#include <GUI/new_gui.hxx>
#include <Instrumentation/HUD/HUD.hxx>
#include <Environment/precipitation_mgr.hxx>
+#include <Environment/environment_mgr.hxx>
#include "splash.hxx"
#include "renderer.hxx"
bool FGScenerySwitchCallback::scenery_enabled = false;
-// Sky structures
-SGSky *thesky;
-
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;
-FGRenderer::FGRenderer()
+#ifdef FG_JPEG_SERVER
+static void updateRenderer()
+{
+ globals->get_renderer()->update();
+}
+#endif
+
+FGRenderer::FGRenderer() :
+ _sky(NULL)
{
#ifdef FG_JPEG_SERVER
- jpgRenderFrame = FGRenderer::update;
+ jpgRenderFrame = updateRenderer;
#endif
eventHandler = new FGEventHandler;
}
#ifdef FG_JPEG_SERVER
jpgRenderFrame = NULL;
#endif
+ delete _sky;
}
// Initialize various GL/view parameters
// critical parts of the scene graph in addition to the splash screen.
void
FGRenderer::splashinit( void ) {
- osgViewer::Viewer* viewer = globals->get_renderer()->getViewer();
+ osgViewer::Viewer* viewer = getViewer();
mRealRoot = dynamic_cast<osg::Group*>(viewer->getSceneData());
mRealRoot->addChild(fgCreateSplashNode());
mFrameStamp = viewer->getFrameStamp();
SGConfigureDirectionalLights( use_point_sprites, enhanced_lighting,
distance_attenuation );
+
+// create sky, but can't build until setupView, since we depend
+// on other subsystems to be inited, eg Ephemeris
+ _sky = new SGSky;
+
+ SGPath texture_path(globals->get_fg_root());
+ texture_path.append("Textures");
+ texture_path.append("Sky");
+ for (int i = 0; i < FGEnvironmentMgr::MAX_CLOUD_LAYERS; i++) {
+ SGCloudLayer * layer = new SGCloudLayer(texture_path.str());
+ _sky->add_cloud_layer(layer);
+ }
+
+ _sky->texture_path( texture_path.str() );
}
void
if ( fgGetBool("/sim/startup/fullscreen") )
fgOSFullScreen();
+// build the sky
+ // The sun and moon diameters are scaled down numbers of the
+ // actual diameters. This was needed to fit both the sun and the
+ // moon within the distance to the far clip plane.
+ // Moon diameter: 3,476 kilometers
+ // Sun diameter: 1,390,000 kilometers
+ _sky->build( 80000.0, 80000.0,
+ 463.3, 361.8,
+ *globals->get_ephem(),
+ fgGetNode("/environment", true));
+
viewer->getCamera()
->setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR);
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());
+ skyGroup->addChild(_sky->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);
// 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(_sky->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->setAttributeAndModes(new osg::Program, osg::StateAttribute::ON);
}
-void
-FGRenderer::update()
-{
- globals->get_renderer()->update(true);
-}
-
// Update all Visuals (redraws anything graphics related)
void
-FGRenderer::update( bool refresh_camera_settings ) {
+FGRenderer::update( ) {
if (!(_scenery_loaded->getBoolValue() ||
_scenery_override->getBoolValue()))
{
// update fog params
double actual_visibility;
if (_cloud_status->getBoolValue()) {
- actual_visibility = thesky->get_visibility();
+ actual_visibility = _sky->get_visibility();
} else {
actual_visibility = _visibility_m->getDoubleValue();
}
FGViewer *current__view = globals->get_current_view();
// Force update of center dependent values ...
current__view->set_dirty();
-
- if ( refresh_camera_settings ) {
- // update view port
- resize( _xsize->getIntValue(),
- _ysize->getIntValue() );
- }
+
osg::Camera *camera = viewer->getCamera();
bool skyblend = _skyblend->getBoolValue();
// update fog params if visibility has changed
double visibility_meters = _visibility_m->getDoubleValue();
- thesky->set_visibility(visibility_meters);
+ _sky->set_visibility(visibility_meters);
double altitude_m = _altitude_ft->getDoubleValue() * SG_FEET_TO_METER;
- thesky->modify_vis( altitude_m, 0.0 /* time factor, now unused */);
+ _sky->modify_vis( altitude_m, 0.0 /* time factor, now unused */);
// update the sky dome
if ( skyblend ) {
scolor.moon_angle = l->get_moon_angle();
double delta_time_sec = _sim_delta_sec->getDoubleValue();
- thesky->reposition( sstate, *globals->get_ephem(), delta_time_sec );
- thesky->repaint( scolor, *globals->get_ephem() );
+ _sky->reposition( sstate, *globals->get_ephem(), delta_time_sec );
+ _sky->repaint( scolor, *globals->get_ephem() );
//OSGFIXME
// shadows->setupShadows(
CameraGroup::getDefault()->setCameraCullMasks(cullMask);
}
-
-
-// options.cxx needs to see this for toggle_panel()
-// Handle new window size or exposure
void
-FGRenderer::resize( int width, int height ) {
-
-// the following breaks aspect-ratio of the main 3D scenery window when 2D panels are moved
-// in y direction - causing issues for aircraft with 2D panels (/sim/virtual_cockpit=false).
-// Disabling for now. Seems this useful for the pre-OSG time only.
-// if ( (!_virtual_cockpit->getBoolValue())
-// && fgPanelVisible() && idle_state == 1000 ) {
-// view_h = (int)(height * (globals->get_current_panel()->getViewHeight() -
-// globals->get_current_panel()->getYOffset()) / 768.0);
-// }
-
+FGRenderer::resize( int width, int height )
+{
int curWidth = _xsize->getIntValue(),
curHeight = _ysize->getIntValue();
if ((curHeight != height) || (curWidth != width)) {
_xsize->setIntValue(width);
_ysize->setIntValue(height);
}
-
- // must set view aspect ratio each frame, or initial values are wrong.
- // should probably be fixed 'smarter' during view setup.
- double aspect = height / (double) width;
-
- // for all views
- FGViewMgr *viewmgr = globals->get_viewmgr();
- if (viewmgr) {
- for ( int i = 0; i < viewmgr->size(); ++i ) {
- viewmgr->get_view(i)->set_aspect_ratio(aspect);
- }
- }
}
bool