Clean up various dead, depricated, or otherwise unused code. I don't believe
the ascii scenery file format has actually worked in quite some time, and the ADA runway light code has been supersceded by a slightly different mechanism.
This commit is contained in:
parent
3c6b1bf9f2
commit
677ec873be
11 changed files with 46 additions and 777 deletions
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@ -57,8 +57,8 @@ FGGlobals::FGGlobals() :
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mag( NULL ),
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autopilot( NULL ),
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route( NULL ),
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soundmgr( NULL ),
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current_panel( NULL ),
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soundmgr( NULL ),
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environment_mgr( NULL ),
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ATC_mgr( NULL ),
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ATC_display( NULL ),
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@ -70,7 +70,6 @@ FGGlobals::FGGlobals() :
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locale( NULL ),
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commands( new SGCommandMgr ),
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model_loader( NULL ),
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texture_loader( NULL ),
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acmodel( NULL ),
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model_mgr( NULL ),
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channel_options_list( NULL ),
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@ -74,7 +74,6 @@ class FGMultiplayTxMgr;
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#endif
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class FGPanel;
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class FGSoundMgr;
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class FGTextureLoader;
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class FGTileMgr;
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class FGViewMgr;
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class FGViewer;
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@ -162,8 +161,6 @@ private:
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FGModelLoader * model_loader;
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FGTextureLoader * texture_loader;
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FGAircraftModel *acmodel;
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FGModelMgr * model_mgr;
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@ -284,12 +281,6 @@ public:
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model_loader = loader;
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}
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inline FGTextureLoader * get_texture_loader () { return texture_loader; }
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inline void set_texture_loader (FGTextureLoader * loader) {
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texture_loader = loader;
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}
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inline FGAircraftModel *get_aircraft_model () { return acmodel; }
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inline void set_aircraft_model (FGAircraftModel * model)
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@ -1695,7 +1695,6 @@ static bool fgMainInit( int argc, char **argv ) {
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////////////////////////////////////////////////////////////////////
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globals->set_model_loader(new FGModelLoader);
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globals->set_texture_loader(new FGTextureLoader);
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globals->set_model_mgr(new FGModelMgr);
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globals->get_model_mgr()->init();
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globals->get_model_mgr()->bind();
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@ -2021,7 +2020,8 @@ void fgLoadDCS(void) {
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if (in1.eof()) break;
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}
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} //while
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#if 0
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if ( lightpoints->getNum() ) {
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ssgBranch *lightpoints_branch;
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long int dummy = -999;
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@ -2040,6 +2040,7 @@ void fgLoadDCS(void) {
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lightpoints_transform->ref();
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globals->get_scenery()->get_gnd_lights_root()->addKid( lightpoints_transform );
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}
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#endif
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} //if in1
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} //if objc
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// end hack for deck lights
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@ -2167,7 +2168,7 @@ void fgUpdateDCS (void) {
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// if ((ref_elev < -0.17) & (ref_elev >= -0.51)) sel = 0x28;
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// if (ref_elev < -0.51) sel = 0x30;
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// DO NOT DELETE THIS CODE - This is to compare a discrete FLOLS (without LOD) with analog FLOLS
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dummy_tile->lightmaps_sequence->select(sel);
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// dummy_tile->lightmaps_sequence->select(sel);
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sgVec3 up;
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sgCopyVec3 (up, ship_up);
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@ -2175,7 +2176,7 @@ void fgUpdateDCS (void) {
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sgScaleVec3 (up, 4.0*ref_elev*dist/750.0);
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else
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sgScaleVec3 (up, 4.0*ref_elev);
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dummy_tile->ols_transform->setTransform(up);
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// dummy_tile->ols_transform->setTransform(up);
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//cout << "ref_elev " << ref_elev << endl;
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}
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// end hack for deck lights
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@ -78,30 +78,4 @@ FGModelLoader::load_model( const string &fg_root,
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}
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////////////////////////////////////////////////////////////////////////
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// Implementation of FGTextureLoader.
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////////////////////////////////////////////////////////////////////////
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FGTextureLoader::FGTextureLoader ()
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{
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}
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FGTextureLoader::~FGTextureLoader ()
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{
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}
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ssgTexture *
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FGTextureLoader::load_texture( const string &fg_root, const string &path )
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{
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std::map<string, ssgBase *>::iterator it = _table.find(path);
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if (it == _table.end()) {
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_table[path] = new ssgTexture((char *)path.c_str()); // FIXME wrapu/v
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it = _table.find(path);
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it->second->ref(); // add one reference to keep it around
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}
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return (ssgTexture *)it->second;
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}
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// end of loader.cxx
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@ -46,17 +46,4 @@ public:
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};
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/**
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* Class for loading and managing textures.
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*/
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class FGTextureLoader : public FGSSGLoader
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{
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public:
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FGTextureLoader ();
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virtual ~FGTextureLoader ();
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virtual ssgTexture * load_texture( const string &fg_root,
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const string &path );
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};
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#endif
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@ -24,10 +24,6 @@
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#include <simgear/props/props_io.hxx>
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#include <simgear/scene/model/location.hxx>
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// #include <Main/fg_props.hxx>
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// #include <Main/globals.hxx>
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// #include <Scenery/scenery.hxx>
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#include "model.hxx"
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#include "panelnode.hxx"
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@ -8,11 +8,13 @@
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#include <GL/gl.h>
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#include <plib/sg.h>
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#include <Main/fg_props.hxx>
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#include <Cockpit/panel.hxx>
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#include <Cockpit/panel_io.hxx>
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#include "panelnode.hxx"
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SG_USING_STD(vector);
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// Static (!) handling for all 3D panels in the program. Very
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// clumsy. Replace with per-aircraft handling.
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vector<FGPanelNode*> all_3d_panels;
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@ -1,3 +1,7 @@
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#ifndef FG_PANELNODE_HXX
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#define FG_PANELNODE_HXX
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#include <plib/ssg.h>
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class FGPanel;
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@ -76,3 +80,6 @@ private:
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GLfloat _lastProjection[16];
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GLint _lastViewport[4];
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};
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#endif // FG_PANELNODE_HXX
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@ -339,34 +339,37 @@ FGNewMat::read_properties (const SGPropertyNode * props)
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void
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FGNewMat::init ()
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{
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texture_path = "";
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state = 0;
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textured = 0;
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nontextured = 0;
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xsize = 0;
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ysize = 0;
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wrapu = true;
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wrapv = true;
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mipmap = true;
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light_coverage = 0.0;
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texture_loaded = false;
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refcount = 0;
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shininess = 0.0;
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for (int i = 0; i < 4; i++)
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ambient[i] = diffuse[i] = specular[i] = emission[i] = 0.0;
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texture_path = "";
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state = 0;
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textured = 0;
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nontextured = 0;
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xsize = 0;
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ysize = 0;
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wrapu = true;
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wrapv = true;
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mipmap = true;
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light_coverage = 0.0;
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texture_loaded = false;
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refcount = 0;
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shininess = 0.0;
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for (int i = 0; i < 4; i++) {
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ambient[i] = diffuse[i] = specular[i] = emission[i] = 0.0;
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}
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}
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bool
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FGNewMat::load_texture ()
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{
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if (texture_loaded) {
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return false;
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} else {
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SG_LOG( SG_GENERAL, SG_INFO, "Loading deferred texture " << texture_path );
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textured->setTexture((char *)texture_path.c_str(), wrapu, wrapv, mipmap );
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texture_loaded = true;
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return true;
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}
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if (texture_loaded) {
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return false;
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} else {
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SG_LOG( SG_GENERAL, SG_INFO, "Loading deferred texture "
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<< texture_path );
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textured->setTexture( (char *)texture_path.c_str(),
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wrapu, wrapv, mipmap );
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texture_loaded = true;
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return true;
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}
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}
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@ -50,7 +50,7 @@
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// Constructor
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FGTileEntry::FGTileEntry ( const SGBucket& b )
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: ncount( 0 ),
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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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@ -61,8 +61,6 @@ FGTileEntry::FGTileEntry ( const SGBucket& b )
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pending_models(0),
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free_tracker(0)
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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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@ -182,512 +180,13 @@ static void my_remove_branch( ssgBranch * branch ) {
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}
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}
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// ADA
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#define TEXRES_X 256
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#define TEXRES_Y 256
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unsigned char env_map[TEXRES_X][TEXRES_Y][4];
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// SetColor & SetColor2 functions were provided by Christian Mayer (26 April 2001) - used without change
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void setColor(float x, float y, float z, float angular_size, float r,
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float g, float b, float a)
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{
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//normalize
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float inv_length = 1.0 / sqrt(x*x + y*y + z*z);
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x *= inv_length; y *= inv_length; z *= inv_length;
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float cos_angular_size = cos(angular_size*SG_DEGREES_TO_RADIANS);
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for( int s = 0; s < TEXRES_X; s++) {
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for( int t = 0; t < TEXRES_Y; t++) {
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float s_2 = (float)s/TEXRES_X - 0.5; // centre of texture 0,0
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float t_2 = (float)t/TEXRES_Y - 0.5; // elev
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float rx, ry, rz;
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if ((1.0 - 4.0*s_2*s_2 - 4.0*t_2*t_2) >= 0.0) {
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// sphere
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float m = 4.0 * sqrt(1.0 - 4.0*s_2*s_2 - 4.0*t_2*t_2);
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rx = m * s_2;
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ry = m * t_2;
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rz = m*m / 8.0 - 1.0;
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} else {
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// singularity
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rx = 0.0;
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ry = 0.0;
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rz = -1.0;
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}
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float tx = rx; //mirroring on the z=0 plane
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float ty = ry; //assumes that the normal is allways
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float tz = -rz; //n(0.0, 0.0, 1.0)
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if ( cos_angular_size < (x*tx + y*ty + z*tz) ) {
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env_map[s][t][0] = (unsigned char) r * 255;
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env_map[s][t][1] = (unsigned char) g * 255;
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env_map[s][t][2] = (unsigned char) b * 255;
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env_map[s][t][3] = (unsigned char) a * 255;
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}
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}
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}
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}
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// elevation_size, float azimuth_size are the *total* angular size of the light
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void setColor2(float elevation_size,float azimuth_size, float r, float g, float b, float a)
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{
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for( int s = 0; s < TEXRES_X; s++) {
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for( int t = 0; t < TEXRES_Y; t++) {
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float s_2 = (float)s/TEXRES_X - 0.5;
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float t_2 = (float)t/TEXRES_Y - 0.5;
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float rx, ry, rz;
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if ((1.0 - 4.0*s_2*s_2 - 4.0*t_2*t_2) >= 0.0) {
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float m = 4.0 * sqrt(1.0 - 4.0*s_2*s_2 - 4.0*t_2*t_2);
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rx = m * s_2;
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ry = m * t_2;
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rz = m*m / 8.0 - 1.0;
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} else {
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rx = 0.0;
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ry = 0.0;
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rz = -1.0;
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}
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float tx = rx; //mirroring on the z=0 plane to reverse
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float ty = ry; //OpenGLs automatic mirroring
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float tz = -rz;
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//get elevation => project t onto the x-z-plane
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float tz_proj1 = tz / sqrt(tx*tx + tz*tz);
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float televation = acos( -tz_proj1 ) * SG_RADIANS_TO_DEGREES;
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//get azi => project t onto the y-z-plane
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float tz_proj2 = tz / sqrt(ty*ty + tz*tz);
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float tazimuth = acos( -tz_proj2 ) * SG_RADIANS_TO_DEGREES;
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//note televation and tazimuth are the angles *between* the
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//temporary vector and the normal (0,0,-1). They are *NOT*
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//the elevation and azimuth angles
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//square:
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//if (((elevation_size > televation) || (elevation_size < -televation)) &&
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// ((azimuth_size > tazimuth ) || (azimuth_size < -tazimuth )))
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//elliptical
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if (((televation*televation) / (elevation_size*elevation_size / 4.0) +
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(tazimuth *tazimuth ) / (azimuth_size *azimuth_size / 4.0)) <= 1.0)
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{
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env_map[s][t][0] = (unsigned char) r * 255;
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env_map[s][t][1] = (unsigned char) g * 255;
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env_map[s][t][2] = (unsigned char) b * 255;
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env_map[s][t][3] = (unsigned char) a * 255;
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}
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}
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}
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}
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// 23 March 2001
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// This function performs billboarding of polygons drawn using the UP and RIGHT vectors obtained
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// from the transpose of the MODEL_VIEW_MATRIX of the ssg_current_context. Each polygon is drawn
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// at the coordinate array and material state as passed thro arguments.
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void *fgBillboard( ssgBranch *lightmaps, ssgVertexArray *light_maps, ssgSimpleState *lightmap_state, float size) {
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sgMat4 tmat;
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sgVec3 rt, up, nrt, nup, pt, quads[4], lmaps[4];
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ssgGetModelviewMatrix ( tmat );
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sgSetVec3 (rt, tmat[0][0], tmat[1][0], tmat[2][0]);
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sgSetVec3 (up, tmat[0][1], tmat[1][1], tmat[2][1]);
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sgSetVec3 (nrt, tmat[0][0], tmat[1][0], tmat[2][0]);
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sgSetVec3 (nup, tmat[0][1], tmat[1][1], tmat[2][1]);
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sgNegateVec3 (nrt);
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sgNegateVec3 (nup);
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sgAddVec3 (quads[0], nrt, nup);
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sgAddVec3 (quads[1], rt, nup);
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sgAddVec3 (quads[2], rt, up);
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sgAddVec3 (quads[3], nrt, up);
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sgScaleVec3 (quads[0], size);
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sgScaleVec3 (quads[1], size);
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sgScaleVec3 (quads[2], size);
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sgScaleVec3 (quads[3], size);
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sgVec4 color;
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sgSetVec4( color, 1.0, 1.0, 0.0, 1.0 );
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sgVec2 texcoords[4];
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sgSetVec2( texcoords[0], 1.0, 1.0 );
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sgSetVec2( texcoords[1], 0.0, 1.0 );
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sgSetVec2( texcoords[2], 0.0, 0.0 );
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sgSetVec2( texcoords[3], 1.0, 0.0 );
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for (int j = 0; j < 4; j++ ) {
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sgCopyVec3(lmaps[j] ,quads[j]);
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}
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for ( int i = 0; i < light_maps->getNum(); ++i ) {
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// Allocate ssg structure
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ssgVertexArray *vl = new ssgVertexArray( 1 );
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ssgTexCoordArray *tl = new ssgTexCoordArray( 1 );
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ssgColourArray *cl = new ssgColourArray( 1 );
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float *temp = light_maps->get(i);
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sgSetVec3(pt,temp[0],temp[1],temp[2]);
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for (int k=0; k<4; k++) {
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sgAddVec3( quads[k],lmaps[k], pt );
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vl->add(quads[k]);
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tl->add(texcoords[k]);
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cl->add(color);
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}
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ssgLeaf *leaf = NULL;
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leaf = new ssgVtxTable ( GL_TRIANGLE_FAN, vl, NULL, tl, cl );
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leaf->setState( lightmap_state );
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lightmaps->addKid( leaf );
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}
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return NULL;
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}
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ssgBranch* FGTileEntry::gen_runway_lights( ssgVertexArray *points,ssgVertexArray *normal,
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ssgVertexArray *dir, int type[])
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{
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//************** HARD CODED RUNWAY LIGHT TEXTURES BEGIN ************************
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GLuint texEdge, texTaxi, texTouchdown;
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GLuint texThreshold;
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GLuint texVasi, texWhite, texRed, texGreen, texYellow;
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//VASI lights
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setColor(0.0,0.0,1.0,360.0, 0, 0, 0, 0);
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setColor2(10.0, 40.0, 1, 1, 1, 1);
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setColor2(6.0, 40.0, 1, 0.5, 0.5, 1);
|
||||
setColor2(5.0, 40.0, 1, 0, 0, 1);
|
||||
glGenTextures(1, &texVasi);
|
||||
glBindTexture(GL_TEXTURE_2D, texVasi);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, TEXRES_X, TEXRES_Y, 0, GL_RGBA, GL_UNSIGNED_BYTE, env_map);
|
||||
ssgSimpleState *vasi_state;
|
||||
vasi_state = new ssgSimpleState();
|
||||
vasi_state->ref();
|
||||
vasi_state->setTexture( texVasi );
|
||||
vasi_state->disable( GL_LIGHTING );
|
||||
vasi_state->enable( GL_TEXTURE_2D );
|
||||
vasi_state->setShadeModel( GL_SMOOTH );
|
||||
|
||||
//EDGE
|
||||
setColor(0.0,0.0,-1.0,180.0, 1, 1, 0.5, 1);
|
||||
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
|
||||
glGenTextures(1, &texEdge);
|
||||
glBindTexture(GL_TEXTURE_2D, texEdge);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, TEXRES_X, TEXRES_Y, 0, GL_RGBA, GL_UNSIGNED_BYTE, env_map);
|
||||
ssgSimpleState *edge_state;
|
||||
edge_state = new ssgSimpleState();
|
||||
edge_state->ref();
|
||||
edge_state->setTexture( texEdge );
|
||||
edge_state->disable( GL_LIGHTING );
|
||||
edge_state->enable( GL_TEXTURE_2D );
|
||||
edge_state->setShadeModel( GL_SMOOTH );
|
||||
|
||||
//TOUCHDOWN
|
||||
setColor(0.0,0.0,-1.0,180.0, 0, 1, 0, 1);
|
||||
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
|
||||
glGenTextures(1, &texTouchdown);
|
||||
glBindTexture(GL_TEXTURE_2D, texTouchdown);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, TEXRES_X, TEXRES_Y, 0, GL_RGBA, GL_UNSIGNED_BYTE, env_map);
|
||||
ssgSimpleState *touchdown_state;
|
||||
touchdown_state = new ssgSimpleState();
|
||||
touchdown_state->ref();
|
||||
touchdown_state->setTexture( texTouchdown );
|
||||
touchdown_state->disable( GL_LIGHTING );
|
||||
touchdown_state->enable( GL_TEXTURE_2D );
|
||||
touchdown_state->setShadeModel( GL_SMOOTH );
|
||||
|
||||
//THRESHOLD
|
||||
setColor(0.0,0.0,-1.0,180.0, 1, 0, 0, 1);
|
||||
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
|
||||
glGenTextures(1, &texThreshold);
|
||||
glBindTexture(GL_TEXTURE_2D, texThreshold);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, TEXRES_X, TEXRES_Y, 0, GL_RGBA, GL_UNSIGNED_BYTE, env_map);
|
||||
ssgSimpleState *threshold_state;
|
||||
threshold_state = new ssgSimpleState();
|
||||
threshold_state->ref();
|
||||
threshold_state->setTexture( texThreshold );
|
||||
threshold_state->disable( GL_LIGHTING );
|
||||
threshold_state->enable( GL_TEXTURE_2D );
|
||||
threshold_state->setShadeModel( GL_SMOOTH );
|
||||
|
||||
//TAXI
|
||||
setColor(0.0,0.0,-1.0,180.0, 0, 0, 1, 1);
|
||||
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
|
||||
glGenTextures(1, &texTaxi);
|
||||
glBindTexture(GL_TEXTURE_2D, texTaxi);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, TEXRES_X, TEXRES_Y, 0, GL_RGBA, GL_UNSIGNED_BYTE, env_map);
|
||||
ssgSimpleState *taxi_state;
|
||||
taxi_state = new ssgSimpleState();
|
||||
taxi_state->ref();
|
||||
taxi_state->setTexture( texTaxi );
|
||||
taxi_state->disable( GL_LIGHTING );
|
||||
taxi_state->enable( GL_TEXTURE_2D );
|
||||
taxi_state->setShadeModel( GL_SMOOTH );
|
||||
|
||||
//WHITE
|
||||
setColor(0.0,0.0,-1.0,180.0, 1, 1, 1, 1);
|
||||
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
|
||||
glGenTextures(1, &texWhite);
|
||||
glBindTexture(GL_TEXTURE_2D, texWhite);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, TEXRES_X, TEXRES_Y, 0, GL_RGBA, GL_UNSIGNED_BYTE, env_map);
|
||||
ssgSimpleState *white_state;
|
||||
white_state = new ssgSimpleState();
|
||||
white_state->ref();
|
||||
white_state->setTexture( texWhite );
|
||||
white_state->disable( GL_LIGHTING );
|
||||
white_state->enable( GL_TEXTURE_2D );
|
||||
white_state->setShadeModel( GL_SMOOTH );
|
||||
|
||||
//RED
|
||||
setColor(0.0,0.0,-1.0,180.0, 1, 0, 0, 1);
|
||||
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
|
||||
glGenTextures(1, &texRed);
|
||||
glBindTexture(GL_TEXTURE_2D, texRed);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, TEXRES_X, TEXRES_Y, 0, GL_RGBA, GL_UNSIGNED_BYTE, env_map);
|
||||
ssgSimpleState *red_state;
|
||||
red_state = new ssgSimpleState();
|
||||
red_state->ref();
|
||||
red_state->setTexture( texRed );
|
||||
red_state->disable( GL_LIGHTING );
|
||||
red_state->enable( GL_TEXTURE_2D );
|
||||
red_state->setShadeModel( GL_SMOOTH );
|
||||
|
||||
//GREEN
|
||||
setColor(0.0,0.0,-1.0,180.0, 0, 1, 0, 1);
|
||||
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
|
||||
glGenTextures(1, &texGreen);
|
||||
glBindTexture(GL_TEXTURE_2D, texGreen);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, TEXRES_X, TEXRES_Y, 0, GL_RGBA, GL_UNSIGNED_BYTE, env_map);
|
||||
ssgSimpleState *green_state;
|
||||
green_state = new ssgSimpleState();
|
||||
green_state->ref();
|
||||
green_state->setTexture( texGreen );
|
||||
green_state->disable( GL_LIGHTING );
|
||||
green_state->enable( GL_TEXTURE_2D );
|
||||
green_state->setShadeModel( GL_SMOOTH );
|
||||
|
||||
//YELLOW
|
||||
setColor(0.0,0.0,-1.0,180.0, 1, 1, 0, 1);
|
||||
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
|
||||
glGenTextures(1, &texYellow);
|
||||
glBindTexture(GL_TEXTURE_2D, texYellow);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, TEXRES_X, TEXRES_Y, 0, GL_RGBA, GL_UNSIGNED_BYTE, env_map);
|
||||
ssgSimpleState *yellow_state;
|
||||
yellow_state = new ssgSimpleState();
|
||||
yellow_state->ref();
|
||||
yellow_state->setTexture( texYellow );
|
||||
yellow_state->disable( GL_LIGHTING );
|
||||
yellow_state->enable( GL_TEXTURE_2D );
|
||||
yellow_state->setShadeModel( GL_SMOOTH );
|
||||
//************** HARD CODED RUNWAY LIGHT TEXTURES END ************************
|
||||
|
||||
ssgBranch *runway_lights = new ssgBranch;
|
||||
sgVec3 v2,v3,inf,side;
|
||||
|
||||
ssgLeaf *leaf1 = NULL;
|
||||
ssgLeaf *leaf2 = NULL;
|
||||
ssgLeaf *leaf7 = NULL;
|
||||
ssgLeaf *leaf8 = NULL;
|
||||
ssgLeaf *leaf9 = NULL;
|
||||
|
||||
ssgVertexArray *vlw = new ssgVertexArray( 1 );
|
||||
ssgNormalArray *nlw = new ssgNormalArray( 1 );
|
||||
ssgVertexArray *vlt = new ssgVertexArray( 1 );
|
||||
ssgNormalArray *nlt = new ssgNormalArray( 1 );
|
||||
ssgVertexArray *vlr = new ssgVertexArray( 1 );
|
||||
ssgNormalArray *nlr = new ssgNormalArray( 1 );
|
||||
ssgVertexArray *vlg = new ssgVertexArray( 1 );
|
||||
ssgNormalArray *nlg = new ssgNormalArray( 1 );
|
||||
ssgVertexArray *vly = new ssgVertexArray( 1 );
|
||||
ssgNormalArray *nly = new ssgNormalArray( 1 );
|
||||
|
||||
for ( int i = 0; i < points->getNum()-1; i=i++ ) {
|
||||
|
||||
// Allocate ssg structure
|
||||
ssgVertexArray *vl = new ssgVertexArray( 1 );
|
||||
ssgNormalArray *nl = new ssgNormalArray( 1 );
|
||||
ssgVertexArray *vl1 = new ssgVertexArray( 1 );
|
||||
ssgNormalArray *nl1 = new ssgNormalArray( 1 );
|
||||
|
||||
float *n1 = normal->get(i);
|
||||
float *d1 = dir->get(i);
|
||||
|
||||
/* TEMPORARY CODE BEGIN
|
||||
// calculate normal using 1st, 2nd & last vertices of the group
|
||||
sgVec3 n1;
|
||||
sgMakeNormal (n1, points->get(0), points->get(1), points->get(points->getNum()-1) );
|
||||
sgVec3 d1;
|
||||
sgSubVec3(d1,points->get(1),points->get(0));
|
||||
printf("%f %f %f\n",n1[0],n1[1],n1[2]);
|
||||
printf("%f %f %f\n",d1[0],d1[1],d1[2]);
|
||||
type[i] = 2;
|
||||
----TEMPORARY CODE END */
|
||||
|
||||
|
||||
sgNormaliseVec3 ( n1 );
|
||||
sgNormaliseVec3 ( d1 );
|
||||
sgVec3 d2;
|
||||
d2[0] = -d1[0];
|
||||
d2[1] = -d1[1];
|
||||
d2[2] = -d1[2];
|
||||
|
||||
sgVectorProductVec3(side,n1,d1);
|
||||
sgScaleVec3 (inf,n1,-50);
|
||||
sgScaleVec3 (side,5);
|
||||
|
||||
float *v1 = points->get(i);
|
||||
sgAddVec3(v2,v1,inf);
|
||||
sgAddVec3(v3,v2,side);
|
||||
|
||||
if ( type[i] == 1) { //POINT,WHITE
|
||||
|
||||
vlw->add(v1);
|
||||
nlw->add(d1);
|
||||
|
||||
} else if (type[i] == 2) { //POINT,TAXI
|
||||
|
||||
vlt->add(v1);
|
||||
nlt->add(d1);
|
||||
|
||||
} else if (type[i] == 3) { //SINGLE POLYGON,VASI
|
||||
|
||||
vl->add(v1);
|
||||
nl->add(d1);
|
||||
vl->add(v3);
|
||||
nl->add(d1);
|
||||
vl->add(v2);
|
||||
nl->add(d1);
|
||||
|
||||
ssgLeaf *leaf3 = NULL;
|
||||
leaf3 = new ssgVtxTable ( GL_POLYGON, vl, nl, NULL, NULL );
|
||||
leaf3->setState( vasi_state );
|
||||
runway_lights->addKid( leaf3 );
|
||||
|
||||
} else if (type[i] == 4) { //BACK-TO-BACK POLYGONS,TOUCHDOWN/THRESHOLD
|
||||
|
||||
vl->add(v1);
|
||||
nl->add(d1);
|
||||
vl->add(v3);
|
||||
nl->add(d1);
|
||||
vl->add(v2);
|
||||
nl->add(d1);
|
||||
|
||||
vl1->add(v3);
|
||||
nl1->add(d2);
|
||||
vl1->add(v1);
|
||||
nl1->add(d2);
|
||||
vl1->add(v2);
|
||||
nl1->add(d2);
|
||||
|
||||
ssgLeaf *leaf41 = NULL;
|
||||
leaf41 = new ssgVtxTable ( GL_POLYGON, vl, nl, NULL, NULL );
|
||||
leaf41->setState( touchdown_state );
|
||||
runway_lights->addKid( leaf41 );
|
||||
|
||||
ssgLeaf *leaf42 = NULL;
|
||||
leaf42 = new ssgVtxTable ( GL_POLYGON, vl1, nl1, NULL, NULL );
|
||||
leaf42->setState( threshold_state );
|
||||
runway_lights->addKid( leaf42 );
|
||||
|
||||
} else if ( type[i] == 5) { //POINT,WHITE, SEQUENCE LIGHTS (RABBIT)
|
||||
|
||||
vl->add(v1);
|
||||
nl->add(d1);
|
||||
ssgLeaf *leaf5 = NULL;
|
||||
leaf5 = new ssgVtxTable ( GL_POINTS, vl, nl, NULL, NULL );
|
||||
leaf5->setState( white_state );
|
||||
lightmaps_sequence->addKid (leaf5);
|
||||
|
||||
} else if ( type[i] == 6) { //POINT,WHITE, SEQUENCE LIGHTS (RABBIT)
|
||||
|
||||
vl->add(v1);
|
||||
nl->add(d1);
|
||||
ssgLeaf *leaf6 = NULL;
|
||||
leaf6 = new ssgVtxTable ( GL_POINTS, vl, nl, NULL, NULL );
|
||||
leaf6->setState( yellow_state );
|
||||
ols_transform->addKid (leaf6);
|
||||
// DO NOT DELETE THIS CODE - This is to compare a discrete FLOLS (without LOD) with analog FLOLS
|
||||
// lightmaps_sequence->addKid (leaf6);
|
||||
// DO NOT DELETE THIS CODE - This is to compare a discrete FLOLS (without LOD) with analog FLOLS
|
||||
|
||||
} else if (type[i] == 7) { //POINT,RED
|
||||
|
||||
vlr->add(v1);
|
||||
nlr->add(d1);
|
||||
|
||||
} else if (type[i] == 8) { //POINT,GREEN
|
||||
|
||||
vlg->add(v1);
|
||||
nlg->add(d1);
|
||||
|
||||
} else if (type[i] == 9) { //POINT,YELLOW
|
||||
|
||||
vly->add(v1);
|
||||
nly->add(d1);
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
leaf1 = new ssgVtxTable ( GL_POINTS, vlw, nlw, NULL, NULL );
|
||||
leaf1->setState( white_state );
|
||||
runway_lights->addKid( leaf1 );
|
||||
|
||||
leaf2 = new ssgVtxTable ( GL_POINTS, vlt, nlt, NULL, NULL );
|
||||
leaf2->setState( taxi_state );
|
||||
runway_lights->addKid( leaf2 );
|
||||
|
||||
leaf7 = new ssgVtxTable ( GL_POINTS, vlr, nlr, NULL, NULL );
|
||||
leaf7->setState( red_state );
|
||||
runway_lights->addKid( leaf7 );
|
||||
|
||||
leaf8 = new ssgVtxTable ( GL_POINTS, vlg, nlg, NULL, NULL );
|
||||
leaf8->setState( green_state );
|
||||
// DO NOT DELETE THIS CODE - This is to compare a discrete FLOLS (without LOD) with analog FLOLS
|
||||
ols_transform->ref();
|
||||
lightmaps_sequence->addKid (ols_transform);
|
||||
// DO NOT DELETE THIS CODE - This is to compare a discrete FLOLS (without LOD) with analog FLOLS
|
||||
lightmaps_sequence->addKid (leaf8);
|
||||
|
||||
leaf9 = new ssgVtxTable ( GL_POINTS, vly, nly, NULL, NULL );
|
||||
leaf9->setState( yellow_state );
|
||||
runway_lights->addKid( leaf9 );
|
||||
|
||||
lightmaps_sequence->select(0xFFFFFF);
|
||||
return runway_lights;
|
||||
}
|
||||
// ADA
|
||||
|
||||
|
||||
// Free "n" leaf elements of an ssg tree. returns the number of
|
||||
// elements freed. An empty branch node is considered a leaf. This
|
||||
// is intended to spread the load of freeing a complex tile out over
|
||||
// several frames.
|
||||
static int fgPartialFreeSSGtree( ssgBranch *b, int n ) {
|
||||
|
||||
#if 0
|
||||
// for testing: we could call the following two lines and replace
|
||||
// the functionality of this entire function and everything will
|
||||
|
@ -735,7 +234,6 @@ static int fgPartialFreeSSGtree( ssgBranch *b, int n ) {
|
|||
// Clean up the memory used by this tile and delete the arrays used by
|
||||
// ssg as well as the whole ssg branch
|
||||
bool FGTileEntry::free_tile() {
|
||||
int i;
|
||||
int delete_size = 100;
|
||||
SG_LOG( SG_TERRAIN, SG_DEBUG,
|
||||
"FREEING TILE = (" << tile_bucket << ")" );
|
||||
|
@ -743,32 +241,8 @@ bool FGTileEntry::free_tile() {
|
|||
SG_LOG( SG_TERRAIN, SG_DEBUG, "(start) free_tracker = " << free_tracker );
|
||||
|
||||
if ( !(free_tracker & NODES) ) {
|
||||
SG_LOG( SG_TERRAIN, SG_DEBUG,
|
||||
" deleting " << nodes.size() << " nodes" );
|
||||
nodes.clear();
|
||||
|
||||
free_tracker |= NODES;
|
||||
} else if ( !(free_tracker & VEC_PTRS) ) {
|
||||
// delete the vector pointers
|
||||
SG_LOG( SG_TERRAIN, SG_DEBUG,
|
||||
" deleting (leaf data) vertex, normal, and "
|
||||
<< " texture coordinate arrays" );
|
||||
|
||||
for ( i = 0; i < (int)vec3_ptrs.size(); ++i ) {
|
||||
delete [] vec3_ptrs[i];
|
||||
}
|
||||
vec3_ptrs.clear();
|
||||
|
||||
for ( i = 0; i < (int)vec2_ptrs.size(); ++i ) {
|
||||
delete [] vec2_ptrs[i];
|
||||
}
|
||||
vec2_ptrs.clear();
|
||||
|
||||
for ( i = 0; i < (int)index_ptrs.size(); ++i ) {
|
||||
delete index_ptrs[i];
|
||||
}
|
||||
index_ptrs.clear();
|
||||
|
||||
free_tracker |= VEC_PTRS;
|
||||
} else if ( !(free_tracker & TERRA_NODE) ) {
|
||||
// delete the terrain branch (this should already have been
|
||||
|
@ -802,15 +276,8 @@ bool FGTileEntry::free_tile() {
|
|||
ssgDeRefDelete( taxi_lights_transform );
|
||||
free_tracker |= TAXI_LIGHTS;
|
||||
}
|
||||
} else if ( !(free_tracker & LIGHTMAPS) && lightmaps_transform ) {
|
||||
// ADA
|
||||
// delete the terrain lighting branch (this should already have been
|
||||
// disconnected from the scene graph)
|
||||
SG_LOG( SG_TERRAIN, SG_DEBUG, "FREEING lightmaps_transform" );
|
||||
if ( fgPartialFreeSSGtree( lightmaps_transform, delete_size ) == 0 ) {
|
||||
ssgDeRefDelete( lightmaps_transform );
|
||||
free_tracker |= LIGHTMAPS;
|
||||
}
|
||||
} else if ( !(free_tracker & LIGHTMAPS) ) {
|
||||
free_tracker |= LIGHTMAPS;
|
||||
} else {
|
||||
return true;
|
||||
}
|
||||
|
@ -975,57 +442,6 @@ void FGTileEntry::prep_ssg_node( const Point3D& p, sgVec3 up, float vis) {
|
|||
// gnd_lights_brightness->select(0x00);
|
||||
// }
|
||||
}
|
||||
|
||||
// ADA
|
||||
// Transform & Render runway lights - 23 Mar 2001
|
||||
sgSetVec3( sgTrans, offset.x(), offset.y(), offset.z() );
|
||||
if ( lightmaps_transform ) {
|
||||
static unsigned int selectnode = 0;
|
||||
// Run-time extension check.
|
||||
if (!glutExtensionSupported("GL_EXT_point_parameters")) {
|
||||
//use lightmaps on billboarded polygons
|
||||
} else {
|
||||
// using GL_EXT_point_parameters
|
||||
|
||||
// This part is same as ground-lights code above by Curt
|
||||
sgVec3 lift_vec;
|
||||
sgCopyVec3( lift_vec, up );
|
||||
|
||||
double agl1;
|
||||
agl1 = globals->get_current_view()->getAltitudeASL_ft()
|
||||
* SG_FEET_TO_METER - globals->get_scenery()->get_cur_elev();
|
||||
|
||||
// sgTrans just happens to be the
|
||||
// vector from scenery center to the center of this tile which
|
||||
// is what we want to calculate the distance of
|
||||
sgVec3 to1;
|
||||
sgCopyVec3( to1, sgTrans );
|
||||
double dist1 = sgLengthVec3( to1 );
|
||||
|
||||
if ( general.get_glDepthBits() > 16 ) {
|
||||
sgScaleVec3( lift_vec, 0.0 + agl1 / 2000.0 + dist1 / 10000 );
|
||||
} else {
|
||||
sgScaleVec3( lift_vec, 0.0 + agl1 / 20.0 + dist1 / 5000 );
|
||||
}
|
||||
sgAddVec3( sgTrans, lift_vec );
|
||||
lightmaps_transform->setTransform( sgTrans );
|
||||
|
||||
float sun_angle1 = cur_light_params.sun_angle * SGD_RADIANS_TO_DEGREES;
|
||||
if ( (sun_angle1 > 89) ) {
|
||||
lightmaps_brightness->select(0x01);
|
||||
selectnode *=2;
|
||||
selectnode = selectnode | 0x000001;
|
||||
if (selectnode > 0xFFFFFF) selectnode = 1;
|
||||
lightmaps_sequence->select(selectnode);
|
||||
} else {
|
||||
lightmaps_brightness->select(0x00);
|
||||
lightmaps_sequence->select(0x000000);
|
||||
}
|
||||
} // end of GL_EXT_point_parameters section
|
||||
|
||||
} // end of runway lights section
|
||||
// ADA
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
@ -1173,13 +589,6 @@ FGTileEntry::load( const SGPath& base, bool is_base )
|
|||
// obj_load() will generate ground lighting for us ...
|
||||
ssgVertexArray *light_pts = new ssgVertexArray( 100 );
|
||||
|
||||
// ADA
|
||||
ssgVertexArray *lights_rway = new ssgVertexArray( 100 );
|
||||
ssgVertexArray *lights_dir = new ssgVertexArray( 100 );
|
||||
ssgVertexArray *lights_normal = new ssgVertexArray( 100 );
|
||||
int lights_type[FG_MAX_LIGHTS];
|
||||
// ADA
|
||||
|
||||
ssgBranch* new_tile = new ssgBranch;
|
||||
|
||||
// Check for master .stg (scene terra gear) file
|
||||
|
@ -1422,37 +831,6 @@ FGTileEntry::load( const SGPath& base, bool is_base )
|
|||
SG_LOG( SG_TERRAIN, SG_DEBUG, "adding taxi lights" );
|
||||
taxi_lights_transform->setTransform( &sgcoord );
|
||||
}
|
||||
|
||||
// ADA
|
||||
// Create runway lights - 23 Mar 2001
|
||||
lightmaps_transform = NULL;
|
||||
lightmaps_sequence = NULL;
|
||||
ols_transform = NULL;
|
||||
// lightmaps_range = NULL;
|
||||
|
||||
if ( lights_rway->getNum() ) {
|
||||
SG_LOG( SG_TERRAIN, SG_DEBUG, "generating airport lights" );
|
||||
lightmaps_transform = new ssgTransform;
|
||||
// lightmaps_range = new ssgRangeSelector;
|
||||
lightmaps_brightness = new ssgSelector;
|
||||
lightmaps_sequence = new ssgSelector;
|
||||
ols_transform = new ssgTransform;
|
||||
ssgBranch *lightmaps_branch;
|
||||
|
||||
// call function to generate the runway lights
|
||||
lightmaps_branch = gen_runway_lights( lights_rway,
|
||||
lights_normal, lights_dir, lights_type);
|
||||
lightmaps_brightness->addKid( lightmaps_branch );
|
||||
|
||||
// build the runway lights' scene
|
||||
// lightmaps_range->addKid( lightmaps_brightness ); //dont know why this doesnt work !!
|
||||
// lightmaps_transform->addKid( lightmaps_range ); //dont know why this doesnt work !!
|
||||
lightmaps_transform->addKid( lightmaps_brightness );
|
||||
lightmaps_sequence->setTraversalMaskBits( SSGTRAV_HOT );
|
||||
lightmaps_transform->addKid( lightmaps_sequence );
|
||||
lightmaps_transform->setTransform( &sgcoord );
|
||||
}
|
||||
// ADA
|
||||
}
|
||||
|
||||
|
||||
|
@ -1494,15 +872,6 @@ FGTileEntry::add_ssg_nodes( ssgBranch* terrain_branch,
|
|||
taxi_lights_branch->addKid( taxi_lights_transform );
|
||||
}
|
||||
|
||||
// ADA
|
||||
if ( lightmaps_transform != 0 ) {
|
||||
// bump up the ref count so we can remove this later without
|
||||
// having ssg try to free the memory.
|
||||
lightmaps_transform->ref();
|
||||
gnd_lights_branch->addKid( lightmaps_transform );
|
||||
}
|
||||
// ADA
|
||||
|
||||
loaded = true;
|
||||
}
|
||||
|
||||
|
@ -1603,29 +972,4 @@ FGTileEntry::disconnect_ssg_nodes()
|
|||
exit(-1);
|
||||
}
|
||||
}
|
||||
|
||||
// ADA
|
||||
//runway lights - 23 Mar 2001
|
||||
// Delete runway lights and free memory
|
||||
if ( lightmaps_transform ) {
|
||||
// delete the runway lighting branch
|
||||
pcount = lightmaps_transform->getNumParents();
|
||||
if ( pcount > 0 ) {
|
||||
// find the first parent (should only be one)
|
||||
ssgBranch *parent = lightmaps_transform->getParent( 0 ) ;
|
||||
if( parent ) {
|
||||
parent->removeKid( lightmaps_transform );
|
||||
lightmaps_transform = NULL;
|
||||
} else {
|
||||
SG_LOG( SG_TERRAIN, SG_ALERT,
|
||||
"lightmaps parent pointer is NULL! Dying" );
|
||||
exit(-1);
|
||||
}
|
||||
} else {
|
||||
SG_LOG( SG_TERRAIN, SG_ALERT,
|
||||
"Parent count is zero for an ssg lightmap tile! Dying" );
|
||||
exit(-1);
|
||||
}
|
||||
}
|
||||
// ADA
|
||||
}
|
||||
|
|
|
@ -97,17 +97,6 @@ class FGTileEntry {
|
|||
|
||||
public:
|
||||
|
||||
/* CLO123 FROM HERE TO THE CORRESPONDING MARKER ARE THINGS THAT
|
||||
CAN BE DELETED AFTER WE DROP THE ASCII SCENERY FORMAT */
|
||||
typedef vector < sgVec3 * > free_vec3_list;
|
||||
typedef vector < sgVec2 * > free_vec2_list;
|
||||
typedef vector < unsigned short * > free_index_list;
|
||||
|
||||
// node list
|
||||
point_list nodes;
|
||||
int ncount;
|
||||
/* CLO123 MARKER */
|
||||
|
||||
// global tile culling data
|
||||
Point3D center;
|
||||
double bounding_radius;
|
||||
|
@ -116,12 +105,6 @@ public:
|
|||
// this tile's official location in the world
|
||||
SGBucket tile_bucket;
|
||||
|
||||
// list of pointers to memory chunks that need to be freed when
|
||||
// tile entry goes away
|
||||
free_vec3_list vec3_ptrs;
|
||||
free_vec2_list vec2_ptrs;
|
||||
free_index_list index_ptrs;
|
||||
|
||||
private:
|
||||
|
||||
// ssg tree structure for this tile is as follows:
|
||||
|
@ -149,18 +132,6 @@ private:
|
|||
// want based on lighting conditions.
|
||||
ssgSelector *gnd_lights_brightness;
|
||||
|
||||
// ADA --->
|
||||
// Runway centre coords.
|
||||
Point3D rway_center; // Reqd. for switching as function of distance from runway center
|
||||
//pointers for Runway lights
|
||||
ssgTransform *lightmaps_transform; // branch for runway lights
|
||||
ssgRangeSelector *lightmaps_range; // tried to maintain same structure as Curt's ground
|
||||
ssgSelector *lightmaps_brightness; // selector node for points/ lightmaps
|
||||
|
||||
ssgSimpleState *lightmap_state; // OpenGL state of the polygons that make up runway lights
|
||||
ssgVertexArray *light_points; // array of runway light coords.
|
||||
// <--- ADA
|
||||
|
||||
/**
|
||||
* Indicates this tile has been loaded from a file and connected
|
||||
* into the scene graph. Note that this may be set asynchronously
|
||||
|
@ -201,12 +172,6 @@ private:
|
|||
|
||||
public:
|
||||
|
||||
// ADA --->
|
||||
ssgTransform *ols_transform; // transform node for flols simulation
|
||||
ssgSelector *lightmaps_sequence; // selector node for points/ lightmaps
|
||||
ssgBranch* gen_runway_lights(ssgVertexArray *points,ssgVertexArray *normal, ssgVertexArray *dir, int *type);
|
||||
// <--- ADA
|
||||
|
||||
// Constructor
|
||||
FGTileEntry( const SGBucket& b );
|
||||
|
||||
|
|
Loading…
Add table
Reference in a new issue