1 // tileentry.cxx -- routines to handle a scenery tile
3 // Written by Curtis Olson, started May 1998.
5 // Copyright (C) 1998 - 2001 Curtis L. Olson - curt@flightgear.org
7 // This program is free software; you can redistribute it and/or
8 // modify it under the terms of the GNU General Public License as
9 // published by the Free Software Foundation; either version 2 of the
10 // License, or (at your option) any later version.
12 // This program is distributed in the hope that it will be useful, but
13 // WITHOUT ANY WARRANTY; without even the implied warranty of
14 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
15 // General Public License for more details.
17 // You should have received a copy of the GNU General Public License
18 // along with this program; if not, write to the Free Software
19 // Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
28 #include <simgear/compiler.h>
30 #include <simgear/bucket/newbucket.hxx>
31 #include <simgear/debug/logstream.hxx>
32 #include <simgear/math/sg_geodesy.hxx>
33 #include <simgear/math/sg_random.h>
34 #include <simgear/misc/sgstream.hxx>
36 #include <Aircraft/aircraft.hxx>
37 #include <Include/general.hxx>
38 #include <Main/globals.hxx>
39 #include <Main/viewer.hxx>
40 #include <Scenery/scenery.hxx>
41 #include <Time/light.hxx>
42 #include <Objects/apt_signs.hxx>
43 #include <Objects/matlib.hxx>
44 #include <Objects/newmat.hxx>
45 #include <Objects/obj.hxx>
47 #include "tileentry.hxx"
48 #include "tilemgr.hxx"
52 FGTileEntry::FGTileEntry ( const SGBucket& b )
54 center( Point3D( 0.0 ) ),
56 terra_transform( new ssgTransform ),
57 rwy_lights_transform( new ssgTransform ),
58 terra_range( new ssgRangeSelector ),
59 rwy_lights_range( new ssgRangeSelector ),
66 // update the contents
67 // if ( vec3_ptrs.size() || vec2_ptrs.size() || index_ptrs.size() ) {
68 // SG_LOG( SG_TERRAIN, SG_ALERT,
69 // "Attempting to overwrite existing or"
70 // << " not properly freed leaf data." );
77 FGTileEntry::~FGTileEntry () {
78 // cout << "nodes = " << nodes.size() << endl;;
84 // Please keep this for reference. We use Norman's optimized routine,
85 // but here is what the routine really is doing.
87 FGTileEntry::WorldCoordinate( sgCoord *obj_pos, Point3D center,
88 double lat, double lon, double elev, double hdg)
91 Point3D geod( lon * SGD_DEGREES_TO_RADIANS,
92 lat * SGD_DEGREES_TO_RADIANS,
95 Point3D world_pos = sgGeodToCart( geod );
96 Point3D offset = world_pos - center;
99 sgMakeTransMat4( POS, offset.x(), offset.y(), offset.z() );
101 sgVec3 obj_rt, obj_up;
102 sgSetVec3( obj_rt, 0.0, 1.0, 0.0); // Y axis
103 sgSetVec3( obj_up, 0.0, 0.0, 1.0); // Z axis
105 sgMat4 ROT_lon, ROT_lat, ROT_hdg;
106 sgMakeRotMat4( ROT_lon, lon, obj_up );
107 sgMakeRotMat4( ROT_lat, 90 - lat, obj_rt );
108 sgMakeRotMat4( ROT_hdg, hdg, obj_up );
111 sgCopyMat4( TUX, ROT_hdg );
112 sgPostMultMat4( TUX, ROT_lat );
113 sgPostMultMat4( TUX, ROT_lon );
114 sgPostMultMat4( TUX, POS );
116 sgSetCoord( obj_pos, TUX );
121 // Norman's 'fast hack' for above
122 static void WorldCoordinate( sgCoord *obj_pos, Point3D center, double lat,
123 double lon, double elev, double hdg )
125 double lon_rad = lon * SGD_DEGREES_TO_RADIANS;
126 double lat_rad = lat * SGD_DEGREES_TO_RADIANS;
127 double hdg_rad = hdg * SGD_DEGREES_TO_RADIANS;
130 Point3D geod( lon_rad, lat_rad, elev );
132 Point3D world_pos = sgGeodToCart( geod );
133 Point3D offset = world_pos - center;
137 SGfloat sin_lat = (SGfloat)sin( lat_rad );
138 SGfloat cos_lat = (SGfloat)cos( lat_rad );
139 SGfloat cos_lon = (SGfloat)cos( lon_rad );
140 SGfloat sin_lon = (SGfloat)sin( lon_rad );
141 SGfloat sin_hdg = (SGfloat)sin( hdg_rad ) ;
142 SGfloat cos_hdg = (SGfloat)cos( hdg_rad ) ;
144 mat[0][0] = cos_hdg * (SGfloat)sin_lat * (SGfloat)cos_lon - sin_hdg * (SGfloat)sin_lon;
145 mat[0][1] = cos_hdg * (SGfloat)sin_lat * (SGfloat)sin_lon + sin_hdg * (SGfloat)cos_lon;
146 mat[0][2] = -cos_hdg * (SGfloat)cos_lat;
149 mat[1][0] = -sin_hdg * (SGfloat)sin_lat * (SGfloat)cos_lon - cos_hdg * (SGfloat)sin_lon;
150 mat[1][1] = -sin_hdg * (SGfloat)sin_lat * (SGfloat)sin_lon + cos_hdg * (SGfloat)cos_lon;
151 mat[1][2] = sin_hdg * (SGfloat)cos_lat;
154 mat[2][0] = (SGfloat)cos_lat * (SGfloat)cos_lon;
155 mat[2][1] = (SGfloat)cos_lat * (SGfloat)sin_lon;
156 mat[2][2] = (SGfloat)sin_lat;
159 mat[3][0] = offset.x();
160 mat[3][1] = offset.y();
161 mat[3][2] = offset.z();
164 sgSetCoord( obj_pos, mat );
168 // recurse an ssg tree and call removeKid() on every node from the
169 // bottom up. Leaves the original branch in existance, but empty so
170 // it can be removed by the calling routine.
171 static void my_remove_branch( ssgBranch * branch ) {
172 for ( ssgEntity *k = branch->getKid( 0 );
174 k = branch->getNextKid() )
176 if ( k -> isAKindOf ( ssgTypeBranch() ) ) {
177 my_remove_branch( (ssgBranch *)k );
178 branch -> removeKid ( k );
179 } else if ( k -> isAKindOf ( ssgTypeLeaf() ) ) {
180 branch -> removeKid ( k ) ;
188 unsigned char env_map[TEXRES_X][TEXRES_Y][4];
189 // SetColor & SetColor2 functions were provided by Christian Mayer (26 April 2001) - used without change
190 void setColor(float x, float y, float z, float angular_size, float r,
191 float g, float b, float a)
194 float inv_length = 1.0 / sqrt(x*x + y*y + z*z);
195 x *= inv_length; y *= inv_length; z *= inv_length;
197 float cos_angular_size = cos(angular_size*SG_DEGREES_TO_RADIANS);
199 for( int s = 0; s < TEXRES_X; s++) {
200 for( int t = 0; t < TEXRES_Y; t++) {
202 float s_2 = (float)s/TEXRES_X - 0.5; // centre of texture 0,0
203 float t_2 = (float)t/TEXRES_Y - 0.5; // elev
207 if ((1.0 - 4.0*s_2*s_2 - 4.0*t_2*t_2) >= 0.0) {
209 float m = 4.0 * sqrt(1.0 - 4.0*s_2*s_2 - 4.0*t_2*t_2);
212 rz = m*m / 8.0 - 1.0;
220 float tx = rx; //mirroring on the z=0 plane
221 float ty = ry; //assumes that the normal is allways
222 float tz = -rz; //n(0.0, 0.0, 1.0)
224 if ( cos_angular_size < (x*tx + y*ty + z*tz) ) {
225 env_map[s][t][0] = (unsigned char) r * 255;
226 env_map[s][t][1] = (unsigned char) g * 255;
227 env_map[s][t][2] = (unsigned char) b * 255;
228 env_map[s][t][3] = (unsigned char) a * 255;
234 // elevation_size, float azimuth_size are the *total* angular size of the light
235 void setColor2(float elevation_size,float azimuth_size, float r, float g, float b, float a)
237 for( int s = 0; s < TEXRES_X; s++) {
238 for( int t = 0; t < TEXRES_Y; t++) {
239 float s_2 = (float)s/TEXRES_X - 0.5;
240 float t_2 = (float)t/TEXRES_Y - 0.5;
244 if ((1.0 - 4.0*s_2*s_2 - 4.0*t_2*t_2) >= 0.0) {
246 float m = 4.0 * sqrt(1.0 - 4.0*s_2*s_2 - 4.0*t_2*t_2);
249 rz = m*m / 8.0 - 1.0;
256 float tx = rx; //mirroring on the z=0 plane to reverse
257 float ty = ry; //OpenGLs automatic mirroring
260 //get elevation => project t onto the x-z-plane
261 float tz_proj1 = tz / sqrt(tx*tx + tz*tz);
262 float televation = acos( -tz_proj1 ) * SG_RADIANS_TO_DEGREES;
264 //get azi => project t onto the y-z-plane
265 float tz_proj2 = tz / sqrt(ty*ty + tz*tz);
266 float tazimuth = acos( -tz_proj2 ) * SG_RADIANS_TO_DEGREES;
268 //note televation and tazimuth are the angles *between* the
269 //temporary vector and the normal (0,0,-1). They are *NOT*
270 //the elevation and azimuth angles
273 //if (((elevation_size > televation) || (elevation_size < -televation)) &&
274 // ((azimuth_size > tazimuth ) || (azimuth_size < -tazimuth )))
276 if (((televation*televation) / (elevation_size*elevation_size / 4.0) +
277 (tazimuth *tazimuth ) / (azimuth_size *azimuth_size / 4.0)) <= 1.0)
279 env_map[s][t][0] = (unsigned char) r * 255;
280 env_map[s][t][1] = (unsigned char) g * 255;
281 env_map[s][t][2] = (unsigned char) b * 255;
282 env_map[s][t][3] = (unsigned char) a * 255;
289 // This function performs billboarding of polygons drawn using the UP and RIGHT vectors obtained
290 // from the transpose of the MODEL_VIEW_MATRIX of the ssg_current_context. Each polygon is drawn
291 // at the coordinate array and material state as passed thro arguments.
292 void *fgBillboard( ssgBranch *lightmaps, ssgVertexArray *light_maps, ssgSimpleState *lightmap_state, float size) {
294 sgVec3 rt, up, nrt, nup, pt, quads[4], lmaps[4];
296 ssgGetModelviewMatrix ( tmat );
297 sgSetVec3 (rt, tmat[0][0], tmat[1][0], tmat[2][0]);
298 sgSetVec3 (up, tmat[0][1], tmat[1][1], tmat[2][1]);
299 sgSetVec3 (nrt, tmat[0][0], tmat[1][0], tmat[2][0]);
300 sgSetVec3 (nup, tmat[0][1], tmat[1][1], tmat[2][1]);
304 sgAddVec3 (quads[0], nrt, nup);
305 sgAddVec3 (quads[1], rt, nup);
306 sgAddVec3 (quads[2], rt, up);
307 sgAddVec3 (quads[3], nrt, up);
309 sgScaleVec3 (quads[0], size);
310 sgScaleVec3 (quads[1], size);
311 sgScaleVec3 (quads[2], size);
312 sgScaleVec3 (quads[3], size);
315 sgSetVec4( color, 1.0, 1.0, 0.0, 1.0 );
318 sgSetVec2( texcoords[0], 1.0, 1.0 );
319 sgSetVec2( texcoords[1], 0.0, 1.0 );
320 sgSetVec2( texcoords[2], 0.0, 0.0 );
321 sgSetVec2( texcoords[3], 1.0, 0.0 );
323 for (int j = 0; j < 4; j++ ) {
324 sgCopyVec3(lmaps[j] ,quads[j]);
327 for ( int i = 0; i < light_maps->getNum(); ++i ) {
328 // Allocate ssg structure
329 ssgVertexArray *vl = new ssgVertexArray( 1 );
330 ssgTexCoordArray *tl = new ssgTexCoordArray( 1 );
331 ssgColourArray *cl = new ssgColourArray( 1 );
333 float *temp = light_maps->get(i);
334 sgSetVec3(pt,temp[0],temp[1],temp[2]);
336 for (int k=0; k<4; k++) {
337 sgAddVec3( quads[k],lmaps[k], pt );
339 tl->add(texcoords[k]);
343 ssgLeaf *leaf = NULL;
344 leaf = new ssgVtxTable ( GL_TRIANGLE_FAN, vl, NULL, tl, cl );
345 leaf->setState( lightmap_state );
346 lightmaps->addKid( leaf );
352 ssgBranch* FGTileEntry::gen_runway_lights( ssgVertexArray *points,ssgVertexArray *normal,
353 ssgVertexArray *dir, int type[])
356 //************** HARD CODED RUNWAY LIGHT TEXTURES BEGIN ************************
357 GLuint texEdge, texTaxi, texTouchdown;
359 GLuint texVasi, texWhite, texRed, texGreen, texYellow;
362 setColor(0.0,0.0,1.0,360.0, 0, 0, 0, 0);
363 setColor2(10.0, 40.0, 1, 1, 1, 1);
364 setColor2(6.0, 40.0, 1, 0.5, 0.5, 1);
365 setColor2(5.0, 40.0, 1, 0, 0, 1);
366 glGenTextures(1, &texVasi);
367 glBindTexture(GL_TEXTURE_2D, texVasi);
368 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
369 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
370 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, TEXRES_X, TEXRES_Y, 0, GL_RGBA, GL_UNSIGNED_BYTE, env_map);
371 ssgSimpleState *vasi_state;
372 vasi_state = new ssgSimpleState();
374 vasi_state->setTexture( texVasi );
375 vasi_state->disable( GL_LIGHTING );
376 vasi_state->enable( GL_TEXTURE_2D );
377 vasi_state->setShadeModel( GL_SMOOTH );
380 setColor(0.0,0.0,-1.0,180.0, 1, 1, 0.5, 1);
381 glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
382 glGenTextures(1, &texEdge);
383 glBindTexture(GL_TEXTURE_2D, texEdge);
384 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
385 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
386 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, TEXRES_X, TEXRES_Y, 0, GL_RGBA, GL_UNSIGNED_BYTE, env_map);
387 ssgSimpleState *edge_state;
388 edge_state = new ssgSimpleState();
390 edge_state->setTexture( texEdge );
391 edge_state->disable( GL_LIGHTING );
392 edge_state->enable( GL_TEXTURE_2D );
393 edge_state->setShadeModel( GL_SMOOTH );
396 setColor(0.0,0.0,-1.0,180.0, 0, 1, 0, 1);
397 glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
398 glGenTextures(1, &texTouchdown);
399 glBindTexture(GL_TEXTURE_2D, texTouchdown);
400 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
401 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
402 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, TEXRES_X, TEXRES_Y, 0, GL_RGBA, GL_UNSIGNED_BYTE, env_map);
403 ssgSimpleState *touchdown_state;
404 touchdown_state = new ssgSimpleState();
405 touchdown_state->ref();
406 touchdown_state->setTexture( texTouchdown );
407 touchdown_state->disable( GL_LIGHTING );
408 touchdown_state->enable( GL_TEXTURE_2D );
409 touchdown_state->setShadeModel( GL_SMOOTH );
412 setColor(0.0,0.0,-1.0,180.0, 1, 0, 0, 1);
413 glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
414 glGenTextures(1, &texThreshold);
415 glBindTexture(GL_TEXTURE_2D, texThreshold);
416 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
417 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
418 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, TEXRES_X, TEXRES_Y, 0, GL_RGBA, GL_UNSIGNED_BYTE, env_map);
419 ssgSimpleState *threshold_state;
420 threshold_state = new ssgSimpleState();
421 threshold_state->ref();
422 threshold_state->setTexture( texThreshold );
423 threshold_state->disable( GL_LIGHTING );
424 threshold_state->enable( GL_TEXTURE_2D );
425 threshold_state->setShadeModel( GL_SMOOTH );
428 setColor(0.0,0.0,-1.0,180.0, 0, 0, 1, 1);
429 glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
430 glGenTextures(1, &texTaxi);
431 glBindTexture(GL_TEXTURE_2D, texTaxi);
432 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
433 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
434 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, TEXRES_X, TEXRES_Y, 0, GL_RGBA, GL_UNSIGNED_BYTE, env_map);
435 ssgSimpleState *taxi_state;
436 taxi_state = new ssgSimpleState();
438 taxi_state->setTexture( texTaxi );
439 taxi_state->disable( GL_LIGHTING );
440 taxi_state->enable( GL_TEXTURE_2D );
441 taxi_state->setShadeModel( GL_SMOOTH );
444 setColor(0.0,0.0,-1.0,180.0, 1, 1, 1, 1);
445 glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
446 glGenTextures(1, &texWhite);
447 glBindTexture(GL_TEXTURE_2D, texWhite);
448 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
449 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
450 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, TEXRES_X, TEXRES_Y, 0, GL_RGBA, GL_UNSIGNED_BYTE, env_map);
451 ssgSimpleState *white_state;
452 white_state = new ssgSimpleState();
454 white_state->setTexture( texWhite );
455 white_state->disable( GL_LIGHTING );
456 white_state->enable( GL_TEXTURE_2D );
457 white_state->setShadeModel( GL_SMOOTH );
460 setColor(0.0,0.0,-1.0,180.0, 1, 0, 0, 1);
461 glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
462 glGenTextures(1, &texRed);
463 glBindTexture(GL_TEXTURE_2D, texRed);
464 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
465 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
466 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, TEXRES_X, TEXRES_Y, 0, GL_RGBA, GL_UNSIGNED_BYTE, env_map);
467 ssgSimpleState *red_state;
468 red_state = new ssgSimpleState();
470 red_state->setTexture( texRed );
471 red_state->disable( GL_LIGHTING );
472 red_state->enable( GL_TEXTURE_2D );
473 red_state->setShadeModel( GL_SMOOTH );
476 setColor(0.0,0.0,-1.0,180.0, 0, 1, 0, 1);
477 glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
478 glGenTextures(1, &texGreen);
479 glBindTexture(GL_TEXTURE_2D, texGreen);
480 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
481 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
482 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, TEXRES_X, TEXRES_Y, 0, GL_RGBA, GL_UNSIGNED_BYTE, env_map);
483 ssgSimpleState *green_state;
484 green_state = new ssgSimpleState();
486 green_state->setTexture( texGreen );
487 green_state->disable( GL_LIGHTING );
488 green_state->enable( GL_TEXTURE_2D );
489 green_state->setShadeModel( GL_SMOOTH );
492 setColor(0.0,0.0,-1.0,180.0, 1, 1, 0, 1);
493 glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
494 glGenTextures(1, &texYellow);
495 glBindTexture(GL_TEXTURE_2D, texYellow);
496 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
497 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
498 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, TEXRES_X, TEXRES_Y, 0, GL_RGBA, GL_UNSIGNED_BYTE, env_map);
499 ssgSimpleState *yellow_state;
500 yellow_state = new ssgSimpleState();
502 yellow_state->setTexture( texYellow );
503 yellow_state->disable( GL_LIGHTING );
504 yellow_state->enable( GL_TEXTURE_2D );
505 yellow_state->setShadeModel( GL_SMOOTH );
506 //************** HARD CODED RUNWAY LIGHT TEXTURES END ************************
508 ssgBranch *runway_lights = new ssgBranch;
509 sgVec3 v2,v3,inf,side;
511 ssgLeaf *leaf1 = NULL;
512 ssgLeaf *leaf2 = NULL;
513 ssgLeaf *leaf7 = NULL;
514 ssgLeaf *leaf8 = NULL;
515 ssgLeaf *leaf9 = NULL;
517 ssgVertexArray *vlw = new ssgVertexArray( 1 );
518 ssgNormalArray *nlw = new ssgNormalArray( 1 );
519 ssgVertexArray *vlt = new ssgVertexArray( 1 );
520 ssgNormalArray *nlt = new ssgNormalArray( 1 );
521 ssgVertexArray *vlr = new ssgVertexArray( 1 );
522 ssgNormalArray *nlr = new ssgNormalArray( 1 );
523 ssgVertexArray *vlg = new ssgVertexArray( 1 );
524 ssgNormalArray *nlg = new ssgNormalArray( 1 );
525 ssgVertexArray *vly = new ssgVertexArray( 1 );
526 ssgNormalArray *nly = new ssgNormalArray( 1 );
528 for ( int i = 0; i < points->getNum()-1; i=i++ ) {
530 // Allocate ssg structure
531 ssgVertexArray *vl = new ssgVertexArray( 1 );
532 ssgNormalArray *nl = new ssgNormalArray( 1 );
533 ssgVertexArray *vl1 = new ssgVertexArray( 1 );
534 ssgNormalArray *nl1 = new ssgNormalArray( 1 );
536 float *n1 = normal->get(i);
537 float *d1 = dir->get(i);
539 /* TEMPORARY CODE BEGIN
540 // calculate normal using 1st, 2nd & last vertices of the group
542 sgMakeNormal (n1, points->get(0), points->get(1), points->get(points->getNum()-1) );
544 sgSubVec3(d1,points->get(1),points->get(0));
545 printf("%f %f %f\n",n1[0],n1[1],n1[2]);
546 printf("%f %f %f\n",d1[0],d1[1],d1[2]);
548 ----TEMPORARY CODE END */
551 sgNormaliseVec3 ( n1 );
552 sgNormaliseVec3 ( d1 );
558 sgVectorProductVec3(side,n1,d1);
559 sgScaleVec3 (inf,n1,-50);
560 sgScaleVec3 (side,5);
562 float *v1 = points->get(i);
563 sgAddVec3(v2,v1,inf);
564 sgAddVec3(v3,v2,side);
566 if ( type[i] == 1) { //POINT,WHITE
571 } else if (type[i] == 2) { //POINT,TAXI
576 } else if (type[i] == 3) { //SINGLE POLYGON,VASI
585 ssgLeaf *leaf3 = NULL;
586 leaf3 = new ssgVtxTable ( GL_POLYGON, vl, nl, NULL, NULL );
587 leaf3->setState( vasi_state );
588 runway_lights->addKid( leaf3 );
590 } else if (type[i] == 4) { //BACK-TO-BACK POLYGONS,TOUCHDOWN/THRESHOLD
606 ssgLeaf *leaf41 = NULL;
607 leaf41 = new ssgVtxTable ( GL_POLYGON, vl, nl, NULL, NULL );
608 leaf41->setState( touchdown_state );
609 runway_lights->addKid( leaf41 );
611 ssgLeaf *leaf42 = NULL;
612 leaf42 = new ssgVtxTable ( GL_POLYGON, vl1, nl1, NULL, NULL );
613 leaf42->setState( threshold_state );
614 runway_lights->addKid( leaf42 );
616 } else if ( type[i] == 5) { //POINT,WHITE, SEQUENCE LIGHTS (RABBIT)
620 ssgLeaf *leaf5 = NULL;
621 leaf5 = new ssgVtxTable ( GL_POINTS, vl, nl, NULL, NULL );
622 leaf5->setState( white_state );
623 lightmaps_sequence->addKid (leaf5);
625 } else if ( type[i] == 6) { //POINT,WHITE, SEQUENCE LIGHTS (RABBIT)
629 ssgLeaf *leaf6 = NULL;
630 leaf6 = new ssgVtxTable ( GL_POINTS, vl, nl, NULL, NULL );
631 leaf6->setState( yellow_state );
632 ols_transform->addKid (leaf6);
633 // DO NOT DELETE THIS CODE - This is to compare a discrete FLOLS (without LOD) with analog FLOLS
634 // lightmaps_sequence->addKid (leaf6);
635 // DO NOT DELETE THIS CODE - This is to compare a discrete FLOLS (without LOD) with analog FLOLS
637 } else if (type[i] == 7) { //POINT,RED
642 } else if (type[i] == 8) { //POINT,GREEN
647 } else if (type[i] == 9) { //POINT,YELLOW
656 leaf1 = new ssgVtxTable ( GL_POINTS, vlw, nlw, NULL, NULL );
657 leaf1->setState( white_state );
658 runway_lights->addKid( leaf1 );
660 leaf2 = new ssgVtxTable ( GL_POINTS, vlt, nlt, NULL, NULL );
661 leaf2->setState( taxi_state );
662 runway_lights->addKid( leaf2 );
664 leaf7 = new ssgVtxTable ( GL_POINTS, vlr, nlr, NULL, NULL );
665 leaf7->setState( red_state );
666 runway_lights->addKid( leaf7 );
668 leaf8 = new ssgVtxTable ( GL_POINTS, vlg, nlg, NULL, NULL );
669 leaf8->setState( green_state );
670 // DO NOT DELETE THIS CODE - This is to compare a discrete FLOLS (without LOD) with analog FLOLS
671 ols_transform->ref();
672 lightmaps_sequence->addKid (ols_transform);
673 // DO NOT DELETE THIS CODE - This is to compare a discrete FLOLS (without LOD) with analog FLOLS
674 lightmaps_sequence->addKid (leaf8);
676 leaf9 = new ssgVtxTable ( GL_POINTS, vly, nly, NULL, NULL );
677 leaf9->setState( yellow_state );
678 runway_lights->addKid( leaf9 );
680 lightmaps_sequence->select(0xFFFFFF);
681 return runway_lights;
686 // Free "n" leaf elements of an ssg tree. returns the number of
687 // elements freed. An empty branch node is considered a leaf. This
688 // is intended to spread the load of freeing a complex tile out over
690 static int fgPartialFreeSSGtree( ssgBranch *b, int n ) {
694 // we still have some delete budget left
695 for ( int i = 0; i < b->getNumKids(); ++i ) {
696 ssgEntity *kid = b->getKid(i);
697 if ( kid->isAKindOf( ssgTypeBranch() ) && kid->getRef() <= 1 ) {
698 int result = fgPartialFreeSSGtree( (ssgBranch *)kid, n );
699 num_deletes += result;
710 // remove the parent if it is empty
711 if ( b->getNumKids() == 0 ) {
722 // Clean up the memory used by this tile and delete the arrays used by
723 // ssg as well as the whole ssg branch
724 bool FGTileEntry::free_tile() {
726 int delete_size = 100;
727 SG_LOG( SG_TERRAIN, SG_DEBUG,
728 "FREEING TILE = (" << tile_bucket << ")" );
730 SG_LOG( SG_TERRAIN, SG_DEBUG, "(start) free_tracker = " << free_tracker );
732 if ( !(free_tracker & NODES) ) {
733 SG_LOG( SG_TERRAIN, SG_DEBUG,
734 " deleting " << nodes.size() << " nodes" );
737 free_tracker |= NODES;
738 } else if ( !(free_tracker & VEC_PTRS) ) {
739 // delete the vector pointers
740 SG_LOG( SG_TERRAIN, SG_DEBUG,
741 " deleting (leaf data) vertex, normal, and "
742 << " texture coordinate arrays" );
744 for ( i = 0; i < (int)vec3_ptrs.size(); ++i ) {
745 delete [] vec3_ptrs[i];
749 for ( i = 0; i < (int)vec2_ptrs.size(); ++i ) {
750 delete [] vec2_ptrs[i];
754 for ( i = 0; i < (int)index_ptrs.size(); ++i ) {
755 delete index_ptrs[i];
759 free_tracker |= VEC_PTRS;
760 } else if ( !(free_tracker & TERRA_NODE) ) {
761 // delete the terrain branch (this should already have been
762 // disconnected from the scene graph)
763 SG_LOG( SG_TERRAIN, SG_DEBUG, "FREEING terra_transform" );
764 if ( fgPartialFreeSSGtree( terra_transform, delete_size ) == 0 ) {
765 free_tracker |= TERRA_NODE;
767 } else if ( !(free_tracker & GROUND_LIGHTS) && gnd_lights_transform ) {
768 // delete the terrain lighting branch (this should already have been
769 // disconnected from the scene graph)
770 SG_LOG( SG_TERRAIN, SG_DEBUG, "FREEING gnd_lights_transform" );
771 if ( fgPartialFreeSSGtree( gnd_lights_transform, delete_size ) == 0 ) {
772 free_tracker |= GROUND_LIGHTS;
774 } else if ( !(free_tracker & RWY_LIGHTS) && rwy_lights_transform ) {
775 // delete the terrain lighting branch (this should already have been
776 // disconnected from the scene graph)
777 SG_LOG( SG_TERRAIN, SG_DEBUG, "FREEING rwy_lights_transform" );
778 if ( fgPartialFreeSSGtree( rwy_lights_transform, delete_size ) == 0 ) {
779 free_tracker |= RWY_LIGHTS;
781 } else if ( !(free_tracker & LIGHTMAPS) && lightmaps_transform ) {
783 // delete the terrain lighting branch (this should already have been
784 // disconnected from the scene graph)
785 SG_LOG( SG_TERRAIN, SG_DEBUG, "FREEING lightmaps_transform" );
786 if ( fgPartialFreeSSGtree( lightmaps_transform, delete_size ) == 0 ) {
787 free_tracker |= LIGHTMAPS;
793 SG_LOG( SG_TERRAIN, SG_DEBUG, "(end) free_tracker = " << free_tracker );
795 // if we fall down to here, we still have work todo, return false
800 // Update the ssg transform node for this tile so it can be
801 // properly drawn relative to our (0,0,0) point
802 void FGTileEntry::prep_ssg_node( const Point3D& p, sgVec3 up, float vis) {
803 if ( !loaded ) return;
807 // #define USE_UP_AND_COMING_PLIB_FEATURE
808 #ifdef USE_UP_AND_COMING_PLIB_FEATURE
809 terra_range->setRange( 0, SG_ZERO );
810 terra_range->setRange( 1, vis + bounding_radius );
811 if ( gnd_lights_range ) {
812 gnd_lights_range->setRange( 0, SG_ZERO );
813 gnd_lights_range->setRange( 1, vis * 1.5 + bounding_radius );
815 if ( rwy_lights_range ) {
816 rwy_lights_range->setRange( 0, SG_ZERO );
817 rwy_lights_range->setRange( 1, vis * 1.5 + bounding_radius );
822 ranges[1] = vis + bounding_radius;
823 terra_range->setRanges( ranges, 2 );
824 if ( gnd_lights_range ) {
825 ranges[1] = vis * 1.5 + bounding_radius;
826 gnd_lights_range->setRanges( ranges, 2 );
828 if ( rwy_lights_range ) {
829 ranges[1] = vis * 1.5 + bounding_radius;
830 rwy_lights_range->setRanges( ranges, 2 );
834 sgSetVec3( sgTrans, offset.x(), offset.y(), offset.z() );
835 terra_transform->setTransform( sgTrans );
837 if ( gnd_lights_transform ) {
838 // we need to lift the lights above the terrain to avoid
839 // z-buffer fighting. We do this based on our altitude and
840 // the distance this tile is away from scenery center.
842 // we expect 'up' to be a unit vector coming in, but since we
843 // modify the value of lift_vec, we need to create a local
846 sgCopyVec3( lift_vec, up );
849 agl = globals->get_current_view()->getAltitudeASL_ft()
850 * SG_FEET_TO_METER - globals->get_scenery()->get_cur_elev();
852 // sgTrans just happens to be the
853 // vector from scenery center to the center of this tile which
854 // is what we want to calculate the distance of
856 sgCopyVec3( to, sgTrans );
857 double dist = sgLengthVec3( to );
859 if ( general.get_glDepthBits() > 16 ) {
860 sgScaleVec3( lift_vec, 10.0 + agl / 100.0 + dist / 10000 );
862 sgScaleVec3( lift_vec, 10.0 + agl / 20.0 + dist / 5000 );
866 sgCopyVec3( lt_trans, sgTrans );
868 sgAddVec3( lt_trans, lift_vec );
869 gnd_lights_transform->setTransform( lt_trans );
871 // select which set of lights based on sun angle
872 float sun_angle = cur_light_params.sun_angle * SGD_RADIANS_TO_DEGREES;
873 if ( sun_angle > 95 ) {
874 gnd_lights_brightness->select(0x04);
875 } else if ( sun_angle > 92 ) {
876 gnd_lights_brightness->select(0x02);
877 } else if ( sun_angle > 89 ) {
878 gnd_lights_brightness->select(0x01);
880 gnd_lights_brightness->select(0x00);
884 if ( rwy_lights_transform ) {
885 // we need to lift the lights above the terrain to avoid
886 // z-buffer fighting. We do this based on our altitude and
887 // the distance this tile is away from scenery center.
890 sgCopyVec3( lift_vec, up );
893 agl = globals->get_current_view()->getAltitudeASL_ft()
894 * SG_FEET_TO_METER - globals->get_scenery()->get_cur_elev();
896 // sgTrans just happens to be the
897 // vector from scenery center to the center of this tile which
898 // is what we want to calculate the distance of
900 sgCopyVec3( to, sgTrans );
901 double dist = sgLengthVec3( to );
903 if ( general.get_glDepthBits() > 16 ) {
904 sgScaleVec3( lift_vec, 0.0 + agl / 100.0 + dist / 10000 );
906 sgScaleVec3( lift_vec, 1.0 + agl / 20.0 + dist / 5000 );
910 sgCopyVec3( lt_trans, sgTrans );
912 sgAddVec3( lt_trans, lift_vec );
913 rwy_lights_transform->setTransform( lt_trans );
915 // select which set of lights based on sun angle
916 // float sun_angle = cur_light_params.sun_angle * SGD_RADIANS_TO_DEGREES;
917 // if ( sun_angle > 95 ) {
918 // gnd_lights_brightness->select(0x04);
919 // } else if ( sun_angle > 92 ) {
920 // gnd_lights_brightness->select(0x02);
921 // } else if ( sun_angle > 89 ) {
922 // gnd_lights_brightness->select(0x01);
924 // gnd_lights_brightness->select(0x00);
929 // Transform & Render runway lights - 23 Mar 2001
930 sgSetVec3( sgTrans, offset.x(), offset.y(), offset.z() );
931 if ( lightmaps_transform ) {
932 static unsigned int selectnode = 0;
933 // Run-time extension check.
934 if (!glutExtensionSupported("GL_EXT_point_parameters")) {
935 //use lightmaps on billboarded polygons
937 // using GL_EXT_point_parameters
939 // This part is same as ground-lights code above by Curt
941 sgCopyVec3( lift_vec, up );
944 agl1 = globals->get_current_view()->getAltitudeASL_ft()
945 * SG_FEET_TO_METER - globals->get_scenery()->get_cur_elev();
947 // sgTrans just happens to be the
948 // vector from scenery center to the center of this tile which
949 // is what we want to calculate the distance of
951 sgCopyVec3( to1, sgTrans );
952 double dist1 = sgLengthVec3( to1 );
954 if ( general.get_glDepthBits() > 16 ) {
955 sgScaleVec3( lift_vec, 0.0 + agl1 / 2000.0 + dist1 / 10000 );
957 sgScaleVec3( lift_vec, 0.0 + agl1 / 20.0 + dist1 / 5000 );
959 sgAddVec3( sgTrans, lift_vec );
960 lightmaps_transform->setTransform( sgTrans );
962 float sun_angle1 = cur_light_params.sun_angle * SGD_RADIANS_TO_DEGREES;
963 if ( (sun_angle1 > 89) ) {
964 lightmaps_brightness->select(0x01);
966 selectnode = selectnode | 0x000001;
967 if (selectnode > 0xFFFFFF) selectnode = 1;
968 lightmaps_sequence->select(selectnode);
970 lightmaps_brightness->select(0x00);
971 lightmaps_sequence->select(0x000000);
973 } // end of GL_EXT_point_parameters section
975 } // end of runway lights section
981 // Set up lights rendering call backs
982 static int fgLightsPredraw( ssgEntity *e ) {
984 #ifdef GL_EXT_point_parameters
985 if (glutExtensionSupported("GL_EXT_point_parameters")) {
986 static float quadratic[3] = {1.0, 0.01, 0.0001};
987 glPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT, quadratic);
988 glPointParameterfEXT(GL_POINT_SIZE_MIN_EXT, 1.0);
996 static int fgLightsPostdraw( ssgEntity *e ) {
998 #ifdef GL_EXT_point_parameters
999 if (glutExtensionSupported("GL_EXT_point_parameters")) {
1000 static float default_attenuation[3] = {1.0, 0.0, 0.0};
1001 glPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT,
1002 default_attenuation);
1011 ssgLeaf* FGTileEntry::gen_lights( ssgVertexArray *lights, int inc, float bright ) {
1012 // generate a repeatable random seed
1013 float *p1 = lights->get( 0 );
1014 unsigned int *seed = (unsigned int *)p1;
1015 sg_srandom( *seed );
1017 int size = lights->getNum() / inc;
1019 // Allocate ssg structure
1020 ssgVertexArray *vl = new ssgVertexArray( size + 1 );
1021 ssgNormalArray *nl = NULL;
1022 ssgTexCoordArray *tl = NULL;
1023 ssgColourArray *cl = new ssgColourArray( size + 1 );
1026 for ( int i = 0; i < lights->getNum(); ++i ) {
1027 // this loop is slightly less efficient than it otherwise
1028 // could be, but we want a red light to always be red, and a
1029 // yellow light to always be yellow, etc. so we are trying to
1030 // preserve the random sequence.
1031 float zombie = sg_random();
1032 if ( i % inc == 0 ) {
1033 vl->add( lights->get(i) );
1035 // factor = sg_random() ^ 2, range = 0 .. 1 concentrated towards 0
1036 float factor = sg_random();
1039 if ( zombie > 0.5 ) {
1040 // 50% chance of yellowish
1041 sgSetVec4( color, 0.9, 0.9, 0.3, bright - factor * 0.2 );
1042 } else if ( zombie > 0.15 ) {
1043 // 35% chance of whitish
1044 sgSetVec4( color, 0.9, 0.9, 0.8, bright - factor * 0.2 );
1045 } else if ( zombie > 0.05 ) {
1046 // 10% chance of orangish
1047 sgSetVec4( color, 0.9, 0.6, 0.2, bright - factor * 0.2 );
1049 // 5% chance of redish
1050 sgSetVec4( color, 0.9, 0.2, 0.2, bright - factor * 0.2 );
1058 new ssgVtxTable ( GL_POINTS, vl, nl, tl, cl );
1061 FGNewMat *newmat = material_lib.find( "LIGHTS" );
1062 leaf->setState( newmat->get_state() );
1063 leaf->setCallback( SSG_CALLBACK_PREDRAW, fgLightsPredraw );
1064 leaf->setCallback( SSG_CALLBACK_POSTDRAW, fgLightsPostdraw );
1070 bool FGTileEntry::obj_load( const std::string& path,
1071 ssgBranch* geometry,
1072 ssgBranch* rwy_lights,
1073 ssgVertexArray* ground_lights, bool is_base )
1075 Point3D c; // returned center point
1076 double br; // returned bounding radius
1078 // try loading binary format
1079 if ( fgBinObjLoad( path, is_base,
1080 &c, &br, geometry, rwy_lights, ground_lights ) )
1084 bounding_radius = br;
1087 // next try the older ascii format, this is some ugly
1088 // weirdness because the ascii loader is *old* and hasn't been
1089 // updated, but hopefully we can can the ascii format soon.
1090 ssgBranch *tmp = fgAsciiObjLoad( path, this, ground_lights, is_base );
1092 return (NULL != tmp);
1094 // default to an ocean tile
1095 if ( fgGenTile( path, tile_bucket, &c, &br, geometry ) ) {
1097 bounding_radius = br;
1099 SG_LOG( SG_TERRAIN, SG_ALERT,
1100 "Warning: failed to generate ocean tile!" );
1105 return (NULL != geometry);
1110 FGTileEntry::load( const SGPath& base, bool is_base )
1112 SG_LOG( SG_TERRAIN, SG_INFO, "load() base = " << base.str() );
1114 // Generate names for later use
1115 string index_str = tile_bucket.gen_index_str();
1117 SGPath tile_path = base;
1118 tile_path.append( tile_bucket.gen_base_path() );
1120 SGPath basename = tile_path;
1121 basename.append( index_str );
1122 // string path = basename.str();
1124 SG_LOG( SG_TERRAIN, SG_INFO, "Loading tile " << basename.str() );
1126 #define FG_MAX_LIGHTS 1000
1128 // obj_load() will generate ground lighting for us ...
1129 ssgVertexArray *light_pts = new ssgVertexArray( 100 );
1132 ssgVertexArray *lights_rway = new ssgVertexArray( 100 );
1133 ssgVertexArray *lights_dir = new ssgVertexArray( 100 );
1134 ssgVertexArray *lights_normal = new ssgVertexArray( 100 );
1135 int lights_type[FG_MAX_LIGHTS];
1138 ssgBranch* new_tile = new ssgBranch;
1140 // Check for master .stg (scene terra gear) file
1141 SGPath stg_name = basename;
1142 stg_name.concat( ".stg" );
1144 sg_gzifstream in( stg_name.str() );
1146 if ( in.is_open() ) {
1149 while ( ! in.eof() ) {
1152 if ( token == "OBJECT_BASE" ) {
1153 in >> name >> ::skipws;
1154 SG_LOG( SG_TERRAIN, SG_INFO, "token = " << token
1155 << " name = " << name );
1157 SGPath custom_path = tile_path;
1158 custom_path.append( name );
1160 ssgBranch *geometry = new ssgBranch;
1161 if ( obj_load( custom_path.str(),
1162 geometry, NULL, light_pts, true ) )
1164 new_tile -> addKid( geometry );
1168 } else if ( token == "OBJECT" ) {
1169 in >> name >> ::skipws;
1170 SG_LOG( SG_TERRAIN, SG_DEBUG, "token = " << token
1171 << " name = " << name );
1173 SGPath custom_path = tile_path;
1174 custom_path.append( name );
1176 ssgBranch *geometry = new ssgBranch;
1177 ssgBranch *rwy_lights = new ssgBranch;
1178 if ( obj_load( custom_path.str(),
1179 geometry, rwy_lights, NULL, false ) )
1181 if ( geometry -> getNumKids() > 0 ) {
1182 new_tile -> addKid( geometry );
1186 if ( rwy_lights -> getNumKids() > 0 ) {
1187 rwy_lights_range -> addKid( rwy_lights );
1196 } else if ( token == "OBJECT_STATIC" ) {
1198 double lon, lat, elev, hdg;
1199 in >> name >> lon >> lat >> elev >> hdg >> ::skipws;
1200 SG_LOG( SG_TERRAIN, SG_INFO, "token = " << token
1201 << " name = " << name
1202 << " pos = " << lon << ", " << lat
1203 << " elevation = " << elev
1204 << " heading = " << hdg );
1206 // object loading is deferred to main render thread,
1207 // but lets figure out the paths right now.
1208 SGPath custom_path = tile_path;
1209 custom_path.append( name );
1212 WorldCoordinate( &obj_pos, center, lat, lon, elev, hdg );
1214 ssgTransform *obj_trans = new ssgTransform;
1215 obj_trans->setTransform( &obj_pos );
1217 // wire as much of the scene graph together as we can
1218 new_tile->addKid( obj_trans );
1220 // bump up the pending models count
1223 // push an entry onto the model load queue
1225 = new FGDeferredModel( custom_path.str(), tile_path.str(),
1227 FGTileMgr::model_ready( dm );
1228 } else if ( token == "OBJECT_TAXI_SIGN" ) {
1230 double lon, lat, elev, hdg;
1231 in >> name >> lon >> lat >> elev >> hdg >> ::skipws;
1232 SG_LOG( SG_TERRAIN, SG_INFO, "token = " << token
1233 << " name = " << name
1234 << " pos = " << lon << ", " << lat
1235 << " elevation = " << elev
1236 << " heading = " << hdg );
1238 // load the object itself
1239 SGPath custom_path = tile_path;
1240 custom_path.append( name );
1243 WorldCoordinate( &obj_pos, center, lat, lon, elev, hdg );
1245 ssgTransform *obj_trans = new ssgTransform;
1246 obj_trans->setTransform( &obj_pos );
1248 ssgBranch *custom_obj
1249 = gen_taxi_sign( custom_path.str(), name );
1251 // wire the pieces together
1252 if ( custom_obj != NULL ) {
1253 obj_trans -> addKid( custom_obj );
1255 new_tile->addKid( obj_trans );
1256 } else if ( token == "OBJECT_RUNWAY_SIGN" ) {
1258 double lon, lat, elev, hdg;
1259 in >> name >> lon >> lat >> elev >> hdg >> ::skipws;
1260 SG_LOG( SG_TERRAIN, SG_INFO, "token = " << token
1261 << " name = " << name
1262 << " pos = " << lon << ", " << lat
1263 << " elevation = " << elev
1264 << " heading = " << hdg );
1266 // load the object itself
1267 SGPath custom_path = tile_path;
1268 custom_path.append( name );
1271 WorldCoordinate( &obj_pos, center, lat, lon, elev, hdg );
1273 ssgTransform *obj_trans = new ssgTransform;
1274 obj_trans->setTransform( &obj_pos );
1276 ssgBranch *custom_obj
1277 = gen_runway_sign( custom_path.str(), name );
1279 // wire the pieces together
1280 if ( custom_obj != NULL ) {
1281 obj_trans -> addKid( custom_obj );
1283 new_tile->addKid( obj_trans );
1284 } else if ( token == "RWY_LIGHTS" ) {
1285 double lon, lat, hdg, len, width;
1286 string common, end1, end2;
1287 in >> lon >> lat >> hdg >> len >> width
1288 >> common >> end1 >> end2;
1289 SG_LOG( SG_TERRAIN, SG_INFO, "token = " << token
1290 << " pos = " << lon << ", " << lat
1292 << " size = " << len << ", " << width
1293 << " codes = " << common << " "
1294 << end1 << " " << end2 );
1296 SG_LOG( SG_TERRAIN, SG_ALERT,
1297 "Unknown token " << token << " in "
1298 << stg_name.str() );
1303 // no .stg file, generate an ocean tile on the fly for this
1305 ssgBranch *geometry = new ssgBranch;
1308 if ( fgGenTile( basename.str(), tile_bucket, &c, &br, geometry ) ) {
1310 bounding_radius = br;
1311 new_tile -> addKid( geometry );
1314 SG_LOG( SG_TERRAIN, SG_ALERT,
1315 "Warning: failed to generate ocean tile!" );
1319 if ( new_tile != NULL ) {
1320 terra_range->addKid( new_tile );
1323 terra_transform->addKid( terra_range );
1325 // calculate initial tile offset
1326 SetOffset( globals->get_scenery()->get_center() );
1328 sgSetCoord( &sgcoord,
1329 offset.x(), offset.y(), offset.z(),
1331 terra_transform->setTransform( &sgcoord );
1332 // terrain->addKid( terra_transform );
1334 // Add ground lights to scene graph if any exist
1335 gnd_lights_transform = NULL;
1336 gnd_lights_range = NULL;
1337 if ( light_pts->getNum() ) {
1338 SG_LOG( SG_TERRAIN, SG_DEBUG, "generating lights" );
1339 gnd_lights_transform = new ssgTransform;
1340 gnd_lights_range = new ssgRangeSelector;
1341 gnd_lights_brightness = new ssgSelector;
1344 lights = gen_lights( light_pts, 4, 0.7 );
1345 gnd_lights_brightness->addKid( lights );
1347 lights = gen_lights( light_pts, 2, 0.85 );
1348 gnd_lights_brightness->addKid( lights );
1350 lights = gen_lights( light_pts, 1, 1.0 );
1351 gnd_lights_brightness->addKid( lights );
1353 gnd_lights_range->addKid( gnd_lights_brightness );
1354 gnd_lights_transform->addKid( gnd_lights_range );
1355 gnd_lights_transform->setTransform( &sgcoord );
1358 // Add runway lights to scene graph if any exist
1359 if ( rwy_lights_range->getNumKids() > 0 ) {
1360 SG_LOG( SG_TERRAIN, SG_INFO, "adding runway lights" );
1361 rwy_lights_transform->addKid( rwy_lights_range );
1362 rwy_lights_transform->setTransform( &sgcoord );
1366 // Create runway lights - 23 Mar 2001
1367 lightmaps_transform = NULL;
1368 lightmaps_sequence = NULL;
1369 ols_transform = NULL;
1370 // lightmaps_range = NULL;
1372 if ( lights_rway->getNum() ) {
1373 SG_LOG( SG_TERRAIN, SG_DEBUG, "generating airport lights" );
1374 lightmaps_transform = new ssgTransform;
1375 // lightmaps_range = new ssgRangeSelector;
1376 lightmaps_brightness = new ssgSelector;
1377 lightmaps_sequence = new ssgSelector;
1378 ols_transform = new ssgTransform;
1379 ssgBranch *lightmaps_branch;
1381 // call function to generate the runway lights
1382 lightmaps_branch = gen_runway_lights( lights_rway,
1383 lights_normal, lights_dir, lights_type);
1384 lightmaps_brightness->addKid( lightmaps_branch );
1386 // build the runway lights' scene
1387 // lightmaps_range->addKid( lightmaps_brightness ); //dont know why this doesnt work !!
1388 // lightmaps_transform->addKid( lightmaps_range ); //dont know why this doesnt work !!
1389 lightmaps_transform->addKid( lightmaps_brightness );
1390 lightmaps_sequence->setTraversalMaskBits( SSGTRAV_HOT );
1391 lightmaps_transform->addKid( lightmaps_sequence );
1392 lightmaps_transform->setTransform( &sgcoord );
1399 FGTileEntry::add_ssg_nodes( ssgBranch* terrain_branch,
1400 ssgBranch* gnd_lights_branch,
1401 ssgBranch* rwy_lights_branch )
1403 // bump up the ref count so we can remove this later without
1404 // having ssg try to free the memory.
1405 terra_transform->ref();
1406 terrain_branch->addKid( terra_transform );
1408 SG_LOG( SG_TERRAIN, SG_DEBUG,
1409 "connected a tile into scene graph. terra_transform = "
1410 << terra_transform );
1411 SG_LOG( SG_TERRAIN, SG_DEBUG, "num parents now = "
1412 << terra_transform->getNumParents() );
1414 if ( gnd_lights_transform != NULL ) {
1415 // bump up the ref count so we can remove this later without
1416 // having ssg try to free the memory.
1417 gnd_lights_transform->ref();
1418 gnd_lights_branch->addKid( gnd_lights_transform );
1421 if ( rwy_lights_transform != NULL ) {
1422 // bump up the ref count so we can remove this later without
1423 // having ssg try to free the memory.
1424 rwy_lights_transform->ref();
1425 rwy_lights_branch->addKid( rwy_lights_transform );
1429 if ( lightmaps_transform != 0 ) {
1430 // bump up the ref count so we can remove this later without
1431 // having ssg try to free the memory.
1432 lightmaps_transform->ref();
1433 gnd_lights_branch->addKid( lightmaps_transform );
1442 FGTileEntry::disconnect_ssg_nodes()
1444 SG_LOG( SG_TERRAIN, SG_INFO, "disconnecting ssg nodes" );
1447 SG_LOG( SG_TERRAIN, SG_INFO, "removing a not-fully loaded tile!" );
1449 SG_LOG( SG_TERRAIN, SG_INFO, "removing a fully loaded tile! terra_transform = " << terra_transform );
1452 // find the terrain branch parent
1453 int pcount = terra_transform->getNumParents();
1455 // find the first parent (should only be one)
1456 ssgBranch *parent = terra_transform->getParent( 0 ) ;
1458 // disconnect the tile (we previously ref()'d it so it
1459 // won't get freed now)
1460 parent->removeKid( terra_transform );
1462 SG_LOG( SG_TERRAIN, SG_ALERT,
1463 "parent pointer is NULL! Dying" );
1467 SG_LOG( SG_TERRAIN, SG_ALERT,
1468 "Parent count is zero for an ssg tile! Dying" );
1472 // find the ground lighting branch
1473 if ( gnd_lights_transform ) {
1474 pcount = gnd_lights_transform->getNumParents();
1476 // find the first parent (should only be one)
1477 ssgBranch *parent = gnd_lights_transform->getParent( 0 ) ;
1479 // disconnect the light branch (we previously ref()'d
1480 // it so it won't get freed now)
1481 parent->removeKid( gnd_lights_transform );
1483 SG_LOG( SG_TERRAIN, SG_ALERT,
1484 "parent pointer is NULL! Dying" );
1488 SG_LOG( SG_TERRAIN, SG_ALERT,
1489 "Parent count is zero for an ssg light tile! Dying" );
1494 // find the runway lighting branch
1495 if ( rwy_lights_transform ) {
1496 pcount = rwy_lights_transform->getNumParents();
1498 // find the first parent (should only be one)
1499 ssgBranch *parent = rwy_lights_transform->getParent( 0 ) ;
1501 // disconnect the light branch (we previously ref()'d
1502 // it so it won't get freed now)
1503 parent->removeKid( rwy_lights_transform );
1505 SG_LOG( SG_TERRAIN, SG_ALERT,
1506 "parent pointer is NULL! Dying" );
1510 SG_LOG( SG_TERRAIN, SG_ALERT,
1511 "Parent count is zero for an ssg light tile! Dying" );
1517 //runway lights - 23 Mar 2001
1518 // Delete runway lights and free memory
1519 if ( lightmaps_transform ) {
1520 // delete the runway lighting branch
1521 pcount = lightmaps_transform->getNumParents();
1523 // find the first parent (should only be one)
1524 ssgBranch *parent = lightmaps_transform->getParent( 0 ) ;
1526 parent->removeKid( lightmaps_transform );
1527 lightmaps_transform = NULL;
1529 SG_LOG( SG_TERRAIN, SG_ALERT,
1530 "lightmaps parent pointer is NULL! Dying" );
1534 SG_LOG( SG_TERRAIN, SG_ALERT,
1535 "Parent count is zero for an ssg lightmap tile! Dying" );