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Initial supporting code for runway lighting (not yet working)

This commit is contained in:
curt 2001-09-19 22:30:41 +00:00
parent f2e89407d2
commit c0f70c0d54
2 changed files with 652 additions and 0 deletions

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@ -179,7 +179,504 @@ static void my_remove_branch( ssgBranch * branch ) {
}
}
// ADA
#define TEXRES_X 256
#define TEXRES_Y 256
unsigned char env_map[TEXRES_X][TEXRES_Y][4];
// SetColor & SetColor2 functions were provided by Christian Mayer (26 April 2001) - used without change
void setColor(float x, float y, float z, float angular_size, float r,
float g, float b, float a)
{
//normalize
float inv_length = 1.0 / sqrt(x*x + y*y + z*z);
x *= inv_length; y *= inv_length; z *= inv_length;
float cos_angular_size = cos(angular_size*(22.0/7.0)/180.0);
for( int s = 0; s < TEXRES_X; s++) {
for( int t = 0; t < TEXRES_Y; t++) {
float s_2 = (float)s/TEXRES_X - 0.5; // centre of texture 0,0
float t_2 = (float)t/TEXRES_Y - 0.5; // elev
float rx, ry, rz;
if ((1.0 - 4.0*s_2*s_2 - 4.0*t_2*t_2) >= 0.0) {
// sphere
float m = 4.0 * sqrt(1.0 - 4.0*s_2*s_2 - 4.0*t_2*t_2);
rx = m * s_2;
ry = m * t_2;
rz = m*m / 8.0 - 1.0;
} else {
// singularity
rx = 0.0;
ry = 0.0;
rz = -1.0;
}
float tx = rx; //mirroring on the z=0 plane
float ty = ry; //assumes that the normal is allways
float tz = -rz; //n(0.0, 0.0, 1.0)
if ( cos_angular_size < (x*tx + y*ty + z*tz) ) {
env_map[s][t][0] = (unsigned char) r * 255;
env_map[s][t][1] = (unsigned char) g * 255;
env_map[s][t][2] = (unsigned char) b * 255;
env_map[s][t][3] = (unsigned char) a * 255;
}
}
}
}
// elevation_size, float azimuth_size are the *total* angular size of the light
void setColor2(float elevation_size,float azimuth_size, float r, float g, float b, float a)
{
for( int s = 0; s < TEXRES_X; s++) {
for( int t = 0; t < TEXRES_Y; t++) {
float s_2 = (float)s/TEXRES_X - 0.5;
float t_2 = (float)t/TEXRES_Y - 0.5;
float rx, ry, rz;
if ((1.0 - 4.0*s_2*s_2 - 4.0*t_2*t_2) >= 0.0) {
float m = 4.0 * sqrt(1.0 - 4.0*s_2*s_2 - 4.0*t_2*t_2);
rx = m * s_2;
ry = m * t_2;
rz = m*m / 8.0 - 1.0;
} else {
rx = 0.0;
ry = 0.0;
rz = -1.0;
}
float tx = rx; //mirroring on the z=0 plane to reverse
float ty = ry; //OpenGLs automatic mirroring
float tz = -rz;
//get elevation => project t onto the x-z-plane
float tz_proj1 = tz / sqrt(tx*tx + tz*tz);
float televation = acos( -tz_proj1 ) * 180.0 / 3.1415;
//get azi => project t onto the y-z-plane
float tz_proj2 = tz / sqrt(ty*ty + tz*tz);
float tazimuth = acos( -tz_proj2 ) * 180.0 / 3.1415;
//note televation and tazimuth are the angles *between* the
//temporary vector and the normal (0,0,-1). They are *NOT*
//the elevation and azimuth angles
//square:
//if (((elevation_size > televation) || (elevation_size < -televation)) &&
// ((azimuth_size > tazimuth ) || (azimuth_size < -tazimuth )))
//elliptical
if (((televation*televation) / (elevation_size*elevation_size / 4.0) +
(tazimuth *tazimuth ) / (azimuth_size *azimuth_size / 4.0)) <= 1.0)
{
env_map[s][t][0] = (unsigned char) r * 255;
env_map[s][t][1] = (unsigned char) g * 255;
env_map[s][t][2] = (unsigned char) b * 255;
env_map[s][t][3] = (unsigned char) a * 255;
}
}
}
}
// 23 March 2001
// This function performs billboarding of polygons drawn using the UP and RIGHT vectors obtained
// from the transpose of the MODEL_VIEW_MATRIX of the ssg_current_context. Each polygon is drawn
// at the coordinate array and material state as passed thro arguments.
void *fgBillboard( ssgBranch *lightmaps, ssgVertexArray *light_maps, ssgSimpleState *lightmap_state, float size) {
sgMat4 tmat;
sgVec3 rt, up, nrt, nup, pt, quads[4], lmaps[4];
ssgGetModelviewMatrix ( tmat );
sgSetVec3 (rt, tmat[0][0], tmat[1][0], tmat[2][0]);
sgSetVec3 (up, tmat[0][1], tmat[1][1], tmat[2][1]);
sgSetVec3 (nrt, tmat[0][0], tmat[1][0], tmat[2][0]);
sgSetVec3 (nup, tmat[0][1], tmat[1][1], tmat[2][1]);
sgNegateVec3 (nrt);
sgNegateVec3 (nup);
sgAddVec3 (quads[0], nrt, nup);
sgAddVec3 (quads[1], rt, nup);
sgAddVec3 (quads[2], rt, up);
sgAddVec3 (quads[3], nrt, up);
sgScaleVec3 (quads[0], size);
sgScaleVec3 (quads[1], size);
sgScaleVec3 (quads[2], size);
sgScaleVec3 (quads[3], size);
sgVec4 color;
sgSetVec4( color, 1.0, 1.0, 0.0, 1.0 );
sgVec2 texcoords[4];
sgSetVec2( texcoords[0], 1.0, 1.0 );
sgSetVec2( texcoords[1], 0.0, 1.0 );
sgSetVec2( texcoords[2], 0.0, 0.0 );
sgSetVec2( texcoords[3], 1.0, 0.0 );
for (int j = 0; j < 4; j++ ) {
sgCopyVec3(lmaps[j] ,quads[j]);
}
for ( int i = 0; i < light_maps->getNum(); ++i ) {
// Allocate ssg structure
ssgVertexArray *vl = new ssgVertexArray( 1 );
ssgTexCoordArray *tl = new ssgTexCoordArray( 1 );
ssgColourArray *cl = new ssgColourArray( 1 );
float *temp = light_maps->get(i);
sgSetVec3(pt,temp[0],temp[1],temp[2]);
for (int k=0; k<4; k++) {
sgAddVec3( quads[k],lmaps[k], pt );
vl->add(quads[k]);
tl->add(texcoords[k]);
cl->add(color);
}
ssgLeaf *leaf = NULL;
leaf = new ssgVtxTable ( GL_TRIANGLE_FAN, vl, NULL, tl, cl );
leaf->setState( lightmap_state );
lightmaps->addKid( leaf );
}
}
ssgBranch* FGTileEntry::gen_runway_lights( ssgVertexArray *points,ssgVertexArray *normal,
ssgVertexArray *dir, int type[])
{
//************** HARD CODED RUNWAY LIGHT TEXTURES BEGIN ************************
GLuint texEdge, texTaxi, texCenter, texTouchdown;
GLuint texThreshold, texCrossbar, texUndershoot, texApproach;
GLuint texRabbit, texVasi, texWhite, texRed, texGreen, texYellow;
//VASI lights
setColor(0.0,0.0,1.0,360.0, 0, 0, 0, 0);
setColor2(10.0, 40.0, 1, 1, 1, 1);
setColor2(6.0, 40.0, 1, 0.5, 0.5, 1);
setColor2(5.0, 40.0, 1, 0, 0, 1);
glGenTextures(1, &texVasi);
glBindTexture(GL_TEXTURE_2D, texVasi);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, TEXRES_X, TEXRES_Y, 0, GL_RGBA, GL_UNSIGNED_BYTE, env_map);
ssgSimpleState *vasi_state;
vasi_state = new ssgSimpleState();
vasi_state->ref();
vasi_state->setTexture( texVasi );
vasi_state->disable( GL_LIGHTING );
vasi_state->enable( GL_TEXTURE_2D );
vasi_state->setShadeModel( GL_SMOOTH );
//EDGE
setColor(0.0,0.0,-1.0,180.0, 1, 1, 0.5, 1);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glGenTextures(1, &texEdge);
glBindTexture(GL_TEXTURE_2D, texEdge);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, TEXRES_X, TEXRES_Y, 0, GL_RGBA, GL_UNSIGNED_BYTE, env_map);
ssgSimpleState *edge_state;
edge_state = new ssgSimpleState();
edge_state->ref();
edge_state->setTexture( texEdge );
edge_state->disable( GL_LIGHTING );
edge_state->enable( GL_TEXTURE_2D );
edge_state->setShadeModel( GL_SMOOTH );
//TOUCHDOWN
setColor(0.0,0.0,-1.0,180.0, 0, 1, 0, 1);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glGenTextures(1, &texTouchdown);
glBindTexture(GL_TEXTURE_2D, texTouchdown);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, TEXRES_X, TEXRES_Y, 0, GL_RGBA, GL_UNSIGNED_BYTE, env_map);
ssgSimpleState *touchdown_state;
touchdown_state = new ssgSimpleState();
touchdown_state->ref();
touchdown_state->setTexture( texTouchdown );
touchdown_state->disable( GL_LIGHTING );
touchdown_state->enable( GL_TEXTURE_2D );
touchdown_state->setShadeModel( GL_SMOOTH );
//THRESHOLD
setColor(0.0,0.0,-1.0,180.0, 1, 0, 0, 1);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glGenTextures(1, &texThreshold);
glBindTexture(GL_TEXTURE_2D, texThreshold);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, TEXRES_X, TEXRES_Y, 0, GL_RGBA, GL_UNSIGNED_BYTE, env_map);
ssgSimpleState *threshold_state;
threshold_state = new ssgSimpleState();
threshold_state->ref();
threshold_state->setTexture( texThreshold );
threshold_state->disable( GL_LIGHTING );
threshold_state->enable( GL_TEXTURE_2D );
threshold_state->setShadeModel( GL_SMOOTH );
//TAXI
setColor(0.0,0.0,-1.0,180.0, 0, 0, 1, 1);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glGenTextures(1, &texTaxi);
glBindTexture(GL_TEXTURE_2D, texTaxi);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, TEXRES_X, TEXRES_Y, 0, GL_RGBA, GL_UNSIGNED_BYTE, env_map);
ssgSimpleState *taxi_state;
taxi_state = new ssgSimpleState();
taxi_state->ref();
taxi_state->setTexture( texTaxi );
taxi_state->disable( GL_LIGHTING );
taxi_state->enable( GL_TEXTURE_2D );
taxi_state->setShadeModel( GL_SMOOTH );
//WHITE
setColor(0.0,0.0,-1.0,180.0, 1, 1, 1, 1);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glGenTextures(1, &texWhite);
glBindTexture(GL_TEXTURE_2D, texWhite);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, TEXRES_X, TEXRES_Y, 0, GL_RGBA, GL_UNSIGNED_BYTE, env_map);
ssgSimpleState *white_state;
white_state = new ssgSimpleState();
white_state->ref();
white_state->setTexture( texWhite );
white_state->disable( GL_LIGHTING );
white_state->enable( GL_TEXTURE_2D );
white_state->setShadeModel( GL_SMOOTH );
//RED
setColor(0.0,0.0,-1.0,180.0, 1, 0, 0, 1);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glGenTextures(1, &texRed);
glBindTexture(GL_TEXTURE_2D, texRed);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, TEXRES_X, TEXRES_Y, 0, GL_RGBA, GL_UNSIGNED_BYTE, env_map);
ssgSimpleState *red_state;
red_state = new ssgSimpleState();
red_state->ref();
red_state->setTexture( texRed );
red_state->disable( GL_LIGHTING );
red_state->enable( GL_TEXTURE_2D );
red_state->setShadeModel( GL_SMOOTH );
//GREEN
setColor(0.0,0.0,-1.0,180.0, 0, 1, 0, 1);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glGenTextures(1, &texGreen);
glBindTexture(GL_TEXTURE_2D, texGreen);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, TEXRES_X, TEXRES_Y, 0, GL_RGBA, GL_UNSIGNED_BYTE, env_map);
ssgSimpleState *green_state;
green_state = new ssgSimpleState();
green_state->ref();
green_state->setTexture( texGreen );
green_state->disable( GL_LIGHTING );
green_state->enable( GL_TEXTURE_2D );
green_state->setShadeModel( GL_SMOOTH );
//YELLOW
setColor(0.0,0.0,-1.0,180.0, 1, 1, 0, 1);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glGenTextures(1, &texYellow);
glBindTexture(GL_TEXTURE_2D, texYellow);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, TEXRES_X, TEXRES_Y, 0, GL_RGBA, GL_UNSIGNED_BYTE, env_map);
ssgSimpleState *yellow_state;
yellow_state = new ssgSimpleState();
yellow_state->ref();
yellow_state->setTexture( texYellow );
yellow_state->disable( GL_LIGHTING );
yellow_state->enable( GL_TEXTURE_2D );
yellow_state->setShadeModel( GL_SMOOTH );
//************** HARD CODED RUNWAY LIGHT TEXTURES END ************************
ssgBranch *runway_lights = new ssgBranch;
sgVec3 v2,v3,inf,side;
ssgLeaf *leaf1 = NULL;
ssgLeaf *leaf2 = NULL;
ssgLeaf *leaf7 = NULL;
ssgLeaf *leaf8 = NULL;
ssgLeaf *leaf9 = NULL;
ssgVertexArray *vlw = new ssgVertexArray( 1 );
ssgNormalArray *nlw = new ssgNormalArray( 1 );
ssgVertexArray *vlt = new ssgVertexArray( 1 );
ssgNormalArray *nlt = new ssgNormalArray( 1 );
ssgVertexArray *vlr = new ssgVertexArray( 1 );
ssgNormalArray *nlr = new ssgNormalArray( 1 );
ssgVertexArray *vlg = new ssgVertexArray( 1 );
ssgNormalArray *nlg = new ssgNormalArray( 1 );
ssgVertexArray *vly = new ssgVertexArray( 1 );
ssgNormalArray *nly = new ssgNormalArray( 1 );
for ( int i = 0; i < points->getNum()-1; i=i++ ) {
// Allocate ssg structure
ssgVertexArray *vl = new ssgVertexArray( 1 );
ssgNormalArray *nl = new ssgNormalArray( 1 );
ssgVertexArray *vl1 = new ssgVertexArray( 1 );
ssgNormalArray *nl1 = new ssgNormalArray( 1 );
float *n1 = normal->get(i);
float *d1 = dir->get(i);
/* TEMPORARY CODE BEGIN
// calculate normal using 1st, 2nd & last vertices of the group
sgVec3 n1;
sgMakeNormal (n1, points->get(0), points->get(1), points->get(points->getNum()-1) );
sgVec3 d1;
sgSubVec3(d1,points->get(1),points->get(0));
printf("%f %f %f\n",n1[0],n1[1],n1[2]);
printf("%f %f %f\n",d1[0],d1[1],d1[2]);
type[i] = 2;
----TEMPORARY CODE END */
sgNormaliseVec3 ( n1 );
sgNormaliseVec3 ( d1 );
sgVec3 d2;
d2[0] = -d1[0];
d2[1] = -d1[1];
d2[2] = -d1[2];
sgVectorProductVec3(side,n1,d1);
sgScaleVec3 (inf,n1,-50);
sgScaleVec3 (side,5);
float *v1 = points->get(i);
sgAddVec3(v2,v1,inf);
sgAddVec3(v3,v2,side);
if ( type[i] == 1) { //POINT,WHITE
vlw->add(v1);
nlw->add(d1);
} else if (type[i] == 2) { //POINT,TAXI
vlt->add(v1);
nlt->add(d1);
} else if (type[i] == 3) { //SINGLE POLYGON,VASI
vl->add(v1);
nl->add(d1);
vl->add(v3);
nl->add(d1);
vl->add(v2);
nl->add(d1);
ssgLeaf *leaf3 = NULL;
leaf3 = new ssgVtxTable ( GL_POLYGON, vl, nl, NULL, NULL );
leaf3->setState( vasi_state );
runway_lights->addKid( leaf3 );
} else if (type[i] == 4) { //BACK-TO-BACK POLYGONS,TOUCHDOWN/THRESHOLD
vl->add(v1);
nl->add(d1);
vl->add(v3);
nl->add(d1);
vl->add(v2);
nl->add(d1);
vl1->add(v3);
nl1->add(d2);
vl1->add(v1);
nl1->add(d2);
vl1->add(v2);
nl1->add(d2);
ssgLeaf *leaf41 = NULL;
leaf41 = new ssgVtxTable ( GL_POLYGON, vl, nl, NULL, NULL );
leaf41->setState( touchdown_state );
runway_lights->addKid( leaf41 );
ssgLeaf *leaf42 = NULL;
leaf42 = new ssgVtxTable ( GL_POLYGON, vl1, nl1, NULL, NULL );
leaf42->setState( threshold_state );
runway_lights->addKid( leaf42 );
} else if ( type[i] == 5) { //POINT,WHITE, SEQUENCE LIGHTS (RABBIT)
vl->add(v1);
nl->add(d1);
ssgLeaf *leaf5 = NULL;
leaf5 = new ssgVtxTable ( GL_POINTS, vl, nl, NULL, NULL );
leaf5->setState( white_state );
lightmaps_sequence->addKid (leaf5);
} else if ( type[i] == 6) { //POINT,WHITE, SEQUENCE LIGHTS (RABBIT)
vl->add(v1);
nl->add(d1);
ssgLeaf *leaf6 = NULL;
leaf6 = new ssgVtxTable ( GL_POINTS, vl, nl, NULL, NULL );
leaf6->setState( yellow_state );
ols_transform->addKid (leaf6);
// DO NOT DELETE THIS CODE - This is to compare a discrete FLOLS (without LOD) with analog FLOLS
// lightmaps_sequence->addKid (leaf6);
// DO NOT DELETE THIS CODE - This is to compare a discrete FLOLS (without LOD) with analog FLOLS
} else if (type[i] == 7) { //POINT,RED
vlr->add(v1);
nlr->add(d1);
} else if (type[i] == 8) { //POINT,GREEN
vlg->add(v1);
nlg->add(d1);
} else if (type[i] == 9) { //POINT,YELLOW
vly->add(v1);
nly->add(d1);
}
}
leaf1 = new ssgVtxTable ( GL_POINTS, vlw, nlw, NULL, NULL );
leaf1->setState( white_state );
runway_lights->addKid( leaf1 );
leaf2 = new ssgVtxTable ( GL_POINTS, vlt, nlt, NULL, NULL );
leaf2->setState( taxi_state );
runway_lights->addKid( leaf2 );
leaf7 = new ssgVtxTable ( GL_POINTS, vlr, nlr, NULL, NULL );
leaf7->setState( red_state );
runway_lights->addKid( leaf7 );
leaf8 = new ssgVtxTable ( GL_POINTS, vlg, nlg, NULL, NULL );
leaf8->setState( green_state );
// DO NOT DELETE THIS CODE - This is to compare a discrete FLOLS (without LOD) with analog FLOLS
ols_transform->ref();
lightmaps_sequence->addKid (ols_transform);
// DO NOT DELETE THIS CODE - This is to compare a discrete FLOLS (without LOD) with analog FLOLS
lightmaps_sequence->addKid (leaf8);
leaf9 = new ssgVtxTable ( GL_POINTS, vly, nly, NULL, NULL );
leaf9->setState( yellow_state );
runway_lights->addKid( leaf9 );
lightmaps_sequence->select(0xFFFFFF);
return runway_lights;
}
// ADA
#ifdef WISH_PLIB_WAS_THREADED // but it isn't
// Schedule tile to be freed/removed
@ -230,6 +727,14 @@ void FGTileEntry::free_tile() {
// disconnected from the scene graph)
ssgDeRefDelete( lights_transform );
}
// ADA
if ( lightmaps_transform ) {
// delete the terrain lighting branch (this should already have been
// disconnected from the scene graph)
ssgDeRefDelete( lightmaps_transform );
}
// ADA
}
@ -303,6 +808,61 @@ void FGTileEntry::prep_ssg_node( const Point3D& p, float vis) {
lights_brightness->select(0x00);
}
}
// ADA
// Transform & Render runway lights - 23 Mar 2001
sgSetVec3( sgTrans, offset.x(), offset.y(), offset.z() );
if ( lightmaps_transform ) {
static unsigned int selectnode = 0;
// Run-time extension check.
if (!glutExtensionSupported("GL_EXT_point_parameters")) {
//use lightmaps on billboarded polygons
} else {
// using GL_EXT_point_parameters
// This part is same as ground-lights code above by Curt
sgVec3 up1;
sgCopyVec3( up1, globals->get_current_view()->get_world_up() );
double agl1;
if ( current_aircraft.fdm_state ) {
agl1 = current_aircraft.fdm_state->get_Altitude() * SG_FEET_TO_METER
- scenery.cur_elev;
} else {
agl1 = 0.0;
}
// sgTrans just happens to be the
// vector from scenery center to the center of this tile which
// is what we want to calculate the distance of
sgVec3 to1;
sgCopyVec3( to1, sgTrans );
double dist1 = sgLengthVec3( to1 );
if ( general.get_glDepthBits() > 16 ) {
sgScaleVec3( up1, 0.0 + agl1 / 2000.0 + dist1 / 10000 );
} else {
sgScaleVec3( up1, 0.0 + agl1 / 20.0 + dist1 / 5000 );
}
sgAddVec3( sgTrans, up1 );
lightmaps_transform->setTransform( sgTrans );
float sun_angle1 = cur_light_params.sun_angle * SGD_RADIANS_TO_DEGREES;
if ( (sun_angle1 > 89) ) {
lightmaps_brightness->select(0x01);
selectnode *=2;
selectnode = selectnode | 0x000001;
if (selectnode > 0xFFFFFF) selectnode = 1;
lightmaps_sequence->select(selectnode);
} else {
lightmaps_brightness->select(0x00);
lightmaps_sequence->select(0x000000);
}
} // end of GL_EXT_point_parameters section
} // end of runway lights section
// ADA
}
@ -401,9 +961,18 @@ FGTileEntry::load( const SGPath& base, bool is_base )
SG_LOG( SG_TERRAIN, SG_INFO, "Loading tile " << basename.str() );
#define FG_MAX_LIGHTS 1000
// obj_load() will generate ground lighting for us ...
ssgVertexArray *light_pts = new ssgVertexArray( 100 );
// ADA
ssgVertexArray *lights_rway = new ssgVertexArray( 100 );
ssgVertexArray *lights_dir = new ssgVertexArray( 100 );
ssgVertexArray *lights_normal = new ssgVertexArray( 100 );
int lights_type[FG_MAX_LIGHTS];
// ADA
ssgBranch* new_tile = new ssgBranch;
// Check for master .stg (scene terra gear) file
@ -723,6 +1292,37 @@ FGTileEntry::load( const SGPath& base, bool is_base )
// ground->addKid( lights_transform );
}
/* end of ground light section */
// ADA
// Create runway lights - 23 Mar 2001
lightmaps_transform = NULL;
lightmaps_sequence = NULL;
ols_transform = NULL;
// lightmaps_range = NULL;
if ( lights_rway->getNum() ) {
SG_LOG( SG_TERRAIN, SG_DEBUG, "generating airport lights" );
lightmaps_transform = new ssgTransform;
// lightmaps_range = new ssgRangeSelector;
lightmaps_brightness = new ssgSelector;
lightmaps_sequence = new ssgSelector;
ols_transform = new ssgTransform;
ssgBranch *lightmaps_branch;
// call function to generate the runway lights
lightmaps_branch = gen_runway_lights( lights_rway,
lights_normal, lights_dir, lights_type);
lightmaps_brightness->addKid( lightmaps_branch );
// build the runway lights' scene
// lightmaps_range->addKid( lightmaps_brightness ); //dont know why this doesnt work !!
// lightmaps_transform->addKid( lightmaps_range ); //dont know why this doesnt work !!
lightmaps_transform->addKid( lightmaps_brightness );
lightmaps_sequence->setTraversalMaskBits( SSGTRAV_HOT );
lightmaps_transform->addKid( lightmaps_sequence );
lightmaps_transform->setTransform( &sgcoord );
}
// ADA
}
@ -747,6 +1347,15 @@ FGTileEntry::add_ssg_nodes( ssgBranch* terrain, ssgBranch* ground )
ground->addKid( lights_transform );
}
// ADA
if ( lightmaps_transform != 0 ) {
// bump up the ref count so we can remove this later without
// having ssg try to free the memory.
lightmaps_transform->ref();
ground->addKid( lightmaps_transform );
}
// ADA
loaded = true;
}
@ -803,4 +1412,29 @@ FGTileEntry::disconnect_ssg_nodes()
exit(-1);
}
}
// ADA
//runway lights - 23 Mar 2001
// Delete runway lights and free memory
if ( lightmaps_transform ) {
// delete the runway lighting branch
pcount = lightmaps_transform->getNumParents();
if ( pcount > 0 ) {
// find the first parent (should only be one)
ssgBranch *parent = lightmaps_transform->getParent( 0 ) ;
if( parent ) {
parent->removeKid( lightmaps_transform );
lightmaps_transform = NULL;
} else {
SG_LOG( SG_TERRAIN, SG_ALERT,
"lightmaps parent pointer is NULL! Dying" );
exit(-1);
}
} else {
SG_LOG( SG_TERRAIN, SG_ALERT,
"Parent count is zero for an ssg lightmap tile! Dying" );
exit(-1);
}
}
// ADA
}

View file

@ -151,6 +151,18 @@ private:
// want based on lighting conditions.
ssgSelector *lights_brightness;
// ADA --->
// Runway centre coords.
Point3D rway_center; // Reqd. for switching as function of distance from runway center
//pointers for Runway lights
ssgTransform *lightmaps_transform; // branch for runway lights
ssgRangeSelector *lightmaps_range; // tried to maintain same structure as Curt's ground
ssgSelector *lightmaps_brightness; // selector node for points/ lightmaps
ssgSimpleState *lightmap_state; // OpenGL state of the polygons that make up runway lights
ssgVertexArray *light_points; // array of runway light coords.
// <--- ADA
/**
* Indicates this tile has been loaded from a file and connected
* into the scene graph. Note that this may be set asynchronously
@ -172,6 +184,12 @@ private:
public:
// ADA --->
ssgTransform *ols_transform; // transform node for flols simulation
ssgSelector *lightmaps_sequence; // selector node for points/ lightmaps
ssgBranch* gen_runway_lights(ssgVertexArray *points,ssgVertexArray *normal, ssgVertexArray *dir, int *type);
// <--- ADA
// Constructor
FGTileEntry( const SGBucket& b );