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flightgear/src/Scenery/tileentry.cxx
curt 191bb3956a Updates from Bernie Bright to massage tile loading around to make it
slightly more conducive to future threading.
2001-03-29 01:42:31 +00:00

420 lines
12 KiB
C++

// tile.cxx -- routines to handle a scenery tile
//
// Written by Curtis Olson, started May 1998.
//
// Copyright (C) 1998, 1999 Curtis L. Olson - curt@flightgear.org
//
// 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.
//
// $Id$
#include <simgear/compiler.h>
#ifdef SG_MATH_EXCEPTION_CLASH
# include <math.h>
#endif
#include STL_FUNCTIONAL
#include STL_ALGORITHM
#include STL_STRING
#include <simgear/bucket/newbucket.hxx>
#include <simgear/debug/logstream.hxx>
#include <simgear/math/sg_random.h>
#include <simgear/misc/sgstream.hxx>
#include <Aircraft/aircraft.hxx>
#include <Include/general.hxx>
#include <Main/globals.hxx>
#include <Scenery/scenery.hxx>
#include <Time/light.hxx>
#include <Objects/matlib.hxx>
#include <Objects/newmat.hxx>
#include <Objects/obj.hxx>
#include "tileentry.hxx"
SG_USING_STD(for_each);
SG_USING_STD(mem_fun_ref);
SG_USING_STD(string);
// Constructor
FGTileEntry::FGTileEntry ( const SGBucket& b )
: ncount( 0 ),
center( Point3D( 0.0 ) ),
tile_bucket( b ),
terra_transform( new ssgTransform ),
terra_range( new ssgRangeSelector )
{
nodes.clear();
// update the contents
// if ( vec3_ptrs.size() || vec2_ptrs.size() || index_ptrs.size() ) {
// SG_LOG( SG_TERRAIN, SG_ALERT,
// "Attempting to overwrite existing or"
// << " not properly freed leaf data." );
// exit(-1);
// }
}
// Destructor
FGTileEntry::~FGTileEntry () {
// cout << "nodes = " << nodes.size() << endl;;
// delete[] nodes;
}
// recurse an ssg tree and call removeKid() on every node from the
// bottom up. Leaves the original branch in existance, but empty so
// it can be removed by the calling routine.
static void my_remove_branch( ssgBranch * branch ) {
for ( ssgEntity *k = branch->getKid( 0 );
k != NULL;
k = branch->getNextKid() )
{
if ( k -> isAKindOf ( ssgTypeBranch() ) ) {
my_remove_branch( (ssgBranch *)k );
branch -> removeKid ( k );
} else if ( k -> isAKindOf ( ssgTypeLeaf() ) ) {
branch -> removeKid ( k ) ;
}
}
}
// Clean up the memory used by this tile and delete the arrays used by
// ssg as well as the whole ssg branch
void FGTileEntry::free_tile() {
int i;
SG_LOG( SG_TERRAIN, SG_DEBUG,
"FREEING TILE = (" << tile_bucket << ")" );
SG_LOG( SG_TERRAIN, SG_DEBUG,
" deleting " << nodes.size() << " nodes" );
nodes.clear();
// delete the ssg structures
SG_LOG( SG_TERRAIN, SG_DEBUG,
" deleting (leaf data) vertex, normal, and "
<< " texture coordinate arrays" );
for ( i = 0; i < (int)vec3_ptrs.size(); ++i ) {
#if defined(macintosh) || defined(_MSC_VER)
delete [] vec3_ptrs[i]; //that's the correct version
#else
delete vec3_ptrs[i];
#endif
}
vec3_ptrs.clear();
for ( i = 0; i < (int)vec2_ptrs.size(); ++i ) {
#if defined(macintosh) || defined(_MSC_VER)
delete [] vec2_ptrs[i]; //that's the correct version
#else
delete vec2_ptrs[i];
#endif
}
vec2_ptrs.clear();
for ( i = 0; i < (int)index_ptrs.size(); ++i ) {
delete index_ptrs[i];
}
index_ptrs.clear();
// delete the terrain branch
int pcount = terra_transform->getNumParents();
if ( pcount > 0 ) {
// find the first parent (should only be one)
ssgBranch *parent = terra_transform->getParent( 0 ) ;
if( parent ) {
// my_remove_branch( select_ptr );
parent->removeKid( terra_transform );
terra_transform = NULL;
} else {
SG_LOG( SG_TERRAIN, SG_ALERT,
"parent pointer is NULL! Dying" );
exit(-1);
}
} else {
SG_LOG( SG_TERRAIN, SG_ALERT,
"Parent count is zero for an ssg tile! Dying" );
exit(-1);
}
if ( lights_transform ) {
// delete the terrain lighting branch
pcount = lights_transform->getNumParents();
if ( pcount > 0 ) {
// find the first parent (should only be one)
ssgBranch *parent = lights_transform->getParent( 0 ) ;
if( parent ) {
parent->removeKid( lights_transform );
lights_transform = NULL;
} else {
SG_LOG( SG_TERRAIN, SG_ALERT,
"parent pointer is NULL! Dying" );
exit(-1);
}
} else {
SG_LOG( SG_TERRAIN, SG_ALERT,
"Parent count is zero for an ssg light tile! Dying" );
exit(-1);
}
}
}
// Update the ssg transform node for this tile so it can be
// properly drawn relative to our (0,0,0) point
void FGTileEntry::prep_ssg_node( const Point3D& p, float vis) {
SetOffset( p );
// #define USE_UP_AND_COMING_PLIB_FEATURE
#ifdef USE_UP_AND_COMING_PLIB_FEATURE
terra_range->setRange( 0, SG_ZERO );
terra_range->setRange( 1, vis + bounding_radius );
lights_range->setRange( 0, SG_ZERO );
lights_range->setRange( 1, vis * 1.5 + bounding_radius );
#else
float ranges[2];
ranges[0] = SG_ZERO;
ranges[1] = vis + bounding_radius;
terra_range->setRanges( ranges, 2 );
if ( lights_range ) {
ranges[1] = vis * 1.5 + bounding_radius;
lights_range->setRanges( ranges, 2 );
}
#endif
sgVec3 sgTrans;
sgSetVec3( sgTrans, offset.x(), offset.y(), offset.z() );
terra_transform->setTransform( sgTrans );
if ( lights_transform ) {
// we need to lift the lights above the terrain to avoid
// z-buffer fighting. We do this based on our altitude and
// the distance this tile is away from scenery center.
sgVec3 up;
sgCopyVec3( up, globals->get_current_view()->get_world_up() );
double agl;
if ( current_aircraft.fdm_state ) {
agl = current_aircraft.fdm_state->get_Altitude() * SG_FEET_TO_METER
- scenery.cur_elev;
} else {
agl = 0.0;
}
// sgTrans just happens to be the
// vector from scenery center to the center of this tile which
// is what we want to calculate the distance of
sgVec3 to;
sgCopyVec3( to, sgTrans );
double dist = sgLengthVec3( to );
if ( general.get_glDepthBits() > 16 ) {
sgScaleVec3( up, 10.0 + agl / 100.0 + dist / 10000 );
} else {
sgScaleVec3( up, 10.0 + agl / 20.0 + dist / 5000 );
}
sgAddVec3( sgTrans, up );
lights_transform->setTransform( sgTrans );
// select which set of lights based on sun angle
float sun_angle = cur_light_params.sun_angle * SGD_RADIANS_TO_DEGREES;
if ( sun_angle > 95 ) {
lights_brightness->select(0x04);
} else if ( sun_angle > 92 ) {
lights_brightness->select(0x02);
} else if ( sun_angle > 89 ) {
lights_brightness->select(0x01);
} else {
lights_brightness->select(0x00);
}
}
}
ssgLeaf* FGTileEntry::gen_lights( ssgVertexArray *lights, int inc, float bright ) {
// generate a repeatable random seed
float *p1 = lights->get( 0 );
unsigned int *seed = (unsigned int *)p1;
sg_srandom( *seed );
int size = lights->getNum() / inc;
// Allocate ssg structure
ssgVertexArray *vl = new ssgVertexArray( size + 1 );
ssgNormalArray *nl = NULL;
ssgTexCoordArray *tl = NULL;
ssgColourArray *cl = new ssgColourArray( size + 1 );
sgVec4 color;
for ( int i = 0; i < lights->getNum(); ++i ) {
// this loop is slightly less efficient than it otherwise
// could be, but we want a red light to always be red, and a
// yellow light to always be yellow, etc. so we are trying to
// preserve the random sequence.
float zombie = sg_random();
if ( i % inc == 0 ) {
vl->add( lights->get(i) );
// factor = sg_random() ^ 2, range = 0 .. 1 concentrated towards 0
float factor = sg_random();
factor *= factor;
if ( zombie > 0.5 ) {
// 50% chance of yellowish
sgSetVec4( color, 0.9, 0.9, 0.3, bright - factor * 0.2 );
} else if ( zombie > 0.15 ) {
// 35% chance of whitish
sgSetVec4( color, 0.9, 0.9, 0.8, bright - factor * 0.2 );
} else if ( zombie > 0.05 ) {
// 10% chance of orangish
sgSetVec4( color, 0.9, 0.6, 0.2, bright - factor * 0.2 );
} else {
// 5% chance of redish
sgSetVec4( color, 0.9, 0.2, 0.2, bright - factor * 0.2 );
}
cl->add( color );
}
}
// create ssg leaf
ssgLeaf *leaf =
new ssgVtxTable ( GL_POINTS, vl, nl, tl, cl );
// assign state
FGNewMat *newmat = material_lib.find( "LIGHTS" );
leaf->setState( newmat->get_state() );
return leaf;
}
ssgBranch*
FGTileEntry::obj_load( const std::string& path,
ssgVertexArray* lights, bool is_base )
{
ssgBranch* result = 0;
// try loading binary format
result = fgBinObjLoad( path, this, lights, is_base );
if ( result == NULL ) {
// next try the older ascii format
result = fgAsciiObjLoad( path, this, lights, is_base );
if ( result == NULL ) {
// default to an ocean tile
result = fgGenTile( path, this );
}
}
return result;
}
void
FGTileEntry::load( SGPath& tile_path, bool is_base )
{
// a cheesy hack (to be fixed later)
extern ssgBranch *terrain;
extern ssgBranch *ground;
string index_str = tile_bucket.gen_index_str();
// Generate name of file to load.
tile_path.append( tile_bucket.gen_base_path() );
SGPath basename = tile_path;
basename.append( index_str );
string path = basename.str();
SG_LOG( SG_TERRAIN, SG_INFO, "Loading tile " << path );
// fgObjLoad will generate ground lighting for us ...
ssgVertexArray *light_pts = new ssgVertexArray( 100 );
ssgBranch* new_tile = obj_load( path, light_pts, is_base );
if ( new_tile != NULL ) {
terra_range->addKid( new_tile );
}
// load custom objects
SG_LOG( SG_TERRAIN, SG_DEBUG, "CUSTOM OBJECTS" );
SGPath index_path = tile_path;
index_path.append( index_str );
index_path.concat( ".ind" );
SG_LOG( SG_TERRAIN, SG_DEBUG, "Looking in " << index_path.str() );
sg_gzifstream in( index_path.str() );
if ( in.is_open() ) {
string token, name;
while ( ! in.eof() ) {
in >> token >> name >> ::skipws;
SG_LOG( SG_TERRAIN, SG_DEBUG, "token = " << token
<< " name = " << name );
SGPath custom_path = tile_path;
custom_path.append( name );
ssgBranch *custom_obj = obj_load( custom_path.str(), NULL, false );
if ( (new_tile != NULL) && (custom_obj != NULL) ) {
new_tile -> addKid( custom_obj );
}
}
}
terra_transform->addKid( terra_range );
// calculate initial tile offset
SetOffset( scenery.center );
sgCoord sgcoord;
sgSetCoord( &sgcoord,
offset.x(), offset.y(), offset.z(),
0.0, 0.0, 0.0 );
terra_transform->setTransform( &sgcoord );
terrain->addKid( terra_transform );
lights_transform = NULL;
lights_range = NULL;
/* uncomment this section for testing ground lights */
if ( light_pts->getNum() ) {
SG_LOG( SG_TERRAIN, SG_DEBUG, "generating lights" );
lights_transform = new ssgTransform;
lights_range = new ssgRangeSelector;
lights_brightness = new ssgSelector;
ssgLeaf *lights;
lights = gen_lights( light_pts, 4, 0.7 );
lights_brightness->addKid( lights );
lights = gen_lights( light_pts, 2, 0.85 );
lights_brightness->addKid( lights );
lights = gen_lights( light_pts, 1, 1.0 );
lights_brightness->addKid( lights );
lights_range->addKid( lights_brightness );
lights_transform->addKid( lights_range );
lights_transform->setTransform( &sgcoord );
ground->addKid( lights_transform );
}
/* end of ground light section */
}