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 ) {
691 // ssgDeRefDelete( b );
697 // we still have some delete budget left
698 for ( int i = 0; i < b->getNumKids(); ++i ) {
699 ssgEntity *kid = b->getKid(i);
700 if ( kid->isAKindOf( ssgTypeBranch() ) && kid->getRef() <= 1 ) {
701 int result = fgPartialFreeSSGtree( (ssgBranch *)kid, n );
702 num_deletes += result;
708 // remove the kid if it is now empty
709 if ( kid->getNumKids() == 0 ) {
721 // Clean up the memory used by this tile and delete the arrays used by
722 // ssg as well as the whole ssg branch
723 bool FGTileEntry::free_tile() {
725 int delete_size = 100;
726 SG_LOG( SG_TERRAIN, SG_DEBUG,
727 "FREEING TILE = (" << tile_bucket << ")" );
729 SG_LOG( SG_TERRAIN, SG_DEBUG, "(start) free_tracker = " << free_tracker );
731 if ( !(free_tracker & NODES) ) {
732 SG_LOG( SG_TERRAIN, SG_DEBUG,
733 " deleting " << nodes.size() << " nodes" );
736 free_tracker |= NODES;
737 } else if ( !(free_tracker & VEC_PTRS) ) {
738 // delete the vector pointers
739 SG_LOG( SG_TERRAIN, SG_DEBUG,
740 " deleting (leaf data) vertex, normal, and "
741 << " texture coordinate arrays" );
743 for ( i = 0; i < (int)vec3_ptrs.size(); ++i ) {
744 delete [] vec3_ptrs[i];
748 for ( i = 0; i < (int)vec2_ptrs.size(); ++i ) {
749 delete [] vec2_ptrs[i];
753 for ( i = 0; i < (int)index_ptrs.size(); ++i ) {
754 delete index_ptrs[i];
758 free_tracker |= VEC_PTRS;
759 } else if ( !(free_tracker & TERRA_NODE) ) {
760 // delete the terrain branch (this should already have been
761 // disconnected from the scene graph)
762 SG_LOG( SG_TERRAIN, SG_DEBUG, "FREEING terra_transform" );
763 if ( fgPartialFreeSSGtree( terra_transform, delete_size ) == 0 ) {
764 ssgDeRefDelete( terra_transform );
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 ssgDeRefDelete( gnd_lights_transform );
773 free_tracker |= GROUND_LIGHTS;
775 } else if ( !(free_tracker & RWY_LIGHTS) && rwy_lights_transform ) {
776 // delete the terrain lighting branch (this should already have been
777 // disconnected from the scene graph)
778 SG_LOG( SG_TERRAIN, SG_DEBUG, "FREEING rwy_lights_transform" );
779 if ( fgPartialFreeSSGtree( rwy_lights_transform, delete_size ) == 0 ) {
780 ssgDeRefDelete( rwy_lights_transform );
781 free_tracker |= RWY_LIGHTS;
783 } else if ( !(free_tracker & LIGHTMAPS) && lightmaps_transform ) {
785 // delete the terrain lighting branch (this should already have been
786 // disconnected from the scene graph)
787 SG_LOG( SG_TERRAIN, SG_DEBUG, "FREEING lightmaps_transform" );
788 if ( fgPartialFreeSSGtree( lightmaps_transform, delete_size ) == 0 ) {
789 ssgDeRefDelete( lightmaps_transform );
790 free_tracker |= LIGHTMAPS;
796 SG_LOG( SG_TERRAIN, SG_DEBUG, "(end) free_tracker = " << free_tracker );
798 // if we fall down to here, we still have work todo, return false
803 // Update the ssg transform node for this tile so it can be
804 // properly drawn relative to our (0,0,0) point
805 void FGTileEntry::prep_ssg_node( const Point3D& p, sgVec3 up, float vis) {
806 if ( !loaded ) return;
810 // #define USE_UP_AND_COMING_PLIB_FEATURE
811 #ifdef USE_UP_AND_COMING_PLIB_FEATURE
812 terra_range->setRange( 0, SG_ZERO );
813 terra_range->setRange( 1, vis + bounding_radius );
814 if ( gnd_lights_range ) {
815 gnd_lights_range->setRange( 0, SG_ZERO );
816 gnd_lights_range->setRange( 1, vis * 1.5 + bounding_radius );
818 if ( rwy_lights_range ) {
819 rwy_lights_range->setRange( 0, SG_ZERO );
820 rwy_lights_range->setRange( 1, vis * 1.5 + bounding_radius );
825 ranges[1] = vis + bounding_radius;
826 terra_range->setRanges( ranges, 2 );
827 if ( gnd_lights_range ) {
828 ranges[1] = vis * 1.5 + bounding_radius;
829 gnd_lights_range->setRanges( ranges, 2 );
831 if ( rwy_lights_range ) {
832 ranges[1] = vis * 1.5 + bounding_radius;
833 rwy_lights_range->setRanges( ranges, 2 );
837 sgSetVec3( sgTrans, offset.x(), offset.y(), offset.z() );
838 terra_transform->setTransform( sgTrans );
840 if ( gnd_lights_transform ) {
841 // we need to lift the lights above the terrain to avoid
842 // z-buffer fighting. We do this based on our altitude and
843 // the distance this tile is away from scenery center.
845 // we expect 'up' to be a unit vector coming in, but since we
846 // modify the value of lift_vec, we need to create a local
849 sgCopyVec3( lift_vec, up );
852 agl = globals->get_current_view()->getAltitudeASL_ft()
853 * SG_FEET_TO_METER - globals->get_scenery()->get_cur_elev();
855 // sgTrans just happens to be the
856 // vector from scenery center to the center of this tile which
857 // is what we want to calculate the distance of
859 sgCopyVec3( to, sgTrans );
860 double dist = sgLengthVec3( to );
862 if ( general.get_glDepthBits() > 16 ) {
863 sgScaleVec3( lift_vec, 10.0 + agl / 100.0 + dist / 10000 );
865 sgScaleVec3( lift_vec, 10.0 + agl / 20.0 + dist / 5000 );
869 sgCopyVec3( lt_trans, sgTrans );
871 sgAddVec3( lt_trans, lift_vec );
872 gnd_lights_transform->setTransform( lt_trans );
874 // select which set of lights based on sun angle
875 float sun_angle = cur_light_params.sun_angle * SGD_RADIANS_TO_DEGREES;
876 if ( sun_angle > 95 ) {
877 gnd_lights_brightness->select(0x04);
878 } else if ( sun_angle > 92 ) {
879 gnd_lights_brightness->select(0x02);
880 } else if ( sun_angle > 89 ) {
881 gnd_lights_brightness->select(0x01);
883 gnd_lights_brightness->select(0x00);
887 if ( rwy_lights_transform ) {
888 // we need to lift the lights above the terrain to avoid
889 // z-buffer fighting. We do this based on our altitude and
890 // the distance this tile is away from scenery center.
893 sgCopyVec3( lift_vec, up );
896 agl = globals->get_current_view()->getAltitudeASL_ft()
897 * SG_FEET_TO_METER - globals->get_scenery()->get_cur_elev();
899 // sgTrans just happens to be the
900 // vector from scenery center to the center of this tile which
901 // is what we want to calculate the distance of
903 sgCopyVec3( to, sgTrans );
904 double dist = sgLengthVec3( to );
906 if ( general.get_glDepthBits() > 16 ) {
907 sgScaleVec3( lift_vec, 0.0 + agl / 100.0 + dist / 10000 );
909 sgScaleVec3( lift_vec, 1.0 + agl / 20.0 + dist / 5000 );
913 sgCopyVec3( lt_trans, sgTrans );
915 sgAddVec3( lt_trans, lift_vec );
916 rwy_lights_transform->setTransform( lt_trans );
918 // select which set of lights based on sun angle
919 // float sun_angle = cur_light_params.sun_angle * SGD_RADIANS_TO_DEGREES;
920 // if ( sun_angle > 95 ) {
921 // gnd_lights_brightness->select(0x04);
922 // } else if ( sun_angle > 92 ) {
923 // gnd_lights_brightness->select(0x02);
924 // } else if ( sun_angle > 89 ) {
925 // gnd_lights_brightness->select(0x01);
927 // gnd_lights_brightness->select(0x00);
932 // Transform & Render runway lights - 23 Mar 2001
933 sgSetVec3( sgTrans, offset.x(), offset.y(), offset.z() );
934 if ( lightmaps_transform ) {
935 static unsigned int selectnode = 0;
936 // Run-time extension check.
937 if (!glutExtensionSupported("GL_EXT_point_parameters")) {
938 //use lightmaps on billboarded polygons
940 // using GL_EXT_point_parameters
942 // This part is same as ground-lights code above by Curt
944 sgCopyVec3( lift_vec, up );
947 agl1 = globals->get_current_view()->getAltitudeASL_ft()
948 * SG_FEET_TO_METER - globals->get_scenery()->get_cur_elev();
950 // sgTrans just happens to be the
951 // vector from scenery center to the center of this tile which
952 // is what we want to calculate the distance of
954 sgCopyVec3( to1, sgTrans );
955 double dist1 = sgLengthVec3( to1 );
957 if ( general.get_glDepthBits() > 16 ) {
958 sgScaleVec3( lift_vec, 0.0 + agl1 / 2000.0 + dist1 / 10000 );
960 sgScaleVec3( lift_vec, 0.0 + agl1 / 20.0 + dist1 / 5000 );
962 sgAddVec3( sgTrans, lift_vec );
963 lightmaps_transform->setTransform( sgTrans );
965 float sun_angle1 = cur_light_params.sun_angle * SGD_RADIANS_TO_DEGREES;
966 if ( (sun_angle1 > 89) ) {
967 lightmaps_brightness->select(0x01);
969 selectnode = selectnode | 0x000001;
970 if (selectnode > 0xFFFFFF) selectnode = 1;
971 lightmaps_sequence->select(selectnode);
973 lightmaps_brightness->select(0x00);
974 lightmaps_sequence->select(0x000000);
976 } // end of GL_EXT_point_parameters section
978 } // end of runway lights section
984 // Set up lights rendering call backs
985 static int fgLightsPredraw( ssgEntity *e ) {
987 #ifdef GL_EXT_point_parameters
988 if (glutExtensionSupported("GL_EXT_point_parameters")) {
989 static float quadratic[3] = {1.0, 0.01, 0.0001};
990 glPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT, quadratic);
991 glPointParameterfEXT(GL_POINT_SIZE_MIN_EXT, 1.0);
999 static int fgLightsPostdraw( ssgEntity *e ) {
1001 #ifdef GL_EXT_point_parameters
1002 if (glutExtensionSupported("GL_EXT_point_parameters")) {
1003 static float default_attenuation[3] = {1.0, 0.0, 0.0};
1004 glPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT,
1005 default_attenuation);
1014 ssgLeaf* FGTileEntry::gen_lights( ssgVertexArray *lights, int inc, float bright ) {
1015 // generate a repeatable random seed
1016 float *p1 = lights->get( 0 );
1017 unsigned int *seed = (unsigned int *)p1;
1018 sg_srandom( *seed );
1020 int size = lights->getNum() / inc;
1022 // Allocate ssg structure
1023 ssgVertexArray *vl = new ssgVertexArray( size + 1 );
1024 ssgNormalArray *nl = NULL;
1025 ssgTexCoordArray *tl = NULL;
1026 ssgColourArray *cl = new ssgColourArray( size + 1 );
1029 for ( int i = 0; i < lights->getNum(); ++i ) {
1030 // this loop is slightly less efficient than it otherwise
1031 // could be, but we want a red light to always be red, and a
1032 // yellow light to always be yellow, etc. so we are trying to
1033 // preserve the random sequence.
1034 float zombie = sg_random();
1035 if ( i % inc == 0 ) {
1036 vl->add( lights->get(i) );
1038 // factor = sg_random() ^ 2, range = 0 .. 1 concentrated towards 0
1039 float factor = sg_random();
1042 if ( zombie > 0.5 ) {
1043 // 50% chance of yellowish
1044 sgSetVec4( color, 0.9, 0.9, 0.3, bright - factor * 0.2 );
1045 } else if ( zombie > 0.15 ) {
1046 // 35% chance of whitish
1047 sgSetVec4( color, 0.9, 0.9, 0.8, bright - factor * 0.2 );
1048 } else if ( zombie > 0.05 ) {
1049 // 10% chance of orangish
1050 sgSetVec4( color, 0.9, 0.6, 0.2, bright - factor * 0.2 );
1052 // 5% chance of redish
1053 sgSetVec4( color, 0.9, 0.2, 0.2, bright - factor * 0.2 );
1061 new ssgVtxTable ( GL_POINTS, vl, nl, tl, cl );
1064 FGNewMat *newmat = material_lib.find( "LIGHTS" );
1065 leaf->setState( newmat->get_state() );
1066 leaf->setCallback( SSG_CALLBACK_PREDRAW, fgLightsPredraw );
1067 leaf->setCallback( SSG_CALLBACK_POSTDRAW, fgLightsPostdraw );
1073 bool FGTileEntry::obj_load( const std::string& path,
1074 ssgBranch* geometry,
1075 ssgBranch* rwy_lights,
1076 ssgVertexArray* ground_lights, bool is_base )
1078 Point3D c; // returned center point
1079 double br; // returned bounding radius
1081 // try loading binary format
1082 if ( fgBinObjLoad( path, is_base,
1083 &c, &br, geometry, rwy_lights, ground_lights ) )
1087 bounding_radius = br;
1090 // next try the older ascii format, this is some ugly
1091 // weirdness because the ascii loader is *old* and hasn't been
1092 // updated, but hopefully we can can the ascii format soon.
1093 ssgBranch *tmp = fgAsciiObjLoad( path, this, ground_lights, is_base );
1095 return (NULL != tmp);
1097 // default to an ocean tile
1098 if ( fgGenTile( path, tile_bucket, &c, &br, geometry ) ) {
1100 bounding_radius = br;
1102 SG_LOG( SG_TERRAIN, SG_ALERT,
1103 "Warning: failed to generate ocean tile!" );
1108 return (NULL != geometry);
1113 FGTileEntry::load( const SGPath& base, bool is_base )
1115 SG_LOG( SG_TERRAIN, SG_INFO, "load() base = " << base.str() );
1117 // Generate names for later use
1118 string index_str = tile_bucket.gen_index_str();
1120 SGPath tile_path = base;
1121 tile_path.append( tile_bucket.gen_base_path() );
1123 SGPath basename = tile_path;
1124 basename.append( index_str );
1125 // string path = basename.str();
1127 SG_LOG( SG_TERRAIN, SG_INFO, "Loading tile " << basename.str() );
1129 #define FG_MAX_LIGHTS 1000
1131 // obj_load() will generate ground lighting for us ...
1132 ssgVertexArray *light_pts = new ssgVertexArray( 100 );
1135 ssgVertexArray *lights_rway = new ssgVertexArray( 100 );
1136 ssgVertexArray *lights_dir = new ssgVertexArray( 100 );
1137 ssgVertexArray *lights_normal = new ssgVertexArray( 100 );
1138 int lights_type[FG_MAX_LIGHTS];
1141 ssgBranch* new_tile = new ssgBranch;
1143 // Check for master .stg (scene terra gear) file
1144 SGPath stg_name = basename;
1145 stg_name.concat( ".stg" );
1147 sg_gzifstream in( stg_name.str() );
1149 if ( in.is_open() ) {
1152 while ( ! in.eof() ) {
1155 if ( token == "OBJECT_BASE" ) {
1156 in >> name >> ::skipws;
1157 SG_LOG( SG_TERRAIN, SG_INFO, "token = " << token
1158 << " name = " << name );
1160 SGPath custom_path = tile_path;
1161 custom_path.append( name );
1163 ssgBranch *geometry = new ssgBranch;
1164 if ( obj_load( custom_path.str(),
1165 geometry, NULL, light_pts, true ) )
1167 new_tile -> addKid( geometry );
1171 } else if ( token == "OBJECT" ) {
1172 in >> name >> ::skipws;
1173 SG_LOG( SG_TERRAIN, SG_DEBUG, "token = " << token
1174 << " name = " << name );
1176 SGPath custom_path = tile_path;
1177 custom_path.append( name );
1179 ssgBranch *geometry = new ssgBranch;
1180 ssgBranch *rwy_lights = new ssgBranch;
1181 if ( obj_load( custom_path.str(),
1182 geometry, rwy_lights, NULL, false ) )
1184 if ( geometry -> getNumKids() > 0 ) {
1185 new_tile -> addKid( geometry );
1189 if ( rwy_lights -> getNumKids() > 0 ) {
1190 rwy_lights_range -> addKid( rwy_lights );
1199 } else if ( token == "OBJECT_STATIC" ||
1200 token == "OBJECT_SHARED" ) {
1202 double lon, lat, elev, hdg;
1203 in >> name >> lon >> lat >> elev >> hdg >> ::skipws;
1204 SG_LOG( SG_TERRAIN, SG_INFO, "token = " << token
1205 << " name = " << name
1206 << " pos = " << lon << ", " << lat
1207 << " elevation = " << elev
1208 << " heading = " << hdg );
1210 // object loading is deferred to main render thread,
1211 // but lets figure out the paths right now.
1213 if ( token == "OBJECT_STATIC" )
1214 custom_path= tile_path;
1215 custom_path.append( name );
1218 WorldCoordinate( &obj_pos, center, lat, lon, elev, hdg );
1220 ssgTransform *obj_trans = new ssgTransform;
1221 obj_trans->setTransform( &obj_pos );
1223 // wire as much of the scene graph together as we can
1224 new_tile->addKid( obj_trans );
1226 // bump up the pending models count
1229 // push an entry onto the model load queue
1231 = new FGDeferredModel( custom_path.str(), tile_path.str(),
1233 FGTileMgr::model_ready( dm );
1234 } else if ( token == "OBJECT_TAXI_SIGN" ) {
1236 double lon, lat, elev, hdg;
1237 in >> name >> lon >> lat >> elev >> hdg >> ::skipws;
1238 SG_LOG( SG_TERRAIN, SG_INFO, "token = " << token
1239 << " name = " << name
1240 << " pos = " << lon << ", " << lat
1241 << " elevation = " << elev
1242 << " heading = " << hdg );
1244 // load the object itself
1245 SGPath custom_path = tile_path;
1246 custom_path.append( name );
1249 WorldCoordinate( &obj_pos, center, lat, lon, elev, hdg );
1251 ssgTransform *obj_trans = new ssgTransform;
1252 obj_trans->setTransform( &obj_pos );
1254 ssgBranch *custom_obj
1255 = gen_taxi_sign( custom_path.str(), name );
1257 // wire the pieces together
1258 if ( custom_obj != NULL ) {
1259 obj_trans -> addKid( custom_obj );
1261 new_tile->addKid( obj_trans );
1262 } else if ( token == "OBJECT_RUNWAY_SIGN" ) {
1264 double lon, lat, elev, hdg;
1265 in >> name >> lon >> lat >> elev >> hdg >> ::skipws;
1266 SG_LOG( SG_TERRAIN, SG_INFO, "token = " << token
1267 << " name = " << name
1268 << " pos = " << lon << ", " << lat
1269 << " elevation = " << elev
1270 << " heading = " << hdg );
1272 // load the object itself
1273 SGPath custom_path = tile_path;
1274 custom_path.append( name );
1277 WorldCoordinate( &obj_pos, center, lat, lon, elev, hdg );
1279 ssgTransform *obj_trans = new ssgTransform;
1280 obj_trans->setTransform( &obj_pos );
1282 ssgBranch *custom_obj
1283 = gen_runway_sign( custom_path.str(), name );
1285 // wire the pieces together
1286 if ( custom_obj != NULL ) {
1287 obj_trans -> addKid( custom_obj );
1289 new_tile->addKid( obj_trans );
1290 } else if ( token == "RWY_LIGHTS" ) {
1291 double lon, lat, hdg, len, width;
1292 string common, end1, end2;
1293 in >> lon >> lat >> hdg >> len >> width
1294 >> common >> end1 >> end2;
1295 SG_LOG( SG_TERRAIN, SG_INFO, "token = " << token
1296 << " pos = " << lon << ", " << lat
1298 << " size = " << len << ", " << width
1299 << " codes = " << common << " "
1300 << end1 << " " << end2 );
1302 SG_LOG( SG_TERRAIN, SG_ALERT,
1303 "Unknown token " << token << " in "
1304 << stg_name.str() );
1309 // no .stg file, generate an ocean tile on the fly for this
1311 ssgBranch *geometry = new ssgBranch;
1314 if ( fgGenTile( basename.str(), tile_bucket, &c, &br, geometry ) ) {
1316 bounding_radius = br;
1317 new_tile -> addKid( geometry );
1320 SG_LOG( SG_TERRAIN, SG_ALERT,
1321 "Warning: failed to generate ocean tile!" );
1325 if ( new_tile != NULL ) {
1326 terra_range->addKid( new_tile );
1329 terra_transform->addKid( terra_range );
1331 // calculate initial tile offset
1332 SetOffset( globals->get_scenery()->get_center() );
1334 sgSetCoord( &sgcoord,
1335 offset.x(), offset.y(), offset.z(),
1337 terra_transform->setTransform( &sgcoord );
1338 // terrain->addKid( terra_transform );
1340 // Add ground lights to scene graph if any exist
1341 gnd_lights_transform = NULL;
1342 gnd_lights_range = NULL;
1343 if ( light_pts->getNum() ) {
1344 SG_LOG( SG_TERRAIN, SG_DEBUG, "generating lights" );
1345 gnd_lights_transform = new ssgTransform;
1346 gnd_lights_range = new ssgRangeSelector;
1347 gnd_lights_brightness = new ssgSelector;
1350 lights = gen_lights( light_pts, 4, 0.7 );
1351 gnd_lights_brightness->addKid( lights );
1353 lights = gen_lights( light_pts, 2, 0.85 );
1354 gnd_lights_brightness->addKid( lights );
1356 lights = gen_lights( light_pts, 1, 1.0 );
1357 gnd_lights_brightness->addKid( lights );
1359 gnd_lights_range->addKid( gnd_lights_brightness );
1360 gnd_lights_transform->addKid( gnd_lights_range );
1361 gnd_lights_transform->setTransform( &sgcoord );
1364 // Add runway lights to scene graph if any exist
1365 if ( rwy_lights_range->getNumKids() > 0 ) {
1366 SG_LOG( SG_TERRAIN, SG_INFO, "adding runway lights" );
1367 rwy_lights_transform->addKid( rwy_lights_range );
1368 rwy_lights_transform->setTransform( &sgcoord );
1372 // Create runway lights - 23 Mar 2001
1373 lightmaps_transform = NULL;
1374 lightmaps_sequence = NULL;
1375 ols_transform = NULL;
1376 // lightmaps_range = NULL;
1378 if ( lights_rway->getNum() ) {
1379 SG_LOG( SG_TERRAIN, SG_DEBUG, "generating airport lights" );
1380 lightmaps_transform = new ssgTransform;
1381 // lightmaps_range = new ssgRangeSelector;
1382 lightmaps_brightness = new ssgSelector;
1383 lightmaps_sequence = new ssgSelector;
1384 ols_transform = new ssgTransform;
1385 ssgBranch *lightmaps_branch;
1387 // call function to generate the runway lights
1388 lightmaps_branch = gen_runway_lights( lights_rway,
1389 lights_normal, lights_dir, lights_type);
1390 lightmaps_brightness->addKid( lightmaps_branch );
1392 // build the runway lights' scene
1393 // lightmaps_range->addKid( lightmaps_brightness ); //dont know why this doesnt work !!
1394 // lightmaps_transform->addKid( lightmaps_range ); //dont know why this doesnt work !!
1395 lightmaps_transform->addKid( lightmaps_brightness );
1396 lightmaps_sequence->setTraversalMaskBits( SSGTRAV_HOT );
1397 lightmaps_transform->addKid( lightmaps_sequence );
1398 lightmaps_transform->setTransform( &sgcoord );
1405 FGTileEntry::add_ssg_nodes( ssgBranch* terrain_branch,
1406 ssgBranch* gnd_lights_branch,
1407 ssgBranch* rwy_lights_branch )
1409 // bump up the ref count so we can remove this later without
1410 // having ssg try to free the memory.
1411 terra_transform->ref();
1412 terrain_branch->addKid( terra_transform );
1414 SG_LOG( SG_TERRAIN, SG_DEBUG,
1415 "connected a tile into scene graph. terra_transform = "
1416 << terra_transform );
1417 SG_LOG( SG_TERRAIN, SG_DEBUG, "num parents now = "
1418 << terra_transform->getNumParents() );
1420 if ( gnd_lights_transform != NULL ) {
1421 // bump up the ref count so we can remove this later without
1422 // having ssg try to free the memory.
1423 gnd_lights_transform->ref();
1424 gnd_lights_branch->addKid( gnd_lights_transform );
1427 if ( rwy_lights_transform != NULL ) {
1428 // bump up the ref count so we can remove this later without
1429 // having ssg try to free the memory.
1430 rwy_lights_transform->ref();
1431 rwy_lights_branch->addKid( rwy_lights_transform );
1435 if ( lightmaps_transform != 0 ) {
1436 // bump up the ref count so we can remove this later without
1437 // having ssg try to free the memory.
1438 lightmaps_transform->ref();
1439 gnd_lights_branch->addKid( lightmaps_transform );
1448 FGTileEntry::disconnect_ssg_nodes()
1450 SG_LOG( SG_TERRAIN, SG_DEBUG, "disconnecting ssg nodes" );
1453 SG_LOG( SG_TERRAIN, SG_DEBUG, "removing a not-fully loaded tile!" );
1455 SG_LOG( SG_TERRAIN, SG_DEBUG, "removing a fully loaded tile! terra_transform = " << terra_transform );
1458 // find the terrain branch parent
1459 int pcount = terra_transform->getNumParents();
1461 // find the first parent (should only be one)
1462 ssgBranch *parent = terra_transform->getParent( 0 ) ;
1464 // disconnect the tile (we previously ref()'d it so it
1465 // won't get freed now)
1466 parent->removeKid( terra_transform );
1468 SG_LOG( SG_TERRAIN, SG_ALERT,
1469 "parent pointer is NULL! Dying" );
1473 SG_LOG( SG_TERRAIN, SG_ALERT,
1474 "Parent count is zero for an ssg tile! Dying" );
1478 // find the ground lighting branch
1479 if ( gnd_lights_transform ) {
1480 pcount = gnd_lights_transform->getNumParents();
1482 // find the first parent (should only be one)
1483 ssgBranch *parent = gnd_lights_transform->getParent( 0 ) ;
1485 // disconnect the light branch (we previously ref()'d
1486 // it so it won't get freed now)
1487 parent->removeKid( gnd_lights_transform );
1489 SG_LOG( SG_TERRAIN, SG_ALERT,
1490 "parent pointer is NULL! Dying" );
1494 SG_LOG( SG_TERRAIN, SG_ALERT,
1495 "Parent count is zero for an ssg light tile! Dying" );
1500 // find the runway lighting branch
1501 if ( rwy_lights_transform ) {
1502 pcount = rwy_lights_transform->getNumParents();
1504 // find the first parent (should only be one)
1505 ssgBranch *parent = rwy_lights_transform->getParent( 0 ) ;
1507 // disconnect the light branch (we previously ref()'d
1508 // it so it won't get freed now)
1509 parent->removeKid( rwy_lights_transform );
1511 SG_LOG( SG_TERRAIN, SG_ALERT,
1512 "parent pointer is NULL! Dying" );
1516 SG_LOG( SG_TERRAIN, SG_ALERT,
1517 "Parent count is zero for an ssg light tile! Dying" );
1523 //runway lights - 23 Mar 2001
1524 // Delete runway lights and free memory
1525 if ( lightmaps_transform ) {
1526 // delete the runway lighting branch
1527 pcount = lightmaps_transform->getNumParents();
1529 // find the first parent (should only be one)
1530 ssgBranch *parent = lightmaps_transform->getParent( 0 ) ;
1532 parent->removeKid( lightmaps_transform );
1533 lightmaps_transform = NULL;
1535 SG_LOG( SG_TERRAIN, SG_ALERT,
1536 "lightmaps parent pointer is NULL! Dying" );
1540 SG_LOG( SG_TERRAIN, SG_ALERT,
1541 "Parent count is zero for an ssg lightmap tile! Dying" );