// tilecache.cxx -- routines to handle scenery tile caching // // Written by Curtis Olson, started January 1998. // // Copyright (C) 1997 Curtis L. Olson - curt@infoplane.com // // This program is free software; you can redistribute it and/or // modify it under the terms of the GNU General Public License as // published by the Free Software Foundation; either version 2 of the // License, or (at your option) any later version. // // This program is distributed in the hope that it will be useful, but // WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU // General Public License for more details. // // You should have received a copy of the GNU General Public License // along with this program; if not, write to the Free Software // Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. // // $Id$ // (Log is kept at end of this file) #ifdef HAVE_CONFIG_H # include #endif #ifdef HAVE_WINDOWS_H # include #endif #include #include #include #include // #include #include
#include
#include #include "tile.hxx" #include "tilecache.hxx" // the tile cache fgTILECACHE global_tile_cache; // Constructor fgTILECACHE::fgTILECACHE( void ) { } // Initialize the tile cache subsystem void fgTILECACHE::init( void ) { int i; FG_LOG( FG_TERRAIN, FG_INFO, "Initializing the tile cache." ); for ( i = 0; i < FG_TILE_CACHE_SIZE; i++ ) { tile_cache[i].used = 0; } } // Search for the specified "bucket" in the cache int fgTILECACHE::exists( const FGBucket& p ) { int i; for ( i = 0; i < FG_TILE_CACHE_SIZE; i++ ) { if ( tile_cache[i].tile_bucket == p ) { FG_LOG( FG_TERRAIN, FG_DEBUG, "TILE EXISTS in cache ... index = " << i ); return( i ); } } return( -1 ); } // Fill in a tile cache entry with real data for the specified bucket void fgTILECACHE::fill_in( int index, FGBucket& p ) { // Load the appropriate data file and build tile fragment list string tile_path = current_options.get_fg_root() + "/Scenery/" + p.gen_base_path() + "/" + p.gen_index_str(); tile_cache[index].used = true; tile_cache[index].tile_bucket = p; fgObjLoad( tile_path, &tile_cache[index] ); // tile_cache[ index ].ObjLoad( tile_path, p ); // cout << " ncount before = " << tile_cache[index].ncount << "\n"; // cout << " fragments before = " << tile_cache[index].fragment_list.size() // << "\n"; string apt_path = tile_path + ".apt"; fgAptGenerate( apt_path, &tile_cache[index] ); // cout << " ncount after = " << tile_cache[index].ncount << "\n"; // cout << " fragments after = " << tile_cache[index].fragment_list.size() // << "\n"; } // Free a tile cache entry void fgTILECACHE::entry_free( int index ) { tile_cache[index].release_fragments(); } // Return index of next available slot in tile cache int fgTILECACHE::next_avail( void ) { Point3D delta, abs_view_pos; int i; float max, med, min, tmp; float dist, max_dist; int max_index; max_dist = 0.0; max_index = 0; for ( i = 0; i < FG_TILE_CACHE_SIZE; i++ ) { if ( ! tile_cache[i].used ) { return(i); } else { // calculate approximate distance from view point abs_view_pos = current_view.get_abs_view_pos(); FG_LOG( FG_TERRAIN, FG_DEBUG, "DIST Abs view pos = " << abs_view_pos ); FG_LOG( FG_TERRAIN, FG_DEBUG, " ref point = " << tile_cache[i].center ); delta.setx( fabs(tile_cache[i].center.x() - abs_view_pos.x() ) ); delta.sety( fabs(tile_cache[i].center.y() - abs_view_pos.y() ) ); delta.setz( fabs(tile_cache[i].center.z() - abs_view_pos.z() ) ); max = delta.x(); med = delta.y(); min = delta.z(); if ( max < med ) { tmp = max; max = med; med = tmp; } if ( max < min ) { tmp = max; max = min; min = tmp; } dist = max + (med + min) / 4; FG_LOG( FG_TERRAIN, FG_DEBUG, " distance = " << dist ); if ( dist > max_dist ) { max_dist = dist; max_index = i; } } } // If we made it this far, then there were no open cache entries. // We will instead free the furthest cache entry and return it's // index. entry_free( max_index ); return( max_index ); } // Destructor fgTILECACHE::~fgTILECACHE( void ) { } // $Log$ // Revision 1.23 1999/03/25 19:03:26 curt // Converted to use new bucket routines. // // Revision 1.22 1999/02/26 22:10:04 curt // Added initial support for native SGI compilers. // // Revision 1.21 1998/12/09 18:50:32 curt // Converted "class fgVIEW" to "class FGView" and updated to make data // members private and make required accessor functions. // // Revision 1.20 1998/11/09 23:40:49 curt // Bernie Bright writes: // I've made some changes to the Scenery handling. Basically just tidy ups. // The main difference is in tile.[ch]xx where I've changed list to // vector. Studying our usage patterns this seems reasonable. // Lists are good if you need to insert/delete elements randomly but we // don't do that. All access seems to be sequential. Two additional // benefits are smaller memory usage - each list element requires pointers // to the next and previous elements, and faster access - vector iterators // are smaller and faster than list iterators. This should also help // Charlie Hotchkiss' problem when compiling with Borland and STLport. // // ./Lib/Bucket/bucketutils.hxx // Convenience functions for fgBUCKET. // // ./Simulator/Scenery/tile.cxx // ./Simulator/Scenery/tile.hxx // Changed fragment list to a vector. // Added some convenience member functions. // // ./Simulator/Scenery/tilecache.cxx // ./Simulator/Scenery/tilecache.hxx // use const fgBUCKET& instead of fgBUCKET* where appropriate. // // ./Simulator/Scenery/tilemgr.cxx // ./Simulator/Scenery/tilemgr.hxx // uses all the new convenience functions. // // Revision 1.19 1998/11/06 21:18:21 curt // Converted to new logstream debugging facility. This allows release // builds with no messages at all (and no performance impact) by using // the -DFG_NDEBUG flag. // // Revision 1.18 1998/10/16 18:12:28 curt // Fixed a bug in the conversion to Point3D. // // Revision 1.17 1998/10/16 00:55:48 curt // Converted to Point3D class. // // Revision 1.16 1998/09/14 12:45:23 curt // minor tweaks. // // Revision 1.15 1998/08/27 17:02:10 curt // Contributions from Bernie Bright // - use strings for fg_root and airport_id and added methods to return // them as strings, // - inlined all access methods, // - made the parsing functions private methods, // - deleted some unused functions. // - propogated some of these changes out a bit further. // // Revision 1.14 1998/08/25 16:52:43 curt // material.cxx material.hxx obj.cxx obj.hxx texload.c texload.h moved to // ../Objects // // Revision 1.13 1998/07/13 21:02:00 curt // Wrote access functions for current fgOPTIONS. // // Revision 1.12 1998/07/12 03:18:29 curt // Added ground collision detection. This involved: // - saving the entire vertex list for each tile with the tile records. // - saving the face list for each fragment with the fragment records. // - code to intersect the current vertical line with the proper face in // an efficient manner as possible. // Fixed a bug where the tiles weren't being shifted to "near" (0,0,0) // // Revision 1.11 1998/07/04 00:54:30 curt // Added automatic mipmap generation. // // When rendering fragments, use saved model view matrix from associated tile // rather than recalculating it with push() translate() pop(). // // 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. // Fixed polygon winding problem in scenery generation stage rather than // compensating for it on the fly. // Made a fgTILECACHE class. // // Revision 1.8 1998/05/16 13:09:57 curt // Beginning to add support for view frustum culling. // Added some temporary code to calculate bouding radius, until the // scenery generation tools and scenery can be updated. // // Revision 1.7 1998/05/13 18:26:41 curt // Root path info moved to fgOPTIONS. // // Revision 1.6 1998/05/02 01:52:17 curt // Playing around with texture coordinates. // // Revision 1.5 1998/04/30 12:35:31 curt // Added a command line rendering option specify smooth/flat shading. // // Revision 1.4 1998/04/28 01:21:43 curt // Tweaked texture parameter calculations to keep the number smaller. This // avoids the "swimming" problem. // Type-ified fgTIME and fgVIEW. // // Revision 1.3 1998/04/25 22:06:32 curt // Edited cvs log messages in source files ... bad bad bad! // // Revision 1.2 1998/04/24 00:51:08 curt // Wrapped "#include " in "#ifdef HAVE_CONFIG_H" // Tweaked the scenery file extentions to be "file.obj" (uncompressed) // or "file.obz" (compressed.) // // Revision 1.1 1998/04/22 13:22:46 curt // C++ - ifing the code a bit. // // Revision 1.11 1998/04/18 04:14:07 curt // Moved fg_debug.c to it's own library. // // Revision 1.10 1998/04/14 02:23:17 curt // Code reorganizations. Added a Lib/ directory for more general libraries. // // Revision 1.9 1998/04/08 23:30:07 curt // Adopted Gnu automake/autoconf system. // // Revision 1.8 1998/04/03 22:11:38 curt // Converting to Gnu autoconf system. // // Revision 1.7 1998/02/01 03:39:55 curt // Minor tweaks. // // Revision 1.6 1998/01/31 00:43:26 curt // Added MetroWorks patches from Carmen Volpe. // // Revision 1.5 1998/01/29 00:51:39 curt // First pass at tile cache, dynamic tile loading and tile unloading now works. // // Revision 1.4 1998/01/27 03:26:43 curt // Playing with new fgPrintf command. // // Revision 1.3 1998/01/27 00:48:03 curt // Incorporated Paul Bleisch's new debug message // system and commandline/config file processing code. // // 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.