a9b54bca0f
so it can be accessible from the scenery tools. Also implimented JIT texture loading to save start time and memory.
172 lines
4.3 KiB
C++
172 lines
4.3 KiB
C++
// fragment.hxx -- routines to handle "atomic" display objects
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//
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// Written by Curtis Olson, started August 1998.
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//
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// Copyright (C) 1998 Curtis L. Olson - curt@me.umn.edu
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//
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// This program is free software; you can redistribute it and/or
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// modify it under the terms of the GNU General Public License as
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// published by the Free Software Foundation; either version 2 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful, but
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// WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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// General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program; if not, write to the Free Software
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// Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
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//
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// $Id$
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#ifndef _FRAGMENT_HXX
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#define _FRAGMENT_HXX
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#ifndef __cplusplus
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# error This library requires C++
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#endif
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#ifdef HAVE_CONFIG_H
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# include <config.h>
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#endif
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#ifdef HAVE_WINDOWS_H
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# include <windows.h>
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#endif
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#include <GL/glut.h>
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#include <XGL/xgl.h>
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#include <Include/compiler.h>
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#include <vector>
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#include <Include/fg_constants.h>
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#include <Math/mat3.h>
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#include <Math/point3d.hxx>
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FG_USING_STD(vector);
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struct fgFACE {
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int n1, n2, n3;
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fgFACE( int a = 0, int b =0, int c =0 )
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: n1(a), n2(b), n3(c) {}
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fgFACE( const fgFACE & image )
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: n1(image.n1), n2(image.n2), n3(image.n3) {}
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fgFACE& operator= ( const fgFACE & image ) {
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n1 = image.n1; n2 = image.n2; n3 = image.n3; return *this;
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}
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~fgFACE() {}
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};
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inline bool
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operator== ( const fgFACE& lhs, const fgFACE& rhs )
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{
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return (lhs.n1 == rhs.n1) && (lhs.n2 == rhs.n2) && (lhs.n3 == rhs.n3);
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}
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// Forward declarations
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class fgTILE;
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class FGMaterialSlot;
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// Object fragment data class
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class fgFRAGMENT {
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private:
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public:
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// culling data for this object fragment (fine grain culling)
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Point3D center;
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double bounding_radius;
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// variable offset data for this object fragment for this frame
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// fgCartesianPoint3d tile_offset;
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// saved transformation matrix for this fragment (used by renderer)
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// GLfloat matrix[16];
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// tile_ptr & material_ptr are set so that when we traverse the
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// list of fragments we can quickly reference back the tile or
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// material property this fragment is assigned to.
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// material property pointer
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FGMaterialSlot *material_ptr;
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// tile pointer
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fgTILE *tile_ptr;
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// OpenGL display list for fragment data
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GLint display_list;
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// face list (this indexes into the master tile vertex list)
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typedef vector < fgFACE > container;
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typedef container::iterator iterator;
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typedef container::const_iterator const_iterator;
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container faces;
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public:
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// number of faces in this fragment
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int num_faces() {
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return faces.size();
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}
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// Add a face to the face list
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void add_face(int n1, int n2, int n3) {
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faces.push_back( fgFACE(n1,n2,n3) );
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}
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// test if line intesects with this fragment. p0 and p1 are the
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// two line end points of the line. If side_flag is true, check
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// to see that end points are on opposite sides of face. Returns
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// 1 if it intersection found, 0 otherwise. If it intesects,
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// result is the point of intersection
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int intersect( const Point3D& end0,
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const Point3D& end1,
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int side_flag,
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Point3D& result) const;
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// Constructors
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fgFRAGMENT () { /*faces.reserve(512);*/}
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fgFRAGMENT ( const fgFRAGMENT &image );
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// Destructor
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~fgFRAGMENT() { faces.erase( faces.begin(), faces.end() ); }
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// operators
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fgFRAGMENT & operator = ( const fgFRAGMENT & rhs );
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bool operator < ( const fgFRAGMENT & rhs ) const {
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// This is completely arbitrary. It satisfies RW's STL implementation
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return bounding_radius < rhs.bounding_radius;
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}
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void init() {
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faces.erase( faces.begin(), faces.end() );
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}
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int deleteDisplayList() {
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xglDeleteLists( display_list, 1 ); return 0;
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}
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friend bool operator== ( const fgFRAGMENT & lhs, const fgFRAGMENT & rhs );
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};
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inline bool
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operator == ( const fgFRAGMENT & lhs, const fgFRAGMENT & rhs ) {
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return lhs.center == rhs.center;
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}
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#endif // _FRAGMENT_HXX
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