2000-12-03 20:15:46 +00:00
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// newcache.cxx -- routines to handle scenery tile caching
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//
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// Written by Curtis Olson, started December 2000.
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//
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// Copyright (C) 2000 Curtis L. Olson - curt@flightgear.org
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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., 675 Mass Ave, Cambridge, MA 02139, 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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#ifdef HAVE_WINDOWS_H
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# include <windows.h>
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#endif
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#include <GL/glut.h>
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#include <simgear/xgl/xgl.h>
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#include <plib/ssg.h> // plib include
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#include <simgear/bucket/newbucket.hxx>
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#include <simgear/debug/logstream.hxx>
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2000-12-04 05:24:38 +00:00
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#include <simgear/math/sg_geodesy.hxx>
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#include <simgear/math/sg_random.h>
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2000-12-03 20:15:46 +00:00
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#include <simgear/misc/fgstream.hxx>
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#include <simgear/misc/fgpath.hxx>
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#include <Main/globals.hxx>
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2000-12-04 05:24:38 +00:00
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#include <Objects/matlib.hxx>
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#include <Objects/newmat.hxx>
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2000-12-03 20:15:46 +00:00
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#include <Objects/obj.hxx>
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#include <Scenery/scenery.hxx> // for scenery.center
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#include "newcache.hxx"
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#include "tileentry.hxx"
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2000-12-04 05:24:38 +00:00
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#include "tilemgr.hxx" // temp, need to delete later
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2000-12-03 20:15:46 +00:00
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FG_USING_NAMESPACE(std);
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// a cheesy hack (to be fixed later)
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extern ssgBranch *terrain;
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2000-12-04 05:24:38 +00:00
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extern ssgBranch *ground;
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2000-12-03 20:15:46 +00:00
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// the tile cache
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FGNewCache global_tile_cache;
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// Constructor
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FGNewCache::FGNewCache( void ) {
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tile_cache.clear();
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}
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// Destructor
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FGNewCache::~FGNewCache( void ) {
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}
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// Free a tile cache entry
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void FGNewCache::entry_free( long cache_index ) {
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FG_LOG( FG_TERRAIN, FG_INFO, "FREEING CACHE ENTRY = " << cache_index );
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FGTileEntry *e = tile_cache[cache_index];
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e->free_tile();
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delete( e );
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tile_cache.erase( cache_index );
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}
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// Initialize the tile cache subsystem
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void FGNewCache::init( void ) {
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FG_LOG( FG_TERRAIN, FG_INFO, "Initializing the tile cache." );
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// expand cache if needed. For best results ... i.e. to avoid
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// tile load problems and blank areas:
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max_cache_size = 50; // a random number to start with
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FG_LOG( FG_TERRAIN, FG_INFO, " max cache size = "
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<< max_cache_size );
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FG_LOG( FG_TERRAIN, FG_INFO, " current cache size = "
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<< tile_cache.size() );
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tile_map_iterator current = tile_cache.begin();
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tile_map_iterator end = tile_cache.end();
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for ( ; current != end; ++current ) {
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long index = current->first;
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cout << "clearing " << index << endl;
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FGTileEntry *e = current->second;
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e->tile_bucket.make_bad();
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entry_free(index);
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}
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// and ... just in case we missed something ...
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terrain->removeAllKids();
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FG_LOG( FG_TERRAIN, FG_INFO, " done with init()" );
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}
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// Search for the specified "bucket" in the cache
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bool FGNewCache::exists( const FGBucket& b ) {
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long tile_index = b.gen_index();
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tile_map_iterator it = tile_cache.find( tile_index );
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return ( it != tile_cache.end() );
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}
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#if 0
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static void print_refs( ssgSelector *sel, ssgTransform *trans,
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ssgRangeSelector *range)
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{
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cout << "selector -> " << sel->getRef()
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<< " transform -> " << trans->getRef()
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<< " range -> " << range->getRef() << endl;
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}
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#endif
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2000-12-06 13:57:29 +00:00
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static ssgLeaf *gen_lights( ssgVertexArray *lights, int inc, float bright ) {
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2000-12-06 22:16:12 +00:00
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// generate a repeatable random seed
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float *p1 = lights->get( 0 );
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unsigned int *seed = (unsigned int *)p1;
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sg_srandom( *seed );
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2000-12-06 13:57:29 +00:00
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int size = lights->getNum() / inc;
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2000-12-04 05:24:38 +00:00
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// Allocate ssg structure
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2000-12-06 13:57:29 +00:00
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ssgVertexArray *vl = new ssgVertexArray( size + 1 );
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2000-12-04 05:24:38 +00:00
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ssgNormalArray *nl = NULL;
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ssgTexCoordArray *tl = NULL;
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2000-12-06 13:57:29 +00:00
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ssgColourArray *cl = new ssgColourArray( size + 1 );
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2000-12-04 05:24:38 +00:00
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sgVec4 color;
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2000-12-06 22:16:12 +00:00
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for ( int i = 0; i < lights->getNum(); ++i ) {
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// this loop is slightly less efficient than it otherwise
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// could be, but we want a red light to always be red, and a
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// yellow light to always be yellow, etc. so we are trying to
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// preserve the random sequence.
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2000-12-06 13:57:29 +00:00
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float zombie = sg_random();
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2000-12-06 22:16:12 +00:00
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if ( i % inc == 0 ) {
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vl->add( lights->get(i) );
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2000-12-08 17:28:05 +00:00
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// factor = sg_random() ^ 2, range = 0 .. 1 concentrated towards 0
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float factor = sg_random();
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factor *= factor;
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2000-12-06 22:16:12 +00:00
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if ( zombie > 0.5 ) {
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// 50% chance of yellowish
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2000-12-08 17:28:05 +00:00
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sgSetVec4( color, 0.9, 0.9, 0.3, bright - factor * 0.2 );
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2000-12-06 22:16:12 +00:00
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} else if ( zombie > 0.15 ) {
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// 35% chance of whitish
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2000-12-08 17:28:05 +00:00
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sgSetVec4( color, 0.9, 0.9, 0.8, bright - factor * 0.2 );
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2000-12-06 22:16:12 +00:00
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} else if ( zombie > 0.05 ) {
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// 10% chance of orangish
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2000-12-08 17:28:05 +00:00
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sgSetVec4( color, 0.9, 0.6, 0.2, bright - factor * 0.2 );
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2000-12-06 22:16:12 +00:00
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} else {
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// 5% chance of redish
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2000-12-08 17:28:05 +00:00
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sgSetVec4( color, 0.9, 0.2, 0.2, bright - factor * 0.2 );
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2000-12-06 22:16:12 +00:00
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}
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cl->add( color );
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2000-12-06 13:57:29 +00:00
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}
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}
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2000-12-04 05:24:38 +00:00
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// create ssg leaf
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ssgLeaf *leaf =
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2000-12-06 13:57:29 +00:00
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new ssgVtxTable ( GL_POINTS, vl, nl, tl, cl );
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2000-12-04 05:24:38 +00:00
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// assign state
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FGNewMat *newmat = material_lib.find( "LIGHTS" );
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leaf->setState( newmat->get_state() );
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return leaf;
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}
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2000-12-03 20:15:46 +00:00
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// Fill in a tile cache entry with real data for the specified bucket
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void FGNewCache::fill_in( const FGBucket& b ) {
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FG_LOG( FG_TERRAIN, FG_INFO, "FILL IN CACHE ENTRY = " << b.gen_index() );
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// clear out a distant entry in the cache if needed.
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make_space();
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// create the entry
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FGTileEntry *e = new FGTileEntry;
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// register it in the cache
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long tile_index = b.gen_index();
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tile_cache[tile_index] = e;
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// update the contents
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e->center = Point3D( 0.0 );
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if ( e->vec3_ptrs.size() || e->vec2_ptrs.size() || e->index_ptrs.size() ) {
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FG_LOG( FG_TERRAIN, FG_ALERT,
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"Attempting to overwrite existing or"
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<< " not properly freed leaf data." );
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exit(-1);
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}
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2000-12-04 05:24:38 +00:00
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e->terra_transform = new ssgTransform;
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e->terra_range = new ssgRangeSelector;
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2000-12-03 20:15:46 +00:00
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e->tile_bucket = b;
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FGPath tile_path;
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if ( globals->get_options()->get_fg_scenery() != "" ) {
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tile_path.set( globals->get_options()->get_fg_scenery() );
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} else {
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tile_path.set( globals->get_options()->get_fg_root() );
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tile_path.append( "Scenery" );
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}
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tile_path.append( b.gen_base_path() );
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2000-12-04 22:36:18 +00:00
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// fgObjLoad will generate ground lighting for us ...
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ssgVertexArray *light_pts = new ssgVertexArray( 100 );
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2000-12-03 20:15:46 +00:00
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// Load the appropriate data file
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FGPath tile_base = tile_path;
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tile_base.append( b.gen_index_str() );
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2000-12-04 22:36:18 +00:00
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ssgBranch *new_tile = fgObjLoad( tile_base.str(), e, light_pts, true );
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2000-12-03 20:15:46 +00:00
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if ( new_tile != NULL ) {
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2000-12-04 05:24:38 +00:00
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e->terra_range->addKid( new_tile );
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2000-12-03 20:15:46 +00:00
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}
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// load custom objects
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cout << "CUSTOM OBJECTS" << endl;
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FGPath index_path = tile_path;
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index_path.append( b.gen_index_str() );
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index_path.concat( ".ind" );
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cout << "Looking in " << index_path.str() << endl;
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fg_gzifstream in( index_path.str() );
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if ( in.is_open() ) {
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string token, name;
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while ( ! in.eof() ) {
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in >> token;
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in >> name;
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#if defined ( macintosh ) || defined ( _MSC_VER )
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in >> ::skipws;
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#else
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in >> skipws;
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#endif
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cout << "token = " << token << " name = " << name << endl;
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FGPath custom_path = tile_path;
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custom_path.append( name );
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2000-12-04 22:36:18 +00:00
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ssgBranch *custom_obj =
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fgObjLoad( custom_path.str(), e, NULL, false );
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2000-12-03 20:15:46 +00:00
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if ( (new_tile != NULL) && (custom_obj != NULL) ) {
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new_tile -> addKid( custom_obj );
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}
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}
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}
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2000-12-04 05:24:38 +00:00
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e->terra_transform->addKid( e->terra_range );
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2000-12-03 20:15:46 +00:00
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// calculate initial tile offset
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e->SetOffset( scenery.center );
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sgCoord sgcoord;
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sgSetCoord( &sgcoord,
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e->offset.x(), e->offset.y(), e->offset.z(),
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0.0, 0.0, 0.0 );
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2000-12-04 05:24:38 +00:00
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e->terra_transform->setTransform( &sgcoord );
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terrain->addKid( e->terra_transform );
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e->lights_transform = NULL;
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2000-12-04 23:25:05 +00:00
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e->lights_range = NULL;
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2000-12-04 22:36:18 +00:00
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/* uncomment this section for testing ground lights */
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2000-12-04 23:25:05 +00:00
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if ( light_pts->getNum() ) {
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cout << "generating lights" << endl;
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2000-12-04 22:36:18 +00:00
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e->lights_transform = new ssgTransform;
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e->lights_range = new ssgRangeSelector;
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2000-12-04 23:25:05 +00:00
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e->lights_brightness = new ssgSelector;
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ssgLeaf *lights;
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2000-12-06 13:57:29 +00:00
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lights = gen_lights( light_pts, 4, 0.7 );
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2000-12-04 23:25:05 +00:00
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e->lights_brightness->addKid( lights );
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2000-12-06 13:57:29 +00:00
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lights = gen_lights( light_pts, 2, 0.85 );
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2000-12-04 23:25:05 +00:00
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e->lights_brightness->addKid( lights );
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2000-12-06 13:57:29 +00:00
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lights = gen_lights( light_pts, 1, 1.0 );
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2000-12-04 23:25:05 +00:00
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e->lights_brightness->addKid( lights );
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e->lights_range->addKid( e->lights_brightness );
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2000-12-04 05:24:38 +00:00
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e->lights_transform->addKid( e->lights_range );
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e->lights_transform->setTransform( &sgcoord );
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ground->addKid( e->lights_transform );
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}
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2000-12-04 22:36:18 +00:00
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/* end of ground light section */
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2000-12-03 20:15:46 +00:00
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}
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// Ensure at least one entry is free in the cache
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void FGNewCache::make_space() {
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FG_LOG( FG_TERRAIN, FG_INFO, "Make space in cache" );
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cout << "cache size = " << tile_cache.size() << endl;
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cout << "max size = " << max_cache_size << endl;
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if ( (int)tile_cache.size() < max_cache_size ) {
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// space in the cache, return
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return;
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}
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while ( (int)tile_cache.size() >= max_cache_size ) {
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sgdVec3 abs_view_pos;
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float dist;
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float max_dist = 0.0;
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int max_index = -1;
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// we need to free the furthest entry
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tile_map_iterator current = tile_cache.begin();
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tile_map_iterator end = tile_cache.end();
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for ( ; current != end; ++current ) {
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long index = current->first;
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FGTileEntry *e = current->second;
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// calculate approximate distance from view point
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sgdCopyVec3( abs_view_pos,
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globals->get_current_view()->get_abs_view_pos() );
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FG_LOG( FG_TERRAIN, FG_DEBUG, "DIST Abs view pos = "
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<< abs_view_pos[0] << ","
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<< abs_view_pos[1] << ","
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<< abs_view_pos[2] );
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FG_LOG( FG_TERRAIN, FG_DEBUG,
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" ref point = " << e->center );
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sgdVec3 center;
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sgdSetVec3( center, e->center.x(), e->center.y(), e->center.z() );
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dist = sgdDistanceVec3( center, abs_view_pos );
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FG_LOG( FG_TERRAIN, FG_DEBUG, " distance = " << dist );
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if ( dist > max_dist ) {
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max_dist = dist;
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max_index = index;
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}
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}
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// If we made it this far, then there were no open cache entries.
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// We will instead free the furthest cache entry and return it's
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// index.
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if ( max_index >= 0 ) {
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FG_LOG( FG_TERRAIN, FG_DEBUG, " max_dist = " << max_dist );
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FG_LOG( FG_TERRAIN, FG_DEBUG, " index = " << max_index );
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entry_free( max_index );
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} else {
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FG_LOG( FG_TERRAIN, FG_ALERT, "WHOOPS!!! Dying in next_avail()" );
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exit( -1 );
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}
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}
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}
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