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flightgear/Scenery/tilemgr.c

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/**************************************************************************
* tilemgr.c -- routines to handle dynamic management of scenery tiles
*
* Written by Curtis Olson, started January 1998.
*
* Copyright (C) 1997 Curtis L. Olson - curt@infoplane.com
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License as
* published by the Free Software Foundation; either version 2 of the
* License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful, but
* WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
*
* $Id$
* (Log is kept at end of this file)
**************************************************************************/
#ifdef WIN32
# include <windows.h>
#endif
#include <GL/glut.h>
#include <XGL/xgl.h>
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#include <Scenery/scenery.h>
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#include <Scenery/bucketutils.h>
#include <Scenery/obj.h>
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#include <Scenery/tilecache.h>
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#include <Aircraft/aircraft.h>
#include <Include/constants.h>
#include <Include/types.h>
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#define FG_LOCAL_X 3 /* should be odd */
#define FG_LOCAL_Y 3 /* should be odd */
#define FG_LOCAL_X_Y 9 /* At least FG_LOCAL_X times FG_LOCAL_Y */
#define FG_TILE_CACHE_SIZE 100 /* Must be > FG_LOCAL_X_Y */
/* closest (potentially viewable) tiles, centered on current tile.
* This is an array of pointers to cache indexes. */
int tiles[FG_LOCAL_X_Y];
/* tile cache */
struct fgTILE tile_cache[FG_TILE_CACHE_SIZE];
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/* Initialize the Tile Manager subsystem */
void fgTileMgrInit( void ) {
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printf("Initializing Tile Manager subsystem.\n");
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fgTileCacheInit();
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}
/* load a tile */
void fgTileMgrLoadTile( struct fgBUCKET *p, int *index) {
printf("Updating for bucket %d %d %d %d\n",
p->lon, p->lat, p->x, p->y);
*index = fgTileCacheNextAvail();
printf("Selected cache index of %d\n", *index);
fgTileCacheEntryFillIn(*index, p);
}
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/* given the current lon/lat, fill in the array of local chunks. If
* the chunk isn't already in the cache, then read it from disk. */
void fgTileMgrUpdate( void ) {
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struct fgFLIGHT *f;
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struct fgBUCKET p1, p2;
static struct fgBUCKET p_last = {-1000, 0, 0, 0};
int i, j, dw, dh;
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f = &current_aircraft.flight;
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fgBucketFind(FG_Longitude * RAD_TO_DEG, FG_Latitude * RAD_TO_DEG, &p1);
dw = FG_LOCAL_X / 2;
dh = FG_LOCAL_Y / 2;
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if ( (p1.lon == p_last.lon) && (p1.lat == p_last.lat) &&
(p1.x == p_last.x) && (p1.y == p_last.y) ) {
/* same bucket as last time */
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printf("Same bucket as last time\n");
} else if ( p_last.lon == -1000 ) {
/* First time through, initialize the system and load all
* relavant tiles */
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printf("First time through ... \n");
printf("Updating Tile list for %d,%d %d,%d\n",
p1.lon, p1.lat, p1.x, p1.y);
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/* wipe tile cache */
fgTileCacheInit();
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/* build the local area list and update cache */
for ( j = 0; j < FG_LOCAL_Y; j++ ) {
for ( i = 0; i < FG_LOCAL_X; i++ ) {
fgBucketOffset(&p1, &p2, i - dw, j - dh);
fgTileMgrLoadTile(&p2, &tiles[(j*FG_LOCAL_Y) + i]);
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}
}
} else {
/* We've moved to a new bucket, we need to scroll our
* structures, and load in the new tiles */
/* CURRENTLY THIS ASSUMES WE CAN ONLY MOVE TO ADJACENT TILES.
AT ULTRA HIGH SPEEDS THIS ASSUMPTION MAY NOT BE VALID IF
THE AIRCRAFT CAN SKIP A TILE IN A SINGLE ITERATION. */
if ( (p1.lon > p_last.lon) || (p1.x > p_last.x) ) {
for ( j = 0; j < FG_LOCAL_Y; j++ ) {
/* scrolling East */
for ( i = 0; i < FG_LOCAL_X - 1; i++ ) {
tiles[(j*FG_LOCAL_Y) + i] = tiles[(j*FG_LOCAL_Y) + i + 1];
}
/* load in new column */
fgBucketOffset(&p_last, &p2, dw + 1, j - dh);
fgTileMgrLoadTile(&p2, &tiles[(j*FG_LOCAL_Y) + FG_LOCAL_X - 1]);
}
} else if ( (p1.lon < p_last.lon) || (p1.x < p_last.x) ) {
for ( j = 0; j < FG_LOCAL_Y; j++ ) {
/* scrolling West */
for ( i = FG_LOCAL_X - 1; i > 0; i-- ) {
tiles[(j*FG_LOCAL_Y) + i] = tiles[(j*FG_LOCAL_Y) + i - 1];
}
/* load in new column */
fgBucketOffset(&p_last, &p2, -dw - 1, j - dh);
fgTileMgrLoadTile(&p2, &tiles[(j*FG_LOCAL_Y) + 0]);
}
}
if ( (p1.lat > p_last.lat) || (p1.y > p_last.y) ) {
for ( i = 0; i < FG_LOCAL_X; i++ ) {
/* scrolling North */
for ( j = 0; j < FG_LOCAL_Y - 1; j++ ) {
tiles[(j * FG_LOCAL_Y) + i] =
tiles[((j+1) * FG_LOCAL_Y) + i];
}
/* load in new column */
fgBucketOffset(&p_last, &p2, i - dw, dh + 1);
fgTileMgrLoadTile(&p2,
&tiles[((FG_LOCAL_Y-1)*FG_LOCAL_Y) + i]);
}
} else if ( (p1.lat < p_last.lat) || (p1.y < p_last.y) ) {
for ( i = 0; i < FG_LOCAL_X; i++ ) {
/* scrolling South */
for ( j = FG_LOCAL_Y - 1; j > 0; j-- ) {
tiles[(j * FG_LOCAL_Y) + i] =
tiles[((j-1) * FG_LOCAL_Y) + i];
}
/* load in new column */
fgBucketOffset(&p_last, &p2, i - dw, -dh - 1);
fgTileMgrLoadTile(&p2, &tiles[0 + i]);
}
}
}
p_last.lon = p1.lon;
p_last.lat = p1.lat;
p_last.x = p1.x;
p_last.y = p1.y;
}
/* Render the local tiles */
void fgTileMgrRender( void ) {
static GLfloat terrain_color[4] = { 0.6, 0.8, 0.4, 1.0 };
static GLfloat terrain_ambient[4];
static GLfloat terrain_diffuse[4];
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struct fgCartesianPoint local_ref;
GLint display_list;
int i;
int index;
for ( i = 0; i < 4; i++ ) {
terrain_ambient[i] = terrain_color[i] * 0.5;
terrain_diffuse[i] = terrain_color[i];
}
xglMaterialfv(GL_FRONT, GL_AMBIENT, terrain_ambient);
xglMaterialfv(GL_FRONT, GL_DIFFUSE, terrain_diffuse);
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for ( i = 0; i < FG_LOCAL_X_Y; i++ ) {
index = tiles[i];
/* printf("Index = %d\n", index); */
fgTileCacheEntryInfo(index, &display_list, &local_ref );
xglPushMatrix();
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xglTranslatef(local_ref.x - scenery.center.x,
local_ref.y - scenery.center.y,
local_ref.z - scenery.center.z);
xglCallList(display_list);
xglPopMatrix();
}
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}
/* $Log$
/* Revision 1.7 1998/01/26 15:55:25 curt
/* Progressing on building dynamic scenery system.
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/*
* Revision 1.6 1998/01/24 00:03:30 curt
* Initial revision.
*
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* Revision 1.5 1998/01/19 19:27:18 curt
* Merged in make system changes from Bob Kuehne <rpk@sgi.com>
* This should simplify things tremendously.
*
* Revision 1.4 1998/01/19 18:40:38 curt
* Tons of little changes to clean up the code and to remove fatal errors
* when building with the c++ compiler.
*
* Revision 1.3 1998/01/13 00:23:11 curt
* Initial changes to support loading and management of scenery tiles. Note,
* there's still a fair amount of work left to be done.
*
* Revision 1.2 1998/01/08 02:22:27 curt
* Continue working on basic features.
*
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* Revision 1.1 1998/01/07 23:50:51 curt
* "area" renamed to "tile"
*
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* Revision 1.2 1998/01/07 03:29:29 curt
* Given an arbitrary lat/lon, we can now:
* generate a unique index for the chunk containing the lat/lon
* generate a path name to the chunk file
* build a list of the indexes of all the nearby areas.
*
* Revision 1.1 1998/01/07 02:05:48 curt
* Initial revision.
* */