vasi_lights_root() );
632 ssgCullAndDraw( globals->get_scenery()->get_rwy_lights_root() );
635 // change punch through and then draw taxi lighting
636 glFogf ( GL_FOG_DENSITY, fog_exp2_density );
638 // sgSetVec3( taxi_fog, 0.0, 0.0, 0.0 );
639 // glFogfv ( GL_FOG_COLOR, taxi_fog );
641 ssgCullAndDraw( globals->get_scenery()->get_taxi_lights_root() );
645 glPolygonMode(GL_FRONT, GL_FILL);
646 glDisable(GL_TEXTURE_GEN_S);
647 glDisable(GL_TEXTURE_GEN_T);
649 //static int _frame_count = 0;
650 //if (_frame_count % 30 == 0) {
651 // printf("SSG: %s\n", ssgShowStats());
659 if ( enhanced_lighting ) {
660 if ( distance_attenuation && glPointParameterIsSupported ) {
661 glPointParameterfvPtr(GL_DISTANCE_ATTENUATION_EXT,
662 default_attenuation);
666 glDisable(GL_POINT_SMOOTH);
669 // draw ground lighting
670 glFogf (GL_FOG_DENSITY, ground_exp2_punch_through);
672 ssgCullAndDraw( globals->get_scenery()->get_gnd_lights_root() );
675 sgEnviro.drawLightning();
677 if ( draw_otw && draw_clouds ) {
678 if ( multi_pass_clouds ) {
679 // Disable depth buffer update, draw the clouds where the
680 // objects overwrite the already drawn clouds, by testing
681 // the stencil buffer against 1
682 glDepthMask( GL_FALSE );
683 glStencilFunc( GL_EQUAL, 1, 1 );
684 glStencilOp( GL_KEEP, GL_KEEP, GL_KEEP );
685 thesky->drawUpperClouds();
686 thesky->drawLowerClouds();
687 glDepthMask( GL_TRUE );
688 glDisable( GL_STENCIL_TEST );
690 glDepthMask( GL_FALSE );
691 if( volumetric_clouds )
692 thesky->drawUpperClouds();
693 thesky->drawLowerClouds();
694 glDepthMask( GL_TRUE );
697 sgEnviro.drawPrecipitation(
698 fgGetDouble("/environment/metar/rain-norm", 0.0),
699 fgGetDouble("/environment/metar/snow-norm", 0.0),
700 fgGetDouble("/environment/metar/hail-norm", 0.0),
701 current__view->getPitch_deg() - current__view->getPitchOffset_deg(),
702 current__view->getRoll_deg() + current__view->getRollOffset_deg(),
703 - current__view->getHeadingOffset_deg(),
704 fgGetDouble("/velocities/airspeed-kt", 0.0));
706 // compute shadows and project them on screen
707 bool is_internal = globals->get_current_view()->getInternal();
708 // draw before ac because ac internal rendering clear the depth buffer
710 globals->get_aircraft_model()->select( true );
712 shadows->endOfFrame();
715 FGTileMgr::set_tile_filter( false );
716 sgSetModelFilter( false );
717 globals->get_aircraft_model()->select( true );
718 globals->get_model_mgr()->draw();
719 globals->get_aircraft_model()->draw();
721 FGTileMgr::set_tile_filter( true );
722 sgSetModelFilter( true );
723 globals->get_aircraft_model()->select( true );
725 // in 'external' view the ac can be culled, so shadows have not been draw in the
726 // posttrav callback, this would be a rare case if the getInternal was acting
727 // as expected (ie in internal view, getExternal returns false)
729 shadows->endOfFrame();
731 // display HUD && Panel
733 glDisable( GL_DEPTH_TEST );
734 // glDisable( GL_CULL_FACE );
735 // glDisable( GL_TEXTURE_2D );
737 // update the controls subsystem
738 globals->get_controls()->update(delta_time_sec);
740 hud_and_panel->apply();
743 // Use the hud_and_panel ssgSimpleState for rendering the ATC output
744 // This only works properly if called before the panel call
745 if((fgGetBool("/sim/atc/enabled")) || (fgGetBool("/sim/ai-traffic/enabled")))
746 globals->get_ATC_display()->update(delta_time_sec);
748 // update the panel subsystem
749 if ( globals->get_current_panel() != NULL ) {
750 globals->get_current_panel()->update(delta_time_sec);
754 // We can do translucent menus, so why not. :-)
756 glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ) ;
758 // glDisable ( GL_BLEND ) ;
760 glEnable( GL_DEPTH_TEST );
763 // Fade out the splash screen over the first three seconds.
764 double t = globals->get_sim_time_sec();
766 fgSplashUpdate((2.5 - t) / 2.5);
771 // options.cxx needs to see this for toggle_panel()
772 // Handle new window size or exposure
774 FGRenderer::resize( int width, int height ) {
777 if ( (!fgGetBool("/sim/virtual-cockpit"))
778 && fgPanelVisible() && idle_state == 1000 ) {
779 view_h = (int)(height * (globals->get_current_panel()->getViewHeight() -
780 globals->get_current_panel()->getYOffset()) / 768.0);
785 glViewport( 0, (GLint)(height - view_h), (GLint)(width), (GLint)(view_h) );
787 fgSetInt("/sim/startup/xsize", width);
788 fgSetInt("/sim/startup/ysize", height);
789 guiInitMouse(width, height);
792 FGViewMgr *viewmgr = globals->get_viewmgr();
794 for ( int i = 0; i < viewmgr->size(); ++i ) {
795 viewmgr->get_view(i)->
796 set_aspect_ratio((float)view_h / (float)width);
799 setFOV( viewmgr->get_current_view()->get_h_fov(),
800 viewmgr->get_current_view()->get_v_fov() );
801 // cout << "setFOV(" << viewmgr->get_current_view()->get_h_fov()
802 // << ", " << viewmgr->get_current_view()->get_v_fov() << ")"
812 // These are wrapper functions around ssgSetNearFar() and ssgSetFOV()
813 // which will post process and rewrite the resulting frustum if we
814 // want to do asymmetric view frustums.
816 static void fgHackFrustum() {
818 // specify a percent of the configured view frustum to actually
819 // display. This is a bit of a hack to achieve asymmetric view
820 // frustums. For instance, if you want to display two monitors
821 // side by side, you could specify each with a double fov, a 0.5
822 // aspect ratio multiplier, and then the left side monitor would
823 // have a left_pct = 0.0, a right_pct = 0.5, a bottom_pct = 0.0,
824 // and a top_pct = 1.0. The right side monitor would have a
825 // left_pct = 0.5 and a right_pct = 1.0.
827 static SGPropertyNode *left_pct
828 = fgGetNode("/sim/current-view/frustum-left-pct");
829 static SGPropertyNode *right_pct
830 = fgGetNode("/sim/current-view/frustum-right-pct");
831 static SGPropertyNode *bottom_pct
832 = fgGetNode("/sim/current-view/frustum-bottom-pct");
833 static SGPropertyNode *top_pct
834 = fgGetNode("/sim/current-view/frustum-top-pct");
836 sgFrustum *f = ssgGetFrustum();
838 // cout << " l = " << f->getLeft()
839 // << " r = " << f->getRight()
840 // << " b = " << f->getBot()
841 // << " t = " << f->getTop()
842 // << " n = " << f->getNear()
843 // << " f = " << f->getFar()
846 double width = f->getRight() - f->getLeft();
847 double height = f->getTop() - f->getBot();
851 if ( left_pct != NULL ) {
852 l = f->getLeft() + width * left_pct->getDoubleValue();
857 if ( right_pct != NULL ) {
858 r = f->getLeft() + width * right_pct->getDoubleValue();
863 if ( bottom_pct != NULL ) {
864 b = f->getBot() + height * bottom_pct->getDoubleValue();
869 if ( top_pct != NULL ) {
870 t = f->getBot() + height * top_pct->getDoubleValue();
875 ssgSetFrustum(l, r, b, t, f->getNear(), f->getFar());
879 // we need some static storage space for these values. However, we
880 // can't store it in a renderer class object because the functions
881 // that manipulate these are static. They are static so they can
882 // interface to the display callback system. There's probably a
883 // better way, there has to be a better way, but I'm not seeing it
885 static float fov_width = 55.0;
886 static float fov_height = 42.0;
887 static float fov_near = 1.0;
888 static float fov_far = 1000.0;
891 /** FlightGear code should use this routine to set the FOV rather than
892 * calling the ssg routine directly
894 void FGRenderer::setFOV( float w, float h ) {
898 // fully specify the view frustum before hacking it (so we don't
899 // accumulate hacked effects
901 ssgSetNearFar( fov_near, fov_far );
903 sgEnviro.setFOV( w, h );
907 /** FlightGear code should use this routine to set the Near/Far clip
908 * planes rather than calling the ssg routine directly
910 void FGRenderer::setNearFar( float n, float f ) {
914 // fully specify the view frustum before hacking it (so we don't
915 // accumulate hacked effects
916 ssgSetNearFar( n, f );
917 ssgSetFOV( fov_width, fov_height );
923 // end of renderer.cxx