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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>
#include <Scenery/tileutils.h>
#include <Scenery/obj.h>
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#include <Aircraft/aircraft.h>
#include <Include/constants.h>
#include <Include/general.h>
#include <Include/types.h>
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/* here's where we keep the array of closest (potentially viewable) tiles */
struct bucket local_tiles[49];
GLint local_display_lists[49];
struct fgCartesianPoint local_refs[49];
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/* Initialize the Tile Manager subsystem */
void fgTileMgrInit( void ) {
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printf("Initializing Tile Manager subsystem.\n");
/* fgTileCacheInit(); */
}
/* 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;
struct fgGENERAL *g;
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struct bucket p;
struct bucket p_last = {-1000, 0, 0, 0};
char base_path[256];
char file_name[256];
int i, j;
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f = &current_aircraft.flight;
g = &general;
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find_bucket(FG_Longitude * RAD_TO_DEG, FG_Latitude * RAD_TO_DEG, &p);
printf("Updating Tile list for %d,%d %d,%d\n", p.lon, p.lat, p.x, p.y);
if ( (p.lon == p_last.lon) && (p.lat == p_last.lat) &&
(p.x == p_last.x) && (p.y == p_last.y) ) {
/* same bucket as last time */
}
gen_idx_array(&p, local_tiles, 7, 7);
/* scenery.center = ref; */
for ( i = 0; i < 49; i++ ) {
gen_base_path(&local_tiles[i], base_path);
sprintf(file_name, "%s/Scenery/%s/%ld.obj",
g->root_dir, base_path, gen_index(&local_tiles[i]));
local_display_lists[i] =
fgObjLoad(file_name, &local_refs[i]);
if ( (local_tiles[i].lon == p.lon) &&
(local_tiles[i].lat == p.lat) &&
(local_tiles[i].x == p.x) &&
(local_tiles[i].y == p.y) ) {
scenery.center = local_refs[i];
}
}
}
/* Render the local tiles --- hack, hack, hack */
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];
int i, j;
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);
for ( i = 0; i < 49; i++ ) {
xglPushMatrix();
xglTranslatef(local_refs[i].x - scenery.center.x,
local_refs[i].y - scenery.center.y,
local_refs[i].z - scenery.center.z);
xglCallList(local_display_lists[i]);
xglPopMatrix();
}
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}
/* $Log$
/* 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.
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/*
* 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.
* */