#include <osgUtil/SceneView>
#include <osgUtil/UpdateVisitor>
#include <osgUtil/IntersectVisitor>
+#include <osgUtil/LineSegmentIntersector>
#include <osg/io_utils>
#include <osgDB/WriteFile>
#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>
{ drawImplementation(*renderInfo.getState()); }
void drawImplementation(osg::State& state) const
{
+ if (!fgOSIsMainContext(state.getGraphicsContext()))
+ return;
+
state.pushStateSet(getStateSet());
state.apply();
state.setActiveTextureUnit(0);
glPushAttrib(GL_ALL_ATTRIB_BITS);
glPushClientAttrib(~0u);
- if((fgGetBool("/sim/atc/enabled"))
- || (fgGetBool("/sim/ai-traffic/enabled")))
- globals->get_ATC_display()->update(delta_time_sec, state);
-
puDisplay();
glPopClientAttrib();
{ drawImplementation(*renderInfo.getState()); }
void drawImplementation(osg::State& state) const
{
+// std::cout << state.getGraphicsContext() << std::endl;
+ if (!fgOSIsMainContext(state.getGraphicsContext()))
+ return;
+
state.pushStateSet(getStateSet());
state.apply();
state.setActiveTextureUnit(0);
#ifdef FG_JPEG_SERVER
jpgRenderFrame = FGRenderer::update;
#endif
+#ifdef ENABLE_OSGVIEWER
+ manipulator = new FGManipulator;
+#endif
}
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::splashinit( void ) {
- // Add the splash screen node
- mRealRoot->addChild(fgCreateSplashNode());
- sceneView->setSceneData(mRealRoot.get());
-
- sceneView->setDefaults(osgUtil::SceneView::COMPILE_GLOBJECTS_AT_INIT);
- sceneView->setFrameStamp(mFrameStamp.get());
- sceneView->setUpdateVisitor(mUpdateVisitor.get());
+ osgViewer::Viewer* viewer = globals->get_renderer()->getViewer();
+ if (viewer) {
+ sceneView = 0;
+ mRealRoot = dynamic_cast<osg::Group*>(viewer->getSceneData());
+ mRealRoot->addChild(fgCreateSplashNode());
+ osgViewer::Scene* scene = viewer->getScene();
+ mFrameStamp = viewer->getFrameStamp();
+ // Scene doesn't seem to pass the frame stamp to the update
+ // visitor automatically.
+ mUpdateVisitor->setFrameStamp(mFrameStamp.get());
+ scene->setUpdateVisitor(mUpdateVisitor.get());
+ } else {
+ // Add the splash screen node
+ mRealRoot->addChild(fgCreateSplashNode());
+ sceneView->setSceneData(mRealRoot.get());
+ sceneView->setDefaults(osgUtil::SceneView::COMPILE_GLOBJECTS_AT_INIT);
+ sceneView->setFrameStamp(mFrameStamp.get());
+ sceneView->setUpdateVisitor(mUpdateVisitor.get());
+ }
}
void
FGRenderer::init( void ) {
-
+ // The viewer can call this before the graphics context is current
+ // in the main thread; indeed, in a multithreaded setup it might
+ // never be current in the main thread.
+ fgMakeCurrent();
+ osgViewer::Viewer* viewer = globals->get_renderer()->getViewer();
osg::initNotifyLevel();
// The number of polygon-offset "units" to place between layers. In
glHint(GL_LINE_SMOOTH_HINT, GL_DONT_CARE);
glHint(GL_POINT_SMOOTH_HINT, GL_DONT_CARE);
-
- sceneView->setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR);
- sceneView->getCamera()->setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR);
+ if (viewer) {
+ viewer->getCamera()
+ ->setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR);
+ } else {
+ sceneView->setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR);
+ sceneView->getCamera()->setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR);
+ }
osg::StateSet* stateSet = mRoot->getOrCreateStateSet();
mRealRoot->addChild(sw);
mRealRoot->addChild(FGCreateRedoutNode());
mRealRoot->addChild(guiCamera);
+// sceneView->getState()->setCheckForGLErrors(osg::State::ONCE_PER_ATTRIBUTE);
}
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 ) {
fgSetDouble("/sim/startup/splash-alpha", 1.0);
globals->set_sim_time_sec( 0.0 );
// the splash screen is now in the scenegraph
- sceneView->update();
- sceneView->cull();
- sceneView->draw();
-
+ if (!viewer) {
+ sceneView->update();
+ sceneView->cull();
+ sceneView->draw();
+ }
return;
}
SGVec3d position = current__view->getViewPosition();
SGQuatd attitude = current__view->getViewOrientation();
SGVec3d osgPosition = attitude.transform(-position);
- mCameraView->setPosition(osgPosition.osg());
- mCameraView->setAttitude(inverse(attitude).osg());
+ if (viewer) {
+ FGManipulator *manipulator
+ = globals->get_renderer()->getManipulator();
+ manipulator->setPosition(position.osg());
+ manipulator->setAttitude(attitude.osg());
+ } else {
+ mCameraView->setPosition(osgPosition.osg());
+ mCameraView->setAttitude(inverse(attitude).osg());
+ }
}
-
+ osg::Camera *camera;
+ if (viewer)
+ camera = viewer->getCamera();
+ else
+ camera = sceneView->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
// 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());
+ if (!viewer) {
+ mFrameStamp->setReferenceTime(globals->get_sim_time_sec());
+ mFrameStamp->setSimulationTime(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());
l->adj_fog_color(),
l->get_sun_angle()*SGD_RADIANS_TO_DEGREES);
mUpdateVisitor->setVisibility(actual_visibility);
-
- if (fgGetBool("/sim/panel-hotspots"))
- sceneView->setCullMask(sceneView->getCullMask()|SG_NODEMASK_PICK_BIT);
- else
- sceneView->setCullMask(sceneView->getCullMask()&(~SG_NODEMASK_PICK_BIT));
-
- sceneView->update();
- sceneView->cull();
- sceneView->draw();
+ bool hotspots = fgGetBool("/sim/panel-hotspots");
+ if (viewer) {
+ if (hotspots)
+ camera->setCullMask(camera->getCullMask()|SG_NODEMASK_PICK_BIT);
+ else
+ camera->setCullMask(camera->getCullMask()
+ & ~SG_NODEMASK_PICK_BIT);
+ } else {
+ if (hotspots)
+ sceneView->setCullMask(sceneView->getCullMask()
+ |SG_NODEMASK_PICK_BIT);
+ else
+ sceneView->setCullMask(sceneView->getCullMask()
+ &(~SG_NODEMASK_PICK_BIT));
+ sceneView->update();
+ sceneView->cull();
+ sceneView->draw();
+ }
}
} else {
view_h = height;
}
-
- sceneView->getViewport()->setViewport(0, height - view_h, width, view_h);
+ osgViewer::Viewer* viewer = globals->get_renderer()->getViewer();
+ if (viewer)
+ ;
+ // viewer->getCamera()->getViewport()->setViewport(0, height - view_h,
+// width, view_h);
+ else
+ sceneView->getViewport()->setViewport(0, height - view_h,
+ width, view_h);
static int lastwidth = 0;
static int lastheight = 0;
}
-// 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;
- }
-
- sceneView->setProjectionMatrixAsFrustum(l, r, b, t, zNear, zFar);
-}
-
-
// 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
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 );
+ osgViewer::Viewer* viewer = globals->get_renderer()->getViewer();
+ if (viewer)
+ viewer->getCamera()->setProjectionMatrixAsPerspective(fov_height, 4.0/3.0, fov_near, fov_far);
+ else
+ sceneView->setProjectionMatrixAsPerspective(fov_height,
+ fov_width/fov_height,
+ fov_near, fov_far);
}
n = 0.1;
fov_near = n;
fov_far = f;
+ osgViewer::Viewer* viewer = globals->get_renderer()->getViewer();
+ if (viewer)
+ viewer->getCamera()->setProjectionMatrixAsPerspective(fov_height, 4.0/3.0, fov_near, fov_far);
+ else
+ sceneView->setProjectionMatrixAsPerspective(fov_height,
+ fov_width/fov_height,
+ fov_near, fov_far);
- 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();
}
bool
FGRenderer::pick( unsigned x, unsigned y,
- std::vector<SGSceneryPick>& pickList )
+ std::vector<SGSceneryPick>& pickList,
+ const osgGA::GUIEventAdapter* ea )
{
+ osgViewer::Viewer* viewer = globals->get_renderer()->getViewer();
// wipe out the return ...
pickList.resize(0);
- // we can get called early ...
- if (!sceneView.valid())
- return false;
+ if (sceneView.valid()) {
+ osg::Node* sceneData = globals->get_scenery()->get_scene_graph();
+ if (!sceneData)
+ return false;
+
+ osg::Viewport* viewport = sceneView->getViewport();
+ if (!viewport)
+ return false;
+ // don't know why, but the update has partly happened somehow,
+ // so update the scenery part of the viewer
+ FGViewer *current_view = globals->get_current_view();
+ // Force update of center dependent values ...
+ current_view->set_dirty();
+ SGVec3d position = current_view->getViewPosition();
+ SGQuatd attitude = current_view->getViewOrientation();
+ SGVec3d osgPosition = attitude.transform(-position);
+ mCameraView->setPosition(osgPosition.osg());
+ mCameraView->setAttitude(inverse(attitude).osg());
+
+ osg::Matrix projection(sceneView->getProjectionMatrix());
+ osg::Matrix modelview(sceneView->getViewMatrix());
+
+ osg::NodePathList nodePath = sceneData->getParentalNodePaths();
+ // modify the view matrix so that it accounts for this nodePath's
+ // accumulated transform
+ if (!nodePath.empty())
+ modelview.preMult(computeLocalToWorld(nodePath.front()));
+
+ // swap the y values ...
+ y = viewport->height() - y;
+ // set up the pick visitor
+ osgUtil::PickVisitor pickVisitor(viewport, projection, modelview, x, y);
+ sceneData->accept(pickVisitor);
+ if (!pickVisitor.hits())
+ return false;
+
+ // collect all interaction callbacks on the pick ray.
+ // They get stored in the pickCallbacks list where they are sorted back
+ // to front and croasest to finest wrt the scenery node they are attached to
+ osgUtil::PickVisitor::LineSegmentHitListMap::const_iterator mi;
+ for (mi = pickVisitor.getSegHitList().begin();
+ mi != pickVisitor.getSegHitList().end();
+ ++mi) {
+ osgUtil::IntersectVisitor::HitList::const_iterator hi;
+ for (hi = mi->second.begin(); hi != mi->second.end(); ++hi) {
+ // ok, go back the nodes and ask for intersection callbacks,
+ // execute them in top down order
+ const osg::NodePath& np = hi->getNodePath();
+ 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;
+ /// note that this is done totally in doubles instead of
+ /// just using getWorldIntersectionPoint
+ osg::Vec3d localPt = hi->getLocalIntersectPoint();
+ sceneryPick.info.local = SGVec3d(localPt);
+ if (hi->getMatrix())
+ sceneryPick.info.wgs84 = SGVec3d(localPt*(*hi->getMatrix()));
+ else
+ sceneryPick.info.wgs84 = SGVec3d(localPt);
+ sceneryPick.callback = pickCallback;
+ pickList.push_back(sceneryPick);
+ }
+ }
+ }
+ }
+
+ return !pickList.empty();
- osg::Node* sceneData = globals->get_scenery()->get_scene_graph();
- if (!sceneData)
- return false;
- osg::Viewport* viewport = sceneView->getViewport();
- if (!viewport)
- return false;
+ } else if (viewer) {
- // don't know why, but the update has partly happened somehow,
- // so update the scenery part of the viewer
- FGViewer *current_view = globals->get_current_view();
- // Force update of center dependent values ...
- current_view->set_dirty();
- SGVec3d position = current_view->getViewPosition();
- SGQuatd attitude = current_view->getViewOrientation();
- SGVec3d osgPosition = attitude.transform(-position);
- mCameraView->setPosition(osgPosition.osg());
- mCameraView->setAttitude(inverse(attitude).osg());
-
- osg::Matrix projection(sceneView->getProjectionMatrix());
- osg::Matrix modelview(sceneView->getViewMatrix());
-
- osg::NodePathList nodePath = sceneData->getParentalNodePaths();
- // modify the view matrix so that it accounts for this nodePath's
- // accumulated transform
- if (!nodePath.empty())
- modelview.preMult(computeLocalToWorld(nodePath.front()));
-
- // swap the y values ...
- y = viewport->height() - y;
- // set up the pick visitor
- osgUtil::PickVisitor pickVisitor(viewport, projection, modelview, x, y);
- sceneData->accept(pickVisitor);
- if (!pickVisitor.hits())
- return false;
+ // just compute intersections in the viewers method ...
+ typedef osgUtil::LineSegmentIntersector::Intersections Intersections;
+ Intersections intersections;
+ viewer->computeIntersections(ea->getX(), ea->getY(), intersections);
- // collect all interaction callbacks on the pick ray.
- // They get stored in the pickCallbacks list where they are sorted back
- // to front and croasest to finest wrt the scenery node they are attached to
- osgUtil::PickVisitor::LineSegmentHitListMap::const_iterator mi;
- for (mi = pickVisitor.getSegHitList().begin();
- mi != pickVisitor.getSegHitList().end();
- ++mi) {
- osgUtil::IntersectVisitor::HitList::const_iterator hi;
- for (hi = mi->second.begin(); hi != mi->second.end(); ++hi) {
- // ok, go back the nodes and ask for intersection callbacks,
- // execute them in top down order
- const osg::NodePath& np = hi->getNodePath();
+ 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 (!pickCallback)
continue;
SGSceneryPick sceneryPick;
- /// note that this is done totally in doubles instead of
- /// just using getWorldIntersectionPoint
- osg::Vec3d localPt = hi->getLocalIntersectPoint();
- sceneryPick.info.local = SGVec3d(localPt);
- if (hi->getMatrix())
- sceneryPick.info.wgs84 = SGVec3d(localPt*(*hi->getMatrix()));
- else
- sceneryPick.info.wgs84 = SGVec3d(localPt);
+ sceneryPick.info.local = SGVec3d(hit->getLocalIntersectPoint());
+ sceneryPick.info.wgs84 = SGVec3d(hit->getWorldIntersectPoint());
sceneryPick.callback = pickCallback;
pickList.push_back(sceneryPick);
}
}
}
+
+ return !pickList.empty();
+ } else { // we can get called early ...
+ return false;
}
+}
- return !pickList.empty();
+void
+FGRenderer::addCamera(osg::Camera* camera, bool useSceneData)
+{
+ mRealRoot->addChild(camera);
+}
+
+bool
+fgDumpSceneGraphToFile(const char* filename)
+{
+ return osgDB::writeNodeFile(*mRealRoot.get(), filename);
}
// end of renderer.cxx