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Progressing on building dynamic scenery system.

This commit is contained in:
curt 1998-01-26 15:55:24 +00:00
parent 0322d1d108
commit ec3fa29ae2
2 changed files with 94 additions and 20 deletions

View file

@ -105,10 +105,19 @@ void fgTileCacheEntryInfo( int index, GLint *display_list,
}
/* Free the specified cache entry
void fgTileCacheEntryFree( in index ) {
}
*/
/* $Log$
/* Revision 1.1 1998/01/24 00:03:29 curt
/* Initial revision.
/* Revision 1.2 1998/01/26 15:55:24 curt
/* Progressing on building dynamic scenery system.
/*
* Revision 1.1 1998/01/24 00:03:29 curt
* Initial revision.
*
*/

View file

@ -59,10 +59,23 @@ struct fgTILE tile_cache[FG_TILE_CACHE_SIZE];
/* Initialize the Tile Manager subsystem */
void fgTileMgrInit( void ) {
printf("Initializing Tile Manager subsystem.\n");
fgTileCacheInit();
}
/* load a tile */
void fgTileMgrLoadTile( struct fgBUCKET *p, int *index) {
printf("Updating for bucket %d %d %d %d\n",
p->lon, p->lat, p->x, p->y);
*index = fgTileCacheNextAvail();
printf("Selected cache index of %d\n", *index);
fgTileCacheEntryFillIn(*index, p);
}
/* given the current lon/lat, fill in the array of local chunks. If
* the chunk isn't already in the cache, then read it from disk. */
void fgTileMgrUpdate( void ) {
@ -70,20 +83,21 @@ void fgTileMgrUpdate( void ) {
struct fgBUCKET p1, p2;
static struct fgBUCKET p_last = {-1000, 0, 0, 0};
int i, j, dw, dh;
int index;
f = &current_aircraft.flight;
fgBucketFind(FG_Longitude * RAD_TO_DEG, FG_Latitude * RAD_TO_DEG, &p1);
dw = FG_LOCAL_X / 2;
dh = FG_LOCAL_Y / 2;
if ( (p1.lon == p_last.lon) && (p1.lat == p_last.lat) &&
(p1.x == p_last.x) && (p1.y == p_last.y) ) {
/* same bucket as last time */
printf("Same bucket as last time\n");
return;
}
} else if ( p_last.lon == -1000 ) {
/* First time through, initialize the system and load all
* relavant tiles */
if ( p_last.lon == -1000 ) {
printf("First time through ... \n");
printf("Updating Tile list for %d,%d %d,%d\n",
p1.lon, p1.lat, p1.x, p1.y);
@ -92,27 +106,75 @@ void fgTileMgrUpdate( void ) {
fgTileCacheInit();
/* build the local area list and update cache */
dw = FG_LOCAL_X / 2;
dh = FG_LOCAL_Y / 2;
for ( j = 0; j < FG_LOCAL_Y; j++ ) {
for ( i = 0; i < FG_LOCAL_X; i++ ) {
fgBucketOffset(&p1, &p2, i - dw, j - dh);
printf("Updating for bucket %d %d %d %d\n",
p2.lon, p2.lat, p2.x, p2.y);
index = fgTileCacheNextAvail();
printf("Selected cache index of %d\n", index);
tiles[(j*FG_LOCAL_Y) + i] = index;
fgTileCacheEntryFillIn(index, &p2);
fgTileMgrLoadTile(&p2, &tiles[(j*FG_LOCAL_Y) + i]);
}
}
} else {
/* We've moved to a new bucket, we need to scroll our
* structures, and load in the new tiles */
/* CURRENTLY THIS ASSUMES WE CAN ONLY MOVE TO ADJACENT TILES.
AT ULTRA HIGH SPEEDS THIS ASSUMPTION MAY NOT BE VALID IF
THE AIRCRAFT CAN SKIP A TILE IN A SINGLE ITERATION. */
if ( (p1.lon > p_last.lon) || (p1.x > p_last.x) ) {
for ( j = 0; j < FG_LOCAL_Y; j++ ) {
/* scrolling East */
for ( i = 0; i < FG_LOCAL_X - 1; i++ ) {
tiles[(j*FG_LOCAL_Y) + i] = tiles[(j*FG_LOCAL_Y) + i + 1];
}
/* load in new column */
fgBucketOffset(&p_last, &p2, dw + 1, j - dh);
fgTileMgrLoadTile(&p2, &tiles[(j*FG_LOCAL_Y) + FG_LOCAL_X - 1]);
}
} else if ( (p1.lon < p_last.lon) || (p1.x < p_last.x) ) {
for ( j = 0; j < FG_LOCAL_Y; j++ ) {
/* scrolling West */
for ( i = FG_LOCAL_X - 1; i > 0; i-- ) {
tiles[(j*FG_LOCAL_Y) + i] = tiles[(j*FG_LOCAL_Y) + i - 1];
}
/* load in new column */
fgBucketOffset(&p_last, &p2, -dw - 1, j - dh);
fgTileMgrLoadTile(&p2, &tiles[(j*FG_LOCAL_Y) + 0]);
}
}
if ( (p1.lat > p_last.lat) || (p1.y > p_last.y) ) {
for ( i = 0; i < FG_LOCAL_X; i++ ) {
/* scrolling North */
for ( j = 0; j < FG_LOCAL_Y - 1; j++ ) {
tiles[(j * FG_LOCAL_Y) + i] =
tiles[((j+1) * FG_LOCAL_Y) + i];
}
/* load in new column */
fgBucketOffset(&p_last, &p2, i - dw, dh + 1);
fgTileMgrLoadTile(&p2,
&tiles[((FG_LOCAL_Y-1)*FG_LOCAL_Y) + i]);
}
} else if ( (p1.lat < p_last.lat) || (p1.y < p_last.y) ) {
for ( i = 0; i < FG_LOCAL_X; i++ ) {
/* scrolling South */
for ( j = FG_LOCAL_Y - 1; j > 0; j-- ) {
tiles[(j * FG_LOCAL_Y) + i] =
tiles[((j-1) * FG_LOCAL_Y) + i];
}
/* load in new column */
fgBucketOffset(&p_last, &p2, i - dw, -dh - 1);
fgTileMgrLoadTile(&p2, &tiles[0 + i]);
}
}
}
p_last.lon = p1.lon;
p_last.lat = p1.lat;
p_last.x = p1.x;
p_last.y = p1.y;
}
/* Render the local tiles --- hack, hack, hack */
/* Render the local tiles */
void fgTileMgrRender( void ) {
static GLfloat terrain_color[4] = { 0.6, 0.8, 0.4, 1.0 };
static GLfloat terrain_ambient[4];
@ -146,9 +208,12 @@ void fgTileMgrRender( void ) {
/* $Log$
/* Revision 1.6 1998/01/24 00:03:30 curt
/* Initial revision.
/* Revision 1.7 1998/01/26 15:55:25 curt
/* Progressing on building dynamic scenery system.
/*
* Revision 1.6 1998/01/24 00:03:30 curt
* Initial revision.
*
* Revision 1.5 1998/01/19 19:27:18 curt
* Merged in make system changes from Bob Kuehne <rpk@sgi.com>
* This should simplify things tremendously.