#include #include #include #include #include #include #include #include #include #include #include #include "fg_os.hxx" #include "fg_props.hxx" #include "util.hxx" #include "globals.hxx" #include "renderer.hxx" // fg_os implementation using OpenSceneGraph's osgViewer::Viewer class // to create the graphics window and run the event/update/render loop. // // fg_os callback registration APIs // // Event handling and scene graph update is all handled by a // manipulator. See FGManipulator.cpp void fgRegisterIdleHandler(fgIdleHandler func) { globals->get_renderer()->getManipulator()->setIdleHandler(func); } void fgRegisterDrawHandler(fgDrawHandler func) { globals->get_renderer()->getManipulator()->setDrawHandler(func); } void fgRegisterWindowResizeHandler(fgWindowResizeHandler func) { globals->get_renderer()->getManipulator()->setWindowResizeHandler(func); } void fgRegisterKeyHandler(fgKeyHandler func) { globals->get_renderer()->getManipulator()->setKeyHandler(func); } void fgRegisterMouseClickHandler(fgMouseClickHandler func) { globals->get_renderer()->getManipulator()->setMouseClickHandler(func); } void fgRegisterMouseMotionHandler(fgMouseMotionHandler func) { globals->get_renderer()->getManipulator()->setMouseMotionHandler(func); } // Redraw "happens" every frame whether you want it or not. void fgRequestRedraw() { } // // fg_os implementation // static osg::ref_ptr viewer; static osg::ref_ptr mainCamera; void fgOSOpenWindow(int w, int h, int bpp, bool alpha, bool stencil, bool fullscreen) { osg::GraphicsContext::WindowingSystemInterface* wsi; wsi = osg::GraphicsContext::getWindowingSystemInterface(); viewer = new osgViewer::Viewer; // Avoid complications with fg's custom drawables. std::string mode; mode = fgGetString("/sim/rendering/multithreading-mode", "SingleThreaded"); if (mode == "AutomaticSelection") viewer->setThreadingModel(osgViewer::Viewer::AutomaticSelection); else if (mode == "CullDrawThreadPerContext") viewer->setThreadingModel(osgViewer::Viewer::CullDrawThreadPerContext); else if (mode == "DrawThreadPerContext") viewer->setThreadingModel(osgViewer::Viewer::DrawThreadPerContext); else if (mode == "CullThreadPerCameraDrawThreadPerContext") viewer->setThreadingModel(osgViewer::Viewer::CullThreadPerCameraDrawThreadPerContext); else viewer->setThreadingModel(osgViewer::Viewer::SingleThreaded); osg::ref_ptr traits; traits = new osg::GraphicsContext::Traits; int cbits = (bpp <= 16) ? 5 : 8; int zbits = (bpp <= 16) ? 16 : 24; traits->red = traits->green = traits->blue = cbits; traits->depth = zbits; if (alpha) traits->alpha = 8; if (stencil) traits->stencil = 8; traits->doubleBuffer = true; traits->mipMapGeneration = true; traits->windowName = "FlightGear"; traits->sampleBuffers = fgGetBool("/sim/rendering/multi-sample-buffers", traits->sampleBuffers); traits->samples = fgGetBool("/sim/rendering/multi-samples", traits->samples); traits->vsync = fgGetBool("/sim/rendering/vsync-enable", traits->vsync); if (fullscreen) { unsigned width = 0; unsigned height = 0; wsi->getScreenResolution(*traits, width, height); traits->windowDecoration = false; traits->width = width; traits->height = height; traits->supportsResize = false; } else { traits->windowDecoration = true; traits->width = w; traits->height = h; traits->supportsResize = true; } osg::Camera::ProjectionResizePolicy rsp = osg::Camera::VERTICAL; // Ok, first the children. // that achieves some magic ordering og the slaves so that we end up // in the main window more often. // This can be sorted out better when we got rid of glut and sdl. if (fgHasNode("/sim/rendering/camera")) { SGPropertyNode* renderingNode = fgGetNode("/sim/rendering"); for (int i = 0; i < renderingNode->nChildren(); ++i) { SGPropertyNode* cameraNode = renderingNode->getChild(i); if (strcmp(cameraNode->getName(), "camera") != 0) continue; // get a new copy of the traits struct osg::ref_ptr cameraTraits; cameraTraits = new osg::GraphicsContext::Traits(*traits); double shearx = cameraNode->getDoubleValue("shear-x", 0); double sheary = cameraNode->getDoubleValue("shear-y", 0); cameraTraits->hostName = cameraNode->getStringValue("host-name", ""); cameraTraits->displayNum = cameraNode->getIntValue("display", 0); cameraTraits->screenNum = cameraNode->getIntValue("screen", 0); if (cameraNode->getBoolValue("fullscreen", fullscreen)) { unsigned width = 0; unsigned height = 0; wsi->getScreenResolution(*cameraTraits, width, height); cameraTraits->windowDecoration = false; cameraTraits->width = width; cameraTraits->height = height; cameraTraits->supportsResize = false; } else { cameraTraits->windowDecoration = true; cameraTraits->width = cameraNode->getIntValue("width", w); cameraTraits->height = cameraNode->getIntValue("height", h); cameraTraits->supportsResize = true; } // FIXME, currently this is too much of a problem to route the resize // events. When we do no longer need sdl and such this // can be simplified cameraTraits->supportsResize = false; // ok found a camera configuration, add a new slave ... osg::ref_ptr camera = new osg::Camera; osg::GraphicsContext* gc; gc = osg::GraphicsContext::createGraphicsContext(cameraTraits.get()); gc->realize(); camera->setGraphicsContext(gc); // If a viewport isn't set on the camera, then it's hard to dig it // out of the SceneView objects in the viewer, and the coordinates // of mouse events are somewhat bizzare. camera->setViewport(new osg::Viewport(0, 0, cameraTraits->width, cameraTraits->height)); camera->setProjectionResizePolicy(rsp); viewer->addSlave(camera.get(), osg::Matrix::translate(-shearx, -sheary, 0), osg::Matrix()); } } // now the main camera ... osg::ref_ptr camera = new osg::Camera; mainCamera = camera; osg::GraphicsContext* gc; gc = osg::GraphicsContext::createGraphicsContext(traits.get()); gc->realize(); gc->makeCurrent(); camera->setGraphicsContext(gc); // If a viewport isn't set on the camera, then it's hard to dig it // out of the SceneView objects in the viewer, and the coordinates // of mouse events are somewhat bizzare. camera->setViewport(new osg::Viewport(0, 0, traits->width, traits->height)); camera->setProjectionResizePolicy(rsp); viewer->addSlave(camera.get()); viewer->setCameraManipulator(globals->get_renderer()->getManipulator()); // Let FG handle the escape key with a confirmation viewer->setKeyEventSetsDone(0); osgViewer::StatsHandler* statsHandler = new osgViewer::StatsHandler; statsHandler->setKeyEventTogglesOnScreenStats('*'); statsHandler->setKeyEventPrintsOutStats(0); viewer->addEventHandler(statsHandler); // The viewer won't start without some root. viewer->setSceneData(new osg::Group); globals->get_renderer()->setViewer(viewer.get()); } static int status = 0; void fgOSExit(int code) { viewer->setDone(true); status = code; } void fgOSMainLoop() { viewer->run(); fgExit(status); } int fgGetKeyModifiers() { return globals->get_renderer()->getManipulator()->getCurrentModifiers(); } void fgWarpMouse(int x, int y) { // Hack, currently the pointer is just recentered. So, we know the relative coordinates ... viewer->requestWarpPointer(0, 0); } // Noop void fgOSInit(int* argc, char** argv) { } // Noop void fgOSFullScreen() { } // #define OSG_HAS_MOUSE_CURSOR_PATCH #ifdef OSG_HAS_MOUSE_CURSOR_PATCH static void setMouseCursor(osg::Camera* camera, int cursor) { if (!camera) return; osg::GraphicsContext* gc = camera->getGraphicsContext(); if (!gc) return; osgViewer::GraphicsWindow* gw; gw = dynamic_cast(gc); if (!gw) return; osgViewer::GraphicsWindow::MouseCursor mouseCursor; mouseCursor = osgViewer::GraphicsWindow::InheritCursor; if (cursor == MOUSE_CURSOR_NONE) mouseCursor = osgViewer::GraphicsWindow::NoCursor; else if(cursor == MOUSE_CURSOR_POINTER) mouseCursor = osgViewer::GraphicsWindow::RightArrowCursor; else if(cursor == MOUSE_CURSOR_WAIT) mouseCursor = osgViewer::GraphicsWindow::WaitCursor; else if(cursor == MOUSE_CURSOR_CROSSHAIR) mouseCursor = osgViewer::GraphicsWindow::CrosshairCursor; else if(cursor == MOUSE_CURSOR_LEFTRIGHT) mouseCursor = osgViewer::GraphicsWindow::LeftRightCursor; gw->setCursor(mouseCursor); } #endif static int _cursor = -1; void fgSetMouseCursor(int cursor) { _cursor = cursor; #ifdef OSG_HAS_MOUSE_CURSOR_PATCH setMouseCursor(viewer->getCamera(), cursor); for (unsigned i = 0; i < viewer->getNumSlaves(); ++i) setMouseCursor(viewer->getSlave(i)._camera.get(), cursor); #endif } int fgGetMouseCursor() { return _cursor; } void fgMakeCurrent() { if (!mainCamera.valid()) return; osg::GraphicsContext* gc = mainCamera->getGraphicsContext(); if (!gc) return; gc->makeCurrent(); } bool fgOSIsMainContext(const osg::GraphicsContext* context) { if (!mainCamera.valid()) return false; return context == mainCamera->getGraphicsContext(); } bool fgOSIsMainCamera(const osg::Camera* camera) { if (!camera) return false; if (camera == mainCamera.get()) return true; if (!viewer.valid()) return false; if (camera == viewer->getCamera()) return true; return false; }