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Implimented fragment level view frustum culling.

This commit is contained in:
curt 1998-05-24 02:49:09 +00:00
parent 4c1ec83f52
commit 922f9e9ba1
3 changed files with 343 additions and 321 deletions

View file

@ -1,27 +1,25 @@
/* // obj.cxx -- routines to handle "sorta" WaveFront .obj format files.
* obj.cxx -- routines to handle "sorta" WaveFront .obj format files. //
* // Written by Curtis Olson, started October 1997.
* Written by Curtis Olson, started October 1997. //
* // Copyright (C) 1997 Curtis L. Olson - curt@infoplane.com
* Copyright (C) 1997 Curtis L. Olson - curt@infoplane.com //
* // This program is free software; you can redistribute it and/or
* This program is free software; you can redistribute it and/or // modify it under the terms of the GNU General Public License as
* modify it under the terms of the GNU General Public License as // published by the Free Software Foundation; either version 2 of the
* published by the Free Software Foundation; either version 2 of the // License, or (at your option) any later version.
* License, or (at your option) any later version. //
* // This program is distributed in the hope that it will be useful, but
* This program is distributed in the hope that it will be useful, but // WITHOUT ANY WARRANTY; without even the implied warranty of
* WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU // General Public License for more details.
* General Public License for more details. //
* // You should have received a copy of the GNU General Public License
* You should have received a copy of the GNU General Public License // along with this program; if not, write to the Free Software
* along with this program; if not, write to the Free Software // Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
* Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. //
* // $Id$
* $Id$ // (Log is kept at end of this file)
* (Log is kept at end of this file)
**************************************************************************/
#ifdef HAVE_CONFIG_H #ifdef HAVE_CONFIG_H
@ -56,7 +54,7 @@ static double nodes[MAXNODES][3];
static double normals[MAXNODES][3]; static double normals[MAXNODES][3];
/* given three points defining a triangle, calculate the normal */ // given three points defining a triangle, calculate the normal
static void calc_normal(double p1[3], double p2[3], static void calc_normal(double p1[3], double p2[3],
double p3[3], double normal[3]) double p3[3], double normal[3])
{ {
@ -69,8 +67,8 @@ static void calc_normal(double p1[3], double p2[3],
MAT3cross_product(normal, v1, v2); MAT3cross_product(normal, v1, v2);
MAT3_NORMALIZE_VEC(normal,temp); MAT3_NORMALIZE_VEC(normal,temp);
/* fgPrintf( FG_TERRAIN, FG_DEBUG, " Normal = %.2f %.2f %.2f\n", // fgPrintf( FG_TERRAIN, FG_DEBUG, " Normal = %.2f %.2f %.2f\n",
normal[0], normal[1], normal[2]);*/ // normal[0], normal[1], normal[2]);
} }
@ -95,7 +93,7 @@ fgPolarPoint3d calc_tex_coords(double *node, fgCartesianPoint3d *ref) {
} }
/* Load a .obj file and build the GL fragment list */ // Load a .obj file and build the GL fragment list
int fgObjLoad(char *path, fgTILE *tile) { int fgObjLoad(char *path, fgTILE *tile) {
fgOPTIONS *o; fgOPTIONS *o;
fgFRAGMENT fragment; fgFRAGMENT fragment;
@ -106,7 +104,7 @@ int fgObjLoad(char *path, fgTILE *tile) {
// GLfloat sgenparams[] = { 1.0, 0.0, 0.0, 0.0 }; // GLfloat sgenparams[] = { 1.0, 0.0, 0.0, 0.0 };
GLint display_list; GLint display_list;
fgFile f; fgFile f;
int first, ncount, vncount, n1, n2, n3, n4; int in_fragment, in_faces, ncount, vncount, n1, n2, n3, n4;
int last1, last2, odd; int last1, last2, odd;
o = &current_options; o = &current_options;
@ -131,50 +129,43 @@ int fgObjLoad(char *path, fgTILE *tile) {
} }
} }
display_list = xglGenLists(1); in_fragment = 0;
xglNewList(display_list, GL_COMPILE);
first = 1;
ncount = 1; ncount = 1;
vncount = 1; vncount = 1;
tile->bounding_radius = 0.0; tile->bounding_radius = 0.0;
while ( fggets(f, line, 250) != NULL ) { while ( fggets(f, line, 250) != NULL ) {
if ( line[0] == '#' ) { if ( line[0] == '#' ) {
/* comment -- ignore */ // comment -- ignore
} else if ( line[0] == '\n' ) { } else if ( line[0] == '\n' ) {
/* empty line -- ignore */ // empty line -- ignore
} else if ( strncmp(line, "gb ", 3) == 0 ) { } else if ( strncmp(line, "gbs ", 4) == 0 ) {
/* reference point (center offset) */ // reference point (center offset)
sscanf(line, "gb %lf %lf %lf %lf\n", sscanf(line, "gbs %lf %lf %lf %lf\n",
&tile->center.x, &tile->center.y, &tile->center.z, &tile->center.x, &tile->center.y, &tile->center.z,
&tile->bounding_radius); &tile->bounding_radius);
} else if ( strncmp(line, "bs ", 3) == 0 ) {
// reference point (center offset)
sscanf(line, "bs %lf %lf %lf %lf\n",
&fragment.center.x, &fragment.center.y, &fragment.center.z,
&fragment.bounding_radius);
} else if ( strncmp(line, "v ", 2) == 0 ) { } else if ( strncmp(line, "v ", 2) == 0 ) {
/* node (vertex) */ // node (vertex)
if ( ncount < MAXNODES ) { if ( ncount < MAXNODES ) {
/* fgPrintf( FG_TERRAIN, FG_DEBUG, "vertex = %s", line); */ // fgPrintf( FG_TERRAIN, FG_DEBUG, "vertex = %s", line);
sscanf(line, "v %lf %lf %lf\n", sscanf(line, "v %lf %lf %lf\n",
&nodes[ncount][0], &nodes[ncount][1], &nodes[ncount][0], &nodes[ncount][1],
&nodes[ncount][2]); &nodes[ncount][2]);
// temporary code to calculate bounding radius
// dist = calc_dist(nodes[ncount]);
// printf("node = %.2f %.2f %.2f dist = %.2f\n",
// nodes[ncount][0], nodes[ncount][1], nodes[ncount][2],
// dist);
// if ( (dist > *radius) && (dist < 100000.0) ) {
// *radius = dist;
// }
ncount++; ncount++;
} else { } else {
fgPrintf( FG_TERRAIN, FG_EXIT, fgPrintf( FG_TERRAIN, FG_EXIT,
"Read too many nodes ... dying :-(\n"); "Read too many nodes ... dying :-(\n");
} }
} else if ( strncmp(line, "vn ", 3) == 0 ) { } else if ( strncmp(line, "vn ", 3) == 0 ) {
/* vertex normal */ // vertex normal
if ( vncount < MAXNODES ) { if ( vncount < MAXNODES ) {
/* fgPrintf( FG_TERRAIN, FG_DEBUG, "vertex normal = %s", line); */ // fgPrintf( FG_TERRAIN, FG_DEBUG, "vertex normal = %s", line);
sscanf(line, "vn %lf %lf %lf\n", sscanf(line, "vn %lf %lf %lf\n",
&normals[vncount][0], &normals[vncount][1], &normals[vncount][0], &normals[vncount][1],
&normals[vncount][2]); &normals[vncount][2]);
@ -184,25 +175,38 @@ int fgObjLoad(char *path, fgTILE *tile) {
"Read too many vertex normals ... dying :-(\n"); "Read too many vertex normals ... dying :-(\n");
} }
} else if ( strncmp(line, "usemtl ", 7) == 0 ) { } else if ( strncmp(line, "usemtl ", 7) == 0 ) {
/* material property specification */ // material property specification
// this also signals the start of a new fragment
if ( in_fragment ) {
// close out the previous structure and start the next
xglEnd();
xglEndList();
// update fragment
fragment.display_list = display_list;
// push this fragment onto the tile's object list
tile->fragment_list.push_back(fragment);
} else {
in_fragment = 1;
}
display_list = xglGenLists(1);
xglNewList(display_list, GL_COMPILE);
in_faces = 0;
// scan the material line
sscanf(line, "usemtl %s\n", material); sscanf(line, "usemtl %s\n", material);
} else if ( line[0] == 't' ) { } else if ( line[0] == 't' ) {
/* start a new triangle strip */ // start a new triangle strip
n1 = n2 = n3 = n4 = 0; n1 = n2 = n3 = n4 = 0;
if ( !first ) { // fgPrintf( FG_TERRAIN, FG_DEBUG, " new tri strip = %s", line);
/* close out the previous structure and start the next */
xglEnd();
} else {
first = 0;
}
/* fgPrintf( FG_TERRAIN, FG_DEBUG, " new tri strip = %s",
line); */
sscanf(line, "t %d %d %d %d\n", &n1, &n2, &n3, &n4); sscanf(line, "t %d %d %d %d\n", &n1, &n2, &n3, &n4);
/* fgPrintf( FG_TERRAIN, FG_DEBUG, "(t) = "); */ // fgPrintf( FG_TERRAIN, FG_DEBUG, "(t) = ");
xglBegin(GL_TRIANGLE_STRIP); xglBegin(GL_TRIANGLE_STRIP);
@ -278,18 +282,14 @@ int fgObjLoad(char *path, fgTILE *tile) {
last2 = n4; last2 = n4;
} }
} else if ( line[0] == 'f' ) { } else if ( line[0] == 'f' ) {
/* unoptimized face */ // unoptimized face
if ( !first ) { if ( !in_faces ) {
/* close out the previous structure and start the next */ xglBegin(GL_TRIANGLES);
xglEnd(); in_faces = 1;
} else {
first = 0;
} }
xglBegin(GL_TRIANGLES); // fgPrintf( FG_TERRAIN, FG_DEBUG, "new triangle = %s", line);*/
/* fgPrintf( FG_TERRAIN, FG_DEBUG, "new triangle = %s", line);*/
sscanf(line, "f %d %d %d\n", &n1, &n2, &n3); sscanf(line, "f %d %d %d\n", &n1, &n2, &n3);
xglNormal3d(normals[n1][0], normals[n1][1], normals[n1][2]); xglNormal3d(normals[n1][0], normals[n1][1], normals[n1][2]);
@ -307,13 +307,13 @@ int fgObjLoad(char *path, fgTILE *tile) {
xglTexCoord2f(pp.lon, pp.lat); xglTexCoord2f(pp.lon, pp.lat);
xglVertex3d(nodes[n3][0], nodes[n3][1], nodes[n3][2]); xglVertex3d(nodes[n3][0], nodes[n3][1], nodes[n3][2]);
} else if ( line[0] == 'q' ) { } else if ( line[0] == 'q' ) {
/* continue a triangle strip */ // continue a triangle strip
n1 = n2 = 0; n1 = n2 = 0;
/* fgPrintf( FG_TERRAIN, FG_DEBUG, "continued tri strip = %s ", // fgPrintf( FG_TERRAIN, FG_DEBUG, "continued tri strip = %s ",
line); */ // line);
sscanf(line, "q %d %d\n", &n1, &n2); sscanf(line, "q %d %d\n", &n1, &n2);
/* fgPrintf( FG_TERRAIN, FG_DEBUG, "read %d %d\n", n1, n2); */ // fgPrintf( FG_TERRAIN, FG_DEBUG, "read %d %d\n", n1, n2);
if ( o->shading ) { if ( o->shading ) {
// Shading model is "GL_SMOOTH" // Shading model is "GL_SMOOTH"
@ -341,7 +341,7 @@ int fgObjLoad(char *path, fgTILE *tile) {
last2 = n1; last2 = n1;
if ( n2 > 0 ) { if ( n2 > 0 ) {
/* fgPrintf( FG_TERRAIN, FG_DEBUG, " (cont)\n"); */ // fgPrintf( FG_TERRAIN, FG_DEBUG, " (cont)\n");
if ( o->shading ) { if ( o->shading ) {
// Shading model is "GL_SMOOTH" // Shading model is "GL_SMOOTH"
@ -374,9 +374,19 @@ int fgObjLoad(char *path, fgTILE *tile) {
} }
} }
xglEnd(); if ( in_fragment ) {
// close out the previous structure and start the next
xglEnd();
xglEndList();
/* Draw normal vectors (for visually verifying normals)*/ // update fragment
fragment.display_list = display_list;
// push this fragment onto the tile's object list
tile->fragment_list.push_back(fragment);
}
// Draw normal vectors (for visually verifying normals)
/* /*
xglBegin(GL_LINES); xglBegin(GL_LINES);
xglColor3f(0.0, 0.0, 0.0); xglColor3f(0.0, 0.0, 0.0);
@ -389,171 +399,165 @@ int fgObjLoad(char *path, fgTILE *tile) {
nodes[i][2] + 500*normals[i][2]); nodes[i][2] + 500*normals[i][2]);
} }
xglEnd(); xglEnd();
*/ */
xglEndList();
fgclose(f); fgclose(f);
// temporary: create a fragment
fragment.center = tile->center;
fragment.bounding_radius = tile->bounding_radius;
fragment.display_list = display_list;
// temporary: push this fragment onto the tile's object list
tile->fragment_list.push_back(fragment);
return(1); return(1);
} }
/* $Log$ // $Log$
/* Revision 1.6 1998/05/23 14:09:20 curt // Revision 1.7 1998/05/24 02:49:09 curt
/* Added tile.cxx and tile.hxx. // Implimented fragment level view frustum culling.
/* Working on rewriting the tile management system so a tile is just a list //
/* fragments, and the fragment record contains the display list for that fragment. // Revision 1.6 1998/05/23 14:09:20 curt
/* // Added tile.cxx and tile.hxx.
* Revision 1.5 1998/05/20 20:53:53 curt // Working on rewriting the tile management system so a tile is just a list
* Moved global ref point and radius (bounding sphere info, and offset) to // fragments, and the fragment record contains the display list for that
* data file rather than calculating it on the fly. // fragment.
* Fixed polygon winding problem in scenery generation stage rather than //
* compensating for it on the fly. // Revision 1.5 1998/05/20 20:53:53 curt
* Made a fgTILECACHE class. // Moved global ref point and radius (bounding sphere info, and offset) to
* // data file rather than calculating it on the fly.
* Revision 1.4 1998/05/16 13:09:57 curt // Fixed polygon winding problem in scenery generation stage rather than
* Beginning to add support for view frustum culling. // compensating for it on the fly.
* Added some temporary code to calculate bouding radius, until the // Made a fgTILECACHE class.
* scenery generation tools and scenery can be updated. //
* // Revision 1.4 1998/05/16 13:09:57 curt
* Revision 1.3 1998/05/03 00:48:01 curt // Beginning to add support for view frustum culling.
* Updated texture coordinate fmod() parameter. // Added some temporary code to calculate bouding radius, until the
* // scenery generation tools and scenery can be updated.
* Revision 1.2 1998/05/02 01:52:14 curt //
* Playing around with texture coordinates. // Revision 1.3 1998/05/03 00:48:01 curt
* // Updated texture coordinate fmod() parameter.
* Revision 1.1 1998/04/30 12:35:28 curt //
* Added a command line rendering option specify smooth/flat shading. // Revision 1.2 1998/05/02 01:52:14 curt
* // Playing around with texture coordinates.
* Revision 1.35 1998/04/28 21:43:26 curt //
* Wrapped zlib calls up so we can conditionally comment out zlib support. // Revision 1.1 1998/04/30 12:35:28 curt
* // Added a command line rendering option specify smooth/flat shading.
* Revision 1.34 1998/04/28 01:21:42 curt //
* Tweaked texture parameter calculations to keep the number smaller. This // Revision 1.35 1998/04/28 21:43:26 curt
* avoids the "swimming" problem. // Wrapped zlib calls up so we can conditionally comment out zlib support.
* Type-ified fgTIME and fgVIEW. //
* // Revision 1.34 1998/04/28 01:21:42 curt
* Revision 1.33 1998/04/27 15:58:15 curt // Tweaked texture parameter calculations to keep the number smaller. This
* Screwing around with texture coordinate generation ... still needs work. // avoids the "swimming" problem.
* // Type-ified fgTIME and fgVIEW.
* Revision 1.32 1998/04/27 03:30:13 curt //
* Minor transformation adjustments to try to keep scenery tiles closer to // Revision 1.33 1998/04/27 15:58:15 curt
* (0, 0, 0) GLfloats run out of precision at the distances we need to model // Screwing around with texture coordinate generation ... still needs work.
* the earth, but we can do a bunch of pre-transformations using double math //
* and then cast to GLfloat once everything is close in where we have less // Revision 1.32 1998/04/27 03:30:13 curt
* precision problems. // Minor transformation adjustments to try to keep scenery tiles closer to
* // (0, 0, 0) GLfloats run out of precision at the distances we need to model
* Revision 1.31 1998/04/25 15:09:57 curt // the earth, but we can do a bunch of pre-transformations using double math
* Changed "r" to "rb" in gzopen() options. This fixes bad behavior in win32. // and then cast to GLfloat once everything is close in where we have less
* // precision problems.
* Revision 1.30 1998/04/24 14:21:08 curt //
* Added "file.obj.gz" support. // Revision 1.31 1998/04/25 15:09:57 curt
* // Changed "r" to "rb" in gzopen() options. This fixes bad behavior in win32.
* Revision 1.29 1998/04/24 00:51:07 curt //
* Wrapped "#include <config.h>" in "#ifdef HAVE_CONFIG_H" // Revision 1.30 1998/04/24 14:21:08 curt
* Tweaked the scenery file extentions to be "file.obj" (uncompressed) // Added "file.obj.gz" support.
* or "file.obz" (compressed.) //
* // Revision 1.29 1998/04/24 00:51:07 curt
* Revision 1.28 1998/04/22 13:22:44 curt // Wrapped "#include <config.h>" in "#ifdef HAVE_CONFIG_H"
* C++ - ifing the code a bit. // Tweaked the scenery file extentions to be "file.obj" (uncompressed)
* // or "file.obz" (compressed.)
* Revision 1.27 1998/04/18 04:13:17 curt //
* Added zlib on the fly decompression support for loading scenery objects. // Revision 1.28 1998/04/22 13:22:44 curt
* // C++ - ifing the code a bit.
* Revision 1.26 1998/04/03 22:11:36 curt //
* Converting to Gnu autoconf system. // Revision 1.27 1998/04/18 04:13:17 curt
* // Added zlib on the fly decompression support for loading scenery objects.
* Revision 1.25 1998/03/14 00:30:50 curt //
* Beginning initial terrain texturing experiments. // Revision 1.26 1998/04/03 22:11:36 curt
* // Converting to Gnu autoconf system.
* Revision 1.24 1998/02/09 21:30:18 curt //
* Fixed a nagging problem with terrain tiles not "quite" matching up perfectly. // Revision 1.25 1998/03/14 00:30:50 curt
* // Beginning initial terrain texturing experiments.
* Revision 1.23 1998/02/09 15:07:52 curt //
* Minor tweaks. // Revision 1.24 1998/02/09 21:30:18 curt
* // Fixed a nagging problem with terrain tiles not "quite" matching up perfectly.
* Revision 1.22 1998/02/01 03:39:54 curt //
* Minor tweaks. // Revision 1.23 1998/02/09 15:07:52 curt
* // Minor tweaks.
* Revision 1.21 1998/01/31 00:43:25 curt //
* Added MetroWorks patches from Carmen Volpe. // Revision 1.22 1998/02/01 03:39:54 curt
* // Minor tweaks.
* Revision 1.20 1998/01/29 00:51:39 curt //
* First pass at tile cache, dynamic tile loading and tile unloading now works. // Revision 1.21 1998/01/31 00:43:25 curt
* // Added MetroWorks patches from Carmen Volpe.
* Revision 1.19 1998/01/27 03:26:42 curt //
* Playing with new fgPrintf command. // Revision 1.20 1998/01/29 00:51:39 curt
* // First pass at tile cache, dynamic tile loading and tile unloading now works.
* Revision 1.18 1998/01/19 19:27:16 curt //
* Merged in make system changes from Bob Kuehne <rpk@sgi.com> // Revision 1.19 1998/01/27 03:26:42 curt
* This should simplify things tremendously. // Playing with new fgPrintf command.
* //
* Revision 1.17 1998/01/13 00:23:10 curt // Revision 1.18 1998/01/19 19:27:16 curt
* Initial changes to support loading and management of scenery tiles. Note, // Merged in make system changes from Bob Kuehne <rpk@sgi.com>
* there's still a fair amount of work left to be done. // This should simplify things tremendously.
* //
* Revision 1.16 1997/12/30 23:09:40 curt // Revision 1.17 1998/01/13 00:23:10 curt
* Worked on winding problem without luck, so back to calling glFrontFace() // Initial changes to support loading and management of scenery tiles. Note,
* 3 times for each scenery area. // there's still a fair amount of work left to be done.
* //
* Revision 1.15 1997/12/30 20:47:51 curt // Revision 1.16 1997/12/30 23:09:40 curt
* Integrated new event manager with subsystem initializations. // Worked on winding problem without luck, so back to calling glFrontFace()
* // 3 times for each scenery area.
* Revision 1.14 1997/12/30 01:38:46 curt //
* Switched back to per vertex normals and smooth shading for terrain. // Revision 1.15 1997/12/30 20:47:51 curt
* // Integrated new event manager with subsystem initializations.
* Revision 1.13 1997/12/18 23:32:36 curt //
* First stab at sky dome actually starting to look reasonable. :-) // Revision 1.14 1997/12/30 01:38:46 curt
* // Switched back to per vertex normals and smooth shading for terrain.
* Revision 1.12 1997/12/17 23:13:47 curt //
* Began working on rendering the sky. // Revision 1.13 1997/12/18 23:32:36 curt
* // First stab at sky dome actually starting to look reasonable. :-)
* Revision 1.11 1997/12/15 23:55:01 curt //
* Add xgl wrappers for debugging. // Revision 1.12 1997/12/17 23:13:47 curt
* Generate terrain normals on the fly. // Began working on rendering the sky.
* //
* Revision 1.10 1997/12/12 21:41:28 curt // Revision 1.11 1997/12/15 23:55:01 curt
* More light/material property tweaking ... still a ways off. // Add xgl wrappers for debugging.
* // Generate terrain normals on the fly.
* Revision 1.9 1997/12/12 19:52:57 curt //
* Working on lightling and material properties. // Revision 1.10 1997/12/12 21:41:28 curt
* // More light/material property tweaking ... still a ways off.
* Revision 1.8 1997/12/10 01:19:51 curt //
* Tweaks for verion 0.15 release. // Revision 1.9 1997/12/12 19:52:57 curt
* // Working on lightling and material properties.
* Revision 1.7 1997/12/08 22:51:17 curt //
* Enhanced to handle ccw and cw tri-stripe winding. This is a temporary // Revision 1.8 1997/12/10 01:19:51 curt
* admission of defeat. I will eventually go back and get all the stripes // Tweaks for verion 0.15 release.
* wound the same way (ccw). //
* // Revision 1.7 1997/12/08 22:51:17 curt
* Revision 1.6 1997/11/25 19:25:35 curt // Enhanced to handle ccw and cw tri-stripe winding. This is a temporary
* Changes to integrate Durk's moon/sun code updates + clean up. // admission of defeat. I will eventually go back and get all the stripes
* // wound the same way (ccw).
* Revision 1.5 1997/11/15 18:16:39 curt //
* minor tweaks. // Revision 1.6 1997/11/25 19:25:35 curt
* // Changes to integrate Durk's moon/sun code updates + clean up.
* Revision 1.4 1997/11/14 00:26:49 curt //
* Transform scenery coordinates earlier in pipeline when scenery is being // Revision 1.5 1997/11/15 18:16:39 curt
* created, not when it is being loaded. Precalculate normals for each node // minor tweaks.
* as average of the normals of each containing polygon so Garoude shading is //
* now supportable. // Revision 1.4 1997/11/14 00:26:49 curt
* // Transform scenery coordinates earlier in pipeline when scenery is being
* Revision 1.3 1997/10/31 04:49:12 curt // created, not when it is being loaded. Precalculate normals for each node
* Tweaking vertex orders. // as average of the normals of each containing polygon so Garoude shading is
* // now supportable.
* Revision 1.2 1997/10/30 12:38:45 curt //
* Working on new scenery subsystem. // Revision 1.3 1997/10/31 04:49:12 curt
* // Tweaking vertex orders.
* Revision 1.1 1997/10/28 21:14:54 curt //
* Initial revision. // Revision 1.2 1997/10/30 12:38:45 curt
* // Working on new scenery subsystem.
*/ //
// Revision 1.1 1997/10/28 21:14:54 curt
// Initial revision.

View file

@ -1,27 +1,25 @@
/************************************************************************** // obj.hxx -- routines to handle WaveFront .obj-ish format files.
* obj.hxx -- routines to handle WaveFront .obj-ish format files. //
* // Written by Curtis Olson, started October 1997.
* Written by Curtis Olson, started October 1997. //
* // Copyright (C) 1997 Curtis L. Olson - curt@infoplane.com
* Copyright (C) 1997 Curtis L. Olson - curt@infoplane.com //
* // This program is free software; you can redistribute it and/or
* This program is free software; you can redistribute it and/or // modify it under the terms of the GNU General Public License as
* modify it under the terms of the GNU General Public License as // published by the Free Software Foundation; either version 2 of the
* published by the Free Software Foundation; either version 2 of the // License, or (at your option) any later version.
* License, or (at your option) any later version. //
* // This program is distributed in the hope that it will be useful, but
* This program is distributed in the hope that it will be useful, but // WITHOUT ANY WARRANTY; without even the implied warranty of
* WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU // General Public License for more details.
* General Public License for more details. //
* // You should have received a copy of the GNU General Public License
* You should have received a copy of the GNU General Public License // along with this program; if not, write to the Free Software
* along with this program; if not, write to the Free Software // Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
* Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. //
* // $Id$
* $Id$ // (Log is kept at end of this file)
* (Log is kept at end of this file)
**************************************************************************/
#ifndef _OBJ_HXX #ifndef _OBJ_HXX
@ -48,62 +46,64 @@
#include "tile.hxx" #include "tile.hxx"
/* Load a .obj file and build the GL fragment list */ // Load a .obj file and build the GL fragment list
int fgObjLoad(char *path, fgTILE *tile); int fgObjLoad(char *path, fgTILE *tile);
// GLint fgObjLoad(char *path, fgCartesianPoint3d *ref, double *radius) {
#endif /* _OBJ_HXX */ #endif // _OBJ_HXX
/* $Log$ // $Log$
/* Revision 1.3 1998/05/23 14:09:21 curt // Revision 1.4 1998/05/24 02:49:10 curt
/* Added tile.cxx and tile.hxx. // Implimented fragment level view frustum culling.
/* Working on rewriting the tile management system so a tile is just a list //
/* fragments, and the fragment record contains the display list for that fragment. // Revision 1.3 1998/05/23 14:09:21 curt
/* // Added tile.cxx and tile.hxx.
* Revision 1.2 1998/05/02 01:52:15 curt // Working on rewriting the tile management system so a tile is just a list
* Playing around with texture coordinates. // fragments, and the fragment record contains the display list for that
* // fragment.
* Revision 1.1 1998/04/30 12:35:29 curt //
* Added a command line rendering option specify smooth/flat shading. // Revision 1.2 1998/05/02 01:52:15 curt
* // Playing around with texture coordinates.
* Revision 1.11 1998/04/25 22:06:31 curt //
* Edited cvs log messages in source files ... bad bad bad! // Revision 1.1 1998/04/30 12:35:29 curt
* // Added a command line rendering option specify smooth/flat shading.
* Revision 1.10 1998/04/24 00:51:07 curt //
* Wrapped "#include <config.h>" in "#ifdef HAVE_CONFIG_H" // Revision 1.11 1998/04/25 22:06:31 curt
* Tweaked the scenery file extentions to be "file.obj" (uncompressed) // Edited cvs log messages in source files ... bad bad bad!
* or "file.obz" (compressed.) //
* // Revision 1.10 1998/04/24 00:51:07 curt
* Revision 1.9 1998/04/22 13:22:45 curt // Wrapped "#include <config.h>" in "#ifdef HAVE_CONFIG_H"
* C++ - ifing the code a bit. // Tweaked the scenery file extentions to be "file.obj" (uncompressed)
* // or "file.obz" (compressed.)
* Revision 1.8 1998/04/21 17:02:43 curt //
* Prepairing for C++ integration. // Revision 1.9 1998/04/22 13:22:45 curt
* // C++ - ifing the code a bit.
* Revision 1.7 1998/04/03 22:11:37 curt //
* Converting to Gnu autoconf system. // Revision 1.8 1998/04/21 17:02:43 curt
* // Prepairing for C++ integration.
* Revision 1.6 1998/01/31 00:43:25 curt //
* Added MetroWorks patches from Carmen Volpe. // Revision 1.7 1998/04/03 22:11:37 curt
* // Converting to Gnu autoconf system.
* Revision 1.5 1998/01/27 00:48:03 curt //
* Incorporated Paul Bleisch's <pbleisch@acm.org> new debug message // Revision 1.6 1998/01/31 00:43:25 curt
* system and commandline/config file processing code. // Added MetroWorks patches from Carmen Volpe.
* //
* Revision 1.4 1998/01/22 02:59:41 curt // Revision 1.5 1998/01/27 00:48:03 curt
* Changed #ifdef FILE_H to #ifdef _FILE_H // Incorporated Paul Bleisch's <pbleisch@acm.org> new debug message
* // system and commandline/config file processing code.
* Revision 1.3 1998/01/19 19:27:17 curt //
* Merged in make system changes from Bob Kuehne <rpk@sgi.com> // Revision 1.4 1998/01/22 02:59:41 curt
* This should simplify things tremendously. // Changed #ifdef FILE_H to #ifdef _FILE_H
* //
* Revision 1.2 1998/01/13 00:23:10 curt // Revision 1.3 1998/01/19 19:27:17 curt
* Initial changes to support loading and management of scenery tiles. Note, // Merged in make system changes from Bob Kuehne <rpk@sgi.com>
* there's still a fair amount of work left to be done. // This should simplify things tremendously.
* //
* Revision 1.1 1997/10/28 21:14:55 curt // Revision 1.2 1998/01/13 00:23:10 curt
* Initial revision. // Initial changes to support loading and management of scenery tiles. Note,
* // there's still a fair amount of work left to be done.
*/ //
// Revision 1.1 1997/10/28 21:14:55 curt
// Initial revision.

View file

@ -329,6 +329,7 @@ void fgTileMgrRender( void ) {
offset.y = t->center.y - scenery.center.y; offset.y = t->center.y - scenery.center.y;
offset.z = t->center.z - scenery.center.z; offset.z = t->center.z - scenery.center.z;
// Course (tile based) culling
if ( viewable(&offset, t->bounding_radius) ) { if ( viewable(&offset, t->bounding_radius) ) {
// at least a portion of this tile is viewable // at least a portion of this tile is viewable
@ -343,22 +344,39 @@ void fgTileMgrRender( void ) {
fragment = *current++; fragment = *current++;
if ( fragment.display_list >= 0 ) { if ( fragment.display_list >= 0 ) {
xglCallList(fragment.display_list); // Fine (fragment based) culling
offset.x = fragment.center.x - scenery.center.x;
offset.y = fragment.center.y - scenery.center.y;
offset.z = fragment.center.z - scenery.center.z;
if ( viewable(&offset, fragment.bounding_radius * 2) ) {
xglCallList(fragment.display_list);
drawn++;
} else {
// printf("Culled a fragment %.2f %.2f %.2f %.2f\n",
// fragment.center.x, fragment.center.y,
// fragment.center.z, fragment.bounding_radius);
culled++;
}
} }
} }
xglPopMatrix(); xglPopMatrix();
} else {
culled += t->fragment_list.size();
} }
} }
// v->vfc_ratio = (double)culled / (double)(drawn + culled); v->vfc_ratio = (double)culled / (double)(drawn + culled);
v->vfc_ratio = 0.0;
// printf("drawn = %d culled = %d saved = %.2f\n", drawn, culled, // printf("drawn = %d culled = %d saved = %.2f\n", drawn, culled,
// v->vfc_ratio); // v->vfc_ratio);
} }
// $Log$ // $Log$
// Revision 1.13 1998/05/24 02:49:10 curt
// Implimented fragment level view frustum culling.
//
// Revision 1.12 1998/05/23 14:09:23 curt // Revision 1.12 1998/05/23 14:09:23 curt
// Added tile.cxx and tile.hxx. // Added tile.cxx and tile.hxx.
// Working on rewriting the tile management system so a tile is just a list // Working on rewriting the tile management system so a tile is just a list