1 // renderer.cxx -- top level sim routines
3 // Written by Curtis Olson, started May 1997.
4 // This file contains parts of main.cxx prior to october 2004
6 // Copyright (C) 1997 - 2002 Curtis L. Olson - http://www.flightgear.org/~curt
8 // This program is free software; you can redistribute it and/or
9 // modify it under the terms of the GNU General Public License as
10 // published by the Free Software Foundation; either version 2 of the
11 // License, or (at your option) any later version.
13 // This program is distributed in the hope that it will be useful, but
14 // WITHOUT ANY WARRANTY; without even the implied warranty of
15 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
16 // General Public License for more details.
18 // You should have received a copy of the GNU General Public License
19 // along with this program; if not, write to the Free Software
20 // Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
29 #include <simgear/compiler.h>
36 #include <plib/netSocket.h>
38 #include <simgear/screen/extensions.hxx>
39 #include <simgear/scene/material/matlib.hxx>
40 #include <simgear/props/props.hxx>
41 #include <simgear/timing/sg_time.hxx>
42 #include <simgear/scene/model/animation.hxx>
43 #include <simgear/ephemeris/ephemeris.hxx>
44 #include <simgear/scene/model/placement.hxx>
45 #include <simgear/math/sg_random.h>
46 #include <simgear/scene/model/modellib.hxx>
47 #include <simgear/scene/model/model.hxx>
49 #include <simgear/screen/jpgfactory.hxx>
52 #ifdef FG_USE_CLOUDS_3D
53 # include <simgear/scene/sky/clouds3d/SkySceneLoader.hpp>
54 # include <simgear/scene/sky/clouds3d/SkyUtil.hpp>
57 #include <Scenery/tileentry.hxx>
58 #include <Time/light.hxx>
59 #include <Time/light.hxx>
60 #include <Aircraft/aircraft.hxx>
61 #include <Cockpit/panel.hxx>
62 #include <Cockpit/cockpit.hxx>
63 #include <Cockpit/hud.hxx>
64 #include <Model/panelnode.hxx>
65 #include <Model/modelmgr.hxx>
66 #include <Model/acmodel.hxx>
67 #include <Scenery/scenery.hxx>
68 #include <Scenery/tilemgr.hxx>
69 #include <ATC/ATCdisplay.hxx>
70 #include <Replay/replay.hxx>
71 #include <GUI/new_gui.hxx>
74 #include "renderer.hxx"
78 float default_attenuation[3] = {1.0, 0.0, 0.0};
80 ssgSelector *lightpoints_brightness = new ssgSelector;
81 ssgTransform *lightpoints_transform = new ssgTransform;
82 FGTileEntry *dummy_tile;
85 // Clip plane settings...
86 float scene_nearplane = 0.5f;
87 float scene_farplane = 120000.0f;
89 glPointParameterfProc glPointParameterfPtr = 0;
90 glPointParameterfvProc glPointParameterfvPtr = 0;
91 bool glPointParameterIsSupported = false;
94 // fog constants. I'm a little nervous about putting actual code out
95 // here but it seems to work (?)
96 static const double m_log01 = -log( 0.01 );
97 static const double sqrt_m_log01 = sqrt( m_log01 );
98 static GLfloat fog_exp_density;
99 static GLfloat fog_exp2_density;
100 static GLfloat rwy_exp2_punch_through;
101 static GLfloat taxi_exp2_punch_through;
102 static GLfloat ground_exp2_punch_through;
107 #ifdef FG_USE_CLOUDS_3D
108 SkySceneLoader *sgClouds3d;
109 bool _bcloud_orig = true;
113 sgMat4 copy_of_ssgOpenGLAxisSwapMatrix =
115 { 1.0f, 0.0f, 0.0f, 0.0f },
116 { 0.0f, 0.0f, -1.0f, 0.0f },
117 { 0.0f, 1.0f, 0.0f, 0.0f },
118 { 0.0f, 0.0f, 0.0f, 1.0f }
121 ssgSimpleState *cloud3d_imposter_state;
122 ssgSimpleState *default_state;
123 ssgSimpleState *hud_and_panel;
124 ssgSimpleState *menus;
126 FGRenderer::FGRenderer()
128 #ifdef FG_JPEG_SERVER
129 jpgRenderFrame = FGRenderer::update;
133 FGRenderer::~FGRenderer()
135 #ifdef FG_JPEG_SERVER
136 jpgRenderFrame = NULL;
142 FGRenderer::build_states( void ) {
143 default_state = new ssgSimpleState;
144 default_state->ref();
145 default_state->disable( GL_TEXTURE_2D );
146 default_state->enable( GL_CULL_FACE );
147 default_state->enable( GL_COLOR_MATERIAL );
148 default_state->setColourMaterial( GL_AMBIENT_AND_DIFFUSE );
149 default_state->setMaterial( GL_EMISSION, 0, 0, 0, 1 );
150 default_state->setMaterial( GL_SPECULAR, 0, 0, 0, 1 );
151 default_state->disable( GL_BLEND );
152 default_state->disable( GL_ALPHA_TEST );
153 default_state->disable( GL_LIGHTING );
155 cloud3d_imposter_state = new ssgSimpleState;
156 cloud3d_imposter_state->ref();
157 cloud3d_imposter_state->enable( GL_TEXTURE_2D );
158 cloud3d_imposter_state->enable( GL_CULL_FACE );
159 cloud3d_imposter_state->enable( GL_COLOR_MATERIAL );
160 cloud3d_imposter_state->setColourMaterial( GL_AMBIENT_AND_DIFFUSE );
161 cloud3d_imposter_state->setMaterial( GL_DIFFUSE, 1, 1, 1, 1 );
162 cloud3d_imposter_state->setMaterial( GL_AMBIENT, 1, 1, 1, 1 );
163 cloud3d_imposter_state->setMaterial( GL_EMISSION, 0, 0, 0, 1 );
164 cloud3d_imposter_state->setMaterial( GL_SPECULAR, 0, 0, 0, 1 );
165 cloud3d_imposter_state->enable( GL_BLEND );
166 cloud3d_imposter_state->enable( GL_ALPHA_TEST );
167 cloud3d_imposter_state->disable( GL_LIGHTING );
169 hud_and_panel = new ssgSimpleState;
170 hud_and_panel->ref();
171 hud_and_panel->disable( GL_CULL_FACE );
172 hud_and_panel->disable( GL_TEXTURE_2D );
173 hud_and_panel->disable( GL_LIGHTING );
174 hud_and_panel->enable( GL_BLEND );
176 menus = new ssgSimpleState;
178 menus->disable( GL_CULL_FACE );
179 menus->disable( GL_TEXTURE_2D );
180 menus->enable( GL_BLEND );
184 // Initialize various GL/view parameters
186 FGRenderer::init( void ) {
188 FGLight *l = (FGLight *)(globals->get_subsystem("lighting"));
190 // Go full screen if requested ...
191 if ( fgGetBool("/sim/startup/fullscreen") ) {
195 // If enabled, normal vectors specified with glNormal are scaled
196 // to unit length after transformation. Enabling this has
197 // performance implications. See the docs for glNormal.
198 // glEnable( GL_NORMALIZE );
200 glEnable( GL_LIGHTING );
201 glEnable( GL_LIGHT0 );
202 // glLightfv( GL_LIGHT0, GL_POSITION, l->sun_vec ); // done later with ssg
205 sgSetVec3( sunpos, l->sun_vec()[0], l->sun_vec()[1], l->sun_vec()[2] );
206 ssgGetLight( 0 ) -> setPosition( sunpos );
208 glFogi (GL_FOG_MODE, GL_EXP2);
209 if ( (!strcmp(fgGetString("/sim/rendering/fog"), "disabled")) ||
210 (!fgGetBool("/sim/rendering/shading"))) {
211 // if fastest fog requested, or if flat shading force fastest
212 glHint ( GL_FOG_HINT, GL_FASTEST );
213 } else if ( !strcmp(fgGetString("/sim/rendering/fog"), "nicest") ) {
214 glHint ( GL_FOG_HINT, GL_NICEST );
216 if ( fgGetBool("/sim/rendering/wireframe") ) {
218 glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
221 // This is the default anyways, but it can't hurt
222 glFrontFace ( GL_CCW );
225 // glEnable(GL_POINT_SMOOTH);
226 // glEnable(GL_LINE_SMOOTH);
227 // glEnable(GL_POLYGON_SMOOTH);
232 // Update all Visuals (redraws anything graphics related)
234 FGRenderer::update( bool refresh_camera_settings ) {
235 bool scenery_loaded = fgGetBool("sim/sceneryloaded") || fgGetBool("sim/sceneryloaded-override");
236 bool draw_otw = fgGetBool("/sim/rendering/draw-otw");
237 bool skyblend = fgGetBool("/sim/rendering/skyblend");
238 bool enhanced_lighting = fgGetBool("/sim/rendering/enhanced-lighting");
239 bool distance_attenuation = fgGetBool("/sim/rendering/distance-attenuation");
240 #ifdef FG_ENABLE_MULTIPASS_CLOUDS
241 bool multi_pass_clouds = fgGetBool("/sim/rendering/multi-pass-clouds") &&
242 !SGCloudLayer::enable_bump_mapping; // ugly artefact now
244 bool multi_pass_clouds = false;
246 bool draw_clouds = fgGetBool("/environment/clouds/status");
248 GLfloat black[4] = { 0.0, 0.0, 0.0, 1.0 };
249 GLfloat white[4] = { 1.0, 1.0, 1.0, 1.0 };
251 // static const SGPropertyNode *longitude
252 // = fgGetNode("/position/longitude-deg");
253 // static const SGPropertyNode *latitude
254 // = fgGetNode("/position/latitude-deg");
255 // static const SGPropertyNode *altitude
256 // = fgGetNode("/position/altitude-ft");
257 static const SGPropertyNode *groundlevel_nearplane
258 = fgGetNode("/sim/current-view/ground-level-nearplane-m");
260 FGLight *l = (FGLight *)(globals->get_subsystem("lighting"));
261 static double last_visibility = -9999;
264 double actual_visibility;
265 if (fgGetBool("/environment/clouds/status")) {
266 actual_visibility = thesky->get_visibility();
268 actual_visibility = fgGetDouble("/environment/visibility-m");
271 if ( actual_visibility != last_visibility ) {
272 last_visibility = actual_visibility;
274 fog_exp_density = m_log01 / actual_visibility;
275 fog_exp2_density = sqrt_m_log01 / actual_visibility;
276 ground_exp2_punch_through = sqrt_m_log01 / (actual_visibility * 1.5);
277 if ( actual_visibility < 8000 ) {
278 rwy_exp2_punch_through = sqrt_m_log01 / (actual_visibility * 2.5);
279 taxi_exp2_punch_through = sqrt_m_log01 / (actual_visibility * 1.5);
281 rwy_exp2_punch_through = sqrt_m_log01 / ( 8000 * 2.5 );
282 taxi_exp2_punch_through = sqrt_m_log01 / ( 8000 * 1.5 );
287 // GLfloat black[4] = { 0.0, 0.0, 0.0, 1.0 };
288 // GLfloat white[4] = { 1.0, 1.0, 1.0, 1.0 };
289 // GLfloat terrain_color[4] = { 0.54, 0.44, 0.29, 1.0 };
290 // GLfloat mat_shininess[] = { 10.0 };
291 GLbitfield clear_mask;
293 if ( idle_state != 1000 || !scenery_loaded ) {
294 // still initializing, draw the splash screen
295 if ( fgGetBool("/sim/startup/splash-screen") ) {
296 fgSplashUpdate(0.0, 1.0);
298 // Keep resetting sim time while the sim is initializing
299 globals->set_sim_time_sec( 0.0 );
300 SGAnimation::set_sim_time_sec( 0.0 );
302 // idle_state is now 1000 meaning we've finished all our
303 // initializations and are running the main loop, so this will
304 // now work without seg faulting the system.
306 FGViewer *current__view = globals->get_current_view();
308 // calculate our current position in cartesian space
309 Point3D cntr = globals->get_scenery()->get_next_center();
310 globals->get_scenery()->set_center(cntr);
311 current__view->set_scenery_center(cntr);
313 if ( refresh_camera_settings ) {
315 resize( fgGetInt("/sim/startup/xsize"),
316 fgGetInt("/sim/startup/ysize") );
318 // Tell GL we are switching to model view parameters
319 glMatrixMode(GL_MODELVIEW);
321 ssgSetCamera( (sgVec4 *)current__view->get_VIEW() );
324 if ( fgGetBool("/sim/rendering/clouds3d") ) {
325 glClear( GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT );
326 cloud3d_imposter_state->force();
328 glColor4f( 1.0, 1.0, 1.0, 1.0 );
329 glEnable(GL_DEPTH_TEST);
331 glBlendFunc( GL_ONE, GL_ONE_MINUS_SRC_ALPHA ) ;
333 #ifdef FG_USE_CLOUDS_3D
334 if ( _bcloud_orig ) {
335 Point3D c = globals->get_scenery()->get_center();
336 sgClouds3d->Set_Cloud_Orig( &c );
337 _bcloud_orig = false;
339 sgClouds3d->Update( current__view->get_absolute_view_pos() );
341 glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ) ;
342 glDisable(GL_DEPTH_TEST);
345 clear_mask = GL_DEPTH_BUFFER_BIT;
346 if ( fgGetBool("/sim/rendering/wireframe") ) {
347 clear_mask |= GL_COLOR_BUFFER_BIT;
351 if ( fgGetBool("/sim/rendering/textures") ) {
352 // glClearColor(black[0], black[1], black[2], black[3]);
353 glClearColor(l->adj_fog_color()[0], l->adj_fog_color()[1],
354 l->adj_fog_color()[2], l->adj_fog_color()[3]);
355 clear_mask |= GL_COLOR_BUFFER_BIT;
358 glClearColor(l->sky_color()[0], l->sky_color()[1],
359 l->sky_color()[2], l->sky_color()[3]);
360 clear_mask |= GL_COLOR_BUFFER_BIT;
362 if ( multi_pass_clouds && draw_clouds ) {
364 clear_mask |= GL_STENCIL_BUFFER_BIT;
366 glClear( clear_mask );
368 // set the opengl state to known default values
369 default_state->force();
371 // update fog params if visibility has changed
372 double visibility_meters = fgGetDouble("/environment/visibility-m");
373 thesky->set_visibility(visibility_meters);
375 thesky->modify_vis( cur_fdm_state->get_Altitude() * SG_FEET_TO_METER,
376 ( global_multi_loop * fgGetInt("/sim/speed-up") )
377 / (double)fgGetInt("/sim/model-hz") );
379 // Set correct opengl fog density
380 glFogf (GL_FOG_DENSITY, fog_exp2_density);
382 // update the sky dome
385 SG_LOG( SG_GENERAL, SG_BULK, "thesky->repaint() sky_color = "
386 << l->sky_color()[0] << " "
387 << l->sky_color()[1] << " "
388 << l->sky_color()[2] << " "
389 << l->sky_color()[3] );
390 SG_LOG( SG_GENERAL, SG_BULK, " fog = "
391 << l->fog_color()[0] << " "
392 << l->fog_color()[1] << " "
393 << l->fog_color()[2] << " "
394 << l->fog_color()[3] );
395 SG_LOG( SG_GENERAL, SG_BULK,
396 " sun_angle = " << l->sun_angle
397 << " moon_angle = " << l->moon_angle );
400 static SGSkyColor scolor;
401 FGLight *l = (FGLight *)(globals->get_subsystem("lighting"));
403 scolor.sky_color = l->sky_color();
404 scolor.fog_color = l->adj_fog_color();
405 scolor.cloud_color = l->cloud_color();
406 scolor.sun_angle = l->get_sun_angle();
407 scolor.moon_angle = l->get_moon_angle();
408 scolor.nplanets = globals->get_ephem()->getNumPlanets();
409 scolor.nstars = globals->get_ephem()->getNumStars();
410 scolor.planet_data = globals->get_ephem()->getPlanets();
411 scolor.star_data = globals->get_ephem()->getStars();
413 thesky->repaint( scolor );
416 SG_LOG( SG_GENERAL, SG_BULK,
417 "thesky->reposition( view_pos = " << view_pos[0] << " "
418 << view_pos[1] << " " << view_pos[2] );
419 SG_LOG( SG_GENERAL, SG_BULK,
420 " zero_elev = " << zero_elev[0] << " "
421 << zero_elev[1] << " " << zero_elev[2]
422 << " lon = " << cur_fdm_state->get_Longitude()
423 << " lat = " << cur_fdm_state->get_Latitude() );
424 SG_LOG( SG_GENERAL, SG_BULK,
425 " sun_rot = " << l->get_sun_rotation
426 << " gst = " << SGTime::cur_time_params->getGst() );
427 SG_LOG( SG_GENERAL, SG_BULK,
428 " sun ra = " << globals->get_ephem()->getSunRightAscension()
429 << " sun dec = " << globals->get_ephem()->getSunDeclination()
430 << " moon ra = " << globals->get_ephem()->getMoonRightAscension()
431 << " moon dec = " << globals->get_ephem()->getMoonDeclination() );
434 // The sun and moon distances are scaled down versions
435 // of the actual distance to get both the moon and the sun
436 // within the range of the far clip plane.
437 // Moon distance: 384,467 kilometers
438 // Sun distance: 150,000,000 kilometers
439 double sun_horiz_eff, moon_horiz_eff;
440 if (fgGetBool("/sim/rendering/horizon-effect")) {
441 sun_horiz_eff = 0.67+pow(0.5+cos(l->get_sun_angle())*2/2, 0.33)/3;
442 moon_horiz_eff = 0.67+pow(0.5+cos(l->get_moon_angle())*2/2, 0.33)/3;
444 sun_horiz_eff = moon_horiz_eff = 1.0;
447 static SGSkyState sstate;
449 sstate.view_pos = current__view->get_view_pos();
450 sstate.zero_elev = current__view->get_zero_elev();
451 sstate.view_up = current__view->get_world_up();
452 sstate.lon = current__view->getLongitude_deg()
453 * SGD_DEGREES_TO_RADIANS;
454 sstate.lat = current__view->getLatitude_deg()
455 * SGD_DEGREES_TO_RADIANS;
456 sstate.alt = current__view->getAltitudeASL_ft()
458 sstate.spin = l->get_sun_rotation();
459 sstate.gst = globals->get_time_params()->getGst();
460 sstate.sun_ra = globals->get_ephem()->getSunRightAscension();
461 sstate.sun_dec = globals->get_ephem()->getSunDeclination();
462 sstate.sun_dist = 50000.0 * sun_horiz_eff;
463 sstate.moon_ra = globals->get_ephem()->getMoonRightAscension();
464 sstate.moon_dec = globals->get_ephem()->getMoonDeclination();
465 sstate.moon_dist = 40000.0 * moon_horiz_eff;
467 thesky->reposition( sstate, delta_time_sec );
470 glEnable( GL_DEPTH_TEST );
471 if ( strcmp(fgGetString("/sim/rendering/fog"), "disabled") ) {
473 glFogi( GL_FOG_MODE, GL_EXP2 );
474 glFogfv( GL_FOG_COLOR, l->adj_fog_color() );
477 // set sun/lighting parameters
478 ssgGetLight( 0 ) -> setPosition( l->sun_vec() );
480 // GL_LIGHT_MODEL_AMBIENT has a default non-zero value so if
481 // we only update GL_AMBIENT for our lights we will never get
482 // a completely dark scene. So, we set GL_LIGHT_MODEL_AMBIENT
483 // explicitely to black.
484 glLightModelfv( GL_LIGHT_MODEL_AMBIENT, black );
486 ssgGetLight( 0 ) -> setColour( GL_AMBIENT, l->scene_ambient() );
487 ssgGetLight( 0 ) -> setColour( GL_DIFFUSE, l->scene_diffuse() );
488 ssgGetLight( 0 ) -> setColour( GL_SPECULAR, l->scene_specular() );
490 // texture parameters
491 // glEnable( GL_TEXTURE_2D );
492 glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ) ;
493 glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST ) ;
496 current_aircraft.fdm_state->get_Altitude() * SG_FEET_TO_METER
497 - globals->get_scenery()->get_cur_elev();
500 scene_nearplane = 10.0f;
501 scene_farplane = 120000.0f;
503 scene_nearplane = groundlevel_nearplane->getDoubleValue();
504 scene_farplane = 120000.0f;
507 setNearFar( scene_nearplane, scene_farplane );
509 if ( draw_otw && skyblend ) {
510 // draw the sky backdrop
512 // we need a white diffuse light for the phase of the moon
513 ssgGetLight( 0 ) -> setColour( GL_DIFFUSE, white );
514 thesky->preDraw( cur_fdm_state->get_Altitude() * SG_FEET_TO_METER,
516 // return to the desired diffuse color
517 ssgGetLight( 0 ) -> setColour( GL_DIFFUSE, l->scene_diffuse() );
520 // draw the ssg scene
521 glEnable( GL_DEPTH_TEST );
523 if ( fgGetBool("/sim/rendering/wireframe") ) {
525 glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
531 FGTileMgr::set_tile_filter( true );
532 sgSetModelFilter( false );
533 globals->get_aircraft_model()->select( false );
534 ssgCullAndDraw( globals->get_scenery()->get_scene_graph() );
536 // Disable depth buffer update, draw the clouds
537 glDepthMask( GL_FALSE );
538 thesky->drawUpperClouds();
539 if ( multi_pass_clouds ) {
540 thesky->drawLowerClouds();
542 glDepthMask( GL_TRUE );
544 if ( multi_pass_clouds ) {
545 // Draw the objects except the aircraft
546 // and update the stencil buffer with 1
547 glEnable( GL_STENCIL_TEST );
548 glStencilFunc( GL_ALWAYS, 1, 1 );
549 glStencilOp( GL_KEEP, GL_KEEP, GL_REPLACE );
551 FGTileMgr::set_tile_filter( false );
552 sgSetModelFilter( true );
553 ssgCullAndDraw( globals->get_scenery()->get_scene_graph() );
555 FGTileMgr::set_tile_filter( true );
556 sgSetModelFilter( true );
557 globals->get_aircraft_model()->select( false );
558 ssgCullAndDraw( globals->get_scenery()->get_scene_graph() );
562 // This is a bit kludgy. Every 200 frames, do an extra
563 // traversal of the scene graph without drawing anything, but
564 // with the field-of-view set to 360x360 degrees. This
565 // ensures that out-of-range random objects that are not in
566 // the current view frustum will still be freed properly.
567 static int counter = 0;
569 if (counter >= 200) {
572 // No need to put the near plane too close;
573 // this way, at least the aircraft can be
575 f.setNearFar(1000, 1000000);
577 ssgGetModelviewMatrix(m);
578 FGTileMgr::set_tile_filter( true );
579 sgSetModelFilter( true );
580 globals->get_scenery()->get_scene_graph()->cull(&f, m, true);
584 // change state for lighting here
586 // draw runway lighting
587 glFogf (GL_FOG_DENSITY, rwy_exp2_punch_through);
589 // CLO - 02/25/2005 - DO WE NEED THIS extra fgSetNearFar()?
590 // fgSetNearFar( scene_nearplane, scene_farplane );
592 if ( enhanced_lighting ) {
594 // Enable states for drawing points with GL_extension
595 glEnable(GL_POINT_SMOOTH);
597 if ( distance_attenuation && glPointParameterIsSupported )
599 // Enable states for drawing points with GL_extension
600 glEnable(GL_POINT_SMOOTH);
602 float quadratic[3] = {1.0, 0.001, 0.0000001};
603 // makes the points fade as they move away
604 glPointParameterfvPtr(GL_DISTANCE_ATTENUATION_EXT, quadratic);
605 glPointParameterfPtr(GL_POINT_SIZE_MIN_EXT, 1.0);
610 // blending function for runway lights
611 glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) ;
614 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
615 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
616 glEnable(GL_TEXTURE_GEN_S);
617 glEnable(GL_TEXTURE_GEN_T);
618 glPolygonMode(GL_FRONT, GL_POINT);
620 // draw runway lighting
622 ssgCullAndDraw( globals->get_scenery()->get_vasi_lights_root() );
623 ssgCullAndDraw( globals->get_scenery()->get_rwy_lights_root() );
626 // change punch through and then draw taxi lighting
627 glFogf ( GL_FOG_DENSITY, fog_exp2_density );
629 // sgSetVec3( taxi_fog, 0.0, 0.0, 0.0 );
630 // glFogfv ( GL_FOG_COLOR, taxi_fog );
632 ssgCullAndDraw( globals->get_scenery()->get_taxi_lights_root() );
636 glPolygonMode(GL_FRONT, GL_FILL);
637 glDisable(GL_TEXTURE_GEN_S);
638 glDisable(GL_TEXTURE_GEN_T);
640 //static int _frame_count = 0;
641 //if (_frame_count % 30 == 0) {
642 // printf("SSG: %s\n", ssgShowStats());
650 if ( enhanced_lighting ) {
651 if ( distance_attenuation && glPointParameterIsSupported ) {
652 glPointParameterfvPtr(GL_DISTANCE_ATTENUATION_EXT,
653 default_attenuation);
657 glDisable(GL_POINT_SMOOTH);
660 // draw ground lighting
661 glFogf (GL_FOG_DENSITY, ground_exp2_punch_through);
663 ssgCullAndDraw( globals->get_scenery()->get_gnd_lights_root() );
666 if ( draw_otw && fgGetBool("/sim/rendering/clouds3d") ) {
668 glDisable( GL_LIGHTING );
669 // cout << "drawing new clouds" << endl;
671 glEnable(GL_DEPTH_TEST);
673 glBlendFunc( GL_ONE, GL_ONE_MINUS_SRC_ALPHA ) ;
676 glEnable( GL_TEXTURE_2D );
677 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
678 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
679 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
680 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
683 #ifdef FG_USE_CLOUDS_3D
684 sgClouds3d->Draw((sgVec4 *)current__view->get_VIEW());
687 glEnable( GL_LIGHTING );
688 glEnable( GL_DEPTH_TEST );
689 glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ) ;
692 if ( draw_otw && draw_clouds ) {
693 if ( multi_pass_clouds ) {
694 // Disable depth buffer update, draw the clouds where the
695 // objects overwrite the already drawn clouds, by testing
696 // the stencil buffer against 1
697 glDepthMask( GL_FALSE );
698 glStencilFunc( GL_EQUAL, 1, 1 );
699 glStencilOp( GL_KEEP, GL_KEEP, GL_KEEP );
700 thesky->drawUpperClouds();
701 thesky->drawLowerClouds();
702 glDepthMask( GL_TRUE );
703 glDisable( GL_STENCIL_TEST );
705 glDepthMask( GL_FALSE );
706 thesky->drawLowerClouds();
707 glDepthMask( GL_TRUE );
712 FGTileMgr::set_tile_filter( false );
713 sgSetModelFilter( false );
714 globals->get_aircraft_model()->select( true );
715 globals->get_model_mgr()->draw();
716 globals->get_aircraft_model()->draw();
717 // If the view is internal, the previous line draw the
718 // cockpit with modified near/far clip planes and deselect
719 // the aircraft in the global scenegraph
720 // Otherwise, it just enables the aircraft: The scenegraph
721 // must be drawn again to see the plane.
722 ssgCullAndDraw( globals->get_scenery()->get_scene_graph() );
723 FGTileMgr::set_tile_filter( true );
724 sgSetModelFilter( true );
725 globals->get_aircraft_model()->select( true );
728 // display HUD && Panel
730 glDisable( GL_DEPTH_TEST );
731 // glDisable( GL_CULL_FACE );
732 // glDisable( GL_TEXTURE_2D );
734 // update the controls subsystem
735 globals->get_controls()->update(delta_time_sec);
737 hud_and_panel->apply();
740 // Use the hud_and_panel ssgSimpleState for rendering the ATC output
741 // This only works properly if called before the panel call
742 if((fgGetBool("/sim/ATC/enabled")) || (fgGetBool("/sim/ai-traffic/enabled")))
743 globals->get_ATC_display()->update(delta_time_sec);
745 // update the panel subsystem
746 if ( globals->get_current_panel() != NULL ) {
747 globals->get_current_panel()->update(delta_time_sec);
751 // We can do translucent menus, so why not. :-)
753 glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ) ;
755 // glDisable ( GL_BLEND ) ;
757 glEnable( GL_DEPTH_TEST );
760 // Fade out the splash screen over the first three seconds.
761 double t = globals->get_sim_time_sec();
763 fgSplashUpdate(0.0, 1.0);
764 } else if ( t <= 3.0) {
765 fgSplashUpdate(0.0, (3.0 - t) / 2.0);
772 // options.cxx needs to see this for toggle_panel()
773 // Handle new window size or exposure
775 FGRenderer::resize( int width, int height ) {
778 if ( (!fgGetBool("/sim/virtual-cockpit"))
779 && fgPanelVisible() && idle_state == 1000 ) {
780 view_h = (int)(height * (globals->get_current_panel()->getViewHeight() -
781 globals->get_current_panel()->getYOffset()) / 768.0);
786 glViewport( 0, (GLint)(height - view_h), (GLint)(width), (GLint)(view_h) );
788 fgSetInt("/sim/startup/xsize", width);
789 fgSetInt("/sim/startup/ysize", height);
790 guiInitMouse(width, height);
793 FGViewMgr *viewmgr = globals->get_viewmgr();
795 for ( int i = 0; i < viewmgr->size(); ++i ) {
796 viewmgr->get_view(i)->
797 set_aspect_ratio((float)view_h / (float)width);
800 setFOV( viewmgr->get_current_view()->get_h_fov(),
801 viewmgr->get_current_view()->get_v_fov() );
802 // cout << "setFOV(" << viewmgr->get_current_view()->get_h_fov()
803 // << ", " << viewmgr->get_current_view()->get_v_fov() << ")"
806 #ifdef FG_USE_CLOUDS_3D
807 sgClouds3d->Resize( viewmgr->get_current_view()->get_h_fov(),
808 viewmgr->get_current_view()->get_v_fov() );
817 // These are wrapper functions around ssgSetNearFar() and ssgSetFOV()
818 // which will post process and rewrite the resulting frustum if we
819 // want to do asymmetric view frustums.
821 static void fgHackFrustum() {
823 // specify a percent of the configured view frustum to actually
824 // display. This is a bit of a hack to achieve asymmetric view
825 // frustums. For instance, if you want to display two monitors
826 // side by side, you could specify each with a double fov, a 0.5
827 // aspect ratio multiplier, and then the left side monitor would
828 // have a left_pct = 0.0, a right_pct = 0.5, a bottom_pct = 0.0,
829 // and a top_pct = 1.0. The right side monitor would have a
830 // left_pct = 0.5 and a right_pct = 1.0.
832 static SGPropertyNode *left_pct
833 = fgGetNode("/sim/current-view/frustum-left-pct");
834 static SGPropertyNode *right_pct
835 = fgGetNode("/sim/current-view/frustum-right-pct");
836 static SGPropertyNode *bottom_pct
837 = fgGetNode("/sim/current-view/frustum-bottom-pct");
838 static SGPropertyNode *top_pct
839 = fgGetNode("/sim/current-view/frustum-top-pct");
841 sgFrustum *f = ssgGetFrustum();
843 // cout << " l = " << f->getLeft()
844 // << " r = " << f->getRight()
845 // << " b = " << f->getBot()
846 // << " t = " << f->getTop()
847 // << " n = " << f->getNear()
848 // << " f = " << f->getFar()
851 double width = f->getRight() - f->getLeft();
852 double height = f->getTop() - f->getBot();
856 if ( left_pct != NULL ) {
857 l = f->getLeft() + width * left_pct->getDoubleValue();
862 if ( right_pct != NULL ) {
863 r = f->getLeft() + width * right_pct->getDoubleValue();
868 if ( bottom_pct != NULL ) {
869 b = f->getBot() + height * bottom_pct->getDoubleValue();
874 if ( top_pct != NULL ) {
875 t = f->getBot() + height * top_pct->getDoubleValue();
880 ssgSetFrustum(l, r, b, t, f->getNear(), f->getFar());
884 // we need some static storage space for these values. However, we
885 // can't store it in a renderer class object because the functions
886 // that manipulate these are static. They are static so they can
887 // interface to the display callback system. There's probably a
888 // better way, there has to be a better way, but I'm not seeing it
890 static float fov_width = 55.0;
891 static float fov_height = 42.0;
892 static float fov_near = 1.0;
893 static float fov_far = 1000.0;
896 /** FlightGear code should use this routine to set the FOV rather than
897 * calling the ssg routine directly
899 void FGRenderer::setFOV( float w, float h ) {
903 // fully specify the view frustum before hacking it (so we don't
904 // accumulate hacked effects
906 ssgSetNearFar( fov_near, fov_far );
911 /** FlightGear code should use this routine to set the Near/Far clip
912 * planes rather than calling the ssg routine directly
914 void FGRenderer::setNearFar( float n, float f ) {
918 // fully specify the view frustum before hacking it (so we don't
919 // accumulate hacked effects
920 ssgSetNearFar( n, f );
921 ssgSetFOV( fov_width, fov_height );
926 // end of renderer.cxx