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flightgear/src/Main/renderer.cxx
Frederic Bouvier e46357d819 Disable LOD when rendering to the shadow map.
Produce few NaNs at start
2012-04-01 23:07:33 +02:00

2029 lines
81 KiB
C++

// renderer.cxx -- top level sim routines
//
// Written by Curtis Olson, started May 1997.
// This file contains parts of main.cxx prior to october 2004
//
// Copyright (C) 1997 - 2002 Curtis L. Olson - http://www.flightgear.org/~curt
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License as
// published by the Free Software Foundation; either version 2 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful, but
// WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
// General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#ifdef HAVE_CONFIG_H
# include <config.h>
#endif
#ifdef HAVE_WINDOWS_H
# include <windows.h>
#endif
#include <simgear/compiler.h>
#include <algorithm>
#include <iostream>
#include <map>
#include <vector>
#include <typeinfo>
#include <osg/ref_ptr>
#include <osg/AlphaFunc>
#include <osg/BlendFunc>
#include <osg/Camera>
#include <osg/CullFace>
#include <osg/CullStack>
#include <osg/Depth>
#include <osg/Fog>
#include <osg/Group>
#include <osg/Hint>
#include <osg/Light>
#include <osg/LightModel>
#include <osg/LightSource>
#include <osg/Material>
#include <osg/Math>
#include <osg/NodeCallback>
#include <osg/Notify>
#include <osg/PolygonMode>
#include <osg/PolygonOffset>
#include <osg/Program>
#include <osg/Version>
#include <osg/TexEnv>
#include <osgUtil/LineSegmentIntersector>
#include <osg/io_utils>
#include <osgDB/WriteFile>
#include <osgViewer/Renderer>
#include <simgear/math/SGMath.hxx>
#include <simgear/scene/material/matlib.hxx>
#include <simgear/scene/material/EffectCullVisitor.hxx>
#include <simgear/scene/material/Effect.hxx>
#include <simgear/scene/material/EffectGeode.hxx>
#include <simgear/scene/model/animation.hxx>
#include <simgear/scene/model/placement.hxx>
#include <simgear/scene/sky/sky.hxx>
#include <simgear/scene/util/SGUpdateVisitor.hxx>
#include <simgear/scene/util/RenderConstants.hxx>
#include <simgear/scene/util/SGSceneUserData.hxx>
#include <simgear/scene/tgdb/GroundLightManager.hxx>
#include <simgear/scene/tgdb/pt_lights.hxx>
#include <simgear/structure/OSGUtils.hxx>
#include <simgear/props/props.hxx>
#include <simgear/timing/sg_time.hxx>
#include <simgear/ephemeris/ephemeris.hxx>
#include <simgear/math/sg_random.h>
#ifdef FG_JPEG_SERVER
#include <simgear/screen/jpgfactory.hxx>
#endif
#include <Time/light.hxx>
#include <Time/light.hxx>
#include <Cockpit/panel.hxx>
#include <Model/panelnode.hxx>
#include <Model/modelmgr.hxx>
#include <Model/acmodel.hxx>
#include <Scenery/scenery.hxx>
#include <Scenery/redout.hxx>
#include <GUI/new_gui.hxx>
#include <Instrumentation/HUD/HUD.hxx>
#include <Environment/precipitation_mgr.hxx>
#include <Environment/environment_mgr.hxx>
#include "splash.hxx"
#include "renderer.hxx"
#include "main.hxx"
#include "CameraGroup.hxx"
#include "FGEventHandler.hxx"
#include <Main/viewer.hxx>
#include <Main/viewmgr.hxx>
using namespace osg;
using namespace simgear;
using namespace flightgear;
class FGHintUpdateCallback : public osg::StateAttribute::Callback {
public:
FGHintUpdateCallback(const char* configNode) :
mConfigNode(fgGetNode(configNode, true))
{ }
virtual void operator()(osg::StateAttribute* stateAttribute,
osg::NodeVisitor*)
{
assert(dynamic_cast<osg::Hint*>(stateAttribute));
osg::Hint* hint = static_cast<osg::Hint*>(stateAttribute);
const char* value = mConfigNode->getStringValue();
if (!value)
hint->setMode(GL_DONT_CARE);
else if (0 == strcmp(value, "nicest"))
hint->setMode(GL_NICEST);
else if (0 == strcmp(value, "fastest"))
hint->setMode(GL_FASTEST);
else
hint->setMode(GL_DONT_CARE);
}
private:
SGPropertyNode_ptr mConfigNode;
};
class SGPuDrawable : public osg::Drawable {
public:
SGPuDrawable()
{
// Dynamic stuff, do not store geometry
setUseDisplayList(false);
setDataVariance(Object::DYNAMIC);
osg::StateSet* stateSet = getOrCreateStateSet();
stateSet->setRenderBinDetails(1001, "RenderBin");
// speed optimization?
stateSet->setMode(GL_CULL_FACE, osg::StateAttribute::OFF);
// We can do translucent menus, so why not. :-)
stateSet->setAttribute(new osg::BlendFunc(osg::BlendFunc::SRC_ALPHA, osg::BlendFunc::ONE_MINUS_SRC_ALPHA));
stateSet->setMode(GL_BLEND, osg::StateAttribute::ON);
stateSet->setTextureMode(0, GL_TEXTURE_2D, osg::StateAttribute::OFF);
stateSet->setTextureAttribute(0, new osg::TexEnv(osg::TexEnv::MODULATE));
stateSet->setMode(GL_FOG, osg::StateAttribute::OFF);
stateSet->setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF);
}
virtual void drawImplementation(osg::RenderInfo& renderInfo) const
{ drawImplementation(*renderInfo.getState()); }
void drawImplementation(osg::State& state) const
{
state.setActiveTextureUnit(0);
state.setClientActiveTextureUnit(0);
state.disableAllVertexArrays();
glPushAttrib(GL_ALL_ATTRIB_BITS);
glPushClientAttrib(~0u);
puDisplay();
glPopClientAttrib();
glPopAttrib();
}
virtual osg::Object* cloneType() const { return new SGPuDrawable; }
virtual osg::Object* clone(const osg::CopyOp&) const { return new SGPuDrawable; }
private:
};
class SGHUDDrawable : public osg::Drawable {
public:
SGHUDDrawable()
{
// Dynamic stuff, do not store geometry
setUseDisplayList(false);
setDataVariance(Object::DYNAMIC);
osg::StateSet* stateSet = getOrCreateStateSet();
stateSet->setRenderBinDetails(1000, "RenderBin");
// speed optimization?
stateSet->setMode(GL_CULL_FACE, osg::StateAttribute::OFF);
stateSet->setAttribute(new osg::BlendFunc(osg::BlendFunc::SRC_ALPHA, osg::BlendFunc::ONE_MINUS_SRC_ALPHA));
stateSet->setMode(GL_BLEND, osg::StateAttribute::ON);
stateSet->setMode(GL_FOG, osg::StateAttribute::OFF);
stateSet->setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF);
stateSet->setTextureAttribute(0, new osg::TexEnv(osg::TexEnv::MODULATE));
}
virtual void drawImplementation(osg::RenderInfo& renderInfo) const
{ drawImplementation(*renderInfo.getState()); }
void drawImplementation(osg::State& state) const
{
state.setActiveTextureUnit(0);
state.setClientActiveTextureUnit(0);
state.disableAllVertexArrays();
glPushAttrib(GL_ALL_ATTRIB_BITS);
glPushClientAttrib(~0u);
HUD *hud = static_cast<HUD*>(globals->get_subsystem("hud"));
hud->draw(state);
glPopClientAttrib();
glPopAttrib();
}
virtual osg::Object* cloneType() const { return new SGHUDDrawable; }
virtual osg::Object* clone(const osg::CopyOp&) const { return new SGHUDDrawable; }
private:
};
class FGLightSourceUpdateCallback : public osg::NodeCallback {
public:
/**
* @param isSun true if the light is the actual sun i.e., for
* illuminating the moon.
*/
FGLightSourceUpdateCallback(bool isSun = false) : _isSun(isSun) {}
FGLightSourceUpdateCallback(const FGLightSourceUpdateCallback& nc,
const CopyOp& op)
: NodeCallback(nc, op), _isSun(nc._isSun)
{}
META_Object(flightgear,FGLightSourceUpdateCallback);
virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
{
assert(dynamic_cast<osg::LightSource*>(node));
osg::LightSource* lightSource = static_cast<osg::LightSource*>(node);
osg::Light* light = lightSource->getLight();
FGLight *l = static_cast<FGLight*>(globals->get_subsystem("lighting"));
if (_isSun) {
light->setAmbient(Vec4(0.0f, 0.0f, 0.0f, 0.0f));
light->setDiffuse(Vec4(1.0f, 1.0f, 1.0f, 1.0f));
light->setSpecular(Vec4(0.0f, 0.0f, 0.0f, 0.0f));
} else {
light->setAmbient(toOsg(l->scene_ambient()));
light->setDiffuse(toOsg(l->scene_diffuse()));
light->setSpecular(toOsg(l->scene_specular()));
}
osg::Vec4f position(l->sun_vec()[0], l->sun_vec()[1], l->sun_vec()[2], 0);
light->setPosition(position);
traverse(node, nv);
}
private:
const bool _isSun;
};
class FGWireFrameModeUpdateCallback : public osg::StateAttribute::Callback {
public:
FGWireFrameModeUpdateCallback() :
mWireframe(fgGetNode("/sim/rendering/wireframe", true))
{ }
virtual void operator()(osg::StateAttribute* stateAttribute,
osg::NodeVisitor*)
{
assert(dynamic_cast<osg::PolygonMode*>(stateAttribute));
osg::PolygonMode* polygonMode;
polygonMode = static_cast<osg::PolygonMode*>(stateAttribute);
if (mWireframe->getBoolValue())
polygonMode->setMode(osg::PolygonMode::FRONT_AND_BACK,
osg::PolygonMode::LINE);
else
polygonMode->setMode(osg::PolygonMode::FRONT_AND_BACK,
osg::PolygonMode::FILL);
}
private:
SGPropertyNode_ptr mWireframe;
};
class FGLightModelUpdateCallback : public osg::StateAttribute::Callback {
public:
FGLightModelUpdateCallback() :
mHighlights(fgGetNode("/sim/rendering/specular-highlight", true))
{ }
virtual void operator()(osg::StateAttribute* stateAttribute,
osg::NodeVisitor*)
{
assert(dynamic_cast<osg::LightModel*>(stateAttribute));
osg::LightModel* lightModel;
lightModel = static_cast<osg::LightModel*>(stateAttribute);
#if 0
FGLight *l = static_cast<FGLight*>(globals->get_subsystem("lighting"));
lightModel->setAmbientIntensity(toOsg(l->scene_ambient());
#else
lightModel->setAmbientIntensity(osg::Vec4(0, 0, 0, 1));
#endif
lightModel->setTwoSided(true);
lightModel->setLocalViewer(false);
if (mHighlights->getBoolValue()) {
lightModel->setColorControl(osg::LightModel::SEPARATE_SPECULAR_COLOR);
} else {
lightModel->setColorControl(osg::LightModel::SINGLE_COLOR);
}
}
private:
SGPropertyNode_ptr mHighlights;
};
class FGFogEnableUpdateCallback : public osg::StateSet::Callback {
public:
FGFogEnableUpdateCallback() :
mFogEnabled(fgGetNode("/sim/rendering/fog", true))
{ }
virtual void operator()(osg::StateSet* stateSet, osg::NodeVisitor*)
{
if (strcmp(mFogEnabled->getStringValue(), "disabled") == 0) {
stateSet->setMode(GL_FOG, osg::StateAttribute::OFF);
} else {
stateSet->setMode(GL_FOG, osg::StateAttribute::ON);
}
}
private:
SGPropertyNode_ptr mFogEnabled;
};
class FGFogUpdateCallback : public osg::StateAttribute::Callback {
public:
virtual void operator () (osg::StateAttribute* sa, osg::NodeVisitor* nv)
{
assert(dynamic_cast<SGUpdateVisitor*>(nv));
assert(dynamic_cast<osg::Fog*>(sa));
SGUpdateVisitor* updateVisitor = static_cast<SGUpdateVisitor*>(nv);
osg::Fog* fog = static_cast<osg::Fog*>(sa);
fog->setMode(osg::Fog::EXP2);
fog->setColor(toOsg(updateVisitor->getFogColor()));
fog->setDensity(updateVisitor->getFogExp2Density());
}
};
// update callback for the switch node guarding that splash
class FGScenerySwitchCallback : public osg::NodeCallback {
public:
virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
{
assert(dynamic_cast<osg::Switch*>(node));
osg::Switch* sw = static_cast<osg::Switch*>(node);
bool enabled = scenery_enabled;
sw->setValue(0, enabled);
if (!enabled)
return;
traverse(node, nv);
}
static bool scenery_enabled;
};
bool FGScenerySwitchCallback::scenery_enabled = false;
static osg::ref_ptr<osg::FrameStamp> mFrameStamp = new osg::FrameStamp;
static osg::ref_ptr<SGUpdateVisitor> mUpdateVisitor= new SGUpdateVisitor;
static osg::ref_ptr<osg::Group> mRealRoot = new osg::Group;
static osg::ref_ptr<osg::Group> mDeferredRealRoot = new osg::Group;
static osg::ref_ptr<osg::Group> mRoot = new osg::Group;
static osg::ref_ptr<osg::Switch> panelSwitch;
// update callback for the switch node controlling the 2D panel
class FGPanelSwitchCallback : public osg::NodeCallback {
public:
virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
{
assert(dynamic_cast<osg::Switch*>(node));
osg::Switch* sw = static_cast<osg::Switch*>(node);
bool enabled = fgPanelVisible();
sw->setValue(0, enabled);
if (!enabled)
return;
traverse(node, nv);
}
};
#ifdef FG_JPEG_SERVER
static void updateRenderer()
{
globals->get_renderer()->update();
}
#endif
FGRenderer::FGRenderer() :
_sky(NULL),
_ambientFactor( new osg::Uniform( "fg_SunAmbientColor", osg::Vec4f() ) ),
_sunDiffuse( new osg::Uniform( "fg_SunDiffuseColor", osg::Vec4f() ) ),
_sunSpecular( new osg::Uniform( "fg_SunSpecularColor", osg::Vec4f() ) ),
_sunDirection( new osg::Uniform( "fg_SunDirection", osg::Vec3f() ) ),
_planes( new osg::Uniform( "fg_Planes", osg::Vec3f() ) ),
_fogColor( new osg::Uniform( "fg_FogColor", osg::Vec4f(1.0, 1.0, 1.0, 1.0) ) ),
_fogDensity( new osg::Uniform( "fg_FogDensity", 0.0001f ) )
{
#ifdef FG_JPEG_SERVER
jpgRenderFrame = updateRenderer;
#endif
eventHandler = new FGEventHandler;
}
FGRenderer::~FGRenderer()
{
#ifdef FG_JPEG_SERVER
jpgRenderFrame = NULL;
#endif
delete _sky;
}
// Initialize various GL/view parameters
// XXX This should be called "preinit" or something, as it initializes
// critical parts of the scene graph in addition to the splash screen.
void
FGRenderer::splashinit( void ) {
osgViewer::Viewer* viewer = getViewer();
mRealRoot = dynamic_cast<osg::Group*>(viewer->getSceneData());
mRealRoot->addChild(fgCreateSplashNode());
mFrameStamp = viewer->getFrameStamp();
// Scene doesn't seem to pass the frame stamp to the update
// visitor automatically.
mUpdateVisitor->setFrameStamp(mFrameStamp.get());
viewer->setUpdateVisitor(mUpdateVisitor.get());
fgSetDouble("/sim/startup/splash-alpha", 1.0);
}
class ShadowMapSizeListener : public SGPropertyChangeListener {
public:
virtual void valueChanged(SGPropertyNode* node) {
globals->get_renderer()->updateShadowMapSize(node->getIntValue());
}
};
void
FGRenderer::init( void )
{
_classicalRenderer = !fgGetBool("/sim/rendering/rembrandt", false);
_shadowMapSize = fgGetInt( "/sim/rendering/shadows/map-size", 4096 );
fgAddChangeListener( new ShadowMapSizeListener, "/sim/rendering/shadows/map-size" );
_scenery_loaded = fgGetNode("/sim/sceneryloaded", true);
_scenery_override = fgGetNode("/sim/sceneryloaded-override", true);
_panel_hotspots = fgGetNode("/sim/panel-hotspots", true);
_virtual_cockpit = fgGetNode("/sim/virtual-cockpit", true);
_sim_delta_sec = fgGetNode("/sim/time/delta-sec", true);
_xsize = fgGetNode("/sim/startup/xsize", true);
_ysize = fgGetNode("/sim/startup/ysize", true);
_splash_alpha = fgGetNode("/sim/startup/splash-alpha", true);
_skyblend = fgGetNode("/sim/rendering/skyblend", true);
_point_sprites = fgGetNode("/sim/rendering/point-sprites", true);
_enhanced_lighting = fgGetNode("/sim/rendering/enhanced-lighting", true);
_distance_attenuation = fgGetNode("/sim/rendering/distance-attenuation", true);
_horizon_effect = fgGetNode("/sim/rendering/horizon-effect", true);
_textures = fgGetNode("/sim/rendering/textures", true);
_altitude_ft = fgGetNode("/position/altitude-ft", true);
_cloud_status = fgGetNode("/environment/clouds/status", true);
_visibility_m = fgGetNode("/environment/visibility-m", true);
bool use_point_sprites = _point_sprites->getBoolValue();
bool enhanced_lighting = _enhanced_lighting->getBoolValue();
bool distance_attenuation = _distance_attenuation->getBoolValue();
SGConfigureDirectionalLights( use_point_sprites, enhanced_lighting,
distance_attenuation );
if (const char* tc = fgGetString("/sim/rendering/texture-compression", NULL)) {
if (strcmp(tc, "false") == 0 || strcmp(tc, "off") == 0 ||
strcmp(tc, "0") == 0 || strcmp(tc, "no") == 0 ||
strcmp(tc, "none") == 0) {
SGSceneFeatures::instance()->setTextureCompression(SGSceneFeatures::DoNotUseCompression);
} else if (strcmp(tc, "arb") == 0) {
SGSceneFeatures::instance()->setTextureCompression(SGSceneFeatures::UseARBCompression);
} else if (strcmp(tc, "dxt1") == 0) {
SGSceneFeatures::instance()->setTextureCompression(SGSceneFeatures::UseDXT1Compression);
} else if (strcmp(tc, "dxt3") == 0) {
SGSceneFeatures::instance()->setTextureCompression(SGSceneFeatures::UseDXT3Compression);
} else if (strcmp(tc, "dxt5") == 0) {
SGSceneFeatures::instance()->setTextureCompression(SGSceneFeatures::UseDXT5Compression);
} else {
SG_LOG(SG_VIEW, SG_WARN, "Unknown texture compression setting!");
}
}
// create sky, but can't build until setupView, since we depend
// on other subsystems to be inited, eg Ephemeris
_sky = new SGSky;
SGPath texture_path(globals->get_fg_root());
texture_path.append("Textures");
texture_path.append("Sky");
for (int i = 0; i < FGEnvironmentMgr::MAX_CLOUD_LAYERS; i++) {
SGCloudLayer * layer = new SGCloudLayer(texture_path.str());
_sky->add_cloud_layer(layer);
}
_sky->texture_path( texture_path.str() );
}
void installCullVisitor(Camera* camera, bool ignoreLOD = false)
{
osgViewer::Renderer* renderer
= static_cast<osgViewer::Renderer*>(camera->getRenderer());
for (int i = 0; i < 2; ++i) {
osgUtil::SceneView* sceneView = renderer->getSceneView(i);
#if SG_OSG_VERSION_LESS_THAN(3,0,0)
sceneView->setCullVisitor(new simgear::EffectCullVisitor);
#else
osg::ref_ptr<osgUtil::CullVisitor::Identifier> identifier;
identifier = sceneView->getCullVisitor()->getIdentifier();
sceneView->setCullVisitor(new simgear::EffectCullVisitor(ignoreLOD));
sceneView->getCullVisitor()->setIdentifier(identifier.get());
identifier = sceneView->getCullVisitorLeft()->getIdentifier();
sceneView->setCullVisitorLeft(sceneView->getCullVisitor()->clone());
sceneView->getCullVisitorLeft()->setIdentifier(identifier.get());
identifier = sceneView->getCullVisitorRight()->getIdentifier();
sceneView->setCullVisitorRight(sceneView->getCullVisitor()->clone());
sceneView->getCullVisitorRight()->setIdentifier(identifier.get());
#endif
}
}
flightgear::CameraInfo*
FGRenderer::buildRenderingPipeline(flightgear::CameraGroup* cgroup, unsigned flags, Camera* camera,
const Matrix& view,
const Matrix& projection,
osg::GraphicsContext* gc,
bool useMasterSceneData)
{
flightgear::CameraInfo* info = 0;
if (!_classicalRenderer && (flags & (CameraGroup::GUI | CameraGroup::ORTHO)) == 0)
info = buildDeferredPipeline( cgroup, flags, camera, view, projection, gc );
if (info) {
return info;
} else {
if ((flags & (CameraGroup::GUI | CameraGroup::ORTHO)) == 0)
_classicalRenderer = true;
return buildClassicalPipeline( cgroup, flags, camera, view, projection, useMasterSceneData );
}
}
flightgear::CameraInfo*
FGRenderer::buildClassicalPipeline(flightgear::CameraGroup* cgroup, unsigned flags, osg::Camera* camera,
const osg::Matrix& view,
const osg::Matrix& projection,
bool useMasterSceneData)
{
CameraInfo* info = new CameraInfo(flags);
// The camera group will always update the camera
camera->setReferenceFrame(Transform::ABSOLUTE_RF);
Camera* farCamera = 0;
if ((flags & (CameraGroup::GUI | CameraGroup::ORTHO)) == 0) {
farCamera = new Camera;
farCamera->setAllowEventFocus(camera->getAllowEventFocus());
farCamera->setGraphicsContext(camera->getGraphicsContext());
farCamera->setCullingMode(camera->getCullingMode());
farCamera->setInheritanceMask(camera->getInheritanceMask());
farCamera->setReferenceFrame(Transform::ABSOLUTE_RF);
// Each camera's viewport is written when the window is
// resized; if the the viewport isn't copied here, it gets updated
// twice and ends up with the wrong value.
farCamera->setViewport(simgear::clone(camera->getViewport()));
farCamera->setDrawBuffer(camera->getDrawBuffer());
farCamera->setReadBuffer(camera->getReadBuffer());
farCamera->setRenderTargetImplementation(
camera->getRenderTargetImplementation());
const Camera::BufferAttachmentMap& bufferMap
= camera->getBufferAttachmentMap();
if (bufferMap.count(Camera::COLOR_BUFFER) != 0) {
farCamera->attach(
Camera::COLOR_BUFFER,
bufferMap.find(Camera::COLOR_BUFFER)->second._texture.get());
}
cgroup->getViewer()->addSlave(farCamera, projection, view, useMasterSceneData);
installCullVisitor(farCamera);
int farSlaveIndex = cgroup->getViewer()->getNumSlaves() - 1;
info->addCamera( FAR_CAMERA, farCamera, farSlaveIndex );
farCamera->setRenderOrder(Camera::POST_RENDER, farSlaveIndex);
camera->setCullMask(camera->getCullMask() & ~simgear::BACKGROUND_BIT);
camera->setClearMask(GL_DEPTH_BUFFER_BIT);
}
cgroup->getViewer()->addSlave(camera, projection, view, useMasterSceneData);
installCullVisitor(camera);
int slaveIndex = cgroup->getViewer()->getNumSlaves() - 1;
info->addCamera( MAIN_CAMERA, camera, slaveIndex );
camera->setRenderOrder(Camera::POST_RENDER, slaveIndex);
cgroup->addCamera(info);
return info;
}
class FGDeferredRenderingCameraCullCallback : public osg::NodeCallback {
public:
FGDeferredRenderingCameraCullCallback( flightgear::CameraKind k, CameraInfo* i ) : kind( k ), info( i ) {}
virtual void operator()( osg::Node *n, osg::NodeVisitor *nv) {
simgear::EffectCullVisitor* cv = dynamic_cast<simgear::EffectCullVisitor*>(nv);
osg::Camera* camera = static_cast<osg::Camera*>(n);
cv->clearBufferList();
cv->addBuffer(simgear::Effect::DEPTH_BUFFER, info->getBuffer( flightgear::RenderBufferInfo::DEPTH_BUFFER ) );
cv->addBuffer(simgear::Effect::NORMAL_BUFFER, info->getBuffer( flightgear::RenderBufferInfo::NORMAL_BUFFER ) );
cv->addBuffer(simgear::Effect::DIFFUSE_BUFFER, info->getBuffer( flightgear::RenderBufferInfo::DIFFUSE_BUFFER ) );
cv->addBuffer(simgear::Effect::SPEC_EMIS_BUFFER, info->getBuffer( flightgear::RenderBufferInfo::SPEC_EMIS_BUFFER ) );
cv->addBuffer(simgear::Effect::LIGHTING_BUFFER, info->getBuffer( flightgear::RenderBufferInfo::LIGHTING_BUFFER ) );
cv->addBuffer(simgear::Effect::SHADOW_BUFFER, info->getBuffer( flightgear::RenderBufferInfo::SHADOW_BUFFER ) );
// cv->addBuffer(simgear::Effect::AO_BUFFER, info->gBuffer->aoBuffer[2]);
if ( !info->getRenderStageInfo(kind).fullscreen )
info->setMatrices( camera );
cv->traverse( *camera );
if ( kind == flightgear::GEOMETRY_CAMERA ) {
// Save transparent bins to render later
osgUtil::RenderStage* renderStage = cv->getRenderStage();
osgUtil::RenderBin::RenderBinList& rbl = renderStage->getRenderBinList();
for (osgUtil::RenderBin::RenderBinList::iterator rbi = rbl.begin(); rbi != rbl.end(); ) {
if (rbi->second->getSortMode() == osgUtil::RenderBin::SORT_BACK_TO_FRONT) {
info->savedTransparentBins.insert( std::make_pair( rbi->first, rbi->second ) );
rbl.erase( rbi++ );
} else {
++rbi;
}
}
} else if ( kind == flightgear::LIGHTING_CAMERA ) {
osg::ref_ptr<osg::Camera> mainShadowCamera = info->getCamera( SHADOW_CAMERA );
if (mainShadowCamera.valid()) {
osg::Group* grp = mainShadowCamera->getChild(0)->asGroup();
for (int i = 0; i < 4; ++i ) {
osg::TexGen* shadowTexGen = info->shadowTexGen[i];
shadowTexGen->setMode(osg::TexGen::EYE_LINEAR);
osg::Camera* cascadeCam = static_cast<osg::Camera*>( grp->getChild(i) );
// compute the matrix which takes a vertex from view coords into tex coords
shadowTexGen->setPlanesFromMatrix( cascadeCam->getProjectionMatrix() *
osg::Matrix::translate(1.0,1.0,1.0) *
osg::Matrix::scale(0.5f,0.5f,0.5f) );
osg::RefMatrix * refMatrix = new osg::RefMatrix( cascadeCam->getInverseViewMatrix() * *cv->getModelViewMatrix() );
cv->getRenderStage()->getPositionalStateContainer()->addPositionedTextureAttribute( i+1, refMatrix, shadowTexGen );
}
}
// Render saved transparent render bins
osgUtil::RenderStage* renderStage = cv->getRenderStage();
osgUtil::RenderBin::RenderBinList& rbl = renderStage->getRenderBinList();
for (osgUtil::RenderBin::RenderBinList::iterator rbi = info->savedTransparentBins.begin(); rbi != info->savedTransparentBins.end(); ++rbi ){
rbl.insert( std::make_pair( rbi->first + 10000, rbi->second ) );
}
info->savedTransparentBins.clear();
}
}
private:
flightgear::CameraKind kind;
CameraInfo* info;
};
osg::Texture2D* buildDeferredBuffer(GLint internalFormat, GLenum sourceFormat, GLenum sourceType, osg::Texture::WrapMode wrapMode, bool shadowComparison = false)
{
osg::Texture2D* tex = new osg::Texture2D;
tex->setResizeNonPowerOfTwoHint( false );
tex->setInternalFormat( internalFormat );
tex->setShadowComparison(shadowComparison);
if (shadowComparison) {
tex->setShadowTextureMode(osg::Texture2D::LUMINANCE);
tex->setBorderColor(osg::Vec4(1.0f,1.0f,1.0f,1.0f));
}
tex->setSourceFormat(sourceFormat);
tex->setSourceType(sourceType);
tex->setFilter( osg::Texture2D::MIN_FILTER, osg::Texture2D::LINEAR );
tex->setFilter( osg::Texture2D::MAG_FILTER, osg::Texture2D::LINEAR );
tex->setWrap( osg::Texture::WRAP_S, wrapMode );
tex->setWrap( osg::Texture::WRAP_T, wrapMode );
return tex;
}
void buildDeferredBuffers( flightgear::CameraInfo* info, int shadowMapSize, bool normal16 )
{
info->addBuffer(flightgear::RenderBufferInfo::DEPTH_BUFFER, buildDeferredBuffer( GL_DEPTH_COMPONENT32, GL_DEPTH_COMPONENT, GL_FLOAT, osg::Texture::CLAMP_TO_BORDER) );
if (normal16)
info->addBuffer(flightgear::RenderBufferInfo::NORMAL_BUFFER, buildDeferredBuffer( 0x822C /*GL_RG16*/, 0x8227 /*GL_RG*/, GL_UNSIGNED_SHORT, osg::Texture::CLAMP_TO_BORDER) );
else
info->addBuffer(flightgear::RenderBufferInfo::NORMAL_BUFFER, buildDeferredBuffer( GL_RGBA8, GL_RGBA, GL_UNSIGNED_SHORT, osg::Texture::CLAMP_TO_BORDER) );
info->addBuffer(flightgear::RenderBufferInfo::DIFFUSE_BUFFER, buildDeferredBuffer( GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE, osg::Texture::CLAMP_TO_BORDER) );
info->addBuffer(flightgear::RenderBufferInfo::SPEC_EMIS_BUFFER, buildDeferredBuffer( GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE, osg::Texture::CLAMP_TO_BORDER) );
info->addBuffer(flightgear::RenderBufferInfo::LIGHTING_BUFFER, buildDeferredBuffer( GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE, osg::Texture::CLAMP_TO_BORDER) );
info->addBuffer(flightgear::RenderBufferInfo::SHADOW_BUFFER, buildDeferredBuffer( GL_DEPTH_COMPONENT32, GL_DEPTH_COMPONENT, GL_FLOAT, osg::Texture::CLAMP_TO_BORDER, true), 0.0f );
info->getBuffer(RenderBufferInfo::SHADOW_BUFFER)->setTextureSize(shadowMapSize,shadowMapSize);
}
void attachBufferToCamera( flightgear::CameraInfo* info, osg::Camera* camera, osg::Camera::BufferComponent c, flightgear::CameraKind ck, flightgear::RenderBufferInfo::Kind bk )
{
camera->attach( c, info->getBuffer(bk) );
info->getRenderStageInfo(ck).buffers.insert( std::make_pair( c, bk ) );
}
osg::Camera* FGRenderer::buildDeferredGeometryCamera( flightgear::CameraInfo* info, osg::GraphicsContext* gc )
{
osg::Camera* camera = new osg::Camera;
info->addCamera(flightgear::GEOMETRY_CAMERA, camera );
camera->setCullMask( ~simgear::MODELLIGHT_BIT );
camera->setName( "GeometryCamera" );
camera->setGraphicsContext( gc );
camera->setCullCallback( new FGDeferredRenderingCameraCullCallback( flightgear::GEOMETRY_CAMERA, info ) );
camera->setClearMask( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
camera->setClearColor( osg::Vec4( 0., 0., 0., 0. ) );
camera->setClearDepth( 1.0 );
camera->setRenderTargetImplementation( osg::Camera::FRAME_BUFFER_OBJECT );
camera->setViewport( new osg::Viewport );
attachBufferToCamera( info, camera, osg::Camera::DEPTH_BUFFER, flightgear::GEOMETRY_CAMERA, flightgear::RenderBufferInfo::DEPTH_BUFFER );
attachBufferToCamera( info, camera, osg::Camera::COLOR_BUFFER0, flightgear::GEOMETRY_CAMERA, flightgear::RenderBufferInfo::NORMAL_BUFFER );
attachBufferToCamera( info, camera, osg::Camera::COLOR_BUFFER1, flightgear::GEOMETRY_CAMERA, flightgear::RenderBufferInfo::DIFFUSE_BUFFER );
attachBufferToCamera( info, camera, osg::Camera::COLOR_BUFFER2, flightgear::GEOMETRY_CAMERA, flightgear::RenderBufferInfo::SPEC_EMIS_BUFFER );
camera->setDrawBuffer(GL_FRONT);
camera->setReadBuffer(GL_FRONT);
camera->addChild( mDeferredRealRoot.get() );
return camera;
}
static void setShadowCascadeStateSet( osg::Camera* cam ) {
osg::StateSet* ss = cam->getOrCreateStateSet();
ss->setAttribute( new osg::PolygonOffset( 1.1f, 5.0f ), osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE );
ss->setMode( GL_POLYGON_OFFSET_FILL, osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE );
ss->setRenderBinDetails( 0, "RenderBin", osg::StateSet::OVERRIDE_RENDERBIN_DETAILS );
ss->setAttributeAndModes( new osg::AlphaFunc( osg::AlphaFunc::GREATER, 0.05 ), osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE );
ss->setAttributeAndModes( new osg::ColorMask( false, false, false, false ), osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE );
ss->setAttributeAndModes( new osg::CullFace( osg::CullFace::FRONT ), osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE );
osg::Program* program = new osg::Program;
ss->setAttribute( program, osg::StateAttribute::OVERRIDE | osg::StateAttribute::ON );
ss->setMode( GL_LIGHTING, osg::StateAttribute::OVERRIDE | osg::StateAttribute::OFF );
ss->setMode( GL_BLEND, osg::StateAttribute::OVERRIDE | osg::StateAttribute::OFF );
//ss->setTextureMode( 0, GL_TEXTURE_2D, osg::StateAttribute::OVERRIDE | osg::StateAttribute::ON );
ss->setTextureMode( 0, GL_TEXTURE_3D, osg::StateAttribute::OVERRIDE | osg::StateAttribute::OFF );
ss->setTextureMode( 1, GL_TEXTURE_2D, osg::StateAttribute::OVERRIDE | osg::StateAttribute::OFF );
ss->setTextureMode( 1, GL_TEXTURE_3D, osg::StateAttribute::OVERRIDE | osg::StateAttribute::OFF );
ss->setTextureMode( 2, GL_TEXTURE_2D, osg::StateAttribute::OVERRIDE | osg::StateAttribute::OFF );
ss->setTextureMode( 2, GL_TEXTURE_3D, osg::StateAttribute::OVERRIDE | osg::StateAttribute::OFF );
}
static osg::Camera* createShadowCascadeCamera( int no, int cascadeSize ) {
osg::Camera* cascadeCam = new osg::Camera;
setShadowCascadeStateSet( cascadeCam );
std::ostringstream oss;
oss << "CascadeCamera" << (no + 1);
cascadeCam->setName( oss.str() );
cascadeCam->setClearMask(0);
cascadeCam->setCullMask(~( simgear::MODELLIGHT_BIT /* | simgear::NO_SHADOW_BIT */ ) );
cascadeCam->setCullingMode( osg::CullSettings::VIEW_FRUSTUM_CULLING );
cascadeCam->setAllowEventFocus(false);
cascadeCam->setReferenceFrame(osg::Transform::ABSOLUTE_RF_INHERIT_VIEWPOINT);
cascadeCam->setRenderOrder(osg::Camera::NESTED_RENDER);
cascadeCam->setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR);
cascadeCam->setViewport( int( no / 2 ) * cascadeSize, (no & 1) * cascadeSize, cascadeSize, cascadeSize );
return cascadeCam;
}
osg::Camera* FGRenderer::buildDeferredShadowCamera( flightgear::CameraInfo* info, osg::GraphicsContext* gc )
{
osg::Camera* mainShadowCamera = new osg::Camera;
info->addCamera(flightgear::SHADOW_CAMERA, mainShadowCamera, 0.0f );
mainShadowCamera->setName( "ShadowCamera" );
mainShadowCamera->setClearMask( GL_DEPTH_BUFFER_BIT );
mainShadowCamera->setClearDepth( 1.0 );
mainShadowCamera->setAllowEventFocus(false);
mainShadowCamera->setGraphicsContext(gc);
mainShadowCamera->setRenderTargetImplementation( osg::Camera::FRAME_BUFFER_OBJECT );
attachBufferToCamera( info, mainShadowCamera, osg::Camera::DEPTH_BUFFER, flightgear::SHADOW_CAMERA, flightgear::RenderBufferInfo::SHADOW_BUFFER );
mainShadowCamera->setComputeNearFarMode(osg::Camera::DO_NOT_COMPUTE_NEAR_FAR);
mainShadowCamera->setReferenceFrame(osg::Transform::ABSOLUTE_RF);
mainShadowCamera->setViewport( 0, 0, _shadowMapSize, _shadowMapSize );
mainShadowCamera->setDrawBuffer(GL_FRONT);
mainShadowCamera->setReadBuffer(GL_FRONT);
osg::Switch* shadowSwitch = new osg::Switch;
mainShadowCamera->addChild( shadowSwitch );
for (int i = 0; i < 4; ++i ) {
osg::Camera* cascadeCam = createShadowCascadeCamera( i, _shadowMapSize/2 );
cascadeCam->addChild( mDeferredRealRoot.get() );
shadowSwitch->addChild( cascadeCam );
info->shadowTexGen[i] = new osg::TexGen;
}
shadowSwitch->setAllChildrenOn();
return mainShadowCamera;
}
void FGRenderer::updateShadowCascade(const CameraInfo* info, osg::Camera* camera, osg::Group* grp, int idx, double left, double right, double bottom, double top, double zNear, double f1, double f2)
{
osg::Camera* cascade = static_cast<osg::Camera*>( grp->getChild(idx) );
osg::Matrixd &viewMatrix = cascade->getViewMatrix();
osg::Matrixd &projectionMatrix = cascade->getProjectionMatrix();
osg::BoundingSphere bs;
bs.expandBy(osg::Vec3(left,bottom,-zNear) * f1);
bs.expandBy(osg::Vec3(right,top,-zNear) * f2);
bs.expandBy(osg::Vec3(left,bottom,-zNear) * f2);
bs.expandBy(osg::Vec3(right,top,-zNear) * f1);
osg::Vec4 aim = osg::Vec4(bs.center(), 1.0) * camera->getInverseViewMatrix();
projectionMatrix.makeOrtho( -bs.radius(), bs.radius(), -bs.radius(), bs.radius(), 1., 15000.0 );
osg::Vec3 position( aim.x(), aim.y(), aim.z() );
viewMatrix.makeLookAt( position + (getSunDirection() * 10000.0), position, position );
}
osg::Vec3 FGRenderer::getSunDirection() const
{
osg::Vec3 val;
_sunDirection->get( val );
return val;
}
void FGRenderer::updateShadowCamera(const flightgear::CameraInfo* info, const osg::Vec3d& position)
{
ref_ptr<Camera> mainShadowCamera = info->getCamera( SHADOW_CAMERA );
if (mainShadowCamera.valid()) {
ref_ptr<Switch> shadowSwitch = mainShadowCamera->getChild( 0 )->asSwitch();
osg::Vec3d up = position,
dir = getSunDirection();
up.normalize();
dir.normalize();
// cos(100 deg) == -0.17
if (up * dir < -0.17 ) {
if (shadowSwitch->getValue(0))
SG_LOG(SG_VIEW, SG_ALERT, "Switching shadows OFF" );
shadowSwitch->setAllChildrenOff();
} else {
if (!shadowSwitch->getValue(0))
SG_LOG(SG_VIEW, SG_ALERT, "Switching shadows ON" );
double left,right,bottom,top,zNear,zFar;
ref_ptr<Camera> camera = info->getCamera(GEOMETRY_CAMERA);
camera->getProjectionMatrix().getFrustum(left, right, bottom, top, zNear, zFar);
shadowSwitch->setAllChildrenOn();
updateShadowCascade(info, camera, shadowSwitch, 0, left, right, bottom, top, zNear, 1.0, 5.0/zNear);
updateShadowCascade(info, camera, shadowSwitch, 1, left, right, bottom, top, zNear, 5.0/zNear, 50.0/zNear);
updateShadowCascade(info, camera, shadowSwitch, 2, left, right, bottom, top, zNear, 50.0/zNear, 512.0/zNear);
updateShadowCascade(info, camera, shadowSwitch, 3, left, right, bottom, top, zNear, 512.0/zNear, 5000.0/zNear);
{
osg::Camera* cascade = static_cast<osg::Camera*>( mainShadowCamera );
osg::Matrixd &viewMatrix = cascade->getViewMatrix();
osg::Matrixd &projectionMatrix = cascade->getProjectionMatrix();
osg::Vec4 aim = osg::Vec4( 0.0, 0.0, -7500., 1.0 ) * camera->getInverseViewMatrix();
projectionMatrix.makeOrtho( -7500., 7500., -7500., 7500., 1., 15000.0 );
osg::Vec3 position( aim.x(), aim.y(), aim.z() );
viewMatrix.makeLookAt( position + (getSunDirection() * 10000.0), position, position );
}
}
}
}
void FGRenderer::updateShadowMapSize(int mapSize)
{
if ( ((~( mapSize-1 )) & mapSize) != mapSize ) {
SG_LOG( SG_VIEW, SG_ALERT, "Map size is not a power of two" );
return;
}
for ( CameraGroup::CameraIterator ii = CameraGroup::getDefault()->camerasBegin();
ii != CameraGroup::getDefault()->camerasEnd();
++ii )
{
CameraInfo* info = ii->get();
Camera* camera = info->getCamera(SHADOW_CAMERA);
if (camera == 0) continue;
Texture2D* tex = info->getBuffer(RenderBufferInfo::SHADOW_BUFFER);
if (tex == 0) continue;
tex->setTextureSize( mapSize, mapSize );
tex->dirtyTextureObject();
Viewport* vp = camera->getViewport();
vp->width() = mapSize;
vp->height() = mapSize;
osgViewer::Renderer* renderer
= static_cast<osgViewer::Renderer*>(camera->getRenderer());
for (int i = 0; i < 2; ++i) {
osgUtil::SceneView* sceneView = renderer->getSceneView(i);
sceneView->getRenderStage()->setFrameBufferObject(0);
sceneView->getRenderStage()->setCameraRequiresSetUp(true);
if (sceneView->getRenderStageLeft()) {
sceneView->getRenderStageLeft()->setFrameBufferObject(0);
sceneView->getRenderStageLeft()->setCameraRequiresSetUp(true);
}
if (sceneView->getRenderStageRight()) {
sceneView->getRenderStageRight()->setFrameBufferObject(0);
sceneView->getRenderStageRight()->setCameraRequiresSetUp(true);
}
}
int cascadeSize = mapSize / 2;
Group* grp = camera->getChild(0)->asGroup();
for (int i = 0; i < 4; ++i ) {
Camera* cascadeCam = static_cast<Camera*>( grp->getChild(i) );
cascadeCam->setViewport( int( i / 2 ) * cascadeSize, (i & 1) * cascadeSize, cascadeSize, cascadeSize );
}
_shadowMapSize = mapSize;
}
}
#define STRINGIFY(x) #x
#define TOSTRING(x) STRINGIFY(x)
const char *ambient_vert_src = ""
"#line " TOSTRING(__LINE__) " 1\n"
"void main() {\n"
" gl_Position = gl_Vertex;\n"
" gl_TexCoord[0] = gl_MultiTexCoord0;\n"
"}\n";
const char *ambient_frag_src = ""
"#line " TOSTRING(__LINE__) " 1\n"
"uniform sampler2D color_tex;\n"
// "uniform sampler2D ao_tex;\n"
"uniform sampler2D normal_tex;\n"
"uniform sampler2D spec_emis_tex;\n"
"uniform vec4 fg_SunAmbientColor;\n"
"void main() {\n"
" vec2 coords = gl_TexCoord[0].xy;\n"
" float initialized = texture2D( spec_emis_tex, coords ).a;\n"
" if ( initialized < 0.1 )\n"
" discard;\n"
" vec3 tcolor = texture2D( color_tex, coords ).rgb;\n"
// " float ao = texture2D( ao_tex, coords ).r;\n"
// " gl_FragColor = vec4(tcolor*fg_SunAmbientColor.rgb*ao, 1.0);\n"
" gl_FragColor = vec4(tcolor*fg_SunAmbientColor.rgb, 1.0);\n"
"}\n";
const char *sunlight_vert_src = ""
"#line " TOSTRING(__LINE__) " 1\n"
// "uniform mat4 fg_ViewMatrixInverse;\n"
"uniform mat4 fg_ProjectionMatrixInverse;\n"
"varying vec3 ray;\n"
"void main() {\n"
" gl_Position = gl_Vertex;\n"
" gl_TexCoord[0] = gl_MultiTexCoord0;\n"
// " ray = (fg_ViewMatrixInverse * vec4((fg_ProjectionMatrixInverse * gl_Vertex).xyz, 0.0)).xyz;\n"
" ray = (fg_ProjectionMatrixInverse * gl_Vertex).xyz;\n"
"}\n";
const char *sunlight_frag_src = ""
#if 0
"#version 130\n"
#endif
"#line " TOSTRING(__LINE__) " 1\n"
"uniform mat4 fg_ViewMatrix;\n"
"uniform sampler2D depth_tex;\n"
"uniform sampler2D normal_tex;\n"
"uniform sampler2D color_tex;\n"
"uniform sampler2D spec_emis_tex;\n"
"uniform sampler2DShadow shadow_tex;\n"
"uniform vec4 fg_SunDiffuseColor;\n"
"uniform vec4 fg_SunSpecularColor;\n"
"uniform vec3 fg_SunDirection;\n"
"uniform vec3 fg_Planes;\n"
"varying vec3 ray;\n"
"vec4 DynamicShadow( in vec4 ecPosition, out vec4 tint )\n"
"{\n"
" vec4 coords;\n"
" vec2 shift = vec2( 0.0 );\n"
" int index = 4;\n"
" if (ecPosition.z > -5.0) {\n"
" index = 1;\n"
" tint = vec4(0.0,1.0,0.0,1.0);\n"
" } else if (ecPosition.z > -50.0) {\n"
" index = 2;\n"
" shift = vec2( 0.0, 0.5 );\n"
" tint = vec4(0.0,0.0,1.0,1.0);\n"
" } else if (ecPosition.z > -512.0) {\n"
" index = 3;\n"
" shift = vec2( 0.5, 0.0 );\n"
" tint = vec4(1.0,1.0,0.0,1.0);\n"
" } else if (ecPosition.z > -10000.0) {\n"
" shift = vec2( 0.5, 0.5 );\n"
" tint = vec4(1.0,0.0,0.0,1.0);\n"
" } else {\n"
" return vec4(1.1,1.1,0.0,1.0);\n" // outside, clamp to border
" }\n"
" coords.s = dot( ecPosition, gl_EyePlaneS[index] );\n"
" coords.t = dot( ecPosition, gl_EyePlaneT[index] );\n"
" coords.p = dot( ecPosition, gl_EyePlaneR[index] );\n"
" coords.q = dot( ecPosition, gl_EyePlaneQ[index] );\n"
" coords.st *= .5;\n"
" coords.st += shift;\n"
" return coords;\n"
"}\n"
"void main() {\n"
" vec2 coords = gl_TexCoord[0].xy;\n"
" vec4 spec_emis = texture2D( spec_emis_tex, coords );\n"
" if ( spec_emis.a < 0.1 )\n"
" discard;\n"
" vec3 normal;\n"
" normal.xy = texture2D( normal_tex, coords ).rg * 2.0 - vec2(1.0,1.0);\n"
" normal.z = sqrt( 1.0 - dot( normal.xy, normal.xy ) );\n"
" float len = length(normal);\n"
" normal /= len;\n"
" vec3 viewDir = normalize(ray);\n"
" float depth = texture2D( depth_tex, coords ).r;\n"
" vec3 pos;\n"
" pos.z = - fg_Planes.y / (fg_Planes.x + depth * fg_Planes.z);\n"
" pos.xy = viewDir.xy / viewDir.z * pos.z;\n"
" vec4 tint;\n"
#if 0
" float shadow = 1.0;\n"
#elif 1
" float shadow = shadow2DProj( shadow_tex, DynamicShadow( vec4( pos, 1.0 ), tint ) ).r;\n"
#else
" float kernel[9] = float[]( 36/256.0, 24/256.0, 6/256.0,\n"
" 24/256.0, 16/256.0, 4/256.0,\n"
" 6/256.0, 4/256.0, 1/256.0 );\n"
" float shadow = 0;\n"
" for( int x = -2; x <= 2; ++x )\n"
" for( int y = -2; y <= 2; ++y )\n"
" shadow += kernel[abs(x)*3 + abs(y)] * shadow2DProj( shadow_tex, DynamicShadow( vec4(pos + vec3(0.05 * x, 0.05 * y, 0), 1.0), tint ) ).r;\n"
#endif
" vec3 lightDir = (fg_ViewMatrix * vec4( fg_SunDirection, 0.0 )).xyz;\n"
" lightDir = normalize( lightDir );\n"
" vec3 color = texture2D( color_tex, coords ).rgb;\n"
" vec3 Idiff = clamp( dot( lightDir, normal ), 0.0, 1.0 ) * color * fg_SunDiffuseColor.rgb;\n"
" vec3 halfDir = lightDir - viewDir;\n"
" len = length( halfDir );\n"
" vec3 Ispec = vec3(0.0);\n"
" vec3 Iemis = spec_emis.z * color;\n"
" if (len > 0.0001) {\n"
" halfDir /= len;\n"
" Ispec = pow( clamp( dot( halfDir, normal ), 0.0, 1.0 ), spec_emis.y * 255.0 ) * spec_emis.x * fg_SunSpecularColor.rgb;\n"
" }\n"
" gl_FragColor = vec4(mix(vec3(0.0), Idiff + Ispec, shadow) + Iemis, 1.0);\n"
// " gl_FragColor = mix(tint, vec4(mix(vec3(0.0), Idiff + Ispec, shadow) + Iemis, 1.0), 0.92);\n"
"}\n";
const char *fog_vert_src = ""
"#line " TOSTRING(__LINE__) " 1\n"
"uniform mat4 fg_ProjectionMatrixInverse;\n"
"varying vec3 ray;\n"
"void main() {\n"
" gl_Position = gl_Vertex;\n"
" gl_TexCoord[0] = gl_MultiTexCoord0;\n"
" ray = (fg_ProjectionMatrixInverse * gl_Vertex).xyz;\n"
"}\n";
const char *fog_frag_src = ""
"#line " TOSTRING(__LINE__) " 1\n"
"uniform sampler2D depth_tex;\n"
"uniform sampler2D normal_tex;\n"
"uniform sampler2D color_tex;\n"
"uniform sampler2D spec_emis_tex;\n"
"uniform vec4 fg_FogColor;\n"
"uniform float fg_FogDensity;\n"
"uniform vec3 fg_Planes;\n"
"varying vec3 ray;\n"
"void main() {\n"
" vec2 coords = gl_TexCoord[0].xy;\n"
" float initialized = texture2D( spec_emis_tex, coords ).a;\n"
" if ( initialized < 0.1 )\n"
" discard;\n"
" vec3 normal;\n"
" normal.xy = texture2D( normal_tex, coords ).rg * 2.0 - vec2(1.0,1.0);\n"
" normal.z = sqrt( 1.0 - dot( normal.xy, normal.xy ) );\n"
" float len = length(normal);\n"
" normal /= len;\n"
" vec3 viewDir = normalize(ray);\n"
" float depth = texture2D( depth_tex, coords ).r;\n"
" vec3 pos;\n"
" pos.z = - fg_Planes.y / (fg_Planes.x + depth * fg_Planes.z);\n"
" pos.xy = viewDir.xy / viewDir.z * pos.z;\n"
" float fogFactor = 0.0;\n"
" const float LOG2 = 1.442695;\n"
" fogFactor = exp2(-fg_FogDensity * fg_FogDensity * pos.z * pos.z * LOG2);\n"
" fogFactor = clamp(fogFactor, 0.0, 1.0);\n"
" gl_FragColor = vec4(fg_FogColor.rgb, 1.0 - fogFactor);\n"
"}\n";
osg::Camera* FGRenderer::buildDeferredLightingCamera( flightgear::CameraInfo* info, osg::GraphicsContext* gc )
{
osg::Camera* camera = new osg::Camera;
info->addCamera(flightgear::LIGHTING_CAMERA, camera );
camera->setCullCallback( new FGDeferredRenderingCameraCullCallback( flightgear::LIGHTING_CAMERA, info ) );
camera->setAllowEventFocus(false);
camera->setGraphicsContext(gc);
camera->setViewport(new Viewport);
camera->setName("LightingCamera");
camera->setReferenceFrame(osg::Transform::ABSOLUTE_RF);
camera->setRenderOrder(osg::Camera::POST_RENDER, 50);
camera->setRenderTargetImplementation( osg::Camera::FRAME_BUFFER_OBJECT );
camera->setViewport( new osg::Viewport );
attachBufferToCamera( info, camera, osg::Camera::DEPTH_BUFFER, flightgear::LIGHTING_CAMERA, flightgear::RenderBufferInfo::DEPTH_BUFFER );
attachBufferToCamera( info, camera, osg::Camera::COLOR_BUFFER, flightgear::LIGHTING_CAMERA, flightgear::RenderBufferInfo::LIGHTING_BUFFER );
camera->setDrawBuffer(GL_FRONT);
camera->setReadBuffer(GL_FRONT);
camera->setClearColor( osg::Vec4( 0., 0., 0., 1. ) );
camera->setClearMask( GL_COLOR_BUFFER_BIT );
osg::StateSet* ss = camera->getOrCreateStateSet();
ss->setAttribute( new osg::Depth(osg::Depth::LESS, 0.0, 1.0, false) );
osg::Group* lightingGroup = new osg::Group;
osg::Camera* quadCam1 = new osg::Camera;
quadCam1->setName( "QuadCamera1" );
quadCam1->setClearMask(0);
quadCam1->setAllowEventFocus(false);
quadCam1->setReferenceFrame(osg::Transform::ABSOLUTE_RF);
quadCam1->setRenderOrder(osg::Camera::NESTED_RENDER);
quadCam1->setViewMatrix(osg::Matrix::identity());
quadCam1->setProjectionMatrixAsOrtho2D(-1,1,-1,1);
quadCam1->setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR);
ss = quadCam1->getOrCreateStateSet();
ss->addUniform( _ambientFactor );
ss->addUniform( info->projInverse );
ss->addUniform( info->viewInverse );
ss->addUniform( info->view );
ss->addUniform( _sunDiffuse );
ss->addUniform( _sunSpecular );
ss->addUniform( _sunDirection );
ss->addUniform( _planes );
osg::Geometry* g = osg::createTexturedQuadGeometry( osg::Vec3(-1.,-1.,0.), osg::Vec3(2.,0.,0.), osg::Vec3(0.,2.,0.) );
g->setUseDisplayList(false);
simgear::EffectGeode* eg = new simgear::EffectGeode;
simgear::Effect* effect = simgear::makeEffect("Effects/ambient", true);
if (effect) {
eg->setEffect( effect );
} else {
SG_LOG( SG_VIEW, SG_ALERT, "=> Using default, builtin, Effects/ambient" );
ss = eg->getOrCreateStateSet();
ss->setMode( GL_LIGHTING, osg::StateAttribute::OFF );
ss->setMode( GL_DEPTH_TEST, osg::StateAttribute::OFF );
ss->setTextureAttributeAndModes( 0, info->getBuffer( flightgear::RenderBufferInfo::DEPTH_BUFFER ) );
ss->setTextureAttributeAndModes( 1, info->getBuffer( flightgear::RenderBufferInfo::NORMAL_BUFFER ) );
ss->setTextureAttributeAndModes( 2, info->getBuffer( flightgear::RenderBufferInfo::DIFFUSE_BUFFER ) );
ss->setTextureAttributeAndModes( 3, info->getBuffer( flightgear::RenderBufferInfo::SPEC_EMIS_BUFFER ) );
//ss->setTextureAttributeAndModes( 4, info->gBuffer->aoBuffer[2] );
ss->addUniform( new osg::Uniform( "depth_tex", 0 ) );
ss->addUniform( new osg::Uniform( "normal_tex", 1 ) );
ss->addUniform( new osg::Uniform( "color_tex", 2 ) );
ss->addUniform( new osg::Uniform( "spec_emis_tex", 3 ) );
//ss->addUniform( new osg::Uniform( "ao_tex", 4 ) );
ss->setRenderBinDetails( 0, "RenderBin" );
osg::Program* program = new osg::Program;
program->addShader( new osg::Shader( osg::Shader::VERTEX, ambient_vert_src ) );
program->addShader( new osg::Shader( osg::Shader::FRAGMENT, ambient_frag_src ) );
ss->setAttributeAndModes( program );
}
g->setName( "AmbientQuad" );
eg->setName("AmbientQuad");
eg->setCullingActive(false);
eg->addDrawable(g);
quadCam1->addChild( eg );
g = osg::createTexturedQuadGeometry( osg::Vec3(-1.,-1.,0.), osg::Vec3(2.,0.,0.), osg::Vec3(0.,2.,0.) );
g->setUseDisplayList(false);
g->setName( "SunlightQuad" );
eg = new simgear::EffectGeode;
effect = simgear::makeEffect("Effects/sunlight", true);
if (effect) {
eg->setEffect( effect );
} else {
SG_LOG( SG_VIEW, SG_ALERT, "=> Using default, builtin, Effects/sunlight" );
ss = eg->getOrCreateStateSet();
ss->setMode( GL_LIGHTING, osg::StateAttribute::OFF );
ss->setMode( GL_DEPTH_TEST, osg::StateAttribute::OFF );
ss->setAttributeAndModes( new osg::BlendFunc( osg::BlendFunc::ONE, osg::BlendFunc::ONE ) );
ss->setTextureAttribute( 0, info->getBuffer( flightgear::RenderBufferInfo::DEPTH_BUFFER ) );
ss->setTextureAttribute( 1, info->getBuffer( flightgear::RenderBufferInfo::NORMAL_BUFFER ) );
ss->setTextureAttribute( 2, info->getBuffer( flightgear::RenderBufferInfo::DIFFUSE_BUFFER ) );
ss->setTextureAttribute( 3, info->getBuffer( flightgear::RenderBufferInfo::SPEC_EMIS_BUFFER ) );
ss->setTextureAttribute( 4, info->getBuffer( flightgear::RenderBufferInfo::SHADOW_BUFFER ) );
ss->addUniform( new osg::Uniform( "depth_tex", 0 ) );
ss->addUniform( new osg::Uniform( "normal_tex", 1 ) );
ss->addUniform( new osg::Uniform( "color_tex", 2 ) );
ss->addUniform( new osg::Uniform( "spec_emis_tex", 3 ) );
ss->addUniform( new osg::Uniform( "shadow_tex", 4 ) );
ss->setRenderBinDetails( 1, "RenderBin" );
osg::Program* program = new osg::Program;
program->addShader( new osg::Shader( osg::Shader::VERTEX, sunlight_vert_src ) );
program->addShader( new osg::Shader( osg::Shader::FRAGMENT, sunlight_frag_src ) );
ss->setAttributeAndModes( program );
}
eg->setName("SunlightQuad");
eg->setCullingActive(false);
eg->addDrawable(g);
quadCam1->addChild( eg );
osg::Camera* lightCam = new osg::Camera;
ss = lightCam->getOrCreateStateSet();
ss->addUniform( _planes );
ss->addUniform( info->bufferSize );
lightCam->setName( "LightCamera" );
lightCam->setClearMask(0);
lightCam->setAllowEventFocus(false);
lightCam->setReferenceFrame(osg::Transform::RELATIVE_RF);
lightCam->setRenderOrder(osg::Camera::NESTED_RENDER,1);
lightCam->setViewMatrix(osg::Matrix::identity());
lightCam->setProjectionMatrix(osg::Matrix::identity());
lightCam->setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR);
lightCam->setCullMask( simgear::MODELLIGHT_BIT );
lightCam->setInheritanceMask( osg::CullSettings::ALL_VARIABLES & ~osg::CullSettings::CULL_MASK );
lightCam->addChild( mDeferredRealRoot.get() );
osg::Camera* quadCam2 = new osg::Camera;
quadCam2->setName( "QuadCamera1" );
quadCam2->setClearMask(0);
quadCam2->setAllowEventFocus(false);
quadCam2->setReferenceFrame(osg::Transform::ABSOLUTE_RF);
quadCam2->setRenderOrder(osg::Camera::NESTED_RENDER,2);
quadCam2->setViewMatrix(osg::Matrix::identity());
quadCam2->setProjectionMatrixAsOrtho2D(-1,1,-1,1);
quadCam2->setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR);
ss = quadCam2->getOrCreateStateSet();
ss->addUniform( _ambientFactor );
ss->addUniform( info->projInverse );
ss->addUniform( info->viewInverse );
ss->addUniform( info->view );
ss->addUniform( _sunDiffuse );
ss->addUniform( _sunSpecular );
ss->addUniform( _sunDirection );
ss->addUniform( _fogColor );
ss->addUniform( _fogDensity );
ss->addUniform( _planes );
g = osg::createTexturedQuadGeometry( osg::Vec3(-1.,-1.,0.), osg::Vec3(2.,0.,0.), osg::Vec3(0.,2.,0.) );
g->setUseDisplayList(false);
g->setName( "FogQuad" );
eg = new simgear::EffectGeode;
effect = simgear::makeEffect("Effects/fog", true);
if (effect) {
eg->setEffect( effect );
} else {
SG_LOG( SG_VIEW, SG_ALERT, "=> Using default, builtin, Effects/fog" );
ss = eg->getOrCreateStateSet();
ss->setMode( GL_LIGHTING, osg::StateAttribute::OFF );
ss->setMode( GL_DEPTH_TEST, osg::StateAttribute::OFF );
ss->setAttributeAndModes( new osg::BlendFunc( osg::BlendFunc::SRC_ALPHA, osg::BlendFunc::ONE_MINUS_SRC_ALPHA ) );
ss->setTextureAttributeAndModes( 0, info->getBuffer( flightgear::RenderBufferInfo::DEPTH_BUFFER ) );
ss->setTextureAttributeAndModes( 1, info->getBuffer( flightgear::RenderBufferInfo::NORMAL_BUFFER ) );
ss->setTextureAttributeAndModes( 2, info->getBuffer( flightgear::RenderBufferInfo::DIFFUSE_BUFFER ) );
ss->setTextureAttributeAndModes( 3, info->getBuffer( flightgear::RenderBufferInfo::SPEC_EMIS_BUFFER ) );
ss->addUniform( new osg::Uniform( "depth_tex", 0 ) );
ss->addUniform( new osg::Uniform( "normal_tex", 1 ) );
ss->addUniform( new osg::Uniform( "color_tex", 2 ) );
ss->addUniform( new osg::Uniform( "spec_emis_tex", 3 ) );
ss->setRenderBinDetails( 10000, "RenderBin" );
osg::Program* program = new osg::Program;
program->addShader( new osg::Shader( osg::Shader::VERTEX, fog_vert_src ) );
program->addShader( new osg::Shader( osg::Shader::FRAGMENT, fog_frag_src ) );
ss->setAttributeAndModes( program );
}
eg->setName("FogQuad");
eg->setCullingActive(false);
eg->addDrawable(g);
quadCam2->addChild( eg );
lightingGroup->addChild( _sky->getPreRoot() );
lightingGroup->addChild( _sky->getCloudRoot() );
lightingGroup->addChild( quadCam1 );
lightingGroup->addChild( lightCam );
lightingGroup->addChild( quadCam2 );
camera->addChild( lightingGroup );
return camera;
}
flightgear::CameraInfo*
FGRenderer::buildDeferredPipeline(flightgear::CameraGroup* cgroup, unsigned flags, osg::Camera* camera,
const osg::Matrix& view,
const osg::Matrix& projection,
osg::GraphicsContext* gc)
{
CameraInfo* info = new CameraInfo(flags);
buildDeferredBuffers( info, _shadowMapSize, !fgGetBool("/sim/rendering/no-16bit-buffer", false ) );
osg::Camera* geometryCamera = buildDeferredGeometryCamera( info, gc );
cgroup->getViewer()->addSlave(geometryCamera, false);
installCullVisitor(geometryCamera);
int slaveIndex = cgroup->getViewer()->getNumSlaves() - 1;
info->getRenderStageInfo(GEOMETRY_CAMERA).slaveIndex = slaveIndex;
Camera* shadowCamera = buildDeferredShadowCamera( info, gc );
cgroup->getViewer()->addSlave(shadowCamera, false);
installCullVisitor(shadowCamera,true);
slaveIndex = cgroup->getViewer()->getNumSlaves() - 1;
info->getRenderStageInfo(SHADOW_CAMERA).slaveIndex = slaveIndex;
osg::Camera* lightingCamera = buildDeferredLightingCamera( info, gc );
cgroup->getViewer()->addSlave(lightingCamera, false);
installCullVisitor(lightingCamera);
slaveIndex = cgroup->getViewer()->getNumSlaves() - 1;
info->getRenderStageInfo(LIGHTING_CAMERA).slaveIndex = slaveIndex;
camera->setName( "DisplayCamera" );
camera->setCullCallback( new FGDeferredRenderingCameraCullCallback( flightgear::DISPLAY_CAMERA, info ) );
camera->setReferenceFrame(Transform::ABSOLUTE_RF);
camera->setAllowEventFocus(false);
osg::Geometry* g = osg::createTexturedQuadGeometry( osg::Vec3(-1.,-1.,0.), osg::Vec3(2.,0.,0.), osg::Vec3(0.,2.,0.) );
g->setUseDisplayList(false); //DEBUG
simgear::EffectGeode* eg = new simgear::EffectGeode;
simgear::Effect* effect = simgear::makeEffect("Effects/display", true);
if (!effect) {
SG_LOG(SG_VIEW, SG_ALERT, "Effects/display not found");
return 0;
}
eg->setEffect(effect);
eg->setCullingActive(false);
eg->addDrawable(g);
camera->setViewMatrix(osg::Matrix::identity());
camera->setProjectionMatrixAsOrtho2D(-1,1,-1,1);
camera->addChild(eg);
cgroup->getViewer()->addSlave(camera, false);
installCullVisitor(camera);
slaveIndex = cgroup->getViewer()->getNumSlaves() - 1;
info->addCamera( DISPLAY_CAMERA, camera, slaveIndex, true );
camera->setRenderOrder(Camera::POST_RENDER, 99+slaveIndex); //FIXME
cgroup->addCamera(info);
return info;
}
void
FGRenderer::setupView( void )
{
osgViewer::Viewer* viewer = globals->get_renderer()->getViewer();
osg::initNotifyLevel();
// The number of polygon-offset "units" to place between layers. In
// principle, one is supposed to be enough. In practice, I find that
// my hardware/driver requires many more.
osg::PolygonOffset::setUnitsMultiplier(1);
osg::PolygonOffset::setFactorMultiplier(1);
// Go full screen if requested ...
if ( fgGetBool("/sim/startup/fullscreen") )
fgOSFullScreen();
// build the sky
// The sun and moon diameters are scaled down numbers of the
// actual diameters. This was needed to fit both the sun and the
// moon within the distance to the far clip plane.
// Moon diameter: 3,476 kilometers
// Sun diameter: 1,390,000 kilometers
_sky->build( 80000.0, 80000.0,
463.3, 361.8,
*globals->get_ephem(),
fgGetNode("/environment", true));
viewer->getCamera()
->setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR);
osg::StateSet* stateSet = mRoot->getOrCreateStateSet();
stateSet->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
stateSet->setAttribute(new osg::Depth(osg::Depth::LESS));
stateSet->setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF);
stateSet->setAttribute(new osg::AlphaFunc(osg::AlphaFunc::GREATER, 0.01));
stateSet->setMode(GL_ALPHA_TEST, osg::StateAttribute::OFF);
stateSet->setAttribute(new osg::BlendFunc);
stateSet->setMode(GL_BLEND, osg::StateAttribute::OFF);
stateSet->setMode(GL_FOG, osg::StateAttribute::OFF);
// this will be set below
stateSet->setMode(GL_NORMALIZE, osg::StateAttribute::OFF);
osg::Material* material = new osg::Material;
stateSet->setAttribute(material);
stateSet->setTextureAttribute(0, new osg::TexEnv);
stateSet->setTextureMode(0, GL_TEXTURE_2D, osg::StateAttribute::OFF);
osg::Hint* hint = new osg::Hint(GL_FOG_HINT, GL_DONT_CARE);
hint->setUpdateCallback(new FGHintUpdateCallback("/sim/rendering/fog"));
stateSet->setAttribute(hint);
hint = new osg::Hint(GL_POLYGON_SMOOTH_HINT, GL_DONT_CARE);
hint->setUpdateCallback(new FGHintUpdateCallback("/sim/rendering/polygon-smooth"));
stateSet->setAttribute(hint);
hint = new osg::Hint(GL_LINE_SMOOTH_HINT, GL_DONT_CARE);
hint->setUpdateCallback(new FGHintUpdateCallback("/sim/rendering/line-smooth"));
stateSet->setAttribute(hint);
hint = new osg::Hint(GL_POINT_SMOOTH_HINT, GL_DONT_CARE);
hint->setUpdateCallback(new FGHintUpdateCallback("/sim/rendering/point-smooth"));
stateSet->setAttribute(hint);
hint = new osg::Hint(GL_PERSPECTIVE_CORRECTION_HINT, GL_DONT_CARE);
hint->setUpdateCallback(new FGHintUpdateCallback("/sim/rendering/perspective-correction"));
stateSet->setAttribute(hint);
osg::Group* sceneGroup = new osg::Group;
sceneGroup->addChild(globals->get_scenery()->get_scene_graph());
sceneGroup->setNodeMask(~simgear::BACKGROUND_BIT);
//sceneGroup->addChild(thesky->getCloudRoot());
stateSet = sceneGroup->getOrCreateStateSet();
stateSet->setMode(GL_DEPTH_TEST, osg::StateAttribute::ON);
// need to update the light on every frame
// OSG LightSource 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);
if ( _classicalRenderer )
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(_sky->getPreRoot());
sunLight->addChild(skyGroup);
mRoot->addChild(sceneGroup);
if ( _classicalRenderer )
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 SGHUDDrawable);
guiCamera->addChild(geode);
panelSwitch = new osg::Switch;
osg::StateSet* stateSet = panelSwitch->getOrCreateStateSet();
stateSet->setRenderBinDetails(1000, "RenderBin");
// speed optimization?
stateSet->setMode(GL_CULL_FACE, osg::StateAttribute::OFF);
stateSet->setAttribute(new osg::BlendFunc(osg::BlendFunc::SRC_ALPHA, osg::BlendFunc::ONE_MINUS_SRC_ALPHA));
stateSet->setMode(GL_BLEND, osg::StateAttribute::ON);
stateSet->setMode(GL_FOG, osg::StateAttribute::OFF);
stateSet->setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF);
panelSwitch->setUpdateCallback(new FGPanelSwitchCallback);
panelChanged();
guiCamera->addChild(panelSwitch.get());
}
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.
if ( _classicalRenderer ) {
mRealRoot->addChild(_sky->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);
mDeferredRealRoot->addChild( mRealRoot.get() );
}
void FGRenderer::panelChanged()
{
if (!panelSwitch) {
return;
}
osg::Node* n = FGPanelNode::createNode(globals->get_current_panel());
if (panelSwitch->getNumChildren()) {
panelSwitch->setChild(0, n);
} else {
panelSwitch->addChild(n);
}
}
// Update all Visuals (redraws anything graphics related)
void
FGRenderer::update( ) {
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 < 0) ? 0.0 : sAlpha);
}
FGLight *l = static_cast<FGLight*>(globals->get_subsystem("lighting"));
if (!_classicalRenderer ) {
_ambientFactor->set( toOsg(l->scene_ambient()) );
_sunDiffuse->set( toOsg(l->scene_diffuse()) );
_sunSpecular->set( toOsg(l->scene_specular()) );
_sunDirection->set( osg::Vec3f(l->sun_vec()[0], l->sun_vec()[1], l->sun_vec()[2]) );
}
// update fog params
double actual_visibility;
if (_cloud_status->getBoolValue()) {
actual_visibility = _sky->get_visibility();
} else {
actual_visibility = _visibility_m->getDoubleValue();
}
// idle_state is now 1000 meaning we've finished all our
// initializations and are running the main loop, so this will
// now work without seg faulting the system.
FGViewer *current__view = globals->get_current_view();
// Force update of center dependent values ...
current__view->set_dirty();
osg::Camera *camera = viewer->getCamera();
bool skyblend = _skyblend->getBoolValue();
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();
_sky->set_visibility(visibility_meters);
double altitude_m = _altitude_ft->getDoubleValue() * SG_FEET_TO_METER;
_sky->modify_vis( altitude_m, 0.0 /* time factor, now unused */);
// 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();
_sky->reposition( sstate, *globals->get_ephem(), delta_time_sec );
_sky->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);
if ( !_classicalRenderer ) {
_fogColor->set( toOsg( l->adj_fog_color() ) );
_fogDensity->set( float( mUpdateVisitor->getFogExp2Density() ) );
}
}
void
FGRenderer::resize( int width, int height )
{
int curWidth = _xsize->getIntValue(),
curHeight = _ysize->getIntValue();
SG_LOG(SG_VIEW, SG_DEBUG, "FGRenderer::resize: new size " << width << " x " << height);
if ((curHeight != height) || (curWidth != width)) {
// must guard setting these, or PLIB-PUI fails with too many live interfaces
_xsize->setIntValue(width);
_ysize->setIntValue(height);
}
}
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);
}
void
FGRenderer::setPlanes( double zNear, double zFar )
{
_planes->set( osg::Vec3f( - zFar, - zFar * zNear, zFar - zNear ) );
}
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