1 // tileentry.hxx -- routines to handle an individual 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.
24 #ifndef _TILEENTRY_HXX
25 #define _TILEENTRY_HXX
29 # error This library requires C++
36 #include <simgear/compiler.h>
41 #include <plib/ssg.h> // plib includes
43 #include <simgear/bucket/newbucket.hxx>
44 #include <simgear/math/point3d.hxx>
45 #include <simgear/misc/sg_path.hxx>
55 typedef vector < Point3D > point_list;
56 typedef point_list::iterator point_list_iterator;
57 typedef point_list::const_iterator const_point_list_iterator;
63 * A class to hold deferred model loading info
65 class FGDeferredModel {
72 ssgTransform *obj_trans;
76 inline FGDeferredModel() { }
77 inline FGDeferredModel( const string mp, const string tp,
78 FGTileEntry *t, ssgTransform *ot )
85 inline ~FGDeferredModel() { }
86 inline string get_model_path() const { return model_path; }
87 inline string get_texture_path() const { return texture_path; }
88 inline FGTileEntry *get_tile() const { return tile; }
89 inline ssgTransform *get_obj_trans() const { return obj_trans; }
94 * A class to encapsulate everything we need to know about a scenery tile.
100 /* CLO123 FROM HERE TO THE CORRESPONDING MARKER ARE THINGS THAT
101 CAN BE DELETED AFTER WE DROP THE ASCII SCENERY FORMAT */
102 typedef vector < sgVec3 * > free_vec3_list;
103 typedef vector < sgVec2 * > free_vec2_list;
104 typedef vector < unsigned short * > free_index_list;
111 // global tile culling data
113 double bounding_radius;
116 // this tile's official location in the world
117 SGBucket tile_bucket;
119 // list of pointers to memory chunks that need to be freed when
120 // tile entry goes away
121 free_vec3_list vec3_ptrs;
122 free_vec2_list vec2_ptrs;
123 free_index_list index_ptrs;
127 // ssg tree structure for this tile is as follows:
129 // - ssgBranch(terrain)
130 // - ssgTransform(tile)
131 // - ssgRangeSelector(tile)
138 // pointer to ssg transform for this tile
139 ssgTransform *terra_transform;
140 ssgTransform *rwy_lights_transform;
141 ssgTransform *taxi_lights_transform;
142 ssgTransform *gnd_lights_transform;
144 // pointer to ssg range selector for this tile
145 ssgRangeSelector *terra_range;
146 ssgRangeSelector *gnd_lights_range;
148 // we create several preset brightness and can choose which one we
149 // want based on lighting conditions.
150 ssgSelector *gnd_lights_brightness;
153 // Runway centre coords.
154 Point3D rway_center; // Reqd. for switching as function of distance from runway center
155 //pointers for Runway lights
156 ssgTransform *lightmaps_transform; // branch for runway lights
157 ssgRangeSelector *lightmaps_range; // tried to maintain same structure as Curt's ground
158 ssgSelector *lightmaps_brightness; // selector node for points/ lightmaps
160 ssgSimpleState *lightmap_state; // OpenGL state of the polygons that make up runway lights
161 ssgVertexArray *light_points; // array of runway light coords.
165 * Indicates this tile has been loaded from a file and connected
166 * into the scene graph. Note that this may be set asynchronously
169 volatile bool loaded;
172 * Count of pending models to load for this tile. This tile
173 * cannot be removed until this number reaches zero (i.e. no
174 * pending models to load for this tile.)
176 volatile int pending_models;
178 bool obj_load( const std::string& path,
180 ssgBranch* rwy_lights,
181 ssgBranch* taxi_lights,
182 ssgVertexArray* gound_lights,
185 ssgLeaf* gen_lights( ssgVertexArray *lights, int inc, float bright );
190 // this variable tracks the status of the incremental memory freeing.
195 GROUND_LIGHTS = 0x08,
205 ssgTransform *ols_transform; // transform node for flols simulation
206 ssgSelector *lightmaps_sequence; // selector node for points/ lightmaps
207 ssgBranch* gen_runway_lights(ssgVertexArray *points,ssgVertexArray *normal, ssgVertexArray *dir, int *type);
211 FGTileEntry( const SGBucket& b );
216 // Clean up the memory used by this tile and delete the arrays
217 // used by ssg as well as the whole ssg branch. This does a
218 // partial clean up and exits so we can spread the load across
219 // multiple frames. Returns false if work remaining to be done,
220 // true if dynamically allocated memory used by this tile is
224 // Calculate this tile's offset
225 void SetOffset( const Point3D& p)
230 // Return this tile's offset
231 inline Point3D get_offset() const { return offset; }
233 // Update the ssg transform node for this tile so it can be
234 // properly drawn relative to our (0,0,0) point
235 void prep_ssg_node( const Point3D& p, sgVec3 up, float vis);
238 * Load tile data from a file.
239 * @param base name of directory containing tile data file.
240 * @param is_base is this a base terrain object for which we should generate
241 * random ground light points */
242 void load( const SGPath& base, bool is_base );
245 * Return true if the tile entry is loaded, otherwise return false
246 * indicating that the loading thread is still working on this.
248 inline bool is_loaded() const { return loaded; }
251 * decrement the pending models count
253 inline void dec_pending_models() { pending_models--; }
256 * return the number of remaining pending models for this tile
258 inline int get_pending_models() const { return pending_models; }
261 * Return the "bucket" for this tile
263 inline SGBucket get_tile_bucket() const { return tile_bucket; }
266 * Add terrain mesh and ground lighting to scene graph.
268 void add_ssg_nodes( ssgBranch* terrain_branch,
269 ssgBranch* gnd_lights_branch,
270 ssgBranch* rwy_lights_branch,
271 ssgBranch* taxi_lights_branch );
274 * disconnect terrain mesh and ground lighting nodes from scene
275 * graph for this tile.
277 void disconnect_ssg_nodes();
281 * return the SSG Transform node for the terrain
283 inline ssgTransform *get_terra_transform() { return terra_transform; }
285 void set_timestamp(double time_ms) { timestamp = time_ms; }
287 inline double get_timestamp() const { return timestamp; }
292 #endif // _TILEENTRY_HXX