#include <osg/Notify>
#include <osg/PolygonMode>
#include <osg/PolygonOffset>
+#include <osg/Program>
#include <osg/Version>
#include <osg/TexEnv>
#include <osgDB/WriteFile>
#include <simgear/math/SGMath.hxx>
-#include <simgear/screen/extensions.hxx>
#include <simgear/scene/material/matlib.hxx>
#include <simgear/scene/model/animation.hxx>
#include <simgear/scene/model/placement.hxx>
#include <simgear/scene/util/SGSceneUserData.hxx>
#include <simgear/scene/tgdb/GroundLightManager.hxx>
#include <simgear/scene/tgdb/pt_lights.hxx>
+#include <simgear/structure/OSGUtils.hxx>
#include <simgear/props/props.hxx>
#include <simgear/timing/sg_time.hxx>
#include <simgear/ephemeris/ephemeris.hxx>
#include <Time/light.hxx>
#include <Time/light.hxx>
-#include <Aircraft/aircraft.hxx>
#include <Cockpit/panel.hxx>
#include <Cockpit/cockpit.hxx>
#include <Cockpit/hud.hxx>
#include <Instrumentation/HUD/HUD.hxx>
#include <Environment/precipitation_mgr.hxx>
-#include <Include/general.hxx>
#include "splash.hxx"
#include "renderer.hxx"
#include "main.hxx"
#include "CameraGroup.hxx"
#include "FGEventHandler.hxx"
+#include <Main/viewer.hxx>
using namespace osg;
using namespace simgear;
{
// Dynamic stuff, do not store geometry
setUseDisplayList(false);
+ setDataVariance(Object::DYNAMIC);
osg::StateSet* stateSet = getOrCreateStateSet();
stateSet->setRenderBinDetails(1001, "RenderBin");
{
// Dynamic stuff, do not store geometry
setUseDisplayList(false);
+ setDataVariance(Object::DYNAMIC);
osg::StateSet* stateSet = getOrCreateStateSet();
stateSet->setRenderBinDetails(1000, "RenderBin");
class FGLightSourceUpdateCallback : public osg::NodeCallback {
public:
+
+ /**
+ * @param isSun true if the light is the actual sun i.e., for
+ * illuminating the moon.
+ */
+ FGLightSourceUpdateCallback(bool isSun = false) : _isSun(isSun) {}
+ FGLightSourceUpdateCallback(const FGLightSourceUpdateCallback& nc,
+ const CopyOp& op)
+ : NodeCallback(nc, op), _isSun(nc._isSun)
+ {}
+ META_Object(flightgear,FGLightSourceUpdateCallback);
+
virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
{
assert(dynamic_cast<osg::LightSource*>(node));
osg::Light* light = lightSource->getLight();
FGLight *l = static_cast<FGLight*>(globals->get_subsystem("lighting"));
- light->setAmbient(l->scene_ambient().osg());
- light->setDiffuse(l->scene_diffuse().osg());
- light->setSpecular(l->scene_specular().osg());
- SGVec4f position(l->sun_vec()[0], l->sun_vec()[1], l->sun_vec()[2], 0);
- light->setPosition(position.osg());
- SGVec3f direction(l->sun_vec()[0], l->sun_vec()[1], l->sun_vec()[2]);
- light->setDirection(direction.osg());
- light->setSpotExponent(0);
- light->setSpotCutoff(180);
- light->setConstantAttenuation(1);
- light->setLinearAttenuation(0);
- light->setQuadraticAttenuation(0);
+ if (_isSun) {
+ light->setAmbient(Vec4(0.0f, 0.0f, 0.0f, 0.0f));
+ light->setDiffuse(Vec4(1.0f, 1.0f, 1.0f, 1.0f));
+ light->setSpecular(Vec4(0.0f, 0.0f, 0.0f, 0.0f));
+ } else {
+ light->setAmbient(toOsg(l->scene_ambient()));
+ light->setDiffuse(toOsg(l->scene_diffuse()));
+ light->setSpecular(toOsg(l->scene_specular()));
+ }
+ osg::Vec4f position(l->sun_vec()[0], l->sun_vec()[1], l->sun_vec()[2], 0);
+ light->setPosition(position);
traverse(node, nv);
}
+private:
+ const bool _isSun;
};
class FGWireFrameModeUpdateCallback : public osg::StateAttribute::Callback {
#if 0
FGLight *l = static_cast<FGLight*>(globals->get_subsystem("lighting"));
- lightModel->setAmbientIntensity(l->scene_ambient().osg());
+ lightModel->setAmbientIntensity(toOsg(l->scene_ambient());
#else
lightModel->setAmbientIntensity(osg::Vec4(0, 0, 0, 1));
#endif
SGUpdateVisitor* updateVisitor = static_cast<SGUpdateVisitor*>(nv);
osg::Fog* fog = static_cast<osg::Fog*>(sa);
fog->setMode(osg::Fog::EXP2);
- fog->setColor(updateVisitor->getFogColor().osg());
+ fog->setColor(toOsg(updateVisitor->getFogColor()));
fog->setDensity(updateVisitor->getFogExp2Density());
}
};
stateSet->setMode(GL_DEPTH_TEST, osg::StateAttribute::ON);
// need to update the light on every frame
- osg::LightSource* lightSource = new osg::LightSource;
- lightSource->setUpdateCallback(new FGLightSourceUpdateCallback);
+ // OSG LightSource objects are rather confusing. OSG only supports
+ // the 10 lights specified by OpenGL itself; if more than one
+ // LightSource in the scene graph have the same light number, it's
+ // indeterminate which values will be used to render geometry that
+ // has that light number enabled. Also, adding children to a
+ // LightSource is just a shortcut for setting up a state set that
+ // has the corresponding OpenGL light enabled: a LightSource will
+ // affect geometry anywhere in the scene graph that has its light
+ // number enabled in a state set.
+ LightSource* lightSource = new LightSource;
+ lightSource->getLight()->setDataVariance(Object::DYNAMIC);
// relative because of CameraView being just a clever transform node
lightSource->setReferenceFrame(osg::LightSource::RELATIVE_RF);
lightSource->setLocalStateSetModes(osg::StateAttribute::ON);
-
- lightSource->addChild(sceneGroup);
- lightSource->addChild(thesky->getPreRoot());
- mRoot->addChild(lightSource);
-
+ lightSource->setUpdateCallback(new FGLightSourceUpdateCallback);
+ mRealRoot->addChild(lightSource);
+ // we need a white diffuse light for the phase of the moon
+ osg::LightSource* sunLight = new osg::LightSource;
+ sunLight->getLight()->setDataVariance(Object::DYNAMIC);
+ sunLight->getLight()->setLightNum(1);
+ sunLight->setUpdateCallback(new FGLightSourceUpdateCallback(true));
+ sunLight->setReferenceFrame(osg::LightSource::RELATIVE_RF);
+ sunLight->setLocalStateSetModes(osg::StateAttribute::ON);
+ // Hang a StateSet above the sky subgraph in order to turn off
+ // light 0
+ Group* skyGroup = new Group;
+ StateSet* skySS = skyGroup->getOrCreateStateSet();
+ skySS->setMode(GL_LIGHT0, StateAttribute::OFF);
+ skyGroup->addChild(thesky->getPreRoot());
+ sunLight->addChild(skyGroup);
+ mRoot->addChild(sceneGroup);
+ mRoot->addChild(sunLight);
+ // Clouds are added to the scene graph later
stateSet = globals->get_scenery()->get_scene_graph()->getOrCreateStateSet();
stateSet->setMode(GL_ALPHA_TEST, osg::StateAttribute::ON);
stateSet->setMode(GL_LIGHTING, osg::StateAttribute::ON);
sw->setUpdateCallback(new FGScenerySwitchCallback);
sw->addChild(mRoot.get());
mRealRoot->addChild(sw);
+ // The clouds are attached directly to the scene graph root
+ // because, in theory, they don't want the same default state set
+ // as the rest of the scene. This may not be true in practice.
mRealRoot->addChild(thesky->getCloudRoot());
mRealRoot->addChild(FGCreateRedoutNode());
+ // Attach empty program to the scene root so that shader programs
+ // don't leak into state sets (effects) that shouldn't have one.
+ stateSet = mRealRoot->getOrCreateStateSet();
+ stateSet->setAttributeAndModes(new osg::Program, osg::StateAttribute::ON);
}
// Update all Visuals (redraws anything graphics related)
void
FGRenderer::update( bool refresh_camera_settings ) {
- bool scenery_loaded = fgGetBool("sim/sceneryloaded")
+ bool scenery_loaded = fgGetBool("sim/sceneryloaded", false)
|| fgGetBool("sim/sceneryloaded-override");
osgViewer::Viewer* viewer = globals->get_renderer()->getViewer();
- if ( idle_state < 1000 || !scenery_loaded ) {
- fgSetDouble("/sim/startup/splash-alpha", 1.0);
-
- // Keep resetting sim time while the sim is initializing
- // the splash screen is now in the scenegraph
- globals->set_sim_time_sec( 0.0 );
- return;
+ if (!scenery_loaded) {
+ fgSetDouble("/sim/startup/splash-alpha", 1.0);
+ return;
}
// Fade out the splash screen over the first three seconds.
SGConfigureDirectionalLights( use_point_sprites, enhanced_lighting,
distance_attenuation );
- static const SGPropertyNode *groundlevel_nearplane
- = fgGetNode("/sim/current-view/ground-level-nearplane-m");
-
FGLight *l = static_cast<FGLight*>(globals->get_subsystem("lighting"));
// update fog params
if ( fgGetBool("/sim/rendering/textures") ) {
SGVec4f clearColor(l->adj_fog_color());
- camera->setClearColor(clearColor.osg());
+ camera->setClearColor(toOsg(clearColor));
}
} else {
SGVec4f clearColor(l->sky_color());
- camera->setClearColor(clearColor.osg());
+ camera->setClearColor(toOsg(clearColor));
}
// update fog params if visibility has changed
double visibility_meters = fgGetDouble("/environment/visibility-m");
thesky->set_visibility(visibility_meters);
- thesky->modify_vis( cur_fdm_state->get_Altitude() * SG_FEET_TO_METER,
- ( global_multi_loop * fgGetInt("/sim/speed-up") )
- / (double)fgGetInt("/sim/model-hz") );
+ double altitude_m = fgGetDouble("/position/altitude-ft") * SG_FEET_TO_METER;
+ thesky->modify_vis( altitude_m, 0.0 /* time factor, now unused */);
// update the sky dome
if ( skyblend ) {
}
SGSkyState sstate;
-
- SGVec3d viewPos = current__view->getViewPosition();
- sstate.view_pos = toVec3f(viewPos);
- SGGeod geodViewPos = SGGeod::fromCart(viewPos);
- SGGeod geodZeroViewPos = SGGeod::fromGeodM(geodViewPos, 0);
- sstate.zero_elev = toVec3f(SGVec3d::fromGeod(geodZeroViewPos));
- SGQuatd hlOr = SGQuatd::fromLonLat(geodViewPos);
- sstate.view_up = toVec3f(hlOr.backTransform(-SGVec3d::e3()));
- sstate.lon = geodViewPos.getLongitudeRad();
- sstate.lat = geodViewPos.getLatitudeRad();
- sstate.alt = geodViewPos.getElevationM();
+ sstate.pos = current__view->getViewPosition();
+ sstate.pos_geod = current__view->getPosition();
+ sstate.ori = current__view->getViewOrientation();
sstate.spin = l->get_sun_rotation();
sstate.gst = globals->get_time_params()->getGst();
sstate.sun_dist = 50000.0 * sun_horiz_eff;
sstate.moon_dist = 40000.0 * moon_horiz_eff;
sstate.sun_angle = l->get_sun_angle();
-
- /*
- SG_LOG( SG_GENERAL, SG_BULK, "thesky->repaint() sky_color = "
- << l->sky_color()[0] << " "
- << l->sky_color()[1] << " "
- << l->sky_color()[2] << " "
- << l->sky_color()[3] );
- SG_LOG( SG_GENERAL, SG_BULK, " fog = "
- << l->fog_color()[0] << " "
- << l->fog_color()[1] << " "
- << l->fog_color()[2] << " "
- << l->fog_color()[3] );
- SG_LOG( SG_GENERAL, SG_BULK,
- " sun_angle = " << l->sun_angle
- << " moon_angle = " << l->moon_angle );
- */
-
SGSkyColor scolor;
-
scolor.sky_color = SGVec3f(l->sky_color().data());
scolor.adj_sky_color = SGVec3f(l->adj_sky_color().data());
scolor.fog_color = SGVec3f(l->adj_fog_color().data());
scolor.cloud_color = SGVec3f(l->cloud_color().data());
scolor.sun_angle = l->get_sun_angle();
scolor.moon_angle = l->get_moon_angle();
-
+
+ double delta_time_sec = fgGetDouble("/sim/time/delta-sec");
thesky->reposition( sstate, *globals->get_ephem(), delta_time_sec );
thesky->repaint( scolor, *globals->get_ephem() );
- /*
- SG_LOG( SG_GENERAL, SG_BULK,
- "thesky->reposition( view_pos = " << view_pos[0] << " "
- << view_pos[1] << " " << view_pos[2] );
- SG_LOG( SG_GENERAL, SG_BULK,
- " zero_elev = " << zero_elev[0] << " "
- << zero_elev[1] << " " << zero_elev[2]
- << " lon = " << cur_fdm_state->get_Longitude()
- << " lat = " << cur_fdm_state->get_Latitude() );
- SG_LOG( SG_GENERAL, SG_BULK,
- " sun_rot = " << l->get_sun_rotation
- << " gst = " << SGTime::cur_time_params->getGst() );
- SG_LOG( SG_GENERAL, SG_BULK,
- " sun ra = " << globals->get_ephem()->getSunRightAscension()
- << " sun dec = " << globals->get_ephem()->getSunDeclination()
- << " moon ra = " << globals->get_ephem()->getMoonRightAscension()
- << " moon dec = " << globals->get_ephem()->getMoonDeclination() );
- */
-
- //OSGFIXME
+ //OSGFIXME
// shadows->setupShadows(
// current__view->getLongitude_deg(),
// current__view->getLatitude_deg(),
FGRenderer::pick(std::vector<SGSceneryPick>& pickList,
const osgGA::GUIEventAdapter* ea)
{
- osgViewer::Viewer* viewer = globals->get_renderer()->getViewer();
// wipe out the return ...
pickList.clear();
typedef osgUtil::LineSegmentIntersector::Intersections Intersections;
if (!pickCallback)
continue;
SGSceneryPick sceneryPick;
- sceneryPick.info.local = SGVec3d(hit->getLocalIntersectPoint());
- sceneryPick.info.wgs84 = SGVec3d(hit->getWorldIntersectPoint());
+ sceneryPick.info.local = toSG(hit->getLocalIntersectPoint());
+ sceneryPick.info.wgs84 = toSG(hit->getWorldIntersectPoint());
sceneryPick.callback = pickCallback;
pickList.push_back(sceneryPick);
}