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1 // renderer.cxx -- top level sim routines
2 //
3 // Written by Curtis Olson, started May 1997.
4 // This file contains parts of main.cxx prior to october 2004
5 //
6 // Copyright (C) 1997 - 2002  Curtis L. Olson  - http://www.flightgear.org/~curt
7 //
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.
12 //
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.
17 //
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.
21 //
22 // $Id$
23
24
25 #ifdef HAVE_CONFIG_H
26 #  include <config.h>
27 #endif
28
29 #include <simgear/compiler.h>
30
31 #ifdef HAVE_WINDOWS_H
32 #  include <windows.h>
33 #endif
34
35 #include <plib/ssg.h>
36 #include <plib/netSocket.h>
37
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>
48 #ifdef FG_JPEG_SERVER
49 #include <simgear/screen/jpgfactory.hxx>
50 #endif
51
52 #ifdef FG_USE_CLOUDS_3D
53 #  include <simgear/scene/sky/clouds3d/SkySceneLoader.hpp>
54 #  include <simgear/scene/sky/clouds3d/SkyUtil.hpp>
55 #endif
56
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>
72
73 #include "splash.hxx"
74 #include "renderer.hxx"
75 #include "main.hxx"
76
77
78 float default_attenuation[3] = {1.0, 0.0, 0.0};
79
80 ssgSelector *lightpoints_brightness = new ssgSelector;
81 ssgTransform *lightpoints_transform = new ssgTransform;
82 FGTileEntry *dummy_tile;
83 sgVec3 rway_ols;
84
85 // Clip plane settings...
86 float scene_nearplane = 0.5f;
87 float scene_farplane = 120000.0f;
88
89 glPointParameterfProc glPointParameterfPtr = 0;
90 glPointParameterfvProc glPointParameterfvPtr = 0;
91 bool glPointParameterIsSupported = false;
92
93
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;
103
104 // Sky structures
105 SGSky *thesky;
106
107 #ifdef FG_USE_CLOUDS_3D
108   SkySceneLoader *sgClouds3d;
109   bool _bcloud_orig = true;
110 #endif
111
112 // hack
113 sgMat4 copy_of_ssgOpenGLAxisSwapMatrix =
114 {
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 }
119 };
120
121 ssgSimpleState *cloud3d_imposter_state;
122 ssgSimpleState *default_state;
123 ssgSimpleState *hud_and_panel;
124 ssgSimpleState *menus;
125
126 FGRenderer::FGRenderer()
127 {
128 #ifdef FG_JPEG_SERVER
129    jpgRenderFrame = FGRenderer::update;
130 #endif
131 }
132
133 FGRenderer::~FGRenderer()
134 {
135 #ifdef FG_JPEG_SERVER
136    jpgRenderFrame = NULL;
137 #endif
138 }
139
140
141 void
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 );
154
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 );
168
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 );
175
176     menus = new ssgSimpleState;
177     menus->ref();
178     menus->disable( GL_CULL_FACE );
179     menus->disable( GL_TEXTURE_2D );
180     menus->enable( GL_BLEND );
181 }
182
183
184 // Initialize various GL/view parameters
185 void
186 FGRenderer::init( void ) {
187
188     FGLight *l = (FGLight *)(globals->get_subsystem("lighting"));
189
190     // Go full screen if requested ...
191     if ( fgGetBool("/sim/startup/fullscreen") ) {
192         fgOSFullScreen();
193     }
194
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 );
199
200     glEnable( GL_LIGHTING );
201     glEnable( GL_LIGHT0 );
202     // glLightfv( GL_LIGHT0, GL_POSITION, l->sun_vec );  // done later with ssg
203
204     sgVec3 sunpos;
205     sgSetVec3( sunpos, l->sun_vec()[0], l->sun_vec()[1], l->sun_vec()[2] );
206     ssgGetLight( 0 ) -> setPosition( sunpos );
207
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 );
215     }
216     if ( fgGetBool("/sim/rendering/wireframe") ) {
217         // draw wire frame
218         glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
219     }
220
221     // This is the default anyways, but it can't hurt
222     glFrontFace ( GL_CCW );
223
224     // Just testing ...
225     // glEnable(GL_POINT_SMOOTH);
226     // glEnable(GL_LINE_SMOOTH);
227     // glEnable(GL_POLYGON_SMOOTH);      
228 }
229
230
231
232 // Update all Visuals (redraws anything graphics related)
233 void
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
243 #else
244     bool multi_pass_clouds = false;
245 #endif
246     bool draw_clouds = fgGetBool("/environment/clouds/status");
247
248     GLfloat black[4] = { 0.0, 0.0, 0.0, 1.0 };
249     GLfloat white[4] = { 1.0, 1.0, 1.0, 1.0 };
250
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");
259
260     FGLight *l = (FGLight *)(globals->get_subsystem("lighting"));
261     static double last_visibility = -9999;
262
263     // update fog params
264     double actual_visibility;
265     if (fgGetBool("/environment/clouds/status")) {
266         actual_visibility = thesky->get_visibility();
267     } else {
268         actual_visibility = fgGetDouble("/environment/visibility-m");
269     }
270
271     if ( actual_visibility != last_visibility ) {
272         last_visibility = actual_visibility;
273
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);
280         } else {
281             rwy_exp2_punch_through = sqrt_m_log01 / ( 8000 * 2.5 );
282             taxi_exp2_punch_through = sqrt_m_log01 / ( 8000 * 1.5 );
283         }
284     }
285
286     // double angle;
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;
292
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);
297         }
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 );
301     } else {
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.
305
306         FGViewer *current__view = globals->get_current_view();
307
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);
312
313         if ( refresh_camera_settings ) {
314             // update view port
315             resize( fgGetInt("/sim/startup/xsize"),
316                     fgGetInt("/sim/startup/ysize") );
317
318             // Tell GL we are switching to model view parameters
319             glMatrixMode(GL_MODELVIEW);
320             glLoadIdentity();
321             ssgSetCamera( (sgVec4 *)current__view->get_VIEW() );
322         }
323
324         if ( fgGetBool("/sim/rendering/clouds3d") ) {
325             glClear( GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT );
326             cloud3d_imposter_state->force();
327             glDisable( GL_FOG );
328             glColor4f( 1.0, 1.0, 1.0, 1.0 );
329             glEnable(GL_DEPTH_TEST);
330             glEnable(GL_BLEND);
331             glBlendFunc( GL_ONE, GL_ONE_MINUS_SRC_ALPHA ) ;
332
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;
338             }
339             sgClouds3d->Update( current__view->get_absolute_view_pos() );
340 #endif
341             glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ) ;
342             glDisable(GL_DEPTH_TEST);
343         }
344
345         clear_mask = GL_DEPTH_BUFFER_BIT;
346         if ( fgGetBool("/sim/rendering/wireframe") ) {
347             clear_mask |= GL_COLOR_BUFFER_BIT;
348         }
349
350         if ( skyblend ) {
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;
356             }
357         } else {
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;
361         }
362         if ( multi_pass_clouds && draw_clouds ) {
363             glClearStencil( 0 );
364             clear_mask |= GL_STENCIL_BUFFER_BIT;
365         }
366         glClear( clear_mask );
367
368         // set the opengl state to known default values
369         default_state->force();
370
371         // update fog params if visibility has changed
372         double visibility_meters = fgGetDouble("/environment/visibility-m");
373         thesky->set_visibility(visibility_meters);
374
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") );
378
379         // Set correct opengl fog density
380         glFogf (GL_FOG_DENSITY, fog_exp2_density);
381
382         // update the sky dome
383         if ( skyblend ) {
384             /*
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 );
398             */
399
400             static SGSkyColor scolor;
401             FGLight *l = (FGLight *)(globals->get_subsystem("lighting"));
402
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();
412
413             thesky->repaint( scolor );
414
415             /*
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() );
432             */
433
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;
443             } else {
444                sun_horiz_eff = moon_horiz_eff = 1.0;
445             }
446
447             static SGSkyState sstate;
448
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()
457                                 * SG_FEET_TO_METER;
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;
466
467             thesky->reposition( sstate, delta_time_sec );
468         }
469
470         glEnable( GL_DEPTH_TEST );
471         if ( strcmp(fgGetString("/sim/rendering/fog"), "disabled") ) {
472             glEnable( GL_FOG );
473             glFogi( GL_FOG_MODE, GL_EXP2 );
474             glFogfv( GL_FOG_COLOR, l->adj_fog_color() );
475         }
476
477         // set sun/lighting parameters
478         ssgGetLight( 0 ) -> setPosition( l->sun_vec() );
479
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 );
485
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() );
489
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 ) ;
494
495         double agl =
496             current_aircraft.fdm_state->get_Altitude() * SG_FEET_TO_METER
497             - globals->get_scenery()->get_cur_elev();
498
499         if ( agl > 10.0 ) {
500             scene_nearplane = 10.0f;
501             scene_farplane = 120000.0f;
502         } else {
503             scene_nearplane = groundlevel_nearplane->getDoubleValue();
504             scene_farplane = 120000.0f;
505         }
506
507         setNearFar( scene_nearplane, scene_farplane );
508
509         if ( draw_otw && skyblend ) {
510             // draw the sky backdrop
511
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,
515                              fog_exp2_density );
516             // return to the desired diffuse color
517             ssgGetLight( 0 ) -> setColour( GL_DIFFUSE, l->scene_diffuse() );
518         }
519
520         // draw the ssg scene
521         glEnable( GL_DEPTH_TEST );
522
523         if ( fgGetBool("/sim/rendering/wireframe") ) {
524             // draw wire frame
525             glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
526         }
527         if ( draw_otw ) {
528             if ( draw_clouds ) {
529
530                 // Draw the terrain
531                 FGTileMgr::set_tile_filter( true );
532                 sgSetModelFilter( false );
533                 globals->get_aircraft_model()->select( false );
534                 ssgCullAndDraw( globals->get_scenery()->get_scene_graph() );
535
536                 // Disable depth buffer update, draw the clouds
537                 glDepthMask( GL_FALSE );
538                 thesky->drawUpperClouds();
539                 if ( multi_pass_clouds ) {
540                     thesky->drawLowerClouds();
541                 }
542                 glDepthMask( GL_TRUE );
543
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 );
550                 }
551                 FGTileMgr::set_tile_filter( false );
552                 sgSetModelFilter( true );
553                 ssgCullAndDraw( globals->get_scenery()->get_scene_graph() );
554             } else {
555                 FGTileMgr::set_tile_filter( true );
556                 sgSetModelFilter( true );
557                 globals->get_aircraft_model()->select( false );
558                 ssgCullAndDraw( globals->get_scenery()->get_scene_graph() );
559             }
560         }
561
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;
568         counter++;
569         if (counter >= 200) {
570             sgFrustum f;
571             f.setFOV(360, 360);
572                     // No need to put the near plane too close;
573                     // this way, at least the aircraft can be
574                     // culled.
575             f.setNearFar(1000, 1000000);
576             sgMat4 m;
577             ssgGetModelviewMatrix(m);
578             FGTileMgr::set_tile_filter( true );
579             sgSetModelFilter( true );
580             globals->get_scenery()->get_scene_graph()->cull(&f, m, true);
581             counter = 0;
582         }
583
584         // change state for lighting here
585
586         // draw runway lighting
587         glFogf (GL_FOG_DENSITY, rwy_exp2_punch_through);
588
589         // CLO - 02/25/2005 - DO WE NEED THIS extra fgSetNearFar()?
590         // fgSetNearFar( scene_nearplane, scene_farplane );
591
592         if ( enhanced_lighting ) {
593
594             // Enable states for drawing points with GL_extension
595             glEnable(GL_POINT_SMOOTH);
596
597             if ( distance_attenuation && glPointParameterIsSupported )
598             {
599                 // Enable states for drawing points with GL_extension
600                 glEnable(GL_POINT_SMOOTH);
601
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); 
606             }
607
608             glPointSize(4.0);
609
610             // blending function for runway lights
611             glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) ;
612         }
613
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);
619
620         // draw runway lighting
621         if ( draw_otw ) {
622             ssgCullAndDraw( globals->get_scenery()->get_vasi_lights_root() );
623             ssgCullAndDraw( globals->get_scenery()->get_rwy_lights_root() );
624         }
625
626         // change punch through and then draw taxi lighting
627         glFogf ( GL_FOG_DENSITY, fog_exp2_density );
628         // sgVec3 taxi_fog;
629         // sgSetVec3( taxi_fog, 0.0, 0.0, 0.0 );
630         // glFogfv ( GL_FOG_COLOR, taxi_fog );
631         if ( draw_otw ) {
632             ssgCullAndDraw( globals->get_scenery()->get_taxi_lights_root() );
633         }
634
635         // clean up lighting
636         glPolygonMode(GL_FRONT, GL_FILL);
637         glDisable(GL_TEXTURE_GEN_S);
638         glDisable(GL_TEXTURE_GEN_T);
639
640         //static int _frame_count = 0;
641         //if (_frame_count % 30 == 0) {
642         //  printf("SSG: %s\n", ssgShowStats());
643         //}
644         //else {
645         //  ssgShowStats();
646         //}
647         //_frame_count++;
648
649
650         if ( enhanced_lighting ) {
651             if ( distance_attenuation && glPointParameterIsSupported ) {
652                 glPointParameterfvPtr(GL_DISTANCE_ATTENUATION_EXT,
653                                       default_attenuation);
654             }
655
656             glPointSize(1.0);
657             glDisable(GL_POINT_SMOOTH);
658         }
659
660         // draw ground lighting
661         glFogf (GL_FOG_DENSITY, ground_exp2_punch_through);
662         if ( draw_otw ) {
663             ssgCullAndDraw( globals->get_scenery()->get_gnd_lights_root() );
664         }
665
666         if ( draw_otw && fgGetBool("/sim/rendering/clouds3d") ) {
667             glDisable( GL_FOG );
668             glDisable( GL_LIGHTING );
669             // cout << "drawing new clouds" << endl;
670
671             glEnable(GL_DEPTH_TEST);
672             glEnable(GL_BLEND);
673             glBlendFunc( GL_ONE, GL_ONE_MINUS_SRC_ALPHA ) ;
674
675             /*
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);
681             */
682
683 #ifdef FG_USE_CLOUDS_3D
684             sgClouds3d->Draw((sgVec4 *)current__view->get_VIEW());
685 #endif
686             glEnable( GL_FOG );
687             glEnable( GL_LIGHTING );
688             glEnable( GL_DEPTH_TEST );
689             glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ) ;
690         }
691
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 );
704             } else {
705                 glDepthMask( GL_FALSE );
706                 thesky->drawLowerClouds();
707                 glDepthMask( GL_TRUE );
708             }
709         }
710
711         if ( draw_otw ) {
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 );
726         }
727
728         // display HUD && Panel
729         glDisable( GL_FOG );
730         glDisable( GL_DEPTH_TEST );
731         // glDisable( GL_CULL_FACE );
732         // glDisable( GL_TEXTURE_2D );
733
734         // update the controls subsystem
735         globals->get_controls()->update(delta_time_sec);
736
737         hud_and_panel->apply();
738         fgCockpitUpdate();
739
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);
744
745         // update the panel subsystem
746         if ( globals->get_current_panel() != NULL ) {
747             globals->get_current_panel()->update(delta_time_sec);
748         }
749         fgUpdate3DPanels();
750
751         // We can do translucent menus, so why not. :-)
752         menus->apply();
753         glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ) ;
754         puDisplay();
755         // glDisable ( GL_BLEND ) ;
756
757         glEnable( GL_DEPTH_TEST );
758         glEnable( GL_FOG );
759
760         // Fade out the splash screen over the first three seconds.
761         double t = globals->get_sim_time_sec();
762         if ( t <= 1.0 ) {
763             fgSplashUpdate(0.0, 1.0);
764         } else if ( t <= 3.0) {
765             fgSplashUpdate(0.0, (3.0 - t) / 2.0);
766         }
767     }
768 }
769
770
771
772 // options.cxx needs to see this for toggle_panel()
773 // Handle new window size or exposure
774 void
775 FGRenderer::resize( int width, int height ) {
776     int view_h;
777
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);
782     } else {
783         view_h = height;
784     }
785
786     glViewport( 0, (GLint)(height - view_h), (GLint)(width), (GLint)(view_h) );
787
788     fgSetInt("/sim/startup/xsize", width);
789     fgSetInt("/sim/startup/ysize", height);
790     guiInitMouse(width, height);
791
792     // for all views
793     FGViewMgr *viewmgr = globals->get_viewmgr();
794     if (viewmgr) {
795       for ( int i = 0; i < viewmgr->size(); ++i ) {
796         viewmgr->get_view(i)->
797           set_aspect_ratio((float)view_h / (float)width);
798       }
799
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() << ")"
804       //      << endl;
805
806 #ifdef FG_USE_CLOUDS_3D
807       sgClouds3d->Resize( viewmgr->get_current_view()->get_h_fov(),
808                           viewmgr->get_current_view()->get_v_fov() );
809 #endif
810     }
811
812     fgHUDReshape();
813
814 }
815
816
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.
820
821 static void fgHackFrustum() {
822
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.
831
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");
840
841     sgFrustum *f = ssgGetFrustum();
842
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()
849     //      << endl;
850
851     double width = f->getRight() - f->getLeft();
852     double height = f->getTop() - f->getBot();
853
854     double l, r, t, b;
855
856     if ( left_pct != NULL ) {
857         l = f->getLeft() + width * left_pct->getDoubleValue();
858     } else {
859         l = f->getLeft();
860     }
861
862     if ( right_pct != NULL ) {
863         r = f->getLeft() + width * right_pct->getDoubleValue();
864     } else {
865         r = f->getRight();
866     }
867
868     if ( bottom_pct != NULL ) {
869         b = f->getBot() + height * bottom_pct->getDoubleValue();
870     } else {
871         b = f->getBot();
872     }
873
874     if ( top_pct != NULL ) {
875         t = f->getBot() + height * top_pct->getDoubleValue();
876     } else {
877         t = f->getTop();
878     }
879
880     ssgSetFrustum(l, r, b, t, f->getNear(), f->getFar());
881 }
882
883
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
889 // right now.
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;
894
895
896 /** FlightGear code should use this routine to set the FOV rather than
897  *  calling the ssg routine directly
898  */
899 void FGRenderer::setFOV( float w, float h ) {
900     fov_width = w;
901     fov_height = h;
902
903     // fully specify the view frustum before hacking it (so we don't
904     // accumulate hacked effects
905     ssgSetFOV( w, h );
906     ssgSetNearFar( fov_near, fov_far );
907     fgHackFrustum();
908 }
909
910
911 /** FlightGear code should use this routine to set the Near/Far clip
912  *  planes rather than calling the ssg routine directly
913  */
914 void FGRenderer::setNearFar( float n, float f ) {
915     fov_near = n;
916     fov_far = f;
917
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 );
922
923     fgHackFrustum();
924 }
925
926 // end of renderer.cxx