f8e4de2d13
I've made some changes to the Scenery handling. Basically just tidy ups. The main difference is in tile.[ch]xx where I've changed list<fgFRAGMENT> to vector<fgFRAGMENT>. Studying our usage patterns this seems reasonable. Lists are good if you need to insert/delete elements randomly but we don't do that. All access seems to be sequential. Two additional benefits are smaller memory usage - each list element requires pointers to the next and previous elements, and faster access - vector iterators are smaller and faster than list iterators. This should also help Charlie Hotchkiss' problem when compiling with Borland and STLport. ./Lib/Bucket/bucketutils.hxx Convenience functions for fgBUCKET. ./Simulator/Scenery/tile.cxx ./Simulator/Scenery/tile.hxx Changed fragment list to a vector. Added some convenience member functions. ./Simulator/Scenery/tilecache.cxx ./Simulator/Scenery/tilecache.hxx use const fgBUCKET& instead of fgBUCKET* where appropriate. ./Simulator/Scenery/tilemgr.cxx ./Simulator/Scenery/tilemgr.hxx uses all the new convenience functions.
218 lines
6.8 KiB
C++
218 lines
6.8 KiB
C++
// tilecache.hxx -- 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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#ifndef _TILECACHE_HXX
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#define _TILECACHE_HXX
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#ifndef __cplusplus
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# error This library requires C++
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#endif
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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 <Bucket/bucketutils.h>
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#include <Math/point3d.hxx>
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#include "tile.hxx"
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// For best results ... i.e. to avoid tile load problems and blank areas
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//
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// FG_TILE_CACHE_SIZE >= (o->tile_diameter + 1) ** 2
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#define FG_TILE_CACHE_SIZE 121
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// A class to store and manage a pile of tiles
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class fgTILECACHE {
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// enum
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// {
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// // For best results... i.e. to avoid tile load problems and blank areas
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// // FG_TILE_CACHE_SIZE >= (o->tile_diameter + 1) ** 2
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// FG_TILE_CACHE_SIZE = 121
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// };
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// cache storage space
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fgTILE tile_cache[ FG_TILE_CACHE_SIZE ];
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public:
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// Constructor
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fgTILECACHE( void );
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// Initialize the tile cache subsystem
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void init( void );
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// Search for the specified "bucket" in the cache
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int exists( const fgBUCKET& p );
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// Return index of next available slot in tile cache
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int next_avail( void );
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// Free a tile cache entry
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void entry_free( int index );
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// Fill in a tile cache entry with real data for the specified bucket
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void fill_in( int index, const fgBUCKET& p );
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// Return a pointer to the specified tile cache entry
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fgTILE *get_tile( int index ) {
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return &tile_cache[index];
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}
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// Destructor
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~fgTILECACHE( void );
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};
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// the tile cache
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extern fgTILECACHE global_tile_cache;
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#endif // _TILECACHE_HXX
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// $Log$
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// Revision 1.13 1998/11/09 23:40:51 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 1.12 1998/10/16 00:55:49 curt
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// Converted to Point3D class.
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//
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// Revision 1.11 1998/09/14 12:45:25 curt
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// minor tweaks.
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//
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// Revision 1.10 1998/07/04 00:54:31 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 1.9 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 1.8 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 1.7 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 1.6 1998/05/07 23:15:20 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 1.5 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 1.4 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 1.3 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 13:22:47 curt
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// C++ - ifing the code a bit.
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//
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// Revision 1.10 1998/04/21 17:02:45 curt
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// Prepairing for C++ integration.
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//
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// Revision 1.9 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 1.8 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 1.7 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 1.6 1998/02/18 15:07:10 curt
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// Tweaks to build with SGI OpenGL (and therefor hopefully other accelerated
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// drivers will work.)
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//
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// Revision 1.5 1998/02/16 13:39:45 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 1.4 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 1.3 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 1.2 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 1.1 1998/01/24 00:03:29 curt
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// Initial revision.
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