cleaned up my fragment.num_faces hack :-) to use the STL (no need in
duplicating work.) Tweaked fgTileMgrRender() do not calc tile matrix unless necessary. removed some unneeded stuff from fgTileMgrCurElev()
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f4f6397877
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b4abef6ab8
5 changed files with 69 additions and 29 deletions
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@ -68,8 +68,7 @@ fgFRAGMENT::fgFRAGMENT ( const fgFRAGMENT & rhs ) :
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material_ptr ( rhs.material_ptr ),
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tile_ptr ( rhs.tile_ptr ),
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display_list ( rhs.display_list ),
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faces ( rhs.faces ),
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num_faces ( rhs.num_faces )
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faces ( rhs.faces )
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{
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}
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@ -330,6 +329,12 @@ int fgFRAGMENT::intersect( const fgPoint3d *end0,
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}
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// $Log$
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// Revision 1.4 1998/09/15 01:35:03 curt
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// cleaned up my fragment.num_faces hack :-) to use the STL (no need in
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// duplicating work.)
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// Tweaked fgTileMgrRender() do not calc tile matrix unless necessary.
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// removed some unneeded stuff from fgTileMgrCurElev()
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//
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// Revision 1.3 1998/09/08 21:40:42 curt
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// Updates from Bernie Bright.
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//
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@ -114,12 +114,13 @@ public:
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container faces;
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// number of faces in this fragment
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int num_faces;
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int num_faces() {
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return faces.size();
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}
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// Add a face to the face list
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void add_face(int n1, int n2, int n3) {
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faces.push_back( fgFACE(n1,n2,n3) );
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num_faces++;
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}
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// test if line intesects with this fragment. p0 and p1 are the
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@ -133,7 +134,7 @@ public:
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fgPoint3d *result) const;
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// Constructors
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fgFRAGMENT () : num_faces(0) { /*faces.reserve(512);*/}
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fgFRAGMENT () { /*faces.reserve(512);*/}
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fgFRAGMENT ( const fgFRAGMENT &image );
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// Destructor
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@ -149,7 +150,6 @@ public:
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void init() {
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faces.erase( faces.begin(), faces.end() );
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num_faces = 0;
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}
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int deleteDisplayList() {
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@ -176,6 +176,12 @@ operator == ( const fgFRAGMENT & lhs, const fgFRAGMENT & rhs ) {
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// $Log$
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// Revision 1.5 1998/09/15 01:35:04 curt
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// cleaned up my fragment.num_faces hack :-) to use the STL (no need in
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// duplicating work.)
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// Tweaked fgTileMgrRender() do not calc tile matrix unless necessary.
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// removed some unneeded stuff from fgTileMgrCurElev()
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//
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// Revision 1.4 1998/09/10 19:07:09 curt
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// /Simulator/Objects/fragment.hxx
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// Nested fgFACE inside fgFRAGMENT since its not used anywhere else.
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@ -34,6 +34,7 @@
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#include <XGL/xgl.h>
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#include <string.h>
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#include <string>
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#include "Include/fg_stl_config.h"
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#include <Debug/fg_debug.h>
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@ -231,6 +232,8 @@ fgMATERIAL_MGR::fgMATERIAL_MGR ( void ) {
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void
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fgMATERIAL::render_fragments()
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{
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// cout << "rendering " + texture_name + " = " << list_size << "\n";
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if ( empty() )
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return;
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@ -252,17 +255,17 @@ fgMATERIAL::render_fragments()
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for ( size_t i = 0; i < list_size; ++i )
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{
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fgFRAGMENT* frag_ptr = list[i];
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current_view.tris_rendered += frag_ptr->num_faces;
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current_view.tris_rendered += frag_ptr->num_faces();
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if ( frag_ptr->tile_ptr != last_tile_ptr )
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{
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// new tile, new translate
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last_tile_ptr = frag_ptr->tile_ptr;
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xglLoadMatrixd( frag_ptr->tile_ptr->model_view );
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}
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// Woohoo!!! We finally get to draw something!
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// printf(" display_list = %d\n", frag_ptr->display_list);
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xglCallList( frag_ptr->display_list );
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last_tile_ptr = frag_ptr->tile_ptr;
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}
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}
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@ -348,6 +351,12 @@ fgMATERIAL_MGR::render_fragments()
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// $Log$
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// Revision 1.6 1998/09/15 01:35:05 curt
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// cleaned up my fragment.num_faces hack :-) to use the STL (no need in
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// duplicating work.)
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// Tweaked fgTileMgrRender() do not calc tile matrix unless necessary.
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// removed some unneeded stuff from fgTileMgrCurElev()
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//
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// Revision 1.5 1998/09/10 19:07:11 curt
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// /Simulator/Objects/fragment.hxx
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// Nested fgFACE inside fgFRAGMENT since its not used anywhere else.
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@ -101,6 +101,14 @@ fgPoint3d calc_tex_coords(double *node, fgPoint3d *ref) {
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pp.lon = fmod(RAD_TO_DEG * FG_TEX_CONSTANT * pp.lon, 25.0);
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pp.lat = fmod(RAD_TO_DEG * FG_TEX_CONSTANT * pp.lat, 25.0);
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if ( pp.lon < 0.0 ) {
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pp.lon += 25.0;
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}
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if ( pp.lat < 0.0 ) {
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pp.lat += 25.0;
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}
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return(pp);
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}
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@ -538,6 +546,12 @@ int fgObjLoad( const string& path, fgTILE *t) {
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// $Log$
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// Revision 1.4 1998/09/15 01:35:07 curt
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// cleaned up my fragment.num_faces hack :-) to use the STL (no need in
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// duplicating work.)
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// Tweaked fgTileMgrRender() do not calc tile matrix unless necessary.
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// removed some unneeded stuff from fgTileMgrCurElev()
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//
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// Revision 1.3 1998/09/03 21:27:03 curt
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// Fixed a serious bug caused by not-quite-correct comment/white space eating
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// which resulted in mismatched glBegin() glEnd() pairs, incorrect display lists,
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@ -416,7 +416,7 @@ double fgTileMgrCurElev( double lon, double lat, fgPoint3d *abs_view_pos ) {
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list < fgFRAGMENT > :: iterator current;
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list < fgFRAGMENT > :: iterator last;
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double dist, min_dist, lat_geod, alt, sea_level_r;
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double x, y, z;
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// double x, y, z;
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int index, tile_diameter, i;
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c = &global_tile_cache;
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@ -431,10 +431,10 @@ double fgTileMgrCurElev( double lon, double lat, fgPoint3d *abs_view_pos ) {
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index = c->exists(&p);
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t = c->get_tile(index);
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scenery.next_center.x = t->center.x;
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scenery.next_center.y = t->center.y;
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scenery.next_center.z = t->center.z;
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// scenery.next_center.x = t->center.x;
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// scenery.next_center.y = t->center.y;
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// scenery.next_center.z = t->center.z;
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earth_center.x = 0.0;
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earth_center.y = 0.0;
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earth_center.z = 0.0;
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@ -445,10 +445,10 @@ double fgTileMgrCurElev( double lon, double lat, fgPoint3d *abs_view_pos ) {
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p.lon, p.lat, p.x, p.y, fgBucketGenIndex(&p) );
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// calculate tile offset
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x = (t->offset.x = t->center.x - scenery.center.x);
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y = (t->offset.y = t->center.y - scenery.center.y);
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z = (t->offset.z = t->center.z - scenery.center.z);
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// x = (t->offset.x = t->center.x - scenery.center.x);
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// y = (t->offset.y = t->center.y - scenery.center.y);
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// z = (t->offset.z = t->center.z - scenery.center.z);
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// calc current terrain elevation calculate distance from
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// vertical tangent line at current position to center of
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// tile.
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@ -592,18 +592,6 @@ void fgTileMgrRender( void ) {
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y = (t->offset.y = t->center.y - scenery.center.y);
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z = (t->offset.z = t->center.z - scenery.center.z);
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m = t->model_view;
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for ( j = 0; j < 16; j++ ) {
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m[j] = v->MODEL_VIEW[j];
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}
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// Calculate the model_view transformation matrix for this tile
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// This is equivalent to doing a glTranslatef(x, y, z);
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m[12] = m[0] * x + m[4] * y + m[8] * z + m[12];
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m[13] = m[1] * x + m[5] * y + m[9] * z + m[13];
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m[14] = m[2] * x + m[6] * y + m[10] * z + m[14];
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m[15] = m[3] * x + m[7] * y + m[11] * z + m[15];
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#if defined( TEST_FOV_CLIP )
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if( viewable(&(t->offset), t->bounding_radius) !=
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viewable2(&(t->offset), t->bounding_radius) )
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@ -617,6 +605,18 @@ void fgTileMgrRender( void ) {
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if ( viewable(&(t->offset), t->bounding_radius) ) {
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// at least a portion of this tile could be viewable
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m = t->model_view;
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for ( j = 0; j < 16; j++ ) {
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m[j] = v->MODEL_VIEW[j];
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}
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// Calculate the model_view transformation matrix for this tile
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// This is equivalent to doing a glTranslatef(x, y, z);
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m[12] = m[0] * x + m[4] * y + m[8] * z + m[12];
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m[13] = m[1] * x + m[5] * y + m[9] * z + m[13];
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m[14] = m[2] * x + m[6] * y + m[10] * z + m[14];
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m[15] = m[3] * x + m[7] * y + m[11] * z + m[15];
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// xglPushMatrix();
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// xglTranslatef(t->offset.x, t->offset.y, t->offset.z);
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@ -690,6 +690,12 @@ void fgTileMgrRender( void ) {
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// $Log$
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// Revision 1.37 1998/09/15 01:36:45 curt
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// cleaned up my fragment.num_faces hack :-) to use the STL (no need in
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// duplicating work.)
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// Tweaked fgTileMgrRender() do not calc tile matrix unless necessary.
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// removed some unneeded stuff from fgTileMgrCurElev()
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//
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// Revision 1.36 1998/09/14 12:45:26 curt
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// minor tweaks.
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//
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