1 // renderer.cxx -- top level sim routines
3 // Written by Curtis Olson, started May 1997.
4 // This file contains parts of main.cxx prior to october 2004
6 // Copyright (C) 1997 - 2002 Curtis L. Olson - http://www.flightgear.org/~curt
8 // This program is free software; you can redistribute it and/or
9 // modify it under the terms of the GNU General Public License as
10 // published by the Free Software Foundation; either version 2 of the
11 // License, or (at your option) any later version.
13 // This program is distributed in the hope that it will be useful, but
14 // WITHOUT ANY WARRANTY; without even the implied warranty of
15 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
16 // General Public License for more details.
18 // You should have received a copy of the GNU General Public License
19 // along with this program; if not, write to the Free Software
20 // Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
29 #include <simgear/compiler.h>
36 #include <plib/netSocket.h>
38 #include <simgear/screen/extensions.hxx>
39 #include <simgear/scene/material/matlib.hxx>
40 #include <simgear/scene/model/animation.hxx>
41 #include <simgear/scene/model/model.hxx>
42 #include <simgear/scene/model/modellib.hxx>
43 #include <simgear/scene/model/placement.hxx>
44 #include <simgear/scene/tgdb/pt_lights.hxx>
45 #include <simgear/props/props.hxx>
46 #include <simgear/timing/sg_time.hxx>
47 #include <simgear/ephemeris/ephemeris.hxx>
48 #include <simgear/math/sg_random.h>
50 #include <simgear/screen/jpgfactory.hxx>
53 #include <simgear/environment/visual_enviro.hxx>
55 #include <simgear/scene/model/shadowvolume.hxx>
57 #include <Scenery/tileentry.hxx>
58 #include <Time/light.hxx>
59 #include <Time/light.hxx>
60 #include <Aircraft/aircraft.hxx>
61 // #include <Aircraft/replay.hxx>
62 #include <Cockpit/panel.hxx>
63 #include <Cockpit/cockpit.hxx>
64 #include <Cockpit/hud.hxx>
65 #include <Model/panelnode.hxx>
66 #include <Model/modelmgr.hxx>
67 #include <Model/acmodel.hxx>
68 #include <Scenery/scenery.hxx>
69 #include <Scenery/tilemgr.hxx>
70 #include <ATC/ATCdisplay.hxx>
71 #include <GUI/new_gui.hxx>
72 #include <Instrumentation/instrument_mgr.hxx>
73 #include <Instrumentation/HUD/HUD.hxx>
76 #include "renderer.hxx"
80 extern void sgShaderFrameInit(double delta_time_sec);
82 float default_attenuation[3] = {1.0, 0.0, 0.0};
84 // Clip plane settings...
85 float scene_nearplane = 0.5f;
86 float scene_farplane = 120000.0f;
88 glPointParameterfProc glPointParameterfPtr = 0;
89 glPointParameterfvProc glPointParameterfvPtr = 0;
90 bool glPointParameterIsSupported = false;
91 bool glPointSpriteIsSupported = false;
94 // fog constants. I'm a little nervous about putting actual code out
95 // here but it seems to work (?)
96 static const double m_log01 = -log( 0.01 );
97 static const double sqrt_m_log01 = sqrt( m_log01 );
98 static GLfloat fog_exp_density;
99 static GLfloat fog_exp2_density;
100 static GLfloat rwy_exp2_punch_through;
101 static GLfloat taxi_exp2_punch_through;
102 static GLfloat ground_exp2_punch_through;
107 ssgSharedPtr<ssgSimpleState> default_state;
108 ssgSharedPtr<ssgSimpleState> hud_and_panel;
109 ssgSharedPtr<ssgSimpleState> menus;
111 SGShadowVolume *shadows;
113 FGRenderer::FGRenderer()
115 #ifdef FG_JPEG_SERVER
116 jpgRenderFrame = FGRenderer::update;
120 FGRenderer::~FGRenderer()
122 #ifdef FG_JPEG_SERVER
123 jpgRenderFrame = NULL;
129 FGRenderer::build_states( void ) {
130 default_state = new ssgSimpleState;
131 default_state->disable( GL_TEXTURE_2D );
132 default_state->enable( GL_CULL_FACE );
133 default_state->enable( GL_COLOR_MATERIAL );
134 default_state->setColourMaterial( GL_AMBIENT_AND_DIFFUSE );
135 default_state->setMaterial( GL_EMISSION, 0, 0, 0, 1 );
136 default_state->setMaterial( GL_SPECULAR, 0, 0, 0, 1 );
137 default_state->disable( GL_BLEND );
138 default_state->disable( GL_ALPHA_TEST );
139 default_state->disable( GL_LIGHTING );
141 hud_and_panel = new ssgSimpleState;
142 hud_and_panel->disable( GL_CULL_FACE );
143 hud_and_panel->disable( GL_TEXTURE_2D );
144 hud_and_panel->disable( GL_LIGHTING );
145 hud_and_panel->enable( GL_BLEND );
147 menus = new ssgSimpleState;
148 menus->disable( GL_CULL_FACE );
149 menus->disable( GL_TEXTURE_2D );
150 menus->enable( GL_BLEND );
152 shadows = new SGShadowVolume( globals->get_scenery()->get_scene_graph() );
153 shadows->init( fgGetNode("/sim/rendering", true) );
154 shadows->addOccluder( globals->get_scenery()->get_aircraft_branch(), SGShadowVolume::occluderTypeAircraft );
159 // Initialize various GL/view parameters
161 FGRenderer::init( void ) {
163 FGLight *l = (FGLight *)(globals->get_subsystem("lighting"));
165 // Go full screen if requested ...
166 if ( fgGetBool("/sim/startup/fullscreen") ) {
170 // If enabled, normal vectors specified with glNormal are scaled
171 // to unit length after transformation. Enabling this has
172 // performance implications. See the docs for glNormal.
173 // glEnable( GL_NORMALIZE );
175 glEnable( GL_LIGHTING );
176 glEnable( GL_LIGHT0 );
177 // glLightfv( GL_LIGHT0, GL_POSITION, l->sun_vec ); // done later with ssg
180 sgSetVec3( sunpos, l->sun_vec()[0], l->sun_vec()[1], l->sun_vec()[2] );
181 ssgGetLight( 0 ) -> setPosition( sunpos );
183 glFogi (GL_FOG_MODE, GL_EXP2);
184 if ( (!strcmp(fgGetString("/sim/rendering/fog"), "disabled")) ||
185 (!fgGetBool("/sim/rendering/shading"))) {
186 // if fastest fog requested, or if flat shading force fastest
187 glHint ( GL_FOG_HINT, GL_FASTEST );
188 } else if ( !strcmp(fgGetString("/sim/rendering/fog"), "nicest") ) {
189 glHint ( GL_FOG_HINT, GL_DONT_CARE );
191 if ( fgGetBool("/sim/rendering/wireframe") ) {
193 glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
196 // This is the default anyways, but it can't hurt
197 glFrontFace ( GL_CCW );
200 if ( SGIsOpenGLExtensionSupported("GL_ARB_point_sprite") ||
201 SGIsOpenGLExtensionSupported("GL_NV_point_sprite") )
203 GLuint handle = thesky->get_sun_texture_id();
204 glBindTexture ( GL_TEXTURE_2D, handle ) ;
205 glTexEnvf(GL_POINT_SPRITE, GL_COORD_REPLACE, GL_TRUE);
206 glEnable(GL_POINT_SPRITE);
207 // glEnable(GL_POINT_SMOOTH);
208 glPointSpriteIsSupported = true;
210 glEnable(GL_LINE_SMOOTH);
211 // glEnable(GL_POLYGON_SMOOTH);
212 glHint(GL_POLYGON_SMOOTH_HINT, GL_DONT_CARE);
213 glHint(GL_LINE_SMOOTH_HINT, GL_DONT_CARE);
214 glHint(GL_POINT_SMOOTH_HINT, GL_DONT_CARE);
219 // Update all Visuals (redraws anything graphics related)
221 FGRenderer::update( bool refresh_camera_settings ) {
222 bool scenery_loaded = fgGetBool("sim/sceneryloaded") \
223 || fgGetBool("sim/sceneryloaded-override");
225 if ( idle_state < 1000 || !scenery_loaded ) {
226 // still initializing, draw the splash screen
229 // Keep resetting sim time while the sim is initializing
230 globals->set_sim_time_sec( 0.0 );
231 SGAnimation::set_sim_time_sec( 0.0 );
235 bool draw_otw = fgGetBool("/sim/rendering/draw-otw");
236 bool skyblend = fgGetBool("/sim/rendering/skyblend");
237 bool use_point_sprites = fgGetBool("/sim/rendering/point-sprites");
238 bool enhanced_lighting = fgGetBool("/sim/rendering/enhanced-lighting");
239 bool distance_attenuation
240 = fgGetBool("/sim/rendering/distance-attenuation");
241 sgConfigureDirectionalLights( use_point_sprites, enhanced_lighting,
242 distance_attenuation );
243 bool volumetric_clouds = sgEnviro.get_clouds_enable_state();
244 #ifdef FG_ENABLE_MULTIPASS_CLOUDS
245 bool multi_pass_clouds = fgGetBool("/sim/rendering/multi-pass-clouds") &&
246 !volumetric_clouds &&
247 !SGCloudLayer::enable_bump_mapping; // ugly artefact now
249 bool multi_pass_clouds = false;
251 bool draw_clouds = fgGetBool("/environment/clouds/status");
253 GLfloat black[4] = { 0.0, 0.0, 0.0, 1.0 };
254 GLfloat white[4] = { 1.0, 1.0, 1.0, 1.0 };
256 // static const SGPropertyNode *longitude
257 // = fgGetNode("/position/longitude-deg");
258 // static const SGPropertyNode *latitude
259 // = fgGetNode("/position/latitude-deg");
260 // static const SGPropertyNode *altitude
261 // = fgGetNode("/position/altitude-ft");
262 static const SGPropertyNode *groundlevel_nearplane
263 = fgGetNode("/sim/current-view/ground-level-nearplane-m");
265 FGLight *l = (FGLight *)(globals->get_subsystem("lighting"));
266 static double last_visibility = -9999;
269 double actual_visibility;
270 if (fgGetBool("/environment/clouds/status")) {
271 actual_visibility = thesky->get_visibility();
273 actual_visibility = fgGetDouble("/environment/visibility-m");
276 // TODO:TEST only, don't commit that !!
277 // sgFXperFrameInit();
279 sgShaderFrameInit(delta_time_sec);
281 if ( actual_visibility != last_visibility ) {
282 last_visibility = actual_visibility;
284 fog_exp_density = m_log01 / actual_visibility;
285 fog_exp2_density = sqrt_m_log01 / actual_visibility;
286 ground_exp2_punch_through = sqrt_m_log01 / (actual_visibility * 1.5);
287 if ( actual_visibility < 8000 ) {
288 rwy_exp2_punch_through = sqrt_m_log01 / (actual_visibility * 2.5);
289 taxi_exp2_punch_through = sqrt_m_log01 / (actual_visibility * 1.5);
291 rwy_exp2_punch_through = sqrt_m_log01 / ( 8000 * 2.5 );
292 taxi_exp2_punch_through = sqrt_m_log01 / ( 8000 * 1.5 );
297 // GLfloat black[4] = { 0.0, 0.0, 0.0, 1.0 };
298 // GLfloat white[4] = { 1.0, 1.0, 1.0, 1.0 };
299 // GLfloat terrain_color[4] = { 0.54, 0.44, 0.29, 1.0 };
300 // GLfloat mat_shininess[] = { 10.0 };
301 GLbitfield clear_mask;
303 // idle_state is now 1000 meaning we've finished all our
304 // initializations and are running the main loop, so this will
305 // now work without seg faulting the system.
307 FGViewer *current__view = globals->get_current_view();
309 // calculate our current position in cartesian space
310 Point3D cntr = globals->get_scenery()->get_next_center();
311 globals->get_scenery()->set_center(cntr);
312 // Force update of center dependent values ...
313 current__view->set_dirty();
315 if ( refresh_camera_settings ) {
317 resize( fgGetInt("/sim/startup/xsize"),
318 fgGetInt("/sim/startup/ysize") );
320 // Tell GL we are switching to model view parameters
321 glMatrixMode(GL_MODELVIEW);
323 ssgSetCamera( (sgVec4 *)current__view->get_VIEW() );
326 clear_mask = GL_DEPTH_BUFFER_BIT;
327 if ( fgGetBool("/sim/rendering/wireframe") ) {
328 clear_mask |= GL_COLOR_BUFFER_BIT;
332 if ( fgGetBool("/sim/rendering/textures") ) {
333 // glClearColor(black[0], black[1], black[2], black[3]);
334 glClearColor(l->adj_fog_color()[0], l->adj_fog_color()[1],
335 l->adj_fog_color()[2], l->adj_fog_color()[3]);
336 clear_mask |= GL_COLOR_BUFFER_BIT;
339 glClearColor(l->sky_color()[0], l->sky_color()[1],
340 l->sky_color()[2], l->sky_color()[3]);
341 clear_mask |= GL_COLOR_BUFFER_BIT;
343 if ( multi_pass_clouds && draw_clouds ) {
345 clear_mask |= GL_STENCIL_BUFFER_BIT;
347 glClear( clear_mask );
349 // set the opengl state to known default values
350 default_state->force();
352 // update fog params if visibility has changed
353 double visibility_meters = fgGetDouble("/environment/visibility-m");
354 thesky->set_visibility(visibility_meters);
356 thesky->modify_vis( cur_fdm_state->get_Altitude() * SG_FEET_TO_METER,
357 ( global_multi_loop * fgGetInt("/sim/speed-up") )
358 / (double)fgGetInt("/sim/model-hz") );
360 // Set correct opengl fog density
361 glFogf (GL_FOG_DENSITY, fog_exp2_density);
363 // update the sky dome
366 // The sun and moon distances are scaled down versions
367 // of the actual distance to get both the moon and the sun
368 // within the range of the far clip plane.
369 // Moon distance: 384,467 kilometers
370 // Sun distance: 150,000,000 kilometers
372 double sun_horiz_eff, moon_horiz_eff;
373 if (fgGetBool("/sim/rendering/horizon-effect")) {
374 sun_horiz_eff = 0.67+pow(0.5+cos(l->get_sun_angle())*2/2, 0.33)/3;
375 moon_horiz_eff = 0.67+pow(0.5+cos(l->get_moon_angle())*2/2, 0.33)/3;
377 sun_horiz_eff = moon_horiz_eff = 1.0;
380 static SGSkyState sstate;
382 sstate.view_pos = current__view->get_view_pos();
383 sstate.zero_elev = current__view->get_zero_elev();
384 sstate.view_up = current__view->get_world_up();
385 sstate.lon = current__view->getLongitude_deg()
386 * SGD_DEGREES_TO_RADIANS;
387 sstate.lat = current__view->getLatitude_deg()
388 * SGD_DEGREES_TO_RADIANS;
389 sstate.alt = current__view->getAltitudeASL_ft()
391 sstate.spin = l->get_sun_rotation();
392 sstate.gst = globals->get_time_params()->getGst();
393 sstate.sun_ra = globals->get_ephem()->getSunRightAscension();
394 sstate.sun_dec = globals->get_ephem()->getSunDeclination();
395 sstate.sun_dist = 50000.0 * sun_horiz_eff;
396 sstate.moon_ra = globals->get_ephem()->getMoonRightAscension();
397 sstate.moon_dec = globals->get_ephem()->getMoonDeclination();
398 sstate.moon_dist = 40000.0 * moon_horiz_eff;
399 sstate.sun_angle = l->get_sun_angle();
403 SG_LOG( SG_GENERAL, SG_BULK, "thesky->repaint() sky_color = "
404 << l->sky_color()[0] << " "
405 << l->sky_color()[1] << " "
406 << l->sky_color()[2] << " "
407 << l->sky_color()[3] );
408 SG_LOG( SG_GENERAL, SG_BULK, " fog = "
409 << l->fog_color()[0] << " "
410 << l->fog_color()[1] << " "
411 << l->fog_color()[2] << " "
412 << l->fog_color()[3] );
413 SG_LOG( SG_GENERAL, SG_BULK,
414 " sun_angle = " << l->sun_angle
415 << " moon_angle = " << l->moon_angle );
418 static SGSkyColor scolor;
419 // FGLight *l = (FGLight *)(globals->get_subsystem("lighting"));
421 scolor.sky_color = l->sky_color();
422 scolor.fog_color = l->adj_fog_color();
423 scolor.cloud_color = l->cloud_color();
424 scolor.sun_angle = l->get_sun_angle();
425 scolor.moon_angle = l->get_moon_angle();
426 scolor.nplanets = globals->get_ephem()->getNumPlanets();
427 scolor.nstars = globals->get_ephem()->getNumStars();
428 scolor.planet_data = globals->get_ephem()->getPlanets();
429 scolor.star_data = globals->get_ephem()->getStars();
431 thesky->reposition( sstate, delta_time_sec );
432 thesky->repaint( scolor );
435 SG_LOG( SG_GENERAL, SG_BULK,
436 "thesky->reposition( view_pos = " << view_pos[0] << " "
437 << view_pos[1] << " " << view_pos[2] );
438 SG_LOG( SG_GENERAL, SG_BULK,
439 " zero_elev = " << zero_elev[0] << " "
440 << zero_elev[1] << " " << zero_elev[2]
441 << " lon = " << cur_fdm_state->get_Longitude()
442 << " lat = " << cur_fdm_state->get_Latitude() );
443 SG_LOG( SG_GENERAL, SG_BULK,
444 " sun_rot = " << l->get_sun_rotation
445 << " gst = " << SGTime::cur_time_params->getGst() );
446 SG_LOG( SG_GENERAL, SG_BULK,
447 " sun ra = " << globals->get_ephem()->getSunRightAscension()
448 << " sun dec = " << globals->get_ephem()->getSunDeclination()
449 << " moon ra = " << globals->get_ephem()->getMoonRightAscension()
450 << " moon dec = " << globals->get_ephem()->getMoonDeclination() );
453 shadows->setupShadows(
454 current__view->getLongitude_deg(),
455 current__view->getLatitude_deg(),
456 globals->get_time_params()->getGst(),
457 globals->get_ephem()->getSunRightAscension(),
458 globals->get_ephem()->getSunDeclination(),
463 glEnable( GL_DEPTH_TEST );
464 if ( strcmp(fgGetString("/sim/rendering/fog"), "disabled") ) {
466 glFogi( GL_FOG_MODE, GL_EXP2 );
467 glFogfv( GL_FOG_COLOR, l->adj_fog_color() );
471 // set sun/lighting parameters
472 ssgGetLight( 0 ) -> setPosition( l->sun_vec() );
474 // GL_LIGHT_MODEL_AMBIENT has a default non-zero value so if
475 // we only update GL_AMBIENT for our lights we will never get
476 // a completely dark scene. So, we set GL_LIGHT_MODEL_AMBIENT
477 // explicitely to black.
478 glLightModelfv( GL_LIGHT_MODEL_AMBIENT, black );
480 ssgGetLight( 0 ) -> setColour( GL_AMBIENT, l->scene_ambient() );
481 ssgGetLight( 0 ) -> setColour( GL_DIFFUSE, l->scene_diffuse() );
482 ssgGetLight( 0 ) -> setColour( GL_SPECULAR, l->scene_specular() );
484 sgEnviro.setLight(l->adj_fog_color());
486 // texture parameters
487 // glEnable( GL_TEXTURE_2D );
488 glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ) ;
489 glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST ) ;
491 double agl = current__view->getAltitudeASL_ft()*SG_FEET_TO_METER
492 - current__view->getSGLocation()->get_cur_elev_m();
495 scene_nearplane = 10.0f;
496 scene_farplane = 120000.0f;
498 scene_nearplane = groundlevel_nearplane->getDoubleValue();
499 scene_farplane = 120000.0f;
502 setNearFar( scene_nearplane, scene_farplane );
504 sgEnviro.startOfFrame(current__view->get_view_pos(),
505 current__view->get_world_up(),
506 current__view->getLongitude_deg(),
507 current__view->getLatitude_deg(),
508 current__view->getAltitudeASL_ft() * SG_FEET_TO_METER,
511 if ( draw_otw && skyblend ) {
512 // draw the sky backdrop
514 // we need a white diffuse light for the phase of the moon
515 ssgGetLight( 0 ) -> setColour( GL_DIFFUSE, white );
516 thesky->preDraw( cur_fdm_state->get_Altitude() * SG_FEET_TO_METER,
518 // return to the desired diffuse color
519 ssgGetLight( 0 ) -> setColour( GL_DIFFUSE, l->scene_diffuse() );
522 // draw the ssg scene
523 glEnable( GL_DEPTH_TEST );
525 if ( fgGetBool("/sim/rendering/wireframe") ) {
527 glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
533 FGTileMgr::set_tile_filter( true );
534 sgSetModelFilter( false );
535 globals->get_aircraft_model()->select( false );
536 ssgCullAndDraw( globals->get_scenery()->get_scene_graph() );
538 // Disable depth buffer update, draw the clouds
539 glDepthMask( GL_FALSE );
540 if( !volumetric_clouds )
541 thesky->drawUpperClouds();
542 if ( multi_pass_clouds ) {
543 thesky->drawLowerClouds();
545 glDepthMask( GL_TRUE );
547 if ( multi_pass_clouds ) {
548 // Draw the objects except the aircraft
549 // and update the stencil buffer with 1
550 glEnable( GL_STENCIL_TEST );
551 glStencilFunc( GL_ALWAYS, 1, 1 );
552 glStencilOp( GL_KEEP, GL_KEEP, GL_REPLACE );
554 FGTileMgr::set_tile_filter( false );
555 sgSetModelFilter( true );
556 ssgCullAndDraw( globals->get_scenery()->get_scene_graph() );
558 FGTileMgr::set_tile_filter( true );
559 sgSetModelFilter( true );
560 globals->get_aircraft_model()->select( false );
561 ssgCullAndDraw( globals->get_scenery()->get_scene_graph() );
565 // This is a bit kludgy. Every 200 frames, do an extra
566 // traversal of the scene graph without drawing anything, but
567 // with the field-of-view set to 360x360 degrees. This
568 // ensures that out-of-range random objects that are not in
569 // the current view frustum will still be freed properly.
570 static int counter = 0;
572 if (counter >= 200) {
575 // No need to put the near plane too close;
576 // this way, at least the aircraft can be
578 f.setNearFar(1000, 1000000);
580 ssgGetModelviewMatrix(m);
581 FGTileMgr::set_tile_filter( true );
582 sgSetModelFilter( true );
583 globals->get_scenery()->get_scene_graph()->cull(&f, m, true);
587 // change state for lighting here
589 // draw runway lighting
590 glFogf (GL_FOG_DENSITY, rwy_exp2_punch_through);
592 // CLO - 02/25/2005 - DO WE NEED THIS extra fgSetNearFar()?
593 // fgSetNearFar( scene_nearplane, scene_farplane );
595 if ( use_point_sprites ) {
596 glEnable(GL_POINT_SPRITE);
598 glDisable(GL_POINT_SPRITE);
601 if ( enhanced_lighting ) {
603 // Enable states for drawing points with GL_extension
604 glEnable(GL_POINT_SMOOTH);
606 if ( distance_attenuation && glPointParameterIsSupported )
608 // Enable states for drawing points with GL_extension
609 glEnable(GL_POINT_SMOOTH);
611 float quadratic[3] = {1.0, 0.001, 0.0000001};
612 // makes the points fade as they move away
613 glPointParameterfvPtr(GL_DISTANCE_ATTENUATION_EXT, quadratic);
614 // glPointParameterfPtr(GL_POINT_SIZE_MIN_EXT, 1.0);
619 // blending function for runway lights
620 glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) ;
623 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
624 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
625 glEnable(GL_TEXTURE_GEN_S);
626 glEnable(GL_TEXTURE_GEN_T);
627 glPolygonMode(GL_FRONT, GL_POINT);
629 // draw runway lighting
631 ssgCullAndDraw( globals->get_scenery()->get_vasi_lights_root() );
632 ssgCullAndDraw( globals->get_scenery()->get_rwy_lights_root() );
635 // change punch through and then draw taxi lighting
636 glFogf ( GL_FOG_DENSITY, fog_exp2_density );
638 // sgSetVec3( taxi_fog, 0.0, 0.0, 0.0 );
639 // glFogfv ( GL_FOG_COLOR, taxi_fog );
641 ssgCullAndDraw( globals->get_scenery()->get_taxi_lights_root() );
645 glPolygonMode(GL_FRONT, GL_FILL);
646 glDisable(GL_TEXTURE_GEN_S);
647 glDisable(GL_TEXTURE_GEN_T);
649 //static int _frame_count = 0;
650 //if (_frame_count % 30 == 0) {
651 // printf("SSG: %s\n", ssgShowStats());
659 if ( enhanced_lighting ) {
660 if ( distance_attenuation && glPointParameterIsSupported ) {
661 glPointParameterfvPtr(GL_DISTANCE_ATTENUATION_EXT,
662 default_attenuation);
666 glDisable(GL_POINT_SMOOTH);
669 // draw ground lighting
670 glFogf (GL_FOG_DENSITY, ground_exp2_punch_through);
672 ssgCullAndDraw( globals->get_scenery()->get_gnd_lights_root() );
675 sgEnviro.drawLightning();
677 if ( draw_otw && draw_clouds ) {
678 if ( multi_pass_clouds ) {
679 // Disable depth buffer update, draw the clouds where the
680 // objects overwrite the already drawn clouds, by testing
681 // the stencil buffer against 1
682 glDepthMask( GL_FALSE );
683 glStencilFunc( GL_EQUAL, 1, 1 );
684 glStencilOp( GL_KEEP, GL_KEEP, GL_KEEP );
685 thesky->drawUpperClouds();
686 thesky->drawLowerClouds();
687 glDepthMask( GL_TRUE );
688 glDisable( GL_STENCIL_TEST );
690 glDepthMask( GL_FALSE );
691 if( volumetric_clouds )
692 thesky->drawUpperClouds();
693 thesky->drawLowerClouds();
694 glDepthMask( GL_TRUE );
697 double current_view_origin_airspeed_horiz_kt =
698 fgGetDouble("/velocities/airspeed-kt", 0.0)
699 * cos( fgGetDouble("/orientation/pitch-deg", 0.0)
700 * SGD_DEGREES_TO_RADIANS);
701 // TODO:find the real view speed, not the AC one
702 sgEnviro.drawPrecipitation(
703 fgGetDouble("/environment/metar/rain-norm", 0.0),
704 fgGetDouble("/environment/metar/snow-norm", 0.0),
705 fgGetDouble("/environment/metar/hail-norm", 0.0),
706 current__view->getPitch_deg() + current__view->getPitchOffset_deg(),
707 current__view->getRoll_deg() + current__view->getRollOffset_deg(),
708 - current__view->getHeadingOffset_deg(),
709 current_view_origin_airspeed_horiz_kt
712 // compute shadows and project them on screen
713 bool is_internal = globals->get_current_view()->getInternal();
714 // draw before ac because ac internal rendering clear the depth buffer
716 globals->get_aircraft_model()->select( true );
718 shadows->endOfFrame();
721 FGTileMgr::set_tile_filter( false );
722 sgSetModelFilter( false );
723 globals->get_aircraft_model()->select( true );
724 globals->get_model_mgr()->draw();
725 globals->get_aircraft_model()->draw();
727 FGTileMgr::set_tile_filter( true );
728 sgSetModelFilter( true );
729 globals->get_aircraft_model()->select( true );
731 // in 'external' view the ac can be culled, so shadows have not been draw in the
732 // posttrav callback, this would be a rare case if the getInternal was acting
733 // as expected (ie in internal view, getExternal returns false)
735 shadows->endOfFrame();
737 // display HUD && Panel
739 glDisable( GL_DEPTH_TEST );
740 // glDisable( GL_CULL_FACE );
741 // glDisable( GL_TEXTURE_2D );
743 // update the controls subsystem
744 globals->get_controls()->update(delta_time_sec);
746 hud_and_panel->apply();
749 FGInstrumentMgr *instr = static_cast<FGInstrumentMgr *>(globals->get_subsystem("instrumentation"));
750 HUD *hud = static_cast<HUD *>(instr->get_subsystem("hud"));
753 // Use the hud_and_panel ssgSimpleState for rendering the ATC output
754 // This only works properly if called before the panel call
755 if((fgGetBool("/sim/atc/enabled")) || (fgGetBool("/sim/ai-traffic/enabled")))
756 globals->get_ATC_display()->update(delta_time_sec);
758 // update the panel subsystem
759 if ( globals->get_current_panel() != NULL ) {
760 globals->get_current_panel()->update(delta_time_sec);
764 // We can do translucent menus, so why not. :-)
766 glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ) ;
768 // glDisable ( GL_BLEND ) ;
770 glEnable( GL_DEPTH_TEST );
773 // Fade out the splash screen over the first three seconds.
774 double t = globals->get_sim_time_sec();
776 fgSplashUpdate((2.5 - t) / 2.5);
781 // options.cxx needs to see this for toggle_panel()
782 // Handle new window size or exposure
784 FGRenderer::resize( int width, int height ) {
787 if ( (!fgGetBool("/sim/virtual-cockpit"))
788 && fgPanelVisible() && idle_state == 1000 ) {
789 view_h = (int)(height * (globals->get_current_panel()->getViewHeight() -
790 globals->get_current_panel()->getYOffset()) / 768.0);
795 glViewport( 0, (GLint)(height - view_h), (GLint)(width), (GLint)(view_h) );
797 static int lastwidth = 0;
798 static int lastheight = 0;
799 if (width != lastwidth)
800 fgSetInt("/sim/startup/xsize", lastwidth = width);
801 if (height != lastheight)
802 fgSetInt("/sim/startup/ysize", lastheight = height);
804 guiInitMouse(width, height);
807 FGViewMgr *viewmgr = globals->get_viewmgr();
809 for ( int i = 0; i < viewmgr->size(); ++i ) {
810 viewmgr->get_view(i)->
811 set_aspect_ratio((float)view_h / (float)width);
814 setFOV( viewmgr->get_current_view()->get_h_fov(),
815 viewmgr->get_current_view()->get_v_fov() );
816 // cout << "setFOV(" << viewmgr->get_current_view()->get_h_fov()
817 // << ", " << viewmgr->get_current_view()->get_v_fov() << ")"
827 // These are wrapper functions around ssgSetNearFar() and ssgSetFOV()
828 // which will post process and rewrite the resulting frustum if we
829 // want to do asymmetric view frustums.
831 static void fgHackFrustum() {
833 // specify a percent of the configured view frustum to actually
834 // display. This is a bit of a hack to achieve asymmetric view
835 // frustums. For instance, if you want to display two monitors
836 // side by side, you could specify each with a double fov, a 0.5
837 // aspect ratio multiplier, and then the left side monitor would
838 // have a left_pct = 0.0, a right_pct = 0.5, a bottom_pct = 0.0,
839 // and a top_pct = 1.0. The right side monitor would have a
840 // left_pct = 0.5 and a right_pct = 1.0.
842 static SGPropertyNode *left_pct
843 = fgGetNode("/sim/current-view/frustum-left-pct");
844 static SGPropertyNode *right_pct
845 = fgGetNode("/sim/current-view/frustum-right-pct");
846 static SGPropertyNode *bottom_pct
847 = fgGetNode("/sim/current-view/frustum-bottom-pct");
848 static SGPropertyNode *top_pct
849 = fgGetNode("/sim/current-view/frustum-top-pct");
851 sgFrustum *f = ssgGetFrustum();
853 // cout << " l = " << f->getLeft()
854 // << " r = " << f->getRight()
855 // << " b = " << f->getBot()
856 // << " t = " << f->getTop()
857 // << " n = " << f->getNear()
858 // << " f = " << f->getFar()
861 double width = f->getRight() - f->getLeft();
862 double height = f->getTop() - f->getBot();
866 if ( left_pct != NULL ) {
867 l = f->getLeft() + width * left_pct->getDoubleValue();
872 if ( right_pct != NULL ) {
873 r = f->getLeft() + width * right_pct->getDoubleValue();
878 if ( bottom_pct != NULL ) {
879 b = f->getBot() + height * bottom_pct->getDoubleValue();
884 if ( top_pct != NULL ) {
885 t = f->getBot() + height * top_pct->getDoubleValue();
890 ssgSetFrustum(l, r, b, t, f->getNear(), f->getFar());
894 // we need some static storage space for these values. However, we
895 // can't store it in a renderer class object because the functions
896 // that manipulate these are static. They are static so they can
897 // interface to the display callback system. There's probably a
898 // better way, there has to be a better way, but I'm not seeing it
900 static float fov_width = 55.0;
901 static float fov_height = 42.0;
902 static float fov_near = 1.0;
903 static float fov_far = 1000.0;
906 /** FlightGear code should use this routine to set the FOV rather than
907 * calling the ssg routine directly
909 void FGRenderer::setFOV( float w, float h ) {
913 // fully specify the view frustum before hacking it (so we don't
914 // accumulate hacked effects
916 ssgSetNearFar( fov_near, fov_far );
918 sgEnviro.setFOV( w, h );
922 /** FlightGear code should use this routine to set the Near/Far clip
923 * planes rather than calling the ssg routine directly
925 void FGRenderer::setNearFar( float n, float f ) {
929 // fully specify the view frustum before hacking it (so we don't
930 // accumulate hacked effects
931 ssgSetNearFar( n, f );
932 ssgSetFOV( fov_width, fov_height );
937 bool FGRenderer::getPickInfo( sgdVec3 pt, sgdVec3 dir, unsigned x, unsigned y )
939 // Get the matrices involved in the transform from global to screen
942 ssgGetProjectionMatrix(pm);
944 ssgGetModelviewMatrix(mv);
948 sgMultMat4(m, pm, mv);
952 // Get the width and height of the display to be able to normalize the
954 float width = fgGetInt("/sim/startup/xsize");
955 float height = fgGetInt("/sim/startup/ysize");
957 // Compute some coordinates of in the line from the eyepoint to the
958 // mouse click coodinates.
959 // First build the normalized projection coordinates
961 sgSetVec4(normPt, (2*x - width)/width, -(2*y - height)/height, 1, 1);
962 // Transform them into the real world
964 sgXformPnt4(worldPt, normPt, m);
967 sgScaleVec3(worldPt, 1/worldPt[3]);
969 // Now build a direction from the point
970 FGViewer* view = globals->get_current_view();
972 sgSubVec3(fDir, worldPt, view->get_view_pos());
973 sgdSetVec3(dir, fDir);
974 sgdNormalizeVec3(dir);
976 // Copy the start point
977 sgdCopyVec3(pt, view->get_absolute_view_pos());
982 // end of renderer.cxx