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flightgear/Scenery/tilecache.cxx
curt a60f1d812d 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.
1998-05-23 14:09:20 +00:00

289 lines
8 KiB
C++

// 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 <config.h>
#endif
#ifdef HAVE_WINDOWS_H
# include <windows.h>
#endif
#include <GL/glut.h>
#include <XGL/xgl.h>
#include <Bucket/bucketutils.h>
#include <Debug/fg_debug.h>
#include <Main/options.hxx>
#include <Main/views.hxx>
#include "obj.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( struct 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, struct fgBUCKET *p ) {
fgOPTIONS *o;
char base_path[256];
char file_name[256];
o = &current_options;
// 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);
sprintf(file_name, "%s/Scenery/%s/%ld", o->fg_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() ) {
fragment = tile_cache[index].fragment_list.front();
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 = &current_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 1.10 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 <config.h>" 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 <pbleisch@acm.org> 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.