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Fix for vanishing-model problem: models are drawn in the same scene

graph as the terrain, except for internal cockpit view.  The SSG
scene-graph variables (except for the lighting root -- I'll get that
later) are now held in globals.hxx.

FGModelMgr::draw() is obsolete; I'll remove it in a future revision.
This commit is contained in:
david 2002-04-13 21:36:22 +00:00
parent 7432b9c590
commit c5f6293f17
10 changed files with 107 additions and 67 deletions

View file

@ -36,8 +36,6 @@
#include "AIEntity.hxx"
extern ssgRoot* scene; // The global Flightgear scene graph
FGAIEntity::~FGAIEntity() {
}
@ -55,7 +53,7 @@ void FGAIEntity::Transform() {
sgCoord shippos;
FastWorldCoordinate(&shippos, sc);
position->setTransform( &shippos );
scene->addKid(position);
globals->get_scene_graph()->addKid(position);
//cout << "Transform called\n";
}

View file

@ -67,6 +67,9 @@ class FGAIMgr;
class FGAircraftModel;
class FGModelMgr;
class ssgRoot;
class ssgBranch;
/**
* Bucket for subsystem pointers representing the sim's state.
@ -158,6 +161,14 @@ private:
// list of serial port-like configurations
string_list *channel_options_list;
// SSG scene graph
ssgRoot * scene_graph;
ssgBranch * terrain_branch;
ssgBranch * gnd_lights_branch;
ssgBranch * rwy_lights_branch;
ssgBranch * models_branch;
ssgBranch * aircraft_branch;
public:
FGGlobals();
@ -268,6 +279,40 @@ public:
channel_options_list = l;
}
inline ssgRoot * get_scene_graph () const { return scene_graph; }
inline void set_scene_graph (ssgRoot * s) { scene_graph = s; }
inline ssgBranch * get_terrain_branch () const { return terrain_branch; }
inline void set_terrain_branch (ssgBranch * t) { terrain_branch = t; }
inline ssgBranch * get_gnd_lights_branch () const {
return gnd_lights_branch;
}
inline void set_gnd_lights_branch (ssgBranch * t) {
gnd_lights_branch = t;
}
inline ssgBranch * get_rwy_lights_branch () const {
return rwy_lights_branch;
}
inline void set_rwy_lights_branch (ssgBranch * t) {
rwy_lights_branch = t;
}
inline ssgBranch * get_models_branch () const {
return models_branch;
}
inline void set_models_branch (ssgBranch * t) {
models_branch = t;
}
inline ssgBranch * get_aircraft_branch () const {
return aircraft_branch;
}
inline void set_aircraft_branch (ssgBranch * t) {
aircraft_branch = t;
}
/**
* Save the current state as the initial state.

View file

@ -183,12 +183,6 @@ static long global_multi_loop;
// forward declaration
void fgReshape( int width, int height );
// ssg variables
ssgRoot *scene = NULL;
ssgBranch *terrain_branch = NULL;
ssgBranch *gnd_lights_branch = NULL;
ssgBranch *rwy_lights_branch = NULL;
// 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 );
@ -375,7 +369,7 @@ void trRenderFrame( void ) {
ssgGetLight( 0 ) -> setColour( GL_DIFFUSE, l->scene_diffuse );
glEnable( GL_DEPTH_TEST );
ssgSetNearFar( scene_nearplane, scene_farplane );
ssgCullAndDraw( scene );
ssgCullAndDraw( globals->get_scene_graph() );
// draw the lights
glFogf (GL_FOG_DENSITY, fog_exp2_punch_through);
@ -655,7 +649,7 @@ void fgRenderFrame( void ) {
glEnable( GL_DEPTH_TEST );
ssgSetNearFar( scene_nearplane, scene_farplane );
ssgCullAndDraw( scene );
ssgCullAndDraw( globals->get_scene_graph() );
// change state for lighting here
@ -1483,6 +1477,35 @@ int mainLoop( int argc, char **argv ) {
SGPath modelpath( globals->get_fg_root() );
ssgModelPath( (char *)modelpath.c_str() );
// Scene graph root
globals->set_scene_graph(new ssgRoot);
globals->get_scene_graph()->setName( "Scene" );
lighting = new ssgRoot;
lighting->setName( "Lighting" );
// Terrain branch
globals->set_terrain_branch(new ssgBranch);
globals->get_terrain_branch()->setName( "Terrain" );
globals->get_scene_graph()->addKid( globals->get_terrain_branch() );
globals->set_models_branch(new ssgBranch);
globals->get_models_branch()->setName( "Models" );
globals->get_scene_graph()->addKid( globals->get_models_branch() );
globals->set_aircraft_branch(new ssgBranch);
globals->get_aircraft_branch()->setName( "Aircraft" );
globals->get_scene_graph()->addKid( globals->get_aircraft_branch() );
// Lighting
globals->set_gnd_lights_branch(new ssgBranch);
globals->get_gnd_lights_branch()->setName( "Ground Lighting" );
lighting->addKid( globals->get_gnd_lights_branch() );
globals->set_rwy_lights_branch(new ssgBranch);
globals->get_rwy_lights_branch()->setName( "Runway Lighting" );
lighting->addKid( globals->get_rwy_lights_branch() );
////////////////////////////////////////////////////////////////////
// Initialize the general model subsystem.
////////////////////////////////////////////////////////////////////
@ -1509,13 +1532,6 @@ int mainLoop( int argc, char **argv ) {
viewmgr->bind();
// Scene graph root
scene = new ssgRoot;
scene->setName( "Scene" );
lighting = new ssgRoot;
lighting->setName( "Lighting" );
// Initialize the sky
SGPath ephem_data_path( globals->get_fg_root() );
ephem_data_path.append( "Astro" );
@ -1555,20 +1571,6 @@ int mainLoop( int argc, char **argv ) {
SGMagVar *magvar = new SGMagVar();
globals->set_mag( magvar );
// Terrain branch
terrain_branch = new ssgBranch;
terrain_branch->setName( "Terrain" );
scene->addKid( terrain_branch );
// Lighting
gnd_lights_branch = new ssgBranch;
gnd_lights_branch->setName( "Ground Lighting" );
lighting->addKid( gnd_lights_branch );
rwy_lights_branch = new ssgBranch;
rwy_lights_branch->setName( "Runway Lighting" );
lighting->addKid( rwy_lights_branch );
// airport = new ssgBranch;
// airport->setName( "Airport Lighting" );
// lighting->addKid( airport );
@ -1580,7 +1582,8 @@ int mainLoop( int argc, char **argv ) {
#ifdef FG_NETWORK_OLK
// Do the network intialization
if ( fgGetBool("/sim/networking/network-olk") ) {
printf("Multipilot mode %s\n", fg_net_init( scene ) );
printf("Multipilot mode %s\n",
fg_net_init( globals->get_scene_graph() ) );
}
#endif
@ -1819,7 +1822,7 @@ void fgLoadDCS(void) {
//dummy_tile->lightmaps_sequence->setTraversalMaskBits( SSGTRAV_HOT );
lightpoints_transform->addKid( dummy_tile->lightmaps_sequence );
lightpoints_transform->ref();
gnd_lights_branch->addKid( lightpoints_transform );
globals->get_gnd_lights_branch()->addKid( lightpoints_transform );
}
} //if in1
} //if objc
@ -1833,7 +1836,7 @@ void fgLoadDCS(void) {
SG_LOG ( SG_TERRAIN, SG_ALERT, "Finished object processing." );
terrain_branch->addKid( ship_sel ); //add selector node to root node
globals->get_terrain_branch()->addKid( ship_sel ); //add selector node to root node
}
return;

View file

@ -30,6 +30,7 @@
FGAircraftModel::FGAircraftModel ()
: _aircraft(0),
_selector(new ssgSelector),
_scene(new ssgRoot),
_nearplane(0.01f),
_farplane(100.0f)
@ -40,6 +41,8 @@ FGAircraftModel::~FGAircraftModel ()
{
delete _aircraft;
delete _scene;
// SSG will delete it
globals->get_aircraft_branch()->removeKid(_selector);
}
void
@ -48,6 +51,8 @@ FGAircraftModel::init ()
_aircraft = new FG3DModel;
_aircraft->init(fgGetString("/sim/model/path", "Models/Geometry/glider.ac"));
_scene->addKid(_aircraft->getSceneGraph());
_selector->addKid(_aircraft->getSceneGraph());
globals->get_aircraft_branch()->addKid(_selector);
}
void
@ -90,13 +95,14 @@ FGAircraftModel::draw ()
// FIXME: view number shouldn't be
// hard-coded.
int view_number = globals->get_viewmgr()->get_current();
if (_aircraft->getVisible()) {
if (view_number == 0) {
glClearDepth(1);
glClear(GL_DEPTH_BUFFER_BIT);
ssgSetNearFar(_nearplane, _farplane);
}
if (_aircraft->getVisible() && view_number == 0) {
glClearDepth(1);
glClear(GL_DEPTH_BUFFER_BIT);
ssgSetNearFar(_nearplane, _farplane);
ssgCullAndDraw(_scene);
_selector->select(0);
} else {
_selector->select(1);
}
}

View file

@ -39,6 +39,7 @@ public:
private:
FG3DModel * _aircraft;
ssgSelector * _selector;
ssgRoot * _scene;
float _nearplane;
float _farplane;

View file

@ -9,18 +9,17 @@
FGModelMgr::FGModelMgr ()
: _scene(new ssgRoot),
_nearplane(0.5f),
_farplane(120000.0f)
: _selector(new ssgSelector)
{
}
FGModelMgr::~FGModelMgr ()
{
for (int i = 0; i < _instances.size(); i++) {
globals->get_models_branch()
->removeKid(_instances[i]->model->getSceneGraph());
delete _instances[i];
}
delete _scene;
}
void
@ -76,8 +75,8 @@ FGModelMgr::init ()
else
model->setHeadingDeg(node->getDoubleValue("heading-deg"));
// Add this model to the scene graph
_scene->addKid(model->getSceneGraph());
// Add this model to the global scene graph
globals->get_scene_graph()->addKid(model->getSceneGraph());
// Save this instance for updating
_instances.push_back(instance);
@ -124,8 +123,8 @@ FGModelMgr::update (int dt)
void
FGModelMgr::draw ()
{
ssgSetNearFar(_nearplane, _farplane);
ssgCullAndDraw(_scene);
// ssgSetNearFar(_nearplane, _farplane);
// ssgCullAndDraw(_scene);
}

View file

@ -57,9 +57,7 @@ private:
vector<Instance *> _instances;
ssgRoot * _scene;
float _nearplane;
float _farplane;
ssgSelector * _selector;
};

View file

@ -20,8 +20,6 @@
#include "hitlist.hxx"
extern ssgBranch *terrain_branch;
// forward declaration of our helper/convenience functions
static void sgMultMat4(sgdMat4 dst, sgdMat4 m1, sgMat4 m2);
static void ssgGetEntityTransform(ssgEntity *entity, sgMat4 m );
@ -509,8 +507,7 @@ bool fgCurrentElev( sgdVec3 abs_view_pos, sgdVec3 scenery_center,
sgdCopyVec3(orig, view_pos );
sgdCopyVec3(dir, abs_view_pos );
// !! why is terrain not globals->get_terrain()
hit_list->Intersect( terrain_branch, orig, dir );
hit_list->Intersect( globals->get_terrain_branch(), orig, dir );
int this_hit=0;
Point3D geoc;

View file

@ -182,8 +182,6 @@ bool FGNewCache::make_space() {
// Clear all completely loaded tiles (ignores partially loaded tiles)
void FGNewCache::clear_cache() {
// This is a hack that should really get cleaned up at some point
extern ssgBranch *terrain_branch;
tile_map_iterator current = tile_cache.begin();
tile_map_iterator end = tile_cache.end();
@ -199,7 +197,7 @@ void FGNewCache::clear_cache() {
}
// and ... just in case we missed something ...
terrain_branch->removeAllKids();
globals->get_terrain_branch()->removeAllKids();
}

View file

@ -51,11 +51,6 @@
#define TEST_LAST_HIT_CACHE
extern ssgRoot *scene;
extern ssgBranch *terrain_branch; // branch that holds world geometry
extern ssgBranch *gnd_lights_branch; // branch that holds ground lighting
extern ssgBranch *rwy_lights_branch; // branch that holds runway lighting
// the tile manager
FGTileMgr global_tile_mgr;
@ -335,9 +330,9 @@ int FGTileMgr::update( double lon, double lat, double visibility_meters ) {
FGTileEntry* e = attach_queue.front();
attach_queue.pop();
#endif
e->add_ssg_nodes( terrain_branch,
gnd_lights_branch,
rwy_lights_branch );
e->add_ssg_nodes( globals->get_terrain_branch(),
globals->get_gnd_lights_branch(),
globals->get_rwy_lights_branch() );
// cout << "Adding ssg nodes for "
}