bda27365e4
This should simplify things tremendously.
155 lines
4.6 KiB
C
155 lines
4.6 KiB
C
/**************************************************************************
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* tilemgr.c -- routines to handle dynamic management of scenery tiles
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*
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* Written by Curtis Olson, started January 1998.
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*
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* Copyright (C) 1997 Curtis L. Olson - curt@infoplane.com
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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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* (Log is kept at end of this file)
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**************************************************************************/
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#ifdef WIN32
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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 <Scenery/scenery.h>
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#include <Scenery/tileutils.h>
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#include <Scenery/obj.h>
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#include <Aircraft/aircraft.h>
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#include <Include/constants.h>
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#include <Include/general.h>
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#include <Include/types.h>
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/* here's where we keep the array of closest (potentially viewable) tiles */
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struct bucket local_tiles[49];
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GLint local_display_lists[49];
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struct fgCartesianPoint local_refs[49];
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/* Initialize the Tile Manager subsystem */
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void fgTileMgrInit( void ) {
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printf("Initializing Tile Manager subsystem.\n");
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/* fgTileCacheInit(); */
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}
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/* given the current lon/lat, fill in the array of local chunks. If
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* the chunk isn't already in the cache, then read it from disk. */
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void fgTileMgrUpdate( void ) {
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struct fgFLIGHT *f;
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struct fgGENERAL *g;
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struct bucket p;
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struct bucket p_last = {-1000, 0, 0, 0};
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char base_path[256];
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char file_name[256];
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int i, j;
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f = ¤t_aircraft.flight;
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g = &general;
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find_bucket(FG_Longitude * RAD_TO_DEG, FG_Latitude * RAD_TO_DEG, &p);
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printf("Updating Tile list for %d,%d %d,%d\n", p.lon, p.lat, p.x, p.y);
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if ( (p.lon == p_last.lon) && (p.lat == p_last.lat) &&
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(p.x == p_last.x) && (p.y == p_last.y) ) {
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/* same bucket as last time */
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}
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gen_idx_array(&p, local_tiles, 7, 7);
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/* scenery.center = ref; */
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for ( i = 0; i < 49; i++ ) {
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gen_base_path(&local_tiles[i], base_path);
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sprintf(file_name, "%s/Scenery/%s/%ld.obj",
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g->root_dir, base_path, gen_index(&local_tiles[i]));
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local_display_lists[i] =
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fgObjLoad(file_name, &local_refs[i]);
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if ( (local_tiles[i].lon == p.lon) &&
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(local_tiles[i].lat == p.lat) &&
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(local_tiles[i].x == p.x) &&
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(local_tiles[i].y == p.y) ) {
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scenery.center = local_refs[i];
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}
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}
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}
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/* Render the local tiles --- hack, hack, hack */
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void fgTileMgrRender( void ) {
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static GLfloat terrain_color[4] = { 0.6, 0.8, 0.4, 1.0 };
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static GLfloat terrain_ambient[4];
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static GLfloat terrain_diffuse[4];
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int i, j;
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for ( i = 0; i < 4; i++ ) {
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terrain_ambient[i] = terrain_color[i] * 0.5;
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terrain_diffuse[i] = terrain_color[i];
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}
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xglMaterialfv(GL_FRONT, GL_AMBIENT, terrain_ambient);
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xglMaterialfv(GL_FRONT, GL_DIFFUSE, terrain_diffuse);
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for ( i = 0; i < 49; i++ ) {
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xglPushMatrix();
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xglTranslatef(local_refs[i].x - scenery.center.x,
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local_refs[i].y - scenery.center.y,
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local_refs[i].z - scenery.center.z);
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xglCallList(local_display_lists[i]);
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xglPopMatrix();
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}
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}
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/* $Log$
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/* Revision 1.5 1998/01/19 19:27:18 curt
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/* Merged in make system changes from Bob Kuehne <rpk@sgi.com>
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/* This should simplify things tremendously.
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/*
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* Revision 1.4 1998/01/19 18:40:38 curt
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* Tons of little changes to clean up the code and to remove fatal errors
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* when building with the c++ compiler.
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*
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* Revision 1.3 1998/01/13 00:23:11 curt
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* Initial changes to support loading and management of scenery tiles. Note,
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* there's still a fair amount of work left to be done.
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*
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* Revision 1.2 1998/01/08 02:22:27 curt
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* Continue working on basic features.
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*
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* Revision 1.1 1998/01/07 23:50:51 curt
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* "area" renamed to "tile"
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*
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* Revision 1.2 1998/01/07 03:29:29 curt
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* Given an arbitrary lat/lon, we can now:
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* generate a unique index for the chunk containing the lat/lon
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* generate a path name to the chunk file
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* build a list of the indexes of all the nearby areas.
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*
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* Revision 1.1 1998/01/07 02:05:48 curt
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* Initial revision.
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* */
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