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 class SGPuDrawable : public osg::Drawable {
108 // Dynamic stuff, do not store geometry
109 setUseDisplayList(false);
111 osg::StateSet* stateSet = getOrCreateStateSet();
112 stateSet->setRenderBinDetails(1001, "RenderBin");
113 // speed optimization?
114 stateSet->setMode(GL_CULL_FACE, osg::StateAttribute::OFF);
115 // We can do translucent menus, so why not. :-)
116 stateSet->setAttribute(new osg::BlendFunc(osg::BlendFunc::SRC_ALPHA, osg::BlendFunc::ONE_MINUS_SRC_ALPHA));
117 stateSet->setMode(GL_BLEND, osg::StateAttribute::ON);
118 stateSet->setTextureMode(0, GL_TEXTURE_2D, osg::StateAttribute::OFF);
120 stateSet->setTextureAttribute(0, new osg::TexEnv(osg::TexEnv::MODULATE));
122 stateSet->setMode(GL_FOG, osg::StateAttribute::OFF);
123 stateSet->setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF);
125 virtual void drawImplementation(osg::RenderInfo& renderInfo) const
126 { drawImplementation(*renderInfo.getState()); }
127 void drawImplementation(osg::State& state) const
129 if (!fgOSIsMainContext(state.getGraphicsContext()))
132 state.pushStateSet(getStateSet());
134 state.setActiveTextureUnit(0);
135 state.setClientActiveTextureUnit(0);
136 state.disableAllVertexArrays();
138 glPushAttrib(GL_ALL_ATTRIB_BITS);
139 glPushClientAttrib(~0u);
147 state.dirtyAllModes();
148 state.dirtyAllAttributes();
149 state.dirtyAllVertexArrays();
152 virtual osg::Object* cloneType() const { return new SGPuDrawable; }
153 virtual osg::Object* clone(const osg::CopyOp&) const { return new SGPuDrawable; }
158 class SGHUDAndPanelDrawable : public osg::Drawable {
160 SGHUDAndPanelDrawable()
162 // Dynamic stuff, do not store geometry
163 setUseDisplayList(false);
165 osg::StateSet* stateSet = getOrCreateStateSet();
166 stateSet->setRenderBinDetails(1000, "RenderBin");
168 // speed optimization?
169 stateSet->setMode(GL_CULL_FACE, osg::StateAttribute::OFF);
170 stateSet->setAttribute(new osg::BlendFunc(osg::BlendFunc::SRC_ALPHA, osg::BlendFunc::ONE_MINUS_SRC_ALPHA));
171 stateSet->setMode(GL_BLEND, osg::StateAttribute::ON);
172 stateSet->setMode(GL_FOG, osg::StateAttribute::OFF);
173 stateSet->setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF);
175 stateSet->setTextureAttribute(0, new osg::TexEnv(osg::TexEnv::MODULATE));
177 virtual void drawImplementation(osg::RenderInfo& renderInfo) const
178 { drawImplementation(*renderInfo.getState()); }
179 void drawImplementation(osg::State& state) const
181 // std::cout << state.getGraphicsContext() << std::endl;
182 if (!fgOSIsMainContext(state.getGraphicsContext()))
185 state.pushStateSet(getStateSet());
187 state.setActiveTextureUnit(0);
188 state.setClientActiveTextureUnit(0);
189 state.disableAllVertexArrays();
191 glPushAttrib(GL_ALL_ATTRIB_BITS);
192 glPushClientAttrib(~0u);
194 fgCockpitUpdate(&state);
196 FGInstrumentMgr *instr = static_cast<FGInstrumentMgr*>(globals->get_subsystem("instrumentation"));
197 HUD *hud = static_cast<HUD*>(instr->get_subsystem("hud"));
200 // update the panel subsystem
201 if ( globals->get_current_panel() != NULL )
202 globals->get_current_panel()->update(state);
203 // We don't need a state here - can be safely removed when we can pick
211 state.dirtyAllModes();
212 state.dirtyAllAttributes();
213 state.dirtyAllVertexArrays();
216 virtual osg::Object* cloneType() const { return new SGHUDAndPanelDrawable; }
217 virtual osg::Object* clone(const osg::CopyOp&) const { return new SGHUDAndPanelDrawable; }
222 class FGLightSourceUpdateCallback : public osg::NodeCallback {
224 virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
226 assert(dynamic_cast<osg::LightSource*>(node));
227 osg::LightSource* lightSource = static_cast<osg::LightSource*>(node);
228 osg::Light* light = lightSource->getLight();
230 FGLight *l = static_cast<FGLight*>(globals->get_subsystem("lighting"));
231 light->setAmbient(l->scene_ambient().osg());
232 light->setDiffuse(l->scene_diffuse().osg());
233 light->setSpecular(l->scene_specular().osg());
234 SGVec4f position(l->sun_vec()[0], l->sun_vec()[1], l->sun_vec()[2], 0);
235 light->setPosition(position.osg());
236 SGVec3f direction(l->sun_vec()[0], l->sun_vec()[1], l->sun_vec()[2]);
237 light->setDirection(direction.osg());
238 light->setSpotExponent(0);
239 light->setSpotCutoff(180);
240 light->setConstantAttenuation(1);
241 light->setLinearAttenuation(0);
242 light->setQuadraticAttenuation(0);
248 class FGWireFrameModeUpdateCallback : public osg::StateAttribute::Callback {
250 FGWireFrameModeUpdateCallback() :
251 mWireframe(fgGetNode("/sim/rendering/wireframe"))
253 virtual void operator()(osg::StateAttribute* stateAttribute,
256 assert(dynamic_cast<osg::PolygonMode*>(stateAttribute));
257 osg::PolygonMode* polygonMode;
258 polygonMode = static_cast<osg::PolygonMode*>(stateAttribute);
260 if (mWireframe->getBoolValue())
261 polygonMode->setMode(osg::PolygonMode::FRONT_AND_BACK,
262 osg::PolygonMode::LINE);
264 polygonMode->setMode(osg::PolygonMode::FRONT_AND_BACK,
265 osg::PolygonMode::FILL);
268 SGSharedPtr<SGPropertyNode> mWireframe;
271 class FGLightModelUpdateCallback : public osg::StateAttribute::Callback {
273 FGLightModelUpdateCallback() :
274 mHighlights(fgGetNode("/sim/rendering/specular-highlight"))
276 virtual void operator()(osg::StateAttribute* stateAttribute,
279 assert(dynamic_cast<osg::LightModel*>(stateAttribute));
280 osg::LightModel* lightModel;
281 lightModel = static_cast<osg::LightModel*>(stateAttribute);
284 FGLight *l = static_cast<FGLight*>(globals->get_subsystem("lighting"));
285 lightModel->setAmbientIntensity(l->scene_ambient().osg());
287 lightModel->setAmbientIntensity(osg::Vec4(0, 0, 0, 1));
289 lightModel->setTwoSided(true);
290 lightModel->setLocalViewer(false);
292 if (mHighlights->getBoolValue()) {
293 lightModel->setColorControl(osg::LightModel::SEPARATE_SPECULAR_COLOR);
295 lightModel->setColorControl(osg::LightModel::SINGLE_COLOR);
299 SGSharedPtr<SGPropertyNode> mHighlights;
302 class FGFogEnableUpdateCallback : public osg::StateSet::Callback {
304 FGFogEnableUpdateCallback() :
305 mFogEnabled(fgGetNode("/sim/rendering/fog"))
307 virtual void operator()(osg::StateSet* stateSet, osg::NodeVisitor*)
309 if (strcmp(mFogEnabled->getStringValue(), "disabled") == 0) {
310 stateSet->setMode(GL_FOG, osg::StateAttribute::OFF);
312 stateSet->setMode(GL_FOG, osg::StateAttribute::ON);
316 SGSharedPtr<SGPropertyNode> mFogEnabled;
319 class FGFogUpdateCallback : public osg::StateAttribute::Callback {
321 virtual void operator () (osg::StateAttribute* sa, osg::NodeVisitor* nv)
323 assert(dynamic_cast<SGUpdateVisitor*>(nv));
324 assert(dynamic_cast<osg::Fog*>(sa));
325 SGUpdateVisitor* updateVisitor = static_cast<SGUpdateVisitor*>(nv);
326 osg::Fog* fog = static_cast<osg::Fog*>(sa);
327 fog->setMode(osg::Fog::EXP2);
328 fog->setColor(updateVisitor->getFogColor().osg());
329 fog->setDensity(updateVisitor->getFogExp2Density());
333 // update callback for the switch node guarding that splash
334 class FGScenerySwitchCallback : public osg::NodeCallback {
336 virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
338 assert(dynamic_cast<osg::Switch*>(node));
339 osg::Switch* sw = static_cast<osg::Switch*>(node);
341 double t = globals->get_sim_time_sec();
342 bool enabled = 0 < t;
343 sw->setValue(0, enabled);
353 osg::ref_ptr<osgUtil::SceneView> sceneView = new osgUtil::SceneView; // This SceneView is used by class FGJpegHttpd ( jpg-httpd.cxx )
354 static osg::ref_ptr<osg::FrameStamp> mFrameStamp = new osg::FrameStamp;
355 static osg::ref_ptr<SGUpdateVisitor> mUpdateVisitor= new SGUpdateVisitor;
357 static osg::ref_ptr<osg::Group> mRealRoot = new osg::Group;
359 static osg::ref_ptr<osg::Group> mRoot = new osg::Group;
361 static osg::ref_ptr<osg::CameraView> mCameraView = new osg::CameraView;
362 static osg::ref_ptr<osg::Camera> mBackGroundCamera = new osg::Camera;
364 FGRenderer::FGRenderer()
366 #ifdef FG_JPEG_SERVER
367 jpgRenderFrame = FGRenderer::update;
369 #ifdef ENABLE_OSGVIEWER
370 manipulator = new FGManipulator;
374 FGRenderer::~FGRenderer()
376 #ifdef FG_JPEG_SERVER
377 jpgRenderFrame = NULL;
381 // Initialize various GL/view parameters
382 // XXX This should be called "preinit" or something, as it initializes
383 // critical parts of the scene graph in addition to the splash screen.
385 FGRenderer::splashinit( void ) {
386 osgViewer::Viewer* viewer = globals->get_renderer()->getViewer();
389 mRealRoot = dynamic_cast<osg::Group*>(viewer->getSceneData());
390 mRealRoot->addChild(fgCreateSplashNode());
391 osgViewer::Scene* scene = viewer->getScene();
392 mFrameStamp = viewer->getFrameStamp();
393 // Scene doesn't seem to pass the frame stamp to the update
394 // visitor automatically.
395 mUpdateVisitor->setFrameStamp(mFrameStamp.get());
396 scene->setUpdateVisitor(mUpdateVisitor.get());
398 // Add the splash screen node
399 mRealRoot->addChild(fgCreateSplashNode());
400 sceneView->setSceneData(mRealRoot.get());
401 sceneView->setDefaults(osgUtil::SceneView::COMPILE_GLOBJECTS_AT_INIT);
402 sceneView->setFrameStamp(mFrameStamp.get());
403 sceneView->setUpdateVisitor(mUpdateVisitor.get());
408 FGRenderer::init( void ) {
409 // The viewer can call this before the graphics context is current
410 // in the main thread; indeed, in a multithreaded setup it might
411 // never be current in the main thread.
413 osgViewer::Viewer* viewer = globals->get_renderer()->getViewer();
414 osg::initNotifyLevel();
416 // The number of polygon-offset "units" to place between layers. In
417 // principle, one is supposed to be enough. In practice, I find that
418 // my hardware/driver requires many more.
419 osg::PolygonOffset::setUnitsMultiplier(1);
420 osg::PolygonOffset::setFactorMultiplier(1);
422 // Go full screen if requested ...
423 if ( fgGetBool("/sim/startup/fullscreen") )
426 if ( (!strcmp(fgGetString("/sim/rendering/fog"), "disabled")) ||
427 (!fgGetBool("/sim/rendering/shading"))) {
428 // if fastest fog requested, or if flat shading force fastest
429 glHint ( GL_FOG_HINT, GL_FASTEST );
430 } else if ( !strcmp(fgGetString("/sim/rendering/fog"), "nicest") ) {
431 glHint ( GL_FOG_HINT, GL_DONT_CARE );
434 glHint(GL_POLYGON_SMOOTH_HINT, GL_DONT_CARE);
435 glHint(GL_LINE_SMOOTH_HINT, GL_DONT_CARE);
436 glHint(GL_POINT_SMOOTH_HINT, GL_DONT_CARE);
440 ->setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR);
442 sceneView->setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR);
443 sceneView->getCamera()->setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR);
447 osg::StateSet* stateSet = mRoot->getOrCreateStateSet();
449 stateSet->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
451 stateSet->setAttribute(new osg::Depth(osg::Depth::LESS));
452 stateSet->setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF);
454 stateSet->setAttribute(new osg::AlphaFunc(osg::AlphaFunc::GREATER, 0.01));
455 stateSet->setMode(GL_ALPHA_TEST, osg::StateAttribute::OFF);
456 stateSet->setAttribute(new osg::BlendFunc);
457 stateSet->setMode(GL_BLEND, osg::StateAttribute::OFF);
459 stateSet->setMode(GL_FOG, osg::StateAttribute::OFF);
461 // this will be set below
462 stateSet->setMode(GL_NORMALIZE, osg::StateAttribute::OFF);
464 osg::Material* material = new osg::Material;
465 stateSet->setAttribute(material);
467 stateSet->setTextureAttribute(0, new osg::TexEnv);
468 stateSet->setTextureMode(0, GL_TEXTURE_2D, osg::StateAttribute::OFF);
471 // stateSet->setAttribute(new osg::CullFace(osg::CullFace::BACK));
472 // stateSet->setMode(GL_CULL_FACE, osg::StateAttribute::ON);
474 // this is the topmost scenegraph node for osg
475 mBackGroundCamera->addChild(thesky->getPreRoot());
476 mBackGroundCamera->setClearMask(0);
478 GLbitfield inheritanceMask = osg::CullSettings::ALL_VARIABLES;
479 inheritanceMask &= ~osg::CullSettings::COMPUTE_NEAR_FAR_MODE;
480 inheritanceMask &= ~osg::CullSettings::NEAR_FAR_RATIO;
481 inheritanceMask &= ~osg::CullSettings::CULLING_MODE;
482 mBackGroundCamera->setInheritanceMask(inheritanceMask);
483 mBackGroundCamera->setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR);
484 mBackGroundCamera->setCullingMode(osg::CullSettings::NO_CULLING);
485 mBackGroundCamera->setRenderOrder(osg::Camera::NESTED_RENDER);
487 stateSet = mBackGroundCamera->getOrCreateStateSet();
488 stateSet->setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF);
490 osg::Group* sceneGroup = new osg::Group;
491 sceneGroup->addChild(globals->get_scenery()->get_scene_graph());
492 sceneGroup->addChild(thesky->getCloudRoot());
494 stateSet = sceneGroup->getOrCreateStateSet();
495 stateSet->setMode(GL_BLEND, osg::StateAttribute::ON);
496 stateSet->setMode(GL_DEPTH_TEST, osg::StateAttribute::ON);
498 // need to update the light on every frame
499 osg::LightSource* lightSource = new osg::LightSource;
500 lightSource->setUpdateCallback(new FGLightSourceUpdateCallback);
501 // relative because of CameraView being just a clever transform node
502 lightSource->setReferenceFrame(osg::LightSource::RELATIVE_RF);
503 lightSource->setLocalStateSetModes(osg::StateAttribute::ON);
504 mRoot->addChild(lightSource);
506 lightSource->addChild(mBackGroundCamera.get());
507 lightSource->addChild(sceneGroup);
510 stateSet = globals->get_scenery()->get_scene_graph()->getOrCreateStateSet();
511 stateSet->setMode(GL_BLEND, osg::StateAttribute::ON);
512 stateSet->setMode(GL_ALPHA_TEST, osg::StateAttribute::ON);
513 stateSet->setMode(GL_LIGHTING, osg::StateAttribute::ON);
514 stateSet->setMode(GL_DEPTH_TEST, osg::StateAttribute::ON);
516 // enable disable specular highlights.
517 // is the place where we might plug in an other fragment shader ...
518 osg::LightModel* lightModel = new osg::LightModel;
519 lightModel->setUpdateCallback(new FGLightModelUpdateCallback);
520 stateSet->setAttribute(lightModel);
522 // switch to enable wireframe
523 osg::PolygonMode* polygonMode = new osg::PolygonMode;
524 polygonMode->setUpdateCallback(new FGWireFrameModeUpdateCallback);
525 stateSet->setAttributeAndModes(polygonMode);
527 // scene fog handling
528 osg::Fog* fog = new osg::Fog;
529 fog->setUpdateCallback(new FGFogUpdateCallback);
530 stateSet->setAttributeAndModes(fog);
531 stateSet->setUpdateCallback(new FGFogEnableUpdateCallback);
534 osg::Camera* guiCamera = new osg::Camera;
535 guiCamera->setRenderOrder(osg::Camera::POST_RENDER, 100);
536 guiCamera->setClearMask(0);
537 inheritanceMask = osg::CullSettings::ALL_VARIABLES;
538 inheritanceMask &= ~osg::CullSettings::COMPUTE_NEAR_FAR_MODE;
539 inheritanceMask &= ~osg::CullSettings::CULLING_MODE;
540 guiCamera->setInheritanceMask(inheritanceMask);
541 guiCamera->setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR);
542 guiCamera->setCullingMode(osg::CullSettings::NO_CULLING);
543 osg::Geode* geode = new osg::Geode;
544 geode->addDrawable(new SGPuDrawable);
545 geode->addDrawable(new SGHUDAndPanelDrawable);
546 guiCamera->addChild(geode);
548 mCameraView->addChild(mRoot.get());
550 osg::Switch* sw = new osg::Switch;
551 sw->setUpdateCallback(new FGScenerySwitchCallback);
552 sw->addChild(mCameraView.get());
554 mRealRoot->addChild(sw);
555 mRealRoot->addChild(FGCreateRedoutNode());
556 mRealRoot->addChild(guiCamera);
557 // sceneView->getState()->setCheckForGLErrors(osg::State::ONCE_PER_ATTRIBUTE);
561 // Update all Visuals (redraws anything graphics related)
563 FGRenderer::update( bool refresh_camera_settings ) {
564 bool scenery_loaded = fgGetBool("sim/sceneryloaded")
565 || fgGetBool("sim/sceneryloaded-override");
566 osgViewer::Viewer* viewer = globals->get_renderer()->getViewer();
567 if ( idle_state < 1000 || !scenery_loaded ) {
568 fgSetDouble("/sim/startup/splash-alpha", 1.0);
570 // Keep resetting sim time while the sim is initializing
571 globals->set_sim_time_sec( 0.0 );
573 // the splash screen is now in the scenegraph
582 // Fade out the splash screen over the first three seconds.
583 double sAlpha = SGMiscd::max(0, (2.5 - globals->get_sim_time_sec()) / 2.5);
584 fgSetDouble("/sim/startup/splash-alpha", sAlpha);
586 bool skyblend = fgGetBool("/sim/rendering/skyblend");
587 bool use_point_sprites = fgGetBool("/sim/rendering/point-sprites");
588 bool enhanced_lighting = fgGetBool("/sim/rendering/enhanced-lighting");
589 bool distance_attenuation
590 = fgGetBool("/sim/rendering/distance-attenuation");
592 SGConfigureDirectionalLights( use_point_sprites, enhanced_lighting,
593 distance_attenuation );
595 static const SGPropertyNode *groundlevel_nearplane
596 = fgGetNode("/sim/current-view/ground-level-nearplane-m");
598 FGLight *l = static_cast<FGLight*>(globals->get_subsystem("lighting"));
601 double actual_visibility;
602 if (fgGetBool("/environment/clouds/status")) {
603 actual_visibility = thesky->get_visibility();
605 actual_visibility = fgGetDouble("/environment/visibility-m");
608 // idle_state is now 1000 meaning we've finished all our
609 // initializations and are running the main loop, so this will
610 // now work without seg faulting the system.
612 FGViewer *current__view = globals->get_current_view();
613 // Force update of center dependent values ...
614 current__view->set_dirty();
616 if ( refresh_camera_settings ) {
618 resize( fgGetInt("/sim/startup/xsize"),
619 fgGetInt("/sim/startup/ysize") );
621 SGVec3d position = current__view->getViewPosition();
622 SGQuatd attitude = current__view->getViewOrientation();
623 SGVec3d osgPosition = attitude.transform(-position);
625 FGManipulator *manipulator
626 = globals->get_renderer()->getManipulator();
627 manipulator->setPosition(position.osg());
628 manipulator->setAttitude(attitude.osg());
630 mCameraView->setPosition(osgPosition.osg());
631 mCameraView->setAttitude(inverse(attitude).osg());
636 camera = viewer->getCamera();
638 camera = sceneView->getCamera();
641 if ( fgGetBool("/sim/rendering/textures") ) {
642 SGVec4f clearColor(l->adj_fog_color());
643 camera->setClearColor(clearColor.osg());
646 SGVec4f clearColor(l->sky_color());
647 camera->setClearColor(clearColor.osg());
650 // update fog params if visibility has changed
651 double visibility_meters = fgGetDouble("/environment/visibility-m");
652 thesky->set_visibility(visibility_meters);
654 thesky->modify_vis( cur_fdm_state->get_Altitude() * SG_FEET_TO_METER,
655 ( global_multi_loop * fgGetInt("/sim/speed-up") )
656 / (double)fgGetInt("/sim/model-hz") );
658 // update the sky dome
661 // The sun and moon distances are scaled down versions
662 // of the actual distance to get both the moon and the sun
663 // within the range of the far clip plane.
664 // Moon distance: 384,467 kilometers
665 // Sun distance: 150,000,000 kilometers
667 double sun_horiz_eff, moon_horiz_eff;
668 if (fgGetBool("/sim/rendering/horizon-effect")) {
669 sun_horiz_eff = 0.67+pow(0.5+cos(l->get_sun_angle())*2/2, 0.33)/3;
670 moon_horiz_eff = 0.67+pow(0.5+cos(l->get_moon_angle())*2/2, 0.33)/3;
672 sun_horiz_eff = moon_horiz_eff = 1.0;
675 static SGSkyState sstate;
677 sstate.view_pos = toVec3f(current__view->get_view_pos());
678 sstate.zero_elev = toVec3f(current__view->get_zero_elev());
679 sstate.view_up = current__view->get_world_up();
680 sstate.lon = current__view->getLongitude_deg()
681 * SGD_DEGREES_TO_RADIANS;
682 sstate.lat = current__view->getLatitude_deg()
683 * SGD_DEGREES_TO_RADIANS;
684 sstate.alt = current__view->getAltitudeASL_ft()
686 sstate.spin = l->get_sun_rotation();
687 sstate.gst = globals->get_time_params()->getGst();
688 sstate.sun_ra = globals->get_ephem()->getSunRightAscension();
689 sstate.sun_dec = globals->get_ephem()->getSunDeclination();
690 sstate.sun_dist = 50000.0 * sun_horiz_eff;
691 sstate.moon_ra = globals->get_ephem()->getMoonRightAscension();
692 sstate.moon_dec = globals->get_ephem()->getMoonDeclination();
693 sstate.moon_dist = 40000.0 * moon_horiz_eff;
694 sstate.sun_angle = l->get_sun_angle();
698 SG_LOG( SG_GENERAL, SG_BULK, "thesky->repaint() sky_color = "
699 << l->sky_color()[0] << " "
700 << l->sky_color()[1] << " "
701 << l->sky_color()[2] << " "
702 << l->sky_color()[3] );
703 SG_LOG( SG_GENERAL, SG_BULK, " fog = "
704 << l->fog_color()[0] << " "
705 << l->fog_color()[1] << " "
706 << l->fog_color()[2] << " "
707 << l->fog_color()[3] );
708 SG_LOG( SG_GENERAL, SG_BULK,
709 " sun_angle = " << l->sun_angle
710 << " moon_angle = " << l->moon_angle );
713 static SGSkyColor scolor;
715 scolor.sky_color = SGVec3f(l->sky_color().data());
716 scolor.fog_color = SGVec3f(l->adj_fog_color().data());
717 scolor.cloud_color = SGVec3f(l->cloud_color().data());
718 scolor.sun_angle = l->get_sun_angle();
719 scolor.moon_angle = l->get_moon_angle();
720 scolor.nplanets = globals->get_ephem()->getNumPlanets();
721 scolor.nstars = globals->get_ephem()->getNumStars();
722 scolor.planet_data = globals->get_ephem()->getPlanets();
723 scolor.star_data = globals->get_ephem()->getStars();
725 thesky->reposition( sstate, delta_time_sec );
726 thesky->repaint( scolor );
729 SG_LOG( SG_GENERAL, SG_BULK,
730 "thesky->reposition( view_pos = " << view_pos[0] << " "
731 << view_pos[1] << " " << view_pos[2] );
732 SG_LOG( SG_GENERAL, SG_BULK,
733 " zero_elev = " << zero_elev[0] << " "
734 << zero_elev[1] << " " << zero_elev[2]
735 << " lon = " << cur_fdm_state->get_Longitude()
736 << " lat = " << cur_fdm_state->get_Latitude() );
737 SG_LOG( SG_GENERAL, SG_BULK,
738 " sun_rot = " << l->get_sun_rotation
739 << " gst = " << SGTime::cur_time_params->getGst() );
740 SG_LOG( SG_GENERAL, SG_BULK,
741 " sun ra = " << globals->get_ephem()->getSunRightAscension()
742 << " sun dec = " << globals->get_ephem()->getSunDeclination()
743 << " moon ra = " << globals->get_ephem()->getMoonRightAscension()
744 << " moon dec = " << globals->get_ephem()->getMoonDeclination() );
748 // shadows->setupShadows(
749 // current__view->getLongitude_deg(),
750 // current__view->getLatitude_deg(),
751 // globals->get_time_params()->getGst(),
752 // globals->get_ephem()->getSunRightAscension(),
753 // globals->get_ephem()->getSunDeclination(),
754 // l->get_sun_angle());
758 // sgEnviro.setLight(l->adj_fog_color());
760 // texture parameters
761 glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST );
763 double agl = current__view->getAltitudeASL_ft()*SG_FEET_TO_METER
764 - current__view->getSGLocation()->get_cur_elev_m();
766 float scene_nearplane, scene_farplane;
768 scene_nearplane = 10.0f;
769 scene_farplane = 120000.0f;
771 scene_nearplane = groundlevel_nearplane->getDoubleValue();
772 scene_farplane = 120000.0f;
774 setNearFar( scene_nearplane, scene_farplane );
776 // sgEnviro.startOfFrame(current__view->get_view_pos(),
777 // current__view->get_world_up(),
778 // current__view->getLongitude_deg(),
779 // current__view->getLatitude_deg(),
780 // current__view->getAltitudeASL_ft() * SG_FEET_TO_METER,
784 // sgEnviro.drawLightning();
786 // double current_view_origin_airspeed_horiz_kt =
787 // fgGetDouble("/velocities/airspeed-kt", 0.0)
788 // * cos( fgGetDouble("/orientation/pitch-deg", 0.0)
789 // * SGD_DEGREES_TO_RADIANS);
790 // TODO:find the real view speed, not the AC one
791 // sgEnviro.drawPrecipitation(
792 // fgGetDouble("/environment/metar/rain-norm", 0.0),
793 // fgGetDouble("/environment/metar/snow-norm", 0.0),
794 // fgGetDouble("/environment/metar/hail-norm", 0.0),
795 // current__view->getPitch_deg() + current__view->getPitchOffset_deg(),
796 // current__view->getRoll_deg() + current__view->getRollOffset_deg(),
797 // - current__view->getHeadingOffset_deg(),
798 // current_view_origin_airspeed_horiz_kt
803 // shadows->endOfFrame();
805 // need to call the update visitor once
807 mFrameStamp->setReferenceTime(globals->get_sim_time_sec());
808 mFrameStamp->setSimulationTime(globals->get_sim_time_sec());
809 mFrameStamp->setFrameNumber(1+mFrameStamp->getFrameNumber());
811 mFrameStamp->setCalendarTime(*globals->get_time_params()->getGmt());
812 mUpdateVisitor->setViewData(current__view->getViewPosition(),
813 current__view->getViewOrientation());
814 SGVec3f direction(l->sun_vec()[0], l->sun_vec()[1], l->sun_vec()[2]);
815 mUpdateVisitor->setLight(direction, l->scene_ambient(),
816 l->scene_diffuse(), l->scene_specular(),
818 l->get_sun_angle()*SGD_RADIANS_TO_DEGREES);
819 mUpdateVisitor->setVisibility(actual_visibility);
820 bool hotspots = fgGetBool("/sim/panel-hotspots");
823 camera->setCullMask(camera->getCullMask()|SG_NODEMASK_PICK_BIT);
825 camera->setCullMask(camera->getCullMask()
826 & ~SG_NODEMASK_PICK_BIT);
829 sceneView->setCullMask(sceneView->getCullMask()
830 |SG_NODEMASK_PICK_BIT);
832 sceneView->setCullMask(sceneView->getCullMask()
833 &(~SG_NODEMASK_PICK_BIT));
842 // options.cxx needs to see this for toggle_panel()
843 // Handle new window size or exposure
845 FGRenderer::resize( int width, int height ) {
848 if ( (!fgGetBool("/sim/virtual-cockpit"))
849 && fgPanelVisible() && idle_state == 1000 ) {
850 view_h = (int)(height * (globals->get_current_panel()->getViewHeight() -
851 globals->get_current_panel()->getYOffset()) / 768.0);
855 osgViewer::Viewer* viewer = globals->get_renderer()->getViewer();
858 // viewer->getCamera()->getViewport()->setViewport(0, height - view_h,
861 sceneView->getViewport()->setViewport(0, height - view_h,
864 static int lastwidth = 0;
865 static int lastheight = 0;
866 if (width != lastwidth)
867 fgSetInt("/sim/startup/xsize", lastwidth = width);
868 if (height != lastheight)
869 fgSetInt("/sim/startup/ysize", lastheight = height);
871 guiInitMouse(width, height);
874 FGViewMgr *viewmgr = globals->get_viewmgr();
876 for ( int i = 0; i < viewmgr->size(); ++i ) {
877 viewmgr->get_view(i)->
878 set_aspect_ratio((float)view_h / (float)width);
881 setFOV( viewmgr->get_current_view()->get_h_fov(),
882 viewmgr->get_current_view()->get_v_fov() );
887 // we need some static storage space for these values. However, we
888 // can't store it in a renderer class object because the functions
889 // that manipulate these are static. They are static so they can
890 // interface to the display callback system. There's probably a
891 // better way, there has to be a better way, but I'm not seeing it
893 static float fov_width = 55.0;
894 static float fov_height = 42.0;
895 static float fov_near = 1.0;
896 static float fov_far = 1000.0;
899 /** FlightGear code should use this routine to set the FOV rather than
900 * calling the ssg routine directly
902 void FGRenderer::setFOV( float w, float h ) {
905 osgViewer::Viewer* viewer = globals->get_renderer()->getViewer();
907 viewer->getCamera()->setProjectionMatrixAsPerspective(fov_height, 4.0/3.0, fov_near, fov_far);
909 sceneView->setProjectionMatrixAsPerspective(fov_height,
910 fov_width/fov_height,
915 /** FlightGear code should use this routine to set the Near/Far clip
916 * planes rather than calling the ssg routine directly
918 void FGRenderer::setNearFar( float n, float f ) {
919 // OSGFIXME: we have currently too much z-buffer fights
923 osgViewer::Viewer* viewer = globals->get_renderer()->getViewer();
925 viewer->getCamera()->setProjectionMatrixAsPerspective(fov_height, 4.0/3.0, fov_near, fov_far);
927 sceneView->setProjectionMatrixAsPerspective(fov_height,
928 fov_width/fov_height,
934 FGRenderer::pick( unsigned x, unsigned y,
935 std::vector<SGSceneryPick>& pickList,
936 const osgGA::GUIEventAdapter* ea )
938 osgViewer::Viewer* viewer = globals->get_renderer()->getViewer();
939 // wipe out the return ...
942 if (sceneView.valid()) {
943 osg::Node* sceneData = globals->get_scenery()->get_scene_graph();
947 osg::Viewport* viewport = sceneView->getViewport();
950 // don't know why, but the update has partly happened somehow,
951 // so update the scenery part of the viewer
952 FGViewer *current_view = globals->get_current_view();
953 // Force update of center dependent values ...
954 current_view->set_dirty();
955 SGVec3d position = current_view->getViewPosition();
956 SGQuatd attitude = current_view->getViewOrientation();
957 SGVec3d osgPosition = attitude.transform(-position);
958 mCameraView->setPosition(osgPosition.osg());
959 mCameraView->setAttitude(inverse(attitude).osg());
961 osg::Matrix projection(sceneView->getProjectionMatrix());
962 osg::Matrix modelview(sceneView->getViewMatrix());
964 osg::NodePathList nodePath = sceneData->getParentalNodePaths();
965 // modify the view matrix so that it accounts for this nodePath's
966 // accumulated transform
967 if (!nodePath.empty())
968 modelview.preMult(computeLocalToWorld(nodePath.front()));
970 // swap the y values ...
971 y = viewport->height() - y;
972 // set up the pick visitor
973 osgUtil::PickVisitor pickVisitor(viewport, projection, modelview, x, y);
974 sceneData->accept(pickVisitor);
975 if (!pickVisitor.hits())
978 // collect all interaction callbacks on the pick ray.
979 // They get stored in the pickCallbacks list where they are sorted back
980 // to front and croasest to finest wrt the scenery node they are attached to
981 osgUtil::PickVisitor::LineSegmentHitListMap::const_iterator mi;
982 for (mi = pickVisitor.getSegHitList().begin();
983 mi != pickVisitor.getSegHitList().end();
985 osgUtil::IntersectVisitor::HitList::const_iterator hi;
986 for (hi = mi->second.begin(); hi != mi->second.end(); ++hi) {
987 // ok, go back the nodes and ask for intersection callbacks,
988 // execute them in top down order
989 const osg::NodePath& np = hi->getNodePath();
990 osg::NodePath::const_reverse_iterator npi;
991 for (npi = np.rbegin(); npi != np.rend(); ++npi) {
992 SGSceneUserData* ud = SGSceneUserData::getSceneUserData(*npi);
995 for (unsigned i = 0; i < ud->getNumPickCallbacks(); ++i) {
996 SGPickCallback* pickCallback = ud->getPickCallback(i);
999 SGSceneryPick sceneryPick;
1000 /// note that this is done totally in doubles instead of
1001 /// just using getWorldIntersectionPoint
1002 osg::Vec3d localPt = hi->getLocalIntersectPoint();
1003 sceneryPick.info.local = SGVec3d(localPt);
1004 if (hi->getMatrix())
1005 sceneryPick.info.wgs84 = SGVec3d(localPt*(*hi->getMatrix()));
1007 sceneryPick.info.wgs84 = SGVec3d(localPt);
1008 sceneryPick.callback = pickCallback;
1009 pickList.push_back(sceneryPick);
1015 return !pickList.empty();
1017 } else if (viewer) {
1019 // just compute intersections in the viewers method ...
1020 typedef osgUtil::LineSegmentIntersector::Intersections Intersections;
1021 Intersections intersections;
1022 viewer->computeIntersections(ea->getX(), ea->getY(), intersections);
1024 Intersections::iterator hit;
1025 for (hit = intersections.begin(); hit != intersections.end(); ++hit) {
1026 const osg::NodePath& np = hit->nodePath;
1027 osg::NodePath::const_reverse_iterator npi;
1028 for (npi = np.rbegin(); npi != np.rend(); ++npi) {
1029 SGSceneUserData* ud = SGSceneUserData::getSceneUserData(*npi);
1032 for (unsigned i = 0; i < ud->getNumPickCallbacks(); ++i) {
1033 SGPickCallback* pickCallback = ud->getPickCallback(i);
1036 SGSceneryPick sceneryPick;
1037 sceneryPick.info.local = SGVec3d(hit->getLocalIntersectPoint());
1038 sceneryPick.info.wgs84 = SGVec3d(hit->getWorldIntersectPoint());
1039 sceneryPick.callback = pickCallback;
1040 pickList.push_back(sceneryPick);
1045 return !pickList.empty();
1046 } else { // we can get called early ...
1052 FGRenderer::addCamera(osg::Camera* camera, bool useSceneData)
1054 mRealRoot->addChild(camera);
1058 fgDumpSceneGraphToFile(const char* filename)
1060 return osgDB::writeNodeFile(*mRealRoot.get(), filename);
1063 // end of renderer.cxx