// 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.
-//
-// $Id$
-
#ifdef HAVE_CONFIG_H
# include <config.h>
#include <simgear/compiler.h>
-#ifdef HAVE_WINDOWS_H
-# include <windows.h>
-#endif
-
#include <osg/ref_ptr>
#include <osg/AlphaFunc>
#include <osg/BlendFunc>
-#include <osg/CameraNode>
-#include <osg/CameraView>
+#include <osg/Camera>
#include <osg/CullFace>
#include <osg/Depth>
#include <osg/Fog>
#include <osg/Group>
+#include <osg/Hint>
#include <osg/Light>
#include <osg/LightModel>
#include <osg/LightSource>
#include <osg/PolygonMode>
#include <osg/PolygonOffset>
#include <osg/ShadeModel>
+#include <osg/Version>
#include <osg/TexEnv>
#include <osgUtil/SceneView>
#include <osgUtil/UpdateVisitor>
+#include <osgUtil/IntersectVisitor>
+#include <osgUtil/LineSegmentIntersector>
#include <osg/io_utils>
#include <osgDB/WriteFile>
#include <simgear/screen/extensions.hxx>
#include <simgear/scene/material/matlib.hxx>
#include <simgear/scene/model/animation.hxx>
-#include <simgear/scene/model/model.hxx>
-#include <simgear/scene/model/modellib.hxx>
#include <simgear/scene/model/placement.hxx>
#include <simgear/scene/util/SGUpdateVisitor.hxx>
+#include <simgear/scene/util/RenderConstants.hxx>
+#include <simgear/scene/tgdb/GroundLightManager.hxx>
#include <simgear/scene/tgdb/pt_lights.hxx>
#include <simgear/props/props.hxx>
#include <simgear/timing/sg_time.hxx>
#include <simgear/environment/visual_enviro.hxx>
-#include <Scenery/tileentry.hxx>
#include <Time/light.hxx>
#include <Time/light.hxx>
#include <Aircraft/aircraft.hxx>
#include <Model/modelmgr.hxx>
#include <Model/acmodel.hxx>
#include <Scenery/scenery.hxx>
+#include <Scenery/redout.hxx>
#include <Scenery/tilemgr.hxx>
-#include <ATC/ATCdisplay.hxx>
#include <GUI/new_gui.hxx>
#include <Instrumentation/instrument_mgr.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 "ViewPartitionNode.hxx"
+
+// XXX Make this go away when OSG 2.2 is released.
+#if (FG_OSG_VERSION >= 21004)
+#define UPDATE_VISITOR_IN_VIEWER 1
+#endif
+
+class FGHintUpdateCallback : public osg::StateAttribute::Callback {
+public:
+ FGHintUpdateCallback(const char* configNode) :
+ mConfigNode(fgGetNode(configNode, true))
+ { }
+ virtual void operator()(osg::StateAttribute* stateAttribute,
+ osg::NodeVisitor*)
+ {
+ assert(dynamic_cast<osg::Hint*>(stateAttribute));
+ osg::Hint* hint = static_cast<osg::Hint*>(stateAttribute);
+
+ const char* value = mConfigNode->getStringValue();
+ if (!value)
+ hint->setMode(GL_DONT_CARE);
+ else if (0 == strcmp(value, "nicest"))
+ hint->setMode(GL_NICEST);
+ else if (0 == strcmp(value, "fastest"))
+ hint->setMode(GL_FASTEST);
+ else
+ hint->setMode(GL_DONT_CARE);
+ }
+private:
+ SGSharedPtr<SGPropertyNode> mConfigNode;
+};
+
class SGPuDrawable : public osg::Drawable {
public:
stateSet->setMode(GL_FOG, osg::StateAttribute::OFF);
stateSet->setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF);
}
- virtual void drawImplementation(osg::State& state) const
+ virtual void drawImplementation(osg::RenderInfo& renderInfo) const
+ { drawImplementation(*renderInfo.getState()); }
+ void drawImplementation(osg::State& state) const
{
- state.pushStateSet(getStateSet());
- state.apply();
+ if (!fgOSIsMainContext(state.getGraphicsContext()))
+ return;
state.setActiveTextureUnit(0);
state.setClientActiveTextureUnit(0);
- if((fgGetBool("/sim/atc/enabled"))
- || (fgGetBool("/sim/ai-traffic/enabled")))
- globals->get_ATC_display()->update(delta_time_sec, state);
-
- puDisplay();
+ state.disableAllVertexArrays();
- // Fade out the splash screen over the first three seconds.
- double t = globals->get_sim_time_sec();
- if (t <= 2.5) {
- glPushAttrib(GL_ALL_ATTRIB_BITS);
- glPushClientAttrib(~0u);
-
- fgSplashUpdate((2.5 - t) / 2.5);
+ glPushAttrib(GL_ALL_ATTRIB_BITS);
+ glPushClientAttrib(~0u);
- glPopClientAttrib();
- glPopAttrib();
- }
+ puDisplay();
- state.popStateSet();
+ glPopClientAttrib();
+ glPopAttrib();
}
virtual osg::Object* cloneType() const { return new SGPuDrawable; }
stateSet->setTextureAttribute(0, new osg::TexEnv(osg::TexEnv::MODULATE));
}
- virtual void drawImplementation(osg::State& state) const
+ virtual void drawImplementation(osg::RenderInfo& renderInfo) const
+ { drawImplementation(*renderInfo.getState()); }
+ void drawImplementation(osg::State& state) const
{
- state.pushStateSet(getStateSet());
- state.apply();
+ if (!fgOSIsMainContext(state.getGraphicsContext()))
+ return;
state.setActiveTextureUnit(0);
state.setClientActiveTextureUnit(0);
+ state.disableAllVertexArrays();
glPushAttrib(GL_ALL_ATTRIB_BITS);
glPushClientAttrib(~0u);
glPopClientAttrib();
glPopAttrib();
- state.popStateSet();
}
virtual osg::Object* cloneType() const { return new SGHUDAndPanelDrawable; }
SGSharedPtr<SGPropertyNode> mFogEnabled;
};
-// fog constants. I'm a little nervous about putting actual code out
-// here but it seems to work (?)
-static const double m_log01 = -log( 0.01 );
-static const double sqrt_m_log01 = sqrt( m_log01 );
-static GLfloat fog_exp_density;
-static GLfloat fog_exp2_density;
-static GLfloat rwy_exp2_punch_through;
-static GLfloat taxi_exp2_punch_through;
-static GLfloat ground_exp2_punch_through;
+class FGFogUpdateCallback : public osg::StateAttribute::Callback {
+public:
+ virtual void operator () (osg::StateAttribute* sa, osg::NodeVisitor* nv)
+ {
+ assert(dynamic_cast<SGUpdateVisitor*>(nv));
+ assert(dynamic_cast<osg::Fog*>(sa));
+ 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->setDensity(updateVisitor->getFogExp2Density());
+ }
+};
+
+// update callback for the switch node guarding that splash
+class FGScenerySwitchCallback : public osg::NodeCallback {
+public:
+ virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
+ {
+ assert(dynamic_cast<osg::Switch*>(node));
+ osg::Switch* sw = static_cast<osg::Switch*>(node);
+
+ double t = globals->get_sim_time_sec();
+ bool enabled = 0 < t;
+ sw->setValue(0, enabled);
+ if (!enabled)
+ return;
+ traverse(node, nv);
+ }
+};
// Sky structures
SGSky *thesky;
-static osg::ref_ptr<osgUtil::SceneView> sceneView = new osgUtil::SceneView;
static osg::ref_ptr<osg::FrameStamp> mFrameStamp = new osg::FrameStamp;
static osg::ref_ptr<SGUpdateVisitor> mUpdateVisitor= new SGUpdateVisitor;
-static osg::ref_ptr<osg::Group> mRoot = new osg::Group;
+static osg::ref_ptr<osg::Group> mRealRoot = new osg::Group;
-static osg::ref_ptr<osg::CameraView> mCameraView = new osg::CameraView;
-static osg::ref_ptr<osg::CameraNode> mBackGroundCamera = new osg::CameraNode;
-osg::ref_ptr<osg::CameraNode> mSceneCamera = new osg::CameraNode;
+static osg::ref_ptr<osg::Group> mRoot = new osg::Group;
-static osg::ref_ptr<osg::Fog> mFog = new osg::Fog;
-static osg::ref_ptr<osg::Fog> mRunwayLightingFog = new osg::Fog;
-static osg::ref_ptr<osg::Fog> mTaxiLightingFog = new osg::Fog;
-static osg::ref_ptr<osg::Fog> mGroundLightingFog = new osg::Fog;
+static osg::ref_ptr<ViewPartitionNode> viewPartition = new ViewPartitionNode;
FGRenderer::FGRenderer()
{
#ifdef FG_JPEG_SERVER
jpgRenderFrame = FGRenderer::update;
#endif
+ manipulator = new FGManipulator;
}
FGRenderer::~FGRenderer()
}
// Initialize various GL/view parameters
+// XXX This should be called "preinit" or something, as it initializes
+// critical parts of the scene graph in addition to the splash screen.
void
-FGRenderer::init( void ) {
+FGRenderer::splashinit( void ) {
+ osgViewer::Viewer* viewer = globals->get_renderer()->getViewer();
+ mRealRoot = dynamic_cast<osg::Group*>(viewer->getSceneData());
+ mRealRoot->addChild(fgCreateSplashNode());
+ mFrameStamp = viewer->getFrameStamp();
+ // Scene doesn't seem to pass the frame stamp to the update
+ // visitor automatically.
+ mUpdateVisitor->setFrameStamp(mFrameStamp.get());
+#ifdef UPDATE_VISITOR_IN_VIEWER
+ viewer->setUpdateVisitor(mUpdateVisitor.get());
+#else
+ osgViewer::Scene* scene = viewer->getScene();
+ scene->setUpdateVisitor(mUpdateVisitor.get());
+#endif
+}
+namespace
+{
+// Create a slave camera that will be used to render a fixed GUI-like
+// element.
+osg::Camera*
+makeSlaveCamera(osg::Camera::RenderOrder renderOrder, int orderNum)
+{
+ using namespace osg;
+ Camera* camera = new osg::Camera;
+ GraphicsContext *gc = fgOSGetMainContext();
+
+ camera->setRenderOrder(renderOrder, orderNum);
+ camera->setClearMask(0);
+ camera->setInheritanceMask(CullSettings::ALL_VARIABLES
+ & ~(CullSettings::COMPUTE_NEAR_FAR_MODE
+ | CullSettings::CULLING_MODE));
+ camera->setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR);
+ camera->setCullingMode(osg::CullSettings::NO_CULLING);
+ camera->setGraphicsContext(gc);
+ // Establish an initial viewport. This may be altered,
+ // particularly when drawing a 2d panel.
+ const GraphicsContext::Traits *traits = gc->getTraits();
+ camera->setViewport(new Viewport(0, 0, traits->width, traits->height));
+ camera->setProjectionResizePolicy(Camera::FIXED);
+ camera->setReferenceFrame(Transform::ABSOLUTE_RF);
+ camera->setAllowEventFocus(false);
+ globals->get_renderer()->getViewer()->addSlave(camera, false);
+ return camera;
+}
+
+}
+
+void
+FGRenderer::init( void )
+{
+ osgViewer::Viewer* viewer = globals->get_renderer()->getViewer();
osg::initNotifyLevel();
// The number of polygon-offset "units" to place between layers. In
if ( fgGetBool("/sim/startup/fullscreen") )
fgOSFullScreen();
- if ( (!strcmp(fgGetString("/sim/rendering/fog"), "disabled")) ||
- (!fgGetBool("/sim/rendering/shading"))) {
- // if fastest fog requested, or if flat shading force fastest
- glHint ( GL_FOG_HINT, GL_FASTEST );
- } else if ( !strcmp(fgGetString("/sim/rendering/fog"), "nicest") ) {
- glHint ( GL_FOG_HINT, GL_DONT_CARE );
- }
-
- glHint(GL_POLYGON_SMOOTH_HINT, GL_DONT_CARE);
- glHint(GL_LINE_SMOOTH_HINT, GL_DONT_CARE);
- glHint(GL_POINT_SMOOTH_HINT, GL_DONT_CARE);
-
- sceneView->setDefaults(osgUtil::SceneView::COMPILE_GLOBJECTS_AT_INIT);
-
- mFog->setMode(osg::Fog::EXP2);
- mRunwayLightingFog->setMode(osg::Fog::EXP2);
- mTaxiLightingFog->setMode(osg::Fog::EXP2);
- mGroundLightingFog->setMode(osg::Fog::EXP2);
-
- sceneView->setFrameStamp(mFrameStamp.get());
-
- mUpdateVisitor = new SGUpdateVisitor;
- sceneView->setUpdateVisitor(mUpdateVisitor.get());
-
- sceneView->setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR);
- sceneView->getCamera()->setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR);
- sceneView->getCamera()->setClearMask(GL_COLOR_BUFFER_BIT);
-
+ viewer->getCamera()
+ ->setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR);
+
osg::StateSet* stateSet = mRoot->getOrCreateStateSet();
stateSet->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
- stateSet->setAttribute(new osg::Depth(osg::Depth::LEQUAL));
+ stateSet->setAttribute(new osg::Depth(osg::Depth::LESS));
stateSet->setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF);
stateSet->setAttribute(new osg::AlphaFunc(osg::AlphaFunc::GREATER, 0.01));
stateSet->setTextureAttribute(0, new osg::TexEnv);
stateSet->setTextureMode(0, GL_TEXTURE_2D, osg::StateAttribute::OFF);
-
-// stateSet->setAttribute(new osg::CullFace(osg::CullFace::BACK));
-// stateSet->setMode(GL_CULL_FACE, osg::StateAttribute::ON);
-
-
- // this is the topmost scenegraph node for osg
- mBackGroundCamera->addChild(thesky->getPreRoot());
- mBackGroundCamera->setClearMask(0);
-
- GLbitfield inheritanceMask = osg::CullSettings::ALL_VARIABLES;
- inheritanceMask &= ~osg::CullSettings::COMPUTE_NEAR_FAR_MODE;
- inheritanceMask &= ~osg::CullSettings::NEAR_FAR_RATIO;
- inheritanceMask &= ~osg::CullSettings::CULLING_MODE;
- mBackGroundCamera->setInheritanceMask(inheritanceMask);
- mBackGroundCamera->setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR);
- mBackGroundCamera->setCullingMode(osg::CullSettings::NO_CULLING);
- mBackGroundCamera->setRenderOrder(osg::CameraNode::NESTED_RENDER);
-
- mBackGroundCamera->getOrCreateStateSet()->setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF);
-
- mRoot->addChild(mBackGroundCamera.get());
-
- mSceneCamera->setClearMask(GL_DEPTH_BUFFER_BIT);
- inheritanceMask = osg::CullSettings::ALL_VARIABLES;
- inheritanceMask &= ~osg::CullSettings::COMPUTE_NEAR_FAR_MODE;
- inheritanceMask &= ~osg::CullSettings::CULLING_MODE;
- mSceneCamera->setInheritanceMask(inheritanceMask);
- mSceneCamera->setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR);
- mSceneCamera->setCullingMode(osg::CullSettings::DEFAULT_CULLING);
- mSceneCamera->setRenderOrder(osg::CameraNode::NESTED_RENDER);
- mRoot->addChild(mSceneCamera.get());
-
- stateSet = mSceneCamera->getOrCreateStateSet();
+ osg::Hint* hint = new osg::Hint(GL_FOG_HINT, GL_DONT_CARE);
+ hint->setUpdateCallback(new FGHintUpdateCallback("/sim/rendering/fog"));
+ stateSet->setAttribute(hint);
+ hint = new osg::Hint(GL_POLYGON_SMOOTH_HINT, GL_DONT_CARE);
+ hint->setUpdateCallback(new FGHintUpdateCallback("/sim/rendering/polygon-smooth"));
+ stateSet->setAttribute(hint);
+ hint = new osg::Hint(GL_LINE_SMOOTH_HINT, GL_DONT_CARE);
+ hint->setUpdateCallback(new FGHintUpdateCallback("/sim/rendering/line-smooth"));
+ stateSet->setAttribute(hint);
+ hint = new osg::Hint(GL_POINT_SMOOTH_HINT, GL_DONT_CARE);
+ hint->setUpdateCallback(new FGHintUpdateCallback("/sim/rendering/point-smooth"));
+ stateSet->setAttribute(hint);
+ hint = new osg::Hint(GL_PERSPECTIVE_CORRECTION_HINT, GL_DONT_CARE);
+ hint->setUpdateCallback(new FGHintUpdateCallback("/sim/rendering/perspective-correction"));
+ stateSet->setAttribute(hint);
+
+ osg::Group* sceneGroup = new osg::Group;
+ sceneGroup->addChild(globals->get_scenery()->get_scene_graph());
+ sceneGroup->setNodeMask(~simgear::BACKGROUND_BIT);
+
+ //sceneGroup->addChild(thesky->getCloudRoot());
+
+ stateSet = sceneGroup->getOrCreateStateSet();
stateSet->setMode(GL_BLEND, osg::StateAttribute::ON);
stateSet->setMode(GL_DEPTH_TEST, osg::StateAttribute::ON);
// relative because of CameraView being just a clever transform node
lightSource->setReferenceFrame(osg::LightSource::RELATIVE_RF);
lightSource->setLocalStateSetModes(osg::StateAttribute::ON);
- mSceneCamera->addChild(lightSource);
-
- lightSource->addChild(globals->get_scenery()->get_scene_graph());
- lightSource->addChild(thesky->getCloudRoot());
+
+ lightSource->addChild(sceneGroup);
+ lightSource->addChild(thesky->getPreRoot());
+ mRoot->addChild(lightSource);
stateSet = globals->get_scenery()->get_scene_graph()->getOrCreateStateSet();
stateSet->setMode(GL_BLEND, osg::StateAttribute::ON);
stateSet->setAttributeAndModes(polygonMode);
// scene fog handling
- stateSet->setAttributeAndModes(mFog.get());
+ osg::Fog* fog = new osg::Fog;
+ fog->setUpdateCallback(new FGFogUpdateCallback);
+ stateSet->setAttributeAndModes(fog);
stateSet->setUpdateCallback(new FGFogEnableUpdateCallback);
// plug in the GUI
- osg::CameraNode* guiCamera = new osg::CameraNode;
- guiCamera->setRenderOrder(osg::CameraNode::POST_RENDER);
- guiCamera->setClearMask(0);
- inheritanceMask = osg::CullSettings::ALL_VARIABLES;
- inheritanceMask &= ~osg::CullSettings::COMPUTE_NEAR_FAR_MODE;
- inheritanceMask &= ~osg::CullSettings::CULLING_MODE;
- guiCamera->setInheritanceMask(inheritanceMask);
- guiCamera->setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR);
- guiCamera->setCullingMode(osg::CullSettings::NO_CULLING);
- mRoot->addChild(guiCamera);
+ osg::Camera* guiCamera = makeSlaveCamera(osg::Camera::POST_RENDER, 100);
+ guiCamera->setName("GUI");
osg::Geode* geode = new osg::Geode;
geode->addDrawable(new SGPuDrawable);
geode->addDrawable(new SGHUDAndPanelDrawable);
guiCamera->addChild(geode);
- // this one contains all lights, here we set the light states we did
- // in the plib case with plain OpenGL
- osg::Group* lightGroup = new osg::Group;
- mSceneCamera->addChild(lightGroup);
- lightGroup->addChild(globals->get_scenery()->get_gnd_lights_root());
- lightGroup->addChild(globals->get_scenery()->get_vasi_lights_root());
- lightGroup->addChild(globals->get_scenery()->get_rwy_lights_root());
- lightGroup->addChild(globals->get_scenery()->get_taxi_lights_root());
-
- stateSet = globals->get_scenery()->get_gnd_lights_root()->getOrCreateStateSet();
- stateSet->setAttributeAndModes(mFog.get());
- stateSet->setUpdateCallback(new FGFogEnableUpdateCallback);
- stateSet = globals->get_scenery()->get_vasi_lights_root()->getOrCreateStateSet();
- stateSet->setAttributeAndModes(mRunwayLightingFog.get());
- stateSet->setUpdateCallback(new FGFogEnableUpdateCallback);
- stateSet = globals->get_scenery()->get_rwy_lights_root()->getOrCreateStateSet();
- stateSet->setAttributeAndModes(mRunwayLightingFog.get());
- stateSet->setUpdateCallback(new FGFogEnableUpdateCallback);
- stateSet = globals->get_scenery()->get_taxi_lights_root()->getOrCreateStateSet();
- stateSet->setAttributeAndModes(mTaxiLightingFog.get());
- stateSet->setUpdateCallback(new FGFogEnableUpdateCallback);
+ osg::Switch* sw = new osg::Switch;
+ sw->setUpdateCallback(new FGScenerySwitchCallback);
+ sw->addChild(mRoot.get());
+ viewPartition->addChild(sw);
+ viewPartition->addChild(thesky->getCloudRoot());
- mCameraView->addChild(mRoot.get());
- sceneView->setSceneData(mCameraView.get());
-
-// sceneView->getState()->setCheckForGLErrors(osg::State::ONCE_PER_ATTRIBUTE);
+ mRealRoot->addChild(viewPartition.get());
+ mRealRoot->addChild(FGCreateRedoutNode());
}
FGRenderer::update( bool refresh_camera_settings ) {
bool scenery_loaded = fgGetBool("sim/sceneryloaded")
|| fgGetBool("sim/sceneryloaded-override");
-
+ osgViewer::Viewer* viewer = globals->get_renderer()->getViewer();
if ( idle_state < 1000 || !scenery_loaded ) {
- if (sceneView.valid() && sceneView->getState()) {
- sceneView->getState()->setActiveTextureUnit(0);
- sceneView->getState()->setClientActiveTextureUnit(0);
- }
- // still initializing, draw the splash screen
- glPushAttrib(GL_ALL_ATTRIB_BITS);
- glPushClientAttrib(~0u);
-
- fgSplashUpdate(1.0);
-
- glPopClientAttrib();
- glPopAttrib();
+ 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;
}
+ // Fade out the splash screen over the first three seconds.
+ double sAlpha = SGMiscd::max(0, (2.5 - globals->get_sim_time_sec()) / 2.5);
+ fgSetDouble("/sim/startup/splash-alpha", sAlpha);
+
bool skyblend = fgGetBool("/sim/rendering/skyblend");
bool use_point_sprites = fgGetBool("/sim/rendering/point-sprites");
bool enhanced_lighting = fgGetBool("/sim/rendering/enhanced-lighting");
actual_visibility = fgGetDouble("/environment/visibility-m");
}
- static double last_visibility = -9999;
- if ( actual_visibility != last_visibility ) {
- last_visibility = actual_visibility;
-
- fog_exp_density = m_log01 / actual_visibility;
- fog_exp2_density = sqrt_m_log01 / actual_visibility;
- ground_exp2_punch_through = sqrt_m_log01 / (actual_visibility * 1.5);
- if ( actual_visibility < 8000 ) {
- rwy_exp2_punch_through = sqrt_m_log01 / (actual_visibility * 2.5);
- taxi_exp2_punch_through = sqrt_m_log01 / (actual_visibility * 1.5);
- } else {
- rwy_exp2_punch_through = sqrt_m_log01 / ( 8000 * 2.5 );
- taxi_exp2_punch_through = sqrt_m_log01 / ( 8000 * 1.5 );
- }
- mFog->setDensity(fog_exp2_density);
- mRunwayLightingFog->setDensity(rwy_exp2_punch_through);
- mTaxiLightingFog->setDensity(taxi_exp2_punch_through);
- mGroundLightingFog->setDensity(ground_exp2_punch_through);
- }
-
// idle_state is now 1000 meaning we've finished all our
// initializations and are running the main loop, so this will
// now work without seg faulting the system.
resize( fgGetInt("/sim/startup/xsize"),
fgGetInt("/sim/startup/ysize") );
- SGVec3d center = globals->get_scenery()->get_center();
SGVec3d position = current__view->getViewPosition();
SGQuatd attitude = current__view->getViewOrientation();
- SGVec3d osgPosition = attitude.transform(center - position);
- mCameraView->setPosition(osgPosition.osg());
- mCameraView->setAttitude(inverse(attitude).osg());
+ SGVec3d osgPosition = attitude.transform(-position);
+
+ FGManipulator *manipulator = globals->get_renderer()->getManipulator();
+ manipulator->setPosition(position.osg());
+ manipulator->setAttitude(attitude.osg());
}
+ osg::Camera *camera = viewer->getCamera();
if ( skyblend ) {
+
if ( fgGetBool("/sim/rendering/textures") ) {
SGVec4f clearColor(l->adj_fog_color());
- sceneView->getCamera()->setClearColor(clearColor.osg());
+ camera->setClearColor(clearColor.osg());
}
} else {
SGVec4f clearColor(l->sky_color());
- sceneView->getCamera()->setClearColor(clearColor.osg());
+ camera->setClearColor(clearColor.osg());
}
// update fog params if visibility has changed
static SGSkyState sstate;
- sstate.view_pos = current__view->get_view_pos();
- sstate.zero_elev = current__view->get_zero_elev();
+ sstate.view_pos = toVec3f(current__view->get_view_pos());
+ sstate.zero_elev = toVec3f(current__view->get_zero_elev());
sstate.view_up = current__view->get_world_up();
sstate.lon = current__view->getLongitude_deg()
* SGD_DEGREES_TO_RADIANS;
}
- if ( strcmp(fgGetString("/sim/rendering/fog"), "disabled") ) {
- SGVec4f color(l->adj_fog_color());
- mFog->setColor(color.osg());
- mRunwayLightingFog->setColor(color.osg());
- mTaxiLightingFog->setColor(color.osg());
- mGroundLightingFog->setColor(color.osg());
- }
-
-
// sgEnviro.setLight(l->adj_fog_color());
- // texture parameters
- glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST );
-
double agl = current__view->getAltitudeASL_ft()*SG_FEET_TO_METER
- current__view->getSGLocation()->get_cur_elev_m();
float scene_nearplane, scene_farplane;
+ // XXX Given that the own airplane model is part of the scene
+ // graph, should this business be ripped out? The near plane is
+ // ignored by setCameraParameters.
if ( agl > 10.0 ) {
scene_nearplane = 10.0f;
scene_farplane = 120000.0f;
scene_nearplane = groundlevel_nearplane->getDoubleValue();
scene_farplane = 120000.0f;
}
-
- setNearFar( scene_nearplane, scene_farplane );
+ setCameraParameters(current__view->get_v_fov(),
+ current__view->get_aspect_ratio(),
+ scene_nearplane, scene_farplane);
// sgEnviro.startOfFrame(current__view->get_view_pos(),
// current__view->get_world_up(),
// fgGetDouble("/velocities/airspeed-kt", 0.0)
// * cos( fgGetDouble("/orientation/pitch-deg", 0.0)
// * SGD_DEGREES_TO_RADIANS);
- // TODO:find the real view speed, not the AC one
-// sgEnviro.drawPrecipitation(
-// fgGetDouble("/environment/metar/rain-norm", 0.0),
-// fgGetDouble("/environment/metar/snow-norm", 0.0),
-// fgGetDouble("/environment/metar/hail-norm", 0.0),
-// current__view->getPitch_deg() + current__view->getPitchOffset_deg(),
-// current__view->getRoll_deg() + current__view->getRollOffset_deg(),
-// - current__view->getHeadingOffset_deg(),
-// current_view_origin_airspeed_horiz_kt
-// );
// OSGFIXME
// if( is_internal )
// shadows->endOfFrame();
// need to call the update visitor once
- globals->get_aircraft_model()->select( true );
- FGTileMgr::set_tile_filter( true );
- mFrameStamp->setReferenceTime(globals->get_sim_time_sec());
- mFrameStamp->setFrameNumber(1+mFrameStamp->getFrameNumber());
mFrameStamp->setCalendarTime(*globals->get_time_params()->getGmt());
mUpdateVisitor->setViewData(current__view->getViewPosition(),
current__view->getViewOrientation());
- mUpdateVisitor->setSceneryCenter(globals->get_scenery()->get_center());
SGVec3f direction(l->sun_vec()[0], l->sun_vec()[1], l->sun_vec()[2]);
mUpdateVisitor->setLight(direction, l->scene_ambient(),
- l->scene_diffuse(), l->scene_specular());
+ l->scene_diffuse(), l->scene_specular(),
+ l->adj_fog_color(),
+ l->get_sun_angle()*SGD_RADIANS_TO_DEGREES);
mUpdateVisitor->setVisibility(actual_visibility);
-
- if (fgGetBool("/sim/panel-hotspots"))
- sceneView->setCullMask(~0u);
- else
- sceneView->setCullMask(~SG_NODEMASK_PICK_BIT);
-
- sceneView->update();
- sceneView->cull();
- sceneView->draw();
+ viewPartition->setVisibility(actual_visibility);
+ simgear::GroundLightManager::instance()->update(mUpdateVisitor.get());
+ bool hotspots = fgGetBool("/sim/panel-hotspots");
+ osg::Node::NodeMask cullMask = (~simgear::LIGHTS_BITS & ~simgear::PICK_BIT
+ & ~simgear::BACKGROUND_BIT);
+ cullMask |= simgear::GroundLightManager::instance()
+ ->getLightNodeMask(mUpdateVisitor.get());
+ if (hotspots)
+ cullMask |= simgear::PICK_BIT;
+ camera->setCullMask(cullMask);
+ // XXX
+ for (int i = 0; i < viewer->getNumSlaves(); ++i)
+ viewer->getSlave(i)._camera->setCullMask(cullMask);
}
view_h = height;
}
- sceneView->getViewport()->setViewport(0, height - view_h, width, view_h);
-
static int lastwidth = 0;
static int lastheight = 0;
if (width != lastwidth)
if (height != lastheight)
fgSetInt("/sim/startup/ysize", lastheight = height);
- guiInitMouse(width, height);
-
// for all views
FGViewMgr *viewmgr = globals->get_viewmgr();
if (viewmgr) {
viewmgr->get_view(i)->
set_aspect_ratio((float)view_h / (float)width);
}
-
- setFOV( viewmgr->get_current_view()->get_h_fov(),
- viewmgr->get_current_view()->get_v_fov() );
}
}
-
-// These are wrapper functions around ssgSetNearFar() and ssgSetFOV()
-// which will post process and rewrite the resulting frustum if we
-// want to do asymmetric view frustums.
-
-static void fgHackFrustum() {
-
- // specify a percent of the configured view frustum to actually
- // display. This is a bit of a hack to achieve asymmetric view
- // frustums. For instance, if you want to display two monitors
- // side by side, you could specify each with a double fov, a 0.5
- // aspect ratio multiplier, and then the left side monitor would
- // have a left_pct = 0.0, a right_pct = 0.5, a bottom_pct = 0.0,
- // and a top_pct = 1.0. The right side monitor would have a
- // left_pct = 0.5 and a right_pct = 1.0.
-
- static SGPropertyNode *left_pct
- = fgGetNode("/sim/current-view/frustum-left-pct");
- static SGPropertyNode *right_pct
- = fgGetNode("/sim/current-view/frustum-right-pct");
- static SGPropertyNode *bottom_pct
- = fgGetNode("/sim/current-view/frustum-bottom-pct");
- static SGPropertyNode *top_pct
- = fgGetNode("/sim/current-view/frustum-top-pct");
-
- double left, right;
- double bottom, top;
- double zNear, zFar;
- sceneView->getProjectionMatrixAsFrustum(left, right, bottom, top, zNear, zFar);
- // cout << " l = " << f->getLeft()
- // << " r = " << f->getRight()
- // << " b = " << f->getBot()
- // << " t = " << f->getTop()
- // << " n = " << f->getNear()
- // << " f = " << f->getFar()
- // << endl;
-
- double width = right - left;
- double height = top - bottom;
-
- double l, r, t, b;
-
- if ( left_pct != NULL ) {
- l = left + width * left_pct->getDoubleValue();
- } else {
- l = left;
- }
-
- if ( right_pct != NULL ) {
- r = left + width * right_pct->getDoubleValue();
- } else {
- r = right;
- }
-
- if ( bottom_pct != NULL ) {
- b = bottom + height * bottom_pct->getDoubleValue();
- } else {
- b = bottom;
- }
-
- if ( top_pct != NULL ) {
- t = bottom + height * top_pct->getDoubleValue();
- } else {
- t = top;
+void FGRenderer::setCameraParameters(float vfov, float aspectRatio,
+ float zNear, float zFar)
+{
+ zNear = .1;
+ osgViewer::Viewer* viewer = globals->get_renderer()->getViewer();
+ viewer->getCamera()->setProjectionMatrixAsPerspective(vfov,
+ 1.0f / aspectRatio,
+ zNear, zFar);
+
+}
+bool
+FGRenderer::pick( unsigned x, unsigned y,
+ std::vector<SGSceneryPick>& pickList,
+ const osgGA::GUIEventAdapter* ea )
+{
+ osgViewer::Viewer* viewer = globals->get_renderer()->getViewer();
+ // wipe out the return ...
+ pickList.resize(0);
+
+ if (viewer) {
+ // just compute intersections in the viewers method ...
+ typedef osgUtil::LineSegmentIntersector::Intersections Intersections;
+ Intersections intersections;
+ viewer->computeIntersections(ea->getX(), ea->getY(), intersections);
+
+ Intersections::iterator hit;
+ for (hit = intersections.begin(); hit != intersections.end(); ++hit) {
+ const osg::NodePath& np = hit->nodePath;
+ osg::NodePath::const_reverse_iterator npi;
+ for (npi = np.rbegin(); npi != np.rend(); ++npi) {
+ SGSceneUserData* ud = SGSceneUserData::getSceneUserData(*npi);
+ if (!ud)
+ continue;
+ for (unsigned i = 0; i < ud->getNumPickCallbacks(); ++i) {
+ SGPickCallback* pickCallback = ud->getPickCallback(i);
+ if (!pickCallback)
+ continue;
+ SGSceneryPick sceneryPick;
+ sceneryPick.info.local = SGVec3d(hit->getLocalIntersectPoint());
+ sceneryPick.info.wgs84 = SGVec3d(hit->getWorldIntersectPoint());
+ sceneryPick.callback = pickCallback;
+ pickList.push_back(sceneryPick);
+ }
+ }
}
-
- sceneView->setProjectionMatrixAsFrustum(l, r, b, t, zNear, zFar);
+ return !pickList.empty();
+ } else { // we can get called early ...
+ return false;
+ }
}
-
-// we need some static storage space for these values. However, we
-// can't store it in a renderer class object because the functions
-// that manipulate these are static. They are static so they can
-// interface to the display callback system. There's probably a
-// better way, there has to be a better way, but I'm not seeing it
-// right now.
-static float fov_width = 55.0;
-static float fov_height = 42.0;
-static float fov_near = 1.0;
-static float fov_far = 1000.0;
-
-
-/** FlightGear code should use this routine to set the FOV rather than
- * calling the ssg routine directly
- */
-void FGRenderer::setFOV( float w, float h ) {
- fov_width = w;
- fov_height = h;
-
- sceneView->setProjectionMatrixAsPerspective(fov_height,
- fov_width/fov_height,
- fov_near, fov_far);
- // fully specify the view frustum before hacking it (so we don't
- // accumulate hacked effects
- fgHackFrustum();
-// sgEnviro.setFOV( w, h );
+void
+FGRenderer::addCamera(osg::Camera* camera, bool useSceneData)
+{
+ mRealRoot->addChild(camera);
}
-
-/** FlightGear code should use this routine to set the Near/Far clip
- * planes rather than calling the ssg routine directly
- */
-void FGRenderer::setNearFar( float n, float f ) {
-// OSGFIXME: we have currently too much z-buffer fights
-n = 0.2;
- fov_near = n;
- fov_far = f;
-
- sceneView->setProjectionMatrixAsPerspective(fov_height,
- fov_width/fov_height,
- fov_near, fov_far);
-
- sceneView->getCamera()->setNearFarRatio(fov_near/fov_far);
- mSceneCamera->setNearFarRatio(fov_near/fov_far);
-
- // fully specify the view frustum before hacking it (so we don't
- // accumulate hacked effects
- fgHackFrustum();
+bool
+fgDumpSceneGraphToFile(const char* filename)
+{
+ return osgDB::writeNodeFile(*mRealRoot.get(), filename);
}
-bool FGRenderer::getPickInfo( SGVec3d& pt, SGVec3d& dir,
- unsigned x, unsigned y )
+bool
+fgDumpTerrainBranchToFile(const char* filename)
{
- // Get the matrices involved in the transform from global to screen
- // coordinates.
- osg::Matrix pm = sceneView->getCamera()->getProjectionMatrix();
-
- osg::Matrix mv;
- osg::NodePathList paths;
- paths = globals->get_scenery()->get_scene_graph()->getParentalNodePaths();
- if (!paths.empty()) {
- // Ok, we know that this should not have multiple parents ...
- // FIXME: is this allways true?
- mv = osg::computeLocalToEye(sceneView->getCamera()->getViewMatrix(),
- paths.front(), false);
- }
-
- // Compose and invert
- osg::Matrix m = osg::Matrix::inverse(mv*pm);
-
- // Get the width and height of the display to be able to normalize the
- // mouse coordinate
- float width = fgGetInt("/sim/startup/xsize");
- float height = fgGetInt("/sim/startup/ysize");
-
- // Compute some coordinates of in the line from the eyepoint to the
- // mouse click coodinates.
- // First build the normalized projection coordinates
- osg::Vec4 normPt((2*x - width)/width, -(2*y - height)/height, 1, 1);
- // Transform them into the real world
- osg::Vec4 worldPt4 = m.preMult(normPt);
- if (fabs(worldPt4[3]) < SGLimitsf::min())
- return false;
- SGVec3f worldPt(worldPt4[0]/worldPt4[3],
- worldPt4[1]/worldPt4[3],
- worldPt4[2]/worldPt4[3]);
-
- // Now build a direction from the point
- FGViewer* view = globals->get_current_view();
- dir = normalize(toVec3d(worldPt - SGVec3f(view->get_view_pos())));
-
- // Copy the start point
- pt = SGVec3d(view->get_absolute_view_pos());
-
- // OSGFIXME: ist this sufficient??? especially the precision problems here??
-// bool mSceneView->projectWindowXYIntoObject(int x,int y,osg::Vec3& near_point,osg::Vec3& far_point) const;
-
-
- return true;
+ return osgDB::writeNodeFile( *globals->get_scenery()->get_terrain_branch(),
+ filename );
}
+// For debugging
+bool
+fgDumpNodeToFile(osg::Node* node, const char* filename)
+{
+ return osgDB::writeNodeFile(*node, filename);
+}
// end of renderer.cxx