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flightgear/Scenery/tilemgr.cxx
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

952 lines
29 KiB
C++

// tilemgr.cxx -- routines to handle dynamic management of scenery tiles
//
// 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)
#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 <Aircraft/aircraft.hxx>
#include <Bucket/bucketutils.hxx>
#include <Debug/logstream.hxx>
#include <Include/fg_constants.h>
#include <Main/options.hxx>
#include <Main/views.hxx>
#include <Math/fg_geodesy.hxx>
#include <Math/mat3.h>
#include <Math/point3d.hxx>
#include <Math/polar3d.hxx>
#include <Math/vector.hxx>
#include <Objects/material.hxx>
#include <Objects/obj.hxx>
#include <Weather/weather.hxx>
#include "scenery.hxx"
#include "tile.hxx"
#include "tilecache.hxx"
// to test clipping speedup in fgTileMgrRender()
#if defined ( USE_FAST_FOV_CLIP )
// #define TEST_FOV_CLIP
// #define TEST_ELEV
#endif
#define FG_LOCAL_X_Y 81 // max(o->tile_diameter) ** 2
#define FG_SQUARE( X ) ( (X) * (X) )
#ifdef WIN32
# define FG_MEM_COPY(to,from,n) memcpy(to, from, n)
#else
# define FG_MEM_COPY(to,from,n) bcopy(from, to, n)
#endif
// closest (potentially viewable) tiles, centered on current tile.
// This is an array of pointers to cache indexes.
int tiles[FG_LOCAL_X_Y];
// Initialize the Tile Manager subsystem
int fgTileMgrInit( void ) {
FG_LOG( FG_TERRAIN, FG_INFO, "Initializing Tile Manager subsystem." );
// load default material library
material_mgr.load_lib();
return 1;
}
// load a tile
void fgTileMgrLoadTile( const fgBUCKET& p, int *index) {
fgTILECACHE *c;
c = &global_tile_cache;
FG_LOG( FG_TERRAIN, FG_DEBUG, "Updating for bucket " << p );
// if not in cache, load tile into the next available slot
*index = c->exists(p);
if ( *index < 0 ) {
*index = c->next_avail();
c->fill_in(*index, p);
}
FG_LOG( FG_TERRAIN, FG_DEBUG, "Selected cache index: " << *index );
}
// given the current lon/lat, fill in the array of local chunks. If
// the chunk isn't already in the cache, then read it from disk.
int fgTileMgrUpdate( void ) {
fgTILECACHE *c;
fgFLIGHT *f;
fgBUCKET p1, p2;
static fgBUCKET p_last = {-1000, 0, 0, 0};
int tile_diameter;
int i, j, dw, dh;
c = &global_tile_cache;
f = current_aircraft.flight;
tile_diameter = current_options.get_tile_diameter();
fgBucketFind(FG_Longitude * RAD_TO_DEG, FG_Latitude * RAD_TO_DEG, &p1);
dw = tile_diameter / 2;
dh = tile_diameter / 2;
if ( p1 == p_last ) {
// same bucket as last time
FG_LOG( FG_TERRAIN, FG_DEBUG, "Same bucket as last time" );
} else if ( p_last.lon == -1000 ) {
// First time through, initialize the system and load all
// relavant tiles
FG_LOG( FG_TERRAIN, FG_INFO, " First time through ... " );
FG_LOG( FG_TERRAIN, FG_INFO, " Updating Tile list for " << p1 );
FG_LOG( FG_TERRAIN, FG_INFO, " Loading "
<< tile_diameter * tile_diameter << " tiles" );
// wipe/initialize tile cache
c->init();
// build the local area list and update cache
for ( j = 0; j < tile_diameter; j++ ) {
for ( i = 0; i < tile_diameter; i++ ) {
fgBucketOffset(&p1, &p2, i - dw, j - dh);
fgTileMgrLoadTile( p2, &tiles[(j*tile_diameter) + i]);
}
}
} else {
// We've moved to a new bucket, we need to scroll our
// structures, and load in the new tiles
// CURRENTLY THIS ASSUMES WE CAN ONLY MOVE TO ADJACENT TILES.
// AT ULTRA HIGH SPEEDS THIS ASSUMPTION MAY NOT BE VALID IF
// THE AIRCRAFT CAN SKIP A TILE IN A SINGLE ITERATION.
FG_LOG( FG_TERRAIN, FG_INFO, "Updating Tile list for " << p1 );
if ( (p1.lon > p_last.lon) ||
( (p1.lon == p_last.lon) && (p1.x > p_last.x) ) ) {
FG_LOG( FG_TERRAIN, FG_INFO,
" Loading " << tile_diameter << "tiles" );
for ( j = 0; j < tile_diameter; j++ ) {
// scrolling East
for ( i = 0; i < tile_diameter - 1; i++ ) {
tiles[(j*tile_diameter) + i] =
tiles[(j*tile_diameter) + i + 1];
}
// load in new column
fgBucketOffset(&p_last, &p2, dw + 1, j - dh);
fgTileMgrLoadTile( p2, &tiles[(j*tile_diameter) +
tile_diameter - 1]);
}
} else if ( (p1.lon < p_last.lon) ||
( (p1.lon == p_last.lon) && (p1.x < p_last.x) ) ) {
FG_LOG( FG_TERRAIN, FG_INFO,
" Loading " << tile_diameter << "tiles" );
for ( j = 0; j < tile_diameter; j++ ) {
// scrolling West
for ( i = tile_diameter - 1; i > 0; i-- ) {
tiles[(j*tile_diameter) + i] =
tiles[(j*tile_diameter) + i - 1];
}
// load in new column
fgBucketOffset(&p_last, &p2, -dw - 1, j - dh);
fgTileMgrLoadTile( p2, &tiles[(j*tile_diameter) + 0]);
}
}
if ( (p1.lat > p_last.lat) ||
( (p1.lat == p_last.lat) && (p1.y > p_last.y) ) ) {
FG_LOG( FG_TERRAIN, FG_INFO,
" Loading " << tile_diameter << "tiles" );
for ( i = 0; i < tile_diameter; i++ ) {
// scrolling North
for ( j = 0; j < tile_diameter - 1; j++ ) {
tiles[(j * tile_diameter) + i] =
tiles[((j+1) * tile_diameter) + i];
}
// load in new column
fgBucketOffset(&p_last, &p2, i - dw, dh + 1);
fgTileMgrLoadTile( p2, &tiles[((tile_diameter-1) *
tile_diameter) + i]);
}
} else if ( (p1.lat < p_last.lat) ||
( (p1.lat == p_last.lat) && (p1.y < p_last.y) ) ) {
FG_LOG( FG_TERRAIN, FG_INFO,
" Loading " << tile_diameter << "tiles" );
for ( i = 0; i < tile_diameter; i++ ) {
// scrolling South
for ( j = tile_diameter - 1; j > 0; j-- ) {
tiles[(j * tile_diameter) + i] =
tiles[((j-1) * tile_diameter) + i];
}
// load in new column
fgBucketOffset(&p_last, &p2, i - dw, -dh - 1);
fgTileMgrLoadTile( p2, &tiles[0 + i]);
}
}
}
p_last.lon = p1.lon;
p_last.lat = p1.lat;
p_last.x = p1.x;
p_last.y = p1.y;
return 1;
}
// Calculate shortest distance from point to line
static double point_line_dist_squared( const Point3D& tc, const Point3D& vp,
MAT3vec d )
{
MAT3vec p, p0;
double dist;
p[0] = tc.x(); p[1] = tc.y(); p[2] = tc.z();
p0[0] = vp.x(); p0[1] = vp.y(); p0[2] = vp.z();
dist = fgPointLineSquared(p, p0, d);
// printf("dist = %.2f\n", dist);
return(dist);
}
// Calculate if point/radius is inside view frustum
static int viewable( const Point3D& cp, double radius ) {
int viewable = 1; // start by assuming it's viewable
double x1, y1;
/********************************/
#if defined( USE_FAST_FOV_CLIP ) // views.hxx
/********************************/
MAT3vec eye;
double *mat;
double x, y, z;
x = cp.x();
y = cp.y();
z = cp.z();
mat = (double *)(current_view.WORLD_TO_EYE);
eye[2] = x*mat[2] + y*mat[6] + z*mat[10] + mat[14];
// Check near and far clip plane
if( ( eye[2] > radius ) ||
( eye[2] + radius + current_weather.visibility < 0) )
{
return(0);
}
eye[0] = (x*mat[0] + y*mat[4] + z*mat[8] + mat[12]) * current_view.slope_x;
// check right and left clip plane (from eye perspective)
x1 = radius * current_view.fov_x_clip;
if( (eye[2] > -(eye[0]+x1)) || (eye[2] > (eye[0]-x1)) )
{
return(0);
}
eye[1] = (x*mat[1] + y*mat[5] + z*mat[9] + mat[13]) * current_view.slope_y;
// check bottom and top clip plane (from eye perspective)
y1 = radius * current_view.fov_y_clip;
if( (eye[2] > -(eye[1]+y1)) || (eye[2] > (eye[1]-y1)) )
{
return(0);
}
/********************************/
#else // DO NOT USE_FAST_FOV_CLIP
/********************************/
fgVIEW *v;
MAT3hvec world, eye;
double x0, slope;
v = &current_view;
MAT3_SET_HVEC(world, cp->x, cp->y, cp->z, 1.0);
// MAT3mult_vec(eye, world, v->WORLD_TO_EYE);
// printf( "\nworld -> eye = %.2f %.2f %.2f radius = %.2f\n",
// eye[0], eye[1], eye[2], radius);
// Use lazy evaluation for calculating eye hvec.
#define vec world
#define mat v->WORLD_TO_EYE
eye[2] = vec[0]*mat[0][2]+vec[1]*mat[1][2]+vec[2]*mat[2][2]+mat[3][2];
// Check near clip plane
if ( eye[2] > radius ) {
return(0);
}
// Check far clip plane
if ( eye[2] + radius < -current_weather.visibility ) {
return(0);
}
// check right clip plane (from eye perspective)
// y = m * (x - x0) = equation of a line intercepting X axis at x0
x1 = v->cos_fov_x * radius;
y1 = v->sin_fov_x * radius;
slope = v->slope_x;
eye[0] = vec[0]*mat[0][0]+vec[1]*mat[1][0]+vec[2]*mat[2][0]+mat[3][0];
if ( eye[2] > ((slope * (eye[0] - x1)) + y1) ) {
return( false );
}
// check left clip plane (from eye perspective)
if ( eye[2] > -((slope * (eye[0] + x1)) - y1) ) {
return( false );
}
// check bottom clip plane (from eye perspective)
x1 = -(v->cos_fov_y) * radius;
y1 = v->sin_fov_y * radius;
slope = v->slope_y;
eye[1] = vec[0]*mat[0][1]+vec[1]*mat[1][1]+vec[2]*mat[2][1]+mat[3][1];
#undef vec
#undef mat
if ( eye[2] > ((slope * (eye[1] - x1)) + y1) ) {
return( false );
}
// check top clip plane (from eye perspective)
if ( eye[2] > -((slope * (eye[1] + x1)) - y1) ) {
return( false );
}
#endif // defined( USE_FAST_FOV_CLIP )
return(viewable);
}
// NEW
// inrange() IS THIS POINT WITHIN POSSIBLE VIEWING RANGE ?
// calculate distance from vertical tangent line at
// current position to center of object.
// this is equivalent to
// dist = point_line_dist_squared( &(t->center), &(v->abs_view_pos),
// v->local_up );
// if ( dist < FG_SQUARE(t->bounding_radius) ) {
//
// the compiler should inline this for us
static int
inrange( const double radius, const Point3D& center, const Point3D& vp,
const MAT3vec up)
{
MAT3vec u, u1, v;
// double tmp;
// u = p - p0
u[0] = center.x() - vp.x();
u[1] = center.y() - vp.y();
u[2] = center.z() - vp.z();
// calculate the projection, u1, of u along d.
// u1 = ( dot_prod(u, d) / dot_prod(d, d) ) * d;
MAT3_SCALE_VEC(u1, up,
(MAT3_DOT_PRODUCT(u, up) / MAT3_DOT_PRODUCT(up, up)) );
// v = u - u1 = vector from closest point on line, p1, to the
// original point, p.
MAT3_SUB_VEC(v, u, u1);
return( FG_SQUARE(radius) >= MAT3_DOT_PRODUCT(v, v));
}
// Determine scenery altitude. Normally this just happens when we
// render the scene, but we'd also like to be able to do this
// explicitely. lat & lon are in radians. abs_view_pos in meters.
// Returns result in meters.
double
fgTileMgrCurElev( double lon, double lat, const Point3D& abs_view_pos ) {
fgTILECACHE *c;
fgTILE *t;
// fgVIEW *v;
fgFRAGMENT *frag_ptr;
fgBUCKET p;
Point3D earth_center(0.0);
Point3D result;
MAT3vec local_up;
double dist, lat_geod, alt, sea_level_r;
// double x, y, z;
int index;
c = &global_tile_cache;
// v = &current_view;
local_up[0] = abs_view_pos.x();
local_up[1] = abs_view_pos.y();
local_up[2] = abs_view_pos.z();
// Find current translation offset
fgBucketFind(lon * RAD_TO_DEG, lat * RAD_TO_DEG, &p);
index = c->exists(p);
if ( index < 0 ) {
FG_LOG( FG_TERRAIN, FG_WARN, "Tile not found" );
return 0.0;
}
t = c->get_tile(index);
scenery.next_center = t->center;
// earth_center = Point3D(0.0, 0.0, 0.0);
FG_LOG( FG_TERRAIN, FG_DEBUG,
"Pos = (" << lon * RAD_TO_DEG << ", " << lat * RAD_TO_DEG
<< ") Current bucket = " << p
<< " Index = " << fgBucketGenIndex(&p) );
// calculate tile offset
// x = (t->offset.x = t->center.x - scenery.center.x);
// y = (t->offset.y = t->center.y - scenery.center.y);
// z = (t->offset.z = t->center.z - scenery.center.z);
// calc current terrain elevation calculate distance from
// vertical tangent line at current position to center of
// tile.
/* printf("distance squared = %.2f, bounding radius = %.2f\n",
point_line_dist_squared(&(t->offset), &(v->view_pos),
v->local_up), t->bounding_radius); */
dist = point_line_dist_squared( t->center, abs_view_pos, local_up );
if ( dist < FG_SQUARE(t->bounding_radius) ) {
// traverse fragment list for tile
fgTILE::FragmentIterator current = t->begin();
fgTILE::FragmentIterator last = t->end();
for ( ; current != last; ++current ) {
frag_ptr = &(*current);
/* printf("distance squared = %.2f, bounding radius = %.2f\n",
point_line_dist_squared( &(frag_ptr->center),
&abs_view_pos), local_up),
frag_ptr->bounding_radius); */
dist = point_line_dist_squared( frag_ptr->center,
abs_view_pos,
local_up);
if ( dist <= FG_SQUARE(frag_ptr->bounding_radius) ) {
if ( frag_ptr->intersect( abs_view_pos,
earth_center, 0, result ) ) {
// compute geocentric coordinates of tile center
Point3D pp = fgCartToPolar3d(result);
// convert to geodetic coordinates
fgGeocToGeod(pp.lat(), pp.radius(), &lat_geod,
&alt, &sea_level_r);
// printf("alt = %.2f\n", alt);
// exit since we found an intersection
return(alt);
}
}
}
}
printf("no terrain intersection found\n");
return(0);
}
// NEW for legibility
// update this tile's geometry for current view
// The Compiler should inline this
static void
update_tile_geometry( fgTILE *t, GLdouble *MODEL_VIEW)
{
GLdouble *m;
double x, y, z;
// calculate tile offset
t->offset = t->center - scenery.center;
x = t->offset.x();
y = t->offset.y();
z = t->offset.z();
m = t->model_view;
// Calculate the model_view transformation matrix for this tile
FG_MEM_COPY( m, MODEL_VIEW, 16*sizeof(GLdouble) );
// This is equivalent to doing a glTranslatef(x, y, z);
m[12] += (m[0]*x + m[4]*y + m[8] *z);
m[13] += (m[1]*x + m[5]*y + m[9] *z);
m[14] += (m[2]*x + m[6]*y + m[10]*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
}
// Render the local tiles
void fgTileMgrRender( void ) {
fgFLIGHT *f;
fgTILECACHE *c;
fgTILE *t;
fgVIEW *v;
Point3D frag_offset;
fgFRAGMENT *frag_ptr;
fgMATERIAL *mtl_ptr;
int i;
int tile_diameter;
int index;
int culled = 0;
int drawn = 0;
c = &global_tile_cache;
f = current_aircraft.flight;
v = &current_view;
tile_diameter = current_options.get_tile_diameter();
scenery.cur_elev = fgTileMgrCurElev( FG_Longitude, FG_Latitude,
v->abs_view_pos );
// initialize the transient per-material fragment lists
material_mgr.init_transient_material_lists();
// Pass 1
// traverse the potentially viewable tile list
for ( i = 0; i < (tile_diameter * tile_diameter); i++ ) {
index = tiles[i];
// fgPrintf( FG_TERRAIN, FG_DEBUG, "Index = %d\n", index);
t = c->get_tile(index);
// calculate tile offset
t->SetOffset( scenery.center );
// Course (tile based) culling
if ( viewable(t->offset, t->bounding_radius) ) {
// at least a portion of this tile could be viewable
// Calculate the model_view transformation matrix for this tile
// This is equivalent to doing a glTranslatef(x, y, z);
t->UpdateViewMatrix( v->MODEL_VIEW );
// xglPushMatrix();
// xglTranslatef(t->offset.x, t->offset.y, t->offset.z);
// traverse fragment list for tile
fgTILE::FragmentIterator current = t->begin();
fgTILE::FragmentIterator last = t->end();
for ( ; current != last; ++current ) {
frag_ptr = &(*current);
if ( frag_ptr->display_list >= 0 ) {
// Fine (fragment based) culling
frag_offset = frag_ptr->center - scenery.center;
if ( viewable(frag_offset, frag_ptr->bounding_radius*2) ) {
// add to transient per-material property fragment list
// frag_ptr->tile_offset.x = t->offset.x;
// frag_ptr->tile_offset.y = t->offset.y;
// frag_ptr->tile_offset.z = t->offset.z;
mtl_ptr = frag_ptr->material_ptr;
// printf(" lookup = %s\n", mtl_ptr->texture_name);
if ( ! mtl_ptr->append_sort_list( frag_ptr ) ) {
FG_LOG( FG_TERRAIN, FG_ALERT,
"Overran material sorting array" );
}
// xglCallList(frag_ptr->display_list);
drawn++;
} else {
// printf("Culled a fragment %.2f %.2f %.2f %.2f\n",
// frag_ptr->center.x, frag_ptr->center.y,
// frag_ptr->center.z, frag_ptr->bounding_radius);
culled++;
}
}
}
// xglPopMatrix();
} else {
culled += t->fragment_list.size();
}
}
if ( (drawn + culled) > 0 ) {
v->vfc_ratio = (double)culled / (double)(drawn + culled);
} else {
v->vfc_ratio = 0.0;
}
// printf("drawn = %d culled = %d saved = %.2f\n", drawn, culled,
// v->vfc_ratio);
// Pass 2
// traverse the transient per-material fragment lists and render
// out all fragments for each material property.
xglPushMatrix();
material_mgr.render_fragments();
xglPopMatrix();
}
// $Log$
// Revision 1.43 1998/11/09 23:40:52 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 1.42 1998/11/06 21:18:23 curt
// Converted to new logstream debugging facility. This allows release
// builds with no messages at all (and no performance impact) by using
// the -DFG_NDEBUG flag.
//
// Revision 1.41 1998/10/18 01:17:23 curt
// Point3D tweaks.
//
// Revision 1.40 1998/10/17 01:34:28 curt
// C++ ifying ...
//
// Revision 1.39 1998/10/16 00:55:50 curt
// Converted to Point3D class.
//
// Revision 1.38 1998/09/17 18:36:18 curt
// Tweaks and optimizations by Norman Vine.
//
// Revision 1.37 1998/09/15 01:36:45 curt
// cleaned up my fragment.num_faces hack :-) to use the STL (no need in
// duplicating work.)
// Tweaked fgTileMgrRender() do not calc tile matrix unless necessary.
// removed some unneeded stuff from fgTileMgrCurElev()
//
// Revision 1.36 1998/09/14 12:45:26 curt
// minor tweaks.
//
// Revision 1.35 1998/09/10 19:07:16 curt
// /Simulator/Objects/fragment.hxx
// Nested fgFACE inside fgFRAGMENT since its not used anywhere else.
//
// ./Simulator/Objects/material.cxx
// ./Simulator/Objects/material.hxx
// Made fgMATERIAL and fgMATERIAL_MGR bona fide classes with private
// data members - that should keep the rabble happy :)
//
// ./Simulator/Scenery/tilemgr.cxx
// In viewable() delay evaluation of eye[0] and eye[1] in until they're
// actually needed.
// Change to fgTileMgrRender() to call fgMATERIAL_MGR::render_fragments()
// method.
//
// ./Include/fg_stl_config.h
// ./Include/auto_ptr.hxx
// Added support for g++ 2.7.
// Further changes to other files are forthcoming.
//
// Brief summary of changes required for g++ 2.7.
// operator->() not supported by iterators: use (*i).x instead of i->x
// default template arguments not supported,
// <functional> doesn't have mem_fun_ref() needed by callbacks.
// some std include files have different names.
// template member functions not supported.
//
// Revision 1.34 1998/09/09 20:58:09 curt
// Tweaks to loop constructs with STL usage.
//
// Revision 1.33 1998/09/08 15:05:10 curt
// Optimization by Norman Vine.
//
// Revision 1.32 1998/08/25 16:52:44 curt
// material.cxx material.hxx obj.cxx obj.hxx texload.c texload.h moved to
// ../Objects
//
// Revision 1.31 1998/08/24 20:11:40 curt
// Tweaks ...
//
// Revision 1.30 1998/08/22 14:49:59 curt
// Attempting to iron out seg faults and crashes.
// Did some shuffling to fix a initialization order problem between view
// position, scenery elevation.
//
// Revision 1.29 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 1.28 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 1.27 1998/07/24 21:42:09 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 1.26 1998/07/20 12:51:26 curt
// Added far clip plane to fragment clipping calculations and tie this to
// weather->visibility. This way you can increase framerates by increasing
// for and lowering visibility.
//
// Revision 1.25 1998/07/13 21:02:01 curt
// Wrote access functions for current fgOPTIONS.
//
// Revision 1.24 1998/07/12 03:18:29 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 1.23 1998/07/08 14:47:23 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 1.22 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 1.21 1998/06/27 16:54:59 curt
// Check for GL_VERSION_1_1 or GL_EXT_texture_object to decide whether to use
// "EXT" versions of texture management routines.
//
// Revision 1.20 1998/06/17 21:36:42 curt
// Load and manage multiple textures defined in the Materials library.
// Boost max material fagments for each material property to 800.
// Multiple texture support when rendering.
//
// Revision 1.19 1998/06/08 17:57:54 curt
// Working first pass at material proporty sorting.
//
// Revision 1.18 1998/06/06 01:09:32 curt
// I goofed on the log message in the last commit ... now fixed.
//
// Revision 1.17 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 1.16 1998/06/05 22:39:55 curt
// Working on sorting by, and rendering by material properties.
//
// Revision 1.15 1998/06/03 00:47:51 curt
// No .h for STL includes.
// Minor view culling optimizations.
//
// Revision 1.14 1998/06/01 17:56:20 curt
// Incremental additions to material.cxx (not fully functional)
// Tweaked vfc_ratio math to avoid divide by zero.
//
// Revision 1.13 1998/05/24 02:49:10 curt
// Implimented fragment level view frustum culling.
//
// Revision 1.12 1998/05/23 14:09:23 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 1.11 1998/05/20 20:53:55 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 1.10 1998/05/17 16:59:34 curt
// Frist pass at view frustum culling now operational.
//
// Revision 1.9 1998/05/16 13:09:58 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 1.8 1998/05/07 23:15:21 curt
// Fixed a glTexImage2D() usage bug where width and height were mis-swapped.
// Added support for --tile-radius=n option.
//
// Revision 1.7 1998/05/06 03:16:42 curt
// Added an option to control square tile radius.
//
// Revision 1.6 1998/05/02 01:52:18 curt
// Playing around with texture coordinates.
//
// Revision 1.5 1998/04/30 12:35:32 curt
// Added a command line rendering option specify smooth/flat shading.
//
// Revision 1.4 1998/04/27 03:30:14 curt
// Minor transformation adjustments to try to keep scenery tiles closer to
// (0, 0, 0) GLfloats run out of precision at the distances we need to model
// the earth, but we can do a bunch of pre-transformations using double math
// and then cast to GLfloat once everything is close in where we have less
// precision problems.
//
// 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 00:51:09 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 13:22:48 curt
// C++ - ifing the code a bit.
//
// Revision 1.25 1998/04/18 04:14:07 curt
// Moved fg_debug.c to it's own library.
//
// Revision 1.24 1998/04/14 02:23:18 curt
// Code reorganizations. Added a Lib/ directory for more general libraries.
//
// Revision 1.23 1998/04/08 23:30:08 curt
// Adopted Gnu automake/autoconf system.
//
// Revision 1.22 1998/04/03 22:11:38 curt
// Converting to Gnu autoconf system.
//
// Revision 1.21 1998/03/23 21:23:05 curt
// Debugging output tweaks.
//
// Revision 1.20 1998/03/14 00:30:51 curt
// Beginning initial terrain texturing experiments.
//
// Revision 1.19 1998/02/20 00:16:25 curt
// Thursday's tweaks.
//
// Revision 1.18 1998/02/19 13:05:54 curt
// Incorporated some HUD tweaks from Michelle America.
// Tweaked the sky's sunset/rise colors.
// Other misc. tweaks.
//
// Revision 1.17 1998/02/16 13:39:46 curt
// Miscellaneous weekend tweaks. Fixed? a cache problem that caused whole
// tiles to occasionally be missing.
//
// Revision 1.16 1998/02/12 21:59:53 curt
// Incorporated code changes contributed by Charlie Hotchkiss
// <chotchkiss@namg.us.anritsu.com>
//
// Revision 1.14 1998/02/09 21:30:19 curt
// Fixed a nagging problem with terrain tiles not "quite" matching up perfectly.
//
// Revision 1.13 1998/02/07 15:29:46 curt
// Incorporated HUD changes and struct/typedef changes from Charlie Hotchkiss
// <chotchkiss@namg.us.anritsu.com>
//
// Revision 1.12 1998/02/01 03:39:55 curt
// Minor tweaks.
//
// Revision 1.11 1998/01/31 00:43:27 curt
// Added MetroWorks patches from Carmen Volpe.
//
// Revision 1.10 1998/01/29 00:51:40 curt
// First pass at tile cache, dynamic tile loading and tile unloading now works.
//
// Revision 1.9 1998/01/27 03:26:44 curt
// Playing with new fgPrintf command.
//
// Revision 1.8 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 1.7 1998/01/26 15:55:25 curt
// Progressing on building dynamic scenery system.
//
// Revision 1.6 1998/01/24 00:03:30 curt
// Initial revision.
//
// Revision 1.5 1998/01/19 19:27:18 curt
// Merged in make system changes from Bob Kuehne <rpk@sgi.com>
// This should simplify things tremendously.
//
// Revision 1.4 1998/01/19 18:40:38 curt
// Tons of little changes to clean up the code and to remove fatal errors
// when building with the c++ compiler.
//
// Revision 1.3 1998/01/13 00:23:11 curt
// Initial changes to support loading and management of scenery tiles. Note,
// there's still a fair amount of work left to be done.
//
// Revision 1.2 1998/01/08 02:22:27 curt
// Continue working on basic features.
//
// Revision 1.1 1998/01/07 23:50:51 curt
// "area" renamed to "tile"
//
// Revision 1.2 1998/01/07 03:29:29 curt
// Given an arbitrary lat/lon, we can now:
// generate a unique index for the chunk containing the lat/lon
// generate a path name to the chunk file
// build a list of the indexes of all the nearby areas.
//
// Revision 1.1 1998/01/07 02:05:48 curt
// Initial revision.