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>
57 #include <osgUtil/LineSegmentIntersector>
59 #include <osg/io_utils>
60 #include <osgDB/WriteFile>
61 #include <osgDB/ReadFile>
64 #include <simgear/math/SGMath.hxx>
65 #include <simgear/screen/extensions.hxx>
66 #include <simgear/scene/material/matlib.hxx>
67 #include <simgear/scene/model/animation.hxx>
68 #include <simgear/scene/model/model.hxx>
69 #include <simgear/scene/model/modellib.hxx>
70 #include <simgear/scene/model/placement.hxx>
71 #include <simgear/scene/util/SGUpdateVisitor.hxx>
72 #include <simgear/scene/tgdb/pt_lights.hxx>
73 #include <simgear/props/props.hxx>
74 #include <simgear/timing/sg_time.hxx>
75 #include <simgear/ephemeris/ephemeris.hxx>
76 #include <simgear/math/sg_random.h>
78 #include <simgear/screen/jpgfactory.hxx>
81 #include <simgear/environment/visual_enviro.hxx>
83 #include <Scenery/tileentry.hxx>
84 #include <Time/light.hxx>
85 #include <Time/light.hxx>
86 #include <Aircraft/aircraft.hxx>
87 #include <Cockpit/panel.hxx>
88 #include <Cockpit/cockpit.hxx>
89 #include <Cockpit/hud.hxx>
90 #include <Model/panelnode.hxx>
91 #include <Model/modelmgr.hxx>
92 #include <Model/acmodel.hxx>
93 #include <Scenery/scenery.hxx>
94 #include <Scenery/redout.hxx>
95 #include <Scenery/tilemgr.hxx>
96 #include <GUI/new_gui.hxx>
97 #include <Instrumentation/instrument_mgr.hxx>
98 #include <Instrumentation/HUD/HUD.hxx>
100 #include "splash.hxx"
101 #include "renderer.hxx"
104 // XXX Make this go away when OSG 2.2 is released.
105 #if ((2 >= OSG_VERSION_MAJOR) && (1 >= OSG_VERSION_MINOR) \
106 && (4 >= OSG_VERSION_PATCH))
107 #define UPDATE_VISITOR_IN_VIEWER 1
110 class SGPuDrawable : public osg::Drawable {
114 // Dynamic stuff, do not store geometry
115 setUseDisplayList(false);
117 osg::StateSet* stateSet = getOrCreateStateSet();
118 stateSet->setRenderBinDetails(1001, "RenderBin");
119 // speed optimization?
120 stateSet->setMode(GL_CULL_FACE, osg::StateAttribute::OFF);
121 // We can do translucent menus, so why not. :-)
122 stateSet->setAttribute(new osg::BlendFunc(osg::BlendFunc::SRC_ALPHA, osg::BlendFunc::ONE_MINUS_SRC_ALPHA));
123 stateSet->setMode(GL_BLEND, osg::StateAttribute::ON);
124 stateSet->setTextureMode(0, GL_TEXTURE_2D, osg::StateAttribute::OFF);
126 stateSet->setTextureAttribute(0, new osg::TexEnv(osg::TexEnv::MODULATE));
128 stateSet->setMode(GL_FOG, osg::StateAttribute::OFF);
129 stateSet->setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF);
131 virtual void drawImplementation(osg::RenderInfo& renderInfo) const
132 { drawImplementation(*renderInfo.getState()); }
133 void drawImplementation(osg::State& state) const
135 if (!fgOSIsMainContext(state.getGraphicsContext()))
138 state.pushStateSet(getStateSet());
140 state.setActiveTextureUnit(0);
141 state.setClientActiveTextureUnit(0);
142 state.disableAllVertexArrays();
144 glPushAttrib(GL_ALL_ATTRIB_BITS);
145 glPushClientAttrib(~0u);
153 state.dirtyAllModes();
154 state.dirtyAllAttributes();
155 state.dirtyAllVertexArrays();
158 virtual osg::Object* cloneType() const { return new SGPuDrawable; }
159 virtual osg::Object* clone(const osg::CopyOp&) const { return new SGPuDrawable; }
164 class SGHUDAndPanelDrawable : public osg::Drawable {
166 SGHUDAndPanelDrawable()
168 // Dynamic stuff, do not store geometry
169 setUseDisplayList(false);
171 osg::StateSet* stateSet = getOrCreateStateSet();
172 stateSet->setRenderBinDetails(1000, "RenderBin");
174 // speed optimization?
175 stateSet->setMode(GL_CULL_FACE, osg::StateAttribute::OFF);
176 stateSet->setAttribute(new osg::BlendFunc(osg::BlendFunc::SRC_ALPHA, osg::BlendFunc::ONE_MINUS_SRC_ALPHA));
177 stateSet->setMode(GL_BLEND, osg::StateAttribute::ON);
178 stateSet->setMode(GL_FOG, osg::StateAttribute::OFF);
179 stateSet->setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF);
181 stateSet->setTextureAttribute(0, new osg::TexEnv(osg::TexEnv::MODULATE));
183 virtual void drawImplementation(osg::RenderInfo& renderInfo) const
184 { drawImplementation(*renderInfo.getState()); }
185 void drawImplementation(osg::State& state) const
187 // std::cout << state.getGraphicsContext() << std::endl;
188 if (!fgOSIsMainContext(state.getGraphicsContext()))
191 state.pushStateSet(getStateSet());
193 state.setActiveTextureUnit(0);
194 state.setClientActiveTextureUnit(0);
195 state.disableAllVertexArrays();
197 glPushAttrib(GL_ALL_ATTRIB_BITS);
198 glPushClientAttrib(~0u);
200 fgCockpitUpdate(&state);
202 FGInstrumentMgr *instr = static_cast<FGInstrumentMgr*>(globals->get_subsystem("instrumentation"));
203 HUD *hud = static_cast<HUD*>(instr->get_subsystem("hud"));
206 // update the panel subsystem
207 if ( globals->get_current_panel() != NULL )
208 globals->get_current_panel()->update(state);
209 // We don't need a state here - can be safely removed when we can pick
217 state.dirtyAllModes();
218 state.dirtyAllAttributes();
219 state.dirtyAllVertexArrays();
222 virtual osg::Object* cloneType() const { return new SGHUDAndPanelDrawable; }
223 virtual osg::Object* clone(const osg::CopyOp&) const { return new SGHUDAndPanelDrawable; }
228 class FGLightSourceUpdateCallback : public osg::NodeCallback {
230 virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
232 assert(dynamic_cast<osg::LightSource*>(node));
233 osg::LightSource* lightSource = static_cast<osg::LightSource*>(node);
234 osg::Light* light = lightSource->getLight();
236 FGLight *l = static_cast<FGLight*>(globals->get_subsystem("lighting"));
237 light->setAmbient(l->scene_ambient().osg());
238 light->setDiffuse(l->scene_diffuse().osg());
239 light->setSpecular(l->scene_specular().osg());
240 SGVec4f position(l->sun_vec()[0], l->sun_vec()[1], l->sun_vec()[2], 0);
241 light->setPosition(position.osg());
242 SGVec3f direction(l->sun_vec()[0], l->sun_vec()[1], l->sun_vec()[2]);
243 light->setDirection(direction.osg());
244 light->setSpotExponent(0);
245 light->setSpotCutoff(180);
246 light->setConstantAttenuation(1);
247 light->setLinearAttenuation(0);
248 light->setQuadraticAttenuation(0);
254 class FGWireFrameModeUpdateCallback : public osg::StateAttribute::Callback {
256 FGWireFrameModeUpdateCallback() :
257 mWireframe(fgGetNode("/sim/rendering/wireframe"))
259 virtual void operator()(osg::StateAttribute* stateAttribute,
262 assert(dynamic_cast<osg::PolygonMode*>(stateAttribute));
263 osg::PolygonMode* polygonMode;
264 polygonMode = static_cast<osg::PolygonMode*>(stateAttribute);
266 if (mWireframe->getBoolValue())
267 polygonMode->setMode(osg::PolygonMode::FRONT_AND_BACK,
268 osg::PolygonMode::LINE);
270 polygonMode->setMode(osg::PolygonMode::FRONT_AND_BACK,
271 osg::PolygonMode::FILL);
274 SGSharedPtr<SGPropertyNode> mWireframe;
277 class FGLightModelUpdateCallback : public osg::StateAttribute::Callback {
279 FGLightModelUpdateCallback() :
280 mHighlights(fgGetNode("/sim/rendering/specular-highlight"))
282 virtual void operator()(osg::StateAttribute* stateAttribute,
285 assert(dynamic_cast<osg::LightModel*>(stateAttribute));
286 osg::LightModel* lightModel;
287 lightModel = static_cast<osg::LightModel*>(stateAttribute);
290 FGLight *l = static_cast<FGLight*>(globals->get_subsystem("lighting"));
291 lightModel->setAmbientIntensity(l->scene_ambient().osg());
293 lightModel->setAmbientIntensity(osg::Vec4(0, 0, 0, 1));
295 lightModel->setTwoSided(true);
296 lightModel->setLocalViewer(false);
298 if (mHighlights->getBoolValue()) {
299 lightModel->setColorControl(osg::LightModel::SEPARATE_SPECULAR_COLOR);
301 lightModel->setColorControl(osg::LightModel::SINGLE_COLOR);
305 SGSharedPtr<SGPropertyNode> mHighlights;
308 class FGFogEnableUpdateCallback : public osg::StateSet::Callback {
310 FGFogEnableUpdateCallback() :
311 mFogEnabled(fgGetNode("/sim/rendering/fog"))
313 virtual void operator()(osg::StateSet* stateSet, osg::NodeVisitor*)
315 if (strcmp(mFogEnabled->getStringValue(), "disabled") == 0) {
316 stateSet->setMode(GL_FOG, osg::StateAttribute::OFF);
318 stateSet->setMode(GL_FOG, osg::StateAttribute::ON);
322 SGSharedPtr<SGPropertyNode> mFogEnabled;
325 class FGFogUpdateCallback : public osg::StateAttribute::Callback {
327 virtual void operator () (osg::StateAttribute* sa, osg::NodeVisitor* nv)
329 assert(dynamic_cast<SGUpdateVisitor*>(nv));
330 assert(dynamic_cast<osg::Fog*>(sa));
331 SGUpdateVisitor* updateVisitor = static_cast<SGUpdateVisitor*>(nv);
332 osg::Fog* fog = static_cast<osg::Fog*>(sa);
333 fog->setMode(osg::Fog::EXP2);
334 fog->setColor(updateVisitor->getFogColor().osg());
335 fog->setDensity(updateVisitor->getFogExp2Density());
339 // update callback for the switch node guarding that splash
340 class FGScenerySwitchCallback : public osg::NodeCallback {
342 virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
344 assert(dynamic_cast<osg::Switch*>(node));
345 osg::Switch* sw = static_cast<osg::Switch*>(node);
347 double t = globals->get_sim_time_sec();
348 bool enabled = 0 < t;
349 sw->setValue(0, enabled);
359 osg::ref_ptr<osgUtil::SceneView> sceneView = new osgUtil::SceneView; // This SceneView is used by class FGJpegHttpd ( jpg-httpd.cxx )
360 static osg::ref_ptr<osg::FrameStamp> mFrameStamp = new osg::FrameStamp;
361 static osg::ref_ptr<SGUpdateVisitor> mUpdateVisitor= new SGUpdateVisitor;
363 static osg::ref_ptr<osg::Group> mRealRoot = new osg::Group;
365 static osg::ref_ptr<osg::Group> mRoot = new osg::Group;
367 static osg::ref_ptr<osg::CameraView> mCameraView = new osg::CameraView;
368 static osg::ref_ptr<osg::Camera> mBackGroundCamera = new osg::Camera;
370 FGRenderer::FGRenderer()
372 #ifdef FG_JPEG_SERVER
373 jpgRenderFrame = FGRenderer::update;
375 #ifdef ENABLE_OSGVIEWER
376 manipulator = new FGManipulator;
380 FGRenderer::~FGRenderer()
382 #ifdef FG_JPEG_SERVER
383 jpgRenderFrame = NULL;
387 // Initialize various GL/view parameters
388 // XXX This should be called "preinit" or something, as it initializes
389 // critical parts of the scene graph in addition to the splash screen.
391 FGRenderer::splashinit( void ) {
392 osgViewer::Viewer* viewer = globals->get_renderer()->getViewer();
395 mRealRoot = dynamic_cast<osg::Group*>(viewer->getSceneData());
396 mRealRoot->addChild(fgCreateSplashNode());
397 mFrameStamp = viewer->getFrameStamp();
398 // Scene doesn't seem to pass the frame stamp to the update
399 // visitor automatically.
400 mUpdateVisitor->setFrameStamp(mFrameStamp.get());
401 #ifdef UPDATE_VISITOR_IN_VIEWER
402 viewer->setUpdateVisitor(mUpdateVisitor.get());
404 osgViewer::Scene* scene = viewer->getScene();
405 scene->setUpdateVisitor(mUpdateVisitor.get());
408 // Add the splash screen node
409 mRealRoot->addChild(fgCreateSplashNode());
410 sceneView->setSceneData(mRealRoot.get());
411 sceneView->setDefaults(osgUtil::SceneView::COMPILE_GLOBJECTS_AT_INIT);
412 sceneView->setFrameStamp(mFrameStamp.get());
413 sceneView->setUpdateVisitor(mUpdateVisitor.get());
418 FGRenderer::init( void ) {
419 // The viewer can call this before the graphics context is current
420 // in the main thread; indeed, in a multithreaded setup it might
421 // never be current in the main thread.
423 osgViewer::Viewer* viewer = globals->get_renderer()->getViewer();
424 osg::initNotifyLevel();
426 // The number of polygon-offset "units" to place between layers. In
427 // principle, one is supposed to be enough. In practice, I find that
428 // my hardware/driver requires many more.
429 osg::PolygonOffset::setUnitsMultiplier(1);
430 osg::PolygonOffset::setFactorMultiplier(1);
432 // Go full screen if requested ...
433 if ( fgGetBool("/sim/startup/fullscreen") )
436 if ( (!strcmp(fgGetString("/sim/rendering/fog"), "disabled")) ||
437 (!fgGetBool("/sim/rendering/shading"))) {
438 // if fastest fog requested, or if flat shading force fastest
439 glHint ( GL_FOG_HINT, GL_FASTEST );
440 } else if ( !strcmp(fgGetString("/sim/rendering/fog"), "nicest") ) {
441 glHint ( GL_FOG_HINT, GL_DONT_CARE );
444 glHint(GL_POLYGON_SMOOTH_HINT, GL_DONT_CARE);
445 glHint(GL_LINE_SMOOTH_HINT, GL_DONT_CARE);
446 glHint(GL_POINT_SMOOTH_HINT, GL_DONT_CARE);
450 ->setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR);
452 sceneView->setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR);
453 sceneView->getCamera()->setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR);
457 osg::StateSet* stateSet = mRoot->getOrCreateStateSet();
459 stateSet->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
461 stateSet->setAttribute(new osg::Depth(osg::Depth::LESS));
462 stateSet->setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF);
464 stateSet->setAttribute(new osg::AlphaFunc(osg::AlphaFunc::GREATER, 0.01));
465 stateSet->setMode(GL_ALPHA_TEST, osg::StateAttribute::OFF);
466 stateSet->setAttribute(new osg::BlendFunc);
467 stateSet->setMode(GL_BLEND, osg::StateAttribute::OFF);
469 stateSet->setMode(GL_FOG, osg::StateAttribute::OFF);
471 // this will be set below
472 stateSet->setMode(GL_NORMALIZE, osg::StateAttribute::OFF);
474 osg::Material* material = new osg::Material;
475 stateSet->setAttribute(material);
477 stateSet->setTextureAttribute(0, new osg::TexEnv);
478 stateSet->setTextureMode(0, GL_TEXTURE_2D, osg::StateAttribute::OFF);
481 // stateSet->setAttribute(new osg::CullFace(osg::CullFace::BACK));
482 // stateSet->setMode(GL_CULL_FACE, osg::StateAttribute::ON);
484 // this is the topmost scenegraph node for osg
485 mBackGroundCamera->addChild(thesky->getPreRoot());
486 mBackGroundCamera->setClearMask(0);
488 GLbitfield inheritanceMask = osg::CullSettings::ALL_VARIABLES;
489 inheritanceMask &= ~osg::CullSettings::COMPUTE_NEAR_FAR_MODE;
490 inheritanceMask &= ~osg::CullSettings::NEAR_FAR_RATIO;
491 inheritanceMask &= ~osg::CullSettings::CULLING_MODE;
492 mBackGroundCamera->setInheritanceMask(inheritanceMask);
493 mBackGroundCamera->setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR);
494 mBackGroundCamera->setCullingMode(osg::CullSettings::NO_CULLING);
495 mBackGroundCamera->setRenderOrder(osg::Camera::NESTED_RENDER);
497 stateSet = mBackGroundCamera->getOrCreateStateSet();
498 stateSet->setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF);
500 osg::Group* sceneGroup = new osg::Group;
501 sceneGroup->addChild(globals->get_scenery()->get_scene_graph());
502 sceneGroup->addChild(thesky->getCloudRoot());
504 stateSet = sceneGroup->getOrCreateStateSet();
505 stateSet->setMode(GL_BLEND, osg::StateAttribute::ON);
506 stateSet->setMode(GL_DEPTH_TEST, osg::StateAttribute::ON);
508 // need to update the light on every frame
509 osg::LightSource* lightSource = new osg::LightSource;
510 lightSource->setUpdateCallback(new FGLightSourceUpdateCallback);
511 // relative because of CameraView being just a clever transform node
512 lightSource->setReferenceFrame(osg::LightSource::RELATIVE_RF);
513 lightSource->setLocalStateSetModes(osg::StateAttribute::ON);
514 mRoot->addChild(lightSource);
516 lightSource->addChild(mBackGroundCamera.get());
517 lightSource->addChild(sceneGroup);
520 stateSet = globals->get_scenery()->get_scene_graph()->getOrCreateStateSet();
521 stateSet->setMode(GL_BLEND, osg::StateAttribute::ON);
522 stateSet->setMode(GL_ALPHA_TEST, osg::StateAttribute::ON);
523 stateSet->setMode(GL_LIGHTING, osg::StateAttribute::ON);
524 stateSet->setMode(GL_DEPTH_TEST, osg::StateAttribute::ON);
526 // enable disable specular highlights.
527 // is the place where we might plug in an other fragment shader ...
528 osg::LightModel* lightModel = new osg::LightModel;
529 lightModel->setUpdateCallback(new FGLightModelUpdateCallback);
530 stateSet->setAttribute(lightModel);
532 // switch to enable wireframe
533 osg::PolygonMode* polygonMode = new osg::PolygonMode;
534 polygonMode->setUpdateCallback(new FGWireFrameModeUpdateCallback);
535 stateSet->setAttributeAndModes(polygonMode);
537 // scene fog handling
538 osg::Fog* fog = new osg::Fog;
539 fog->setUpdateCallback(new FGFogUpdateCallback);
540 stateSet->setAttributeAndModes(fog);
541 stateSet->setUpdateCallback(new FGFogEnableUpdateCallback);
544 osg::Camera* guiCamera = new osg::Camera;
545 guiCamera->setRenderOrder(osg::Camera::POST_RENDER, 100);
546 guiCamera->setClearMask(0);
547 inheritanceMask = osg::CullSettings::ALL_VARIABLES;
548 inheritanceMask &= ~osg::CullSettings::COMPUTE_NEAR_FAR_MODE;
549 inheritanceMask &= ~osg::CullSettings::CULLING_MODE;
550 guiCamera->setInheritanceMask(inheritanceMask);
551 guiCamera->setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR);
552 guiCamera->setCullingMode(osg::CullSettings::NO_CULLING);
553 osg::Geode* geode = new osg::Geode;
554 geode->addDrawable(new SGPuDrawable);
555 geode->addDrawable(new SGHUDAndPanelDrawable);
556 guiCamera->addChild(geode);
558 mCameraView->addChild(mRoot.get());
560 osg::Switch* sw = new osg::Switch;
561 sw->setUpdateCallback(new FGScenerySwitchCallback);
562 sw->addChild(mCameraView.get());
564 mRealRoot->addChild(sw);
565 mRealRoot->addChild(FGCreateRedoutNode());
566 mRealRoot->addChild(guiCamera);
567 // sceneView->getState()->setCheckForGLErrors(osg::State::ONCE_PER_ATTRIBUTE);
571 // Update all Visuals (redraws anything graphics related)
573 FGRenderer::update( bool refresh_camera_settings ) {
574 bool scenery_loaded = fgGetBool("sim/sceneryloaded")
575 || fgGetBool("sim/sceneryloaded-override");
576 osgViewer::Viewer* viewer = globals->get_renderer()->getViewer();
577 if ( idle_state < 1000 || !scenery_loaded ) {
578 fgSetDouble("/sim/startup/splash-alpha", 1.0);
580 // Keep resetting sim time while the sim is initializing
581 globals->set_sim_time_sec( 0.0 );
583 // the splash screen is now in the scenegraph
592 // Fade out the splash screen over the first three seconds.
593 double sAlpha = SGMiscd::max(0, (2.5 - globals->get_sim_time_sec()) / 2.5);
594 fgSetDouble("/sim/startup/splash-alpha", sAlpha);
596 bool skyblend = fgGetBool("/sim/rendering/skyblend");
597 bool use_point_sprites = fgGetBool("/sim/rendering/point-sprites");
598 bool enhanced_lighting = fgGetBool("/sim/rendering/enhanced-lighting");
599 bool distance_attenuation
600 = fgGetBool("/sim/rendering/distance-attenuation");
602 SGConfigureDirectionalLights( use_point_sprites, enhanced_lighting,
603 distance_attenuation );
605 static const SGPropertyNode *groundlevel_nearplane
606 = fgGetNode("/sim/current-view/ground-level-nearplane-m");
608 FGLight *l = static_cast<FGLight*>(globals->get_subsystem("lighting"));
611 double actual_visibility;
612 if (fgGetBool("/environment/clouds/status")) {
613 actual_visibility = thesky->get_visibility();
615 actual_visibility = fgGetDouble("/environment/visibility-m");
618 // idle_state is now 1000 meaning we've finished all our
619 // initializations and are running the main loop, so this will
620 // now work without seg faulting the system.
622 FGViewer *current__view = globals->get_current_view();
623 // Force update of center dependent values ...
624 current__view->set_dirty();
626 if ( refresh_camera_settings ) {
628 resize( fgGetInt("/sim/startup/xsize"),
629 fgGetInt("/sim/startup/ysize") );
631 SGVec3d position = current__view->getViewPosition();
632 SGQuatd attitude = current__view->getViewOrientation();
633 SGVec3d osgPosition = attitude.transform(-position);
635 FGManipulator *manipulator
636 = globals->get_renderer()->getManipulator();
637 manipulator->setPosition(position.osg());
638 manipulator->setAttitude(attitude.osg());
640 mCameraView->setPosition(osgPosition.osg());
641 mCameraView->setAttitude(inverse(attitude).osg());
646 camera = viewer->getCamera();
648 camera = sceneView->getCamera();
651 if ( fgGetBool("/sim/rendering/textures") ) {
652 SGVec4f clearColor(l->adj_fog_color());
653 camera->setClearColor(clearColor.osg());
656 SGVec4f clearColor(l->sky_color());
657 camera->setClearColor(clearColor.osg());
660 // update fog params if visibility has changed
661 double visibility_meters = fgGetDouble("/environment/visibility-m");
662 thesky->set_visibility(visibility_meters);
664 thesky->modify_vis( cur_fdm_state->get_Altitude() * SG_FEET_TO_METER,
665 ( global_multi_loop * fgGetInt("/sim/speed-up") )
666 / (double)fgGetInt("/sim/model-hz") );
668 // update the sky dome
671 // The sun and moon distances are scaled down versions
672 // of the actual distance to get both the moon and the sun
673 // within the range of the far clip plane.
674 // Moon distance: 384,467 kilometers
675 // Sun distance: 150,000,000 kilometers
677 double sun_horiz_eff, moon_horiz_eff;
678 if (fgGetBool("/sim/rendering/horizon-effect")) {
679 sun_horiz_eff = 0.67+pow(0.5+cos(l->get_sun_angle())*2/2, 0.33)/3;
680 moon_horiz_eff = 0.67+pow(0.5+cos(l->get_moon_angle())*2/2, 0.33)/3;
682 sun_horiz_eff = moon_horiz_eff = 1.0;
685 static SGSkyState sstate;
687 sstate.view_pos = toVec3f(current__view->get_view_pos());
688 sstate.zero_elev = toVec3f(current__view->get_zero_elev());
689 sstate.view_up = current__view->get_world_up();
690 sstate.lon = current__view->getLongitude_deg()
691 * SGD_DEGREES_TO_RADIANS;
692 sstate.lat = current__view->getLatitude_deg()
693 * SGD_DEGREES_TO_RADIANS;
694 sstate.alt = current__view->getAltitudeASL_ft()
696 sstate.spin = l->get_sun_rotation();
697 sstate.gst = globals->get_time_params()->getGst();
698 sstate.sun_ra = globals->get_ephem()->getSunRightAscension();
699 sstate.sun_dec = globals->get_ephem()->getSunDeclination();
700 sstate.sun_dist = 50000.0 * sun_horiz_eff;
701 sstate.moon_ra = globals->get_ephem()->getMoonRightAscension();
702 sstate.moon_dec = globals->get_ephem()->getMoonDeclination();
703 sstate.moon_dist = 40000.0 * moon_horiz_eff;
704 sstate.sun_angle = l->get_sun_angle();
708 SG_LOG( SG_GENERAL, SG_BULK, "thesky->repaint() sky_color = "
709 << l->sky_color()[0] << " "
710 << l->sky_color()[1] << " "
711 << l->sky_color()[2] << " "
712 << l->sky_color()[3] );
713 SG_LOG( SG_GENERAL, SG_BULK, " fog = "
714 << l->fog_color()[0] << " "
715 << l->fog_color()[1] << " "
716 << l->fog_color()[2] << " "
717 << l->fog_color()[3] );
718 SG_LOG( SG_GENERAL, SG_BULK,
719 " sun_angle = " << l->sun_angle
720 << " moon_angle = " << l->moon_angle );
723 static SGSkyColor scolor;
725 scolor.sky_color = SGVec3f(l->sky_color().data());
726 scolor.fog_color = SGVec3f(l->adj_fog_color().data());
727 scolor.cloud_color = SGVec3f(l->cloud_color().data());
728 scolor.sun_angle = l->get_sun_angle();
729 scolor.moon_angle = l->get_moon_angle();
730 scolor.nplanets = globals->get_ephem()->getNumPlanets();
731 scolor.nstars = globals->get_ephem()->getNumStars();
732 scolor.planet_data = globals->get_ephem()->getPlanets();
733 scolor.star_data = globals->get_ephem()->getStars();
735 thesky->reposition( sstate, delta_time_sec );
736 thesky->repaint( scolor );
739 SG_LOG( SG_GENERAL, SG_BULK,
740 "thesky->reposition( view_pos = " << view_pos[0] << " "
741 << view_pos[1] << " " << view_pos[2] );
742 SG_LOG( SG_GENERAL, SG_BULK,
743 " zero_elev = " << zero_elev[0] << " "
744 << zero_elev[1] << " " << zero_elev[2]
745 << " lon = " << cur_fdm_state->get_Longitude()
746 << " lat = " << cur_fdm_state->get_Latitude() );
747 SG_LOG( SG_GENERAL, SG_BULK,
748 " sun_rot = " << l->get_sun_rotation
749 << " gst = " << SGTime::cur_time_params->getGst() );
750 SG_LOG( SG_GENERAL, SG_BULK,
751 " sun ra = " << globals->get_ephem()->getSunRightAscension()
752 << " sun dec = " << globals->get_ephem()->getSunDeclination()
753 << " moon ra = " << globals->get_ephem()->getMoonRightAscension()
754 << " moon dec = " << globals->get_ephem()->getMoonDeclination() );
758 // shadows->setupShadows(
759 // current__view->getLongitude_deg(),
760 // current__view->getLatitude_deg(),
761 // globals->get_time_params()->getGst(),
762 // globals->get_ephem()->getSunRightAscension(),
763 // globals->get_ephem()->getSunDeclination(),
764 // l->get_sun_angle());
768 // sgEnviro.setLight(l->adj_fog_color());
770 // texture parameters
771 glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST );
773 double agl = current__view->getAltitudeASL_ft()*SG_FEET_TO_METER
774 - current__view->getSGLocation()->get_cur_elev_m();
776 float scene_nearplane, scene_farplane;
778 scene_nearplane = 10.0f;
779 scene_farplane = 120000.0f;
781 scene_nearplane = groundlevel_nearplane->getDoubleValue();
782 scene_farplane = 120000.0f;
784 setNearFar( scene_nearplane, scene_farplane );
786 // sgEnviro.startOfFrame(current__view->get_view_pos(),
787 // current__view->get_world_up(),
788 // current__view->getLongitude_deg(),
789 // current__view->getLatitude_deg(),
790 // current__view->getAltitudeASL_ft() * SG_FEET_TO_METER,
794 // sgEnviro.drawLightning();
796 // double current_view_origin_airspeed_horiz_kt =
797 // fgGetDouble("/velocities/airspeed-kt", 0.0)
798 // * cos( fgGetDouble("/orientation/pitch-deg", 0.0)
799 // * SGD_DEGREES_TO_RADIANS);
800 // TODO:find the real view speed, not the AC one
801 // sgEnviro.drawPrecipitation(
802 // fgGetDouble("/environment/metar/rain-norm", 0.0),
803 // fgGetDouble("/environment/metar/snow-norm", 0.0),
804 // fgGetDouble("/environment/metar/hail-norm", 0.0),
805 // current__view->getPitch_deg() + current__view->getPitchOffset_deg(),
806 // current__view->getRoll_deg() + current__view->getRollOffset_deg(),
807 // - current__view->getHeadingOffset_deg(),
808 // current_view_origin_airspeed_horiz_kt
813 // shadows->endOfFrame();
815 // need to call the update visitor once
817 mFrameStamp->setReferenceTime(globals->get_sim_time_sec());
818 mFrameStamp->setSimulationTime(globals->get_sim_time_sec());
819 mFrameStamp->setFrameNumber(1+mFrameStamp->getFrameNumber());
821 mFrameStamp->setCalendarTime(*globals->get_time_params()->getGmt());
822 mUpdateVisitor->setViewData(current__view->getViewPosition(),
823 current__view->getViewOrientation());
824 SGVec3f direction(l->sun_vec()[0], l->sun_vec()[1], l->sun_vec()[2]);
825 mUpdateVisitor->setLight(direction, l->scene_ambient(),
826 l->scene_diffuse(), l->scene_specular(),
828 l->get_sun_angle()*SGD_RADIANS_TO_DEGREES);
829 mUpdateVisitor->setVisibility(actual_visibility);
830 bool hotspots = fgGetBool("/sim/panel-hotspots");
833 camera->setCullMask(camera->getCullMask()|SG_NODEMASK_PICK_BIT);
835 camera->setCullMask(camera->getCullMask()
836 & ~SG_NODEMASK_PICK_BIT);
839 sceneView->setCullMask(sceneView->getCullMask()
840 |SG_NODEMASK_PICK_BIT);
842 sceneView->setCullMask(sceneView->getCullMask()
843 &(~SG_NODEMASK_PICK_BIT));
852 // options.cxx needs to see this for toggle_panel()
853 // Handle new window size or exposure
855 FGRenderer::resize( int width, int height ) {
858 if ( (!fgGetBool("/sim/virtual-cockpit"))
859 && fgPanelVisible() && idle_state == 1000 ) {
860 view_h = (int)(height * (globals->get_current_panel()->getViewHeight() -
861 globals->get_current_panel()->getYOffset()) / 768.0);
865 osgViewer::Viewer* viewer = globals->get_renderer()->getViewer();
868 // viewer->getCamera()->getViewport()->setViewport(0, height - view_h,
871 sceneView->getViewport()->setViewport(0, height - view_h,
874 static int lastwidth = 0;
875 static int lastheight = 0;
876 if (width != lastwidth)
877 fgSetInt("/sim/startup/xsize", lastwidth = width);
878 if (height != lastheight)
879 fgSetInt("/sim/startup/ysize", lastheight = height);
881 guiInitMouse(width, height);
884 FGViewMgr *viewmgr = globals->get_viewmgr();
886 for ( int i = 0; i < viewmgr->size(); ++i ) {
887 viewmgr->get_view(i)->
888 set_aspect_ratio((float)view_h / (float)width);
891 setFOV( viewmgr->get_current_view()->get_h_fov(),
892 viewmgr->get_current_view()->get_v_fov() );
897 // we need some static storage space for these values. However, we
898 // can't store it in a renderer class object because the functions
899 // that manipulate these are static. They are static so they can
900 // interface to the display callback system. There's probably a
901 // better way, there has to be a better way, but I'm not seeing it
903 static float fov_width = 55.0;
904 static float fov_height = 42.0;
905 static float fov_near = 1.0;
906 static float fov_far = 1000.0;
909 /** FlightGear code should use this routine to set the FOV rather than
910 * calling the ssg routine directly
912 void FGRenderer::setFOV( float w, float h ) {
915 osgViewer::Viewer* viewer = globals->get_renderer()->getViewer();
917 viewer->getCamera()->setProjectionMatrixAsPerspective(fov_height, 4.0/3.0, fov_near, fov_far);
919 sceneView->setProjectionMatrixAsPerspective(fov_height,
920 fov_width/fov_height,
925 /** FlightGear code should use this routine to set the Near/Far clip
926 * planes rather than calling the ssg routine directly
928 void FGRenderer::setNearFar( float n, float f ) {
929 // OSGFIXME: we have currently too much z-buffer fights
933 osgViewer::Viewer* viewer = globals->get_renderer()->getViewer();
935 viewer->getCamera()->setProjectionMatrixAsPerspective(fov_height, 4.0/3.0, fov_near, fov_far);
937 sceneView->setProjectionMatrixAsPerspective(fov_height,
938 fov_width/fov_height,
944 FGRenderer::pick( unsigned x, unsigned y,
945 std::vector<SGSceneryPick>& pickList,
946 const osgGA::GUIEventAdapter* ea )
948 osgViewer::Viewer* viewer = globals->get_renderer()->getViewer();
949 // wipe out the return ...
952 if (sceneView.valid()) {
953 osg::Node* sceneData = globals->get_scenery()->get_scene_graph();
957 osg::Viewport* viewport = sceneView->getViewport();
960 // don't know why, but the update has partly happened somehow,
961 // so update the scenery part of the viewer
962 FGViewer *current_view = globals->get_current_view();
963 // Force update of center dependent values ...
964 current_view->set_dirty();
965 SGVec3d position = current_view->getViewPosition();
966 SGQuatd attitude = current_view->getViewOrientation();
967 SGVec3d osgPosition = attitude.transform(-position);
968 mCameraView->setPosition(osgPosition.osg());
969 mCameraView->setAttitude(inverse(attitude).osg());
971 osg::Matrix projection(sceneView->getProjectionMatrix());
972 osg::Matrix modelview(sceneView->getViewMatrix());
974 osg::NodePathList nodePath = sceneData->getParentalNodePaths();
975 // modify the view matrix so that it accounts for this nodePath's
976 // accumulated transform
977 if (!nodePath.empty())
978 modelview.preMult(computeLocalToWorld(nodePath.front()));
980 // swap the y values ...
981 y = viewport->height() - y;
982 // set up the pick visitor
983 osgUtil::PickVisitor pickVisitor(viewport, projection, modelview, x, y);
984 sceneData->accept(pickVisitor);
985 if (!pickVisitor.hits())
988 // collect all interaction callbacks on the pick ray.
989 // They get stored in the pickCallbacks list where they are sorted back
990 // to front and croasest to finest wrt the scenery node they are attached to
991 osgUtil::PickVisitor::LineSegmentHitListMap::const_iterator mi;
992 for (mi = pickVisitor.getSegHitList().begin();
993 mi != pickVisitor.getSegHitList().end();
995 osgUtil::IntersectVisitor::HitList::const_iterator hi;
996 for (hi = mi->second.begin(); hi != mi->second.end(); ++hi) {
997 // ok, go back the nodes and ask for intersection callbacks,
998 // execute them in top down order
999 const osg::NodePath& np = hi->getNodePath();
1000 osg::NodePath::const_reverse_iterator npi;
1001 for (npi = np.rbegin(); npi != np.rend(); ++npi) {
1002 SGSceneUserData* ud = SGSceneUserData::getSceneUserData(*npi);
1005 for (unsigned i = 0; i < ud->getNumPickCallbacks(); ++i) {
1006 SGPickCallback* pickCallback = ud->getPickCallback(i);
1009 SGSceneryPick sceneryPick;
1010 /// note that this is done totally in doubles instead of
1011 /// just using getWorldIntersectionPoint
1012 osg::Vec3d localPt = hi->getLocalIntersectPoint();
1013 sceneryPick.info.local = SGVec3d(localPt);
1014 if (hi->getMatrix())
1015 sceneryPick.info.wgs84 = SGVec3d(localPt*(*hi->getMatrix()));
1017 sceneryPick.info.wgs84 = SGVec3d(localPt);
1018 sceneryPick.callback = pickCallback;
1019 pickList.push_back(sceneryPick);
1025 return !pickList.empty();
1027 } else if (viewer) {
1029 // just compute intersections in the viewers method ...
1030 typedef osgUtil::LineSegmentIntersector::Intersections Intersections;
1031 Intersections intersections;
1032 viewer->computeIntersections(ea->getX(), ea->getY(), intersections);
1034 Intersections::iterator hit;
1035 for (hit = intersections.begin(); hit != intersections.end(); ++hit) {
1036 const osg::NodePath& np = hit->nodePath;
1037 osg::NodePath::const_reverse_iterator npi;
1038 for (npi = np.rbegin(); npi != np.rend(); ++npi) {
1039 SGSceneUserData* ud = SGSceneUserData::getSceneUserData(*npi);
1042 for (unsigned i = 0; i < ud->getNumPickCallbacks(); ++i) {
1043 SGPickCallback* pickCallback = ud->getPickCallback(i);
1046 SGSceneryPick sceneryPick;
1047 sceneryPick.info.local = SGVec3d(hit->getLocalIntersectPoint());
1048 sceneryPick.info.wgs84 = SGVec3d(hit->getWorldIntersectPoint());
1049 sceneryPick.callback = pickCallback;
1050 pickList.push_back(sceneryPick);
1055 return !pickList.empty();
1056 } else { // we can get called early ...
1062 FGRenderer::addCamera(osg::Camera* camera, bool useSceneData)
1064 mRealRoot->addChild(camera);
1068 fgDumpSceneGraphToFile(const char* filename)
1070 return osgDB::writeNodeFile(*mRealRoot.get(), filename);
1073 // end of renderer.cxx