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++
43 #include <simgear/compiler.h>
48 #include <plib/ssg.h> // plib includes
50 #include <simgear/bucket/newbucket.hxx>
51 #include <simgear/math/point3d.hxx>
52 #include <simgear/misc/sg_path.hxx>
62 typedef vector < Point3D > point_list;
63 typedef point_list::iterator point_list_iterator;
64 typedef point_list::const_iterator const_point_list_iterator;
70 * A class to hold deferred model loading info
72 class FGDeferredModel {
79 ssgTransform *obj_trans;
83 inline FGDeferredModel() { }
84 inline FGDeferredModel( const string mp, const string tp,
85 FGTileEntry *t, ssgTransform *ot )
92 inline ~FGDeferredModel() { }
93 inline string get_model_path() const { return model_path; }
94 inline string get_texture_path() const { return texture_path; }
95 inline FGTileEntry *get_tile() const { return tile; }
96 inline ssgTransform *get_obj_trans() const { return obj_trans; }
101 * A class to encapsulate everything we need to know about a scenery tile.
107 /* CLO123 FROM HERE TO THE CORRESPONDING MARKER ARE THINGS THAT
108 CAN BE DELETED AFTER WE DROP THE ASCII SCENERY FORMAT */
109 typedef vector < sgVec3 * > free_vec3_list;
110 typedef vector < sgVec2 * > free_vec2_list;
111 typedef vector < unsigned short * > free_index_list;
118 // global tile culling data
120 double bounding_radius;
123 // this tile's official location in the world
124 SGBucket tile_bucket;
126 // list of pointers to memory chunks that need to be freed when
127 // tile entry goes away
128 free_vec3_list vec3_ptrs;
129 free_vec2_list vec2_ptrs;
130 free_index_list index_ptrs;
134 // ssg tree structure for this tile is as follows:
136 // - ssgBranch(terrain)
137 // - ssgTransform(tile)
138 // - ssgRangeSelector(tile)
145 // pointer to ssg transform for this tile
146 ssgTransform *terra_transform;
147 ssgTransform *rwy_lights_transform;
148 ssgTransform *gnd_lights_transform;
150 // pointer to ssg range selector for this tile
151 ssgRangeSelector *terra_range;
152 ssgRangeSelector *rwy_lights_range;
153 ssgRangeSelector *gnd_lights_range;
155 // we create several preset brightness and can choose which one we
156 // want based on lighting conditions.
157 ssgSelector *gnd_lights_brightness;
160 // Runway centre coords.
161 Point3D rway_center; // Reqd. for switching as function of distance from runway center
162 //pointers for Runway lights
163 ssgTransform *lightmaps_transform; // branch for runway lights
164 ssgRangeSelector *lightmaps_range; // tried to maintain same structure as Curt's ground
165 ssgSelector *lightmaps_brightness; // selector node for points/ lightmaps
167 ssgSimpleState *lightmap_state; // OpenGL state of the polygons that make up runway lights
168 ssgVertexArray *light_points; // array of runway light coords.
172 * Indicates this tile has been loaded from a file and connected
173 * into the scene graph. Note that this may be set asynchronously
176 volatile bool loaded;
179 * Count of pending models to load for this tile. This tile
180 * cannot be removed until this number reaches zero (i.e. no
181 * pending models to load for this tile.)
183 volatile int pending_models;
185 bool obj_load( const std::string& path,
187 ssgBranch* rwy_lights,
188 ssgVertexArray* gound_lights,
191 ssgLeaf* gen_lights( ssgVertexArray *lights, int inc, float bright );
196 ssgTransform *ols_transform; // transform node for flols simulation
197 ssgSelector *lightmaps_sequence; // selector node for points/ lightmaps
198 ssgBranch* gen_runway_lights(ssgVertexArray *points,ssgVertexArray *normal, ssgVertexArray *dir, int *type);
202 FGTileEntry( const SGBucket& b );
207 #ifdef WISH_PLIB_WAS_THREADED // but it isn't
208 // Schedule tile to be freed/removed
209 void sched_removal();
212 // Clean up the memory used by this tile and delete the arrays
213 // used by ssg as well as the whole ssg branch
216 // Calculate this tile's offset
217 void SetOffset( const Point3D& p)
222 // Return this tile's offset
223 inline Point3D get_offset() const { return offset; }
225 // Update the ssg transform node for this tile so it can be
226 // properly drawn relative to our (0,0,0) point
227 void prep_ssg_node( const Point3D& p, float vis);
230 * Load tile data from a file.
231 * @param base name of directory containing tile data file.
232 * @param is_base is this a base terrain object for which we should generate
233 * random ground light points */
234 void load( const SGPath& base, bool is_base );
237 * Return true if the tile entry is loaded, otherwise return false
238 * indicating that the loading thread is still working on this.
240 inline bool is_loaded() const { return loaded; }
243 * decrement the pending models count
245 inline void dec_pending_models() { pending_models--; }
248 * return the number of remaining pending models for this tile
250 inline int get_pending_models() const { return pending_models; }
253 * Return the "bucket" for this tile
255 inline SGBucket get_tile_bucket() const { return tile_bucket; }
258 * Add terrain mesh and ground lighting to scene graph.
260 void add_ssg_nodes( ssgBranch* terrain_branch,
261 ssgBranch* gnd_lights_branch,
262 ssgBranch* rwy_lights_branch );
265 * disconnect terrain mesh and ground lighting nodes from scene
266 * graph for this tile.
268 void disconnect_ssg_nodes();
272 #endif // _TILEENTRY_HXX