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