304 lines
9.4 KiB
C
304 lines
9.4 KiB
C
/* -*- Mode: C++ -*-
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*
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* tilemgr.c -- 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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#include <config.h>
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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/scenery.h>
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#include <Scenery/bucketutils.h>
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#include <Scenery/obj.h>
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#include <Scenery/tilecache.h>
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#include <Aircraft/aircraft.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/fg_debug.h>
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#define FG_LOCAL_X 7 /* should be odd */
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#define FG_LOCAL_Y 7 /* should be odd */
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#define FG_LOCAL_X_Y 49 /* At least FG_LOCAL_X times FG_LOCAL_Y */
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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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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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fgBucketFind(FG_Longitude * RAD_TO_DEG, FG_Latitude * RAD_TO_DEG, &p1);
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dw = FG_LOCAL_X / 2;
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dh = FG_LOCAL_Y / 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_DEBUG, "First time through ... \n");
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fgPrintf( FG_TERRAIN, FG_DEBUG, "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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/* 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 < FG_LOCAL_Y; j++ ) {
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for ( i = 0; i < FG_LOCAL_X; i++ ) {
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fgBucketOffset(&p1, &p2, i - dw, j - dh);
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fgTileMgrLoadTile(&p2, &tiles[(j*FG_LOCAL_Y) + 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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if ( (p1.lon > p_last.lon) ||
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( (p1.lon == p_last.lon) && (p1.x > p_last.x) ) ) {
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for ( j = 0; j < FG_LOCAL_Y; j++ ) {
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/* scrolling East */
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for ( i = 0; i < FG_LOCAL_X - 1; i++ ) {
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tiles[(j*FG_LOCAL_Y) + i] = tiles[(j*FG_LOCAL_Y) + 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*FG_LOCAL_Y) + FG_LOCAL_X - 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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for ( j = 0; j < FG_LOCAL_Y; j++ ) {
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/* scrolling West */
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for ( i = FG_LOCAL_X - 1; i > 0; i-- ) {
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tiles[(j*FG_LOCAL_Y) + i] = tiles[(j*FG_LOCAL_Y) + 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*FG_LOCAL_Y) + 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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for ( i = 0; i < FG_LOCAL_X; i++ ) {
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/* scrolling North */
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for ( j = 0; j < FG_LOCAL_Y - 1; j++ ) {
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tiles[(j * FG_LOCAL_Y) + i] =
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tiles[((j+1) * FG_LOCAL_Y) + 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[((FG_LOCAL_Y-1)*FG_LOCAL_Y) + 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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for ( i = 0; i < FG_LOCAL_X; i++ ) {
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/* scrolling South */
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for ( j = FG_LOCAL_Y - 1; j > 0; j-- ) {
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tiles[(j * FG_LOCAL_Y) + i] =
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tiles[((j-1) * FG_LOCAL_Y) + 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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/* Render the local tiles */
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void fgTileMgrRender( void ) {
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fgFLIGHT *f;
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struct fgBUCKET p;
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struct fgCartesianPoint local_ref;
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GLint display_list;
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int i;
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int index;
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f = current_aircraft.flight;
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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 );
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printf("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 < FG_LOCAL_X_Y; 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 );
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if ( display_list >= 0 ) {
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xglPushMatrix();
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/* xglTranslatef(local_ref.x - scenery.center.x,
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local_ref.y - scenery.center.y,
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local_ref.z - scenery.center.z); */
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xglTranslatef(-scenery.center.x, -scenery.center.y,
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-scenery.center.z);
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xglCallList(display_list);
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xglPopMatrix();
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}
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}
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}
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/* $Log$
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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 <bleisch@chromatic.com> 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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