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flightgear/src/Main/renderer.cxx
2008-09-11 10:28:28 +00:00

849 lines
30 KiB
C++

// 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#ifdef HAVE_CONFIG_H
# include <config.h>
#endif
#include <simgear/compiler.h>
#include <osg/ref_ptr>
#include <osg/AlphaFunc>
#include <osg/BlendFunc>
#include <osg/Camera>
#include <osg/CullFace>
#include <osg/Depth>
#include <osg/Fog>
#include <osg/Group>
#include <osg/Hint>
#include <osg/Light>
#include <osg/LightModel>
#include <osg/LightSource>
#include <osg/Material>
#include <osg/NodeCallback>
#include <osg/Notify>
#include <osg/PolygonMode>
#include <osg/PolygonOffset>
#include <osg/Version>
#include <osg/TexEnv>
#include <osgUtil/LineSegmentIntersector>
#include <osg/io_utils>
#include <osgDB/WriteFile>
#include <simgear/math/SGMath.hxx>
#include <simgear/screen/extensions.hxx>
#include <simgear/scene/material/matlib.hxx>
#include <simgear/scene/model/animation.hxx>
#include <simgear/scene/model/placement.hxx>
#include <simgear/scene/sky/sky.hxx>
#include <simgear/scene/util/SGUpdateVisitor.hxx>
#include <simgear/scene/util/RenderConstants.hxx>
#include <simgear/scene/tgdb/GroundLightManager.hxx>
#include <simgear/scene/tgdb/pt_lights.hxx>
#include <simgear/props/props.hxx>
#include <simgear/timing/sg_time.hxx>
#include <simgear/ephemeris/ephemeris.hxx>
#include <simgear/math/sg_random.h>
#ifdef FG_JPEG_SERVER
#include <simgear/screen/jpgfactory.hxx>
#endif
#include <simgear/environment/visual_enviro.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/redout.hxx>
#include <Scenery/tilemgr.hxx>
#include <GUI/new_gui.hxx>
#include <Instrumentation/instrument_mgr.hxx>
#include <Instrumentation/HUD/HUD.hxx>
#include <Environment/precipitation_mgr.hxx>
#include <Include/general.hxx>
#include "splash.hxx"
#include "renderer.hxx"
#include "main.hxx"
#include "CameraGroup.hxx"
#include "ViewPartitionNode.hxx"
// XXX Make this go away when OSG 2.2 is released.
#if (FG_OSG_VERSION >= 21004)
#define UPDATE_VISITOR_IN_VIEWER 1
#endif
using namespace osg;
using namespace simgear;
using namespace flightgear;
class FGHintUpdateCallback : public osg::StateAttribute::Callback {
public:
FGHintUpdateCallback(const char* configNode) :
mConfigNode(fgGetNode(configNode, true))
{ }
virtual void operator()(osg::StateAttribute* stateAttribute,
osg::NodeVisitor*)
{
assert(dynamic_cast<osg::Hint*>(stateAttribute));
osg::Hint* hint = static_cast<osg::Hint*>(stateAttribute);
const char* value = mConfigNode->getStringValue();
if (!value)
hint->setMode(GL_DONT_CARE);
else if (0 == strcmp(value, "nicest"))
hint->setMode(GL_NICEST);
else if (0 == strcmp(value, "fastest"))
hint->setMode(GL_FASTEST);
else
hint->setMode(GL_DONT_CARE);
}
private:
SGSharedPtr<SGPropertyNode> mConfigNode;
};
class SGPuDrawable : public osg::Drawable {
public:
SGPuDrawable()
{
// Dynamic stuff, do not store geometry
setUseDisplayList(false);
osg::StateSet* stateSet = getOrCreateStateSet();
stateSet->setRenderBinDetails(1001, "RenderBin");
// speed optimization?
stateSet->setMode(GL_CULL_FACE, osg::StateAttribute::OFF);
// We can do translucent menus, so why not. :-)
stateSet->setAttribute(new osg::BlendFunc(osg::BlendFunc::SRC_ALPHA, osg::BlendFunc::ONE_MINUS_SRC_ALPHA));
stateSet->setMode(GL_BLEND, osg::StateAttribute::ON);
stateSet->setTextureMode(0, GL_TEXTURE_2D, osg::StateAttribute::OFF);
stateSet->setTextureAttribute(0, new osg::TexEnv(osg::TexEnv::MODULATE));
stateSet->setMode(GL_FOG, osg::StateAttribute::OFF);
stateSet->setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF);
}
virtual void drawImplementation(osg::RenderInfo& renderInfo) const
{ drawImplementation(*renderInfo.getState()); }
void drawImplementation(osg::State& state) const
{
state.setActiveTextureUnit(0);
state.setClientActiveTextureUnit(0);
state.disableAllVertexArrays();
glPushAttrib(GL_ALL_ATTRIB_BITS);
glPushClientAttrib(~0u);
puDisplay();
glPopClientAttrib();
glPopAttrib();
}
virtual osg::Object* cloneType() const { return new SGPuDrawable; }
virtual osg::Object* clone(const osg::CopyOp&) const { return new SGPuDrawable; }
private:
};
class SGHUDAndPanelDrawable : public osg::Drawable {
public:
SGHUDAndPanelDrawable()
{
// Dynamic stuff, do not store geometry
setUseDisplayList(false);
osg::StateSet* stateSet = getOrCreateStateSet();
stateSet->setRenderBinDetails(1000, "RenderBin");
// speed optimization?
stateSet->setMode(GL_CULL_FACE, osg::StateAttribute::OFF);
stateSet->setAttribute(new osg::BlendFunc(osg::BlendFunc::SRC_ALPHA, osg::BlendFunc::ONE_MINUS_SRC_ALPHA));
stateSet->setMode(GL_BLEND, osg::StateAttribute::ON);
stateSet->setMode(GL_FOG, osg::StateAttribute::OFF);
stateSet->setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF);
stateSet->setTextureAttribute(0, new osg::TexEnv(osg::TexEnv::MODULATE));
}
virtual void drawImplementation(osg::RenderInfo& renderInfo) const
{ drawImplementation(*renderInfo.getState()); }
void drawImplementation(osg::State& state) const
{
state.setActiveTextureUnit(0);
state.setClientActiveTextureUnit(0);
state.disableAllVertexArrays();
glPushAttrib(GL_ALL_ATTRIB_BITS);
glPushClientAttrib(~0u);
fgCockpitUpdate(&state);
FGInstrumentMgr *instr = static_cast<FGInstrumentMgr*>(globals->get_subsystem("instrumentation"));
HUD *hud = static_cast<HUD*>(instr->get_subsystem("hud"));
hud->draw(state);
// update the panel subsystem
if ( globals->get_current_panel() != NULL )
globals->get_current_panel()->update(state);
// We don't need a state here - can be safely removed when we can pick
// correctly
fgUpdate3DPanels();
glPopClientAttrib();
glPopAttrib();
}
virtual osg::Object* cloneType() const { return new SGHUDAndPanelDrawable; }
virtual osg::Object* clone(const osg::CopyOp&) const { return new SGHUDAndPanelDrawable; }
private:
};
class FGLightSourceUpdateCallback : public osg::NodeCallback {
public:
virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
{
assert(dynamic_cast<osg::LightSource*>(node));
osg::LightSource* lightSource = static_cast<osg::LightSource*>(node);
osg::Light* light = lightSource->getLight();
FGLight *l = static_cast<FGLight*>(globals->get_subsystem("lighting"));
light->setAmbient(l->scene_ambient().osg());
light->setDiffuse(l->scene_diffuse().osg());
light->setSpecular(l->scene_specular().osg());
SGVec4f position(l->sun_vec()[0], l->sun_vec()[1], l->sun_vec()[2], 0);
light->setPosition(position.osg());
SGVec3f direction(l->sun_vec()[0], l->sun_vec()[1], l->sun_vec()[2]);
light->setDirection(direction.osg());
light->setSpotExponent(0);
light->setSpotCutoff(180);
light->setConstantAttenuation(1);
light->setLinearAttenuation(0);
light->setQuadraticAttenuation(0);
traverse(node, nv);
}
};
class FGWireFrameModeUpdateCallback : public osg::StateAttribute::Callback {
public:
FGWireFrameModeUpdateCallback() :
mWireframe(fgGetNode("/sim/rendering/wireframe"))
{ }
virtual void operator()(osg::StateAttribute* stateAttribute,
osg::NodeVisitor*)
{
assert(dynamic_cast<osg::PolygonMode*>(stateAttribute));
osg::PolygonMode* polygonMode;
polygonMode = static_cast<osg::PolygonMode*>(stateAttribute);
if (mWireframe->getBoolValue())
polygonMode->setMode(osg::PolygonMode::FRONT_AND_BACK,
osg::PolygonMode::LINE);
else
polygonMode->setMode(osg::PolygonMode::FRONT_AND_BACK,
osg::PolygonMode::FILL);
}
private:
SGSharedPtr<SGPropertyNode> mWireframe;
};
class FGLightModelUpdateCallback : public osg::StateAttribute::Callback {
public:
FGLightModelUpdateCallback() :
mHighlights(fgGetNode("/sim/rendering/specular-highlight"))
{ }
virtual void operator()(osg::StateAttribute* stateAttribute,
osg::NodeVisitor*)
{
assert(dynamic_cast<osg::LightModel*>(stateAttribute));
osg::LightModel* lightModel;
lightModel = static_cast<osg::LightModel*>(stateAttribute);
#if 0
FGLight *l = static_cast<FGLight*>(globals->get_subsystem("lighting"));
lightModel->setAmbientIntensity(l->scene_ambient().osg());
#else
lightModel->setAmbientIntensity(osg::Vec4(0, 0, 0, 1));
#endif
lightModel->setTwoSided(true);
lightModel->setLocalViewer(false);
if (mHighlights->getBoolValue()) {
lightModel->setColorControl(osg::LightModel::SEPARATE_SPECULAR_COLOR);
} else {
lightModel->setColorControl(osg::LightModel::SINGLE_COLOR);
}
}
private:
SGSharedPtr<SGPropertyNode> mHighlights;
};
class FGFogEnableUpdateCallback : public osg::StateSet::Callback {
public:
FGFogEnableUpdateCallback() :
mFogEnabled(fgGetNode("/sim/rendering/fog"))
{ }
virtual void operator()(osg::StateSet* stateSet, osg::NodeVisitor*)
{
if (strcmp(mFogEnabled->getStringValue(), "disabled") == 0) {
stateSet->setMode(GL_FOG, osg::StateAttribute::OFF);
} else {
stateSet->setMode(GL_FOG, osg::StateAttribute::ON);
}
}
private:
SGSharedPtr<SGPropertyNode> mFogEnabled;
};
class FGFogUpdateCallback : public osg::StateAttribute::Callback {
public:
virtual void operator () (osg::StateAttribute* sa, osg::NodeVisitor* nv)
{
assert(dynamic_cast<SGUpdateVisitor*>(nv));
assert(dynamic_cast<osg::Fog*>(sa));
SGUpdateVisitor* updateVisitor = static_cast<SGUpdateVisitor*>(nv);
osg::Fog* fog = static_cast<osg::Fog*>(sa);
fog->setMode(osg::Fog::EXP2);
fog->setColor(updateVisitor->getFogColor().osg());
fog->setDensity(updateVisitor->getFogExp2Density());
}
};
// update callback for the switch node guarding that splash
class FGScenerySwitchCallback : public osg::NodeCallback {
public:
virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
{
assert(dynamic_cast<osg::Switch*>(node));
osg::Switch* sw = static_cast<osg::Switch*>(node);
double t = globals->get_sim_time_sec();
bool enabled = 0 < t;
sw->setValue(0, enabled);
if (!enabled)
return;
traverse(node, nv);
}
};
// Sky structures
SGSky *thesky;
static osg::ref_ptr<osg::FrameStamp> mFrameStamp = new osg::FrameStamp;
static osg::ref_ptr<SGUpdateVisitor> mUpdateVisitor= new SGUpdateVisitor;
static osg::ref_ptr<osg::Group> mRealRoot = new osg::Group;
static osg::ref_ptr<osg::Group> mRoot = new osg::Group;
static osg::ref_ptr<ViewPartitionNode> viewPartition = new ViewPartitionNode;
FGRenderer::FGRenderer()
{
#ifdef FG_JPEG_SERVER
jpgRenderFrame = FGRenderer::update;
#endif
manipulator = new FGManipulator;
}
FGRenderer::~FGRenderer()
{
#ifdef FG_JPEG_SERVER
jpgRenderFrame = NULL;
#endif
}
// Initialize various GL/view parameters
// XXX This should be called "preinit" or something, as it initializes
// critical parts of the scene graph in addition to the splash screen.
void
FGRenderer::splashinit( void ) {
osgViewer::Viewer* viewer = globals->get_renderer()->getViewer();
mRealRoot = dynamic_cast<osg::Group*>(viewer->getSceneData());
mRealRoot->addChild(fgCreateSplashNode());
mFrameStamp = viewer->getFrameStamp();
// Scene doesn't seem to pass the frame stamp to the update
// visitor automatically.
mUpdateVisitor->setFrameStamp(mFrameStamp.get());
#ifdef UPDATE_VISITOR_IN_VIEWER
viewer->setUpdateVisitor(mUpdateVisitor.get());
#else
osgViewer::Scene* scene = viewer->getScene();
scene->setUpdateVisitor(mUpdateVisitor.get());
#endif
}
void
FGRenderer::init( void )
{
osgViewer::Viewer* viewer = globals->get_renderer()->getViewer();
osg::initNotifyLevel();
// The number of polygon-offset "units" to place between layers. In
// principle, one is supposed to be enough. In practice, I find that
// my hardware/driver requires many more.
osg::PolygonOffset::setUnitsMultiplier(1);
osg::PolygonOffset::setFactorMultiplier(1);
// Go full screen if requested ...
if ( fgGetBool("/sim/startup/fullscreen") )
fgOSFullScreen();
viewer->getCamera()
->setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR);
osg::StateSet* stateSet = mRoot->getOrCreateStateSet();
stateSet->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
stateSet->setAttribute(new osg::Depth(osg::Depth::LESS));
stateSet->setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF);
stateSet->setAttribute(new osg::AlphaFunc(osg::AlphaFunc::GREATER, 0.01));
stateSet->setMode(GL_ALPHA_TEST, osg::StateAttribute::OFF);
stateSet->setAttribute(new osg::BlendFunc);
stateSet->setMode(GL_BLEND, osg::StateAttribute::OFF);
stateSet->setMode(GL_FOG, osg::StateAttribute::OFF);
// this will be set below
stateSet->setMode(GL_NORMALIZE, osg::StateAttribute::OFF);
osg::Material* material = new osg::Material;
stateSet->setAttribute(material);
stateSet->setTextureAttribute(0, new osg::TexEnv);
stateSet->setTextureMode(0, GL_TEXTURE_2D, osg::StateAttribute::OFF);
osg::Hint* hint = new osg::Hint(GL_FOG_HINT, GL_DONT_CARE);
hint->setUpdateCallback(new FGHintUpdateCallback("/sim/rendering/fog"));
stateSet->setAttribute(hint);
hint = new osg::Hint(GL_POLYGON_SMOOTH_HINT, GL_DONT_CARE);
hint->setUpdateCallback(new FGHintUpdateCallback("/sim/rendering/polygon-smooth"));
stateSet->setAttribute(hint);
hint = new osg::Hint(GL_LINE_SMOOTH_HINT, GL_DONT_CARE);
hint->setUpdateCallback(new FGHintUpdateCallback("/sim/rendering/line-smooth"));
stateSet->setAttribute(hint);
hint = new osg::Hint(GL_POINT_SMOOTH_HINT, GL_DONT_CARE);
hint->setUpdateCallback(new FGHintUpdateCallback("/sim/rendering/point-smooth"));
stateSet->setAttribute(hint);
hint = new osg::Hint(GL_PERSPECTIVE_CORRECTION_HINT, GL_DONT_CARE);
hint->setUpdateCallback(new FGHintUpdateCallback("/sim/rendering/perspective-correction"));
stateSet->setAttribute(hint);
osg::Group* sceneGroup = new osg::Group;
sceneGroup->addChild(globals->get_scenery()->get_scene_graph());
sceneGroup->setNodeMask(~simgear::BACKGROUND_BIT);
//sceneGroup->addChild(thesky->getCloudRoot());
stateSet = sceneGroup->getOrCreateStateSet();
stateSet->setMode(GL_DEPTH_TEST, osg::StateAttribute::ON);
// need to update the light on every frame
osg::LightSource* lightSource = new osg::LightSource;
lightSource->setUpdateCallback(new FGLightSourceUpdateCallback);
// relative because of CameraView being just a clever transform node
lightSource->setReferenceFrame(osg::LightSource::RELATIVE_RF);
lightSource->setLocalStateSetModes(osg::StateAttribute::ON);
lightSource->addChild(sceneGroup);
lightSource->addChild(thesky->getPreRoot());
mRoot->addChild(lightSource);
stateSet = globals->get_scenery()->get_scene_graph()->getOrCreateStateSet();
stateSet->setMode(GL_LIGHTING, osg::StateAttribute::ON);
stateSet->setMode(GL_DEPTH_TEST, osg::StateAttribute::ON);
// enable disable specular highlights.
// is the place where we might plug in an other fragment shader ...
osg::LightModel* lightModel = new osg::LightModel;
lightModel->setUpdateCallback(new FGLightModelUpdateCallback);
stateSet->setAttribute(lightModel);
// switch to enable wireframe
osg::PolygonMode* polygonMode = new osg::PolygonMode;
polygonMode->setUpdateCallback(new FGWireFrameModeUpdateCallback);
stateSet->setAttributeAndModes(polygonMode);
// scene fog handling
osg::Fog* fog = new osg::Fog;
fog->setUpdateCallback(new FGFogUpdateCallback);
stateSet->setAttributeAndModes(fog);
stateSet->setUpdateCallback(new FGFogEnableUpdateCallback);
// plug in the GUI
osg::Camera* guiCamera = getGUICamera(CameraGroup::getDefault());
if (guiCamera) {
osg::Geode* geode = new osg::Geode;
geode->addDrawable(new SGPuDrawable);
geode->addDrawable(new SGHUDAndPanelDrawable);
guiCamera->addChild(geode);
}
osg::Switch* sw = new osg::Switch;
sw->setUpdateCallback(new FGScenerySwitchCallback);
sw->addChild(mRoot.get());
viewPartition->addChild(sw);
viewPartition->addChild(thesky->getCloudRoot());
mRealRoot->addChild(viewPartition.get());
mRealRoot->addChild(FGCreateRedoutNode());
}
// Update all Visuals (redraws anything graphics related)
void
FGRenderer::update( bool refresh_camera_settings ) {
bool scenery_loaded = fgGetBool("sim/sceneryloaded")
|| fgGetBool("sim/sceneryloaded-override");
osgViewer::Viewer* viewer = globals->get_renderer()->getViewer();
if ( idle_state < 1000 || !scenery_loaded ) {
fgSetDouble("/sim/startup/splash-alpha", 1.0);
// Keep resetting sim time while the sim is initializing
// the splash screen is now in the scenegraph
globals->set_sim_time_sec( 0.0 );
return;
}
// Fade out the splash screen over the first three seconds.
double sAlpha = SGMiscd::max(0, (2.5 - globals->get_sim_time_sec()) / 2.5);
fgSetDouble("/sim/startup/splash-alpha", sAlpha);
bool skyblend = fgGetBool("/sim/rendering/skyblend");
bool use_point_sprites = fgGetBool("/sim/rendering/point-sprites");
bool enhanced_lighting = fgGetBool("/sim/rendering/enhanced-lighting");
bool distance_attenuation
= fgGetBool("/sim/rendering/distance-attenuation");
// OSGFIXME
SGConfigureDirectionalLights( use_point_sprites, enhanced_lighting,
distance_attenuation );
static const SGPropertyNode *groundlevel_nearplane
= fgGetNode("/sim/current-view/ground-level-nearplane-m");
FGLight *l = static_cast<FGLight*>(globals->get_subsystem("lighting"));
// update fog params
double actual_visibility;
if (fgGetBool("/environment/clouds/status")) {
actual_visibility = thesky->get_visibility();
} else {
actual_visibility = fgGetDouble("/environment/visibility-m");
}
// 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();
// Force update of center dependent values ...
current__view->set_dirty();
if ( refresh_camera_settings ) {
// update view port
resize( fgGetInt("/sim/startup/xsize"),
fgGetInt("/sim/startup/ysize") );
}
osg::Camera *camera = viewer->getCamera();
if ( skyblend ) {
if ( fgGetBool("/sim/rendering/textures") ) {
SGVec4f clearColor(l->adj_fog_color());
camera->setClearColor(clearColor.osg());
}
} else {
SGVec4f clearColor(l->sky_color());
camera->setClearColor(clearColor.osg());
}
// 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") );
// update the sky dome
if ( skyblend ) {
// 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 = toVec3f(current__view->get_view_pos());
sstate.zero_elev = toVec3f(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;
sstate.sun_angle = l->get_sun_angle();
/*
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;
scolor.sky_color = SGVec3f(l->sky_color().data());
scolor.fog_color = SGVec3f(l->adj_fog_color().data());
scolor.cloud_color = SGVec3f(l->cloud_color().data());
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->reposition( sstate, delta_time_sec );
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() );
*/
//OSGFIXME
// shadows->setupShadows(
// current__view->getLongitude_deg(),
// current__view->getLatitude_deg(),
// globals->get_time_params()->getGst(),
// globals->get_ephem()->getSunRightAscension(),
// globals->get_ephem()->getSunDeclination(),
// l->get_sun_angle());
}
// sgEnviro.setLight(l->adj_fog_color());
// sgEnviro.startOfFrame(current__view->get_view_pos(),
// current__view->get_world_up(),
// current__view->getLongitude_deg(),
// current__view->getLatitude_deg(),
// current__view->getAltitudeASL_ft() * SG_FEET_TO_METER,
// delta_time_sec);
// OSGFIXME
// sgEnviro.drawLightning();
// double current_view_origin_airspeed_horiz_kt =
// fgGetDouble("/velocities/airspeed-kt", 0.0)
// * cos( fgGetDouble("/orientation/pitch-deg", 0.0)
// * SGD_DEGREES_TO_RADIANS);
// OSGFIXME
// if( is_internal )
// shadows->endOfFrame();
// need to call the update visitor once
mFrameStamp->setCalendarTime(*globals->get_time_params()->getGmt());
mUpdateVisitor->setViewData(current__view->getViewPosition(),
current__view->getViewOrientation());
SGVec3f direction(l->sun_vec()[0], l->sun_vec()[1], l->sun_vec()[2]);
mUpdateVisitor->setLight(direction, l->scene_ambient(),
l->scene_diffuse(), l->scene_specular(),
l->adj_fog_color(),
l->get_sun_angle()*SGD_RADIANS_TO_DEGREES);
mUpdateVisitor->setVisibility(actual_visibility);
viewPartition->setVisibility(actual_visibility);
simgear::GroundLightManager::instance()->update(mUpdateVisitor.get());
bool hotspots = fgGetBool("/sim/panel-hotspots");
osg::Node::NodeMask cullMask = ~simgear::LIGHTS_BITS & ~simgear::PICK_BIT;
cullMask |= simgear::GroundLightManager::instance()
->getLightNodeMask(mUpdateVisitor.get());
if (hotspots)
cullMask |= simgear::PICK_BIT;
camera->setCullMask(cullMask);
// XXX
for (int i = 0; i < viewer->getNumSlaves(); ++i)
viewer->getSlave(i)._camera->setCullMask(cullMask);
}
// 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;
}
static int lastwidth = 0;
static int lastheight = 0;
if (width != lastwidth)
fgSetInt("/sim/startup/xsize", lastwidth = width);
if (height != lastheight)
fgSetInt("/sim/startup/ysize", lastheight = 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);
}
}
}
void FGRenderer::setCameraParameters(float vfov, float aspectRatio,
float zNear, float zFar)
{
zNear = .1;
osgViewer::Viewer* viewer = globals->get_renderer()->getViewer();
viewer->getCamera()->setProjectionMatrixAsPerspective(vfov,
1.0f / aspectRatio,
zNear, zFar);
}
bool
FGRenderer::pick(std::vector<SGSceneryPick>& pickList,
const osgGA::GUIEventAdapter* ea)
{
osgViewer::Viewer* viewer = globals->get_renderer()->getViewer();
// wipe out the return ...
pickList.clear();
typedef osgUtil::LineSegmentIntersector::Intersections Intersections;
Intersections intersections;
if (!computeIntersections(CameraGroup::getDefault(), ea, intersections))
return false;
for (Intersections::iterator hit = intersections.begin(),
e = intersections.end();
hit != e;
++hit) {
const osg::NodePath& np = hit->nodePath;
osg::NodePath::const_reverse_iterator npi;
for (npi = np.rbegin(); npi != np.rend(); ++npi) {
SGSceneUserData* ud = SGSceneUserData::getSceneUserData(*npi);
if (!ud)
continue;
for (unsigned i = 0; i < ud->getNumPickCallbacks(); ++i) {
SGPickCallback* pickCallback = ud->getPickCallback(i);
if (!pickCallback)
continue;
SGSceneryPick sceneryPick;
sceneryPick.info.local = SGVec3d(hit->getLocalIntersectPoint());
sceneryPick.info.wgs84 = SGVec3d(hit->getWorldIntersectPoint());
sceneryPick.callback = pickCallback;
pickList.push_back(sceneryPick);
}
}
}
return !pickList.empty();
}
void
FGRenderer::addCamera(osg::Camera* camera, bool useSceneData)
{
mRealRoot->addChild(camera);
}
bool
fgDumpSceneGraphToFile(const char* filename)
{
return osgDB::writeNodeFile(*mRealRoot.get(), filename);
}
bool
fgDumpTerrainBranchToFile(const char* filename)
{
return osgDB::writeNodeFile( *globals->get_scenery()->get_terrain_branch(),
filename );
}
// For debugging
bool
fgDumpNodeToFile(osg::Node* node, const char* filename)
{
return osgDB::writeNodeFile(*node, filename);
}
// end of renderer.cxx