// printf("idle state == %d\n", idle_state);
if ( idle_state == 0 ) {
- // Initialize the splash screen right away
- if ( fgGetBool("/sim/startup/splash-screen") ) {
- fgSplashInit(fgGetString("/sim/startup/splash-texture"));
- }
-
idle_state++;
+
+ // This seems to be the absolute earliest in the init sequence
+ // that these calls will return valid info. Too bad it's after
+ // we've already created and sized out window. :-(
+ general.set_glVendor( (char *)glGetString ( GL_VENDOR ) );
+ general.set_glRenderer( (char *)glGetString ( GL_RENDERER ) );
+ general.set_glVersion( (char *)glGetString ( GL_VERSION ) );
+ SG_LOG( SG_GENERAL, SG_INFO, general.get_glRenderer() );
+
+ GLint tmp;
+ glGetIntegerv( GL_MAX_TEXTURE_SIZE, &tmp );
+ general.set_glMaxTexSize( tmp );
+ SG_LOG ( SG_GENERAL, SG_INFO, "Max texture size = " << tmp );
+
+ glGetIntegerv( GL_DEPTH_BITS, &tmp );
+ general.set_glDepthBits( tmp );
+ SG_LOG ( SG_GENERAL, SG_INFO, "Depth buffer bits = " << tmp );
+
+ // Initialize ssg (from plib). Needs to come before we do any
+ // other ssg stuff, but after opengl has been initialized.
+ ssgInit();
+
+ // Initialize the user interface (we need to do this before
+ // passing off control to the OS main loop and before
+ // fgInitGeneral to get our fonts !!!
+ guiInit();
+
+
} else if ( idle_state == 1 ) {
+ idle_state++;
+ // Read the list of available aircrafts
+ fgReadAircraft();
+
+#ifdef GL_EXT_texture_lod_bias
+ glTexEnvf( GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, -0.5 ) ;
+#endif
+
+ // get the address of our OpenGL extensions
+ if ( fgGetBool("/sim/rendering/distance-attenuation") ) {
+ if (SGIsOpenGLExtensionSupported("GL_EXT_point_parameters") ) {
+ glPointParameterIsSupported = true;
+ glPointParameterfPtr = (glPointParameterfProc)
+ SGLookupFunction("glPointParameterfEXT");
+ glPointParameterfvPtr = (glPointParameterfvProc)
+ SGLookupFunction("glPointParameterfvEXT");
+
+ } else if ( SGIsOpenGLExtensionSupported("GL_ARB_point_parameters") ) {
+ glPointParameterIsSupported = true;
+ glPointParameterfPtr = (glPointParameterfProc)
+ SGLookupFunction("glPointParameterfARB");
+ glPointParameterfvPtr = (glPointParameterfvProc)
+ SGLookupFunction("glPointParameterfvARB");
+ } else
+ glPointParameterIsSupported = false;
+ }
+
+
+ } else if ( idle_state == 2 ) {
+ idle_state++;
+ fgInitNav();
+
+
+ } else if ( idle_state == 3 ) {
+ idle_state++;
+ // based on the requested presets, calculate the true starting
+ // lon, lat
+ fgInitPosition();
+
+ SGTime *t = fgInitTime();
+ globals->set_time_params( t );
+
+ // Do some quick general initializations
+ if( !fgInitGeneral()) {
+ SG_LOG( SG_GENERAL, SG_ALERT,
+ "General initializations failed ..." );
+ exit(-1);
+ }
+
+ ////////////////////////////////////////////////////////////////////
+ // Initialize the property-based built-in commands
+ ////////////////////////////////////////////////////////////////////
+ fgInitCommands();
+
+
+ ////////////////////////////////////////////////////////////////////
+ // Initialize the material manager
+ ////////////////////////////////////////////////////////////////////
+ globals->set_matlib( new SGMaterialLib );
+ globals->set_model_lib(new SGModelLib);
+
+
+ ////////////////////////////////////////////////////////////////////
+ // Initialize the TG scenery subsystem.
+ ////////////////////////////////////////////////////////////////////
+ globals->set_scenery( new FGScenery );
+ globals->get_scenery()->init();
+ globals->get_scenery()->bind();
+ globals->set_tile_mgr( new FGTileMgr );
+
+
+ ////////////////////////////////////////////////////////////////////
+ // Initialize the general model subsystem.
+ ////////////////////////////////////////////////////////////////////
+ globals->set_model_mgr(new FGModelMgr);
+ globals->get_model_mgr()->init();
+ globals->get_model_mgr()->bind();
+
+
+ } else if ( idle_state == 4 ) {
+ idle_state++;
+ ////////////////////////////////////////////////////////////////////
+ // Initialize the 3D aircraft model subsystem (has a dependency on
+ // the scenery subsystem.)
+ ////////////////////////////////////////////////////////////////////
+ globals->set_aircraft_model(new FGAircraftModel);
+ globals->get_aircraft_model()->init();
+ globals->get_aircraft_model()->bind();
+
+ ////////////////////////////////////////////////////////////////////
+ // Initialize the view manager subsystem.
+ ////////////////////////////////////////////////////////////////////
+ FGViewMgr *viewmgr = new FGViewMgr;
+ globals->set_viewmgr( viewmgr );
+ viewmgr->init();
+ viewmgr->bind();
+
+
+ } else if ( idle_state == 5 ) {
+ idle_state++;
+ // Initialize the sky
+ SGPath ephem_data_path( globals->get_fg_root() );
+ ephem_data_path.append( "Astro" );
+ SGEphemeris *ephem = new SGEphemeris( ephem_data_path.c_str() );
+ ephem->update( globals->get_time_params()->getMjd(),
+ globals->get_time_params()->getLst(),
+ 0.0 );
+ globals->set_ephem( ephem );
+
+ // TODO: move to environment mgr
+ thesky = 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());
+ thesky->add_cloud_layer(layer);
+ }
+
+ SGPath sky_tex_path( globals->get_fg_root() );
+ sky_tex_path.append( "Textures" );
+ sky_tex_path.append( "Sky" );
+ thesky->texture_path( sky_tex_path.str() );
+
+ // The sun and moon diameters are scaled down numbers of the
+ // actual diameters. This was needed to fit bot the sun and the
+ // moon within the distance to the far clip plane.
+ // Moon diameter: 3,476 kilometers
+ // Sun diameter: 1,390,000 kilometers
+ thesky->build( 80000.0, 80000.0,
+ 463.3, 361.8,
+ globals->get_ephem()->getNumPlanets(),
+ globals->get_ephem()->getPlanets(),
+ globals->get_ephem()->getNumStars(),
+ globals->get_ephem()->getStars() );
+
+ // Initialize MagVar model
+ SGMagVar *magvar = new SGMagVar();
+ globals->set_mag( magvar );
+
+
+ // kludge to initialize mag compass
+ // (should only be done for in-flight
+ // startup)
+ // update magvar model
+ globals->get_mag()->update( fgGetDouble("/position/longitude-deg")
+ * SGD_DEGREES_TO_RADIANS,
+ fgGetDouble("/position/latitude-deg")
+ * SGD_DEGREES_TO_RADIANS,
+ fgGetDouble("/position/altitude-ft")
+ * SG_FEET_TO_METER,
+ globals->get_time_params()->getJD() );
+ double var = globals->get_mag()->get_magvar() * SGD_RADIANS_TO_DEGREES;
+ fgSetDouble("/instrumentation/heading-indicator/offset-deg", -var);
+
+ // airport = new ssgBranch;
+ // airport->setName( "Airport Lighting" );
+ // lighting->addKid( airport );
+
+ // build our custom render states
+ globals->get_renderer()->build_states();
+
+
+ } else if ( idle_state == 6 ) {
+ idle_state++;
// Initialize audio support
#ifdef ENABLE_AUDIO_SUPPORT
}
#endif
- idle_state++;
- } else if ( idle_state == 2 ) {
// These are a few miscellaneous things that aren't really
// "subsystems" but still need to be initialized.
}
#endif
- idle_state++;
- } else if ( idle_state == 3 ) {
// This is the top level init routine which calls all the
// other subsystem initialization routines. If you are adding
// a subsystem to flightgear, its initialization call should
exit(-1);
}
+
+ } else if ( idle_state == 7 ) {
idle_state++;
- } else if ( idle_state == 4 ) {
// Initialize the time offset (warp) after fgInitSubsystem
// (which initializes the lighting interpolation tables.)
fgInitTimeOffset();
// Read the list of available aircrafts
fgReadAircraft();
- idle_state++;
- } else if ( idle_state == 5 ) {
-
- idle_state++;
- } else if ( idle_state == 6 ) {
- // sleep(1);
+ } else if ( idle_state == 8 ) {
idle_state = 1000;
SG_LOG( SG_GENERAL, SG_INFO, "Panel visible = " << fgPanelVisible() );
globals->get_renderer()->resize( fgGetInt("/sim/startup/xsize"),
fgGetInt("/sim/startup/ysize") );
- }
- if ( idle_state == 1000 ) {
+ }
+
+ if ( idle_state < 1000 ) {
+ fgSplashUpdate( 1.0 );
+
+ } else {
// We've finished all our initialization steps, from now on we
// run the main loop.
fgSetBool("sim/sceneryloaded",false);
-
- fgRegisterIdleHandler(fgMainLoop);
- } else {
- if ( fgGetBool("/sim/startup/splash-screen") ) {
- fgSplashUpdate(0.0, 1.0);
- }
+ fgRegisterIdleHandler( fgMainLoop );
}
}
bool get_stencil_buffer = false;
#endif
+ // Initialize plib net interface
+ netInit( &argc, argv );
+
// Clouds3D requires an alpha channel
// clouds may require stencil buffer
fgOSOpenWindow( fgGetInt("/sim/startup/xsize"),
get_stencil_buffer,
fgGetBool("/sim/startup/fullscreen") );
- // This seems to be the absolute earliest in the init sequence
- // that these calls will return valid info. Too bad it's after
- // we've already created and sized out window. :-(
- general.set_glVendor( (char *)glGetString ( GL_VENDOR ) );
- general.set_glRenderer( (char *)glGetString ( GL_RENDERER ) );
- general.set_glVersion( (char *)glGetString ( GL_VERSION ) );
- SG_LOG( SG_GENERAL, SG_INFO, general.get_glRenderer() );
-
- GLint tmp;
- glGetIntegerv( GL_MAX_TEXTURE_SIZE, &tmp );
- general.set_glMaxTexSize( tmp );
- SG_LOG ( SG_GENERAL, SG_INFO, "Max texture size = " << tmp );
-
- glGetIntegerv( GL_DEPTH_BITS, &tmp );
- general.set_glDepthBits( tmp );
- SG_LOG ( SG_GENERAL, SG_INFO, "Depth buffer bits = " << tmp );
-
- // Initialize plib net interface
- netInit( &argc, argv );
-
- // Initialize ssg (from plib). Needs to come before we do any
- // other ssg stuff, but after opengl has been initialized.
- ssgInit();
-
- // Initialize the user interface (we need to do this before
- // passing off control to the OS main loop and before
- // fgInitGeneral to get our fonts !!!
- guiInit();
-
- // Read the list of available aircrafts
- fgReadAircraft();
-
-#ifdef GL_EXT_texture_lod_bias
- glTexEnvf( GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, -0.5 ) ;
-#endif
-
- // get the address of our OpenGL extensions
- if ( fgGetBool("/sim/rendering/distance-attenuation") )
- {
- if (SGIsOpenGLExtensionSupported("GL_EXT_point_parameters") ) {
- glPointParameterIsSupported = true;
- glPointParameterfPtr = (glPointParameterfProc)
- SGLookupFunction("glPointParameterfEXT");
- glPointParameterfvPtr = (glPointParameterfvProc)
- SGLookupFunction("glPointParameterfvEXT");
-
- } else if ( SGIsOpenGLExtensionSupported("GL_ARB_point_parameters") ) {
- glPointParameterIsSupported = true;
- glPointParameterfPtr = (glPointParameterfProc)
- SGLookupFunction("glPointParameterfARB");
- glPointParameterfvPtr = (glPointParameterfvProc)
- SGLookupFunction("glPointParameterfvARB");
- } else
- glPointParameterIsSupported = false;
- }
-
- // based on the requested presets, calculate the true starting
- // lon, lat
- fgInitNav();
- fgInitPosition();
-
- SGTime *t = fgInitTime();
- globals->set_time_params( t );
-
- // Do some quick general initializations
- if( !fgInitGeneral()) {
- SG_LOG( SG_GENERAL, SG_ALERT,
- "General initializations failed ..." );
- exit(-1);
- }
-
- ////////////////////////////////////////////////////////////////////
- // Initialize the property-based built-in commands
- ////////////////////////////////////////////////////////////////////
- fgInitCommands();
-
- ////////////////////////////////////////////////////////////////////
- // Initialize the material manager
- ////////////////////////////////////////////////////////////////////
- globals->set_matlib( new SGMaterialLib );
-
- globals->set_model_lib(new SGModelLib);
-
- ////////////////////////////////////////////////////////////////////
- // Initialize the TG scenery subsystem.
- ////////////////////////////////////////////////////////////////////
- globals->set_scenery( new FGScenery );
- globals->get_scenery()->init();
- globals->get_scenery()->bind();
- globals->set_tile_mgr( new FGTileMgr );
-
- ////////////////////////////////////////////////////////////////////
- // Initialize the general model subsystem.
- ////////////////////////////////////////////////////////////////////
- globals->set_model_mgr(new FGModelMgr);
- globals->get_model_mgr()->init();
- globals->get_model_mgr()->bind();
-
- ////////////////////////////////////////////////////////////////////
- // Initialize the 3D aircraft model subsystem (has a dependency on
- // the scenery subsystem.)
- ////////////////////////////////////////////////////////////////////
- globals->set_aircraft_model(new FGAircraftModel);
- globals->get_aircraft_model()->init();
- globals->get_aircraft_model()->bind();
-
- ////////////////////////////////////////////////////////////////////
- // Initialize the view manager subsystem.
- ////////////////////////////////////////////////////////////////////
- FGViewMgr *viewmgr = new FGViewMgr;
- globals->set_viewmgr( viewmgr );
- viewmgr->init();
- viewmgr->bind();
-
-
- // Initialize the sky
- SGPath ephem_data_path( globals->get_fg_root() );
- ephem_data_path.append( "Astro" );
- SGEphemeris *ephem = new SGEphemeris( ephem_data_path.c_str() );
- ephem->update( globals->get_time_params()->getMjd(),
- globals->get_time_params()->getLst(),
- 0.0 );
- globals->set_ephem( ephem );
-
- // TODO: move to environment mgr
- thesky = 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());
- thesky->add_cloud_layer(layer);
- }
-
- SGPath sky_tex_path( globals->get_fg_root() );
- sky_tex_path.append( "Textures" );
- sky_tex_path.append( "Sky" );
- thesky->texture_path( sky_tex_path.str() );
-
- // The sun and moon diameters are scaled down numbers of the
- // actual diameters. This was needed to fit bot the sun and the
- // moon within the distance to the far clip plane.
- // Moon diameter: 3,476 kilometers
- // Sun diameter: 1,390,000 kilometers
- thesky->build( 80000.0, 80000.0,
- 463.3, 361.8,
- globals->get_ephem()->getNumPlanets(),
- globals->get_ephem()->getPlanets(),
- globals->get_ephem()->getNumStars(),
- globals->get_ephem()->getStars() );
-
- // Initialize MagVar model
- SGMagVar *magvar = new SGMagVar();
- globals->set_mag( magvar );
-
-
- // kludge to initialize mag compass
- // (should only be done for in-flight
- // startup)
- // update magvar model
- globals->get_mag()->update( fgGetDouble("/position/longitude-deg")
- * SGD_DEGREES_TO_RADIANS,
- fgGetDouble("/position/latitude-deg")
- * SGD_DEGREES_TO_RADIANS,
- fgGetDouble("/position/altitude-ft")
- * SG_FEET_TO_METER,
- globals->get_time_params()->getJD() );
- double var = globals->get_mag()->get_magvar() * SGD_RADIANS_TO_DEGREES;
- fgSetDouble("/instrumentation/heading-indicator/offset-deg", -var);
-
- // airport = new ssgBranch;
- // airport->setName( "Airport Lighting" );
- // lighting->addKid( airport );
-
- // build our custom render states
- globals->get_renderer()->build_states();
+ // Initialize the splash screen right away
+ fgSplashInit(fgGetString("/sim/startup/splash-texture"));
// pass control off to the master event handler
fgOSMainLoop();
}
-// end of main.cxx
void
FGRenderer::update( bool refresh_camera_settings ) {
bool scenery_loaded = fgGetBool("sim/sceneryloaded") || fgGetBool("sim/sceneryloaded-override");
+
+ if ( idle_state < 1000 || !scenery_loaded ) {
+ // still initializing, draw the splash screen
+ fgSplashUpdate(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 );
+ return;
+ }
+
+
bool draw_otw = fgGetBool("/sim/rendering/draw-otw");
bool skyblend = fgGetBool("/sim/rendering/skyblend");
bool enhanced_lighting = fgGetBool("/sim/rendering/enhanced-lighting");
// 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
- Point3D cntr = globals->get_scenery()->get_next_center();
- globals->get_scenery()->set_center(cntr);
- current__view->set_scenery_center(cntr);
-
- if ( refresh_camera_settings ) {
- // update view port
- resize( fgGetInt("/sim/startup/xsize"),
- fgGetInt("/sim/startup/ysize") );
-
- // Tell GL we are switching to model view parameters
- glMatrixMode(GL_MODELVIEW);
- glLoadIdentity();
- ssgSetCamera( (sgVec4 *)current__view->get_VIEW() );
- }
+ // 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
+ Point3D cntr = globals->get_scenery()->get_next_center();
+ globals->get_scenery()->set_center(cntr);
+ current__view->set_scenery_center(cntr);
+
+ if ( refresh_camera_settings ) {
+ // update view port
+ resize( 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 ) ;
+ // Tell GL we are switching to model view parameters
+ glMatrixMode(GL_MODELVIEW);
+ glLoadIdentity();
+ ssgSetCamera( (sgVec4 *)current__view->get_VIEW() );
+ }
+
+ 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);
+ 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;
- }
+ 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 ( 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;
}
- if ( multi_pass_clouds && draw_clouds ) {
- glClearStencil( 0 );
- clear_mask |= GL_STENCIL_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 );
+
+ // 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;
}
- glClear( clear_mask );
-
- // 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 );
- }
+ 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() );
- }
+ 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() );
+ // 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 );
+ // 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() );
+ 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 ) ;
+ // texture parameters
+ // glEnable( GL_TEXTURE_2D );
+ glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ) ;
+ glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST ) ;
- double agl =
- current_aircraft.fdm_state->get_Altitude() * SG_FEET_TO_METER
- - globals->get_scenery()->get_cur_elev();
+ 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;
- }
+ if ( agl > 50.0 ) {
+ scene_nearplane = 10.0f;
+ scene_farplane = 120000.0f;
+ } else {
+ scene_nearplane = groundlevel_nearplane->getDoubleValue();
+ scene_farplane = 120000.0f;
+ }
- setNearFar( scene_nearplane, scene_farplane );
+ setNearFar( scene_nearplane, scene_farplane );
- if ( draw_otw && skyblend ) {
- // draw the sky backdrop
+ 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() );
- }
+ // 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 );
+ // draw the ssg scene
+ glEnable( GL_DEPTH_TEST );
- 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() );
+ 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 );
- // 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);
+ 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_scenery()->get_scene_graph()->cull(&f, m, true);
- counter = 0;
+ globals->get_aircraft_model()->select( false );
+ ssgCullAndDraw( globals->get_scenery()->get_scene_graph() );
}
+ }
- // change state for lighting here
+ // 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;
+ }
- // draw runway lighting
- glFogf (GL_FOG_DENSITY, rwy_exp2_punch_through);
+ // change state for lighting here
- // CLO - 02/25/2005 - DO WE NEED THIS extra fgSetNearFar()?
- // fgSetNearFar( scene_nearplane, scene_farplane );
+ // draw runway lighting
+ glFogf (GL_FOG_DENSITY, rwy_exp2_punch_through);
- if ( enhanced_lighting ) {
+ // CLO - 02/25/2005 - DO WE NEED THIS extra fgSetNearFar()?
+ // fgSetNearFar( 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);
- 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);
+ }
- 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);
- glPointSize(4.0);
+ // blending function for runway lights
+ glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) ;
+ }
- // 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);
- 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() );
+ }
- // 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() );
+ }
- // 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);
}
- // 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);
- }
+ 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() );
- }
+ // 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;
+ 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_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);
- */
+ /*
+ 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());
+ 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 ) ;
- }
+ 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 && 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 );
- }
+ 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 );
+ // 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);
+ // update the controls subsystem
+ globals->get_controls()->update(delta_time_sec);
- hud_and_panel->apply();
- fgCockpitUpdate();
+ 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);
+ // 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();
+ // 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 ) ;
+ // 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 );
+ 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);
- }
- }
+ // Fade out the splash screen over the first three seconds.
+ double t = globals->get_sim_time_sec();
+ if (t <= 2.5)
+ fgSplashUpdate((2.5 - t) / 2.5);
}