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>
35 #include <osg/ref_ptr>
36 #include <osg/AlphaFunc>
37 #include <osg/BlendFunc>
39 #include <osg/CameraView>
40 #include <osg/CullFace>
45 #include <osg/LightModel>
46 #include <osg/LightSource>
47 #include <osg/NodeCallback>
49 #include <osg/PolygonMode>
50 #include <osg/PolygonOffset>
51 #include <osg/ShadeModel>
54 #include <osgUtil/SceneView>
55 #include <osgUtil/UpdateVisitor>
56 #include <osgUtil/IntersectVisitor>
58 #include <osg/io_utils>
59 #include <osgDB/WriteFile>
60 #include <osgDB/ReadFile>
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>
77 #include <simgear/screen/jpgfactory.hxx>
80 #include <simgear/environment/visual_enviro.hxx>
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/tilemgr.hxx>
94 #include <ATC/ATCdisplay.hxx>
95 #include <GUI/new_gui.hxx>
96 #include <Instrumentation/instrument_mgr.hxx>
97 #include <Instrumentation/HUD/HUD.hxx>
100 #include "renderer.hxx"
103 class SGPuDrawable : public osg::Drawable {
107 // Dynamic stuff, do not store geometry
108 setUseDisplayList(false);
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);
119 stateSet->setTextureAttribute(0, new osg::TexEnv(osg::TexEnv::MODULATE));
121 stateSet->setMode(GL_FOG, osg::StateAttribute::OFF);
122 stateSet->setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF);
124 virtual void drawImplementation(osg::RenderInfo& renderInfo) const
125 { drawImplementation(*renderInfo.getState()); }
126 void drawImplementation(osg::State& state) const
128 state.pushStateSet(getStateSet());
130 state.setActiveTextureUnit(0);
131 state.setClientActiveTextureUnit(0);
132 state.disableAllVertexArrays();
134 glPushAttrib(GL_ALL_ATTRIB_BITS);
135 glPushClientAttrib(~0u);
137 if((fgGetBool("/sim/atc/enabled"))
138 || (fgGetBool("/sim/ai-traffic/enabled")))
139 globals->get_ATC_display()->update(delta_time_sec, state);
146 // Fade out the splash screen over the first three seconds.
147 double t = globals->get_sim_time_sec();
149 glPushAttrib(GL_ALL_ATTRIB_BITS);
150 glPushClientAttrib(~0u);
152 fgSplashUpdate((2.5 - t) / 2.5);
161 state.dirtyAllModes();
162 state.dirtyAllAttributes();
163 state.dirtyAllVertexArrays();
166 virtual osg::Object* cloneType() const { return new SGPuDrawable; }
167 virtual osg::Object* clone(const osg::CopyOp&) const { return new SGPuDrawable; }
172 class SGHUDAndPanelDrawable : public osg::Drawable {
174 SGHUDAndPanelDrawable()
176 // Dynamic stuff, do not store geometry
177 setUseDisplayList(false);
179 osg::StateSet* stateSet = getOrCreateStateSet();
180 stateSet->setRenderBinDetails(1000, "RenderBin");
182 // speed optimization?
183 stateSet->setMode(GL_CULL_FACE, osg::StateAttribute::OFF);
184 stateSet->setAttribute(new osg::BlendFunc(osg::BlendFunc::SRC_ALPHA, osg::BlendFunc::ONE_MINUS_SRC_ALPHA));
185 stateSet->setMode(GL_BLEND, osg::StateAttribute::ON);
186 stateSet->setMode(GL_FOG, osg::StateAttribute::OFF);
187 stateSet->setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF);
189 stateSet->setTextureAttribute(0, new osg::TexEnv(osg::TexEnv::MODULATE));
191 virtual void drawImplementation(osg::RenderInfo& renderInfo) const
192 { drawImplementation(*renderInfo.getState()); }
193 void drawImplementation(osg::State& state) const
195 state.pushStateSet(getStateSet());
197 state.setActiveTextureUnit(0);
198 state.setClientActiveTextureUnit(0);
199 state.disableAllVertexArrays();
201 glPushAttrib(GL_ALL_ATTRIB_BITS);
202 glPushClientAttrib(~0u);
204 fgCockpitUpdate(&state);
206 FGInstrumentMgr *instr = static_cast<FGInstrumentMgr*>(globals->get_subsystem("instrumentation"));
207 HUD *hud = static_cast<HUD*>(instr->get_subsystem("hud"));
210 // update the panel subsystem
211 if ( globals->get_current_panel() != NULL )
212 globals->get_current_panel()->update(state);
213 // We don't need a state here - can be safely removed when we can pick
221 state.dirtyAllModes();
222 state.dirtyAllAttributes();
223 state.dirtyAllVertexArrays();
226 virtual osg::Object* cloneType() const { return new SGHUDAndPanelDrawable; }
227 virtual osg::Object* clone(const osg::CopyOp&) const { return new SGHUDAndPanelDrawable; }
232 class FGLightSourceUpdateCallback : public osg::NodeCallback {
234 virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
236 assert(dynamic_cast<osg::LightSource*>(node));
237 osg::LightSource* lightSource = static_cast<osg::LightSource*>(node);
238 osg::Light* light = lightSource->getLight();
240 FGLight *l = static_cast<FGLight*>(globals->get_subsystem("lighting"));
241 light->setAmbient(l->scene_ambient().osg());
242 light->setDiffuse(l->scene_diffuse().osg());
243 light->setSpecular(l->scene_specular().osg());
244 SGVec4f position(l->sun_vec()[0], l->sun_vec()[1], l->sun_vec()[2], 0);
245 light->setPosition(position.osg());
246 SGVec3f direction(l->sun_vec()[0], l->sun_vec()[1], l->sun_vec()[2]);
247 light->setDirection(direction.osg());
248 light->setSpotExponent(0);
249 light->setSpotCutoff(180);
250 light->setConstantAttenuation(1);
251 light->setLinearAttenuation(0);
252 light->setQuadraticAttenuation(0);
258 class FGWireFrameModeUpdateCallback : public osg::StateAttribute::Callback {
260 FGWireFrameModeUpdateCallback() :
261 mWireframe(fgGetNode("/sim/rendering/wireframe"))
263 virtual void operator()(osg::StateAttribute* stateAttribute,
266 assert(dynamic_cast<osg::PolygonMode*>(stateAttribute));
267 osg::PolygonMode* polygonMode;
268 polygonMode = static_cast<osg::PolygonMode*>(stateAttribute);
270 if (mWireframe->getBoolValue())
271 polygonMode->setMode(osg::PolygonMode::FRONT_AND_BACK,
272 osg::PolygonMode::LINE);
274 polygonMode->setMode(osg::PolygonMode::FRONT_AND_BACK,
275 osg::PolygonMode::FILL);
278 SGSharedPtr<SGPropertyNode> mWireframe;
281 class FGLightModelUpdateCallback : public osg::StateAttribute::Callback {
283 FGLightModelUpdateCallback() :
284 mHighlights(fgGetNode("/sim/rendering/specular-highlight"))
286 virtual void operator()(osg::StateAttribute* stateAttribute,
289 assert(dynamic_cast<osg::LightModel*>(stateAttribute));
290 osg::LightModel* lightModel;
291 lightModel = static_cast<osg::LightModel*>(stateAttribute);
294 FGLight *l = static_cast<FGLight*>(globals->get_subsystem("lighting"));
295 lightModel->setAmbientIntensity(l->scene_ambient().osg());
297 lightModel->setAmbientIntensity(osg::Vec4(0, 0, 0, 1));
299 lightModel->setTwoSided(true);
300 lightModel->setLocalViewer(false);
302 if (mHighlights->getBoolValue()) {
303 lightModel->setColorControl(osg::LightModel::SEPARATE_SPECULAR_COLOR);
305 lightModel->setColorControl(osg::LightModel::SINGLE_COLOR);
309 SGSharedPtr<SGPropertyNode> mHighlights;
312 class FGFogEnableUpdateCallback : public osg::StateSet::Callback {
314 FGFogEnableUpdateCallback() :
315 mFogEnabled(fgGetNode("/sim/rendering/fog"))
317 virtual void operator()(osg::StateSet* stateSet, osg::NodeVisitor*)
319 if (strcmp(mFogEnabled->getStringValue(), "disabled") == 0) {
320 stateSet->setMode(GL_FOG, osg::StateAttribute::OFF);
322 stateSet->setMode(GL_FOG, osg::StateAttribute::ON);
326 SGSharedPtr<SGPropertyNode> mFogEnabled;
329 // fog constants. I'm a little nervous about putting actual code out
330 // here but it seems to work (?)
331 static const double m_log01 = -log( 0.01 );
332 static const double sqrt_m_log01 = sqrt( m_log01 );
333 static GLfloat fog_exp_density;
334 static GLfloat fog_exp2_density;
335 static GLfloat rwy_exp2_punch_through;
336 static GLfloat taxi_exp2_punch_through;
337 static GLfloat ground_exp2_punch_through;
342 osg::ref_ptr<osgUtil::SceneView> sceneView = new osgUtil::SceneView; // This SceneView is used by class FGJpegHttpd ( jpg-httpd.cxx )
343 static osg::ref_ptr<osg::FrameStamp> mFrameStamp = new osg::FrameStamp;
344 static osg::ref_ptr<SGUpdateVisitor> mUpdateVisitor= new SGUpdateVisitor;
346 static osg::ref_ptr<osg::Group> mRoot = new osg::Group;
348 static osg::ref_ptr<osg::CameraView> mCameraView = new osg::CameraView;
349 static osg::ref_ptr<osg::Camera> mBackGroundCamera = new osg::Camera;
351 static osg::ref_ptr<osg::Fog> mFog = new osg::Fog;
352 static osg::ref_ptr<osg::Fog> mRunwayLightingFog = new osg::Fog;
353 static osg::ref_ptr<osg::Fog> mTaxiLightingFog = new osg::Fog;
354 static osg::ref_ptr<osg::Fog> mGroundLightingFog = new osg::Fog;
356 FGRenderer::FGRenderer()
358 #ifdef FG_JPEG_SERVER
359 jpgRenderFrame = FGRenderer::update;
363 FGRenderer::~FGRenderer()
365 #ifdef FG_JPEG_SERVER
366 jpgRenderFrame = NULL;
370 // Initialize various GL/view parameters
372 FGRenderer::init( void ) {
374 osg::initNotifyLevel();
376 // The number of polygon-offset "units" to place between layers. In
377 // principle, one is supposed to be enough. In practice, I find that
378 // my hardware/driver requires many more.
379 osg::PolygonOffset::setUnitsMultiplier(1);
380 osg::PolygonOffset::setFactorMultiplier(1);
382 // Go full screen if requested ...
383 if ( fgGetBool("/sim/startup/fullscreen") )
386 if ( (!strcmp(fgGetString("/sim/rendering/fog"), "disabled")) ||
387 (!fgGetBool("/sim/rendering/shading"))) {
388 // if fastest fog requested, or if flat shading force fastest
389 glHint ( GL_FOG_HINT, GL_FASTEST );
390 } else if ( !strcmp(fgGetString("/sim/rendering/fog"), "nicest") ) {
391 glHint ( GL_FOG_HINT, GL_DONT_CARE );
394 glHint(GL_POLYGON_SMOOTH_HINT, GL_DONT_CARE);
395 glHint(GL_LINE_SMOOTH_HINT, GL_DONT_CARE);
396 glHint(GL_POINT_SMOOTH_HINT, GL_DONT_CARE);
398 sceneView->setDefaults(osgUtil::SceneView::COMPILE_GLOBJECTS_AT_INIT);
400 mFog->setMode(osg::Fog::EXP2);
401 mRunwayLightingFog->setMode(osg::Fog::EXP2);
402 mTaxiLightingFog->setMode(osg::Fog::EXP2);
403 mGroundLightingFog->setMode(osg::Fog::EXP2);
405 sceneView->setFrameStamp(mFrameStamp.get());
407 mUpdateVisitor = new SGUpdateVisitor;
408 sceneView->setUpdateVisitor(mUpdateVisitor.get());
410 sceneView->setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR);
411 sceneView->getCamera()->setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR);
414 osg::StateSet* stateSet = mRoot->getOrCreateStateSet();
416 stateSet->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
418 stateSet->setAttribute(new osg::Depth(osg::Depth::LESS));
419 stateSet->setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF);
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);
426 stateSet->setMode(GL_FOG, osg::StateAttribute::OFF);
428 // this will be set below
429 stateSet->setMode(GL_NORMALIZE, osg::StateAttribute::OFF);
431 osg::Material* material = new osg::Material;
432 stateSet->setAttribute(material);
434 stateSet->setTextureAttribute(0, new osg::TexEnv);
435 stateSet->setTextureMode(0, GL_TEXTURE_2D, osg::StateAttribute::OFF);
438 // stateSet->setAttribute(new osg::CullFace(osg::CullFace::BACK));
439 // stateSet->setMode(GL_CULL_FACE, osg::StateAttribute::ON);
441 // this is the topmost scenegraph node for osg
442 mBackGroundCamera->addChild(thesky->getPreRoot());
443 mBackGroundCamera->setClearMask(0);
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);
454 stateSet = mBackGroundCamera->getOrCreateStateSet();
455 stateSet->setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF);
457 osg::Group* sceneGroup = new osg::Group;
458 sceneGroup->addChild(globals->get_scenery()->get_scene_graph());
459 sceneGroup->addChild(thesky->getCloudRoot());
461 stateSet = sceneGroup->getOrCreateStateSet();
462 stateSet->setMode(GL_BLEND, osg::StateAttribute::ON);
463 stateSet->setMode(GL_DEPTH_TEST, osg::StateAttribute::ON);
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);
473 lightSource->addChild(mBackGroundCamera.get());
474 lightSource->addChild(sceneGroup);
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);
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);
489 // switch to enable wireframe
490 osg::PolygonMode* polygonMode = new osg::PolygonMode;
491 polygonMode->setUpdateCallback(new FGWireFrameModeUpdateCallback);
492 stateSet->setAttributeAndModes(polygonMode);
494 // scene fog handling
495 stateSet->setAttributeAndModes(mFog.get());
496 stateSet->setUpdateCallback(new FGFogEnableUpdateCallback);
499 osg::Camera* guiCamera = new osg::Camera;
500 guiCamera->setRenderOrder(osg::Camera::POST_RENDER);
501 guiCamera->setClearMask(0);
502 inheritanceMask = osg::CullSettings::ALL_VARIABLES;
503 inheritanceMask &= ~osg::CullSettings::COMPUTE_NEAR_FAR_MODE;
504 inheritanceMask &= ~osg::CullSettings::CULLING_MODE;
505 guiCamera->setInheritanceMask(inheritanceMask);
506 guiCamera->setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR);
507 guiCamera->setCullingMode(osg::CullSettings::NO_CULLING);
508 mRoot->addChild(guiCamera);
509 osg::Geode* geode = new osg::Geode;
510 geode->addDrawable(new SGPuDrawable);
511 geode->addDrawable(new SGHUDAndPanelDrawable);
512 guiCamera->addChild(geode);
514 // this one contains all lights, here we set the light states we did
515 // in the plib case with plain OpenGL
516 osg::Group* lightGroup = new osg::Group;
517 sceneGroup->addChild(lightGroup);
518 lightGroup->addChild(globals->get_scenery()->get_gnd_lights_root());
519 lightGroup->addChild(globals->get_scenery()->get_vasi_lights_root());
520 lightGroup->addChild(globals->get_scenery()->get_rwy_lights_root());
521 lightGroup->addChild(globals->get_scenery()->get_taxi_lights_root());
523 stateSet = globals->get_scenery()->get_gnd_lights_root()->getOrCreateStateSet();
524 stateSet->setAttributeAndModes(mFog.get());
525 stateSet->setUpdateCallback(new FGFogEnableUpdateCallback);
526 stateSet = globals->get_scenery()->get_vasi_lights_root()->getOrCreateStateSet();
527 stateSet->setAttributeAndModes(mRunwayLightingFog.get());
528 stateSet->setUpdateCallback(new FGFogEnableUpdateCallback);
529 stateSet = globals->get_scenery()->get_rwy_lights_root()->getOrCreateStateSet();
530 stateSet->setAttributeAndModes(mRunwayLightingFog.get());
531 stateSet->setUpdateCallback(new FGFogEnableUpdateCallback);
532 stateSet = globals->get_scenery()->get_taxi_lights_root()->getOrCreateStateSet();
533 stateSet->setAttributeAndModes(mTaxiLightingFog.get());
534 stateSet->setUpdateCallback(new FGFogEnableUpdateCallback);
536 mCameraView->addChild(mRoot.get());
537 sceneView->setSceneData(mCameraView.get());
539 // sceneView->getState()->setCheckForGLErrors(osg::State::ONCE_PER_ATTRIBUTE);
543 // Update all Visuals (redraws anything graphics related)
545 FGRenderer::update( bool refresh_camera_settings ) {
546 bool scenery_loaded = fgGetBool("sim/sceneryloaded")
547 || fgGetBool("sim/sceneryloaded-override");
549 if ( idle_state < 1000 || !scenery_loaded ) {
550 if (sceneView.valid() && sceneView->getState()) {
551 sceneView->getState()->setActiveTextureUnit(0);
552 sceneView->getState()->setClientActiveTextureUnit(0);
553 sceneView->getState()->disableAllVertexArrays();
555 // still initializing, draw the splash screen
556 glPushAttrib(GL_ALL_ATTRIB_BITS);
557 glPushClientAttrib(~0u);
564 // Keep resetting sim time while the sim is initializing
565 globals->set_sim_time_sec( 0.0 );
569 bool skyblend = fgGetBool("/sim/rendering/skyblend");
570 bool use_point_sprites = fgGetBool("/sim/rendering/point-sprites");
571 bool enhanced_lighting = fgGetBool("/sim/rendering/enhanced-lighting");
572 bool distance_attenuation
573 = fgGetBool("/sim/rendering/distance-attenuation");
575 SGConfigureDirectionalLights( use_point_sprites, enhanced_lighting,
576 distance_attenuation );
578 static const SGPropertyNode *groundlevel_nearplane
579 = fgGetNode("/sim/current-view/ground-level-nearplane-m");
581 FGLight *l = static_cast<FGLight*>(globals->get_subsystem("lighting"));
584 double actual_visibility;
585 if (fgGetBool("/environment/clouds/status")) {
586 actual_visibility = thesky->get_visibility();
588 actual_visibility = fgGetDouble("/environment/visibility-m");
591 static double last_visibility = -9999;
592 if ( actual_visibility != last_visibility ) {
593 last_visibility = actual_visibility;
595 fog_exp_density = m_log01 / actual_visibility;
596 fog_exp2_density = sqrt_m_log01 / actual_visibility;
597 ground_exp2_punch_through = sqrt_m_log01 / (actual_visibility * 1.5);
598 if ( actual_visibility < 8000 ) {
599 rwy_exp2_punch_through = sqrt_m_log01 / (actual_visibility * 2.5);
600 taxi_exp2_punch_through = sqrt_m_log01 / (actual_visibility * 1.5);
602 rwy_exp2_punch_through = sqrt_m_log01 / ( 8000 * 2.5 );
603 taxi_exp2_punch_through = sqrt_m_log01 / ( 8000 * 1.5 );
605 mFog->setDensity(fog_exp2_density);
606 mRunwayLightingFog->setDensity(rwy_exp2_punch_through);
607 mTaxiLightingFog->setDensity(taxi_exp2_punch_through);
608 mGroundLightingFog->setDensity(ground_exp2_punch_through);
611 // idle_state is now 1000 meaning we've finished all our
612 // initializations and are running the main loop, so this will
613 // now work without seg faulting the system.
615 FGViewer *current__view = globals->get_current_view();
616 // Force update of center dependent values ...
617 current__view->set_dirty();
619 if ( refresh_camera_settings ) {
621 resize( fgGetInt("/sim/startup/xsize"),
622 fgGetInt("/sim/startup/ysize") );
624 SGVec3d center = globals->get_scenery()->get_center();
625 SGVec3d position = current__view->getViewPosition();
626 SGQuatd attitude = current__view->getViewOrientation();
627 SGVec3d osgPosition = attitude.transform(center - position);
628 mCameraView->setPosition(osgPosition.osg());
629 mCameraView->setAttitude(inverse(attitude).osg());
633 if ( fgGetBool("/sim/rendering/textures") ) {
634 SGVec4f clearColor(l->adj_fog_color());
635 sceneView->getCamera()->setClearColor(clearColor.osg());
638 SGVec4f clearColor(l->sky_color());
639 sceneView->getCamera()->setClearColor(clearColor.osg());
642 // update fog params if visibility has changed
643 double visibility_meters = fgGetDouble("/environment/visibility-m");
644 thesky->set_visibility(visibility_meters);
646 thesky->modify_vis( cur_fdm_state->get_Altitude() * SG_FEET_TO_METER,
647 ( global_multi_loop * fgGetInt("/sim/speed-up") )
648 / (double)fgGetInt("/sim/model-hz") );
650 // update the sky dome
653 // The sun and moon distances are scaled down versions
654 // of the actual distance to get both the moon and the sun
655 // within the range of the far clip plane.
656 // Moon distance: 384,467 kilometers
657 // Sun distance: 150,000,000 kilometers
659 double sun_horiz_eff, moon_horiz_eff;
660 if (fgGetBool("/sim/rendering/horizon-effect")) {
661 sun_horiz_eff = 0.67+pow(0.5+cos(l->get_sun_angle())*2/2, 0.33)/3;
662 moon_horiz_eff = 0.67+pow(0.5+cos(l->get_moon_angle())*2/2, 0.33)/3;
664 sun_horiz_eff = moon_horiz_eff = 1.0;
667 static SGSkyState sstate;
669 sstate.view_pos = current__view->get_view_pos();
670 sstate.zero_elev = current__view->get_zero_elev();
671 sstate.view_up = current__view->get_world_up();
672 sstate.lon = current__view->getLongitude_deg()
673 * SGD_DEGREES_TO_RADIANS;
674 sstate.lat = current__view->getLatitude_deg()
675 * SGD_DEGREES_TO_RADIANS;
676 sstate.alt = current__view->getAltitudeASL_ft()
678 sstate.spin = l->get_sun_rotation();
679 sstate.gst = globals->get_time_params()->getGst();
680 sstate.sun_ra = globals->get_ephem()->getSunRightAscension();
681 sstate.sun_dec = globals->get_ephem()->getSunDeclination();
682 sstate.sun_dist = 50000.0 * sun_horiz_eff;
683 sstate.moon_ra = globals->get_ephem()->getMoonRightAscension();
684 sstate.moon_dec = globals->get_ephem()->getMoonDeclination();
685 sstate.moon_dist = 40000.0 * moon_horiz_eff;
686 sstate.sun_angle = l->get_sun_angle();
690 SG_LOG( SG_GENERAL, SG_BULK, "thesky->repaint() sky_color = "
691 << l->sky_color()[0] << " "
692 << l->sky_color()[1] << " "
693 << l->sky_color()[2] << " "
694 << l->sky_color()[3] );
695 SG_LOG( SG_GENERAL, SG_BULK, " fog = "
696 << l->fog_color()[0] << " "
697 << l->fog_color()[1] << " "
698 << l->fog_color()[2] << " "
699 << l->fog_color()[3] );
700 SG_LOG( SG_GENERAL, SG_BULK,
701 " sun_angle = " << l->sun_angle
702 << " moon_angle = " << l->moon_angle );
705 static SGSkyColor scolor;
707 scolor.sky_color = SGVec3f(l->sky_color().data());
708 scolor.fog_color = SGVec3f(l->adj_fog_color().data());
709 scolor.cloud_color = SGVec3f(l->cloud_color().data());
710 scolor.sun_angle = l->get_sun_angle();
711 scolor.moon_angle = l->get_moon_angle();
712 scolor.nplanets = globals->get_ephem()->getNumPlanets();
713 scolor.nstars = globals->get_ephem()->getNumStars();
714 scolor.planet_data = globals->get_ephem()->getPlanets();
715 scolor.star_data = globals->get_ephem()->getStars();
717 thesky->reposition( sstate, delta_time_sec );
718 thesky->repaint( scolor );
721 SG_LOG( SG_GENERAL, SG_BULK,
722 "thesky->reposition( view_pos = " << view_pos[0] << " "
723 << view_pos[1] << " " << view_pos[2] );
724 SG_LOG( SG_GENERAL, SG_BULK,
725 " zero_elev = " << zero_elev[0] << " "
726 << zero_elev[1] << " " << zero_elev[2]
727 << " lon = " << cur_fdm_state->get_Longitude()
728 << " lat = " << cur_fdm_state->get_Latitude() );
729 SG_LOG( SG_GENERAL, SG_BULK,
730 " sun_rot = " << l->get_sun_rotation
731 << " gst = " << SGTime::cur_time_params->getGst() );
732 SG_LOG( SG_GENERAL, SG_BULK,
733 " sun ra = " << globals->get_ephem()->getSunRightAscension()
734 << " sun dec = " << globals->get_ephem()->getSunDeclination()
735 << " moon ra = " << globals->get_ephem()->getMoonRightAscension()
736 << " moon dec = " << globals->get_ephem()->getMoonDeclination() );
740 // shadows->setupShadows(
741 // current__view->getLongitude_deg(),
742 // current__view->getLatitude_deg(),
743 // globals->get_time_params()->getGst(),
744 // globals->get_ephem()->getSunRightAscension(),
745 // globals->get_ephem()->getSunDeclination(),
746 // l->get_sun_angle());
750 if ( strcmp(fgGetString("/sim/rendering/fog"), "disabled") ) {
751 SGVec4f color(l->adj_fog_color());
752 mFog->setColor(color.osg());
753 mRunwayLightingFog->setColor(color.osg());
754 mTaxiLightingFog->setColor(color.osg());
755 mGroundLightingFog->setColor(color.osg());
759 // sgEnviro.setLight(l->adj_fog_color());
761 // texture parameters
762 glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST );
764 double agl = current__view->getAltitudeASL_ft()*SG_FEET_TO_METER
765 - current__view->getSGLocation()->get_cur_elev_m();
767 float scene_nearplane, scene_farplane;
769 scene_nearplane = 10.0f;
770 scene_farplane = 120000.0f;
772 scene_nearplane = groundlevel_nearplane->getDoubleValue();
773 scene_farplane = 120000.0f;
775 setNearFar( scene_nearplane, scene_farplane );
777 // sgEnviro.startOfFrame(current__view->get_view_pos(),
778 // current__view->get_world_up(),
779 // current__view->getLongitude_deg(),
780 // current__view->getLatitude_deg(),
781 // current__view->getAltitudeASL_ft() * SG_FEET_TO_METER,
785 // sgEnviro.drawLightning();
787 // double current_view_origin_airspeed_horiz_kt =
788 // fgGetDouble("/velocities/airspeed-kt", 0.0)
789 // * cos( fgGetDouble("/orientation/pitch-deg", 0.0)
790 // * SGD_DEGREES_TO_RADIANS);
791 // TODO:find the real view speed, not the AC one
792 // sgEnviro.drawPrecipitation(
793 // fgGetDouble("/environment/metar/rain-norm", 0.0),
794 // fgGetDouble("/environment/metar/snow-norm", 0.0),
795 // fgGetDouble("/environment/metar/hail-norm", 0.0),
796 // current__view->getPitch_deg() + current__view->getPitchOffset_deg(),
797 // current__view->getRoll_deg() + current__view->getRollOffset_deg(),
798 // - current__view->getHeadingOffset_deg(),
799 // current_view_origin_airspeed_horiz_kt
804 // shadows->endOfFrame();
806 // need to call the update visitor once
807 globals->get_aircraft_model()->select( true );
808 FGTileMgr::set_tile_filter( true );
809 mFrameStamp->setReferenceTime(globals->get_sim_time_sec());
810 mFrameStamp->setFrameNumber(1+mFrameStamp->getFrameNumber());
811 mFrameStamp->setCalendarTime(*globals->get_time_params()->getGmt());
812 mUpdateVisitor->setViewData(current__view->getViewPosition(),
813 current__view->getViewOrientation());
814 mUpdateVisitor->setSceneryCenter(globals->get_scenery()->get_center());
815 SGVec3f direction(l->sun_vec()[0], l->sun_vec()[1], l->sun_vec()[2]);
816 mUpdateVisitor->setLight(direction, l->scene_ambient(),
817 l->scene_diffuse(), l->scene_specular());
818 mUpdateVisitor->setVisibility(actual_visibility);
820 if (fgGetBool("/sim/panel-hotspots"))
821 sceneView->setCullMask(sceneView->getCullMask()|SG_NODEMASK_PICK_BIT);
823 sceneView->setCullMask(sceneView->getCullMask()&(~SG_NODEMASK_PICK_BIT));
832 // options.cxx needs to see this for toggle_panel()
833 // Handle new window size or exposure
835 FGRenderer::resize( int width, int height ) {
838 if ( (!fgGetBool("/sim/virtual-cockpit"))
839 && fgPanelVisible() && idle_state == 1000 ) {
840 view_h = (int)(height * (globals->get_current_panel()->getViewHeight() -
841 globals->get_current_panel()->getYOffset()) / 768.0);
846 sceneView->getViewport()->setViewport(0, height - view_h, width, view_h);
848 static int lastwidth = 0;
849 static int lastheight = 0;
850 if (width != lastwidth)
851 fgSetInt("/sim/startup/xsize", lastwidth = width);
852 if (height != lastheight)
853 fgSetInt("/sim/startup/ysize", lastheight = height);
855 guiInitMouse(width, height);
858 FGViewMgr *viewmgr = globals->get_viewmgr();
860 for ( int i = 0; i < viewmgr->size(); ++i ) {
861 viewmgr->get_view(i)->
862 set_aspect_ratio((float)view_h / (float)width);
865 setFOV( viewmgr->get_current_view()->get_h_fov(),
866 viewmgr->get_current_view()->get_v_fov() );
871 // These are wrapper functions around ssgSetNearFar() and ssgSetFOV()
872 // which will post process and rewrite the resulting frustum if we
873 // want to do asymmetric view frustums.
875 static void fgHackFrustum() {
877 // specify a percent of the configured view frustum to actually
878 // display. This is a bit of a hack to achieve asymmetric view
879 // frustums. For instance, if you want to display two monitors
880 // side by side, you could specify each with a double fov, a 0.5
881 // aspect ratio multiplier, and then the left side monitor would
882 // have a left_pct = 0.0, a right_pct = 0.5, a bottom_pct = 0.0,
883 // and a top_pct = 1.0. The right side monitor would have a
884 // left_pct = 0.5 and a right_pct = 1.0.
886 static SGPropertyNode *left_pct
887 = fgGetNode("/sim/current-view/frustum-left-pct");
888 static SGPropertyNode *right_pct
889 = fgGetNode("/sim/current-view/frustum-right-pct");
890 static SGPropertyNode *bottom_pct
891 = fgGetNode("/sim/current-view/frustum-bottom-pct");
892 static SGPropertyNode *top_pct
893 = fgGetNode("/sim/current-view/frustum-top-pct");
898 sceneView->getProjectionMatrixAsFrustum(left, right, bottom, top, zNear, zFar);
899 // cout << " l = " << f->getLeft()
900 // << " r = " << f->getRight()
901 // << " b = " << f->getBot()
902 // << " t = " << f->getTop()
903 // << " n = " << f->getNear()
904 // << " f = " << f->getFar()
907 double width = right - left;
908 double height = top - bottom;
912 if ( left_pct != NULL ) {
913 l = left + width * left_pct->getDoubleValue();
918 if ( right_pct != NULL ) {
919 r = left + width * right_pct->getDoubleValue();
924 if ( bottom_pct != NULL ) {
925 b = bottom + height * bottom_pct->getDoubleValue();
930 if ( top_pct != NULL ) {
931 t = bottom + height * top_pct->getDoubleValue();
936 sceneView->setProjectionMatrixAsFrustum(l, r, b, t, zNear, zFar);
940 // we need some static storage space for these values. However, we
941 // can't store it in a renderer class object because the functions
942 // that manipulate these are static. They are static so they can
943 // interface to the display callback system. There's probably a
944 // better way, there has to be a better way, but I'm not seeing it
946 static float fov_width = 55.0;
947 static float fov_height = 42.0;
948 static float fov_near = 1.0;
949 static float fov_far = 1000.0;
952 /** FlightGear code should use this routine to set the FOV rather than
953 * calling the ssg routine directly
955 void FGRenderer::setFOV( float w, float h ) {
959 sceneView->setProjectionMatrixAsPerspective(fov_height,
960 fov_width/fov_height,
962 // fully specify the view frustum before hacking it (so we don't
963 // accumulate hacked effects
965 // sgEnviro.setFOV( w, h );
969 /** FlightGear code should use this routine to set the Near/Far clip
970 * planes rather than calling the ssg routine directly
972 void FGRenderer::setNearFar( float n, float f ) {
973 // OSGFIXME: we have currently too much z-buffer fights
978 sceneView->setProjectionMatrixAsPerspective(fov_height,
979 fov_width/fov_height,
982 // fully specify the view frustum before hacking it (so we don't
983 // accumulate hacked effects
988 FGRenderer::pick( unsigned x, unsigned y,
989 std::vector<SGSceneryPick>& pickList )
991 // wipe out the return ...
994 // we can get called early ...
995 if (!sceneView.valid())
998 osg::Node* sceneData = globals->get_scenery()->get_scene_graph();
1001 osg::Viewport* viewport = sceneView->getViewport();
1005 // good old scenery center
1006 SGVec3d center = globals->get_scenery()->get_center();
1008 // don't know why, but the update has partly happened somehow,
1009 // so update the scenery part of the viewer
1010 FGViewer *current_view = globals->get_current_view();
1011 // Force update of center dependent values ...
1012 current_view->set_dirty();
1013 SGVec3d position = current_view->getViewPosition();
1014 SGQuatd attitude = current_view->getViewOrientation();
1015 SGVec3d osgPosition = attitude.transform(center - position);
1016 mCameraView->setPosition(osgPosition.osg());
1017 mCameraView->setAttitude(inverse(attitude).osg());
1019 osg::Matrix projection(sceneView->getProjectionMatrix());
1020 osg::Matrix modelview(sceneView->getViewMatrix());
1022 osg::NodePathList nodePath = sceneData->getParentalNodePaths();
1023 // modify the view matrix so that it accounts for this nodePath's
1024 // accumulated transform
1025 if (!nodePath.empty())
1026 modelview.preMult(computeLocalToWorld(nodePath.front()));
1028 // swap the y values ...
1029 y = viewport->height() - y;
1030 // set up the pick visitor
1031 osgUtil::PickVisitor pickVisitor(viewport, projection, modelview, x, y);
1032 sceneData->accept(pickVisitor);
1033 if (!pickVisitor.hits())
1036 // collect all interaction callbacks on the pick ray.
1037 // They get stored in the pickCallbacks list where they are sorted back
1038 // to front and croasest to finest wrt the scenery node they are attached to
1039 osgUtil::PickVisitor::LineSegmentHitListMap::const_iterator mi;
1040 for (mi = pickVisitor.getSegHitList().begin();
1041 mi != pickVisitor.getSegHitList().end();
1043 osgUtil::IntersectVisitor::HitList::const_iterator hi;
1044 for (hi = mi->second.begin(); hi != mi->second.end(); ++hi) {
1045 // ok, go back the nodes and ask for intersection callbacks,
1046 // execute them in top down order
1047 const osg::NodePath& np = hi->getNodePath();
1048 osg::NodePath::const_reverse_iterator npi;
1049 for (npi = np.rbegin(); npi != np.rend(); ++npi) {
1050 SGSceneUserData* ud = SGSceneUserData::getSceneUserData(*npi);
1053 for (unsigned i = 0; i < ud->getNumPickCallbacks(); ++i) {
1054 SGPickCallback* pickCallback = ud->getPickCallback(i);
1057 SGSceneryPick sceneryPick;
1058 /// note that this is done totally in doubles instead of
1059 /// just using getWorldIntersectionPoint
1060 osg::Vec3d localPt = hi->getLocalIntersectPoint();
1061 sceneryPick.info.local = SGVec3d(localPt);
1062 if (hi->getMatrix())
1063 sceneryPick.info.wgs84 = SGVec3d(localPt*(*hi->getMatrix()));
1065 sceneryPick.info.wgs84 = SGVec3d(localPt);
1066 sceneryPick.info.wgs84 += globals->get_scenery()->get_center();
1067 sceneryPick.callback = pickCallback;
1068 pickList.push_back(sceneryPick);
1074 return !pickList.empty();
1077 // end of renderer.cxx