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Reverse the declaration order. jpgRenderFrame (form

erly known as trRenderFrame) is now declared as a NULL function pointer and ass
ignment of the proper function is now done in FlightGear (jpgRenderFrame=FGRend
erer::update).
This commit is contained in:
ehofman 2004-10-06 09:57:37 +00:00
parent 57971cbd9b
commit 59348bbeb9
2 changed files with 19 additions and 139 deletions

View file

@ -45,6 +45,9 @@
#include <simgear/math/sg_random.h>
#include <simgear/scene/model/modellib.hxx>
#include <simgear/scene/model/model.hxx>
#ifdef FG_JPEG_SERVER
#include <simgear/screen/jpgfactory.hxx>
#endif
#ifdef FG_USE_CLOUDS_3D
# include <simgear/scene/sky/clouds3d/SkySceneLoader.hpp>
@ -121,6 +124,20 @@ ssgSimpleState *default_state;
ssgSimpleState *hud_and_panel;
ssgSimpleState *menus;
FGRenderer::FGRenderer()
{
#ifdef FG_JPEG_SERVER
jpgRenderFrame = FGRenderer::update;
#endif
}
FGRenderer::~FGRenderer()
{
#ifdef FG_JPEG_SERVER
jpgRenderFrame = NULL;
#endif
}
void
FGRenderer::build_states( void ) {
@ -792,141 +809,4 @@ FGRenderer::resize( int width, int height ) {
}
// For HiRes screen Dumps using Brian Pauls TR Library
//
// Curt writes: Unfortunately, if the jpeg image server code is
// compiled into simgear and flightgear, this function get's called
// from simgear which is not the direction we want our dependencies to
// go, but it's the way things are right now.
//
// If I had to guess, I would speculate that this code probably
// doesn't work, at least not 100% correctly, but I don't have time
// right now to sort this one out. Also the jpeg server was very
// experimental and was extremely limited in the resolution images it
// could serve out for some never debugged reason. It's a novel
// feature, but I wouldn't be entirely opposed to seeing it go away
// unless someone wants to fix it so it works right and robustly and
// can serve full resolution images without crashing ourselves.
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();
}
// end of renderer.cxx

View file

@ -18,8 +18,8 @@ extern bool glPointParameterIsSupported;
class FGRenderer {
public:
FGRenderer() {}
~FGRenderer() {}
FGRenderer();
~FGRenderer();
void init();