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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, 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/scene/model/animation.hxx>
41 #include <simgear/scene/model/model.hxx>
42 #include <simgear/scene/model/modellib.hxx>
43 #include <simgear/scene/model/placement.hxx>
44 #include <simgear/scene/tgdb/pt_lights.hxx>
45 #include <simgear/props/props.hxx>
46 #include <simgear/timing/sg_time.hxx>
47 #include <simgear/ephemeris/ephemeris.hxx>
48 #include <simgear/math/sg_random.h>
50 #include <simgear/screen/jpgfactory.hxx>
53 #include <simgear/environment/visual_enviro.hxx>
55 #include <simgear/scene/model/shadowvolume.hxx>
57 #include <Scenery/tileentry.hxx>
58 #include <Time/light.hxx>
59 #include <Time/light.hxx>
60 #include <Aircraft/aircraft.hxx>
61 // #include <Aircraft/replay.hxx>
62 #include <Cockpit/panel.hxx>
63 #include <Cockpit/cockpit.hxx>
64 #include <Cockpit/hud.hxx>
65 #include <Model/panelnode.hxx>
66 #include <Model/modelmgr.hxx>
67 #include <Model/acmodel.hxx>
68 #include <Scenery/scenery.hxx>
69 #include <Scenery/tilemgr.hxx>
70 #include <ATC/ATCdisplay.hxx>
71 #include <GUI/new_gui.hxx>
72 #include <Instrumentation/instrument_mgr.hxx>
73 #include <Instrumentation/HUD/HUD.hxx>
76 #include "renderer.hxx"
80 extern void sgShaderFrameInit(double delta_time_sec);
82 float default_attenuation[3] = {1.0, 0.0, 0.0};
84 // Clip plane settings...
85 float scene_nearplane = 0.5f;
86 float scene_farplane = 120000.0f;
88 glPointParameterfProc glPointParameterfPtr = 0;
89 glPointParameterfvProc glPointParameterfvPtr = 0;
90 bool glPointParameterIsSupported = false;
91 bool glPointSpriteIsSupported = 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 ssgSharedPtr<ssgSimpleState> default_state;
108 ssgSharedPtr<ssgSimpleState> hud_and_panel;
109 ssgSharedPtr<ssgSimpleState> menus;
111 SGShadowVolume *shadows;
113 FGRenderer::FGRenderer()
115 #ifdef FG_JPEG_SERVER
116 jpgRenderFrame = FGRenderer::update;
120 FGRenderer::~FGRenderer()
122 #ifdef FG_JPEG_SERVER
123 jpgRenderFrame = NULL;
129 FGRenderer::build_states( void ) {
130 default_state = new ssgSimpleState;
131 default_state->disable( GL_TEXTURE_2D );
132 default_state->enable( GL_CULL_FACE );
133 default_state->enable( GL_COLOR_MATERIAL );
134 default_state->setColourMaterial( GL_AMBIENT_AND_DIFFUSE );
135 default_state->setMaterial( GL_EMISSION, 0, 0, 0, 1 );
136 default_state->setMaterial( GL_SPECULAR, 0, 0, 0, 1 );
137 default_state->disable( GL_BLEND );
138 default_state->disable( GL_ALPHA_TEST );
139 default_state->disable( GL_LIGHTING );
141 hud_and_panel = new ssgSimpleState;
142 hud_and_panel->disable( GL_CULL_FACE );
143 hud_and_panel->disable( GL_TEXTURE_2D );
144 hud_and_panel->disable( GL_LIGHTING );
145 hud_and_panel->enable( GL_BLEND );
147 menus = new ssgSimpleState;
148 menus->disable( GL_CULL_FACE );
149 menus->disable( GL_TEXTURE_2D );
150 menus->enable( GL_BLEND );
152 shadows = new SGShadowVolume( globals->get_scenery()->get_scene_graph() );
153 shadows->init( fgGetNode("/sim/rendering", true) );
154 shadows->addOccluder( globals->get_scenery()->get_aircraft_branch(), SGShadowVolume::occluderTypeAircraft );
159 // Initialize various GL/view parameters
161 FGRenderer::init( void ) {
163 FGLight *l = (FGLight *)(globals->get_subsystem("lighting"));
165 // Go full screen if requested ...
166 if ( fgGetBool("/sim/startup/fullscreen") ) {
170 // If enabled, normal vectors specified with glNormal are scaled
171 // to unit length after transformation. Enabling this has
172 // performance implications. See the docs for glNormal.
173 // glEnable( GL_NORMALIZE );
175 glEnable( GL_LIGHTING );
176 glEnable( GL_LIGHT0 );
177 // glLightfv( GL_LIGHT0, GL_POSITION, l->sun_vec ); // done later with ssg
180 sgSetVec3( sunpos, l->sun_vec()[0], l->sun_vec()[1], l->sun_vec()[2] );
181 ssgGetLight( 0 ) -> setPosition( sunpos );
183 glFogi (GL_FOG_MODE, GL_EXP2);
184 if ( (!strcmp(fgGetString("/sim/rendering/fog"), "disabled")) ||
185 (!fgGetBool("/sim/rendering/shading"))) {
186 // if fastest fog requested, or if flat shading force fastest
187 glHint ( GL_FOG_HINT, GL_FASTEST );
188 } else if ( !strcmp(fgGetString("/sim/rendering/fog"), "nicest") ) {
189 glHint ( GL_FOG_HINT, GL_DONT_CARE );
191 if ( fgGetBool("/sim/rendering/wireframe") ) {
193 glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
196 // This is the default anyways, but it can't hurt
197 glFrontFace ( GL_CCW );
200 if ( SGIsOpenGLExtensionSupported("GL_ARB_point_sprite") ||
201 SGIsOpenGLExtensionSupported("GL_NV_point_sprite") )
203 GLuint handle = thesky->get_sun_texture_id();
204 glBindTexture ( GL_TEXTURE_2D, handle ) ;
205 glTexEnvf(GL_POINT_SPRITE, GL_COORD_REPLACE, GL_TRUE);
206 glEnable(GL_POINT_SPRITE);
207 // glEnable(GL_POINT_SMOOTH);
208 glPointSpriteIsSupported = true;
210 glEnable(GL_LINE_SMOOTH);
211 // glEnable(GL_POLYGON_SMOOTH);
212 glHint(GL_POLYGON_SMOOTH_HINT, GL_DONT_CARE);
213 glHint(GL_LINE_SMOOTH_HINT, GL_DONT_CARE);
214 glHint(GL_POINT_SMOOTH_HINT, GL_DONT_CARE);
219 // Update all Visuals (redraws anything graphics related)
221 FGRenderer::update( bool refresh_camera_settings ) {
222 bool scenery_loaded = fgGetBool("sim/sceneryloaded") \
223 || fgGetBool("sim/sceneryloaded-override");
225 if ( idle_state < 1000 || !scenery_loaded ) {
226 // still initializing, draw the splash screen
229 // Keep resetting sim time while the sim is initializing
230 globals->set_sim_time_sec( 0.0 );
231 SGAnimation::set_sim_time_sec( 0.0 );
235 // Let the scenery center follow the current view position with
238 // Having the scenery center near the view position will eliminate
239 // jitter of objects which are placed very near the view position
240 // and haveing it's center near that view position.
241 // So the 3d insruments of the aircraft will not jitter with this.
243 // Following the view position exactly would introduce jitter of
244 // the scenery tiles (they would be from their center up to 10000m
245 // to the view and this will introduce roundoff too). By stepping
246 // at 30m incements the roundoff error of the scenery tiles is
247 // still present, but we will make exactly the same roundoff error
248 // at each frame until the center is switched to a new
249 // position. This roundoff is still visible but you will most
250 // propably not notice.
251 double *vp = globals->get_current_view()->get_absolute_view_pos();
253 if (30.0*30.0 < distSqr(cntr, globals->get_scenery()->get_center()))
254 globals->get_scenery()->set_center( cntr );
256 bool draw_otw = fgGetBool("/sim/rendering/draw-otw");
257 bool skyblend = fgGetBool("/sim/rendering/skyblend");
258 bool use_point_sprites = fgGetBool("/sim/rendering/point-sprites");
259 bool enhanced_lighting = fgGetBool("/sim/rendering/enhanced-lighting");
260 bool distance_attenuation
261 = fgGetBool("/sim/rendering/distance-attenuation");
262 sgConfigureDirectionalLights( use_point_sprites, enhanced_lighting,
263 distance_attenuation );
264 bool volumetric_clouds = sgEnviro.get_clouds_enable_state();
265 #ifdef FG_ENABLE_MULTIPASS_CLOUDS
266 bool multi_pass_clouds = fgGetBool("/sim/rendering/multi-pass-clouds") &&
267 !volumetric_clouds &&
268 !SGCloudLayer::enable_bump_mapping; // ugly artefact now
270 bool multi_pass_clouds = false;
272 bool draw_clouds = fgGetBool("/environment/clouds/status");
274 GLfloat black[4] = { 0.0, 0.0, 0.0, 1.0 };
275 GLfloat white[4] = { 1.0, 1.0, 1.0, 1.0 };
277 // static const SGPropertyNode *longitude
278 // = fgGetNode("/position/longitude-deg");
279 // static const SGPropertyNode *latitude
280 // = fgGetNode("/position/latitude-deg");
281 // static const SGPropertyNode *altitude
282 // = fgGetNode("/position/altitude-ft");
283 static const SGPropertyNode *groundlevel_nearplane
284 = fgGetNode("/sim/current-view/ground-level-nearplane-m");
286 FGLight *l = (FGLight *)(globals->get_subsystem("lighting"));
287 static double last_visibility = -9999;
290 double actual_visibility;
291 if (fgGetBool("/environment/clouds/status")) {
292 actual_visibility = thesky->get_visibility();
294 actual_visibility = fgGetDouble("/environment/visibility-m");
297 // TODO:TEST only, don't commit that !!
298 // sgFXperFrameInit();
300 sgShaderFrameInit(delta_time_sec);
302 if ( actual_visibility != last_visibility ) {
303 last_visibility = actual_visibility;
305 fog_exp_density = m_log01 / actual_visibility;
306 fog_exp2_density = sqrt_m_log01 / actual_visibility;
307 ground_exp2_punch_through = sqrt_m_log01 / (actual_visibility * 1.5);
308 if ( actual_visibility < 8000 ) {
309 rwy_exp2_punch_through = sqrt_m_log01 / (actual_visibility * 2.5);
310 taxi_exp2_punch_through = sqrt_m_log01 / (actual_visibility * 1.5);
312 rwy_exp2_punch_through = sqrt_m_log01 / ( 8000 * 2.5 );
313 taxi_exp2_punch_through = sqrt_m_log01 / ( 8000 * 1.5 );
318 // GLfloat black[4] = { 0.0, 0.0, 0.0, 1.0 };
319 // GLfloat white[4] = { 1.0, 1.0, 1.0, 1.0 };
320 // GLfloat terrain_color[4] = { 0.54, 0.44, 0.29, 1.0 };
321 // GLfloat mat_shininess[] = { 10.0 };
322 GLbitfield clear_mask;
324 // idle_state is now 1000 meaning we've finished all our
325 // initializations and are running the main loop, so this will
326 // now work without seg faulting the system.
328 FGViewer *current__view = globals->get_current_view();
329 // Force update of center dependent values ...
330 current__view->set_dirty();
332 if ( refresh_camera_settings ) {
334 resize( fgGetInt("/sim/startup/xsize"),
335 fgGetInt("/sim/startup/ysize") );
337 // Tell GL we are switching to model view parameters
338 glMatrixMode(GL_MODELVIEW);
340 ssgSetCamera( (sgVec4 *)current__view->get_VIEW() );
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 // The sun and moon distances are scaled down versions
384 // of the actual distance to get both the moon and the sun
385 // within the range of the far clip plane.
386 // Moon distance: 384,467 kilometers
387 // Sun distance: 150,000,000 kilometers
389 double sun_horiz_eff, moon_horiz_eff;
390 if (fgGetBool("/sim/rendering/horizon-effect")) {
391 sun_horiz_eff = 0.67+pow(0.5+cos(l->get_sun_angle())*2/2, 0.33)/3;
392 moon_horiz_eff = 0.67+pow(0.5+cos(l->get_moon_angle())*2/2, 0.33)/3;
394 sun_horiz_eff = moon_horiz_eff = 1.0;
397 static SGSkyState sstate;
399 sstate.view_pos = current__view->get_view_pos();
400 sstate.zero_elev = current__view->get_zero_elev();
401 sstate.view_up = current__view->get_world_up();
402 sstate.lon = current__view->getLongitude_deg()
403 * SGD_DEGREES_TO_RADIANS;
404 sstate.lat = current__view->getLatitude_deg()
405 * SGD_DEGREES_TO_RADIANS;
406 sstate.alt = current__view->getAltitudeASL_ft()
408 sstate.spin = l->get_sun_rotation();
409 sstate.gst = globals->get_time_params()->getGst();
410 sstate.sun_ra = globals->get_ephem()->getSunRightAscension();
411 sstate.sun_dec = globals->get_ephem()->getSunDeclination();
412 sstate.sun_dist = 50000.0 * sun_horiz_eff;
413 sstate.moon_ra = globals->get_ephem()->getMoonRightAscension();
414 sstate.moon_dec = globals->get_ephem()->getMoonDeclination();
415 sstate.moon_dist = 40000.0 * moon_horiz_eff;
416 sstate.sun_angle = l->get_sun_angle();
420 SG_LOG( SG_GENERAL, SG_BULK, "thesky->repaint() sky_color = "
421 << l->sky_color()[0] << " "
422 << l->sky_color()[1] << " "
423 << l->sky_color()[2] << " "
424 << l->sky_color()[3] );
425 SG_LOG( SG_GENERAL, SG_BULK, " fog = "
426 << l->fog_color()[0] << " "
427 << l->fog_color()[1] << " "
428 << l->fog_color()[2] << " "
429 << l->fog_color()[3] );
430 SG_LOG( SG_GENERAL, SG_BULK,
431 " sun_angle = " << l->sun_angle
432 << " moon_angle = " << l->moon_angle );
435 static SGSkyColor scolor;
436 // FGLight *l = (FGLight *)(globals->get_subsystem("lighting"));
438 scolor.sky_color = l->sky_color();
439 scolor.fog_color = l->adj_fog_color();
440 scolor.cloud_color = l->cloud_color();
441 scolor.sun_angle = l->get_sun_angle();
442 scolor.moon_angle = l->get_moon_angle();
443 scolor.nplanets = globals->get_ephem()->getNumPlanets();
444 scolor.nstars = globals->get_ephem()->getNumStars();
445 scolor.planet_data = globals->get_ephem()->getPlanets();
446 scolor.star_data = globals->get_ephem()->getStars();
448 thesky->reposition( sstate, delta_time_sec );
449 thesky->repaint( scolor );
452 SG_LOG( SG_GENERAL, SG_BULK,
453 "thesky->reposition( view_pos = " << view_pos[0] << " "
454 << view_pos[1] << " " << view_pos[2] );
455 SG_LOG( SG_GENERAL, SG_BULK,
456 " zero_elev = " << zero_elev[0] << " "
457 << zero_elev[1] << " " << zero_elev[2]
458 << " lon = " << cur_fdm_state->get_Longitude()
459 << " lat = " << cur_fdm_state->get_Latitude() );
460 SG_LOG( SG_GENERAL, SG_BULK,
461 " sun_rot = " << l->get_sun_rotation
462 << " gst = " << SGTime::cur_time_params->getGst() );
463 SG_LOG( SG_GENERAL, SG_BULK,
464 " sun ra = " << globals->get_ephem()->getSunRightAscension()
465 << " sun dec = " << globals->get_ephem()->getSunDeclination()
466 << " moon ra = " << globals->get_ephem()->getMoonRightAscension()
467 << " moon dec = " << globals->get_ephem()->getMoonDeclination() );
470 shadows->setupShadows(
471 current__view->getLongitude_deg(),
472 current__view->getLatitude_deg(),
473 globals->get_time_params()->getGst(),
474 globals->get_ephem()->getSunRightAscension(),
475 globals->get_ephem()->getSunDeclination(),
480 glEnable( GL_DEPTH_TEST );
481 if ( strcmp(fgGetString("/sim/rendering/fog"), "disabled") ) {
483 glFogi( GL_FOG_MODE, GL_EXP2 );
484 glFogfv( GL_FOG_COLOR, l->adj_fog_color() );
488 // set sun/lighting parameters
489 ssgGetLight( 0 ) -> setPosition( l->sun_vec() );
491 // GL_LIGHT_MODEL_AMBIENT has a default non-zero value so if
492 // we only update GL_AMBIENT for our lights we will never get
493 // a completely dark scene. So, we set GL_LIGHT_MODEL_AMBIENT
494 // explicitely to black.
495 glLightModelfv( GL_LIGHT_MODEL_AMBIENT, black );
497 ssgGetLight( 0 ) -> setColour( GL_AMBIENT, l->scene_ambient() );
498 ssgGetLight( 0 ) -> setColour( GL_DIFFUSE, l->scene_diffuse() );
499 ssgGetLight( 0 ) -> setColour( GL_SPECULAR, l->scene_specular() );
501 sgEnviro.setLight(l->adj_fog_color());
503 // texture parameters
504 // glEnable( GL_TEXTURE_2D );
505 glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ) ;
506 glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST ) ;
508 double agl = current__view->getAltitudeASL_ft()*SG_FEET_TO_METER
509 - current__view->getSGLocation()->get_cur_elev_m();
512 scene_nearplane = 10.0f;
513 scene_farplane = 120000.0f;
515 scene_nearplane = groundlevel_nearplane->getDoubleValue();
516 scene_farplane = 120000.0f;
519 setNearFar( scene_nearplane, scene_farplane );
521 sgEnviro.startOfFrame(current__view->get_view_pos(),
522 current__view->get_world_up(),
523 current__view->getLongitude_deg(),
524 current__view->getLatitude_deg(),
525 current__view->getAltitudeASL_ft() * SG_FEET_TO_METER,
528 if ( draw_otw && skyblend ) {
529 // draw the sky backdrop
531 // we need a white diffuse light for the phase of the moon
532 ssgGetLight( 0 ) -> setColour( GL_DIFFUSE, white );
533 thesky->preDraw( cur_fdm_state->get_Altitude() * SG_FEET_TO_METER,
535 // return to the desired diffuse color
536 ssgGetLight( 0 ) -> setColour( GL_DIFFUSE, l->scene_diffuse() );
539 // draw the ssg scene
540 glEnable( GL_DEPTH_TEST );
542 if ( fgGetBool("/sim/rendering/wireframe") ) {
544 glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
550 FGTileMgr::set_tile_filter( true );
551 sgSetModelFilter( false );
552 globals->get_aircraft_model()->select( false );
553 ssgCullAndDraw( globals->get_scenery()->get_scene_graph() );
555 // Disable depth buffer update, draw the clouds
556 glDepthMask( GL_FALSE );
557 if( !volumetric_clouds )
558 thesky->drawUpperClouds();
559 if ( multi_pass_clouds ) {
560 thesky->drawLowerClouds();
562 glDepthMask( GL_TRUE );
564 if ( multi_pass_clouds ) {
565 // Draw the objects except the aircraft
566 // and update the stencil buffer with 1
567 glEnable( GL_STENCIL_TEST );
568 glStencilFunc( GL_ALWAYS, 1, 1 );
569 glStencilOp( GL_KEEP, GL_KEEP, GL_REPLACE );
571 FGTileMgr::set_tile_filter( false );
572 sgSetModelFilter( true );
573 ssgCullAndDraw( globals->get_scenery()->get_scene_graph() );
575 FGTileMgr::set_tile_filter( true );
576 sgSetModelFilter( true );
577 globals->get_aircraft_model()->select( false );
578 ssgCullAndDraw( globals->get_scenery()->get_scene_graph() );
582 // This is a bit kludgy. Every 200 frames, do an extra
583 // traversal of the scene graph without drawing anything, but
584 // with the field-of-view set to 360x360 degrees. This
585 // ensures that out-of-range random objects that are not in
586 // the current view frustum will still be freed properly.
587 static int counter = 0;
589 if (counter >= 200) {
592 // No need to put the near plane too close;
593 // this way, at least the aircraft can be
595 f.setNearFar(1000, 1000000);
597 ssgGetModelviewMatrix(m);
598 FGTileMgr::set_tile_filter( true );
599 sgSetModelFilter( true );
600 globals->get_scenery()->get_scene_graph()->cull(&f, m, true);
604 // change state for lighting here
606 // draw runway lighting
607 glFogf (GL_FOG_DENSITY, rwy_exp2_punch_through);
609 // CLO - 02/25/2005 - DO WE NEED THIS extra fgSetNearFar()?
610 // fgSetNearFar( scene_nearplane, scene_farplane );
612 if ( use_point_sprites ) {
613 glEnable(GL_POINT_SPRITE);
615 glDisable(GL_POINT_SPRITE);
618 if ( enhanced_lighting ) {
620 // Enable states for drawing points with GL_extension
621 glEnable(GL_POINT_SMOOTH);
623 if ( distance_attenuation && glPointParameterIsSupported )
625 // Enable states for drawing points with GL_extension
626 glEnable(GL_POINT_SMOOTH);
628 float quadratic[3] = {1.0, 0.001, 0.0000001};
629 // makes the points fade as they move away
630 glPointParameterfvPtr(GL_DISTANCE_ATTENUATION_EXT, quadratic);
631 // glPointParameterfPtr(GL_POINT_SIZE_MIN_EXT, 1.0);
636 // blending function for runway lights
637 glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) ;
640 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
641 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
642 glEnable(GL_TEXTURE_GEN_S);
643 glEnable(GL_TEXTURE_GEN_T);
644 glPolygonMode(GL_FRONT, GL_POINT);
646 // draw runway lighting
648 ssgCullAndDraw( globals->get_scenery()->get_vasi_lights_root() );
649 ssgCullAndDraw( globals->get_scenery()->get_rwy_lights_root() );
652 // change punch through and then draw taxi lighting
653 glFogf ( GL_FOG_DENSITY, fog_exp2_density );
655 // sgSetVec3( taxi_fog, 0.0, 0.0, 0.0 );
656 // glFogfv ( GL_FOG_COLOR, taxi_fog );
658 ssgCullAndDraw( globals->get_scenery()->get_taxi_lights_root() );
662 glPolygonMode(GL_FRONT, GL_FILL);
663 glDisable(GL_TEXTURE_GEN_S);
664 glDisable(GL_TEXTURE_GEN_T);
666 //static int _frame_count = 0;
667 //if (_frame_count % 30 == 0) {
668 // printf("SSG: %s\n", ssgShowStats());
676 if ( enhanced_lighting ) {
677 if ( distance_attenuation && glPointParameterIsSupported ) {
678 glPointParameterfvPtr(GL_DISTANCE_ATTENUATION_EXT,
679 default_attenuation);
683 glDisable(GL_POINT_SMOOTH);
686 // draw ground lighting
687 glFogf (GL_FOG_DENSITY, ground_exp2_punch_through);
689 ssgCullAndDraw( globals->get_scenery()->get_gnd_lights_root() );
692 sgEnviro.drawLightning();
694 if ( draw_otw && draw_clouds ) {
695 if ( multi_pass_clouds ) {
696 // Disable depth buffer update, draw the clouds where the
697 // objects overwrite the already drawn clouds, by testing
698 // the stencil buffer against 1
699 glDepthMask( GL_FALSE );
700 glStencilFunc( GL_EQUAL, 1, 1 );
701 glStencilOp( GL_KEEP, GL_KEEP, GL_KEEP );
702 thesky->drawUpperClouds();
703 thesky->drawLowerClouds();
704 glDepthMask( GL_TRUE );
705 glDisable( GL_STENCIL_TEST );
707 glDepthMask( GL_FALSE );
708 if( volumetric_clouds )
709 thesky->drawUpperClouds();
710 thesky->drawLowerClouds();
711 glDepthMask( GL_TRUE );
714 double current_view_origin_airspeed_horiz_kt =
715 fgGetDouble("/velocities/airspeed-kt", 0.0)
716 * cos( fgGetDouble("/orientation/pitch-deg", 0.0)
717 * SGD_DEGREES_TO_RADIANS);
718 // TODO:find the real view speed, not the AC one
719 sgEnviro.drawPrecipitation(
720 fgGetDouble("/environment/metar/rain-norm", 0.0),
721 fgGetDouble("/environment/metar/snow-norm", 0.0),
722 fgGetDouble("/environment/metar/hail-norm", 0.0),
723 current__view->getPitch_deg() + current__view->getPitchOffset_deg(),
724 current__view->getRoll_deg() + current__view->getRollOffset_deg(),
725 - current__view->getHeadingOffset_deg(),
726 current_view_origin_airspeed_horiz_kt
729 // compute shadows and project them on screen
730 bool is_internal = globals->get_current_view()->getInternal();
731 // draw before ac because ac internal rendering clear the depth buffer
733 globals->get_aircraft_model()->select( true );
735 shadows->endOfFrame();
738 FGTileMgr::set_tile_filter( false );
739 sgSetModelFilter( false );
740 globals->get_aircraft_model()->select( true );
741 globals->get_model_mgr()->draw();
742 globals->get_aircraft_model()->draw();
744 FGTileMgr::set_tile_filter( true );
745 sgSetModelFilter( true );
746 globals->get_aircraft_model()->select( true );
748 // in 'external' view the ac can be culled, so shadows have not been draw in the
749 // posttrav callback, this would be a rare case if the getInternal was acting
750 // as expected (ie in internal view, getExternal returns false)
752 shadows->endOfFrame();
754 // display HUD && Panel
756 glDisable( GL_DEPTH_TEST );
757 // glDisable( GL_CULL_FACE );
758 // glDisable( GL_TEXTURE_2D );
760 // update the controls subsystem
761 globals->get_controls()->update(delta_time_sec);
763 hud_and_panel->apply();
766 FGInstrumentMgr *instr = static_cast<FGInstrumentMgr *>(globals->get_subsystem("instrumentation"));
767 HUD *hud = static_cast<HUD *>(instr->get_subsystem("hud"));
770 // Use the hud_and_panel ssgSimpleState for rendering the ATC output
771 // This only works properly if called before the panel call
772 if((fgGetBool("/sim/atc/enabled")) || (fgGetBool("/sim/ai-traffic/enabled")))
773 globals->get_ATC_display()->update(delta_time_sec);
775 // update the panel subsystem
776 if ( globals->get_current_panel() != NULL ) {
777 globals->get_current_panel()->update(delta_time_sec);
781 // We can do translucent menus, so why not. :-)
783 glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ) ;
785 // glDisable ( GL_BLEND ) ;
787 glEnable( GL_DEPTH_TEST );
790 // Fade out the splash screen over the first three seconds.
791 double t = globals->get_sim_time_sec();
793 fgSplashUpdate((2.5 - t) / 2.5);
798 // options.cxx needs to see this for toggle_panel()
799 // Handle new window size or exposure
801 FGRenderer::resize( int width, int height ) {
804 if ( (!fgGetBool("/sim/virtual-cockpit"))
805 && fgPanelVisible() && idle_state == 1000 ) {
806 view_h = (int)(height * (globals->get_current_panel()->getViewHeight() -
807 globals->get_current_panel()->getYOffset()) / 768.0);
812 glViewport( 0, (GLint)(height - view_h), (GLint)(width), (GLint)(view_h) );
814 static int lastwidth = 0;
815 static int lastheight = 0;
816 if (width != lastwidth)
817 fgSetInt("/sim/startup/xsize", lastwidth = width);
818 if (height != lastheight)
819 fgSetInt("/sim/startup/ysize", lastheight = height);
821 guiInitMouse(width, height);
824 FGViewMgr *viewmgr = globals->get_viewmgr();
826 for ( int i = 0; i < viewmgr->size(); ++i ) {
827 viewmgr->get_view(i)->
828 set_aspect_ratio((float)view_h / (float)width);
831 setFOV( viewmgr->get_current_view()->get_h_fov(),
832 viewmgr->get_current_view()->get_v_fov() );
833 // cout << "setFOV(" << viewmgr->get_current_view()->get_h_fov()
834 // << ", " << viewmgr->get_current_view()->get_v_fov() << ")"
844 // These are wrapper functions around ssgSetNearFar() and ssgSetFOV()
845 // which will post process and rewrite the resulting frustum if we
846 // want to do asymmetric view frustums.
848 static void fgHackFrustum() {
850 // specify a percent of the configured view frustum to actually
851 // display. This is a bit of a hack to achieve asymmetric view
852 // frustums. For instance, if you want to display two monitors
853 // side by side, you could specify each with a double fov, a 0.5
854 // aspect ratio multiplier, and then the left side monitor would
855 // have a left_pct = 0.0, a right_pct = 0.5, a bottom_pct = 0.0,
856 // and a top_pct = 1.0. The right side monitor would have a
857 // left_pct = 0.5 and a right_pct = 1.0.
859 static SGPropertyNode *left_pct
860 = fgGetNode("/sim/current-view/frustum-left-pct");
861 static SGPropertyNode *right_pct
862 = fgGetNode("/sim/current-view/frustum-right-pct");
863 static SGPropertyNode *bottom_pct
864 = fgGetNode("/sim/current-view/frustum-bottom-pct");
865 static SGPropertyNode *top_pct
866 = fgGetNode("/sim/current-view/frustum-top-pct");
868 sgFrustum *f = ssgGetFrustum();
870 // cout << " l = " << f->getLeft()
871 // << " r = " << f->getRight()
872 // << " b = " << f->getBot()
873 // << " t = " << f->getTop()
874 // << " n = " << f->getNear()
875 // << " f = " << f->getFar()
878 double width = f->getRight() - f->getLeft();
879 double height = f->getTop() - f->getBot();
883 if ( left_pct != NULL ) {
884 l = f->getLeft() + width * left_pct->getDoubleValue();
889 if ( right_pct != NULL ) {
890 r = f->getLeft() + width * right_pct->getDoubleValue();
895 if ( bottom_pct != NULL ) {
896 b = f->getBot() + height * bottom_pct->getDoubleValue();
901 if ( top_pct != NULL ) {
902 t = f->getBot() + height * top_pct->getDoubleValue();
907 ssgSetFrustum(l, r, b, t, f->getNear(), f->getFar());
911 // we need some static storage space for these values. However, we
912 // can't store it in a renderer class object because the functions
913 // that manipulate these are static. They are static so they can
914 // interface to the display callback system. There's probably a
915 // better way, there has to be a better way, but I'm not seeing it
917 static float fov_width = 55.0;
918 static float fov_height = 42.0;
919 static float fov_near = 1.0;
920 static float fov_far = 1000.0;
923 /** FlightGear code should use this routine to set the FOV rather than
924 * calling the ssg routine directly
926 void FGRenderer::setFOV( float w, float h ) {
930 // fully specify the view frustum before hacking it (so we don't
931 // accumulate hacked effects
933 ssgSetNearFar( fov_near, fov_far );
935 sgEnviro.setFOV( w, h );
939 /** FlightGear code should use this routine to set the Near/Far clip
940 * planes rather than calling the ssg routine directly
942 void FGRenderer::setNearFar( float n, float f ) {
946 // fully specify the view frustum before hacking it (so we don't
947 // accumulate hacked effects
948 ssgSetNearFar( n, f );
949 ssgSetFOV( fov_width, fov_height );
954 bool FGRenderer::getPickInfo( SGVec3d& pt, SGVec3d& dir,
955 unsigned x, unsigned y )
957 // Get the matrices involved in the transform from global to screen
960 ssgGetProjectionMatrix(pm);
962 ssgGetModelviewMatrix(mv);
966 sgMultMat4(m, pm, mv);
970 // Get the width and height of the display to be able to normalize the
972 float width = fgGetInt("/sim/startup/xsize");
973 float height = fgGetInt("/sim/startup/ysize");
975 // Compute some coordinates of in the line from the eyepoint to the
976 // mouse click coodinates.
977 // First build the normalized projection coordinates
979 sgSetVec4(normPt, (2*x - width)/width, -(2*y - height)/height, 1, 1);
980 // Transform them into the real world
982 sgXformPnt4(worldPt, normPt, m);
985 sgScaleVec3(worldPt, 1/worldPt[3]);
987 // Now build a direction from the point
988 FGViewer* view = globals->get_current_view();
990 sgSubVec3(fDir, worldPt, view->get_view_pos());
991 sgdSetVec3(dir.sg(), fDir);
992 sgdNormalizeVec3(dir.sg());
994 // Copy the start point
995 sgdCopyVec3(pt.sg(), view->get_absolute_view_pos());
1000 // end of renderer.cxx