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flightgear/Scenery/tilecache.hxx
curt f8e4de2d13 Bernie Bright <bbright@c031.aone.net.au> writes:
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.
1998-11-09 23:40:46 +00:00

218 lines
6.8 KiB
C++

// tilecache.hxx -- routines to handle scenery tile caching
//
// Written by Curtis Olson, started January 1998.
//
// Copyright (C) 1997 Curtis L. Olson - curt@infoplane.com
//
// 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.
//
// $Id$
// (Log is kept at end of this file)
#ifndef _TILECACHE_HXX
#define _TILECACHE_HXX
#ifndef __cplusplus
# error This library requires C++
#endif
#ifdef HAVE_CONFIG_H
# include <config.h>
#endif
#ifdef HAVE_WINDOWS_H
# include <windows.h>
#endif
#include <GL/glut.h>
#include <XGL/xgl.h>
#include <Bucket/bucketutils.h>
#include <Math/point3d.hxx>
#include "tile.hxx"
// For best results ... i.e. to avoid tile load problems and blank areas
//
// FG_TILE_CACHE_SIZE >= (o->tile_diameter + 1) ** 2
#define FG_TILE_CACHE_SIZE 121
// A class to store and manage a pile of tiles
class fgTILECACHE {
// enum
// {
// // For best results... i.e. to avoid tile load problems and blank areas
// // FG_TILE_CACHE_SIZE >= (o->tile_diameter + 1) ** 2
// FG_TILE_CACHE_SIZE = 121
// };
// cache storage space
fgTILE tile_cache[ FG_TILE_CACHE_SIZE ];
public:
// Constructor
fgTILECACHE( void );
// Initialize the tile cache subsystem
void init( void );
// Search for the specified "bucket" in the cache
int exists( const fgBUCKET& p );
// Return index of next available slot in tile cache
int next_avail( void );
// Free a tile cache entry
void entry_free( int index );
// Fill in a tile cache entry with real data for the specified bucket
void fill_in( int index, const fgBUCKET& p );
// Return a pointer to the specified tile cache entry
fgTILE *get_tile( int index ) {
return &tile_cache[index];
}
// Destructor
~fgTILECACHE( void );
};
// the tile cache
extern fgTILECACHE global_tile_cache;
#endif // _TILECACHE_HXX
// $Log$
// Revision 1.13 1998/11/09 23:40:51 curt
// Bernie Bright <bbright@c031.aone.net.au> writes:
// 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.
//
// Revision 1.12 1998/10/16 00:55:49 curt
// Converted to Point3D class.
//
// Revision 1.11 1998/09/14 12:45:25 curt
// minor tweaks.
//
// Revision 1.10 1998/07/04 00:54:31 curt
// Added automatic mipmap generation.
//
// When rendering fragments, use saved model view matrix from associated tile
// rather than recalculating it with push() translate() pop().
//
// Revision 1.9 1998/05/23 14:09:22 curt
// Added tile.cxx and tile.hxx.
// Working on rewriting the tile management system so a tile is just a list
// fragments, and the fragment record contains the display list for that fragment.
//
// Revision 1.8 1998/05/20 20:53:54 curt
// Moved global ref point and radius (bounding sphere info, and offset) to
// data file rather than calculating it on the fly.
// Fixed polygon winding problem in scenery generation stage rather than
// compensating for it on the fly.
// Made a fgTILECACHE class.
//
// Revision 1.7 1998/05/16 13:09:57 curt
// Beginning to add support for view frustum culling.
// Added some temporary code to calculate bouding radius, until the
// scenery generation tools and scenery can be updated.
//
// Revision 1.6 1998/05/07 23:15:20 curt
// Fixed a glTexImage2D() usage bug where width and height were mis-swapped.
// Added support for --tile-radius=n option.
//
// Revision 1.5 1998/05/02 01:52:17 curt
// Playing around with texture coordinates.
//
// Revision 1.4 1998/04/30 12:35:31 curt
// Added a command line rendering option specify smooth/flat shading.
//
// Revision 1.3 1998/04/25 22:06:32 curt
// Edited cvs log messages in source files ... bad bad bad!
//
// Revision 1.2 1998/04/24 00:51:08 curt
// Wrapped "#include <config.h>" in "#ifdef HAVE_CONFIG_H"
// Tweaked the scenery file extentions to be "file.obj" (uncompressed)
// or "file.obz" (compressed.)
//
// Revision 1.1 1998/04/22 13:22:47 curt
// C++ - ifing the code a bit.
//
// Revision 1.10 1998/04/21 17:02:45 curt
// Prepairing for C++ integration.
//
// Revision 1.9 1998/04/14 02:23:17 curt
// Code reorganizations. Added a Lib/ directory for more general libraries.
//
// Revision 1.8 1998/04/08 23:30:08 curt
// Adopted Gnu automake/autoconf system.
//
// Revision 1.7 1998/04/03 22:11:38 curt
// Converting to Gnu autoconf system.
//
// Revision 1.6 1998/02/18 15:07:10 curt
// Tweaks to build with SGI OpenGL (and therefor hopefully other accelerated
// drivers will work.)
//
// Revision 1.5 1998/02/16 13:39:45 curt
// Miscellaneous weekend tweaks. Fixed? a cache problem that caused whole
// tiles to occasionally be missing.
//
// Revision 1.4 1998/01/31 00:43:27 curt
// Added MetroWorks patches from Carmen Volpe.
//
// Revision 1.3 1998/01/29 00:51:40 curt
// First pass at tile cache, dynamic tile loading and tile unloading now works.
//
// Revision 1.2 1998/01/27 00:48:04 curt
// Incorporated Paul Bleisch's <pbleisch@acm.org> new debug message
// system and commandline/config file processing code.
//
// Revision 1.1 1998/01/24 00:03:29 curt
// Initial revision.