7f1d04962e
Added some temporary code to calculate bouding radius, until the scenery generation tools and scenery can be updated.
411 lines
13 KiB
C++
411 lines
13 KiB
C++
/*
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* tilemgr.cxx -- 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 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 <Scenery/obj.hxx>
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#include <Scenery/scenery.hxx>
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#include <Scenery/tilecache.hxx>
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#include <Aircraft/aircraft.h>
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#include <Bucket/bucketutils.h>
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#include <Debug/fg_debug.h>
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#include <Include/fg_constants.h>
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#include <Include/fg_types.h>
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#include <Main/options.hxx>
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#include <Main/views.hxx>
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#include <Math/mat3.h>
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#define FG_LOCAL_X_Y 81 /* max(o->tile_diameter) ** 2 */
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/* closest (potentially viewable) tiles, centered on current tile.
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* This is an array of pointers to cache indexes. */
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int tiles[FG_LOCAL_X_Y];
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/* Initialize the Tile Manager subsystem */
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int fgTileMgrInit( void ) {
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fgPrintf( FG_TERRAIN, FG_INFO, "Initializing Tile Manager subsystem.\n");
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return 1;
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}
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/* load a tile */
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void fgTileMgrLoadTile( struct fgBUCKET *p, int *index) {
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fgPrintf( FG_TERRAIN, FG_DEBUG, "Updating for bucket %d %d %d %d\n",
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p->lon, p->lat, p->x, p->y);
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/* if not in cache, load tile into the next available slot */
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if ( (*index = fgTileCacheExists(p)) < 0 ) {
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*index = fgTileCacheNextAvail();
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fgTileCacheEntryFillIn(*index, p);
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}
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fgPrintf( FG_TERRAIN, FG_DEBUG, "Selected cache index of %d\n", *index);
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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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int fgTileMgrUpdate( void ) {
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fgFLIGHT *f;
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fgOPTIONS *o;
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struct fgBUCKET p1, p2;
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static struct fgBUCKET p_last = {-1000, 0, 0, 0};
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int i, j, dw, dh;
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f = current_aircraft.flight;
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o = ¤t_options;
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fgBucketFind(FG_Longitude * RAD_TO_DEG, FG_Latitude * RAD_TO_DEG, &p1);
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dw = o->tile_diameter / 2;
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dh = o->tile_diameter / 2;
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if ( (p1.lon == p_last.lon) && (p1.lat == p_last.lat) &&
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(p1.x == p_last.x) && (p1.y == p_last.y) ) {
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/* same bucket as last time */
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fgPrintf( FG_TERRAIN, FG_DEBUG, "Same bucket as last time\n");
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} else if ( p_last.lon == -1000 ) {
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/* First time through, initialize the system and load all
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* relavant tiles */
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fgPrintf( FG_TERRAIN, FG_INFO, " First time through ... ");
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fgPrintf( FG_TERRAIN, FG_INFO, " Updating Tile list for %d,%d %d,%d\n",
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p1.lon, p1.lat, p1.x, p1.y);
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fgPrintf( FG_TERRAIN, FG_INFO, " Loading %d tiles\n",
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o->tile_diameter * o->tile_diameter);
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/* wipe tile cache */
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fgTileCacheInit();
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/* build the local area list and update cache */
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for ( j = 0; j < o->tile_diameter; j++ ) {
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for ( i = 0; i < o->tile_diameter; i++ ) {
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fgBucketOffset(&p1, &p2, i - dw, j - dh);
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fgTileMgrLoadTile(&p2, &tiles[(j*o->tile_diameter) + i]);
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}
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}
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} else {
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/* We've moved to a new bucket, we need to scroll our
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* structures, and load in the new tiles */
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/* CURRENTLY THIS ASSUMES WE CAN ONLY MOVE TO ADJACENT TILES.
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AT ULTRA HIGH SPEEDS THIS ASSUMPTION MAY NOT BE VALID IF
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THE AIRCRAFT CAN SKIP A TILE IN A SINGLE ITERATION. */
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fgPrintf( FG_TERRAIN, FG_INFO, "Updating Tile list for %d,%d %d,%d\n",
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p1.lon, p1.lat, p1.x, p1.y);
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if ( (p1.lon > p_last.lon) ||
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( (p1.lon == p_last.lon) && (p1.x > p_last.x) ) ) {
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fgPrintf( FG_TERRAIN, FG_INFO, " Loading %d tiles\n",
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o->tile_diameter);
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for ( j = 0; j < o->tile_diameter; j++ ) {
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/* scrolling East */
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for ( i = 0; i < o->tile_diameter - 1; i++ ) {
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tiles[(j*o->tile_diameter) + i] = tiles[(j*o->tile_diameter) + i + 1];
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}
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/* load in new column */
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fgBucketOffset(&p_last, &p2, dw + 1, j - dh);
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fgTileMgrLoadTile(&p2, &tiles[(j*o->tile_diameter) + o->tile_diameter - 1]);
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}
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} else if ( (p1.lon < p_last.lon) ||
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( (p1.lon == p_last.lon) && (p1.x < p_last.x) ) ) {
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fgPrintf( FG_TERRAIN, FG_INFO, " Loading %d tiles\n",
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o->tile_diameter);
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for ( j = 0; j < o->tile_diameter; j++ ) {
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/* scrolling West */
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for ( i = o->tile_diameter - 1; i > 0; i-- ) {
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tiles[(j*o->tile_diameter) + i] = tiles[(j*o->tile_diameter) + i - 1];
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}
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/* load in new column */
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fgBucketOffset(&p_last, &p2, -dw - 1, j - dh);
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fgTileMgrLoadTile(&p2, &tiles[(j*o->tile_diameter) + 0]);
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}
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}
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if ( (p1.lat > p_last.lat) ||
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( (p1.lat == p_last.lat) && (p1.y > p_last.y) ) ) {
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fgPrintf( FG_TERRAIN, FG_INFO, " Loading %d tiles\n",
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o->tile_diameter);
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for ( i = 0; i < o->tile_diameter; i++ ) {
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/* scrolling North */
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for ( j = 0; j < o->tile_diameter - 1; j++ ) {
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tiles[(j * o->tile_diameter) + i] =
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tiles[((j+1) * o->tile_diameter) + i];
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}
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/* load in new column */
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fgBucketOffset(&p_last, &p2, i - dw, dh + 1);
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fgTileMgrLoadTile(&p2, &tiles[((o->tile_diameter-1)*o->tile_diameter) + i]);
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}
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} else if ( (p1.lat < p_last.lat) ||
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( (p1.lat == p_last.lat) && (p1.y < p_last.y) ) ) {
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fgPrintf( FG_TERRAIN, FG_INFO, " Loading %d tiles\n",
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o->tile_diameter);
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for ( i = 0; i < o->tile_diameter; i++ ) {
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/* scrolling South */
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for ( j = o->tile_diameter - 1; j > 0; j-- ) {
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tiles[(j * o->tile_diameter) + i] =
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tiles[((j-1) * o->tile_diameter) + i];
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}
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/* load in new column */
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fgBucketOffset(&p_last, &p2, i - dw, -dh - 1);
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fgTileMgrLoadTile(&p2, &tiles[0 + i]);
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}
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}
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}
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p_last.lon = p1.lon;
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p_last.lat = p1.lat;
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p_last.x = p1.x;
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p_last.y = p1.y;
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return 1;
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}
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// Calculate if point/radius is inside view frustum
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//
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static int viewable( fgCartesianPoint3d *cp, double radius ) {
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fgVIEW *v;
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MAT3hvec world, eye;
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int viewable = 1; // start by assuming it's viewable
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v = ¤t_view;
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MAT3_SET_HVEC(world, cp->x, cp->y, cp->z, 1.0);
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MAT3mult_vec(eye, world, v->WORLD_TO_EYE);
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// printf( "\nworld -> eye = %.2f %.2f %.2f radius = %.2f\n",
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// eye[0], eye[1], eye[2], radius);
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if ( eye[2] - radius > 0.0 ) {
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// Check near clip plane
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viewable = 0;
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} else if ( eye[1] < -(v->slope_x) * (eye[0] + radius) ) {
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// Check left edge
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// y = m * (x - x0) = equation of a line intercepting X axis at x0
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printf( "eye[1] = %.2f slope_x = %.2f radius = %.2f\n",
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eye[1], v->slope_x, radius);
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viewable = 0;
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}
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return(viewable);
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}
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/* Render the local tiles */
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void fgTileMgrRender( void ) {
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fgFLIGHT *f;
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fgOPTIONS *o;
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struct fgBUCKET p;
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fgCartesianPoint3d local_ref, offset;
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GLint display_list;
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double radius;
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int i;
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int index;
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int culled = 0;
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int drawn = 0;
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f = current_aircraft.flight;
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o = ¤t_options;
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/* Find current translation offset */
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fgBucketFind(FG_Longitude * RAD_TO_DEG, FG_Latitude * RAD_TO_DEG, &p);
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index = fgTileCacheExists(&p);
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fgTileCacheEntryInfo(index, &display_list, &scenery.next_center, &radius );
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fgPrintf( FG_TERRAIN, FG_DEBUG,
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"Pos = (%.2f, %.2f) Current bucket = %d %d %d %d Index = %ld\n",
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FG_Longitude * RAD_TO_DEG, FG_Latitude * RAD_TO_DEG,
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p.lon, p.lat, p.x, p.y, fgBucketGenIndex(&p) );
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for ( i = 0; i < (o->tile_diameter * o->tile_diameter); i++ ) {
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index = tiles[i];
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/* fgPrintf( FG_TERRAIN, FG_DEBUG, "Index = %d\n", index); */
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fgTileCacheEntryInfo(index, &display_list, &local_ref, &radius );
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if ( display_list >= 0 ) {
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offset.x = local_ref.x - scenery.center.x;
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offset.y = local_ref.y - scenery.center.y;
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offset.z = local_ref.z - scenery.center.z;
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if ( viewable(&offset, radius) ) {
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drawn++;
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xglPushMatrix();
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xglTranslatef(offset.x, offset.y, offset.z);
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xglCallList(display_list);
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xglPopMatrix();
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} else {
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culled++;
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}
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}
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}
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printf("drawn = %d culled = %d saved = %.2f\n", drawn, culled,
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(double)culled / (double)(drawn + culled));
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}
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/* $Log$
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/* Revision 1.9 1998/05/16 13:09:58 curt
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/* Beginning to add support for view frustum culling.
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/* Added some temporary code to calculate bouding radius, until the
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/* scenery generation tools and scenery can be updated.
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/*
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* Revision 1.8 1998/05/07 23:15:21 curt
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* Fixed a glTexImage2D() usage bug where width and height were mis-swapped.
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* Added support for --tile-radius=n option.
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*
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* Revision 1.7 1998/05/06 03:16:42 curt
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* Added an option to control square tile radius.
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*
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* Revision 1.6 1998/05/02 01:52:18 curt
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* Playing around with texture coordinates.
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*
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* Revision 1.5 1998/04/30 12:35:32 curt
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* Added a command line rendering option specify smooth/flat shading.
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*
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* Revision 1.4 1998/04/27 03:30:14 curt
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* Minor transformation adjustments to try to keep scenery tiles closer to
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* (0, 0, 0) GLfloats run out of precision at the distances we need to model
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* the earth, but we can do a bunch of pre-transformations using double math
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* and then cast to GLfloat once everything is close in where we have less
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* precision problems.
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*
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* Revision 1.3 1998/04/25 22:06:32 curt
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* Edited cvs log messages in source files ... bad bad bad!
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*
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* Revision 1.2 1998/04/24 00:51:09 curt
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* Wrapped "#include <config.h>" in "#ifdef HAVE_CONFIG_H"
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* Tweaked the scenery file extentions to be "file.obj" (uncompressed)
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* or "file.obz" (compressed.)
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*
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* Revision 1.1 1998/04/22 13:22:48 curt
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* C++ - ifing the code a bit.
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*
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* Revision 1.25 1998/04/18 04:14:07 curt
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* Moved fg_debug.c to it's own library.
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*
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* Revision 1.24 1998/04/14 02:23:18 curt
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* Code reorganizations. Added a Lib/ directory for more general libraries.
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*
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* Revision 1.23 1998/04/08 23:30:08 curt
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* Adopted Gnu automake/autoconf system.
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*
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* Revision 1.22 1998/04/03 22:11:38 curt
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* Converting to Gnu autoconf system.
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*
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* Revision 1.21 1998/03/23 21:23:05 curt
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* Debugging output tweaks.
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*
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* Revision 1.20 1998/03/14 00:30:51 curt
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* Beginning initial terrain texturing experiments.
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*
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* Revision 1.19 1998/02/20 00:16:25 curt
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* Thursday's tweaks.
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*
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* Revision 1.18 1998/02/19 13:05:54 curt
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* Incorporated some HUD tweaks from Michelle America.
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* Tweaked the sky's sunset/rise colors.
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* Other misc. tweaks.
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*
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* Revision 1.17 1998/02/16 13:39:46 curt
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* Miscellaneous weekend tweaks. Fixed? a cache problem that caused whole
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* tiles to occasionally be missing.
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*
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* Revision 1.16 1998/02/12 21:59:53 curt
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* Incorporated code changes contributed by Charlie Hotchkiss
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* <chotchkiss@namg.us.anritsu.com>
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*
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* Revision 1.14 1998/02/09 21:30:19 curt
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* Fixed a nagging problem with terrain tiles not "quite" matching up perfectly.
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*
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* Revision 1.13 1998/02/07 15:29:46 curt
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* Incorporated HUD changes and struct/typedef changes from Charlie Hotchkiss
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* <chotchkiss@namg.us.anritsu.com>
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*
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* Revision 1.12 1998/02/01 03:39:55 curt
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* Minor tweaks.
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*
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* Revision 1.11 1998/01/31 00:43:27 curt
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* Added MetroWorks patches from Carmen Volpe.
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*
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* Revision 1.10 1998/01/29 00:51:40 curt
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* First pass at tile cache, dynamic tile loading and tile unloading now works.
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*
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* Revision 1.9 1998/01/27 03:26:44 curt
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* Playing with new fgPrintf command.
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*
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* Revision 1.8 1998/01/27 00:48:04 curt
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* Incorporated Paul Bleisch's <pbleisch@acm.org> new debug message
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* system and commandline/config file processing code.
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*
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* Revision 1.7 1998/01/26 15:55:25 curt
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* Progressing on building dynamic scenery system.
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*
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* Revision 1.6 1998/01/24 00:03:30 curt
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* Initial revision.
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*
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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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