From 191bb3956a2b82b856f7981bc886d33d89fcd7d1 Mon Sep 17 00:00:00 2001 From: curt Date: Thu, 29 Mar 2001 01:42:31 +0000 Subject: [PATCH] Updates from Bernie Bright to massage tile loading around to make it slightly more conducive to future threading. --- src/Main/main.cxx | 8 +- src/Objects/obj.cxx | 25 +---- src/Objects/obj.hxx | 15 ++- src/Scenery/newcache.cxx | 186 ++---------------------------------- src/Scenery/newcache.hxx | 4 +- src/Scenery/tileentry.cxx | 193 +++++++++++++++++++++++++++++++++++++- src/Scenery/tileentry.hxx | 21 ++++- 7 files changed, 236 insertions(+), 216 deletions(-) diff --git a/src/Main/main.cxx b/src/Main/main.cxx index c0778afc2..e7191c577 100644 --- a/src/Main/main.cxx +++ b/src/Main/main.cxx @@ -490,7 +490,7 @@ void fgRenderFrame( void ) { // cout << "----> updating fog params" << endl; // for GL_FOG_EXP - fog_exp_density = -log(0.01 / actual_visibility); + fog_exp_density = -log(0.01) / actual_visibility; // for GL_FOG_EXP2 fog_exp2_density = sqrt( -log(0.01) ) / actual_visibility; @@ -565,9 +565,9 @@ void fgRenderFrame( void ) { ssgGetLight( 0 ) -> setPosition( l->sun_vec ); // GL_LIGHT_MODEL_AMBIENT has a default non-zero value so if - // we only set GL_AMBIENT we will never get a completely dark - // scene. Thus instead of playing with GL_AMBIENT, we just - // set that to black and instead modify GL_LIGHT_MODEL_AMBIENT. + // we only update GL_AMBIENT for our lights we will never get + // a completely dark scene. So, we set GL_LIGHT_MODEL_AMBIENT + // explicitely to black. GLfloat black[4] = { 0.0, 0.0, 0.0, 1.0 }; GLfloat white[4] = { 1.0, 1.0, 1.0, 1.0 }; glLightModelfv( GL_LIGHT_MODEL_AMBIENT, black ); diff --git a/src/Objects/obj.cxx b/src/Objects/obj.cxx index bec98f138..90bd2ceee 100644 --- a/src/Objects/obj.cxx +++ b/src/Objects/obj.cxx @@ -338,7 +338,7 @@ static void gen_random_surface_points( ssgLeaf *leaf, ssgVertexArray *lights, // Load an Ascii obj file -static ssgBranch *fgAsciiObjLoad( const string& path, FGTileEntry *t, +ssgBranch *fgAsciiObjLoad( const string& path, FGTileEntry *t, ssgVertexArray *lights, const bool is_base) { FGNewMat *newmat = NULL; @@ -902,7 +902,7 @@ static ssgLeaf *gen_leaf( const string& path, // Load an Binary obj file -static ssgBranch *fgBinObjLoad( const string& path, FGTileEntry *t, +ssgBranch *fgBinObjLoad( const string& path, FGTileEntry *t, ssgVertexArray *lights, const bool is_base) { int i; @@ -984,24 +984,3 @@ static ssgBranch *fgBinObjLoad( const string& path, FGTileEntry *t, return object; } - - -// Load an obj file -ssgBranch *fgObjLoad( const string& path, FGTileEntry *t, - ssgVertexArray *lights, const bool is_base) -{ - ssgBranch *result = NULL; - - // try loading binary format - result = fgBinObjLoad( path, t, lights, is_base ); - if ( result == NULL ) { - // next try the older ascii format - result = fgAsciiObjLoad( path, t, lights, is_base ); - if ( result == NULL ) { - // default to an ocean tile - result = fgGenTile( path, t ); - } - } - - return result; -} diff --git a/src/Objects/obj.hxx b/src/Objects/obj.hxx index 13c5fef10..fe87427e7 100644 --- a/src/Objects/obj.hxx +++ b/src/Objects/obj.hxx @@ -55,11 +55,16 @@ SG_USING_STD(string); #define FG_MAX_NODES 4000 -// Load a .obj file -ssgBranch *fgObjLoad(const string& path, FGTileEntry *tile, - ssgVertexArray *lights, const bool is_base); +// Load a binary object file +ssgBranch *fgBinObjLoad(const string& path, FGTileEntry *tile, + ssgVertexArray *lights, const bool is_base); + +// Load an ascii object file +ssgBranch *fgAsciiObjLoad(const string& path, FGTileEntry *tile, + ssgVertexArray *lights, const bool is_base); + +// Generate an ocean tile +ssgBranch *fgGenTile( const string& path, FGTileEntry *t); #endif // _OBJ_HXX - - diff --git a/src/Scenery/newcache.cxx b/src/Scenery/newcache.cxx index a6713fd2f..c464bddee 100644 --- a/src/Scenery/newcache.cxx +++ b/src/Scenery/newcache.cxx @@ -36,15 +36,9 @@ #include #include -#include -#include -#include #include #include
-#include -#include -#include #include // for scenery.center #include "newcache.hxx" @@ -53,10 +47,6 @@ SG_USING_NAMESPACE(std); -// a cheesy hack (to be fixed later) -extern ssgBranch *terrain; -extern ssgBranch *ground; - // the tile cache FGNewCache global_tile_cache; @@ -85,6 +75,9 @@ void FGNewCache::entry_free( long cache_index ) { // Initialize the tile cache subsystem void FGNewCache::init( void ) { + // This is a hack that should really get cleaned up at some point + extern ssgBranch *terrain; + SG_LOG( SG_TERRAIN, SG_INFO, "Initializing the tile cache." ); // expand cache if needed. For best results ... i.e. to avoid @@ -122,101 +115,20 @@ bool FGNewCache::exists( const SGBucket& b ) { } -#if 0 -static void print_refs( ssgSelector *sel, ssgTransform *trans, - ssgRangeSelector *range) -{ - cout << "selector -> " << sel->getRef() - << " transform -> " << trans->getRef() - << " range -> " << range->getRef() << endl; -} -#endif - - -static ssgLeaf *gen_lights( ssgVertexArray *lights, int inc, float bright ) { - // generate a repeatable random seed - float *p1 = lights->get( 0 ); - unsigned int *seed = (unsigned int *)p1; - sg_srandom( *seed ); - - int size = lights->getNum() / inc; - - // Allocate ssg structure - ssgVertexArray *vl = new ssgVertexArray( size + 1 ); - ssgNormalArray *nl = NULL; - ssgTexCoordArray *tl = NULL; - ssgColourArray *cl = new ssgColourArray( size + 1 ); - - sgVec4 color; - for ( int i = 0; i < lights->getNum(); ++i ) { - // this loop is slightly less efficient than it otherwise - // could be, but we want a red light to always be red, and a - // yellow light to always be yellow, etc. so we are trying to - // preserve the random sequence. - float zombie = sg_random(); - if ( i % inc == 0 ) { - vl->add( lights->get(i) ); - - // factor = sg_random() ^ 2, range = 0 .. 1 concentrated towards 0 - float factor = sg_random(); - factor *= factor; - - if ( zombie > 0.5 ) { - // 50% chance of yellowish - sgSetVec4( color, 0.9, 0.9, 0.3, bright - factor * 0.2 ); - } else if ( zombie > 0.15 ) { - // 35% chance of whitish - sgSetVec4( color, 0.9, 0.9, 0.8, bright - factor * 0.2 ); - } else if ( zombie > 0.05 ) { - // 10% chance of orangish - sgSetVec4( color, 0.9, 0.6, 0.2, bright - factor * 0.2 ); - } else { - // 5% chance of redish - sgSetVec4( color, 0.9, 0.2, 0.2, bright - factor * 0.2 ); - } - cl->add( color ); - } - } - - // create ssg leaf - ssgLeaf *leaf = - new ssgVtxTable ( GL_POINTS, vl, nl, tl, cl ); - - // assign state - FGNewMat *newmat = material_lib.find( "LIGHTS" ); - leaf->setState( newmat->get_state() ); - - return leaf; -} - - // Fill in a tile cache entry with real data for the specified bucket void FGNewCache::fill_in( const SGBucket& b ) { - SG_LOG( SG_TERRAIN, SG_INFO, "FILL IN CACHE ENTRY = " << b.gen_index() ); + SG_LOG( SG_TERRAIN, SG_DEBUG, "FILL IN CACHE ENTRY = " << b.gen_index() ); // clear out a distant entry in the cache if needed. make_space(); // create the entry - FGTileEntry *e = new FGTileEntry; + FGTileEntry *e = new FGTileEntry( b ); // register it in the cache long tile_index = b.gen_index(); tile_cache[tile_index] = e; - // update the contents - e->center = Point3D( 0.0 ); - if ( e->vec3_ptrs.size() || e->vec2_ptrs.size() || e->index_ptrs.size() ) { - SG_LOG( SG_TERRAIN, SG_ALERT, - "Attempting to overwrite existing or" - << " not properly freed leaf data." ); - exit(-1); - } - - e->terra_transform = new ssgTransform; - e->terra_range = new ssgRangeSelector; - e->tile_bucket = b; - SGPath tile_path; if ( globals->get_fg_scenery() != (string)"" ) { tile_path.set( globals->get_fg_scenery() ); @@ -224,101 +136,19 @@ void FGNewCache::fill_in( const SGBucket& b ) { tile_path.set( globals->get_fg_root() ); tile_path.append( "Scenery" ); } - tile_path.append( b.gen_base_path() ); - // fgObjLoad will generate ground lighting for us ... - ssgVertexArray *light_pts = new ssgVertexArray( 100 ); - // Load the appropriate data file - SGPath tile_base = tile_path; - tile_base.append( b.gen_index_str() ); - ssgBranch *new_tile = fgObjLoad( tile_base.str(), e, light_pts, true ); - - if ( new_tile != NULL ) { - e->terra_range->addKid( new_tile ); - } - - // load custom objects - SG_LOG( SG_TERRAIN, SG_DEBUG, "CUSTOM OBJECTS" ); - - SGPath index_path = tile_path; - index_path.append( b.gen_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; - in >> name; -#if defined ( macintosh ) || defined ( _MSC_VER ) - in >> ::skipws; -#else - in >> skipws; -#endif - SG_LOG( SG_TERRAIN, SG_DEBUG, "token = " << token - << " name = " << name ); - - SGPath custom_path = tile_path; - custom_path.append( name ); - ssgBranch *custom_obj = - fgObjLoad( custom_path.str(), e, NULL, false ); - if ( (new_tile != NULL) && (custom_obj != NULL) ) { - new_tile -> addKid( custom_obj ); - } - } - } - - e->terra_transform->addKid( e->terra_range ); - - // calculate initial tile offset - e->SetOffset( scenery.center ); - sgCoord sgcoord; - sgSetCoord( &sgcoord, - e->offset.x(), e->offset.y(), e->offset.z(), - 0.0, 0.0, 0.0 ); - e->terra_transform->setTransform( &sgcoord ); - terrain->addKid( e->terra_transform ); - - e->lights_transform = NULL; - e->lights_range = NULL; - /* uncomment this section for testing ground lights */ - if ( light_pts->getNum() ) { - SG_LOG( SG_TERRAIN, SG_DEBUG, "generating lights" ); - e->lights_transform = new ssgTransform; - e->lights_range = new ssgRangeSelector; - e->lights_brightness = new ssgSelector; - ssgLeaf *lights; - - lights = gen_lights( light_pts, 4, 0.7 ); - e->lights_brightness->addKid( lights ); - - lights = gen_lights( light_pts, 2, 0.85 ); - e->lights_brightness->addKid( lights ); - - lights = gen_lights( light_pts, 1, 1.0 ); - e->lights_brightness->addKid( lights ); - - e->lights_range->addKid( e->lights_brightness ); - e->lights_transform->addKid( e->lights_range ); - e->lights_transform->setTransform( &sgcoord ); - ground->addKid( e->lights_transform ); - } - /* end of ground light section */ + e->load( tile_path, true ); } // Ensure at least one entry is free in the cache void FGNewCache::make_space() { - SG_LOG( SG_TERRAIN, SG_INFO, "Make space in cache" ); + SG_LOG( SG_TERRAIN, SG_DEBUG, "Make space in cache" ); SG_LOG( SG_TERRAIN, SG_DEBUG, "cache entries = " << tile_cache.size() ); - SG_LOG( SG_TERRAIN, SG_INFO, "max size = " << max_cache_size ); + SG_LOG( SG_TERRAIN, SG_DEBUG, "max size = " << max_cache_size ); if ( (int)tile_cache.size() < max_cache_size ) { // space in the cache, return diff --git a/src/Scenery/newcache.hxx b/src/Scenery/newcache.hxx index c86a087fb..ed7486f57 100644 --- a/src/Scenery/newcache.hxx +++ b/src/Scenery/newcache.hxx @@ -73,10 +73,10 @@ class FGNewCache { public: // Constructor - FGNewCache( void ); + FGNewCache(); // Destructor - ~FGNewCache( void ); + ~FGNewCache(); // Initialize the tile cache subsystem void init( void ); diff --git a/src/Scenery/tileentry.cxx b/src/Scenery/tileentry.cxx index 32be88ab4..886f71fec 100644 --- a/src/Scenery/tileentry.cxx +++ b/src/Scenery/tileentry.cxx @@ -29,27 +29,46 @@ #include STL_FUNCTIONAL #include STL_ALGORITHM +#include STL_STRING #include #include +#include +#include #include #include #include
#include #include