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>
44 #include <osg/LightModel>
45 #include <osg/NodeCallback>
47 #include <osg/MatrixTransform>
48 #include <osg/Multisample>
50 #include <osg/PolygonMode>
51 #include <osg/ShadeModel>
55 #include <osg/ColorMatrix>
57 #include <osgUtil/SceneView>
58 #include <osgUtil/UpdateVisitor>
60 #include <osg/io_utils>
61 #include <osgDB/WriteFile>
62 #include <osgDB/ReadFile>
65 #include <simgear/math/SGMath.hxx>
66 #include <simgear/screen/extensions.hxx>
67 #include <simgear/scene/material/matlib.hxx>
68 #include <simgear/scene/model/animation.hxx>
69 #include <simgear/scene/model/model.hxx>
70 #include <simgear/scene/model/modellib.hxx>
71 #include <simgear/scene/model/placement.hxx>
72 #include <simgear/scene/util/SGUpdateVisitor.hxx>
73 #include <simgear/scene/tgdb/pt_lights.hxx>
74 #include <simgear/props/props.hxx>
75 #include <simgear/timing/sg_time.hxx>
76 #include <simgear/ephemeris/ephemeris.hxx>
77 #include <simgear/math/sg_random.h>
79 #include <simgear/screen/jpgfactory.hxx>
82 #include <simgear/environment/visual_enviro.hxx>
84 #include <Scenery/tileentry.hxx>
85 #include <Time/light.hxx>
86 #include <Time/light.hxx>
87 #include <Aircraft/aircraft.hxx>
88 #include <Cockpit/panel.hxx>
89 #include <Cockpit/cockpit.hxx>
90 #include <Cockpit/hud.hxx>
91 #include <Model/panelnode.hxx>
92 #include <Model/modelmgr.hxx>
93 #include <Model/acmodel.hxx>
94 #include <Scenery/scenery.hxx>
95 #include <Scenery/tilemgr.hxx>
96 #include <ATC/ATCdisplay.hxx>
97 #include <GUI/new_gui.hxx>
98 #include <Instrumentation/instrument_mgr.hxx>
99 #include <Instrumentation/HUD/HUD.hxx>
101 #include "splash.hxx"
102 #include "renderer.hxx"
106 class FGSunLightUpdateCallback : public osg::StateAttribute::Callback {
108 virtual void operator()(osg::StateAttribute* stateAttribute,
111 assert(dynamic_cast<osg::Light*>(stateAttribute));
112 osg::Light* light = static_cast<osg::Light*>(stateAttribute);
114 FGLight *l = static_cast<FGLight*>(globals->get_subsystem("lighting"));
115 SGVec4f ambient(l->scene_ambient());
116 light->setAmbient(ambient.osg());
117 SGVec4f diffuse(l->scene_diffuse());
118 light->setDiffuse(diffuse.osg());
119 SGVec4f specular(l->scene_specular());
120 light->setSpecular(specular.osg());
121 SGVec4f position(l->sun_vec()[0], l->sun_vec()[1], l->sun_vec()[2], 0);
122 light->setPosition(position.osg());
124 light->setDirection(osg::Vec3(0, 0, -1));
125 light->setSpotExponent(0);
126 light->setSpotCutoff(180);
127 light->setConstantAttenuation(1);
128 light->setLinearAttenuation(0);
129 light->setQuadraticAttenuation(0);
133 class FGWireFrameModeUpdateCallback : public osg::StateAttribute::Callback {
135 FGWireFrameModeUpdateCallback() :
136 mWireframe(fgGetNode("/sim/rendering/wireframe"))
138 virtual void operator()(osg::StateAttribute* stateAttribute,
141 assert(dynamic_cast<osg::PolygonMode*>(stateAttribute));
142 osg::PolygonMode* polygonMode;
143 polygonMode = static_cast<osg::PolygonMode*>(stateAttribute);
145 if (mWireframe->getBoolValue())
146 polygonMode->setMode(osg::PolygonMode::FRONT_AND_BACK,
147 osg::PolygonMode::LINE);
149 polygonMode->setMode(osg::PolygonMode::FRONT_AND_BACK,
150 osg::PolygonMode::FILL);
153 SGSharedPtr<SGPropertyNode> mWireframe;
156 class FGLightModelUpdateCallback : public osg::StateAttribute::Callback {
158 FGLightModelUpdateCallback() :
159 mHighlights(fgGetNode("/sim/rendering/specular-highlight"))
161 virtual void operator()(osg::StateAttribute* stateAttribute,
164 assert(dynamic_cast<osg::LightModel*>(stateAttribute));
165 osg::LightModel* lightModel;
166 lightModel = static_cast<osg::LightModel*>(stateAttribute);
169 FGLight *l = static_cast<FGLight*>(globals->get_subsystem("lighting"));
170 SGVec4f ambient(l->scene_ambient());
171 lightModel->setAmbientIntensity(ambient.osg());
173 lightModel->setAmbientIntensity(osg::Vec4(0, 0, 0, 1));
175 lightModel->setTwoSided(true);
177 if (mHighlights->getBoolValue()) {
178 lightModel->setColorControl(osg::LightModel::SEPARATE_SPECULAR_COLOR);
179 lightModel->setLocalViewer(true);
181 lightModel->setColorControl(osg::LightModel::SINGLE_COLOR);
182 lightModel->setLocalViewer(false);
186 SGSharedPtr<SGPropertyNode> mHighlights;
189 class FGFogEnableUpdateCallback : public osg::StateSet::Callback {
191 FGFogEnableUpdateCallback() :
192 mFogEnabled(fgGetNode("/sim/rendering/fog"))
194 virtual void operator()(osg::StateSet* stateSet, osg::NodeVisitor*)
196 if (strcmp(mFogEnabled->getStringValue(), "disabled") == 0) {
197 stateSet->setMode(GL_FOG, osg::StateAttribute::OFF);
199 stateSet->setMode(GL_FOG, osg::StateAttribute::ON);
203 SGSharedPtr<SGPropertyNode> mFogEnabled;
206 // fog constants. I'm a little nervous about putting actual code out
207 // here but it seems to work (?)
208 static const double m_log01 = -log( 0.01 );
209 static const double sqrt_m_log01 = sqrt( m_log01 );
210 static GLfloat fog_exp_density;
211 static GLfloat fog_exp2_density;
212 static GLfloat rwy_exp2_punch_through;
213 static GLfloat taxi_exp2_punch_through;
214 static GLfloat ground_exp2_punch_through;
219 static osg::ref_ptr<osgUtil::SceneView> sceneView = new osgUtil::SceneView;
220 static osg::ref_ptr<osg::FrameStamp> mFrameStamp = new osg::FrameStamp;
222 static osg::ref_ptr<osg::Group> mRoot = new osg::Group;
224 static osg::ref_ptr<osg::CameraView> mCameraView = new osg::CameraView;
225 static osg::ref_ptr<osg::CameraNode> mBackGroundCamera = new osg::CameraNode;
226 static osg::ref_ptr<osg::CameraNode> mSceneCamera = new osg::CameraNode;
228 static osg::ref_ptr<osg::Fog> mFog = new osg::Fog;
229 static osg::ref_ptr<osg::Fog> mRunwayLightingFog = new osg::Fog;
230 static osg::ref_ptr<osg::Fog> mTaxiLightingFog = new osg::Fog;
231 static osg::ref_ptr<osg::Fog> mGroundLightingFog = new osg::Fog;
233 FGRenderer::FGRenderer()
235 #ifdef FG_JPEG_SERVER
236 jpgRenderFrame = FGRenderer::update;
240 FGRenderer::~FGRenderer()
242 #ifdef FG_JPEG_SERVER
243 jpgRenderFrame = NULL;
247 // Initialize various GL/view parameters
249 FGRenderer::init( void ) {
251 osg::initNotifyLevel();
253 // Go full screen if requested ...
254 if ( fgGetBool("/sim/startup/fullscreen") )
257 if ( (!strcmp(fgGetString("/sim/rendering/fog"), "disabled")) ||
258 (!fgGetBool("/sim/rendering/shading"))) {
259 // if fastest fog requested, or if flat shading force fastest
260 glHint ( GL_FOG_HINT, GL_FASTEST );
261 } else if ( !strcmp(fgGetString("/sim/rendering/fog"), "nicest") ) {
262 glHint ( GL_FOG_HINT, GL_DONT_CARE );
265 glHint(GL_POLYGON_SMOOTH_HINT, GL_DONT_CARE);
266 glHint(GL_LINE_SMOOTH_HINT, GL_DONT_CARE);
267 glHint(GL_POINT_SMOOTH_HINT, GL_DONT_CARE);
269 sceneView->setDefaults(osgUtil::SceneView::COMPILE_GLOBJECTS_AT_INIT);
271 mFog->setMode(osg::Fog::EXP2);
272 mRunwayLightingFog->setMode(osg::Fog::EXP2);
273 mTaxiLightingFog->setMode(osg::Fog::EXP2);
274 mGroundLightingFog->setMode(osg::Fog::EXP2);
276 sceneView->setFrameStamp(mFrameStamp.get());
278 sceneView->setUpdateVisitor(new SGUpdateVisitor);
280 sceneView->setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR);
282 sceneView->getCamera()->setViewMatrix(osg::Matrix(0, 0,-1, 0,
287 sceneView->getCamera()->setClearMask(0);
289 osg::StateSet* stateSet = mRoot->getOrCreateStateSet();
291 stateSet->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
293 stateSet->setAttribute(new osg::Depth(osg::Depth::LEQUAL));
294 stateSet->setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF);
296 stateSet->setAttribute(new osg::AlphaFunc(osg::AlphaFunc::GREATER, 0.01));
297 stateSet->setMode(GL_ALPHA_TEST, osg::StateAttribute::OFF);
298 stateSet->setAttribute(new osg::BlendFunc);
299 stateSet->setMode(GL_BLEND, osg::StateAttribute::OFF);
301 stateSet->setMode(GL_FOG, osg::StateAttribute::OFF);
303 // osg::Material* material = new osg::Material;
304 // stateSet->setAttribute(material);
306 // stateSet->setAttribute(new osg::CullFace(osg::CullFace::BACK));
307 // stateSet->setMode(GL_CULL_FACE, osg::StateAttribute::ON);
310 // need to update the light on every frame
311 osg::Light* sunLight = new osg::Light;
312 sunLight->setLightNum(0);
313 sunLight->setUpdateCallback(new FGSunLightUpdateCallback);
314 stateSet->setAttributeAndModes(sunLight, osg::StateAttribute::ON);
315 osg::LightModel* lightModel = new osg::LightModel;
316 lightModel->setUpdateCallback(new FGLightModelUpdateCallback);
317 stateSet->setAttributeAndModes(lightModel, osg::StateAttribute::ON);
319 // this is the topmost scenegraph node for osg
320 mBackGroundCamera->addChild(thesky->getPreRoot());
321 mBackGroundCamera->setClearMask(GL_COLOR_BUFFER_BIT);
323 GLbitfield inheritanceMask = osg::CullSettings::ALL_VARIABLES;
324 inheritanceMask &= ~osg::CullSettings::COMPUTE_NEAR_FAR_MODE;
325 inheritanceMask &= ~osg::CullSettings::NEAR_FAR_RATIO;
326 inheritanceMask &= ~osg::CullSettings::CULLING_MODE;
327 mBackGroundCamera->setInheritanceMask(inheritanceMask);
328 mBackGroundCamera->setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR);
329 mBackGroundCamera->setCullingMode(osg::CullSettings::NO_CULLING);
331 mBackGroundCamera->getOrCreateStateSet()->setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF);
333 mRoot->addChild(mBackGroundCamera.get());
336 sceneView->getCamera()->setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR);
338 mSceneCamera->setClearMask(GL_DEPTH_BUFFER_BIT);
339 inheritanceMask = osg::CullSettings::ALL_VARIABLES;
340 inheritanceMask &= ~osg::CullSettings::COMPUTE_NEAR_FAR_MODE;
341 inheritanceMask &= ~osg::CullSettings::CULLING_MODE;
342 mSceneCamera->setInheritanceMask(inheritanceMask);
343 mSceneCamera->setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR);
344 mSceneCamera->setCullingMode(osg::CullSettings::DEFAULT_CULLING);
347 stateSet = globals->get_scenery()->get_scene_graph()->getOrCreateStateSet();
348 stateSet->setMode(GL_BLEND, osg::StateAttribute::ON);
349 stateSet->setMode(GL_ALPHA_TEST, osg::StateAttribute::ON);
350 stateSet->setMode(GL_LIGHTING, osg::StateAttribute::ON);
351 stateSet->setMode(GL_DEPTH_TEST, osg::StateAttribute::ON);
353 // switch to enable wireframe
354 osg::PolygonMode* polygonMode = new osg::PolygonMode;
355 polygonMode->setUpdateCallback(new FGWireFrameModeUpdateCallback);
356 stateSet->setAttributeAndModes(polygonMode);
358 // scene fog handling
359 stateSet->setAttributeAndModes(mFog.get());
360 stateSet->setUpdateCallback(new FGFogEnableUpdateCallback);
362 mRoot->addChild(mSceneCamera.get());
364 mSceneCamera->addChild(globals->get_scenery()->get_scene_graph());
366 stateSet = mSceneCamera->getOrCreateStateSet();
367 stateSet->setMode(GL_BLEND, osg::StateAttribute::ON);
368 stateSet->setMode(GL_DEPTH_TEST, osg::StateAttribute::ON);
370 // this one contains all lights, here we set the light states we did
371 // in the plib case with plain OpenGL
372 osg::Group* lightGroup = new osg::Group;
373 mSceneCamera->addChild(lightGroup);
374 lightGroup->addChild(globals->get_scenery()->get_gnd_lights_root());
375 lightGroup->addChild(globals->get_scenery()->get_vasi_lights_root());
376 lightGroup->addChild(globals->get_scenery()->get_rwy_lights_root());
377 lightGroup->addChild(globals->get_scenery()->get_taxi_lights_root());
379 stateSet = globals->get_scenery()->get_gnd_lights_root()->getOrCreateStateSet();
380 stateSet->setAttributeAndModes(mFog.get());
381 stateSet->setUpdateCallback(new FGFogEnableUpdateCallback);
382 stateSet = globals->get_scenery()->get_vasi_lights_root()->getOrCreateStateSet();
383 stateSet->setAttributeAndModes(mRunwayLightingFog.get());
384 stateSet->setUpdateCallback(new FGFogEnableUpdateCallback);
385 stateSet = globals->get_scenery()->get_rwy_lights_root()->getOrCreateStateSet();
386 stateSet->setAttributeAndModes(mRunwayLightingFog.get());
387 stateSet->setUpdateCallback(new FGFogEnableUpdateCallback);
388 stateSet = globals->get_scenery()->get_taxi_lights_root()->getOrCreateStateSet();
389 stateSet->setAttributeAndModes(mTaxiLightingFog.get());
390 stateSet->setUpdateCallback(new FGFogEnableUpdateCallback);
392 mCameraView->addChild(mRoot.get());
393 sceneView->setSceneData(mCameraView.get());
395 mSceneCamera->addChild(thesky->getCloudRoot());
397 // sceneView->getState()->setCheckForGLErrors(osg::State::ONCE_PER_ATTRIBUTE);
401 // Update all Visuals (redraws anything graphics related)
403 FGRenderer::update( bool refresh_camera_settings ) {
404 bool scenery_loaded = fgGetBool("sim/sceneryloaded")
405 || fgGetBool("sim/sceneryloaded-override");
407 if ( idle_state < 1000 || !scenery_loaded ) {
408 // still initializing, draw the splash screen
411 // Keep resetting sim time while the sim is initializing
412 globals->set_sim_time_sec( 0.0 );
416 bool skyblend = fgGetBool("/sim/rendering/skyblend");
417 bool use_point_sprites = fgGetBool("/sim/rendering/point-sprites");
418 bool enhanced_lighting = fgGetBool("/sim/rendering/enhanced-lighting");
419 bool distance_attenuation
420 = fgGetBool("/sim/rendering/distance-attenuation");
422 SGConfigureDirectionalLights( use_point_sprites, enhanced_lighting,
423 distance_attenuation );
425 static const SGPropertyNode *groundlevel_nearplane
426 = fgGetNode("/sim/current-view/ground-level-nearplane-m");
428 FGLight *l = static_cast<FGLight*>(globals->get_subsystem("lighting"));
431 double actual_visibility;
432 if (fgGetBool("/environment/clouds/status")) {
433 actual_visibility = thesky->get_visibility();
435 actual_visibility = fgGetDouble("/environment/visibility-m");
438 static double last_visibility = -9999;
439 if ( actual_visibility != last_visibility ) {
440 last_visibility = actual_visibility;
442 fog_exp_density = m_log01 / actual_visibility;
443 fog_exp2_density = sqrt_m_log01 / actual_visibility;
444 ground_exp2_punch_through = sqrt_m_log01 / (actual_visibility * 1.5);
445 if ( actual_visibility < 8000 ) {
446 rwy_exp2_punch_through = sqrt_m_log01 / (actual_visibility * 2.5);
447 taxi_exp2_punch_through = sqrt_m_log01 / (actual_visibility * 1.5);
449 rwy_exp2_punch_through = sqrt_m_log01 / ( 8000 * 2.5 );
450 taxi_exp2_punch_through = sqrt_m_log01 / ( 8000 * 1.5 );
452 mFog->setDensity(fog_exp2_density);
453 mRunwayLightingFog->setDensity(rwy_exp2_punch_through);
454 mTaxiLightingFog->setDensity(taxi_exp2_punch_through);
455 mGroundLightingFog->setDensity(ground_exp2_punch_through);
458 // idle_state is now 1000 meaning we've finished all our
459 // initializations and are running the main loop, so this will
460 // now work without seg faulting the system.
462 FGViewer *current__view = globals->get_current_view();
463 // Force update of center dependent values ...
464 current__view->set_dirty();
466 if ( refresh_camera_settings ) {
468 resize( fgGetInt("/sim/startup/xsize"),
469 fgGetInt("/sim/startup/ysize") );
471 SGVec3d center = globals->get_scenery()->get_center();
472 SGVec3d position = current__view->getViewPosition();
473 SGQuatd attitude = current__view->getViewOrientation();
474 SGVec3d osgPosition = attitude.transform(center - position);
475 mCameraView->setPosition(osgPosition.osg());
476 mCameraView->setAttitude(inverse(attitude).osg());
480 if ( fgGetBool("/sim/rendering/textures") ) {
481 SGVec4f clearColor(l->adj_fog_color());
482 mBackGroundCamera->setClearColor(clearColor.osg());
485 SGVec4f clearColor(l->sky_color());
486 mBackGroundCamera->setClearColor(clearColor.osg());
489 // update fog params if visibility has changed
490 double visibility_meters = fgGetDouble("/environment/visibility-m");
491 thesky->set_visibility(visibility_meters);
493 thesky->modify_vis( cur_fdm_state->get_Altitude() * SG_FEET_TO_METER,
494 ( global_multi_loop * fgGetInt("/sim/speed-up") )
495 / (double)fgGetInt("/sim/model-hz") );
497 // update the sky dome
500 // The sun and moon distances are scaled down versions
501 // of the actual distance to get both the moon and the sun
502 // within the range of the far clip plane.
503 // Moon distance: 384,467 kilometers
504 // Sun distance: 150,000,000 kilometers
506 double sun_horiz_eff, moon_horiz_eff;
507 if (fgGetBool("/sim/rendering/horizon-effect")) {
508 sun_horiz_eff = 0.67+pow(0.5+cos(l->get_sun_angle())*2/2, 0.33)/3;
509 moon_horiz_eff = 0.67+pow(0.5+cos(l->get_moon_angle())*2/2, 0.33)/3;
511 sun_horiz_eff = moon_horiz_eff = 1.0;
514 static SGSkyState sstate;
516 sstate.view_pos = current__view->get_view_pos();
517 sstate.zero_elev = current__view->get_zero_elev();
518 sstate.view_up = current__view->get_world_up();
519 sstate.lon = current__view->getLongitude_deg()
520 * SGD_DEGREES_TO_RADIANS;
521 sstate.lat = current__view->getLatitude_deg()
522 * SGD_DEGREES_TO_RADIANS;
523 sstate.alt = current__view->getAltitudeASL_ft()
525 sstate.spin = l->get_sun_rotation();
526 sstate.gst = globals->get_time_params()->getGst();
527 sstate.sun_ra = globals->get_ephem()->getSunRightAscension();
528 sstate.sun_dec = globals->get_ephem()->getSunDeclination();
529 sstate.sun_dist = 50000.0 * sun_horiz_eff;
530 sstate.moon_ra = globals->get_ephem()->getMoonRightAscension();
531 sstate.moon_dec = globals->get_ephem()->getMoonDeclination();
532 sstate.moon_dist = 40000.0 * moon_horiz_eff;
533 sstate.sun_angle = l->get_sun_angle();
537 SG_LOG( SG_GENERAL, SG_BULK, "thesky->repaint() sky_color = "
538 << l->sky_color()[0] << " "
539 << l->sky_color()[1] << " "
540 << l->sky_color()[2] << " "
541 << l->sky_color()[3] );
542 SG_LOG( SG_GENERAL, SG_BULK, " fog = "
543 << l->fog_color()[0] << " "
544 << l->fog_color()[1] << " "
545 << l->fog_color()[2] << " "
546 << l->fog_color()[3] );
547 SG_LOG( SG_GENERAL, SG_BULK,
548 " sun_angle = " << l->sun_angle
549 << " moon_angle = " << l->moon_angle );
552 static SGSkyColor scolor;
554 scolor.sky_color = SGVec3f(l->sky_color());
555 scolor.fog_color = SGVec3f(l->adj_fog_color());
556 scolor.cloud_color = SGVec3f(l->cloud_color());
557 scolor.sun_angle = l->get_sun_angle();
558 scolor.moon_angle = l->get_moon_angle();
559 scolor.nplanets = globals->get_ephem()->getNumPlanets();
560 scolor.nstars = globals->get_ephem()->getNumStars();
561 scolor.planet_data = globals->get_ephem()->getPlanets();
562 scolor.star_data = globals->get_ephem()->getStars();
564 thesky->reposition( sstate, delta_time_sec );
565 thesky->repaint( scolor );
568 SG_LOG( SG_GENERAL, SG_BULK,
569 "thesky->reposition( view_pos = " << view_pos[0] << " "
570 << view_pos[1] << " " << view_pos[2] );
571 SG_LOG( SG_GENERAL, SG_BULK,
572 " zero_elev = " << zero_elev[0] << " "
573 << zero_elev[1] << " " << zero_elev[2]
574 << " lon = " << cur_fdm_state->get_Longitude()
575 << " lat = " << cur_fdm_state->get_Latitude() );
576 SG_LOG( SG_GENERAL, SG_BULK,
577 " sun_rot = " << l->get_sun_rotation
578 << " gst = " << SGTime::cur_time_params->getGst() );
579 SG_LOG( SG_GENERAL, SG_BULK,
580 " sun ra = " << globals->get_ephem()->getSunRightAscension()
581 << " sun dec = " << globals->get_ephem()->getSunDeclination()
582 << " moon ra = " << globals->get_ephem()->getMoonRightAscension()
583 << " moon dec = " << globals->get_ephem()->getMoonDeclination() );
587 // shadows->setupShadows(
588 // current__view->getLongitude_deg(),
589 // current__view->getLatitude_deg(),
590 // globals->get_time_params()->getGst(),
591 // globals->get_ephem()->getSunRightAscension(),
592 // globals->get_ephem()->getSunDeclination(),
593 // l->get_sun_angle());
597 if ( strcmp(fgGetString("/sim/rendering/fog"), "disabled") ) {
598 SGVec4f color(l->adj_fog_color());
599 mFog->setColor(color.osg());
600 mRunwayLightingFog->setColor(color.osg());
601 mTaxiLightingFog->setColor(color.osg());
602 mGroundLightingFog->setColor(color.osg());
606 // sgEnviro.setLight(l->adj_fog_color());
608 // texture parameters
609 glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST );
611 double agl = current__view->getAltitudeASL_ft()*SG_FEET_TO_METER
612 - current__view->getSGLocation()->get_cur_elev_m();
614 float scene_nearplane, scene_farplane;
616 scene_nearplane = 10.0f;
617 scene_farplane = 120000.0f;
619 scene_nearplane = groundlevel_nearplane->getDoubleValue();
620 scene_farplane = 120000.0f;
623 setNearFar( scene_nearplane, scene_farplane );
625 // sgEnviro.startOfFrame(current__view->get_view_pos(),
626 // current__view->get_world_up(),
627 // current__view->getLongitude_deg(),
628 // current__view->getLatitude_deg(),
629 // current__view->getAltitudeASL_ft() * SG_FEET_TO_METER,
633 // sgEnviro.drawLightning();
635 // double current_view_origin_airspeed_horiz_kt =
636 // fgGetDouble("/velocities/airspeed-kt", 0.0)
637 // * cos( fgGetDouble("/orientation/pitch-deg", 0.0)
638 // * SGD_DEGREES_TO_RADIANS);
639 // TODO:find the real view speed, not the AC one
640 // sgEnviro.drawPrecipitation(
641 // fgGetDouble("/environment/metar/rain-norm", 0.0),
642 // fgGetDouble("/environment/metar/snow-norm", 0.0),
643 // fgGetDouble("/environment/metar/hail-norm", 0.0),
644 // current__view->getPitch_deg() + current__view->getPitchOffset_deg(),
645 // current__view->getRoll_deg() + current__view->getRollOffset_deg(),
646 // - current__view->getHeadingOffset_deg(),
647 // current_view_origin_airspeed_horiz_kt
652 // shadows->endOfFrame();
654 // need to call the update visitor once
655 globals->get_aircraft_model()->select( true );
656 FGTileMgr::set_tile_filter( true );
657 mFrameStamp->setReferenceTime(globals->get_sim_time_sec());
658 mFrameStamp->setFrameNumber(1+mFrameStamp->getFrameNumber());
659 mFrameStamp->setCalendarTime(*globals->get_time_params()->getGmt());
664 glPushAttrib(GL_ALL_ATTRIB_BITS);
665 glPushClientAttrib(~0u);
667 // display HUD && Panel
669 glDisable( GL_DEPTH_TEST );
671 fgCockpitUpdate(sceneView->getState());
673 FGInstrumentMgr *instr = static_cast<FGInstrumentMgr*>(globals->get_subsystem("instrumentation"));
674 HUD *hud = static_cast<HUD*>(instr->get_subsystem("hud"));
675 hud->draw(*sceneView->getState());
677 // update the panel subsystem
678 if ( globals->get_current_panel() != NULL )
679 globals->get_current_panel()->update(*sceneView->getState());
680 // We don't need a state here - can be safely removed when we can pick
684 if((fgGetBool("/sim/atc/enabled"))
685 || (fgGetBool("/sim/ai-traffic/enabled")))
686 globals->get_ATC_display()->update(delta_time_sec,
687 *sceneView->getState());
689 // We can do translucent menus, so why not. :-)
690 glDisable( GL_TEXTURE_2D ) ;
691 glDisable( GL_CULL_FACE ) ;
692 glEnable( GL_BLEND ) ;
693 glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ) ;
696 // Fade out the splash screen over the first three seconds.
697 double t = globals->get_sim_time_sec();
699 fgSplashUpdate((2.5 - t) / 2.5);
707 // options.cxx needs to see this for toggle_panel()
708 // Handle new window size or exposure
710 FGRenderer::resize( int width, int height ) {
713 if ( (!fgGetBool("/sim/virtual-cockpit"))
714 && fgPanelVisible() && idle_state == 1000 ) {
715 view_h = (int)(height * (globals->get_current_panel()->getViewHeight() -
716 globals->get_current_panel()->getYOffset()) / 768.0);
721 sceneView->getViewport()->setViewport(0, height - view_h, width, view_h);
723 static int lastwidth = 0;
724 static int lastheight = 0;
725 if (width != lastwidth)
726 fgSetInt("/sim/startup/xsize", lastwidth = width);
727 if (height != lastheight)
728 fgSetInt("/sim/startup/ysize", lastheight = height);
730 guiInitMouse(width, height);
733 FGViewMgr *viewmgr = globals->get_viewmgr();
735 for ( int i = 0; i < viewmgr->size(); ++i ) {
736 viewmgr->get_view(i)->
737 set_aspect_ratio((float)view_h / (float)width);
740 setFOV( viewmgr->get_current_view()->get_h_fov(),
741 viewmgr->get_current_view()->get_v_fov() );
742 // cout << "setFOV(" << viewmgr->get_current_view()->get_h_fov()
743 // << ", " << viewmgr->get_current_view()->get_v_fov() << ")"
749 // These are wrapper functions around ssgSetNearFar() and ssgSetFOV()
750 // which will post process and rewrite the resulting frustum if we
751 // want to do asymmetric view frustums.
753 static void fgHackFrustum() {
755 // specify a percent of the configured view frustum to actually
756 // display. This is a bit of a hack to achieve asymmetric view
757 // frustums. For instance, if you want to display two monitors
758 // side by side, you could specify each with a double fov, a 0.5
759 // aspect ratio multiplier, and then the left side monitor would
760 // have a left_pct = 0.0, a right_pct = 0.5, a bottom_pct = 0.0,
761 // and a top_pct = 1.0. The right side monitor would have a
762 // left_pct = 0.5 and a right_pct = 1.0.
764 static SGPropertyNode *left_pct
765 = fgGetNode("/sim/current-view/frustum-left-pct");
766 static SGPropertyNode *right_pct
767 = fgGetNode("/sim/current-view/frustum-right-pct");
768 static SGPropertyNode *bottom_pct
769 = fgGetNode("/sim/current-view/frustum-bottom-pct");
770 static SGPropertyNode *top_pct
771 = fgGetNode("/sim/current-view/frustum-top-pct");
776 sceneView->getProjectionMatrixAsFrustum(left, right, bottom, top, zNear, zFar);
777 // cout << " l = " << f->getLeft()
778 // << " r = " << f->getRight()
779 // << " b = " << f->getBot()
780 // << " t = " << f->getTop()
781 // << " n = " << f->getNear()
782 // << " f = " << f->getFar()
785 double width = right - left;
786 double height = top - bottom;
790 if ( left_pct != NULL ) {
791 l = left + width * left_pct->getDoubleValue();
796 if ( right_pct != NULL ) {
797 r = left + width * right_pct->getDoubleValue();
802 if ( bottom_pct != NULL ) {
803 b = bottom + height * bottom_pct->getDoubleValue();
808 if ( top_pct != NULL ) {
809 t = bottom + height * top_pct->getDoubleValue();
814 sceneView->setProjectionMatrixAsFrustum(l, r, b, t, zNear, zFar);
818 // we need some static storage space for these values. However, we
819 // can't store it in a renderer class object because the functions
820 // that manipulate these are static. They are static so they can
821 // interface to the display callback system. There's probably a
822 // better way, there has to be a better way, but I'm not seeing it
824 static float fov_width = 55.0;
825 static float fov_height = 42.0;
826 static float fov_near = 1.0;
827 static float fov_far = 1000.0;
830 /** FlightGear code should use this routine to set the FOV rather than
831 * calling the ssg routine directly
833 void FGRenderer::setFOV( float w, float h ) {
837 sceneView->setProjectionMatrixAsPerspective(fov_height,
838 fov_width/fov_height,
840 // fully specify the view frustum before hacking it (so we don't
841 // accumulate hacked effects
843 // sgEnviro.setFOV( w, h );
847 /** FlightGear code should use this routine to set the Near/Far clip
848 * planes rather than calling the ssg routine directly
850 void FGRenderer::setNearFar( float n, float f ) {
851 // OSGFIXME: we have currently too much z-buffer fights
856 sceneView->setProjectionMatrixAsPerspective(fov_height,
857 fov_width/fov_height,
860 sceneView->getCamera()->setNearFarRatio(fov_near/fov_far);
861 mSceneCamera->setNearFarRatio(fov_near/fov_far);
863 // fully specify the view frustum before hacking it (so we don't
864 // accumulate hacked effects
868 bool FGRenderer::getPickInfo( SGVec3d& pt, SGVec3d& dir,
869 unsigned x, unsigned y )
871 // Get the matrices involved in the transform from global to screen
873 osg::Matrix pm = sceneView->getCamera()->getProjectionMatrix();
876 osg::NodePathList paths;
877 paths = globals->get_scenery()->get_scene_graph()->getParentalNodePaths();
878 if (!paths.empty()) {
879 // Ok, we know that this should not have multiple parents ...
880 // FIXME: is this allways true?
881 mv = osg::computeLocalToEye(sceneView->getCamera()->getViewMatrix(),
882 paths.front(), false);
885 // Compose and invert
886 osg::Matrix m = osg::Matrix::inverse(mv*pm);
888 // Get the width and height of the display to be able to normalize the
890 float width = fgGetInt("/sim/startup/xsize");
891 float height = fgGetInt("/sim/startup/ysize");
893 // Compute some coordinates of in the line from the eyepoint to the
894 // mouse click coodinates.
895 // First build the normalized projection coordinates
896 osg::Vec4 normPt((2*x - width)/width, -(2*y - height)/height, 1, 1);
897 // Transform them into the real world
898 osg::Vec4 worldPt4 = m.preMult(normPt);
899 if (fabs(worldPt4[3]) < SGLimitsf::min())
901 SGVec3f worldPt(worldPt4[0]/worldPt4[3],
902 worldPt4[1]/worldPt4[3],
903 worldPt4[2]/worldPt4[3]);
905 // Now build a direction from the point
906 FGViewer* view = globals->get_current_view();
907 dir = normalize(toVec3d(worldPt - SGVec3f(view->get_view_pos())));
909 // Copy the start point
910 pt = SGVec3d(view->get_absolute_view_pos());
912 // OSGFIXME: ist this sufficient??? especially the precision problems here??
913 // bool mSceneView->projectWindowXYIntoObject(int x,int y,osg::Vec3& near_point,osg::Vec3& far_point) const;
919 // end of renderer.cxx