1
0
Fork 0
flightgear/Scenery/tile.hxx
1999-03-25 19:03:24 +00:00

311 lines
9.8 KiB
C++

// tile.hxx -- routines to handle a scenery tile
//
// Written by Curtis Olson, started May 1998.
//
// Copyright (C) 1998 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 _TILE_HXX
#define _TILE_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 <Include/compiler.h>
#include <vector>
#include STL_STRING
#include <Bucket/newbucket.hxx>
#include <Math/mat3.h>
#include <Math/point3d.hxx>
#include <Objects/fragment.hxx>
#ifdef FG_HAVE_NATIVE_SGI_COMPILERS
#include <strings.h>
#endif
FG_USING_STD(string);
FG_USING_STD(vector);
// Scenery tile class
class fgTILE {
public:
typedef vector < fgFRAGMENT > container;
typedef container::iterator FragmentIterator;
typedef container::const_iterator FragmentConstIterator;
public:
// node list (the per fragment face lists reference this node list)
double (*nodes)[3];
int ncount;
// culling data for whole tile (course grain culling)
Point3D center;
double bounding_radius;
Point3D offset;
GLdouble model_view[16];
// this tile's official location in the world
FGBucket tile_bucket;
// the tile cache will mark here if the tile is being used
bool used;
container fragment_list;
public:
FragmentIterator begin() { return fragment_list.begin(); }
FragmentConstIterator begin() const { return fragment_list.begin(); }
FragmentIterator end() { return fragment_list.end(); }
FragmentConstIterator end() const { return fragment_list.end(); }
void add_fragment( fgFRAGMENT& frag ) {
frag.tile_ptr = this;
fragment_list.push_back( frag );
}
//
size_t num_fragments() const {
return fragment_list.size();
}
// Step through the fragment list, deleting the display list, then
// the fragment, until the list is empty.
void release_fragments();
// int ObjLoad( const string& path, const fgBUCKET& p );
// Constructor
fgTILE ( void );
// Destructor
~fgTILE ( void );
// Calculate this tile's offset
void SetOffset( const Point3D& off)
{
offset = center - off;
}
// Calculate the model_view transformation matrix for this tile
inline void
UpdateViewMatrix(GLdouble *MODEL_VIEW)
{
#if defined( USE_MEM ) || defined( WIN32 )
memcpy( model_view, MODEL_VIEW, 16*sizeof(GLdouble) );
#else
bcopy( MODEL_VIEW, model_view, 16*sizeof(GLdouble) );
#endif
// This is equivalent to doing a glTranslatef(x, y, z);
model_view[12] += (model_view[0]*offset.x() +
model_view[4]*offset.y() +
model_view[8]*offset.z());
model_view[13] += (model_view[1]*offset.x() +
model_view[5]*offset.y() +
model_view[9]*offset.z());
model_view[14] += (model_view[2]*offset.x() +
model_view[6]*offset.y() +
model_view[10]*offset.z() );
// m[15] += (m[3]*x + m[7]*y + m[11]*z);
// m[3] m7[] m[11] are 0.0 see LookAt() in views.cxx
// so m[15] is unchanged
}
private:
// not defined
fgTILE( const fgTILE& );
fgTILE& operator = ( const fgTILE& );
};
#endif // _TILE_HXX
// $Log$
// Revision 1.26 1999/03/25 19:03:25 curt
// Converted to use new bucket routines.
//
// Revision 1.25 1999/03/02 01:03:30 curt
// Tweaks for building with native SGI compilers.
//
// Revision 1.24 1999/02/26 22:10:02 curt
// Added initial support for native SGI compilers.
//
// Revision 1.23 1999/02/02 20:13:41 curt
// MSVC++ portability changes by Bernie Bright:
//
// Lib/Serial/serial.[ch]xx: Initial Windows support - incomplete.
// Simulator/Astro/stars.cxx: typo? included <stdio> instead of <cstdio>
// Simulator/Cockpit/hud.cxx: Added Standard headers
// Simulator/Cockpit/panel.cxx: Redefinition of default parameter
// Simulator/Flight/flight.cxx: Replaced cout with FG_LOG. Deleted <stdio.h>
// Simulator/Main/fg_init.cxx:
// Simulator/Main/GLUTmain.cxx:
// Simulator/Main/options.hxx: Shuffled <fg_serial.hxx> dependency
// Simulator/Objects/material.hxx:
// Simulator/Time/timestamp.hxx: VC++ friend kludge
// Simulator/Scenery/tile.[ch]xx: Fixed using std::X declarations
// Simulator/Main/views.hxx: Added a constant
//
// Revision 1.22 1998/12/03 01:18:16 curt
// Converted fgFLIGHT to a class.
// Tweaks for Sun Portability.
// Tweaked current terrain elevation code as per NHV.
//
// Revision 1.21 1998/11/09 23:40:47 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 1.20 1998/10/16 00:55:46 curt
// Converted to Point3D class.
//
// Revision 1.19 1998/09/17 18:36:17 curt
// Tweaks and optimizations by Norman Vine.
//
// Revision 1.18 1998/08/25 16:52:42 curt
// material.cxx material.hxx obj.cxx obj.hxx texload.c texload.h moved to
// ../Objects
//
// Revision 1.17 1998/08/22 14:49:58 curt
// Attempting to iron out seg faults and crashes.
// Did some shuffling to fix a initialization order problem between view
// position, scenery elevation.
//
// Revision 1.16 1998/08/22 02:01:34 curt
// increased fragment list size.
//
// Revision 1.15 1998/08/20 15:12:06 curt
// Used a forward declaration of classes fgTILE and fgMATERIAL to eliminate
// the need for "void" pointers and casts.
// Quick hack to count the number of scenery polygons that are being drawn.
//
// Revision 1.14 1998/08/12 21:13:06 curt
// material.cxx: don't load textures if they are disabled
// obj.cxx: optimizations from Norman Vine
// tile.cxx: minor tweaks
// tile.hxx: addition of num_faces
// tilemgr.cxx: minor tweaks
//
// Revision 1.13 1998/07/24 21:42:08 curt
// material.cxx: whups, double method declaration with no definition.
// obj.cxx: tweaks to avoid errors in SGI's CC.
// tile.cxx: optimizations by Norman Vine.
// tilemgr.cxx: optimizations by Norman Vine.
//
// Revision 1.12 1998/07/22 21:41:42 curt
// Add basic fgFACE methods contributed by Charlie Hotchkiss.
// intersect optimization from Norman Vine.
//
// Revision 1.11 1998/07/12 03:18:28 curt
// Added ground collision detection. This involved:
// - saving the entire vertex list for each tile with the tile records.
// - saving the face list for each fragment with the fragment records.
// - code to intersect the current vertical line with the proper face in
// an efficient manner as possible.
// Fixed a bug where the tiles weren't being shifted to "near" (0,0,0)
//
// Revision 1.10 1998/07/08 14:47:22 curt
// Fix GL_MODULATE vs. GL_DECAL problem introduced by splash screen.
// polare3d.h renamed to polar3d.hxx
// fg{Cartesian,Polar}Point3d consolodated.
// Added some initial support for calculating local current ground elevation.
//
// Revision 1.9 1998/07/06 21:34:34 curt
// Added using namespace std for compilers that support this.
//
// Revision 1.8 1998/07/04 00:54:30 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 1.7 1998/06/12 00:58:05 curt
// Build only static libraries.
// Declare memmove/memset for Sloaris.
//
// Revision 1.6 1998/06/08 17:57:54 curt
// Working first pass at material proporty sorting.
//
// Revision 1.5 1998/06/06 01:09:32 curt
// I goofed on the log message in the last commit ... now fixed.
//
// Revision 1.4 1998/06/06 01:07:18 curt
// Increased per material fragment list size from 100 to 400.
// Now correctly draw viewable fragments in per material order.
//
// Revision 1.3 1998/06/05 22:39:54 curt
// Working on sorting by, and rendering by material properties.
//
// Revision 1.2 1998/06/03 00:47:50 curt
// No .h for STL includes.
// Minor view culling optimizations.
//
// Revision 1.1 1998/05/23 14:09:21 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.
//