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.
This commit is contained in:
parent
474849f96b
commit
a60f1d812d
9 changed files with 294 additions and 91 deletions
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@ -6,6 +6,7 @@ libScenery_la_SOURCES = \
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obj.cxx obj.hxx \
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scenery.cxx scenery.hxx \
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texload.c texload.h \
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tile.cxx tile.hxx \
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tilecache.cxx tilecache.hxx \
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tilemgr.cxx tilemgr.hxx
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@ -78,6 +78,7 @@ libScenery_la_SOURCES = \
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obj.cxx obj.hxx \
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scenery.cxx scenery.hxx \
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texload.c texload.h \
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tile.cxx tile.hxx \
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tilecache.cxx tilecache.hxx \
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tilemgr.cxx tilemgr.hxx
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mkinstalldirs = $(SHELL) $(top_srcdir)/mkinstalldirs
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@ -96,8 +97,8 @@ X_EXTRA_LIBS = @X_EXTRA_LIBS@
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X_PRE_LIBS = @X_PRE_LIBS@
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libScenery_la_LDFLAGS =
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libScenery_la_LIBADD =
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libScenery_la_OBJECTS = obj.lo scenery.lo texload.lo tilecache.lo \
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tilemgr.lo
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libScenery_la_OBJECTS = obj.lo scenery.lo texload.lo tile.lo \
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tilecache.lo tilemgr.lo
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CXXFLAGS = @CXXFLAGS@
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CXXCOMPILE = $(CXX) $(DEFS) $(INCLUDES) $(CPPFLAGS) $(CXXFLAGS)
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LTCXXCOMPILE = $(LIBTOOL) --mode=compile $(CXX) $(DEFS) $(INCLUDES) $(CPPFLAGS) $(CXXFLAGS)
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@ -113,7 +114,7 @@ DISTFILES = $(DIST_COMMON) $(SOURCES) $(HEADERS) $(TEXINFOS) $(EXTRA_DIST)
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TAR = tar
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GZIP = --best
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DEP_FILES = .deps/obj.P .deps/scenery.P .deps/texload.P \
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DEP_FILES = .deps/obj.P .deps/scenery.P .deps/texload.P .deps/tile.P \
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.deps/tilecache.P .deps/tilemgr.P
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CXXMKDEP = $(CXX) -M $(DEFS) $(INCLUDES) $(CPPFLAGS) $(CXXFLAGS)
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SOURCES = $(libScenery_la_SOURCES)
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@ -47,6 +47,7 @@
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#include "obj.hxx"
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#include "scenery.hxx"
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#include "tile.hxx"
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#define MAXNODES 100000
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@ -94,21 +95,16 @@ fgPolarPoint3d calc_tex_coords(double *node, fgCartesianPoint3d *ref) {
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}
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// Calculate distance between (0,0,0) and the specified point
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static double calc_dist(double *p) {
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return ( sqrt(p[0]*p[0] + p[1]*p[1] + p[2]*p[2]) );
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}
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/* Load a .obj file and generate the GL call list */
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GLint fgObjLoad(char *path, fgCartesianPoint3d *ref, double *radius) {
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/* Load a .obj file and build the GL fragment list */
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int fgObjLoad(char *path, fgTILE *tile) {
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fgOPTIONS *o;
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fgFRAGMENT fragment;
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fgPolarPoint3d pp;
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char fgpath[256], line[256], material[256];
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double approx_normal[3], normal[3], scale;
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// double x, y, z, xmax, xmin, ymax, ymin, zmax, zmin;
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// GLfloat sgenparams[] = { 1.0, 0.0, 0.0, 0.0 };
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GLint tile;
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GLint display_list;
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fgFile f;
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int first, ncount, vncount, n1, n2, n3, n4;
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int last1, last2, odd;
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@ -130,18 +126,18 @@ GLint fgObjLoad(char *path, fgCartesianPoint3d *ref, double *radius) {
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strcat(fgpath, ".obj");
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fgPrintf( FG_TERRAIN, FG_ALERT,
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"Cannot open file: %s\n", fgpath );
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return(-1);
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return(0);
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}
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}
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}
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tile = xglGenLists(1);
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xglNewList(tile, GL_COMPILE);
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display_list = xglGenLists(1);
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xglNewList(display_list, GL_COMPILE);
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first = 1;
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ncount = 1;
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vncount = 1;
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*radius = 0.0;
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tile->bounding_radius = 0.0;
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while ( fggets(f, line, 250) != NULL ) {
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if ( line[0] == '#' ) {
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@ -150,8 +146,9 @@ GLint fgObjLoad(char *path, fgCartesianPoint3d *ref, double *radius) {
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/* empty line -- ignore */
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} else if ( strncmp(line, "gb ", 3) == 0 ) {
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/* reference point (center offset) */
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sscanf(line, "gb %lf %lf %lf %lf\n", &ref->x, &ref->y, &ref->z,
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radius);
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sscanf(line, "gb %lf %lf %lf %lf\n",
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&tile->center.x, &tile->center.y, &tile->center.z,
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&tile->bounding_radius);
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} else if ( strncmp(line, "v ", 2) == 0 ) {
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/* node (vertex) */
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if ( ncount < MAXNODES ) {
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@ -217,19 +214,19 @@ GLint fgObjLoad(char *path, fgCartesianPoint3d *ref, double *radius) {
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// (averaged) normals
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MAT3_SCALE_VEC(normal, normals[n1], scale);
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xglNormal3dv(normal);
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pp = calc_tex_coords(nodes[n1], ref);
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pp = calc_tex_coords(nodes[n1], &tile->center);
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xglTexCoord2f(pp.lon, pp.lat);
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xglVertex3d(nodes[n1][0], nodes[n1][1], nodes[n1][2]);
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MAT3_SCALE_VEC(normal, normals[n2], scale);
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xglNormal3dv(normal);
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pp = calc_tex_coords(nodes[n2], ref);
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pp = calc_tex_coords(nodes[n2], &tile->center);
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xglTexCoord2f(pp.lon, pp.lat);
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xglVertex3d(nodes[n2][0], nodes[n2][1], nodes[n2][2]);
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MAT3_SCALE_VEC(normal, normals[n3], scale);
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xglNormal3dv(normal);
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pp = calc_tex_coords(nodes[n3], ref);
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pp = calc_tex_coords(nodes[n3], &tile->center);
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xglTexCoord2f(pp.lon, pp.lat);
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xglVertex3d(nodes[n3][0], nodes[n3][1], nodes[n3][2]);
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} else {
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@ -245,15 +242,15 @@ GLint fgObjLoad(char *path, fgCartesianPoint3d *ref, double *radius) {
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MAT3_SCALE_VEC(normal, approx_normal, scale);
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xglNormal3dv(normal);
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pp = calc_tex_coords(nodes[n1], ref);
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pp = calc_tex_coords(nodes[n1], &tile->center);
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xglTexCoord2f(pp.lon, pp.lat);
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xglVertex3d(nodes[n1][0], nodes[n1][1], nodes[n1][2]);
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pp = calc_tex_coords(nodes[n2], ref);
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pp = calc_tex_coords(nodes[n2], &tile->center);
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xglTexCoord2f(pp.lon, pp.lat);
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xglVertex3d(nodes[n2][0], nodes[n2][1], nodes[n2][2]);
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pp = calc_tex_coords(nodes[n3], ref);
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pp = calc_tex_coords(nodes[n3], &tile->center);
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xglTexCoord2f(pp.lon, pp.lat);
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xglVertex3d(nodes[n3][0], nodes[n3][1], nodes[n3][2]);
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}
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@ -272,7 +269,7 @@ GLint fgObjLoad(char *path, fgCartesianPoint3d *ref, double *radius) {
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MAT3_SCALE_VEC(normal, approx_normal, scale);
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}
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xglNormal3dv(normal);
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pp = calc_tex_coords(nodes[n4], ref);
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pp = calc_tex_coords(nodes[n4], &tile->center);
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xglTexCoord2f(pp.lon, pp.lat);
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xglVertex3d(nodes[n4][0], nodes[n4][1], nodes[n4][2]);
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@ -296,17 +293,17 @@ GLint fgObjLoad(char *path, fgCartesianPoint3d *ref, double *radius) {
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sscanf(line, "f %d %d %d\n", &n1, &n2, &n3);
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xglNormal3d(normals[n1][0], normals[n1][1], normals[n1][2]);
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pp = calc_tex_coords(nodes[n1], ref);
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pp = calc_tex_coords(nodes[n1], &tile->center);
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xglTexCoord2f(pp.lon, pp.lat);
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xglVertex3d(nodes[n1][0], nodes[n1][1], nodes[n1][2]);
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xglNormal3d(normals[n2][0], normals[n2][1], normals[n2][2]);
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pp = calc_tex_coords(nodes[n2], ref);
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pp = calc_tex_coords(nodes[n2], &tile->center);
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xglTexCoord2f(pp.lon, pp.lat);
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xglVertex3d(nodes[n2][0], nodes[n2][1], nodes[n2][2]);
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xglNormal3d(normals[n3][0], normals[n3][1], normals[n3][2]);
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pp = calc_tex_coords(nodes[n3], ref);
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pp = calc_tex_coords(nodes[n3], &tile->center);
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xglTexCoord2f(pp.lon, pp.lat);
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xglVertex3d(nodes[n3][0], nodes[n3][1], nodes[n3][2]);
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} else if ( line[0] == 'q' ) {
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@ -335,7 +332,7 @@ GLint fgObjLoad(char *path, fgCartesianPoint3d *ref, double *radius) {
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xglNormal3dv(normal);
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}
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pp = calc_tex_coords(nodes[n1], ref);
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pp = calc_tex_coords(nodes[n1], &tile->center);
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xglTexCoord2f(pp.lon, pp.lat);
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xglVertex3d(nodes[n1][0], nodes[n1][1], nodes[n1][2]);
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@ -363,7 +360,7 @@ GLint fgObjLoad(char *path, fgCartesianPoint3d *ref, double *radius) {
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xglNormal3dv(normal);
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}
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pp = calc_tex_coords(nodes[n2], ref);
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pp = calc_tex_coords(nodes[n2], &tile->center);
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xglTexCoord2f(pp.lon, pp.lat);
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xglVertex3d(nodes[n2][0], nodes[n2][1], nodes[n2][2]);
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@ -398,25 +395,31 @@ GLint fgObjLoad(char *path, fgCartesianPoint3d *ref, double *radius) {
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fgclose(f);
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/* reference point is the "center" (now included in input file) */
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/*
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ref->x = (xmin + xmax) / 2.0;
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ref->y = (ymin + ymax) / 2.0;
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ref->z = (zmin + zmax) / 2.0;
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*/
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// temporary: create a fragment
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fragment.center = tile->center;
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fragment.bounding_radius = tile->bounding_radius;
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fragment.display_list = display_list;
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return(tile);
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// temporary: push this fragment onto the tile's object list
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tile->fragment_list.push_back(fragment);
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return(1);
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}
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/* $Log$
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/* Revision 1.5 1998/05/20 20:53:53 curt
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/* Moved global ref point and radius (bounding sphere info, and offset) to
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/* data file rather than calculating it on the fly.
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/* Fixed polygon winding problem in scenery generation stage rather than
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/* compensating for it on the fly.
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/* Made a fgTILECACHE class.
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/* Revision 1.6 1998/05/23 14:09:20 curt
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/* Added tile.cxx and tile.hxx.
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/* Working on rewriting the tile management system so a tile is just a list
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/* fragments, and the fragment record contains the display list for that fragment.
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/*
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* Revision 1.5 1998/05/20 20:53:53 curt
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* Moved global ref point and radius (bounding sphere info, and offset) to
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* data file rather than calculating it on the fly.
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* Fixed polygon winding problem in scenery generation stage rather than
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* compensating for it on the fly.
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* Made a fgTILECACHE class.
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*
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* Revision 1.4 1998/05/16 13:09:57 curt
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* Beginning to add support for view frustum culling.
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* Added some temporary code to calculate bouding radius, until the
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@ -45,18 +45,26 @@
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#include <Include/fg_types.h>
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#include "tile.hxx"
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/* Load a .obj file and generate the GL call list */
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GLint fgObjLoad(char *path, fgCartesianPoint3d *ref, double *radius);
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/* Load a .obj file and build the GL fragment list */
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int fgObjLoad(char *path, fgTILE *tile);
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// GLint fgObjLoad(char *path, fgCartesianPoint3d *ref, double *radius) {
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#endif /* _OBJ_HXX */
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/* $Log$
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/* Revision 1.2 1998/05/02 01:52:15 curt
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/* Playing around with texture coordinates.
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/* Revision 1.3 1998/05/23 14:09:21 curt
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/* Added tile.cxx and tile.hxx.
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/* Working on rewriting the tile management system so a tile is just a list
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/* fragments, and the fragment record contains the display list for that fragment.
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/*
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* Revision 1.2 1998/05/02 01:52:15 curt
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* Playing around with texture coordinates.
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*
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* Revision 1.1 1998/04/30 12:35:29 curt
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* Added a command line rendering option specify smooth/flat shading.
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*
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53
Scenery/tile.cxx
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53
Scenery/tile.cxx
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// tile.cxx -- routines to handle a scenery tile
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//
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// Written by Curtis Olson, started May 1998.
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//
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// Copyright (C) 1998 Curtis L. Olson - curt@infoplane.com
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//
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// This program is free software; you can redistribute it and/or
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// modify it under the terms of the GNU General Public License as
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// published by the Free Software Foundation; either version 2 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful, but
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// WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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// General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program; if not, write to the Free Software
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// Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
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//
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// $Id$
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// (Log is kept at end of this file)
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#include "tile.hxx"
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// Constructor
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fgFRAGMENT::fgFRAGMENT ( void ) {
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}
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// Destructor
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fgFRAGMENT::~fgFRAGMENT ( void ) {
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}
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// Constructor
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fgTILE::fgTILE ( void ) {
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}
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// Destructor
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fgTILE::~fgTILE ( void ) {
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}
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// $Log$
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// Revision 1.1 1998/05/23 14:09:21 curt
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// Added tile.cxx and tile.hxx.
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// Working on rewriting the tile management system so a tile is just a list
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// fragments, and the fragment record contains the display list for that fragment.
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//
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106
Scenery/tile.hxx
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106
Scenery/tile.hxx
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@ -0,0 +1,106 @@
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// tile.hxx -- routines to handle a scenery tile
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//
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// Written by Curtis Olson, started May 1998.
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//
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// Copyright (C) 1998 Curtis L. Olson - curt@infoplane.com
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//
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// This program is free software; you can redistribute it and/or
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// modify it under the terms of the GNU General Public License as
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// published by the Free Software Foundation; either version 2 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful, but
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// WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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// General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program; if not, write to the Free Software
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// Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
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//
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// $Id$
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// (Log is kept at end of this file)
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#ifndef _TILE_HXX
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#define _TILE_HXX
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#ifndef __cplusplus
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# error This library requires C++
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#endif
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#ifdef HAVE_CONFIG_H
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# include <config.h>
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#endif
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#ifdef HAVE_WINDOWS_H
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# include <windows.h>
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#endif
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#include <GL/glut.h>
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#include <XGL/xgl.h>
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#include <list.h> // STL list
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#include <Bucket/bucketutils.h>
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#include <Include/fg_types.h>
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// Object fragment data class
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class fgFRAGMENT {
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public:
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// culling data for this object fragment (fine grain culling)
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fgCartesianPoint3d center;
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double bounding_radius;
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// material property pointer
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int material_ptr;
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// OpenGL display list for fragment data
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GLint display_list;
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// Constructor
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fgFRAGMENT ( void );
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// Destructor
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~fgFRAGMENT ( void );
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};
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// Scenery tile class
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class fgTILE {
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public:
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// culling data for whole tile (course grain culling)
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fgCartesianPoint3d center;
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double bounding_radius;
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// this tile's official location in the world
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struct fgBUCKET tile_bucket;
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// the tile cache will mark here if the tile is being used
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int used;
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list < fgFRAGMENT > fragment_list;
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// Constructor
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fgTILE ( void );
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// Destructor
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~fgTILE ( void );
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};
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||||
|
||||
|
||||
#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.
|
||||
//
|
|
@ -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.
|
||||
|
|
|
@ -45,12 +45,16 @@
|
|||
#include <Bucket/bucketutils.h>
|
||||
#include <Include/fg_types.h>
|
||||
|
||||
#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.
|
||||
|
|
|
@ -33,11 +33,12 @@
|
|||
#include <GL/glut.h>
|
||||
#include <XGL/xgl.h>
|
||||
|
||||
#include <Aircraft/aircraft.h>
|
||||
|
||||
#include <Scenery/obj.hxx>
|
||||
#include <Scenery/scenery.hxx>
|
||||
#include <Scenery/tilecache.hxx>
|
||||
|
||||
#include <Aircraft/aircraft.h>
|
||||
#include <Bucket/bucketutils.h>
|
||||
#include <Debug/fg_debug.h>
|
||||
#include <Include/fg_constants.h>
|
||||
|
@ -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
|
||||
|
||||
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);
|
||||
}
|
||||
}
|
||||
|
||||
v->vfc_ratio = (double)culled / (double)(drawn + culled);
|
||||
xglPopMatrix();
|
||||
}
|
||||
}
|
||||
|
||||
// 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.
|
||||
|
|
Loading…
Reference in a new issue