1082 lines
37 KiB
C++
1082 lines
37 KiB
C++
// renderer.cxx -- top level sim routines
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//
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// Written by Curtis Olson, started May 1997.
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// This file contains parts of main.cxx prior to october 2004
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//
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// Copyright (C) 1997 - 2002 Curtis L. Olson - http://www.flightgear.org/~curt
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//
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// This program is free software; you can redistribute it and/or
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// modify it under the terms of the GNU General Public License as
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// published by the Free Software Foundation; either version 2 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful, but
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// WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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// General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program; if not, write to the Free Software
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// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#ifdef HAVE_CONFIG_H
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# include <config.h>
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#endif
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#ifdef HAVE_WINDOWS_H
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# include <windows.h>
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#endif
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#include <simgear/compiler.h>
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#include <algorithm>
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#include <iostream>
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#include <map>
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#include <vector>
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#include <typeinfo>
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#include <osg/ref_ptr>
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#include <osg/AlphaFunc>
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#include <osg/BlendFunc>
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#include <osg/Camera>
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#include <osg/CullFace>
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#include <osg/CullStack>
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#include <osg/Depth>
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#include <osg/Fog>
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#include <osg/Group>
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#include <osg/Hint>
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#include <osg/Light>
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#include <osg/LightModel>
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#include <osg/LightSource>
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#include <osg/Material>
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#include <osg/Math>
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#include <osg/NodeCallback>
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#include <osg/Notify>
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#include <osg/PolygonMode>
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#include <osg/PolygonOffset>
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#include <osg/Program>
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#include <osg/Version>
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#include <osg/TexEnv>
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#include <osgUtil/LineSegmentIntersector>
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#include <osg/io_utils>
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#include <osgDB/WriteFile>
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#include <simgear/math/SGMath.hxx>
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#include <simgear/scene/material/matlib.hxx>
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#include <simgear/scene/model/animation.hxx>
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#include <simgear/scene/model/placement.hxx>
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#include <simgear/scene/sky/sky.hxx>
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#include <simgear/scene/util/SGUpdateVisitor.hxx>
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#include <simgear/scene/util/RenderConstants.hxx>
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#include <simgear/scene/util/SGSceneUserData.hxx>
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#include <simgear/scene/tgdb/GroundLightManager.hxx>
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#include <simgear/scene/tgdb/pt_lights.hxx>
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#include <simgear/structure/OSGUtils.hxx>
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#include <simgear/props/props.hxx>
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#include <simgear/timing/sg_time.hxx>
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#include <simgear/ephemeris/ephemeris.hxx>
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#include <simgear/math/sg_random.h>
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#ifdef FG_JPEG_SERVER
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#include <simgear/screen/jpgfactory.hxx>
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#endif
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#include <Time/light.hxx>
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#include <Time/light.hxx>
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#include <Cockpit/panel.hxx>
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#include <Model/panelnode.hxx>
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#include <Model/modelmgr.hxx>
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#include <Model/acmodel.hxx>
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#include <Scenery/scenery.hxx>
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#include <Scenery/redout.hxx>
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#include <GUI/new_gui.hxx>
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#include <Instrumentation/HUD/HUD.hxx>
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#include <Environment/precipitation_mgr.hxx>
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#include "splash.hxx"
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#include "renderer.hxx"
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#include "main.hxx"
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#include "CameraGroup.hxx"
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#include "FGEventHandler.hxx"
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#include <Main/viewer.hxx>
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#include <Main/viewmgr.hxx>
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using namespace osg;
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using namespace simgear;
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using namespace flightgear;
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class FGHintUpdateCallback : public osg::StateAttribute::Callback {
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public:
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FGHintUpdateCallback(const char* configNode) :
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mConfigNode(fgGetNode(configNode, true))
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{ }
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virtual void operator()(osg::StateAttribute* stateAttribute,
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osg::NodeVisitor*)
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{
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assert(dynamic_cast<osg::Hint*>(stateAttribute));
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osg::Hint* hint = static_cast<osg::Hint*>(stateAttribute);
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const char* value = mConfigNode->getStringValue();
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if (!value)
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hint->setMode(GL_DONT_CARE);
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else if (0 == strcmp(value, "nicest"))
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hint->setMode(GL_NICEST);
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else if (0 == strcmp(value, "fastest"))
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hint->setMode(GL_FASTEST);
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else
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hint->setMode(GL_DONT_CARE);
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}
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private:
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SGPropertyNode_ptr mConfigNode;
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};
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class SGPuDrawable : public osg::Drawable {
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public:
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SGPuDrawable()
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{
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// Dynamic stuff, do not store geometry
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setUseDisplayList(false);
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setDataVariance(Object::DYNAMIC);
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osg::StateSet* stateSet = getOrCreateStateSet();
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stateSet->setRenderBinDetails(1001, "RenderBin");
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// speed optimization?
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stateSet->setMode(GL_CULL_FACE, osg::StateAttribute::OFF);
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// We can do translucent menus, so why not. :-)
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stateSet->setAttribute(new osg::BlendFunc(osg::BlendFunc::SRC_ALPHA, osg::BlendFunc::ONE_MINUS_SRC_ALPHA));
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stateSet->setMode(GL_BLEND, osg::StateAttribute::ON);
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stateSet->setTextureMode(0, GL_TEXTURE_2D, osg::StateAttribute::OFF);
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stateSet->setTextureAttribute(0, new osg::TexEnv(osg::TexEnv::MODULATE));
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stateSet->setMode(GL_FOG, osg::StateAttribute::OFF);
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stateSet->setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF);
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}
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virtual void drawImplementation(osg::RenderInfo& renderInfo) const
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{ drawImplementation(*renderInfo.getState()); }
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void drawImplementation(osg::State& state) const
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{
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state.setActiveTextureUnit(0);
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state.setClientActiveTextureUnit(0);
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state.disableAllVertexArrays();
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glPushAttrib(GL_ALL_ATTRIB_BITS);
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glPushClientAttrib(~0u);
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puDisplay();
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glPopClientAttrib();
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glPopAttrib();
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}
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virtual osg::Object* cloneType() const { return new SGPuDrawable; }
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virtual osg::Object* clone(const osg::CopyOp&) const { return new SGPuDrawable; }
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private:
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};
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class SGHUDAndPanelDrawable : public osg::Drawable {
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public:
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SGHUDAndPanelDrawable()
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{
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// Dynamic stuff, do not store geometry
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setUseDisplayList(false);
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setDataVariance(Object::DYNAMIC);
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osg::StateSet* stateSet = getOrCreateStateSet();
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stateSet->setRenderBinDetails(1000, "RenderBin");
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// speed optimization?
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stateSet->setMode(GL_CULL_FACE, osg::StateAttribute::OFF);
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stateSet->setAttribute(new osg::BlendFunc(osg::BlendFunc::SRC_ALPHA, osg::BlendFunc::ONE_MINUS_SRC_ALPHA));
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stateSet->setMode(GL_BLEND, osg::StateAttribute::ON);
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stateSet->setMode(GL_FOG, osg::StateAttribute::OFF);
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stateSet->setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF);
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stateSet->setTextureAttribute(0, new osg::TexEnv(osg::TexEnv::MODULATE));
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}
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virtual void drawImplementation(osg::RenderInfo& renderInfo) const
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{ drawImplementation(*renderInfo.getState()); }
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void drawImplementation(osg::State& state) const
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{
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state.setActiveTextureUnit(0);
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state.setClientActiveTextureUnit(0);
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state.disableAllVertexArrays();
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glPushAttrib(GL_ALL_ATTRIB_BITS);
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glPushClientAttrib(~0u);
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HUD *hud = static_cast<HUD*>(globals->get_subsystem("hud"));
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hud->draw(state);
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// update the panel subsystem
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if ( globals->get_current_panel() != NULL )
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globals->get_current_panel()->update(state);
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// We don't need a state here - can be safely removed when we can pick
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// correctly
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fgUpdate3DPanels();
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glPopClientAttrib();
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glPopAttrib();
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}
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virtual osg::Object* cloneType() const { return new SGHUDAndPanelDrawable; }
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virtual osg::Object* clone(const osg::CopyOp&) const { return new SGHUDAndPanelDrawable; }
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private:
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};
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class FGLightSourceUpdateCallback : public osg::NodeCallback {
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public:
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/**
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* @param isSun true if the light is the actual sun i.e., for
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* illuminating the moon.
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*/
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FGLightSourceUpdateCallback(bool isSun = false) : _isSun(isSun) {}
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FGLightSourceUpdateCallback(const FGLightSourceUpdateCallback& nc,
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const CopyOp& op)
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: NodeCallback(nc, op), _isSun(nc._isSun)
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{}
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META_Object(flightgear,FGLightSourceUpdateCallback);
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virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
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{
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assert(dynamic_cast<osg::LightSource*>(node));
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osg::LightSource* lightSource = static_cast<osg::LightSource*>(node);
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osg::Light* light = lightSource->getLight();
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FGLight *l = static_cast<FGLight*>(globals->get_subsystem("lighting"));
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if (_isSun) {
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light->setAmbient(Vec4(0.0f, 0.0f, 0.0f, 0.0f));
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light->setDiffuse(Vec4(1.0f, 1.0f, 1.0f, 1.0f));
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light->setSpecular(Vec4(0.0f, 0.0f, 0.0f, 0.0f));
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} else {
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light->setAmbient(toOsg(l->scene_ambient()));
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light->setDiffuse(toOsg(l->scene_diffuse()));
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light->setSpecular(toOsg(l->scene_specular()));
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}
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osg::Vec4f position(l->sun_vec()[0], l->sun_vec()[1], l->sun_vec()[2], 0);
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light->setPosition(position);
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traverse(node, nv);
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}
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private:
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const bool _isSun;
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};
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class FGWireFrameModeUpdateCallback : public osg::StateAttribute::Callback {
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public:
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FGWireFrameModeUpdateCallback() :
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mWireframe(fgGetNode("/sim/rendering/wireframe", true))
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{ }
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virtual void operator()(osg::StateAttribute* stateAttribute,
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osg::NodeVisitor*)
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{
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assert(dynamic_cast<osg::PolygonMode*>(stateAttribute));
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osg::PolygonMode* polygonMode;
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polygonMode = static_cast<osg::PolygonMode*>(stateAttribute);
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if (mWireframe->getBoolValue())
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polygonMode->setMode(osg::PolygonMode::FRONT_AND_BACK,
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osg::PolygonMode::LINE);
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else
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polygonMode->setMode(osg::PolygonMode::FRONT_AND_BACK,
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osg::PolygonMode::FILL);
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}
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private:
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SGPropertyNode_ptr mWireframe;
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};
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class FGLightModelUpdateCallback : public osg::StateAttribute::Callback {
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public:
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FGLightModelUpdateCallback() :
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mHighlights(fgGetNode("/sim/rendering/specular-highlight", true))
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{ }
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virtual void operator()(osg::StateAttribute* stateAttribute,
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osg::NodeVisitor*)
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{
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assert(dynamic_cast<osg::LightModel*>(stateAttribute));
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osg::LightModel* lightModel;
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lightModel = static_cast<osg::LightModel*>(stateAttribute);
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#if 0
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FGLight *l = static_cast<FGLight*>(globals->get_subsystem("lighting"));
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lightModel->setAmbientIntensity(toOsg(l->scene_ambient());
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#else
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lightModel->setAmbientIntensity(osg::Vec4(0, 0, 0, 1));
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#endif
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lightModel->setTwoSided(true);
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lightModel->setLocalViewer(false);
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if (mHighlights->getBoolValue()) {
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lightModel->setColorControl(osg::LightModel::SEPARATE_SPECULAR_COLOR);
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} else {
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lightModel->setColorControl(osg::LightModel::SINGLE_COLOR);
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}
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}
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private:
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SGPropertyNode_ptr mHighlights;
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};
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class FGFogEnableUpdateCallback : public osg::StateSet::Callback {
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public:
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FGFogEnableUpdateCallback() :
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mFogEnabled(fgGetNode("/sim/rendering/fog", true))
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{ }
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virtual void operator()(osg::StateSet* stateSet, osg::NodeVisitor*)
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{
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if (strcmp(mFogEnabled->getStringValue(), "disabled") == 0) {
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stateSet->setMode(GL_FOG, osg::StateAttribute::OFF);
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} else {
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stateSet->setMode(GL_FOG, osg::StateAttribute::ON);
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}
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}
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private:
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SGPropertyNode_ptr mFogEnabled;
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};
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class FGFogUpdateCallback : public osg::StateAttribute::Callback {
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public:
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virtual void operator () (osg::StateAttribute* sa, osg::NodeVisitor* nv)
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{
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assert(dynamic_cast<SGUpdateVisitor*>(nv));
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assert(dynamic_cast<osg::Fog*>(sa));
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SGUpdateVisitor* updateVisitor = static_cast<SGUpdateVisitor*>(nv);
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osg::Fog* fog = static_cast<osg::Fog*>(sa);
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fog->setMode(osg::Fog::EXP2);
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fog->setColor(toOsg(updateVisitor->getFogColor()));
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fog->setDensity(updateVisitor->getFogExp2Density());
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}
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};
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// update callback for the switch node guarding that splash
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class FGScenerySwitchCallback : public osg::NodeCallback {
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public:
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virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
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{
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assert(dynamic_cast<osg::Switch*>(node));
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osg::Switch* sw = static_cast<osg::Switch*>(node);
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bool enabled = scenery_enabled;
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sw->setValue(0, enabled);
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if (!enabled)
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return;
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traverse(node, nv);
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}
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static bool scenery_enabled;
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};
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bool FGScenerySwitchCallback::scenery_enabled = false;
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// Sky structures
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SGSky *thesky;
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static osg::ref_ptr<osg::FrameStamp> mFrameStamp = new osg::FrameStamp;
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static osg::ref_ptr<SGUpdateVisitor> mUpdateVisitor= new SGUpdateVisitor;
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static osg::ref_ptr<osg::Group> mRealRoot = new osg::Group;
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static osg::ref_ptr<osg::Group> mRoot = new osg::Group;
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FGRenderer::FGRenderer()
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{
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#ifdef FG_JPEG_SERVER
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jpgRenderFrame = FGRenderer::update;
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#endif
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eventHandler = new FGEventHandler;
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}
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FGRenderer::~FGRenderer()
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{
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#ifdef FG_JPEG_SERVER
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jpgRenderFrame = NULL;
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#endif
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}
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// Initialize various GL/view parameters
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// XXX This should be called "preinit" or something, as it initializes
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// critical parts of the scene graph in addition to the splash screen.
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void
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FGRenderer::splashinit( void ) {
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osgViewer::Viewer* viewer = globals->get_renderer()->getViewer();
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mRealRoot = dynamic_cast<osg::Group*>(viewer->getSceneData());
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mRealRoot->addChild(fgCreateSplashNode());
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mFrameStamp = viewer->getFrameStamp();
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// Scene doesn't seem to pass the frame stamp to the update
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// visitor automatically.
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mUpdateVisitor->setFrameStamp(mFrameStamp.get());
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viewer->setUpdateVisitor(mUpdateVisitor.get());
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fgSetDouble("/sim/startup/splash-alpha", 1.0);
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}
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void
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FGRenderer::init( void )
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{
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_scenery_loaded = fgGetNode("/sim/sceneryloaded", true);
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_scenery_override = fgGetNode("/sim/sceneryloaded-override", true);
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_panel_hotspots = fgGetNode("/sim/panel-hotspots", true);
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_virtual_cockpit = fgGetNode("/sim/virtual-cockpit", true);
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_sim_delta_sec = fgGetNode("/sim/time/delta-sec", true);
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_xsize = fgGetNode("/sim/startup/xsize", true);
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_ysize = fgGetNode("/sim/startup/ysize", true);
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_splash_alpha = fgGetNode("/sim/startup/splash-alpha", true);
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_skyblend = fgGetNode("/sim/rendering/skyblend", true);
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_point_sprites = fgGetNode("/sim/rendering/point-sprites", true);
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_enhanced_lighting = fgGetNode("/sim/rendering/enhanced-lighting", true);
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_distance_attenuation = fgGetNode("/sim/rendering/distance-attenuation", true);
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_horizon_effect = fgGetNode("/sim/rendering/horizon-effect", true);
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_textures = fgGetNode("/sim/rendering/textures", true);
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_altitude_ft = fgGetNode("/position/altitude-ft", true);
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_cloud_status = fgGetNode("/environment/clouds/status", true);
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_visibility_m = fgGetNode("/environment/visibility-m", true);
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}
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void
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FGRenderer::setupView( void )
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{
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osgViewer::Viewer* viewer = globals->get_renderer()->getViewer();
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osg::initNotifyLevel();
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// The number of polygon-offset "units" to place between layers. In
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// principle, one is supposed to be enough. In practice, I find that
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// my hardware/driver requires many more.
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osg::PolygonOffset::setUnitsMultiplier(1);
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osg::PolygonOffset::setFactorMultiplier(1);
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// Go full screen if requested ...
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if ( fgGetBool("/sim/startup/fullscreen") )
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fgOSFullScreen();
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viewer->getCamera()
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->setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR);
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osg::StateSet* stateSet = mRoot->getOrCreateStateSet();
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stateSet->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
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stateSet->setAttribute(new osg::Depth(osg::Depth::LESS));
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stateSet->setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF);
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stateSet->setAttribute(new osg::AlphaFunc(osg::AlphaFunc::GREATER, 0.01));
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stateSet->setMode(GL_ALPHA_TEST, osg::StateAttribute::OFF);
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stateSet->setAttribute(new osg::BlendFunc);
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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 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.
|
|
LightSource* lightSource = new LightSource;
|
|
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);
|
|
mRealRoot->addChild(lightSource);
|
|
// we need a white diffuse light for the phase of the moon
|
|
osg::LightSource* sunLight = new osg::LightSource;
|
|
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 = new Group;
|
|
StateSet* skySS = skyGroup->getOrCreateStateSet();
|
|
skySS->setMode(GL_LIGHT0, StateAttribute::OFF);
|
|
skyGroup->addChild(thesky->getPreRoot());
|
|
sunLight->addChild(skyGroup);
|
|
mRoot->addChild(sceneGroup);
|
|
mRoot->addChild(sunLight);
|
|
// Clouds are added to the scene graph later
|
|
stateSet = globals->get_scenery()->get_scene_graph()->getOrCreateStateSet();
|
|
stateSet->setMode(GL_ALPHA_TEST, osg::StateAttribute::ON);
|
|
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());
|
|
mRealRoot->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.
|
|
mRealRoot->addChild(thesky->getCloudRoot());
|
|
mRealRoot->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 = mRealRoot->getOrCreateStateSet();
|
|
stateSet->setAttributeAndModes(new osg::Program, osg::StateAttribute::ON);
|
|
}
|
|
|
|
void
|
|
FGRenderer::update()
|
|
{
|
|
globals->get_renderer()->update(true);
|
|
}
|
|
|
|
// Update all Visuals (redraws anything graphics related)
|
|
void
|
|
FGRenderer::update( bool refresh_camera_settings ) {
|
|
if (!(_scenery_loaded->getBoolValue() ||
|
|
_scenery_override->getBoolValue()))
|
|
{
|
|
_splash_alpha->setDoubleValue(1.0);
|
|
return;
|
|
}
|
|
osgViewer::Viewer* viewer = globals->get_renderer()->getViewer();
|
|
|
|
if (_splash_alpha->getDoubleValue()>0.0)
|
|
{
|
|
// Fade out the splash screen
|
|
const double fade_time = 0.8;
|
|
const double fade_steps_per_sec = 20;
|
|
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);
|
|
}
|
|
|
|
bool skyblend = _skyblend->getBoolValue();
|
|
bool use_point_sprites = _point_sprites->getBoolValue();
|
|
bool enhanced_lighting = _enhanced_lighting->getBoolValue();
|
|
bool distance_attenuation = _distance_attenuation->getBoolValue();
|
|
|
|
// OSGFIXME
|
|
SGConfigureDirectionalLights( use_point_sprites, enhanced_lighting,
|
|
distance_attenuation );
|
|
|
|
FGLight *l = static_cast<FGLight*>(globals->get_subsystem("lighting"));
|
|
|
|
// update fog params
|
|
double actual_visibility;
|
|
if (_cloud_status->getBoolValue()) {
|
|
actual_visibility = thesky->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.
|
|
|
|
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( _xsize->getIntValue(),
|
|
_ysize->getIntValue() );
|
|
}
|
|
osg::Camera *camera = viewer->getCamera();
|
|
|
|
if ( skyblend ) {
|
|
|
|
if ( _textures->getBoolValue() ) {
|
|
SGVec4f clearColor(l->adj_fog_color());
|
|
camera->setClearColor(toOsg(clearColor));
|
|
}
|
|
} else {
|
|
SGVec4f clearColor(l->sky_color());
|
|
camera->setClearColor(toOsg(clearColor));
|
|
}
|
|
|
|
// update fog params if visibility has changed
|
|
double visibility_meters = _visibility_m->getDoubleValue();
|
|
thesky->set_visibility(visibility_meters);
|
|
|
|
double altitude_m = _altitude_ft->getDoubleValue() * SG_FEET_TO_METER;
|
|
thesky->modify_vis( altitude_m, 0.0 /* time factor, now unused */);
|
|
|
|
// 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 (_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 = current__view->getViewPosition();
|
|
sstate.pos_geod = current__view->getPosition();
|
|
sstate.ori = 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();
|
|
|
|
double delta_time_sec = _sim_delta_sec->getDoubleValue();
|
|
thesky->reposition( sstate, *globals->get_ephem(), delta_time_sec );
|
|
thesky->repaint( scolor, *globals->get_ephem() );
|
|
|
|
//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);
|
|
simgear::GroundLightManager::instance()->update(mUpdateVisitor.get());
|
|
osg::Node::NodeMask cullMask = ~simgear::LIGHTS_BITS & ~simgear::PICK_BIT;
|
|
cullMask |= simgear::GroundLightManager::instance()
|
|
->getLightNodeMask(mUpdateVisitor.get());
|
|
if (_panel_hotspots->getBoolValue())
|
|
cullMask |= simgear::PICK_BIT;
|
|
CameraGroup::getDefault()->setCameraCullMasks(cullMask);
|
|
}
|
|
|
|
|
|
|
|
// options.cxx needs to see this for toggle_panel()
|
|
// Handle new window size or exposure
|
|
void
|
|
FGRenderer::resize( int width, int height ) {
|
|
|
|
// the following breaks aspect-ratio of the main 3D scenery window when 2D panels are moved
|
|
// in y direction - causing issues for aircraft with 2D panels (/sim/virtual_cockpit=false).
|
|
// Disabling for now. Seems this useful for the pre-OSG time only.
|
|
// if ( (!_virtual_cockpit->getBoolValue())
|
|
// && fgPanelVisible() && idle_state == 1000 ) {
|
|
// view_h = (int)(height * (globals->get_current_panel()->getViewHeight() -
|
|
// globals->get_current_panel()->getYOffset()) / 768.0);
|
|
// }
|
|
|
|
int curWidth = _xsize->getIntValue(),
|
|
curHeight = _ysize->getIntValue();
|
|
if ((curHeight != height) || (curWidth != width)) {
|
|
// must guard setting these, or PLIB-PUI fails with too many live interfaces
|
|
_xsize->setIntValue(width);
|
|
_ysize->setIntValue(height);
|
|
}
|
|
|
|
// must set view aspect ratio each frame, or initial values are wrong.
|
|
// should probably be fixed 'smarter' during view setup.
|
|
double aspect = height / (double) width;
|
|
|
|
// 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(aspect);
|
|
}
|
|
}
|
|
}
|
|
|
|
bool
|
|
FGRenderer::pick(std::vector<SGSceneryPick>& pickList,
|
|
const osgGA::GUIEventAdapter* ea)
|
|
{
|
|
// 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 = toSG(hit->getLocalIntersectPoint());
|
|
sceneryPick.info.wgs84 = toSG(hit->getWorldIntersectPoint());
|
|
sceneryPick.callback = pickCallback;
|
|
pickList.push_back(sceneryPick);
|
|
}
|
|
}
|
|
}
|
|
return !pickList.empty();
|
|
}
|
|
|
|
void
|
|
FGRenderer::setViewer(osgViewer::Viewer* viewer_)
|
|
{
|
|
viewer = viewer_;
|
|
}
|
|
|
|
void
|
|
FGRenderer::setEventHandler(FGEventHandler* eventHandler_)
|
|
{
|
|
eventHandler = eventHandler_;
|
|
}
|
|
|
|
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);
|
|
}
|
|
|
|
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 View::Slave& slave = viewer->getSlave(0);
|
|
vp = slave._camera->getViewport();
|
|
}
|
|
vsv.doTraversal(viewer->getCamera(), viewer->getSceneData(), vp);
|
|
return true;
|
|
}
|
|
}
|
|
// end of renderer.cxx
|
|
|