346 lines
10 KiB
C++
346 lines
10 KiB
C++
// tilecache.cxx -- routines to handle scenery tile caching
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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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#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 <Debug/logstream.hxx>
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#include <Airports/genapt.hxx>
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// #include <Bucket/bucketutils.hxx>
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#include <Main/options.hxx>
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#include <Main/views.hxx>
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#include <Objects/obj.hxx>
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#include "tile.hxx"
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#include "tilecache.hxx"
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// the tile cache
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fgTILECACHE global_tile_cache;
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// Constructor
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fgTILECACHE::fgTILECACHE( void ) {
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}
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// Initialize the tile cache subsystem
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void
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fgTILECACHE::init( void )
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{
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int i;
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FG_LOG( FG_TERRAIN, FG_INFO, "Initializing the tile cache." );
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for ( i = 0; i < FG_TILE_CACHE_SIZE; i++ ) {
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tile_cache[i].used = 0;
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}
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}
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// Search for the specified "bucket" in the cache
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int
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fgTILECACHE::exists( const FGBucket& p )
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{
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int i;
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for ( i = 0; i < FG_TILE_CACHE_SIZE; i++ ) {
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if ( tile_cache[i].tile_bucket == p ) {
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FG_LOG( FG_TERRAIN, FG_DEBUG,
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"TILE EXISTS in cache ... index = " << i );
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return( i );
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}
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}
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return( -1 );
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}
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// Fill in a tile cache entry with real data for the specified bucket
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void
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fgTILECACHE::fill_in( int index, FGBucket& p )
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{
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// Load the appropriate data file and build tile fragment list
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string tile_path = current_options.get_fg_root() +
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"/Scenery/" + p.gen_base_path() + "/" + p.gen_index_str();
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tile_cache[index].used = true;
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tile_cache[index].tile_bucket = p;
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fgObjLoad( tile_path, &tile_cache[index] );
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// tile_cache[ index ].ObjLoad( tile_path, p );
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// cout << " ncount before = " << tile_cache[index].ncount << "\n";
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// cout << " fragments before = " << tile_cache[index].fragment_list.size()
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// << "\n";
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string apt_path = tile_path + ".apt";
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fgAptGenerate( apt_path, &tile_cache[index] );
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// cout << " ncount after = " << tile_cache[index].ncount << "\n";
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// cout << " fragments after = " << tile_cache[index].fragment_list.size()
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// << "\n";
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}
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// Free a tile cache entry
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void
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fgTILECACHE::entry_free( int index )
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{
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tile_cache[index].release_fragments();
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}
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// Return index of next available slot in tile cache
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int
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fgTILECACHE::next_avail( void )
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{
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Point3D delta, abs_view_pos;
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int i;
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float max, med, min, tmp;
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float dist, max_dist;
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int max_index;
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max_dist = 0.0;
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max_index = 0;
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for ( i = 0; i < FG_TILE_CACHE_SIZE; i++ ) {
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if ( ! tile_cache[i].used ) {
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return(i);
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} else {
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// calculate approximate distance from view point
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abs_view_pos = current_view.get_abs_view_pos();
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FG_LOG( FG_TERRAIN, FG_DEBUG,
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"DIST Abs view pos = " << abs_view_pos );
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FG_LOG( FG_TERRAIN, FG_DEBUG,
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" ref point = " << tile_cache[i].center );
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delta.setx( fabs(tile_cache[i].center.x() - abs_view_pos.x() ) );
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delta.sety( fabs(tile_cache[i].center.y() - abs_view_pos.y() ) );
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delta.setz( fabs(tile_cache[i].center.z() - abs_view_pos.z() ) );
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max = delta.x(); med = delta.y(); min = delta.z();
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if ( max < med ) {
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tmp = max; max = med; med = tmp;
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}
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if ( max < min ) {
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tmp = max; max = min; min = tmp;
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}
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dist = max + (med + min) / 4;
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FG_LOG( FG_TERRAIN, FG_DEBUG, " distance = " << dist );
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if ( dist > max_dist ) {
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max_dist = dist;
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max_index = i;
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}
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}
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}
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// If we made it this far, then there were no open cache entries.
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// We will instead free the furthest cache entry and return it's
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// index.
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entry_free( max_index );
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return( max_index );
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}
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// Destructor
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fgTILECACHE::~fgTILECACHE( void ) {
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}
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// $Log$
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// Revision 1.1 1999/04/05 21:32:49 curt
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// Initial revision
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//
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// Revision 1.23 1999/03/25 19:03:26 curt
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// Converted to use new bucket routines.
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//
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// Revision 1.22 1999/02/26 22:10:04 curt
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// Added initial support for native SGI compilers.
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//
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// Revision 1.21 1998/12/09 18:50:32 curt
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// Converted "class fgVIEW" to "class FGView" and updated to make data
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// members private and make required accessor functions.
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//
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// Revision 1.20 1998/11/09 23:40:49 curt
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// Bernie Bright <bbright@c031.aone.net.au> writes:
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// I've made some changes to the Scenery handling. Basically just tidy ups.
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// The main difference is in tile.[ch]xx where I've changed list<fgFRAGMENT> to
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// vector<fgFRAGMENT>. Studying our usage patterns this seems reasonable.
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// Lists are good if you need to insert/delete elements randomly but we
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// don't do that. All access seems to be sequential. Two additional
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// benefits are smaller memory usage - each list element requires pointers
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// to the next and previous elements, and faster access - vector iterators
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// are smaller and faster than list iterators. This should also help
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// Charlie Hotchkiss' problem when compiling with Borland and STLport.
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//
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// ./Lib/Bucket/bucketutils.hxx
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// Convenience functions for fgBUCKET.
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//
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// ./Simulator/Scenery/tile.cxx
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// ./Simulator/Scenery/tile.hxx
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// Changed fragment list to a vector.
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// Added some convenience member functions.
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//
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// ./Simulator/Scenery/tilecache.cxx
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// ./Simulator/Scenery/tilecache.hxx
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// use const fgBUCKET& instead of fgBUCKET* where appropriate.
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//
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// ./Simulator/Scenery/tilemgr.cxx
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// ./Simulator/Scenery/tilemgr.hxx
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// uses all the new convenience functions.
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//
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// Revision 1.19 1998/11/06 21:18:21 curt
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// Converted to new logstream debugging facility. This allows release
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// builds with no messages at all (and no performance impact) by using
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// the -DFG_NDEBUG flag.
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//
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// Revision 1.18 1998/10/16 18:12:28 curt
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// Fixed a bug in the conversion to Point3D.
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//
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// Revision 1.17 1998/10/16 00:55:48 curt
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// Converted to Point3D class.
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//
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// Revision 1.16 1998/09/14 12:45:23 curt
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// minor tweaks.
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//
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// Revision 1.15 1998/08/27 17:02:10 curt
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// Contributions from Bernie Bright <bbright@c031.aone.net.au>
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// - use strings for fg_root and airport_id and added methods to return
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// them as strings,
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// - inlined all access methods,
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// - made the parsing functions private methods,
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// - deleted some unused functions.
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// - propogated some of these changes out a bit further.
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//
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// Revision 1.14 1998/08/25 16:52:43 curt
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// material.cxx material.hxx obj.cxx obj.hxx texload.c texload.h moved to
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// ../Objects
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//
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// Revision 1.13 1998/07/13 21:02:00 curt
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// Wrote access functions for current fgOPTIONS.
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//
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// Revision 1.12 1998/07/12 03:18:29 curt
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// Added ground collision detection. This involved:
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// - saving the entire vertex list for each tile with the tile records.
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// - saving the face list for each fragment with the fragment records.
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// - code to intersect the current vertical line with the proper face in
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// an efficient manner as possible.
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// Fixed a bug where the tiles weren't being shifted to "near" (0,0,0)
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//
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// Revision 1.11 1998/07/04 00:54:30 curt
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// Added automatic mipmap generation.
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//
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// When rendering fragments, use saved model view matrix from associated tile
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// rather than recalculating it with push() translate() pop().
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//
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// Revision 1.10 1998/05/23 14:09:22 curt
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// Added tile.cxx and tile.hxx.
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// Working on rewriting the tile management system so a tile is just a list
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// fragments, and the fragment record contains the display list for that fragment.
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//
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// Revision 1.9 1998/05/20 20:53:54 curt
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// Moved global ref point and radius (bounding sphere info, and offset) to
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// data file rather than calculating it on the fly.
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// Fixed polygon winding problem in scenery generation stage rather than
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// compensating for it on the fly.
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// Made a fgTILECACHE class.
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//
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// Revision 1.8 1998/05/16 13:09:57 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 1.7 1998/05/13 18:26:41 curt
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// Root path info moved to fgOPTIONS.
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//
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// Revision 1.6 1998/05/02 01:52:17 curt
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// Playing around with texture coordinates.
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//
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// Revision 1.5 1998/04/30 12:35:31 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 1998/04/28 01:21:43 curt
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// Tweaked texture parameter calculations to keep the number smaller. This
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// avoids the "swimming" problem.
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// Type-ified fgTIME and fgVIEW.
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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 00:51:08 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 13:22:46 curt
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// C++ - ifing the code a bit.
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//
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// Revision 1.11 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 1.10 1998/04/14 02:23:17 curt
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// Code reorganizations. Added a Lib/ directory for more general libraries.
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//
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// Revision 1.9 1998/04/08 23:30:07 curt
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// Adopted Gnu automake/autoconf system.
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//
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// Revision 1.8 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 1.7 1998/02/01 03:39:55 curt
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// Minor tweaks.
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//
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// Revision 1.6 1998/01/31 00:43:26 curt
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// Added MetroWorks patches from Carmen Volpe.
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//
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// Revision 1.5 1998/01/29 00:51:39 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 1.4 1998/01/27 03:26:43 curt
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// Playing with new fgPrintf command.
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//
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// Revision 1.3 1998/01/27 00:48:03 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 1.2 1998/01/26 15:55:24 curt
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// Progressing on building dynamic scenery system.
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//
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// Revision 1.1 1998/01/24 00:03:29 curt
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// Initial revision.
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