#include <simgear/math/sg_random.h>
#include <simgear/scene/model/modellib.hxx>
#include <simgear/scene/model/model.hxx>
+#ifdef FG_JPEG_SERVER
+#include <simgear/screen/jpgfactory.hxx>
+#endif
#ifdef FG_USE_CLOUDS_3D
# include <simgear/scene/sky/clouds3d/SkySceneLoader.hpp>
ssgSimpleState *hud_and_panel;
ssgSimpleState *menus;
+FGRenderer::FGRenderer()
+{
+#ifdef FG_JPEG_SERVER
+ jpgRenderFrame = FGRenderer::update;
+#endif
+}
+
+FGRenderer::~FGRenderer()
+{
+#ifdef FG_JPEG_SERVER
+ jpgRenderFrame = NULL;
+#endif
+}
+
void
FGRenderer::build_states( void ) {
}
-// For HiRes screen Dumps using Brian Pauls TR Library
-//
-// Curt writes: Unfortunately, if the jpeg image server code is
-// compiled into simgear and flightgear, this function get's called
-// from simgear which is not the direction we want our dependencies to
-// go, but it's the way things are right now.
-//
-// If I had to guess, I would speculate that this code probably
-// doesn't work, at least not 100% correctly, but I don't have time
-// right now to sort this one out. Also the jpeg server was very
-// experimental and was extremely limited in the resolution images it
-// could serve out for some never debugged reason. It's a novel
-// feature, but I wouldn't be entirely opposed to seeing it go away
-// unless someone wants to fix it so it works right and robustly and
-// can serve full resolution images without crashing ourselves.
-
-void trRenderFrame( void ) {
-#ifdef FG_ENABLE_MULTIPASS_CLOUDS
- bool multi_pass_clouds = fgGetBool("/sim/rendering/multi-pass-clouds") &&
- !SGCloudLayer::enable_bump_mapping; // ugly artefact now
-#else
- bool multi_pass_clouds = false;
-#endif
- bool draw_clouds = fgGetBool("/environment/clouds/status");
-
- if ( fgPanelVisible() ) {
- GLfloat height = fgGetInt("/sim/startup/ysize");
- GLfloat view_h =
- (globals->get_current_panel()->getViewHeight() - globals->get_current_panel()->getYOffset())
- * (height / 768.0) + 1;
- glTranslatef( 0.0, view_h, 0.0 );
- }
-
- static GLfloat black[4] = { 0.0, 0.0, 0.0, 1.0 };
- static GLfloat white[4] = { 1.0, 1.0, 1.0, 1.0 };
-
- FGLight *l = (FGLight *)(globals->get_subsystem("lighting"));
-
- glClearColor(l->adj_fog_color()[0], l->adj_fog_color()[1],
- l->adj_fog_color()[2], l->adj_fog_color()[3]);
-
- glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
-
- // set the opengl state to known default values
- default_state->force();
-
- glEnable( GL_FOG );
- glFogf ( GL_FOG_DENSITY, fog_exp2_density);
- glFogi ( GL_FOG_MODE, GL_EXP2 );
- glFogfv ( GL_FOG_COLOR, l->adj_fog_color() );
-
- // GL_LIGHT_MODEL_AMBIENT has a default non-zero value so if
- // we only update GL_AMBIENT for our lights we will never get
- // a completely dark scene. So, we set GL_LIGHT_MODEL_AMBIENT
- // explicitely to black.
- glLightModelfv( GL_LIGHT_MODEL_AMBIENT, black );
- glLightModeli( GL_LIGHT_MODEL_LOCAL_VIEWER, GL_FALSE );
-
- ssgGetLight( 0 ) -> setColour( GL_AMBIENT, l->scene_ambient() );
-
- // texture parameters
- glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ) ;
- glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST ) ;
-
- // we need a white diffuse light for the phase of the moon
- ssgGetLight( 0 ) -> setColour( GL_DIFFUSE, white );
- thesky->preDraw( cur_fdm_state->get_Altitude() * SG_FEET_TO_METER,
- fog_exp2_density );
-
- // draw the ssg scene
- // return to the desired diffuse color
- ssgGetLight( 0 ) -> setColour( GL_DIFFUSE, l->scene_diffuse() );
- glEnable( GL_DEPTH_TEST );
- ssgSetNearFar( scene_nearplane, scene_farplane );
- if ( draw_clouds ) {
- // Draw the terrain
- FGTileMgr::set_tile_filter( true );
- sgSetModelFilter( false );
- globals->get_aircraft_model()->select( false );
- ssgCullAndDraw( globals->get_scenery()->get_scene_graph() );
- // Disable depth buffer update, draw the clouds
- glDepthMask( GL_FALSE );
- thesky->drawUpperClouds();
- if ( multi_pass_clouds ) {
- thesky->drawLowerClouds();
- }
- glDepthMask( GL_TRUE );
- if ( multi_pass_clouds ) {
- // Draw the objects except the aircraft
- // and update the stencil buffer with 1
- glEnable( GL_STENCIL_TEST );
- glStencilFunc( GL_ALWAYS, 1, 1 );
- glStencilOp( GL_KEEP, GL_KEEP, GL_REPLACE );
- }
- FGTileMgr::set_tile_filter( false );
- sgSetModelFilter( true );
- ssgCullAndDraw( globals->get_scenery()->get_scene_graph() );
- } else {
- FGTileMgr::set_tile_filter( true );
- sgSetModelFilter( true );
- globals->get_aircraft_model()->select( false );
- ssgCullAndDraw( globals->get_scenery()->get_scene_graph() );
- }
-
- // draw the lights
- glFogf (GL_FOG_DENSITY, rwy_exp2_punch_through);
- ssgSetNearFar( scene_nearplane, scene_farplane );
- ssgCullAndDraw( globals->get_scenery()->get_vasi_lights_root() );
- ssgCullAndDraw( globals->get_scenery()->get_rwy_lights_root() );
-
- ssgCullAndDraw( globals->get_scenery()->get_gnd_lights_root() );
-
- if ( draw_clouds ) {
- if ( multi_pass_clouds ) {
- // Disable depth buffer update, draw the clouds where the
- // objects overwrite the already drawn clouds, by testing
- // the stencil buffer against 1
- glDepthMask( GL_FALSE );
- glStencilFunc( GL_EQUAL, 1, 1 );
- glStencilOp( GL_KEEP, GL_KEEP, GL_KEEP );
- thesky->drawUpperClouds();
- thesky->drawLowerClouds();
- glDepthMask( GL_TRUE );
- glDisable( GL_STENCIL_TEST );
- } else {
- glDepthMask( GL_FALSE );
- thesky->drawLowerClouds();
- glDepthMask( GL_TRUE );
- }
- }
-
- globals->get_aircraft_model()->select( true );
- globals->get_model_mgr()->draw();
- globals->get_aircraft_model()->draw();
-}
-
-
// end of renderer.cxx