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, texTouchdown;
358 GLuint 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.
793 // we expect 'up' to be a unit vector coming in, but since we
794 // modify the value of lift_vec, we need to create a local
797 sgCopyVec3( lift_vec, up );
800 agl = globals->get_current_view()->getAltitudeASL_ft()
801 * SG_FEET_TO_METER - globals->get_scenery()->get_cur_elev();
803 // sgTrans just happens to be the
804 // vector from scenery center to the center of this tile which
805 // is what we want to calculate the distance of
807 sgCopyVec3( to, sgTrans );
808 double dist = sgLengthVec3( to );
810 if ( general.get_glDepthBits() > 16 ) {
811 sgScaleVec3( lift_vec, 10.0 + agl / 100.0 + dist / 10000 );
813 sgScaleVec3( lift_vec, 10.0 + agl / 20.0 + dist / 5000 );
817 sgCopyVec3( lt_trans, sgTrans );
819 sgAddVec3( lt_trans, lift_vec );
820 gnd_lights_transform->setTransform( lt_trans );
822 // select which set of lights based on sun angle
823 float sun_angle = cur_light_params.sun_angle * SGD_RADIANS_TO_DEGREES;
824 if ( sun_angle > 95 ) {
825 gnd_lights_brightness->select(0x04);
826 } else if ( sun_angle > 92 ) {
827 gnd_lights_brightness->select(0x02);
828 } else if ( sun_angle > 89 ) {
829 gnd_lights_brightness->select(0x01);
831 gnd_lights_brightness->select(0x00);
835 if ( rwy_lights_transform ) {
836 // we need to lift the lights above the terrain to avoid
837 // z-buffer fighting. We do this based on our altitude and
838 // the distance this tile is away from scenery center.
841 sgCopyVec3( lift_vec, up );
844 agl = globals->get_current_view()->getAltitudeASL_ft()
845 * SG_FEET_TO_METER - globals->get_scenery()->get_cur_elev();
847 // sgTrans just happens to be the
848 // vector from scenery center to the center of this tile which
849 // is what we want to calculate the distance of
851 sgCopyVec3( to, sgTrans );
852 double dist = sgLengthVec3( to );
854 if ( general.get_glDepthBits() > 16 ) {
855 sgScaleVec3( lift_vec, 0.0 + agl / 100.0 + dist / 10000 );
857 sgScaleVec3( lift_vec, 1.0 + agl / 20.0 + dist / 5000 );
861 sgCopyVec3( lt_trans, sgTrans );
863 sgAddVec3( lt_trans, lift_vec );
864 rwy_lights_transform->setTransform( lt_trans );
866 // select which set of lights based on sun angle
867 // float sun_angle = cur_light_params.sun_angle * SGD_RADIANS_TO_DEGREES;
868 // if ( sun_angle > 95 ) {
869 // gnd_lights_brightness->select(0x04);
870 // } else if ( sun_angle > 92 ) {
871 // gnd_lights_brightness->select(0x02);
872 // } else if ( sun_angle > 89 ) {
873 // gnd_lights_brightness->select(0x01);
875 // gnd_lights_brightness->select(0x00);
880 // Transform & Render runway lights - 23 Mar 2001
881 sgSetVec3( sgTrans, offset.x(), offset.y(), offset.z() );
882 if ( lightmaps_transform ) {
883 static unsigned int selectnode = 0;
884 // Run-time extension check.
885 if (!glutExtensionSupported("GL_EXT_point_parameters")) {
886 //use lightmaps on billboarded polygons
888 // using GL_EXT_point_parameters
890 // This part is same as ground-lights code above by Curt
892 sgCopyVec3( lift_vec, up );
895 agl1 = globals->get_current_view()->getAltitudeASL_ft()
896 * SG_FEET_TO_METER - globals->get_scenery()->get_cur_elev();
898 // sgTrans just happens to be the
899 // vector from scenery center to the center of this tile which
900 // is what we want to calculate the distance of
902 sgCopyVec3( to1, sgTrans );
903 double dist1 = sgLengthVec3( to1 );
905 if ( general.get_glDepthBits() > 16 ) {
906 sgScaleVec3( lift_vec, 0.0 + agl1 / 2000.0 + dist1 / 10000 );
908 sgScaleVec3( lift_vec, 0.0 + agl1 / 20.0 + dist1 / 5000 );
910 sgAddVec3( sgTrans, lift_vec );
911 lightmaps_transform->setTransform( sgTrans );
913 float sun_angle1 = cur_light_params.sun_angle * SGD_RADIANS_TO_DEGREES;
914 if ( (sun_angle1 > 89) ) {
915 lightmaps_brightness->select(0x01);
917 selectnode = selectnode | 0x000001;
918 if (selectnode > 0xFFFFFF) selectnode = 1;
919 lightmaps_sequence->select(selectnode);
921 lightmaps_brightness->select(0x00);
922 lightmaps_sequence->select(0x000000);
924 } // end of GL_EXT_point_parameters section
926 } // end of runway lights section
932 // Set up lights rendering call backs
933 static int fgLightsPredraw( ssgEntity *e ) {
935 #ifdef GL_EXT_point_parameters
936 if (glutExtensionSupported("GL_EXT_point_parameters")) {
937 static float quadratic[3] = {1.0, 0.01, 0.0001};
938 glPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT, quadratic);
939 glPointParameterfEXT(GL_POINT_SIZE_MIN_EXT, 1.0);
947 static int fgLightsPostdraw( ssgEntity *e ) {
949 #ifdef GL_EXT_point_parameters
950 if (glutExtensionSupported("GL_EXT_point_parameters")) {
951 static float default_attenuation[3] = {1.0, 0.0, 0.0};
952 glPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT,
953 default_attenuation);
962 ssgLeaf* FGTileEntry::gen_lights( ssgVertexArray *lights, int inc, float bright ) {
963 // generate a repeatable random seed
964 float *p1 = lights->get( 0 );
965 unsigned int *seed = (unsigned int *)p1;
968 int size = lights->getNum() / inc;
970 // Allocate ssg structure
971 ssgVertexArray *vl = new ssgVertexArray( size + 1 );
972 ssgNormalArray *nl = NULL;
973 ssgTexCoordArray *tl = NULL;
974 ssgColourArray *cl = new ssgColourArray( size + 1 );
977 for ( int i = 0; i < lights->getNum(); ++i ) {
978 // this loop is slightly less efficient than it otherwise
979 // could be, but we want a red light to always be red, and a
980 // yellow light to always be yellow, etc. so we are trying to
981 // preserve the random sequence.
982 float zombie = sg_random();
983 if ( i % inc == 0 ) {
984 vl->add( lights->get(i) );
986 // factor = sg_random() ^ 2, range = 0 .. 1 concentrated towards 0
987 float factor = sg_random();
990 if ( zombie > 0.5 ) {
991 // 50% chance of yellowish
992 sgSetVec4( color, 0.9, 0.9, 0.3, bright - factor * 0.2 );
993 } else if ( zombie > 0.15 ) {
994 // 35% chance of whitish
995 sgSetVec4( color, 0.9, 0.9, 0.8, bright - factor * 0.2 );
996 } else if ( zombie > 0.05 ) {
997 // 10% chance of orangish
998 sgSetVec4( color, 0.9, 0.6, 0.2, bright - factor * 0.2 );
1000 // 5% chance of redish
1001 sgSetVec4( color, 0.9, 0.2, 0.2, bright - factor * 0.2 );
1009 new ssgVtxTable ( GL_POINTS, vl, nl, tl, cl );
1012 FGNewMat *newmat = material_lib.find( "LIGHTS" );
1013 leaf->setState( newmat->get_state() );
1014 leaf->setCallback( SSG_CALLBACK_PREDRAW, fgLightsPredraw );
1015 leaf->setCallback( SSG_CALLBACK_POSTDRAW, fgLightsPostdraw );
1021 bool FGTileEntry::obj_load( const std::string& path,
1022 ssgBranch* geometry,
1023 ssgBranch* rwy_lights,
1024 ssgVertexArray* ground_lights, bool is_base )
1026 Point3D c; // returned center point
1027 double br; // returned bounding radius
1029 // try loading binary format
1030 if ( fgBinObjLoad( path, is_base,
1031 &c, &br, geometry, rwy_lights, ground_lights ) )
1035 bounding_radius = br;
1038 // next try the older ascii format, this is some ugly
1039 // weirdness because the ascii loader is *old* and hasn't been
1040 // updated, but hopefully we can can the ascii format soon.
1041 ssgBranch *tmp = fgAsciiObjLoad( path, this, ground_lights, is_base );
1043 return (NULL != tmp);
1045 // default to an ocean tile
1046 if ( fgGenTile( path, tile_bucket, &c, &br, geometry ) ) {
1048 bounding_radius = br;
1050 SG_LOG( SG_TERRAIN, SG_ALERT,
1051 "Warning: failed to generate ocean tile!" );
1056 return (NULL != geometry);
1061 FGTileEntry::load( const SGPath& base, bool is_base )
1063 SG_LOG( SG_TERRAIN, SG_INFO, "load() base = " << base.str() );
1065 // Generate names for later use
1066 string index_str = tile_bucket.gen_index_str();
1068 SGPath tile_path = base;
1069 tile_path.append( tile_bucket.gen_base_path() );
1071 SGPath basename = tile_path;
1072 basename.append( index_str );
1073 // string path = basename.str();
1075 SG_LOG( SG_TERRAIN, SG_INFO, "Loading tile " << basename.str() );
1077 #define FG_MAX_LIGHTS 1000
1079 // obj_load() will generate ground lighting for us ...
1080 ssgVertexArray *light_pts = new ssgVertexArray( 100 );
1083 ssgVertexArray *lights_rway = new ssgVertexArray( 100 );
1084 ssgVertexArray *lights_dir = new ssgVertexArray( 100 );
1085 ssgVertexArray *lights_normal = new ssgVertexArray( 100 );
1086 int lights_type[FG_MAX_LIGHTS];
1089 ssgBranch* new_tile = new ssgBranch;
1091 // Check for master .stg (scene terra gear) file
1092 SGPath stg_name = basename;
1093 stg_name.concat( ".stg" );
1095 sg_gzifstream in( stg_name.str() );
1097 if ( in.is_open() ) {
1100 while ( ! in.eof() ) {
1103 if ( token == "OBJECT_BASE" ) {
1104 in >> name >> ::skipws;
1105 SG_LOG( SG_TERRAIN, SG_INFO, "token = " << token
1106 << " name = " << name );
1108 SGPath custom_path = tile_path;
1109 custom_path.append( name );
1111 ssgBranch *geometry = new ssgBranch;
1112 if ( obj_load( custom_path.str(),
1113 geometry, NULL, light_pts, true ) )
1115 new_tile -> addKid( geometry );
1119 } else if ( token == "OBJECT" ) {
1120 in >> name >> ::skipws;
1121 SG_LOG( SG_TERRAIN, SG_DEBUG, "token = " << token
1122 << " name = " << name );
1124 SGPath custom_path = tile_path;
1125 custom_path.append( name );
1127 ssgBranch *geometry = new ssgBranch;
1128 ssgBranch *rwy_lights = new ssgBranch;
1129 if ( obj_load( custom_path.str(),
1130 geometry, rwy_lights, NULL, false ) )
1132 if ( geometry -> getNumKids() > 0 ) {
1133 new_tile -> addKid( geometry );
1137 if ( rwy_lights -> getNumKids() > 0 ) {
1138 rwy_lights_range -> addKid( rwy_lights );
1147 } else if ( token == "OBJECT_STATIC" ) {
1149 double lon, lat, elev, hdg;
1150 in >> name >> lon >> lat >> elev >> hdg >> ::skipws;
1151 SG_LOG( SG_TERRAIN, SG_INFO, "token = " << token
1152 << " name = " << name
1153 << " pos = " << lon << ", " << lat
1154 << " elevation = " << elev
1155 << " heading = " << hdg );
1157 // object loading is deferred to main render thread,
1158 // but lets figure out the paths right now.
1159 SGPath custom_path = tile_path;
1160 custom_path.append( name );
1163 WorldCoordinate( &obj_pos, center, lat, lon, elev, hdg );
1165 ssgTransform *obj_trans = new ssgTransform;
1166 obj_trans->setTransform( &obj_pos );
1168 // wire as much of the scene graph together as we can
1169 new_tile->addKid( obj_trans );
1171 // bump up the pending models count
1174 // push an entry onto the model load queue
1176 = new FGDeferredModel( custom_path.str(), tile_path.str(),
1178 FGTileMgr::model_ready( dm );
1179 } else if ( token == "OBJECT_TAXI_SIGN" ) {
1181 double lon, lat, elev, hdg;
1182 in >> name >> lon >> lat >> elev >> hdg >> ::skipws;
1183 SG_LOG( SG_TERRAIN, SG_INFO, "token = " << token
1184 << " name = " << name
1185 << " pos = " << lon << ", " << lat
1186 << " elevation = " << elev
1187 << " heading = " << hdg );
1189 // load the object itself
1190 SGPath custom_path = tile_path;
1191 custom_path.append( name );
1194 WorldCoordinate( &obj_pos, center, lat, lon, elev, hdg );
1196 ssgTransform *obj_trans = new ssgTransform;
1197 obj_trans->setTransform( &obj_pos );
1199 ssgBranch *custom_obj
1200 = gen_taxi_sign( custom_path.str(), name );
1202 // wire the pieces together
1203 if ( custom_obj != NULL ) {
1204 obj_trans -> addKid( custom_obj );
1206 new_tile->addKid( obj_trans );
1207 } else if ( token == "OBJECT_RUNWAY_SIGN" ) {
1209 double lon, lat, elev, hdg;
1210 in >> name >> lon >> lat >> elev >> hdg >> ::skipws;
1211 SG_LOG( SG_TERRAIN, SG_INFO, "token = " << token
1212 << " name = " << name
1213 << " pos = " << lon << ", " << lat
1214 << " elevation = " << elev
1215 << " heading = " << hdg );
1217 // load the object itself
1218 SGPath custom_path = tile_path;
1219 custom_path.append( name );
1222 WorldCoordinate( &obj_pos, center, lat, lon, elev, hdg );
1224 ssgTransform *obj_trans = new ssgTransform;
1225 obj_trans->setTransform( &obj_pos );
1227 ssgBranch *custom_obj
1228 = gen_runway_sign( custom_path.str(), name );
1230 // wire the pieces together
1231 if ( custom_obj != NULL ) {
1232 obj_trans -> addKid( custom_obj );
1234 new_tile->addKid( obj_trans );
1235 } else if ( token == "RWY_LIGHTS" ) {
1236 double lon, lat, hdg, len, width;
1237 string common, end1, end2;
1238 in >> lon >> lat >> hdg >> len >> width
1239 >> common >> end1 >> end2;
1240 SG_LOG( SG_TERRAIN, SG_INFO, "token = " << token
1241 << " pos = " << lon << ", " << lat
1243 << " size = " << len << ", " << width
1244 << " codes = " << common << " "
1245 << end1 << " " << end2 );
1247 SG_LOG( SG_TERRAIN, SG_ALERT,
1248 "Unknown token " << token << " in "
1249 << stg_name.str() );
1254 // no .stg file, generate an ocean tile on the fly for this
1256 ssgBranch *geometry = new ssgBranch;
1259 if ( fgGenTile( basename.str(), tile_bucket, &c, &br, geometry ) ) {
1261 bounding_radius = br;
1262 new_tile -> addKid( geometry );
1265 SG_LOG( SG_TERRAIN, SG_ALERT,
1266 "Warning: failed to generate ocean tile!" );
1270 if ( new_tile != NULL ) {
1271 terra_range->addKid( new_tile );
1274 terra_transform->addKid( terra_range );
1276 // calculate initial tile offset
1277 SetOffset( globals->get_scenery()->get_center() );
1279 sgSetCoord( &sgcoord,
1280 offset.x(), offset.y(), offset.z(),
1282 terra_transform->setTransform( &sgcoord );
1283 // terrain->addKid( terra_transform );
1285 // Add ground lights to scene graph if any exist
1286 gnd_lights_transform = NULL;
1287 gnd_lights_range = NULL;
1288 if ( light_pts->getNum() ) {
1289 SG_LOG( SG_TERRAIN, SG_DEBUG, "generating lights" );
1290 gnd_lights_transform = new ssgTransform;
1291 gnd_lights_range = new ssgRangeSelector;
1292 gnd_lights_brightness = new ssgSelector;
1295 lights = gen_lights( light_pts, 4, 0.7 );
1296 gnd_lights_brightness->addKid( lights );
1298 lights = gen_lights( light_pts, 2, 0.85 );
1299 gnd_lights_brightness->addKid( lights );
1301 lights = gen_lights( light_pts, 1, 1.0 );
1302 gnd_lights_brightness->addKid( lights );
1304 gnd_lights_range->addKid( gnd_lights_brightness );
1305 gnd_lights_transform->addKid( gnd_lights_range );
1306 gnd_lights_transform->setTransform( &sgcoord );
1309 // Add runway lights to scene graph if any exist
1310 if ( rwy_lights_range->getNumKids() > 0 ) {
1311 SG_LOG( SG_TERRAIN, SG_INFO, "adding runway lights" );
1312 rwy_lights_transform->addKid( rwy_lights_range );
1313 rwy_lights_transform->setTransform( &sgcoord );
1317 // Create runway lights - 23 Mar 2001
1318 lightmaps_transform = NULL;
1319 lightmaps_sequence = NULL;
1320 ols_transform = NULL;
1321 // lightmaps_range = NULL;
1323 if ( lights_rway->getNum() ) {
1324 SG_LOG( SG_TERRAIN, SG_DEBUG, "generating airport lights" );
1325 lightmaps_transform = new ssgTransform;
1326 // lightmaps_range = new ssgRangeSelector;
1327 lightmaps_brightness = new ssgSelector;
1328 lightmaps_sequence = new ssgSelector;
1329 ols_transform = new ssgTransform;
1330 ssgBranch *lightmaps_branch;
1332 // call function to generate the runway lights
1333 lightmaps_branch = gen_runway_lights( lights_rway,
1334 lights_normal, lights_dir, lights_type);
1335 lightmaps_brightness->addKid( lightmaps_branch );
1337 // build the runway lights' scene
1338 // lightmaps_range->addKid( lightmaps_brightness ); //dont know why this doesnt work !!
1339 // lightmaps_transform->addKid( lightmaps_range ); //dont know why this doesnt work !!
1340 lightmaps_transform->addKid( lightmaps_brightness );
1341 lightmaps_sequence->setTraversalMaskBits( SSGTRAV_HOT );
1342 lightmaps_transform->addKid( lightmaps_sequence );
1343 lightmaps_transform->setTransform( &sgcoord );
1350 FGTileEntry::add_ssg_nodes( ssgBranch* terrain_branch,
1351 ssgBranch* gnd_lights_branch,
1352 ssgBranch* rwy_lights_branch )
1354 // bump up the ref count so we can remove this later without
1355 // having ssg try to free the memory.
1356 terra_transform->ref();
1357 terrain_branch->addKid( terra_transform );
1359 SG_LOG( SG_TERRAIN, SG_DEBUG,
1360 "connected a tile into scene graph. terra_transform = "
1361 << terra_transform );
1362 SG_LOG( SG_TERRAIN, SG_DEBUG, "num parents now = "
1363 << terra_transform->getNumParents() );
1365 if ( gnd_lights_transform != NULL ) {
1366 // bump up the ref count so we can remove this later without
1367 // having ssg try to free the memory.
1368 gnd_lights_transform->ref();
1369 gnd_lights_branch->addKid( gnd_lights_transform );
1372 if ( rwy_lights_transform != NULL ) {
1373 // bump up the ref count so we can remove this later without
1374 // having ssg try to free the memory.
1375 rwy_lights_transform->ref();
1376 rwy_lights_branch->addKid( rwy_lights_transform );
1380 if ( lightmaps_transform != 0 ) {
1381 // bump up the ref count so we can remove this later without
1382 // having ssg try to free the memory.
1383 lightmaps_transform->ref();
1384 gnd_lights_branch->addKid( lightmaps_transform );
1393 FGTileEntry::disconnect_ssg_nodes()
1395 SG_LOG( SG_TERRAIN, SG_INFO, "disconnecting ssg nodes" );
1398 SG_LOG( SG_TERRAIN, SG_INFO, "removing a not-fully loaded tile!" );
1400 SG_LOG( SG_TERRAIN, SG_INFO, "removing a fully loaded tile! terra_transform = " << terra_transform );
1403 // find the terrain branch parent
1404 int pcount = terra_transform->getNumParents();
1406 // find the first parent (should only be one)
1407 ssgBranch *parent = terra_transform->getParent( 0 ) ;
1409 // disconnect the tile (we previously ref()'d it so it
1410 // won't get freed now)
1411 parent->removeKid( terra_transform );
1413 SG_LOG( SG_TERRAIN, SG_ALERT,
1414 "parent pointer is NULL! Dying" );
1418 SG_LOG( SG_TERRAIN, SG_ALERT,
1419 "Parent count is zero for an ssg tile! Dying" );
1423 // find the ground lighting branch
1424 if ( gnd_lights_transform ) {
1425 pcount = gnd_lights_transform->getNumParents();
1427 // find the first parent (should only be one)
1428 ssgBranch *parent = gnd_lights_transform->getParent( 0 ) ;
1430 // disconnect the light branch (we previously ref()'d
1431 // it so it won't get freed now)
1432 parent->removeKid( gnd_lights_transform );
1434 SG_LOG( SG_TERRAIN, SG_ALERT,
1435 "parent pointer is NULL! Dying" );
1439 SG_LOG( SG_TERRAIN, SG_ALERT,
1440 "Parent count is zero for an ssg light tile! Dying" );
1445 // find the runway lighting branch
1446 if ( rwy_lights_transform ) {
1447 pcount = rwy_lights_transform->getNumParents();
1449 // find the first parent (should only be one)
1450 ssgBranch *parent = rwy_lights_transform->getParent( 0 ) ;
1452 // disconnect the light branch (we previously ref()'d
1453 // it so it won't get freed now)
1454 parent->removeKid( rwy_lights_transform );
1456 SG_LOG( SG_TERRAIN, SG_ALERT,
1457 "parent pointer is NULL! Dying" );
1461 SG_LOG( SG_TERRAIN, SG_ALERT,
1462 "Parent count is zero for an ssg light tile! Dying" );
1468 //runway lights - 23 Mar 2001
1469 // Delete runway lights and free memory
1470 if ( lightmaps_transform ) {
1471 // delete the runway lighting branch
1472 pcount = lightmaps_transform->getNumParents();
1474 // find the first parent (should only be one)
1475 ssgBranch *parent = lightmaps_transform->getParent( 0 ) ;
1477 parent->removeKid( lightmaps_transform );
1478 lightmaps_transform = NULL;
1480 SG_LOG( SG_TERRAIN, SG_ALERT,
1481 "lightmaps parent pointer is NULL! Dying" );
1485 SG_LOG( SG_TERRAIN, SG_ALERT,
1486 "Parent count is zero for an ssg lightmap tile! Dying" );