// 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 #include #include #include #include "scenery.hxx" #include "tile.hxx" #include "tilecache.hxx" #include "tilemgr.hxx" // to test clipping speedup in fgTileMgrRender() #if defined ( USE_FAST_FOV_CLIP ) // #define TEST_FOV_CLIP // #define TEST_ELEV #endif #define FG_LOCAL_X_Y 81 // max(o->tile_diameter) ** 2 #define FG_SQUARE( X ) ( (X) * (X) ) #if defined(USE_MEM) || defined(WIN32) # define FG_MEM_COPY(to,from,n) memcpy(to, from, n) #else # define FG_MEM_COPY(to,from,n) bcopy(from, to, n) #endif // 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 ) { FG_LOG( FG_TERRAIN, FG_INFO, "Initializing Tile Manager subsystem." ); // load default material library material_mgr.load_lib(); return 1; } // load a tile void fgTileMgrLoadTile( const fgBUCKET& p, int *index) { fgTILECACHE *c; c = &global_tile_cache; FG_LOG( FG_TERRAIN, FG_DEBUG, "Updating for bucket " << p ); // if not in cache, load tile into the next available slot *index = c->exists(p); if ( *index < 0 ) { *index = c->next_avail(); c->fill_in(*index, p); } FG_LOG( FG_TERRAIN, FG_DEBUG, "Selected cache index: " << *index ); } // Calculate shortest distance from point to line static double point_line_dist_squared( const Point3D& tc, const Point3D& vp, MAT3vec d ) { MAT3vec p, p0; double dist; p[0] = tc.x(); p[1] = tc.y(); p[2] = tc.z(); p0[0] = vp.x(); p0[1] = vp.y(); p0[2] = vp.z(); dist = fgPointLineSquared(p, p0, d); // cout << "dist = " << dist << endl; return(dist); } // Determine scenery altitude. Normally this just happens when we // render the scene, but we'd also like to be able to do this // explicitely. lat & lon are in radians. abs_view_pos in meters. // Returns result in meters. double fgTileMgrCurElev( const fgBUCKET& p ) { fgTILE *t; fgFRAGMENT *frag_ptr; Point3D abs_view_pos = current_view.abs_view_pos; Point3D earth_center(0.0); Point3D result; MAT3vec local_up; double dist, lat_geod, alt, sea_level_r; int index; local_up[0] = abs_view_pos.x(); local_up[1] = abs_view_pos.y(); local_up[2] = abs_view_pos.z(); // Find current translation offset // fgBucketFind(lon * RAD_TO_DEG, lat * RAD_TO_DEG, &p); index = global_tile_cache.exists(p); if ( index < 0 ) { FG_LOG( FG_TERRAIN, FG_WARN, "Tile not found" ); return 0.0; } t = global_tile_cache.get_tile(index); scenery.next_center = t->center; FG_LOG( FG_TERRAIN, FG_DEBUG, "Current bucket = " << p << " Index = " << fgBucketGenIndex(&p) ); FG_LOG( FG_TERRAIN, FG_DEBUG, "abs_view_pos = " << abs_view_pos ); // calculate tile offset // x = (t->offset.x = t->center.x - scenery.center.x); // y = (t->offset.y = t->center.y - scenery.center.y); // z = (t->offset.z = t->center.z - scenery.center.z); // calc current terrain elevation calculate distance from // vertical tangent line at current position to center of // tile. /* printf("distance squared = %.2f, bounding radius = %.2f\n", point_line_dist_squared(&(t->offset), &(v->view_pos), v->local_up), t->bounding_radius); */ dist = point_line_dist_squared( t->center, abs_view_pos, local_up ); if ( dist < FG_SQUARE(t->bounding_radius) ) { // traverse fragment list for tile fgTILE::FragmentIterator current = t->begin(); fgTILE::FragmentIterator last = t->end(); for ( ; current != last; ++current ) { frag_ptr = &(*current); /* printf("distance squared = %.2f, bounding radius = %.2f\n", point_line_dist_squared( &(frag_ptr->center), &abs_view_pos), local_up), frag_ptr->bounding_radius); */ dist = point_line_dist_squared( frag_ptr->center, abs_view_pos, local_up); if ( dist <= FG_SQUARE(frag_ptr->bounding_radius) ) { if ( frag_ptr->intersect( abs_view_pos, earth_center, 0, result ) ) { FG_LOG( FG_TERRAIN, FG_DEBUG, "intersection point " << result ); // compute geocentric coordinates of tile center Point3D pp = fgCartToPolar3d(result); FG_LOG( FG_TERRAIN, FG_DEBUG, " polar form = " << pp ); // convert to geodetic coordinates fgGeocToGeod(pp.lat(), pp.radius(), &lat_geod, &alt, &sea_level_r); // printf("alt = %.2f\n", alt); // exit since we found an intersection if ( alt > -9999.0 ) { // printf("returning alt\n"); return alt; } else { // printf("returning 0\n"); return 0.0; } } } } } cout << "(new) no terrain intersection found\n"; return 0.0; } // Determine scenery altitude. Normally this just happens when we // render the scene, but we'd also like to be able to do this // explicitely. lat & lon are in radians. abs_view_pos in meters. // Returns result in meters. double fgTileMgrCurElevOLD( double lon, double lat, const Point3D& abs_view_pos ) { fgTILECACHE *c; fgTILE *t; // fgVIEW *v; fgFRAGMENT *frag_ptr; fgBUCKET p; Point3D earth_center(0.0); Point3D result; MAT3vec local_up; double dist, lat_geod, alt, sea_level_r; // double x, y, z; int index; c = &global_tile_cache; // v = ¤t_view; local_up[0] = abs_view_pos.x(); local_up[1] = abs_view_pos.y(); local_up[2] = abs_view_pos.z(); // Find current translation offset fgBucketFind(lon * RAD_TO_DEG, lat * RAD_TO_DEG, &p); index = c->exists(p); if ( index < 0 ) { FG_LOG( FG_TERRAIN, FG_WARN, "Tile not found" ); return 0.0; } t = c->get_tile(index); scenery.next_center = t->center; // earth_center = Point3D(0.0, 0.0, 0.0); FG_LOG( FG_TERRAIN, FG_DEBUG, "Pos = (" << lon * RAD_TO_DEG << ", " << lat * RAD_TO_DEG << ") Current bucket = " << p << " Index = " << fgBucketGenIndex(&p) ); // calculate tile offset // x = (t->offset.x = t->center.x - scenery.center.x); // y = (t->offset.y = t->center.y - scenery.center.y); // z = (t->offset.z = t->center.z - scenery.center.z); // calc current terrain elevation calculate distance from // vertical tangent line at current position to center of // tile. /* printf("distance squared = %.2f, bounding radius = %.2f\n", point_line_dist_squared(&(t->offset), &(v->view_pos), v->local_up), t->bounding_radius); */ dist = point_line_dist_squared( t->center, abs_view_pos, local_up ); if ( dist < FG_SQUARE(t->bounding_radius) ) { // traverse fragment list for tile fgTILE::FragmentIterator current = t->begin(); fgTILE::FragmentIterator last = t->end(); for ( ; current != last; ++current ) { frag_ptr = &(*current); /* printf("distance squared = %.2f, bounding radius = %.2f\n", point_line_dist_squared( &(frag_ptr->center), &abs_view_pos), local_up), frag_ptr->bounding_radius); */ dist = point_line_dist_squared( frag_ptr->center, abs_view_pos, local_up); if ( dist <= FG_SQUARE(frag_ptr->bounding_radius) ) { if ( frag_ptr->intersect( abs_view_pos, earth_center, 0, result ) ) { FG_LOG( FG_TERRAIN, FG_DEBUG, "intersection point " << result ); // compute geocentric coordinates of tile center Point3D pp = fgCartToPolar3d(result); FG_LOG( FG_TERRAIN, FG_DEBUG, " polar form = " << pp ); // convert to geodetic coordinates fgGeocToGeod(pp.lat(), pp.radius(), &lat_geod, &alt, &sea_level_r); // printf("alt = %.2f\n", alt); // exit since we found an intersection if ( alt > -9999.0 ) { // printf("returning alt\n"); return alt; } else { // printf("returning 0\n"); return 0.0; } } } } } cout << "(old) no terrain intersection found\n"; return 0.0; } // 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; FGState *f; fgBUCKET p1, p2; static fgBUCKET p_last = {-1000, 0, 0, 0}; int tile_diameter; int i, j, dw, dh; c = &global_tile_cache; f = current_aircraft.fdm_state; tile_diameter = current_options.get_tile_diameter(); fgBucketFind( f->get_Longitude() * RAD_TO_DEG, f->get_Latitude() * RAD_TO_DEG, &p1); dw = tile_diameter / 2; dh = tile_diameter / 2; if ( p1 == p_last ) { // same bucket as last time FG_LOG( FG_TERRAIN, FG_DEBUG, "Same bucket as last time" ); } else if ( p_last.lon == -1000 ) { // First time through, initialize the system and load all // relavant tiles FG_LOG( FG_TERRAIN, FG_INFO, " First time through ... " ); FG_LOG( FG_TERRAIN, FG_INFO, " Updating Tile list for " << p1 ); FG_LOG( FG_TERRAIN, FG_INFO, " Loading " << tile_diameter * tile_diameter << " tiles" ); // wipe/initialize tile cache c->init(); // build the local area list and update cache for ( j = 0; j < tile_diameter; j++ ) { for ( i = 0; i < tile_diameter; i++ ) { fgBucketOffset(&p1, &p2, i - dw, j - dh); fgTileMgrLoadTile( p2, &tiles[(j*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. FG_LOG( FG_TERRAIN, FG_INFO, "Updating Tile list for " << p1 ); if ( (p1.lon > p_last.lon) || ( (p1.lon == p_last.lon) && (p1.x > p_last.x) ) ) { FG_LOG( FG_TERRAIN, FG_INFO, " Loading " << tile_diameter << "tiles" ); for ( j = 0; j < tile_diameter; j++ ) { // scrolling East for ( i = 0; i < tile_diameter - 1; i++ ) { tiles[(j*tile_diameter) + i] = tiles[(j*tile_diameter) + i + 1]; } // load in new column fgBucketOffset(&p_last, &p2, dw + 1, j - dh); fgTileMgrLoadTile( p2, &tiles[(j*tile_diameter) + tile_diameter - 1]); } } else if ( (p1.lon < p_last.lon) || ( (p1.lon == p_last.lon) && (p1.x < p_last.x) ) ) { FG_LOG( FG_TERRAIN, FG_INFO, " Loading " << tile_diameter << "tiles" ); for ( j = 0; j < tile_diameter; j++ ) { // scrolling West for ( i = tile_diameter - 1; i > 0; i-- ) { tiles[(j*tile_diameter) + i] = tiles[(j*tile_diameter) + i - 1]; } // load in new column fgBucketOffset(&p_last, &p2, -dw - 1, j - dh); fgTileMgrLoadTile( p2, &tiles[(j*tile_diameter) + 0]); } } if ( (p1.lat > p_last.lat) || ( (p1.lat == p_last.lat) && (p1.y > p_last.y) ) ) { FG_LOG( FG_TERRAIN, FG_INFO, " Loading " << tile_diameter << "tiles" ); for ( i = 0; i < tile_diameter; i++ ) { // scrolling North for ( j = 0; j < tile_diameter - 1; j++ ) { tiles[(j * tile_diameter) + i] = tiles[((j+1) * tile_diameter) + i]; } // load in new column fgBucketOffset(&p_last, &p2, i - dw, dh + 1); fgTileMgrLoadTile( p2, &tiles[((tile_diameter-1) * tile_diameter) + i]); } } else if ( (p1.lat < p_last.lat) || ( (p1.lat == p_last.lat) && (p1.y < p_last.y) ) ) { FG_LOG( FG_TERRAIN, FG_INFO, " Loading " << tile_diameter << "tiles" ); for ( i = 0; i < tile_diameter; i++ ) { // scrolling South for ( j = tile_diameter - 1; j > 0; j-- ) { tiles[(j * tile_diameter) + i] = tiles[((j-1) * tile_diameter) + i]; } // load in new column fgBucketOffset(&p_last, &p2, i - dw, -dh - 1); fgTileMgrLoadTile( p2, &tiles[0 + i]); } } } // find our current elevation (feed in the current bucket to save work) scenery.cur_elev = fgTileMgrCurElev( p1 ); 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( const Point3D& cp, double radius ) { int viewable = 1; // start by assuming it's viewable double x1, y1; /********************************/ #if defined( USE_FAST_FOV_CLIP ) // views.hxx /********************************/ MAT3vec eye; double *mat; double x, y, z; x = cp.x(); y = cp.y(); z = cp.z(); mat = (double *)(current_view.WORLD_TO_EYE); eye[2] = x*mat[2] + y*mat[6] + z*mat[10] + mat[14]; // Check near and far clip plane if( ( eye[2] > radius ) || ( eye[2] + radius + current_weather.get_visibility() < 0) ) { return(0); } eye[0] = (x*mat[0] + y*mat[4] + z*mat[8] + mat[12]) * current_view.slope_x; // check right and left clip plane (from eye perspective) x1 = radius * current_view.fov_x_clip; if( (eye[2] > -(eye[0]+x1)) || (eye[2] > (eye[0]-x1)) ) { return(0); } eye[1] = (x*mat[1] + y*mat[5] + z*mat[9] + mat[13]) * current_view.slope_y; // check bottom and top clip plane (from eye perspective) y1 = radius * current_view.fov_y_clip; if( (eye[2] > -(eye[1]+y1)) || (eye[2] > (eye[1]-y1)) ) { return(0); } /********************************/ #else // DO NOT USE_FAST_FOV_CLIP /********************************/ fgVIEW *v; MAT3hvec world, eye; double x0, 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); // Use lazy evaluation for calculating eye hvec. #define vec world #define mat v->WORLD_TO_EYE eye[2] = vec[0]*mat[0][2]+vec[1]*mat[1][2]+vec[2]*mat[2][2]+mat[3][2]; // Check near clip plane if ( eye[2] > radius ) { return(0); } // Check far clip plane if ( eye[2] + radius < -current_weather.get_visibility() ) { 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 = v->slope_x; eye[0] = vec[0]*mat[0][0]+vec[1]*mat[1][0]+vec[2]*mat[2][0]+mat[3][0]; if ( eye[2] > ((slope * (eye[0] - x1)) + y1) ) { return( false ); } // check left clip plane (from eye perspective) if ( eye[2] > -((slope * (eye[0] + x1)) - y1) ) { return( false ); } // check bottom clip plane (from eye perspective) x1 = -(v->cos_fov_y) * radius; y1 = v->sin_fov_y * radius; slope = v->slope_y; eye[1] = vec[0]*mat[0][1]+vec[1]*mat[1][1]+vec[2]*mat[2][1]+mat[3][1]; #undef vec #undef mat if ( eye[2] > ((slope * (eye[1] - x1)) + y1) ) { return( false ); } // check top clip plane (from eye perspective) if ( eye[2] > -((slope * (eye[1] + x1)) - y1) ) { return( false ); } #endif // defined( USE_FAST_FOV_CLIP ) return(viewable); } // NEW // inrange() IS THIS POINT WITHIN POSSIBLE VIEWING RANGE ? // calculate distance from vertical tangent line at // current position to center of object. // this is equivalent to // dist = point_line_dist_squared( &(t->center), &(v->abs_view_pos), // v->local_up ); // if ( dist < FG_SQUARE(t->bounding_radius) ) { // // the compiler should inline this for us static int inrange( const double radius, const Point3D& center, const Point3D& vp, const MAT3vec up) { MAT3vec u, u1, v; // double tmp; // u = p - p0 u[0] = center.x() - vp.x(); u[1] = center.y() - vp.y(); u[2] = center.z() - vp.z(); // calculate the projection, u1, of u along d. // u1 = ( dot_prod(u, d) / dot_prod(d, d) ) * d; MAT3_SCALE_VEC(u1, up, (MAT3_DOT_PRODUCT(u, up) / MAT3_DOT_PRODUCT(up, up)) ); // v = u - u1 = vector from closest point on line, p1, to the // original point, p. MAT3_SUB_VEC(v, u, u1); return( FG_SQUARE(radius) >= MAT3_DOT_PRODUCT(v, v)); } // NEW for legibility // update this tile's geometry for current view // The Compiler should inline this static void update_tile_geometry( fgTILE *t, GLdouble *MODEL_VIEW) { GLdouble *m; double x, y, z; // calculate tile offset t->offset = t->center - scenery.center; x = t->offset.x(); y = t->offset.y(); z = t->offset.z(); m = t->model_view; // Calculate the model_view transformation matrix for this tile FG_MEM_COPY( m, MODEL_VIEW, 16*sizeof(GLdouble) ); // This is equivalent to doing a glTranslatef(x, y, z); m[12] += (m[0]*x + m[4]*y + m[8] *z); m[13] += (m[1]*x + m[5]*y + m[9] *z); m[14] += (m[2]*x + m[6]*y + m[10]*z); // m[15] += (m[3]*x + m[7]*y + m[11]*z); // m[3] m7[] m[11] are 0.0 see LookAt() in views.cxx // so m[15] is unchanged } // Render the local tiles void fgTileMgrRender( void ) { FGState *f; fgTILECACHE *c; fgTILE *t; fgVIEW *v; Point3D frag_offset; fgFRAGMENT *frag_ptr; fgMATERIAL *mtl_ptr; int i; int tile_diameter; int index; int culled = 0; int drawn = 0; c = &global_tile_cache; f = current_aircraft.fdm_state; v = ¤t_view; tile_diameter = current_options.get_tile_diameter(); // moved to fgTileMgrUpdate, right after we check if we need to // load additional tiles: // scenery.cur_elev = fgTileMgrCurElev( FG_Longitude, FG_Latitude, // v->abs_view_pos ); // initialize the transient per-material fragment lists material_mgr.init_transient_material_lists(); // Pass 1 // traverse the potentially viewable tile list for ( i = 0; i < (tile_diameter * tile_diameter); i++ ) { index = tiles[i]; // fgPrintf( FG_TERRAIN, FG_DEBUG, "Index = %d\n", index); t = c->get_tile(index); // calculate tile offset t->SetOffset( scenery.center ); // Course (tile based) culling if ( viewable(t->offset, t->bounding_radius) ) { // at least a portion of this tile could be viewable // Calculate the model_view transformation matrix for this tile // This is equivalent to doing a glTranslatef(x, y, z); t->UpdateViewMatrix( v->MODEL_VIEW ); // xglPushMatrix(); // xglTranslatef(t->offset.x, t->offset.y, t->offset.z); // traverse fragment list for tile fgTILE::FragmentIterator current = t->begin(); fgTILE::FragmentIterator last = t->end(); for ( ; current != last; ++current ) { frag_ptr = &(*current); if ( frag_ptr->display_list >= 0 ) { // Fine (fragment based) culling frag_offset = frag_ptr->center - scenery.center; if ( viewable(frag_offset, frag_ptr->bounding_radius*2) ) { // add to transient per-material property fragment list // frag_ptr->tile_offset.x = t->offset.x; // frag_ptr->tile_offset.y = t->offset.y; // frag_ptr->tile_offset.z = t->offset.z; mtl_ptr = frag_ptr->material_ptr; // printf(" lookup = %s\n", mtl_ptr->texture_name); if ( ! mtl_ptr->append_sort_list( frag_ptr ) ) { FG_LOG( FG_TERRAIN, FG_ALERT, "Overran material sorting array" ); } // xglCallList(frag_ptr->display_list); drawn++; } else { // printf("Culled a fragment %.2f %.2f %.2f %.2f\n", // frag_ptr->center.x, frag_ptr->center.y, // frag_ptr->center.z, frag_ptr->bounding_radius); culled++; } } } // xglPopMatrix(); } else { culled += t->fragment_list.size(); } } if ( (drawn + culled) > 0 ) { v->vfc_ratio = (double)culled / (double)(drawn + culled); } else { v->vfc_ratio = 0.0; } // printf("drawn = %d culled = %d saved = %.2f\n", drawn, culled, // v->vfc_ratio); // Pass 2 // traverse the transient per-material fragment lists and render // out all fragments for each material property. xglPushMatrix(); material_mgr.render_fragments(); xglPopMatrix(); } // $Log$ // Revision 1.50 1998/12/06 13:51:25 curt // Turned "struct fgWEATHER" into "class FGWeather". // // Revision 1.49 1998/12/05 15:54:26 curt // Renamed class fgFLIGHT to class FGState as per request by JSB. // // Revision 1.48 1998/12/05 14:20:21 curt // Looking into a terrain intersection problem. // // Revision 1.47 1998/12/05 14:11:19 curt // Sun portability tweak. // // Revision 1.46 1998/12/03 14:15:24 curt // Actually set the current scenery elevation based on scenery intersection point // rather than calculating the intesection point and throwing it away. // // Revision 1.45 1998/12/03 01:18:18 curt // Converted fgFLIGHT to a class. // Tweaks for Sun Portability. // Tweaked current terrain elevation code as per NHV. // // Revision 1.44 1998/11/23 21:49:48 curt // minor tweaks. // // Revision 1.43 1998/11/09 23:40:52 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 1.42 1998/11/06 21:18:23 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 1.41 1998/10/18 01:17:23 curt // Point3D tweaks. // // Revision 1.40 1998/10/17 01:34:28 curt // C++ ifying ... // // Revision 1.39 1998/10/16 00:55:50 curt // Converted to Point3D class. // // Revision 1.38 1998/09/17 18:36:18 curt // Tweaks and optimizations by Norman Vine. // // Revision 1.37 1998/09/15 01:36:45 curt // cleaned up my fragment.num_faces hack :-) to use the STL (no need in // duplicating work.) // Tweaked fgTileMgrRender() do not calc tile matrix unless necessary. // removed some unneeded stuff from fgTileMgrCurElev() // // Revision 1.36 1998/09/14 12:45:26 curt // minor tweaks. // // Revision 1.35 1998/09/10 19:07:16 curt // /Simulator/Objects/fragment.hxx // Nested fgFACE inside fgFRAGMENT since its not used anywhere else. // // ./Simulator/Objects/material.cxx // ./Simulator/Objects/material.hxx // Made fgMATERIAL and fgMATERIAL_MGR bona fide classes with private // data members - that should keep the rabble happy :) // // ./Simulator/Scenery/tilemgr.cxx // In viewable() delay evaluation of eye[0] and eye[1] in until they're // actually needed. // Change to fgTileMgrRender() to call fgMATERIAL_MGR::render_fragments() // method. // // ./Include/fg_stl_config.h // ./Include/auto_ptr.hxx // Added support for g++ 2.7. // Further changes to other files are forthcoming. // // Brief summary of changes required for g++ 2.7. // operator->() not supported by iterators: use (*i).x instead of i->x // default template arguments not supported, // doesn't have mem_fun_ref() needed by callbacks. // some std include files have different names. // template member functions not supported. // // Revision 1.34 1998/09/09 20:58:09 curt // Tweaks to loop constructs with STL usage. // // Revision 1.33 1998/09/08 15:05:10 curt // Optimization by Norman Vine. // // Revision 1.32 1998/08/25 16:52:44 curt // material.cxx material.hxx obj.cxx obj.hxx texload.c texload.h moved to // ../Objects // // Revision 1.31 1998/08/24 20:11:40 curt // Tweaks ... // // Revision 1.30 1998/08/22 14:49:59 curt // Attempting to iron out seg faults and crashes. // Did some shuffling to fix a initialization order problem between view // position, scenery elevation. // // Revision 1.29 1998/08/20 15:12:06 curt // Used a forward declaration of classes fgTILE and fgMATERIAL to eliminate // the need for "void" pointers and casts. // Quick hack to count the number of scenery polygons that are being drawn. // // Revision 1.28 1998/08/12 21:13:06 curt // material.cxx: don't load textures if they are disabled // obj.cxx: optimizations from Norman Vine // tile.cxx: minor tweaks // tile.hxx: addition of num_faces // tilemgr.cxx: minor tweaks // // Revision 1.27 1998/07/24 21:42:09 curt // material.cxx: whups, double method declaration with no definition. // obj.cxx: tweaks to avoid errors in SGI's CC. // tile.cxx: optimizations by Norman Vine. // tilemgr.cxx: optimizations by Norman Vine. // // Revision 1.26 1998/07/20 12:51:26 curt // Added far clip plane to fragment clipping calculations and tie this to // weather->visibility. This way you can increase framerates by increasing // for and lowering visibility. // // Revision 1.25 1998/07/13 21:02:01 curt // Wrote access functions for current fgOPTIONS. // // Revision 1.24 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 1.23 1998/07/08 14:47:23 curt // Fix GL_MODULATE vs. GL_DECAL problem introduced by splash screen. // polare3d.h renamed to polar3d.hxx // fg{Cartesian,Polar}Point3d consolodated. // Added some initial support for calculating local current ground elevation. // // Revision 1.22 1998/07/04 00:54:31 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 1.21 1998/06/27 16:54:59 curt // Check for GL_VERSION_1_1 or GL_EXT_texture_object to decide whether to use // "EXT" versions of texture management routines. // // Revision 1.20 1998/06/17 21:36:42 curt // Load and manage multiple textures defined in the Materials library. // Boost max material fagments for each material property to 800. // Multiple texture support when rendering. // // Revision 1.19 1998/06/08 17:57:54 curt // Working first pass at material proporty sorting. // // Revision 1.18 1998/06/06 01:09:32 curt // I goofed on the log message in the last commit ... now fixed. // // Revision 1.17 1998/06/06 01:07:18 curt // Increased per material fragment list size from 100 to 400. // Now correctly draw viewable fragments in per material order. // // Revision 1.16 1998/06/05 22:39:55 curt // Working on sorting by, and rendering by material properties. // // Revision 1.15 1998/06/03 00:47:51 curt // No .h for STL includes. // Minor view culling optimizations. // // Revision 1.14 1998/06/01 17:56:20 curt // Incremental additions to material.cxx (not fully functional) // Tweaked vfc_ratio math to avoid divide by zero. // // Revision 1.13 1998/05/24 02:49:10 curt // Implimented fragment level view frustum culling. // // Revision 1.12 1998/05/23 14:09:23 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 1.11 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.