+// fg_os_common.cxx -- common functions for fg_os interface
+// implemented as an osgViewer
+//
+// Copyright (C) 2007 Tim Moore timoore@redhat.com
+// Copyright (C) 2007 Mathias Froehlich
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License as
+// published by the Free Software Foundation; either version 2 of the
+// License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful, but
+// WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+// General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#ifdef HAVE_CONFIG_H
# include <config.h>
#endif
+#include <algorithm>
+#include <iostream>
+#include <sstream>
+#include <string>
+
#include <stdlib.h>
#include <simgear/compiler.h>
#include <osg/Matrixd>
#include <osg/Viewport>
#include <osg/Version>
+#include <osg/View>
#include <osgViewer/ViewerEventHandlers>
#include <osgViewer/Viewer>
#include <osgGA/MatrixManipulator>
+#include <Include/general.hxx>
+#include <Scenery/scenery.hxx>
#include "fg_os.hxx"
#include "fg_props.hxx"
#include "util.hxx"
#include "globals.hxx"
#include "renderer.hxx"
+#include "WindowSystemAdapter.hxx"
-#if ((2 <= OSG_VERSION_MAJOR) || \
- (1 == OSG_VERSION_MAJOR) && (9 == OSG_VERSION_MINOR) && \
- (8 <= OSG_VERSION_PATCH)) || \
- ((1 == OSG_VERSION_MAJOR) && (9 < OSG_VERSION_MINOR)) || \
- (1 < OSG_VERSION_MAJOR)
+#if (FG_OSG_VERSION >= 19008)
#define OSG_HAS_MOUSE_CURSOR_PATCH
#endif
// fg_os implementation using OpenSceneGraph's osgViewer::Viewer class
// to create the graphics window and run the event/update/render loop.
+
//
-// fg_os callback registration APIs
+// fg_os implementation
//
+using namespace std;
+using namespace flightgear;
+using namespace osg;
-// Event handling and scene graph update is all handled by a
-// manipulator. See FGManipulator.cpp
-void fgRegisterIdleHandler(fgIdleHandler func)
-{
- globals->get_renderer()->getManipulator()->setIdleHandler(func);
-}
-void fgRegisterDrawHandler(fgDrawHandler func)
-{
- globals->get_renderer()->getManipulator()->setDrawHandler(func);
-}
-void fgRegisterWindowResizeHandler(fgWindowResizeHandler func)
-{
- globals->get_renderer()->getManipulator()->setWindowResizeHandler(func);
-}
+static osg::ref_ptr<osgViewer::Viewer> viewer;
+static osg::ref_ptr<osg::Camera> mainCamera;
-void fgRegisterKeyHandler(fgKeyHandler func)
-{
- globals->get_renderer()->getManipulator()->setKeyHandler(func);
-}
+// Callback to prevent the GraphicsContext resized function from messing
+// with the projection matrix of the slave
-void fgRegisterMouseClickHandler(fgMouseClickHandler func)
+namespace
{
- globals->get_renderer()->getManipulator()->setMouseClickHandler(func);
-}
-
-void fgRegisterMouseMotionHandler(fgMouseMotionHandler func)
+// silly function for making the default window and camera names
+std::string makeName(const string& prefix, int num)
{
- globals->get_renderer()->getManipulator()->setMouseMotionHandler(func);
+ std::stringstream stream;
+ stream << prefix << num;
+ return stream.str();
}
-// Redraw "happens" every frame whether you want it or not.
-void fgRequestRedraw()
+GraphicsContext::Traits*
+makeDefaultTraits(GraphicsContext::WindowingSystemInterface* wsi, bool stencil)
{
-}
-
-//
-// fg_os implementation
-//
-
-static osg::ref_ptr<osgViewer::Viewer> viewer;
-static osg::ref_ptr<osg::Camera> mainCamera;
-
-void fgOSOpenWindow(int w, int h, int bpp,
- bool alpha, bool stencil, bool fullscreen)
-{
- osg::GraphicsContext::WindowingSystemInterface* wsi;
- wsi = osg::GraphicsContext::getWindowingSystemInterface();
-
- viewer = new osgViewer::Viewer;
- // Avoid complications with fg's custom drawables.
- std::string mode;
- mode = fgGetString("/sim/rendering/multithreading-mode", "SingleThreaded");
- if (mode == "AutomaticSelection")
- viewer->setThreadingModel(osgViewer::Viewer::AutomaticSelection);
- else if (mode == "CullDrawThreadPerContext")
- viewer->setThreadingModel(osgViewer::Viewer::CullDrawThreadPerContext);
- else if (mode == "DrawThreadPerContext")
- viewer->setThreadingModel(osgViewer::Viewer::DrawThreadPerContext);
- else if (mode == "CullThreadPerCameraDrawThreadPerContext")
- viewer->setThreadingModel(osgViewer::Viewer::CullThreadPerCameraDrawThreadPerContext);
- else
- viewer->setThreadingModel(osgViewer::Viewer::SingleThreaded);
- osg::ref_ptr<osg::GraphicsContext::Traits> traits;
- traits = new osg::GraphicsContext::Traits;
+ int w = fgGetInt("/sim/startup/xsize");
+ int h = fgGetInt("/sim/startup/ysize");
+ int bpp = fgGetInt("/sim/rendering/bits-per-pixel");
+ bool alpha = fgGetBool("/sim/rendering/clouds3d-enable");
+ bool fullscreen = fgGetBool("/sim/startup/fullscreen");
+
+ GraphicsContext::Traits* traits = new osg::GraphicsContext::Traits;
+ traits->readDISPLAY();
int cbits = (bpp <= 16) ? 5 : 8;
int zbits = (bpp <= 16) ? 16 : 24;
traits->red = traits->green = traits->blue = cbits;
traits->doubleBuffer = true;
traits->mipMapGeneration = true;
traits->windowName = "FlightGear";
+ // XXX should check per window too.
traits->sampleBuffers = fgGetBool("/sim/rendering/multi-sample-buffers", traits->sampleBuffers);
traits->samples = fgGetBool("/sim/rendering/multi-samples", traits->samples);
traits->vsync = fgGetBool("/sim/rendering/vsync-enable", traits->vsync);
-
if (fullscreen) {
unsigned width = 0;
unsigned height = 0;
traits->windowDecoration = true;
traits->width = w;
traits->height = h;
-#ifdef WIN32
- // Ugly Hack, why does CW_USEDEFAULT works like phase of the moon?
- traits->x = 100;
- traits->y = 100;
+#if defined(WIN32) || defined(__APPLE__)
+ // Ugly Hack, why does CW_USEDEFAULT works like phase of the moon?
+ // Mac also needs this to show window frame, menubar and Docks
+ traits->x = 100;
+ traits->y = 100;
#endif
traits->supportsResize = true;
}
+ return traits;
+}
+
+void setTraitsFromProperties(GraphicsContext::Traits* traits,
+ const SGPropertyNode* winNode,
+ GraphicsContext::WindowingSystemInterface* wsi)
+{
+ traits->hostName
+ = winNode->getStringValue("host-name", traits->hostName.c_str());
+ traits->displayNum = winNode->getIntValue("display", traits->displayNum);
+ traits->screenNum = winNode->getIntValue("screen", traits->screenNum);
+ if (winNode->getBoolValue("fullscreen",
+ fgGetBool("/sim/startup/fullscreen"))) {
+ unsigned width = 0;
+ unsigned height = 0;
+ wsi->getScreenResolution(*traits, width, height);
+ traits->windowDecoration = false;
+ traits->width = width;
+ traits->height = height;
+ traits->supportsResize = false;
+ } else {
+ traits->windowDecoration = winNode->getBoolValue("decoration", true);
+ traits->width = winNode->getIntValue("width", traits->width);
+ traits->height = winNode->getIntValue("height", traits->height);
+ traits->supportsResize = true;
+ }
+ traits->x = winNode->getIntValue("x", traits->x);
+ traits->y = winNode->getIntValue("y", traits->y);
+ if (winNode->hasChild("window-name"))
+ traits->windowName = winNode->getStringValue("window-name");
+ else if (winNode->hasChild("name"))
+ traits->windowName = winNode->getStringValue("name");
+}
- osg::Camera::ProjectionResizePolicy rsp = osg::Camera::VERTICAL;
+} //namespace
+
+void fgOSOpenWindow(bool stencil)
+{
+ osg::GraphicsContext::WindowingSystemInterface* wsi;
+ wsi = osg::GraphicsContext::getWindowingSystemInterface();
+
+ viewer = new osgViewer::Viewer;
+ viewer->setDatabasePager(FGScenery::getPagerSingleton());
+ std::string mode;
+ mode = fgGetString("/sim/rendering/multithreading-mode", "SingleThreaded");
+ if (mode == "AutomaticSelection")
+ viewer->setThreadingModel(osgViewer::Viewer::AutomaticSelection);
+ else if (mode == "CullDrawThreadPerContext")
+ viewer->setThreadingModel(osgViewer::Viewer::CullDrawThreadPerContext);
+ else if (mode == "DrawThreadPerContext")
+ viewer->setThreadingModel(osgViewer::Viewer::DrawThreadPerContext);
+ else if (mode == "CullThreadPerCameraDrawThreadPerContext")
+ viewer->setThreadingModel(osgViewer::Viewer::CullThreadPerCameraDrawThreadPerContext);
+ else
+ viewer->setThreadingModel(osgViewer::Viewer::SingleThreaded);
+ osg::ref_ptr<osg::GraphicsContext::Traits> traits
+ = makeDefaultTraits(wsi, stencil);
// Ok, first the children.
// that achieves some magic ordering og the slaves so that we end up
// in the main window more often.
// This can be sorted out better when we got rid of glut and sdl.
FGManipulator* manipulator = globals->get_renderer()->getManipulator();
- int nCameras = 0;
+ string defaultName("slave");
+ WindowSystemAdapter* wsa = WindowSystemAdapter::getWSA();
if (fgHasNode("/sim/rendering/camera")) {
- SGPropertyNode* renderingNode = fgGetNode("/sim/rendering");
- for (int i = 0; i < renderingNode->nChildren(); ++i) {
- SGPropertyNode* cameraNode = renderingNode->getChild(i);
- if (strcmp(cameraNode->getName(), "camera") != 0)
- continue;
-
- nCameras++;
- // get a new copy of the traits struct
- osg::ref_ptr<osg::GraphicsContext::Traits> cameraTraits;
- cameraTraits = new osg::GraphicsContext::Traits(*traits);
-
- double shearx = cameraNode->getDoubleValue("shear-x", 0);
- double sheary = cameraNode->getDoubleValue("shear-y", 0);
- cameraTraits->hostName = cameraNode->getStringValue("host-name", "");
- cameraTraits->displayNum = cameraNode->getIntValue("display", 0);
- cameraTraits->screenNum = cameraNode->getIntValue("screen", 0);
- if (cameraNode->getBoolValue("fullscreen", fullscreen)) {
- unsigned width = 0;
- unsigned height = 0;
- wsi->getScreenResolution(*cameraTraits, width, height);
- cameraTraits->windowDecoration = false;
- cameraTraits->width = width;
- cameraTraits->height = height;
- cameraTraits->supportsResize = false;
- } else {
- cameraTraits->windowDecoration = true;
- cameraTraits->width = cameraNode->getIntValue("width", w);
- cameraTraits->height = cameraNode->getIntValue("height", h);
- cameraTraits->supportsResize = true;
+ SGPropertyNode* renderingNode = fgGetNode("/sim/rendering");
+ for (int i = 0; i < renderingNode->nChildren(); ++i) {
+ SGPropertyNode* cameraNode = renderingNode->getChild(i);
+ if (strcmp(cameraNode->getName(), "camera") != 0)
+ continue;
+
+ // get a new copy of the traits struct
+ osg::ref_ptr<osg::GraphicsContext::Traits> cameraTraits;
+ cameraTraits = new osg::GraphicsContext::Traits(*traits);
+ double shearx = cameraNode->getDoubleValue("shear-x", 0);
+ double sheary = cameraNode->getDoubleValue("shear-y", 0);
+ double heading = cameraNode->getDoubleValue("heading-deg", 0);
+ setTraitsFromProperties(cameraTraits.get(), cameraNode, wsi);
+ // FIXME, currently this is too much of a problem to route
+ // the resize events. When we do no longer need sdl and
+ // such this can be simplified
+ cameraTraits->supportsResize = false;
+
+ // ok found a camera configuration, add a new slave if possible
+ GraphicsContext* gc
+ = GraphicsContext::createGraphicsContext(cameraTraits.get());
+ if (gc) {
+ gc->realize();
+ Camera *camera = new Camera;
+ camera->setGraphicsContext(gc);
+ // If a viewport isn't set on the camera, then it's
+ // hard to dig it out of the SceneView objects in the
+ // viewer, and the coordinates of mouse events are
+ // somewhat bizzare.
+ camera->setViewport(new Viewport(0, 0, cameraTraits->width,
+ cameraTraits->height));
+ const char* cameraName = cameraNode->getStringValue("name");
+ string cameraNameString = (cameraName ? string(cameraName)
+ : makeName(defaultName, i));
+ GraphicsWindow* window = wsa->registerWindow(gc,
+ cameraNameString);
+ Camera3D* cam3D = wsa->registerCamera3D(window, camera,
+ cameraNameString);
+ if (shearx == 0 && sheary == 0)
+ cam3D->flags |= Camera3D::MASTER;
+
+ osg::Matrix pOff = osg::Matrix::translate(-shearx, -sheary, 0);
+ osg::Matrix vOff;
+ vOff.makeRotate(SGMiscd::deg2rad(heading), osg::Vec3(0, 1, 0));
+ viewer->addSlave(camera, pOff, vOff);
+ } else {
+ SG_LOG(SG_GENERAL, SG_WARN,
+ "Couldn't create graphics context on "
+ << cameraTraits->hostName << ":"
+ << cameraTraits->displayNum
+ << "." << cameraTraits->screenNum);
+ }
}
- // FIXME, currently this is too much of a problem to route the resize
- // events. When we do no longer need sdl and such this
- // can be simplified
- cameraTraits->supportsResize = false;
-
- // ok found a camera configuration, add a new slave ...
- osg::ref_ptr<osg::Camera> camera = new osg::Camera;
-
- osg::GraphicsContext* gc;
- gc = osg::GraphicsContext::createGraphicsContext(cameraTraits.get());
+ }
+ // now the main camera ...
+ // XXX mainCamera's purpose is to establish a "main graphics
+ // context" that can be made current (if necessary). But that
+ // should be a context established with a window. It's used to
+ // choose whether to render the GUI and panel camera nodes, but
+ // that's obsolete because the GUI is rendered in its own
+ // slave. And it's used to translate mouse event coordinates, but
+ // that's bogus because mouse clicks should work on any camera. In
+ // short, mainCamera must die :)
+ Camera3DVector::iterator citr
+ = find_if(wsa->cameras.begin(), wsa->cameras.end(),
+ WindowSystemAdapter::FlagTester<Camera3D>(Camera3D::MASTER));
+ if (citr == wsa->cameras.end()) {
+ // Create a camera aligned with the master camera. Eventually
+ // this will be optional.
+ Camera* camera = new osg::Camera;
+ mainCamera = camera;
+ osg::GraphicsContext* gc
+ = osg::GraphicsContext::createGraphicsContext(traits.get());
gc->realize();
+ gc->makeCurrent();
camera->setGraphicsContext(gc);
// If a viewport isn't set on the camera, then it's hard to dig it
// out of the SceneView objects in the viewer, and the coordinates
// of mouse events are somewhat bizzare.
- camera->setViewport(new osg::Viewport(0, 0, cameraTraits->width, cameraTraits->height));
- camera->setProjectionResizePolicy(rsp);
- viewer->addSlave(camera.get(), osg::Matrix::translate(-shearx, -sheary, 0), osg::Matrix());
- }
- if (nCameras > 1)
- manipulator->setResizable(false);
+ camera->setViewport(new osg::Viewport(0, 0,
+ traits->width, traits->height));
+ GraphicsWindow* window = wsa->registerWindow(gc, string("main"));
+ window->flags |= GraphicsWindow::GUI;
+ Camera3D* camera3d = wsa->registerCamera3D(window, camera,
+ string("main"));
+ camera3d->flags |= Camera3D::MASTER;
+ // Why a slave? It seems to be the easiest way to assign cameras,
+ // for which we've created the graphics context ourselves, to
+ // the viewer.
+ viewer->addSlave(camera);
+ } else {
+ mainCamera = (*citr)->camera;
}
-
- // now the main camera ...
- osg::ref_ptr<osg::Camera> camera = new osg::Camera;
- mainCamera = camera;
- osg::GraphicsContext* gc;
- gc = osg::GraphicsContext::createGraphicsContext(traits.get());
- gc->realize();
- gc->makeCurrent();
- camera->setGraphicsContext(gc);
- // If a viewport isn't set on the camera, then it's hard to dig it
- // out of the SceneView objects in the viewer, and the coordinates
- // of mouse events are somewhat bizzare.
- camera->setViewport(new osg::Viewport(0, 0, traits->width, traits->height));
- camera->setProjectionResizePolicy(rsp);
- viewer->addSlave(camera.get());
-
- viewer->setCameraManipulator(globals->get_renderer()->getManipulator());
+ if (wsa->cameras.size() != 1) {
+ manipulator->setResizable(false);
+ }
+ viewer->getCamera()->setProjectionResizePolicy(osg::Camera::FIXED);
+ viewer->setCameraManipulator(manipulator);
// Let FG handle the escape key with a confirmation
viewer->setKeyEventSetsDone(0);
- osgViewer::StatsHandler* statsHandler = new osgViewer::StatsHandler;
- statsHandler->setKeyEventTogglesOnScreenStats('*');
- statsHandler->setKeyEventPrintsOutStats(0);
- viewer->addEventHandler(statsHandler);
// The viewer won't start without some root.
viewer->setSceneData(new osg::Group);
globals->get_renderer()->setViewer(viewer.get());
void fgOSExit(int code)
{
viewer->setDone(true);
+ viewer->getDatabasePager()->cancel();
status = code;
}
1.0f - 2.0f * (float)y / ysize);
}
-// Noop
void fgOSInit(int* argc, char** argv)
{
+ WindowSystemAdapter::setWSA(new WindowSystemAdapter);
}
// Noop
return _cursor;
}
-void fgMakeCurrent()
-{
- if (!mainCamera.valid())
- return;
- osg::GraphicsContext* gc = mainCamera->getGraphicsContext();
- if (!gc)
- return;
- gc->makeCurrent();
-}
-
bool fgOSIsMainContext(const osg::GraphicsContext* context)
{
if (!mainCamera.valid())
return true;
return false;
}
+
+GraphicsContext* fgOSGetMainContext()
+{
+ WindowSystemAdapter* wsa = WindowSystemAdapter::getWSA();
+ WindowVector::iterator contextIter
+ = std::find_if(wsa->windows.begin(), wsa->windows.end(),
+ WindowSystemAdapter::FlagTester<GraphicsWindow>(GraphicsWindow::GUI));
+ if (contextIter == wsa->windows.end())
+ return 0;
+ else
+ return (*contextIter)->gc.get();
+}
+