# include <float.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/scene/sky/sky.hxx>
#include <simgear/timing/sg_time.hxx>
-#include <simgear/math/sg_random.h>
-
-// Class refferences
+#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/material/matlib.hxx>
-#include <simgear/scene/model/animation.hxx>
-#include <simgear/scene/sky/sky.hxx>
-#include <Time/light.hxx>
-
+#ifdef FG_USE_CLOUDS_3D
+# include <simgear/scene/sky/clouds3d/SkySceneLoader.hpp>
+# include <simgear/scene/sky/clouds3d/SkyUtil.hpp>
+#endif
#include <Include/general.hxx>
+#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 <Environment/environment_mgr.hxx>
#include <GUI/new_gui.hxx>
+#ifdef FG_MPLAYER_AS
+#include <MultiPlayer/multiplaytxmgr.hxx>
+#include <MultiPlayer/multiplayrxmgr.hxx>
+#endif
+#include "splash.hxx"
#include "fg_commands.hxx"
#include "fg_io.hxx"
-#include "renderer.hxx"
-#include "splash.hxx"
#include "main.hxx"
-
+float default_attenuation[3] = {1.0, 0.0, 0.0};
+ssgSelector *ship_sel=NULL;
+// upto 32 instances of a same object can be loaded.
+ssgTransform *ship_pos[32];
+double obj_lat[32],obj_lon[32],obj_alt[32],obj_pitch[32],obj_roll[32];
+int objc=0;
+ssgSelector *lightpoints_brightness = new ssgSelector;
+ssgTransform *lightpoints_transform = new ssgTransform;
+FGTileEntry *dummy_tile;
+sgVec3 rway_ols;
+// ADA
+// Clip plane settings...
+float scene_nearplane = 0.5f;
+float scene_farplane = 120000.0f;
static double real_delta_time_sec = 0.0;
-double delta_time_sec = 0.0;
+static double delta_time_sec = 0.0;
+
+glPointParameterfProc glPointParameterfPtr = 0;
+glPointParameterfvProc glPointParameterfvPtr = 0;
+bool glPointParameterIsSupported = false;
#ifdef macintosh
// Specify our current idle function state. This is used to run all
// our initializations out of the idle callback so that we can get a
// splash screen up and running right away.
-int idle_state = 0;
-long global_multi_loop;
+static int idle_state = 0;
+static long global_multi_loop;
+
+// 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;
SGTimeStamp last_time_stamp;
SGTimeStamp current_time_stamp;
extern int _bootstrap_OSInit;
+void fgBuildRenderStates( 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 );
+}
+
+
+// fgInitVisuals() -- Initialize various GL/view parameters
+void fgInitVisuals( 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 trRenderFrame( 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 fgRenderFrame() {
+ 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 );
+
+#ifdef FG_MPLAYER_AS
+ // Update any multiplayer models
+ globals->get_multiplayer_rx_mgr()->Update();
+#endif
+
+ 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);
+ }
+ }
+}
+
// Update internal time dependent calculations (i.e. flight model)
// FIXME: this distinction is obsolete; all subsystems now get delta
fgInitTimeOffset();
// setup OpenGL view parameters
- globals->get_renderer()->init();
+ fgInitVisuals();
// Read the list of available aircrafts
fgReadAircraft();
idle_state = 1000;
SG_LOG( SG_GENERAL, SG_INFO, "Panel visible = " << fgPanelVisible() );
- globals->get_renderer()->resize( fgGetInt("/sim/startup/xsize"),
+ fgReshape( fgGetInt("/sim/startup/xsize"),
fgGetInt("/sim/startup/ysize") );
}
}
}
+// options.cxx needs to see this for toggle_panel()
+// Handle new window size or exposure
+void fgReshape( 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();
+
+}
+
// Main top level initialization
bool fgMainInit( int argc, char **argv ) {
// lighting->addKid( airport );
// build our custom render states
- globals->get_renderer()->build_states();
+ fgBuildRenderStates();
try {
// pass control off to the master event handler