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 SG_LOG( SG_GENERAL, SG_BULK, "thesky->repaint() sky_color = "
367 << l->sky_color()[0] << " "
368 << l->sky_color()[1] << " "
369 << l->sky_color()[2] << " "
370 << l->sky_color()[3] );
371 SG_LOG( SG_GENERAL, SG_BULK, " fog = "
372 << l->fog_color()[0] << " "
373 << l->fog_color()[1] << " "
374 << l->fog_color()[2] << " "
375 << l->fog_color()[3] );
376 SG_LOG( SG_GENERAL, SG_BULK,
377 " sun_angle = " << l->sun_angle
378 << " moon_angle = " << l->moon_angle );
381 static SGSkyColor scolor;
382 // FGLight *l = (FGLight *)(globals->get_subsystem("lighting"));
384 scolor.sky_color = l->sky_color();
385 scolor.fog_color = l->adj_fog_color();
386 scolor.cloud_color = l->cloud_color();
387 scolor.sun_angle = l->get_sun_angle();
388 scolor.moon_angle = l->get_moon_angle();
389 scolor.nplanets = globals->get_ephem()->getNumPlanets();
390 scolor.nstars = globals->get_ephem()->getNumStars();
391 scolor.planet_data = globals->get_ephem()->getPlanets();
392 scolor.star_data = globals->get_ephem()->getStars();
394 thesky->repaint( scolor );
397 SG_LOG( SG_GENERAL, SG_BULK,
398 "thesky->reposition( view_pos = " << view_pos[0] << " "
399 << view_pos[1] << " " << view_pos[2] );
400 SG_LOG( SG_GENERAL, SG_BULK,
401 " zero_elev = " << zero_elev[0] << " "
402 << zero_elev[1] << " " << zero_elev[2]
403 << " lon = " << cur_fdm_state->get_Longitude()
404 << " lat = " << cur_fdm_state->get_Latitude() );
405 SG_LOG( SG_GENERAL, SG_BULK,
406 " sun_rot = " << l->get_sun_rotation
407 << " gst = " << SGTime::cur_time_params->getGst() );
408 SG_LOG( SG_GENERAL, SG_BULK,
409 " sun ra = " << globals->get_ephem()->getSunRightAscension()
410 << " sun dec = " << globals->get_ephem()->getSunDeclination()
411 << " moon ra = " << globals->get_ephem()->getMoonRightAscension()
412 << " moon dec = " << globals->get_ephem()->getMoonDeclination() );
415 // The sun and moon distances are scaled down versions
416 // of the actual distance to get both the moon and the sun
417 // within the range of the far clip plane.
418 // Moon distance: 384,467 kilometers
419 // Sun distance: 150,000,000 kilometers
420 double sun_horiz_eff, moon_horiz_eff;
421 if (fgGetBool("/sim/rendering/horizon-effect")) {
422 sun_horiz_eff = 0.67+pow(0.5+cos(l->get_sun_angle())*2/2, 0.33)/3;
423 moon_horiz_eff = 0.67+pow(0.5+cos(l->get_moon_angle())*2/2, 0.33)/3;
425 sun_horiz_eff = moon_horiz_eff = 1.0;
428 static SGSkyState sstate;
430 sstate.view_pos = current__view->get_view_pos();
431 sstate.zero_elev = current__view->get_zero_elev();
432 sstate.view_up = current__view->get_world_up();
433 sstate.lon = current__view->getLongitude_deg()
434 * SGD_DEGREES_TO_RADIANS;
435 sstate.lat = current__view->getLatitude_deg()
436 * SGD_DEGREES_TO_RADIANS;
437 sstate.alt = current__view->getAltitudeASL_ft()
439 sstate.spin = l->get_sun_rotation();
440 sstate.gst = globals->get_time_params()->getGst();
441 sstate.sun_ra = globals->get_ephem()->getSunRightAscension();
442 sstate.sun_dec = globals->get_ephem()->getSunDeclination();
443 sstate.sun_dist = 50000.0 * sun_horiz_eff;
444 sstate.moon_ra = globals->get_ephem()->getMoonRightAscension();
445 sstate.moon_dec = globals->get_ephem()->getMoonDeclination();
446 sstate.moon_dist = 40000.0 * moon_horiz_eff;
448 thesky->reposition( sstate, delta_time_sec );
450 shadows->setupShadows(
451 current__view->getLongitude_deg(),
452 current__view->getLatitude_deg(),
453 globals->get_time_params()->getGst(),
454 globals->get_ephem()->getSunRightAscension(),
455 globals->get_ephem()->getSunDeclination(),
459 glEnable( GL_DEPTH_TEST );
460 if ( strcmp(fgGetString("/sim/rendering/fog"), "disabled") ) {
462 glFogi( GL_FOG_MODE, GL_EXP2 );
463 glFogfv( GL_FOG_COLOR, l->adj_fog_color() );
467 // set sun/lighting parameters
468 ssgGetLight( 0 ) -> setPosition( l->sun_vec() );
470 // GL_LIGHT_MODEL_AMBIENT has a default non-zero value so if
471 // we only update GL_AMBIENT for our lights we will never get
472 // a completely dark scene. So, we set GL_LIGHT_MODEL_AMBIENT
473 // explicitely to black.
474 glLightModelfv( GL_LIGHT_MODEL_AMBIENT, black );
476 ssgGetLight( 0 ) -> setColour( GL_AMBIENT, l->scene_ambient() );
477 ssgGetLight( 0 ) -> setColour( GL_DIFFUSE, l->scene_diffuse() );
478 ssgGetLight( 0 ) -> setColour( GL_SPECULAR, l->scene_specular() );
480 sgEnviro.setLight(l->adj_fog_color());
482 // texture parameters
483 // glEnable( GL_TEXTURE_2D );
484 glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ) ;
485 glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST ) ;
487 double agl = current__view->getAltitudeASL_ft()*SG_FEET_TO_METER
488 - current__view->getSGLocation()->get_cur_elev_m();
491 scene_nearplane = 10.0f;
492 scene_farplane = 120000.0f;
494 scene_nearplane = groundlevel_nearplane->getDoubleValue();
495 scene_farplane = 120000.0f;
498 setNearFar( scene_nearplane, scene_farplane );
500 sgEnviro.startOfFrame(current__view->get_view_pos(),
501 current__view->get_world_up(),
502 current__view->getLongitude_deg(),
503 current__view->getLatitude_deg(),
504 current__view->getAltitudeASL_ft() * SG_FEET_TO_METER,
507 if ( draw_otw && skyblend ) {
508 // draw the sky backdrop
510 // we need a white diffuse light for the phase of the moon
511 ssgGetLight( 0 ) -> setColour( GL_DIFFUSE, white );
512 thesky->preDraw( cur_fdm_state->get_Altitude() * SG_FEET_TO_METER,
514 // return to the desired diffuse color
515 ssgGetLight( 0 ) -> setColour( GL_DIFFUSE, l->scene_diffuse() );
518 // draw the ssg scene
519 glEnable( GL_DEPTH_TEST );
521 if ( fgGetBool("/sim/rendering/wireframe") ) {
523 glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
529 FGTileMgr::set_tile_filter( true );
530 sgSetModelFilter( false );
531 globals->get_aircraft_model()->select( false );
532 ssgCullAndDraw( globals->get_scenery()->get_scene_graph() );
534 // Disable depth buffer update, draw the clouds
535 glDepthMask( GL_FALSE );
536 if( !volumetric_clouds )
537 thesky->drawUpperClouds();
538 if ( multi_pass_clouds ) {
539 thesky->drawLowerClouds();
541 glDepthMask( GL_TRUE );
543 if ( multi_pass_clouds ) {
544 // Draw the objects except the aircraft
545 // and update the stencil buffer with 1
546 glEnable( GL_STENCIL_TEST );
547 glStencilFunc( GL_ALWAYS, 1, 1 );
548 glStencilOp( GL_KEEP, GL_KEEP, GL_REPLACE );
550 FGTileMgr::set_tile_filter( false );
551 sgSetModelFilter( true );
552 ssgCullAndDraw( globals->get_scenery()->get_scene_graph() );
554 FGTileMgr::set_tile_filter( true );
555 sgSetModelFilter( true );
556 globals->get_aircraft_model()->select( false );
557 ssgCullAndDraw( globals->get_scenery()->get_scene_graph() );
561 // This is a bit kludgy. Every 200 frames, do an extra
562 // traversal of the scene graph without drawing anything, but
563 // with the field-of-view set to 360x360 degrees. This
564 // ensures that out-of-range random objects that are not in
565 // the current view frustum will still be freed properly.
566 static int counter = 0;
568 if (counter >= 200) {
571 // No need to put the near plane too close;
572 // this way, at least the aircraft can be
574 f.setNearFar(1000, 1000000);
576 ssgGetModelviewMatrix(m);
577 FGTileMgr::set_tile_filter( true );
578 sgSetModelFilter( true );
579 globals->get_scenery()->get_scene_graph()->cull(&f, m, true);
583 // change state for lighting here
585 // draw runway lighting
586 glFogf (GL_FOG_DENSITY, rwy_exp2_punch_through);
588 // CLO - 02/25/2005 - DO WE NEED THIS extra fgSetNearFar()?
589 // fgSetNearFar( scene_nearplane, scene_farplane );
591 if ( use_point_sprites ) {
592 glEnable(GL_POINT_SPRITE);
594 glDisable(GL_POINT_SPRITE);
597 if ( enhanced_lighting ) {
599 // Enable states for drawing points with GL_extension
600 glEnable(GL_POINT_SMOOTH);
602 if ( distance_attenuation && glPointParameterIsSupported )
604 // Enable states for drawing points with GL_extension
605 glEnable(GL_POINT_SMOOTH);
607 float quadratic[3] = {1.0, 0.001, 0.0000001};
608 // makes the points fade as they move away
609 glPointParameterfvPtr(GL_DISTANCE_ATTENUATION_EXT, quadratic);
610 // glPointParameterfPtr(GL_POINT_SIZE_MIN_EXT, 1.0);
615 // blending function for runway lights
616 glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) ;
619 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
620 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
621 glEnable(GL_TEXTURE_GEN_S);
622 glEnable(GL_TEXTURE_GEN_T);
623 glPolygonMode(GL_FRONT, GL_POINT);
625 // draw runway lighting
627 ssgCullAndDraw( globals->get_scenery()->get_vasi_lights_root() );
628 ssgCullAndDraw( globals->get_scenery()->get_rwy_lights_root() );
631 // change punch through and then draw taxi lighting
632 glFogf ( GL_FOG_DENSITY, fog_exp2_density );
634 // sgSetVec3( taxi_fog, 0.0, 0.0, 0.0 );
635 // glFogfv ( GL_FOG_COLOR, taxi_fog );
637 ssgCullAndDraw( globals->get_scenery()->get_taxi_lights_root() );
641 glPolygonMode(GL_FRONT, GL_FILL);
642 glDisable(GL_TEXTURE_GEN_S);
643 glDisable(GL_TEXTURE_GEN_T);
645 //static int _frame_count = 0;
646 //if (_frame_count % 30 == 0) {
647 // printf("SSG: %s\n", ssgShowStats());
655 if ( enhanced_lighting ) {
656 if ( distance_attenuation && glPointParameterIsSupported ) {
657 glPointParameterfvPtr(GL_DISTANCE_ATTENUATION_EXT,
658 default_attenuation);
662 glDisable(GL_POINT_SMOOTH);
665 // draw ground lighting
666 glFogf (GL_FOG_DENSITY, ground_exp2_punch_through);
668 ssgCullAndDraw( globals->get_scenery()->get_gnd_lights_root() );
671 sgEnviro.drawLightning();
673 if ( draw_otw && draw_clouds ) {
674 if ( multi_pass_clouds ) {
675 // Disable depth buffer update, draw the clouds where the
676 // objects overwrite the already drawn clouds, by testing
677 // the stencil buffer against 1
678 glDepthMask( GL_FALSE );
679 glStencilFunc( GL_EQUAL, 1, 1 );
680 glStencilOp( GL_KEEP, GL_KEEP, GL_KEEP );
681 thesky->drawUpperClouds();
682 thesky->drawLowerClouds();
683 glDepthMask( GL_TRUE );
684 glDisable( GL_STENCIL_TEST );
686 glDepthMask( GL_FALSE );
687 if( volumetric_clouds )
688 thesky->drawUpperClouds();
689 thesky->drawLowerClouds();
690 glDepthMask( GL_TRUE );
693 double current_view_origin_airspeed_horiz_kt =
694 fgGetDouble("/velocities/airspeed-kt", 0.0)
695 * cos( fgGetDouble("/orientation/pitch-deg", 0.0)
696 * SGD_DEGREES_TO_RADIANS);
697 // TODO:find the real view speed, not the AC one
698 sgEnviro.drawPrecipitation(
699 fgGetDouble("/environment/metar/rain-norm", 0.0),
700 fgGetDouble("/environment/metar/snow-norm", 0.0),
701 fgGetDouble("/environment/metar/hail-norm", 0.0),
702 current__view->getPitch_deg() + current__view->getPitchOffset_deg(),
703 current__view->getRoll_deg() + current__view->getRollOffset_deg(),
704 - current__view->getHeadingOffset_deg(),
705 current_view_origin_airspeed_horiz_kt
708 // compute shadows and project them on screen
709 bool is_internal = globals->get_current_view()->getInternal();
710 // draw before ac because ac internal rendering clear the depth buffer
712 globals->get_aircraft_model()->select( true );
714 shadows->endOfFrame();
717 FGTileMgr::set_tile_filter( false );
718 sgSetModelFilter( false );
719 globals->get_aircraft_model()->select( true );
720 globals->get_model_mgr()->draw();
721 globals->get_aircraft_model()->draw();
723 FGTileMgr::set_tile_filter( true );
724 sgSetModelFilter( true );
725 globals->get_aircraft_model()->select( true );
727 // in 'external' view the ac can be culled, so shadows have not been draw in the
728 // posttrav callback, this would be a rare case if the getInternal was acting
729 // as expected (ie in internal view, getExternal returns false)
731 shadows->endOfFrame();
733 // display HUD && Panel
735 glDisable( GL_DEPTH_TEST );
736 // glDisable( GL_CULL_FACE );
737 // glDisable( GL_TEXTURE_2D );
739 // update the controls subsystem
740 globals->get_controls()->update(delta_time_sec);
742 hud_and_panel->apply();
745 FGInstrumentMgr *instr = static_cast<FGInstrumentMgr *>(globals->get_subsystem("instrumentation"));
746 HUD *hud = static_cast<HUD *>(instr->get_subsystem("hud"));
749 // Use the hud_and_panel ssgSimpleState for rendering the ATC output
750 // This only works properly if called before the panel call
751 if((fgGetBool("/sim/atc/enabled")) || (fgGetBool("/sim/ai-traffic/enabled")))
752 globals->get_ATC_display()->update(delta_time_sec);
754 // update the panel subsystem
755 if ( globals->get_current_panel() != NULL ) {
756 globals->get_current_panel()->update(delta_time_sec);
760 // We can do translucent menus, so why not. :-)
762 glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ) ;
764 // glDisable ( GL_BLEND ) ;
766 glEnable( GL_DEPTH_TEST );
769 // Fade out the splash screen over the first three seconds.
770 double t = globals->get_sim_time_sec();
772 fgSplashUpdate((2.5 - t) / 2.5);
777 // options.cxx needs to see this for toggle_panel()
778 // Handle new window size or exposure
780 FGRenderer::resize( int width, int height ) {
783 if ( (!fgGetBool("/sim/virtual-cockpit"))
784 && fgPanelVisible() && idle_state == 1000 ) {
785 view_h = (int)(height * (globals->get_current_panel()->getViewHeight() -
786 globals->get_current_panel()->getYOffset()) / 768.0);
791 glViewport( 0, (GLint)(height - view_h), (GLint)(width), (GLint)(view_h) );
793 static int lastwidth = 0;
794 static int lastheight = 0;
795 if (width != lastwidth)
796 fgSetInt("/sim/startup/xsize", lastwidth = width);
797 if (height != lastheight)
798 fgSetInt("/sim/startup/ysize", lastheight = height);
800 guiInitMouse(width, height);
803 FGViewMgr *viewmgr = globals->get_viewmgr();
805 for ( int i = 0; i < viewmgr->size(); ++i ) {
806 viewmgr->get_view(i)->
807 set_aspect_ratio((float)view_h / (float)width);
810 setFOV( viewmgr->get_current_view()->get_h_fov(),
811 viewmgr->get_current_view()->get_v_fov() );
812 // cout << "setFOV(" << viewmgr->get_current_view()->get_h_fov()
813 // << ", " << viewmgr->get_current_view()->get_v_fov() << ")"
823 // These are wrapper functions around ssgSetNearFar() and ssgSetFOV()
824 // which will post process and rewrite the resulting frustum if we
825 // want to do asymmetric view frustums.
827 static void fgHackFrustum() {
829 // specify a percent of the configured view frustum to actually
830 // display. This is a bit of a hack to achieve asymmetric view
831 // frustums. For instance, if you want to display two monitors
832 // side by side, you could specify each with a double fov, a 0.5
833 // aspect ratio multiplier, and then the left side monitor would
834 // have a left_pct = 0.0, a right_pct = 0.5, a bottom_pct = 0.0,
835 // and a top_pct = 1.0. The right side monitor would have a
836 // left_pct = 0.5 and a right_pct = 1.0.
838 static SGPropertyNode *left_pct
839 = fgGetNode("/sim/current-view/frustum-left-pct");
840 static SGPropertyNode *right_pct
841 = fgGetNode("/sim/current-view/frustum-right-pct");
842 static SGPropertyNode *bottom_pct
843 = fgGetNode("/sim/current-view/frustum-bottom-pct");
844 static SGPropertyNode *top_pct
845 = fgGetNode("/sim/current-view/frustum-top-pct");
847 sgFrustum *f = ssgGetFrustum();
849 // cout << " l = " << f->getLeft()
850 // << " r = " << f->getRight()
851 // << " b = " << f->getBot()
852 // << " t = " << f->getTop()
853 // << " n = " << f->getNear()
854 // << " f = " << f->getFar()
857 double width = f->getRight() - f->getLeft();
858 double height = f->getTop() - f->getBot();
862 if ( left_pct != NULL ) {
863 l = f->getLeft() + width * left_pct->getDoubleValue();
868 if ( right_pct != NULL ) {
869 r = f->getLeft() + width * right_pct->getDoubleValue();
874 if ( bottom_pct != NULL ) {
875 b = f->getBot() + height * bottom_pct->getDoubleValue();
880 if ( top_pct != NULL ) {
881 t = f->getBot() + height * top_pct->getDoubleValue();
886 ssgSetFrustum(l, r, b, t, f->getNear(), f->getFar());
890 // we need some static storage space for these values. However, we
891 // can't store it in a renderer class object because the functions
892 // that manipulate these are static. They are static so they can
893 // interface to the display callback system. There's probably a
894 // better way, there has to be a better way, but I'm not seeing it
896 static float fov_width = 55.0;
897 static float fov_height = 42.0;
898 static float fov_near = 1.0;
899 static float fov_far = 1000.0;
902 /** FlightGear code should use this routine to set the FOV rather than
903 * calling the ssg routine directly
905 void FGRenderer::setFOV( float w, float h ) {
909 // fully specify the view frustum before hacking it (so we don't
910 // accumulate hacked effects
912 ssgSetNearFar( fov_near, fov_far );
914 sgEnviro.setFOV( w, h );
918 /** FlightGear code should use this routine to set the Near/Far clip
919 * planes rather than calling the ssg routine directly
921 void FGRenderer::setNearFar( float n, float f ) {
925 // fully specify the view frustum before hacking it (so we don't
926 // accumulate hacked effects
927 ssgSetNearFar( n, f );
928 ssgSetFOV( fov_width, fov_height );
933 bool FGRenderer::getPickInfo( sgdVec3 pt, sgdVec3 dir, unsigned x, unsigned y )
935 // Get the matrices involved in the transform from global to screen
938 ssgGetProjectionMatrix(pm);
940 ssgGetModelviewMatrix(mv);
944 sgMultMat4(m, pm, mv);
948 // Get the width and height of the display to be able to normalize the
950 float width = fgGetInt("/sim/startup/xsize");
951 float height = fgGetInt("/sim/startup/ysize");
953 // Compute some coordinates of in the line from the eyepoint to the
954 // mouse click coodinates.
955 // First build the normalized projection coordinates
957 sgSetVec4(normPt, (2*x - width)/width, -(2*y - height)/height, 1, 1);
958 // Transform them into the real world
960 sgXformPnt4(worldPt, normPt, m);
963 sgScaleVec3(worldPt, 1/worldPt[3]);
965 // Now build a direction from the point
966 FGViewer* view = globals->get_current_view();
968 sgSubVec3(fDir, worldPt, view->get_view_pos());
969 sgdSetVec3(dir, fDir);
970 sgdNormalizeVec3(dir);
972 // Copy the start point
973 sgdCopyVec3(pt, view->get_absolute_view_pos());
978 // end of renderer.cxx