// renderer.cxx -- top level sim routines // // Written by Curtis Olson, started May 1997. // This file contains parts of main.cxx prior to october 2004 // // Copyright (C) 1997 - 2002 Curtis L. Olson - http://www.flightgear.org/~curt // // This program is free software; you can redistribute it and/or // modify it under the terms of the GNU General Public License as // published by the Free Software Foundation; either version 2 of the // License, or (at your option) any later version. // // This program is distributed in the hope that it will be useful, but // WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU // General Public License for more details. // // You should have received a copy of the GNU General Public License // along with this program; if not, write to the Free Software // Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. // // $Id$ #ifdef HAVE_CONFIG_H # include <config.h> #endif #include <simgear/compiler.h> #ifdef HAVE_WINDOWS_H # include <windows.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/timing/sg_time.hxx> #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/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> # include <simgear/scene/sky/clouds3d/SkyUtil.hpp> #endif #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/hud.hxx> #include <Model/panelnode.hxx> #include <Model/modelmgr.hxx> #include <Model/acmodel.hxx> #include <Scenery/scenery.hxx> #include <Scenery/tilemgr.hxx> #include <ATC/ATCdisplay.hxx> #include <Replay/replay.hxx> #include <GUI/new_gui.hxx> #include "splash.hxx" #include "renderer.hxx" #include "main.hxx" float default_attenuation[3] = {1.0, 0.0, 0.0}; ssgSelector *lightpoints_brightness = new ssgSelector; ssgTransform *lightpoints_transform = new ssgTransform; FGTileEntry *dummy_tile; sgVec3 rway_ols; // Clip plane settings... float scene_nearplane = 0.5f; float scene_farplane = 120000.0f; glPointParameterfProc glPointParameterfPtr = 0; glPointParameterfvProc glPointParameterfvPtr = 0; bool glPointParameterIsSupported = false; // 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; FGRenderer::FGRenderer() { #ifdef FG_JPEG_SERVER jpgRenderFrame = FGRenderer::update; #endif } FGRenderer::~FGRenderer() { #ifdef FG_JPEG_SERVER jpgRenderFrame = NULL; #endif } void FGRenderer::build_states( 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 ); } // Initialize various GL/view parameters void FGRenderer::init( 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); } // Update all Visuals (redraws anything graphics related) void FGRenderer::update( bool refresh_camera_settings ) { 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() ); if ( refresh_camera_settings ) { // update view port resize( fgGetInt("/sim/startup/xsize"), fgGetInt("/sim/startup/ysize") ); // Tell GL we are switching to model view parameters glMatrixMode(GL_MODELVIEW); glLoadIdentity(); ssgSetCamera( (sgVec4 *)current__view->get_VIEW() ); } 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 ); // 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 ) ; 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; } setNearFar( 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 ); 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); // CLO - 02/25/2005 - DO WE NEED THIS extra fgSetNearFar()? // fgSetNearFar( scene_nearplane, scene_farplane ); if ( enhanced_lighting ) { // Enable states for drawing points with GL_extension glEnable(GL_POINT_SMOOTH); if ( distance_attenuation && glPointParameterIsSupported ) { // Enable states for drawing points with GL_extension glEnable(GL_POINT_SMOOTH); 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); } setFOV( viewmgr->get_current_view()->get_h_fov(), viewmgr->get_current_view()->get_v_fov() ); // cout << "setFOV(" << viewmgr->get_current_view()->get_h_fov() // << ", " << viewmgr->get_current_view()->get_v_fov() << ")" // << endl; #ifdef FG_USE_CLOUDS_3D sgClouds3d->Resize( viewmgr->get_current_view()->get_h_fov(), viewmgr->get_current_view()->get_v_fov() ); #endif } fgHUDReshape(); } // These are wrapper functions around ssgSetNearFar() and ssgSetFOV() // which will post process and rewrite the resulting frustum if we // want to do asymmetric view frustums. static void fgHackFrustum() { // specify a percent of the configured view frustum to actually // display. This is a bit of a hack to achieve asymmetric view // frustums. For instance, if you want to display two monitors // side by side, you could specify each with a double fov, a 0.5 // aspect ratio multiplier, and then the left side monitor would // have a left_pct = 0.0, a right_pct = 0.5, a bottom_pct = 0.0, // and a top_pct = 1.0. The right side monitor would have a // left_pct = 0.5 and a right_pct = 1.0. static SGPropertyNode *left_pct = fgGetNode("/sim/current-view/frustum-left-pct"); static SGPropertyNode *right_pct = fgGetNode("/sim/current-view/frustum-right-pct"); static SGPropertyNode *bottom_pct = fgGetNode("/sim/current-view/frustum-bottom-pct"); static SGPropertyNode *top_pct = fgGetNode("/sim/current-view/frustum-top-pct"); sgFrustum *f = ssgGetFrustum(); // cout << " l = " << f->getLeft() // << " r = " << f->getRight() // << " b = " << f->getBot() // << " t = " << f->getTop() // << " n = " << f->getNear() // << " f = " << f->getFar() // << endl; double width = f->getRight() - f->getLeft(); double height = f->getTop() - f->getBot(); double l, r, t, b; if ( left_pct != NULL ) { l = f->getLeft() + width * left_pct->getDoubleValue(); } else { l = f->getLeft(); } if ( right_pct != NULL ) { r = f->getLeft() + width * right_pct->getDoubleValue(); } else { r = f->getRight(); } if ( bottom_pct != NULL ) { b = f->getBot() + height * bottom_pct->getDoubleValue(); } else { b = f->getBot(); } if ( top_pct != NULL ) { t = f->getBot() + height * top_pct->getDoubleValue(); } else { t = f->getTop(); } ssgSetFrustum(l, r, b, t, f->getNear(), f->getFar()); } // we need some static storage space for these values. However, we // can't store it in a renderer class object because the functions // that manipulate these are static. They are static so they can // interface to the display callback system. There's probably a // better way, there has to be a better way, but I'm not seeing it // right now. static float fov_width = 55.0; static float fov_height = 42.0; static float fov_near = 1.0; static float fov_far = 1000.0; /** FlightGear code should use this routine to set the FOV rather than * calling the ssg routine directly */ void FGRenderer::setFOV( float w, float h ) { fov_width = w; fov_height = h; // fully specify the view frustum before hacking it (so we don't // accumulate hacked effects ssgSetFOV( w, h ); ssgSetNearFar( fov_near, fov_far ); fgHackFrustum(); } /** FlightGear code should use this routine to set the Near/Far clip * planes rather than calling the ssg routine directly */ void FGRenderer::setNearFar( float n, float f ) { fov_near = n; fov_far = f; // fully specify the view frustum before hacking it (so we don't // accumulate hacked effects ssgSetNearFar( n, f ); ssgSetFOV( fov_width, fov_height ); fgHackFrustum(); } // end of renderer.cxx