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/props/props.hxx>
41 #include <simgear/timing/sg_time.hxx>
42 #include <simgear/scene/model/animation.hxx>
43 #include <simgear/ephemeris/ephemeris.hxx>
44 #include <simgear/scene/model/placement.hxx>
45 #include <simgear/math/sg_random.h>
46 #include <simgear/scene/model/modellib.hxx>
47 #include <simgear/scene/model/model.hxx>
49 #include <simgear/screen/jpgfactory.hxx>
52 #include <simgear/environment/visual_enviro.hxx>
54 #include <simgear/scene/model/shadowvolume.hxx>
56 #include <Scenery/tileentry.hxx>
57 #include <Time/light.hxx>
58 #include <Time/light.hxx>
59 #include <Aircraft/aircraft.hxx>
60 // #include <Aircraft/replay.hxx>
61 #include <Cockpit/panel.hxx>
62 #include <Cockpit/cockpit.hxx>
63 #include <Cockpit/hud.hxx>
64 #include <Model/panelnode.hxx>
65 #include <Model/modelmgr.hxx>
66 #include <Model/acmodel.hxx>
67 #include <Scenery/scenery.hxx>
68 #include <Scenery/tilemgr.hxx>
69 #include <ATC/ATCdisplay.hxx>
70 #include <GUI/new_gui.hxx>
71 #include <Instrumentation/instrument_mgr.hxx>
72 #include <Instrumentation/HUD/HUD.hxx>
75 #include "renderer.hxx"
79 extern void sgShaderFrameInit(double delta_time_sec);
81 float default_attenuation[3] = {1.0, 0.0, 0.0};
83 // Clip plane settings...
84 float scene_nearplane = 0.5f;
85 float scene_farplane = 120000.0f;
87 glPointParameterfProc glPointParameterfPtr = 0;
88 glPointParameterfvProc glPointParameterfvPtr = 0;
89 bool glPointParameterIsSupported = false;
90 bool glPointSpriteIsSupported = false;
93 // fog constants. I'm a little nervous about putting actual code out
94 // here but it seems to work (?)
95 static const double m_log01 = -log( 0.01 );
96 static const double sqrt_m_log01 = sqrt( m_log01 );
97 static GLfloat fog_exp_density;
98 static GLfloat fog_exp2_density;
99 static GLfloat rwy_exp2_punch_through;
100 static GLfloat taxi_exp2_punch_through;
101 static GLfloat ground_exp2_punch_through;
106 ssgSharedPtr<ssgSimpleState> default_state;
107 ssgSharedPtr<ssgSimpleState> hud_and_panel;
108 ssgSharedPtr<ssgSimpleState> menus;
110 SGShadowVolume *shadows;
112 FGRenderer::FGRenderer()
114 #ifdef FG_JPEG_SERVER
115 jpgRenderFrame = FGRenderer::update;
119 FGRenderer::~FGRenderer()
121 #ifdef FG_JPEG_SERVER
122 jpgRenderFrame = NULL;
128 FGRenderer::build_states( void ) {
129 default_state = new ssgSimpleState;
130 default_state->disable( GL_TEXTURE_2D );
131 default_state->enable( GL_CULL_FACE );
132 default_state->enable( GL_COLOR_MATERIAL );
133 default_state->setColourMaterial( GL_AMBIENT_AND_DIFFUSE );
134 default_state->setMaterial( GL_EMISSION, 0, 0, 0, 1 );
135 default_state->setMaterial( GL_SPECULAR, 0, 0, 0, 1 );
136 default_state->disable( GL_BLEND );
137 default_state->disable( GL_ALPHA_TEST );
138 default_state->disable( GL_LIGHTING );
140 hud_and_panel = new ssgSimpleState;
141 hud_and_panel->disable( GL_CULL_FACE );
142 hud_and_panel->disable( GL_TEXTURE_2D );
143 hud_and_panel->disable( GL_LIGHTING );
144 hud_and_panel->enable( GL_BLEND );
146 menus = new ssgSimpleState;
147 menus->disable( GL_CULL_FACE );
148 menus->disable( GL_TEXTURE_2D );
149 menus->enable( GL_BLEND );
151 shadows = new SGShadowVolume( globals->get_scenery()->get_scene_graph() );
152 shadows->init( fgGetNode("/sim/rendering", true) );
153 shadows->addOccluder( globals->get_scenery()->get_aircraft_branch(), SGShadowVolume::occluderTypeAircraft );
158 // Initialize various GL/view parameters
160 FGRenderer::init( void ) {
162 FGLight *l = (FGLight *)(globals->get_subsystem("lighting"));
164 // Go full screen if requested ...
165 if ( fgGetBool("/sim/startup/fullscreen") ) {
169 // If enabled, normal vectors specified with glNormal are scaled
170 // to unit length after transformation. Enabling this has
171 // performance implications. See the docs for glNormal.
172 // glEnable( GL_NORMALIZE );
174 glEnable( GL_LIGHTING );
175 glEnable( GL_LIGHT0 );
176 // glLightfv( GL_LIGHT0, GL_POSITION, l->sun_vec ); // done later with ssg
179 sgSetVec3( sunpos, l->sun_vec()[0], l->sun_vec()[1], l->sun_vec()[2] );
180 ssgGetLight( 0 ) -> setPosition( sunpos );
182 glFogi (GL_FOG_MODE, GL_EXP2);
183 if ( (!strcmp(fgGetString("/sim/rendering/fog"), "disabled")) ||
184 (!fgGetBool("/sim/rendering/shading"))) {
185 // if fastest fog requested, or if flat shading force fastest
186 glHint ( GL_FOG_HINT, GL_FASTEST );
187 } else if ( !strcmp(fgGetString("/sim/rendering/fog"), "nicest") ) {
188 glHint ( GL_FOG_HINT, GL_DONT_CARE );
190 if ( fgGetBool("/sim/rendering/wireframe") ) {
192 glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
195 // This is the default anyways, but it can't hurt
196 glFrontFace ( GL_CCW );
199 if ( SGIsOpenGLExtensionSupported("GL_ARB_point_sprite") ||
200 SGIsOpenGLExtensionSupported("GL_NV_point_sprite") )
202 GLuint handle = thesky->get_sun_texture_id();
203 glBindTexture ( GL_TEXTURE_2D, handle ) ;
204 glTexEnvf(GL_POINT_SPRITE, GL_COORD_REPLACE, GL_TRUE);
205 glEnable(GL_POINT_SPRITE);
206 // glEnable(GL_POINT_SMOOTH);
207 glPointSpriteIsSupported = true;
209 glEnable(GL_LINE_SMOOTH);
210 // glEnable(GL_POLYGON_SMOOTH);
211 glHint(GL_POLYGON_SMOOTH_HINT, GL_DONT_CARE);
212 glHint(GL_LINE_SMOOTH_HINT, GL_DONT_CARE);
213 glHint(GL_POINT_SMOOTH_HINT, GL_DONT_CARE);
218 // Update all Visuals (redraws anything graphics related)
220 FGRenderer::update( bool refresh_camera_settings ) {
221 bool scenery_loaded = fgGetBool("sim/sceneryloaded") \
222 || fgGetBool("sim/sceneryloaded-override");
224 if ( idle_state < 1000 || !scenery_loaded ) {
225 // still initializing, draw the splash screen
228 // Keep resetting sim time while the sim is initializing
229 globals->set_sim_time_sec( 0.0 );
230 SGAnimation::set_sim_time_sec( 0.0 );
234 bool draw_otw = fgGetBool("/sim/rendering/draw-otw");
235 bool skyblend = fgGetBool("/sim/rendering/skyblend");
236 bool enhanced_lighting = fgGetBool("/sim/rendering/enhanced-lighting");
237 bool distance_attenuation = fgGetBool("/sim/rendering/distance-attenuation");
238 bool volumetric_clouds = sgEnviro.get_clouds_enable_state();
239 #ifdef FG_ENABLE_MULTIPASS_CLOUDS
240 bool multi_pass_clouds = fgGetBool("/sim/rendering/multi-pass-clouds") &&
241 !volumetric_clouds &&
242 !SGCloudLayer::enable_bump_mapping; // ugly artefact now
244 bool multi_pass_clouds = false;
246 bool draw_clouds = fgGetBool("/environment/clouds/status");
248 GLfloat black[4] = { 0.0, 0.0, 0.0, 1.0 };
249 GLfloat white[4] = { 1.0, 1.0, 1.0, 1.0 };
251 // static const SGPropertyNode *longitude
252 // = fgGetNode("/position/longitude-deg");
253 // static const SGPropertyNode *latitude
254 // = fgGetNode("/position/latitude-deg");
255 // static const SGPropertyNode *altitude
256 // = fgGetNode("/position/altitude-ft");
257 static const SGPropertyNode *groundlevel_nearplane
258 = fgGetNode("/sim/current-view/ground-level-nearplane-m");
260 FGLight *l = (FGLight *)(globals->get_subsystem("lighting"));
261 static double last_visibility = -9999;
264 double actual_visibility;
265 if (fgGetBool("/environment/clouds/status")) {
266 actual_visibility = thesky->get_visibility();
268 actual_visibility = fgGetDouble("/environment/visibility-m");
271 // TODO:TEST only, don't commit that !!
272 // sgFXperFrameInit();
274 sgShaderFrameInit(delta_time_sec);
276 if ( actual_visibility != last_visibility ) {
277 last_visibility = actual_visibility;
279 fog_exp_density = m_log01 / actual_visibility;
280 fog_exp2_density = sqrt_m_log01 / actual_visibility;
281 ground_exp2_punch_through = sqrt_m_log01 / (actual_visibility * 1.5);
282 if ( actual_visibility < 8000 ) {
283 rwy_exp2_punch_through = sqrt_m_log01 / (actual_visibility * 2.5);
284 taxi_exp2_punch_through = sqrt_m_log01 / (actual_visibility * 1.5);
286 rwy_exp2_punch_through = sqrt_m_log01 / ( 8000 * 2.5 );
287 taxi_exp2_punch_through = sqrt_m_log01 / ( 8000 * 1.5 );
292 // GLfloat black[4] = { 0.0, 0.0, 0.0, 1.0 };
293 // GLfloat white[4] = { 1.0, 1.0, 1.0, 1.0 };
294 // GLfloat terrain_color[4] = { 0.54, 0.44, 0.29, 1.0 };
295 // GLfloat mat_shininess[] = { 10.0 };
296 GLbitfield clear_mask;
298 // idle_state is now 1000 meaning we've finished all our
299 // initializations and are running the main loop, so this will
300 // now work without seg faulting the system.
302 FGViewer *current__view = globals->get_current_view();
304 // calculate our current position in cartesian space
305 Point3D cntr = globals->get_scenery()->get_next_center();
306 globals->get_scenery()->set_center(cntr);
307 // Force update of center dependent values ...
308 current__view->set_dirty();
310 if ( refresh_camera_settings ) {
312 resize( fgGetInt("/sim/startup/xsize"),
313 fgGetInt("/sim/startup/ysize") );
315 // Tell GL we are switching to model view parameters
316 glMatrixMode(GL_MODELVIEW);
318 ssgSetCamera( (sgVec4 *)current__view->get_VIEW() );
321 clear_mask = GL_DEPTH_BUFFER_BIT;
322 if ( fgGetBool("/sim/rendering/wireframe") ) {
323 clear_mask |= GL_COLOR_BUFFER_BIT;
327 if ( fgGetBool("/sim/rendering/textures") ) {
328 // glClearColor(black[0], black[1], black[2], black[3]);
329 glClearColor(l->adj_fog_color()[0], l->adj_fog_color()[1],
330 l->adj_fog_color()[2], l->adj_fog_color()[3]);
331 clear_mask |= GL_COLOR_BUFFER_BIT;
334 glClearColor(l->sky_color()[0], l->sky_color()[1],
335 l->sky_color()[2], l->sky_color()[3]);
336 clear_mask |= GL_COLOR_BUFFER_BIT;
338 if ( multi_pass_clouds && draw_clouds ) {
340 clear_mask |= GL_STENCIL_BUFFER_BIT;
342 glClear( clear_mask );
344 // set the opengl state to known default values
345 default_state->force();
347 // update fog params if visibility has changed
348 double visibility_meters = fgGetDouble("/environment/visibility-m");
349 thesky->set_visibility(visibility_meters);
351 thesky->modify_vis( cur_fdm_state->get_Altitude() * SG_FEET_TO_METER,
352 ( global_multi_loop * fgGetInt("/sim/speed-up") )
353 / (double)fgGetInt("/sim/model-hz") );
355 // Set correct opengl fog density
356 glFogf (GL_FOG_DENSITY, fog_exp2_density);
358 // update the sky dome
361 SG_LOG( SG_GENERAL, SG_BULK, "thesky->repaint() sky_color = "
362 << l->sky_color()[0] << " "
363 << l->sky_color()[1] << " "
364 << l->sky_color()[2] << " "
365 << l->sky_color()[3] );
366 SG_LOG( SG_GENERAL, SG_BULK, " fog = "
367 << l->fog_color()[0] << " "
368 << l->fog_color()[1] << " "
369 << l->fog_color()[2] << " "
370 << l->fog_color()[3] );
371 SG_LOG( SG_GENERAL, SG_BULK,
372 " sun_angle = " << l->sun_angle
373 << " moon_angle = " << l->moon_angle );
376 static SGSkyColor scolor;
377 // FGLight *l = (FGLight *)(globals->get_subsystem("lighting"));
379 scolor.sky_color = l->sky_color();
380 scolor.fog_color = l->adj_fog_color();
381 scolor.cloud_color = l->cloud_color();
382 scolor.sun_angle = l->get_sun_angle();
383 scolor.moon_angle = l->get_moon_angle();
384 scolor.nplanets = globals->get_ephem()->getNumPlanets();
385 scolor.nstars = globals->get_ephem()->getNumStars();
386 scolor.planet_data = globals->get_ephem()->getPlanets();
387 scolor.star_data = globals->get_ephem()->getStars();
389 thesky->repaint( scolor );
392 SG_LOG( SG_GENERAL, SG_BULK,
393 "thesky->reposition( view_pos = " << view_pos[0] << " "
394 << view_pos[1] << " " << view_pos[2] );
395 SG_LOG( SG_GENERAL, SG_BULK,
396 " zero_elev = " << zero_elev[0] << " "
397 << zero_elev[1] << " " << zero_elev[2]
398 << " lon = " << cur_fdm_state->get_Longitude()
399 << " lat = " << cur_fdm_state->get_Latitude() );
400 SG_LOG( SG_GENERAL, SG_BULK,
401 " sun_rot = " << l->get_sun_rotation
402 << " gst = " << SGTime::cur_time_params->getGst() );
403 SG_LOG( SG_GENERAL, SG_BULK,
404 " sun ra = " << globals->get_ephem()->getSunRightAscension()
405 << " sun dec = " << globals->get_ephem()->getSunDeclination()
406 << " moon ra = " << globals->get_ephem()->getMoonRightAscension()
407 << " moon dec = " << globals->get_ephem()->getMoonDeclination() );
410 // The sun and moon distances are scaled down versions
411 // of the actual distance to get both the moon and the sun
412 // within the range of the far clip plane.
413 // Moon distance: 384,467 kilometers
414 // Sun distance: 150,000,000 kilometers
415 double sun_horiz_eff, moon_horiz_eff;
416 if (fgGetBool("/sim/rendering/horizon-effect")) {
417 sun_horiz_eff = 0.67+pow(0.5+cos(l->get_sun_angle())*2/2, 0.33)/3;
418 moon_horiz_eff = 0.67+pow(0.5+cos(l->get_moon_angle())*2/2, 0.33)/3;
420 sun_horiz_eff = moon_horiz_eff = 1.0;
423 static SGSkyState sstate;
425 sstate.view_pos = current__view->get_view_pos();
426 sstate.zero_elev = current__view->get_zero_elev();
427 sstate.view_up = current__view->get_world_up();
428 sstate.lon = current__view->getLongitude_deg()
429 * SGD_DEGREES_TO_RADIANS;
430 sstate.lat = current__view->getLatitude_deg()
431 * SGD_DEGREES_TO_RADIANS;
432 sstate.alt = current__view->getAltitudeASL_ft()
434 sstate.spin = l->get_sun_rotation();
435 sstate.gst = globals->get_time_params()->getGst();
436 sstate.sun_ra = globals->get_ephem()->getSunRightAscension();
437 sstate.sun_dec = globals->get_ephem()->getSunDeclination();
438 sstate.sun_dist = 50000.0 * sun_horiz_eff;
439 sstate.moon_ra = globals->get_ephem()->getMoonRightAscension();
440 sstate.moon_dec = globals->get_ephem()->getMoonDeclination();
441 sstate.moon_dist = 40000.0 * moon_horiz_eff;
443 thesky->reposition( sstate, delta_time_sec );
445 shadows->setupShadows(
446 current__view->getLongitude_deg(),
447 current__view->getLatitude_deg(),
448 globals->get_time_params()->getGst(),
449 globals->get_ephem()->getSunRightAscension(),
450 globals->get_ephem()->getSunDeclination(),
454 glEnable( GL_DEPTH_TEST );
455 if ( strcmp(fgGetString("/sim/rendering/fog"), "disabled") ) {
457 glFogi( GL_FOG_MODE, GL_EXP2 );
458 glFogfv( GL_FOG_COLOR, l->adj_fog_color() );
462 // set sun/lighting parameters
463 ssgGetLight( 0 ) -> setPosition( l->sun_vec() );
465 // GL_LIGHT_MODEL_AMBIENT has a default non-zero value so if
466 // we only update GL_AMBIENT for our lights we will never get
467 // a completely dark scene. So, we set GL_LIGHT_MODEL_AMBIENT
468 // explicitely to black.
469 glLightModelfv( GL_LIGHT_MODEL_AMBIENT, black );
471 ssgGetLight( 0 ) -> setColour( GL_AMBIENT, l->scene_ambient() );
472 ssgGetLight( 0 ) -> setColour( GL_DIFFUSE, l->scene_diffuse() );
473 ssgGetLight( 0 ) -> setColour( GL_SPECULAR, l->scene_specular() );
475 sgEnviro.setLight(l->adj_fog_color());
477 // texture parameters
478 // glEnable( GL_TEXTURE_2D );
479 glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ) ;
480 glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST ) ;
482 double agl = current__view->getAltitudeASL_ft()*SG_FEET_TO_METER
483 - current__view->getSGLocation()->get_cur_elev_m();
486 scene_nearplane = 10.0f;
487 scene_farplane = 120000.0f;
489 scene_nearplane = groundlevel_nearplane->getDoubleValue();
490 scene_farplane = 120000.0f;
493 setNearFar( scene_nearplane, scene_farplane );
495 sgEnviro.startOfFrame(current__view->get_view_pos(),
496 current__view->get_world_up(),
497 current__view->getLongitude_deg(),
498 current__view->getLatitude_deg(),
499 current__view->getAltitudeASL_ft() * SG_FEET_TO_METER,
502 if ( draw_otw && skyblend ) {
503 // draw the sky backdrop
505 // we need a white diffuse light for the phase of the moon
506 ssgGetLight( 0 ) -> setColour( GL_DIFFUSE, white );
507 thesky->preDraw( cur_fdm_state->get_Altitude() * SG_FEET_TO_METER,
509 // return to the desired diffuse color
510 ssgGetLight( 0 ) -> setColour( GL_DIFFUSE, l->scene_diffuse() );
513 // draw the ssg scene
514 glEnable( GL_DEPTH_TEST );
516 if ( fgGetBool("/sim/rendering/wireframe") ) {
518 glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
524 FGTileMgr::set_tile_filter( true );
525 sgSetModelFilter( false );
526 globals->get_aircraft_model()->select( false );
527 ssgCullAndDraw( globals->get_scenery()->get_scene_graph() );
529 // Disable depth buffer update, draw the clouds
530 glDepthMask( GL_FALSE );
531 if( !volumetric_clouds )
532 thesky->drawUpperClouds();
533 if ( multi_pass_clouds ) {
534 thesky->drawLowerClouds();
536 glDepthMask( GL_TRUE );
538 if ( multi_pass_clouds ) {
539 // Draw the objects except the aircraft
540 // and update the stencil buffer with 1
541 glEnable( GL_STENCIL_TEST );
542 glStencilFunc( GL_ALWAYS, 1, 1 );
543 glStencilOp( GL_KEEP, GL_KEEP, GL_REPLACE );
545 FGTileMgr::set_tile_filter( false );
546 sgSetModelFilter( true );
547 ssgCullAndDraw( globals->get_scenery()->get_scene_graph() );
549 FGTileMgr::set_tile_filter( true );
550 sgSetModelFilter( true );
551 globals->get_aircraft_model()->select( false );
552 ssgCullAndDraw( globals->get_scenery()->get_scene_graph() );
556 // This is a bit kludgy. Every 200 frames, do an extra
557 // traversal of the scene graph without drawing anything, but
558 // with the field-of-view set to 360x360 degrees. This
559 // ensures that out-of-range random objects that are not in
560 // the current view frustum will still be freed properly.
561 static int counter = 0;
563 if (counter >= 200) {
566 // No need to put the near plane too close;
567 // this way, at least the aircraft can be
569 f.setNearFar(1000, 1000000);
571 ssgGetModelviewMatrix(m);
572 FGTileMgr::set_tile_filter( true );
573 sgSetModelFilter( true );
574 globals->get_scenery()->get_scene_graph()->cull(&f, m, true);
578 // change state for lighting here
580 // draw runway lighting
581 glFogf (GL_FOG_DENSITY, rwy_exp2_punch_through);
583 // CLO - 02/25/2005 - DO WE NEED THIS extra fgSetNearFar()?
584 // fgSetNearFar( scene_nearplane, scene_farplane );
586 if ( enhanced_lighting ) {
588 // Enable states for drawing points with GL_extension
589 glEnable(GL_POINT_SMOOTH);
591 if ( distance_attenuation && glPointParameterIsSupported )
593 // Enable states for drawing points with GL_extension
594 glEnable(GL_POINT_SMOOTH);
596 float quadratic[3] = {1.0, 0.001, 0.0000001};
597 // makes the points fade as they move away
598 glPointParameterfvPtr(GL_DISTANCE_ATTENUATION_EXT, quadratic);
599 glPointParameterfPtr(GL_POINT_SIZE_MIN_EXT, 1.0);
604 // blending function for runway lights
605 glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) ;
608 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
609 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
610 glEnable(GL_TEXTURE_GEN_S);
611 glEnable(GL_TEXTURE_GEN_T);
612 glPolygonMode(GL_FRONT, GL_POINT);
614 // draw runway lighting
616 ssgCullAndDraw( globals->get_scenery()->get_vasi_lights_root() );
617 ssgCullAndDraw( globals->get_scenery()->get_rwy_lights_root() );
620 // change punch through and then draw taxi lighting
621 glFogf ( GL_FOG_DENSITY, fog_exp2_density );
623 // sgSetVec3( taxi_fog, 0.0, 0.0, 0.0 );
624 // glFogfv ( GL_FOG_COLOR, taxi_fog );
626 ssgCullAndDraw( globals->get_scenery()->get_taxi_lights_root() );
630 glPolygonMode(GL_FRONT, GL_FILL);
631 glDisable(GL_TEXTURE_GEN_S);
632 glDisable(GL_TEXTURE_GEN_T);
634 //static int _frame_count = 0;
635 //if (_frame_count % 30 == 0) {
636 // printf("SSG: %s\n", ssgShowStats());
644 if ( enhanced_lighting ) {
645 if ( distance_attenuation && glPointParameterIsSupported ) {
646 glPointParameterfvPtr(GL_DISTANCE_ATTENUATION_EXT,
647 default_attenuation);
651 glDisable(GL_POINT_SMOOTH);
654 // draw ground lighting
655 glFogf (GL_FOG_DENSITY, ground_exp2_punch_through);
657 ssgCullAndDraw( globals->get_scenery()->get_gnd_lights_root() );
660 sgEnviro.drawLightning();
662 if ( draw_otw && draw_clouds ) {
663 if ( multi_pass_clouds ) {
664 // Disable depth buffer update, draw the clouds where the
665 // objects overwrite the already drawn clouds, by testing
666 // the stencil buffer against 1
667 glDepthMask( GL_FALSE );
668 glStencilFunc( GL_EQUAL, 1, 1 );
669 glStencilOp( GL_KEEP, GL_KEEP, GL_KEEP );
670 thesky->drawUpperClouds();
671 thesky->drawLowerClouds();
672 glDepthMask( GL_TRUE );
673 glDisable( GL_STENCIL_TEST );
675 glDepthMask( GL_FALSE );
676 if( volumetric_clouds )
677 thesky->drawUpperClouds();
678 thesky->drawLowerClouds();
679 glDepthMask( GL_TRUE );
682 double current_view_origin_airspeed_horiz_kt =
683 fgGetDouble("/velocities/airspeed-kt", 0.0)
684 * cos( fgGetDouble("/orientation/pitch-deg", 0.0)
685 * SGD_DEGREES_TO_RADIANS);
686 // TODO:find the real view speed, not the AC one
687 sgEnviro.drawPrecipitation(
688 fgGetDouble("/environment/metar/rain-norm", 0.0),
689 fgGetDouble("/environment/metar/snow-norm", 0.0),
690 fgGetDouble("/environment/metar/hail-norm", 0.0),
691 current__view->getPitch_deg() + current__view->getPitchOffset_deg(),
692 current__view->getRoll_deg() + current__view->getRollOffset_deg(),
693 - current__view->getHeadingOffset_deg(),
694 current_view_origin_airspeed_horiz_kt
697 // compute shadows and project them on screen
698 bool is_internal = globals->get_current_view()->getInternal();
699 // draw before ac because ac internal rendering clear the depth buffer
701 globals->get_aircraft_model()->select( true );
703 shadows->endOfFrame();
706 FGTileMgr::set_tile_filter( false );
707 sgSetModelFilter( false );
708 globals->get_aircraft_model()->select( true );
709 globals->get_model_mgr()->draw();
710 globals->get_aircraft_model()->draw();
712 FGTileMgr::set_tile_filter( true );
713 sgSetModelFilter( true );
714 globals->get_aircraft_model()->select( true );
716 // in 'external' view the ac can be culled, so shadows have not been draw in the
717 // posttrav callback, this would be a rare case if the getInternal was acting
718 // as expected (ie in internal view, getExternal returns false)
720 shadows->endOfFrame();
722 // display HUD && Panel
724 glDisable( GL_DEPTH_TEST );
725 // glDisable( GL_CULL_FACE );
726 // glDisable( GL_TEXTURE_2D );
728 // update the controls subsystem
729 globals->get_controls()->update(delta_time_sec);
731 hud_and_panel->apply();
734 FGInstrumentMgr *instr = static_cast<FGInstrumentMgr *>(globals->get_subsystem("instrumentation"));
735 HUD *hud = static_cast<HUD *>(instr->get_subsystem("hud"));
738 // Use the hud_and_panel ssgSimpleState for rendering the ATC output
739 // This only works properly if called before the panel call
740 if((fgGetBool("/sim/atc/enabled")) || (fgGetBool("/sim/ai-traffic/enabled")))
741 globals->get_ATC_display()->update(delta_time_sec);
743 // update the panel subsystem
744 if ( globals->get_current_panel() != NULL ) {
745 globals->get_current_panel()->update(delta_time_sec);
749 // We can do translucent menus, so why not. :-)
751 glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ) ;
753 // glDisable ( GL_BLEND ) ;
755 glEnable( GL_DEPTH_TEST );
758 // Fade out the splash screen over the first three seconds.
759 double t = globals->get_sim_time_sec();
761 fgSplashUpdate((2.5 - t) / 2.5);
766 // options.cxx needs to see this for toggle_panel()
767 // Handle new window size or exposure
769 FGRenderer::resize( int width, int height ) {
772 if ( (!fgGetBool("/sim/virtual-cockpit"))
773 && fgPanelVisible() && idle_state == 1000 ) {
774 view_h = (int)(height * (globals->get_current_panel()->getViewHeight() -
775 globals->get_current_panel()->getYOffset()) / 768.0);
780 glViewport( 0, (GLint)(height - view_h), (GLint)(width), (GLint)(view_h) );
782 static int lastwidth = 0;
783 static int lastheight = 0;
784 if (width != lastwidth)
785 fgSetInt("/sim/startup/xsize", lastwidth = width);
786 if (height != lastheight)
787 fgSetInt("/sim/startup/ysize", lastheight = height);
789 guiInitMouse(width, height);
792 FGViewMgr *viewmgr = globals->get_viewmgr();
794 for ( int i = 0; i < viewmgr->size(); ++i ) {
795 viewmgr->get_view(i)->
796 set_aspect_ratio((float)view_h / (float)width);
799 setFOV( viewmgr->get_current_view()->get_h_fov(),
800 viewmgr->get_current_view()->get_v_fov() );
801 // cout << "setFOV(" << viewmgr->get_current_view()->get_h_fov()
802 // << ", " << viewmgr->get_current_view()->get_v_fov() << ")"
812 // These are wrapper functions around ssgSetNearFar() and ssgSetFOV()
813 // which will post process and rewrite the resulting frustum if we
814 // want to do asymmetric view frustums.
816 static void fgHackFrustum() {
818 // specify a percent of the configured view frustum to actually
819 // display. This is a bit of a hack to achieve asymmetric view
820 // frustums. For instance, if you want to display two monitors
821 // side by side, you could specify each with a double fov, a 0.5
822 // aspect ratio multiplier, and then the left side monitor would
823 // have a left_pct = 0.0, a right_pct = 0.5, a bottom_pct = 0.0,
824 // and a top_pct = 1.0. The right side monitor would have a
825 // left_pct = 0.5 and a right_pct = 1.0.
827 static SGPropertyNode *left_pct
828 = fgGetNode("/sim/current-view/frustum-left-pct");
829 static SGPropertyNode *right_pct
830 = fgGetNode("/sim/current-view/frustum-right-pct");
831 static SGPropertyNode *bottom_pct
832 = fgGetNode("/sim/current-view/frustum-bottom-pct");
833 static SGPropertyNode *top_pct
834 = fgGetNode("/sim/current-view/frustum-top-pct");
836 sgFrustum *f = ssgGetFrustum();
838 // cout << " l = " << f->getLeft()
839 // << " r = " << f->getRight()
840 // << " b = " << f->getBot()
841 // << " t = " << f->getTop()
842 // << " n = " << f->getNear()
843 // << " f = " << f->getFar()
846 double width = f->getRight() - f->getLeft();
847 double height = f->getTop() - f->getBot();
851 if ( left_pct != NULL ) {
852 l = f->getLeft() + width * left_pct->getDoubleValue();
857 if ( right_pct != NULL ) {
858 r = f->getLeft() + width * right_pct->getDoubleValue();
863 if ( bottom_pct != NULL ) {
864 b = f->getBot() + height * bottom_pct->getDoubleValue();
869 if ( top_pct != NULL ) {
870 t = f->getBot() + height * top_pct->getDoubleValue();
875 ssgSetFrustum(l, r, b, t, f->getNear(), f->getFar());
879 // we need some static storage space for these values. However, we
880 // can't store it in a renderer class object because the functions
881 // that manipulate these are static. They are static so they can
882 // interface to the display callback system. There's probably a
883 // better way, there has to be a better way, but I'm not seeing it
885 static float fov_width = 55.0;
886 static float fov_height = 42.0;
887 static float fov_near = 1.0;
888 static float fov_far = 1000.0;
891 /** FlightGear code should use this routine to set the FOV rather than
892 * calling the ssg routine directly
894 void FGRenderer::setFOV( float w, float h ) {
898 // fully specify the view frustum before hacking it (so we don't
899 // accumulate hacked effects
901 ssgSetNearFar( fov_near, fov_far );
903 sgEnviro.setFOV( w, h );
907 /** FlightGear code should use this routine to set the Near/Far clip
908 * planes rather than calling the ssg routine directly
910 void FGRenderer::setNearFar( float n, float f ) {
914 // fully specify the view frustum before hacking it (so we don't
915 // accumulate hacked effects
916 ssgSetNearFar( n, f );
917 ssgSetFOV( fov_width, fov_height );
922 bool FGRenderer::getPickInfo( sgdVec3 pt, sgdVec3 dir, unsigned x, unsigned y )
924 // Get the matrices involved in the transform from global to screen
927 ssgGetProjectionMatrix(pm);
929 ssgGetModelviewMatrix(mv);
933 sgMultMat4(m, pm, mv);
937 // Get the width and height of the display to be able to normalize the
939 float width = fgGetInt("/sim/startup/xsize");
940 float height = fgGetInt("/sim/startup/ysize");
942 // Compute some coordinates of in the line from the eyepoint to the
943 // mouse click coodinates.
944 // First build the normalized projection coordinates
946 sgSetVec4(normPt, (2*x - width)/width, -(2*y - height)/height, 1, 1);
947 // Transform them into the real world
949 sgXformPnt4(worldPt, normPt, m);
952 sgScaleVec3(worldPt, 1/worldPt[3]);
954 // Now build a direction from the point
955 FGViewer* view = globals->get_current_view();
957 sgSubVec3(fDir, worldPt, view->get_view_pos());
958 sgdSetVec3(dir, fDir);
959 sgdNormalizeVec3(dir);
961 // Copy the start point
962 sgdCopyVec3(pt, view->get_absolute_view_pos());
967 // end of renderer.cxx