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 <Cockpit/panel.hxx>
61 #include <Cockpit/cockpit.hxx>
62 #include <Cockpit/hud.hxx>
63 #include <Model/panelnode.hxx>
64 #include <Model/modelmgr.hxx>
65 #include <Model/acmodel.hxx>
66 #include <Scenery/scenery.hxx>
67 #include <Scenery/tilemgr.hxx>
68 #include <ATC/ATCdisplay.hxx>
69 #include <Replay/replay.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 bool draw_otw = fgGetBool("/sim/rendering/draw-otw");
250 bool skyblend = fgGetBool("/sim/rendering/skyblend");
251 bool enhanced_lighting = fgGetBool("/sim/rendering/enhanced-lighting");
252 bool distance_attenuation = fgGetBool("/sim/rendering/distance-attenuation");
253 bool volumetric_clouds = sgEnviro.get_clouds_enable_state();
254 #ifdef FG_ENABLE_MULTIPASS_CLOUDS
255 bool multi_pass_clouds = fgGetBool("/sim/rendering/multi-pass-clouds") &&
256 !volumetric_clouds &&
257 !SGCloudLayer::enable_bump_mapping; // ugly artefact now
259 bool multi_pass_clouds = false;
261 bool draw_clouds = fgGetBool("/environment/clouds/status");
263 GLfloat black[4] = { 0.0, 0.0, 0.0, 1.0 };
264 GLfloat white[4] = { 1.0, 1.0, 1.0, 1.0 };
266 // static const SGPropertyNode *longitude
267 // = fgGetNode("/position/longitude-deg");
268 // static const SGPropertyNode *latitude
269 // = fgGetNode("/position/latitude-deg");
270 // static const SGPropertyNode *altitude
271 // = fgGetNode("/position/altitude-ft");
272 static const SGPropertyNode *groundlevel_nearplane
273 = fgGetNode("/sim/current-view/ground-level-nearplane-m");
275 FGLight *l = (FGLight *)(globals->get_subsystem("lighting"));
276 static double last_visibility = -9999;
279 double actual_visibility;
280 if (fgGetBool("/environment/clouds/status")) {
281 actual_visibility = thesky->get_visibility();
283 actual_visibility = fgGetDouble("/environment/visibility-m");
286 if ( actual_visibility != last_visibility ) {
287 last_visibility = actual_visibility;
289 fog_exp_density = m_log01 / actual_visibility;
290 fog_exp2_density = sqrt_m_log01 / actual_visibility;
291 ground_exp2_punch_through = sqrt_m_log01 / (actual_visibility * 1.5);
292 if ( actual_visibility < 8000 ) {
293 rwy_exp2_punch_through = sqrt_m_log01 / (actual_visibility * 2.5);
294 taxi_exp2_punch_through = sqrt_m_log01 / (actual_visibility * 1.5);
296 rwy_exp2_punch_through = sqrt_m_log01 / ( 8000 * 2.5 );
297 taxi_exp2_punch_through = sqrt_m_log01 / ( 8000 * 1.5 );
302 // GLfloat black[4] = { 0.0, 0.0, 0.0, 1.0 };
303 // GLfloat white[4] = { 1.0, 1.0, 1.0, 1.0 };
304 // GLfloat terrain_color[4] = { 0.54, 0.44, 0.29, 1.0 };
305 // GLfloat mat_shininess[] = { 10.0 };
306 GLbitfield clear_mask;
308 // idle_state is now 1000 meaning we've finished all our
309 // initializations and are running the main loop, so this will
310 // now work without seg faulting the system.
312 FGViewer *current__view = globals->get_current_view();
314 // calculate our current position in cartesian space
315 Point3D cntr = globals->get_scenery()->get_next_center();
316 globals->get_scenery()->set_center(cntr);
317 // Force update of center dependent values ...
318 current__view->set_dirty();
320 if ( refresh_camera_settings ) {
322 resize( fgGetInt("/sim/startup/xsize"),
323 fgGetInt("/sim/startup/ysize") );
325 // Tell GL we are switching to model view parameters
326 glMatrixMode(GL_MODELVIEW);
328 ssgSetCamera( (sgVec4 *)current__view->get_VIEW() );
331 clear_mask = GL_DEPTH_BUFFER_BIT;
332 if ( fgGetBool("/sim/rendering/wireframe") ) {
333 clear_mask |= GL_COLOR_BUFFER_BIT;
337 if ( fgGetBool("/sim/rendering/textures") ) {
338 // glClearColor(black[0], black[1], black[2], black[3]);
339 glClearColor(l->adj_fog_color()[0], l->adj_fog_color()[1],
340 l->adj_fog_color()[2], l->adj_fog_color()[3]);
341 clear_mask |= GL_COLOR_BUFFER_BIT;
344 glClearColor(l->sky_color()[0], l->sky_color()[1],
345 l->sky_color()[2], l->sky_color()[3]);
346 clear_mask |= GL_COLOR_BUFFER_BIT;
348 if ( multi_pass_clouds && draw_clouds ) {
350 clear_mask |= GL_STENCIL_BUFFER_BIT;
352 glClear( clear_mask );
354 // set the opengl state to known default values
355 default_state->force();
357 // update fog params if visibility has changed
358 double visibility_meters = fgGetDouble("/environment/visibility-m");
359 thesky->set_visibility(visibility_meters);
361 thesky->modify_vis( cur_fdm_state->get_Altitude() * SG_FEET_TO_METER,
362 ( global_multi_loop * fgGetInt("/sim/speed-up") )
363 / (double)fgGetInt("/sim/model-hz") );
365 // Set correct opengl fog density
366 glFogf (GL_FOG_DENSITY, fog_exp2_density);
368 // update the sky dome
371 SG_LOG( SG_GENERAL, SG_BULK, "thesky->repaint() sky_color = "
372 << l->sky_color()[0] << " "
373 << l->sky_color()[1] << " "
374 << l->sky_color()[2] << " "
375 << l->sky_color()[3] );
376 SG_LOG( SG_GENERAL, SG_BULK, " fog = "
377 << l->fog_color()[0] << " "
378 << l->fog_color()[1] << " "
379 << l->fog_color()[2] << " "
380 << l->fog_color()[3] );
381 SG_LOG( SG_GENERAL, SG_BULK,
382 " sun_angle = " << l->sun_angle
383 << " moon_angle = " << l->moon_angle );
386 static SGSkyColor scolor;
387 // FGLight *l = (FGLight *)(globals->get_subsystem("lighting"));
389 scolor.sky_color = l->sky_color();
390 scolor.fog_color = l->adj_fog_color();
391 scolor.cloud_color = l->cloud_color();
392 scolor.sun_angle = l->get_sun_angle();
393 scolor.moon_angle = l->get_moon_angle();
394 scolor.nplanets = globals->get_ephem()->getNumPlanets();
395 scolor.nstars = globals->get_ephem()->getNumStars();
396 scolor.planet_data = globals->get_ephem()->getPlanets();
397 scolor.star_data = globals->get_ephem()->getStars();
399 thesky->repaint( scolor );
402 SG_LOG( SG_GENERAL, SG_BULK,
403 "thesky->reposition( view_pos = " << view_pos[0] << " "
404 << view_pos[1] << " " << view_pos[2] );
405 SG_LOG( SG_GENERAL, SG_BULK,
406 " zero_elev = " << zero_elev[0] << " "
407 << zero_elev[1] << " " << zero_elev[2]
408 << " lon = " << cur_fdm_state->get_Longitude()
409 << " lat = " << cur_fdm_state->get_Latitude() );
410 SG_LOG( SG_GENERAL, SG_BULK,
411 " sun_rot = " << l->get_sun_rotation
412 << " gst = " << SGTime::cur_time_params->getGst() );
413 SG_LOG( SG_GENERAL, SG_BULK,
414 " sun ra = " << globals->get_ephem()->getSunRightAscension()
415 << " sun dec = " << globals->get_ephem()->getSunDeclination()
416 << " moon ra = " << globals->get_ephem()->getMoonRightAscension()
417 << " moon dec = " << globals->get_ephem()->getMoonDeclination() );
420 // The sun and moon distances are scaled down versions
421 // of the actual distance to get both the moon and the sun
422 // within the range of the far clip plane.
423 // Moon distance: 384,467 kilometers
424 // Sun distance: 150,000,000 kilometers
425 double sun_horiz_eff, moon_horiz_eff;
426 if (fgGetBool("/sim/rendering/horizon-effect")) {
427 sun_horiz_eff = 0.67+pow(0.5+cos(l->get_sun_angle())*2/2, 0.33)/3;
428 moon_horiz_eff = 0.67+pow(0.5+cos(l->get_moon_angle())*2/2, 0.33)/3;
430 sun_horiz_eff = moon_horiz_eff = 1.0;
433 static SGSkyState sstate;
435 sstate.view_pos = current__view->get_view_pos();
436 sstate.zero_elev = current__view->get_zero_elev();
437 sstate.view_up = current__view->get_world_up();
438 sstate.lon = current__view->getLongitude_deg()
439 * SGD_DEGREES_TO_RADIANS;
440 sstate.lat = current__view->getLatitude_deg()
441 * SGD_DEGREES_TO_RADIANS;
442 sstate.alt = current__view->getAltitudeASL_ft()
444 sstate.spin = l->get_sun_rotation();
445 sstate.gst = globals->get_time_params()->getGst();
446 sstate.sun_ra = globals->get_ephem()->getSunRightAscension();
447 sstate.sun_dec = globals->get_ephem()->getSunDeclination();
448 sstate.sun_dist = 50000.0 * sun_horiz_eff;
449 sstate.moon_ra = globals->get_ephem()->getMoonRightAscension();
450 sstate.moon_dec = globals->get_ephem()->getMoonDeclination();
451 sstate.moon_dist = 40000.0 * moon_horiz_eff;
453 thesky->reposition( sstate, delta_time_sec );
455 shadows->setupShadows(
456 current__view->getLongitude_deg(),
457 current__view->getLatitude_deg(),
458 globals->get_time_params()->getGst(),
459 globals->get_ephem()->getSunRightAscension(),
460 globals->get_ephem()->getSunDeclination(),
464 glEnable( GL_DEPTH_TEST );
465 if ( strcmp(fgGetString("/sim/rendering/fog"), "disabled") ) {
467 glFogi( GL_FOG_MODE, GL_EXP2 );
468 glFogfv( GL_FOG_COLOR, l->adj_fog_color() );
471 // set sun/lighting parameters
472 ssgGetLight( 0 ) -> setPosition( l->sun_vec() );
474 // GL_LIGHT_MODEL_AMBIENT has a default non-zero value so if
475 // we only update GL_AMBIENT for our lights we will never get
476 // a completely dark scene. So, we set GL_LIGHT_MODEL_AMBIENT
477 // explicitely to black.
478 glLightModelfv( GL_LIGHT_MODEL_AMBIENT, black );
480 ssgGetLight( 0 ) -> setColour( GL_AMBIENT, l->scene_ambient() );
481 ssgGetLight( 0 ) -> setColour( GL_DIFFUSE, l->scene_diffuse() );
482 ssgGetLight( 0 ) -> setColour( GL_SPECULAR, l->scene_specular() );
484 sgEnviro.setLight(l->adj_fog_color());
486 // texture parameters
487 // glEnable( GL_TEXTURE_2D );
488 glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ) ;
489 glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST ) ;
492 current_aircraft.fdm_state->get_Altitude() * SG_FEET_TO_METER
493 - cur_fdm_state->get_Runway_altitude_m();
496 scene_nearplane = 10.0f;
497 scene_farplane = 120000.0f;
499 scene_nearplane = groundlevel_nearplane->getDoubleValue();
500 scene_farplane = 120000.0f;
503 setNearFar( scene_nearplane, scene_farplane );
505 sgEnviro.startOfFrame(current__view->get_view_pos(),
506 current__view->get_world_up(),
507 current__view->getLongitude_deg(),
508 current__view->getLatitude_deg(),
509 current__view->getAltitudeASL_ft() * SG_FEET_TO_METER,
512 if ( draw_otw && skyblend ) {
513 // draw the sky backdrop
515 // we need a white diffuse light for the phase of the moon
516 ssgGetLight( 0 ) -> setColour( GL_DIFFUSE, white );
517 thesky->preDraw( cur_fdm_state->get_Altitude() * SG_FEET_TO_METER,
519 // return to the desired diffuse color
520 ssgGetLight( 0 ) -> setColour( GL_DIFFUSE, l->scene_diffuse() );
523 // draw the ssg scene
524 glEnable( GL_DEPTH_TEST );
526 if ( fgGetBool("/sim/rendering/wireframe") ) {
528 glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
534 FGTileMgr::set_tile_filter( true );
535 sgSetModelFilter( false );
536 globals->get_aircraft_model()->select( false );
537 ssgCullAndDraw( globals->get_scenery()->get_scene_graph() );
539 // Disable depth buffer update, draw the clouds
540 glDepthMask( GL_FALSE );
541 if( !volumetric_clouds )
542 thesky->drawUpperClouds();
543 if ( multi_pass_clouds ) {
544 thesky->drawLowerClouds();
546 glDepthMask( GL_TRUE );
548 if ( multi_pass_clouds ) {
549 // Draw the objects except the aircraft
550 // and update the stencil buffer with 1
551 glEnable( GL_STENCIL_TEST );
552 glStencilFunc( GL_ALWAYS, 1, 1 );
553 glStencilOp( GL_KEEP, GL_KEEP, GL_REPLACE );
555 FGTileMgr::set_tile_filter( false );
556 sgSetModelFilter( true );
557 ssgCullAndDraw( globals->get_scenery()->get_scene_graph() );
559 FGTileMgr::set_tile_filter( true );
560 sgSetModelFilter( true );
561 globals->get_aircraft_model()->select( false );
562 ssgCullAndDraw( globals->get_scenery()->get_scene_graph() );
566 // This is a bit kludgy. Every 200 frames, do an extra
567 // traversal of the scene graph without drawing anything, but
568 // with the field-of-view set to 360x360 degrees. This
569 // ensures that out-of-range random objects that are not in
570 // the current view frustum will still be freed properly.
571 static int counter = 0;
573 if (counter >= 200) {
576 // No need to put the near plane too close;
577 // this way, at least the aircraft can be
579 f.setNearFar(1000, 1000000);
581 ssgGetModelviewMatrix(m);
582 FGTileMgr::set_tile_filter( true );
583 sgSetModelFilter( true );
584 globals->get_scenery()->get_scene_graph()->cull(&f, m, true);
588 // change state for lighting here
590 // draw runway lighting
591 glFogf (GL_FOG_DENSITY, rwy_exp2_punch_through);
593 // CLO - 02/25/2005 - DO WE NEED THIS extra fgSetNearFar()?
594 // fgSetNearFar( scene_nearplane, scene_farplane );
596 if ( enhanced_lighting ) {
598 // Enable states for drawing points with GL_extension
599 glEnable(GL_POINT_SMOOTH);
601 if ( distance_attenuation && glPointParameterIsSupported )
603 // Enable states for drawing points with GL_extension
604 glEnable(GL_POINT_SMOOTH);
606 float quadratic[3] = {1.0, 0.001, 0.0000001};
607 // makes the points fade as they move away
608 glPointParameterfvPtr(GL_DISTANCE_ATTENUATION_EXT, quadratic);
609 glPointParameterfPtr(GL_POINT_SIZE_MIN_EXT, 1.0);
614 // blending function for runway lights
615 glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) ;
618 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
619 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
620 glEnable(GL_TEXTURE_GEN_S);
621 glEnable(GL_TEXTURE_GEN_T);
622 glPolygonMode(GL_FRONT, GL_POINT);
624 // draw runway lighting
626 ssgCullAndDraw( globals->get_scenery()->get_vasi_lights_root() );
627 ssgCullAndDraw( globals->get_scenery()->get_rwy_lights_root() );
630 // change punch through and then draw taxi lighting
631 glFogf ( GL_FOG_DENSITY, fog_exp2_density );
633 // sgSetVec3( taxi_fog, 0.0, 0.0, 0.0 );
634 // glFogfv ( GL_FOG_COLOR, taxi_fog );
636 ssgCullAndDraw( globals->get_scenery()->get_taxi_lights_root() );
640 glPolygonMode(GL_FRONT, GL_FILL);
641 glDisable(GL_TEXTURE_GEN_S);
642 glDisable(GL_TEXTURE_GEN_T);
644 //static int _frame_count = 0;
645 //if (_frame_count % 30 == 0) {
646 // printf("SSG: %s\n", ssgShowStats());
654 if ( enhanced_lighting ) {
655 if ( distance_attenuation && glPointParameterIsSupported ) {
656 glPointParameterfvPtr(GL_DISTANCE_ATTENUATION_EXT,
657 default_attenuation);
661 glDisable(GL_POINT_SMOOTH);
664 // draw ground lighting
665 glFogf (GL_FOG_DENSITY, ground_exp2_punch_through);
667 ssgCullAndDraw( globals->get_scenery()->get_gnd_lights_root() );
670 sgEnviro.drawLightning();
672 if ( draw_otw && draw_clouds ) {
673 if ( multi_pass_clouds ) {
674 // Disable depth buffer update, draw the clouds where the
675 // objects overwrite the already drawn clouds, by testing
676 // the stencil buffer against 1
677 glDepthMask( GL_FALSE );
678 glStencilFunc( GL_EQUAL, 1, 1 );
679 glStencilOp( GL_KEEP, GL_KEEP, GL_KEEP );
680 thesky->drawUpperClouds();
681 thesky->drawLowerClouds();
682 glDepthMask( GL_TRUE );
683 glDisable( GL_STENCIL_TEST );
685 glDepthMask( GL_FALSE );
686 if( volumetric_clouds )
687 thesky->drawUpperClouds();
688 thesky->drawLowerClouds();
689 glDepthMask( GL_TRUE );
692 sgEnviro.drawPrecipitation(
693 fgGetDouble("/environment/metar/rain-norm", 0.0),
694 fgGetDouble("/environment/metar/snow-norm", 0.0),
695 fgGetDouble("/environment/metar/hail-norm", 0.0),
696 current__view->getPitch_deg() - current__view->getPitchOffset_deg(),
697 current__view->getRoll_deg() + current__view->getRollOffset_deg(),
698 - current__view->getHeadingOffset_deg(),
699 fgGetDouble("/velocities/airspeed-kt", 0.0));
701 // compute shadows and project them on screen
702 bool is_internal = globals->get_current_view()->getInternal();
703 // draw before ac because ac internal rendering clear the depth buffer
705 globals->get_aircraft_model()->select( true );
707 shadows->endOfFrame();
710 FGTileMgr::set_tile_filter( false );
711 sgSetModelFilter( false );
712 globals->get_aircraft_model()->select( true );
713 globals->get_model_mgr()->draw();
714 globals->get_aircraft_model()->draw();
716 FGTileMgr::set_tile_filter( true );
717 sgSetModelFilter( true );
718 globals->get_aircraft_model()->select( true );
720 // in 'external' view the ac can be culled, so shadows have not been draw in the
721 // posttrav callback, this would be a rare case if the getInternal was acting
722 // as expected (ie in internal view, getExternal returns false)
724 shadows->endOfFrame();
726 // display HUD && Panel
728 glDisable( GL_DEPTH_TEST );
729 // glDisable( GL_CULL_FACE );
730 // glDisable( GL_TEXTURE_2D );
732 // update the controls subsystem
733 globals->get_controls()->update(delta_time_sec);
735 hud_and_panel->apply();
738 // Use the hud_and_panel ssgSimpleState for rendering the ATC output
739 // This only works properly if called before the panel call
740 if((fgGetBool("/sim/atc/enabled")) || (fgGetBool("/sim/ai-traffic/enabled")))
741 globals->get_ATC_display()->update(delta_time_sec);
743 // update the panel subsystem
744 if ( globals->get_current_panel() != NULL ) {
745 globals->get_current_panel()->update(delta_time_sec);
749 // We can do translucent menus, so why not. :-)
751 glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ) ;
753 // glDisable ( GL_BLEND ) ;
755 glEnable( GL_DEPTH_TEST );
758 // Fade out the splash screen over the first three seconds.
759 double t = globals->get_sim_time_sec();
761 fgSplashUpdate((2.5 - t) / 2.5);
766 // options.cxx needs to see this for toggle_panel()
767 // Handle new window size or exposure
769 FGRenderer::resize( int width, int height ) {
772 if ( (!fgGetBool("/sim/virtual-cockpit"))
773 && fgPanelVisible() && idle_state == 1000 ) {
774 view_h = (int)(height * (globals->get_current_panel()->getViewHeight() -
775 globals->get_current_panel()->getYOffset()) / 768.0);
780 glViewport( 0, (GLint)(height - view_h), (GLint)(width), (GLint)(view_h) );
782 fgSetInt("/sim/startup/xsize", width);
783 fgSetInt("/sim/startup/ysize", height);
784 guiInitMouse(width, height);
787 FGViewMgr *viewmgr = globals->get_viewmgr();
789 for ( int i = 0; i < viewmgr->size(); ++i ) {
790 viewmgr->get_view(i)->
791 set_aspect_ratio((float)view_h / (float)width);
794 setFOV( viewmgr->get_current_view()->get_h_fov(),
795 viewmgr->get_current_view()->get_v_fov() );
796 // cout << "setFOV(" << viewmgr->get_current_view()->get_h_fov()
797 // << ", " << viewmgr->get_current_view()->get_v_fov() << ")"
807 // These are wrapper functions around ssgSetNearFar() and ssgSetFOV()
808 // which will post process and rewrite the resulting frustum if we
809 // want to do asymmetric view frustums.
811 static void fgHackFrustum() {
813 // specify a percent of the configured view frustum to actually
814 // display. This is a bit of a hack to achieve asymmetric view
815 // frustums. For instance, if you want to display two monitors
816 // side by side, you could specify each with a double fov, a 0.5
817 // aspect ratio multiplier, and then the left side monitor would
818 // have a left_pct = 0.0, a right_pct = 0.5, a bottom_pct = 0.0,
819 // and a top_pct = 1.0. The right side monitor would have a
820 // left_pct = 0.5 and a right_pct = 1.0.
822 static SGPropertyNode *left_pct
823 = fgGetNode("/sim/current-view/frustum-left-pct");
824 static SGPropertyNode *right_pct
825 = fgGetNode("/sim/current-view/frustum-right-pct");
826 static SGPropertyNode *bottom_pct
827 = fgGetNode("/sim/current-view/frustum-bottom-pct");
828 static SGPropertyNode *top_pct
829 = fgGetNode("/sim/current-view/frustum-top-pct");
831 sgFrustum *f = ssgGetFrustum();
833 // cout << " l = " << f->getLeft()
834 // << " r = " << f->getRight()
835 // << " b = " << f->getBot()
836 // << " t = " << f->getTop()
837 // << " n = " << f->getNear()
838 // << " f = " << f->getFar()
841 double width = f->getRight() - f->getLeft();
842 double height = f->getTop() - f->getBot();
846 if ( left_pct != NULL ) {
847 l = f->getLeft() + width * left_pct->getDoubleValue();
852 if ( right_pct != NULL ) {
853 r = f->getLeft() + width * right_pct->getDoubleValue();
858 if ( bottom_pct != NULL ) {
859 b = f->getBot() + height * bottom_pct->getDoubleValue();
864 if ( top_pct != NULL ) {
865 t = f->getBot() + height * top_pct->getDoubleValue();
870 ssgSetFrustum(l, r, b, t, f->getNear(), f->getFar());
874 // we need some static storage space for these values. However, we
875 // can't store it in a renderer class object because the functions
876 // that manipulate these are static. They are static so they can
877 // interface to the display callback system. There's probably a
878 // better way, there has to be a better way, but I'm not seeing it
880 static float fov_width = 55.0;
881 static float fov_height = 42.0;
882 static float fov_near = 1.0;
883 static float fov_far = 1000.0;
886 /** FlightGear code should use this routine to set the FOV rather than
887 * calling the ssg routine directly
889 void FGRenderer::setFOV( float w, float h ) {
893 // fully specify the view frustum before hacking it (so we don't
894 // accumulate hacked effects
896 ssgSetNearFar( fov_near, fov_far );
898 sgEnviro.setFOV( w, h );
902 /** FlightGear code should use this routine to set the Near/Far clip
903 * planes rather than calling the ssg routine directly
905 void FGRenderer::setNearFar( float n, float f ) {
909 // fully specify the view frustum before hacking it (so we don't
910 // accumulate hacked effects
911 ssgSetNearFar( n, f );
912 ssgSetFOV( fov_width, fov_height );
918 // end of renderer.cxx