#include <XGL/xgl.h>
#include <Scenery/scenery.h>
-#include <Scenery/tileutils.h>
+#include <Scenery/bucketutils.h>
#include <Scenery/obj.h>
+#include <Scenery/tilecache.h>
#include <Aircraft/aircraft.h>
-#include <Include/constants.h>
-#include <Include/general.h>
-#include <Include/types.h>
+#include <Include/fg_constants.h>
+#include <Include/fg_types.h>
+#include <Main/fg_debug.h>
-/* here's where we keep the array of closest (potentially viewable) tiles */
-struct bucket local_tiles[49];
-GLint local_display_lists[49];
-struct fgCartesianPoint local_refs[49];
+#define FG_LOCAL_X 3 /* should be odd */
+#define FG_LOCAL_Y 3 /* should be odd */
+#define FG_LOCAL_X_Y 9 /* At least FG_LOCAL_X times FG_LOCAL_Y */
+
+
+/* closest (potentially viewable) tiles, centered on current tile.
+ * This is an array of pointers to cache indexes. */
+int tiles[FG_LOCAL_X_Y];
/* Initialize the Tile Manager subsystem */
void fgTileMgrInit( void ) {
- printf("Initializing Tile Manager subsystem.\n");
- /* fgTileCacheInit(); */
+ fgPrintf( FG_TERRAIN, FG_INFO, "Initializing Tile Manager subsystem.\n");
+}
+
+
+/* load a tile */
+void fgTileMgrLoadTile( struct fgBUCKET *p, int *index) {
+ fgPrintf( FG_TERRAIN, FG_DEBUG, "Updating for bucket %d %d %d %d\n",
+ p->lon, p->lat, p->x, p->y);
+
+ /* if not in cache, load tile into the next available slot */
+ if ( (*index = fgTileCacheExists(p)) < 0 ) {
+ *index = fgTileCacheNextAvail();
+ fgTileCacheEntryFillIn(*index, p);
+ }
+
+ fgPrintf( FG_TERRAIN, FG_DEBUG, "Selected cache index of %d\n", *index);
}
/* given the current lon/lat, fill in the array of local chunks. If
* the chunk isn't already in the cache, then read it from disk. */
void fgTileMgrUpdate( void ) {
- struct fgFLIGHT *f;
- struct fgGENERAL *g;
- struct bucket p;
- struct bucket p_last = {-1000, 0, 0, 0};
- char base_path[256];
- char file_name[256];
- int i, j;
-
- f = ¤t_aircraft.flight;
- g = &general;
-
- find_bucket(FG_Longitude * RAD_TO_DEG, FG_Latitude * RAD_TO_DEG, &p);
- printf("Updating Tile list for %d,%d %d,%d\n", p.lon, p.lat, p.x, p.y);
-
- if ( (p.lon == p_last.lon) && (p.lat == p_last.lat) &&
- (p.x == p_last.x) && (p.y == p_last.y) ) {
+ fgFLIGHT *f;
+ struct fgBUCKET p1, p2;
+ static struct fgBUCKET p_last = {-1000, 0, 0, 0};
+ int i, j, dw, dh;
+
+ f = current_aircraft.flight;
+
+ fgBucketFind(FG_Longitude * RAD_TO_DEG, FG_Latitude * RAD_TO_DEG, &p1);
+ dw = FG_LOCAL_X / 2;
+ dh = FG_LOCAL_Y / 2;
+
+ if ( (p1.lon == p_last.lon) && (p1.lat == p_last.lat) &&
+ (p1.x == p_last.x) && (p1.y == p_last.y) ) {
/* same bucket as last time */
- }
+ fgPrintf( FG_TERRAIN, FG_DEBUG, "Same bucket as last time\n");
+ } else if ( p_last.lon == -1000 ) {
+ /* First time through, initialize the system and load all
+ * relavant tiles */
+
+ fgPrintf( FG_TERRAIN, FG_DEBUG, "First time through ... \n");
+ fgPrintf( FG_TERRAIN, FG_DEBUG, "Updating Tile list for %d,%d %d,%d\n",
+ p1.lon, p1.lat, p1.x, p1.y);
- gen_idx_array(&p, local_tiles, 7, 7);
+ /* wipe tile cache */
+ fgTileCacheInit();
- /* scenery.center = ref; */
+ /* build the local area list and update cache */
+ for ( j = 0; j < FG_LOCAL_Y; j++ ) {
+ for ( i = 0; i < FG_LOCAL_X; i++ ) {
+ fgBucketOffset(&p1, &p2, i - dw, j - dh);
+ fgTileMgrLoadTile(&p2, &tiles[(j*FG_LOCAL_Y) + i]);
+ }
+ }
+ } else {
+ /* We've moved to a new bucket, we need to scroll our
+ * structures, and load in the new tiles */
- for ( i = 0; i < 49; i++ ) {
- gen_base_path(&local_tiles[i], base_path);
- sprintf(file_name, "%s/Scenery/%s/%ld.obj",
- g->root_dir, base_path, gen_index(&local_tiles[i]));
- local_display_lists[i] =
- fgObjLoad(file_name, &local_refs[i]);
+ /* CURRENTLY THIS ASSUMES WE CAN ONLY MOVE TO ADJACENT TILES.
+ AT ULTRA HIGH SPEEDS THIS ASSUMPTION MAY NOT BE VALID IF
+ THE AIRCRAFT CAN SKIP A TILE IN A SINGLE ITERATION. */
- if ( (local_tiles[i].lon == p.lon) &&
- (local_tiles[i].lat == p.lat) &&
- (local_tiles[i].x == p.x) &&
- (local_tiles[i].y == p.y) ) {
- scenery.center = local_refs[i];
+ if ( (p1.lon > p_last.lon) ||
+ ( (p1.lon == p_last.lon) && (p1.x > p_last.x) ) ) {
+ for ( j = 0; j < FG_LOCAL_Y; j++ ) {
+ /* scrolling East */
+ for ( i = 0; i < FG_LOCAL_X - 1; i++ ) {
+ tiles[(j*FG_LOCAL_Y) + i] = tiles[(j*FG_LOCAL_Y) + i + 1];
+ }
+ /* load in new column */
+ fgBucketOffset(&p_last, &p2, dw + 1, j - dh);
+ fgTileMgrLoadTile(&p2, &tiles[(j*FG_LOCAL_Y) + FG_LOCAL_X - 1]);
+ }
+ } else if ( (p1.lon < p_last.lon) ||
+ ( (p1.lon == p_last.lon) && (p1.x < p_last.x) ) ) {
+ for ( j = 0; j < FG_LOCAL_Y; j++ ) {
+ /* scrolling West */
+ for ( i = FG_LOCAL_X - 1; i > 0; i-- ) {
+ tiles[(j*FG_LOCAL_Y) + i] = tiles[(j*FG_LOCAL_Y) + i - 1];
+ }
+ /* load in new column */
+ fgBucketOffset(&p_last, &p2, -dw - 1, j - dh);
+ fgTileMgrLoadTile(&p2, &tiles[(j*FG_LOCAL_Y) + 0]);
+ }
}
+
+ if ( (p1.lat > p_last.lat) ||
+ ( (p1.lat == p_last.lat) && (p1.y > p_last.y) ) ) {
+ for ( i = 0; i < FG_LOCAL_X; i++ ) {
+ /* scrolling North */
+ for ( j = 0; j < FG_LOCAL_Y - 1; j++ ) {
+ tiles[(j * FG_LOCAL_Y) + i] =
+ tiles[((j+1) * FG_LOCAL_Y) + i];
+ }
+ /* load in new column */
+ fgBucketOffset(&p_last, &p2, i - dw, dh + 1);
+ fgTileMgrLoadTile(&p2,
+ &tiles[((FG_LOCAL_Y-1)*FG_LOCAL_Y) + i]);
+ }
+ } else if ( (p1.lat < p_last.lat) ||
+ ( (p1.lat == p_last.lat) && (p1.y < p_last.y) ) ) {
+ for ( i = 0; i < FG_LOCAL_X; i++ ) {
+ /* scrolling South */
+ for ( j = FG_LOCAL_Y - 1; j > 0; j-- ) {
+ tiles[(j * FG_LOCAL_Y) + i] =
+ tiles[((j-1) * FG_LOCAL_Y) + i];
+ }
+ /* load in new column */
+ fgBucketOffset(&p_last, &p2, i - dw, -dh - 1);
+ fgTileMgrLoadTile(&p2, &tiles[0 + i]);
+ }
+ }
}
+ p_last.lon = p1.lon;
+ p_last.lat = p1.lat;
+ p_last.x = p1.x;
+ p_last.y = p1.y;
}
-/* Render the local tiles --- hack, hack, hack */
+/* Render the local tiles */
void fgTileMgrRender( void ) {
static GLfloat terrain_color[4] = { 0.6, 0.8, 0.4, 1.0 };
static GLfloat terrain_ambient[4];
static GLfloat terrain_diffuse[4];
- int i, j;
+ struct fgCartesianPoint local_ref;
+ GLint display_list;
+ int i;
+ int index;
for ( i = 0; i < 4; i++ ) {
terrain_ambient[i] = terrain_color[i] * 0.5;
xglMaterialfv(GL_FRONT, GL_AMBIENT, terrain_ambient);
xglMaterialfv(GL_FRONT, GL_DIFFUSE, terrain_diffuse);
- for ( i = 0; i < 49; i++ ) {
- xglPushMatrix();
- xglTranslatef(local_refs[i].x - scenery.center.x,
- local_refs[i].y - scenery.center.y,
- local_refs[i].z - scenery.center.z);
- xglCallList(local_display_lists[i]);
- xglPopMatrix();
+ for ( i = 0; i < FG_LOCAL_X_Y; i++ ) {
+ index = tiles[i];
+ /* fgPrintf( FG_TERRAIN, FG_DEBUG, "Index = %d\n", index); */
+ fgTileCacheEntryInfo(index, &display_list, &local_ref );
+
+ if ( display_list >= 0 ) {
+ xglPushMatrix();
+ xglTranslatef(local_ref.x - scenery.center.x,
+ local_ref.y - scenery.center.y,
+ local_ref.z - scenery.center.z);
+ xglCallList(display_list);
+ xglPopMatrix();
+ }
}
}
/* $Log$
-/* Revision 1.5 1998/01/19 19:27:18 curt
-/* Merged in make system changes from Bob Kuehne <rpk@sgi.com>
-/* This should simplify things tremendously.
+/* Revision 1.13 1998/02/07 15:29:46 curt
+/* Incorporated HUD changes and struct/typedef changes from Charlie Hotchkiss
+/* <chotchkiss@namg.us.anritsu.com>
/*
+ * Revision 1.12 1998/02/01 03:39:55 curt
+ * Minor tweaks.
+ *
+ * Revision 1.11 1998/01/31 00:43:27 curt
+ * Added MetroWorks patches from Carmen Volpe.
+ *
+ * Revision 1.10 1998/01/29 00:51:40 curt
+ * First pass at tile cache, dynamic tile loading and tile unloading now works.
+ *
+ * Revision 1.9 1998/01/27 03:26:44 curt
+ * Playing with new fgPrintf command.
+ *
+ * Revision 1.8 1998/01/27 00:48:04 curt
+ * Incorporated Paul Bleisch's <bleisch@chromatic.com> new debug message
+ * system and commandline/config file processing code.
+ *
+ * Revision 1.7 1998/01/26 15:55:25 curt
+ * Progressing on building dynamic scenery system.
+ *
+ * Revision 1.6 1998/01/24 00:03:30 curt
+ * Initial revision.
+ *
+ * Revision 1.5 1998/01/19 19:27:18 curt
+ * Merged in make system changes from Bob Kuehne <rpk@sgi.com>
+ * This should simplify things tremendously.
+ *
* Revision 1.4 1998/01/19 18:40:38 curt
* Tons of little changes to clean up the code and to remove fatal errors
* when building with the c++ compiler.