Updates from Bernie Bright to massage tile loading around to make it
slightly more conducive to future threading.
This commit is contained in:
parent
e7d79e7ba2
commit
191bb3956a
7 changed files with 236 additions and 216 deletions
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@ -490,7 +490,7 @@ void fgRenderFrame( void ) {
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// cout << "----> updating fog params" << endl;
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// for GL_FOG_EXP
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fog_exp_density = -log(0.01 / actual_visibility);
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fog_exp_density = -log(0.01) / actual_visibility;
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// for GL_FOG_EXP2
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fog_exp2_density = sqrt( -log(0.01) ) / actual_visibility;
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@ -565,9 +565,9 @@ void fgRenderFrame( void ) {
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ssgGetLight( 0 ) -> setPosition( l->sun_vec );
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// GL_LIGHT_MODEL_AMBIENT has a default non-zero value so if
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// we only set GL_AMBIENT we will never get a completely dark
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// scene. Thus instead of playing with GL_AMBIENT, we just
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// set that to black and instead modify GL_LIGHT_MODEL_AMBIENT.
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// we only update GL_AMBIENT for our lights we will never get
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// a completely dark scene. So, we set GL_LIGHT_MODEL_AMBIENT
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// explicitely to black.
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GLfloat black[4] = { 0.0, 0.0, 0.0, 1.0 };
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GLfloat white[4] = { 1.0, 1.0, 1.0, 1.0 };
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glLightModelfv( GL_LIGHT_MODEL_AMBIENT, black );
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@ -338,7 +338,7 @@ static void gen_random_surface_points( ssgLeaf *leaf, ssgVertexArray *lights,
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// Load an Ascii obj file
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static ssgBranch *fgAsciiObjLoad( const string& path, FGTileEntry *t,
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ssgBranch *fgAsciiObjLoad( const string& path, FGTileEntry *t,
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ssgVertexArray *lights, const bool is_base)
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{
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FGNewMat *newmat = NULL;
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@ -902,7 +902,7 @@ static ssgLeaf *gen_leaf( const string& path,
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// Load an Binary obj file
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static ssgBranch *fgBinObjLoad( const string& path, FGTileEntry *t,
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ssgBranch *fgBinObjLoad( const string& path, FGTileEntry *t,
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ssgVertexArray *lights, const bool is_base)
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{
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int i;
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@ -984,24 +984,3 @@ static ssgBranch *fgBinObjLoad( const string& path, FGTileEntry *t,
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return object;
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}
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// Load an obj file
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ssgBranch *fgObjLoad( const string& path, FGTileEntry *t,
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ssgVertexArray *lights, const bool is_base)
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{
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ssgBranch *result = NULL;
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// try loading binary format
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result = fgBinObjLoad( path, t, lights, is_base );
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if ( result == NULL ) {
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// next try the older ascii format
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result = fgAsciiObjLoad( path, t, lights, is_base );
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if ( result == NULL ) {
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// default to an ocean tile
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result = fgGenTile( path, t );
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}
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}
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return result;
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}
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@ -55,11 +55,16 @@ SG_USING_STD(string);
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#define FG_MAX_NODES 4000
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// Load a .obj file
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ssgBranch *fgObjLoad(const string& path, FGTileEntry *tile,
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ssgVertexArray *lights, const bool is_base);
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// Load a binary object file
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ssgBranch *fgBinObjLoad(const string& path, FGTileEntry *tile,
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ssgVertexArray *lights, const bool is_base);
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// Load an ascii object file
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ssgBranch *fgAsciiObjLoad(const string& path, FGTileEntry *tile,
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ssgVertexArray *lights, const bool is_base);
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// Generate an ocean tile
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ssgBranch *fgGenTile( const string& path, FGTileEntry *t);
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#endif // _OBJ_HXX
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@ -36,15 +36,9 @@
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#include <simgear/bucket/newbucket.hxx>
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#include <simgear/debug/logstream.hxx>
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#include <simgear/math/sg_geodesy.hxx>
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#include <simgear/math/sg_random.h>
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#include <simgear/misc/sgstream.hxx>
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#include <simgear/misc/sg_path.hxx>
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#include <Main/globals.hxx>
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#include <Objects/matlib.hxx>
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#include <Objects/newmat.hxx>
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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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@ -53,10 +47,6 @@
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SG_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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extern ssgBranch *ground;
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// the tile cache
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FGNewCache global_tile_cache;
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@ -85,6 +75,9 @@ void FGNewCache::entry_free( long cache_index ) {
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// Initialize the tile cache subsystem
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void FGNewCache::init( void ) {
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// This is a hack that should really get cleaned up at some point
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extern ssgBranch *terrain;
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SG_LOG( SG_TERRAIN, SG_INFO, "Initializing the tile cache." );
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// expand cache if needed. For best results ... i.e. to avoid
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@ -122,101 +115,20 @@ bool FGNewCache::exists( const SGBucket& b ) {
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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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static ssgLeaf *gen_lights( ssgVertexArray *lights, int inc, float bright ) {
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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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int size = lights->getNum() / inc;
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// Allocate ssg structure
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ssgVertexArray *vl = new ssgVertexArray( size + 1 );
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ssgNormalArray *nl = NULL;
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ssgTexCoordArray *tl = NULL;
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ssgColourArray *cl = new ssgColourArray( size + 1 );
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sgVec4 color;
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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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float zombie = sg_random();
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if ( i % inc == 0 ) {
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vl->add( lights->get(i) );
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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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if ( zombie > 0.5 ) {
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// 50% chance of yellowish
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sgSetVec4( color, 0.9, 0.9, 0.3, bright - factor * 0.2 );
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} else if ( zombie > 0.15 ) {
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// 35% chance of whitish
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sgSetVec4( color, 0.9, 0.9, 0.8, bright - factor * 0.2 );
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} else if ( zombie > 0.05 ) {
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// 10% chance of orangish
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sgSetVec4( color, 0.9, 0.6, 0.2, bright - factor * 0.2 );
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} else {
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// 5% chance of redish
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sgSetVec4( color, 0.9, 0.2, 0.2, bright - factor * 0.2 );
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}
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cl->add( color );
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}
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}
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// create ssg leaf
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ssgLeaf *leaf =
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new ssgVtxTable ( GL_POINTS, vl, nl, tl, cl );
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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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// Fill in a tile cache entry with real data for the specified bucket
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void FGNewCache::fill_in( const SGBucket& b ) {
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SG_LOG( SG_TERRAIN, SG_INFO, "FILL IN CACHE ENTRY = " << b.gen_index() );
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SG_LOG( SG_TERRAIN, SG_DEBUG, "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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FGTileEntry *e = new FGTileEntry( b );
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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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SG_LOG( SG_TERRAIN, SG_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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e->terra_transform = new ssgTransform;
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e->terra_range = new ssgRangeSelector;
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e->tile_bucket = b;
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SGPath tile_path;
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if ( globals->get_fg_scenery() != (string)"" ) {
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tile_path.set( globals->get_fg_scenery() );
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@ -224,101 +136,19 @@ void FGNewCache::fill_in( const SGBucket& b ) {
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tile_path.set( globals->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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// fgObjLoad will generate ground lighting for us ...
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ssgVertexArray *light_pts = new ssgVertexArray( 100 );
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// Load the appropriate data file
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SGPath tile_base = tile_path;
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tile_base.append( b.gen_index_str() );
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ssgBranch *new_tile = fgObjLoad( tile_base.str(), e, light_pts, true );
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if ( new_tile != NULL ) {
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e->terra_range->addKid( new_tile );
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}
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// load custom objects
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SG_LOG( SG_TERRAIN, SG_DEBUG, "CUSTOM OBJECTS" );
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SGPath 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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SG_LOG( SG_TERRAIN, SG_DEBUG, "Looking in " << index_path.str() );
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sg_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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SG_LOG( SG_TERRAIN, SG_DEBUG, "token = " << token
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<< " name = " << name );
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SGPath custom_path = tile_path;
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custom_path.append( name );
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ssgBranch *custom_obj =
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fgObjLoad( custom_path.str(), e, NULL, false );
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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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e->terra_transform->addKid( e->terra_range );
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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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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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e->lights_range = NULL;
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/* uncomment this section for testing ground lights */
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if ( light_pts->getNum() ) {
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SG_LOG( SG_TERRAIN, SG_DEBUG, "generating lights" );
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e->lights_transform = new ssgTransform;
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e->lights_range = new ssgRangeSelector;
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e->lights_brightness = new ssgSelector;
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ssgLeaf *lights;
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lights = gen_lights( light_pts, 4, 0.7 );
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e->lights_brightness->addKid( lights );
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lights = gen_lights( light_pts, 2, 0.85 );
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e->lights_brightness->addKid( lights );
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lights = gen_lights( light_pts, 1, 1.0 );
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e->lights_brightness->addKid( lights );
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e->lights_range->addKid( e->lights_brightness );
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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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/* end of ground light section */
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e->load( tile_path, true );
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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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SG_LOG( SG_TERRAIN, SG_INFO, "Make space in cache" );
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SG_LOG( SG_TERRAIN, SG_DEBUG, "Make space in cache" );
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SG_LOG( SG_TERRAIN, SG_DEBUG, "cache entries = " << tile_cache.size() );
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SG_LOG( SG_TERRAIN, SG_INFO, "max size = " << max_cache_size );
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SG_LOG( SG_TERRAIN, SG_DEBUG, "max size = " << max_cache_size );
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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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@ -73,10 +73,10 @@ class FGNewCache {
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public:
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// Constructor
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FGNewCache( void );
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FGNewCache();
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// Destructor
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~FGNewCache( void );
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~FGNewCache();
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// Initialize the tile cache subsystem
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void init( void );
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@ -29,27 +29,46 @@
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#include STL_FUNCTIONAL
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#include STL_ALGORITHM
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#include STL_STRING
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#include <simgear/bucket/newbucket.hxx>
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#include <simgear/debug/logstream.hxx>
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#include <simgear/math/sg_random.h>
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#include <simgear/misc/sgstream.hxx>
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#include <Aircraft/aircraft.hxx>
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#include <Include/general.hxx>
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#include <Main/globals.hxx>
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#include <Scenery/scenery.hxx>
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#include <Time/light.hxx>
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#include <Objects/matlib.hxx>
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#include <Objects/newmat.hxx>
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#include <Objects/obj.hxx>
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#include "tileentry.hxx"
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SG_USING_STD(for_each);
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SG_USING_STD(mem_fun_ref);
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SG_USING_STD(string);
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// Constructor
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FGTileEntry::FGTileEntry ()
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: ncount(0)
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FGTileEntry::FGTileEntry ( const SGBucket& b )
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: ncount( 0 ),
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center( Point3D( 0.0 ) ),
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tile_bucket( b ),
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terra_transform( new ssgTransform ),
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terra_range( new ssgRangeSelector )
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{
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nodes.clear();
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// update the contents
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// if ( vec3_ptrs.size() || vec2_ptrs.size() || index_ptrs.size() ) {
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// SG_LOG( SG_TERRAIN, SG_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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}
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@ -229,3 +248,173 @@ void FGTileEntry::prep_ssg_node( const Point3D& p, float vis) {
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}
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}
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}
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ssgLeaf* FGTileEntry::gen_lights( ssgVertexArray *lights, int inc, float bright ) {
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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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int size = lights->getNum() / inc;
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// Allocate ssg structure
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ssgVertexArray *vl = new ssgVertexArray( size + 1 );
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ssgNormalArray *nl = NULL;
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ssgTexCoordArray *tl = NULL;
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ssgColourArray *cl = new ssgColourArray( size + 1 );
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sgVec4 color;
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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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float zombie = sg_random();
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if ( i % inc == 0 ) {
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vl->add( lights->get(i) );
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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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if ( zombie > 0.5 ) {
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// 50% chance of yellowish
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sgSetVec4( color, 0.9, 0.9, 0.3, bright - factor * 0.2 );
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} else if ( zombie > 0.15 ) {
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// 35% chance of whitish
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sgSetVec4( color, 0.9, 0.9, 0.8, bright - factor * 0.2 );
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} else if ( zombie > 0.05 ) {
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// 10% chance of orangish
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sgSetVec4( color, 0.9, 0.6, 0.2, bright - factor * 0.2 );
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} else {
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// 5% chance of redish
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sgSetVec4( color, 0.9, 0.2, 0.2, bright - factor * 0.2 );
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}
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cl->add( color );
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}
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}
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// create ssg leaf
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ssgLeaf *leaf =
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new ssgVtxTable ( GL_POINTS, vl, nl, tl, cl );
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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() );
|
||||
|
||||
return leaf;
|
||||
}
|
||||
|
||||
|
||||
ssgBranch*
|
||||
FGTileEntry::obj_load( const std::string& path,
|
||||
ssgVertexArray* lights, bool is_base )
|
||||
{
|
||||
ssgBranch* result = 0;
|
||||
|
||||
// try loading binary format
|
||||
result = fgBinObjLoad( path, this, lights, is_base );
|
||||
if ( result == NULL ) {
|
||||
// next try the older ascii format
|
||||
result = fgAsciiObjLoad( path, this, lights, is_base );
|
||||
if ( result == NULL ) {
|
||||
// default to an ocean tile
|
||||
result = fgGenTile( path, this );
|
||||
}
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
|
||||
void
|
||||
FGTileEntry::load( SGPath& tile_path, bool is_base )
|
||||
{
|
||||
// a cheesy hack (to be fixed later)
|
||||
extern ssgBranch *terrain;
|
||||
extern ssgBranch *ground;
|
||||
|
||||
string index_str = tile_bucket.gen_index_str();
|
||||
|
||||
// Generate name of file to load.
|
||||
tile_path.append( tile_bucket.gen_base_path() );
|
||||
SGPath basename = tile_path;
|
||||
basename.append( index_str );
|
||||
string path = basename.str();
|
||||
|
||||
SG_LOG( SG_TERRAIN, SG_INFO, "Loading tile " << path );
|
||||
|
||||
// fgObjLoad will generate ground lighting for us ...
|
||||
ssgVertexArray *light_pts = new ssgVertexArray( 100 );
|
||||
|
||||
ssgBranch* new_tile = obj_load( path, light_pts, is_base );
|
||||
if ( new_tile != NULL ) {
|
||||
terra_range->addKid( new_tile );
|
||||
}
|
||||
|
||||
// load custom objects
|
||||
SG_LOG( SG_TERRAIN, SG_DEBUG, "CUSTOM OBJECTS" );
|
||||
|
||||
SGPath index_path = tile_path;
|
||||
index_path.append( index_str );
|
||||
index_path.concat( ".ind" );
|
||||
|
||||
SG_LOG( SG_TERRAIN, SG_DEBUG, "Looking in " << index_path.str() );
|
||||
|
||||
sg_gzifstream in( index_path.str() );
|
||||
|
||||
if ( in.is_open() ) {
|
||||
string token, name;
|
||||
|
||||
while ( ! in.eof() ) {
|
||||
in >> token >> name >> ::skipws;
|
||||
SG_LOG( SG_TERRAIN, SG_DEBUG, "token = " << token
|
||||
<< " name = " << name );
|
||||
|
||||
SGPath custom_path = tile_path;
|
||||
custom_path.append( name );
|
||||
ssgBranch *custom_obj = obj_load( custom_path.str(), NULL, false );
|
||||
if ( (new_tile != NULL) && (custom_obj != NULL) ) {
|
||||
new_tile -> addKid( custom_obj );
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
terra_transform->addKid( terra_range );
|
||||
|
||||
// calculate initial tile offset
|
||||
SetOffset( scenery.center );
|
||||
sgCoord sgcoord;
|
||||
sgSetCoord( &sgcoord,
|
||||
offset.x(), offset.y(), offset.z(),
|
||||
0.0, 0.0, 0.0 );
|
||||
terra_transform->setTransform( &sgcoord );
|
||||
terrain->addKid( terra_transform );
|
||||
|
||||
lights_transform = NULL;
|
||||
lights_range = NULL;
|
||||
/* uncomment this section for testing ground lights */
|
||||
if ( light_pts->getNum() ) {
|
||||
SG_LOG( SG_TERRAIN, SG_DEBUG, "generating lights" );
|
||||
lights_transform = new ssgTransform;
|
||||
lights_range = new ssgRangeSelector;
|
||||
lights_brightness = new ssgSelector;
|
||||
ssgLeaf *lights;
|
||||
|
||||
lights = gen_lights( light_pts, 4, 0.7 );
|
||||
lights_brightness->addKid( lights );
|
||||
|
||||
lights = gen_lights( light_pts, 2, 0.85 );
|
||||
lights_brightness->addKid( lights );
|
||||
|
||||
lights = gen_lights( light_pts, 1, 1.0 );
|
||||
lights_brightness->addKid( lights );
|
||||
|
||||
lights_range->addKid( lights_brightness );
|
||||
lights_transform->addKid( lights_range );
|
||||
lights_transform->setTransform( &sgcoord );
|
||||
ground->addKid( lights_transform );
|
||||
}
|
||||
/* end of ground light section */
|
||||
}
|
||||
|
|
|
@ -63,7 +63,9 @@ typedef point_list::iterator point_list_iterator;
|
|||
typedef point_list::const_iterator const_point_list_iterator;
|
||||
|
||||
|
||||
// Scenery tile class
|
||||
/**
|
||||
* A class to encapsulate everything we need to know about a scenery tile.
|
||||
*/
|
||||
class FGTileEntry {
|
||||
|
||||
public:
|
||||
|
@ -90,6 +92,8 @@ public:
|
|||
free_vec2_list vec2_ptrs;
|
||||
free_index_list index_ptrs;
|
||||
|
||||
private:
|
||||
|
||||
// ssg tree structure for this tile is as follows:
|
||||
// ssgRoot(scene)
|
||||
// - ssgBranch(terrain)
|
||||
|
@ -113,10 +117,15 @@ public:
|
|||
// want based on lighting conditions.
|
||||
ssgSelector *lights_brightness;
|
||||
|
||||
ssgBranch* obj_load( const std::string& path,
|
||||
ssgVertexArray* lights, bool is_base );
|
||||
|
||||
ssgLeaf* gen_lights( ssgVertexArray *lights, int inc, float bright );
|
||||
|
||||
public:
|
||||
|
||||
// Constructor
|
||||
FGTileEntry();
|
||||
FGTileEntry( const SGBucket& b );
|
||||
|
||||
// Destructor
|
||||
~FGTileEntry();
|
||||
|
@ -137,6 +146,14 @@ public:
|
|||
// Update the ssg transform node for this tile so it can be
|
||||
// properly drawn relative to our (0,0,0) point
|
||||
void prep_ssg_node( const Point3D& p, float vis);
|
||||
|
||||
/**
|
||||
* Load tile data from a file.
|
||||
* @param base name of directory containing tile data file.
|
||||
* @param is_base is this a base terrain object for which we should generate
|
||||
* random ground light points
|
||||
*/
|
||||
void load( SGPath& base, bool is_base );
|
||||
};
|
||||
|
||||
|
||||
|
|
Loading…
Reference in a new issue