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 #include <simgear/environment/visual_enviro.hxx>
54 #include <simgear/scene/model/shadowvolume.hxx>
56 #include <Scenery/tileentry.hxx>
57 #include <Time/light.hxx>
58 #include <Time/light.hxx>
59 #include <Aircraft/aircraft.hxx>
60 // #include <Aircraft/replay.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 <GUI/new_gui.hxx>
73 #include "renderer.hxx"
77 extern void sgShaderFrameInit(double delta_time_sec);
79 float default_attenuation[3] = {1.0, 0.0, 0.0};
81 ssgSelector *lightpoints_brightness = new ssgSelector;
82 ssgTransform *lightpoints_transform = new ssgTransform;
83 FGTileEntry *dummy_tile;
86 // Clip plane settings...
87 float scene_nearplane = 0.5f;
88 float scene_farplane = 120000.0f;
90 glPointParameterfProc glPointParameterfPtr = 0;
91 glPointParameterfvProc glPointParameterfvPtr = 0;
92 bool glPointParameterIsSupported = false;
93 bool glPointSpriteIsSupported = false;
96 // fog constants. I'm a little nervous about putting actual code out
97 // here but it seems to work (?)
98 static const double m_log01 = -log( 0.01 );
99 static const double sqrt_m_log01 = sqrt( m_log01 );
100 static GLfloat fog_exp_density;
101 static GLfloat fog_exp2_density;
102 static GLfloat rwy_exp2_punch_through;
103 static GLfloat taxi_exp2_punch_through;
104 static GLfloat ground_exp2_punch_through;
110 sgMat4 copy_of_ssgOpenGLAxisSwapMatrix =
112 { 1.0f, 0.0f, 0.0f, 0.0f },
113 { 0.0f, 0.0f, -1.0f, 0.0f },
114 { 0.0f, 1.0f, 0.0f, 0.0f },
115 { 0.0f, 0.0f, 0.0f, 1.0f }
118 ssgSharedPtr<ssgSimpleState> cloud3d_imposter_state;
119 ssgSharedPtr<ssgSimpleState> default_state;
120 ssgSharedPtr<ssgSimpleState> hud_and_panel;
121 ssgSharedPtr<ssgSimpleState> menus;
123 SGShadowVolume *shadows;
125 FGRenderer::FGRenderer()
127 #ifdef FG_JPEG_SERVER
128 jpgRenderFrame = FGRenderer::update;
132 FGRenderer::~FGRenderer()
134 #ifdef FG_JPEG_SERVER
135 jpgRenderFrame = NULL;
141 FGRenderer::build_states( void ) {
142 default_state = new ssgSimpleState;
143 default_state->disable( GL_TEXTURE_2D );
144 default_state->enable( GL_CULL_FACE );
145 default_state->enable( GL_COLOR_MATERIAL );
146 default_state->setColourMaterial( GL_AMBIENT_AND_DIFFUSE );
147 default_state->setMaterial( GL_EMISSION, 0, 0, 0, 1 );
148 default_state->setMaterial( GL_SPECULAR, 0, 0, 0, 1 );
149 default_state->disable( GL_BLEND );
150 default_state->disable( GL_ALPHA_TEST );
151 default_state->disable( GL_LIGHTING );
153 cloud3d_imposter_state = new ssgSimpleState;
154 cloud3d_imposter_state->enable( GL_TEXTURE_2D );
155 cloud3d_imposter_state->enable( GL_CULL_FACE );
156 cloud3d_imposter_state->enable( GL_COLOR_MATERIAL );
157 cloud3d_imposter_state->setColourMaterial( GL_AMBIENT_AND_DIFFUSE );
158 cloud3d_imposter_state->setMaterial( GL_DIFFUSE, 1, 1, 1, 1 );
159 cloud3d_imposter_state->setMaterial( GL_AMBIENT, 1, 1, 1, 1 );
160 cloud3d_imposter_state->setMaterial( GL_EMISSION, 0, 0, 0, 1 );
161 cloud3d_imposter_state->setMaterial( GL_SPECULAR, 0, 0, 0, 1 );
162 cloud3d_imposter_state->enable( GL_BLEND );
163 cloud3d_imposter_state->enable( GL_ALPHA_TEST );
164 cloud3d_imposter_state->disable( GL_LIGHTING );
166 hud_and_panel = new ssgSimpleState;
167 hud_and_panel->disable( GL_CULL_FACE );
168 hud_and_panel->disable( GL_TEXTURE_2D );
169 hud_and_panel->disable( GL_LIGHTING );
170 hud_and_panel->enable( GL_BLEND );
172 menus = new ssgSimpleState;
173 menus->disable( GL_CULL_FACE );
174 menus->disable( GL_TEXTURE_2D );
175 menus->enable( GL_BLEND );
177 shadows = new SGShadowVolume( globals->get_scenery()->get_scene_graph() );
178 shadows->init( fgGetNode("/sim/rendering", true) );
179 shadows->addOccluder( globals->get_scenery()->get_aircraft_branch(), SGShadowVolume::occluderTypeAircraft );
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_DONT_CARE );
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 if ( SGIsOpenGLExtensionSupported("GL_ARB_point_sprite") ||
226 SGIsOpenGLExtensionSupported("GL_NV_point_sprite") )
228 GLuint handle = thesky->get_sun_texture_id();
229 glBindTexture ( GL_TEXTURE_2D, handle ) ;
230 glTexEnvf(GL_POINT_SPRITE, GL_COORD_REPLACE, GL_TRUE);
231 glEnable(GL_POINT_SPRITE);
232 // glEnable(GL_POINT_SMOOTH);
233 glPointSpriteIsSupported = true;
235 glEnable(GL_LINE_SMOOTH);
236 // glEnable(GL_POLYGON_SMOOTH);
237 glHint(GL_POLYGON_SMOOTH_HINT, GL_DONT_CARE);
238 glHint(GL_LINE_SMOOTH_HINT, GL_DONT_CARE);
239 glHint(GL_POINT_SMOOTH_HINT, GL_DONT_CARE);
244 // Update all Visuals (redraws anything graphics related)
246 FGRenderer::update( bool refresh_camera_settings ) {
247 bool scenery_loaded = fgGetBool("sim/sceneryloaded") \
248 || fgGetBool("sim/sceneryloaded-override");
250 if ( idle_state < 1000 || !scenery_loaded ) {
251 // still initializing, draw the splash screen
254 // Keep resetting sim time while the sim is initializing
255 globals->set_sim_time_sec( 0.0 );
256 SGAnimation::set_sim_time_sec( 0.0 );
260 bool draw_otw = fgGetBool("/sim/rendering/draw-otw");
261 bool skyblend = fgGetBool("/sim/rendering/skyblend");
262 bool enhanced_lighting = fgGetBool("/sim/rendering/enhanced-lighting");
263 bool distance_attenuation = fgGetBool("/sim/rendering/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();
330 // calculate our current position in cartesian space
331 Point3D cntr = globals->get_scenery()->get_next_center();
332 globals->get_scenery()->set_center(cntr);
333 // Force update of center dependent values ...
334 current__view->set_dirty();
336 if ( refresh_camera_settings ) {
338 resize( fgGetInt("/sim/startup/xsize"),
339 fgGetInt("/sim/startup/ysize") );
341 // Tell GL we are switching to model view parameters
342 glMatrixMode(GL_MODELVIEW);
344 ssgSetCamera( (sgVec4 *)current__view->get_VIEW() );
347 clear_mask = GL_DEPTH_BUFFER_BIT;
348 if ( fgGetBool("/sim/rendering/wireframe") ) {
349 clear_mask |= GL_COLOR_BUFFER_BIT;
353 if ( fgGetBool("/sim/rendering/textures") ) {
354 // glClearColor(black[0], black[1], black[2], black[3]);
355 glClearColor(l->adj_fog_color()[0], l->adj_fog_color()[1],
356 l->adj_fog_color()[2], l->adj_fog_color()[3]);
357 clear_mask |= GL_COLOR_BUFFER_BIT;
360 glClearColor(l->sky_color()[0], l->sky_color()[1],
361 l->sky_color()[2], l->sky_color()[3]);
362 clear_mask |= GL_COLOR_BUFFER_BIT;
364 if ( multi_pass_clouds && draw_clouds ) {
366 clear_mask |= GL_STENCIL_BUFFER_BIT;
368 glClear( clear_mask );
370 // set the opengl state to known default values
371 default_state->force();
373 // update fog params if visibility has changed
374 double visibility_meters = fgGetDouble("/environment/visibility-m");
375 thesky->set_visibility(visibility_meters);
377 thesky->modify_vis( cur_fdm_state->get_Altitude() * SG_FEET_TO_METER,
378 ( global_multi_loop * fgGetInt("/sim/speed-up") )
379 / (double)fgGetInt("/sim/model-hz") );
381 // Set correct opengl fog density
382 glFogf (GL_FOG_DENSITY, fog_exp2_density);
384 // update the sky dome
387 SG_LOG( SG_GENERAL, SG_BULK, "thesky->repaint() sky_color = "
388 << l->sky_color()[0] << " "
389 << l->sky_color()[1] << " "
390 << l->sky_color()[2] << " "
391 << l->sky_color()[3] );
392 SG_LOG( SG_GENERAL, SG_BULK, " fog = "
393 << l->fog_color()[0] << " "
394 << l->fog_color()[1] << " "
395 << l->fog_color()[2] << " "
396 << l->fog_color()[3] );
397 SG_LOG( SG_GENERAL, SG_BULK,
398 " sun_angle = " << l->sun_angle
399 << " moon_angle = " << l->moon_angle );
402 static SGSkyColor scolor;
403 // FGLight *l = (FGLight *)(globals->get_subsystem("lighting"));
405 scolor.sky_color = l->sky_color();
406 scolor.fog_color = l->adj_fog_color();
407 scolor.cloud_color = l->cloud_color();
408 scolor.sun_angle = l->get_sun_angle();
409 scolor.moon_angle = l->get_moon_angle();
410 scolor.nplanets = globals->get_ephem()->getNumPlanets();
411 scolor.nstars = globals->get_ephem()->getNumStars();
412 scolor.planet_data = globals->get_ephem()->getPlanets();
413 scolor.star_data = globals->get_ephem()->getStars();
415 thesky->repaint( scolor );
418 SG_LOG( SG_GENERAL, SG_BULK,
419 "thesky->reposition( view_pos = " << view_pos[0] << " "
420 << view_pos[1] << " " << view_pos[2] );
421 SG_LOG( SG_GENERAL, SG_BULK,
422 " zero_elev = " << zero_elev[0] << " "
423 << zero_elev[1] << " " << zero_elev[2]
424 << " lon = " << cur_fdm_state->get_Longitude()
425 << " lat = " << cur_fdm_state->get_Latitude() );
426 SG_LOG( SG_GENERAL, SG_BULK,
427 " sun_rot = " << l->get_sun_rotation
428 << " gst = " << SGTime::cur_time_params->getGst() );
429 SG_LOG( SG_GENERAL, SG_BULK,
430 " sun ra = " << globals->get_ephem()->getSunRightAscension()
431 << " sun dec = " << globals->get_ephem()->getSunDeclination()
432 << " moon ra = " << globals->get_ephem()->getMoonRightAscension()
433 << " moon dec = " << globals->get_ephem()->getMoonDeclination() );
436 // The sun and moon distances are scaled down versions
437 // of the actual distance to get both the moon and the sun
438 // within the range of the far clip plane.
439 // Moon distance: 384,467 kilometers
440 // Sun distance: 150,000,000 kilometers
441 double sun_horiz_eff, moon_horiz_eff;
442 if (fgGetBool("/sim/rendering/horizon-effect")) {
443 sun_horiz_eff = 0.67+pow(0.5+cos(l->get_sun_angle())*2/2, 0.33)/3;
444 moon_horiz_eff = 0.67+pow(0.5+cos(l->get_moon_angle())*2/2, 0.33)/3;
446 sun_horiz_eff = moon_horiz_eff = 1.0;
449 static SGSkyState sstate;
451 sstate.view_pos = current__view->get_view_pos();
452 sstate.zero_elev = current__view->get_zero_elev();
453 sstate.view_up = current__view->get_world_up();
454 sstate.lon = current__view->getLongitude_deg()
455 * SGD_DEGREES_TO_RADIANS;
456 sstate.lat = current__view->getLatitude_deg()
457 * SGD_DEGREES_TO_RADIANS;
458 sstate.alt = current__view->getAltitudeASL_ft()
460 sstate.spin = l->get_sun_rotation();
461 sstate.gst = globals->get_time_params()->getGst();
462 sstate.sun_ra = globals->get_ephem()->getSunRightAscension();
463 sstate.sun_dec = globals->get_ephem()->getSunDeclination();
464 sstate.sun_dist = 50000.0 * sun_horiz_eff;
465 sstate.moon_ra = globals->get_ephem()->getMoonRightAscension();
466 sstate.moon_dec = globals->get_ephem()->getMoonDeclination();
467 sstate.moon_dist = 40000.0 * moon_horiz_eff;
469 thesky->reposition( sstate, delta_time_sec );
471 shadows->setupShadows(
472 current__view->getLongitude_deg(),
473 current__view->getLatitude_deg(),
474 globals->get_time_params()->getGst(),
475 globals->get_ephem()->getSunRightAscension(),
476 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 ( enhanced_lighting ) {
614 // Enable states for drawing points with GL_extension
615 glEnable(GL_POINT_SMOOTH);
617 if ( distance_attenuation && glPointParameterIsSupported )
619 // Enable states for drawing points with GL_extension
620 glEnable(GL_POINT_SMOOTH);
622 float quadratic[3] = {1.0, 0.001, 0.0000001};
623 // makes the points fade as they move away
624 glPointParameterfvPtr(GL_DISTANCE_ATTENUATION_EXT, quadratic);
625 glPointParameterfPtr(GL_POINT_SIZE_MIN_EXT, 1.0);
630 // blending function for runway lights
631 glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) ;
634 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
635 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
636 glEnable(GL_TEXTURE_GEN_S);
637 glEnable(GL_TEXTURE_GEN_T);
638 glPolygonMode(GL_FRONT, GL_POINT);
640 // draw runway lighting
642 ssgCullAndDraw( globals->get_scenery()->get_vasi_lights_root() );
643 ssgCullAndDraw( globals->get_scenery()->get_rwy_lights_root() );
646 // change punch through and then draw taxi lighting
647 glFogf ( GL_FOG_DENSITY, fog_exp2_density );
649 // sgSetVec3( taxi_fog, 0.0, 0.0, 0.0 );
650 // glFogfv ( GL_FOG_COLOR, taxi_fog );
652 ssgCullAndDraw( globals->get_scenery()->get_taxi_lights_root() );
656 glPolygonMode(GL_FRONT, GL_FILL);
657 glDisable(GL_TEXTURE_GEN_S);
658 glDisable(GL_TEXTURE_GEN_T);
660 //static int _frame_count = 0;
661 //if (_frame_count % 30 == 0) {
662 // printf("SSG: %s\n", ssgShowStats());
670 if ( enhanced_lighting ) {
671 if ( distance_attenuation && glPointParameterIsSupported ) {
672 glPointParameterfvPtr(GL_DISTANCE_ATTENUATION_EXT,
673 default_attenuation);
677 glDisable(GL_POINT_SMOOTH);
680 // draw ground lighting
681 glFogf (GL_FOG_DENSITY, ground_exp2_punch_through);
683 ssgCullAndDraw( globals->get_scenery()->get_gnd_lights_root() );
686 sgEnviro.drawLightning();
688 if ( draw_otw && draw_clouds ) {
689 if ( multi_pass_clouds ) {
690 // Disable depth buffer update, draw the clouds where the
691 // objects overwrite the already drawn clouds, by testing
692 // the stencil buffer against 1
693 glDepthMask( GL_FALSE );
694 glStencilFunc( GL_EQUAL, 1, 1 );
695 glStencilOp( GL_KEEP, GL_KEEP, GL_KEEP );
696 thesky->drawUpperClouds();
697 thesky->drawLowerClouds();
698 glDepthMask( GL_TRUE );
699 glDisable( GL_STENCIL_TEST );
701 glDepthMask( GL_FALSE );
702 if( volumetric_clouds )
703 thesky->drawUpperClouds();
704 thesky->drawLowerClouds();
705 glDepthMask( GL_TRUE );
708 double current_view_origin_airspeed_horiz_kt =
709 fgGetDouble("/velocities/airspeed-kt", 0.0)
710 * cos( fgGetDouble("/orientation/pitch-deg", 0.0)
711 * SGD_DEGREES_TO_RADIANS);
712 // TODO:find the real view speed, not the AC one
713 sgEnviro.drawPrecipitation(
714 fgGetDouble("/environment/metar/rain-norm", 0.0),
715 fgGetDouble("/environment/metar/snow-norm", 0.0),
716 fgGetDouble("/environment/metar/hail-norm", 0.0),
717 current__view->getPitch_deg() + current__view->getPitchOffset_deg(),
718 current__view->getRoll_deg() + current__view->getRollOffset_deg(),
719 - current__view->getHeadingOffset_deg(),
720 current_view_origin_airspeed_horiz_kt
723 // compute shadows and project them on screen
724 bool is_internal = globals->get_current_view()->getInternal();
725 // draw before ac because ac internal rendering clear the depth buffer
727 globals->get_aircraft_model()->select( true );
729 shadows->endOfFrame();
732 FGTileMgr::set_tile_filter( false );
733 sgSetModelFilter( false );
734 globals->get_aircraft_model()->select( true );
735 globals->get_model_mgr()->draw();
736 globals->get_aircraft_model()->draw();
738 FGTileMgr::set_tile_filter( true );
739 sgSetModelFilter( true );
740 globals->get_aircraft_model()->select( true );
742 // in 'external' view the ac can be culled, so shadows have not been draw in the
743 // posttrav callback, this would be a rare case if the getInternal was acting
744 // as expected (ie in internal view, getExternal returns false)
746 shadows->endOfFrame();
748 // display HUD && Panel
750 glDisable( GL_DEPTH_TEST );
751 // glDisable( GL_CULL_FACE );
752 // glDisable( GL_TEXTURE_2D );
754 // update the controls subsystem
755 globals->get_controls()->update(delta_time_sec);
757 hud_and_panel->apply();
760 // Use the hud_and_panel ssgSimpleState for rendering the ATC output
761 // This only works properly if called before the panel call
762 if((fgGetBool("/sim/atc/enabled")) || (fgGetBool("/sim/ai-traffic/enabled")))
763 globals->get_ATC_display()->update(delta_time_sec);
765 // update the panel subsystem
766 if ( globals->get_current_panel() != NULL ) {
767 globals->get_current_panel()->update(delta_time_sec);
771 // We can do translucent menus, so why not. :-)
773 glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ) ;
775 // glDisable ( GL_BLEND ) ;
777 glEnable( GL_DEPTH_TEST );
780 // Fade out the splash screen over the first three seconds.
781 double t = globals->get_sim_time_sec();
783 fgSplashUpdate((2.5 - t) / 2.5);
788 // options.cxx needs to see this for toggle_panel()
789 // Handle new window size or exposure
791 FGRenderer::resize( int width, int height ) {
794 if ( (!fgGetBool("/sim/virtual-cockpit"))
795 && fgPanelVisible() && idle_state == 1000 ) {
796 view_h = (int)(height * (globals->get_current_panel()->getViewHeight() -
797 globals->get_current_panel()->getYOffset()) / 768.0);
802 glViewport( 0, (GLint)(height - view_h), (GLint)(width), (GLint)(view_h) );
804 static int lastwidth = width;
805 static int lastheight = height;
806 if (width != lastwidth)
807 fgSetInt("/sim/startup/xsize", lastwidth = width);
808 if (height != lastheight)
809 fgSetInt("/sim/startup/ysize", lastheight = height);
811 guiInitMouse(width, height);
814 FGViewMgr *viewmgr = globals->get_viewmgr();
816 for ( int i = 0; i < viewmgr->size(); ++i ) {
817 viewmgr->get_view(i)->
818 set_aspect_ratio((float)view_h / (float)width);
821 setFOV( viewmgr->get_current_view()->get_h_fov(),
822 viewmgr->get_current_view()->get_v_fov() );
823 // cout << "setFOV(" << viewmgr->get_current_view()->get_h_fov()
824 // << ", " << viewmgr->get_current_view()->get_v_fov() << ")"
834 // These are wrapper functions around ssgSetNearFar() and ssgSetFOV()
835 // which will post process and rewrite the resulting frustum if we
836 // want to do asymmetric view frustums.
838 static void fgHackFrustum() {
840 // specify a percent of the configured view frustum to actually
841 // display. This is a bit of a hack to achieve asymmetric view
842 // frustums. For instance, if you want to display two monitors
843 // side by side, you could specify each with a double fov, a 0.5
844 // aspect ratio multiplier, and then the left side monitor would
845 // have a left_pct = 0.0, a right_pct = 0.5, a bottom_pct = 0.0,
846 // and a top_pct = 1.0. The right side monitor would have a
847 // left_pct = 0.5 and a right_pct = 1.0.
849 static SGPropertyNode *left_pct
850 = fgGetNode("/sim/current-view/frustum-left-pct");
851 static SGPropertyNode *right_pct
852 = fgGetNode("/sim/current-view/frustum-right-pct");
853 static SGPropertyNode *bottom_pct
854 = fgGetNode("/sim/current-view/frustum-bottom-pct");
855 static SGPropertyNode *top_pct
856 = fgGetNode("/sim/current-view/frustum-top-pct");
858 sgFrustum *f = ssgGetFrustum();
860 // cout << " l = " << f->getLeft()
861 // << " r = " << f->getRight()
862 // << " b = " << f->getBot()
863 // << " t = " << f->getTop()
864 // << " n = " << f->getNear()
865 // << " f = " << f->getFar()
868 double width = f->getRight() - f->getLeft();
869 double height = f->getTop() - f->getBot();
873 if ( left_pct != NULL ) {
874 l = f->getLeft() + width * left_pct->getDoubleValue();
879 if ( right_pct != NULL ) {
880 r = f->getLeft() + width * right_pct->getDoubleValue();
885 if ( bottom_pct != NULL ) {
886 b = f->getBot() + height * bottom_pct->getDoubleValue();
891 if ( top_pct != NULL ) {
892 t = f->getBot() + height * top_pct->getDoubleValue();
897 ssgSetFrustum(l, r, b, t, f->getNear(), f->getFar());
901 // we need some static storage space for these values. However, we
902 // can't store it in a renderer class object because the functions
903 // that manipulate these are static. They are static so they can
904 // interface to the display callback system. There's probably a
905 // better way, there has to be a better way, but I'm not seeing it
907 static float fov_width = 55.0;
908 static float fov_height = 42.0;
909 static float fov_near = 1.0;
910 static float fov_far = 1000.0;
913 /** FlightGear code should use this routine to set the FOV rather than
914 * calling the ssg routine directly
916 void FGRenderer::setFOV( float w, float h ) {
920 // fully specify the view frustum before hacking it (so we don't
921 // accumulate hacked effects
923 ssgSetNearFar( fov_near, fov_far );
925 sgEnviro.setFOV( w, h );
929 /** FlightGear code should use this routine to set the Near/Far clip
930 * planes rather than calling the ssg routine directly
932 void FGRenderer::setNearFar( float n, float f ) {
936 // fully specify the view frustum before hacking it (so we don't
937 // accumulate hacked effects
938 ssgSetNearFar( n, f );
939 ssgSetFOV( fov_width, fov_height );
944 bool FGRenderer::getPickInfo( sgdVec3 pt, sgdVec3 dir, unsigned x, unsigned y )
946 // Get the matrices involved in the transform from global to screen
949 ssgGetProjectionMatrix(pm);
951 ssgGetModelviewMatrix(mv);
955 sgMultMat4(m, pm, mv);
959 // Get the width and height of the display to be able to normalize the
961 float width = fgGetInt("/sim/startup/xsize");
962 float height = fgGetInt("/sim/startup/ysize");
964 // Compute some coordinates of in the line from the eyepoint to the
965 // mouse click coodinates.
966 // First build the normalized projection coordinates
968 sgSetVec4(normPt, (2*x - width)/width, -(2*y - height)/height, 1, 1);
969 // Transform them into the real world
971 sgXformPnt4(worldPt, normPt, m);
974 sgScaleVec3(worldPt, 1/worldPt[3]);
976 // Now build a direction from the point
977 FGViewer* view = globals->get_current_view();
979 sgSubVec3(fDir, worldPt, view->get_view_pos());
980 sgdSetVec3(dir, fDir);
981 sgdNormalizeVec3(dir);
983 // Copy the start point
984 sgdCopyVec3(pt, view->get_absolute_view_pos());
989 // end of renderer.cxx