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flightgear/src/Main/renderer.cxx
ehofman 411d133a54 Mathias Fröhlich:
I believe I have found the agl hud problems as well as the 'hole' in the
carrier's deck. I spent half the day to reproduce that problem, it did not
occure when you start on the carrier not does it occure with JSBSim and my
really often used testaircraft. So I really need to improove my helicopter
flying qualities.

I was under the impression that *all* FDM's call

FGInterface::updateGeo*Position(..)

so set the new position in the FDM interface. Therefore I had added at the
some code that updates the scenery elevation below the aircraft to *those*
functions.
Ok, not all FDM's do so :/

The attached patch factors out a function computing the scenery altitude at
the current FDM's position. This function is also used in those FDM's which
need to update this value themselves.
Also this patch restores the nearplane setting and uses the current views
altitude instead of the current aircrafts. I think that this should further
be changed to the eypoint's agl in the future.
The agl is again ok in YASim's hud.
2005-10-08 12:33:06 +00:00

923 lines
31 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., 675 Mass Ave, Cambridge, MA 02139, USA.
//
// $Id$
#ifdef HAVE_CONFIG_H
# include <config.h>
#endif
#include <simgear/compiler.h>
#ifdef HAVE_WINDOWS_H
# include <windows.h>
#endif
#include <plib/ssg.h>
#include <plib/netSocket.h>
#include <simgear/screen/extensions.hxx>
#include <simgear/scene/material/matlib.hxx>
#include <simgear/props/props.hxx>
#include <simgear/timing/sg_time.hxx>
#include <simgear/scene/model/animation.hxx>
#include <simgear/ephemeris/ephemeris.hxx>
#include <simgear/scene/model/placement.hxx>
#include <simgear/math/sg_random.h>
#include <simgear/scene/model/modellib.hxx>
#include <simgear/scene/model/model.hxx>
#ifdef FG_JPEG_SERVER
#include <simgear/screen/jpgfactory.hxx>
#endif
#include <simgear/environment/visual_enviro.hxx>
#include <simgear/scene/model/shadowvolume.hxx>
#include <Scenery/tileentry.hxx>
#include <Time/light.hxx>
#include <Time/light.hxx>
#include <Aircraft/aircraft.hxx>
#include <Cockpit/panel.hxx>
#include <Cockpit/cockpit.hxx>
#include <Cockpit/hud.hxx>
#include <Model/panelnode.hxx>
#include <Model/modelmgr.hxx>
#include <Model/acmodel.hxx>
#include <Scenery/scenery.hxx>
#include <Scenery/tilemgr.hxx>
#include <ATC/ATCdisplay.hxx>
#include <Replay/replay.hxx>
#include <GUI/new_gui.hxx>
#include "splash.hxx"
#include "renderer.hxx"
#include "main.hxx"
float default_attenuation[3] = {1.0, 0.0, 0.0};
ssgSelector *lightpoints_brightness = new ssgSelector;
ssgTransform *lightpoints_transform = new ssgTransform;
FGTileEntry *dummy_tile;
sgVec3 rway_ols;
// Clip plane settings...
float scene_nearplane = 0.5f;
float scene_farplane = 120000.0f;
glPointParameterfProc glPointParameterfPtr = 0;
glPointParameterfvProc glPointParameterfvPtr = 0;
bool glPointParameterIsSupported = false;
// fog constants. I'm a little nervous about putting actual code out
// here but it seems to work (?)
static const double m_log01 = -log( 0.01 );
static const double sqrt_m_log01 = sqrt( m_log01 );
static GLfloat fog_exp_density;
static GLfloat fog_exp2_density;
static GLfloat rwy_exp2_punch_through;
static GLfloat taxi_exp2_punch_through;
static GLfloat ground_exp2_punch_through;
// Sky structures
SGSky *thesky;
// hack
sgMat4 copy_of_ssgOpenGLAxisSwapMatrix =
{
{ 1.0f, 0.0f, 0.0f, 0.0f },
{ 0.0f, 0.0f, -1.0f, 0.0f },
{ 0.0f, 1.0f, 0.0f, 0.0f },
{ 0.0f, 0.0f, 0.0f, 1.0f }
};
ssgSimpleState *cloud3d_imposter_state;
ssgSimpleState *default_state;
ssgSimpleState *hud_and_panel;
ssgSimpleState *menus;
SGShadowVolume *shadows;
FGRenderer::FGRenderer()
{
#ifdef FG_JPEG_SERVER
jpgRenderFrame = FGRenderer::update;
#endif
}
FGRenderer::~FGRenderer()
{
#ifdef FG_JPEG_SERVER
jpgRenderFrame = NULL;
#endif
}
void
FGRenderer::build_states( void ) {
default_state = new ssgSimpleState;
default_state->ref();
default_state->disable( GL_TEXTURE_2D );
default_state->enable( GL_CULL_FACE );
default_state->enable( GL_COLOR_MATERIAL );
default_state->setColourMaterial( GL_AMBIENT_AND_DIFFUSE );
default_state->setMaterial( GL_EMISSION, 0, 0, 0, 1 );
default_state->setMaterial( GL_SPECULAR, 0, 0, 0, 1 );
default_state->disable( GL_BLEND );
default_state->disable( GL_ALPHA_TEST );
default_state->disable( GL_LIGHTING );
cloud3d_imposter_state = new ssgSimpleState;
cloud3d_imposter_state->ref();
cloud3d_imposter_state->enable( GL_TEXTURE_2D );
cloud3d_imposter_state->enable( GL_CULL_FACE );
cloud3d_imposter_state->enable( GL_COLOR_MATERIAL );
cloud3d_imposter_state->setColourMaterial( GL_AMBIENT_AND_DIFFUSE );
cloud3d_imposter_state->setMaterial( GL_DIFFUSE, 1, 1, 1, 1 );
cloud3d_imposter_state->setMaterial( GL_AMBIENT, 1, 1, 1, 1 );
cloud3d_imposter_state->setMaterial( GL_EMISSION, 0, 0, 0, 1 );
cloud3d_imposter_state->setMaterial( GL_SPECULAR, 0, 0, 0, 1 );
cloud3d_imposter_state->enable( GL_BLEND );
cloud3d_imposter_state->enable( GL_ALPHA_TEST );
cloud3d_imposter_state->disable( GL_LIGHTING );
hud_and_panel = new ssgSimpleState;
hud_and_panel->ref();
hud_and_panel->disable( GL_CULL_FACE );
hud_and_panel->disable( GL_TEXTURE_2D );
hud_and_panel->disable( GL_LIGHTING );
hud_and_panel->enable( GL_BLEND );
menus = new ssgSimpleState;
menus->ref();
menus->disable( GL_CULL_FACE );
menus->disable( GL_TEXTURE_2D );
menus->enable( GL_BLEND );
shadows = new SGShadowVolume( globals->get_scenery()->get_scene_graph() );
shadows->init( fgGetNode("/sim/rendering", true) );
shadows->addOccluder( globals->get_scenery()->get_aircraft_branch(), SGShadowVolume::occluderTypeAircraft );
}
// Initialize various GL/view parameters
void
FGRenderer::init( void ) {
FGLight *l = (FGLight *)(globals->get_subsystem("lighting"));
// Go full screen if requested ...
if ( fgGetBool("/sim/startup/fullscreen") ) {
fgOSFullScreen();
}
// If enabled, normal vectors specified with glNormal are scaled
// to unit length after transformation. Enabling this has
// performance implications. See the docs for glNormal.
// glEnable( GL_NORMALIZE );
glEnable( GL_LIGHTING );
glEnable( GL_LIGHT0 );
// glLightfv( GL_LIGHT0, GL_POSITION, l->sun_vec ); // done later with ssg
sgVec3 sunpos;
sgSetVec3( sunpos, l->sun_vec()[0], l->sun_vec()[1], l->sun_vec()[2] );
ssgGetLight( 0 ) -> setPosition( sunpos );
glFogi (GL_FOG_MODE, GL_EXP2);
if ( (!strcmp(fgGetString("/sim/rendering/fog"), "disabled")) ||
(!fgGetBool("/sim/rendering/shading"))) {
// if fastest fog requested, or if flat shading force fastest
glHint ( GL_FOG_HINT, GL_FASTEST );
} else if ( !strcmp(fgGetString("/sim/rendering/fog"), "nicest") ) {
glHint ( GL_FOG_HINT, GL_NICEST );
}
if ( fgGetBool("/sim/rendering/wireframe") ) {
// draw wire frame
glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
}
// This is the default anyways, but it can't hurt
glFrontFace ( GL_CCW );
// Just testing ...
// glEnable(GL_POINT_SMOOTH);
// glEnable(GL_LINE_SMOOTH);
// glEnable(GL_POLYGON_SMOOTH);
}
// Update all Visuals (redraws anything graphics related)
void
FGRenderer::update( bool refresh_camera_settings ) {
bool scenery_loaded = fgGetBool("sim/sceneryloaded") || fgGetBool("sim/sceneryloaded-override");
if ( idle_state < 1000 || !scenery_loaded ) {
// still initializing, draw the splash screen
fgSplashUpdate(1.0);
// Keep resetting sim time while the sim is initializing
globals->set_sim_time_sec( 0.0 );
SGAnimation::set_sim_time_sec( 0.0 );
return;
}
// return;
// TODO:TEST only, don't commit that !!
// sgFXperFrameInit();
extern void sgShaderFrameInit(double delta_time_sec);
sgShaderFrameInit(delta_time_sec);
bool draw_otw = fgGetBool("/sim/rendering/draw-otw");
bool skyblend = fgGetBool("/sim/rendering/skyblend");
bool enhanced_lighting = fgGetBool("/sim/rendering/enhanced-lighting");
bool distance_attenuation = fgGetBool("/sim/rendering/distance-attenuation");
bool volumetric_clouds = sgEnviro.get_clouds_enable_state();
#ifdef FG_ENABLE_MULTIPASS_CLOUDS
bool multi_pass_clouds = fgGetBool("/sim/rendering/multi-pass-clouds") &&
!volumetric_clouds &&
!SGCloudLayer::enable_bump_mapping; // ugly artefact now
#else
bool multi_pass_clouds = false;
#endif
bool draw_clouds = fgGetBool("/environment/clouds/status");
GLfloat black[4] = { 0.0, 0.0, 0.0, 1.0 };
GLfloat white[4] = { 1.0, 1.0, 1.0, 1.0 };
// static const SGPropertyNode *longitude
// = fgGetNode("/position/longitude-deg");
// static const SGPropertyNode *latitude
// = fgGetNode("/position/latitude-deg");
// static const SGPropertyNode *altitude
// = fgGetNode("/position/altitude-ft");
static const SGPropertyNode *groundlevel_nearplane
= fgGetNode("/sim/current-view/ground-level-nearplane-m");
FGLight *l = (FGLight *)(globals->get_subsystem("lighting"));
static double last_visibility = -9999;
// update fog params
double actual_visibility;
if (fgGetBool("/environment/clouds/status")) {
actual_visibility = thesky->get_visibility();
} else {
actual_visibility = fgGetDouble("/environment/visibility-m");
}
if ( actual_visibility != last_visibility ) {
last_visibility = actual_visibility;
fog_exp_density = m_log01 / actual_visibility;
fog_exp2_density = sqrt_m_log01 / actual_visibility;
ground_exp2_punch_through = sqrt_m_log01 / (actual_visibility * 1.5);
if ( actual_visibility < 8000 ) {
rwy_exp2_punch_through = sqrt_m_log01 / (actual_visibility * 2.5);
taxi_exp2_punch_through = sqrt_m_log01 / (actual_visibility * 1.5);
} else {
rwy_exp2_punch_through = sqrt_m_log01 / ( 8000 * 2.5 );
taxi_exp2_punch_through = sqrt_m_log01 / ( 8000 * 1.5 );
}
}
// double angle;
// GLfloat black[4] = { 0.0, 0.0, 0.0, 1.0 };
// GLfloat white[4] = { 1.0, 1.0, 1.0, 1.0 };
// GLfloat terrain_color[4] = { 0.54, 0.44, 0.29, 1.0 };
// GLfloat mat_shininess[] = { 10.0 };
GLbitfield clear_mask;
// idle_state is now 1000 meaning we've finished all our
// initializations and are running the main loop, so this will
// now work without seg faulting the system.
FGViewer *current__view = globals->get_current_view();
// calculate our current position in cartesian space
Point3D cntr = globals->get_scenery()->get_next_center();
globals->get_scenery()->set_center(cntr);
// 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") );
// Tell GL we are switching to model view parameters
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
ssgSetCamera( (sgVec4 *)current__view->get_VIEW() );
}
clear_mask = GL_DEPTH_BUFFER_BIT;
if ( fgGetBool("/sim/rendering/wireframe") ) {
clear_mask |= GL_COLOR_BUFFER_BIT;
}
if ( skyblend ) {
if ( fgGetBool("/sim/rendering/textures") ) {
// glClearColor(black[0], black[1], black[2], black[3]);
glClearColor(l->adj_fog_color()[0], l->adj_fog_color()[1],
l->adj_fog_color()[2], l->adj_fog_color()[3]);
clear_mask |= GL_COLOR_BUFFER_BIT;
}
} else {
glClearColor(l->sky_color()[0], l->sky_color()[1],
l->sky_color()[2], l->sky_color()[3]);
clear_mask |= GL_COLOR_BUFFER_BIT;
}
if ( multi_pass_clouds && draw_clouds ) {
glClearStencil( 0 );
clear_mask |= GL_STENCIL_BUFFER_BIT;
}
glClear( clear_mask );
// set the opengl state to known default values
default_state->force();
// update fog params if visibility has changed
double visibility_meters = fgGetDouble("/environment/visibility-m");
thesky->set_visibility(visibility_meters);
thesky->modify_vis( cur_fdm_state->get_Altitude() * SG_FEET_TO_METER,
( global_multi_loop * fgGetInt("/sim/speed-up") )
/ (double)fgGetInt("/sim/model-hz") );
// Set correct opengl fog density
glFogf (GL_FOG_DENSITY, fog_exp2_density);
// update the sky dome
if ( skyblend ) {
/*
SG_LOG( SG_GENERAL, SG_BULK, "thesky->repaint() sky_color = "
<< l->sky_color()[0] << " "
<< l->sky_color()[1] << " "
<< l->sky_color()[2] << " "
<< l->sky_color()[3] );
SG_LOG( SG_GENERAL, SG_BULK, " fog = "
<< l->fog_color()[0] << " "
<< l->fog_color()[1] << " "
<< l->fog_color()[2] << " "
<< l->fog_color()[3] );
SG_LOG( SG_GENERAL, SG_BULK,
" sun_angle = " << l->sun_angle
<< " moon_angle = " << l->moon_angle );
*/
static SGSkyColor scolor;
// FGLight *l = (FGLight *)(globals->get_subsystem("lighting"));
scolor.sky_color = l->sky_color();
scolor.fog_color = l->adj_fog_color();
scolor.cloud_color = l->cloud_color();
scolor.sun_angle = l->get_sun_angle();
scolor.moon_angle = l->get_moon_angle();
scolor.nplanets = globals->get_ephem()->getNumPlanets();
scolor.nstars = globals->get_ephem()->getNumStars();
scolor.planet_data = globals->get_ephem()->getPlanets();
scolor.star_data = globals->get_ephem()->getStars();
thesky->repaint( scolor );
/*
SG_LOG( SG_GENERAL, SG_BULK,
"thesky->reposition( view_pos = " << view_pos[0] << " "
<< view_pos[1] << " " << view_pos[2] );
SG_LOG( SG_GENERAL, SG_BULK,
" zero_elev = " << zero_elev[0] << " "
<< zero_elev[1] << " " << zero_elev[2]
<< " lon = " << cur_fdm_state->get_Longitude()
<< " lat = " << cur_fdm_state->get_Latitude() );
SG_LOG( SG_GENERAL, SG_BULK,
" sun_rot = " << l->get_sun_rotation
<< " gst = " << SGTime::cur_time_params->getGst() );
SG_LOG( SG_GENERAL, SG_BULK,
" sun ra = " << globals->get_ephem()->getSunRightAscension()
<< " sun dec = " << globals->get_ephem()->getSunDeclination()
<< " moon ra = " << globals->get_ephem()->getMoonRightAscension()
<< " moon dec = " << globals->get_ephem()->getMoonDeclination() );
*/
// The sun and moon distances are scaled down versions
// of the actual distance to get both the moon and the sun
// within the range of the far clip plane.
// Moon distance: 384,467 kilometers
// Sun distance: 150,000,000 kilometers
double sun_horiz_eff, moon_horiz_eff;
if (fgGetBool("/sim/rendering/horizon-effect")) {
sun_horiz_eff = 0.67+pow(0.5+cos(l->get_sun_angle())*2/2, 0.33)/3;
moon_horiz_eff = 0.67+pow(0.5+cos(l->get_moon_angle())*2/2, 0.33)/3;
} else {
sun_horiz_eff = moon_horiz_eff = 1.0;
}
static SGSkyState sstate;
sstate.view_pos = current__view->get_view_pos();
sstate.zero_elev = current__view->get_zero_elev();
sstate.view_up = current__view->get_world_up();
sstate.lon = current__view->getLongitude_deg()
* SGD_DEGREES_TO_RADIANS;
sstate.lat = current__view->getLatitude_deg()
* SGD_DEGREES_TO_RADIANS;
sstate.alt = current__view->getAltitudeASL_ft()
* SG_FEET_TO_METER;
sstate.spin = l->get_sun_rotation();
sstate.gst = globals->get_time_params()->getGst();
sstate.sun_ra = globals->get_ephem()->getSunRightAscension();
sstate.sun_dec = globals->get_ephem()->getSunDeclination();
sstate.sun_dist = 50000.0 * sun_horiz_eff;
sstate.moon_ra = globals->get_ephem()->getMoonRightAscension();
sstate.moon_dec = globals->get_ephem()->getMoonDeclination();
sstate.moon_dist = 40000.0 * moon_horiz_eff;
thesky->reposition( sstate, delta_time_sec );
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());
}
glEnable( GL_DEPTH_TEST );
if ( strcmp(fgGetString("/sim/rendering/fog"), "disabled") ) {
glEnable( GL_FOG );
glFogi( GL_FOG_MODE, GL_EXP2 );
glFogfv( GL_FOG_COLOR, l->adj_fog_color() );
}
// set sun/lighting parameters
ssgGetLight( 0 ) -> setPosition( l->sun_vec() );
// GL_LIGHT_MODEL_AMBIENT has a default non-zero value so if
// we only update GL_AMBIENT for our lights we will never get
// a completely dark scene. So, we set GL_LIGHT_MODEL_AMBIENT
// explicitely to black.
glLightModelfv( GL_LIGHT_MODEL_AMBIENT, black );
ssgGetLight( 0 ) -> setColour( GL_AMBIENT, l->scene_ambient() );
ssgGetLight( 0 ) -> setColour( GL_DIFFUSE, l->scene_diffuse() );
ssgGetLight( 0 ) -> setColour( GL_SPECULAR, l->scene_specular() );
sgEnviro.setLight(l->adj_fog_color());
// texture parameters
// glEnable( GL_TEXTURE_2D );
glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ) ;
glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST ) ;
double agl = current__view->getAltitudeASL_ft()*SG_FEET_TO_METER
- current__view->getSGLocation()->get_cur_elev_m();
if ( agl > 10.0 ) {
scene_nearplane = 10.0f;
scene_farplane = 120000.0f;
} else {
scene_nearplane = groundlevel_nearplane->getDoubleValue();
scene_farplane = 120000.0f;
}
setNearFar( scene_nearplane, scene_farplane );
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);
if ( draw_otw && skyblend ) {
// draw the sky backdrop
// we need a white diffuse light for the phase of the moon
ssgGetLight( 0 ) -> setColour( GL_DIFFUSE, white );
thesky->preDraw( cur_fdm_state->get_Altitude() * SG_FEET_TO_METER,
fog_exp2_density );
// return to the desired diffuse color
ssgGetLight( 0 ) -> setColour( GL_DIFFUSE, l->scene_diffuse() );
}
// draw the ssg scene
glEnable( GL_DEPTH_TEST );
if ( fgGetBool("/sim/rendering/wireframe") ) {
// draw wire frame
glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
}
if ( draw_otw ) {
if ( draw_clouds ) {
// Draw the terrain
FGTileMgr::set_tile_filter( true );
sgSetModelFilter( false );
globals->get_aircraft_model()->select( false );
ssgCullAndDraw( globals->get_scenery()->get_scene_graph() );
// Disable depth buffer update, draw the clouds
glDepthMask( GL_FALSE );
if( !volumetric_clouds )
thesky->drawUpperClouds();
if ( multi_pass_clouds ) {
thesky->drawLowerClouds();
}
glDepthMask( GL_TRUE );
if ( multi_pass_clouds ) {
// Draw the objects except the aircraft
// and update the stencil buffer with 1
glEnable( GL_STENCIL_TEST );
glStencilFunc( GL_ALWAYS, 1, 1 );
glStencilOp( GL_KEEP, GL_KEEP, GL_REPLACE );
}
FGTileMgr::set_tile_filter( false );
sgSetModelFilter( true );
ssgCullAndDraw( globals->get_scenery()->get_scene_graph() );
} else {
FGTileMgr::set_tile_filter( true );
sgSetModelFilter( true );
globals->get_aircraft_model()->select( false );
ssgCullAndDraw( globals->get_scenery()->get_scene_graph() );
}
}
// This is a bit kludgy. Every 200 frames, do an extra
// traversal of the scene graph without drawing anything, but
// with the field-of-view set to 360x360 degrees. This
// ensures that out-of-range random objects that are not in
// the current view frustum will still be freed properly.
static int counter = 0;
counter++;
if (counter >= 200) {
sgFrustum f;
f.setFOV(360, 360);
// No need to put the near plane too close;
// this way, at least the aircraft can be
// culled.
f.setNearFar(1000, 1000000);
sgMat4 m;
ssgGetModelviewMatrix(m);
FGTileMgr::set_tile_filter( true );
sgSetModelFilter( true );
globals->get_scenery()->get_scene_graph()->cull(&f, m, true);
counter = 0;
}
// change state for lighting here
// draw runway lighting
glFogf (GL_FOG_DENSITY, rwy_exp2_punch_through);
// CLO - 02/25/2005 - DO WE NEED THIS extra fgSetNearFar()?
// fgSetNearFar( scene_nearplane, scene_farplane );
if ( enhanced_lighting ) {
// Enable states for drawing points with GL_extension
glEnable(GL_POINT_SMOOTH);
if ( distance_attenuation && glPointParameterIsSupported )
{
// Enable states for drawing points with GL_extension
glEnable(GL_POINT_SMOOTH);
float quadratic[3] = {1.0, 0.001, 0.0000001};
// makes the points fade as they move away
glPointParameterfvPtr(GL_DISTANCE_ATTENUATION_EXT, quadratic);
glPointParameterfPtr(GL_POINT_SIZE_MIN_EXT, 1.0);
}
glPointSize(4.0);
// blending function for runway lights
glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) ;
}
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
glEnable(GL_TEXTURE_GEN_S);
glEnable(GL_TEXTURE_GEN_T);
glPolygonMode(GL_FRONT, GL_POINT);
// draw runway lighting
if ( draw_otw ) {
ssgCullAndDraw( globals->get_scenery()->get_vasi_lights_root() );
ssgCullAndDraw( globals->get_scenery()->get_rwy_lights_root() );
}
// change punch through and then draw taxi lighting
glFogf ( GL_FOG_DENSITY, fog_exp2_density );
// sgVec3 taxi_fog;
// sgSetVec3( taxi_fog, 0.0, 0.0, 0.0 );
// glFogfv ( GL_FOG_COLOR, taxi_fog );
if ( draw_otw ) {
ssgCullAndDraw( globals->get_scenery()->get_taxi_lights_root() );
}
// clean up lighting
glPolygonMode(GL_FRONT, GL_FILL);
glDisable(GL_TEXTURE_GEN_S);
glDisable(GL_TEXTURE_GEN_T);
//static int _frame_count = 0;
//if (_frame_count % 30 == 0) {
// printf("SSG: %s\n", ssgShowStats());
//}
//else {
// ssgShowStats();
//}
//_frame_count++;
if ( enhanced_lighting ) {
if ( distance_attenuation && glPointParameterIsSupported ) {
glPointParameterfvPtr(GL_DISTANCE_ATTENUATION_EXT,
default_attenuation);
}
glPointSize(1.0);
glDisable(GL_POINT_SMOOTH);
}
// draw ground lighting
glFogf (GL_FOG_DENSITY, ground_exp2_punch_through);
if ( draw_otw ) {
ssgCullAndDraw( globals->get_scenery()->get_gnd_lights_root() );
}
sgEnviro.drawLightning();
if ( draw_otw && draw_clouds ) {
if ( multi_pass_clouds ) {
// Disable depth buffer update, draw the clouds where the
// objects overwrite the already drawn clouds, by testing
// the stencil buffer against 1
glDepthMask( GL_FALSE );
glStencilFunc( GL_EQUAL, 1, 1 );
glStencilOp( GL_KEEP, GL_KEEP, GL_KEEP );
thesky->drawUpperClouds();
thesky->drawLowerClouds();
glDepthMask( GL_TRUE );
glDisable( GL_STENCIL_TEST );
} else {
glDepthMask( GL_FALSE );
if( volumetric_clouds )
thesky->drawUpperClouds();
thesky->drawLowerClouds();
glDepthMask( GL_TRUE );
}
}
sgEnviro.drawPrecipitation(
fgGetDouble("/environment/metar/rain-norm", 0.0),
fgGetDouble("/environment/metar/snow-norm", 0.0),
fgGetDouble("/environment/metar/hail-norm", 0.0),
current__view->getPitch_deg() - current__view->getPitchOffset_deg(),
current__view->getRoll_deg() + current__view->getRollOffset_deg(),
- current__view->getHeadingOffset_deg(),
fgGetDouble("/velocities/airspeed-kt", 0.0));
// compute shadows and project them on screen
bool is_internal = globals->get_current_view()->getInternal();
// draw before ac because ac internal rendering clear the depth buffer
globals->get_aircraft_model()->select( true );
if( is_internal )
shadows->endOfFrame();
if ( draw_otw ) {
FGTileMgr::set_tile_filter( false );
sgSetModelFilter( false );
globals->get_aircraft_model()->select( true );
globals->get_model_mgr()->draw();
globals->get_aircraft_model()->draw();
FGTileMgr::set_tile_filter( true );
sgSetModelFilter( true );
globals->get_aircraft_model()->select( true );
}
// in 'external' view the ac can be culled, so shadows have not been draw in the
// posttrav callback, this would be a rare case if the getInternal was acting
// as expected (ie in internal view, getExternal returns false)
if( !is_internal )
shadows->endOfFrame();
// display HUD && Panel
glDisable( GL_FOG );
glDisable( GL_DEPTH_TEST );
// glDisable( GL_CULL_FACE );
// glDisable( GL_TEXTURE_2D );
// update the controls subsystem
globals->get_controls()->update(delta_time_sec);
hud_and_panel->apply();
fgCockpitUpdate();
// Use the hud_and_panel ssgSimpleState for rendering the ATC output
// This only works properly if called before the panel call
if((fgGetBool("/sim/atc/enabled")) || (fgGetBool("/sim/ai-traffic/enabled")))
globals->get_ATC_display()->update(delta_time_sec);
// update the panel subsystem
if ( globals->get_current_panel() != NULL ) {
globals->get_current_panel()->update(delta_time_sec);
}
fgUpdate3DPanels();
// We can do translucent menus, so why not. :-)
menus->apply();
glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ) ;
puDisplay();
// glDisable ( GL_BLEND ) ;
glEnable( GL_DEPTH_TEST );
glEnable( GL_FOG );
// Fade out the splash screen over the first three seconds.
double t = globals->get_sim_time_sec();
if (t <= 2.5)
fgSplashUpdate((2.5 - t) / 2.5);
}
// options.cxx needs to see this for toggle_panel()
// Handle new window size or exposure
void
FGRenderer::resize( int width, int height ) {
int view_h;
if ( (!fgGetBool("/sim/virtual-cockpit"))
&& fgPanelVisible() && idle_state == 1000 ) {
view_h = (int)(height * (globals->get_current_panel()->getViewHeight() -
globals->get_current_panel()->getYOffset()) / 768.0);
} else {
view_h = height;
}
glViewport( 0, (GLint)(height - view_h), (GLint)(width), (GLint)(view_h) );
fgSetInt("/sim/startup/xsize", width);
fgSetInt("/sim/startup/ysize", height);
guiInitMouse(width, height);
// for all views
FGViewMgr *viewmgr = globals->get_viewmgr();
if (viewmgr) {
for ( int i = 0; i < viewmgr->size(); ++i ) {
viewmgr->get_view(i)->
set_aspect_ratio((float)view_h / (float)width);
}
setFOV( viewmgr->get_current_view()->get_h_fov(),
viewmgr->get_current_view()->get_v_fov() );
// cout << "setFOV(" << viewmgr->get_current_view()->get_h_fov()
// << ", " << viewmgr->get_current_view()->get_v_fov() << ")"
// << endl;
}
fgHUDReshape();
}
// These are wrapper functions around ssgSetNearFar() and ssgSetFOV()
// which will post process and rewrite the resulting frustum if we
// want to do asymmetric view frustums.
static void fgHackFrustum() {
// specify a percent of the configured view frustum to actually
// display. This is a bit of a hack to achieve asymmetric view
// frustums. For instance, if you want to display two monitors
// side by side, you could specify each with a double fov, a 0.5
// aspect ratio multiplier, and then the left side monitor would
// have a left_pct = 0.0, a right_pct = 0.5, a bottom_pct = 0.0,
// and a top_pct = 1.0. The right side monitor would have a
// left_pct = 0.5 and a right_pct = 1.0.
static SGPropertyNode *left_pct
= fgGetNode("/sim/current-view/frustum-left-pct");
static SGPropertyNode *right_pct
= fgGetNode("/sim/current-view/frustum-right-pct");
static SGPropertyNode *bottom_pct
= fgGetNode("/sim/current-view/frustum-bottom-pct");
static SGPropertyNode *top_pct
= fgGetNode("/sim/current-view/frustum-top-pct");
sgFrustum *f = ssgGetFrustum();
// cout << " l = " << f->getLeft()
// << " r = " << f->getRight()
// << " b = " << f->getBot()
// << " t = " << f->getTop()
// << " n = " << f->getNear()
// << " f = " << f->getFar()
// << endl;
double width = f->getRight() - f->getLeft();
double height = f->getTop() - f->getBot();
double l, r, t, b;
if ( left_pct != NULL ) {
l = f->getLeft() + width * left_pct->getDoubleValue();
} else {
l = f->getLeft();
}
if ( right_pct != NULL ) {
r = f->getLeft() + width * right_pct->getDoubleValue();
} else {
r = f->getRight();
}
if ( bottom_pct != NULL ) {
b = f->getBot() + height * bottom_pct->getDoubleValue();
} else {
b = f->getBot();
}
if ( top_pct != NULL ) {
t = f->getBot() + height * top_pct->getDoubleValue();
} else {
t = f->getTop();
}
ssgSetFrustum(l, r, b, t, f->getNear(), f->getFar());
}
// we need some static storage space for these values. However, we
// can't store it in a renderer class object because the functions
// that manipulate these are static. They are static so they can
// interface to the display callback system. There's probably a
// better way, there has to be a better way, but I'm not seeing it
// right now.
static float fov_width = 55.0;
static float fov_height = 42.0;
static float fov_near = 1.0;
static float fov_far = 1000.0;
/** FlightGear code should use this routine to set the FOV rather than
* calling the ssg routine directly
*/
void FGRenderer::setFOV( float w, float h ) {
fov_width = w;
fov_height = h;
// fully specify the view frustum before hacking it (so we don't
// accumulate hacked effects
ssgSetFOV( w, h );
ssgSetNearFar( fov_near, fov_far );
fgHackFrustum();
sgEnviro.setFOV( w, h );
}
/** FlightGear code should use this routine to set the Near/Far clip
* planes rather than calling the ssg routine directly
*/
void FGRenderer::setNearFar( float n, float f ) {
fov_near = n;
fov_far = f;
// fully specify the view frustum before hacking it (so we don't
// accumulate hacked effects
ssgSetNearFar( n, f );
ssgSetFOV( fov_width, fov_height );
fgHackFrustum();
}
// end of renderer.cxx