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flightgear/src/Viewer/renderer_compositor.cxx

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// 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.
#include <config.h>
#ifdef HAVE_WINDOWS_H
# include <windows.h>
#endif
#include <simgear/compiler.h>
#include <algorithm>
#include <iostream>
#include <map>
#include <vector>
#include <typeinfo>
#include <boost/foreach.hpp>
#include <osg/ref_ptr>
#include <osg/AlphaFunc>
#include <osg/BlendFunc>
#include <osg/Camera>
#include <osg/CullFace>
#include <osg/CullStack>
#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/Math>
#include <osg/NodeCallback>
#include <osg/Notify>
#include <osg/PolygonMode>
#include <osg/PolygonOffset>
#include <osg/Program>
#include <osg/Version>
#include <osg/TexEnv>
#include <osgUtil/LineSegmentIntersector>
#include <osg/io_utils>
#include <osgDB/WriteFile>
#include <osgViewer/Renderer>
#include <simgear/scene/material/matlib.hxx>
#include <simgear/scene/material/EffectCullVisitor.hxx>
#include <simgear/scene/material/Effect.hxx>
#include <simgear/scene/material/EffectGeode.hxx>
#include <simgear/scene/material/EffectBuilder.hxx>
#include <simgear/scene/model/animation.hxx>
#include <simgear/scene/model/placement.hxx>
#include <simgear/scene/sky/sky.hxx>
#include <simgear/scene/util/DeletionManager.hxx>
#include <simgear/scene/util/SGUpdateVisitor.hxx>
#include <simgear/scene/util/RenderConstants.hxx>
#include <simgear/scene/util/SGSceneUserData.hxx>
#include <simgear/scene/tgdb/GroundLightManager.hxx>
#include <simgear/scene/tgdb/pt_lights.hxx>
#include <simgear/scene/tgdb/userdata.hxx>
#include <simgear/structure/OSGUtils.hxx>
#include <simgear/props/props.hxx>
#include <simgear/timing/sg_time.hxx>
#include <simgear/ephemeris/ephemeris.hxx>
#include <simgear/math/sg_random.h>
#include <Time/light.hxx>
#include <Time/light.hxx>
#include <Cockpit/panel.hxx>
#include <Model/panelnode.hxx>
#include <Model/modelmgr.hxx>
#include <Model/acmodel.hxx>
#include <Scenery/scenery.hxx>
#include <Scenery/redout.hxx>
#include <GUI/new_gui.hxx>
#include <GUI/gui.h>
#include <Instrumentation/HUD/HUD.hxx>
#include <Environment/precipitation_mgr.hxx>
#include <Environment/environment_mgr.hxx>
#include <Environment/ephemeris.hxx>
//#include <Main/main.hxx>
#include "view.hxx"
#include "viewmgr.hxx"
#include "splash.hxx"
#include "renderer.hxx"
#include "CameraGroup.hxx"
#include "FGEventHandler.hxx"
#if defined(HAVE_QT)
#include <GUI/QQuickDrawable.hxx>
#include <Viewer/GraphicsWindowQt5.hxx>
#endif
#if defined(HAVE_PUI)
#include <Viewer/PUICamera.hxx>
#endif
using namespace osg;
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:
SGPropertyNode_ptr mConfigNode;
};
class SGHUDDrawable : public osg::Drawable {
public:
SGHUDDrawable()
{
// Dynamic stuff, do not store geometry
setUseDisplayList(false);
setDataVariance(Object::DYNAMIC);
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);
// HUD can be NULL
HUD *hud = static_cast<HUD*>(globals->get_subsystem("hud"));
if (hud) {
hud->draw(state);
}
glPopClientAttrib();
glPopAttrib();
}
virtual osg::Object* cloneType() const { return new SGHUDDrawable; }
virtual osg::Object* clone(const osg::CopyOp&) const { return new SGHUDDrawable; }
private:
};
class FGLightSourceUpdateCallback : public osg::NodeCallback {
public:
/**
* @param isSun true if the light is the actual sun i.e., for
* illuminating the moon.
*/
FGLightSourceUpdateCallback(bool isSun = false) : _isSun(isSun) {}
FGLightSourceUpdateCallback(const FGLightSourceUpdateCallback& nc,
const CopyOp& op)
: NodeCallback(nc, op), _isSun(nc._isSun)
{}
META_Object(flightgear,FGLightSourceUpdateCallback);
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"));
if (!l) {
// lighting is down during re-init
return;
}
if (_isSun) {
light->setAmbient(Vec4(0.0f, 0.0f, 0.0f, 0.0f));
light->setDiffuse(Vec4(1.0f, 1.0f, 1.0f, 1.0f));
light->setSpecular(Vec4(0.0f, 0.0f, 0.0f, 0.0f));
} else {
light->setAmbient(toOsg(l->scene_ambient()));
light->setDiffuse(toOsg(l->scene_diffuse()));
light->setSpecular(toOsg(l->scene_specular()));
}
osg::Vec4f position(l->sun_vec()[0], l->sun_vec()[1], l->sun_vec()[2], 0);
light->setPosition(position);
traverse(node, nv);
}
private:
const bool _isSun;
};
class FGWireFrameModeUpdateCallback : public osg::StateAttribute::Callback {
public:
FGWireFrameModeUpdateCallback() :
mWireframe(fgGetNode("/sim/rendering/wireframe", true))
{ }
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:
SGPropertyNode_ptr mWireframe;
};
class FGLightModelUpdateCallback : public osg::StateAttribute::Callback {
public:
FGLightModelUpdateCallback() :
mHighlights(fgGetNode("/sim/rendering/specular-highlight", true))
{ }
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(toOsg(l->scene_ambient());
#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:
SGPropertyNode_ptr mHighlights;
};
class FGFogEnableUpdateCallback : public osg::StateSet::Callback {
public:
FGFogEnableUpdateCallback() :
mFogEnabled(fgGetNode("/sim/rendering/fog", true))
{ }
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:
SGPropertyNode_ptr 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(toOsg(updateVisitor->getFogColor()));
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);
bool enabled = scenery_enabled;
sw->setValue(0, enabled);
if (!enabled)
return;
traverse(node, nv);
}
static bool scenery_enabled;
};
bool FGScenerySwitchCallback::scenery_enabled = false;
FGRenderer::FGRenderer() :
_sky(NULL)
{
_root = new osg::Group;
_root->setName("fakeRoot");
_updateVisitor = new SGUpdateVisitor;
}
FGRenderer::~FGRenderer()
{
// replace the viewer's scene completely
if (getViewer()) {
getViewer()->setSceneData(new osg::Group);
}
delete _sky;
}
// Initialize various GL/view parameters
void
FGRenderer::preinit( void )
{
// important that we reset the viewer sceneData here, to ensure the reference
// time for everything is in sync; otherwise on reset the Viewer and
// GraphicsWindow clocks are out of sync.
osgViewer::Viewer* viewer = getViewer();
viewer->setName("osgViewer");
_viewerSceneRoot = new osg::Group;
_viewerSceneRoot->setName("viewerSceneRoot");
viewer->setSceneData(_viewerSceneRoot);
_quickDrawable = nullptr;
_splash = new SplashScreen;
_viewerSceneRoot->addChild(_splash);
_frameStamp = new osg::FrameStamp;
viewer->setFrameStamp(_frameStamp.get());
// Scene doesn't seem to pass the frame stamp to the update
// visitor automatically.
_updateVisitor->setFrameStamp(_frameStamp.get());
viewer->setUpdateVisitor(_updateVisitor.get());
fgSetDouble("/sim/startup/splash-alpha", 1.0);
// hide the menubar if it overlaps the window, so the splash screen
// is completely visible. We reset this value when the splash screen
// is fading out.
fgSetBool("/sim/menubar/overlap-hide", true);
}
void
FGRenderer::init( void )
{
if (!eventHandler)
eventHandler = new FGEventHandler();
sgUserDataInit( globals->get_props() );
_scenery_loaded = fgGetNode("/sim/sceneryloaded", true);
_position_finalized = fgGetNode("/sim/position-finalized", true);
_panel_hotspots = fgGetNode("/sim/panel-hotspots", true);
_virtual_cockpit = fgGetNode("/sim/virtual-cockpit", true);
_sim_delta_sec = fgGetNode("/sim/time/delta-sec", true);
_xsize = fgGetNode("/sim/startup/xsize", true);
_ysize = fgGetNode("/sim/startup/ysize", true);
_splash_alpha = fgGetNode("/sim/startup/splash-alpha", true);
_point_sprites = fgGetNode("/sim/rendering/point-sprites", true);
_distance_attenuation = fgGetNode("/sim/rendering/distance-attenuation", true);
_horizon_effect = fgGetNode("/sim/rendering/horizon-effect", true);
_altitude_ft = fgGetNode("/position/altitude-ft", true);
_cloud_status = fgGetNode("/environment/clouds/status", true);
_visibility_m = fgGetNode("/environment/visibility-m", true);
bool use_point_sprites = _point_sprites->getBoolValue();
bool distance_attenuation = _distance_attenuation->getBoolValue();
SGConfigureDirectionalLights( use_point_sprites, distance_attenuation );
if (const char* tc = fgGetString("/sim/rendering/texture-compression", NULL)) {
if (strcmp(tc, "false") == 0 || strcmp(tc, "off") == 0 ||
strcmp(tc, "0") == 0 || strcmp(tc, "no") == 0 ||
strcmp(tc, "none") == 0) {
SGSceneFeatures::instance()->setTextureCompression(SGSceneFeatures::DoNotUseCompression);
} else if (strcmp(tc, "arb") == 0) {
SGSceneFeatures::instance()->setTextureCompression(SGSceneFeatures::UseARBCompression);
} else if (strcmp(tc, "dxt1") == 0) {
SGSceneFeatures::instance()->setTextureCompression(SGSceneFeatures::UseDXT1Compression);
} else if (strcmp(tc, "dxt3") == 0) {
SGSceneFeatures::instance()->setTextureCompression(SGSceneFeatures::UseDXT3Compression);
} else if (strcmp(tc, "dxt5") == 0) {
SGSceneFeatures::instance()->setTextureCompression(SGSceneFeatures::UseDXT5Compression);
} else {
SG_LOG(SG_VIEW, SG_WARN, "Unknown texture compression setting!");
}
}
SGSceneFeatures::instance()->setTextureCompressionPath(globals->get_texture_cache_dir());
// create sky, but can't build until setupView, since we depend
// on other subsystems to be inited, eg Ephemeris
_sky = new SGSky;
SGPath texture_path(globals->get_fg_root());
texture_path.append("Textures");
texture_path.append("Sky");
for (int i = 0; i < FGEnvironmentMgr::MAX_CLOUD_LAYERS; i++) {
SGCloudLayer * layer = new SGCloudLayer(texture_path.local8BitStr());
_sky->add_cloud_layer(layer);
}
_sky->texture_path( texture_path.local8BitStr() );
// XXX: Should always be true
eventHandler->setChangeStatsCameraRenderOrder( true );
}
void FGRenderer::setupRoot()
{
osg::StateSet* stateSet = _root->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::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);
}
void
FGRenderer::setupView( 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);
setupRoot();
// build the sky
Ephemeris* ephemerisSub = globals->get_subsystem<Ephemeris>();
// The sun and moon diameters are scaled down numbers of the
// actual diameters. This was needed to fit both the sun and the
// moon within the distance to the far clip plane.
// Moon diameter: 3,476 kilometers
// Sun diameter: 1,390,000 kilometers
osg::ref_ptr<simgear::SGReaderWriterOptions> opt;
opt = simgear::SGReaderWriterOptions::fromPath(globals->get_fg_root().local8BitStr());
opt->setPropertyNode(globals->get_props());
_sky->build( 80000.0, 80000.0,
463.3, 361.8,
*ephemerisSub->data(),
fgGetNode("/environment", true),
opt.get());
viewer->getCamera()
->setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR);
// need to update the light on every frame
// OSG LightSource objects are rather confusing. OSG only supports
// the 10 lights specified by OpenGL itself; if more than one
// LightSource in the scene graph have the same light number, it's
// indeterminate which values will be used to render geometry that
// has that light number enabled. Also, adding children to a
// LightSource is just a shortcut for setting up a state set that
// has the corresponding OpenGL light enabled: a LightSource will
// affect geometry anywhere in the scene graph that has its light
// number enabled in a state set.
osg::ref_ptr<LightSource> lightSource = new LightSource;
lightSource->setName("FGLightSource");
lightSource->getLight()->setDataVariance(Object::DYNAMIC);
// relative because of CameraView being just a clever transform node
lightSource->setReferenceFrame(osg::LightSource::RELATIVE_RF);
lightSource->setLocalStateSetModes(osg::StateAttribute::ON);
lightSource->setUpdateCallback(new FGLightSourceUpdateCallback);
_viewerSceneRoot->addChild(lightSource);
// we need a white diffuse light for the phase of the moon
osg::ref_ptr<LightSource> sunLight = new osg::LightSource;
sunLight->setName("sunLightSource");
sunLight->getLight()->setDataVariance(Object::DYNAMIC);
sunLight->getLight()->setLightNum(1);
sunLight->setUpdateCallback(new FGLightSourceUpdateCallback(true));
sunLight->setReferenceFrame(osg::LightSource::RELATIVE_RF);
sunLight->setLocalStateSetModes(osg::StateAttribute::ON);
// Hang a StateSet above the sky subgraph in order to turn off
// light 0
Group* skyGroup = _sky->getPreRoot();
StateSet* skySS = skyGroup->getOrCreateStateSet();
skySS->setMode(GL_LIGHT0, StateAttribute::OFF);
sunLight->addChild(skyGroup);
_root->addChild(sunLight);
osg::Group* sceneGroup = globals->get_scenery()->get_scene_graph();
sceneGroup->setName("rendererScene");
sceneGroup->setNodeMask(~simgear::BACKGROUND_BIT);
_root->addChild(sceneGroup);
// setup state-set for main scenery (including models and aircraft)
osg::StateSet* stateSet = sceneGroup->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 SGHUDDrawable);
#if defined(HAVE_PUI)
_puiCamera = new flightgear::PUICamera;
_puiCamera->init(guiCamera);
#endif
#if defined(HAVE_QT)
std::string rootQMLPath = fgGetString("/sim/gui/qml-root-path");
auto graphicsWindowQt = dynamic_cast<GraphicsWindowQt5*>(guiCamera->getGraphicsContext());
if (graphicsWindowQt && !rootQMLPath.empty()) {
_quickDrawable = new QQuickDrawable;
_quickDrawable->setup(graphicsWindowQt);
_quickDrawable->setSource(QUrl::fromLocalFile(QString::fromStdString(rootQMLPath)));
geode->addDrawable(_quickDrawable);
}
#endif
// Draw first (eg. before Canvas GUI)
guiCamera->insertChild(0, geode);
guiCamera->insertChild(0, FGPanelNode::create2DPanelNode());
}
osg::Switch* sw = new osg::Switch;
sw->setName("scenerySwitch");
sw->setUpdateCallback(new FGScenerySwitchCallback);
sw->addChild(_root.get());
_viewerSceneRoot->addChild(sw);
// The clouds are attached directly to the scene graph root
// because, in theory, they don't want the same default state set
// as the rest of the scene. This may not be true in practice.
_viewerSceneRoot->addChild(_sky->getCloudRoot());
_viewerSceneRoot->addChild(FGCreateRedoutNode());
// Attach empty program to the scene root so that shader programs
// don't leak into state sets (effects) that shouldn't have one.
stateSet = _viewerSceneRoot->getOrCreateStateSet();
stateSet->setAttributeAndModes(new osg::Program, osg::StateAttribute::ON);
}
// Update all Visuals (redraws anything graphics related)
void
FGRenderer::update( ) {
if (!_position_finalized || !_scenery_loaded->getBoolValue())
{
_splash_alpha->setDoubleValue(1.0);
GLint max_texture_size;
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &max_texture_size);
// abritrary range change as sometimes during init the device reports somewhat dubious values, so
// we know that the size must be greater than size and that probably 9999999 is unreasonably large
if (max_texture_size > 0 && max_texture_size < 9999999)
SGSceneFeatures::instance()->setMaxTextureSize(max_texture_size);
return;
}
osgViewer::Viewer* viewer = globals->get_renderer()->getViewer();
if (_splash_alpha->getDoubleValue()>0.0)
{
// Fade out the splash screen
const double fade_time = 0.5;
const double fade_steps_per_sec = 10;
double delay_time = SGMiscd::min(fade_time/fade_steps_per_sec,
(SGTimeStamp::now() - _splash_time).toSecs());
_splash_time = SGTimeStamp::now();
double sAlpha = _splash_alpha->getDoubleValue();
sAlpha -= SGMiscd::max(0.0,delay_time/fade_time);
FGScenerySwitchCallback::scenery_enabled = (sAlpha<1.0);
_splash_alpha->setDoubleValue((sAlpha < 0) ? 0.0 : sAlpha);
syncPausePopupState();
fgSetBool("/sim/menubar/overlap-hide", false);
}
FGLight *l = static_cast<FGLight*>(globals->get_subsystem("lighting"));
// update fog params
double actual_visibility;
if (_cloud_status->getBoolValue()) {
actual_visibility = _sky->get_visibility();
} else {
actual_visibility = _visibility_m->getDoubleValue();
}
// 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.
flightgear::View *current__view = globals->get_current_view();
// Force update of center dependent values ...
current__view->set_dirty();
osg::Camera *camera = viewer->getCamera();
osg::Vec4 clear_color = _altitude_ft->getDoubleValue() < 250000
? toOsg(l->adj_fog_color())
// skydome ends at ~262000ft (default rendering)
// ~328000 ft (ALS) and would produce a strange
// looking greyish space -> black looks much
// better :-)
: osg::Vec4(0, 0, 0, 1);
camera->setClearColor(clear_color);
updateSky();
// need to call the update visitor once
_frameStamp->setCalendarTime(*globals->get_time_params()->getGmt());
_updateVisitor->setViewData(current__view->getViewPosition(),
current__view->getViewOrientation());
SGVec3f direction(l->sun_vec()[0], l->sun_vec()[1], l->sun_vec()[2]);
_updateVisitor->setLight(direction, l->scene_ambient(),
l->scene_diffuse(), l->scene_specular(),
l->adj_fog_color(),
l->get_sun_angle()*SGD_RADIANS_TO_DEGREES);
_updateVisitor->setVisibility(actual_visibility);
simgear::GroundLightManager::instance()->update(_updateVisitor.get());
osg::Node::NodeMask cullMask = ~simgear::LIGHTS_BITS & ~simgear::PICK_BIT;
cullMask |= simgear::GroundLightManager::instance()
->getLightNodeMask(_updateVisitor.get());
if (_panel_hotspots->getBoolValue())
cullMask |= simgear::PICK_BIT;
camera->setCullMask(cullMask);
camera->setCullMaskLeft(cullMask);
camera->setCullMaskRight(cullMask);
}
void
FGRenderer::updateSky()
{
// update fog params if visibility has changed
double visibility_meters = _visibility_m->getDoubleValue();
_sky->set_visibility(visibility_meters);
double altitude_m = _altitude_ft->getDoubleValue() * SG_FEET_TO_METER;
_sky->modify_vis( altitude_m, 0.0 /* time factor, now unused */);
FGLight *l = static_cast<FGLight*>(globals->get_subsystem("lighting"));
// 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 (_horizon_effect->getBoolValue()) {
sun_horiz_eff
= 0.67 + pow(osg::clampAbove(0.5 + cos(l->get_sun_angle()),
0.0),
0.33) / 3.0;
moon_horiz_eff
= 0.67 + pow(osg::clampAbove(0.5 + cos(l->get_moon_angle()),
0.0),
0.33)/3.0;
} else {
sun_horiz_eff = moon_horiz_eff = 1.0;
}
SGSkyState sstate;
sstate.pos = globals->get_current_view()->getViewPosition();
sstate.pos_geod = globals->get_current_view()->getPosition();
sstate.ori = globals->get_current_view()->getViewOrientation();
sstate.spin = l->get_sun_rotation();
sstate.gst = globals->get_time_params()->getGst();
sstate.sun_dist = 50000.0 * sun_horiz_eff;
sstate.moon_dist = 40000.0 * moon_horiz_eff;
sstate.sun_angle = l->get_sun_angle();
SGSkyColor scolor;
scolor.sky_color = SGVec3f(l->sky_color().data());
scolor.adj_sky_color = SGVec3f(l->adj_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();
Ephemeris* ephemerisSub = globals->get_subsystem<Ephemeris>();
double delta_time_sec = _sim_delta_sec->getDoubleValue();
_sky->reposition( sstate, *ephemerisSub->data(), delta_time_sec );
_sky->repaint( scolor, *ephemerisSub->data() );
}
void
FGRenderer::resize( int width, int height )
{
int curWidth = _xsize->getIntValue(),
curHeight = _ysize->getIntValue();
SG_LOG(SG_VIEW, SG_DEBUG, "FGRenderer::resize: new size " << width << " x " << height);
if ((curHeight != height) || (curWidth != width)) {
// must guard setting these, or PLIB-PUI fails with too many live interfaces
_xsize->setIntValue(width);
_ysize->setIntValue(height);
}
// update splash node if present
_splash->resize(width, height);
#if defined(HAVE_QT)
if (_quickDrawable) {
_quickDrawable->resize(width, height);
}
#endif
}
typedef osgUtil::LineSegmentIntersector::Intersection Intersection;
SGVec2d uvFromIntersection(const Intersection& hit)
{
// Taken from http://trac.openscenegraph.org/projects/osg/browser/OpenSceneGraph/trunk/examples/osgmovie/osgmovie.cpp
osg::Drawable* drawable = hit.drawable.get();
osg::Geometry* geometry = drawable ? drawable->asGeometry() : 0;
osg::Vec3Array* vertices =
geometry ? dynamic_cast<osg::Vec3Array*>(geometry->getVertexArray()) : 0;
if( !vertices )
{
SG_LOG(SG_INPUT, SG_WARN, "Unable to get vertices for intersection.");
return SGVec2d(-9999,-9999);
}
// get the vertex indices.
const Intersection::IndexList& indices = hit.indexList;
const Intersection::RatioList& ratios = hit.ratioList;
if( indices.size() != 3 || ratios.size() != 3 )
{
SG_LOG( SG_INPUT,
SG_WARN,
"Intersection has insufficient indices to work with." );
return SGVec2d(-9999,-9999);
}
unsigned int i1 = indices[0];
unsigned int i2 = indices[1];
unsigned int i3 = indices[2];
float r1 = ratios[0];
float r2 = ratios[1];
float r3 = ratios[2];
osg::Array* texcoords =
(geometry->getNumTexCoordArrays() > 0) ? geometry->getTexCoordArray(0) : 0;
osg::Vec2Array* texcoords_Vec2Array =
dynamic_cast<osg::Vec2Array*>(texcoords);
if( !texcoords_Vec2Array )
{
SG_LOG(SG_INPUT, SG_WARN, "Unable to get texcoords for intersection.");
return SGVec2d(-9999,-9999);
}
// we have tex coord array so now we can compute the final tex coord at the
// point of intersection.
osg::Vec2 tc1 = (*texcoords_Vec2Array)[i1];
osg::Vec2 tc2 = (*texcoords_Vec2Array)[i2];
osg::Vec2 tc3 = (*texcoords_Vec2Array)[i3];
return toSG( osg::Vec2d(tc1 * r1 + tc2 * r2 + tc3 * r3) );
}
PickList FGRenderer::pick(const osg::Vec2& windowPos)
{
PickList result;
typedef osgUtil::LineSegmentIntersector::Intersections Intersections;
Intersections intersections;
if (!computeIntersections(CameraGroup::getDefault(), windowPos, intersections))
return result;
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 || (ud->getNumPickCallbacks() == 0))
continue;
for (unsigned i = 0; i < ud->getNumPickCallbacks(); ++i) {
SGPickCallback* pickCallback = ud->getPickCallback(i);
if (!pickCallback)
continue;
SGSceneryPick sceneryPick;
sceneryPick.info.local = toSG(hit->getLocalIntersectPoint());
sceneryPick.info.wgs84 = toSG(hit->getWorldIntersectPoint());
if( pickCallback->needsUV() )
sceneryPick.info.uv = uvFromIntersection(*hit);
sceneryPick.callback = pickCallback;
result.push_back(sceneryPick);
} // of installed pick callbacks iteration
} // of reverse node path walk
}
return result;
}
void
FGRenderer::setViewer(osgViewer::Viewer* viewer_)
{
viewer = viewer_;
}
void
FGRenderer::setEventHandler(FGEventHandler* eventHandler_)
{
eventHandler = eventHandler_;
}
void
FGRenderer::addCamera(osg::Camera* camera, bool useSceneData)
{
_viewerSceneRoot->addChild(camera);
}
void
FGRenderer::removeCamera(osg::Camera* camera)
{
_viewerSceneRoot->removeChild(camera);
}
void
FGRenderer::setPlanes( double zNear, double zFar )
{
// _planes->set( osg::Vec3f( - zFar, - zFar * zNear, zFar - zNear ) );
}
bool
fgDumpSceneGraphToFile(const char* filename)
{
osgViewer::Viewer* viewer = globals->get_renderer()->getViewer();
return osgDB::writeNodeFile(*viewer->getSceneData(), 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);
}
namespace flightgear
{
using namespace osg;
class VisibleSceneInfoVistor : public NodeVisitor, CullStack
{
public:
VisibleSceneInfoVistor()
: NodeVisitor(CULL_VISITOR, TRAVERSE_ACTIVE_CHILDREN)
{
setCullingMode(CullSettings::SMALL_FEATURE_CULLING
| CullSettings::VIEW_FRUSTUM_CULLING);
setComputeNearFarMode(CullSettings::DO_NOT_COMPUTE_NEAR_FAR);
}
VisibleSceneInfoVistor(const VisibleSceneInfoVistor& rhs)
{
}
META_NodeVisitor("flightgear","VisibleSceneInfoVistor")
typedef std::map<const std::string,int> InfoMap;
void getNodeInfo(Node* node)
{
const char* typeName = typeid(*node).name();
classInfo[typeName]++;
const std::string& nodeName = node->getName();
if (!nodeName.empty())
nodeInfo[nodeName]++;
}
void dumpInfo()
{
using namespace std;
typedef vector<InfoMap::iterator> FreqVector;
cout << "class info:\n";
FreqVector classes;
for (InfoMap::iterator itr = classInfo.begin(), end = classInfo.end();
itr != end;
++itr)
classes.push_back(itr);
sort(classes.begin(), classes.end(), freqComp);
for (FreqVector::iterator itr = classes.begin(), end = classes.end();
itr != end;
++itr) {
cout << (*itr)->first << " " << (*itr)->second << "\n";
}
cout << "\nnode info:\n";
FreqVector nodes;
for (InfoMap::iterator itr = nodeInfo.begin(), end = nodeInfo.end();
itr != end;
++itr)
nodes.push_back(itr);
sort (nodes.begin(), nodes.end(), freqComp);
for (FreqVector::iterator itr = nodes.begin(), end = nodes.end();
itr != end;
++itr) {
cout << (*itr)->first << " " << (*itr)->second << "\n";
}
cout << endl;
}
void doTraversal(Camera* camera, Node* root, Viewport* viewport)
{
ref_ptr<RefMatrix> projection
= createOrReuseMatrix(camera->getProjectionMatrix());
ref_ptr<RefMatrix> mv = createOrReuseMatrix(camera->getViewMatrix());
if (!viewport)
viewport = camera->getViewport();
if (viewport)
pushViewport(viewport);
pushProjectionMatrix(projection.get());
pushModelViewMatrix(mv.get(), Transform::ABSOLUTE_RF);
root->accept(*this);
popModelViewMatrix();
popProjectionMatrix();
if (viewport)
popViewport();
dumpInfo();
}
void apply(Node& node)
{
if (isCulled(node))
return;
pushCurrentMask();
getNodeInfo(&node);
traverse(node);
popCurrentMask();
}
void apply(Group& node)
{
if (isCulled(node))
return;
pushCurrentMask();
getNodeInfo(&node);
traverse(node);
popCurrentMask();
}
void apply(Transform& node)
{
if (isCulled(node))
return;
pushCurrentMask();
ref_ptr<RefMatrix> matrix = createOrReuseMatrix(*getModelViewMatrix());
node.computeLocalToWorldMatrix(*matrix,this);
pushModelViewMatrix(matrix.get(), node.getReferenceFrame());
getNodeInfo(&node);
traverse(node);
popModelViewMatrix();
popCurrentMask();
}
void apply(Camera& camera)
{
// Save current cull settings
CullSettings saved_cull_settings(*this);
// set cull settings from this Camera
setCullSettings(camera);
// inherit the settings from above
inheritCullSettings(saved_cull_settings, camera.getInheritanceMask());
// set the cull mask.
unsigned int savedTraversalMask = getTraversalMask();
bool mustSetCullMask = (camera.getInheritanceMask()
& osg::CullSettings::CULL_MASK) == 0;
if (mustSetCullMask)
setTraversalMask(camera.getCullMask());
osg::RefMatrix* projection = 0;
osg::RefMatrix* modelview = 0;
if (camera.getReferenceFrame()==osg::Transform::RELATIVE_RF) {
if (camera.getTransformOrder()==osg::Camera::POST_MULTIPLY) {
projection = createOrReuseMatrix(*getProjectionMatrix()
*camera.getProjectionMatrix());
modelview = createOrReuseMatrix(*getModelViewMatrix()
* camera.getViewMatrix());
}
else { // pre multiply
projection = createOrReuseMatrix(camera.getProjectionMatrix()
* (*getProjectionMatrix()));
modelview = createOrReuseMatrix(camera.getViewMatrix()
* (*getModelViewMatrix()));
}
} else {
// an absolute reference frame
projection = createOrReuseMatrix(camera.getProjectionMatrix());
modelview = createOrReuseMatrix(camera.getViewMatrix());
}
if (camera.getViewport())
pushViewport(camera.getViewport());
pushProjectionMatrix(projection);
pushModelViewMatrix(modelview, camera.getReferenceFrame());
traverse(camera);
// restore the previous model view matrix.
popModelViewMatrix();
// restore the previous model view matrix.
popProjectionMatrix();
if (camera.getViewport()) popViewport();
// restore the previous traversal mask settings
if (mustSetCullMask)
setTraversalMask(savedTraversalMask);
// restore the previous cull settings
setCullSettings(saved_cull_settings);
}
protected:
// sort in reverse
static bool freqComp(const InfoMap::iterator& lhs, const InfoMap::iterator& rhs)
{
return lhs->second > rhs->second;
}
InfoMap classInfo;
InfoMap nodeInfo;
};
bool printVisibleSceneInfo(FGRenderer* renderer)
{
osgViewer::Viewer* viewer = renderer->getViewer();
VisibleSceneInfoVistor vsv;
Viewport* vp = 0;
if (!viewer->getCamera()->getViewport() && viewer->getNumSlaves() > 0) {
const osg::View::Slave& slave = viewer->getSlave(0);
vp = slave._camera->getViewport();
}
vsv.doTraversal(viewer->getCamera(), viewer->getSceneData(), vp);
return true;
}
}
// end of renderer.cxx