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 ),
65 // update the contents
66 // if ( vec3_ptrs.size() || vec2_ptrs.size() || index_ptrs.size() ) {
67 // SG_LOG( SG_TERRAIN, SG_ALERT,
68 // "Attempting to overwrite existing or"
69 // << " not properly freed leaf data." );
76 FGTileEntry::~FGTileEntry () {
77 // cout << "nodes = " << nodes.size() << endl;;
83 // Please keep this for reference. We use Norman's optimized routine,
84 // but here is what the routine really is doing.
86 FGTileEntry::WorldCoordinate( sgCoord *obj_pos, Point3D center,
87 double lat, double lon, double elev, double hdg)
90 Point3D geod( lon * SGD_DEGREES_TO_RADIANS,
91 lat * SGD_DEGREES_TO_RADIANS,
94 Point3D world_pos = sgGeodToCart( geod );
95 Point3D offset = world_pos - center;
98 sgMakeTransMat4( POS, offset.x(), offset.y(), offset.z() );
100 sgVec3 obj_rt, obj_up;
101 sgSetVec3( obj_rt, 0.0, 1.0, 0.0); // Y axis
102 sgSetVec3( obj_up, 0.0, 0.0, 1.0); // Z axis
104 sgMat4 ROT_lon, ROT_lat, ROT_hdg;
105 sgMakeRotMat4( ROT_lon, lon, obj_up );
106 sgMakeRotMat4( ROT_lat, 90 - lat, obj_rt );
107 sgMakeRotMat4( ROT_hdg, hdg, obj_up );
110 sgCopyMat4( TUX, ROT_hdg );
111 sgPostMultMat4( TUX, ROT_lat );
112 sgPostMultMat4( TUX, ROT_lon );
113 sgPostMultMat4( TUX, POS );
115 sgSetCoord( obj_pos, TUX );
120 // Norman's 'fast hack' for above
121 static void WorldCoordinate( sgCoord *obj_pos, Point3D center, double lat,
122 double lon, double elev, double hdg )
124 double lon_rad = lon * SGD_DEGREES_TO_RADIANS;
125 double lat_rad = lat * SGD_DEGREES_TO_RADIANS;
126 double hdg_rad = hdg * SGD_DEGREES_TO_RADIANS;
129 Point3D geod( lon_rad, lat_rad, elev );
131 Point3D world_pos = sgGeodToCart( geod );
132 Point3D offset = world_pos - center;
136 SGfloat sin_lat = (SGfloat)sin( lat_rad );
137 SGfloat cos_lat = (SGfloat)cos( lat_rad );
138 SGfloat cos_lon = (SGfloat)cos( lon_rad );
139 SGfloat sin_lon = (SGfloat)sin( lon_rad );
140 SGfloat sin_hdg = (SGfloat)sin( hdg_rad ) ;
141 SGfloat cos_hdg = (SGfloat)cos( hdg_rad ) ;
143 mat[0][0] = cos_hdg * (SGfloat)sin_lat * (SGfloat)cos_lon - sin_hdg * (SGfloat)sin_lon;
144 mat[0][1] = cos_hdg * (SGfloat)sin_lat * (SGfloat)sin_lon + sin_hdg * (SGfloat)cos_lon;
145 mat[0][2] = -cos_hdg * (SGfloat)cos_lat;
148 mat[1][0] = -sin_hdg * (SGfloat)sin_lat * (SGfloat)cos_lon - cos_hdg * (SGfloat)sin_lon;
149 mat[1][1] = -sin_hdg * (SGfloat)sin_lat * (SGfloat)sin_lon + cos_hdg * (SGfloat)cos_lon;
150 mat[1][2] = sin_hdg * (SGfloat)cos_lat;
153 mat[2][0] = (SGfloat)cos_lat * (SGfloat)cos_lon;
154 mat[2][1] = (SGfloat)cos_lat * (SGfloat)sin_lon;
155 mat[2][2] = (SGfloat)sin_lat;
158 mat[3][0] = offset.x();
159 mat[3][1] = offset.y();
160 mat[3][2] = offset.z();
163 sgSetCoord( obj_pos, mat );
167 // recurse an ssg tree and call removeKid() on every node from the
168 // bottom up. Leaves the original branch in existance, but empty so
169 // it can be removed by the calling routine.
170 static void my_remove_branch( ssgBranch * branch ) {
171 for ( ssgEntity *k = branch->getKid( 0 );
173 k = branch->getNextKid() )
175 if ( k -> isAKindOf ( ssgTypeBranch() ) ) {
176 my_remove_branch( (ssgBranch *)k );
177 branch -> removeKid ( k );
178 } else if ( k -> isAKindOf ( ssgTypeLeaf() ) ) {
179 branch -> removeKid ( k ) ;
187 unsigned char env_map[TEXRES_X][TEXRES_Y][4];
188 // SetColor & SetColor2 functions were provided by Christian Mayer (26 April 2001) - used without change
189 void setColor(float x, float y, float z, float angular_size, float r,
190 float g, float b, float a)
193 float inv_length = 1.0 / sqrt(x*x + y*y + z*z);
194 x *= inv_length; y *= inv_length; z *= inv_length;
196 float cos_angular_size = cos(angular_size*(22.0/7.0)/180.0);
198 for( int s = 0; s < TEXRES_X; s++) {
199 for( int t = 0; t < TEXRES_Y; t++) {
201 float s_2 = (float)s/TEXRES_X - 0.5; // centre of texture 0,0
202 float t_2 = (float)t/TEXRES_Y - 0.5; // elev
206 if ((1.0 - 4.0*s_2*s_2 - 4.0*t_2*t_2) >= 0.0) {
208 float m = 4.0 * sqrt(1.0 - 4.0*s_2*s_2 - 4.0*t_2*t_2);
211 rz = m*m / 8.0 - 1.0;
219 float tx = rx; //mirroring on the z=0 plane
220 float ty = ry; //assumes that the normal is allways
221 float tz = -rz; //n(0.0, 0.0, 1.0)
223 if ( cos_angular_size < (x*tx + y*ty + z*tz) ) {
224 env_map[s][t][0] = (unsigned char) r * 255;
225 env_map[s][t][1] = (unsigned char) g * 255;
226 env_map[s][t][2] = (unsigned char) b * 255;
227 env_map[s][t][3] = (unsigned char) a * 255;
233 // elevation_size, float azimuth_size are the *total* angular size of the light
234 void setColor2(float elevation_size,float azimuth_size, float r, float g, float b, float a)
236 for( int s = 0; s < TEXRES_X; s++) {
237 for( int t = 0; t < TEXRES_Y; t++) {
238 float s_2 = (float)s/TEXRES_X - 0.5;
239 float t_2 = (float)t/TEXRES_Y - 0.5;
243 if ((1.0 - 4.0*s_2*s_2 - 4.0*t_2*t_2) >= 0.0) {
245 float m = 4.0 * sqrt(1.0 - 4.0*s_2*s_2 - 4.0*t_2*t_2);
248 rz = m*m / 8.0 - 1.0;
255 float tx = rx; //mirroring on the z=0 plane to reverse
256 float ty = ry; //OpenGLs automatic mirroring
259 //get elevation => project t onto the x-z-plane
260 float tz_proj1 = tz / sqrt(tx*tx + tz*tz);
261 float televation = acos( -tz_proj1 ) * 180.0 / 3.1415;
263 //get azi => project t onto the y-z-plane
264 float tz_proj2 = tz / sqrt(ty*ty + tz*tz);
265 float tazimuth = acos( -tz_proj2 ) * 180.0 / 3.1415;
267 //note televation and tazimuth are the angles *between* the
268 //temporary vector and the normal (0,0,-1). They are *NOT*
269 //the elevation and azimuth angles
272 //if (((elevation_size > televation) || (elevation_size < -televation)) &&
273 // ((azimuth_size > tazimuth ) || (azimuth_size < -tazimuth )))
275 if (((televation*televation) / (elevation_size*elevation_size / 4.0) +
276 (tazimuth *tazimuth ) / (azimuth_size *azimuth_size / 4.0)) <= 1.0)
278 env_map[s][t][0] = (unsigned char) r * 255;
279 env_map[s][t][1] = (unsigned char) g * 255;
280 env_map[s][t][2] = (unsigned char) b * 255;
281 env_map[s][t][3] = (unsigned char) a * 255;
288 // This function performs billboarding of polygons drawn using the UP and RIGHT vectors obtained
289 // from the transpose of the MODEL_VIEW_MATRIX of the ssg_current_context. Each polygon is drawn
290 // at the coordinate array and material state as passed thro arguments.
291 void *fgBillboard( ssgBranch *lightmaps, ssgVertexArray *light_maps, ssgSimpleState *lightmap_state, float size) {
293 sgVec3 rt, up, nrt, nup, pt, quads[4], lmaps[4];
295 ssgGetModelviewMatrix ( tmat );
296 sgSetVec3 (rt, tmat[0][0], tmat[1][0], tmat[2][0]);
297 sgSetVec3 (up, tmat[0][1], tmat[1][1], tmat[2][1]);
298 sgSetVec3 (nrt, tmat[0][0], tmat[1][0], tmat[2][0]);
299 sgSetVec3 (nup, tmat[0][1], tmat[1][1], tmat[2][1]);
303 sgAddVec3 (quads[0], nrt, nup);
304 sgAddVec3 (quads[1], rt, nup);
305 sgAddVec3 (quads[2], rt, up);
306 sgAddVec3 (quads[3], nrt, up);
308 sgScaleVec3 (quads[0], size);
309 sgScaleVec3 (quads[1], size);
310 sgScaleVec3 (quads[2], size);
311 sgScaleVec3 (quads[3], size);
314 sgSetVec4( color, 1.0, 1.0, 0.0, 1.0 );
317 sgSetVec2( texcoords[0], 1.0, 1.0 );
318 sgSetVec2( texcoords[1], 0.0, 1.0 );
319 sgSetVec2( texcoords[2], 0.0, 0.0 );
320 sgSetVec2( texcoords[3], 1.0, 0.0 );
322 for (int j = 0; j < 4; j++ ) {
323 sgCopyVec3(lmaps[j] ,quads[j]);
326 for ( int i = 0; i < light_maps->getNum(); ++i ) {
327 // Allocate ssg structure
328 ssgVertexArray *vl = new ssgVertexArray( 1 );
329 ssgTexCoordArray *tl = new ssgTexCoordArray( 1 );
330 ssgColourArray *cl = new ssgColourArray( 1 );
332 float *temp = light_maps->get(i);
333 sgSetVec3(pt,temp[0],temp[1],temp[2]);
335 for (int k=0; k<4; k++) {
336 sgAddVec3( quads[k],lmaps[k], pt );
338 tl->add(texcoords[k]);
342 ssgLeaf *leaf = NULL;
343 leaf = new ssgVtxTable ( GL_TRIANGLE_FAN, vl, NULL, tl, cl );
344 leaf->setState( lightmap_state );
345 lightmaps->addKid( leaf );
351 ssgBranch* FGTileEntry::gen_runway_lights( ssgVertexArray *points,ssgVertexArray *normal,
352 ssgVertexArray *dir, int type[])
355 //************** HARD CODED RUNWAY LIGHT TEXTURES BEGIN ************************
356 GLuint texEdge, texTaxi, texCenter, texTouchdown;
357 GLuint texThreshold, texCrossbar, texUndershoot, texApproach;
358 GLuint texRabbit, texVasi, texWhite, texRed, texGreen, texYellow;
361 setColor(0.0,0.0,1.0,360.0, 0, 0, 0, 0);
362 setColor2(10.0, 40.0, 1, 1, 1, 1);
363 setColor2(6.0, 40.0, 1, 0.5, 0.5, 1);
364 setColor2(5.0, 40.0, 1, 0, 0, 1);
365 glGenTextures(1, &texVasi);
366 glBindTexture(GL_TEXTURE_2D, texVasi);
367 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
368 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
369 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, TEXRES_X, TEXRES_Y, 0, GL_RGBA, GL_UNSIGNED_BYTE, env_map);
370 ssgSimpleState *vasi_state;
371 vasi_state = new ssgSimpleState();
373 vasi_state->setTexture( texVasi );
374 vasi_state->disable( GL_LIGHTING );
375 vasi_state->enable( GL_TEXTURE_2D );
376 vasi_state->setShadeModel( GL_SMOOTH );
379 setColor(0.0,0.0,-1.0,180.0, 1, 1, 0.5, 1);
380 glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
381 glGenTextures(1, &texEdge);
382 glBindTexture(GL_TEXTURE_2D, texEdge);
383 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
384 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
385 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, TEXRES_X, TEXRES_Y, 0, GL_RGBA, GL_UNSIGNED_BYTE, env_map);
386 ssgSimpleState *edge_state;
387 edge_state = new ssgSimpleState();
389 edge_state->setTexture( texEdge );
390 edge_state->disable( GL_LIGHTING );
391 edge_state->enable( GL_TEXTURE_2D );
392 edge_state->setShadeModel( GL_SMOOTH );
395 setColor(0.0,0.0,-1.0,180.0, 0, 1, 0, 1);
396 glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
397 glGenTextures(1, &texTouchdown);
398 glBindTexture(GL_TEXTURE_2D, texTouchdown);
399 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
400 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
401 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, TEXRES_X, TEXRES_Y, 0, GL_RGBA, GL_UNSIGNED_BYTE, env_map);
402 ssgSimpleState *touchdown_state;
403 touchdown_state = new ssgSimpleState();
404 touchdown_state->ref();
405 touchdown_state->setTexture( texTouchdown );
406 touchdown_state->disable( GL_LIGHTING );
407 touchdown_state->enable( GL_TEXTURE_2D );
408 touchdown_state->setShadeModel( GL_SMOOTH );
411 setColor(0.0,0.0,-1.0,180.0, 1, 0, 0, 1);
412 glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
413 glGenTextures(1, &texThreshold);
414 glBindTexture(GL_TEXTURE_2D, texThreshold);
415 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
416 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
417 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, TEXRES_X, TEXRES_Y, 0, GL_RGBA, GL_UNSIGNED_BYTE, env_map);
418 ssgSimpleState *threshold_state;
419 threshold_state = new ssgSimpleState();
420 threshold_state->ref();
421 threshold_state->setTexture( texThreshold );
422 threshold_state->disable( GL_LIGHTING );
423 threshold_state->enable( GL_TEXTURE_2D );
424 threshold_state->setShadeModel( GL_SMOOTH );
427 setColor(0.0,0.0,-1.0,180.0, 0, 0, 1, 1);
428 glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
429 glGenTextures(1, &texTaxi);
430 glBindTexture(GL_TEXTURE_2D, texTaxi);
431 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
432 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
433 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, TEXRES_X, TEXRES_Y, 0, GL_RGBA, GL_UNSIGNED_BYTE, env_map);
434 ssgSimpleState *taxi_state;
435 taxi_state = new ssgSimpleState();
437 taxi_state->setTexture( texTaxi );
438 taxi_state->disable( GL_LIGHTING );
439 taxi_state->enable( GL_TEXTURE_2D );
440 taxi_state->setShadeModel( GL_SMOOTH );
443 setColor(0.0,0.0,-1.0,180.0, 1, 1, 1, 1);
444 glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
445 glGenTextures(1, &texWhite);
446 glBindTexture(GL_TEXTURE_2D, texWhite);
447 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
448 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
449 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, TEXRES_X, TEXRES_Y, 0, GL_RGBA, GL_UNSIGNED_BYTE, env_map);
450 ssgSimpleState *white_state;
451 white_state = new ssgSimpleState();
453 white_state->setTexture( texWhite );
454 white_state->disable( GL_LIGHTING );
455 white_state->enable( GL_TEXTURE_2D );
456 white_state->setShadeModel( GL_SMOOTH );
459 setColor(0.0,0.0,-1.0,180.0, 1, 0, 0, 1);
460 glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
461 glGenTextures(1, &texRed);
462 glBindTexture(GL_TEXTURE_2D, texRed);
463 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
464 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
465 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, TEXRES_X, TEXRES_Y, 0, GL_RGBA, GL_UNSIGNED_BYTE, env_map);
466 ssgSimpleState *red_state;
467 red_state = new ssgSimpleState();
469 red_state->setTexture( texRed );
470 red_state->disable( GL_LIGHTING );
471 red_state->enable( GL_TEXTURE_2D );
472 red_state->setShadeModel( GL_SMOOTH );
475 setColor(0.0,0.0,-1.0,180.0, 0, 1, 0, 1);
476 glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
477 glGenTextures(1, &texGreen);
478 glBindTexture(GL_TEXTURE_2D, texGreen);
479 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
480 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
481 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, TEXRES_X, TEXRES_Y, 0, GL_RGBA, GL_UNSIGNED_BYTE, env_map);
482 ssgSimpleState *green_state;
483 green_state = new ssgSimpleState();
485 green_state->setTexture( texGreen );
486 green_state->disable( GL_LIGHTING );
487 green_state->enable( GL_TEXTURE_2D );
488 green_state->setShadeModel( GL_SMOOTH );
491 setColor(0.0,0.0,-1.0,180.0, 1, 1, 0, 1);
492 glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
493 glGenTextures(1, &texYellow);
494 glBindTexture(GL_TEXTURE_2D, texYellow);
495 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
496 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
497 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, TEXRES_X, TEXRES_Y, 0, GL_RGBA, GL_UNSIGNED_BYTE, env_map);
498 ssgSimpleState *yellow_state;
499 yellow_state = new ssgSimpleState();
501 yellow_state->setTexture( texYellow );
502 yellow_state->disable( GL_LIGHTING );
503 yellow_state->enable( GL_TEXTURE_2D );
504 yellow_state->setShadeModel( GL_SMOOTH );
505 //************** HARD CODED RUNWAY LIGHT TEXTURES END ************************
507 ssgBranch *runway_lights = new ssgBranch;
508 sgVec3 v2,v3,inf,side;
510 ssgLeaf *leaf1 = NULL;
511 ssgLeaf *leaf2 = NULL;
512 ssgLeaf *leaf7 = NULL;
513 ssgLeaf *leaf8 = NULL;
514 ssgLeaf *leaf9 = NULL;
516 ssgVertexArray *vlw = new ssgVertexArray( 1 );
517 ssgNormalArray *nlw = new ssgNormalArray( 1 );
518 ssgVertexArray *vlt = new ssgVertexArray( 1 );
519 ssgNormalArray *nlt = new ssgNormalArray( 1 );
520 ssgVertexArray *vlr = new ssgVertexArray( 1 );
521 ssgNormalArray *nlr = new ssgNormalArray( 1 );
522 ssgVertexArray *vlg = new ssgVertexArray( 1 );
523 ssgNormalArray *nlg = new ssgNormalArray( 1 );
524 ssgVertexArray *vly = new ssgVertexArray( 1 );
525 ssgNormalArray *nly = new ssgNormalArray( 1 );
527 for ( int i = 0; i < points->getNum()-1; i=i++ ) {
529 // Allocate ssg structure
530 ssgVertexArray *vl = new ssgVertexArray( 1 );
531 ssgNormalArray *nl = new ssgNormalArray( 1 );
532 ssgVertexArray *vl1 = new ssgVertexArray( 1 );
533 ssgNormalArray *nl1 = new ssgNormalArray( 1 );
535 float *n1 = normal->get(i);
536 float *d1 = dir->get(i);
538 /* TEMPORARY CODE BEGIN
539 // calculate normal using 1st, 2nd & last vertices of the group
541 sgMakeNormal (n1, points->get(0), points->get(1), points->get(points->getNum()-1) );
543 sgSubVec3(d1,points->get(1),points->get(0));
544 printf("%f %f %f\n",n1[0],n1[1],n1[2]);
545 printf("%f %f %f\n",d1[0],d1[1],d1[2]);
547 ----TEMPORARY CODE END */
550 sgNormaliseVec3 ( n1 );
551 sgNormaliseVec3 ( d1 );
557 sgVectorProductVec3(side,n1,d1);
558 sgScaleVec3 (inf,n1,-50);
559 sgScaleVec3 (side,5);
561 float *v1 = points->get(i);
562 sgAddVec3(v2,v1,inf);
563 sgAddVec3(v3,v2,side);
565 if ( type[i] == 1) { //POINT,WHITE
570 } else if (type[i] == 2) { //POINT,TAXI
575 } else if (type[i] == 3) { //SINGLE POLYGON,VASI
584 ssgLeaf *leaf3 = NULL;
585 leaf3 = new ssgVtxTable ( GL_POLYGON, vl, nl, NULL, NULL );
586 leaf3->setState( vasi_state );
587 runway_lights->addKid( leaf3 );
589 } else if (type[i] == 4) { //BACK-TO-BACK POLYGONS,TOUCHDOWN/THRESHOLD
605 ssgLeaf *leaf41 = NULL;
606 leaf41 = new ssgVtxTable ( GL_POLYGON, vl, nl, NULL, NULL );
607 leaf41->setState( touchdown_state );
608 runway_lights->addKid( leaf41 );
610 ssgLeaf *leaf42 = NULL;
611 leaf42 = new ssgVtxTable ( GL_POLYGON, vl1, nl1, NULL, NULL );
612 leaf42->setState( threshold_state );
613 runway_lights->addKid( leaf42 );
615 } else if ( type[i] == 5) { //POINT,WHITE, SEQUENCE LIGHTS (RABBIT)
619 ssgLeaf *leaf5 = NULL;
620 leaf5 = new ssgVtxTable ( GL_POINTS, vl, nl, NULL, NULL );
621 leaf5->setState( white_state );
622 lightmaps_sequence->addKid (leaf5);
624 } else if ( type[i] == 6) { //POINT,WHITE, SEQUENCE LIGHTS (RABBIT)
628 ssgLeaf *leaf6 = NULL;
629 leaf6 = new ssgVtxTable ( GL_POINTS, vl, nl, NULL, NULL );
630 leaf6->setState( yellow_state );
631 ols_transform->addKid (leaf6);
632 // DO NOT DELETE THIS CODE - This is to compare a discrete FLOLS (without LOD) with analog FLOLS
633 // lightmaps_sequence->addKid (leaf6);
634 // DO NOT DELETE THIS CODE - This is to compare a discrete FLOLS (without LOD) with analog FLOLS
636 } else if (type[i] == 7) { //POINT,RED
641 } else if (type[i] == 8) { //POINT,GREEN
646 } else if (type[i] == 9) { //POINT,YELLOW
655 leaf1 = new ssgVtxTable ( GL_POINTS, vlw, nlw, NULL, NULL );
656 leaf1->setState( white_state );
657 runway_lights->addKid( leaf1 );
659 leaf2 = new ssgVtxTable ( GL_POINTS, vlt, nlt, NULL, NULL );
660 leaf2->setState( taxi_state );
661 runway_lights->addKid( leaf2 );
663 leaf7 = new ssgVtxTable ( GL_POINTS, vlr, nlr, NULL, NULL );
664 leaf7->setState( red_state );
665 runway_lights->addKid( leaf7 );
667 leaf8 = new ssgVtxTable ( GL_POINTS, vlg, nlg, NULL, NULL );
668 leaf8->setState( green_state );
669 // DO NOT DELETE THIS CODE - This is to compare a discrete FLOLS (without LOD) with analog FLOLS
670 ols_transform->ref();
671 lightmaps_sequence->addKid (ols_transform);
672 // DO NOT DELETE THIS CODE - This is to compare a discrete FLOLS (without LOD) with analog FLOLS
673 lightmaps_sequence->addKid (leaf8);
675 leaf9 = new ssgVtxTable ( GL_POINTS, vly, nly, NULL, NULL );
676 leaf9->setState( yellow_state );
677 runway_lights->addKid( leaf9 );
679 lightmaps_sequence->select(0xFFFFFF);
680 return runway_lights;
684 #ifdef WISH_PLIB_WAS_THREADED // but it isn't
686 // Schedule tile to be freed/removed
687 void FGTileEntry::sched_removal() {
688 global_tile_mgr.ready_to_delete( this );
694 // Clean up the memory used by this tile and delete the arrays used by
695 // ssg as well as the whole ssg branch
696 void FGTileEntry::free_tile() {
698 SG_LOG( SG_TERRAIN, SG_INFO,
699 "FREEING TILE = (" << tile_bucket << ")" );
701 SG_LOG( SG_TERRAIN, SG_DEBUG,
702 " deleting " << nodes.size() << " nodes" );
705 // delete the ssg structures
706 SG_LOG( SG_TERRAIN, SG_DEBUG,
707 " deleting (leaf data) vertex, normal, and "
708 << " texture coordinate arrays" );
710 for ( i = 0; i < (int)vec3_ptrs.size(); ++i ) {
711 delete [] vec3_ptrs[i];
715 for ( i = 0; i < (int)vec2_ptrs.size(); ++i ) {
716 delete [] vec2_ptrs[i];
720 for ( i = 0; i < (int)index_ptrs.size(); ++i ) {
721 delete index_ptrs[i];
725 // delete the terrain branch (this should already have been
726 // disconnected from the scene graph)
727 ssgDeRefDelete( terra_transform );
729 if ( gnd_lights_transform ) {
730 // delete the terrain lighting branch (this should already have been
731 // disconnected from the scene graph)
732 ssgDeRefDelete( gnd_lights_transform );
735 if ( rwy_lights_transform ) {
736 // delete the terrain lighting branch (this should already have been
737 // disconnected from the scene graph)
738 ssgDeRefDelete( rwy_lights_transform );
742 if ( lightmaps_transform ) {
743 // delete the terrain lighting branch (this should already have been
744 // disconnected from the scene graph)
745 ssgDeRefDelete( lightmaps_transform );
751 // Update the ssg transform node for this tile so it can be
752 // properly drawn relative to our (0,0,0) point
753 void FGTileEntry::prep_ssg_node( const Point3D& p, sgVec3 up, float vis) {
754 if ( !loaded ) return;
758 // #define USE_UP_AND_COMING_PLIB_FEATURE
759 #ifdef USE_UP_AND_COMING_PLIB_FEATURE
760 terra_range->setRange( 0, SG_ZERO );
761 terra_range->setRange( 1, vis + bounding_radius );
762 if ( gnd_lights_range ) {
763 gnd_lights_range->setRange( 0, SG_ZERO );
764 gnd_lights_range->setRange( 1, vis * 1.5 + bounding_radius );
766 if ( rwy_lights_range ) {
767 rwy_lights_range->setRange( 0, SG_ZERO );
768 rwy_lights_range->setRange( 1, vis * 1.5 + bounding_radius );
773 ranges[1] = vis + bounding_radius;
774 terra_range->setRanges( ranges, 2 );
775 if ( gnd_lights_range ) {
776 ranges[1] = vis * 1.5 + bounding_radius;
777 gnd_lights_range->setRanges( ranges, 2 );
779 if ( rwy_lights_range ) {
780 ranges[1] = vis * 1.5 + bounding_radius;
781 rwy_lights_range->setRanges( ranges, 2 );
785 sgSetVec3( sgTrans, offset.x(), offset.y(), offset.z() );
786 terra_transform->setTransform( sgTrans );
788 if ( gnd_lights_transform ) {
789 // we need to lift the lights above the terrain to avoid
790 // z-buffer fighting. We do this based on our altitude and
791 // the distance this tile is away from scenery center.
794 // sgCopyVec3( up, globals->get_current_view()->get_world_up() );
797 if ( current_aircraft.fdm_state ) {
798 agl = current_aircraft.fdm_state->get_Altitude() * SG_FEET_TO_METER
799 - scenery.get_cur_elev();
804 // sgTrans just happens to be the
805 // vector from scenery center to the center of this tile which
806 // is what we want to calculate the distance of
808 sgCopyVec3( to, sgTrans );
809 double dist = sgLengthVec3( to );
811 if ( general.get_glDepthBits() > 16 ) {
812 sgScaleVec3( up, 10.0 + agl / 100.0 + dist / 10000 );
814 sgScaleVec3( up, 10.0 + agl / 20.0 + dist / 5000 );
818 sgCopyVec3( lt_trans, sgTrans );
820 sgAddVec3( lt_trans, up );
821 gnd_lights_transform->setTransform( lt_trans );
823 // select which set of lights based on sun angle
824 float sun_angle = cur_light_params.sun_angle * SGD_RADIANS_TO_DEGREES;
825 if ( sun_angle > 95 ) {
826 gnd_lights_brightness->select(0x04);
827 } else if ( sun_angle > 92 ) {
828 gnd_lights_brightness->select(0x02);
829 } else if ( sun_angle > 89 ) {
830 gnd_lights_brightness->select(0x01);
832 gnd_lights_brightness->select(0x00);
836 if ( rwy_lights_transform ) {
837 // we need to lift the lights above the terrain to avoid
838 // z-buffer fighting. We do this based on our altitude and
839 // the distance this tile is away from scenery center.
842 sgCopyVec3( up, globals->get_current_view()->get_world_up() );
845 if ( current_aircraft.fdm_state ) {
846 agl = current_aircraft.fdm_state->get_Altitude() * SG_FEET_TO_METER
847 - 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( up, 0.0 + agl / 100.0 + dist / 10000 );
862 sgScaleVec3( up, 1.0 + agl / 20.0 + dist / 5000 );
866 sgCopyVec3( lt_trans, sgTrans );
868 sgAddVec3( lt_trans, up );
869 rwy_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);
885 // Transform & Render runway lights - 23 Mar 2001
886 sgSetVec3( sgTrans, offset.x(), offset.y(), offset.z() );
887 if ( lightmaps_transform ) {
888 static unsigned int selectnode = 0;
889 // Run-time extension check.
890 if (!glutExtensionSupported("GL_EXT_point_parameters")) {
891 //use lightmaps on billboarded polygons
893 // using GL_EXT_point_parameters
895 // This part is same as ground-lights code above by Curt
897 sgCopyVec3( up1, globals->get_current_view()->get_world_up() );
900 if ( current_aircraft.fdm_state ) {
901 agl1 = current_aircraft.fdm_state->get_Altitude() * SG_FEET_TO_METER
902 - scenery.get_cur_elev();
907 // sgTrans just happens to be the
908 // vector from scenery center to the center of this tile which
909 // is what we want to calculate the distance of
911 sgCopyVec3( to1, sgTrans );
912 double dist1 = sgLengthVec3( to1 );
914 if ( general.get_glDepthBits() > 16 ) {
915 sgScaleVec3( up1, 0.0 + agl1 / 2000.0 + dist1 / 10000 );
917 sgScaleVec3( up1, 0.0 + agl1 / 20.0 + dist1 / 5000 );
919 sgAddVec3( sgTrans, up1 );
920 lightmaps_transform->setTransform( sgTrans );
922 float sun_angle1 = cur_light_params.sun_angle * SGD_RADIANS_TO_DEGREES;
923 if ( (sun_angle1 > 89) ) {
924 lightmaps_brightness->select(0x01);
926 selectnode = selectnode | 0x000001;
927 if (selectnode > 0xFFFFFF) selectnode = 1;
928 lightmaps_sequence->select(selectnode);
930 lightmaps_brightness->select(0x00);
931 lightmaps_sequence->select(0x000000);
933 } // end of GL_EXT_point_parameters section
935 } // end of runway lights section
941 // Set up lights rendering call backs
942 static int fgLightsPredraw( ssgEntity *e ) {
944 #ifdef GL_EXT_point_parameters
945 if (glutExtensionSupported("GL_EXT_point_parameters")) {
946 static float quadratic[3] = {1.0, 0.01, 0.0001};
947 glPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT, quadratic);
948 glPointParameterfEXT(GL_POINT_SIZE_MIN_EXT, 1.0);
956 static int fgLightsPostdraw( ssgEntity *e ) {
958 #ifdef GL_EXT_point_parameters
959 if (glutExtensionSupported("GL_EXT_point_parameters")) {
960 static float default_attenuation[3] = {1.0, 0.0, 0.0};
961 glPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT,
962 default_attenuation);
971 ssgLeaf* FGTileEntry::gen_lights( ssgVertexArray *lights, int inc, float bright ) {
972 // generate a repeatable random seed
973 float *p1 = lights->get( 0 );
974 unsigned int *seed = (unsigned int *)p1;
977 int size = lights->getNum() / inc;
979 // Allocate ssg structure
980 ssgVertexArray *vl = new ssgVertexArray( size + 1 );
981 ssgNormalArray *nl = NULL;
982 ssgTexCoordArray *tl = NULL;
983 ssgColourArray *cl = new ssgColourArray( size + 1 );
986 for ( int i = 0; i < lights->getNum(); ++i ) {
987 // this loop is slightly less efficient than it otherwise
988 // could be, but we want a red light to always be red, and a
989 // yellow light to always be yellow, etc. so we are trying to
990 // preserve the random sequence.
991 float zombie = sg_random();
992 if ( i % inc == 0 ) {
993 vl->add( lights->get(i) );
995 // factor = sg_random() ^ 2, range = 0 .. 1 concentrated towards 0
996 float factor = sg_random();
999 if ( zombie > 0.5 ) {
1000 // 50% chance of yellowish
1001 sgSetVec4( color, 0.9, 0.9, 0.3, bright - factor * 0.2 );
1002 } else if ( zombie > 0.15 ) {
1003 // 35% chance of whitish
1004 sgSetVec4( color, 0.9, 0.9, 0.8, bright - factor * 0.2 );
1005 } else if ( zombie > 0.05 ) {
1006 // 10% chance of orangish
1007 sgSetVec4( color, 0.9, 0.6, 0.2, bright - factor * 0.2 );
1009 // 5% chance of redish
1010 sgSetVec4( color, 0.9, 0.2, 0.2, bright - factor * 0.2 );
1018 new ssgVtxTable ( GL_POINTS, vl, nl, tl, cl );
1021 FGNewMat *newmat = material_lib.find( "LIGHTS" );
1022 leaf->setState( newmat->get_state() );
1023 leaf->setCallback( SSG_CALLBACK_PREDRAW, fgLightsPredraw );
1024 leaf->setCallback( SSG_CALLBACK_POSTDRAW, fgLightsPostdraw );
1030 bool FGTileEntry::obj_load( const std::string& path,
1031 ssgBranch* geometry,
1032 ssgBranch* rwy_lights,
1033 ssgVertexArray* ground_lights, bool is_base )
1035 Point3D c; // returned center point
1036 double br; // returned bounding radius
1038 // try loading binary format
1039 if ( fgBinObjLoad( path, is_base,
1040 &c, &br, geometry, rwy_lights, ground_lights ) )
1044 bounding_radius = br;
1047 // next try the older ascii format, this is some ugly
1048 // weirdness because the ascii loader is *old* and hasn't been
1049 // updated, but hopefully we can can the ascii format soon.
1050 ssgBranch *tmp = fgAsciiObjLoad( path, this, ground_lights, is_base );
1054 // default to an ocean tile
1055 if ( fgGenTile( path, tile_bucket, &c, &br, geometry ) ) {
1057 bounding_radius = br;
1059 SG_LOG( SG_TERRAIN, SG_ALERT,
1060 "Warning: failed to generate ocean tile!" );
1070 FGTileEntry::load( const SGPath& base, bool is_base )
1072 SG_LOG( SG_TERRAIN, SG_INFO, "load() base = " << base.str() );
1074 // Generate names for later use
1075 string index_str = tile_bucket.gen_index_str();
1077 SGPath tile_path = base;
1078 tile_path.append( tile_bucket.gen_base_path() );
1080 SGPath basename = tile_path;
1081 basename.append( index_str );
1082 // string path = basename.str();
1084 SG_LOG( SG_TERRAIN, SG_INFO, "Loading tile " << basename.str() );
1086 #define FG_MAX_LIGHTS 1000
1088 // obj_load() will generate ground lighting for us ...
1089 ssgVertexArray *light_pts = new ssgVertexArray( 100 );
1092 ssgVertexArray *lights_rway = new ssgVertexArray( 100 );
1093 ssgVertexArray *lights_dir = new ssgVertexArray( 100 );
1094 ssgVertexArray *lights_normal = new ssgVertexArray( 100 );
1095 int lights_type[FG_MAX_LIGHTS];
1098 ssgBranch* new_tile = new ssgBranch;
1100 // Check for master .stg (scene terra gear) file
1101 SGPath stg_name = basename;
1102 stg_name.concat( ".stg" );
1104 sg_gzifstream in( stg_name.str() );
1106 if ( in.is_open() ) {
1109 while ( ! in.eof() ) {
1112 if ( token == "OBJECT_BASE" ) {
1113 in >> name >> ::skipws;
1114 SG_LOG( SG_TERRAIN, SG_INFO, "token = " << token
1115 << " name = " << name );
1117 SGPath custom_path = tile_path;
1118 custom_path.append( name );
1120 ssgBranch *geometry = new ssgBranch;
1121 if ( obj_load( custom_path.str(),
1122 geometry, NULL, light_pts, true ) )
1124 new_tile -> addKid( geometry );
1128 } else if ( token == "OBJECT" ) {
1129 in >> name >> ::skipws;
1130 SG_LOG( SG_TERRAIN, SG_DEBUG, "token = " << token
1131 << " name = " << name );
1133 SGPath custom_path = tile_path;
1134 custom_path.append( name );
1136 ssgBranch *geometry = new ssgBranch;
1137 ssgBranch *rwy_lights = new ssgBranch;
1138 if ( obj_load( custom_path.str(),
1139 geometry, rwy_lights, NULL, false ) )
1141 if ( geometry -> getNumKids() > 0 ) {
1142 new_tile -> addKid( geometry );
1146 if ( rwy_lights -> getNumKids() > 0 ) {
1147 rwy_lights_range -> addKid( rwy_lights );
1156 } else if ( token == "OBJECT_STATIC" ) {
1158 double lon, lat, elev, hdg;
1159 in >> name >> lon >> lat >> elev >> hdg >> ::skipws;
1160 SG_LOG( SG_TERRAIN, SG_INFO, "token = " << token
1161 << " name = " << name
1162 << " pos = " << lon << ", " << lat
1163 << " elevation = " << elev
1164 << " heading = " << hdg );
1166 // object loading is deferred to main render thread,
1167 // but lets figure out the paths right now.
1168 SGPath custom_path = tile_path;
1169 custom_path.append( name );
1172 WorldCoordinate( &obj_pos, center, lat, lon, elev, hdg );
1174 ssgTransform *obj_trans = new ssgTransform;
1175 obj_trans->setTransform( &obj_pos );
1177 // wire as much of the scene graph together as we can
1178 new_tile->addKid( obj_trans );
1180 // bump up the pending models count
1183 // push an entry onto the model load queue
1185 = new FGDeferredModel( custom_path.str(), tile_path.str(),
1187 FGTileMgr::model_ready( dm );
1188 } else if ( token == "OBJECT_TAXI_SIGN" ) {
1190 double lon, lat, elev, hdg;
1191 in >> name >> lon >> lat >> elev >> hdg >> ::skipws;
1192 SG_LOG( SG_TERRAIN, SG_INFO, "token = " << token
1193 << " name = " << name
1194 << " pos = " << lon << ", " << lat
1195 << " elevation = " << elev
1196 << " heading = " << hdg );
1198 // load the object itself
1199 SGPath custom_path = tile_path;
1200 custom_path.append( name );
1203 WorldCoordinate( &obj_pos, center, lat, lon, elev, hdg );
1205 ssgTransform *obj_trans = new ssgTransform;
1206 obj_trans->setTransform( &obj_pos );
1208 ssgBranch *custom_obj
1209 = gen_taxi_sign( custom_path.str(), name );
1211 // wire the pieces together
1212 if ( custom_obj != NULL ) {
1213 obj_trans -> addKid( custom_obj );
1215 new_tile->addKid( obj_trans );
1216 } else if ( token == "OBJECT_RUNWAY_SIGN" ) {
1218 double lon, lat, elev, hdg;
1219 in >> name >> lon >> lat >> elev >> hdg >> ::skipws;
1220 SG_LOG( SG_TERRAIN, SG_INFO, "token = " << token
1221 << " name = " << name
1222 << " pos = " << lon << ", " << lat
1223 << " elevation = " << elev
1224 << " heading = " << hdg );
1226 // load the object itself
1227 SGPath custom_path = tile_path;
1228 custom_path.append( name );
1231 WorldCoordinate( &obj_pos, center, lat, lon, elev, hdg );
1233 ssgTransform *obj_trans = new ssgTransform;
1234 obj_trans->setTransform( &obj_pos );
1236 ssgBranch *custom_obj
1237 = gen_runway_sign( custom_path.str(), name );
1239 // wire the pieces together
1240 if ( custom_obj != NULL ) {
1241 obj_trans -> addKid( custom_obj );
1243 new_tile->addKid( obj_trans );
1244 } else if ( token == "RWY_LIGHTS" ) {
1245 double lon, lat, hdg, len, width;
1246 string common, end1, end2;
1247 in >> lon >> lat >> hdg >> len >> width
1248 >> common >> end1 >> end2;
1249 SG_LOG( SG_TERRAIN, SG_INFO, "token = " << token
1250 << " pos = " << lon << ", " << lat
1252 << " size = " << len << ", " << width
1253 << " codes = " << common << " "
1254 << end1 << " " << end2 );
1256 SG_LOG( SG_TERRAIN, SG_ALERT,
1257 "Unknown token " << token << " in "
1258 << stg_name.str() );
1263 // no .stg file, generate an ocean tile on the fly for this
1265 ssgBranch *geometry = new ssgBranch;
1268 if ( fgGenTile( basename.str(), tile_bucket, &c, &br, geometry ) ) {
1270 bounding_radius = br;
1271 new_tile -> addKid( geometry );
1274 SG_LOG( SG_TERRAIN, SG_ALERT,
1275 "Warning: failed to generate ocean tile!" );
1279 if ( new_tile != NULL ) {
1280 terra_range->addKid( new_tile );
1283 terra_transform->addKid( terra_range );
1285 // calculate initial tile offset
1286 SetOffset( scenery.get_center() );
1288 sgSetCoord( &sgcoord,
1289 offset.x(), offset.y(), offset.z(),
1291 terra_transform->setTransform( &sgcoord );
1292 // terrain->addKid( terra_transform );
1294 // Add ground lights to scene graph if any exist
1295 gnd_lights_transform = NULL;
1296 gnd_lights_range = NULL;
1297 if ( light_pts->getNum() ) {
1298 SG_LOG( SG_TERRAIN, SG_DEBUG, "generating lights" );
1299 gnd_lights_transform = new ssgTransform;
1300 gnd_lights_range = new ssgRangeSelector;
1301 gnd_lights_brightness = new ssgSelector;
1304 lights = gen_lights( light_pts, 4, 0.7 );
1305 gnd_lights_brightness->addKid( lights );
1307 lights = gen_lights( light_pts, 2, 0.85 );
1308 gnd_lights_brightness->addKid( lights );
1310 lights = gen_lights( light_pts, 1, 1.0 );
1311 gnd_lights_brightness->addKid( lights );
1313 gnd_lights_range->addKid( gnd_lights_brightness );
1314 gnd_lights_transform->addKid( gnd_lights_range );
1315 gnd_lights_transform->setTransform( &sgcoord );
1318 // Add runway lights to scene graph if any exist
1319 if ( rwy_lights_range->getNumKids() > 0 ) {
1320 SG_LOG( SG_TERRAIN, SG_INFO, "adding runway lights" );
1321 rwy_lights_transform->addKid( rwy_lights_range );
1322 rwy_lights_transform->setTransform( &sgcoord );
1326 // Create runway lights - 23 Mar 2001
1327 lightmaps_transform = NULL;
1328 lightmaps_sequence = NULL;
1329 ols_transform = NULL;
1330 // lightmaps_range = NULL;
1332 if ( lights_rway->getNum() ) {
1333 SG_LOG( SG_TERRAIN, SG_DEBUG, "generating airport lights" );
1334 lightmaps_transform = new ssgTransform;
1335 // lightmaps_range = new ssgRangeSelector;
1336 lightmaps_brightness = new ssgSelector;
1337 lightmaps_sequence = new ssgSelector;
1338 ols_transform = new ssgTransform;
1339 ssgBranch *lightmaps_branch;
1341 // call function to generate the runway lights
1342 lightmaps_branch = gen_runway_lights( lights_rway,
1343 lights_normal, lights_dir, lights_type);
1344 lightmaps_brightness->addKid( lightmaps_branch );
1346 // build the runway lights' scene
1347 // lightmaps_range->addKid( lightmaps_brightness ); //dont know why this doesnt work !!
1348 // lightmaps_transform->addKid( lightmaps_range ); //dont know why this doesnt work !!
1349 lightmaps_transform->addKid( lightmaps_brightness );
1350 lightmaps_sequence->setTraversalMaskBits( SSGTRAV_HOT );
1351 lightmaps_transform->addKid( lightmaps_sequence );
1352 lightmaps_transform->setTransform( &sgcoord );
1359 FGTileEntry::add_ssg_nodes( ssgBranch* terrain_branch,
1360 ssgBranch* gnd_lights_branch,
1361 ssgBranch* rwy_lights_branch )
1363 // bump up the ref count so we can remove this later without
1364 // having ssg try to free the memory.
1365 terra_transform->ref();
1366 terrain_branch->addKid( terra_transform );
1368 SG_LOG( SG_TERRAIN, SG_DEBUG,
1369 "connected a tile into scene graph. terra_transform = "
1370 << terra_transform );
1371 SG_LOG( SG_TERRAIN, SG_DEBUG, "num parents now = "
1372 << terra_transform->getNumParents() );
1374 if ( gnd_lights_transform != NULL ) {
1375 // bump up the ref count so we can remove this later without
1376 // having ssg try to free the memory.
1377 gnd_lights_transform->ref();
1378 gnd_lights_branch->addKid( gnd_lights_transform );
1381 if ( rwy_lights_transform != NULL ) {
1382 // bump up the ref count so we can remove this later without
1383 // having ssg try to free the memory.
1384 rwy_lights_transform->ref();
1385 rwy_lights_branch->addKid( rwy_lights_transform );
1389 if ( lightmaps_transform != 0 ) {
1390 // bump up the ref count so we can remove this later without
1391 // having ssg try to free the memory.
1392 lightmaps_transform->ref();
1393 gnd_lights_branch->addKid( lightmaps_transform );
1402 FGTileEntry::disconnect_ssg_nodes()
1404 SG_LOG( SG_TERRAIN, SG_INFO, "disconnecting ssg nodes" );
1407 SG_LOG( SG_TERRAIN, SG_INFO, "removing a not-fully loaded tile!" );
1409 SG_LOG( SG_TERRAIN, SG_INFO, "removing a fully loaded tile! terra_transform = " << terra_transform );
1412 // find the terrain branch parent
1413 int pcount = terra_transform->getNumParents();
1415 // find the first parent (should only be one)
1416 ssgBranch *parent = terra_transform->getParent( 0 ) ;
1418 // disconnect the tile (we previously ref()'d it so it
1419 // won't get freed now)
1420 parent->removeKid( terra_transform );
1422 SG_LOG( SG_TERRAIN, SG_ALERT,
1423 "parent pointer is NULL! Dying" );
1427 SG_LOG( SG_TERRAIN, SG_ALERT,
1428 "Parent count is zero for an ssg tile! Dying" );
1432 // find the ground lighting branch
1433 if ( gnd_lights_transform ) {
1434 pcount = gnd_lights_transform->getNumParents();
1436 // find the first parent (should only be one)
1437 ssgBranch *parent = gnd_lights_transform->getParent( 0 ) ;
1439 // disconnect the light branch (we previously ref()'d
1440 // it so it won't get freed now)
1441 parent->removeKid( gnd_lights_transform );
1443 SG_LOG( SG_TERRAIN, SG_ALERT,
1444 "parent pointer is NULL! Dying" );
1448 SG_LOG( SG_TERRAIN, SG_ALERT,
1449 "Parent count is zero for an ssg light tile! Dying" );
1454 // find the runway lighting branch
1455 if ( rwy_lights_transform ) {
1456 pcount = rwy_lights_transform->getNumParents();
1458 // find the first parent (should only be one)
1459 ssgBranch *parent = rwy_lights_transform->getParent( 0 ) ;
1461 // disconnect the light branch (we previously ref()'d
1462 // it so it won't get freed now)
1463 parent->removeKid( rwy_lights_transform );
1465 SG_LOG( SG_TERRAIN, SG_ALERT,
1466 "parent pointer is NULL! Dying" );
1470 SG_LOG( SG_TERRAIN, SG_ALERT,
1471 "Parent count is zero for an ssg light tile! Dying" );
1477 //runway lights - 23 Mar 2001
1478 // Delete runway lights and free memory
1479 if ( lightmaps_transform ) {
1480 // delete the runway lighting branch
1481 pcount = lightmaps_transform->getNumParents();
1483 // find the first parent (should only be one)
1484 ssgBranch *parent = lightmaps_transform->getParent( 0 ) ;
1486 parent->removeKid( lightmaps_transform );
1487 lightmaps_transform = NULL;
1489 SG_LOG( SG_TERRAIN, SG_ALERT,
1490 "lightmaps parent pointer is NULL! Dying" );
1494 SG_LOG( SG_TERRAIN, SG_ALERT,
1495 "Parent count is zero for an ssg lightmap tile! Dying" );