Shoot, this shouldn't have happened yet, but since it is, add the missing files also.
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937
src/Main/renderer.cxx
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937
src/Main/renderer.cxx
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// renderer.cxx -- top level sim routines
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//
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// Written by Curtis Olson, started May 1997.
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// This file contains parts of main.cxx prior to october 2004
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//
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// Copyright (C) 1997 - 2002 Curtis L. Olson - curt@flightgear.org
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//
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// This program is free software; you can redistribute it and/or
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// modify it under the terms of the GNU General Public License as
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// published by the Free Software Foundation; either version 2 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful, but
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// WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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// General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program; if not, write to the Free Software
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// Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
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//
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// $Id$
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#ifdef HAVE_CONFIG_H
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# include <config.h>
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#endif
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#include <simgear/compiler.h>
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#ifdef HAVE_WINDOWS_H
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# include <windows.h>
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#endif
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#include <plib/ssg.h>
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#include <plib/netSocket.h>
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#include <simgear/screen/extensions.hxx>
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#include <simgear/scene/material/matlib.hxx>
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#include <simgear/props/props.hxx>
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#include <simgear/timing/sg_time.hxx>
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#include <simgear/scene/model/animation.hxx>
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#include <simgear/ephemeris/ephemeris.hxx>
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#include <simgear/scene/model/placement.hxx>
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#include <simgear/math/sg_random.h>
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#include <simgear/scene/model/modellib.hxx>
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#include <simgear/scene/model/model.hxx>
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#ifdef FG_USE_CLOUDS_3D
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# include <simgear/scene/sky/clouds3d/SkySceneLoader.hpp>
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# include <simgear/scene/sky/clouds3d/SkyUtil.hpp>
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#endif
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#include <Scenery/tileentry.hxx>
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#include <Time/light.hxx>
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#include <Time/light.hxx>
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#include <Aircraft/aircraft.hxx>
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#include <Cockpit/panel.hxx>
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#include <Cockpit/cockpit.hxx>
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#include <Cockpit/radiostack.hxx>
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#include <Cockpit/hud.hxx>
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#include <Model/panelnode.hxx>
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#include <Model/modelmgr.hxx>
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#include <Model/acmodel.hxx>
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#include <Scenery/scenery.hxx>
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#include <Scenery/tilemgr.hxx>
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#include <ATC/ATCdisplay.hxx>
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#include <Replay/replay.hxx>
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#include <GUI/new_gui.hxx>
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#ifdef FG_MPLAYER_AS
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#include <MultiPlayer/multiplaytxmgr.hxx>
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#include <MultiPlayer/multiplayrxmgr.hxx>
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#endif
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#include "splash.hxx"
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#include "renderer.hxx"
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#include "main.hxx"
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float default_attenuation[3] = {1.0, 0.0, 0.0};
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ssgSelector *lightpoints_brightness = new ssgSelector;
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ssgTransform *lightpoints_transform = new ssgTransform;
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FGTileEntry *dummy_tile;
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sgVec3 rway_ols;
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// Clip plane settings...
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float scene_nearplane = 0.5f;
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float scene_farplane = 120000.0f;
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glPointParameterfProc glPointParameterfPtr = 0;
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glPointParameterfvProc glPointParameterfvPtr = 0;
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bool glPointParameterIsSupported = false;
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// fog constants. I'm a little nervous about putting actual code out
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// here but it seems to work (?)
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static const double m_log01 = -log( 0.01 );
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static const double sqrt_m_log01 = sqrt( m_log01 );
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static GLfloat fog_exp_density;
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static GLfloat fog_exp2_density;
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static GLfloat rwy_exp2_punch_through;
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static GLfloat taxi_exp2_punch_through;
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static GLfloat ground_exp2_punch_through;
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// Sky structures
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SGSky *thesky;
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#ifdef FG_USE_CLOUDS_3D
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SkySceneLoader *sgClouds3d;
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bool _bcloud_orig = true;
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#endif
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// hack
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sgMat4 copy_of_ssgOpenGLAxisSwapMatrix =
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{
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{ 1.0f, 0.0f, 0.0f, 0.0f },
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{ 0.0f, 0.0f, -1.0f, 0.0f },
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{ 0.0f, 1.0f, 0.0f, 0.0f },
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{ 0.0f, 0.0f, 0.0f, 1.0f }
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};
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ssgSimpleState *cloud3d_imposter_state;
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ssgSimpleState *default_state;
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ssgSimpleState *hud_and_panel;
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ssgSimpleState *menus;
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void fgRenderFrame() {
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#ifdef FG_MPLAYER_AS
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// Update any multiplayer models
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globals->get_multiplayer_rx_mgr()->Update();
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#endif
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globals->get_renderer()->update(delta_time_sec);
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}
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void
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FGRenderer::build_states( void ) {
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default_state = new ssgSimpleState;
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default_state->ref();
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default_state->disable( GL_TEXTURE_2D );
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default_state->enable( GL_CULL_FACE );
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default_state->enable( GL_COLOR_MATERIAL );
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default_state->setColourMaterial( GL_AMBIENT_AND_DIFFUSE );
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default_state->setMaterial( GL_EMISSION, 0, 0, 0, 1 );
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default_state->setMaterial( GL_SPECULAR, 0, 0, 0, 1 );
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default_state->disable( GL_BLEND );
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default_state->disable( GL_ALPHA_TEST );
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default_state->disable( GL_LIGHTING );
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cloud3d_imposter_state = new ssgSimpleState;
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cloud3d_imposter_state->ref();
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cloud3d_imposter_state->enable( GL_TEXTURE_2D );
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cloud3d_imposter_state->enable( GL_CULL_FACE );
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cloud3d_imposter_state->enable( GL_COLOR_MATERIAL );
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cloud3d_imposter_state->setColourMaterial( GL_AMBIENT_AND_DIFFUSE );
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cloud3d_imposter_state->setMaterial( GL_DIFFUSE, 1, 1, 1, 1 );
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cloud3d_imposter_state->setMaterial( GL_AMBIENT, 1, 1, 1, 1 );
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cloud3d_imposter_state->setMaterial( GL_EMISSION, 0, 0, 0, 1 );
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cloud3d_imposter_state->setMaterial( GL_SPECULAR, 0, 0, 0, 1 );
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cloud3d_imposter_state->enable( GL_BLEND );
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cloud3d_imposter_state->enable( GL_ALPHA_TEST );
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cloud3d_imposter_state->disable( GL_LIGHTING );
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hud_and_panel = new ssgSimpleState;
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hud_and_panel->ref();
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hud_and_panel->disable( GL_CULL_FACE );
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hud_and_panel->disable( GL_TEXTURE_2D );
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hud_and_panel->disable( GL_LIGHTING );
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hud_and_panel->enable( GL_BLEND );
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menus = new ssgSimpleState;
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menus->ref();
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menus->disable( GL_CULL_FACE );
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menus->disable( GL_TEXTURE_2D );
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menus->enable( GL_BLEND );
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}
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// Initialize various GL/view parameters
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void
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FGRenderer::init( void ) {
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FGLight *l = (FGLight *)(globals->get_subsystem("lighting"));
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// Go full screen if requested ...
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if ( fgGetBool("/sim/startup/fullscreen") ) {
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fgOSFullScreen();
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}
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// If enabled, normal vectors specified with glNormal are scaled
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// to unit length after transformation. Enabling this has
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// performance implications. See the docs for glNormal.
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// glEnable( GL_NORMALIZE );
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glEnable( GL_LIGHTING );
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glEnable( GL_LIGHT0 );
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// glLightfv( GL_LIGHT0, GL_POSITION, l->sun_vec ); // done later with ssg
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sgVec3 sunpos;
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sgSetVec3( sunpos, l->sun_vec()[0], l->sun_vec()[1], l->sun_vec()[2] );
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ssgGetLight( 0 ) -> setPosition( sunpos );
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glFogi (GL_FOG_MODE, GL_EXP2);
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if ( (!strcmp(fgGetString("/sim/rendering/fog"), "disabled")) ||
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(!fgGetBool("/sim/rendering/shading"))) {
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// if fastest fog requested, or if flat shading force fastest
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glHint ( GL_FOG_HINT, GL_FASTEST );
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} else if ( !strcmp(fgGetString("/sim/rendering/fog"), "nicest") ) {
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glHint ( GL_FOG_HINT, GL_NICEST );
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}
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if ( fgGetBool("/sim/rendering/wireframe") ) {
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// draw wire frame
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glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
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}
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// This is the default anyways, but it can't hurt
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glFrontFace ( GL_CCW );
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// Just testing ...
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// glEnable(GL_POINT_SMOOTH);
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// glEnable(GL_LINE_SMOOTH);
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// glEnable(GL_POLYGON_SMOOTH);
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}
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// For HiRes screen Dumps using Brian Pauls TR Library
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void
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FGRenderer::screendump( void ) {
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#ifdef FG_ENABLE_MULTIPASS_CLOUDS
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bool multi_pass_clouds = fgGetBool("/sim/rendering/multi-pass-clouds") &&
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!SGCloudLayer::enable_bump_mapping; // ugly artefact now
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#else
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bool multi_pass_clouds = false;
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#endif
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bool draw_clouds = fgGetBool("/environment/clouds/status");
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if ( fgPanelVisible() ) {
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GLfloat height = fgGetInt("/sim/startup/ysize");
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GLfloat view_h =
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(globals->get_current_panel()->getViewHeight() - globals->get_current_panel()->getYOffset())
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* (height / 768.0) + 1;
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glTranslatef( 0.0, view_h, 0.0 );
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}
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static GLfloat black[4] = { 0.0, 0.0, 0.0, 1.0 };
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static GLfloat white[4] = { 1.0, 1.0, 1.0, 1.0 };
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FGLight *l = (FGLight *)(globals->get_subsystem("lighting"));
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glClearColor(l->adj_fog_color()[0], l->adj_fog_color()[1],
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l->adj_fog_color()[2], l->adj_fog_color()[3]);
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glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
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// set the opengl state to known default values
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default_state->force();
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glEnable( GL_FOG );
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glFogf ( GL_FOG_DENSITY, fog_exp2_density);
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glFogi ( GL_FOG_MODE, GL_EXP2 );
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glFogfv ( GL_FOG_COLOR, l->adj_fog_color() );
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// GL_LIGHT_MODEL_AMBIENT has a default non-zero value so if
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// we only update GL_AMBIENT for our lights we will never get
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// a completely dark scene. So, we set GL_LIGHT_MODEL_AMBIENT
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// explicitely to black.
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glLightModelfv( GL_LIGHT_MODEL_AMBIENT, black );
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glLightModeli( GL_LIGHT_MODEL_LOCAL_VIEWER, GL_FALSE );
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ssgGetLight( 0 ) -> setColour( GL_AMBIENT, l->scene_ambient() );
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// texture parameters
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glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ) ;
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glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST ) ;
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// we need a white diffuse light for the phase of the moon
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ssgGetLight( 0 ) -> setColour( GL_DIFFUSE, white );
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thesky->preDraw( cur_fdm_state->get_Altitude() * SG_FEET_TO_METER,
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fog_exp2_density );
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// draw the ssg scene
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// return to the desired diffuse color
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ssgGetLight( 0 ) -> setColour( GL_DIFFUSE, l->scene_diffuse() );
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glEnable( GL_DEPTH_TEST );
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ssgSetNearFar( scene_nearplane, scene_farplane );
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if ( draw_clouds ) {
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// Draw the terrain
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FGTileMgr::set_tile_filter( true );
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sgSetModelFilter( false );
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globals->get_aircraft_model()->select( false );
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ssgCullAndDraw( globals->get_scenery()->get_scene_graph() );
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// Disable depth buffer update, draw the clouds
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glDepthMask( GL_FALSE );
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thesky->drawUpperClouds();
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if ( multi_pass_clouds ) {
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thesky->drawLowerClouds();
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}
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glDepthMask( GL_TRUE );
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if ( multi_pass_clouds ) {
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// Draw the objects except the aircraft
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// and update the stencil buffer with 1
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glEnable( GL_STENCIL_TEST );
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glStencilFunc( GL_ALWAYS, 1, 1 );
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glStencilOp( GL_KEEP, GL_KEEP, GL_REPLACE );
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}
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FGTileMgr::set_tile_filter( false );
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sgSetModelFilter( true );
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ssgCullAndDraw( globals->get_scenery()->get_scene_graph() );
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} else {
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FGTileMgr::set_tile_filter( true );
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sgSetModelFilter( true );
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globals->get_aircraft_model()->select( false );
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ssgCullAndDraw( globals->get_scenery()->get_scene_graph() );
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}
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// draw the lights
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glFogf (GL_FOG_DENSITY, rwy_exp2_punch_through);
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ssgSetNearFar( scene_nearplane, scene_farplane );
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ssgCullAndDraw( globals->get_scenery()->get_vasi_lights_root() );
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ssgCullAndDraw( globals->get_scenery()->get_rwy_lights_root() );
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ssgCullAndDraw( globals->get_scenery()->get_gnd_lights_root() );
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if ( draw_clouds ) {
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if ( multi_pass_clouds ) {
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// Disable depth buffer update, draw the clouds where the
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// objects overwrite the already drawn clouds, by testing
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// the stencil buffer against 1
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glDepthMask( GL_FALSE );
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glStencilFunc( GL_EQUAL, 1, 1 );
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glStencilOp( GL_KEEP, GL_KEEP, GL_KEEP );
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thesky->drawUpperClouds();
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thesky->drawLowerClouds();
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glDepthMask( GL_TRUE );
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glDisable( GL_STENCIL_TEST );
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} else {
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glDepthMask( GL_FALSE );
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thesky->drawLowerClouds();
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glDepthMask( GL_TRUE );
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}
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}
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globals->get_aircraft_model()->select( true );
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globals->get_model_mgr()->draw();
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globals->get_aircraft_model()->draw();
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}
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// Update all Visuals (redraws anything graphics related)
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void
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FGRenderer::update(double dt) {
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bool scenery_loaded = fgGetBool("sim/sceneryloaded") || fgGetBool("sim/sceneryloaded-override");
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bool draw_otw = fgGetBool("/sim/rendering/draw-otw");
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bool skyblend = fgGetBool("/sim/rendering/skyblend");
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bool enhanced_lighting = fgGetBool("/sim/rendering/enhanced-lighting");
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bool distance_attenuation = fgGetBool("/sim/rendering/distance-attenuation");
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#ifdef FG_ENABLE_MULTIPASS_CLOUDS
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bool multi_pass_clouds = fgGetBool("/sim/rendering/multi-pass-clouds") &&
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!SGCloudLayer::enable_bump_mapping; // ugly artefact now
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#else
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bool multi_pass_clouds = false;
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#endif
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bool draw_clouds = fgGetBool("/environment/clouds/status");
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GLfloat black[4] = { 0.0, 0.0, 0.0, 1.0 };
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GLfloat white[4] = { 1.0, 1.0, 1.0, 1.0 };
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// static const SGPropertyNode *longitude
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// = fgGetNode("/position/longitude-deg");
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// static const SGPropertyNode *latitude
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// = fgGetNode("/position/latitude-deg");
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// static const SGPropertyNode *altitude
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// = fgGetNode("/position/altitude-ft");
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static const SGPropertyNode *groundlevel_nearplane
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= fgGetNode("/sim/current-view/ground-level-nearplane-m");
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FGLight *l = (FGLight *)(globals->get_subsystem("lighting"));
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static double last_visibility = -9999;
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// update fog params
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double actual_visibility;
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if (fgGetBool("/environment/clouds/status"))
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actual_visibility = thesky->get_visibility();
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else
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actual_visibility = fgGetDouble("/environment/visibility-m");
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if ( actual_visibility != last_visibility ) {
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last_visibility = actual_visibility;
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fog_exp_density = m_log01 / actual_visibility;
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fog_exp2_density = sqrt_m_log01 / actual_visibility;
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ground_exp2_punch_through = sqrt_m_log01 / (actual_visibility * 1.5);
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if ( actual_visibility < 8000 ) {
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rwy_exp2_punch_through = sqrt_m_log01 / (actual_visibility * 2.5);
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taxi_exp2_punch_through = sqrt_m_log01 / (actual_visibility * 1.5);
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} else {
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rwy_exp2_punch_through = sqrt_m_log01 / ( 8000 * 2.5 );
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taxi_exp2_punch_through = sqrt_m_log01 / ( 8000 * 1.5 );
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}
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}
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// double angle;
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// GLfloat black[4] = { 0.0, 0.0, 0.0, 1.0 };
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// GLfloat white[4] = { 1.0, 1.0, 1.0, 1.0 };
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// GLfloat terrain_color[4] = { 0.54, 0.44, 0.29, 1.0 };
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// GLfloat mat_shininess[] = { 10.0 };
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GLbitfield clear_mask;
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if ( idle_state != 1000 || !scenery_loaded ) {
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// still initializing, draw the splash screen
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if ( fgGetBool("/sim/startup/splash-screen") ) {
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fgSplashUpdate(0.0, 1.0);
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}
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||||
// 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
|
33
src/Main/renderer.hxx
Normal file
33
src/Main/renderer.hxx
Normal file
|
@ -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
|
Loading…
Reference in a new issue