1 // renderer.cxx -- top level sim routines
3 // Written by Curtis Olson, started May 1997.
4 // This file contains parts of main.cxx prior to october 2004
6 // Copyright (C) 1997 - 2002 Curtis L. Olson - http://www.flightgear.org/~curt
8 // This program is free software; you can redistribute it and/or
9 // modify it under the terms of the GNU General Public License as
10 // published by the Free Software Foundation; either version 2 of the
11 // License, or (at your option) any later version.
13 // This program is distributed in the hope that it will be useful, but
14 // WITHOUT ANY WARRANTY; without even the implied warranty of
15 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
16 // General Public License for more details.
18 // You should have received a copy of the GNU General Public License
19 // along with this program; if not, write to the Free Software
20 // Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
29 #include <simgear/compiler.h>
35 #include <osg/ref_ptr>
36 #include <osg/AlphaFunc>
37 #include <osg/BlendFunc>
38 #include <osg/CameraNode>
39 #include <osg/CameraView>
40 #include <osg/CullFace>
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>
57 #include <osg/io_utils>
58 #include <osgDB/WriteFile>
59 #include <osgDB/ReadFile>
62 #include <simgear/math/SGMath.hxx>
63 #include <simgear/screen/extensions.hxx>
64 #include <simgear/scene/material/matlib.hxx>
65 #include <simgear/scene/model/animation.hxx>
66 #include <simgear/scene/model/model.hxx>
67 #include <simgear/scene/model/modellib.hxx>
68 #include <simgear/scene/model/placement.hxx>
69 #include <simgear/scene/util/SGUpdateVisitor.hxx>
70 #include <simgear/scene/tgdb/pt_lights.hxx>
71 #include <simgear/props/props.hxx>
72 #include <simgear/timing/sg_time.hxx>
73 #include <simgear/ephemeris/ephemeris.hxx>
74 #include <simgear/math/sg_random.h>
76 #include <simgear/screen/jpgfactory.hxx>
79 #include <simgear/environment/visual_enviro.hxx>
81 #include <Scenery/tileentry.hxx>
82 #include <Time/light.hxx>
83 #include <Time/light.hxx>
84 #include <Aircraft/aircraft.hxx>
85 #include <Cockpit/panel.hxx>
86 #include <Cockpit/cockpit.hxx>
87 #include <Cockpit/hud.hxx>
88 #include <Model/panelnode.hxx>
89 #include <Model/modelmgr.hxx>
90 #include <Model/acmodel.hxx>
91 #include <Scenery/scenery.hxx>
92 #include <Scenery/tilemgr.hxx>
93 #include <ATC/ATCdisplay.hxx>
94 #include <GUI/new_gui.hxx>
95 #include <Instrumentation/instrument_mgr.hxx>
96 #include <Instrumentation/HUD/HUD.hxx>
99 #include "renderer.hxx"
102 class SGPuDrawable : public osg::Drawable {
106 // Dynamic stuff, do not store geometry
107 setUseDisplayList(false);
109 osg::StateSet* stateSet = getOrCreateStateSet();
110 stateSet->setRenderBinDetails(1001, "RenderBin");
111 // speed optimization?
112 stateSet->setMode(GL_CULL_FACE, osg::StateAttribute::OFF);
113 // We can do translucent menus, so why not. :-)
114 stateSet->setAttribute(new osg::BlendFunc(osg::BlendFunc::SRC_ALPHA, osg::BlendFunc::ONE_MINUS_SRC_ALPHA));
115 stateSet->setMode(GL_BLEND, osg::StateAttribute::ON);
116 stateSet->setTextureMode(0, GL_TEXTURE_2D, osg::StateAttribute::OFF);
118 stateSet->setTextureAttribute(0, new osg::TexEnv(osg::TexEnv::MODULATE));
120 stateSet->setMode(GL_FOG, osg::StateAttribute::OFF);
121 stateSet->setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF);
123 virtual void drawImplementation(osg::State& state) const
125 state.pushStateSet(getStateSet());
127 state.setActiveTextureUnit(0);
128 state.setClientActiveTextureUnit(0);
130 if((fgGetBool("/sim/atc/enabled"))
131 || (fgGetBool("/sim/ai-traffic/enabled")))
132 globals->get_ATC_display()->update(delta_time_sec, state);
136 // Fade out the splash screen over the first three seconds.
137 double t = globals->get_sim_time_sec();
139 glPushAttrib(GL_ALL_ATTRIB_BITS);
140 glPushClientAttrib(~0u);
142 fgSplashUpdate((2.5 - t) / 2.5);
151 virtual osg::Object* cloneType() const { return new SGPuDrawable; }
152 virtual osg::Object* clone(const osg::CopyOp&) const { return new SGPuDrawable; }
157 class SGHUDAndPanelDrawable : public osg::Drawable {
159 SGHUDAndPanelDrawable()
161 // Dynamic stuff, do not store geometry
162 setUseDisplayList(false);
164 osg::StateSet* stateSet = getOrCreateStateSet();
165 stateSet->setRenderBinDetails(1000, "RenderBin");
167 // speed optimization?
168 stateSet->setMode(GL_CULL_FACE, osg::StateAttribute::OFF);
169 stateSet->setAttribute(new osg::BlendFunc(osg::BlendFunc::SRC_ALPHA, osg::BlendFunc::ONE_MINUS_SRC_ALPHA));
170 stateSet->setMode(GL_BLEND, osg::StateAttribute::ON);
171 stateSet->setMode(GL_FOG, osg::StateAttribute::OFF);
172 stateSet->setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF);
174 stateSet->setTextureAttribute(0, new osg::TexEnv(osg::TexEnv::MODULATE));
176 virtual void drawImplementation(osg::State& state) const
178 state.pushStateSet(getStateSet());
180 state.setActiveTextureUnit(0);
181 state.setClientActiveTextureUnit(0);
183 glPushAttrib(GL_ALL_ATTRIB_BITS);
184 glPushClientAttrib(~0u);
186 fgCockpitUpdate(&state);
188 FGInstrumentMgr *instr = static_cast<FGInstrumentMgr*>(globals->get_subsystem("instrumentation"));
189 HUD *hud = static_cast<HUD*>(instr->get_subsystem("hud"));
192 // update the panel subsystem
193 if ( globals->get_current_panel() != NULL )
194 globals->get_current_panel()->update(state);
195 // We don't need a state here - can be safely removed when we can pick
205 virtual osg::Object* cloneType() const { return new SGHUDAndPanelDrawable; }
206 virtual osg::Object* clone(const osg::CopyOp&) const { return new SGHUDAndPanelDrawable; }
211 class FGLightSourceUpdateCallback : public osg::NodeCallback {
213 virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
215 assert(dynamic_cast<osg::LightSource*>(node));
216 osg::LightSource* lightSource = static_cast<osg::LightSource*>(node);
217 osg::Light* light = lightSource->getLight();
219 FGLight *l = static_cast<FGLight*>(globals->get_subsystem("lighting"));
220 light->setAmbient(l->scene_ambient().osg());
221 light->setDiffuse(l->scene_diffuse().osg());
222 light->setSpecular(l->scene_specular().osg());
223 SGVec4f position(l->sun_vec()[0], l->sun_vec()[1], l->sun_vec()[2], 0);
224 light->setPosition(position.osg());
225 SGVec3f direction(l->sun_vec()[0], l->sun_vec()[1], l->sun_vec()[2]);
226 light->setDirection(direction.osg());
227 light->setSpotExponent(0);
228 light->setSpotCutoff(180);
229 light->setConstantAttenuation(1);
230 light->setLinearAttenuation(0);
231 light->setQuadraticAttenuation(0);
237 class FGWireFrameModeUpdateCallback : public osg::StateAttribute::Callback {
239 FGWireFrameModeUpdateCallback() :
240 mWireframe(fgGetNode("/sim/rendering/wireframe"))
242 virtual void operator()(osg::StateAttribute* stateAttribute,
245 assert(dynamic_cast<osg::PolygonMode*>(stateAttribute));
246 osg::PolygonMode* polygonMode;
247 polygonMode = static_cast<osg::PolygonMode*>(stateAttribute);
249 if (mWireframe->getBoolValue())
250 polygonMode->setMode(osg::PolygonMode::FRONT_AND_BACK,
251 osg::PolygonMode::LINE);
253 polygonMode->setMode(osg::PolygonMode::FRONT_AND_BACK,
254 osg::PolygonMode::FILL);
257 SGSharedPtr<SGPropertyNode> mWireframe;
260 class FGLightModelUpdateCallback : public osg::StateAttribute::Callback {
262 FGLightModelUpdateCallback() :
263 mHighlights(fgGetNode("/sim/rendering/specular-highlight"))
265 virtual void operator()(osg::StateAttribute* stateAttribute,
268 assert(dynamic_cast<osg::LightModel*>(stateAttribute));
269 osg::LightModel* lightModel;
270 lightModel = static_cast<osg::LightModel*>(stateAttribute);
273 FGLight *l = static_cast<FGLight*>(globals->get_subsystem("lighting"));
274 lightModel->setAmbientIntensity(l->scene_ambient().osg());
276 lightModel->setAmbientIntensity(osg::Vec4(0, 0, 0, 1));
278 lightModel->setTwoSided(true);
279 lightModel->setLocalViewer(false);
281 if (mHighlights->getBoolValue()) {
282 lightModel->setColorControl(osg::LightModel::SEPARATE_SPECULAR_COLOR);
284 lightModel->setColorControl(osg::LightModel::SINGLE_COLOR);
288 SGSharedPtr<SGPropertyNode> mHighlights;
291 class FGFogEnableUpdateCallback : public osg::StateSet::Callback {
293 FGFogEnableUpdateCallback() :
294 mFogEnabled(fgGetNode("/sim/rendering/fog"))
296 virtual void operator()(osg::StateSet* stateSet, osg::NodeVisitor*)
298 if (strcmp(mFogEnabled->getStringValue(), "disabled") == 0) {
299 stateSet->setMode(GL_FOG, osg::StateAttribute::OFF);
301 stateSet->setMode(GL_FOG, osg::StateAttribute::ON);
305 SGSharedPtr<SGPropertyNode> mFogEnabled;
308 // fog constants. I'm a little nervous about putting actual code out
309 // here but it seems to work (?)
310 static const double m_log01 = -log( 0.01 );
311 static const double sqrt_m_log01 = sqrt( m_log01 );
312 static GLfloat fog_exp_density;
313 static GLfloat fog_exp2_density;
314 static GLfloat rwy_exp2_punch_through;
315 static GLfloat taxi_exp2_punch_through;
316 static GLfloat ground_exp2_punch_through;
321 static osg::ref_ptr<osgUtil::SceneView> sceneView = new osgUtil::SceneView;
322 static osg::ref_ptr<osg::FrameStamp> mFrameStamp = new osg::FrameStamp;
323 static osg::ref_ptr<SGUpdateVisitor> mUpdateVisitor= new SGUpdateVisitor;
325 static osg::ref_ptr<osg::Group> mRoot = new osg::Group;
327 static osg::ref_ptr<osg::CameraView> mCameraView = new osg::CameraView;
328 static osg::ref_ptr<osg::CameraNode> mBackGroundCamera = new osg::CameraNode;
329 osg::ref_ptr<osg::CameraNode> mSceneCamera = new osg::CameraNode;
331 static osg::ref_ptr<osg::Fog> mFog = new osg::Fog;
332 static osg::ref_ptr<osg::Fog> mRunwayLightingFog = new osg::Fog;
333 static osg::ref_ptr<osg::Fog> mTaxiLightingFog = new osg::Fog;
334 static osg::ref_ptr<osg::Fog> mGroundLightingFog = new osg::Fog;
336 FGRenderer::FGRenderer()
338 #ifdef FG_JPEG_SERVER
339 jpgRenderFrame = FGRenderer::update;
343 FGRenderer::~FGRenderer()
345 #ifdef FG_JPEG_SERVER
346 jpgRenderFrame = NULL;
350 // Initialize various GL/view parameters
352 FGRenderer::init( void ) {
354 osg::initNotifyLevel();
356 // The number of polygon-offset "units" to place between layers. In
357 // principle, one is supposed to be enough. In practice, I find that
358 // my hardware/driver requires many more.
359 osg::PolygonOffset::setUnitsMultiplier(1);
360 osg::PolygonOffset::setFactorMultiplier(1);
362 // Go full screen if requested ...
363 if ( fgGetBool("/sim/startup/fullscreen") )
366 if ( (!strcmp(fgGetString("/sim/rendering/fog"), "disabled")) ||
367 (!fgGetBool("/sim/rendering/shading"))) {
368 // if fastest fog requested, or if flat shading force fastest
369 glHint ( GL_FOG_HINT, GL_FASTEST );
370 } else if ( !strcmp(fgGetString("/sim/rendering/fog"), "nicest") ) {
371 glHint ( GL_FOG_HINT, GL_DONT_CARE );
374 glHint(GL_POLYGON_SMOOTH_HINT, GL_DONT_CARE);
375 glHint(GL_LINE_SMOOTH_HINT, GL_DONT_CARE);
376 glHint(GL_POINT_SMOOTH_HINT, GL_DONT_CARE);
378 sceneView->setDefaults(osgUtil::SceneView::COMPILE_GLOBJECTS_AT_INIT);
380 mFog->setMode(osg::Fog::EXP2);
381 mRunwayLightingFog->setMode(osg::Fog::EXP2);
382 mTaxiLightingFog->setMode(osg::Fog::EXP2);
383 mGroundLightingFog->setMode(osg::Fog::EXP2);
385 sceneView->setFrameStamp(mFrameStamp.get());
387 mUpdateVisitor = new SGUpdateVisitor;
388 sceneView->setUpdateVisitor(mUpdateVisitor.get());
390 sceneView->setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR);
391 sceneView->getCamera()->setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR);
392 sceneView->getCamera()->setClearMask(GL_COLOR_BUFFER_BIT);
394 osg::StateSet* stateSet = mRoot->getOrCreateStateSet();
396 stateSet->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
398 stateSet->setAttribute(new osg::Depth(osg::Depth::LEQUAL));
399 stateSet->setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF);
401 stateSet->setAttribute(new osg::AlphaFunc(osg::AlphaFunc::GREATER, 0.01));
402 stateSet->setMode(GL_ALPHA_TEST, osg::StateAttribute::OFF);
403 stateSet->setAttribute(new osg::BlendFunc);
404 stateSet->setMode(GL_BLEND, osg::StateAttribute::OFF);
406 stateSet->setMode(GL_FOG, osg::StateAttribute::OFF);
408 // this will be set below
409 stateSet->setMode(GL_NORMALIZE, osg::StateAttribute::OFF);
411 osg::Material* material = new osg::Material;
412 stateSet->setAttribute(material);
414 stateSet->setTextureAttribute(0, new osg::TexEnv);
415 stateSet->setTextureMode(0, GL_TEXTURE_2D, osg::StateAttribute::OFF);
418 // stateSet->setAttribute(new osg::CullFace(osg::CullFace::BACK));
419 // stateSet->setMode(GL_CULL_FACE, osg::StateAttribute::ON);
422 // this is the topmost scenegraph node for osg
423 mBackGroundCamera->addChild(thesky->getPreRoot());
424 mBackGroundCamera->setClearMask(0);
426 GLbitfield inheritanceMask = osg::CullSettings::ALL_VARIABLES;
427 inheritanceMask &= ~osg::CullSettings::COMPUTE_NEAR_FAR_MODE;
428 inheritanceMask &= ~osg::CullSettings::NEAR_FAR_RATIO;
429 inheritanceMask &= ~osg::CullSettings::CULLING_MODE;
430 mBackGroundCamera->setInheritanceMask(inheritanceMask);
431 mBackGroundCamera->setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR);
432 mBackGroundCamera->setCullingMode(osg::CullSettings::NO_CULLING);
433 mBackGroundCamera->setRenderOrder(osg::CameraNode::NESTED_RENDER);
435 mBackGroundCamera->getOrCreateStateSet()->setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF);
438 mSceneCamera->setClearMask(GL_DEPTH_BUFFER_BIT);
439 inheritanceMask = osg::CullSettings::ALL_VARIABLES;
440 inheritanceMask &= ~osg::CullSettings::COMPUTE_NEAR_FAR_MODE;
441 inheritanceMask &= ~osg::CullSettings::CULLING_MODE;
442 mSceneCamera->setInheritanceMask(inheritanceMask);
443 mSceneCamera->setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR);
444 mSceneCamera->setCullingMode(osg::CullSettings::DEFAULT_CULLING);
445 mSceneCamera->setRenderOrder(osg::CameraNode::NESTED_RENDER);
446 mSceneCamera->addChild(globals->get_scenery()->get_scene_graph());
447 mSceneCamera->addChild(thesky->getCloudRoot());
449 stateSet = mSceneCamera->getOrCreateStateSet();
450 stateSet->setMode(GL_BLEND, osg::StateAttribute::ON);
451 stateSet->setMode(GL_DEPTH_TEST, osg::StateAttribute::ON);
453 // need to update the light on every frame
454 osg::LightSource* lightSource = new osg::LightSource;
455 lightSource->setUpdateCallback(new FGLightSourceUpdateCallback);
456 // relative because of CameraView being just a clever transform node
457 lightSource->setReferenceFrame(osg::LightSource::RELATIVE_RF);
458 lightSource->setLocalStateSetModes(osg::StateAttribute::ON);
459 mRoot->addChild(lightSource);
461 lightSource->addChild(mBackGroundCamera.get());
462 lightSource->addChild(mSceneCamera.get());
465 stateSet = globals->get_scenery()->get_scene_graph()->getOrCreateStateSet();
466 stateSet->setMode(GL_BLEND, osg::StateAttribute::ON);
467 stateSet->setMode(GL_ALPHA_TEST, osg::StateAttribute::ON);
468 stateSet->setMode(GL_LIGHTING, osg::StateAttribute::ON);
469 stateSet->setMode(GL_DEPTH_TEST, osg::StateAttribute::ON);
471 // enable disable specular highlights.
472 // is the place where we might plug in an other fragment shader ...
473 osg::LightModel* lightModel = new osg::LightModel;
474 lightModel->setUpdateCallback(new FGLightModelUpdateCallback);
475 stateSet->setAttribute(lightModel);
477 // switch to enable wireframe
478 osg::PolygonMode* polygonMode = new osg::PolygonMode;
479 polygonMode->setUpdateCallback(new FGWireFrameModeUpdateCallback);
480 stateSet->setAttributeAndModes(polygonMode);
482 // scene fog handling
483 stateSet->setAttributeAndModes(mFog.get());
484 stateSet->setUpdateCallback(new FGFogEnableUpdateCallback);
487 osg::CameraNode* guiCamera = new osg::CameraNode;
488 guiCamera->setRenderOrder(osg::CameraNode::POST_RENDER);
489 guiCamera->setClearMask(0);
490 inheritanceMask = osg::CullSettings::ALL_VARIABLES;
491 inheritanceMask &= ~osg::CullSettings::COMPUTE_NEAR_FAR_MODE;
492 inheritanceMask &= ~osg::CullSettings::CULLING_MODE;
493 guiCamera->setInheritanceMask(inheritanceMask);
494 guiCamera->setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR);
495 guiCamera->setCullingMode(osg::CullSettings::NO_CULLING);
496 mRoot->addChild(guiCamera);
497 osg::Geode* geode = new osg::Geode;
498 geode->addDrawable(new SGPuDrawable);
499 geode->addDrawable(new SGHUDAndPanelDrawable);
500 guiCamera->addChild(geode);
502 // this one contains all lights, here we set the light states we did
503 // in the plib case with plain OpenGL
504 osg::Group* lightGroup = new osg::Group;
505 mSceneCamera->addChild(lightGroup);
506 lightGroup->addChild(globals->get_scenery()->get_gnd_lights_root());
507 lightGroup->addChild(globals->get_scenery()->get_vasi_lights_root());
508 lightGroup->addChild(globals->get_scenery()->get_rwy_lights_root());
509 lightGroup->addChild(globals->get_scenery()->get_taxi_lights_root());
511 stateSet = globals->get_scenery()->get_gnd_lights_root()->getOrCreateStateSet();
512 stateSet->setAttributeAndModes(mFog.get());
513 stateSet->setUpdateCallback(new FGFogEnableUpdateCallback);
514 stateSet = globals->get_scenery()->get_vasi_lights_root()->getOrCreateStateSet();
515 stateSet->setAttributeAndModes(mRunwayLightingFog.get());
516 stateSet->setUpdateCallback(new FGFogEnableUpdateCallback);
517 stateSet = globals->get_scenery()->get_rwy_lights_root()->getOrCreateStateSet();
518 stateSet->setAttributeAndModes(mRunwayLightingFog.get());
519 stateSet->setUpdateCallback(new FGFogEnableUpdateCallback);
520 stateSet = globals->get_scenery()->get_taxi_lights_root()->getOrCreateStateSet();
521 stateSet->setAttributeAndModes(mTaxiLightingFog.get());
522 stateSet->setUpdateCallback(new FGFogEnableUpdateCallback);
524 mCameraView->addChild(mRoot.get());
525 sceneView->setSceneData(mCameraView.get());
527 // sceneView->getState()->setCheckForGLErrors(osg::State::ONCE_PER_ATTRIBUTE);
531 // Update all Visuals (redraws anything graphics related)
533 FGRenderer::update( bool refresh_camera_settings ) {
534 bool scenery_loaded = fgGetBool("sim/sceneryloaded")
535 || fgGetBool("sim/sceneryloaded-override");
537 if ( idle_state < 1000 || !scenery_loaded ) {
538 if (sceneView.valid() && sceneView->getState()) {
539 sceneView->getState()->setActiveTextureUnit(0);
540 sceneView->getState()->setClientActiveTextureUnit(0);
542 // still initializing, draw the splash screen
543 glPushAttrib(GL_ALL_ATTRIB_BITS);
544 glPushClientAttrib(~0u);
551 // Keep resetting sim time while the sim is initializing
552 globals->set_sim_time_sec( 0.0 );
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 static double last_visibility = -9999;
579 if ( actual_visibility != last_visibility ) {
580 last_visibility = actual_visibility;
582 fog_exp_density = m_log01 / actual_visibility;
583 fog_exp2_density = sqrt_m_log01 / actual_visibility;
584 ground_exp2_punch_through = sqrt_m_log01 / (actual_visibility * 1.5);
585 if ( actual_visibility < 8000 ) {
586 rwy_exp2_punch_through = sqrt_m_log01 / (actual_visibility * 2.5);
587 taxi_exp2_punch_through = sqrt_m_log01 / (actual_visibility * 1.5);
589 rwy_exp2_punch_through = sqrt_m_log01 / ( 8000 * 2.5 );
590 taxi_exp2_punch_through = sqrt_m_log01 / ( 8000 * 1.5 );
592 mFog->setDensity(fog_exp2_density);
593 mRunwayLightingFog->setDensity(rwy_exp2_punch_through);
594 mTaxiLightingFog->setDensity(taxi_exp2_punch_through);
595 mGroundLightingFog->setDensity(ground_exp2_punch_through);
598 // idle_state is now 1000 meaning we've finished all our
599 // initializations and are running the main loop, so this will
600 // now work without seg faulting the system.
602 FGViewer *current__view = globals->get_current_view();
603 // Force update of center dependent values ...
604 current__view->set_dirty();
606 if ( refresh_camera_settings ) {
608 resize( fgGetInt("/sim/startup/xsize"),
609 fgGetInt("/sim/startup/ysize") );
611 SGVec3d center = globals->get_scenery()->get_center();
612 SGVec3d position = current__view->getViewPosition();
613 SGQuatd attitude = current__view->getViewOrientation();
614 SGVec3d osgPosition = attitude.transform(center - position);
615 mCameraView->setPosition(osgPosition.osg());
616 mCameraView->setAttitude(inverse(attitude).osg());
620 if ( fgGetBool("/sim/rendering/textures") ) {
621 SGVec4f clearColor(l->adj_fog_color());
622 sceneView->getCamera()->setClearColor(clearColor.osg());
625 SGVec4f clearColor(l->sky_color());
626 sceneView->getCamera()->setClearColor(clearColor.osg());
629 // update fog params if visibility has changed
630 double visibility_meters = fgGetDouble("/environment/visibility-m");
631 thesky->set_visibility(visibility_meters);
633 thesky->modify_vis( cur_fdm_state->get_Altitude() * SG_FEET_TO_METER,
634 ( global_multi_loop * fgGetInt("/sim/speed-up") )
635 / (double)fgGetInt("/sim/model-hz") );
637 // update the sky dome
640 // The sun and moon distances are scaled down versions
641 // of the actual distance to get both the moon and the sun
642 // within the range of the far clip plane.
643 // Moon distance: 384,467 kilometers
644 // Sun distance: 150,000,000 kilometers
646 double sun_horiz_eff, moon_horiz_eff;
647 if (fgGetBool("/sim/rendering/horizon-effect")) {
648 sun_horiz_eff = 0.67+pow(0.5+cos(l->get_sun_angle())*2/2, 0.33)/3;
649 moon_horiz_eff = 0.67+pow(0.5+cos(l->get_moon_angle())*2/2, 0.33)/3;
651 sun_horiz_eff = moon_horiz_eff = 1.0;
654 static SGSkyState sstate;
656 sstate.view_pos = current__view->get_view_pos();
657 sstate.zero_elev = current__view->get_zero_elev();
658 sstate.view_up = current__view->get_world_up();
659 sstate.lon = current__view->getLongitude_deg()
660 * SGD_DEGREES_TO_RADIANS;
661 sstate.lat = current__view->getLatitude_deg()
662 * SGD_DEGREES_TO_RADIANS;
663 sstate.alt = current__view->getAltitudeASL_ft()
665 sstate.spin = l->get_sun_rotation();
666 sstate.gst = globals->get_time_params()->getGst();
667 sstate.sun_ra = globals->get_ephem()->getSunRightAscension();
668 sstate.sun_dec = globals->get_ephem()->getSunDeclination();
669 sstate.sun_dist = 50000.0 * sun_horiz_eff;
670 sstate.moon_ra = globals->get_ephem()->getMoonRightAscension();
671 sstate.moon_dec = globals->get_ephem()->getMoonDeclination();
672 sstate.moon_dist = 40000.0 * moon_horiz_eff;
673 sstate.sun_angle = l->get_sun_angle();
677 SG_LOG( SG_GENERAL, SG_BULK, "thesky->repaint() sky_color = "
678 << l->sky_color()[0] << " "
679 << l->sky_color()[1] << " "
680 << l->sky_color()[2] << " "
681 << l->sky_color()[3] );
682 SG_LOG( SG_GENERAL, SG_BULK, " fog = "
683 << l->fog_color()[0] << " "
684 << l->fog_color()[1] << " "
685 << l->fog_color()[2] << " "
686 << l->fog_color()[3] );
687 SG_LOG( SG_GENERAL, SG_BULK,
688 " sun_angle = " << l->sun_angle
689 << " moon_angle = " << l->moon_angle );
692 static SGSkyColor scolor;
694 scolor.sky_color = SGVec3f(l->sky_color().data());
695 scolor.fog_color = SGVec3f(l->adj_fog_color().data());
696 scolor.cloud_color = SGVec3f(l->cloud_color().data());
697 scolor.sun_angle = l->get_sun_angle();
698 scolor.moon_angle = l->get_moon_angle();
699 scolor.nplanets = globals->get_ephem()->getNumPlanets();
700 scolor.nstars = globals->get_ephem()->getNumStars();
701 scolor.planet_data = globals->get_ephem()->getPlanets();
702 scolor.star_data = globals->get_ephem()->getStars();
704 thesky->reposition( sstate, delta_time_sec );
705 thesky->repaint( scolor );
708 SG_LOG( SG_GENERAL, SG_BULK,
709 "thesky->reposition( view_pos = " << view_pos[0] << " "
710 << view_pos[1] << " " << view_pos[2] );
711 SG_LOG( SG_GENERAL, SG_BULK,
712 " zero_elev = " << zero_elev[0] << " "
713 << zero_elev[1] << " " << zero_elev[2]
714 << " lon = " << cur_fdm_state->get_Longitude()
715 << " lat = " << cur_fdm_state->get_Latitude() );
716 SG_LOG( SG_GENERAL, SG_BULK,
717 " sun_rot = " << l->get_sun_rotation
718 << " gst = " << SGTime::cur_time_params->getGst() );
719 SG_LOG( SG_GENERAL, SG_BULK,
720 " sun ra = " << globals->get_ephem()->getSunRightAscension()
721 << " sun dec = " << globals->get_ephem()->getSunDeclination()
722 << " moon ra = " << globals->get_ephem()->getMoonRightAscension()
723 << " moon dec = " << globals->get_ephem()->getMoonDeclination() );
727 // shadows->setupShadows(
728 // current__view->getLongitude_deg(),
729 // current__view->getLatitude_deg(),
730 // globals->get_time_params()->getGst(),
731 // globals->get_ephem()->getSunRightAscension(),
732 // globals->get_ephem()->getSunDeclination(),
733 // l->get_sun_angle());
737 if ( strcmp(fgGetString("/sim/rendering/fog"), "disabled") ) {
738 SGVec4f color(l->adj_fog_color());
739 mFog->setColor(color.osg());
740 mRunwayLightingFog->setColor(color.osg());
741 mTaxiLightingFog->setColor(color.osg());
742 mGroundLightingFog->setColor(color.osg());
746 // sgEnviro.setLight(l->adj_fog_color());
748 // texture parameters
749 glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST );
751 double agl = current__view->getAltitudeASL_ft()*SG_FEET_TO_METER
752 - current__view->getSGLocation()->get_cur_elev_m();
754 float scene_nearplane, scene_farplane;
756 scene_nearplane = 10.0f;
757 scene_farplane = 120000.0f;
759 scene_nearplane = groundlevel_nearplane->getDoubleValue();
760 scene_farplane = 120000.0f;
763 setNearFar( scene_nearplane, scene_farplane );
765 // sgEnviro.startOfFrame(current__view->get_view_pos(),
766 // current__view->get_world_up(),
767 // current__view->getLongitude_deg(),
768 // current__view->getLatitude_deg(),
769 // current__view->getAltitudeASL_ft() * SG_FEET_TO_METER,
773 // sgEnviro.drawLightning();
775 // double current_view_origin_airspeed_horiz_kt =
776 // fgGetDouble("/velocities/airspeed-kt", 0.0)
777 // * cos( fgGetDouble("/orientation/pitch-deg", 0.0)
778 // * SGD_DEGREES_TO_RADIANS);
779 // TODO:find the real view speed, not the AC one
780 // sgEnviro.drawPrecipitation(
781 // fgGetDouble("/environment/metar/rain-norm", 0.0),
782 // fgGetDouble("/environment/metar/snow-norm", 0.0),
783 // fgGetDouble("/environment/metar/hail-norm", 0.0),
784 // current__view->getPitch_deg() + current__view->getPitchOffset_deg(),
785 // current__view->getRoll_deg() + current__view->getRollOffset_deg(),
786 // - current__view->getHeadingOffset_deg(),
787 // current_view_origin_airspeed_horiz_kt
792 // shadows->endOfFrame();
794 // need to call the update visitor once
795 globals->get_aircraft_model()->select( true );
796 FGTileMgr::set_tile_filter( true );
797 mFrameStamp->setReferenceTime(globals->get_sim_time_sec());
798 mFrameStamp->setFrameNumber(1+mFrameStamp->getFrameNumber());
799 mFrameStamp->setCalendarTime(*globals->get_time_params()->getGmt());
800 mUpdateVisitor->setViewData(current__view->getViewPosition(),
801 current__view->getViewOrientation());
802 mUpdateVisitor->setSceneryCenter(globals->get_scenery()->get_center());
803 SGVec3f direction(l->sun_vec()[0], l->sun_vec()[1], l->sun_vec()[2]);
804 mUpdateVisitor->setLight(direction, l->scene_ambient(),
805 l->scene_diffuse(), l->scene_specular());
806 mUpdateVisitor->setVisibility(actual_visibility);
808 if (fgGetBool("/sim/panel-hotspots"))
809 sceneView->setCullMask(~0u);
811 sceneView->setCullMask(~SG_NODEMASK_PICK_BIT);
820 // options.cxx needs to see this for toggle_panel()
821 // Handle new window size or exposure
823 FGRenderer::resize( int width, int height ) {
826 if ( (!fgGetBool("/sim/virtual-cockpit"))
827 && fgPanelVisible() && idle_state == 1000 ) {
828 view_h = (int)(height * (globals->get_current_panel()->getViewHeight() -
829 globals->get_current_panel()->getYOffset()) / 768.0);
834 sceneView->getViewport()->setViewport(0, height - view_h, width, view_h);
836 static int lastwidth = 0;
837 static int lastheight = 0;
838 if (width != lastwidth)
839 fgSetInt("/sim/startup/xsize", lastwidth = width);
840 if (height != lastheight)
841 fgSetInt("/sim/startup/ysize", lastheight = height);
843 guiInitMouse(width, height);
846 FGViewMgr *viewmgr = globals->get_viewmgr();
848 for ( int i = 0; i < viewmgr->size(); ++i ) {
849 viewmgr->get_view(i)->
850 set_aspect_ratio((float)view_h / (float)width);
853 setFOV( viewmgr->get_current_view()->get_h_fov(),
854 viewmgr->get_current_view()->get_v_fov() );
859 // These are wrapper functions around ssgSetNearFar() and ssgSetFOV()
860 // which will post process and rewrite the resulting frustum if we
861 // want to do asymmetric view frustums.
863 static void fgHackFrustum() {
865 // specify a percent of the configured view frustum to actually
866 // display. This is a bit of a hack to achieve asymmetric view
867 // frustums. For instance, if you want to display two monitors
868 // side by side, you could specify each with a double fov, a 0.5
869 // aspect ratio multiplier, and then the left side monitor would
870 // have a left_pct = 0.0, a right_pct = 0.5, a bottom_pct = 0.0,
871 // and a top_pct = 1.0. The right side monitor would have a
872 // left_pct = 0.5 and a right_pct = 1.0.
874 static SGPropertyNode *left_pct
875 = fgGetNode("/sim/current-view/frustum-left-pct");
876 static SGPropertyNode *right_pct
877 = fgGetNode("/sim/current-view/frustum-right-pct");
878 static SGPropertyNode *bottom_pct
879 = fgGetNode("/sim/current-view/frustum-bottom-pct");
880 static SGPropertyNode *top_pct
881 = fgGetNode("/sim/current-view/frustum-top-pct");
886 sceneView->getProjectionMatrixAsFrustum(left, right, bottom, top, zNear, zFar);
887 // cout << " l = " << f->getLeft()
888 // << " r = " << f->getRight()
889 // << " b = " << f->getBot()
890 // << " t = " << f->getTop()
891 // << " n = " << f->getNear()
892 // << " f = " << f->getFar()
895 double width = right - left;
896 double height = top - bottom;
900 if ( left_pct != NULL ) {
901 l = left + width * left_pct->getDoubleValue();
906 if ( right_pct != NULL ) {
907 r = left + width * right_pct->getDoubleValue();
912 if ( bottom_pct != NULL ) {
913 b = bottom + height * bottom_pct->getDoubleValue();
918 if ( top_pct != NULL ) {
919 t = bottom + height * top_pct->getDoubleValue();
924 sceneView->setProjectionMatrixAsFrustum(l, r, b, t, zNear, zFar);
928 // we need some static storage space for these values. However, we
929 // can't store it in a renderer class object because the functions
930 // that manipulate these are static. They are static so they can
931 // interface to the display callback system. There's probably a
932 // better way, there has to be a better way, but I'm not seeing it
934 static float fov_width = 55.0;
935 static float fov_height = 42.0;
936 static float fov_near = 1.0;
937 static float fov_far = 1000.0;
940 /** FlightGear code should use this routine to set the FOV rather than
941 * calling the ssg routine directly
943 void FGRenderer::setFOV( float w, float h ) {
947 sceneView->setProjectionMatrixAsPerspective(fov_height,
948 fov_width/fov_height,
950 // fully specify the view frustum before hacking it (so we don't
951 // accumulate hacked effects
953 // sgEnviro.setFOV( w, h );
957 /** FlightGear code should use this routine to set the Near/Far clip
958 * planes rather than calling the ssg routine directly
960 void FGRenderer::setNearFar( float n, float f ) {
961 // OSGFIXME: we have currently too much z-buffer fights
966 sceneView->setProjectionMatrixAsPerspective(fov_height,
967 fov_width/fov_height,
970 sceneView->getCamera()->setNearFarRatio(fov_near/fov_far);
971 mSceneCamera->setNearFarRatio(fov_near/fov_far);
973 // fully specify the view frustum before hacking it (so we don't
974 // accumulate hacked effects
978 bool FGRenderer::getPickInfo( SGVec3d& pt, SGVec3d& dir,
979 unsigned x, unsigned y )
981 // Get the matrices involved in the transform from global to screen
983 osg::Matrix pm = sceneView->getCamera()->getProjectionMatrix();
986 osg::NodePathList paths;
987 paths = globals->get_scenery()->get_scene_graph()->getParentalNodePaths();
988 if (!paths.empty()) {
989 // Ok, we know that this should not have multiple parents ...
990 // FIXME: is this allways true?
991 mv = osg::computeLocalToEye(sceneView->getCamera()->getViewMatrix(),
992 paths.front(), false);
995 // Compose and invert
996 osg::Matrix m = osg::Matrix::inverse(mv*pm);
998 // Get the width and height of the display to be able to normalize the
1000 float width = fgGetInt("/sim/startup/xsize");
1001 float height = fgGetInt("/sim/startup/ysize");
1003 // Compute some coordinates of in the line from the eyepoint to the
1004 // mouse click coodinates.
1005 // First build the normalized projection coordinates
1006 osg::Vec4 normPt((2*x - width)/width, -(2*y - height)/height, 1, 1);
1007 // Transform them into the real world
1008 osg::Vec4 worldPt4 = m.preMult(normPt);
1009 if (fabs(worldPt4[3]) < SGLimitsf::min())
1011 SGVec3f worldPt(worldPt4[0]/worldPt4[3],
1012 worldPt4[1]/worldPt4[3],
1013 worldPt4[2]/worldPt4[3]);
1015 // Now build a direction from the point
1016 FGViewer* view = globals->get_current_view();
1017 dir = normalize(toVec3d(worldPt - SGVec3f(view->get_view_pos())));
1019 // Copy the start point
1020 pt = SGVec3d(view->get_absolute_view_pos());
1022 // OSGFIXME: ist this sufficient??? especially the precision problems here??
1023 // bool mSceneView->projectWindowXYIntoObject(int x,int y,osg::Vec3& near_point,osg::Vec3& far_point) const;
1029 // end of renderer.cxx