/************************************************************************** * tilemgr.c -- 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 WIN32 # include #endif #include #include #include #include #include #include #include #include #include #define FG_LOCAL_X 3 /* should be odd */ #define FG_LOCAL_Y 3 /* should be odd */ #define FG_LOCAL_X_Y 9 /* At least FG_LOCAL_X times FG_LOCAL_Y */ #define FG_TILE_CACHE_SIZE 100 /* Must be > FG_LOCAL_X_Y */ /* closest (potentially viewable) tiles, centered on current tile. * This is an array of pointers to cache indexes. */ int tiles[FG_LOCAL_X_Y]; /* tile cache */ 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 ) { struct fgFLIGHT *f; struct fgBUCKET p1, p2; static struct fgBUCKET p_last = {-1000, 0, 0, 0}; int i, j, dw, dh; f = ¤t_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"); } else if ( p_last.lon == -1000 ) { /* First time through, initialize the system and load all * relavant tiles */ printf("First time through ... \n"); printf("Updating Tile list for %d,%d %d,%d\n", p1.lon, p1.lat, p1.x, p1.y); /* wipe tile cache */ fgTileCacheInit(); /* build the local area list and update cache */ for ( j = 0; j < FG_LOCAL_Y; j++ ) { for ( i = 0; i < FG_LOCAL_X; i++ ) { fgBucketOffset(&p1, &p2, i - dw, j - dh); 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 */ void fgTileMgrRender( void ) { static GLfloat terrain_color[4] = { 0.6, 0.8, 0.4, 1.0 }; static GLfloat terrain_ambient[4]; static GLfloat terrain_diffuse[4]; struct fgCartesianPoint local_ref; GLint display_list; int i; int index; for ( i = 0; i < 4; i++ ) { terrain_ambient[i] = terrain_color[i] * 0.5; terrain_diffuse[i] = terrain_color[i]; } xglMaterialfv(GL_FRONT, GL_AMBIENT, terrain_ambient); xglMaterialfv(GL_FRONT, GL_DIFFUSE, terrain_diffuse); for ( i = 0; i < FG_LOCAL_X_Y; i++ ) { index = tiles[i]; /* printf("Index = %d\n", index); */ fgTileCacheEntryInfo(index, &display_list, &local_ref ); xglPushMatrix(); xglTranslatef(local_ref.x - scenery.center.x, local_ref.y - scenery.center.y, local_ref.z - scenery.center.z); xglCallList(display_list); xglPopMatrix(); } } /* $Log$ /* 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. * */