]> git.mxchange.org Git - flightgear.git/blobdiff - src/Main/main.cxx
Force initial ssgState before doing ssg cull and render pass so that the
[flightgear.git] / src / Main / main.cxx
index a072216fec2d28d47b07c043e931d9fdf4ce9f96..ab70ba57bbd04e9482b7946481141dc8a6b044c7 100644 (file)
@@ -81,6 +81,7 @@
 #include <Math/polar3d.hxx>
 #include <Math/fg_random.h>
 #include <Misc/fgpath.hxx>
+#include <Objects/materialmgr.hxx>
 #include <Scenery/scenery.hxx>
 #include <Scenery/tilemgr.hxx>
 #include <Time/event.hxx>
@@ -131,7 +132,8 @@ slSample *s2;
 // ssg variables
 ssgRoot *scene = NULL;
 ssgBranch *terrain = NULL;
-ssgTransform *penguin = NULL;
+ssgSelector *penguin_sel = NULL;
+ssgTransform *penguin_pos = NULL;
 
 
 // The following defines flight gear options. Because glutlib will also
@@ -378,7 +380,7 @@ static void fgRenderFrame( void ) {
            // xglMaterialfv (GL_FRONT, GL_DIFFUSE, white);
        }
 
-       global_tile_mgr.render();
+       // global_tile_mgr.render();
 
        // ssg test
 
@@ -400,32 +402,55 @@ static void fgRenderFrame( void ) {
            ssgSetNearFar( 0.5f, 100000.0f );
        }
 
-       sgMat4 sgTRANS;
-       sgMakeTransMat4( sgTRANS, 
-                        current_view.view_pos.x() 
-                        + current_view.view_forward[0] * 20,
-                        current_view.view_pos.y() 
-                        + current_view.view_forward[1] * 20,
-                        current_view.view_pos.z() 
-                        + current_view.view_forward[2] * 20 );
-
-       sgMat4 sgTMP;
-       sgMat4 sgTUX;
-       sgMultMat4( sgTMP, current_view.sgUP, sgTRANS );
-       sgMultMat4( sgTUX, current_view.sgLARC_TO_SSG, sgTMP );
-       
-       sgCoord tuxpos;
-       sgSetCoord( &tuxpos, sgTUX );
-       penguin->setTransform( &tuxpos );
-
-       sgMakeTransMat4( sgTRANS, 
-                        current_view.view_pos.x(),
-                        current_view.view_pos.y(),
-                        current_view.view_pos.z() );
        sgMat4 sgVIEW;
-       sgMultMat4( sgVIEW, current_view.sgVIEW, sgTRANS );
+
+       if ( current_view.view_mode == FGView::FG_VIEW_FIRST_PERSON ) {
+           // select current view matrix
+           sgCopyMat4( sgVIEW, current_view.sgVIEW );
+
+           // disable TuX
+           penguin_sel->select(0);
+       } else if ( current_view.view_mode == FGView::FG_VIEW_FOLLOW ) {
+           // select view matrix from front of view matrix queue
+           FGMat4Wrapper tmp = current_view.follow.front();
+           sgCopyMat4( sgVIEW, tmp.m );
+           while ( current_view.follow.size() > 10 ) {
+               current_view.follow.pop_front();
+           }
+
+           // enable TuX and set up his position and orientation
+           penguin_sel->select(1);
+
+           sgMat4 sgTRANS;
+           sgMakeTransMat4( sgTRANS, 
+                            current_view.view_pos.x(),
+                            current_view.view_pos.y(),
+                            current_view.view_pos.z() );
+
+           // sgMat4 sgTMP;
+           sgMat4 sgTUX;
+           // sgMultMat4( sgTMP, current_view.sgUP, sgTRANS );
+           // sgMultMat4( sgTUX, current_view.sgLARC_TO_SSG, sgTMP );
+           sgMultMat4( sgTUX, current_view.sgVIEW_ROT, sgTRANS );
+       
+           sgCoord tuxpos;
+           sgSetCoord( &tuxpos, sgTUX );
+           penguin_pos->setTransform( &tuxpos );
+       }
+
        ssgSetCamera( sgVIEW );
-       // ssgSetCamera( current_view.sgVIEW );
+
+       // position tile nodes and update range selectors
+       global_tile_mgr.prep_ssg_nodes();
+
+       // force the default state so ssg can get back on track if
+       // we've changed things elsewhere
+       FGMaterialSlot m_slot;
+       FGMaterialSlot *m_ptr = &m_slot;
+       if ( material_mgr.find( "Default", m_ptr ) );
+       m_ptr->get_state()->force();
+
+       // draw the ssg scene
        ssgCullAndDraw( scene );
 
        xglDisable( GL_TEXTURE_2D );
@@ -1079,23 +1104,25 @@ int main( int argc, char **argv ) {
     // distribution) specifically from the ssg tux example
     //
 
-    ssgModelPath( "/stage/pinky01/src/Libs/plib-1.0.12/examples/ssg/tux/data/" );
-    ssgTexturePath( "/stage/pinky01/src/Libs/plib-1.0.12/examples/ssg/tux/data/" );
-    // ssgModelPath( "/h/curt/src/Libs/plib-1.0.12/examples/ssg/tux/data/" );
-    // ssgTexturePath( "/h/curt/src/Libs/plib-1.0.12/examples/ssg/tux/data/" );
+    // ssgModelPath( "/stage/pinky01/src/Libs/plib-1.0.12/examples/ssg/tux/data/" );
+    // ssgTexturePath( "/stage/pinky01/src/Libs/plib-1.0.12/examples/ssg/tux/data/" );
+    ssgModelPath( "/h/curt/src/Libs/plib-1.0.12/examples/ssg/tux/data/" );
+    ssgTexturePath( "/h/curt/src/Libs/plib-1.0.12/examples/ssg/tux/data/" );
 
     scene = new ssgRoot;
     terrain = new ssgBranch;
     terrain->setName( "Terrain" );
-    penguin = new ssgTransform;
+    penguin_sel = new ssgSelector;
+    penguin_pos = new ssgTransform;
 
     ssgEntity *tux_obj = ssgLoadAC( "tuxedo.ac" );
-    penguin->addKid( tux_obj );
+    penguin_pos->addKid( tux_obj );
+    penguin_sel->addKid( penguin_pos );
     ssgFlatten( tux_obj );
-    ssgStripify( penguin );
+    ssgStripify( penguin_sel );
 
     scene->addKid( terrain );
-    scene->addKid( penguin );
+    scene->addKid( penguin_sel );
 
     // pass control off to the master GLUT event handler
     glutMainLoop();