d3c4018baa
Started experimenting with ground lighting.
156 lines
3.8 KiB
C++
156 lines
3.8 KiB
C++
// tilemgr.hxx -- 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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#ifndef _TILEMGR_HXX
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#define _TILEMGR_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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#include <simgear/compiler.h>
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#include <list>
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#include <plib/ssg.h>
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#include <simgear/bucket/newbucket.hxx>
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#include "hitlist.hxx"
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FG_USING_STD(list);
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#if defined(USE_MEM) || defined(WIN32)
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# define FG_MEM_COPY(to,from,n) memcpy(to, from, n)
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#else
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# define FG_MEM_COPY(to,from,n) bcopy(from, to, n)
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#endif
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// forward declaration
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class FGTileEntry;
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class FGTileMgr {
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private:
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// Tile loading state
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enum load_state {
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Start = 0,
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Inited = 1,
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Running = 2
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};
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load_state state;
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// pending tile load queue
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list < FGBucket > load_queue;
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// initialize the cache
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void initialize_queue();
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// forced emptying of the queue. This is necessay to keep
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// bookeeping straight for the tile_cache -- which actually
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// handles all the (de)allocations
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void destroy_queue();
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// schedule a tile for loading
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void sched_tile( const FGBucket& b );
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// load a tile
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void load_tile( const FGBucket& b );
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// schedule a needed buckets for loading
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void FGTileMgr::schedule_needed();
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// see comment at prep_ssg_nodes()
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void prep_ssg_node( int idx );
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// int hitcount;
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// sgdVec3 hit_pts [ MAX_HITS ] ;
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// ssgEntity *last_hit;
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FGHitList hit_list;
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FGBucket previous_bucket;
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FGBucket current_bucket;
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FGBucket pending;
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FGTileEntry *current_tile;
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// x and y distance of tiles to load/draw
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float vis;
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int xrange, yrange;
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// current longitude latitude
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double longitude;
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double latitude;
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double last_longitude;
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double last_latitude;
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public:
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// Constructor
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FGTileMgr();
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// Destructor
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~FGTileMgr();
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// Initialize the Tile Manager subsystem
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int init();
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// given the current lon/lat (in degrees), fill in the array of
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// local chunks. If the chunk isn't already in the cache, then
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// read it from disk.
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int update( double lon, double lat );
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// Determine scenery altitude. Normally this just happens when we
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// render the scene, but we'd also like to be able to do this
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// explicitely. lat & lon are in radians. abs_view_pos in
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// meters. Returns result in meters.
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void my_ssg_los( string s, ssgBranch *branch, sgdMat4 m,
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const sgdVec3 p, const sgdVec3 dir, sgdVec3 normal );
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void my_ssg_los( ssgBranch *branch, sgdMat4 m,
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const sgdVec3 p, const sgdVec3 dir,
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FGHitList *list );
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bool current_elev_ssg( sgdVec3 abs_view_pos, double *terrain_elev );
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// Prepare the ssg nodes ... for each tile, set it's proper
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// transform and update it's range selector based on current
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// visibilty
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void prep_ssg_nodes();
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inline int queue_size() const { return load_queue.size(); }
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};
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// the tile manager
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extern FGTileMgr global_tile_mgr;
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#endif // _TILEMGR_HXX
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