Optimization by Norman Vine.
This commit is contained in:
parent
032806000b
commit
780814812a
1 changed files with 186 additions and 87 deletions
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@ -53,10 +53,22 @@
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#include "tilecache.hxx"
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#include "tilecache.hxx"
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// to test clipping speedup in fgTileMgrRender()
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#if defined ( USE_FAST_FOV_CLIP )
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// #define TEST_FOV_CLIP
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// #define TEST_ELEV
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#endif
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#define FG_LOCAL_X_Y 81 // max(o->tile_diameter) ** 2
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#define FG_LOCAL_X_Y 81 // max(o->tile_diameter) ** 2
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#define FG_SQUARE( X ) ( (X) * (X) )
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#define FG_SQUARE( X ) ( (X) * (X) )
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#ifdef WIN32
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# define FG_MEM_COPY(to,from,n) memcpy(to, from, n)
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#else
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# define FG_MEM_COPY(to,from,n) bcopy(from, to, n)
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#endif
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// closest (potentially viewable) tiles, centered on current tile.
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// closest (potentially viewable) tiles, centered on current tile.
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// This is an array of pointers to cache indexes.
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// This is an array of pointers to cache indexes.
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@ -237,10 +249,55 @@ static double point_line_dist_squared( fgPoint3d *tc, fgPoint3d *vp,
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// Calculate if point/radius is inside view frustum
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// Calculate if point/radius is inside view frustum
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static int viewable( fgPoint3d *cp, double radius ) {
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static int viewable( fgPoint3d *cp, double radius ) {
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int viewable = 1; // start by assuming it's viewable
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double x1, y1;
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/********************************/
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#if defined( USE_FAST_FOV_CLIP ) // views.hxx
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/********************************/
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MAT3vec eye;
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double *mat;
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double x, y, z;
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x = cp->x;
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y = cp->y;
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z = cp->z;
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mat = (double *)(current_view.WORLD_TO_EYE);
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eye[0] = (x*mat[0] + y*mat[4] + z*mat[8] + mat[12]) * current_view.slope_x;
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eye[1] = (x*mat[1] + y*mat[5] + z*mat[9] + mat[13]) * current_view.slope_y;
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eye[2] = x*mat[2] + y*mat[6] + z*mat[10] + mat[14];
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// Check near and far clip plane
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if( ( eye[2] > radius ) ||
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( eye[2] + radius + current_weather.visibility < 0) )
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{
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return(0);
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}
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// check right and left clip plane (from eye perspective)
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x1 = radius * current_view.fov_x_clip;
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if( (eye[2] > -(eye[0]+x1)) || (eye[2] > (eye[0]-x1)) )
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{
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return(0);
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}
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// check bottom and top clip plane (from eye perspective)
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y1 = radius * current_view.fov_y_clip;
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if( (eye[2] > -(eye[1]+y1)) || (eye[2] > (eye[1]-y1)) )
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{
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return(0);
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}
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/********************************/
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#else // DO NOT USE_FAST_FOV_CLIP
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/********************************/
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fgVIEW *v;
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fgVIEW *v;
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MAT3hvec world, eye;
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MAT3hvec world, eye;
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int viewable = 1; // start by assuming it's viewable
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double x0, slope;
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double x0, x1, y1, slope;
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v = ¤t_view;
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v = ¤t_view;
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@ -318,10 +375,50 @@ static int viewable( fgPoint3d *cp, double radius ) {
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return(0);
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return(0);
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}
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}
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#endif // defined( USE_FAST_FOV_CLIP )
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return(viewable);
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return(viewable);
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}
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}
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// NEW
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// inrange() IS THIS POINT WITHIN POSSIBLE VIEWING RANGE ?
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// calculate distance from vertical tangent line at
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// current position to center of object.
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// this is equivalent to
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// dist = point_line_dist_squared( &(t->center), &(v->abs_view_pos),
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// v->local_up );
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// if ( dist < FG_SQUARE(t->bounding_radius) ) {
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//
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// the compiler should inline this for us
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static int
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inrange( const double radius, const fgPoint3d *center, const fgPoint3d *vp,
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const MAT3vec up)
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{
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MAT3vec u, u1, v;
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// double tmp;
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// u = p - p0
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u[0] = center->x - vp->x;
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u[1] = center->y - vp->y;
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u[2] = center->z - vp->z;
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// calculate the projection, u1, of u along d.
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// u1 = ( dot_prod(u, d) / dot_prod(d, d) ) * d;
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MAT3_SCALE_VEC(u1, up,
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(MAT3_DOT_PRODUCT(u, up) / MAT3_DOT_PRODUCT(up, up)) );
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// v = u - u1 = vector from closest point on line, p1, to the
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// original point, p.
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MAT3_SUB_VEC(v, u, u1);
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return( FG_SQUARE(radius) >= MAT3_DOT_PRODUCT(v, v));
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}
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// Determine scenery altitude. Normally this just happens when we
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// Determine scenery altitude. Normally this just happens when we
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// render the scene, but we'd also like to be able to do this
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// render the scene, but we'd also like to be able to do this
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// explicitely. lat & lon are in radians. abs_view_pos in meters.
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// explicitely. lat & lon are in radians. abs_view_pos in meters.
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@ -348,8 +445,6 @@ double fgTileMgrCurElev( double lon, double lat, fgPoint3d *abs_view_pos ) {
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local_up[1] = abs_view_pos->y;
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local_up[1] = abs_view_pos->y;
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local_up[2] = abs_view_pos->z;
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local_up[2] = abs_view_pos->z;
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tile_diameter = current_options.get_tile_diameter();
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// Find current translation offset
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// Find current translation offset
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fgBucketFind(lon * RAD_TO_DEG, lat * RAD_TO_DEG, &p);
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fgBucketFind(lon * RAD_TO_DEG, lat * RAD_TO_DEG, &p);
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index = c->Exists(&p);
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index = c->Exists(&p);
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@ -368,55 +463,48 @@ double fgTileMgrCurElev( double lon, double lat, fgPoint3d *abs_view_pos ) {
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lon * RAD_TO_DEG, lat * RAD_TO_DEG,
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lon * RAD_TO_DEG, lat * RAD_TO_DEG,
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p.lon, p.lat, p.x, p.y, fgBucketGenIndex(&p) );
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p.lon, p.lat, p.x, p.y, fgBucketGenIndex(&p) );
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// traverse the potentially viewable tile list
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// calculate tile offset
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for ( i = 0; i < (tile_diameter * tile_diameter); i++ ) {
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x = (t->offset.x = t->center.x - scenery.center.x);
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index = tiles[i];
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y = (t->offset.y = t->center.y - scenery.center.y);
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// fgPrintf( FG_TERRAIN, FG_DEBUG, "Index = %d\n", index);
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z = (t->offset.z = t->center.z - scenery.center.z);
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t = c->GetTile(index);
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// calculate tile offset
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// calc current terrain elevation calculate distance from
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x = (t->offset.x = t->center.x - scenery.center.x);
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// vertical tangent line at current position to center of
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y = (t->offset.y = t->center.y - scenery.center.y);
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// tile.
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z = (t->offset.z = t->center.z - scenery.center.z);
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// calc current terrain elevation calculate distance from
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/* printf("distance squared = %.2f, bounding radius = %.2f\n",
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// vertical tangent line at current position to center of
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point_line_dist_squared(&(t->offset), &(v->view_pos),
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// tile.
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v->local_up), t->bounding_radius); */
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/* printf("distance squared = %.2f, bounding radius = %.2f\n",
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dist = point_line_dist_squared( &(t->center), abs_view_pos,
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point_line_dist_squared(&(t->offset), &(v->view_pos),
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v->local_up), t->bounding_radius); */
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dist = point_line_dist_squared( &(t->center), abs_view_pos,
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local_up );
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local_up );
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if ( dist < FG_SQUARE(t->bounding_radius) ) {
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if ( dist < FG_SQUARE(t->bounding_radius) ) {
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// traverse fragment list for tile
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// traverse fragment list for tile
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current = t->fragment_list.begin();
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current = t->fragment_list.begin();
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last = t->fragment_list.end();
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last = t->fragment_list.end();
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while ( current != last ) {
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while ( current != last ) {
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frag_ptr = &(*current);
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frag_ptr = &(*current);
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current++;
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current++;
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/* printf("distance squared = %.2f, bounding radius = %.2f\n",
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/* printf("distance squared = %.2f, bounding radius = %.2f\n",
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point_line_dist_squared( &(frag_ptr->center),
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point_line_dist_squared( &(frag_ptr->center),
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&abs_view_pos), local_up),
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&abs_view_pos), local_up),
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frag_ptr->bounding_radius); */
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frag_ptr->bounding_radius); */
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dist = point_line_dist_squared( &(frag_ptr->center),
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dist = point_line_dist_squared( &(frag_ptr->center),
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abs_view_pos, local_up);
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abs_view_pos, local_up);
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if ( dist <= FG_SQUARE(frag_ptr->bounding_radius) ) {
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if ( dist <= FG_SQUARE(frag_ptr->bounding_radius) ) {
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if ( frag_ptr->intersect( abs_view_pos,
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if ( frag_ptr->intersect( abs_view_pos,
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&earth_center, 0, &result ) ) {
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&earth_center, 0, &result ) ) {
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// compute geocentric coordinates of tile center
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// compute geocentric coordinates of tile center
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pp = fgCartToPolar3d(result);
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pp = fgCartToPolar3d(result);
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// convert to geodetic coordinates
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// convert to geodetic coordinates
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fgGeocToGeod(pp.lat, pp.radius, &lat_geod,
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fgGeocToGeod(pp.lat, pp.radius, &lat_geod,
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&alt, &sea_level_r);
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&alt, &sea_level_r);
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// printf("alt = %.2f\n", alt);
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// printf("alt = %.2f\n", alt);
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// exit since we found an intersection
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// exit since we found an intersection
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return(alt);
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return(alt);
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}
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}
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}
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}
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}
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}
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}
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@ -427,6 +515,36 @@ double fgTileMgrCurElev( double lon, double lat, fgPoint3d *abs_view_pos ) {
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}
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}
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// NEW for legibility
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// update this tile's geometry for current view
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// The Compiler should inline this
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static void
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update_tile_geometry( fgTILE *t, GLdouble *MODEL_VIEW)
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{
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GLdouble *m;
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double x, y, z;
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// calculate tile offset
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x = (t->offset.x = t->center.x - scenery.center.x);
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y = (t->offset.y = t->center.y - scenery.center.y);
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z = (t->offset.z = t->center.z - scenery.center.z);
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m = t->model_view;
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// Calculate the model_view transformation matrix for this tile
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FG_MEM_COPY( m, MODEL_VIEW, 16*sizeof(GLdouble) );
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// This is equivalent to doing a glTranslatef(x, y, z);
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m[12] += (m[0]*x + m[4]*y + m[8] *z);
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m[13] += (m[1]*x + m[5]*y + m[9] *z);
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m[14] += (m[2]*x + m[6]*y + m[10]*z);
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// m[15] += (m[3]*x + m[7]*y + m[11]*z);
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// m[3] m7[] m[11] are 0.0 see LookAt() in views.cxx
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// so m[15] is unchanged
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}
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// Render the local tiles
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// Render the local tiles
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void fgTileMgrRender( void ) {
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void fgTileMgrRender( void ) {
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fgTILECACHE *c;
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fgTILECACHE *c;
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@ -479,6 +597,9 @@ void fgTileMgrRender( void ) {
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material_mgr.init_transient_material_lists();
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material_mgr.init_transient_material_lists();
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min_dist = 100000.0;
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min_dist = 100000.0;
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scenery.cur_elev = fgTileMgrCurElev( FG_Longitude, FG_Latitude,
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&(v->abs_view_pos) );
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// Pass 1
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// Pass 1
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// traverse the potentially viewable tile list
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// traverse the potentially viewable tile list
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for ( i = 0; i < (tile_diameter * tile_diameter); i++ ) {
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for ( i = 0; i < (tile_diameter * tile_diameter); i++ ) {
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m[14] = m[2] * x + m[6] * y + m[10] * z + m[14];
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m[14] = m[2] * x + m[6] * y + m[10] * z + m[14];
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m[15] = m[3] * x + m[7] * y + m[11] * z + m[15];
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m[15] = m[3] * x + m[7] * y + m[11] * z + m[15];
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// temp ... calc current terrain elevation
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#if defined( TEST_FOV_CLIP )
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// calculate distance from vertical tangent line at
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if( viewable(&(t->offset), t->bounding_radius) !=
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// current position to center of tile.
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viewable2(&(t->offset), t->bounding_radius) )
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{
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/* printf("distance squared = %.2f, bounding radius = %.2f\n",
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printf("FOV PROBLEM\n");
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point_line_dist_squared(&(t->offset), &(v->view_pos),
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exit(10);
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v->local_up), t->bounding_radius); */
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dist = point_line_dist_squared( &(t->center), &(v->abs_view_pos),
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v->local_up );
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if ( dist < FG_SQUARE(t->bounding_radius) ) {
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// traverse fragment list for tile
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current = t->fragment_list.begin();
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last = t->fragment_list.end();
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while ( current != last ) {
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frag_ptr = &(*current);
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current++;
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/* printf("distance squared = %.2f, bounding radius = %.2f\n",
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point_line_dist_squared( &(frag_ptr->center),
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&(v->abs_view_pos), v->local_up),
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frag_ptr->bounding_radius); */
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dist = point_line_dist_squared( &(frag_ptr->center),
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&(v->abs_view_pos), v->local_up);
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if ( dist <= FG_SQUARE(frag_ptr->bounding_radius) ) {
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if ( frag_ptr->intersect( &(v->abs_view_pos),
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&earth_center, 0, &result ) ) {
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// compute geocentric coordinates of tile center
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pp = fgCartToPolar3d(result);
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// convert to geodetic coordinates
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fgGeocToGeod(pp.lat, pp.radius, &lat_geod,
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&alt, &sea_level_r);
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// printf("alt = %.2f\n", alt);
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scenery.cur_elev = alt;
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// exit this loop since we found an intersection
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break;
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}
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}
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}
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}
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}
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#endif // defined( TEST_FOV_CLIP )
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// Course (tile based) culling
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// Course (tile based) culling
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if ( viewable(&(t->offset), t->bounding_radius) ) {
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if ( viewable(&(t->offset), t->bounding_radius) ) {
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@ -567,6 +654,15 @@ void fgTileMgrRender( void ) {
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frag_offset.y = frag_ptr->center.y - scenery.center.y;
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frag_offset.y = frag_ptr->center.y - scenery.center.y;
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frag_offset.z = frag_ptr->center.z - scenery.center.z;
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frag_offset.z = frag_ptr->center.z - scenery.center.z;
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#if defined( TEST_FOV_CLIP )
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radius = frag_ptr->bounding_radius*2;
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if ( viewable(&frag_offset, radius) !=
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viewable2(&frag_offset, radius) ) {
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printf("FOV PROBLEM\n");
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exit(10);
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}
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#endif // defined( TEST_FOV_CLIP )
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if ( viewable(&frag_offset, frag_ptr->bounding_radius*2) ) {
|
if ( viewable(&frag_offset, frag_ptr->bounding_radius*2) ) {
|
||||||
// add to transient per-material property fragment list
|
// add to transient per-material property fragment list
|
||||||
// frag_ptr->tile_offset.x = t->offset.x;
|
// frag_ptr->tile_offset.x = t->offset.x;
|
||||||
|
@ -679,6 +775,9 @@ void fgTileMgrRender( void ) {
|
||||||
|
|
||||||
|
|
||||||
// $Log$
|
// $Log$
|
||||||
|
// Revision 1.33 1998/09/08 15:05:10 curt
|
||||||
|
// Optimization by Norman Vine.
|
||||||
|
//
|
||||||
// Revision 1.32 1998/08/25 16:52:44 curt
|
// Revision 1.32 1998/08/25 16:52:44 curt
|
||||||
// material.cxx material.hxx obj.cxx obj.hxx texload.c texload.h moved to
|
// material.cxx material.hxx obj.cxx obj.hxx texload.c texload.h moved to
|
||||||
// ../Objects
|
// ../Objects
|
||||||
|
|
Loading…
Reference in a new issue