]> git.mxchange.org Git - flightgear.git/commitdiff
Shoot, this shouldn't have happened yet, but since it is, add the missing files also.
authorehofman <ehofman>
Sun, 19 Sep 2004 17:02:16 +0000 (17:02 +0000)
committerehofman <ehofman>
Sun, 19 Sep 2004 17:02:16 +0000 (17:02 +0000)
src/Main/renderer.cxx [new file with mode: 0644]
src/Main/renderer.hxx [new file with mode: 0644]

diff --git a/src/Main/renderer.cxx b/src/Main/renderer.cxx
new file mode 100644 (file)
index 0000000..02d3d5b
--- /dev/null
@@ -0,0 +1,937 @@
+// renderer.cxx -- top level sim routines
+//
+// Written by Curtis Olson, started May 1997.
+// This file contains parts of main.cxx prior to october 2004
+//
+// Copyright (C) 1997 - 2002  Curtis L. Olson  - curt@flightgear.org
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License as
+// published by the Free Software Foundation; either version 2 of the
+// License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful, but
+// WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
+// General Public License for more details.
+//
+// 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., 675 Mass Ave, Cambridge, MA 02139, USA.
+//
+// $Id$
+
+
+#ifdef HAVE_CONFIG_H
+#  include <config.h>
+#endif
+
+#include <simgear/compiler.h>
+
+#ifdef HAVE_WINDOWS_H
+#  include <windows.h>
+#endif
+
+#include <plib/ssg.h>
+#include <plib/netSocket.h>
+
+#include <simgear/screen/extensions.hxx>
+#include <simgear/scene/material/matlib.hxx>
+#include <simgear/props/props.hxx>
+#include <simgear/timing/sg_time.hxx>
+#include <simgear/scene/model/animation.hxx>
+#include <simgear/ephemeris/ephemeris.hxx>
+#include <simgear/scene/model/placement.hxx>
+#include <simgear/math/sg_random.h>
+#include <simgear/scene/model/modellib.hxx>
+#include <simgear/scene/model/model.hxx>
+
+#ifdef FG_USE_CLOUDS_3D
+#  include <simgear/scene/sky/clouds3d/SkySceneLoader.hpp>
+#  include <simgear/scene/sky/clouds3d/SkyUtil.hpp>
+#endif
+
+#include <Scenery/tileentry.hxx>
+#include <Time/light.hxx>
+#include <Time/light.hxx>
+#include <Aircraft/aircraft.hxx>
+#include <Cockpit/panel.hxx>
+#include <Cockpit/cockpit.hxx>
+#include <Cockpit/radiostack.hxx>
+#include <Cockpit/hud.hxx>
+#include <Model/panelnode.hxx>
+#include <Model/modelmgr.hxx>
+#include <Model/acmodel.hxx>
+#include <Scenery/scenery.hxx>
+#include <Scenery/tilemgr.hxx>
+#include <ATC/ATCdisplay.hxx>
+#include <Replay/replay.hxx>
+#include <GUI/new_gui.hxx>
+
+#ifdef FG_MPLAYER_AS
+#include <MultiPlayer/multiplaytxmgr.hxx>
+#include <MultiPlayer/multiplayrxmgr.hxx>
+#endif
+
+#include "splash.hxx"
+#include "renderer.hxx"
+#include "main.hxx"
+
+
+float default_attenuation[3] = {1.0, 0.0, 0.0};
+
+ssgSelector *lightpoints_brightness = new ssgSelector;
+ssgTransform *lightpoints_transform = new ssgTransform;
+FGTileEntry *dummy_tile;
+sgVec3 rway_ols;
+
+// Clip plane settings...
+float scene_nearplane = 0.5f;
+float scene_farplane = 120000.0f;
+
+glPointParameterfProc glPointParameterfPtr = 0;
+glPointParameterfvProc glPointParameterfvPtr = 0;
+bool glPointParameterIsSupported = false;
+
+
+// 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;
+
+// Sky structures
+SGSky *thesky;
+
+#ifdef FG_USE_CLOUDS_3D
+  SkySceneLoader *sgClouds3d;
+  bool _bcloud_orig = true;
+#endif
+
+// hack
+sgMat4 copy_of_ssgOpenGLAxisSwapMatrix =
+{
+  {  1.0f,  0.0f,  0.0f,  0.0f },
+  {  0.0f,  0.0f, -1.0f,  0.0f },
+  {  0.0f,  1.0f,  0.0f,  0.0f },
+  {  0.0f,  0.0f,  0.0f,  1.0f }
+};
+
+ssgSimpleState *cloud3d_imposter_state;
+ssgSimpleState *default_state;
+ssgSimpleState *hud_and_panel;
+ssgSimpleState *menus;
+
+
+void fgRenderFrame() {
+#ifdef FG_MPLAYER_AS
+    // Update any multiplayer models
+    globals->get_multiplayer_rx_mgr()->Update();
+#endif
+    globals->get_renderer()->update(delta_time_sec);
+}
+
+void
+FGRenderer::build_states( void ) {
+    default_state = new ssgSimpleState;
+    default_state->ref();
+    default_state->disable( GL_TEXTURE_2D );
+    default_state->enable( GL_CULL_FACE );
+    default_state->enable( GL_COLOR_MATERIAL );
+    default_state->setColourMaterial( GL_AMBIENT_AND_DIFFUSE );
+    default_state->setMaterial( GL_EMISSION, 0, 0, 0, 1 );
+    default_state->setMaterial( GL_SPECULAR, 0, 0, 0, 1 );
+    default_state->disable( GL_BLEND );
+    default_state->disable( GL_ALPHA_TEST );
+    default_state->disable( GL_LIGHTING );
+
+    cloud3d_imposter_state = new ssgSimpleState;
+    cloud3d_imposter_state->ref();
+    cloud3d_imposter_state->enable( GL_TEXTURE_2D );
+    cloud3d_imposter_state->enable( GL_CULL_FACE );
+    cloud3d_imposter_state->enable( GL_COLOR_MATERIAL );
+    cloud3d_imposter_state->setColourMaterial( GL_AMBIENT_AND_DIFFUSE );
+    cloud3d_imposter_state->setMaterial( GL_DIFFUSE, 1, 1, 1, 1 );
+    cloud3d_imposter_state->setMaterial( GL_AMBIENT, 1, 1, 1, 1 );
+    cloud3d_imposter_state->setMaterial( GL_EMISSION, 0, 0, 0, 1 );
+    cloud3d_imposter_state->setMaterial( GL_SPECULAR, 0, 0, 0, 1 );
+    cloud3d_imposter_state->enable( GL_BLEND );
+    cloud3d_imposter_state->enable( GL_ALPHA_TEST );
+    cloud3d_imposter_state->disable( GL_LIGHTING );
+
+    hud_and_panel = new ssgSimpleState;
+    hud_and_panel->ref();
+    hud_and_panel->disable( GL_CULL_FACE );
+    hud_and_panel->disable( GL_TEXTURE_2D );
+    hud_and_panel->disable( GL_LIGHTING );
+    hud_and_panel->enable( GL_BLEND );
+
+    menus = new ssgSimpleState;
+    menus->ref();
+    menus->disable( GL_CULL_FACE );
+    menus->disable( GL_TEXTURE_2D );
+    menus->enable( GL_BLEND );
+}
+
+
+// Initialize various GL/view parameters
+void
+FGRenderer::init( void ) {
+
+    FGLight *l = (FGLight *)(globals->get_subsystem("lighting"));
+
+    // Go full screen if requested ...
+    if ( fgGetBool("/sim/startup/fullscreen") ) {
+        fgOSFullScreen();
+    }
+
+    // If enabled, normal vectors specified with glNormal are scaled
+    // to unit length after transformation.  Enabling this has
+    // performance implications.  See the docs for glNormal.
+    // glEnable( GL_NORMALIZE );
+
+    glEnable( GL_LIGHTING );
+    glEnable( GL_LIGHT0 );
+    // glLightfv( GL_LIGHT0, GL_POSITION, l->sun_vec );  // done later with ssg
+
+    sgVec3 sunpos;
+    sgSetVec3( sunpos, l->sun_vec()[0], l->sun_vec()[1], l->sun_vec()[2] );
+    ssgGetLight( 0 ) -> setPosition( sunpos );
+
+    glFogi (GL_FOG_MODE, GL_EXP2);
+    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_NICEST );
+    }
+    if ( fgGetBool("/sim/rendering/wireframe") ) {
+        // draw wire frame
+        glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
+    }
+
+    // This is the default anyways, but it can't hurt
+    glFrontFace ( GL_CCW );
+
+    // Just testing ...
+    // glEnable(GL_POINT_SMOOTH);
+    // glEnable(GL_LINE_SMOOTH);
+    // glEnable(GL_POLYGON_SMOOTH);      
+}
+
+
+// For HiRes screen Dumps using Brian Pauls TR Library
+void
+FGRenderer::screendump( void ) {
+#ifdef FG_ENABLE_MULTIPASS_CLOUDS
+    bool multi_pass_clouds = fgGetBool("/sim/rendering/multi-pass-clouds") &&
+                            !SGCloudLayer::enable_bump_mapping; // ugly artefact now
+#else
+    bool multi_pass_clouds = false;
+#endif
+    bool draw_clouds = fgGetBool("/environment/clouds/status");
+
+    if ( fgPanelVisible() ) {
+        GLfloat height = fgGetInt("/sim/startup/ysize");
+        GLfloat view_h =
+            (globals->get_current_panel()->getViewHeight() - globals->get_current_panel()->getYOffset())
+            * (height / 768.0) + 1;
+        glTranslatef( 0.0, view_h, 0.0 );
+    }
+
+    static GLfloat black[4] = { 0.0, 0.0, 0.0, 1.0 };
+    static GLfloat white[4] = { 1.0, 1.0, 1.0, 1.0 };
+
+    FGLight *l = (FGLight *)(globals->get_subsystem("lighting"));
+
+    glClearColor(l->adj_fog_color()[0], l->adj_fog_color()[1], 
+                 l->adj_fog_color()[2], l->adj_fog_color()[3]);
+
+    glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
+
+    // set the opengl state to known default values
+    default_state->force();
+
+    glEnable( GL_FOG );
+    glFogf  ( GL_FOG_DENSITY, fog_exp2_density);
+    glFogi  ( GL_FOG_MODE,    GL_EXP2 );
+    glFogfv ( GL_FOG_COLOR,   l->adj_fog_color() );
+
+    // GL_LIGHT_MODEL_AMBIENT has a default non-zero value so if
+    // we only update GL_AMBIENT for our lights we will never get
+    // a completely dark scene.  So, we set GL_LIGHT_MODEL_AMBIENT
+    // explicitely to black.
+    glLightModelfv( GL_LIGHT_MODEL_AMBIENT, black );
+    glLightModeli( GL_LIGHT_MODEL_LOCAL_VIEWER, GL_FALSE );
+
+    ssgGetLight( 0 ) -> setColour( GL_AMBIENT, l->scene_ambient() );
+
+    // texture parameters
+    glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ) ;
+    glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST ) ;
+
+    // we need a white diffuse light for the phase of the moon
+    ssgGetLight( 0 ) -> setColour( GL_DIFFUSE, white );
+    thesky->preDraw( cur_fdm_state->get_Altitude() * SG_FEET_TO_METER,
+                     fog_exp2_density );
+
+    // draw the ssg scene
+    // return to the desired diffuse color
+    ssgGetLight( 0 ) -> setColour( GL_DIFFUSE, l->scene_diffuse() );
+    glEnable( GL_DEPTH_TEST );
+    ssgSetNearFar( scene_nearplane, scene_farplane );
+    if ( draw_clouds ) {
+        // Draw the terrain
+        FGTileMgr::set_tile_filter( true );
+        sgSetModelFilter( false );
+        globals->get_aircraft_model()->select( false );
+        ssgCullAndDraw( globals->get_scenery()->get_scene_graph() );
+        // Disable depth buffer update, draw the clouds
+        glDepthMask( GL_FALSE );
+        thesky->drawUpperClouds();
+        if ( multi_pass_clouds ) {
+            thesky->drawLowerClouds();
+        }
+        glDepthMask( GL_TRUE );
+        if ( multi_pass_clouds ) {
+            // Draw the objects except the aircraft
+            //  and update the stencil buffer with 1
+            glEnable( GL_STENCIL_TEST );
+            glStencilFunc( GL_ALWAYS, 1, 1 );
+            glStencilOp( GL_KEEP, GL_KEEP, GL_REPLACE );
+        }
+        FGTileMgr::set_tile_filter( false );
+        sgSetModelFilter( true );
+        ssgCullAndDraw( globals->get_scenery()->get_scene_graph() );
+    } else {
+        FGTileMgr::set_tile_filter( true );
+        sgSetModelFilter( true );
+        globals->get_aircraft_model()->select( false );
+        ssgCullAndDraw( globals->get_scenery()->get_scene_graph() );
+    }
+
+    // draw the lights
+    glFogf (GL_FOG_DENSITY, rwy_exp2_punch_through);
+    ssgSetNearFar( scene_nearplane, scene_farplane );
+    ssgCullAndDraw( globals->get_scenery()->get_vasi_lights_root() );
+    ssgCullAndDraw( globals->get_scenery()->get_rwy_lights_root() );
+
+    ssgCullAndDraw( globals->get_scenery()->get_gnd_lights_root() );
+
+    if ( draw_clouds ) {
+        if ( multi_pass_clouds ) {
+            // Disable depth buffer update, draw the clouds where the
+            //  objects overwrite the already drawn clouds, by testing
+            //  the stencil buffer against 1
+            glDepthMask( GL_FALSE );
+            glStencilFunc( GL_EQUAL, 1, 1 );
+            glStencilOp( GL_KEEP, GL_KEEP, GL_KEEP );
+            thesky->drawUpperClouds();
+            thesky->drawLowerClouds();
+            glDepthMask( GL_TRUE );
+            glDisable( GL_STENCIL_TEST );
+        } else {
+            glDepthMask( GL_FALSE );
+            thesky->drawLowerClouds();
+            glDepthMask( GL_TRUE );
+        }
+    }
+
+    globals->get_aircraft_model()->select( true );
+    globals->get_model_mgr()->draw();
+    globals->get_aircraft_model()->draw();
+}
+
+
+// Update all Visuals (redraws anything graphics related)
+void
+FGRenderer::update(double dt) {
+    bool scenery_loaded = fgGetBool("sim/sceneryloaded") || fgGetBool("sim/sceneryloaded-override");
+    bool draw_otw = fgGetBool("/sim/rendering/draw-otw");
+    bool skyblend = fgGetBool("/sim/rendering/skyblend");
+    bool enhanced_lighting = fgGetBool("/sim/rendering/enhanced-lighting");
+    bool distance_attenuation = fgGetBool("/sim/rendering/distance-attenuation");
+#ifdef FG_ENABLE_MULTIPASS_CLOUDS
+    bool multi_pass_clouds = fgGetBool("/sim/rendering/multi-pass-clouds") && 
+                                !SGCloudLayer::enable_bump_mapping;  // ugly artefact now
+#else
+    bool multi_pass_clouds = false;
+#endif
+    bool draw_clouds = fgGetBool("/environment/clouds/status");
+
+    GLfloat black[4] = { 0.0, 0.0, 0.0, 1.0 };
+    GLfloat white[4] = { 1.0, 1.0, 1.0, 1.0 };
+
+    // static const SGPropertyNode *longitude
+    //     = fgGetNode("/position/longitude-deg");
+    // static const SGPropertyNode *latitude
+    //     = fgGetNode("/position/latitude-deg");
+    // static const SGPropertyNode *altitude
+    //     = fgGetNode("/position/altitude-ft");
+    static const SGPropertyNode *groundlevel_nearplane
+        = fgGetNode("/sim/current-view/ground-level-nearplane-m");
+
+    FGLight *l = (FGLight *)(globals->get_subsystem("lighting"));
+    static double last_visibility = -9999;
+
+    // update fog params
+    double actual_visibility;
+    if (fgGetBool("/environment/clouds/status"))
+        actual_visibility = thesky->get_visibility();
+    else
+        actual_visibility = fgGetDouble("/environment/visibility-m");
+    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 );
+        }
+    }
+
+    // double angle;
+    // GLfloat black[4] = { 0.0, 0.0, 0.0, 1.0 };
+    // GLfloat white[4] = { 1.0, 1.0, 1.0, 1.0 };
+    // GLfloat terrain_color[4] = { 0.54, 0.44, 0.29, 1.0 };
+    // GLfloat mat_shininess[] = { 10.0 };
+    GLbitfield clear_mask;
+
+    if ( idle_state != 1000 || !scenery_loaded ) {
+        // still initializing, draw the splash screen
+        if ( fgGetBool("/sim/startup/splash-screen") ) {
+            fgSplashUpdate(0.0, 1.0);
+        }
+        // Keep resetting sim time while the sim is initializing
+        globals->set_sim_time_sec( 0.0 );
+        SGAnimation::set_sim_time_sec( 0.0 );
+    } else {
+        // 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.
+
+        FGViewer *current__view = globals->get_current_view();
+
+        // calculate our current position in cartesian space
+        globals->get_scenery()->set_center( globals->get_scenery()->get_next_center() );
+
+        // update view port
+        fgReshape( fgGetInt("/sim/startup/xsize"),
+                   fgGetInt("/sim/startup/ysize") );
+
+        if ( fgGetBool("/sim/rendering/clouds3d") ) {
+            glClear( GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT );
+            cloud3d_imposter_state->force();
+            glDisable( GL_FOG );
+            glColor4f( 1.0, 1.0, 1.0, 1.0 );
+            glEnable(GL_DEPTH_TEST);
+            glEnable(GL_BLEND);
+            glBlendFunc( GL_ONE, GL_ONE_MINUS_SRC_ALPHA ) ;
+
+#ifdef FG_USE_CLOUDS_3D
+            if ( _bcloud_orig ) {
+                Point3D c = globals->get_scenery()->get_center();
+                sgClouds3d->Set_Cloud_Orig( &c );
+                _bcloud_orig = false;
+            }
+            sgClouds3d->Update( current__view->get_absolute_view_pos() );
+#endif
+            glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ) ;
+            glDisable(GL_DEPTH_TEST);
+        }
+
+        clear_mask = GL_DEPTH_BUFFER_BIT;
+        if ( fgGetBool("/sim/rendering/wireframe") ) {
+            clear_mask |= GL_COLOR_BUFFER_BIT;
+        }
+
+        if ( skyblend ) {
+            if ( fgGetBool("/sim/rendering/textures") ) {
+            // glClearColor(black[0], black[1], black[2], black[3]);
+            glClearColor(l->adj_fog_color()[0], l->adj_fog_color()[1],
+                         l->adj_fog_color()[2], l->adj_fog_color()[3]);
+            clear_mask |= GL_COLOR_BUFFER_BIT;
+            }
+        } else {
+            glClearColor(l->sky_color()[0], l->sky_color()[1],
+                         l->sky_color()[2], l->sky_color()[3]);
+            clear_mask |= GL_COLOR_BUFFER_BIT;
+        }
+        if ( multi_pass_clouds && draw_clouds ) {
+            glClearStencil( 0 );
+            clear_mask |= GL_STENCIL_BUFFER_BIT;
+        }
+        glClear( clear_mask );
+
+        // Tell GL we are switching to model view parameters
+
+        // I really should create a derived ssg node or use a call
+        // back or something so that I can draw the sky within the
+        // ssgCullAndDraw() function, but for now I just mimic what
+        // ssg does to set up the model view matrix
+        glMatrixMode(GL_MODELVIEW);
+        glLoadIdentity();
+        ssgSetCamera( (sgVec4 *)current__view->get_VIEW() );
+
+        // set the opengl state to known default values
+        default_state->force();
+
+        // update fog params if visibility has changed
+        double visibility_meters = fgGetDouble("/environment/visibility-m");
+        thesky->set_visibility(visibility_meters);
+
+        thesky->modify_vis( cur_fdm_state->get_Altitude() * SG_FEET_TO_METER,
+                            ( global_multi_loop * fgGetInt("/sim/speed-up") )
+                            / (double)fgGetInt("/sim/model-hz") );
+
+        // Set correct opengl fog density
+        glFogf (GL_FOG_DENSITY, fog_exp2_density);
+
+        // update the sky dome
+        if ( skyblend ) {
+            /*
+             SG_LOG( SG_GENERAL, SG_BULK, "thesky->repaint() sky_color = "
+             << l->sky_color()[0] << " "
+             << l->sky_color()[1] << " "
+             << l->sky_color()[2] << " "
+             << l->sky_color()[3] );
+            SG_LOG( SG_GENERAL, SG_BULK, "    fog = "
+             << l->fog_color()[0] << " "
+             << l->fog_color()[1] << " "
+             << l->fog_color()[2] << " "
+             << l->fog_color()[3] ); 
+            SG_LOG( SG_GENERAL, SG_BULK,
+                    "    sun_angle = " << l->sun_angle
+             << "    moon_angle = " << l->moon_angle );
+            */
+
+            static SGSkyColor scolor;
+            FGLight *l = (FGLight *)(globals->get_subsystem("lighting"));
+
+            scolor.sky_color   = l->sky_color();
+            scolor.fog_color   = l->adj_fog_color();
+            scolor.cloud_color = l->cloud_color();
+            scolor.sun_angle   = l->get_sun_angle();
+            scolor.moon_angle  = l->get_moon_angle();
+            scolor.nplanets    = globals->get_ephem()->getNumPlanets();
+            scolor.nstars      = globals->get_ephem()->getNumStars();
+            scolor.planet_data = globals->get_ephem()->getPlanets();
+            scolor.star_data   = globals->get_ephem()->getStars();
+
+            thesky->repaint( scolor );
+
+            /*
+            SG_LOG( SG_GENERAL, SG_BULK,
+                    "thesky->reposition( view_pos = " << view_pos[0] << " "
+             << view_pos[1] << " " << view_pos[2] );
+            SG_LOG( SG_GENERAL, SG_BULK,
+                    "    zero_elev = " << zero_elev[0] << " "
+             << zero_elev[1] << " " << zero_elev[2]
+             << " lon = " << cur_fdm_state->get_Longitude()
+             << " lat = " << cur_fdm_state->get_Latitude() );
+            SG_LOG( SG_GENERAL, SG_BULK,
+                    "    sun_rot = " << l->get_sun_rotation
+             << " gst = " << SGTime::cur_time_params->getGst() );
+            SG_LOG( SG_GENERAL, SG_BULK,
+                 "    sun ra = " << globals->get_ephem()->getSunRightAscension()
+              << " sun dec = " << globals->get_ephem()->getSunDeclination()
+              << " moon ra = " << globals->get_ephem()->getMoonRightAscension()
+              << " moon dec = " << globals->get_ephem()->getMoonDeclination() );
+            */
+
+            // The sun and moon distances are scaled down versions
+            // of the actual distance to get both the moon and the sun
+            // within the range of the far clip plane.
+            // Moon distance:    384,467 kilometers
+            // Sun distance: 150,000,000 kilometers
+            double sun_horiz_eff, moon_horiz_eff;
+            if (fgGetBool("/sim/rendering/horizon-effect")) {
+            sun_horiz_eff = 0.67+pow(0.5+cos(l->get_sun_angle())*2/2, 0.33)/3;
+            moon_horiz_eff = 0.67+pow(0.5+cos(l->get_moon_angle())*2/2, 0.33)/3;
+            } else {
+               sun_horiz_eff = moon_horiz_eff = 1.0;
+            }
+
+            static SGSkyState sstate;
+
+            sstate.view_pos  = current__view->get_view_pos();
+            sstate.zero_elev = current__view->get_zero_elev();
+            sstate.view_up   = current__view->get_world_up();
+            sstate.lon       = current__view->getLongitude_deg()
+                                * SGD_DEGREES_TO_RADIANS;
+            sstate.lat       = current__view->getLatitude_deg()
+                                * SGD_DEGREES_TO_RADIANS;
+            sstate.alt       = current__view->getAltitudeASL_ft()
+                                * SG_FEET_TO_METER;
+            sstate.spin      = l->get_sun_rotation();
+            sstate.gst       = globals->get_time_params()->getGst();
+            sstate.sun_ra    = globals->get_ephem()->getSunRightAscension();
+            sstate.sun_dec   = globals->get_ephem()->getSunDeclination();
+            sstate.sun_dist  = 50000.0 * sun_horiz_eff;
+            sstate.moon_ra   = globals->get_ephem()->getMoonRightAscension();
+            sstate.moon_dec  = globals->get_ephem()->getMoonDeclination();
+            sstate.moon_dist = 40000.0 * moon_horiz_eff;
+
+            thesky->reposition( sstate, delta_time_sec );
+        }
+
+        glEnable( GL_DEPTH_TEST );
+        if ( strcmp(fgGetString("/sim/rendering/fog"), "disabled") ) {
+            glEnable( GL_FOG );
+            glFogi( GL_FOG_MODE, GL_EXP2 );
+            glFogfv( GL_FOG_COLOR, l->adj_fog_color() );
+        }
+
+        // set sun/lighting parameters
+        ssgGetLight( 0 ) -> setPosition( l->sun_vec() );
+
+        // GL_LIGHT_MODEL_AMBIENT has a default non-zero value so if
+        // we only update GL_AMBIENT for our lights we will never get
+        // a completely dark scene.  So, we set GL_LIGHT_MODEL_AMBIENT
+        // explicitely to black.
+        glLightModelfv( GL_LIGHT_MODEL_AMBIENT, black );
+
+        ssgGetLight( 0 ) -> setColour( GL_AMBIENT, l->scene_ambient() );
+        ssgGetLight( 0 ) -> setColour( GL_DIFFUSE, l->scene_diffuse() );
+        ssgGetLight( 0 ) -> setColour( GL_SPECULAR, l->scene_specular() );
+
+        // texture parameters
+        // glEnable( GL_TEXTURE_2D );
+        glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ) ;
+        glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST ) ;
+
+        // glMatrixMode( GL_PROJECTION );
+        // glLoadIdentity();
+        ssgSetFOV( current__view->get_h_fov(),
+                   current__view->get_v_fov() );
+
+        double agl =
+            current_aircraft.fdm_state->get_Altitude() * SG_FEET_TO_METER
+            - globals->get_scenery()->get_cur_elev();
+
+        if ( agl > 10.0 ) {
+            scene_nearplane = 10.0f;
+            scene_farplane = 120000.0f;
+        } else {
+            scene_nearplane = groundlevel_nearplane->getDoubleValue();
+            scene_farplane = 120000.0f;
+        }
+
+        ssgSetNearFar( scene_nearplane, scene_farplane );
+
+        if ( draw_otw && skyblend ) {
+            // draw the sky backdrop
+
+            // we need a white diffuse light for the phase of the moon
+            ssgGetLight( 0 ) -> setColour( GL_DIFFUSE, white );
+            thesky->preDraw( cur_fdm_state->get_Altitude() * SG_FEET_TO_METER,
+                             fog_exp2_density );
+            // return to the desired diffuse color
+            ssgGetLight( 0 ) -> setColour( GL_DIFFUSE, l->scene_diffuse() );
+        }
+
+        // draw the ssg scene
+        glEnable( GL_DEPTH_TEST );
+
+        ssgSetNearFar( scene_nearplane, scene_farplane );
+
+        if ( fgGetBool("/sim/rendering/wireframe") ) {
+            // draw wire frame
+            glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
+        }
+        if ( draw_otw ) {
+            if ( draw_clouds ) {
+
+                // Draw the terrain
+                FGTileMgr::set_tile_filter( true );
+                sgSetModelFilter( false );
+                globals->get_aircraft_model()->select( false );
+                ssgCullAndDraw( globals->get_scenery()->get_scene_graph() );
+
+                // Disable depth buffer update, draw the clouds
+                glDepthMask( GL_FALSE );
+                thesky->drawUpperClouds();
+                if ( multi_pass_clouds ) {
+                    thesky->drawLowerClouds();
+                }
+                glDepthMask( GL_TRUE );
+
+                if ( multi_pass_clouds ) {
+                    // Draw the objects except the aircraft
+                    //  and update the stencil buffer with 1
+                    glEnable( GL_STENCIL_TEST );
+                    glStencilFunc( GL_ALWAYS, 1, 1 );
+                    glStencilOp( GL_KEEP, GL_KEEP, GL_REPLACE );
+                }
+                FGTileMgr::set_tile_filter( false );
+                sgSetModelFilter( true );
+                ssgCullAndDraw( globals->get_scenery()->get_scene_graph() );
+            } else {
+                FGTileMgr::set_tile_filter( true );
+                sgSetModelFilter( true );
+                globals->get_aircraft_model()->select( false );
+                ssgCullAndDraw( globals->get_scenery()->get_scene_graph() );
+            }
+        }
+
+        // This is a bit kludgy.  Every 200 frames, do an extra
+        // traversal of the scene graph without drawing anything, but
+        // with the field-of-view set to 360x360 degrees.  This
+        // ensures that out-of-range random objects that are not in
+        // the current view frustum will still be freed properly.
+        static int counter = 0;
+        counter++;
+        if (counter == 200) {
+            sgFrustum f;
+            f.setFOV(360, 360);
+                    // No need to put the near plane too close;
+                    // this way, at least the aircraft can be
+                    // culled.
+            f.setNearFar(1000, 1000000);
+            sgMat4 m;
+            ssgGetModelviewMatrix(m);
+            FGTileMgr::set_tile_filter( true );
+            sgSetModelFilter( true );
+            globals->get_scenery()->get_scene_graph()->cull(&f, m, true);
+            counter = 0;
+        }
+
+        // change state for lighting here
+
+        // draw runway lighting
+        glFogf (GL_FOG_DENSITY, rwy_exp2_punch_through);
+        ssgSetNearFar( scene_nearplane, scene_farplane );
+
+        if ( enhanced_lighting ) {
+
+            // Enable states for drawing points with GL_extension
+            glEnable(GL_POINT_SMOOTH);
+
+            if ( distance_attenuation && glPointParameterIsSupported )
+            {
+                // Enable states for drawing points with GL_extension
+                glEnable(GL_POINT_SMOOTH);
+
+                float quadratic[3] = {1.0, 0.001, 0.0000001};
+                // makes the points fade as they move away
+                glPointParameterfvPtr(GL_DISTANCE_ATTENUATION_EXT, quadratic);
+                glPointParameterfPtr(GL_POINT_SIZE_MIN_EXT, 1.0); 
+            }
+
+            glPointSize(4.0);
+
+            // blending function for runway lights
+            glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) ;
+        }
+
+        glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
+        glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
+        glEnable(GL_TEXTURE_GEN_S);
+        glEnable(GL_TEXTURE_GEN_T);
+        glPolygonMode(GL_FRONT, GL_POINT);
+
+        // draw runway lighting
+        if ( draw_otw ) {
+            ssgCullAndDraw( globals->get_scenery()->get_vasi_lights_root() );
+            ssgCullAndDraw( globals->get_scenery()->get_rwy_lights_root() );
+        }
+
+        // change punch through and then draw taxi lighting
+        glFogf ( GL_FOG_DENSITY, fog_exp2_density );
+        // sgVec3 taxi_fog;
+        // sgSetVec3( taxi_fog, 0.0, 0.0, 0.0 );
+        // glFogfv ( GL_FOG_COLOR, taxi_fog );
+        if ( draw_otw ) {
+            ssgCullAndDraw( globals->get_scenery()->get_taxi_lights_root() );
+        }
+
+        // clean up lighting
+        glPolygonMode(GL_FRONT, GL_FILL);
+        glDisable(GL_TEXTURE_GEN_S);
+        glDisable(GL_TEXTURE_GEN_T);
+
+        //static int _frame_count = 0;
+        //if (_frame_count % 30 == 0) {
+        //  printf("SSG: %s\n", ssgShowStats());
+        //}
+        //else {
+        //  ssgShowStats();
+        //}
+        //_frame_count++;
+
+
+        if ( enhanced_lighting ) {
+            if ( distance_attenuation && glPointParameterIsSupported ) {
+                glPointParameterfvPtr(GL_DISTANCE_ATTENUATION_EXT,
+                                      default_attenuation);
+            }
+
+            glPointSize(1.0);
+            glDisable(GL_POINT_SMOOTH);
+        }
+
+        // draw ground lighting
+        glFogf (GL_FOG_DENSITY, ground_exp2_punch_through);
+        if ( draw_otw ) {
+            ssgCullAndDraw( globals->get_scenery()->get_gnd_lights_root() );
+        }
+
+        if ( draw_otw && fgGetBool("/sim/rendering/clouds3d") ) {
+            glDisable( GL_FOG );
+            glDisable( GL_LIGHTING );
+            // cout << "drawing new clouds" << endl;
+
+            glEnable(GL_DEPTH_TEST);
+            glEnable(GL_BLEND);
+            glBlendFunc( GL_ONE, GL_ONE_MINUS_SRC_ALPHA ) ;
+
+            /*
+            glEnable( GL_TEXTURE_2D );
+            glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+            glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+            glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+            glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+            */
+
+#ifdef FG_USE_CLOUDS_3D
+            sgClouds3d->Draw((sgVec4 *)current__view->get_VIEW());
+#endif
+            glEnable( GL_FOG );
+            glEnable( GL_LIGHTING );
+            glEnable( GL_DEPTH_TEST );
+            glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ) ;
+        }
+
+        if ( draw_otw && draw_clouds ) {
+            if ( multi_pass_clouds ) {
+                // Disable depth buffer update, draw the clouds where the
+                //  objects overwrite the already drawn clouds, by testing
+                //  the stencil buffer against 1
+                glDepthMask( GL_FALSE );
+                glStencilFunc( GL_EQUAL, 1, 1 );
+                glStencilOp( GL_KEEP, GL_KEEP, GL_KEEP );
+                thesky->drawUpperClouds();
+                thesky->drawLowerClouds();
+                glDepthMask( GL_TRUE );
+                glDisable( GL_STENCIL_TEST );
+            } else {
+                glDepthMask( GL_FALSE );
+                thesky->drawLowerClouds();
+                glDepthMask( GL_TRUE );
+            }
+        }
+
+        if ( draw_otw ) {
+            FGTileMgr::set_tile_filter( false );
+            sgSetModelFilter( false );
+            globals->get_aircraft_model()->select( true );
+            globals->get_model_mgr()->draw();
+            globals->get_aircraft_model()->draw();
+            // If the view is internal, the previous line draw the 
+            //  cockpit with modified near/far clip planes and deselect
+            //  the aircraft in the global scenegraph
+            // Otherwise, it just enables the aircraft: The scenegraph
+            //  must be drawn again to see the plane.
+            ssgCullAndDraw( globals->get_scenery()->get_scene_graph() );
+            FGTileMgr::set_tile_filter( true );
+            sgSetModelFilter( true );
+            globals->get_aircraft_model()->select( true );
+        }
+
+        // display HUD && Panel
+        glDisable( GL_FOG );
+        glDisable( GL_DEPTH_TEST );
+        // glDisable( GL_CULL_FACE );
+        // glDisable( GL_TEXTURE_2D );
+
+        // update the controls subsystem
+        globals->get_controls()->update(delta_time_sec);
+
+        hud_and_panel->apply();
+        fgCockpitUpdate();
+
+        // Use the hud_and_panel ssgSimpleState for rendering the ATC output
+        // This only works properly if called before the panel call
+        if((fgGetBool("/sim/ATC/enabled")) || (fgGetBool("/sim/ai-traffic/enabled")))
+            globals->get_ATC_display()->update(delta_time_sec);
+
+        // update the panel subsystem
+        if ( globals->get_current_panel() != NULL ) {
+            globals->get_current_panel()->update(delta_time_sec);
+        }
+        fgUpdate3DPanels();
+
+        // We can do translucent menus, so why not. :-)
+        menus->apply();
+        glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ) ;
+        puDisplay();
+        // glDisable ( GL_BLEND ) ;
+
+        glEnable( GL_DEPTH_TEST );
+        glEnable( GL_FOG );
+
+        // Fade out the splash screen over the first three seconds.
+        double t = globals->get_sim_time_sec();
+        if ( t <= 1.0 ) {
+            fgSplashUpdate(0.0, 1.0);
+        } else if ( t <= 3.0) {
+            fgSplashUpdate(0.0, (3.0 - t) / 2.0);
+        }
+    }
+}
+
+
+
+// options.cxx needs to see this for toggle_panel()
+// Handle new window size or exposure
+void
+FGRenderer::resize( int width, int height ) {
+    int view_h;
+
+    if ( (!fgGetBool("/sim/virtual-cockpit"))
+         && fgPanelVisible() && idle_state == 1000 ) {
+        view_h = (int)(height * (globals->get_current_panel()->getViewHeight() -
+                             globals->get_current_panel()->getYOffset()) / 768.0);
+    } else {
+        view_h = height;
+    }
+
+    glViewport( 0, (GLint)(height - view_h), (GLint)(width), (GLint)(view_h) );
+
+    fgSetInt("/sim/startup/xsize", width);
+    fgSetInt("/sim/startup/ysize", height);
+    guiInitMouse(width, height);
+
+    // 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((float)view_h / (float)width);
+      }
+
+      ssgSetFOV( viewmgr->get_current_view()->get_h_fov(),
+               viewmgr->get_current_view()->get_v_fov() );
+
+#ifdef FG_USE_CLOUDS_3D
+      sgClouds3d->Resize( viewmgr->get_current_view()->get_h_fov(),
+               viewmgr->get_current_view()->get_v_fov() );
+#endif
+    }
+
+    fgHUDReshape();
+
+}
+
+
+// end of renderer.cxx
diff --git a/src/Main/renderer.hxx b/src/Main/renderer.hxx
new file mode 100644 (file)
index 0000000..24d7e2f
--- /dev/null
@@ -0,0 +1,33 @@
+
+#ifndef __FG_RENDERER_HXX
+#define __FG_RENDERER_HXX 1
+
+#include <simgear/screen/extensions.hxx>
+#include <simgear/scene/sky/sky.hxx>
+
+#define FG_ENABLE_MULTIPASS_CLOUDS 1
+
+class SGSky;
+extern SGSky *thesky;
+
+extern glPointParameterfProc glPointParameterfPtr;
+extern glPointParameterfvProc glPointParameterfvPtr;
+extern bool glPointParameterIsSupported;
+
+void fgRenderFrame();
+
+class FGRenderer {
+
+public:
+    FGRenderer() {}
+    ~FGRenderer() {}
+
+    void init();
+    void update(double dt);
+    void resize(int width, int height );
+
+    void screendump();
+    void build_states();
+};
+
+#endif