]> git.mxchange.org Git - flightgear.git/blobdiff - src/Main/renderer.cxx
set /sim/fg-current to current working directory; getcwd() is defined in
[flightgear.git] / src / Main / renderer.cxx
index b6a8c6f0761bc538e6668badd8d56689da3f5ef9..b4dcbc9e7771642e10e35a73ad074f3248c25b30 100644 (file)
@@ -54,6 +54,7 @@
 #include <osgUtil/SceneView>
 #include <osgUtil/UpdateVisitor>
 #include <osgUtil/IntersectVisitor>
+#include <osgUtil/LineSegmentIntersector>
 
 #include <osg/io_utils>
 #include <osgDB/WriteFile>
@@ -125,6 +126,9 @@ public:
   { drawImplementation(*renderInfo.getState()); }
   void drawImplementation(osg::State& state) const
   {
+    if (!fgOSIsMainContext(state.getGraphicsContext()))
+      return;
+
     state.pushStateSet(getStateSet());
     state.apply();
     state.setActiveTextureUnit(0);
@@ -174,6 +178,10 @@ public:
   { 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);
@@ -358,6 +366,9 @@ FGRenderer::FGRenderer()
 #ifdef FG_JPEG_SERVER
    jpgRenderFrame = FGRenderer::update;
 #endif
+#ifdef ENABLE_OSGVIEWER
+   manipulator = new FGManipulator;
+#endif   
 }
 
 FGRenderer::~FGRenderer()
@@ -368,20 +379,38 @@ 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
@@ -406,9 +435,13 @@ FGRenderer::init( void ) {
     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();
@@ -521,6 +554,7 @@ FGRenderer::init( void ) {
     mRealRoot->addChild(sw);
     mRealRoot->addChild(FGCreateRedoutNode());
     mRealRoot->addChild(guiCamera);
+//  sceneView->getState()->setCheckForGLErrors(osg::State::ONCE_PER_ATTRIBUTE);
 }
 
 
@@ -529,7 +563,7 @@ void
 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);
 
@@ -537,10 +571,11 @@ FGRenderer::update( bool refresh_camera_settings ) {
         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;
     }
 
@@ -586,18 +621,30 @@ FGRenderer::update( bool refresh_camera_settings ) {
         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
@@ -756,8 +803,11 @@ FGRenderer::update( bool refresh_camera_settings ) {
 //         shadows->endOfFrame();
 
     // need to call the update visitor once
-    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());
@@ -767,15 +817,24 @@ FGRenderer::update( bool refresh_camera_settings ) {
                              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();
+    }
 }
 
 
@@ -793,8 +852,14 @@ FGRenderer::resize( int width, int height ) {
     } 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;
@@ -819,75 +884,6 @@ FGRenderer::resize( int width, int height ) {
 }
 
 
-// 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
@@ -906,14 +902,13 @@ static float fov_far = 1000.0;
 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);
 }
 
 
@@ -925,74 +920,110 @@ void FGRenderer::setNearFar( float n, float f ) {
 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);
@@ -1003,22 +1034,23 @@ FGRenderer::pick( unsigned x, unsigned y,
           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();
+bool fgDumpSceneGraphToFile(const char* filename)
+{
+    return osgDB::writeNodeFile(*mRealRoot.get(), filename);
 }
 
 // end of renderer.cxx