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>
38 #include <osg/CameraNode>
39 #include <osg/CameraView>
40 #include <osg/CullFace>
45 #include <osg/LightModel>
46 #include <osg/LightSource>
47 #include <osg/NodeCallback>
49 #include <osg/MatrixTransform>
50 #include <osg/Multisample>
52 #include <osg/PolygonMode>
53 #include <osg/ShadeModel>
55 #include <osg/TexEnvCombine>
58 #include <osg/ColorMatrix>
60 #include <osgUtil/SceneView>
61 #include <osgUtil/UpdateVisitor>
63 #include <osg/io_utils>
64 #include <osgDB/WriteFile>
65 #include <osgDB/ReadFile>
68 #include <simgear/math/SGMath.hxx>
69 #include <simgear/screen/extensions.hxx>
70 #include <simgear/scene/material/matlib.hxx>
71 #include <simgear/scene/model/animation.hxx>
72 #include <simgear/scene/model/model.hxx>
73 #include <simgear/scene/model/modellib.hxx>
74 #include <simgear/scene/model/placement.hxx>
75 #include <simgear/scene/util/SGUpdateVisitor.hxx>
76 #include <simgear/scene/tgdb/pt_lights.hxx>
77 #include <simgear/props/props.hxx>
78 #include <simgear/timing/sg_time.hxx>
79 #include <simgear/ephemeris/ephemeris.hxx>
80 #include <simgear/math/sg_random.h>
82 #include <simgear/screen/jpgfactory.hxx>
85 #include <simgear/environment/visual_enviro.hxx>
87 #include <Scenery/tileentry.hxx>
88 #include <Time/light.hxx>
89 #include <Time/light.hxx>
90 #include <Aircraft/aircraft.hxx>
91 #include <Cockpit/panel.hxx>
92 #include <Cockpit/cockpit.hxx>
93 #include <Cockpit/hud.hxx>
94 #include <Model/panelnode.hxx>
95 #include <Model/modelmgr.hxx>
96 #include <Model/acmodel.hxx>
97 #include <Scenery/scenery.hxx>
98 #include <Scenery/tilemgr.hxx>
99 #include <ATC/ATCdisplay.hxx>
100 #include <GUI/new_gui.hxx>
101 #include <Instrumentation/instrument_mgr.hxx>
102 #include <Instrumentation/HUD/HUD.hxx>
104 #include "splash.hxx"
105 #include "renderer.hxx"
108 class SGPuDrawable : public osg::Drawable {
112 // Dynamic stuff, do not store geometry
113 setUseDisplayList(false);
115 osg::StateSet* stateSet = getOrCreateStateSet();
116 stateSet->setRenderBinDetails(1001, "RenderBin");
117 // speed optimization?
118 stateSet->setMode(GL_CULL_FACE, osg::StateAttribute::OFF);
119 // We can do translucent menus, so why not. :-)
120 stateSet->setAttribute(new osg::BlendFunc(osg::BlendFunc::SRC_ALPHA, osg::BlendFunc::ONE_MINUS_SRC_ALPHA));
121 stateSet->setMode(GL_BLEND, osg::StateAttribute::ON);
122 stateSet->setTextureMode(0, GL_TEXTURE_2D, osg::StateAttribute::OFF);
124 stateSet->setMode(GL_FOG, osg::StateAttribute::OFF);
125 stateSet->setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF);
127 virtual void drawImplementation(osg::State& state) const
129 state.pushStateSet(getStateSet());
133 if((fgGetBool("/sim/atc/enabled"))
134 || (fgGetBool("/sim/ai-traffic/enabled")))
135 globals->get_ATC_display()->update(delta_time_sec, state);
140 // Fade out the splash screen over the first three seconds.
141 double t = globals->get_sim_time_sec();
143 glPushAttrib(GL_ALL_ATTRIB_BITS);
144 glPushClientAttrib(~0u);
146 fgSplashUpdate((2.5 - t) / 2.5);
155 virtual osg::Object* cloneType() const { return new SGPuDrawable; }
156 virtual osg::Object* clone(const osg::CopyOp&) const { return new SGPuDrawable; }
161 class SGHUDAndPanelDrawable : public osg::Drawable {
163 SGHUDAndPanelDrawable()
165 // Dynamic stuff, do not store geometry
166 setUseDisplayList(false);
168 osg::StateSet* stateSet = getOrCreateStateSet();
169 stateSet->setRenderBinDetails(1000, "RenderBin");
171 // speed optimization?
172 stateSet->setMode(GL_CULL_FACE, osg::StateAttribute::OFF);
173 stateSet->setAttribute(new osg::BlendFunc(osg::BlendFunc::SRC_ALPHA, osg::BlendFunc::ONE_MINUS_SRC_ALPHA));
174 stateSet->setMode(GL_BLEND, osg::StateAttribute::ON);
175 stateSet->setMode(GL_FOG, osg::StateAttribute::OFF);
176 stateSet->setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF);
178 virtual void drawImplementation(osg::State& state) const
180 state.pushStateSet(getStateSet());
183 glPushAttrib(GL_ALL_ATTRIB_BITS);
184 glPushClientAttrib(~0u);
186 fgCockpitUpdate(&state);
188 FGInstrumentMgr *instr = static_cast<FGInstrumentMgr*>(globals->get_subsystem("instrumentation"));
189 HUD *hud = static_cast<HUD*>(instr->get_subsystem("hud"));
192 // update the panel subsystem
193 if ( globals->get_current_panel() != NULL )
194 globals->get_current_panel()->update(state);
195 // We don't need a state here - can be safely removed when we can pick
205 virtual osg::Object* cloneType() const { return new SGHUDAndPanelDrawable; }
206 virtual osg::Object* clone(const osg::CopyOp&) const { return new SGHUDAndPanelDrawable; }
211 class FGLightSourceUpdateCallback : public osg::NodeCallback {
213 virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
215 assert(dynamic_cast<osg::LightSource*>(node));
216 osg::LightSource* lightSource = static_cast<osg::LightSource*>(node);
217 osg::Light* light = lightSource->getLight();
219 FGLight *l = static_cast<FGLight*>(globals->get_subsystem("lighting"));
220 light->setAmbient(l->scene_ambient().osg());
221 light->setDiffuse(l->scene_diffuse().osg());
222 light->setSpecular(l->scene_specular().osg());
223 SGVec4f position(l->sun_vec()[0], l->sun_vec()[1], l->sun_vec()[2], 0);
224 light->setPosition(position.osg());
225 SGVec3f direction(l->sun_vec()[0], l->sun_vec()[1], l->sun_vec()[2]);
226 light->setDirection(direction.osg());
227 light->setSpotExponent(0);
228 light->setSpotCutoff(180);
229 light->setConstantAttenuation(1);
230 light->setLinearAttenuation(0);
231 light->setQuadraticAttenuation(0);
237 class FGWireFrameModeUpdateCallback : public osg::StateAttribute::Callback {
239 FGWireFrameModeUpdateCallback() :
240 mWireframe(fgGetNode("/sim/rendering/wireframe"))
242 virtual void operator()(osg::StateAttribute* stateAttribute,
245 assert(dynamic_cast<osg::PolygonMode*>(stateAttribute));
246 osg::PolygonMode* polygonMode;
247 polygonMode = static_cast<osg::PolygonMode*>(stateAttribute);
249 if (mWireframe->getBoolValue())
250 polygonMode->setMode(osg::PolygonMode::FRONT_AND_BACK,
251 osg::PolygonMode::LINE);
253 polygonMode->setMode(osg::PolygonMode::FRONT_AND_BACK,
254 osg::PolygonMode::FILL);
257 SGSharedPtr<SGPropertyNode> mWireframe;
260 class FGLightModelUpdateCallback : public osg::StateAttribute::Callback {
262 FGLightModelUpdateCallback() :
263 mHighlights(fgGetNode("/sim/rendering/specular-highlight"))
265 virtual void operator()(osg::StateAttribute* stateAttribute,
268 assert(dynamic_cast<osg::LightModel*>(stateAttribute));
269 osg::LightModel* lightModel;
270 lightModel = static_cast<osg::LightModel*>(stateAttribute);
273 FGLight *l = static_cast<FGLight*>(globals->get_subsystem("lighting"));
274 lightModel->setAmbientIntensity(l->scene_ambient().osg());
276 lightModel->setAmbientIntensity(osg::Vec4(0, 0, 0, 1));
278 lightModel->setTwoSided(true);
279 lightModel->setLocalViewer(false);
281 if (mHighlights->getBoolValue()) {
282 lightModel->setColorControl(osg::LightModel::SEPARATE_SPECULAR_COLOR);
284 lightModel->setColorControl(osg::LightModel::SINGLE_COLOR);
288 SGSharedPtr<SGPropertyNode> mHighlights;
291 class FGFogEnableUpdateCallback : public osg::StateSet::Callback {
293 FGFogEnableUpdateCallback() :
294 mFogEnabled(fgGetNode("/sim/rendering/fog"))
296 virtual void operator()(osg::StateSet* stateSet, osg::NodeVisitor*)
298 if (strcmp(mFogEnabled->getStringValue(), "disabled") == 0) {
299 stateSet->setMode(GL_FOG, osg::StateAttribute::OFF);
301 stateSet->setMode(GL_FOG, osg::StateAttribute::ON);
305 SGSharedPtr<SGPropertyNode> mFogEnabled;
308 // fog constants. I'm a little nervous about putting actual code out
309 // here but it seems to work (?)
310 static const double m_log01 = -log( 0.01 );
311 static const double sqrt_m_log01 = sqrt( m_log01 );
312 static GLfloat fog_exp_density;
313 static GLfloat fog_exp2_density;
314 static GLfloat rwy_exp2_punch_through;
315 static GLfloat taxi_exp2_punch_through;
316 static GLfloat ground_exp2_punch_through;
321 static osg::ref_ptr<osgUtil::SceneView> sceneView = new osgUtil::SceneView;
322 static osg::ref_ptr<osg::FrameStamp> mFrameStamp = new osg::FrameStamp;
323 static osg::ref_ptr<SGUpdateVisitor> mUpdateVisitor= new SGUpdateVisitor;
325 static osg::ref_ptr<osg::Group> mRoot = new osg::Group;
327 static osg::ref_ptr<osg::CameraView> mCameraView = new osg::CameraView;
328 static osg::ref_ptr<osg::CameraNode> mBackGroundCamera = new osg::CameraNode;
329 static osg::ref_ptr<osg::CameraNode> mSceneCamera = new osg::CameraNode;
331 static osg::ref_ptr<osg::Fog> mFog = new osg::Fog;
332 static osg::ref_ptr<osg::Fog> mRunwayLightingFog = new osg::Fog;
333 static osg::ref_ptr<osg::Fog> mTaxiLightingFog = new osg::Fog;
334 static osg::ref_ptr<osg::Fog> mGroundLightingFog = new osg::Fog;
336 FGRenderer::FGRenderer()
338 #ifdef FG_JPEG_SERVER
339 jpgRenderFrame = FGRenderer::update;
343 FGRenderer::~FGRenderer()
345 #ifdef FG_JPEG_SERVER
346 jpgRenderFrame = NULL;
350 // Initialize various GL/view parameters
352 FGRenderer::init( void ) {
354 osg::initNotifyLevel();
356 // Go full screen if requested ...
357 if ( fgGetBool("/sim/startup/fullscreen") )
360 if ( (!strcmp(fgGetString("/sim/rendering/fog"), "disabled")) ||
361 (!fgGetBool("/sim/rendering/shading"))) {
362 // if fastest fog requested, or if flat shading force fastest
363 glHint ( GL_FOG_HINT, GL_FASTEST );
364 } else if ( !strcmp(fgGetString("/sim/rendering/fog"), "nicest") ) {
365 glHint ( GL_FOG_HINT, GL_DONT_CARE );
368 glHint(GL_POLYGON_SMOOTH_HINT, GL_DONT_CARE);
369 glHint(GL_LINE_SMOOTH_HINT, GL_DONT_CARE);
370 glHint(GL_POINT_SMOOTH_HINT, GL_DONT_CARE);
372 sceneView->setDefaults(osgUtil::SceneView::COMPILE_GLOBJECTS_AT_INIT);
374 mFog->setMode(osg::Fog::EXP2);
375 mRunwayLightingFog->setMode(osg::Fog::EXP2);
376 mTaxiLightingFog->setMode(osg::Fog::EXP2);
377 mGroundLightingFog->setMode(osg::Fog::EXP2);
379 sceneView->setFrameStamp(mFrameStamp.get());
381 mUpdateVisitor = new SGUpdateVisitor;
382 sceneView->setUpdateVisitor(mUpdateVisitor.get());
384 sceneView->setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR);
386 sceneView->getCamera()->setViewMatrix(osg::Matrix(0, 0,-1, 0,
390 sceneView->getCamera()->setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR);
391 sceneView->getCamera()->setClearMask(GL_COLOR_BUFFER_BIT);
393 osg::StateSet* stateSet = mRoot->getOrCreateStateSet();
395 stateSet->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
397 stateSet->setAttribute(new osg::Depth(osg::Depth::LEQUAL));
398 stateSet->setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF);
400 stateSet->setAttribute(new osg::AlphaFunc(osg::AlphaFunc::GREATER, 0.01));
401 stateSet->setMode(GL_ALPHA_TEST, osg::StateAttribute::OFF);
402 stateSet->setAttribute(new osg::BlendFunc);
403 stateSet->setMode(GL_BLEND, osg::StateAttribute::OFF);
405 stateSet->setMode(GL_FOG, osg::StateAttribute::OFF);
407 // this will be set below
408 stateSet->setMode(GL_NORMALIZE, osg::StateAttribute::OFF);
410 osg::Material* material = new osg::Material;
411 stateSet->setAttribute(material);
413 stateSet->setTextureAttribute(0, new osg::TexEnv);
414 stateSet->setTextureMode(0, GL_TEXTURE_2D, osg::StateAttribute::OFF);
417 // stateSet->setAttribute(new osg::CullFace(osg::CullFace::BACK));
418 // stateSet->setMode(GL_CULL_FACE, osg::StateAttribute::ON);
421 // this is the topmost scenegraph node for osg
422 mBackGroundCamera->addChild(thesky->getPreRoot());
423 mBackGroundCamera->setClearMask(0);
425 GLbitfield inheritanceMask = osg::CullSettings::ALL_VARIABLES;
426 inheritanceMask &= ~osg::CullSettings::COMPUTE_NEAR_FAR_MODE;
427 inheritanceMask &= ~osg::CullSettings::NEAR_FAR_RATIO;
428 inheritanceMask &= ~osg::CullSettings::CULLING_MODE;
429 mBackGroundCamera->setInheritanceMask(inheritanceMask);
430 mBackGroundCamera->setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR);
431 mBackGroundCamera->setCullingMode(osg::CullSettings::NO_CULLING);
432 mBackGroundCamera->setRenderOrder(osg::CameraNode::NESTED_RENDER);
434 mBackGroundCamera->getOrCreateStateSet()->setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF);
436 mRoot->addChild(mBackGroundCamera.get());
438 mSceneCamera->setClearMask(GL_DEPTH_BUFFER_BIT);
439 inheritanceMask = osg::CullSettings::ALL_VARIABLES;
440 inheritanceMask &= ~osg::CullSettings::COMPUTE_NEAR_FAR_MODE;
441 inheritanceMask &= ~osg::CullSettings::CULLING_MODE;
442 mSceneCamera->setInheritanceMask(inheritanceMask);
443 mSceneCamera->setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR);
444 mSceneCamera->setCullingMode(osg::CullSettings::DEFAULT_CULLING);
445 mSceneCamera->setRenderOrder(osg::CameraNode::NESTED_RENDER);
446 mRoot->addChild(mSceneCamera.get());
448 stateSet = mSceneCamera->getOrCreateStateSet();
449 stateSet->setMode(GL_BLEND, osg::StateAttribute::ON);
450 stateSet->setMode(GL_DEPTH_TEST, osg::StateAttribute::ON);
452 // need to update the light on every frame
453 osg::LightSource* lightSource = new osg::LightSource;
454 lightSource->setUpdateCallback(new FGLightSourceUpdateCallback);
455 // relative because of CameraView being just a clever transform node
456 lightSource->setReferenceFrame(osg::LightSource::RELATIVE_RF);
457 lightSource->setLocalStateSetModes(osg::StateAttribute::ON);
458 mSceneCamera->addChild(lightSource);
460 lightSource->addChild(globals->get_scenery()->get_scene_graph());
461 lightSource->addChild(thesky->getCloudRoot());
463 stateSet = globals->get_scenery()->get_scene_graph()->getOrCreateStateSet();
464 stateSet->setMode(GL_BLEND, osg::StateAttribute::ON);
465 stateSet->setMode(GL_ALPHA_TEST, osg::StateAttribute::ON);
466 stateSet->setMode(GL_LIGHTING, osg::StateAttribute::ON);
467 stateSet->setMode(GL_DEPTH_TEST, osg::StateAttribute::ON);
469 // enable disable specular highlights.
470 // is the place where we might plug in an other fragment shader ...
471 osg::LightModel* lightModel = new osg::LightModel;
472 lightModel->setUpdateCallback(new FGLightModelUpdateCallback);
473 stateSet->setAttribute(lightModel);
475 // switch to enable wireframe
476 osg::PolygonMode* polygonMode = new osg::PolygonMode;
477 polygonMode->setUpdateCallback(new FGWireFrameModeUpdateCallback);
478 stateSet->setAttributeAndModes(polygonMode);
480 // scene fog handling
481 stateSet->setAttributeAndModes(mFog.get());
482 stateSet->setUpdateCallback(new FGFogEnableUpdateCallback);
485 osg::CameraNode* guiCamera = new osg::CameraNode;
486 guiCamera->setRenderOrder(osg::CameraNode::POST_RENDER);
487 guiCamera->setClearMask(0);
488 inheritanceMask = osg::CullSettings::ALL_VARIABLES;
489 inheritanceMask &= ~osg::CullSettings::COMPUTE_NEAR_FAR_MODE;
490 inheritanceMask &= ~osg::CullSettings::CULLING_MODE;
491 guiCamera->setInheritanceMask(inheritanceMask);
492 guiCamera->setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR);
493 guiCamera->setCullingMode(osg::CullSettings::NO_CULLING);
494 mRoot->addChild(guiCamera);
495 osg::Geode* geode = new osg::Geode;
496 geode->addDrawable(new SGPuDrawable);
497 geode->addDrawable(new SGHUDAndPanelDrawable);
498 guiCamera->addChild(geode);
500 // this one contains all lights, here we set the light states we did
501 // in the plib case with plain OpenGL
502 osg::Group* lightGroup = new osg::Group;
503 mSceneCamera->addChild(lightGroup);
504 lightGroup->addChild(globals->get_scenery()->get_gnd_lights_root());
505 lightGroup->addChild(globals->get_scenery()->get_vasi_lights_root());
506 lightGroup->addChild(globals->get_scenery()->get_rwy_lights_root());
507 lightGroup->addChild(globals->get_scenery()->get_taxi_lights_root());
509 stateSet = globals->get_scenery()->get_gnd_lights_root()->getOrCreateStateSet();
510 stateSet->setAttributeAndModes(mFog.get());
511 stateSet->setUpdateCallback(new FGFogEnableUpdateCallback);
512 stateSet = globals->get_scenery()->get_vasi_lights_root()->getOrCreateStateSet();
513 stateSet->setAttributeAndModes(mRunwayLightingFog.get());
514 stateSet->setUpdateCallback(new FGFogEnableUpdateCallback);
515 stateSet = globals->get_scenery()->get_rwy_lights_root()->getOrCreateStateSet();
516 stateSet->setAttributeAndModes(mRunwayLightingFog.get());
517 stateSet->setUpdateCallback(new FGFogEnableUpdateCallback);
518 stateSet = globals->get_scenery()->get_taxi_lights_root()->getOrCreateStateSet();
519 stateSet->setAttributeAndModes(mTaxiLightingFog.get());
520 stateSet->setUpdateCallback(new FGFogEnableUpdateCallback);
522 mCameraView->addChild(mRoot.get());
523 sceneView->setSceneData(mCameraView.get());
525 // sceneView->getState()->setCheckForGLErrors(osg::State::ONCE_PER_ATTRIBUTE);
529 // Update all Visuals (redraws anything graphics related)
531 FGRenderer::update( bool refresh_camera_settings ) {
532 bool scenery_loaded = fgGetBool("sim/sceneryloaded")
533 || fgGetBool("sim/sceneryloaded-override");
535 if ( idle_state < 1000 || !scenery_loaded ) {
536 // still initializing, draw the splash screen
537 glPushAttrib(GL_ALL_ATTRIB_BITS);
538 glPushClientAttrib(~0u);
545 // Keep resetting sim time while the sim is initializing
546 globals->set_sim_time_sec( 0.0 );
550 bool skyblend = fgGetBool("/sim/rendering/skyblend");
551 bool use_point_sprites = fgGetBool("/sim/rendering/point-sprites");
552 bool enhanced_lighting = fgGetBool("/sim/rendering/enhanced-lighting");
553 bool distance_attenuation
554 = fgGetBool("/sim/rendering/distance-attenuation");
556 SGConfigureDirectionalLights( use_point_sprites, enhanced_lighting,
557 distance_attenuation );
559 static const SGPropertyNode *groundlevel_nearplane
560 = fgGetNode("/sim/current-view/ground-level-nearplane-m");
562 FGLight *l = static_cast<FGLight*>(globals->get_subsystem("lighting"));
565 double actual_visibility;
566 if (fgGetBool("/environment/clouds/status")) {
567 actual_visibility = thesky->get_visibility();
569 actual_visibility = fgGetDouble("/environment/visibility-m");
572 static double last_visibility = -9999;
573 if ( actual_visibility != last_visibility ) {
574 last_visibility = actual_visibility;
576 fog_exp_density = m_log01 / actual_visibility;
577 fog_exp2_density = sqrt_m_log01 / actual_visibility;
578 ground_exp2_punch_through = sqrt_m_log01 / (actual_visibility * 1.5);
579 if ( actual_visibility < 8000 ) {
580 rwy_exp2_punch_through = sqrt_m_log01 / (actual_visibility * 2.5);
581 taxi_exp2_punch_through = sqrt_m_log01 / (actual_visibility * 1.5);
583 rwy_exp2_punch_through = sqrt_m_log01 / ( 8000 * 2.5 );
584 taxi_exp2_punch_through = sqrt_m_log01 / ( 8000 * 1.5 );
586 mFog->setDensity(fog_exp2_density);
587 mRunwayLightingFog->setDensity(rwy_exp2_punch_through);
588 mTaxiLightingFog->setDensity(taxi_exp2_punch_through);
589 mGroundLightingFog->setDensity(ground_exp2_punch_through);
592 // idle_state is now 1000 meaning we've finished all our
593 // initializations and are running the main loop, so this will
594 // now work without seg faulting the system.
596 FGViewer *current__view = globals->get_current_view();
597 // Force update of center dependent values ...
598 current__view->set_dirty();
600 if ( refresh_camera_settings ) {
602 resize( fgGetInt("/sim/startup/xsize"),
603 fgGetInt("/sim/startup/ysize") );
605 SGVec3d center = globals->get_scenery()->get_center();
606 SGVec3d position = current__view->getViewPosition();
607 SGQuatd attitude = current__view->getViewOrientation();
608 SGVec3d osgPosition = attitude.transform(center - position);
609 mCameraView->setPosition(osgPosition.osg());
610 mCameraView->setAttitude(inverse(attitude).osg());
614 if ( fgGetBool("/sim/rendering/textures") ) {
615 SGVec4f clearColor(l->adj_fog_color());
616 sceneView->getCamera()->setClearColor(clearColor.osg());
619 SGVec4f clearColor(l->sky_color());
620 sceneView->getCamera()->setClearColor(clearColor.osg());
623 // update fog params if visibility has changed
624 double visibility_meters = fgGetDouble("/environment/visibility-m");
625 thesky->set_visibility(visibility_meters);
627 thesky->modify_vis( cur_fdm_state->get_Altitude() * SG_FEET_TO_METER,
628 ( global_multi_loop * fgGetInt("/sim/speed-up") )
629 / (double)fgGetInt("/sim/model-hz") );
631 // update the sky dome
634 // The sun and moon distances are scaled down versions
635 // of the actual distance to get both the moon and the sun
636 // within the range of the far clip plane.
637 // Moon distance: 384,467 kilometers
638 // Sun distance: 150,000,000 kilometers
640 double sun_horiz_eff, moon_horiz_eff;
641 if (fgGetBool("/sim/rendering/horizon-effect")) {
642 sun_horiz_eff = 0.67+pow(0.5+cos(l->get_sun_angle())*2/2, 0.33)/3;
643 moon_horiz_eff = 0.67+pow(0.5+cos(l->get_moon_angle())*2/2, 0.33)/3;
645 sun_horiz_eff = moon_horiz_eff = 1.0;
648 static SGSkyState sstate;
650 sstate.view_pos = current__view->get_view_pos();
651 sstate.zero_elev = current__view->get_zero_elev();
652 sstate.view_up = current__view->get_world_up();
653 sstate.lon = current__view->getLongitude_deg()
654 * SGD_DEGREES_TO_RADIANS;
655 sstate.lat = current__view->getLatitude_deg()
656 * SGD_DEGREES_TO_RADIANS;
657 sstate.alt = current__view->getAltitudeASL_ft()
659 sstate.spin = l->get_sun_rotation();
660 sstate.gst = globals->get_time_params()->getGst();
661 sstate.sun_ra = globals->get_ephem()->getSunRightAscension();
662 sstate.sun_dec = globals->get_ephem()->getSunDeclination();
663 sstate.sun_dist = 50000.0 * sun_horiz_eff;
664 sstate.moon_ra = globals->get_ephem()->getMoonRightAscension();
665 sstate.moon_dec = globals->get_ephem()->getMoonDeclination();
666 sstate.moon_dist = 40000.0 * moon_horiz_eff;
667 sstate.sun_angle = l->get_sun_angle();
671 SG_LOG( SG_GENERAL, SG_BULK, "thesky->repaint() sky_color = "
672 << l->sky_color()[0] << " "
673 << l->sky_color()[1] << " "
674 << l->sky_color()[2] << " "
675 << l->sky_color()[3] );
676 SG_LOG( SG_GENERAL, SG_BULK, " fog = "
677 << l->fog_color()[0] << " "
678 << l->fog_color()[1] << " "
679 << l->fog_color()[2] << " "
680 << l->fog_color()[3] );
681 SG_LOG( SG_GENERAL, SG_BULK,
682 " sun_angle = " << l->sun_angle
683 << " moon_angle = " << l->moon_angle );
686 static SGSkyColor scolor;
688 scolor.sky_color = SGVec3f(l->sky_color().data());
689 scolor.fog_color = SGVec3f(l->adj_fog_color().data());
690 scolor.cloud_color = SGVec3f(l->cloud_color().data());
691 scolor.sun_angle = l->get_sun_angle();
692 scolor.moon_angle = l->get_moon_angle();
693 scolor.nplanets = globals->get_ephem()->getNumPlanets();
694 scolor.nstars = globals->get_ephem()->getNumStars();
695 scolor.planet_data = globals->get_ephem()->getPlanets();
696 scolor.star_data = globals->get_ephem()->getStars();
698 thesky->reposition( sstate, delta_time_sec );
699 thesky->repaint( scolor );
702 SG_LOG( SG_GENERAL, SG_BULK,
703 "thesky->reposition( view_pos = " << view_pos[0] << " "
704 << view_pos[1] << " " << view_pos[2] );
705 SG_LOG( SG_GENERAL, SG_BULK,
706 " zero_elev = " << zero_elev[0] << " "
707 << zero_elev[1] << " " << zero_elev[2]
708 << " lon = " << cur_fdm_state->get_Longitude()
709 << " lat = " << cur_fdm_state->get_Latitude() );
710 SG_LOG( SG_GENERAL, SG_BULK,
711 " sun_rot = " << l->get_sun_rotation
712 << " gst = " << SGTime::cur_time_params->getGst() );
713 SG_LOG( SG_GENERAL, SG_BULK,
714 " sun ra = " << globals->get_ephem()->getSunRightAscension()
715 << " sun dec = " << globals->get_ephem()->getSunDeclination()
716 << " moon ra = " << globals->get_ephem()->getMoonRightAscension()
717 << " moon dec = " << globals->get_ephem()->getMoonDeclination() );
721 // shadows->setupShadows(
722 // current__view->getLongitude_deg(),
723 // current__view->getLatitude_deg(),
724 // globals->get_time_params()->getGst(),
725 // globals->get_ephem()->getSunRightAscension(),
726 // globals->get_ephem()->getSunDeclination(),
727 // l->get_sun_angle());
731 if ( strcmp(fgGetString("/sim/rendering/fog"), "disabled") ) {
732 SGVec4f color(l->adj_fog_color());
733 mFog->setColor(color.osg());
734 mRunwayLightingFog->setColor(color.osg());
735 mTaxiLightingFog->setColor(color.osg());
736 mGroundLightingFog->setColor(color.osg());
740 // sgEnviro.setLight(l->adj_fog_color());
742 // texture parameters
743 glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST );
745 double agl = current__view->getAltitudeASL_ft()*SG_FEET_TO_METER
746 - current__view->getSGLocation()->get_cur_elev_m();
748 float scene_nearplane, scene_farplane;
750 scene_nearplane = 10.0f;
751 scene_farplane = 120000.0f;
753 scene_nearplane = groundlevel_nearplane->getDoubleValue();
754 scene_farplane = 120000.0f;
757 setNearFar( scene_nearplane, scene_farplane );
759 // sgEnviro.startOfFrame(current__view->get_view_pos(),
760 // current__view->get_world_up(),
761 // current__view->getLongitude_deg(),
762 // current__view->getLatitude_deg(),
763 // current__view->getAltitudeASL_ft() * SG_FEET_TO_METER,
767 // sgEnviro.drawLightning();
769 // double current_view_origin_airspeed_horiz_kt =
770 // fgGetDouble("/velocities/airspeed-kt", 0.0)
771 // * cos( fgGetDouble("/orientation/pitch-deg", 0.0)
772 // * SGD_DEGREES_TO_RADIANS);
773 // TODO:find the real view speed, not the AC one
774 // sgEnviro.drawPrecipitation(
775 // fgGetDouble("/environment/metar/rain-norm", 0.0),
776 // fgGetDouble("/environment/metar/snow-norm", 0.0),
777 // fgGetDouble("/environment/metar/hail-norm", 0.0),
778 // current__view->getPitch_deg() + current__view->getPitchOffset_deg(),
779 // current__view->getRoll_deg() + current__view->getRollOffset_deg(),
780 // - current__view->getHeadingOffset_deg(),
781 // current_view_origin_airspeed_horiz_kt
786 // shadows->endOfFrame();
788 // need to call the update visitor once
789 globals->get_aircraft_model()->select( true );
790 FGTileMgr::set_tile_filter( true );
791 mFrameStamp->setReferenceTime(globals->get_sim_time_sec());
792 mFrameStamp->setFrameNumber(1+mFrameStamp->getFrameNumber());
793 mFrameStamp->setCalendarTime(*globals->get_time_params()->getGmt());
794 mUpdateVisitor->setViewData(current__view->getViewPosition(),
795 current__view->getViewOrientation());
796 mUpdateVisitor->setSceneryCenter(globals->get_scenery()->get_center());
797 SGVec3f direction(l->sun_vec()[0], l->sun_vec()[1], l->sun_vec()[2]);
798 mUpdateVisitor->setLight(direction, l->scene_ambient(),
799 l->scene_diffuse(), l->scene_specular());
800 mUpdateVisitor->setVisibility(actual_visibility);
808 // options.cxx needs to see this for toggle_panel()
809 // Handle new window size or exposure
811 FGRenderer::resize( int width, int height ) {
814 if ( (!fgGetBool("/sim/virtual-cockpit"))
815 && fgPanelVisible() && idle_state == 1000 ) {
816 view_h = (int)(height * (globals->get_current_panel()->getViewHeight() -
817 globals->get_current_panel()->getYOffset()) / 768.0);
822 sceneView->getViewport()->setViewport(0, height - view_h, width, view_h);
824 static int lastwidth = 0;
825 static int lastheight = 0;
826 if (width != lastwidth)
827 fgSetInt("/sim/startup/xsize", lastwidth = width);
828 if (height != lastheight)
829 fgSetInt("/sim/startup/ysize", lastheight = height);
831 guiInitMouse(width, height);
834 FGViewMgr *viewmgr = globals->get_viewmgr();
836 for ( int i = 0; i < viewmgr->size(); ++i ) {
837 viewmgr->get_view(i)->
838 set_aspect_ratio((float)view_h / (float)width);
841 setFOV( viewmgr->get_current_view()->get_h_fov(),
842 viewmgr->get_current_view()->get_v_fov() );
843 // cout << "setFOV(" << viewmgr->get_current_view()->get_h_fov()
844 // << ", " << viewmgr->get_current_view()->get_v_fov() << ")"
850 // These are wrapper functions around ssgSetNearFar() and ssgSetFOV()
851 // which will post process and rewrite the resulting frustum if we
852 // want to do asymmetric view frustums.
854 static void fgHackFrustum() {
856 // specify a percent of the configured view frustum to actually
857 // display. This is a bit of a hack to achieve asymmetric view
858 // frustums. For instance, if you want to display two monitors
859 // side by side, you could specify each with a double fov, a 0.5
860 // aspect ratio multiplier, and then the left side monitor would
861 // have a left_pct = 0.0, a right_pct = 0.5, a bottom_pct = 0.0,
862 // and a top_pct = 1.0. The right side monitor would have a
863 // left_pct = 0.5 and a right_pct = 1.0.
865 static SGPropertyNode *left_pct
866 = fgGetNode("/sim/current-view/frustum-left-pct");
867 static SGPropertyNode *right_pct
868 = fgGetNode("/sim/current-view/frustum-right-pct");
869 static SGPropertyNode *bottom_pct
870 = fgGetNode("/sim/current-view/frustum-bottom-pct");
871 static SGPropertyNode *top_pct
872 = fgGetNode("/sim/current-view/frustum-top-pct");
877 sceneView->getProjectionMatrixAsFrustum(left, right, bottom, top, zNear, zFar);
878 // cout << " l = " << f->getLeft()
879 // << " r = " << f->getRight()
880 // << " b = " << f->getBot()
881 // << " t = " << f->getTop()
882 // << " n = " << f->getNear()
883 // << " f = " << f->getFar()
886 double width = right - left;
887 double height = top - bottom;
891 if ( left_pct != NULL ) {
892 l = left + width * left_pct->getDoubleValue();
897 if ( right_pct != NULL ) {
898 r = left + width * right_pct->getDoubleValue();
903 if ( bottom_pct != NULL ) {
904 b = bottom + height * bottom_pct->getDoubleValue();
909 if ( top_pct != NULL ) {
910 t = bottom + height * top_pct->getDoubleValue();
915 sceneView->setProjectionMatrixAsFrustum(l, r, b, t, zNear, zFar);
919 // we need some static storage space for these values. However, we
920 // can't store it in a renderer class object because the functions
921 // that manipulate these are static. They are static so they can
922 // interface to the display callback system. There's probably a
923 // better way, there has to be a better way, but I'm not seeing it
925 static float fov_width = 55.0;
926 static float fov_height = 42.0;
927 static float fov_near = 1.0;
928 static float fov_far = 1000.0;
931 /** FlightGear code should use this routine to set the FOV rather than
932 * calling the ssg routine directly
934 void FGRenderer::setFOV( float w, float h ) {
938 sceneView->setProjectionMatrixAsPerspective(fov_height,
939 fov_width/fov_height,
941 // fully specify the view frustum before hacking it (so we don't
942 // accumulate hacked effects
944 // sgEnviro.setFOV( w, h );
948 /** FlightGear code should use this routine to set the Near/Far clip
949 * planes rather than calling the ssg routine directly
951 void FGRenderer::setNearFar( float n, float f ) {
952 // OSGFIXME: we have currently too much z-buffer fights
957 sceneView->setProjectionMatrixAsPerspective(fov_height,
958 fov_width/fov_height,
961 sceneView->getCamera()->setNearFarRatio(fov_near/fov_far);
962 mSceneCamera->setNearFarRatio(fov_near/fov_far);
964 // fully specify the view frustum before hacking it (so we don't
965 // accumulate hacked effects
969 bool FGRenderer::getPickInfo( SGVec3d& pt, SGVec3d& dir,
970 unsigned x, unsigned y )
972 // Get the matrices involved in the transform from global to screen
974 osg::Matrix pm = sceneView->getCamera()->getProjectionMatrix();
977 osg::NodePathList paths;
978 paths = globals->get_scenery()->get_scene_graph()->getParentalNodePaths();
979 if (!paths.empty()) {
980 // Ok, we know that this should not have multiple parents ...
981 // FIXME: is this allways true?
982 mv = osg::computeLocalToEye(sceneView->getCamera()->getViewMatrix(),
983 paths.front(), false);
986 // Compose and invert
987 osg::Matrix m = osg::Matrix::inverse(mv*pm);
989 // Get the width and height of the display to be able to normalize the
991 float width = fgGetInt("/sim/startup/xsize");
992 float height = fgGetInt("/sim/startup/ysize");
994 // Compute some coordinates of in the line from the eyepoint to the
995 // mouse click coodinates.
996 // First build the normalized projection coordinates
997 osg::Vec4 normPt((2*x - width)/width, -(2*y - height)/height, 1, 1);
998 // Transform them into the real world
999 osg::Vec4 worldPt4 = m.preMult(normPt);
1000 if (fabs(worldPt4[3]) < SGLimitsf::min())
1002 SGVec3f worldPt(worldPt4[0]/worldPt4[3],
1003 worldPt4[1]/worldPt4[3],
1004 worldPt4[2]/worldPt4[3]);
1006 // Now build a direction from the point
1007 FGViewer* view = globals->get_current_view();
1008 dir = normalize(toVec3d(worldPt - SGVec3f(view->get_view_pos())));
1010 // Copy the start point
1011 pt = SGVec3d(view->get_absolute_view_pos());
1013 // OSGFIXME: ist this sufficient??? especially the precision problems here??
1014 // bool mSceneView->projectWindowXYIntoObject(int x,int y,osg::Vec3& near_point,osg::Vec3& far_point) const;
1020 // end of renderer.cxx