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 <GUI/new_gui.hxx>
96 #include <Instrumentation/instrument_mgr.hxx>
97 #include <Instrumentation/HUD/HUD.hxx>
100 #include "renderer.hxx"
103 class SGPuDrawable : public osg::Drawable {
107 // Dynamic stuff, do not store geometry
108 setUseDisplayList(false);
110 osg::StateSet* stateSet = getOrCreateStateSet();
111 stateSet->setRenderBinDetails(1001, "RenderBin");
112 // speed optimization?
113 stateSet->setMode(GL_CULL_FACE, osg::StateAttribute::OFF);
114 // We can do translucent menus, so why not. :-)
115 stateSet->setAttribute(new osg::BlendFunc(osg::BlendFunc::SRC_ALPHA, osg::BlendFunc::ONE_MINUS_SRC_ALPHA));
116 stateSet->setMode(GL_BLEND, osg::StateAttribute::ON);
117 stateSet->setTextureMode(0, GL_TEXTURE_2D, osg::StateAttribute::OFF);
119 stateSet->setTextureAttribute(0, new osg::TexEnv(osg::TexEnv::MODULATE));
121 stateSet->setMode(GL_FOG, osg::StateAttribute::OFF);
122 stateSet->setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF);
124 virtual void drawImplementation(osg::RenderInfo& renderInfo) const
125 { drawImplementation(*renderInfo.getState()); }
126 void drawImplementation(osg::State& state) const
128 state.pushStateSet(getStateSet());
130 state.setActiveTextureUnit(0);
131 state.setClientActiveTextureUnit(0);
132 state.disableAllVertexArrays();
134 glPushAttrib(GL_ALL_ATTRIB_BITS);
135 glPushClientAttrib(~0u);
143 state.dirtyAllModes();
144 state.dirtyAllAttributes();
145 state.dirtyAllVertexArrays();
148 virtual osg::Object* cloneType() const { return new SGPuDrawable; }
149 virtual osg::Object* clone(const osg::CopyOp&) const { return new SGPuDrawable; }
154 class SGHUDAndPanelDrawable : public osg::Drawable {
156 SGHUDAndPanelDrawable()
158 // Dynamic stuff, do not store geometry
159 setUseDisplayList(false);
161 osg::StateSet* stateSet = getOrCreateStateSet();
162 stateSet->setRenderBinDetails(1000, "RenderBin");
164 // speed optimization?
165 stateSet->setMode(GL_CULL_FACE, osg::StateAttribute::OFF);
166 stateSet->setAttribute(new osg::BlendFunc(osg::BlendFunc::SRC_ALPHA, osg::BlendFunc::ONE_MINUS_SRC_ALPHA));
167 stateSet->setMode(GL_BLEND, osg::StateAttribute::ON);
168 stateSet->setMode(GL_FOG, osg::StateAttribute::OFF);
169 stateSet->setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF);
171 stateSet->setTextureAttribute(0, new osg::TexEnv(osg::TexEnv::MODULATE));
173 virtual void drawImplementation(osg::RenderInfo& renderInfo) const
174 { drawImplementation(*renderInfo.getState()); }
175 void drawImplementation(osg::State& state) const
177 state.pushStateSet(getStateSet());
179 state.setActiveTextureUnit(0);
180 state.setClientActiveTextureUnit(0);
181 state.disableAllVertexArrays();
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
203 state.dirtyAllModes();
204 state.dirtyAllAttributes();
205 state.dirtyAllVertexArrays();
208 virtual osg::Object* cloneType() const { return new SGHUDAndPanelDrawable; }
209 virtual osg::Object* clone(const osg::CopyOp&) const { return new SGHUDAndPanelDrawable; }
214 class FGLightSourceUpdateCallback : public osg::NodeCallback {
216 virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
218 assert(dynamic_cast<osg::LightSource*>(node));
219 osg::LightSource* lightSource = static_cast<osg::LightSource*>(node);
220 osg::Light* light = lightSource->getLight();
222 FGLight *l = static_cast<FGLight*>(globals->get_subsystem("lighting"));
223 light->setAmbient(l->scene_ambient().osg());
224 light->setDiffuse(l->scene_diffuse().osg());
225 light->setSpecular(l->scene_specular().osg());
226 SGVec4f position(l->sun_vec()[0], l->sun_vec()[1], l->sun_vec()[2], 0);
227 light->setPosition(position.osg());
228 SGVec3f direction(l->sun_vec()[0], l->sun_vec()[1], l->sun_vec()[2]);
229 light->setDirection(direction.osg());
230 light->setSpotExponent(0);
231 light->setSpotCutoff(180);
232 light->setConstantAttenuation(1);
233 light->setLinearAttenuation(0);
234 light->setQuadraticAttenuation(0);
240 class FGWireFrameModeUpdateCallback : public osg::StateAttribute::Callback {
242 FGWireFrameModeUpdateCallback() :
243 mWireframe(fgGetNode("/sim/rendering/wireframe"))
245 virtual void operator()(osg::StateAttribute* stateAttribute,
248 assert(dynamic_cast<osg::PolygonMode*>(stateAttribute));
249 osg::PolygonMode* polygonMode;
250 polygonMode = static_cast<osg::PolygonMode*>(stateAttribute);
252 if (mWireframe->getBoolValue())
253 polygonMode->setMode(osg::PolygonMode::FRONT_AND_BACK,
254 osg::PolygonMode::LINE);
256 polygonMode->setMode(osg::PolygonMode::FRONT_AND_BACK,
257 osg::PolygonMode::FILL);
260 SGSharedPtr<SGPropertyNode> mWireframe;
263 class FGLightModelUpdateCallback : public osg::StateAttribute::Callback {
265 FGLightModelUpdateCallback() :
266 mHighlights(fgGetNode("/sim/rendering/specular-highlight"))
268 virtual void operator()(osg::StateAttribute* stateAttribute,
271 assert(dynamic_cast<osg::LightModel*>(stateAttribute));
272 osg::LightModel* lightModel;
273 lightModel = static_cast<osg::LightModel*>(stateAttribute);
276 FGLight *l = static_cast<FGLight*>(globals->get_subsystem("lighting"));
277 lightModel->setAmbientIntensity(l->scene_ambient().osg());
279 lightModel->setAmbientIntensity(osg::Vec4(0, 0, 0, 1));
281 lightModel->setTwoSided(true);
282 lightModel->setLocalViewer(false);
284 if (mHighlights->getBoolValue()) {
285 lightModel->setColorControl(osg::LightModel::SEPARATE_SPECULAR_COLOR);
287 lightModel->setColorControl(osg::LightModel::SINGLE_COLOR);
291 SGSharedPtr<SGPropertyNode> mHighlights;
294 class FGFogEnableUpdateCallback : public osg::StateSet::Callback {
296 FGFogEnableUpdateCallback() :
297 mFogEnabled(fgGetNode("/sim/rendering/fog"))
299 virtual void operator()(osg::StateSet* stateSet, osg::NodeVisitor*)
301 if (strcmp(mFogEnabled->getStringValue(), "disabled") == 0) {
302 stateSet->setMode(GL_FOG, osg::StateAttribute::OFF);
304 stateSet->setMode(GL_FOG, osg::StateAttribute::ON);
308 SGSharedPtr<SGPropertyNode> mFogEnabled;
311 class FGFogUpdateCallback : public osg::StateAttribute::Callback {
313 virtual void operator () (osg::StateAttribute* sa, osg::NodeVisitor* nv)
315 assert(dynamic_cast<SGUpdateVisitor*>(nv));
316 assert(dynamic_cast<osg::Fog*>(sa));
317 SGUpdateVisitor* updateVisitor = static_cast<SGUpdateVisitor*>(nv);
318 osg::Fog* fog = static_cast<osg::Fog*>(sa);
319 fog->setMode(osg::Fog::EXP2);
320 fog->setColor(updateVisitor->getFogColor().osg());
321 fog->setDensity(updateVisitor->getFogExp2Density());
325 // update callback for the switch node guarding that splash
326 class FGScenerySwitchCallback : public osg::NodeCallback {
328 virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
330 assert(dynamic_cast<osg::Switch*>(node));
331 osg::Switch* sw = static_cast<osg::Switch*>(node);
333 double t = globals->get_sim_time_sec();
334 bool enabled = 0 < t;
335 sw->setValue(0, enabled);
345 osg::ref_ptr<osgUtil::SceneView> sceneView = new osgUtil::SceneView; // This SceneView is used by class FGJpegHttpd ( jpg-httpd.cxx )
346 static osg::ref_ptr<osg::FrameStamp> mFrameStamp = new osg::FrameStamp;
347 static osg::ref_ptr<SGUpdateVisitor> mUpdateVisitor= new SGUpdateVisitor;
349 static osg::ref_ptr<osg::Group> mRealRoot = new osg::Group;
351 static osg::ref_ptr<osg::Group> mRoot = new osg::Group;
353 static osg::ref_ptr<osg::CameraView> mCameraView = new osg::CameraView;
354 static osg::ref_ptr<osg::Camera> mBackGroundCamera = new osg::Camera;
356 FGRenderer::FGRenderer()
358 #ifdef FG_JPEG_SERVER
359 jpgRenderFrame = FGRenderer::update;
361 #ifdef ENABLE_OSGVIEWER
362 manipulator = new FGManipulator;
366 FGRenderer::~FGRenderer()
368 #ifdef FG_JPEG_SERVER
369 jpgRenderFrame = NULL;
373 // Initialize various GL/view parameters
374 // XXX This should be called "preinit" or something, as it initializes
375 // critical parts of the scene graph in addition to the splash screen.
377 FGRenderer::splashinit( void ) {
378 osgViewer::Viewer* viewer = globals->get_renderer()->getViewer();
381 mRealRoot = dynamic_cast<osg::Group*>(viewer->getSceneData());
382 mRealRoot->addChild(fgCreateSplashNode());
383 osgViewer::Scene* scene = viewer->getScene();
384 scene->setFrameStamp(mFrameStamp.get());
385 // Scene doesn't seem to pass the frame stamp to the update
386 // visitor automatically.
387 mUpdateVisitor->setFrameStamp(mFrameStamp.get());
388 scene->setUpdateVisitor(mUpdateVisitor.get());
390 // Add the splash screen node
391 mRealRoot->addChild(fgCreateSplashNode());
392 sceneView->setSceneData(mRealRoot.get());
393 sceneView->setDefaults(osgUtil::SceneView::COMPILE_GLOBJECTS_AT_INIT);
394 sceneView->setFrameStamp(mFrameStamp.get());
395 sceneView->setUpdateVisitor(mUpdateVisitor.get());
400 FGRenderer::init( void ) {
401 // The viewer can call this before the graphics context is current
402 // in the main thread; indeed, in a multithreaded setup it might
403 // never be current in the main thread.
405 osgViewer::Viewer* viewer = globals->get_renderer()->getViewer();
406 osg::initNotifyLevel();
408 // The number of polygon-offset "units" to place between layers. In
409 // principle, one is supposed to be enough. In practice, I find that
410 // my hardware/driver requires many more.
411 osg::PolygonOffset::setUnitsMultiplier(1);
412 osg::PolygonOffset::setFactorMultiplier(1);
414 // Go full screen if requested ...
415 if ( fgGetBool("/sim/startup/fullscreen") )
418 if ( (!strcmp(fgGetString("/sim/rendering/fog"), "disabled")) ||
419 (!fgGetBool("/sim/rendering/shading"))) {
420 // if fastest fog requested, or if flat shading force fastest
421 glHint ( GL_FOG_HINT, GL_FASTEST );
422 } else if ( !strcmp(fgGetString("/sim/rendering/fog"), "nicest") ) {
423 glHint ( GL_FOG_HINT, GL_DONT_CARE );
426 glHint(GL_POLYGON_SMOOTH_HINT, GL_DONT_CARE);
427 glHint(GL_LINE_SMOOTH_HINT, GL_DONT_CARE);
428 glHint(GL_POINT_SMOOTH_HINT, GL_DONT_CARE);
432 ->setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR);
434 sceneView->setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR);
435 sceneView->getCamera()->setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR);
439 osg::StateSet* stateSet = mRoot->getOrCreateStateSet();
441 stateSet->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
443 stateSet->setAttribute(new osg::Depth(osg::Depth::LESS));
444 stateSet->setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF);
446 stateSet->setAttribute(new osg::AlphaFunc(osg::AlphaFunc::GREATER, 0.01));
447 stateSet->setMode(GL_ALPHA_TEST, osg::StateAttribute::OFF);
448 stateSet->setAttribute(new osg::BlendFunc);
449 stateSet->setMode(GL_BLEND, osg::StateAttribute::OFF);
451 stateSet->setMode(GL_FOG, osg::StateAttribute::OFF);
453 // this will be set below
454 stateSet->setMode(GL_NORMALIZE, osg::StateAttribute::OFF);
456 osg::Material* material = new osg::Material;
457 stateSet->setAttribute(material);
459 stateSet->setTextureAttribute(0, new osg::TexEnv);
460 stateSet->setTextureMode(0, GL_TEXTURE_2D, osg::StateAttribute::OFF);
463 // stateSet->setAttribute(new osg::CullFace(osg::CullFace::BACK));
464 // stateSet->setMode(GL_CULL_FACE, osg::StateAttribute::ON);
466 // this is the topmost scenegraph node for osg
467 mBackGroundCamera->addChild(thesky->getPreRoot());
468 mBackGroundCamera->setClearMask(0);
470 GLbitfield inheritanceMask = osg::CullSettings::ALL_VARIABLES;
471 inheritanceMask &= ~osg::CullSettings::COMPUTE_NEAR_FAR_MODE;
472 inheritanceMask &= ~osg::CullSettings::NEAR_FAR_RATIO;
473 inheritanceMask &= ~osg::CullSettings::CULLING_MODE;
474 mBackGroundCamera->setInheritanceMask(inheritanceMask);
475 mBackGroundCamera->setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR);
476 mBackGroundCamera->setCullingMode(osg::CullSettings::NO_CULLING);
477 mBackGroundCamera->setRenderOrder(osg::Camera::NESTED_RENDER);
479 stateSet = mBackGroundCamera->getOrCreateStateSet();
480 stateSet->setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF);
482 osg::Group* sceneGroup = new osg::Group;
483 sceneGroup->addChild(globals->get_scenery()->get_scene_graph());
484 sceneGroup->addChild(thesky->getCloudRoot());
486 stateSet = sceneGroup->getOrCreateStateSet();
487 stateSet->setMode(GL_BLEND, osg::StateAttribute::ON);
488 stateSet->setMode(GL_DEPTH_TEST, osg::StateAttribute::ON);
490 // need to update the light on every frame
491 osg::LightSource* lightSource = new osg::LightSource;
492 lightSource->setUpdateCallback(new FGLightSourceUpdateCallback);
493 // relative because of CameraView being just a clever transform node
494 lightSource->setReferenceFrame(osg::LightSource::RELATIVE_RF);
495 lightSource->setLocalStateSetModes(osg::StateAttribute::ON);
496 mRoot->addChild(lightSource);
498 lightSource->addChild(mBackGroundCamera.get());
499 lightSource->addChild(sceneGroup);
502 stateSet = globals->get_scenery()->get_scene_graph()->getOrCreateStateSet();
503 stateSet->setMode(GL_BLEND, osg::StateAttribute::ON);
504 stateSet->setMode(GL_ALPHA_TEST, osg::StateAttribute::ON);
505 stateSet->setMode(GL_LIGHTING, osg::StateAttribute::ON);
506 stateSet->setMode(GL_DEPTH_TEST, osg::StateAttribute::ON);
508 // enable disable specular highlights.
509 // is the place where we might plug in an other fragment shader ...
510 osg::LightModel* lightModel = new osg::LightModel;
511 lightModel->setUpdateCallback(new FGLightModelUpdateCallback);
512 stateSet->setAttribute(lightModel);
514 // switch to enable wireframe
515 osg::PolygonMode* polygonMode = new osg::PolygonMode;
516 polygonMode->setUpdateCallback(new FGWireFrameModeUpdateCallback);
517 stateSet->setAttributeAndModes(polygonMode);
519 // scene fog handling
520 osg::Fog* fog = new osg::Fog;
521 fog->setUpdateCallback(new FGFogUpdateCallback);
522 stateSet->setAttributeAndModes(fog);
523 stateSet->setUpdateCallback(new FGFogEnableUpdateCallback);
526 osg::Camera* guiCamera = new osg::Camera;
527 guiCamera->setRenderOrder(osg::Camera::POST_RENDER, 100);
528 guiCamera->setClearMask(0);
529 inheritanceMask = osg::CullSettings::ALL_VARIABLES;
530 inheritanceMask &= ~osg::CullSettings::COMPUTE_NEAR_FAR_MODE;
531 inheritanceMask &= ~osg::CullSettings::CULLING_MODE;
532 guiCamera->setInheritanceMask(inheritanceMask);
533 guiCamera->setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR);
534 guiCamera->setCullingMode(osg::CullSettings::NO_CULLING);
535 osg::Geode* geode = new osg::Geode;
536 geode->addDrawable(new SGPuDrawable);
537 geode->addDrawable(new SGHUDAndPanelDrawable);
538 guiCamera->addChild(geode);
540 mCameraView->addChild(mRoot.get());
542 osg::Switch* sw = new osg::Switch;
543 sw->setUpdateCallback(new FGScenerySwitchCallback);
544 sw->addChild(mCameraView.get());
546 mRealRoot->addChild(sw);
547 mRealRoot->addChild(FGCreateRedoutNode());
548 mRealRoot->addChild(guiCamera);
549 // sceneView->getState()->setCheckForGLErrors(osg::State::ONCE_PER_ATTRIBUTE);
553 // Update all Visuals (redraws anything graphics related)
555 FGRenderer::update( bool refresh_camera_settings ) {
556 bool scenery_loaded = fgGetBool("sim/sceneryloaded")
557 || fgGetBool("sim/sceneryloaded-override");
558 osgViewer::Viewer* viewer = globals->get_renderer()->getViewer();
559 if ( idle_state < 1000 || !scenery_loaded ) {
560 fgSetDouble("/sim/startup/splash-alpha", 1.0);
562 // Keep resetting sim time while the sim is initializing
563 globals->set_sim_time_sec( 0.0 );
565 // the splash screen is now in the scenegraph
574 // Fade out the splash screen over the first three seconds.
575 double sAlpha = SGMiscd::max(0, (2.5 - globals->get_sim_time_sec()) / 2.5);
576 fgSetDouble("/sim/startup/splash-alpha", sAlpha);
578 bool skyblend = fgGetBool("/sim/rendering/skyblend");
579 bool use_point_sprites = fgGetBool("/sim/rendering/point-sprites");
580 bool enhanced_lighting = fgGetBool("/sim/rendering/enhanced-lighting");
581 bool distance_attenuation
582 = fgGetBool("/sim/rendering/distance-attenuation");
584 SGConfigureDirectionalLights( use_point_sprites, enhanced_lighting,
585 distance_attenuation );
587 static const SGPropertyNode *groundlevel_nearplane
588 = fgGetNode("/sim/current-view/ground-level-nearplane-m");
590 FGLight *l = static_cast<FGLight*>(globals->get_subsystem("lighting"));
593 double actual_visibility;
594 if (fgGetBool("/environment/clouds/status")) {
595 actual_visibility = thesky->get_visibility();
597 actual_visibility = fgGetDouble("/environment/visibility-m");
600 // idle_state is now 1000 meaning we've finished all our
601 // initializations and are running the main loop, so this will
602 // now work without seg faulting the system.
604 FGViewer *current__view = globals->get_current_view();
605 // Force update of center dependent values ...
606 current__view->set_dirty();
608 if ( refresh_camera_settings ) {
610 resize( fgGetInt("/sim/startup/xsize"),
611 fgGetInt("/sim/startup/ysize") );
613 SGVec3d position = current__view->getViewPosition();
614 SGQuatd attitude = current__view->getViewOrientation();
615 SGVec3d osgPosition = attitude.transform(-position);
617 FGManipulator *manipulator
618 = globals->get_renderer()->getManipulator();
619 manipulator->setPosition(position.osg());
620 manipulator->setAttitude(attitude.osg());
622 mCameraView->setPosition(osgPosition.osg());
623 mCameraView->setAttitude(inverse(attitude).osg());
628 camera = viewer->getCamera();
630 camera = sceneView->getCamera();
633 if ( fgGetBool("/sim/rendering/textures") ) {
634 SGVec4f clearColor(l->adj_fog_color());
635 camera->setClearColor(clearColor.osg());
638 SGVec4f clearColor(l->sky_color());
639 camera->setClearColor(clearColor.osg());
642 // update fog params if visibility has changed
643 double visibility_meters = fgGetDouble("/environment/visibility-m");
644 thesky->set_visibility(visibility_meters);
646 thesky->modify_vis( cur_fdm_state->get_Altitude() * SG_FEET_TO_METER,
647 ( global_multi_loop * fgGetInt("/sim/speed-up") )
648 / (double)fgGetInt("/sim/model-hz") );
650 // update the sky dome
653 // The sun and moon distances are scaled down versions
654 // of the actual distance to get both the moon and the sun
655 // within the range of the far clip plane.
656 // Moon distance: 384,467 kilometers
657 // Sun distance: 150,000,000 kilometers
659 double sun_horiz_eff, moon_horiz_eff;
660 if (fgGetBool("/sim/rendering/horizon-effect")) {
661 sun_horiz_eff = 0.67+pow(0.5+cos(l->get_sun_angle())*2/2, 0.33)/3;
662 moon_horiz_eff = 0.67+pow(0.5+cos(l->get_moon_angle())*2/2, 0.33)/3;
664 sun_horiz_eff = moon_horiz_eff = 1.0;
667 static SGSkyState sstate;
669 sstate.view_pos = toVec3f(current__view->get_view_pos());
670 sstate.zero_elev = toVec3f(current__view->get_zero_elev());
671 sstate.view_up = current__view->get_world_up();
672 sstate.lon = current__view->getLongitude_deg()
673 * SGD_DEGREES_TO_RADIANS;
674 sstate.lat = current__view->getLatitude_deg()
675 * SGD_DEGREES_TO_RADIANS;
676 sstate.alt = current__view->getAltitudeASL_ft()
678 sstate.spin = l->get_sun_rotation();
679 sstate.gst = globals->get_time_params()->getGst();
680 sstate.sun_ra = globals->get_ephem()->getSunRightAscension();
681 sstate.sun_dec = globals->get_ephem()->getSunDeclination();
682 sstate.sun_dist = 50000.0 * sun_horiz_eff;
683 sstate.moon_ra = globals->get_ephem()->getMoonRightAscension();
684 sstate.moon_dec = globals->get_ephem()->getMoonDeclination();
685 sstate.moon_dist = 40000.0 * moon_horiz_eff;
686 sstate.sun_angle = l->get_sun_angle();
690 SG_LOG( SG_GENERAL, SG_BULK, "thesky->repaint() sky_color = "
691 << l->sky_color()[0] << " "
692 << l->sky_color()[1] << " "
693 << l->sky_color()[2] << " "
694 << l->sky_color()[3] );
695 SG_LOG( SG_GENERAL, SG_BULK, " fog = "
696 << l->fog_color()[0] << " "
697 << l->fog_color()[1] << " "
698 << l->fog_color()[2] << " "
699 << l->fog_color()[3] );
700 SG_LOG( SG_GENERAL, SG_BULK,
701 " sun_angle = " << l->sun_angle
702 << " moon_angle = " << l->moon_angle );
705 static SGSkyColor scolor;
707 scolor.sky_color = SGVec3f(l->sky_color().data());
708 scolor.fog_color = SGVec3f(l->adj_fog_color().data());
709 scolor.cloud_color = SGVec3f(l->cloud_color().data());
710 scolor.sun_angle = l->get_sun_angle();
711 scolor.moon_angle = l->get_moon_angle();
712 scolor.nplanets = globals->get_ephem()->getNumPlanets();
713 scolor.nstars = globals->get_ephem()->getNumStars();
714 scolor.planet_data = globals->get_ephem()->getPlanets();
715 scolor.star_data = globals->get_ephem()->getStars();
717 thesky->reposition( sstate, delta_time_sec );
718 thesky->repaint( scolor );
721 SG_LOG( SG_GENERAL, SG_BULK,
722 "thesky->reposition( view_pos = " << view_pos[0] << " "
723 << view_pos[1] << " " << view_pos[2] );
724 SG_LOG( SG_GENERAL, SG_BULK,
725 " zero_elev = " << zero_elev[0] << " "
726 << zero_elev[1] << " " << zero_elev[2]
727 << " lon = " << cur_fdm_state->get_Longitude()
728 << " lat = " << cur_fdm_state->get_Latitude() );
729 SG_LOG( SG_GENERAL, SG_BULK,
730 " sun_rot = " << l->get_sun_rotation
731 << " gst = " << SGTime::cur_time_params->getGst() );
732 SG_LOG( SG_GENERAL, SG_BULK,
733 " sun ra = " << globals->get_ephem()->getSunRightAscension()
734 << " sun dec = " << globals->get_ephem()->getSunDeclination()
735 << " moon ra = " << globals->get_ephem()->getMoonRightAscension()
736 << " moon dec = " << globals->get_ephem()->getMoonDeclination() );
740 // shadows->setupShadows(
741 // current__view->getLongitude_deg(),
742 // current__view->getLatitude_deg(),
743 // globals->get_time_params()->getGst(),
744 // globals->get_ephem()->getSunRightAscension(),
745 // globals->get_ephem()->getSunDeclination(),
746 // l->get_sun_angle());
750 // sgEnviro.setLight(l->adj_fog_color());
752 // texture parameters
753 glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST );
755 double agl = current__view->getAltitudeASL_ft()*SG_FEET_TO_METER
756 - current__view->getSGLocation()->get_cur_elev_m();
758 float scene_nearplane, scene_farplane;
760 scene_nearplane = 10.0f;
761 scene_farplane = 120000.0f;
763 scene_nearplane = groundlevel_nearplane->getDoubleValue();
764 scene_farplane = 120000.0f;
766 setNearFar( scene_nearplane, scene_farplane );
768 // sgEnviro.startOfFrame(current__view->get_view_pos(),
769 // current__view->get_world_up(),
770 // current__view->getLongitude_deg(),
771 // current__view->getLatitude_deg(),
772 // current__view->getAltitudeASL_ft() * SG_FEET_TO_METER,
776 // sgEnviro.drawLightning();
778 // double current_view_origin_airspeed_horiz_kt =
779 // fgGetDouble("/velocities/airspeed-kt", 0.0)
780 // * cos( fgGetDouble("/orientation/pitch-deg", 0.0)
781 // * SGD_DEGREES_TO_RADIANS);
782 // TODO:find the real view speed, not the AC one
783 // sgEnviro.drawPrecipitation(
784 // fgGetDouble("/environment/metar/rain-norm", 0.0),
785 // fgGetDouble("/environment/metar/snow-norm", 0.0),
786 // fgGetDouble("/environment/metar/hail-norm", 0.0),
787 // current__view->getPitch_deg() + current__view->getPitchOffset_deg(),
788 // current__view->getRoll_deg() + current__view->getRollOffset_deg(),
789 // - current__view->getHeadingOffset_deg(),
790 // current_view_origin_airspeed_horiz_kt
795 // shadows->endOfFrame();
797 // need to call the update visitor once
799 mFrameStamp->setReferenceTime(globals->get_sim_time_sec());
800 mFrameStamp->setFrameNumber(1+mFrameStamp->getFrameNumber());
802 mFrameStamp->setCalendarTime(*globals->get_time_params()->getGmt());
803 mUpdateVisitor->setViewData(current__view->getViewPosition(),
804 current__view->getViewOrientation());
805 SGVec3f direction(l->sun_vec()[0], l->sun_vec()[1], l->sun_vec()[2]);
806 mUpdateVisitor->setLight(direction, l->scene_ambient(),
807 l->scene_diffuse(), l->scene_specular(),
809 l->get_sun_angle()*SGD_RADIANS_TO_DEGREES);
810 mUpdateVisitor->setVisibility(actual_visibility);
811 bool hotspots = fgGetBool("/sim/panel-hotspots");
814 camera->setCullMask(camera->getCullMask()|SG_NODEMASK_PICK_BIT);
816 camera->setCullMask(camera->getCullMask()
817 & ~SG_NODEMASK_PICK_BIT);
820 sceneView->setCullMask(sceneView->getCullMask()
821 |SG_NODEMASK_PICK_BIT);
823 sceneView->setCullMask(sceneView->getCullMask()
824 &(~SG_NODEMASK_PICK_BIT));
833 // options.cxx needs to see this for toggle_panel()
834 // Handle new window size or exposure
836 FGRenderer::resize( int width, int height ) {
839 if ( (!fgGetBool("/sim/virtual-cockpit"))
840 && fgPanelVisible() && idle_state == 1000 ) {
841 view_h = (int)(height * (globals->get_current_panel()->getViewHeight() -
842 globals->get_current_panel()->getYOffset()) / 768.0);
846 osgViewer::Viewer* viewer = globals->get_renderer()->getViewer();
848 viewer->getCamera()->getViewport()->setViewport(0, height - view_h,
851 sceneView->getViewport()->setViewport(0, height - view_h,
854 static int lastwidth = 0;
855 static int lastheight = 0;
856 if (width != lastwidth)
857 fgSetInt("/sim/startup/xsize", lastwidth = width);
858 if (height != lastheight)
859 fgSetInt("/sim/startup/ysize", lastheight = height);
861 guiInitMouse(width, height);
864 FGViewMgr *viewmgr = globals->get_viewmgr();
866 for ( int i = 0; i < viewmgr->size(); ++i ) {
867 viewmgr->get_view(i)->
868 set_aspect_ratio((float)view_h / (float)width);
871 setFOV( viewmgr->get_current_view()->get_h_fov(),
872 viewmgr->get_current_view()->get_v_fov() );
877 // These are wrapper functions around ssgSetNearFar() and ssgSetFOV()
878 // which will post process and rewrite the resulting frustum if we
879 // want to do asymmetric view frustums.
881 static void fgHackFrustum() {
883 // specify a percent of the configured view frustum to actually
884 // display. This is a bit of a hack to achieve asymmetric view
885 // frustums. For instance, if you want to display two monitors
886 // side by side, you could specify each with a double fov, a 0.5
887 // aspect ratio multiplier, and then the left side monitor would
888 // have a left_pct = 0.0, a right_pct = 0.5, a bottom_pct = 0.0,
889 // and a top_pct = 1.0. The right side monitor would have a
890 // left_pct = 0.5 and a right_pct = 1.0.
892 static SGPropertyNode *left_pct
893 = fgGetNode("/sim/current-view/frustum-left-pct");
894 static SGPropertyNode *right_pct
895 = fgGetNode("/sim/current-view/frustum-right-pct");
896 static SGPropertyNode *bottom_pct
897 = fgGetNode("/sim/current-view/frustum-bottom-pct");
898 static SGPropertyNode *top_pct
899 = fgGetNode("/sim/current-view/frustum-top-pct");
900 osgViewer::Viewer* viewer = globals->get_renderer()->getViewer();
905 viewer->getCamera()->getProjectionMatrixAsFrustum(left, right,
909 sceneView->getProjectionMatrixAsFrustum(left, right, bottom, top,
911 // cout << " l = " << f->getLeft()
912 // << " r = " << f->getRight()
913 // << " b = " << f->getBot()
914 // << " t = " << f->getTop()
915 // << " n = " << f->getNear()
916 // << " f = " << f->getFar()
919 double width = right - left;
920 double height = top - bottom;
924 if ( left_pct != NULL ) {
925 l = left + width * left_pct->getDoubleValue();
930 if ( right_pct != NULL ) {
931 r = left + width * right_pct->getDoubleValue();
936 if ( bottom_pct != NULL ) {
937 b = bottom + height * bottom_pct->getDoubleValue();
942 if ( top_pct != NULL ) {
943 t = bottom + height * top_pct->getDoubleValue();
948 viewer->getCamera()->setProjectionMatrixAsFrustum(l, r, b, t,
951 sceneView->setProjectionMatrixAsFrustum(l, r, b, t, zNear, zFar);
955 // we need some static storage space for these values. However, we
956 // can't store it in a renderer class object because the functions
957 // that manipulate these are static. They are static so they can
958 // interface to the display callback system. There's probably a
959 // better way, there has to be a better way, but I'm not seeing it
961 static float fov_width = 55.0;
962 static float fov_height = 42.0;
963 static float fov_near = 1.0;
964 static float fov_far = 1000.0;
967 /** FlightGear code should use this routine to set the FOV rather than
968 * calling the ssg routine directly
970 void FGRenderer::setFOV( float w, float h ) {
973 osgViewer::Viewer* viewer = globals->get_renderer()->getViewer();
975 viewer->getCamera()->setProjectionMatrixAsPerspective(fov_height,
976 fov_width/fov_height,
979 sceneView->setProjectionMatrixAsPerspective(fov_height,
980 fov_width/fov_height,
982 // fully specify the view frustum before hacking it (so we don't
983 // accumulate hacked effects
985 // sgEnviro.setFOV( w, h );
989 /** FlightGear code should use this routine to set the Near/Far clip
990 * planes rather than calling the ssg routine directly
992 void FGRenderer::setNearFar( float n, float f ) {
993 // OSGFIXME: we have currently too much z-buffer fights
997 osgViewer::Viewer* viewer = globals->get_renderer()->getViewer();
999 viewer->getCamera()->setProjectionMatrixAsPerspective(fov_height,
1000 fov_width/fov_height,
1003 sceneView->setProjectionMatrixAsPerspective(fov_height,
1004 fov_width/fov_height,
1007 // fully specify the view frustum before hacking it (so we don't
1008 // accumulate hacked effects
1013 FGRenderer::pick( unsigned x, unsigned y,
1014 std::vector<SGSceneryPick>& pickList )
1016 osgViewer::Viewer* viewer = globals->get_renderer()->getViewer();
1017 // wipe out the return ...
1020 osg::Node* sceneData = globals->get_scenery()->get_scene_graph();
1023 osg::Viewport* viewport = 0;
1024 osg::Matrix projection;
1025 osg::Matrix modelview;
1027 if (sceneView.valid()) {
1028 viewport = sceneView->getViewport();
1031 // don't know why, but the update has partly happened somehow,
1032 // so update the scenery part of the viewer
1033 FGViewer *current_view = globals->get_current_view();
1034 // Force update of center dependent values ...
1035 current_view->set_dirty();
1036 SGVec3d position = current_view->getViewPosition();
1037 SGQuatd attitude = current_view->getViewOrientation();
1038 SGVec3d osgPosition = attitude.transform(-position);
1039 mCameraView->setPosition(osgPosition.osg());
1040 mCameraView->setAttitude(inverse(attitude).osg());
1042 osg::Matrix projection(sceneView->getProjectionMatrix());
1043 osg::Matrix modelview(sceneView->getViewMatrix());
1045 osg::NodePathList nodePath = sceneData->getParentalNodePaths();
1046 // modify the view matrix so that it accounts for this nodePath's
1047 // accumulated transform
1048 if (!nodePath.empty())
1049 modelview.preMult(computeLocalToWorld(nodePath.front()));
1050 } else if (viewer) {
1051 // I don't think the Viewer case needs to update the camera
1052 // matrices before picking. The user has clicked on the old scene
1053 // -- that which is displayed in the front buffer -- so we need to
1054 // use the camera state in effect for that view of the scene.
1055 osg::Camera *camera = viewer->getCamera();
1056 viewport = camera->getViewport();
1057 projection = camera->getProjectionMatrix();
1058 modelview = camera->getViewMatrix();
1059 // Accumulated transforms? Don't think that applies for the
1061 } else { // we can get called early ...
1064 // swap the y values ...
1065 y = viewport->height() - y;
1066 // set up the pick visitor
1067 osgUtil::PickVisitor pickVisitor(viewport, projection, modelview, x, y);
1068 sceneData->accept(pickVisitor);
1069 if (!pickVisitor.hits())
1072 // collect all interaction callbacks on the pick ray.
1073 // They get stored in the pickCallbacks list where they are sorted back
1074 // to front and croasest to finest wrt the scenery node they are attached to
1075 osgUtil::PickVisitor::LineSegmentHitListMap::const_iterator mi;
1076 for (mi = pickVisitor.getSegHitList().begin();
1077 mi != pickVisitor.getSegHitList().end();
1079 osgUtil::IntersectVisitor::HitList::const_iterator hi;
1080 for (hi = mi->second.begin(); hi != mi->second.end(); ++hi) {
1081 // ok, go back the nodes and ask for intersection callbacks,
1082 // execute them in top down order
1083 const osg::NodePath& np = hi->getNodePath();
1084 osg::NodePath::const_reverse_iterator npi;
1085 for (npi = np.rbegin(); npi != np.rend(); ++npi) {
1086 SGSceneUserData* ud = SGSceneUserData::getSceneUserData(*npi);
1089 for (unsigned i = 0; i < ud->getNumPickCallbacks(); ++i) {
1090 SGPickCallback* pickCallback = ud->getPickCallback(i);
1093 SGSceneryPick sceneryPick;
1094 /// note that this is done totally in doubles instead of
1095 /// just using getWorldIntersectionPoint
1096 osg::Vec3d localPt = hi->getLocalIntersectPoint();
1097 sceneryPick.info.local = SGVec3d(localPt);
1098 if (hi->getMatrix())
1099 sceneryPick.info.wgs84 = SGVec3d(localPt*(*hi->getMatrix()));
1101 sceneryPick.info.wgs84 = SGVec3d(localPt);
1102 sceneryPick.callback = pickCallback;
1103 pickList.push_back(sceneryPick);
1109 return !pickList.empty();
1112 // end of renderer.cxx