]> git.mxchange.org Git - flightgear.git/blob - src/Main/renderer.cxx
b6a8c6f0761bc538e6668badd8d56689da3f5ef9
[flightgear.git] / src / Main / renderer.cxx
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., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, 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 <osg/ref_ptr>
36 #include <osg/AlphaFunc>
37 #include <osg/BlendFunc>
38 #include <osg/Camera>
39 #include <osg/CameraView>
40 #include <osg/CullFace>
41 #include <osg/Depth>
42 #include <osg/Fog>
43 #include <osg/Group>
44 #include <osg/Light>
45 #include <osg/LightModel>
46 #include <osg/LightSource>
47 #include <osg/NodeCallback>
48 #include <osg/Notify>
49 #include <osg/PolygonMode>
50 #include <osg/PolygonOffset>
51 #include <osg/ShadeModel>
52 #include <osg/TexEnv>
53
54 #include <osgUtil/SceneView>
55 #include <osgUtil/UpdateVisitor>
56 #include <osgUtil/IntersectVisitor>
57
58 #include <osg/io_utils>
59 #include <osgDB/WriteFile>
60 #include <osgDB/ReadFile>
61 #include <sstream>
62
63 #include <simgear/math/SGMath.hxx>
64 #include <simgear/screen/extensions.hxx>
65 #include <simgear/scene/material/matlib.hxx>
66 #include <simgear/scene/model/animation.hxx>
67 #include <simgear/scene/model/model.hxx>
68 #include <simgear/scene/model/modellib.hxx>
69 #include <simgear/scene/model/placement.hxx>
70 #include <simgear/scene/util/SGUpdateVisitor.hxx>
71 #include <simgear/scene/tgdb/pt_lights.hxx>
72 #include <simgear/props/props.hxx>
73 #include <simgear/timing/sg_time.hxx>
74 #include <simgear/ephemeris/ephemeris.hxx>
75 #include <simgear/math/sg_random.h>
76 #ifdef FG_JPEG_SERVER
77 #include <simgear/screen/jpgfactory.hxx>
78 #endif
79
80 #include <simgear/environment/visual_enviro.hxx>
81
82 #include <Scenery/tileentry.hxx>
83 #include <Time/light.hxx>
84 #include <Time/light.hxx>
85 #include <Aircraft/aircraft.hxx>
86 #include <Cockpit/panel.hxx>
87 #include <Cockpit/cockpit.hxx>
88 #include <Cockpit/hud.hxx>
89 #include <Model/panelnode.hxx>
90 #include <Model/modelmgr.hxx>
91 #include <Model/acmodel.hxx>
92 #include <Scenery/scenery.hxx>
93 #include <Scenery/redout.hxx>
94 #include <Scenery/tilemgr.hxx>
95 #include <GUI/new_gui.hxx>
96 #include <Instrumentation/instrument_mgr.hxx>
97 #include <Instrumentation/HUD/HUD.hxx>
98
99 #include "splash.hxx"
100 #include "renderer.hxx"
101 #include "main.hxx"
102
103 class SGPuDrawable : public osg::Drawable {
104 public:
105   SGPuDrawable()
106   {
107     // Dynamic stuff, do not store geometry
108     setUseDisplayList(false);
109
110     osg::StateSet* stateSet = getOrCreateStateSet();
111     stateSet->setRenderBinDetails(1001, "RenderBin");
112     // speed optimization?
113     stateSet->setMode(GL_CULL_FACE, osg::StateAttribute::OFF);
114     // We can do translucent menus, so why not. :-)
115     stateSet->setAttribute(new osg::BlendFunc(osg::BlendFunc::SRC_ALPHA, osg::BlendFunc::ONE_MINUS_SRC_ALPHA));
116     stateSet->setMode(GL_BLEND, osg::StateAttribute::ON);
117     stateSet->setTextureMode(0, GL_TEXTURE_2D, osg::StateAttribute::OFF);
118
119     stateSet->setTextureAttribute(0, new osg::TexEnv(osg::TexEnv::MODULATE));
120
121     stateSet->setMode(GL_FOG, osg::StateAttribute::OFF);
122     stateSet->setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF);
123   }
124   virtual void drawImplementation(osg::RenderInfo& renderInfo) const
125   { drawImplementation(*renderInfo.getState()); }
126   void drawImplementation(osg::State& state) const
127   {
128     state.pushStateSet(getStateSet());
129     state.apply();
130     state.setActiveTextureUnit(0);
131     state.setClientActiveTextureUnit(0);
132     state.disableAllVertexArrays();
133
134     glPushAttrib(GL_ALL_ATTRIB_BITS);
135     glPushClientAttrib(~0u);
136
137     puDisplay();
138
139     glPopClientAttrib();
140     glPopAttrib();
141
142     state.popStateSet();
143     state.dirtyAllModes();
144     state.dirtyAllAttributes();
145     state.dirtyAllVertexArrays();
146   }
147
148   virtual osg::Object* cloneType() const { return new SGPuDrawable; }
149   virtual osg::Object* clone(const osg::CopyOp&) const { return new SGPuDrawable; }
150   
151 private:
152 };
153
154 class SGHUDAndPanelDrawable : public osg::Drawable {
155 public:
156   SGHUDAndPanelDrawable()
157   {
158     // Dynamic stuff, do not store geometry
159     setUseDisplayList(false);
160
161     osg::StateSet* stateSet = getOrCreateStateSet();
162     stateSet->setRenderBinDetails(1000, "RenderBin");
163
164     // speed optimization?
165     stateSet->setMode(GL_CULL_FACE, osg::StateAttribute::OFF);
166     stateSet->setAttribute(new osg::BlendFunc(osg::BlendFunc::SRC_ALPHA, osg::BlendFunc::ONE_MINUS_SRC_ALPHA));
167     stateSet->setMode(GL_BLEND, osg::StateAttribute::ON);
168     stateSet->setMode(GL_FOG, osg::StateAttribute::OFF);
169     stateSet->setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF);
170
171     stateSet->setTextureAttribute(0, new osg::TexEnv(osg::TexEnv::MODULATE));
172   }
173   virtual void drawImplementation(osg::RenderInfo& renderInfo) const
174   { drawImplementation(*renderInfo.getState()); }
175   void drawImplementation(osg::State& state) const
176   {
177     state.pushStateSet(getStateSet());
178     state.apply();
179     state.setActiveTextureUnit(0);
180     state.setClientActiveTextureUnit(0);
181     state.disableAllVertexArrays();
182
183     glPushAttrib(GL_ALL_ATTRIB_BITS);
184     glPushClientAttrib(~0u);
185
186     fgCockpitUpdate(&state);
187
188     FGInstrumentMgr *instr = static_cast<FGInstrumentMgr*>(globals->get_subsystem("instrumentation"));
189     HUD *hud = static_cast<HUD*>(instr->get_subsystem("hud"));
190     hud->draw(state);
191
192     // update the panel subsystem
193     if ( globals->get_current_panel() != NULL )
194         globals->get_current_panel()->update(state);
195     // We don't need a state here - can be safely removed when we can pick
196     // correctly
197     fgUpdate3DPanels();
198
199     glPopClientAttrib();
200     glPopAttrib();
201
202     state.popStateSet();
203     state.dirtyAllModes();
204     state.dirtyAllAttributes();
205     state.dirtyAllVertexArrays();
206   }
207
208   virtual osg::Object* cloneType() const { return new SGHUDAndPanelDrawable; }
209   virtual osg::Object* clone(const osg::CopyOp&) const { return new SGHUDAndPanelDrawable; }
210   
211 private:
212 };
213
214 class FGLightSourceUpdateCallback : public osg::NodeCallback {
215 public:
216   virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
217   {
218     assert(dynamic_cast<osg::LightSource*>(node));
219     osg::LightSource* lightSource = static_cast<osg::LightSource*>(node);
220     osg::Light* light = lightSource->getLight();
221     
222     FGLight *l = static_cast<FGLight*>(globals->get_subsystem("lighting"));
223     light->setAmbient(l->scene_ambient().osg());
224     light->setDiffuse(l->scene_diffuse().osg());
225     light->setSpecular(l->scene_specular().osg());
226     SGVec4f position(l->sun_vec()[0], l->sun_vec()[1], l->sun_vec()[2], 0);
227     light->setPosition(position.osg());
228     SGVec3f direction(l->sun_vec()[0], l->sun_vec()[1], l->sun_vec()[2]);
229     light->setDirection(direction.osg());
230     light->setSpotExponent(0);
231     light->setSpotCutoff(180);
232     light->setConstantAttenuation(1);
233     light->setLinearAttenuation(0);
234     light->setQuadraticAttenuation(0);
235
236     traverse(node, nv);
237   }
238 };
239
240 class FGWireFrameModeUpdateCallback : public osg::StateAttribute::Callback {
241 public:
242   FGWireFrameModeUpdateCallback() :
243     mWireframe(fgGetNode("/sim/rendering/wireframe"))
244   { }
245   virtual void operator()(osg::StateAttribute* stateAttribute,
246                           osg::NodeVisitor*)
247   {
248     assert(dynamic_cast<osg::PolygonMode*>(stateAttribute));
249     osg::PolygonMode* polygonMode;
250     polygonMode = static_cast<osg::PolygonMode*>(stateAttribute);
251
252     if (mWireframe->getBoolValue())
253       polygonMode->setMode(osg::PolygonMode::FRONT_AND_BACK,
254                            osg::PolygonMode::LINE);
255     else
256       polygonMode->setMode(osg::PolygonMode::FRONT_AND_BACK,
257                            osg::PolygonMode::FILL);
258   }
259 private:
260   SGSharedPtr<SGPropertyNode> mWireframe;
261 };
262
263 class FGLightModelUpdateCallback : public osg::StateAttribute::Callback {
264 public:
265   FGLightModelUpdateCallback() :
266     mHighlights(fgGetNode("/sim/rendering/specular-highlight"))
267   { }
268   virtual void operator()(osg::StateAttribute* stateAttribute,
269                           osg::NodeVisitor*)
270   {
271     assert(dynamic_cast<osg::LightModel*>(stateAttribute));
272     osg::LightModel* lightModel;
273     lightModel = static_cast<osg::LightModel*>(stateAttribute);
274
275 #if 0
276     FGLight *l = static_cast<FGLight*>(globals->get_subsystem("lighting"));
277     lightModel->setAmbientIntensity(l->scene_ambient().osg());
278 #else
279     lightModel->setAmbientIntensity(osg::Vec4(0, 0, 0, 1));
280 #endif
281     lightModel->setTwoSided(true);
282     lightModel->setLocalViewer(false);
283
284     if (mHighlights->getBoolValue()) {
285       lightModel->setColorControl(osg::LightModel::SEPARATE_SPECULAR_COLOR);
286     } else {
287       lightModel->setColorControl(osg::LightModel::SINGLE_COLOR);
288     }
289   }
290 private:
291   SGSharedPtr<SGPropertyNode> mHighlights;
292 };
293
294 class FGFogEnableUpdateCallback : public osg::StateSet::Callback {
295 public:
296   FGFogEnableUpdateCallback() :
297     mFogEnabled(fgGetNode("/sim/rendering/fog"))
298   { }
299   virtual void operator()(osg::StateSet* stateSet, osg::NodeVisitor*)
300   {
301     if (strcmp(mFogEnabled->getStringValue(), "disabled") == 0) {
302       stateSet->setMode(GL_FOG, osg::StateAttribute::OFF);
303     } else {
304       stateSet->setMode(GL_FOG, osg::StateAttribute::ON);
305     }
306   }
307 private:
308   SGSharedPtr<SGPropertyNode> mFogEnabled;
309 };
310
311 class FGFogUpdateCallback : public osg::StateAttribute::Callback {
312 public:
313   virtual void operator () (osg::StateAttribute* sa, osg::NodeVisitor* nv)
314   {
315     assert(dynamic_cast<SGUpdateVisitor*>(nv));
316     assert(dynamic_cast<osg::Fog*>(sa));
317     SGUpdateVisitor* updateVisitor = static_cast<SGUpdateVisitor*>(nv);
318     osg::Fog* fog = static_cast<osg::Fog*>(sa);
319     fog->setMode(osg::Fog::EXP2);
320     fog->setColor(updateVisitor->getFogColor().osg());
321     fog->setDensity(updateVisitor->getFogExp2Density());
322   }
323 };
324
325 // update callback for the switch node guarding that splash
326 class FGScenerySwitchCallback : public osg::NodeCallback {
327 public:
328   virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
329   {
330     assert(dynamic_cast<osg::Switch*>(node));
331     osg::Switch* sw = static_cast<osg::Switch*>(node);
332
333     double t = globals->get_sim_time_sec();
334     bool enabled = 0 < t;
335     sw->setValue(0, enabled);
336     if (!enabled)
337       return;
338     traverse(node, nv);
339   }
340 };
341
342 // Sky structures
343 SGSky *thesky;
344
345 osg::ref_ptr<osgUtil::SceneView> sceneView = new osgUtil::SceneView;  // This SceneView is used by class FGJpegHttpd ( jpg-httpd.cxx )
346 static osg::ref_ptr<osg::FrameStamp> mFrameStamp = new osg::FrameStamp;
347 static osg::ref_ptr<SGUpdateVisitor> mUpdateVisitor= new SGUpdateVisitor;
348
349 static osg::ref_ptr<osg::Group> mRealRoot = new osg::Group;
350
351 static osg::ref_ptr<osg::Group> mRoot = new osg::Group;
352
353 static osg::ref_ptr<osg::CameraView> mCameraView = new osg::CameraView;
354 static osg::ref_ptr<osg::Camera> mBackGroundCamera = new osg::Camera;
355
356 FGRenderer::FGRenderer()
357 {
358 #ifdef FG_JPEG_SERVER
359    jpgRenderFrame = FGRenderer::update;
360 #endif
361 }
362
363 FGRenderer::~FGRenderer()
364 {
365 #ifdef FG_JPEG_SERVER
366    jpgRenderFrame = NULL;
367 #endif
368 }
369
370 // Initialize various GL/view parameters
371 void
372 FGRenderer::splashinit( void ) {
373    // Add the splash screen node
374    mRealRoot->addChild(fgCreateSplashNode());
375    sceneView->setSceneData(mRealRoot.get());
376
377    sceneView->setDefaults(osgUtil::SceneView::COMPILE_GLOBJECTS_AT_INIT);
378    sceneView->setFrameStamp(mFrameStamp.get());
379    sceneView->setUpdateVisitor(mUpdateVisitor.get());
380 }
381
382 void
383 FGRenderer::init( void ) {
384
385     osg::initNotifyLevel();
386
387     // The number of polygon-offset "units" to place between layers.  In
388     // principle, one is supposed to be enough.  In practice, I find that
389     // my hardware/driver requires many more.
390     osg::PolygonOffset::setUnitsMultiplier(1);
391     osg::PolygonOffset::setFactorMultiplier(1);
392
393     // Go full screen if requested ...
394     if ( fgGetBool("/sim/startup/fullscreen") )
395         fgOSFullScreen();
396
397     if ( (!strcmp(fgGetString("/sim/rendering/fog"), "disabled")) || 
398          (!fgGetBool("/sim/rendering/shading"))) {
399         // if fastest fog requested, or if flat shading force fastest
400         glHint ( GL_FOG_HINT, GL_FASTEST );
401     } else if ( !strcmp(fgGetString("/sim/rendering/fog"), "nicest") ) {
402         glHint ( GL_FOG_HINT, GL_DONT_CARE );
403     }
404
405     glHint(GL_POLYGON_SMOOTH_HINT, GL_DONT_CARE);
406     glHint(GL_LINE_SMOOTH_HINT, GL_DONT_CARE);
407     glHint(GL_POINT_SMOOTH_HINT, GL_DONT_CARE);
408
409
410     sceneView->setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR);
411     sceneView->getCamera()->setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR);
412
413
414     osg::StateSet* stateSet = mRoot->getOrCreateStateSet();
415
416     stateSet->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
417     
418     stateSet->setAttribute(new osg::Depth(osg::Depth::LESS));
419     stateSet->setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF);
420
421     stateSet->setAttribute(new osg::AlphaFunc(osg::AlphaFunc::GREATER, 0.01));
422     stateSet->setMode(GL_ALPHA_TEST, osg::StateAttribute::OFF);
423     stateSet->setAttribute(new osg::BlendFunc);
424     stateSet->setMode(GL_BLEND, osg::StateAttribute::OFF);
425
426     stateSet->setMode(GL_FOG, osg::StateAttribute::OFF);
427     
428     // this will be set below
429     stateSet->setMode(GL_NORMALIZE, osg::StateAttribute::OFF);
430
431     osg::Material* material = new osg::Material;
432     stateSet->setAttribute(material);
433     
434     stateSet->setTextureAttribute(0, new osg::TexEnv);
435     stateSet->setTextureMode(0, GL_TEXTURE_2D, osg::StateAttribute::OFF);
436
437
438 //     stateSet->setAttribute(new osg::CullFace(osg::CullFace::BACK));
439 //     stateSet->setMode(GL_CULL_FACE, osg::StateAttribute::ON);
440
441     // this is the topmost scenegraph node for osg
442     mBackGroundCamera->addChild(thesky->getPreRoot());
443     mBackGroundCamera->setClearMask(0);
444
445     GLbitfield inheritanceMask = osg::CullSettings::ALL_VARIABLES;
446     inheritanceMask &= ~osg::CullSettings::COMPUTE_NEAR_FAR_MODE;
447     inheritanceMask &= ~osg::CullSettings::NEAR_FAR_RATIO;
448     inheritanceMask &= ~osg::CullSettings::CULLING_MODE;
449     mBackGroundCamera->setInheritanceMask(inheritanceMask);
450     mBackGroundCamera->setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR);
451     mBackGroundCamera->setCullingMode(osg::CullSettings::NO_CULLING);
452     mBackGroundCamera->setRenderOrder(osg::Camera::NESTED_RENDER);
453
454     stateSet = mBackGroundCamera->getOrCreateStateSet();
455     stateSet->setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF);
456
457     osg::Group* sceneGroup = new osg::Group;
458     sceneGroup->addChild(globals->get_scenery()->get_scene_graph());
459     sceneGroup->addChild(thesky->getCloudRoot());
460
461     stateSet = sceneGroup->getOrCreateStateSet();
462     stateSet->setMode(GL_BLEND, osg::StateAttribute::ON);
463     stateSet->setMode(GL_DEPTH_TEST, osg::StateAttribute::ON);
464
465     // need to update the light on every frame
466     osg::LightSource* lightSource = new osg::LightSource;
467     lightSource->setUpdateCallback(new FGLightSourceUpdateCallback);
468     // relative because of CameraView being just a clever transform node
469     lightSource->setReferenceFrame(osg::LightSource::RELATIVE_RF);
470     lightSource->setLocalStateSetModes(osg::StateAttribute::ON);
471     mRoot->addChild(lightSource);
472
473     lightSource->addChild(mBackGroundCamera.get());
474     lightSource->addChild(sceneGroup);
475
476
477     stateSet = globals->get_scenery()->get_scene_graph()->getOrCreateStateSet();
478     stateSet->setMode(GL_BLEND, osg::StateAttribute::ON);
479     stateSet->setMode(GL_ALPHA_TEST, osg::StateAttribute::ON);
480     stateSet->setMode(GL_LIGHTING, osg::StateAttribute::ON);
481     stateSet->setMode(GL_DEPTH_TEST, osg::StateAttribute::ON);
482
483     // enable disable specular highlights.
484     // is the place where we might plug in an other fragment shader ...
485     osg::LightModel* lightModel = new osg::LightModel;
486     lightModel->setUpdateCallback(new FGLightModelUpdateCallback);
487     stateSet->setAttribute(lightModel);
488
489     // switch to enable wireframe
490     osg::PolygonMode* polygonMode = new osg::PolygonMode;
491     polygonMode->setUpdateCallback(new FGWireFrameModeUpdateCallback);
492     stateSet->setAttributeAndModes(polygonMode);
493
494     // scene fog handling
495     osg::Fog* fog = new osg::Fog;
496     fog->setUpdateCallback(new FGFogUpdateCallback);
497     stateSet->setAttributeAndModes(fog);
498     stateSet->setUpdateCallback(new FGFogEnableUpdateCallback);
499
500     // plug in the GUI
501     osg::Camera* guiCamera = new osg::Camera;
502     guiCamera->setRenderOrder(osg::Camera::POST_RENDER, 100);
503     guiCamera->setClearMask(0);
504     inheritanceMask = osg::CullSettings::ALL_VARIABLES;
505     inheritanceMask &= ~osg::CullSettings::COMPUTE_NEAR_FAR_MODE;
506     inheritanceMask &= ~osg::CullSettings::CULLING_MODE;
507     guiCamera->setInheritanceMask(inheritanceMask);
508     guiCamera->setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR);
509     guiCamera->setCullingMode(osg::CullSettings::NO_CULLING);
510     osg::Geode* geode = new osg::Geode;
511     geode->addDrawable(new SGPuDrawable);
512     geode->addDrawable(new SGHUDAndPanelDrawable);
513     guiCamera->addChild(geode);
514
515     mCameraView->addChild(mRoot.get());
516
517     osg::Switch* sw = new osg::Switch;
518     sw->setUpdateCallback(new FGScenerySwitchCallback);
519     sw->addChild(mCameraView.get());
520
521     mRealRoot->addChild(sw);
522     mRealRoot->addChild(FGCreateRedoutNode());
523     mRealRoot->addChild(guiCamera);
524 }
525
526
527 // Update all Visuals (redraws anything graphics related)
528 void
529 FGRenderer::update( bool refresh_camera_settings ) {
530     bool scenery_loaded = fgGetBool("sim/sceneryloaded")
531                           || fgGetBool("sim/sceneryloaded-override");
532
533     if ( idle_state < 1000 || !scenery_loaded ) {
534         fgSetDouble("/sim/startup/splash-alpha", 1.0);
535
536         // Keep resetting sim time while the sim is initializing
537         globals->set_sim_time_sec( 0.0 );
538
539         // the splash screen is now in the scenegraph
540         sceneView->update();
541         sceneView->cull();
542         sceneView->draw();
543
544         return;
545     }
546
547     // Fade out the splash screen over the first three seconds.
548     double sAlpha = SGMiscd::max(0, (2.5 - globals->get_sim_time_sec()) / 2.5);
549     fgSetDouble("/sim/startup/splash-alpha", sAlpha);
550
551     bool skyblend = fgGetBool("/sim/rendering/skyblend");
552     bool use_point_sprites = fgGetBool("/sim/rendering/point-sprites");
553     bool enhanced_lighting = fgGetBool("/sim/rendering/enhanced-lighting");
554     bool distance_attenuation
555         = fgGetBool("/sim/rendering/distance-attenuation");
556     // OSGFIXME
557     SGConfigureDirectionalLights( use_point_sprites, enhanced_lighting,
558                                   distance_attenuation );
559
560     static const SGPropertyNode *groundlevel_nearplane
561         = fgGetNode("/sim/current-view/ground-level-nearplane-m");
562
563     FGLight *l = static_cast<FGLight*>(globals->get_subsystem("lighting"));
564
565     // update fog params
566     double actual_visibility;
567     if (fgGetBool("/environment/clouds/status")) {
568         actual_visibility = thesky->get_visibility();
569     } else {
570         actual_visibility = fgGetDouble("/environment/visibility-m");
571     }
572
573     // idle_state is now 1000 meaning we've finished all our
574     // initializations and are running the main loop, so this will
575     // now work without seg faulting the system.
576
577     FGViewer *current__view = globals->get_current_view();
578     // Force update of center dependent values ...
579     current__view->set_dirty();
580
581     if ( refresh_camera_settings ) {
582         // update view port
583         resize( fgGetInt("/sim/startup/xsize"),
584                 fgGetInt("/sim/startup/ysize") );
585
586         SGVec3d position = current__view->getViewPosition();
587         SGQuatd attitude = current__view->getViewOrientation();
588         SGVec3d osgPosition = attitude.transform(-position);
589         mCameraView->setPosition(osgPosition.osg());
590         mCameraView->setAttitude(inverse(attitude).osg());
591     }
592
593     if ( skyblend ) {
594         if ( fgGetBool("/sim/rendering/textures") ) {
595             SGVec4f clearColor(l->adj_fog_color());
596             sceneView->getCamera()->setClearColor(clearColor.osg());
597         }
598     } else {
599         SGVec4f clearColor(l->sky_color());
600         sceneView->getCamera()->setClearColor(clearColor.osg());
601     }
602
603     // update fog params if visibility has changed
604     double visibility_meters = fgGetDouble("/environment/visibility-m");
605     thesky->set_visibility(visibility_meters);
606
607     thesky->modify_vis( cur_fdm_state->get_Altitude() * SG_FEET_TO_METER,
608                         ( global_multi_loop * fgGetInt("/sim/speed-up") )
609                         / (double)fgGetInt("/sim/model-hz") );
610
611     // update the sky dome
612     if ( skyblend ) {
613
614         // The sun and moon distances are scaled down versions
615         // of the actual distance to get both the moon and the sun
616         // within the range of the far clip plane.
617         // Moon distance:    384,467 kilometers
618         // Sun distance: 150,000,000 kilometers
619
620         double sun_horiz_eff, moon_horiz_eff;
621         if (fgGetBool("/sim/rendering/horizon-effect")) {
622            sun_horiz_eff = 0.67+pow(0.5+cos(l->get_sun_angle())*2/2, 0.33)/3;
623            moon_horiz_eff = 0.67+pow(0.5+cos(l->get_moon_angle())*2/2, 0.33)/3;
624         } else {
625            sun_horiz_eff = moon_horiz_eff = 1.0;
626         }
627
628         static SGSkyState sstate;
629
630         sstate.view_pos  = toVec3f(current__view->get_view_pos());
631         sstate.zero_elev = toVec3f(current__view->get_zero_elev());
632         sstate.view_up   = current__view->get_world_up();
633         sstate.lon       = current__view->getLongitude_deg()
634                             * SGD_DEGREES_TO_RADIANS;
635         sstate.lat       = current__view->getLatitude_deg()
636                             * SGD_DEGREES_TO_RADIANS;
637         sstate.alt       = current__view->getAltitudeASL_ft()
638                             * SG_FEET_TO_METER;
639         sstate.spin      = l->get_sun_rotation();
640         sstate.gst       = globals->get_time_params()->getGst();
641         sstate.sun_ra    = globals->get_ephem()->getSunRightAscension();
642         sstate.sun_dec   = globals->get_ephem()->getSunDeclination();
643         sstate.sun_dist  = 50000.0 * sun_horiz_eff;
644         sstate.moon_ra   = globals->get_ephem()->getMoonRightAscension();
645         sstate.moon_dec  = globals->get_ephem()->getMoonDeclination();
646         sstate.moon_dist = 40000.0 * moon_horiz_eff;
647         sstate.sun_angle = l->get_sun_angle();
648
649
650         /*
651          SG_LOG( SG_GENERAL, SG_BULK, "thesky->repaint() sky_color = "
652          << l->sky_color()[0] << " "
653          << l->sky_color()[1] << " "
654          << l->sky_color()[2] << " "
655          << l->sky_color()[3] );
656         SG_LOG( SG_GENERAL, SG_BULK, "    fog = "
657          << l->fog_color()[0] << " "
658          << l->fog_color()[1] << " "
659          << l->fog_color()[2] << " "
660          << l->fog_color()[3] );
661         SG_LOG( SG_GENERAL, SG_BULK,
662                 "    sun_angle = " << l->sun_angle
663          << "    moon_angle = " << l->moon_angle );
664         */
665
666         static SGSkyColor scolor;
667
668         scolor.sky_color   = SGVec3f(l->sky_color().data());
669         scolor.fog_color   = SGVec3f(l->adj_fog_color().data());
670         scolor.cloud_color = SGVec3f(l->cloud_color().data());
671         scolor.sun_angle   = l->get_sun_angle();
672         scolor.moon_angle  = l->get_moon_angle();
673         scolor.nplanets    = globals->get_ephem()->getNumPlanets();
674         scolor.nstars      = globals->get_ephem()->getNumStars();
675         scolor.planet_data = globals->get_ephem()->getPlanets();
676         scolor.star_data   = globals->get_ephem()->getStars();
677
678         thesky->reposition( sstate, delta_time_sec );
679         thesky->repaint( scolor );
680
681         /*
682         SG_LOG( SG_GENERAL, SG_BULK,
683                 "thesky->reposition( view_pos = " << view_pos[0] << " "
684          << view_pos[1] << " " << view_pos[2] );
685         SG_LOG( SG_GENERAL, SG_BULK,
686                 "    zero_elev = " << zero_elev[0] << " "
687          << zero_elev[1] << " " << zero_elev[2]
688          << " lon = " << cur_fdm_state->get_Longitude()
689          << " lat = " << cur_fdm_state->get_Latitude() );
690         SG_LOG( SG_GENERAL, SG_BULK,
691                 "    sun_rot = " << l->get_sun_rotation
692          << " gst = " << SGTime::cur_time_params->getGst() );
693         SG_LOG( SG_GENERAL, SG_BULK,
694              "    sun ra = " << globals->get_ephem()->getSunRightAscension()
695           << " sun dec = " << globals->get_ephem()->getSunDeclination()
696           << " moon ra = " << globals->get_ephem()->getMoonRightAscension()
697           << " moon dec = " << globals->get_ephem()->getMoonDeclination() );
698         */
699
700         //OSGFIXME
701 //         shadows->setupShadows(
702 //           current__view->getLongitude_deg(),
703 //           current__view->getLatitude_deg(),
704 //           globals->get_time_params()->getGst(),
705 //           globals->get_ephem()->getSunRightAscension(),
706 //           globals->get_ephem()->getSunDeclination(),
707 //           l->get_sun_angle());
708
709     }
710
711 //     sgEnviro.setLight(l->adj_fog_color());
712
713     // texture parameters
714     glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST );
715
716     double agl = current__view->getAltitudeASL_ft()*SG_FEET_TO_METER
717       - current__view->getSGLocation()->get_cur_elev_m();
718
719     float scene_nearplane, scene_farplane;
720     if ( agl > 10.0 ) {
721         scene_nearplane = 10.0f;
722         scene_farplane = 120000.0f;
723     } else {
724         scene_nearplane = groundlevel_nearplane->getDoubleValue();
725         scene_farplane = 120000.0f;
726     }
727     setNearFar( scene_nearplane, scene_farplane );
728
729 //     sgEnviro.startOfFrame(current__view->get_view_pos(), 
730 //         current__view->get_world_up(),
731 //         current__view->getLongitude_deg(),
732 //         current__view->getLatitude_deg(),
733 //         current__view->getAltitudeASL_ft() * SG_FEET_TO_METER,
734 //         delta_time_sec);
735
736     // OSGFIXME
737 //     sgEnviro.drawLightning();
738
739 //        double current_view_origin_airspeed_horiz_kt =
740 //         fgGetDouble("/velocities/airspeed-kt", 0.0)
741 //                        * cos( fgGetDouble("/orientation/pitch-deg", 0.0)
742 //                                * SGD_DEGREES_TO_RADIANS);
743        // TODO:find the real view speed, not the AC one
744 //     sgEnviro.drawPrecipitation(
745 //         fgGetDouble("/environment/metar/rain-norm", 0.0),
746 //         fgGetDouble("/environment/metar/snow-norm", 0.0),
747 //         fgGetDouble("/environment/metar/hail-norm", 0.0),
748 //         current__view->getPitch_deg() + current__view->getPitchOffset_deg(),
749 //         current__view->getRoll_deg() + current__view->getRollOffset_deg(),
750 //         - current__view->getHeadingOffset_deg(),
751 //                current_view_origin_airspeed_horiz_kt
752 //                );
753
754     // OSGFIXME
755 //     if( is_internal )
756 //         shadows->endOfFrame();
757
758     // need to call the update visitor once
759     mFrameStamp->setReferenceTime(globals->get_sim_time_sec());
760     mFrameStamp->setFrameNumber(1+mFrameStamp->getFrameNumber());
761     mFrameStamp->setCalendarTime(*globals->get_time_params()->getGmt());
762     mUpdateVisitor->setViewData(current__view->getViewPosition(),
763                                 current__view->getViewOrientation());
764     SGVec3f direction(l->sun_vec()[0], l->sun_vec()[1], l->sun_vec()[2]);
765     mUpdateVisitor->setLight(direction, l->scene_ambient(),
766                              l->scene_diffuse(), l->scene_specular(),
767                              l->adj_fog_color(),
768                              l->get_sun_angle()*SGD_RADIANS_TO_DEGREES);
769     mUpdateVisitor->setVisibility(actual_visibility);
770
771     if (fgGetBool("/sim/panel-hotspots"))
772       sceneView->setCullMask(sceneView->getCullMask()|SG_NODEMASK_PICK_BIT);
773     else
774       sceneView->setCullMask(sceneView->getCullMask()&(~SG_NODEMASK_PICK_BIT));
775
776     sceneView->update();
777     sceneView->cull();
778     sceneView->draw();
779 }
780
781
782
783 // options.cxx needs to see this for toggle_panel()
784 // Handle new window size or exposure
785 void
786 FGRenderer::resize( int width, int height ) {
787     int view_h;
788
789     if ( (!fgGetBool("/sim/virtual-cockpit"))
790          && fgPanelVisible() && idle_state == 1000 ) {
791         view_h = (int)(height * (globals->get_current_panel()->getViewHeight() -
792                              globals->get_current_panel()->getYOffset()) / 768.0);
793     } else {
794         view_h = height;
795     }
796
797     sceneView->getViewport()->setViewport(0, height - view_h, width, view_h);
798
799     static int lastwidth = 0;
800     static int lastheight = 0;
801     if (width != lastwidth)
802         fgSetInt("/sim/startup/xsize", lastwidth = width);
803     if (height != lastheight)
804         fgSetInt("/sim/startup/ysize", lastheight = height);
805
806     guiInitMouse(width, height);
807
808     // for all views
809     FGViewMgr *viewmgr = globals->get_viewmgr();
810     if (viewmgr) {
811       for ( int i = 0; i < viewmgr->size(); ++i ) {
812         viewmgr->get_view(i)->
813           set_aspect_ratio((float)view_h / (float)width);
814       }
815
816       setFOV( viewmgr->get_current_view()->get_h_fov(),
817               viewmgr->get_current_view()->get_v_fov() );
818     }
819 }
820
821
822 // These are wrapper functions around ssgSetNearFar() and ssgSetFOV()
823 // which will post process and rewrite the resulting frustum if we
824 // want to do asymmetric view frustums.
825
826 static void fgHackFrustum() {
827
828     // specify a percent of the configured view frustum to actually
829     // display.  This is a bit of a hack to achieve asymmetric view
830     // frustums.  For instance, if you want to display two monitors
831     // side by side, you could specify each with a double fov, a 0.5
832     // aspect ratio multiplier, and then the left side monitor would
833     // have a left_pct = 0.0, a right_pct = 0.5, a bottom_pct = 0.0,
834     // and a top_pct = 1.0.  The right side monitor would have a
835     // left_pct = 0.5 and a right_pct = 1.0.
836
837     static SGPropertyNode *left_pct
838         = fgGetNode("/sim/current-view/frustum-left-pct");
839     static SGPropertyNode *right_pct
840         = fgGetNode("/sim/current-view/frustum-right-pct");
841     static SGPropertyNode *bottom_pct
842         = fgGetNode("/sim/current-view/frustum-bottom-pct");
843     static SGPropertyNode *top_pct
844         = fgGetNode("/sim/current-view/frustum-top-pct");
845
846     double left, right;
847     double bottom, top;
848     double zNear, zFar;
849     sceneView->getProjectionMatrixAsFrustum(left, right, bottom, top, zNear, zFar);
850     // cout << " l = " << f->getLeft()
851     //      << " r = " << f->getRight()
852     //      << " b = " << f->getBot()
853     //      << " t = " << f->getTop()
854     //      << " n = " << f->getNear()
855     //      << " f = " << f->getFar()
856     //      << endl;
857
858     double width = right - left;
859     double height = top - bottom;
860
861     double l, r, t, b;
862
863     if ( left_pct != NULL ) {
864         l = left + width * left_pct->getDoubleValue();
865     } else {
866         l = left;
867     }
868
869     if ( right_pct != NULL ) {
870         r = left + width * right_pct->getDoubleValue();
871     } else {
872         r = right;
873     }
874
875     if ( bottom_pct != NULL ) {
876         b = bottom + height * bottom_pct->getDoubleValue();
877     } else {
878         b = bottom;
879     }
880
881     if ( top_pct != NULL ) {
882         t = bottom + height * top_pct->getDoubleValue();
883     } else {
884         t = top;
885     }
886
887     sceneView->setProjectionMatrixAsFrustum(l, r, b, t, zNear, zFar);
888 }
889
890
891 // we need some static storage space for these values.  However, we
892 // can't store it in a renderer class object because the functions
893 // that manipulate these are static.  They are static so they can
894 // interface to the display callback system.  There's probably a
895 // better way, there has to be a better way, but I'm not seeing it
896 // right now.
897 static float fov_width = 55.0;
898 static float fov_height = 42.0;
899 static float fov_near = 1.0;
900 static float fov_far = 1000.0;
901
902
903 /** FlightGear code should use this routine to set the FOV rather than
904  *  calling the ssg routine directly
905  */
906 void FGRenderer::setFOV( float w, float h ) {
907     fov_width = w;
908     fov_height = h;
909
910     sceneView->setProjectionMatrixAsPerspective(fov_height,
911                                                 fov_width/fov_height,
912                                                 fov_near, fov_far);
913     // fully specify the view frustum before hacking it (so we don't
914     // accumulate hacked effects
915     fgHackFrustum();
916 //     sgEnviro.setFOV( w, h );
917 }
918
919
920 /** FlightGear code should use this routine to set the Near/Far clip
921  *  planes rather than calling the ssg routine directly
922  */
923 void FGRenderer::setNearFar( float n, float f ) {
924 // OSGFIXME: we have currently too much z-buffer fights
925 n = 0.1;
926     fov_near = n;
927     fov_far = f;
928
929     sceneView->setProjectionMatrixAsPerspective(fov_height,
930                                                 fov_width/fov_height,
931                                                 fov_near, fov_far);
932
933     // fully specify the view frustum before hacking it (so we don't
934     // accumulate hacked effects
935     fgHackFrustum();
936 }
937
938 bool
939 FGRenderer::pick( unsigned x, unsigned y,
940                   std::vector<SGSceneryPick>& pickList )
941 {
942   // wipe out the return ...
943   pickList.resize(0);
944
945   // we can get called early ...
946   if (!sceneView.valid())
947     return false;
948
949   osg::Node* sceneData = globals->get_scenery()->get_scene_graph();
950   if (!sceneData)
951     return false;
952   osg::Viewport* viewport = sceneView->getViewport();
953   if (!viewport)
954     return false;
955
956   // don't know why, but the update has partly happened somehow,
957   // so update the scenery part of the viewer
958   FGViewer *current_view = globals->get_current_view();
959   // Force update of center dependent values ...
960   current_view->set_dirty();
961   SGVec3d position = current_view->getViewPosition();
962   SGQuatd attitude = current_view->getViewOrientation();
963   SGVec3d osgPosition = attitude.transform(-position);
964   mCameraView->setPosition(osgPosition.osg());
965   mCameraView->setAttitude(inverse(attitude).osg());
966
967   osg::Matrix projection(sceneView->getProjectionMatrix());
968   osg::Matrix modelview(sceneView->getViewMatrix());
969
970   osg::NodePathList nodePath = sceneData->getParentalNodePaths();
971   // modify the view matrix so that it accounts for this nodePath's
972   // accumulated transform
973   if (!nodePath.empty())
974     modelview.preMult(computeLocalToWorld(nodePath.front()));
975
976   // swap the y values ...
977   y = viewport->height() - y;
978   // set up the pick visitor
979   osgUtil::PickVisitor pickVisitor(viewport, projection, modelview, x, y);
980   sceneData->accept(pickVisitor);
981   if (!pickVisitor.hits())
982     return false;
983
984   // collect all interaction callbacks on the pick ray.
985   // They get stored in the pickCallbacks list where they are sorted back
986   // to front and croasest to finest wrt the scenery node they are attached to
987   osgUtil::PickVisitor::LineSegmentHitListMap::const_iterator mi;
988   for (mi = pickVisitor.getSegHitList().begin();
989        mi != pickVisitor.getSegHitList().end();
990        ++mi) {
991     osgUtil::IntersectVisitor::HitList::const_iterator hi;
992     for (hi = mi->second.begin(); hi != mi->second.end(); ++hi) {
993       // ok, go back the nodes and ask for intersection callbacks,
994       // execute them in top down order
995       const osg::NodePath& np = hi->getNodePath();
996       osg::NodePath::const_reverse_iterator npi;
997       for (npi = np.rbegin(); npi != np.rend(); ++npi) {
998         SGSceneUserData* ud = SGSceneUserData::getSceneUserData(*npi);
999         if (!ud)
1000           continue;
1001         for (unsigned i = 0; i < ud->getNumPickCallbacks(); ++i) {
1002           SGPickCallback* pickCallback = ud->getPickCallback(i);
1003           if (!pickCallback)
1004             continue;
1005           SGSceneryPick sceneryPick;
1006           /// note that this is done totally in doubles instead of
1007           /// just using getWorldIntersectionPoint
1008           osg::Vec3d localPt = hi->getLocalIntersectPoint();
1009           sceneryPick.info.local = SGVec3d(localPt);
1010           if (hi->getMatrix())
1011             sceneryPick.info.wgs84 = SGVec3d(localPt*(*hi->getMatrix()));
1012           else
1013             sceneryPick.info.wgs84 = SGVec3d(localPt);
1014           sceneryPick.callback = pickCallback;
1015           pickList.push_back(sceneryPick);
1016         }
1017       }
1018     }
1019   }
1020
1021   return !pickList.empty();
1022 }
1023
1024 // end of renderer.cxx
1025