Ssg tweaks.
Better handling of missing tiles. Added a range selector so we can completely ignore tiles that are beyond our visibility range. Added a routine to prep the ssg nodes before rendering by updating the transform and range selector values.
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5329ce82c5
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39b3602dce
5 changed files with 78 additions and 19 deletions
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@ -137,10 +137,13 @@ FGTileCache::fill_in( int index, const FGBucket& p )
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tile_cache[index].mark_loaded();
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tile_cache[index].tile_bucket = p;
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ssgBranch *new_tile = fgObjLoad( tile_path.str(), &tile_cache[index] );
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tile_cache[index].branch_ptr = new ssgTransform;
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tile_cache[index].branch_ptr->addKid( new_tile );
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// tile_cache[index].branch_ptr->addKid( penguin );
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tile_cache[index].range_ptr = new ssgRangeSelector;
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ssgBranch *new_tile = fgObjLoad( tile_path.str(), &tile_cache[index] );
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if ( new_tile != NULL ) {
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tile_cache[index].range_ptr->addKid( new_tile );
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}
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tile_cache[index].branch_ptr->addKid( tile_cache[index].range_ptr );
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terrain->addKid( tile_cache[index].branch_ptr );
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// cout << " ncount before = " << tile_cache[index].ncount << "\n";
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@ -42,7 +42,10 @@ FG_USING_STD(mem_fun_ref);
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// Constructor
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FGTileEntry::FGTileEntry ( void )
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: ncount(0),
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state(Unused)
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state(Unused),
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vtlist(NULL),
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vnlist(NULL),
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tclist(NULL)
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{
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nodes.clear();
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}
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@ -73,9 +76,15 @@ FGTileEntry::free_tile()
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fragment_list.erase( begin(), end() );
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// delete the ssg used structures
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delete vtlist;
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delete vnlist;
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delete tclist;
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if ( vtlist != NULL ) {
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delete vtlist;
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}
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if ( vnlist != NULL ) {
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delete vnlist;
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}
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if ( tclist != NULL ) {
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delete tclist;
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}
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// delete the ssg branch
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@ -105,7 +114,7 @@ FGTileEntry::free_tile()
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FG_LOG( FG_TERRAIN, FG_ALERT,
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"Parent count is zero for an ssg tile! Dying" );
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exit(-1);
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}
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}
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}
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@ -109,7 +109,21 @@ public:
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sgVec3 *vnlist;
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sgVec2 *tclist;
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// pointer to ssg branch;
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// ssg tree structure for this tile is as follows:
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// ssgRoot(scene)
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// - ssgBranch(terrain)
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// - ssgTransform(tile)
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// - ssgRangeSelector(tile)
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// - ssgEntity(tile)
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// - kid1(fan)
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// - kid2(fan)
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// ...
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// - kidn(fan)
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// pointer to ssg range selector for this tile
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ssgRangeSelector *range_ptr;
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// pointer to ssg transform for this tile
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ssgTransform *branch_ptr;
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public:
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@ -734,6 +734,42 @@ update_tile_geometry( FGTileEntry *t, GLdouble *MODEL_VIEW)
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}
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// Prepare the ssg nodes ... for each tile, set it's proper
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// transform and update it's range selector based on current
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// visibilty
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void FGTileMgr::prep_ssg_nodes( void ) {
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FGTileEntry *t;
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int tile_diameter = current_options.get_tile_diameter();
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float ranges[2];
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ranges[0] = 0.0f;
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ranges[1] = current_weather.get_visibility();
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// traverse the potentially viewable tile list and update range
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// selector and transform
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for ( int i = 0; i < (tile_diameter * tile_diameter); i++ ) {
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int index = tiles[i];
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t = global_tile_cache.get_tile(index);
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if ( t->is_loaded() ) {
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// set range selector (LOD trick)
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t->range_ptr->setRanges( ranges, 2 );
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// calculate tile offset
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t->SetOffset( scenery.center );
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// calculate ssg transform
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sgCoord sgcoord;
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sgSetCoord( &sgcoord,
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t->offset.x(), t->offset.y(), t->offset.z(),
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0.0, 0.0, 0.0 );
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t->branch_ptr->setTransform( &sgcoord );
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}
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}
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}
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// Render the local tiles
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void FGTileMgr::render( void ) {
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FGInterface *f;
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@ -744,7 +780,6 @@ void FGTileMgr::render( void ) {
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fgFRAGMENT *frag_ptr;
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FGMaterialSlot *mtl_ptr;
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int i;
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int tile_diameter;
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int index;
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int culled = 0;
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int drawn = 0;
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@ -753,7 +788,7 @@ void FGTileMgr::render( void ) {
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f = current_aircraft.fdm_state;
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v = ¤t_view;
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tile_diameter = current_options.get_tile_diameter();
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int tile_diameter = current_options.get_tile_diameter();
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// moved to fgTileMgrUpdate, right after we check if we need to
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// load additional tiles:
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@ -775,13 +810,6 @@ void FGTileMgr::render( void ) {
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// calculate tile offset
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t->SetOffset( scenery.center );
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// calculate ssg transform
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sgCoord sgcoord;
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sgSetCoord( &sgcoord,
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t->offset.x(), t->offset.y(), t->offset.z(),
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0.0, 0.0, 0.0 );
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t->branch_ptr->setTransform( &sgcoord );
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// Course (tile based) culling
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if ( viewable(t->offset, t->bounding_radius) ) {
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// at least a portion of this tile could be viewable
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@ -854,6 +882,6 @@ void FGTileMgr::render( void ) {
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// traverse the transient per-material fragment lists and render
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// out all fragments for each material property.
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xglPushMatrix();
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// material_mgr.render_fragments();
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material_mgr.render_fragments();
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xglPopMatrix();
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}
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@ -108,6 +108,11 @@ public:
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double current_elev_new( const FGBucket& p );
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double current_elev( double lon, double lat, const Point3D& abs_view_pos );
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// Prepare the ssg nodes ... for each tile, set it's proper
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// transform and update it's range selector based on current
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// visibilty
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void prep_ssg_nodes( void );
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// Render the local tiles --- hack, hack, hack
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void render( void );
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};
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