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Started laying out the infrastructure for handling lighting.

Started experimenting with ground lighting.
This commit is contained in:
curt 2000-12-04 05:24:38 +00:00
parent bb108c7917
commit d3c4018baa
5 changed files with 192 additions and 96 deletions

View file

@ -36,21 +36,26 @@
#include <simgear/bucket/newbucket.hxx>
#include <simgear/debug/logstream.hxx>
#include <simgear/math/sg_geodesy.hxx>
#include <simgear/math/sg_random.h>
#include <simgear/misc/fgstream.hxx>
#include <simgear/misc/fgpath.hxx>
#include <Main/globals.hxx>
#include <Objects/matlib.hxx>
#include <Objects/newmat.hxx>
#include <Objects/obj.hxx>
#include <Scenery/scenery.hxx> // for scenery.center
#include "newcache.hxx"
#include "tileentry.hxx"
#include "tilemgr.hxx" // temp, need to delete later
FG_USING_NAMESPACE(std);
// a cheesy hack (to be fixed later)
extern ssgBranch *terrain;
extern ssgEntity *penguin;
extern ssgBranch *ground;
// the tile cache
@ -128,6 +133,70 @@ static void print_refs( ssgSelector *sel, ssgTransform *trans,
#endif
static ssgLeaf *gen_lights( const FGBucket &b ) {
FGTileEntry *t = global_tile_cache.get_tile( b );
Point3D center = t->get_offset() + scenery.center;
double lon, lat, elev;
double w = b.get_width();
double h = b.get_height();
double area = b.get_width_m() * b.get_height_m();
int num = (int)(area / 1000000); // number of point lights to create
cout << "generating " << num << " lights" << endl;
if ( num <= 0 ) {
return NULL;
}
// Allocate ssg structure
ssgVertexArray *vl = new ssgVertexArray( num );
ssgNormalArray *nl = NULL;
ssgTexCoordArray *tl = NULL;
ssgColourArray *cl = new ssgColourArray( 1 );
// default to white lights for now
sgVec4 color;
sgSetVec4( color, 1.0, 1.0, 1.0, 1.0 );
cl->add( color );
for ( int i = 0; i < num; ++i ) {
lon = b.get_center_lon() - w * 0.5 + sg_random() * w;
lat = b.get_center_lat() - h * 0.5 + sg_random() * h;
Point3D geod = Point3D( lon * DEG_TO_RAD, lat * DEG_TO_RAD, 0.0);
Point3D tmp = sgGeodToCart( geod );
sgdVec3 cart;
sgdSetVec3( cart, tmp.x(), tmp.y(), tmp.z() );
if ( ! global_tile_mgr.current_elev_ssg( cart, &elev ) ) {
elev = 0.0;
}
// cout << " lon = " << lon << " lat = " << lat << " elev = " << elev
// << endl;
geod.setz( elev + 8.0 + sg_random() * 4);
tmp = sgGeodToCart( geod ) - center;
sgVec3 p;
sgSetVec3( p, tmp.x(), tmp.y(), tmp.z() );
// cout << " x = " << cart[0] << " y = " << cart[1]
// << " z = " << cart[2] << endl;
vl->add( p );
}
// create ssg leaf
ssgLeaf *leaf =
new ssgVtxTable ( GL_POINTS, vl, nl, tl, cl );
// assign state
FGNewMat *newmat = material_lib.find( "LIGHTS" );
leaf->setState( newmat->get_state() );
return leaf;
}
// Fill in a tile cache entry with real data for the specified bucket
void FGNewCache::fill_in( const FGBucket& b ) {
FG_LOG( FG_TERRAIN, FG_INFO, "FILL IN CACHE ENTRY = " << b.gen_index() );
@ -151,9 +220,10 @@ void FGNewCache::fill_in( const FGBucket& b ) {
exit(-1);
}
e->select_ptr = new ssgSelector;
e->transform_ptr = new ssgTransform;
e->range_ptr = new ssgRangeSelector;
e->terra_transform = new ssgTransform;
e->terra_range = new ssgRangeSelector;
e->lights_transform = new ssgTransform;
e->lights_range = new ssgRangeSelector;
e->tile_bucket = b;
FGPath tile_path;
@ -171,7 +241,7 @@ void FGNewCache::fill_in( const FGBucket& b ) {
ssgBranch *new_tile = fgObjLoad( tile_base.str(), e, true );
if ( new_tile != NULL ) {
e->range_ptr->addKid( new_tile );
e->terra_range->addKid( new_tile );
}
// load custom objects
@ -207,7 +277,7 @@ void FGNewCache::fill_in( const FGBucket& b ) {
}
}
e->transform_ptr->addKid( e->range_ptr );
e->terra_transform->addKid( e->terra_range );
// calculate initial tile offset
e->SetOffset( scenery.center );
@ -215,12 +285,19 @@ void FGNewCache::fill_in( const FGBucket& b ) {
sgSetCoord( &sgcoord,
e->offset.x(), e->offset.y(), e->offset.z(),
0.0, 0.0, 0.0 );
e->transform_ptr->setTransform( &sgcoord );
e->terra_transform->setTransform( &sgcoord );
terrain->addKid( e->terra_transform );
e->select_ptr->addKid( e->transform_ptr );
terrain->addKid( e->select_ptr );
e->select_ptr->select(1);
e->lights_transform = NULL;
/* uncomment this section for testing ground lights
ssgLeaf *lights = gen_lights( b );
if ( lights ) {
e->lights_range->addKid( lights );
e->lights_transform->addKid( e->lights_range );
e->lights_transform->setTransform( &sgcoord );
ground->addKid( e->lights_transform );
}
*/
}

View file

@ -33,6 +33,10 @@
#include <simgear/bucket/newbucket.hxx>
#include <simgear/debug/logstream.hxx>
#include <Aircraft/aircraft.hxx>
#include <Main/globals.hxx>
#include <Scenery/scenery.hxx>
#include "tileentry.hxx"
FG_USING_STD(for_each);
@ -44,7 +48,6 @@ FGTileEntry::FGTileEntry ()
: ncount(0)
{
nodes.clear();
select_ptr = NULL;
}
@ -112,16 +115,15 @@ void FGTileEntry::free_tile() {
}
index_ptrs.clear();
// delete the ssg branch
int pcount = select_ptr->getNumParents();
// delete the terrain branch
int pcount = terra_transform->getNumParents();
if ( pcount > 0 ) {
// find the first parent (should only be one)
ssgBranch *parent = select_ptr->getParent( 0 ) ;
ssgBranch *parent = terra_transform->getParent( 0 ) ;
if( parent ) {
// my_remove_branch( select_ptr );
parent->removeKid( select_ptr );
select_ptr = NULL;
parent->removeKid( terra_transform );
terra_transform = NULL;
} else {
FG_LOG( FG_TERRAIN, FG_ALERT,
"parent pointer is NULL! Dying" );
@ -132,12 +134,77 @@ void FGTileEntry::free_tile() {
"Parent count is zero for an ssg tile! Dying" );
exit(-1);
}
if ( lights_transform ) {
// delete the terrain lighting branch
pcount = lights_transform->getNumParents();
if ( pcount > 0 ) {
// find the first parent (should only be one)
ssgBranch *parent = lights_transform->getParent( 0 ) ;
if( parent ) {
parent->removeKid( lights_transform );
lights_transform = NULL;
} else {
FG_LOG( FG_TERRAIN, FG_ALERT,
"parent pointer is NULL! Dying" );
exit(-1);
}
} else {
FG_LOG( FG_TERRAIN, FG_ALERT,
"Parent count is zero for an ssg light tile! Dying" );
exit(-1);
}
}
}
// when a tile is still in the cache, but not in the immediate draw
// list, it can still remain in the scene graph, but we use a range
// selector to disable it from ever being drawn.
void FGTileEntry::ssg_disable() {
select_ptr->select(0);
// Update the ssg transform node for this tile so it can be
// properly drawn relative to our (0,0,0) point
void FGTileEntry::prep_ssg_node( const Point3D& p, float vis) {
SetOffset( p );
// #define USE_UP_AND_COMING_PLIB_FEATURE
#ifdef USE_UP_AND_COMING_PLIB_FEATURE
terra_range->setRange( 0, SG_ZERO );
terra_range->setRange( 1, vis + bounding_radius );
lights_range->setRange( 0, SG_ZERO );
lights_range->setRange( 1, vis + bounding_radius );
#else
float ranges[2];
ranges[0] = SG_ZERO;
ranges[1] = vis + bounding_radius;
terra_range->setRanges( ranges, 2 );
lights_range->setRanges( ranges, 2 );
#endif
sgVec3 sgTrans;
sgSetVec3( sgTrans, offset.x(), offset.y(), offset.z() );
terra_transform->setTransform( sgTrans );
if ( lights_transform ) {
// we need to lift the lights above the terrain to avoid
// z-buffer fighting. We do this based on our altitude and
// the distance this tile is away from scenery center.
sgVec3 up;
sgCopyVec3( up, globals->get_current_view()->get_world_up() );
double agl;
if ( current_aircraft.fdm_state ) {
agl = current_aircraft.fdm_state->get_Altitude() * FEET_TO_METER
- scenery.cur_elev;
} else {
agl = 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 to;
sgCopyVec3( to, sgTrans );
double dist = sgLengthVec3( to );
sgScaleVec3( up, agl / 20.0 + dist / 10000 );
sgAddVec3( sgTrans, up );
lights_transform->setTransform( sgTrans );
}
}

View file

@ -93,7 +93,6 @@ public:
// ssg tree structure for this tile is as follows:
// ssgRoot(scene)
// - ssgBranch(terrain)
// - ssgSelector(tile)
// - ssgTransform(tile)
// - ssgRangeSelector(tile)
// - ssgEntity(tile)
@ -102,14 +101,13 @@ public:
// ...
// - kidn(fan)
// selector (turn tile on/off)
ssgSelector *select_ptr;
// pointer to ssg transform for this tile
ssgTransform *transform_ptr;
ssgTransform *terra_transform;
ssgTransform *lights_transform;
// pointer to ssg range selector for this tile
ssgRangeSelector *range_ptr;
ssgRangeSelector *terra_range;
ssgRangeSelector *lights_range;
public:
@ -134,28 +132,7 @@ public:
// Update the ssg transform node for this tile so it can be
// properly drawn relative to our (0,0,0) point
inline void prep_ssg_node( const Point3D& p, float vis) {
SetOffset( p );
// #define USE_UP_AND_COMING_PLIB_FEATURE
#ifdef USE_UP_AND_COMING_PLIB_FEATURE
range_ptr->setRange( 0, SG_ZERO );
range_ptr->setRange( 1, vis + bounding_radius );
#else
float ranges[2];
ranges[0] = SG_ZERO;
ranges[1] = vis + bounding_radius;
range_ptr->setRanges( ranges, 2 );
#endif
sgVec3 sgTrans;
sgSetVec3( sgTrans, offset.x(), offset.y(), offset.z() );
transform_ptr->setTransform( sgTrans );
}
// when a tile is still in the cache, but not in the immediate
// draw l ist, it can still remain in the scene graph, but we use
// a range selector to disable it from ever being drawn.
void ssg_disable();
void prep_ssg_node( const Point3D& p, float vis);
};

View file

@ -30,7 +30,8 @@
#endif
#include <GL/glut.h>
#include <simgear/xgl/xgl.h>
#include <plib/ssg.h>
#include <simgear/constants.h>
#include <simgear/debug/logstream.hxx>
@ -70,7 +71,8 @@ static inline Point3D operator + (const Point3D& a, const sgdVec3 b)
// Constructor
FGTileMgr::FGTileMgr():
state( Start )
state( Start ),
vis( 16000 )
{
}
@ -113,11 +115,7 @@ void FGTileMgr::sched_tile( const FGBucket& b ) {
// see if tile already exists in the cache
FGTileEntry *t = global_tile_cache.get_tile( b );
if ( t != NULL ) {
// tile exists in cache, reenable it.
// cout << "REENABLING DISABLED TILE" << endl;
t->select_ptr->select( 1 );
} else {
if ( t == NULL ) {
// register a load request
load_queue.push_back( b );
}
@ -132,6 +130,8 @@ void FGTileMgr::load_tile( const FGBucket& b ) {
if ( t == NULL ) {
FG_LOG( FG_TERRAIN, FG_DEBUG, "Loading tile " << b );
global_tile_cache.fill_in( b );
FGTileEntry *t = global_tile_cache.get_tile( b );
t->prep_ssg_node( scenery.center, vis);
} else {
FG_LOG( FG_TERRAIN, FG_DEBUG, "Tile already in cache " << b );
}
@ -153,11 +153,14 @@ static void CurrentNormalInLocalPlane(sgVec3 dst, sgVec3 src) {
// explicitely. lat & lon are in radians. view_pos in current world
// coordinate translated near (0,0,0) (in meters.) Returns result in
// meters.
bool FGTileMgr::current_elev_ssg( sgdVec3 abs_view_pos, sgVec3 view_pos,
double *terrain_elev ) {
sgdVec3 orig, dir;
bool FGTileMgr::current_elev_ssg( sgdVec3 abs_view_pos, double *terrain_elev ) {
sgdVec3 view_pos;
sgdVec3 sc;
sgdSetVec3( sc, scenery.center.x(), scenery.center.y(), scenery.center.z());
sgdSubVec3( view_pos, abs_view_pos, sc );
sgdSetVec3(orig, view_pos );
sgdVec3 orig, dir;
sgdCopyVec3(orig, view_pos );
sgdCopyVec3(dir, abs_view_pos );
hit_list.Intersect( terrain, orig, dir );
@ -201,8 +204,6 @@ bool FGTileMgr::current_elev_ssg( sgdVec3 abs_view_pos, sgVec3 view_pos,
// schedule a needed buckets for loading
void FGTileMgr::schedule_needed() {
double vis;
#ifndef FG_OLD_WEATHER
if ( WeatherDatabase != NULL ) {
vis = WeatherDatabase->getWeatherVisibility();
@ -214,31 +215,8 @@ void FGTileMgr::schedule_needed() {
#endif
cout << "visibility = " << vis << endl;
double clat = (int)current_bucket.get_center_lat();
if ( clat > 0 ) {
clat = (int)clat + 0.5;
} else {
clat = (int)clat - 0.5;
}
double clat_rad = clat * DEG_TO_RAD;
double cos_lat = cos( clat_rad );
double local_radius = cos_lat * EQUATORIAL_RADIUS_M;
double local_perimeter = 2.0 * local_radius * FG_PI;
double degree_width = local_perimeter / 360.0;
// cout << "clat = " << clat << endl;
// cout << "clat (radians) = " << clat_rad << endl;
// cout << "cos(lat) = " << cos_lat << endl;
// cout << "local_radius = " << local_radius << endl;
// cout << "local_perimeter = " << local_perimeter << endl;
cout << "degree_width = " << degree_width << endl;
double perimeter = 2.0 * EQUATORIAL_RADIUS_M * FG_PI;
double degree_height = perimeter / 360.0;
cout << "degree_height = " << degree_height << endl;
double tile_width = current_bucket.get_width() * degree_width;
double tile_height = current_bucket.get_height() * degree_height;
double tile_width = current_bucket.get_width_m();
double tile_height = current_bucket.get_height_m();
cout << "tile width = " << tile_width << " tile_height = " << tile_height
<< endl;
@ -371,7 +349,7 @@ int FGTileMgr::update( double lon, double lat ) {
prep_ssg_nodes();
sgSetVec3( tmp_view_pos, 0.0, 0.0, 0.0 );
double tmp_elev;
if ( current_elev_ssg(tmp_abs_view_pos, tmp_view_pos, &tmp_elev) ) {
if ( current_elev_ssg(tmp_abs_view_pos, &tmp_elev) ) {
scenery.cur_elev = tmp_elev;
} else {
scenery.cur_elev = 0.0;
@ -381,7 +359,6 @@ int FGTileMgr::update( double lon, double lat ) {
// << " view pos = " << current_view.view_pos << endl;
double tmp_elev;
if ( current_elev_ssg(globals->get_current_view()->get_abs_view_pos(),
globals->get_current_view()->get_view_pos(),
&tmp_elev) )
{
scenery.cur_elev = tmp_elev;
@ -418,13 +395,12 @@ void FGTileMgr::prep_ssg_nodes() {
// selector and transform
FGTileEntry *e;
Point3D p = scenery.center;
global_tile_cache.reset_traversal();
while ( ! global_tile_cache.at_end() ) {
// cout << "processing a tile" << endl;
if ( (e = global_tile_cache.get_current()) ) {
e->prep_ssg_node( p, vis);
e->prep_ssg_node( scenery.center, vis);
} else {
cout << "warning ... empty tile in cache" << endl;
}

View file

@ -102,6 +102,7 @@ private:
FGTileEntry *current_tile;
// x and y distance of tiles to load/draw
float vis;
int xrange, yrange;
// current longitude latitude
@ -137,9 +138,7 @@ public:
const sgdVec3 p, const sgdVec3 dir,
FGHitList *list );
bool current_elev_ssg( sgdVec3 abs_view_pos,
sgVec3 view_pos,
double *terrain_elev );
bool current_elev_ssg( sgdVec3 abs_view_pos, double *terrain_elev );
// Prepare the ssg nodes ... for each tile, set it's proper
// transform and update it's range selector based on current