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 globals->get_scenery()->set_center( globals->get_scenery()->get_next_center() );
311 if ( refresh_camera_settings ) {
313 resize( fgGetInt("/sim/startup/xsize"),
314 fgGetInt("/sim/startup/ysize") );
316 // Tell GL we are switching to model view parameters
317 glMatrixMode(GL_MODELVIEW);
319 ssgSetCamera( (sgVec4 *)current__view->get_VIEW() );
322 if ( fgGetBool("/sim/rendering/clouds3d") ) {
323 glClear( GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT );
324 cloud3d_imposter_state->force();
326 glColor4f( 1.0, 1.0, 1.0, 1.0 );
327 glEnable(GL_DEPTH_TEST);
329 glBlendFunc( GL_ONE, GL_ONE_MINUS_SRC_ALPHA ) ;
331 #ifdef FG_USE_CLOUDS_3D
332 if ( _bcloud_orig ) {
333 Point3D c = globals->get_scenery()->get_center();
334 sgClouds3d->Set_Cloud_Orig( &c );
335 _bcloud_orig = false;
337 sgClouds3d->Update( current__view->get_absolute_view_pos() );
339 glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ) ;
340 glDisable(GL_DEPTH_TEST);
343 clear_mask = GL_DEPTH_BUFFER_BIT;
344 if ( fgGetBool("/sim/rendering/wireframe") ) {
345 clear_mask |= GL_COLOR_BUFFER_BIT;
349 if ( fgGetBool("/sim/rendering/textures") ) {
350 // glClearColor(black[0], black[1], black[2], black[3]);
351 glClearColor(l->adj_fog_color()[0], l->adj_fog_color()[1],
352 l->adj_fog_color()[2], l->adj_fog_color()[3]);
353 clear_mask |= GL_COLOR_BUFFER_BIT;
356 glClearColor(l->sky_color()[0], l->sky_color()[1],
357 l->sky_color()[2], l->sky_color()[3]);
358 clear_mask |= GL_COLOR_BUFFER_BIT;
360 if ( multi_pass_clouds && draw_clouds ) {
362 clear_mask |= GL_STENCIL_BUFFER_BIT;
364 glClear( clear_mask );
366 // set the opengl state to known default values
367 default_state->force();
369 // update fog params if visibility has changed
370 double visibility_meters = fgGetDouble("/environment/visibility-m");
371 thesky->set_visibility(visibility_meters);
373 thesky->modify_vis( cur_fdm_state->get_Altitude() * SG_FEET_TO_METER,
374 ( global_multi_loop * fgGetInt("/sim/speed-up") )
375 / (double)fgGetInt("/sim/model-hz") );
377 // Set correct opengl fog density
378 glFogf (GL_FOG_DENSITY, fog_exp2_density);
380 // update the sky dome
383 SG_LOG( SG_GENERAL, SG_BULK, "thesky->repaint() sky_color = "
384 << l->sky_color()[0] << " "
385 << l->sky_color()[1] << " "
386 << l->sky_color()[2] << " "
387 << l->sky_color()[3] );
388 SG_LOG( SG_GENERAL, SG_BULK, " fog = "
389 << l->fog_color()[0] << " "
390 << l->fog_color()[1] << " "
391 << l->fog_color()[2] << " "
392 << l->fog_color()[3] );
393 SG_LOG( SG_GENERAL, SG_BULK,
394 " sun_angle = " << l->sun_angle
395 << " moon_angle = " << l->moon_angle );
398 static SGSkyColor scolor;
399 FGLight *l = (FGLight *)(globals->get_subsystem("lighting"));
401 scolor.sky_color = l->sky_color();
402 scolor.fog_color = l->adj_fog_color();
403 scolor.cloud_color = l->cloud_color();
404 scolor.sun_angle = l->get_sun_angle();
405 scolor.moon_angle = l->get_moon_angle();
406 scolor.nplanets = globals->get_ephem()->getNumPlanets();
407 scolor.nstars = globals->get_ephem()->getNumStars();
408 scolor.planet_data = globals->get_ephem()->getPlanets();
409 scolor.star_data = globals->get_ephem()->getStars();
411 thesky->repaint( scolor );
414 SG_LOG( SG_GENERAL, SG_BULK,
415 "thesky->reposition( view_pos = " << view_pos[0] << " "
416 << view_pos[1] << " " << view_pos[2] );
417 SG_LOG( SG_GENERAL, SG_BULK,
418 " zero_elev = " << zero_elev[0] << " "
419 << zero_elev[1] << " " << zero_elev[2]
420 << " lon = " << cur_fdm_state->get_Longitude()
421 << " lat = " << cur_fdm_state->get_Latitude() );
422 SG_LOG( SG_GENERAL, SG_BULK,
423 " sun_rot = " << l->get_sun_rotation
424 << " gst = " << SGTime::cur_time_params->getGst() );
425 SG_LOG( SG_GENERAL, SG_BULK,
426 " sun ra = " << globals->get_ephem()->getSunRightAscension()
427 << " sun dec = " << globals->get_ephem()->getSunDeclination()
428 << " moon ra = " << globals->get_ephem()->getMoonRightAscension()
429 << " moon dec = " << globals->get_ephem()->getMoonDeclination() );
432 // The sun and moon distances are scaled down versions
433 // of the actual distance to get both the moon and the sun
434 // within the range of the far clip plane.
435 // Moon distance: 384,467 kilometers
436 // Sun distance: 150,000,000 kilometers
437 double sun_horiz_eff, moon_horiz_eff;
438 if (fgGetBool("/sim/rendering/horizon-effect")) {
439 sun_horiz_eff = 0.67+pow(0.5+cos(l->get_sun_angle())*2/2, 0.33)/3;
440 moon_horiz_eff = 0.67+pow(0.5+cos(l->get_moon_angle())*2/2, 0.33)/3;
442 sun_horiz_eff = moon_horiz_eff = 1.0;
445 static SGSkyState sstate;
447 sstate.view_pos = current__view->get_view_pos();
448 sstate.zero_elev = current__view->get_zero_elev();
449 sstate.view_up = current__view->get_world_up();
450 sstate.lon = current__view->getLongitude_deg()
451 * SGD_DEGREES_TO_RADIANS;
452 sstate.lat = current__view->getLatitude_deg()
453 * SGD_DEGREES_TO_RADIANS;
454 sstate.alt = current__view->getAltitudeASL_ft()
456 sstate.spin = l->get_sun_rotation();
457 sstate.gst = globals->get_time_params()->getGst();
458 sstate.sun_ra = globals->get_ephem()->getSunRightAscension();
459 sstate.sun_dec = globals->get_ephem()->getSunDeclination();
460 sstate.sun_dist = 50000.0 * sun_horiz_eff;
461 sstate.moon_ra = globals->get_ephem()->getMoonRightAscension();
462 sstate.moon_dec = globals->get_ephem()->getMoonDeclination();
463 sstate.moon_dist = 40000.0 * moon_horiz_eff;
465 thesky->reposition( sstate, delta_time_sec );
468 glEnable( GL_DEPTH_TEST );
469 if ( strcmp(fgGetString("/sim/rendering/fog"), "disabled") ) {
471 glFogi( GL_FOG_MODE, GL_EXP2 );
472 glFogfv( GL_FOG_COLOR, l->adj_fog_color() );
475 // set sun/lighting parameters
476 ssgGetLight( 0 ) -> setPosition( l->sun_vec() );
478 // GL_LIGHT_MODEL_AMBIENT has a default non-zero value so if
479 // we only update GL_AMBIENT for our lights we will never get
480 // a completely dark scene. So, we set GL_LIGHT_MODEL_AMBIENT
481 // explicitely to black.
482 glLightModelfv( GL_LIGHT_MODEL_AMBIENT, black );
484 ssgGetLight( 0 ) -> setColour( GL_AMBIENT, l->scene_ambient() );
485 ssgGetLight( 0 ) -> setColour( GL_DIFFUSE, l->scene_diffuse() );
486 ssgGetLight( 0 ) -> setColour( GL_SPECULAR, l->scene_specular() );
488 // texture parameters
489 // glEnable( GL_TEXTURE_2D );
490 glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ) ;
491 glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST ) ;
494 current_aircraft.fdm_state->get_Altitude() * SG_FEET_TO_METER
495 - globals->get_scenery()->get_cur_elev();
498 scene_nearplane = 10.0f;
499 scene_farplane = 120000.0f;
501 scene_nearplane = groundlevel_nearplane->getDoubleValue();
502 scene_farplane = 120000.0f;
505 setNearFar( scene_nearplane, scene_farplane );
507 if ( draw_otw && skyblend ) {
508 // draw the sky backdrop
510 // we need a white diffuse light for the phase of the moon
511 ssgGetLight( 0 ) -> setColour( GL_DIFFUSE, white );
512 thesky->preDraw( cur_fdm_state->get_Altitude() * SG_FEET_TO_METER,
514 // return to the desired diffuse color
515 ssgGetLight( 0 ) -> setColour( GL_DIFFUSE, l->scene_diffuse() );
518 // draw the ssg scene
519 glEnable( GL_DEPTH_TEST );
521 if ( fgGetBool("/sim/rendering/wireframe") ) {
523 glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
529 FGTileMgr::set_tile_filter( true );
530 sgSetModelFilter( false );
531 globals->get_aircraft_model()->select( false );
532 ssgCullAndDraw( globals->get_scenery()->get_scene_graph() );
534 // Disable depth buffer update, draw the clouds
535 glDepthMask( GL_FALSE );
536 thesky->drawUpperClouds();
537 if ( multi_pass_clouds ) {
538 thesky->drawLowerClouds();
540 glDepthMask( GL_TRUE );
542 if ( multi_pass_clouds ) {
543 // Draw the objects except the aircraft
544 // and update the stencil buffer with 1
545 glEnable( GL_STENCIL_TEST );
546 glStencilFunc( GL_ALWAYS, 1, 1 );
547 glStencilOp( GL_KEEP, GL_KEEP, GL_REPLACE );
549 FGTileMgr::set_tile_filter( false );
550 sgSetModelFilter( true );
551 ssgCullAndDraw( globals->get_scenery()->get_scene_graph() );
553 FGTileMgr::set_tile_filter( true );
554 sgSetModelFilter( true );
555 globals->get_aircraft_model()->select( false );
556 ssgCullAndDraw( globals->get_scenery()->get_scene_graph() );
560 // This is a bit kludgy. Every 200 frames, do an extra
561 // traversal of the scene graph without drawing anything, but
562 // with the field-of-view set to 360x360 degrees. This
563 // ensures that out-of-range random objects that are not in
564 // the current view frustum will still be freed properly.
565 static int counter = 0;
567 if (counter >= 200) {
570 // No need to put the near plane too close;
571 // this way, at least the aircraft can be
573 f.setNearFar(1000, 1000000);
575 ssgGetModelviewMatrix(m);
576 FGTileMgr::set_tile_filter( true );
577 sgSetModelFilter( true );
578 globals->get_scenery()->get_scene_graph()->cull(&f, m, true);
582 // change state for lighting here
584 // draw runway lighting
585 glFogf (GL_FOG_DENSITY, rwy_exp2_punch_through);
587 // CLO - 02/25/2005 - DO WE NEED THIS extra fgSetNearFar()?
588 // fgSetNearFar( scene_nearplane, scene_farplane );
590 if ( enhanced_lighting ) {
592 // Enable states for drawing points with GL_extension
593 glEnable(GL_POINT_SMOOTH);
595 if ( distance_attenuation && glPointParameterIsSupported )
597 // Enable states for drawing points with GL_extension
598 glEnable(GL_POINT_SMOOTH);
600 float quadratic[3] = {1.0, 0.001, 0.0000001};
601 // makes the points fade as they move away
602 glPointParameterfvPtr(GL_DISTANCE_ATTENUATION_EXT, quadratic);
603 glPointParameterfPtr(GL_POINT_SIZE_MIN_EXT, 1.0);
608 // blending function for runway lights
609 glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) ;
612 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
613 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
614 glEnable(GL_TEXTURE_GEN_S);
615 glEnable(GL_TEXTURE_GEN_T);
616 glPolygonMode(GL_FRONT, GL_POINT);
618 // draw runway lighting
620 ssgCullAndDraw( globals->get_scenery()->get_vasi_lights_root() );
621 ssgCullAndDraw( globals->get_scenery()->get_rwy_lights_root() );
624 // change punch through and then draw taxi lighting
625 glFogf ( GL_FOG_DENSITY, fog_exp2_density );
627 // sgSetVec3( taxi_fog, 0.0, 0.0, 0.0 );
628 // glFogfv ( GL_FOG_COLOR, taxi_fog );
630 ssgCullAndDraw( globals->get_scenery()->get_taxi_lights_root() );
634 glPolygonMode(GL_FRONT, GL_FILL);
635 glDisable(GL_TEXTURE_GEN_S);
636 glDisable(GL_TEXTURE_GEN_T);
638 //static int _frame_count = 0;
639 //if (_frame_count % 30 == 0) {
640 // printf("SSG: %s\n", ssgShowStats());
648 if ( enhanced_lighting ) {
649 if ( distance_attenuation && glPointParameterIsSupported ) {
650 glPointParameterfvPtr(GL_DISTANCE_ATTENUATION_EXT,
651 default_attenuation);
655 glDisable(GL_POINT_SMOOTH);
658 // draw ground lighting
659 glFogf (GL_FOG_DENSITY, ground_exp2_punch_through);
661 ssgCullAndDraw( globals->get_scenery()->get_gnd_lights_root() );
664 if ( draw_otw && fgGetBool("/sim/rendering/clouds3d") ) {
666 glDisable( GL_LIGHTING );
667 // cout << "drawing new clouds" << endl;
669 glEnable(GL_DEPTH_TEST);
671 glBlendFunc( GL_ONE, GL_ONE_MINUS_SRC_ALPHA ) ;
674 glEnable( GL_TEXTURE_2D );
675 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
676 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
677 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
678 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
681 #ifdef FG_USE_CLOUDS_3D
682 sgClouds3d->Draw((sgVec4 *)current__view->get_VIEW());
685 glEnable( GL_LIGHTING );
686 glEnable( GL_DEPTH_TEST );
687 glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ) ;
690 if ( draw_otw && draw_clouds ) {
691 if ( multi_pass_clouds ) {
692 // Disable depth buffer update, draw the clouds where the
693 // objects overwrite the already drawn clouds, by testing
694 // the stencil buffer against 1
695 glDepthMask( GL_FALSE );
696 glStencilFunc( GL_EQUAL, 1, 1 );
697 glStencilOp( GL_KEEP, GL_KEEP, GL_KEEP );
698 thesky->drawUpperClouds();
699 thesky->drawLowerClouds();
700 glDepthMask( GL_TRUE );
701 glDisable( GL_STENCIL_TEST );
703 glDepthMask( GL_FALSE );
704 thesky->drawLowerClouds();
705 glDepthMask( GL_TRUE );
710 FGTileMgr::set_tile_filter( false );
711 sgSetModelFilter( false );
712 globals->get_aircraft_model()->select( true );
713 globals->get_model_mgr()->draw();
714 globals->get_aircraft_model()->draw();
715 // If the view is internal, the previous line draw the
716 // cockpit with modified near/far clip planes and deselect
717 // the aircraft in the global scenegraph
718 // Otherwise, it just enables the aircraft: The scenegraph
719 // must be drawn again to see the plane.
720 ssgCullAndDraw( globals->get_scenery()->get_scene_graph() );
721 FGTileMgr::set_tile_filter( true );
722 sgSetModelFilter( true );
723 globals->get_aircraft_model()->select( true );
726 // display HUD && Panel
728 glDisable( GL_DEPTH_TEST );
729 // glDisable( GL_CULL_FACE );
730 // glDisable( GL_TEXTURE_2D );
732 // update the controls subsystem
733 globals->get_controls()->update(delta_time_sec);
735 hud_and_panel->apply();
738 // Use the hud_and_panel ssgSimpleState for rendering the ATC output
739 // This only works properly if called before the panel call
740 if((fgGetBool("/sim/ATC/enabled")) || (fgGetBool("/sim/ai-traffic/enabled")))
741 globals->get_ATC_display()->update(delta_time_sec);
743 // update the panel subsystem
744 if ( globals->get_current_panel() != NULL ) {
745 globals->get_current_panel()->update(delta_time_sec);
749 // We can do translucent menus, so why not. :-)
751 glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ) ;
753 // glDisable ( GL_BLEND ) ;
755 glEnable( GL_DEPTH_TEST );
758 // Fade out the splash screen over the first three seconds.
759 double t = globals->get_sim_time_sec();
761 fgSplashUpdate(0.0, 1.0);
762 } else if ( t <= 3.0) {
763 fgSplashUpdate(0.0, (3.0 - t) / 2.0);
770 // options.cxx needs to see this for toggle_panel()
771 // Handle new window size or exposure
773 FGRenderer::resize( int width, int height ) {
776 if ( (!fgGetBool("/sim/virtual-cockpit"))
777 && fgPanelVisible() && idle_state == 1000 ) {
778 view_h = (int)(height * (globals->get_current_panel()->getViewHeight() -
779 globals->get_current_panel()->getYOffset()) / 768.0);
784 glViewport( 0, (GLint)(height - view_h), (GLint)(width), (GLint)(view_h) );
786 fgSetInt("/sim/startup/xsize", width);
787 fgSetInt("/sim/startup/ysize", height);
788 guiInitMouse(width, height);
791 FGViewMgr *viewmgr = globals->get_viewmgr();
793 for ( int i = 0; i < viewmgr->size(); ++i ) {
794 viewmgr->get_view(i)->
795 set_aspect_ratio((float)view_h / (float)width);
798 setFOV( viewmgr->get_current_view()->get_h_fov(),
799 viewmgr->get_current_view()->get_v_fov() );
800 // cout << "setFOV(" << viewmgr->get_current_view()->get_h_fov()
801 // << ", " << viewmgr->get_current_view()->get_v_fov() << ")"
804 #ifdef FG_USE_CLOUDS_3D
805 sgClouds3d->Resize( viewmgr->get_current_view()->get_h_fov(),
806 viewmgr->get_current_view()->get_v_fov() );
815 // These are wrapper functions around ssgSetNearFar() and ssgSetFOV()
816 // which will post process and rewrite the resulting frustum if we
817 // want to do asymmetric view frustums.
819 static void fgHackFrustum() {
821 // specify a percent of the configured view frustum to actually
822 // display. This is a bit of a hack to achieve asymmetric view
823 // frustums. For instance, if you want to display two monitors
824 // side by side, you could specify each with a double fov, a 0.5
825 // aspect ratio multiplier, and then the left side monitor would
826 // have a left_pct = 0.0, a right_pct = 0.5, a bottom_pct = 0.0,
827 // and a top_pct = 1.0. The right side monitor would have a
828 // left_pct = 0.5 and a right_pct = 1.0.
830 static SGPropertyNode *left_pct
831 = fgGetNode("/sim/current-view/frustum-left-pct");
832 static SGPropertyNode *right_pct
833 = fgGetNode("/sim/current-view/frustum-right-pct");
834 static SGPropertyNode *bottom_pct
835 = fgGetNode("/sim/current-view/frustum-bottom-pct");
836 static SGPropertyNode *top_pct
837 = fgGetNode("/sim/current-view/frustum-top-pct");
839 sgFrustum *f = ssgGetFrustum();
841 // cout << " l = " << f->getLeft()
842 // << " r = " << f->getRight()
843 // << " b = " << f->getBot()
844 // << " t = " << f->getTop()
845 // << " n = " << f->getNear()
846 // << " f = " << f->getFar()
849 double width = f->getRight() - f->getLeft();
850 double height = f->getTop() - f->getBot();
854 if ( left_pct != NULL ) {
855 l = f->getLeft() + width * left_pct->getDoubleValue();
860 if ( right_pct != NULL ) {
861 r = f->getLeft() + width * right_pct->getDoubleValue();
866 if ( bottom_pct != NULL ) {
867 b = f->getBot() + height * bottom_pct->getDoubleValue();
872 if ( top_pct != NULL ) {
873 t = f->getBot() + height * top_pct->getDoubleValue();
878 ssgSetFrustum(l, r, b, t, f->getNear(), f->getFar());
882 // we need some static storage space for these values. However, we
883 // can't store it in a renderer class object because the functions
884 // that manipulate these are static. They are static so they can
885 // interface to the display callback system. There's probably a
886 // better way, there has to be a better way, but I'm not seeing it
888 static float width = 55.0;
889 static float height = 42.0;
890 static float near = 1.0;
891 static float far = 1000.0;
894 /** FlightGear code should use this routine to set the FOV rather than
895 * calling the ssg routine directly
897 void FGRenderer::setFOV( float w, float h ) {
901 // fully specify the view frustum before hacking it (so we don't
902 // accumulate hacked effects
904 ssgSetNearFar( near, far );
910 /** FlightGear code should use this routine to set the Near/Far clip
911 * planes rather than calling the ssg routine directly
913 void FGRenderer::setNearFar( float n, float f ) {
917 // fully specify the view frustum before hacking it (so we don't
918 // accumulate hacked effects
919 ssgSetNearFar( n, f );
920 ssgSetFOV( width, height );
925 // end of renderer.cxx