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Updates from Bernie Bright to massage tile loading around to make it

slightly more conducive to future threading.
This commit is contained in:
curt 2001-03-29 01:42:31 +00:00
parent e7d79e7ba2
commit 191bb3956a
7 changed files with 236 additions and 216 deletions

View file

@ -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 );

View file

@ -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;
}

View file

@ -55,11 +55,16 @@ SG_USING_STD(string);
#define FG_MAX_NODES 4000
// Load a .obj file
ssgBranch *fgObjLoad(const string& path, FGTileEntry *tile,
// 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

View file

@ -36,15 +36,9 @@
#include <simgear/bucket/newbucket.hxx>
#include <simgear/debug/logstream.hxx>
#include <simgear/math/sg_geodesy.hxx>
#include <simgear/math/sg_random.h>
#include <simgear/misc/sgstream.hxx>
#include <simgear/misc/sg_path.hxx>
#include <Main/globals.hxx>
#include <Objects/matlib.hxx>
#include <Objects/newmat.hxx>
#include <Objects/obj.hxx>
#include <Scenery/scenery.hxx> // 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

View file

@ -73,10 +73,10 @@ class FGNewCache {
public:
// Constructor
FGNewCache( void );
FGNewCache();
// Destructor
~FGNewCache( void );
~FGNewCache();
// Initialize the tile cache subsystem
void init( void );

View file

@ -29,27 +29,46 @@
#include STL_FUNCTIONAL
#include STL_ALGORITHM
#include STL_STRING
#include <simgear/bucket/newbucket.hxx>
#include <simgear/debug/logstream.hxx>
#include <simgear/math/sg_random.h>
#include <simgear/misc/sgstream.hxx>
#include <Aircraft/aircraft.hxx>
#include <Include/general.hxx>
#include <Main/globals.hxx>
#include <Scenery/scenery.hxx>
#include <Time/light.hxx>
#include <Objects/matlib.hxx>
#include <Objects/newmat.hxx>
#include <Objects/obj.hxx>
#include "tileentry.hxx"
SG_USING_STD(for_each);
SG_USING_STD(mem_fun_ref);
SG_USING_STD(string);
// Constructor
FGTileEntry::FGTileEntry ()
: ncount(0)
FGTileEntry::FGTileEntry ( const SGBucket& b )
: ncount( 0 ),
center( Point3D( 0.0 ) ),
tile_bucket( b ),
terra_transform( new ssgTransform ),
terra_range( new ssgRangeSelector )
{
nodes.clear();
// update the contents
// if ( vec3_ptrs.size() || vec2_ptrs.size() || index_ptrs.size() ) {
// SG_LOG( SG_TERRAIN, SG_ALERT,
// "Attempting to overwrite existing or"
// << " not properly freed leaf data." );
// exit(-1);
// }
}
@ -229,3 +248,173 @@ void FGTileEntry::prep_ssg_node( const Point3D& p, float vis) {
}
}
}
ssgLeaf* FGTileEntry::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;
}
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 */
}

View file

@ -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 );
};