1 // renderer.cxx -- top level sim routines
3 // Written by Curtis Olson, started May 1997.
4 // This file contains parts of main.cxx prior to october 2004
6 // Copyright (C) 1997 - 2002 Curtis L. Olson - http://www.flightgear.org/~curt
8 // This program is free software; you can redistribute it and/or
9 // modify it under the terms of the GNU General Public License as
10 // published by the Free Software Foundation; either version 2 of the
11 // License, or (at your option) any later version.
13 // This program is distributed in the hope that it will be useful, but
14 // WITHOUT ANY WARRANTY; without even the implied warranty of
15 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
16 // General Public License for more details.
18 // You should have received a copy of the GNU General Public License
19 // along with this program; if not, write to the Free Software
20 // Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
29 #include <simgear/compiler.h>
35 #include <osg/ref_ptr>
36 #include <osg/AlphaFunc>
37 #include <osg/BlendFunc>
38 #include <osg/CameraNode>
39 #include <osg/CameraView>
40 #include <osg/CullFace>
44 #include <osg/LightModel>
45 #include <osg/NodeCallback>
47 #include <osg/MatrixTransform>
48 #include <osg/Multisample>
50 #include <osg/PolygonMode>
51 #include <osg/ShadeModel>
55 #include <osg/ColorMatrix>
57 #include <osgUtil/SceneView>
58 #include <osgUtil/UpdateVisitor>
60 #include <osg/io_utils>
61 #include <osgDB/WriteFile>
62 #include <osgDB/ReadFile>
65 #include <simgear/math/SGMath.hxx>
66 #include <simgear/screen/extensions.hxx>
67 #include <simgear/scene/material/matlib.hxx>
68 #include <simgear/scene/model/animation.hxx>
69 #include <simgear/scene/model/model.hxx>
70 #include <simgear/scene/model/modellib.hxx>
71 #include <simgear/scene/model/placement.hxx>
72 #include <simgear/scene/util/SGUpdateVisitor.hxx>
73 #include <simgear/scene/tgdb/pt_lights.hxx>
74 #include <simgear/props/props.hxx>
75 #include <simgear/timing/sg_time.hxx>
76 #include <simgear/ephemeris/ephemeris.hxx>
77 #include <simgear/math/sg_random.h>
79 #include <simgear/screen/jpgfactory.hxx>
82 #include <simgear/environment/visual_enviro.hxx>
84 #include <Scenery/tileentry.hxx>
85 #include <Time/light.hxx>
86 #include <Time/light.hxx>
87 #include <Aircraft/aircraft.hxx>
88 #include <Cockpit/panel.hxx>
89 #include <Cockpit/cockpit.hxx>
90 #include <Cockpit/hud.hxx>
91 #include <Model/panelnode.hxx>
92 #include <Model/modelmgr.hxx>
93 #include <Model/acmodel.hxx>
94 #include <Scenery/scenery.hxx>
95 #include <Scenery/tilemgr.hxx>
96 #include <ATC/ATCdisplay.hxx>
97 #include <GUI/new_gui.hxx>
98 #include <Instrumentation/instrument_mgr.hxx>
99 #include <Instrumentation/HUD/HUD.hxx>
101 #include "splash.hxx"
102 #include "renderer.hxx"
106 class FGSunLightUpdateCallback : public osg::StateAttribute::Callback {
108 virtual void operator()(osg::StateAttribute* stateAttribute,
111 assert(dynamic_cast<osg::Light*>(stateAttribute));
112 osg::Light* light = static_cast<osg::Light*>(stateAttribute);
114 FGLight *l = static_cast<FGLight*>(globals->get_subsystem("lighting"));
115 SGVec4f ambient(l->scene_ambient());
116 light->setAmbient(ambient.osg());
117 SGVec4f diffuse(l->scene_diffuse());
118 light->setDiffuse(diffuse.osg());
119 SGVec4f specular(l->scene_specular());
120 light->setSpecular(specular.osg());
121 SGVec4f position(l->sun_vec()[0], l->sun_vec()[1], l->sun_vec()[2], 0);
122 light->setPosition(position.osg());
124 light->setDirection(osg::Vec3(0, 0, -1));
125 light->setSpotExponent(0);
126 light->setSpotCutoff(180);
127 light->setConstantAttenuation(1);
128 light->setLinearAttenuation(0);
129 light->setQuadraticAttenuation(0);
133 class FGWireFrameModeUpdateCallback : public osg::StateAttribute::Callback {
135 FGWireFrameModeUpdateCallback() :
136 mWireframe(fgGetNode("/sim/rendering/wireframe"))
138 virtual void operator()(osg::StateAttribute* stateAttribute,
141 assert(dynamic_cast<osg::PolygonMode*>(stateAttribute));
142 osg::PolygonMode* polygonMode;
143 polygonMode = static_cast<osg::PolygonMode*>(stateAttribute);
145 if (mWireframe->getBoolValue())
146 polygonMode->setMode(osg::PolygonMode::FRONT_AND_BACK,
147 osg::PolygonMode::LINE);
149 polygonMode->setMode(osg::PolygonMode::FRONT_AND_BACK,
150 osg::PolygonMode::FILL);
153 SGSharedPtr<SGPropertyNode> mWireframe;
156 class FGLightModelUpdateCallback : public osg::StateAttribute::Callback {
158 FGLightModelUpdateCallback() :
159 mHighlights(fgGetNode("/sim/rendering/specular-highlight"))
161 virtual void operator()(osg::StateAttribute* stateAttribute,
164 assert(dynamic_cast<osg::LightModel*>(stateAttribute));
165 osg::LightModel* lightModel;
166 lightModel = static_cast<osg::LightModel*>(stateAttribute);
169 FGLight *l = static_cast<FGLight*>(globals->get_subsystem("lighting"));
170 SGVec4f ambient(l->scene_ambient());
171 lightModel->setAmbientIntensity(ambient.osg());
173 lightModel->setAmbientIntensity(osg::Vec4(0, 0, 0, 1));
175 lightModel->setTwoSided(true);
177 if (mHighlights->getBoolValue()) {
178 lightModel->setColorControl(osg::LightModel::SEPARATE_SPECULAR_COLOR);
179 lightModel->setLocalViewer(true);
181 lightModel->setColorControl(osg::LightModel::SINGLE_COLOR);
182 lightModel->setLocalViewer(false);
186 SGSharedPtr<SGPropertyNode> mHighlights;
189 class FGFogEnableUpdateCallback : public osg::StateSet::Callback {
191 FGFogEnableUpdateCallback() :
192 mFogEnabled(fgGetNode("/sim/rendering/fog"))
194 virtual void operator()(osg::StateSet* stateSet, osg::NodeVisitor*)
196 if (strcmp(mFogEnabled->getStringValue(), "disabled") == 0) {
197 stateSet->setMode(GL_FOG, osg::StateAttribute::OFF);
199 stateSet->setMode(GL_FOG, osg::StateAttribute::ON);
203 SGSharedPtr<SGPropertyNode> mFogEnabled;
206 // fog constants. I'm a little nervous about putting actual code out
207 // here but it seems to work (?)
208 static const double m_log01 = -log( 0.01 );
209 static const double sqrt_m_log01 = sqrt( m_log01 );
210 static GLfloat fog_exp_density;
211 static GLfloat fog_exp2_density;
212 static GLfloat rwy_exp2_punch_through;
213 static GLfloat taxi_exp2_punch_through;
214 static GLfloat ground_exp2_punch_through;
219 static osg::ref_ptr<osgUtil::SceneView> sceneView = new osgUtil::SceneView;
220 static osg::ref_ptr<osg::FrameStamp> mFrameStamp = new osg::FrameStamp;
222 static osg::ref_ptr<osg::Group> mRoot = new osg::Group;
224 static osg::ref_ptr<osg::CameraView> mCameraView = new osg::CameraView;
225 static osg::ref_ptr<osg::CameraNode> mBackGroundCamera = new osg::CameraNode;
226 static osg::ref_ptr<osg::CameraNode> mSceneCamera = new osg::CameraNode;
228 static osg::ref_ptr<osg::Fog> mFog = new osg::Fog;
229 static osg::ref_ptr<osg::Fog> mRunwayLightingFog = new osg::Fog;
230 static osg::ref_ptr<osg::Fog> mTaxiLightingFog = new osg::Fog;
231 static osg::ref_ptr<osg::Fog> mGroundLightingFog = new osg::Fog;
233 FGRenderer::FGRenderer()
235 #ifdef FG_JPEG_SERVER
236 jpgRenderFrame = FGRenderer::update;
240 FGRenderer::~FGRenderer()
242 #ifdef FG_JPEG_SERVER
243 jpgRenderFrame = NULL;
247 // Initialize various GL/view parameters
249 FGRenderer::init( void ) {
251 osg::initNotifyLevel();
253 // Go full screen if requested ...
254 if ( fgGetBool("/sim/startup/fullscreen") )
257 if ( (!strcmp(fgGetString("/sim/rendering/fog"), "disabled")) ||
258 (!fgGetBool("/sim/rendering/shading"))) {
259 // if fastest fog requested, or if flat shading force fastest
260 glHint ( GL_FOG_HINT, GL_FASTEST );
261 } else if ( !strcmp(fgGetString("/sim/rendering/fog"), "nicest") ) {
262 glHint ( GL_FOG_HINT, GL_DONT_CARE );
265 glHint(GL_POLYGON_SMOOTH_HINT, GL_DONT_CARE);
266 glHint(GL_LINE_SMOOTH_HINT, GL_DONT_CARE);
267 glHint(GL_POINT_SMOOTH_HINT, GL_DONT_CARE);
269 sceneView->setDefaults(osgUtil::SceneView::COMPILE_GLOBJECTS_AT_INIT);
271 mFog->setMode(osg::Fog::EXP2);
272 mRunwayLightingFog->setMode(osg::Fog::EXP2);
273 mTaxiLightingFog->setMode(osg::Fog::EXP2);
274 mGroundLightingFog->setMode(osg::Fog::EXP2);
276 sceneView->setFrameStamp(mFrameStamp.get());
278 sceneView->setUpdateVisitor(new SGUpdateVisitor);
280 sceneView->setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR);
282 sceneView->getCamera()->setViewMatrix(osg::Matrix(0, 0,-1, 0,
287 sceneView->getCamera()->setClearMask(0);
289 osg::StateSet* stateSet = mRoot->getOrCreateStateSet();
291 stateSet->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
293 stateSet->setAttribute(new osg::Depth(osg::Depth::LEQUAL));
294 stateSet->setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF);
296 stateSet->setAttribute(new osg::AlphaFunc(osg::AlphaFunc::GREATER, 0.01));
297 stateSet->setMode(GL_ALPHA_TEST, osg::StateAttribute::OFF);
298 stateSet->setAttribute(new osg::BlendFunc);
299 stateSet->setMode(GL_BLEND, osg::StateAttribute::OFF);
301 stateSet->setMode(GL_FOG, osg::StateAttribute::OFF);
303 // this will be set below
304 stateSet->setMode(GL_NORMALIZE, osg::StateAttribute::OFF);
306 // osg::Material* material = new osg::Material;
307 // stateSet->setAttribute(material);
309 // stateSet->setAttribute(new osg::CullFace(osg::CullFace::BACK));
310 // stateSet->setMode(GL_CULL_FACE, osg::StateAttribute::ON);
313 // need to update the light on every frame
314 osg::Light* sunLight = new osg::Light;
315 sunLight->setLightNum(0);
316 sunLight->setUpdateCallback(new FGSunLightUpdateCallback);
317 stateSet->setAttributeAndModes(sunLight, osg::StateAttribute::ON);
318 osg::LightModel* lightModel = new osg::LightModel;
319 lightModel->setUpdateCallback(new FGLightModelUpdateCallback);
320 stateSet->setAttributeAndModes(lightModel, osg::StateAttribute::ON);
322 // this is the topmost scenegraph node for osg
323 mBackGroundCamera->addChild(thesky->getPreRoot());
324 mBackGroundCamera->setClearMask(GL_COLOR_BUFFER_BIT);
326 GLbitfield inheritanceMask = osg::CullSettings::ALL_VARIABLES;
327 inheritanceMask &= ~osg::CullSettings::COMPUTE_NEAR_FAR_MODE;
328 inheritanceMask &= ~osg::CullSettings::NEAR_FAR_RATIO;
329 inheritanceMask &= ~osg::CullSettings::CULLING_MODE;
330 mBackGroundCamera->setInheritanceMask(inheritanceMask);
331 mBackGroundCamera->setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR);
332 mBackGroundCamera->setCullingMode(osg::CullSettings::NO_CULLING);
334 mBackGroundCamera->getOrCreateStateSet()->setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF);
336 mRoot->addChild(mBackGroundCamera.get());
339 sceneView->getCamera()->setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR);
341 mSceneCamera->setClearMask(GL_DEPTH_BUFFER_BIT);
342 inheritanceMask = osg::CullSettings::ALL_VARIABLES;
343 inheritanceMask &= ~osg::CullSettings::COMPUTE_NEAR_FAR_MODE;
344 inheritanceMask &= ~osg::CullSettings::CULLING_MODE;
345 mSceneCamera->setInheritanceMask(inheritanceMask);
346 mSceneCamera->setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR);
347 mSceneCamera->setCullingMode(osg::CullSettings::DEFAULT_CULLING);
350 stateSet = globals->get_scenery()->get_scene_graph()->getOrCreateStateSet();
351 stateSet->setMode(GL_BLEND, osg::StateAttribute::ON);
352 stateSet->setMode(GL_ALPHA_TEST, osg::StateAttribute::ON);
353 stateSet->setMode(GL_LIGHTING, osg::StateAttribute::ON);
354 stateSet->setMode(GL_DEPTH_TEST, osg::StateAttribute::ON);
356 // switch to enable wireframe
357 osg::PolygonMode* polygonMode = new osg::PolygonMode;
358 polygonMode->setUpdateCallback(new FGWireFrameModeUpdateCallback);
359 stateSet->setAttributeAndModes(polygonMode);
361 // scene fog handling
362 stateSet->setAttributeAndModes(mFog.get());
363 stateSet->setUpdateCallback(new FGFogEnableUpdateCallback);
365 mRoot->addChild(mSceneCamera.get());
367 mSceneCamera->addChild(globals->get_scenery()->get_scene_graph());
369 stateSet = mSceneCamera->getOrCreateStateSet();
370 stateSet->setMode(GL_BLEND, osg::StateAttribute::ON);
371 stateSet->setMode(GL_DEPTH_TEST, osg::StateAttribute::ON);
373 // this one contains all lights, here we set the light states we did
374 // in the plib case with plain OpenGL
375 osg::Group* lightGroup = new osg::Group;
376 mSceneCamera->addChild(lightGroup);
377 lightGroup->addChild(globals->get_scenery()->get_gnd_lights_root());
378 lightGroup->addChild(globals->get_scenery()->get_vasi_lights_root());
379 lightGroup->addChild(globals->get_scenery()->get_rwy_lights_root());
380 lightGroup->addChild(globals->get_scenery()->get_taxi_lights_root());
382 stateSet = globals->get_scenery()->get_gnd_lights_root()->getOrCreateStateSet();
383 stateSet->setAttributeAndModes(mFog.get());
384 stateSet->setUpdateCallback(new FGFogEnableUpdateCallback);
385 stateSet = globals->get_scenery()->get_vasi_lights_root()->getOrCreateStateSet();
386 stateSet->setAttributeAndModes(mRunwayLightingFog.get());
387 stateSet->setUpdateCallback(new FGFogEnableUpdateCallback);
388 stateSet = globals->get_scenery()->get_rwy_lights_root()->getOrCreateStateSet();
389 stateSet->setAttributeAndModes(mRunwayLightingFog.get());
390 stateSet->setUpdateCallback(new FGFogEnableUpdateCallback);
391 stateSet = globals->get_scenery()->get_taxi_lights_root()->getOrCreateStateSet();
392 stateSet->setAttributeAndModes(mTaxiLightingFog.get());
393 stateSet->setUpdateCallback(new FGFogEnableUpdateCallback);
395 mCameraView->addChild(mRoot.get());
396 sceneView->setSceneData(mCameraView.get());
398 mSceneCamera->addChild(thesky->getCloudRoot());
400 // sceneView->getState()->setCheckForGLErrors(osg::State::ONCE_PER_ATTRIBUTE);
404 // Update all Visuals (redraws anything graphics related)
406 FGRenderer::update( bool refresh_camera_settings ) {
407 bool scenery_loaded = fgGetBool("sim/sceneryloaded")
408 || fgGetBool("sim/sceneryloaded-override");
410 if ( idle_state < 1000 || !scenery_loaded ) {
411 // still initializing, draw the splash screen
414 // Keep resetting sim time while the sim is initializing
415 globals->set_sim_time_sec( 0.0 );
419 bool skyblend = fgGetBool("/sim/rendering/skyblend");
420 bool use_point_sprites = fgGetBool("/sim/rendering/point-sprites");
421 bool enhanced_lighting = fgGetBool("/sim/rendering/enhanced-lighting");
422 bool distance_attenuation
423 = fgGetBool("/sim/rendering/distance-attenuation");
425 SGConfigureDirectionalLights( use_point_sprites, enhanced_lighting,
426 distance_attenuation );
428 static const SGPropertyNode *groundlevel_nearplane
429 = fgGetNode("/sim/current-view/ground-level-nearplane-m");
431 FGLight *l = static_cast<FGLight*>(globals->get_subsystem("lighting"));
434 double actual_visibility;
435 if (fgGetBool("/environment/clouds/status")) {
436 actual_visibility = thesky->get_visibility();
438 actual_visibility = fgGetDouble("/environment/visibility-m");
441 static double last_visibility = -9999;
442 if ( actual_visibility != last_visibility ) {
443 last_visibility = actual_visibility;
445 fog_exp_density = m_log01 / actual_visibility;
446 fog_exp2_density = sqrt_m_log01 / actual_visibility;
447 ground_exp2_punch_through = sqrt_m_log01 / (actual_visibility * 1.5);
448 if ( actual_visibility < 8000 ) {
449 rwy_exp2_punch_through = sqrt_m_log01 / (actual_visibility * 2.5);
450 taxi_exp2_punch_through = sqrt_m_log01 / (actual_visibility * 1.5);
452 rwy_exp2_punch_through = sqrt_m_log01 / ( 8000 * 2.5 );
453 taxi_exp2_punch_through = sqrt_m_log01 / ( 8000 * 1.5 );
455 mFog->setDensity(fog_exp2_density);
456 mRunwayLightingFog->setDensity(rwy_exp2_punch_through);
457 mTaxiLightingFog->setDensity(taxi_exp2_punch_through);
458 mGroundLightingFog->setDensity(ground_exp2_punch_through);
461 // idle_state is now 1000 meaning we've finished all our
462 // initializations and are running the main loop, so this will
463 // now work without seg faulting the system.
465 FGViewer *current__view = globals->get_current_view();
466 // Force update of center dependent values ...
467 current__view->set_dirty();
469 if ( refresh_camera_settings ) {
471 resize( fgGetInt("/sim/startup/xsize"),
472 fgGetInt("/sim/startup/ysize") );
474 SGVec3d center = globals->get_scenery()->get_center();
475 SGVec3d position = current__view->getViewPosition();
476 SGQuatd attitude = current__view->getViewOrientation();
477 SGVec3d osgPosition = attitude.transform(center - position);
478 mCameraView->setPosition(osgPosition.osg());
479 mCameraView->setAttitude(inverse(attitude).osg());
483 if ( fgGetBool("/sim/rendering/textures") ) {
484 SGVec4f clearColor(l->adj_fog_color());
485 mBackGroundCamera->setClearColor(clearColor.osg());
488 SGVec4f clearColor(l->sky_color());
489 mBackGroundCamera->setClearColor(clearColor.osg());
492 // update fog params if visibility has changed
493 double visibility_meters = fgGetDouble("/environment/visibility-m");
494 thesky->set_visibility(visibility_meters);
496 thesky->modify_vis( cur_fdm_state->get_Altitude() * SG_FEET_TO_METER,
497 ( global_multi_loop * fgGetInt("/sim/speed-up") )
498 / (double)fgGetInt("/sim/model-hz") );
500 // update the sky dome
503 // The sun and moon distances are scaled down versions
504 // of the actual distance to get both the moon and the sun
505 // within the range of the far clip plane.
506 // Moon distance: 384,467 kilometers
507 // Sun distance: 150,000,000 kilometers
509 double sun_horiz_eff, moon_horiz_eff;
510 if (fgGetBool("/sim/rendering/horizon-effect")) {
511 sun_horiz_eff = 0.67+pow(0.5+cos(l->get_sun_angle())*2/2, 0.33)/3;
512 moon_horiz_eff = 0.67+pow(0.5+cos(l->get_moon_angle())*2/2, 0.33)/3;
514 sun_horiz_eff = moon_horiz_eff = 1.0;
517 static SGSkyState sstate;
519 sstate.view_pos = current__view->get_view_pos();
520 sstate.zero_elev = current__view->get_zero_elev();
521 sstate.view_up = current__view->get_world_up();
522 sstate.lon = current__view->getLongitude_deg()
523 * SGD_DEGREES_TO_RADIANS;
524 sstate.lat = current__view->getLatitude_deg()
525 * SGD_DEGREES_TO_RADIANS;
526 sstate.alt = current__view->getAltitudeASL_ft()
528 sstate.spin = l->get_sun_rotation();
529 sstate.gst = globals->get_time_params()->getGst();
530 sstate.sun_ra = globals->get_ephem()->getSunRightAscension();
531 sstate.sun_dec = globals->get_ephem()->getSunDeclination();
532 sstate.sun_dist = 50000.0 * sun_horiz_eff;
533 sstate.moon_ra = globals->get_ephem()->getMoonRightAscension();
534 sstate.moon_dec = globals->get_ephem()->getMoonDeclination();
535 sstate.moon_dist = 40000.0 * moon_horiz_eff;
536 sstate.sun_angle = l->get_sun_angle();
540 SG_LOG( SG_GENERAL, SG_BULK, "thesky->repaint() sky_color = "
541 << l->sky_color()[0] << " "
542 << l->sky_color()[1] << " "
543 << l->sky_color()[2] << " "
544 << l->sky_color()[3] );
545 SG_LOG( SG_GENERAL, SG_BULK, " fog = "
546 << l->fog_color()[0] << " "
547 << l->fog_color()[1] << " "
548 << l->fog_color()[2] << " "
549 << l->fog_color()[3] );
550 SG_LOG( SG_GENERAL, SG_BULK,
551 " sun_angle = " << l->sun_angle
552 << " moon_angle = " << l->moon_angle );
555 static SGSkyColor scolor;
557 scolor.sky_color = SGVec3f(l->sky_color());
558 scolor.fog_color = SGVec3f(l->adj_fog_color());
559 scolor.cloud_color = SGVec3f(l->cloud_color());
560 scolor.sun_angle = l->get_sun_angle();
561 scolor.moon_angle = l->get_moon_angle();
562 scolor.nplanets = globals->get_ephem()->getNumPlanets();
563 scolor.nstars = globals->get_ephem()->getNumStars();
564 scolor.planet_data = globals->get_ephem()->getPlanets();
565 scolor.star_data = globals->get_ephem()->getStars();
567 thesky->reposition( sstate, delta_time_sec );
568 thesky->repaint( scolor );
571 SG_LOG( SG_GENERAL, SG_BULK,
572 "thesky->reposition( view_pos = " << view_pos[0] << " "
573 << view_pos[1] << " " << view_pos[2] );
574 SG_LOG( SG_GENERAL, SG_BULK,
575 " zero_elev = " << zero_elev[0] << " "
576 << zero_elev[1] << " " << zero_elev[2]
577 << " lon = " << cur_fdm_state->get_Longitude()
578 << " lat = " << cur_fdm_state->get_Latitude() );
579 SG_LOG( SG_GENERAL, SG_BULK,
580 " sun_rot = " << l->get_sun_rotation
581 << " gst = " << SGTime::cur_time_params->getGst() );
582 SG_LOG( SG_GENERAL, SG_BULK,
583 " sun ra = " << globals->get_ephem()->getSunRightAscension()
584 << " sun dec = " << globals->get_ephem()->getSunDeclination()
585 << " moon ra = " << globals->get_ephem()->getMoonRightAscension()
586 << " moon dec = " << globals->get_ephem()->getMoonDeclination() );
590 // shadows->setupShadows(
591 // current__view->getLongitude_deg(),
592 // current__view->getLatitude_deg(),
593 // globals->get_time_params()->getGst(),
594 // globals->get_ephem()->getSunRightAscension(),
595 // globals->get_ephem()->getSunDeclination(),
596 // l->get_sun_angle());
600 if ( strcmp(fgGetString("/sim/rendering/fog"), "disabled") ) {
601 SGVec4f color(l->adj_fog_color());
602 mFog->setColor(color.osg());
603 mRunwayLightingFog->setColor(color.osg());
604 mTaxiLightingFog->setColor(color.osg());
605 mGroundLightingFog->setColor(color.osg());
609 // sgEnviro.setLight(l->adj_fog_color());
611 // texture parameters
612 glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST );
614 double agl = current__view->getAltitudeASL_ft()*SG_FEET_TO_METER
615 - current__view->getSGLocation()->get_cur_elev_m();
617 float scene_nearplane, scene_farplane;
619 scene_nearplane = 10.0f;
620 scene_farplane = 120000.0f;
622 scene_nearplane = groundlevel_nearplane->getDoubleValue();
623 scene_farplane = 120000.0f;
626 setNearFar( scene_nearplane, scene_farplane );
628 // sgEnviro.startOfFrame(current__view->get_view_pos(),
629 // current__view->get_world_up(),
630 // current__view->getLongitude_deg(),
631 // current__view->getLatitude_deg(),
632 // current__view->getAltitudeASL_ft() * SG_FEET_TO_METER,
636 // sgEnviro.drawLightning();
638 // double current_view_origin_airspeed_horiz_kt =
639 // fgGetDouble("/velocities/airspeed-kt", 0.0)
640 // * cos( fgGetDouble("/orientation/pitch-deg", 0.0)
641 // * SGD_DEGREES_TO_RADIANS);
642 // TODO:find the real view speed, not the AC one
643 // sgEnviro.drawPrecipitation(
644 // fgGetDouble("/environment/metar/rain-norm", 0.0),
645 // fgGetDouble("/environment/metar/snow-norm", 0.0),
646 // fgGetDouble("/environment/metar/hail-norm", 0.0),
647 // current__view->getPitch_deg() + current__view->getPitchOffset_deg(),
648 // current__view->getRoll_deg() + current__view->getRollOffset_deg(),
649 // - current__view->getHeadingOffset_deg(),
650 // current_view_origin_airspeed_horiz_kt
655 // shadows->endOfFrame();
657 // need to call the update visitor once
658 globals->get_aircraft_model()->select( true );
659 FGTileMgr::set_tile_filter( true );
660 mFrameStamp->setReferenceTime(globals->get_sim_time_sec());
661 mFrameStamp->setFrameNumber(1+mFrameStamp->getFrameNumber());
662 mFrameStamp->setCalendarTime(*globals->get_time_params()->getGmt());
667 glPushAttrib(GL_ALL_ATTRIB_BITS);
668 glPushClientAttrib(~0u);
670 // display HUD && Panel
672 glDisable( GL_DEPTH_TEST );
674 fgCockpitUpdate(sceneView->getState());
676 FGInstrumentMgr *instr = static_cast<FGInstrumentMgr*>(globals->get_subsystem("instrumentation"));
677 HUD *hud = static_cast<HUD*>(instr->get_subsystem("hud"));
678 hud->draw(*sceneView->getState());
680 // update the panel subsystem
681 if ( globals->get_current_panel() != NULL )
682 globals->get_current_panel()->update(*sceneView->getState());
683 // We don't need a state here - can be safely removed when we can pick
687 if((fgGetBool("/sim/atc/enabled"))
688 || (fgGetBool("/sim/ai-traffic/enabled")))
689 globals->get_ATC_display()->update(delta_time_sec,
690 *sceneView->getState());
692 // We can do translucent menus, so why not. :-)
693 glDisable( GL_TEXTURE_2D ) ;
694 glDisable( GL_CULL_FACE ) ;
695 glEnable( GL_BLEND ) ;
696 glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ) ;
699 // Fade out the splash screen over the first three seconds.
700 double t = globals->get_sim_time_sec();
702 fgSplashUpdate((2.5 - t) / 2.5);
710 // options.cxx needs to see this for toggle_panel()
711 // Handle new window size or exposure
713 FGRenderer::resize( int width, int height ) {
716 if ( (!fgGetBool("/sim/virtual-cockpit"))
717 && fgPanelVisible() && idle_state == 1000 ) {
718 view_h = (int)(height * (globals->get_current_panel()->getViewHeight() -
719 globals->get_current_panel()->getYOffset()) / 768.0);
724 sceneView->getViewport()->setViewport(0, height - view_h, width, view_h);
726 static int lastwidth = 0;
727 static int lastheight = 0;
728 if (width != lastwidth)
729 fgSetInt("/sim/startup/xsize", lastwidth = width);
730 if (height != lastheight)
731 fgSetInt("/sim/startup/ysize", lastheight = height);
733 guiInitMouse(width, height);
736 FGViewMgr *viewmgr = globals->get_viewmgr();
738 for ( int i = 0; i < viewmgr->size(); ++i ) {
739 viewmgr->get_view(i)->
740 set_aspect_ratio((float)view_h / (float)width);
743 setFOV( viewmgr->get_current_view()->get_h_fov(),
744 viewmgr->get_current_view()->get_v_fov() );
745 // cout << "setFOV(" << viewmgr->get_current_view()->get_h_fov()
746 // << ", " << viewmgr->get_current_view()->get_v_fov() << ")"
752 // These are wrapper functions around ssgSetNearFar() and ssgSetFOV()
753 // which will post process and rewrite the resulting frustum if we
754 // want to do asymmetric view frustums.
756 static void fgHackFrustum() {
758 // specify a percent of the configured view frustum to actually
759 // display. This is a bit of a hack to achieve asymmetric view
760 // frustums. For instance, if you want to display two monitors
761 // side by side, you could specify each with a double fov, a 0.5
762 // aspect ratio multiplier, and then the left side monitor would
763 // have a left_pct = 0.0, a right_pct = 0.5, a bottom_pct = 0.0,
764 // and a top_pct = 1.0. The right side monitor would have a
765 // left_pct = 0.5 and a right_pct = 1.0.
767 static SGPropertyNode *left_pct
768 = fgGetNode("/sim/current-view/frustum-left-pct");
769 static SGPropertyNode *right_pct
770 = fgGetNode("/sim/current-view/frustum-right-pct");
771 static SGPropertyNode *bottom_pct
772 = fgGetNode("/sim/current-view/frustum-bottom-pct");
773 static SGPropertyNode *top_pct
774 = fgGetNode("/sim/current-view/frustum-top-pct");
779 sceneView->getProjectionMatrixAsFrustum(left, right, bottom, top, zNear, zFar);
780 // cout << " l = " << f->getLeft()
781 // << " r = " << f->getRight()
782 // << " b = " << f->getBot()
783 // << " t = " << f->getTop()
784 // << " n = " << f->getNear()
785 // << " f = " << f->getFar()
788 double width = right - left;
789 double height = top - bottom;
793 if ( left_pct != NULL ) {
794 l = left + width * left_pct->getDoubleValue();
799 if ( right_pct != NULL ) {
800 r = left + width * right_pct->getDoubleValue();
805 if ( bottom_pct != NULL ) {
806 b = bottom + height * bottom_pct->getDoubleValue();
811 if ( top_pct != NULL ) {
812 t = bottom + height * top_pct->getDoubleValue();
817 sceneView->setProjectionMatrixAsFrustum(l, r, b, t, zNear, zFar);
821 // we need some static storage space for these values. However, we
822 // can't store it in a renderer class object because the functions
823 // that manipulate these are static. They are static so they can
824 // interface to the display callback system. There's probably a
825 // better way, there has to be a better way, but I'm not seeing it
827 static float fov_width = 55.0;
828 static float fov_height = 42.0;
829 static float fov_near = 1.0;
830 static float fov_far = 1000.0;
833 /** FlightGear code should use this routine to set the FOV rather than
834 * calling the ssg routine directly
836 void FGRenderer::setFOV( float w, float h ) {
840 sceneView->setProjectionMatrixAsPerspective(fov_height,
841 fov_width/fov_height,
843 // fully specify the view frustum before hacking it (so we don't
844 // accumulate hacked effects
846 // sgEnviro.setFOV( w, h );
850 /** FlightGear code should use this routine to set the Near/Far clip
851 * planes rather than calling the ssg routine directly
853 void FGRenderer::setNearFar( float n, float f ) {
854 // OSGFIXME: we have currently too much z-buffer fights
859 sceneView->setProjectionMatrixAsPerspective(fov_height,
860 fov_width/fov_height,
863 sceneView->getCamera()->setNearFarRatio(fov_near/fov_far);
864 mSceneCamera->setNearFarRatio(fov_near/fov_far);
866 // fully specify the view frustum before hacking it (so we don't
867 // accumulate hacked effects
871 bool FGRenderer::getPickInfo( SGVec3d& pt, SGVec3d& dir,
872 unsigned x, unsigned y )
874 // Get the matrices involved in the transform from global to screen
876 osg::Matrix pm = sceneView->getCamera()->getProjectionMatrix();
879 osg::NodePathList paths;
880 paths = globals->get_scenery()->get_scene_graph()->getParentalNodePaths();
881 if (!paths.empty()) {
882 // Ok, we know that this should not have multiple parents ...
883 // FIXME: is this allways true?
884 mv = osg::computeLocalToEye(sceneView->getCamera()->getViewMatrix(),
885 paths.front(), false);
888 // Compose and invert
889 osg::Matrix m = osg::Matrix::inverse(mv*pm);
891 // Get the width and height of the display to be able to normalize the
893 float width = fgGetInt("/sim/startup/xsize");
894 float height = fgGetInt("/sim/startup/ysize");
896 // Compute some coordinates of in the line from the eyepoint to the
897 // mouse click coodinates.
898 // First build the normalized projection coordinates
899 osg::Vec4 normPt((2*x - width)/width, -(2*y - height)/height, 1, 1);
900 // Transform them into the real world
901 osg::Vec4 worldPt4 = m.preMult(normPt);
902 if (fabs(worldPt4[3]) < SGLimitsf::min())
904 SGVec3f worldPt(worldPt4[0]/worldPt4[3],
905 worldPt4[1]/worldPt4[3],
906 worldPt4[2]/worldPt4[3]);
908 // Now build a direction from the point
909 FGViewer* view = globals->get_current_view();
910 dir = normalize(toVec3d(worldPt - SGVec3f(view->get_view_pos())));
912 // Copy the start point
913 pt = SGVec3d(view->get_absolute_view_pos());
915 // OSGFIXME: ist this sufficient??? especially the precision problems here??
916 // bool mSceneView->projectWindowXYIntoObject(int x,int y,osg::Vec3& near_point,osg::Vec3& far_point) const;
922 // end of renderer.cxx