// tilemgr.cxx -- routines to handle dynamic management of scenery tiles // // 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 #include #include
#include
#include #define FG_LOCAL_X_Y 81 // max(o->tile_diameter) ** 2 // closest (potentially viewable) tiles, centered on current tile. // This is an array of pointers to cache indexes. int tiles[FG_LOCAL_X_Y]; // Initialize the Tile Manager subsystem int fgTileMgrInit( void ) { fgPrintf( FG_TERRAIN, FG_INFO, "Initializing Tile Manager subsystem.\n"); return 1; } // load a tile void fgTileMgrLoadTile( struct fgBUCKET *p, int *index) { fgTILECACHE *c; c = &global_tile_cache; fgPrintf( FG_TERRAIN, FG_DEBUG, "Updating for bucket %d %d %d %d\n", p->lon, p->lat, p->x, p->y); // if not in cache, load tile into the next available slot if ( (*index = c->Exists(p)) < 0 ) { *index = c->NextAvail(); c->EntryFillIn(*index, p); } fgPrintf( FG_TERRAIN, FG_DEBUG, "Selected cache index of %d\n", *index); } // 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. int fgTileMgrUpdate( void ) { fgTILECACHE *c; fgFLIGHT *f; fgOPTIONS *o; struct fgBUCKET p1, p2; static struct fgBUCKET p_last = {-1000, 0, 0, 0}; int i, j, dw, dh; c = &global_tile_cache; f = current_aircraft.flight; o = ¤t_options; fgBucketFind(FG_Longitude * RAD_TO_DEG, FG_Latitude * RAD_TO_DEG, &p1); dw = o->tile_diameter / 2; dh = o->tile_diameter / 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 fgPrintf( FG_TERRAIN, FG_DEBUG, "Same bucket as last time\n"); } else if ( p_last.lon == -1000 ) { // First time through, initialize the system and load all // relavant tiles fgPrintf( FG_TERRAIN, FG_INFO, " First time through ... "); fgPrintf( FG_TERRAIN, FG_INFO, " Updating Tile list for %d,%d %d,%d\n", p1.lon, p1.lat, p1.x, p1.y); fgPrintf( FG_TERRAIN, FG_INFO, " Loading %d tiles\n", o->tile_diameter * o->tile_diameter); // wipe/initialize tile cache c->Init(); // build the local area list and update cache for ( j = 0; j < o->tile_diameter; j++ ) { for ( i = 0; i < o->tile_diameter; i++ ) { fgBucketOffset(&p1, &p2, i - dw, j - dh); fgTileMgrLoadTile(&p2, &tiles[(j*o->tile_diameter) + 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. fgPrintf( FG_TERRAIN, FG_INFO, "Updating Tile list for %d,%d %d,%d\n", p1.lon, p1.lat, p1.x, p1.y); if ( (p1.lon > p_last.lon) || ( (p1.lon == p_last.lon) && (p1.x > p_last.x) ) ) { fgPrintf( FG_TERRAIN, FG_INFO, " Loading %d tiles\n", o->tile_diameter); for ( j = 0; j < o->tile_diameter; j++ ) { // scrolling East for ( i = 0; i < o->tile_diameter - 1; i++ ) { tiles[(j*o->tile_diameter) + i] = tiles[(j*o->tile_diameter) + i + 1]; } // load in new column fgBucketOffset(&p_last, &p2, dw + 1, j - dh); fgTileMgrLoadTile(&p2, &tiles[(j*o->tile_diameter) + o->tile_diameter - 1]); } } else if ( (p1.lon < p_last.lon) || ( (p1.lon == p_last.lon) && (p1.x < p_last.x) ) ) { fgPrintf( FG_TERRAIN, FG_INFO, " Loading %d tiles\n", o->tile_diameter); for ( j = 0; j < o->tile_diameter; j++ ) { // scrolling West for ( i = o->tile_diameter - 1; i > 0; i-- ) { tiles[(j*o->tile_diameter) + i] = tiles[(j*o->tile_diameter) + i - 1]; } // load in new column fgBucketOffset(&p_last, &p2, -dw - 1, j - dh); fgTileMgrLoadTile(&p2, &tiles[(j*o->tile_diameter) + 0]); } } if ( (p1.lat > p_last.lat) || ( (p1.lat == p_last.lat) && (p1.y > p_last.y) ) ) { fgPrintf( FG_TERRAIN, FG_INFO, " Loading %d tiles\n", o->tile_diameter); for ( i = 0; i < o->tile_diameter; i++ ) { // scrolling North for ( j = 0; j < o->tile_diameter - 1; j++ ) { tiles[(j * o->tile_diameter) + i] = tiles[((j+1) * o->tile_diameter) + i]; } // load in new column fgBucketOffset(&p_last, &p2, i - dw, dh + 1); fgTileMgrLoadTile(&p2, &tiles[((o->tile_diameter-1) * o->tile_diameter) + i]); } } else if ( (p1.lat < p_last.lat) || ( (p1.lat == p_last.lat) && (p1.y < p_last.y) ) ) { fgPrintf( FG_TERRAIN, FG_INFO, " Loading %d tiles\n", o->tile_diameter); for ( i = 0; i < o->tile_diameter; i++ ) { // scrolling South for ( j = o->tile_diameter - 1; j > 0; j-- ) { tiles[(j * o->tile_diameter) + i] = tiles[((j-1) * o->tile_diameter) + 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; return 1; } // Calculate if point/radius is inside view frustum static int viewable( fgCartesianPoint3d *cp, double radius ) { fgVIEW *v; MAT3hvec world, eye; int viewable = 1; // start by assuming it's viewable double x0, x1, y1, slope; v = ¤t_view; MAT3_SET_HVEC(world, cp->x, cp->y, cp->z, 1.0); MAT3mult_vec(eye, world, v->WORLD_TO_EYE); // printf( "\nworld -> eye = %.2f %.2f %.2f radius = %.2f\n", // eye[0], eye[1], eye[2], radius); // Check near clip plane if ( eye[2] - radius > 0.0 ) { return(0); } // check right clip plane (from eye perspective) // y = m * (x - x0) = equation of a line intercepting X axis at x0 x1 = v->cos_fov_x * radius; y1 = v->sin_fov_x * radius; slope = -1.0 / v->slope_x; x0 = x1 - y1 / slope; // printf("(r) x1 = %.2f y1 = %.2f\n", x1, y1); // printf("eye[0] = %.2f eye[2] = %.2f\n", eye[0], eye[2]); // printf("(r) x0 = %.2f slope_x = %.2f radius = %.2f\n", // x0, slope, radius); if ( eye[2] > slope * (eye[0] - x0) ) { return(0); } // check left clip plane (from eye perspective) x1 = -x1; slope = -slope; x0 = x1 - y1 / slope; // printf("(r) x1 = %.2f y1 = %.2f\n", x1, y1); // printf("eye[0] = %.2f eye[2] = %.2f\n", eye[0], eye[2]); // printf("(r) x0 = %.2f slope_x = %.2f radius = %.2f\n", // x0, slope, radius); if ( eye[2] > slope * (eye[0] - x0) ) { return(0); } // check bottom clip plane (from eye perspective) x1 = -(v->cos_fov_y) * radius; y1 = v->sin_fov_y * radius; slope = 1.0 / v->slope_y; x0 = x1 - y1 / slope; // printf("(r) x1 = %.2f y1 = %.2f\n", x1, y1); // printf("eye[1] = %.2f eye[2] = %.2f\n", eye[1], eye[2]); // printf("(r) x0 = %.2f slope_y = %.2f radius = %.2f\n", // x0, slope, radius); if ( eye[2] > slope * (eye[1] - x0) ) { return(0); } // check top clip plane (from eye perspective) x1 = -x1; slope = -slope; x0 = x1 - y1 / slope; // printf("(r) x1 = %.2f y1 = %.2f\n", x1, y1); // printf("eye[1] = %.2f eye[2] = %.2f\n", eye[1], eye[2]); // printf("(r) x0 = %.2f slope_y = %.2f radius = %.2f\n", // x0, slope, radius); if ( eye[2] > slope * (eye[1] - x0) ) { return(0); } return(viewable); } // Render the local tiles void fgTileMgrRender( void ) { fgTILECACHE *c; fgFLIGHT *f; fgOPTIONS *o; fgVIEW *v; struct fgBUCKET p; fgCartesianPoint3d local_ref, offset; GLint display_list; double radius; int i; int index; int culled = 0; int drawn = 0; c = &global_tile_cache; f = current_aircraft.flight; o = ¤t_options; v = ¤t_view; // Find current translation offset fgBucketFind(FG_Longitude * RAD_TO_DEG, FG_Latitude * RAD_TO_DEG, &p); index = c->Exists(&p); c->EntryInfo(index, &display_list, &scenery.next_center, &radius ); fgPrintf( FG_TERRAIN, FG_DEBUG, "Pos = (%.2f, %.2f) Current bucket = %d %d %d %d Index = %ld\n", FG_Longitude * RAD_TO_DEG, FG_Latitude * RAD_TO_DEG, p.lon, p.lat, p.x, p.y, fgBucketGenIndex(&p) ); for ( i = 0; i < (o->tile_diameter * o->tile_diameter); i++ ) { index = tiles[i]; // fgPrintf( FG_TERRAIN, FG_DEBUG, "Index = %d\n", index); c->EntryInfo(index, &display_list, &local_ref, &radius ); if ( display_list >= 0 ) { offset.x = local_ref.x - scenery.center.x; offset.y = local_ref.y - scenery.center.y; offset.z = local_ref.z - scenery.center.z; if ( viewable(&offset, radius) ) { drawn++; xglPushMatrix(); xglTranslatef(offset.x, offset.y, offset.z); xglCallList(display_list); xglPopMatrix(); } else { culled++; } } } v->vfc_ratio = (double)culled / (double)(drawn + culled); // printf("drawn = %d culled = %d saved = %.2f\n", drawn, culled, // v->vfc_ratio); } // $Log$ // Revision 1.11 1998/05/20 20:53:55 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 1.10 1998/05/17 16:59:34 curt // Frist pass at view frustum culling now operational. // // Revision 1.9 1998/05/16 13:09:58 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 1.8 1998/05/07 23:15:21 curt // Fixed a glTexImage2D() usage bug where width and height were mis-swapped. // Added support for --tile-radius=n option. // // Revision 1.7 1998/05/06 03:16:42 curt // Added an option to control square tile radius. // // Revision 1.6 1998/05/02 01:52:18 curt // Playing around with texture coordinates. // // Revision 1.5 1998/04/30 12:35:32 curt // Added a command line rendering option specify smooth/flat shading. // // Revision 1.4 1998/04/27 03:30:14 curt // Minor transformation adjustments to try to keep scenery tiles closer to // (0, 0, 0) GLfloats run out of precision at the distances we need to model // the earth, but we can do a bunch of pre-transformations using double math // and then cast to GLfloat once everything is close in where we have less // precision problems. // // 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 00:51:09 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 13:22:48 curt // C++ - ifing the code a bit. // // Revision 1.25 1998/04/18 04:14:07 curt // Moved fg_debug.c to it's own library. // // Revision 1.24 1998/04/14 02:23:18 curt // Code reorganizations. Added a Lib/ directory for more general libraries. // // Revision 1.23 1998/04/08 23:30:08 curt // Adopted Gnu automake/autoconf system. // // Revision 1.22 1998/04/03 22:11:38 curt // Converting to Gnu autoconf system. // // Revision 1.21 1998/03/23 21:23:05 curt // Debugging output tweaks. // // Revision 1.20 1998/03/14 00:30:51 curt // Beginning initial terrain texturing experiments. // // Revision 1.19 1998/02/20 00:16:25 curt // Thursday's tweaks. // // Revision 1.18 1998/02/19 13:05:54 curt // Incorporated some HUD tweaks from Michelle America. // Tweaked the sky's sunset/rise colors. // Other misc. tweaks. // // Revision 1.17 1998/02/16 13:39:46 curt // Miscellaneous weekend tweaks. Fixed? a cache problem that caused whole // tiles to occasionally be missing. // // Revision 1.16 1998/02/12 21:59:53 curt // Incorporated code changes contributed by Charlie Hotchkiss // // // Revision 1.14 1998/02/09 21:30:19 curt // Fixed a nagging problem with terrain tiles not "quite" matching up perfectly. // // Revision 1.13 1998/02/07 15:29:46 curt // Incorporated HUD changes and struct/typedef changes from Charlie Hotchkiss // // // Revision 1.12 1998/02/01 03:39:55 curt // Minor tweaks. // // Revision 1.11 1998/01/31 00:43:27 curt // Added MetroWorks patches from Carmen Volpe. // // Revision 1.10 1998/01/29 00:51:40 curt // First pass at tile cache, dynamic tile loading and tile unloading now works. // // Revision 1.9 1998/01/27 03:26:44 curt // Playing with new fgPrintf command. // // Revision 1.8 1998/01/27 00:48:04 curt // Incorporated Paul Bleisch's new debug message // system and commandline/config file processing code. // // 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 // This should simplify things tremendously. // // Revision 1.4 1998/01/19 18:40:38 curt // Tons of little changes to clean up the code and to remove fatal errors // when building with the c++ compiler. // // Revision 1.3 1998/01/13 00:23:11 curt // Initial changes to support loading and management of scenery tiles. Note, // there's still a fair amount of work left to be done. // // Revision 1.2 1998/01/08 02:22:27 curt // Continue working on basic features. // // Revision 1.1 1998/01/07 23:50:51 curt // "area" renamed to "tile" // // Revision 1.2 1998/01/07 03:29:29 curt // Given an arbitrary lat/lon, we can now: // generate a unique index for the chunk containing the lat/lon // generate a path name to the chunk file // build a list of the indexes of all the nearby areas. // // Revision 1.1 1998/01/07 02:05:48 curt // Initial revision.