// 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 "obj.hxx" #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; fgPrintf(FG_TERRAIN, FG_INFO, "Initializing the tile cache.\n"); 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( fgBUCKET *p ) { int i; for ( i = 0; i < FG_TILE_CACHE_SIZE; i++ ) { if ( tile_cache[i].tile_bucket.lon == p->lon ) { if ( tile_cache[i].tile_bucket.lat == p->lat ) { if ( tile_cache[i].tile_bucket.x == p->x ) { if ( tile_cache[i].tile_bucket.y == p->y ) { fgPrintf( FG_TERRAIN, FG_DEBUG, "TILE EXISTS in cache ... index = %d\n", i ); return( i ); } } } } } return( -1 ); } // Fill in a tile cache entry with real data for the specified bucket void fgTILECACHE::EntryFillIn( int index, fgBUCKET *p ) { char root[256]; char base_path[256]; char file_name[256]; // Mark this cache entry as used tile_cache[index].used = 1; // Update the bucket tile_cache[index].tile_bucket.lon = p->lon; tile_cache[index].tile_bucket.lat = p->lat; tile_cache[index].tile_bucket.x = p->x; tile_cache[index].tile_bucket.y = p->y; // Load the appropriate data file and built tile fragment list fgBucketGenBasePath(p, base_path); current_options.get_fg_root(root); sprintf(file_name, "%s/Scenery/%s/%ld", root, base_path, fgBucketGenIndex(p)); fgObjLoad(file_name, &tile_cache[index]); /* tile_cache[index].display_list = fgObjLoad(file_name, &tile_cache[index].local_ref, &tile_cache[index].bounding_radius); */ } // Free a tile cache entry void fgTILECACHE::EntryFree( int index ) { fgFRAGMENT *fragment; // Mark this cache entry as un-used tile_cache[index].used = 0; // Update the bucket fgPrintf( FG_TERRAIN, FG_DEBUG, "FREEING TILE = (%d %d %d %d)\n", tile_cache[index].tile_bucket.lon, tile_cache[index].tile_bucket.lat, tile_cache[index].tile_bucket.x, tile_cache[index].tile_bucket.y ); // Step through the fragment list, deleting the display list, then // the fragment, until the list is empty. while ( tile_cache[index].fragment_list.size() ) { list < fgFRAGMENT > :: iterator current = tile_cache[index].fragment_list.begin(); fragment = &(*current); xglDeleteLists( fragment->display_list, 1 ); tile_cache[index].fragment_list.pop_front(); } } // Return the specified tile cache entry fgTILE *fgTILECACHE::GetTile( int index ) { return ( &tile_cache[index] ); } // Return index of next available slot in tile cache int fgTILECACHE::NextAvail( void ) { fgVIEW *v; int i; float dx, dy, dz, max, med, min, tmp; float dist, max_dist; int max_index; v = ¤t_view; max_dist = 0.0; max_index = 0; for ( i = 0; i < FG_TILE_CACHE_SIZE; i++ ) { if ( tile_cache[i].used == 0 ) { return(i); } else { // calculate approximate distance from view point fgPrintf( FG_TERRAIN, FG_DEBUG, "DIST Abs view pos = %.4f, %.4f, %.4f\n", v->abs_view_pos.x, v->abs_view_pos.y, v->abs_view_pos.z ); fgPrintf( FG_TERRAIN, FG_DEBUG, " ref point = %.4f, %.4f, %.4f\n", tile_cache[i].center.x, tile_cache[i].center.y, tile_cache[i].center.z); dx = fabs(tile_cache[i].center.x - v->abs_view_pos.x); dy = fabs(tile_cache[i].center.y - v->abs_view_pos.y); dz = fabs(tile_cache[i].center.z - v->abs_view_pos.z); max = dx; med = dy; min = dz; if ( max < med ) { tmp = max; max = med; med = tmp; } if ( max < min ) { tmp = max; max = min; min = tmp; } dist = max + (med + min) / 4; fgPrintf( FG_TERRAIN, FG_DEBUG, " distance = %.2f\n", 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. EntryFree( max_index ); return( max_index ); } // Destructor fgTILECACHE::~fgTILECACHE( void ) { } // $Log$ // 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.