#ifndef __FG_RENDERER_HXX
#define __FG_RENDERER_HXX 1
-#include <simgear/screen/extensions.hxx>
-#include <simgear/scene/sky/sky.hxx>
#include <simgear/scene/util/SGPickCallback.hxx>
-
-#define FG_ENABLE_MULTIPASS_CLOUDS 1
+#include <simgear/props/props.hxx>
+#include <simgear/timing/timestamp.hxx>
+
+#include <osg/ref_ptr>
+#include <osg/Matrix>
+#include <osg/Vec3>
+
+namespace osg
+{
+class Camera;
+class Group;
+class GraphicsContext;
+}
+
+namespace osgGA
+{
+class GUIEventAdapter;
+}
+
+namespace osgShadow
+{
+class ShadowedScene;
+}
+
+namespace osgViewer
+{
+class Viewer;
+}
+
+namespace flightgear
+{
+class FGEventHandler;
+struct CameraInfo;
+class CameraGroup;
+}
class SGSky;
-extern SGSky *thesky;
-
-extern glPointParameterfProc glPointParameterfPtr;
-extern glPointParameterfvProc glPointParameterfvPtr;
-extern bool glPointParameterIsSupported;
-extern bool glPointSpriteIsSupported;
-
class FGRenderer {
void splashinit();
void init();
- static void resize(int width, int height );
+ void setupView();
- // calling update( refresh_camera_settings = false ) will not
- // touch window or camera settings. This is useful for the tiled
- // renderer which needs to set the view frustum itself.
- static void update( bool refresh_camera_settings );
- inline static void update() { update( true ); }
+ void resize(int width, int height );
-
- /** FlightGear code should use this routine to set the FOV rather
- * than calling the ssg routine directly
+ void update();
+
+ /** Just pick into the scene and return the pick callbacks on the way ...
*/
- static void setFOV( float w, float h );
-
+ bool pick( std::vector<SGSceneryPick>& pickList,
+ const osgGA::GUIEventAdapter* ea );
- /** FlightGear code should use this routine to set the Near/Far
- * clip planes rather than calling the ssg routine directly
+ /** Get and set the OSG Viewer object, if any.
*/
- static void setNearFar( float n, float f );
+ osgViewer::Viewer* getViewer() { return viewer.get(); }
+ const osgViewer::Viewer* getViewer() const { return viewer.get(); }
+ void setViewer(osgViewer::Viewer* viewer);
+ /** Get and set the manipulator object, if any.
+ */
+ flightgear::FGEventHandler* getEventHandler() { return eventHandler.get(); }
+ const flightgear::FGEventHandler* getEventHandler() const { return eventHandler.get(); }
+ void setEventHandler(flightgear::FGEventHandler* manipulator);
- /** Just pick into the scene and return the pick callbacks on the way ...
+ /** Add a top level camera.
+ */
+ void addCamera(osg::Camera* camera, bool useSceneData);
+
+ void removeCamera(osg::Camera* camera);
+
+ /** Add a camera to the group. The camera is added to the viewer
+ * as a slave. See osgViewer::Viewer::addSlave.
+ * @param flags properties of the camera; see CameraGroup::Flags
+ * @param projection slave projection matrix
+ * @param view slave view matrix
+ * @param useMasterSceneData whether the camera displays the
+ * viewer's scene data.
+ * @return a CameraInfo object for the camera.
*/
- static bool pick( unsigned x, unsigned y,
- std::vector<SGSceneryPick>& pickList );
+ flightgear::CameraInfo* buildRenderingPipeline(flightgear::CameraGroup* cgroup, unsigned flags, osg::Camera* camera,
+ const osg::Matrix& view,
+ const osg::Matrix& projection,
+ osg::GraphicsContext* gc,
+ bool useMasterSceneData);
+
+ /**
+ */
+ flightgear::CameraInfo* buildClassicalPipeline(flightgear::CameraGroup* cgroup, unsigned flags, osg::Camera* camera,
+ const osg::Matrix& view,
+ const osg::Matrix& projection,
+ bool useMasterSceneData);
+
+ /**
+ */
+ flightgear::CameraInfo* buildDeferredPipeline(flightgear::CameraGroup* cgroup, unsigned flags, osg::Camera* camera,
+ const osg::Matrix& view, const osg::Matrix& projection, osg::GraphicsContext* gc);
+
+ void updateShadowCamera(const flightgear::CameraInfo* info, const osg::Vec3d& position);
+ void updateShadowMapSize(int mapSize);
+ void enableShadows(bool enabled);
+ void updateCascadeFar(int index, float far_m);
+ void updateCascadeNumber(size_t num);
+
+ SGSky* getSky() const { return _sky; }
+
+ void setPlanes( double zNear, double zFar );
+
+ /**
+ * inform the renderer when the global (2D) panel is changed
+ */
+ void panelChanged();
+protected:
+ osg::ref_ptr<osgViewer::Viewer> viewer;
+ osg::ref_ptr<flightgear::FGEventHandler> eventHandler;
+ SGPropertyNode_ptr _scenery_loaded,_scenery_override;
+ SGPropertyNode_ptr _skyblend, _splash_alpha;
+ SGPropertyNode_ptr _point_sprites, _enhanced_lighting, _distance_attenuation;
+ SGPropertyNode_ptr _textures;
+ SGPropertyNode_ptr _cloud_status, _visibility_m;
+ SGPropertyNode_ptr _xsize, _ysize;
+ SGPropertyNode_ptr _panel_hotspots, _sim_delta_sec, _horizon_effect, _altitude_ft;
+ SGPropertyNode_ptr _virtual_cockpit;
+ SGTimeStamp _splash_time;
+ SGSky* _sky;
+ bool _classicalRenderer;
+ int _shadowMapSize;
+ size_t _numCascades;
+ float _cascadeFar[4];
+
+ osg::Camera* buildDeferredGeometryCamera( flightgear::CameraInfo* info, osg::GraphicsContext* gc );
+ osg::Camera* buildDeferredShadowCamera( flightgear::CameraInfo* info, osg::GraphicsContext* gc );
+ osg::Camera* buildDeferredLightingCamera( flightgear::CameraInfo* info, osg::GraphicsContext* gc );
+ void updateShadowCascade(const flightgear::CameraInfo* info, osg::Camera* camera, osg::Group* grp, int idx, double left, double right, double bottom, double top, double zNear, double f1, double f2);
+ osg::Vec3 getSunDirection() const;
+ osg::ref_ptr<osg::Uniform> _ambientFactor;
+ osg::ref_ptr<osg::Uniform> _sunDiffuse;
+ osg::ref_ptr<osg::Uniform> _sunSpecular;
+ osg::ref_ptr<osg::Uniform> _sunDirection;
+ osg::ref_ptr<osg::Uniform> _planes;
+ osg::ref_ptr<osg::Uniform> _fogColor;
+ osg::ref_ptr<osg::Uniform> _fogDensity;
+ osg::ref_ptr<osg::Uniform> _shadowNumber;
+ osg::ref_ptr<osg::Uniform> _shadowDistances;
};
+bool fgDumpSceneGraphToFile(const char* filename);
+bool fgDumpTerrainBranchToFile(const char* filename);
+
+namespace flightgear
+{
+bool printVisibleSceneInfo(FGRenderer* renderer);
+}
+
#endif