From a60f1d812d96f4f9dca21e15cabaaa9e8f8d9d81 Mon Sep 17 00:00:00 2001 From: curt Date: Sat, 23 May 1998 14:09:20 +0000 Subject: [PATCH] Added tile.cxx and tile.hxx. 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. --- Scenery/Makefile.am | 1 + Scenery/Makefile.in | 7 +-- Scenery/obj.cxx | 83 +++++++++++++++++---------------- Scenery/obj.hxx | 16 +++++-- Scenery/tile.cxx | 53 +++++++++++++++++++++ Scenery/tile.hxx | 106 ++++++++++++++++++++++++++++++++++++++++++ Scenery/tilecache.cxx | 46 +++++++++--------- Scenery/tilecache.hxx | 17 +++++-- Scenery/tilemgr.cxx | 56 ++++++++++++++-------- 9 files changed, 294 insertions(+), 91 deletions(-) create mode 100644 Scenery/tile.cxx create mode 100644 Scenery/tile.hxx diff --git a/Scenery/Makefile.am b/Scenery/Makefile.am index 22633ec7d..b6f236da0 100644 --- a/Scenery/Makefile.am +++ b/Scenery/Makefile.am @@ -6,6 +6,7 @@ libScenery_la_SOURCES = \ obj.cxx obj.hxx \ scenery.cxx scenery.hxx \ texload.c texload.h \ + tile.cxx tile.hxx \ tilecache.cxx tilecache.hxx \ tilemgr.cxx tilemgr.hxx diff --git a/Scenery/Makefile.in b/Scenery/Makefile.in index c3577ce94..454de04bd 100644 --- a/Scenery/Makefile.in +++ b/Scenery/Makefile.in @@ -78,6 +78,7 @@ libScenery_la_SOURCES = \ obj.cxx obj.hxx \ scenery.cxx scenery.hxx \ texload.c texload.h \ + tile.cxx tile.hxx \ tilecache.cxx tilecache.hxx \ tilemgr.cxx tilemgr.hxx mkinstalldirs = $(SHELL) $(top_srcdir)/mkinstalldirs @@ -96,8 +97,8 @@ X_EXTRA_LIBS = @X_EXTRA_LIBS@ X_PRE_LIBS = @X_PRE_LIBS@ libScenery_la_LDFLAGS = libScenery_la_LIBADD = -libScenery_la_OBJECTS = obj.lo scenery.lo texload.lo tilecache.lo \ -tilemgr.lo +libScenery_la_OBJECTS = obj.lo scenery.lo texload.lo tile.lo \ +tilecache.lo tilemgr.lo CXXFLAGS = @CXXFLAGS@ CXXCOMPILE = $(CXX) $(DEFS) $(INCLUDES) $(CPPFLAGS) $(CXXFLAGS) LTCXXCOMPILE = $(LIBTOOL) --mode=compile $(CXX) $(DEFS) $(INCLUDES) $(CPPFLAGS) $(CXXFLAGS) @@ -113,7 +114,7 @@ DISTFILES = $(DIST_COMMON) $(SOURCES) $(HEADERS) $(TEXINFOS) $(EXTRA_DIST) TAR = tar GZIP = --best -DEP_FILES = .deps/obj.P .deps/scenery.P .deps/texload.P \ +DEP_FILES = .deps/obj.P .deps/scenery.P .deps/texload.P .deps/tile.P \ .deps/tilecache.P .deps/tilemgr.P CXXMKDEP = $(CXX) -M $(DEFS) $(INCLUDES) $(CPPFLAGS) $(CXXFLAGS) SOURCES = $(libScenery_la_SOURCES) diff --git a/Scenery/obj.cxx b/Scenery/obj.cxx index d11cdd305..11b5ab23f 100644 --- a/Scenery/obj.cxx +++ b/Scenery/obj.cxx @@ -47,6 +47,7 @@ #include "obj.hxx" #include "scenery.hxx" +#include "tile.hxx" #define MAXNODES 100000 @@ -94,21 +95,16 @@ fgPolarPoint3d calc_tex_coords(double *node, fgCartesianPoint3d *ref) { } -// Calculate distance between (0,0,0) and the specified point -static double calc_dist(double *p) { - return ( sqrt(p[0]*p[0] + p[1]*p[1] + p[2]*p[2]) ); -} - - -/* Load a .obj file and generate the GL call list */ -GLint fgObjLoad(char *path, fgCartesianPoint3d *ref, double *radius) { +/* Load a .obj file and build the GL fragment list */ +int fgObjLoad(char *path, fgTILE *tile) { fgOPTIONS *o; + fgFRAGMENT fragment; fgPolarPoint3d pp; char fgpath[256], line[256], material[256]; double approx_normal[3], normal[3], scale; // double x, y, z, xmax, xmin, ymax, ymin, zmax, zmin; // GLfloat sgenparams[] = { 1.0, 0.0, 0.0, 0.0 }; - GLint tile; + GLint display_list; fgFile f; int first, ncount, vncount, n1, n2, n3, n4; int last1, last2, odd; @@ -130,18 +126,18 @@ GLint fgObjLoad(char *path, fgCartesianPoint3d *ref, double *radius) { strcat(fgpath, ".obj"); fgPrintf( FG_TERRAIN, FG_ALERT, "Cannot open file: %s\n", fgpath ); - return(-1); + return(0); } } } - tile = xglGenLists(1); - xglNewList(tile, GL_COMPILE); + display_list = xglGenLists(1); + xglNewList(display_list, GL_COMPILE); first = 1; ncount = 1; vncount = 1; - *radius = 0.0; + tile->bounding_radius = 0.0; while ( fggets(f, line, 250) != NULL ) { if ( line[0] == '#' ) { @@ -150,8 +146,9 @@ GLint fgObjLoad(char *path, fgCartesianPoint3d *ref, double *radius) { /* empty line -- ignore */ } else if ( strncmp(line, "gb ", 3) == 0 ) { /* reference point (center offset) */ - sscanf(line, "gb %lf %lf %lf %lf\n", &ref->x, &ref->y, &ref->z, - radius); + sscanf(line, "gb %lf %lf %lf %lf\n", + &tile->center.x, &tile->center.y, &tile->center.z, + &tile->bounding_radius); } else if ( strncmp(line, "v ", 2) == 0 ) { /* node (vertex) */ if ( ncount < MAXNODES ) { @@ -217,19 +214,19 @@ GLint fgObjLoad(char *path, fgCartesianPoint3d *ref, double *radius) { // (averaged) normals MAT3_SCALE_VEC(normal, normals[n1], scale); xglNormal3dv(normal); - pp = calc_tex_coords(nodes[n1], ref); + pp = calc_tex_coords(nodes[n1], &tile->center); xglTexCoord2f(pp.lon, pp.lat); xglVertex3d(nodes[n1][0], nodes[n1][1], nodes[n1][2]); MAT3_SCALE_VEC(normal, normals[n2], scale); xglNormal3dv(normal); - pp = calc_tex_coords(nodes[n2], ref); + pp = calc_tex_coords(nodes[n2], &tile->center); xglTexCoord2f(pp.lon, pp.lat); xglVertex3d(nodes[n2][0], nodes[n2][1], nodes[n2][2]); MAT3_SCALE_VEC(normal, normals[n3], scale); xglNormal3dv(normal); - pp = calc_tex_coords(nodes[n3], ref); + pp = calc_tex_coords(nodes[n3], &tile->center); xglTexCoord2f(pp.lon, pp.lat); xglVertex3d(nodes[n3][0], nodes[n3][1], nodes[n3][2]); } else { @@ -245,15 +242,15 @@ GLint fgObjLoad(char *path, fgCartesianPoint3d *ref, double *radius) { MAT3_SCALE_VEC(normal, approx_normal, scale); xglNormal3dv(normal); - pp = calc_tex_coords(nodes[n1], ref); + pp = calc_tex_coords(nodes[n1], &tile->center); xglTexCoord2f(pp.lon, pp.lat); xglVertex3d(nodes[n1][0], nodes[n1][1], nodes[n1][2]); - pp = calc_tex_coords(nodes[n2], ref); + pp = calc_tex_coords(nodes[n2], &tile->center); xglTexCoord2f(pp.lon, pp.lat); xglVertex3d(nodes[n2][0], nodes[n2][1], nodes[n2][2]); - pp = calc_tex_coords(nodes[n3], ref); + pp = calc_tex_coords(nodes[n3], &tile->center); xglTexCoord2f(pp.lon, pp.lat); xglVertex3d(nodes[n3][0], nodes[n3][1], nodes[n3][2]); } @@ -272,7 +269,7 @@ GLint fgObjLoad(char *path, fgCartesianPoint3d *ref, double *radius) { MAT3_SCALE_VEC(normal, approx_normal, scale); } xglNormal3dv(normal); - pp = calc_tex_coords(nodes[n4], ref); + pp = calc_tex_coords(nodes[n4], &tile->center); xglTexCoord2f(pp.lon, pp.lat); xglVertex3d(nodes[n4][0], nodes[n4][1], nodes[n4][2]); @@ -296,17 +293,17 @@ GLint fgObjLoad(char *path, fgCartesianPoint3d *ref, double *radius) { sscanf(line, "f %d %d %d\n", &n1, &n2, &n3); xglNormal3d(normals[n1][0], normals[n1][1], normals[n1][2]); - pp = calc_tex_coords(nodes[n1], ref); + pp = calc_tex_coords(nodes[n1], &tile->center); xglTexCoord2f(pp.lon, pp.lat); xglVertex3d(nodes[n1][0], nodes[n1][1], nodes[n1][2]); xglNormal3d(normals[n2][0], normals[n2][1], normals[n2][2]); - pp = calc_tex_coords(nodes[n2], ref); + pp = calc_tex_coords(nodes[n2], &tile->center); xglTexCoord2f(pp.lon, pp.lat); xglVertex3d(nodes[n2][0], nodes[n2][1], nodes[n2][2]); xglNormal3d(normals[n3][0], normals[n3][1], normals[n3][2]); - pp = calc_tex_coords(nodes[n3], ref); + pp = calc_tex_coords(nodes[n3], &tile->center); xglTexCoord2f(pp.lon, pp.lat); xglVertex3d(nodes[n3][0], nodes[n3][1], nodes[n3][2]); } else if ( line[0] == 'q' ) { @@ -335,7 +332,7 @@ GLint fgObjLoad(char *path, fgCartesianPoint3d *ref, double *radius) { xglNormal3dv(normal); } - pp = calc_tex_coords(nodes[n1], ref); + pp = calc_tex_coords(nodes[n1], &tile->center); xglTexCoord2f(pp.lon, pp.lat); xglVertex3d(nodes[n1][0], nodes[n1][1], nodes[n1][2]); @@ -363,7 +360,7 @@ GLint fgObjLoad(char *path, fgCartesianPoint3d *ref, double *radius) { xglNormal3dv(normal); } - pp = calc_tex_coords(nodes[n2], ref); + pp = calc_tex_coords(nodes[n2], &tile->center); xglTexCoord2f(pp.lon, pp.lat); xglVertex3d(nodes[n2][0], nodes[n2][1], nodes[n2][2]); @@ -398,25 +395,31 @@ GLint fgObjLoad(char *path, fgCartesianPoint3d *ref, double *radius) { fgclose(f); - /* reference point is the "center" (now included in input file) */ - /* - ref->x = (xmin + xmax) / 2.0; - ref->y = (ymin + ymax) / 2.0; - ref->z = (zmin + zmax) / 2.0; - */ + // temporary: create a fragment + fragment.center = tile->center; + fragment.bounding_radius = tile->bounding_radius; + fragment.display_list = display_list; - return(tile); + // temporary: push this fragment onto the tile's object list + tile->fragment_list.push_back(fragment); + + return(1); } /* $Log$ -/* Revision 1.5 1998/05/20 20:53:53 curt -/* Moved global ref point and radius (bounding sphere info, and offset) to -/* data file rather than calculating it on the fly. -/* Fixed polygon winding problem in scenery generation stage rather than -/* compensating for it on the fly. -/* Made a fgTILECACHE class. +/* Revision 1.6 1998/05/23 14:09:20 curt +/* Added tile.cxx and tile.hxx. +/* 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 1.5 1998/05/20 20:53:53 curt + * Moved global ref point and radius (bounding sphere info, and offset) to + * data file rather than calculating it on the fly. + * Fixed polygon winding problem in scenery generation stage rather than + * compensating for it on the fly. + * Made a fgTILECACHE class. + * * Revision 1.4 1998/05/16 13:09:57 curt * Beginning to add support for view frustum culling. * Added some temporary code to calculate bouding radius, until the diff --git a/Scenery/obj.hxx b/Scenery/obj.hxx index 28b7e297b..24580b669 100644 --- a/Scenery/obj.hxx +++ b/Scenery/obj.hxx @@ -45,18 +45,26 @@ #include +#include "tile.hxx" -/* Load a .obj file and generate the GL call list */ -GLint fgObjLoad(char *path, fgCartesianPoint3d *ref, double *radius); + +/* Load a .obj file and build the GL fragment list */ +int fgObjLoad(char *path, fgTILE *tile); +// GLint fgObjLoad(char *path, fgCartesianPoint3d *ref, double *radius) { #endif /* _OBJ_HXX */ /* $Log$ -/* Revision 1.2 1998/05/02 01:52:15 curt -/* Playing around with texture coordinates. +/* Revision 1.3 1998/05/23 14:09:21 curt +/* Added tile.cxx and tile.hxx. +/* 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 1.2 1998/05/02 01:52:15 curt + * Playing around with texture coordinates. + * * Revision 1.1 1998/04/30 12:35:29 curt * Added a command line rendering option specify smooth/flat shading. * diff --git a/Scenery/tile.cxx b/Scenery/tile.cxx new file mode 100644 index 000000000..3ad353fb3 --- /dev/null +++ b/Scenery/tile.cxx @@ -0,0 +1,53 @@ +// tile.cxx -- routines to handle a scenery tile +// +// Written by Curtis Olson, started May 1998. +// +// Copyright (C) 1998 Curtis L. Olson - curt@infoplane.com +// +// This program is free software; you can redistribute it and/or +// modify it under the terms of the GNU General Public License as +// published by the Free Software Foundation; either version 2 of the +// License, or (at your option) any later version. +// +// This program is distributed in the hope that it will be useful, but +// WITHOUT ANY WARRANTY; without even the implied warranty of +// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU +// General Public License for more details. +// +// You should have received a copy of the GNU General Public License +// along with this program; if not, write to the Free Software +// Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. +// +// $Id$ +// (Log is kept at end of this file) + + +#include "tile.hxx" + + +// Constructor +fgFRAGMENT::fgFRAGMENT ( void ) { +} + + +// Destructor +fgFRAGMENT::~fgFRAGMENT ( void ) { +} + + +// Constructor +fgTILE::fgTILE ( void ) { +} + + +// Destructor +fgTILE::~fgTILE ( void ) { +} + + +// $Log$ +// Revision 1.1 1998/05/23 14:09:21 curt +// Added tile.cxx and tile.hxx. +// 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. +// diff --git a/Scenery/tile.hxx b/Scenery/tile.hxx new file mode 100644 index 000000000..f86c43306 --- /dev/null +++ b/Scenery/tile.hxx @@ -0,0 +1,106 @@ +// tile.hxx -- routines to handle a scenery tile +// +// Written by Curtis Olson, started May 1998. +// +// Copyright (C) 1998 Curtis L. Olson - curt@infoplane.com +// +// This program is free software; you can redistribute it and/or +// modify it under the terms of the GNU General Public License as +// published by the Free Software Foundation; either version 2 of the +// License, or (at your option) any later version. +// +// This program is distributed in the hope that it will be useful, but +// WITHOUT ANY WARRANTY; without even the implied warranty of +// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU +// General Public License for more details. +// +// You should have received a copy of the GNU General Public License +// along with this program; if not, write to the Free Software +// Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. +// +// $Id$ +// (Log is kept at end of this file) + + +#ifndef _TILE_HXX +#define _TILE_HXX + + +#ifndef __cplusplus +# error This library requires C++ +#endif + +#ifdef HAVE_CONFIG_H +# include +#endif + +#ifdef HAVE_WINDOWS_H +# include +#endif + +#include +#include + +#include // STL list + +#include +#include + + +// Object fragment data class +class fgFRAGMENT { + +public: + + // culling data for this object fragment (fine grain culling) + fgCartesianPoint3d center; + double bounding_radius; + + // material property pointer + int material_ptr; + + // OpenGL display list for fragment data + GLint display_list; + + // Constructor + fgFRAGMENT ( void ); + + // Destructor + ~fgFRAGMENT ( void ); +}; + + +// Scenery tile class +class fgTILE { + +public: + + // culling data for whole tile (course grain culling) + fgCartesianPoint3d center; + double bounding_radius; + + // this tile's official location in the world + struct fgBUCKET tile_bucket; + + // the tile cache will mark here if the tile is being used + int used; + + list < fgFRAGMENT > fragment_list; + + // Constructor + fgTILE ( void ); + + // Destructor + ~fgTILE ( void ); +}; + + +#endif // _TILE_HXX + + +// $Log$ +// Revision 1.1 1998/05/23 14:09:21 curt +// Added tile.cxx and tile.hxx. +// 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. +// diff --git a/Scenery/tilecache.cxx b/Scenery/tilecache.cxx index 92155f072..4b4fdb8ba 100644 --- a/Scenery/tilecache.cxx +++ b/Scenery/tilecache.cxx @@ -102,18 +102,23 @@ void fgTILECACHE::EntryFillIn( int index, struct fgBUCKET *p ) { tile_cache[index].tile_bucket.x = p->x; tile_cache[index].tile_bucket.y = p->y; - // Load the appropriate area and get the display list pointer + // Load the appropriate data file and built tile fragment list fgBucketGenBasePath(p, base_path); sprintf(file_name, "%s/Scenery/%s/%ld", o->fg_root, base_path, fgBucketGenIndex(p)); + fgObjLoad(file_name, &tile_cache[index]); + /* tile_cache[index].display_list = fgObjLoad(file_name, &tile_cache[index].local_ref, &tile_cache[index].bounding_radius); + */ } // Free a tile cache entry void fgTILECACHE::EntryFree( int index ) { + fgFRAGMENT fragment; + // Mark this cache entry as un-used tile_cache[index].used = 0; @@ -125,25 +130,19 @@ void fgTILECACHE::EntryFree( int index ) { tile_cache[index].tile_bucket.x, tile_cache[index].tile_bucket.y ); - // Load the appropriate area and get the display list pointer - if ( tile_cache[index].display_list >= 0 ) { - xglDeleteLists( tile_cache[index].display_list, 1 ); + // Step through the fragment list, deleting the display list, then + // the fragment, until the list is empty. + while ( tile_cache[index].fragment_list.size() ) { + fragment = tile_cache[index].fragment_list.front(); + xglDeleteLists( fragment.display_list, 1 ); + tile_cache[index].fragment_list.pop_front(); } } -// Return info for a tile cache entry -void fgTILECACHE::EntryInfo( int index, GLint *display_list, - fgCartesianPoint3d *local_ref, - double *radius ) { - *display_list = tile_cache[index].display_list; - // fgPrintf(FG_TERRAIN, FG_DEBUG, "Display list = %d\n", *display_list); - - local_ref->x = tile_cache[index].local_ref.x; - local_ref->y = tile_cache[index].local_ref.y; - local_ref->z = tile_cache[index].local_ref.z; - - *radius = tile_cache[index].bounding_radius; +// Return the specified tile cache entry +fgTILE *fgTILECACHE::GetTile( int index ) { + return ( &tile_cache[index] ); } @@ -170,12 +169,12 @@ int fgTILECACHE::NextAvail( void ) { v->abs_view_pos.x, v->abs_view_pos.y, v->abs_view_pos.z ); fgPrintf( FG_TERRAIN, FG_DEBUG, " ref point = %.4f, %.4f, %.4f\n", - tile_cache[i].local_ref.x, tile_cache[i].local_ref.y, - tile_cache[i].local_ref.z); + tile_cache[i].center.x, tile_cache[i].center.y, + tile_cache[i].center.z); - dx = fabs(tile_cache[i].local_ref.x - v->abs_view_pos.x); - dy = fabs(tile_cache[i].local_ref.y - v->abs_view_pos.y); - dz = fabs(tile_cache[i].local_ref.z - v->abs_view_pos.z); + dx = fabs(tile_cache[i].center.x - v->abs_view_pos.x); + dy = fabs(tile_cache[i].center.y - v->abs_view_pos.y); + dz = fabs(tile_cache[i].center.z - v->abs_view_pos.z); max = dx; med = dy; min = dz; if ( max < med ) { @@ -210,6 +209,11 @@ fgTILECACHE::~fgTILECACHE( void ) { // $Log$ +// Revision 1.10 1998/05/23 14:09:22 curt +// Added tile.cxx and tile.hxx. +// 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 1.9 1998/05/20 20:53:54 curt // Moved global ref point and radius (bounding sphere info, and offset) to // data file rather than calculating it on the fly. diff --git a/Scenery/tilecache.hxx b/Scenery/tilecache.hxx index ecbdd1ca7..547dc3ef9 100644 --- a/Scenery/tilecache.hxx +++ b/Scenery/tilecache.hxx @@ -45,12 +45,16 @@ #include #include +#include "tile.hxx" + + // For best results ... i.e. to avoid tile load problems and blank areas // // FG_TILE_CACHE_SIZE >= (o->tile_diameter + 1) ** 2 #define FG_TILE_CACHE_SIZE 121 +/* // Tile cache record typedef struct { struct fgBUCKET tile_bucket; @@ -60,6 +64,7 @@ typedef struct { int used; int priority; } fgTILE; +*/ // A class to store and manage a pile of tiles @@ -82,14 +87,13 @@ public: int NextAvail( void ); // Free a tile cache entry - void fgTILECACHE::EntryFree( int index ); + void EntryFree( int index ); // Fill in a tile cache entry with real data for the specified bucket void EntryFillIn( int index, struct fgBUCKET *p ); - // Return info for a tile cache entry - void EntryInfo( int index, GLint *display_list, - fgCartesianPoint3d *local_ref, double *radius ); + // Return a pointer to the specified tile cache entry + fgTILE *GetTile( int index ); // Destructor ~fgTILECACHE( void ); @@ -104,6 +108,11 @@ extern fgTILECACHE global_tile_cache; // $Log$ +// Revision 1.9 1998/05/23 14:09:22 curt +// Added tile.cxx and tile.hxx. +// 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 1.8 1998/05/20 20:53:54 curt // Moved global ref point and radius (bounding sphere info, and offset) to // data file rather than calculating it on the fly. diff --git a/Scenery/tilemgr.cxx b/Scenery/tilemgr.cxx index 9314a0959..c1e326661 100644 --- a/Scenery/tilemgr.cxx +++ b/Scenery/tilemgr.cxx @@ -33,11 +33,12 @@ #include #include +#include + #include #include #include -#include #include #include #include @@ -291,11 +292,13 @@ void fgTileMgrRender( void ) { fgTILECACHE *c; fgFLIGHT *f; fgOPTIONS *o; + fgTILE *t; fgVIEW *v; struct fgBUCKET p; - fgCartesianPoint3d local_ref, offset; - GLint display_list; - double radius; + fgCartesianPoint3d offset; + fgFRAGMENT fragment; + list < fgFRAGMENT > :: iterator current; + list < fgFRAGMENT > :: iterator last; int i; int index; int culled = 0; @@ -309,7 +312,7 @@ void fgTileMgrRender( void ) { // Find current translation offset fgBucketFind(FG_Longitude * RAD_TO_DEG, FG_Latitude * RAD_TO_DEG, &p); index = c->Exists(&p); - c->EntryInfo(index, &display_list, &scenery.next_center, &radius ); + t = c->GetTile(index); fgPrintf( FG_TERRAIN, FG_DEBUG, "Pos = (%.2f, %.2f) Current bucket = %d %d %d %d Index = %ld\n", @@ -319,33 +322,48 @@ void fgTileMgrRender( void ) { for ( i = 0; i < (o->tile_diameter * o->tile_diameter); i++ ) { index = tiles[i]; // fgPrintf( FG_TERRAIN, FG_DEBUG, "Index = %d\n", index); - c->EntryInfo(index, &display_list, &local_ref, &radius ); + t = c->GetTile(index); - if ( display_list >= 0 ) { + // calculate tile offset + offset.x = t->center.x - scenery.center.x; + offset.y = t->center.y - scenery.center.y; + offset.z = t->center.z - scenery.center.z; - offset.x = local_ref.x - scenery.center.x; - offset.y = local_ref.y - scenery.center.y; - offset.z = local_ref.z - scenery.center.z; + if ( viewable(&offset, t->bounding_radius) ) { + // at least a portion of this tile is viewable + + xglPushMatrix(); + xglTranslatef(offset.x, offset.y, offset.z); - if ( viewable(&offset, radius) ) { - drawn++; - xglPushMatrix(); - xglTranslatef(offset.x, offset.y, offset.z); - xglCallList(display_list); - xglPopMatrix(); - } else { - culled++; + // traverse fragment list for tile + current = t->fragment_list.begin(); + last = t->fragment_list.end(); + + while ( current != last ) { + fragment = *current++; + + if ( fragment.display_list >= 0 ) { + xglCallList(fragment.display_list); + } } + + xglPopMatrix(); } } - 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, // v->vfc_ratio); } // $Log$ +// Revision 1.12 1998/05/23 14:09:23 curt +// Added tile.cxx and tile.hxx. +// 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 1.11 1998/05/20 20:53:55 curt // Moved global ref point and radius (bounding sphere info, and offset) to // data file rather than calculating it on the fly.