1 // renderer.cxx -- top level sim routines
3 // Written by Curtis Olson, started May 1997.
4 // This file contains parts of main.cxx prior to october 2004
6 // Copyright (C) 1997 - 2002 Curtis L. Olson - http://www.flightgear.org/~curt
8 // This program is free software; you can redistribute it and/or
9 // modify it under the terms of the GNU General Public License as
10 // published by the Free Software Foundation; either version 2 of the
11 // License, or (at your option) any later version.
13 // This program is distributed in the hope that it will be useful, but
14 // WITHOUT ANY WARRANTY; without even the implied warranty of
15 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
16 // General Public License for more details.
18 // You should have received a copy of the GNU General Public License
19 // along with this program; if not, write to the Free Software
20 // Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
29 #include <simgear/compiler.h>
36 #include <plib/netSocket.h>
38 #include <simgear/screen/extensions.hxx>
39 #include <simgear/scene/material/matlib.hxx>
40 #include <simgear/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 // Clip plane settings...
82 float scene_nearplane = 0.5f;
83 float scene_farplane = 120000.0f;
85 glPointParameterfProc glPointParameterfPtr = 0;
86 glPointParameterfvProc glPointParameterfvPtr = 0;
87 bool glPointParameterIsSupported = false;
88 bool glPointSpriteIsSupported = false;
91 // fog constants. I'm a little nervous about putting actual code out
92 // here but it seems to work (?)
93 static const double m_log01 = -log( 0.01 );
94 static const double sqrt_m_log01 = sqrt( m_log01 );
95 static GLfloat fog_exp_density;
96 static GLfloat fog_exp2_density;
97 static GLfloat rwy_exp2_punch_through;
98 static GLfloat taxi_exp2_punch_through;
99 static GLfloat ground_exp2_punch_through;
104 ssgSharedPtr<ssgSimpleState> default_state;
105 ssgSharedPtr<ssgSimpleState> hud_and_panel;
106 ssgSharedPtr<ssgSimpleState> menus;
108 SGShadowVolume *shadows;
110 FGRenderer::FGRenderer()
112 #ifdef FG_JPEG_SERVER
113 jpgRenderFrame = FGRenderer::update;
117 FGRenderer::~FGRenderer()
119 #ifdef FG_JPEG_SERVER
120 jpgRenderFrame = NULL;
126 FGRenderer::build_states( void ) {
127 default_state = new ssgSimpleState;
128 default_state->disable( GL_TEXTURE_2D );
129 default_state->enable( GL_CULL_FACE );
130 default_state->enable( GL_COLOR_MATERIAL );
131 default_state->setColourMaterial( GL_AMBIENT_AND_DIFFUSE );
132 default_state->setMaterial( GL_EMISSION, 0, 0, 0, 1 );
133 default_state->setMaterial( GL_SPECULAR, 0, 0, 0, 1 );
134 default_state->disable( GL_BLEND );
135 default_state->disable( GL_ALPHA_TEST );
136 default_state->disable( GL_LIGHTING );
138 hud_and_panel = new ssgSimpleState;
139 hud_and_panel->disable( GL_CULL_FACE );
140 hud_and_panel->disable( GL_TEXTURE_2D );
141 hud_and_panel->disable( GL_LIGHTING );
142 hud_and_panel->enable( GL_BLEND );
144 menus = new ssgSimpleState;
145 menus->disable( GL_CULL_FACE );
146 menus->disable( GL_TEXTURE_2D );
147 menus->enable( GL_BLEND );
149 shadows = new SGShadowVolume( globals->get_scenery()->get_scene_graph() );
150 shadows->init( fgGetNode("/sim/rendering", true) );
151 shadows->addOccluder( globals->get_scenery()->get_aircraft_branch(), SGShadowVolume::occluderTypeAircraft );
156 // Initialize various GL/view parameters
158 FGRenderer::init( void ) {
160 FGLight *l = (FGLight *)(globals->get_subsystem("lighting"));
162 // Go full screen if requested ...
163 if ( fgGetBool("/sim/startup/fullscreen") ) {
167 // If enabled, normal vectors specified with glNormal are scaled
168 // to unit length after transformation. Enabling this has
169 // performance implications. See the docs for glNormal.
170 // glEnable( GL_NORMALIZE );
172 glEnable( GL_LIGHTING );
173 glEnable( GL_LIGHT0 );
174 // glLightfv( GL_LIGHT0, GL_POSITION, l->sun_vec ); // done later with ssg
177 sgSetVec3( sunpos, l->sun_vec()[0], l->sun_vec()[1], l->sun_vec()[2] );
178 ssgGetLight( 0 ) -> setPosition( sunpos );
180 glFogi (GL_FOG_MODE, GL_EXP2);
181 if ( (!strcmp(fgGetString("/sim/rendering/fog"), "disabled")) ||
182 (!fgGetBool("/sim/rendering/shading"))) {
183 // if fastest fog requested, or if flat shading force fastest
184 glHint ( GL_FOG_HINT, GL_FASTEST );
185 } else if ( !strcmp(fgGetString("/sim/rendering/fog"), "nicest") ) {
186 glHint ( GL_FOG_HINT, GL_DONT_CARE );
188 if ( fgGetBool("/sim/rendering/wireframe") ) {
190 glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
193 // This is the default anyways, but it can't hurt
194 glFrontFace ( GL_CCW );
197 if ( SGIsOpenGLExtensionSupported("GL_ARB_point_sprite") ||
198 SGIsOpenGLExtensionSupported("GL_NV_point_sprite") )
200 GLuint handle = thesky->get_sun_texture_id();
201 glBindTexture ( GL_TEXTURE_2D, handle ) ;
202 glTexEnvf(GL_POINT_SPRITE, GL_COORD_REPLACE, GL_TRUE);
203 glEnable(GL_POINT_SPRITE);
204 // glEnable(GL_POINT_SMOOTH);
205 glPointSpriteIsSupported = true;
207 glEnable(GL_LINE_SMOOTH);
208 // glEnable(GL_POLYGON_SMOOTH);
209 glHint(GL_POLYGON_SMOOTH_HINT, GL_DONT_CARE);
210 glHint(GL_LINE_SMOOTH_HINT, GL_DONT_CARE);
211 glHint(GL_POINT_SMOOTH_HINT, GL_DONT_CARE);
216 // Update all Visuals (redraws anything graphics related)
218 FGRenderer::update( bool refresh_camera_settings ) {
219 bool scenery_loaded = fgGetBool("sim/sceneryloaded") \
220 || fgGetBool("sim/sceneryloaded-override");
222 if ( idle_state < 1000 || !scenery_loaded ) {
223 // still initializing, draw the splash screen
226 // Keep resetting sim time while the sim is initializing
227 globals->set_sim_time_sec( 0.0 );
228 SGAnimation::set_sim_time_sec( 0.0 );
232 bool draw_otw = fgGetBool("/sim/rendering/draw-otw");
233 bool skyblend = fgGetBool("/sim/rendering/skyblend");
234 bool enhanced_lighting = fgGetBool("/sim/rendering/enhanced-lighting");
235 bool distance_attenuation = fgGetBool("/sim/rendering/distance-attenuation");
236 bool volumetric_clouds = sgEnviro.get_clouds_enable_state();
237 #ifdef FG_ENABLE_MULTIPASS_CLOUDS
238 bool multi_pass_clouds = fgGetBool("/sim/rendering/multi-pass-clouds") &&
239 !volumetric_clouds &&
240 !SGCloudLayer::enable_bump_mapping; // ugly artefact now
242 bool multi_pass_clouds = false;
244 bool draw_clouds = fgGetBool("/environment/clouds/status");
246 GLfloat black[4] = { 0.0, 0.0, 0.0, 1.0 };
247 GLfloat white[4] = { 1.0, 1.0, 1.0, 1.0 };
249 // static const SGPropertyNode *longitude
250 // = fgGetNode("/position/longitude-deg");
251 // static const SGPropertyNode *latitude
252 // = fgGetNode("/position/latitude-deg");
253 // static const SGPropertyNode *altitude
254 // = fgGetNode("/position/altitude-ft");
255 static const SGPropertyNode *groundlevel_nearplane
256 = fgGetNode("/sim/current-view/ground-level-nearplane-m");
258 FGLight *l = (FGLight *)(globals->get_subsystem("lighting"));
259 static double last_visibility = -9999;
262 double actual_visibility;
263 if (fgGetBool("/environment/clouds/status")) {
264 actual_visibility = thesky->get_visibility();
266 actual_visibility = fgGetDouble("/environment/visibility-m");
269 // TODO:TEST only, don't commit that !!
270 // sgFXperFrameInit();
272 sgShaderFrameInit(delta_time_sec);
274 if ( actual_visibility != last_visibility ) {
275 last_visibility = actual_visibility;
277 fog_exp_density = m_log01 / actual_visibility;
278 fog_exp2_density = sqrt_m_log01 / actual_visibility;
279 ground_exp2_punch_through = sqrt_m_log01 / (actual_visibility * 1.5);
280 if ( actual_visibility < 8000 ) {
281 rwy_exp2_punch_through = sqrt_m_log01 / (actual_visibility * 2.5);
282 taxi_exp2_punch_through = sqrt_m_log01 / (actual_visibility * 1.5);
284 rwy_exp2_punch_through = sqrt_m_log01 / ( 8000 * 2.5 );
285 taxi_exp2_punch_through = sqrt_m_log01 / ( 8000 * 1.5 );
290 // GLfloat black[4] = { 0.0, 0.0, 0.0, 1.0 };
291 // GLfloat white[4] = { 1.0, 1.0, 1.0, 1.0 };
292 // GLfloat terrain_color[4] = { 0.54, 0.44, 0.29, 1.0 };
293 // GLfloat mat_shininess[] = { 10.0 };
294 GLbitfield clear_mask;
296 // idle_state is now 1000 meaning we've finished all our
297 // initializations and are running the main loop, so this will
298 // now work without seg faulting the system.
300 FGViewer *current__view = globals->get_current_view();
302 // calculate our current position in cartesian space
303 Point3D cntr = globals->get_scenery()->get_next_center();
304 globals->get_scenery()->set_center(cntr);
305 // Force update of center dependent values ...
306 current__view->set_dirty();
308 if ( refresh_camera_settings ) {
310 resize( fgGetInt("/sim/startup/xsize"),
311 fgGetInt("/sim/startup/ysize") );
313 // Tell GL we are switching to model view parameters
314 glMatrixMode(GL_MODELVIEW);
316 ssgSetCamera( (sgVec4 *)current__view->get_VIEW() );
319 clear_mask = GL_DEPTH_BUFFER_BIT;
320 if ( fgGetBool("/sim/rendering/wireframe") ) {
321 clear_mask |= GL_COLOR_BUFFER_BIT;
325 if ( fgGetBool("/sim/rendering/textures") ) {
326 // glClearColor(black[0], black[1], black[2], black[3]);
327 glClearColor(l->adj_fog_color()[0], l->adj_fog_color()[1],
328 l->adj_fog_color()[2], l->adj_fog_color()[3]);
329 clear_mask |= GL_COLOR_BUFFER_BIT;
332 glClearColor(l->sky_color()[0], l->sky_color()[1],
333 l->sky_color()[2], l->sky_color()[3]);
334 clear_mask |= GL_COLOR_BUFFER_BIT;
336 if ( multi_pass_clouds && draw_clouds ) {
338 clear_mask |= GL_STENCIL_BUFFER_BIT;
340 glClear( clear_mask );
342 // set the opengl state to known default values
343 default_state->force();
345 // update fog params if visibility has changed
346 double visibility_meters = fgGetDouble("/environment/visibility-m");
347 thesky->set_visibility(visibility_meters);
349 thesky->modify_vis( cur_fdm_state->get_Altitude() * SG_FEET_TO_METER,
350 ( global_multi_loop * fgGetInt("/sim/speed-up") )
351 / (double)fgGetInt("/sim/model-hz") );
353 // Set correct opengl fog density
354 glFogf (GL_FOG_DENSITY, fog_exp2_density);
356 // update the sky dome
359 SG_LOG( SG_GENERAL, SG_BULK, "thesky->repaint() sky_color = "
360 << l->sky_color()[0] << " "
361 << l->sky_color()[1] << " "
362 << l->sky_color()[2] << " "
363 << l->sky_color()[3] );
364 SG_LOG( SG_GENERAL, SG_BULK, " fog = "
365 << l->fog_color()[0] << " "
366 << l->fog_color()[1] << " "
367 << l->fog_color()[2] << " "
368 << l->fog_color()[3] );
369 SG_LOG( SG_GENERAL, SG_BULK,
370 " sun_angle = " << l->sun_angle
371 << " moon_angle = " << l->moon_angle );
374 static SGSkyColor scolor;
375 // FGLight *l = (FGLight *)(globals->get_subsystem("lighting"));
377 scolor.sky_color = l->sky_color();
378 scolor.fog_color = l->adj_fog_color();
379 scolor.cloud_color = l->cloud_color();
380 scolor.sun_angle = l->get_sun_angle();
381 scolor.moon_angle = l->get_moon_angle();
382 scolor.nplanets = globals->get_ephem()->getNumPlanets();
383 scolor.nstars = globals->get_ephem()->getNumStars();
384 scolor.planet_data = globals->get_ephem()->getPlanets();
385 scolor.star_data = globals->get_ephem()->getStars();
387 thesky->repaint( scolor );
390 SG_LOG( SG_GENERAL, SG_BULK,
391 "thesky->reposition( view_pos = " << view_pos[0] << " "
392 << view_pos[1] << " " << view_pos[2] );
393 SG_LOG( SG_GENERAL, SG_BULK,
394 " zero_elev = " << zero_elev[0] << " "
395 << zero_elev[1] << " " << zero_elev[2]
396 << " lon = " << cur_fdm_state->get_Longitude()
397 << " lat = " << cur_fdm_state->get_Latitude() );
398 SG_LOG( SG_GENERAL, SG_BULK,
399 " sun_rot = " << l->get_sun_rotation
400 << " gst = " << SGTime::cur_time_params->getGst() );
401 SG_LOG( SG_GENERAL, SG_BULK,
402 " sun ra = " << globals->get_ephem()->getSunRightAscension()
403 << " sun dec = " << globals->get_ephem()->getSunDeclination()
404 << " moon ra = " << globals->get_ephem()->getMoonRightAscension()
405 << " moon dec = " << globals->get_ephem()->getMoonDeclination() );
408 // The sun and moon distances are scaled down versions
409 // of the actual distance to get both the moon and the sun
410 // within the range of the far clip plane.
411 // Moon distance: 384,467 kilometers
412 // Sun distance: 150,000,000 kilometers
413 double sun_horiz_eff, moon_horiz_eff;
414 if (fgGetBool("/sim/rendering/horizon-effect")) {
415 sun_horiz_eff = 0.67+pow(0.5+cos(l->get_sun_angle())*2/2, 0.33)/3;
416 moon_horiz_eff = 0.67+pow(0.5+cos(l->get_moon_angle())*2/2, 0.33)/3;
418 sun_horiz_eff = moon_horiz_eff = 1.0;
421 static SGSkyState sstate;
423 sstate.view_pos = current__view->get_view_pos();
424 sstate.zero_elev = current__view->get_zero_elev();
425 sstate.view_up = current__view->get_world_up();
426 sstate.lon = current__view->getLongitude_deg()
427 * SGD_DEGREES_TO_RADIANS;
428 sstate.lat = current__view->getLatitude_deg()
429 * SGD_DEGREES_TO_RADIANS;
430 sstate.alt = current__view->getAltitudeASL_ft()
432 sstate.spin = l->get_sun_rotation();
433 sstate.gst = globals->get_time_params()->getGst();
434 sstate.sun_ra = globals->get_ephem()->getSunRightAscension();
435 sstate.sun_dec = globals->get_ephem()->getSunDeclination();
436 sstate.sun_dist = 50000.0 * sun_horiz_eff;
437 sstate.moon_ra = globals->get_ephem()->getMoonRightAscension();
438 sstate.moon_dec = globals->get_ephem()->getMoonDeclination();
439 sstate.moon_dist = 40000.0 * moon_horiz_eff;
441 thesky->reposition( sstate, delta_time_sec );
443 shadows->setupShadows(
444 current__view->getLongitude_deg(),
445 current__view->getLatitude_deg(),
446 globals->get_time_params()->getGst(),
447 globals->get_ephem()->getSunRightAscension(),
448 globals->get_ephem()->getSunDeclination(),
452 glEnable( GL_DEPTH_TEST );
453 if ( strcmp(fgGetString("/sim/rendering/fog"), "disabled") ) {
455 glFogi( GL_FOG_MODE, GL_EXP2 );
456 glFogfv( GL_FOG_COLOR, l->adj_fog_color() );
460 // set sun/lighting parameters
461 ssgGetLight( 0 ) -> setPosition( l->sun_vec() );
463 // GL_LIGHT_MODEL_AMBIENT has a default non-zero value so if
464 // we only update GL_AMBIENT for our lights we will never get
465 // a completely dark scene. So, we set GL_LIGHT_MODEL_AMBIENT
466 // explicitely to black.
467 glLightModelfv( GL_LIGHT_MODEL_AMBIENT, black );
469 ssgGetLight( 0 ) -> setColour( GL_AMBIENT, l->scene_ambient() );
470 ssgGetLight( 0 ) -> setColour( GL_DIFFUSE, l->scene_diffuse() );
471 ssgGetLight( 0 ) -> setColour( GL_SPECULAR, l->scene_specular() );
473 sgEnviro.setLight(l->adj_fog_color());
475 // texture parameters
476 // glEnable( GL_TEXTURE_2D );
477 glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ) ;
478 glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST ) ;
480 double agl = current__view->getAltitudeASL_ft()*SG_FEET_TO_METER
481 - current__view->getSGLocation()->get_cur_elev_m();
484 scene_nearplane = 10.0f;
485 scene_farplane = 120000.0f;
487 scene_nearplane = groundlevel_nearplane->getDoubleValue();
488 scene_farplane = 120000.0f;
491 setNearFar( scene_nearplane, scene_farplane );
493 sgEnviro.startOfFrame(current__view->get_view_pos(),
494 current__view->get_world_up(),
495 current__view->getLongitude_deg(),
496 current__view->getLatitude_deg(),
497 current__view->getAltitudeASL_ft() * SG_FEET_TO_METER,
500 if ( draw_otw && skyblend ) {
501 // draw the sky backdrop
503 // we need a white diffuse light for the phase of the moon
504 ssgGetLight( 0 ) -> setColour( GL_DIFFUSE, white );
505 thesky->preDraw( cur_fdm_state->get_Altitude() * SG_FEET_TO_METER,
507 // return to the desired diffuse color
508 ssgGetLight( 0 ) -> setColour( GL_DIFFUSE, l->scene_diffuse() );
511 // draw the ssg scene
512 glEnable( GL_DEPTH_TEST );
514 if ( fgGetBool("/sim/rendering/wireframe") ) {
516 glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
522 FGTileMgr::set_tile_filter( true );
523 sgSetModelFilter( false );
524 globals->get_aircraft_model()->select( false );
525 ssgCullAndDraw( globals->get_scenery()->get_scene_graph() );
527 // Disable depth buffer update, draw the clouds
528 glDepthMask( GL_FALSE );
529 if( !volumetric_clouds )
530 thesky->drawUpperClouds();
531 if ( multi_pass_clouds ) {
532 thesky->drawLowerClouds();
534 glDepthMask( GL_TRUE );
536 if ( multi_pass_clouds ) {
537 // Draw the objects except the aircraft
538 // and update the stencil buffer with 1
539 glEnable( GL_STENCIL_TEST );
540 glStencilFunc( GL_ALWAYS, 1, 1 );
541 glStencilOp( GL_KEEP, GL_KEEP, GL_REPLACE );
543 FGTileMgr::set_tile_filter( false );
544 sgSetModelFilter( true );
545 ssgCullAndDraw( globals->get_scenery()->get_scene_graph() );
547 FGTileMgr::set_tile_filter( true );
548 sgSetModelFilter( true );
549 globals->get_aircraft_model()->select( false );
550 ssgCullAndDraw( globals->get_scenery()->get_scene_graph() );
554 // This is a bit kludgy. Every 200 frames, do an extra
555 // traversal of the scene graph without drawing anything, but
556 // with the field-of-view set to 360x360 degrees. This
557 // ensures that out-of-range random objects that are not in
558 // the current view frustum will still be freed properly.
559 static int counter = 0;
561 if (counter >= 200) {
564 // No need to put the near plane too close;
565 // this way, at least the aircraft can be
567 f.setNearFar(1000, 1000000);
569 ssgGetModelviewMatrix(m);
570 FGTileMgr::set_tile_filter( true );
571 sgSetModelFilter( true );
572 globals->get_scenery()->get_scene_graph()->cull(&f, m, true);
576 // change state for lighting here
578 // draw runway lighting
579 glFogf (GL_FOG_DENSITY, rwy_exp2_punch_through);
581 // CLO - 02/25/2005 - DO WE NEED THIS extra fgSetNearFar()?
582 // fgSetNearFar( scene_nearplane, scene_farplane );
584 if ( enhanced_lighting ) {
586 // Enable states for drawing points with GL_extension
587 glEnable(GL_POINT_SMOOTH);
589 if ( distance_attenuation && glPointParameterIsSupported )
591 // Enable states for drawing points with GL_extension
592 glEnable(GL_POINT_SMOOTH);
594 float quadratic[3] = {1.0, 0.001, 0.0000001};
595 // makes the points fade as they move away
596 glPointParameterfvPtr(GL_DISTANCE_ATTENUATION_EXT, quadratic);
597 glPointParameterfPtr(GL_POINT_SIZE_MIN_EXT, 1.0);
602 // blending function for runway lights
603 glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) ;
606 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
607 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
608 glEnable(GL_TEXTURE_GEN_S);
609 glEnable(GL_TEXTURE_GEN_T);
610 glPolygonMode(GL_FRONT, GL_POINT);
612 // draw runway lighting
614 ssgCullAndDraw( globals->get_scenery()->get_vasi_lights_root() );
615 ssgCullAndDraw( globals->get_scenery()->get_rwy_lights_root() );
618 // change punch through and then draw taxi lighting
619 glFogf ( GL_FOG_DENSITY, fog_exp2_density );
621 // sgSetVec3( taxi_fog, 0.0, 0.0, 0.0 );
622 // glFogfv ( GL_FOG_COLOR, taxi_fog );
624 ssgCullAndDraw( globals->get_scenery()->get_taxi_lights_root() );
628 glPolygonMode(GL_FRONT, GL_FILL);
629 glDisable(GL_TEXTURE_GEN_S);
630 glDisable(GL_TEXTURE_GEN_T);
632 //static int _frame_count = 0;
633 //if (_frame_count % 30 == 0) {
634 // printf("SSG: %s\n", ssgShowStats());
642 if ( enhanced_lighting ) {
643 if ( distance_attenuation && glPointParameterIsSupported ) {
644 glPointParameterfvPtr(GL_DISTANCE_ATTENUATION_EXT,
645 default_attenuation);
649 glDisable(GL_POINT_SMOOTH);
652 // draw ground lighting
653 glFogf (GL_FOG_DENSITY, ground_exp2_punch_through);
655 ssgCullAndDraw( globals->get_scenery()->get_gnd_lights_root() );
658 sgEnviro.drawLightning();
660 if ( draw_otw && draw_clouds ) {
661 if ( multi_pass_clouds ) {
662 // Disable depth buffer update, draw the clouds where the
663 // objects overwrite the already drawn clouds, by testing
664 // the stencil buffer against 1
665 glDepthMask( GL_FALSE );
666 glStencilFunc( GL_EQUAL, 1, 1 );
667 glStencilOp( GL_KEEP, GL_KEEP, GL_KEEP );
668 thesky->drawUpperClouds();
669 thesky->drawLowerClouds();
670 glDepthMask( GL_TRUE );
671 glDisable( GL_STENCIL_TEST );
673 glDepthMask( GL_FALSE );
674 if( volumetric_clouds )
675 thesky->drawUpperClouds();
676 thesky->drawLowerClouds();
677 glDepthMask( GL_TRUE );
680 double current_view_origin_airspeed_horiz_kt =
681 fgGetDouble("/velocities/airspeed-kt", 0.0)
682 * cos( fgGetDouble("/orientation/pitch-deg", 0.0)
683 * SGD_DEGREES_TO_RADIANS);
684 // TODO:find the real view speed, not the AC one
685 sgEnviro.drawPrecipitation(
686 fgGetDouble("/environment/metar/rain-norm", 0.0),
687 fgGetDouble("/environment/metar/snow-norm", 0.0),
688 fgGetDouble("/environment/metar/hail-norm", 0.0),
689 current__view->getPitch_deg() + current__view->getPitchOffset_deg(),
690 current__view->getRoll_deg() + current__view->getRollOffset_deg(),
691 - current__view->getHeadingOffset_deg(),
692 current_view_origin_airspeed_horiz_kt
695 // compute shadows and project them on screen
696 bool is_internal = globals->get_current_view()->getInternal();
697 // draw before ac because ac internal rendering clear the depth buffer
699 globals->get_aircraft_model()->select( true );
701 shadows->endOfFrame();
704 FGTileMgr::set_tile_filter( false );
705 sgSetModelFilter( false );
706 globals->get_aircraft_model()->select( true );
707 globals->get_model_mgr()->draw();
708 globals->get_aircraft_model()->draw();
710 FGTileMgr::set_tile_filter( true );
711 sgSetModelFilter( true );
712 globals->get_aircraft_model()->select( true );
714 // in 'external' view the ac can be culled, so shadows have not been draw in the
715 // posttrav callback, this would be a rare case if the getInternal was acting
716 // as expected (ie in internal view, getExternal returns false)
718 shadows->endOfFrame();
720 // display HUD && Panel
722 glDisable( GL_DEPTH_TEST );
723 // glDisable( GL_CULL_FACE );
724 // glDisable( GL_TEXTURE_2D );
726 // update the controls subsystem
727 globals->get_controls()->update(delta_time_sec);
729 hud_and_panel->apply();
732 // Use the hud_and_panel ssgSimpleState for rendering the ATC output
733 // This only works properly if called before the panel call
734 if((fgGetBool("/sim/atc/enabled")) || (fgGetBool("/sim/ai-traffic/enabled")))
735 globals->get_ATC_display()->update(delta_time_sec);
737 // update the panel subsystem
738 if ( globals->get_current_panel() != NULL ) {
739 globals->get_current_panel()->update(delta_time_sec);
743 // We can do translucent menus, so why not. :-)
745 glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ) ;
747 // glDisable ( GL_BLEND ) ;
749 glEnable( GL_DEPTH_TEST );
752 // Fade out the splash screen over the first three seconds.
753 double t = globals->get_sim_time_sec();
755 fgSplashUpdate((2.5 - t) / 2.5);
760 // options.cxx needs to see this for toggle_panel()
761 // Handle new window size or exposure
763 FGRenderer::resize( int width, int height ) {
766 if ( (!fgGetBool("/sim/virtual-cockpit"))
767 && fgPanelVisible() && idle_state == 1000 ) {
768 view_h = (int)(height * (globals->get_current_panel()->getViewHeight() -
769 globals->get_current_panel()->getYOffset()) / 768.0);
774 glViewport( 0, (GLint)(height - view_h), (GLint)(width), (GLint)(view_h) );
776 static int lastwidth = width;
777 static int lastheight = height;
778 if (width != lastwidth)
779 fgSetInt("/sim/startup/xsize", lastwidth = width);
780 if (height != lastheight)
781 fgSetInt("/sim/startup/ysize", lastheight = height);
783 guiInitMouse(width, height);
786 FGViewMgr *viewmgr = globals->get_viewmgr();
788 for ( int i = 0; i < viewmgr->size(); ++i ) {
789 viewmgr->get_view(i)->
790 set_aspect_ratio((float)view_h / (float)width);
793 setFOV( viewmgr->get_current_view()->get_h_fov(),
794 viewmgr->get_current_view()->get_v_fov() );
795 // cout << "setFOV(" << viewmgr->get_current_view()->get_h_fov()
796 // << ", " << viewmgr->get_current_view()->get_v_fov() << ")"
806 // These are wrapper functions around ssgSetNearFar() and ssgSetFOV()
807 // which will post process and rewrite the resulting frustum if we
808 // want to do asymmetric view frustums.
810 static void fgHackFrustum() {
812 // specify a percent of the configured view frustum to actually
813 // display. This is a bit of a hack to achieve asymmetric view
814 // frustums. For instance, if you want to display two monitors
815 // side by side, you could specify each with a double fov, a 0.5
816 // aspect ratio multiplier, and then the left side monitor would
817 // have a left_pct = 0.0, a right_pct = 0.5, a bottom_pct = 0.0,
818 // and a top_pct = 1.0. The right side monitor would have a
819 // left_pct = 0.5 and a right_pct = 1.0.
821 static SGPropertyNode *left_pct
822 = fgGetNode("/sim/current-view/frustum-left-pct");
823 static SGPropertyNode *right_pct
824 = fgGetNode("/sim/current-view/frustum-right-pct");
825 static SGPropertyNode *bottom_pct
826 = fgGetNode("/sim/current-view/frustum-bottom-pct");
827 static SGPropertyNode *top_pct
828 = fgGetNode("/sim/current-view/frustum-top-pct");
830 sgFrustum *f = ssgGetFrustum();
832 // cout << " l = " << f->getLeft()
833 // << " r = " << f->getRight()
834 // << " b = " << f->getBot()
835 // << " t = " << f->getTop()
836 // << " n = " << f->getNear()
837 // << " f = " << f->getFar()
840 double width = f->getRight() - f->getLeft();
841 double height = f->getTop() - f->getBot();
845 if ( left_pct != NULL ) {
846 l = f->getLeft() + width * left_pct->getDoubleValue();
851 if ( right_pct != NULL ) {
852 r = f->getLeft() + width * right_pct->getDoubleValue();
857 if ( bottom_pct != NULL ) {
858 b = f->getBot() + height * bottom_pct->getDoubleValue();
863 if ( top_pct != NULL ) {
864 t = f->getBot() + height * top_pct->getDoubleValue();
869 ssgSetFrustum(l, r, b, t, f->getNear(), f->getFar());
873 // we need some static storage space for these values. However, we
874 // can't store it in a renderer class object because the functions
875 // that manipulate these are static. They are static so they can
876 // interface to the display callback system. There's probably a
877 // better way, there has to be a better way, but I'm not seeing it
879 static float fov_width = 55.0;
880 static float fov_height = 42.0;
881 static float fov_near = 1.0;
882 static float fov_far = 1000.0;
885 /** FlightGear code should use this routine to set the FOV rather than
886 * calling the ssg routine directly
888 void FGRenderer::setFOV( float w, float h ) {
892 // fully specify the view frustum before hacking it (so we don't
893 // accumulate hacked effects
895 ssgSetNearFar( fov_near, fov_far );
897 sgEnviro.setFOV( w, h );
901 /** FlightGear code should use this routine to set the Near/Far clip
902 * planes rather than calling the ssg routine directly
904 void FGRenderer::setNearFar( float n, float f ) {
908 // fully specify the view frustum before hacking it (so we don't
909 // accumulate hacked effects
910 ssgSetNearFar( n, f );
911 ssgSetFOV( fov_width, fov_height );
916 bool FGRenderer::getPickInfo( sgdVec3 pt, sgdVec3 dir, unsigned x, unsigned y )
918 // Get the matrices involved in the transform from global to screen
921 ssgGetProjectionMatrix(pm);
923 ssgGetModelviewMatrix(mv);
927 sgMultMat4(m, pm, mv);
931 // Get the width and height of the display to be able to normalize the
933 float width = fgGetInt("/sim/startup/xsize");
934 float height = fgGetInt("/sim/startup/ysize");
936 // Compute some coordinates of in the line from the eyepoint to the
937 // mouse click coodinates.
938 // First build the normalized projection coordinates
940 sgSetVec4(normPt, (2*x - width)/width, -(2*y - height)/height, 1, 1);
941 // Transform them into the real world
943 sgXformPnt4(worldPt, normPt, m);
946 sgScaleVec3(worldPt, 1/worldPt[3]);
948 // Now build a direction from the point
949 FGViewer* view = globals->get_current_view();
951 sgSubVec3(fDir, worldPt, view->get_view_pos());
952 sgdSetVec3(dir, fDir);
953 sgdNormalizeVec3(dir);
955 // Copy the start point
956 sgdCopyVec3(pt, view->get_absolute_view_pos());
961 // end of renderer.cxx