0adac854dc
renderer.cxx: Fill in that information into the update visitor
1012 lines
36 KiB
C++
1012 lines
36 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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//
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// $Id$
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#ifdef HAVE_CONFIG_H
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# include <config.h>
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#endif
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#include <simgear/compiler.h>
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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 <osg/ref_ptr>
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#include <osg/AlphaFunc>
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#include <osg/BlendFunc>
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#include <osg/CameraNode>
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#include <osg/CameraView>
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#include <osg/CullFace>
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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/LightModel>
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#include <osg/NodeCallback>
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#include <osg/Notify>
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#include <osg/MatrixTransform>
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#include <osg/Multisample>
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#include <osg/Point>
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#include <osg/PolygonMode>
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#include <osg/ShadeModel>
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#include <osg/TexEnv>
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#include <osg/TexEnvCombine>
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#include <osg/TexGen>
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#include <osg/TexMat>
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#include <osg/ColorMatrix>
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#include <osgUtil/SceneView>
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#include <osgUtil/UpdateVisitor>
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#include <osg/io_utils>
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#include <osgDB/WriteFile>
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#include <osgDB/ReadFile>
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#include <sstream>
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#include <simgear/math/SGMath.hxx>
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#include <simgear/screen/extensions.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/model.hxx>
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#include <simgear/scene/model/modellib.hxx>
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#include <simgear/scene/model/placement.hxx>
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#include <simgear/scene/util/SGUpdateVisitor.hxx>
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#include <simgear/scene/tgdb/pt_lights.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 <simgear/environment/visual_enviro.hxx>
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#include <Scenery/tileentry.hxx>
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#include <Time/light.hxx>
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#include <Time/light.hxx>
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#include <Aircraft/aircraft.hxx>
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#include <Cockpit/panel.hxx>
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#include <Cockpit/cockpit.hxx>
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#include <Cockpit/hud.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/tilemgr.hxx>
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#include <ATC/ATCdisplay.hxx>
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#include <GUI/new_gui.hxx>
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#include <Instrumentation/instrument_mgr.hxx>
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#include <Instrumentation/HUD/HUD.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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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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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->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::State& state) const
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{
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state.pushStateSet(getStateSet());
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state.apply();
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if((fgGetBool("/sim/atc/enabled"))
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|| (fgGetBool("/sim/ai-traffic/enabled")))
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globals->get_ATC_display()->update(delta_time_sec, state);
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puDisplay();
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// Fade out the splash screen over the first three seconds.
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double t = globals->get_sim_time_sec();
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if (t <= 2.5) {
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glPushAttrib(GL_ALL_ATTRIB_BITS);
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glPushClientAttrib(~0u);
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fgSplashUpdate((2.5 - t) / 2.5);
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glPopClientAttrib();
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glPopAttrib();
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}
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state.popStateSet();
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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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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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}
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virtual void drawImplementation(osg::State& state) const
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{
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state.pushStateSet(getStateSet());
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state.apply();
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glPushAttrib(GL_ALL_ATTRIB_BITS);
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glPushClientAttrib(~0u);
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fgCockpitUpdate(&state);
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FGInstrumentMgr *instr = static_cast<FGInstrumentMgr*>(globals->get_subsystem("instrumentation"));
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HUD *hud = static_cast<HUD*>(instr->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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state.popStateSet();
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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 FGSunLightUpdateCallback : public osg::StateAttribute::Callback {
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public:
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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::Light*>(stateAttribute));
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osg::Light* light = static_cast<osg::Light*>(stateAttribute);
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FGLight *l = static_cast<FGLight*>(globals->get_subsystem("lighting"));
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light->setAmbient(l->scene_ambient().osg());
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light->setDiffuse(l->scene_diffuse().osg());
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light->setSpecular(l->scene_specular().osg());
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SGVec4f position(l->sun_vec()[0], l->sun_vec()[1], l->sun_vec()[2], 0);
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light->setPosition(position.osg());
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SGVec3f direction(l->sun_vec()[0], l->sun_vec()[1], l->sun_vec()[2]);
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light->setDirection(direction.osg());
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light->setSpotExponent(0);
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light->setSpotCutoff(180);
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light->setConstantAttenuation(1);
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light->setLinearAttenuation(0);
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light->setQuadraticAttenuation(0);
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}
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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"))
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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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SGSharedPtr<SGPropertyNode> 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"))
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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(l->scene_ambient().osg());
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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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SGSharedPtr<SGPropertyNode> 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"))
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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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SGSharedPtr<SGPropertyNode> mFogEnabled;
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};
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// fog constants. I'm a little nervous about putting actual code out
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// here but it seems to work (?)
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static const double m_log01 = -log( 0.01 );
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static const double sqrt_m_log01 = sqrt( m_log01 );
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static GLfloat fog_exp_density;
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static GLfloat fog_exp2_density;
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static GLfloat rwy_exp2_punch_through;
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static GLfloat taxi_exp2_punch_through;
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static GLfloat ground_exp2_punch_through;
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// Sky structures
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SGSky *thesky;
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static osg::ref_ptr<osgUtil::SceneView> sceneView = new osgUtil::SceneView;
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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> mRoot = new osg::Group;
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static osg::ref_ptr<osg::CameraView> mCameraView = new osg::CameraView;
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static osg::ref_ptr<osg::CameraNode> mBackGroundCamera = new osg::CameraNode;
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static osg::ref_ptr<osg::CameraNode> mSceneCamera = new osg::CameraNode;
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static osg::ref_ptr<osg::Fog> mFog = new osg::Fog;
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static osg::ref_ptr<osg::Fog> mRunwayLightingFog = new osg::Fog;
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static osg::ref_ptr<osg::Fog> mTaxiLightingFog = new osg::Fog;
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static osg::ref_ptr<osg::Fog> mGroundLightingFog = new osg::Fog;
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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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}
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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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void
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FGRenderer::init( void ) {
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osg::initNotifyLevel();
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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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if ( (!strcmp(fgGetString("/sim/rendering/fog"), "disabled")) ||
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(!fgGetBool("/sim/rendering/shading"))) {
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// if fastest fog requested, or if flat shading force fastest
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glHint ( GL_FOG_HINT, GL_FASTEST );
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} else if ( !strcmp(fgGetString("/sim/rendering/fog"), "nicest") ) {
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glHint ( GL_FOG_HINT, GL_DONT_CARE );
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}
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glHint(GL_POLYGON_SMOOTH_HINT, GL_DONT_CARE);
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glHint(GL_LINE_SMOOTH_HINT, GL_DONT_CARE);
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glHint(GL_POINT_SMOOTH_HINT, GL_DONT_CARE);
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sceneView->setDefaults(osgUtil::SceneView::COMPILE_GLOBJECTS_AT_INIT);
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mFog->setMode(osg::Fog::EXP2);
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mRunwayLightingFog->setMode(osg::Fog::EXP2);
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mTaxiLightingFog->setMode(osg::Fog::EXP2);
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mGroundLightingFog->setMode(osg::Fog::EXP2);
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sceneView->setFrameStamp(mFrameStamp.get());
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mUpdateVisitor = new SGUpdateVisitor;
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sceneView->setUpdateVisitor(mUpdateVisitor.get());
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sceneView->setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR);
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sceneView->getCamera()->setViewMatrix(osg::Matrix(0, 0,-1, 0,
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1, 0, 0, 0,
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0,-1, 0, 0,
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0, 0, 0, 1));
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sceneView->getCamera()->setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR);
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sceneView->getCamera()->setClearMask(GL_COLOR_BUFFER_BIT);
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osg::StateSet* stateSet = mRoot->getOrCreateStateSet();
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stateSet->setRenderingHint(osg::StateSet::OPAQUE_BIN);
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stateSet->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
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stateSet->setAttribute(new osg::Depth(osg::Depth::LEQUAL));
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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);
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stateSet->setMode(GL_FOG, osg::StateAttribute::OFF);
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// this will be set below
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stateSet->setMode(GL_NORMALIZE, osg::StateAttribute::OFF);
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osg::Material* material = new osg::Material;
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stateSet->setAttribute(material);
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stateSet->setTextureAttribute(0, new osg::TexEnv);
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stateSet->setTextureMode(0, GL_TEXTURE_2D, osg::StateAttribute::OFF);
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// stateSet->setAttribute(new osg::CullFace(osg::CullFace::BACK));
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// stateSet->setMode(GL_CULL_FACE, osg::StateAttribute::ON);
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// need to update the light on every frame
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osg::Light* sunLight = new osg::Light;
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sunLight->setLightNum(0);
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sunLight->setUpdateCallback(new FGSunLightUpdateCallback);
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stateSet->setAttributeAndModes(sunLight, osg::StateAttribute::ON);
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osg::LightModel* lightModel = new osg::LightModel;
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lightModel->setUpdateCallback(new FGLightModelUpdateCallback);
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stateSet->setAttributeAndModes(lightModel, osg::StateAttribute::ON);
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// this is the topmost scenegraph node for osg
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mBackGroundCamera->addChild(thesky->getPreRoot());
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mBackGroundCamera->setClearMask(0);
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GLbitfield inheritanceMask = osg::CullSettings::ALL_VARIABLES;
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inheritanceMask &= ~osg::CullSettings::COMPUTE_NEAR_FAR_MODE;
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inheritanceMask &= ~osg::CullSettings::NEAR_FAR_RATIO;
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inheritanceMask &= ~osg::CullSettings::CULLING_MODE;
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mBackGroundCamera->setInheritanceMask(inheritanceMask);
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mBackGroundCamera->setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR);
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mBackGroundCamera->setCullingMode(osg::CullSettings::NO_CULLING);
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mBackGroundCamera->getOrCreateStateSet()->setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF);
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mRoot->addChild(mBackGroundCamera.get());
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mSceneCamera->setClearMask(GL_DEPTH_BUFFER_BIT);
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inheritanceMask = osg::CullSettings::ALL_VARIABLES;
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inheritanceMask &= ~osg::CullSettings::COMPUTE_NEAR_FAR_MODE;
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inheritanceMask &= ~osg::CullSettings::CULLING_MODE;
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mSceneCamera->setInheritanceMask(inheritanceMask);
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mSceneCamera->setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR);
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mSceneCamera->setCullingMode(osg::CullSettings::DEFAULT_CULLING);
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stateSet = globals->get_scenery()->get_scene_graph()->getOrCreateStateSet();
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stateSet->setMode(GL_BLEND, osg::StateAttribute::ON);
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stateSet->setMode(GL_ALPHA_TEST, osg::StateAttribute::ON);
|
|
stateSet->setMode(GL_LIGHTING, osg::StateAttribute::ON);
|
|
stateSet->setMode(GL_DEPTH_TEST, osg::StateAttribute::ON);
|
|
|
|
// switch to enable wireframe
|
|
osg::PolygonMode* polygonMode = new osg::PolygonMode;
|
|
polygonMode->setUpdateCallback(new FGWireFrameModeUpdateCallback);
|
|
stateSet->setAttributeAndModes(polygonMode);
|
|
|
|
// scene fog handling
|
|
stateSet->setAttributeAndModes(mFog.get());
|
|
stateSet->setUpdateCallback(new FGFogEnableUpdateCallback);
|
|
|
|
mRoot->addChild(mSceneCamera.get());
|
|
|
|
// plug in the GUI
|
|
osg::CameraNode* guiCamera = new osg::CameraNode;
|
|
guiCamera->setRenderOrder(osg::CameraNode::POST_RENDER);
|
|
guiCamera->setClearMask(0);
|
|
inheritanceMask = osg::CullSettings::ALL_VARIABLES;
|
|
inheritanceMask &= ~osg::CullSettings::COMPUTE_NEAR_FAR_MODE;
|
|
inheritanceMask &= ~osg::CullSettings::CULLING_MODE;
|
|
guiCamera->setInheritanceMask(inheritanceMask);
|
|
guiCamera->setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR);
|
|
guiCamera->setCullingMode(osg::CullSettings::NO_CULLING);
|
|
mRoot->addChild(guiCamera);
|
|
osg::Geode* geode = new osg::Geode;
|
|
geode->addDrawable(new SGPuDrawable);
|
|
geode->addDrawable(new SGHUDAndPanelDrawable);
|
|
guiCamera->addChild(geode);
|
|
|
|
mSceneCamera->addChild(globals->get_scenery()->get_scene_graph());
|
|
|
|
stateSet = mSceneCamera->getOrCreateStateSet();
|
|
stateSet->setMode(GL_BLEND, osg::StateAttribute::ON);
|
|
stateSet->setMode(GL_DEPTH_TEST, osg::StateAttribute::ON);
|
|
|
|
// this one contains all lights, here we set the light states we did
|
|
// in the plib case with plain OpenGL
|
|
osg::Group* lightGroup = new osg::Group;
|
|
mSceneCamera->addChild(lightGroup);
|
|
lightGroup->addChild(globals->get_scenery()->get_gnd_lights_root());
|
|
lightGroup->addChild(globals->get_scenery()->get_vasi_lights_root());
|
|
lightGroup->addChild(globals->get_scenery()->get_rwy_lights_root());
|
|
lightGroup->addChild(globals->get_scenery()->get_taxi_lights_root());
|
|
|
|
stateSet = globals->get_scenery()->get_gnd_lights_root()->getOrCreateStateSet();
|
|
stateSet->setAttributeAndModes(mFog.get());
|
|
stateSet->setUpdateCallback(new FGFogEnableUpdateCallback);
|
|
stateSet = globals->get_scenery()->get_vasi_lights_root()->getOrCreateStateSet();
|
|
stateSet->setAttributeAndModes(mRunwayLightingFog.get());
|
|
stateSet->setUpdateCallback(new FGFogEnableUpdateCallback);
|
|
stateSet = globals->get_scenery()->get_rwy_lights_root()->getOrCreateStateSet();
|
|
stateSet->setAttributeAndModes(mRunwayLightingFog.get());
|
|
stateSet->setUpdateCallback(new FGFogEnableUpdateCallback);
|
|
stateSet = globals->get_scenery()->get_taxi_lights_root()->getOrCreateStateSet();
|
|
stateSet->setAttributeAndModes(mTaxiLightingFog.get());
|
|
stateSet->setUpdateCallback(new FGFogEnableUpdateCallback);
|
|
|
|
mCameraView->addChild(mRoot.get());
|
|
sceneView->setSceneData(mCameraView.get());
|
|
|
|
mSceneCamera->addChild(thesky->getCloudRoot());
|
|
|
|
// sceneView->getState()->setCheckForGLErrors(osg::State::ONCE_PER_ATTRIBUTE);
|
|
}
|
|
|
|
|
|
// 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
|
|
glPushAttrib(GL_ALL_ATTRIB_BITS);
|
|
glPushClientAttrib(~0u);
|
|
|
|
fgSplashUpdate(1.0);
|
|
|
|
glPopClientAttrib();
|
|
glPopAttrib();
|
|
|
|
// Keep resetting sim time while the sim is initializing
|
|
globals->set_sim_time_sec( 0.0 );
|
|
return;
|
|
}
|
|
|
|
bool skyblend = fgGetBool("/sim/rendering/skyblend");
|
|
bool use_point_sprites = fgGetBool("/sim/rendering/point-sprites");
|
|
bool enhanced_lighting = fgGetBool("/sim/rendering/enhanced-lighting");
|
|
bool distance_attenuation
|
|
= fgGetBool("/sim/rendering/distance-attenuation");
|
|
// OSGFIXME
|
|
SGConfigureDirectionalLights( use_point_sprites, enhanced_lighting,
|
|
distance_attenuation );
|
|
|
|
static const SGPropertyNode *groundlevel_nearplane
|
|
= fgGetNode("/sim/current-view/ground-level-nearplane-m");
|
|
|
|
FGLight *l = static_cast<FGLight*>(globals->get_subsystem("lighting"));
|
|
|
|
// update fog params
|
|
double actual_visibility;
|
|
if (fgGetBool("/environment/clouds/status")) {
|
|
actual_visibility = thesky->get_visibility();
|
|
} else {
|
|
actual_visibility = fgGetDouble("/environment/visibility-m");
|
|
}
|
|
|
|
static double last_visibility = -9999;
|
|
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 );
|
|
}
|
|
mFog->setDensity(fog_exp2_density);
|
|
mRunwayLightingFog->setDensity(rwy_exp2_punch_through);
|
|
mTaxiLightingFog->setDensity(taxi_exp2_punch_through);
|
|
mGroundLightingFog->setDensity(ground_exp2_punch_through);
|
|
}
|
|
|
|
// idle_state is now 1000 meaning we've finished all our
|
|
// initializations and are running the main loop, so this will
|
|
// now work without seg faulting the system.
|
|
|
|
FGViewer *current__view = globals->get_current_view();
|
|
// Force update of center dependent values ...
|
|
current__view->set_dirty();
|
|
|
|
if ( refresh_camera_settings ) {
|
|
// update view port
|
|
resize( fgGetInt("/sim/startup/xsize"),
|
|
fgGetInt("/sim/startup/ysize") );
|
|
|
|
SGVec3d center = globals->get_scenery()->get_center();
|
|
SGVec3d position = current__view->getViewPosition();
|
|
SGQuatd attitude = current__view->getViewOrientation();
|
|
SGVec3d osgPosition = attitude.transform(center - position);
|
|
mCameraView->setPosition(osgPosition.osg());
|
|
mCameraView->setAttitude(inverse(attitude).osg());
|
|
}
|
|
|
|
if ( skyblend ) {
|
|
if ( fgGetBool("/sim/rendering/textures") ) {
|
|
SGVec4f clearColor(l->adj_fog_color());
|
|
sceneView->getCamera()->setClearColor(clearColor.osg());
|
|
}
|
|
} else {
|
|
SGVec4f clearColor(l->sky_color());
|
|
sceneView->getCamera()->setClearColor(clearColor.osg());
|
|
}
|
|
|
|
// update fog params if visibility has changed
|
|
double visibility_meters = fgGetDouble("/environment/visibility-m");
|
|
thesky->set_visibility(visibility_meters);
|
|
|
|
thesky->modify_vis( cur_fdm_state->get_Altitude() * SG_FEET_TO_METER,
|
|
( global_multi_loop * fgGetInt("/sim/speed-up") )
|
|
/ (double)fgGetInt("/sim/model-hz") );
|
|
|
|
// update the sky dome
|
|
if ( skyblend ) {
|
|
|
|
// The sun and moon distances are scaled down versions
|
|
// of the actual distance to get both the moon and the sun
|
|
// within the range of the far clip plane.
|
|
// Moon distance: 384,467 kilometers
|
|
// Sun distance: 150,000,000 kilometers
|
|
|
|
double sun_horiz_eff, moon_horiz_eff;
|
|
if (fgGetBool("/sim/rendering/horizon-effect")) {
|
|
sun_horiz_eff = 0.67+pow(0.5+cos(l->get_sun_angle())*2/2, 0.33)/3;
|
|
moon_horiz_eff = 0.67+pow(0.5+cos(l->get_moon_angle())*2/2, 0.33)/3;
|
|
} else {
|
|
sun_horiz_eff = moon_horiz_eff = 1.0;
|
|
}
|
|
|
|
static SGSkyState sstate;
|
|
|
|
sstate.view_pos = 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;
|
|
sstate.sun_angle = l->get_sun_angle();
|
|
|
|
|
|
/*
|
|
SG_LOG( SG_GENERAL, SG_BULK, "thesky->repaint() sky_color = "
|
|
<< l->sky_color()[0] << " "
|
|
<< l->sky_color()[1] << " "
|
|
<< l->sky_color()[2] << " "
|
|
<< l->sky_color()[3] );
|
|
SG_LOG( SG_GENERAL, SG_BULK, " fog = "
|
|
<< l->fog_color()[0] << " "
|
|
<< l->fog_color()[1] << " "
|
|
<< l->fog_color()[2] << " "
|
|
<< l->fog_color()[3] );
|
|
SG_LOG( SG_GENERAL, SG_BULK,
|
|
" sun_angle = " << l->sun_angle
|
|
<< " moon_angle = " << l->moon_angle );
|
|
*/
|
|
|
|
static SGSkyColor scolor;
|
|
|
|
scolor.sky_color = SGVec3f(l->sky_color().data());
|
|
scolor.fog_color = SGVec3f(l->adj_fog_color().data());
|
|
scolor.cloud_color = SGVec3f(l->cloud_color().data());
|
|
scolor.sun_angle = l->get_sun_angle();
|
|
scolor.moon_angle = l->get_moon_angle();
|
|
scolor.nplanets = globals->get_ephem()->getNumPlanets();
|
|
scolor.nstars = globals->get_ephem()->getNumStars();
|
|
scolor.planet_data = globals->get_ephem()->getPlanets();
|
|
scolor.star_data = globals->get_ephem()->getStars();
|
|
|
|
thesky->reposition( sstate, delta_time_sec );
|
|
thesky->repaint( scolor );
|
|
|
|
/*
|
|
SG_LOG( SG_GENERAL, SG_BULK,
|
|
"thesky->reposition( view_pos = " << view_pos[0] << " "
|
|
<< view_pos[1] << " " << view_pos[2] );
|
|
SG_LOG( SG_GENERAL, SG_BULK,
|
|
" zero_elev = " << zero_elev[0] << " "
|
|
<< zero_elev[1] << " " << zero_elev[2]
|
|
<< " lon = " << cur_fdm_state->get_Longitude()
|
|
<< " lat = " << cur_fdm_state->get_Latitude() );
|
|
SG_LOG( SG_GENERAL, SG_BULK,
|
|
" sun_rot = " << l->get_sun_rotation
|
|
<< " gst = " << SGTime::cur_time_params->getGst() );
|
|
SG_LOG( SG_GENERAL, SG_BULK,
|
|
" sun ra = " << globals->get_ephem()->getSunRightAscension()
|
|
<< " sun dec = " << globals->get_ephem()->getSunDeclination()
|
|
<< " moon ra = " << globals->get_ephem()->getMoonRightAscension()
|
|
<< " moon dec = " << globals->get_ephem()->getMoonDeclination() );
|
|
*/
|
|
|
|
//OSGFIXME
|
|
// shadows->setupShadows(
|
|
// current__view->getLongitude_deg(),
|
|
// current__view->getLatitude_deg(),
|
|
// globals->get_time_params()->getGst(),
|
|
// globals->get_ephem()->getSunRightAscension(),
|
|
// globals->get_ephem()->getSunDeclination(),
|
|
// l->get_sun_angle());
|
|
|
|
}
|
|
|
|
if ( strcmp(fgGetString("/sim/rendering/fog"), "disabled") ) {
|
|
SGVec4f color(l->adj_fog_color());
|
|
mFog->setColor(color.osg());
|
|
mRunwayLightingFog->setColor(color.osg());
|
|
mTaxiLightingFog->setColor(color.osg());
|
|
mGroundLightingFog->setColor(color.osg());
|
|
}
|
|
|
|
|
|
// sgEnviro.setLight(l->adj_fog_color());
|
|
|
|
// texture parameters
|
|
glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST );
|
|
|
|
double agl = current__view->getAltitudeASL_ft()*SG_FEET_TO_METER
|
|
- current__view->getSGLocation()->get_cur_elev_m();
|
|
|
|
float scene_nearplane, scene_farplane;
|
|
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);
|
|
|
|
// 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);
|
|
// TODO:find the real view speed, not the AC one
|
|
// 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(),
|
|
// current_view_origin_airspeed_horiz_kt
|
|
// );
|
|
|
|
// OSGFIXME
|
|
// if( is_internal )
|
|
// shadows->endOfFrame();
|
|
|
|
// need to call the update visitor once
|
|
globals->get_aircraft_model()->select( true );
|
|
FGTileMgr::set_tile_filter( true );
|
|
mFrameStamp->setReferenceTime(globals->get_sim_time_sec());
|
|
mFrameStamp->setFrameNumber(1+mFrameStamp->getFrameNumber());
|
|
mFrameStamp->setCalendarTime(*globals->get_time_params()->getGmt());
|
|
mUpdateVisitor->setViewData(current__view->getViewPosition(),
|
|
current__view->getViewOrientation());
|
|
mUpdateVisitor->setSceneryCenter(globals->get_scenery()->get_center());
|
|
mUpdateVisitor->setVisibility(actual_visibility);
|
|
sceneView->update();
|
|
sceneView->cull();
|
|
sceneView->draw();
|
|
}
|
|
|
|
|
|
|
|
// 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;
|
|
}
|
|
|
|
sceneView->getViewport()->setViewport(0, height - view_h, width, view_h);
|
|
|
|
static int lastwidth = 0;
|
|
static int lastheight = 0;
|
|
if (width != lastwidth)
|
|
fgSetInt("/sim/startup/xsize", lastwidth = width);
|
|
if (height != lastheight)
|
|
fgSetInt("/sim/startup/ysize", lastheight = height);
|
|
|
|
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;
|
|
}
|
|
}
|
|
|
|
|
|
// 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");
|
|
|
|
double left, right;
|
|
double bottom, top;
|
|
double zNear, zFar;
|
|
sceneView->getProjectionMatrixAsFrustum(left, right, bottom, top, zNear, zFar);
|
|
// cout << " l = " << f->getLeft()
|
|
// << " r = " << f->getRight()
|
|
// << " b = " << f->getBot()
|
|
// << " t = " << f->getTop()
|
|
// << " n = " << f->getNear()
|
|
// << " f = " << f->getFar()
|
|
// << endl;
|
|
|
|
double width = right - left;
|
|
double height = top - bottom;
|
|
|
|
double l, r, t, b;
|
|
|
|
if ( left_pct != NULL ) {
|
|
l = left + width * left_pct->getDoubleValue();
|
|
} else {
|
|
l = left;
|
|
}
|
|
|
|
if ( right_pct != NULL ) {
|
|
r = left + width * right_pct->getDoubleValue();
|
|
} else {
|
|
r = right;
|
|
}
|
|
|
|
if ( bottom_pct != NULL ) {
|
|
b = bottom + height * bottom_pct->getDoubleValue();
|
|
} else {
|
|
b = bottom;
|
|
}
|
|
|
|
if ( top_pct != NULL ) {
|
|
t = bottom + height * top_pct->getDoubleValue();
|
|
} else {
|
|
t = top;
|
|
}
|
|
|
|
sceneView->setProjectionMatrixAsFrustum(l, r, b, t, zNear, zFar);
|
|
}
|
|
|
|
|
|
// 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;
|
|
|
|
sceneView->setProjectionMatrixAsPerspective(fov_height,
|
|
fov_width/fov_height,
|
|
fov_near, fov_far);
|
|
// fully specify the view frustum before hacking it (so we don't
|
|
// accumulate hacked effects
|
|
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 ) {
|
|
// OSGFIXME: we have currently too much z-buffer fights
|
|
n = 0.2;
|
|
fov_near = n;
|
|
fov_far = f;
|
|
|
|
sceneView->setProjectionMatrixAsPerspective(fov_height,
|
|
fov_width/fov_height,
|
|
fov_near, fov_far);
|
|
|
|
sceneView->getCamera()->setNearFarRatio(fov_near/fov_far);
|
|
mSceneCamera->setNearFarRatio(fov_near/fov_far);
|
|
|
|
// fully specify the view frustum before hacking it (so we don't
|
|
// accumulate hacked effects
|
|
fgHackFrustum();
|
|
}
|
|
|
|
bool FGRenderer::getPickInfo( SGVec3d& pt, SGVec3d& dir,
|
|
unsigned x, unsigned y )
|
|
{
|
|
// Get the matrices involved in the transform from global to screen
|
|
// coordinates.
|
|
osg::Matrix pm = sceneView->getCamera()->getProjectionMatrix();
|
|
|
|
osg::Matrix mv;
|
|
osg::NodePathList paths;
|
|
paths = globals->get_scenery()->get_scene_graph()->getParentalNodePaths();
|
|
if (!paths.empty()) {
|
|
// Ok, we know that this should not have multiple parents ...
|
|
// FIXME: is this allways true?
|
|
mv = osg::computeLocalToEye(sceneView->getCamera()->getViewMatrix(),
|
|
paths.front(), false);
|
|
}
|
|
|
|
// Compose and invert
|
|
osg::Matrix m = osg::Matrix::inverse(mv*pm);
|
|
|
|
// Get the width and height of the display to be able to normalize the
|
|
// mouse coordinate
|
|
float width = fgGetInt("/sim/startup/xsize");
|
|
float height = fgGetInt("/sim/startup/ysize");
|
|
|
|
// Compute some coordinates of in the line from the eyepoint to the
|
|
// mouse click coodinates.
|
|
// First build the normalized projection coordinates
|
|
osg::Vec4 normPt((2*x - width)/width, -(2*y - height)/height, 1, 1);
|
|
// Transform them into the real world
|
|
osg::Vec4 worldPt4 = m.preMult(normPt);
|
|
if (fabs(worldPt4[3]) < SGLimitsf::min())
|
|
return false;
|
|
SGVec3f worldPt(worldPt4[0]/worldPt4[3],
|
|
worldPt4[1]/worldPt4[3],
|
|
worldPt4[2]/worldPt4[3]);
|
|
|
|
// Now build a direction from the point
|
|
FGViewer* view = globals->get_current_view();
|
|
dir = normalize(toVec3d(worldPt - SGVec3f(view->get_view_pos())));
|
|
|
|
// Copy the start point
|
|
pt = SGVec3d(view->get_absolute_view_pos());
|
|
|
|
// OSGFIXME: ist this sufficient??? especially the precision problems here??
|
|
// bool mSceneView->projectWindowXYIntoObject(int x,int y,osg::Vec3& near_point,osg::Vec3& far_point) const;
|
|
|
|
|
|
return true;
|
|
}
|
|
|
|
// end of renderer.cxx
|
|
|