#include <GL/glut.h>
#include <XGL/xgl.h>
-#include <Aircraft/aircraft.h>
+#include <Aircraft/aircraft.hxx>
-#include <Bucket/bucketutils.h>
-#include <Debug/fg_debug.h>
+#include <Bucket/bucketutils.hxx>
+#include <Debug/logstream.hxx>
#include <Include/fg_constants.h>
-#include <Include/fg_types.h>
#include <Main/options.hxx>
#include <Main/views.hxx>
-#include <Math/fg_geodesy.h>
+#include <Math/fg_geodesy.hxx>
#include <Math/mat3.h>
+#include <Math/point3d.hxx>
#include <Math/polar3d.hxx>
#include <Math/vector.hxx>
-#include <Weather/weather.h>
+#include <Objects/material.hxx>
+#include <Objects/obj.hxx>
+#include <Weather/weather.hxx>
-#include "material.hxx"
-#include "obj.hxx"
#include "scenery.hxx"
+#include "tile.hxx"
#include "tilecache.hxx"
+#include "tilemgr.hxx"
+
+
+// to test clipping speedup in fgTileMgrRender()
+#if defined ( USE_FAST_FOV_CLIP )
+ // #define TEST_FOV_CLIP
+ // #define TEST_ELEV
+#endif
#define FG_LOCAL_X_Y 81 // max(o->tile_diameter) ** 2
-#define FG_SQUARE(X) ((X) * (X))
+#define FG_SQUARE( X ) ( (X) * (X) )
+#if defined(USE_MEM) || defined(WIN32)
+# define FG_MEM_COPY(to,from,n) memcpy(to, from, n)
+#else
+# define FG_MEM_COPY(to,from,n) bcopy(from, to, n)
+#endif
// closest (potentially viewable) tiles, centered on current tile.
// This is an array of pointers to cache indexes.
// Initialize the Tile Manager subsystem
int fgTileMgrInit( void ) {
- fgPrintf( FG_TERRAIN, FG_INFO, "Initializing Tile Manager subsystem.\n");
+ FG_LOG( FG_TERRAIN, FG_INFO, "Initializing Tile Manager subsystem." );
// load default material library
material_mgr.load_lib();
// load a tile
-void fgTileMgrLoadTile( fgBUCKET *p, int *index) {
+void fgTileMgrLoadTile( const fgBUCKET& p, int *index) {
fgTILECACHE *c;
c = &global_tile_cache;
- fgPrintf( FG_TERRAIN, FG_DEBUG, "Updating for bucket %d %d %d %d\n",
- p->lon, p->lat, p->x, p->y);
+ FG_LOG( FG_TERRAIN, FG_DEBUG, "Updating for bucket " << p );
// if not in cache, load tile into the next available slot
- if ( (*index = c->Exists(p)) < 0 ) {
- *index = c->NextAvail();
- c->EntryFillIn(*index, p);
+ *index = c->exists(p);
+ if ( *index < 0 ) {
+ *index = c->next_avail();
+ c->fill_in(*index, p);
+ }
+
+ FG_LOG( FG_TERRAIN, FG_DEBUG, "Selected cache index: " << *index );
+}
+
+
+// Calculate shortest distance from point to line
+static double point_line_dist_squared( const Point3D& tc, const Point3D& vp,
+ MAT3vec d )
+{
+ MAT3vec p, p0;
+ double dist;
+
+ p[0] = tc.x(); p[1] = tc.y(); p[2] = tc.z();
+ p0[0] = vp.x(); p0[1] = vp.y(); p0[2] = vp.z();
+
+ dist = fgPointLineSquared(p, p0, d);
+
+ // cout << "dist = " << dist << endl;
+
+ return(dist);
+}
+
+
+// Determine scenery altitude. Normally this just happens when we
+// render the scene, but we'd also like to be able to do this
+// explicitely. lat & lon are in radians. abs_view_pos in meters.
+// Returns result in meters.
+double
+fgTileMgrCurElev( const fgBUCKET& p ) {
+ fgTILE *t;
+ fgFRAGMENT *frag_ptr;
+ Point3D abs_view_pos = current_view.abs_view_pos;
+ Point3D earth_center(0.0);
+ Point3D result;
+ MAT3vec local_up;
+ double dist, lat_geod, alt, sea_level_r;
+ int index;
+
+ local_up[0] = abs_view_pos.x();
+ local_up[1] = abs_view_pos.y();
+ local_up[2] = abs_view_pos.z();
+
+ // Find current translation offset
+ // fgBucketFind(lon * RAD_TO_DEG, lat * RAD_TO_DEG, &p);
+ index = global_tile_cache.exists(p);
+ if ( index < 0 ) {
+ FG_LOG( FG_TERRAIN, FG_WARN, "Tile not found" );
+ return 0.0;
+ }
+
+ t = global_tile_cache.get_tile(index);
+
+ scenery.next_center = t->center;
+
+ FG_LOG( FG_TERRAIN, FG_DEBUG,
+ "Current bucket = " << p << " Index = " << fgBucketGenIndex(&p) );
+ FG_LOG( FG_TERRAIN, FG_DEBUG,
+ "abs_view_pos = " << abs_view_pos );
+
+ // calculate tile offset
+ // x = (t->offset.x = t->center.x - scenery.center.x);
+ // y = (t->offset.y = t->center.y - scenery.center.y);
+ // z = (t->offset.z = t->center.z - scenery.center.z);
+
+ // calc current terrain elevation calculate distance from
+ // vertical tangent line at current position to center of
+ // tile.
+
+ /* printf("distance squared = %.2f, bounding radius = %.2f\n",
+ point_line_dist_squared(&(t->offset), &(v->view_pos),
+ v->local_up), t->bounding_radius); */
+
+ dist = point_line_dist_squared( t->center, abs_view_pos, local_up );
+ if ( dist < FG_SQUARE(t->bounding_radius) ) {
+
+ // traverse fragment list for tile
+ fgTILE::FragmentIterator current = t->begin();
+ fgTILE::FragmentIterator last = t->end();
+
+ for ( ; current != last; ++current ) {
+ frag_ptr = &(*current);
+ /* printf("distance squared = %.2f, bounding radius = %.2f\n",
+ point_line_dist_squared( &(frag_ptr->center),
+ &abs_view_pos), local_up),
+ frag_ptr->bounding_radius); */
+
+ dist = point_line_dist_squared( frag_ptr->center,
+ abs_view_pos,
+ local_up);
+ if ( dist <= FG_SQUARE(frag_ptr->bounding_radius) ) {
+ if ( frag_ptr->intersect( abs_view_pos,
+ earth_center, 0, result ) ) {
+ FG_LOG( FG_TERRAIN, FG_DEBUG, "intersection point " <<
+ result );
+ // compute geocentric coordinates of tile center
+ Point3D pp = fgCartToPolar3d(result);
+ FG_LOG( FG_TERRAIN, FG_DEBUG, " polar form = " << pp );
+ // convert to geodetic coordinates
+ fgGeocToGeod(pp.lat(), pp.radius(), &lat_geod,
+ &alt, &sea_level_r);
+
+ // printf("alt = %.2f\n", alt);
+ // exit since we found an intersection
+ if ( alt > -9999.0 ) {
+ // printf("returning alt\n");
+ return alt;
+ } else {
+ // printf("returning 0\n");
+ return 0.0;
+ }
+ }
+ }
+ }
+ }
+
+ cout << "(new) no terrain intersection found\n";
+ return 0.0;
+}
+
+
+// Determine scenery altitude. Normally this just happens when we
+// render the scene, but we'd also like to be able to do this
+// explicitely. lat & lon are in radians. abs_view_pos in meters.
+// Returns result in meters.
+double
+fgTileMgrCurElevOLD( double lon, double lat, const Point3D& abs_view_pos ) {
+ fgTILECACHE *c;
+ fgTILE *t;
+ // fgVIEW *v;
+ fgFRAGMENT *frag_ptr;
+ fgBUCKET p;
+ Point3D earth_center(0.0);
+ Point3D result;
+ MAT3vec local_up;
+ double dist, lat_geod, alt, sea_level_r;
+ // double x, y, z;
+ int index;
+
+ c = &global_tile_cache;
+ // v = ¤t_view;
+
+ local_up[0] = abs_view_pos.x();
+ local_up[1] = abs_view_pos.y();
+ local_up[2] = abs_view_pos.z();
+
+ // Find current translation offset
+ fgBucketFind(lon * RAD_TO_DEG, lat * RAD_TO_DEG, &p);
+ index = c->exists(p);
+ if ( index < 0 ) {
+ FG_LOG( FG_TERRAIN, FG_WARN, "Tile not found" );
+ return 0.0;
+ }
+
+ t = c->get_tile(index);
+
+ scenery.next_center = t->center;
+
+ // earth_center = Point3D(0.0, 0.0, 0.0);
+
+ FG_LOG( FG_TERRAIN, FG_DEBUG,
+ "Pos = (" << lon * RAD_TO_DEG << ", " << lat * RAD_TO_DEG
+ << ") Current bucket = " << p
+ << " Index = " << fgBucketGenIndex(&p) );
+
+ // calculate tile offset
+ // x = (t->offset.x = t->center.x - scenery.center.x);
+ // y = (t->offset.y = t->center.y - scenery.center.y);
+ // z = (t->offset.z = t->center.z - scenery.center.z);
+
+ // calc current terrain elevation calculate distance from
+ // vertical tangent line at current position to center of
+ // tile.
+
+ /* printf("distance squared = %.2f, bounding radius = %.2f\n",
+ point_line_dist_squared(&(t->offset), &(v->view_pos),
+ v->local_up), t->bounding_radius); */
+
+ dist = point_line_dist_squared( t->center, abs_view_pos, local_up );
+ if ( dist < FG_SQUARE(t->bounding_radius) ) {
+
+ // traverse fragment list for tile
+ fgTILE::FragmentIterator current = t->begin();
+ fgTILE::FragmentIterator last = t->end();
+
+ for ( ; current != last; ++current ) {
+ frag_ptr = &(*current);
+ /* printf("distance squared = %.2f, bounding radius = %.2f\n",
+ point_line_dist_squared( &(frag_ptr->center),
+ &abs_view_pos), local_up),
+ frag_ptr->bounding_radius); */
+
+ dist = point_line_dist_squared( frag_ptr->center,
+ abs_view_pos,
+ local_up);
+ if ( dist <= FG_SQUARE(frag_ptr->bounding_radius) ) {
+ if ( frag_ptr->intersect( abs_view_pos,
+ earth_center, 0, result ) ) {
+ FG_LOG( FG_TERRAIN, FG_DEBUG, "intersection point " <<
+ result );
+ // compute geocentric coordinates of tile center
+ Point3D pp = fgCartToPolar3d(result);
+ FG_LOG( FG_TERRAIN, FG_DEBUG, " polar form = " << pp );
+ // convert to geodetic coordinates
+ fgGeocToGeod(pp.lat(), pp.radius(), &lat_geod,
+ &alt, &sea_level_r);
+
+ // printf("alt = %.2f\n", alt);
+ // exit since we found an intersection
+ if ( alt > -9999.0 ) {
+ // printf("returning alt\n");
+ return alt;
+ } else {
+ // printf("returning 0\n");
+ return 0.0;
+ }
+ }
+ }
+ }
}
- fgPrintf( FG_TERRAIN, FG_DEBUG, "Selected cache index of %d\n", *index);
+ cout << "(old) no terrain intersection found\n";
+ return 0.0;
}
// the chunk isn't already in the cache, then read it from disk.
int fgTileMgrUpdate( void ) {
fgTILECACHE *c;
- fgFLIGHT *f;
+ FGState *f;
fgBUCKET p1, p2;
static fgBUCKET p_last = {-1000, 0, 0, 0};
int tile_diameter;
int i, j, dw, dh;
c = &global_tile_cache;
- f = current_aircraft.flight;
+ f = current_aircraft.fdm_state;
tile_diameter = current_options.get_tile_diameter();
- fgBucketFind(FG_Longitude * RAD_TO_DEG, FG_Latitude * RAD_TO_DEG, &p1);
+ fgBucketFind( f->get_Longitude() * RAD_TO_DEG,
+ f->get_Latitude() * RAD_TO_DEG, &p1);
dw = tile_diameter / 2;
dh = tile_diameter / 2;
- if ( (p1.lon == p_last.lon) && (p1.lat == p_last.lat) &&
- (p1.x == p_last.x) && (p1.y == p_last.y) ) {
+ if ( p1 == p_last ) {
// same bucket as last time
- fgPrintf( FG_TERRAIN, FG_DEBUG, "Same bucket as last time\n");
+ FG_LOG( FG_TERRAIN, FG_DEBUG, "Same bucket as last time" );
} else if ( p_last.lon == -1000 ) {
// First time through, initialize the system and load all
// relavant tiles
- fgPrintf( FG_TERRAIN, FG_INFO, " First time through ... ");
- fgPrintf( FG_TERRAIN, FG_INFO, " Updating Tile list for %d,%d %d,%d\n",
- p1.lon, p1.lat, p1.x, p1.y);
- fgPrintf( FG_TERRAIN, FG_INFO, " Loading %d tiles\n",
- tile_diameter * tile_diameter);
+ FG_LOG( FG_TERRAIN, FG_INFO, " First time through ... " );
+ FG_LOG( FG_TERRAIN, FG_INFO, " Updating Tile list for " << p1 );
+ FG_LOG( FG_TERRAIN, FG_INFO, " Loading "
+ << tile_diameter * tile_diameter << " tiles" );
// wipe/initialize tile cache
- c->Init();
+ c->init();
// build the local area list and update cache
for ( j = 0; j < tile_diameter; j++ ) {
for ( i = 0; i < tile_diameter; i++ ) {
fgBucketOffset(&p1, &p2, i - dw, j - dh);
- fgTileMgrLoadTile(&p2, &tiles[(j*tile_diameter) + i]);
+ fgTileMgrLoadTile( p2, &tiles[(j*tile_diameter) + i]);
}
}
} else {
// AT ULTRA HIGH SPEEDS THIS ASSUMPTION MAY NOT BE VALID IF
// THE AIRCRAFT CAN SKIP A TILE IN A SINGLE ITERATION.
- fgPrintf( FG_TERRAIN, FG_INFO, "Updating Tile list for %d,%d %d,%d\n",
- p1.lon, p1.lat, p1.x, p1.y);
+ FG_LOG( FG_TERRAIN, FG_INFO, "Updating Tile list for " << p1 );
if ( (p1.lon > p_last.lon) ||
( (p1.lon == p_last.lon) && (p1.x > p_last.x) ) ) {
- fgPrintf( FG_TERRAIN, FG_INFO, " Loading %d tiles\n",
- tile_diameter);
+ FG_LOG( FG_TERRAIN, FG_INFO,
+ " Loading " << tile_diameter << "tiles" );
for ( j = 0; j < tile_diameter; j++ ) {
// scrolling East
for ( i = 0; i < tile_diameter - 1; i++ ) {
}
// load in new column
fgBucketOffset(&p_last, &p2, dw + 1, j - dh);
- fgTileMgrLoadTile(&p2, &tiles[(j*tile_diameter) +
+ fgTileMgrLoadTile( p2, &tiles[(j*tile_diameter) +
tile_diameter - 1]);
}
} else if ( (p1.lon < p_last.lon) ||
( (p1.lon == p_last.lon) && (p1.x < p_last.x) ) ) {
- fgPrintf( FG_TERRAIN, FG_INFO, " Loading %d tiles\n",
- tile_diameter);
+ FG_LOG( FG_TERRAIN, FG_INFO,
+ " Loading " << tile_diameter << "tiles" );
for ( j = 0; j < tile_diameter; j++ ) {
// scrolling West
for ( i = tile_diameter - 1; i > 0; i-- ) {
}
// load in new column
fgBucketOffset(&p_last, &p2, -dw - 1, j - dh);
- fgTileMgrLoadTile(&p2, &tiles[(j*tile_diameter) + 0]);
+ fgTileMgrLoadTile( p2, &tiles[(j*tile_diameter) + 0]);
}
}
if ( (p1.lat > p_last.lat) ||
( (p1.lat == p_last.lat) && (p1.y > p_last.y) ) ) {
- fgPrintf( FG_TERRAIN, FG_INFO, " Loading %d tiles\n",
- tile_diameter);
+ FG_LOG( FG_TERRAIN, FG_INFO,
+ " Loading " << tile_diameter << "tiles" );
for ( i = 0; i < tile_diameter; i++ ) {
// scrolling North
for ( j = 0; j < tile_diameter - 1; j++ ) {
}
// load in new column
fgBucketOffset(&p_last, &p2, i - dw, dh + 1);
- fgTileMgrLoadTile(&p2, &tiles[((tile_diameter-1) *
+ fgTileMgrLoadTile( p2, &tiles[((tile_diameter-1) *
tile_diameter) + i]);
}
} else if ( (p1.lat < p_last.lat) ||
( (p1.lat == p_last.lat) && (p1.y < p_last.y) ) ) {
- fgPrintf( FG_TERRAIN, FG_INFO, " Loading %d tiles\n",
- tile_diameter);
+ FG_LOG( FG_TERRAIN, FG_INFO,
+ " Loading " << tile_diameter << "tiles" );
for ( i = 0; i < tile_diameter; i++ ) {
// scrolling South
for ( j = tile_diameter - 1; j > 0; j-- ) {
}
// load in new column
fgBucketOffset(&p_last, &p2, i - dw, -dh - 1);
- fgTileMgrLoadTile(&p2, &tiles[0 + i]);
+ fgTileMgrLoadTile( p2, &tiles[0 + i]);
}
}
}
+
+ // find our current elevation (feed in the current bucket to save work)
+ scenery.cur_elev = fgTileMgrCurElev( p1 );
+
p_last.lon = p1.lon;
p_last.lat = p1.lat;
p_last.x = p1.x;
p_last.y = p1.y;
+
return 1;
}
-// Calculate shortest distance from point to line
-static double point_line_dist_squared( fgPoint3d *tc, fgPoint3d *vp,
- MAT3vec d )
-{
- MAT3vec p, p0;
- double dist;
+// Calculate if point/radius is inside view frustum
+static int viewable( const Point3D& cp, double radius ) {
+ int viewable = 1; // start by assuming it's viewable
+ double x1, y1;
- p[0] = tc->x; p[1] = tc->y; p[2] = tc->z;
- p0[0] = vp->x; p0[1] = vp->y; p0[2] = vp->z;
+/********************************/
+#if defined( USE_FAST_FOV_CLIP ) // views.hxx
+/********************************/
+
+ MAT3vec eye;
+ double *mat;
+ double x, y, z;
- dist = fgPointLineSquared(p, p0, d);
+ x = cp.x();
+ y = cp.y();
+ z = cp.z();
+
+ mat = (double *)(current_view.WORLD_TO_EYE);
+
+ eye[2] = x*mat[2] + y*mat[6] + z*mat[10] + mat[14];
+
+ // Check near and far clip plane
+ if( ( eye[2] > radius ) ||
+ ( eye[2] + radius + current_weather.visibility < 0) )
+ {
+ return(0);
+ }
+
+ eye[0] = (x*mat[0] + y*mat[4] + z*mat[8] + mat[12]) * current_view.slope_x;
- // printf("dist = %.2f\n", dist);
+ // check right and left clip plane (from eye perspective)
+ x1 = radius * current_view.fov_x_clip;
+ if( (eye[2] > -(eye[0]+x1)) || (eye[2] > (eye[0]-x1)) )
+ {
+ return(0);
+ }
+
+ eye[1] = (x*mat[1] + y*mat[5] + z*mat[9] + mat[13]) * current_view.slope_y;
- return(dist);
-}
+ // check bottom and top clip plane (from eye perspective)
+ y1 = radius * current_view.fov_y_clip;
+ if( (eye[2] > -(eye[1]+y1)) || (eye[2] > (eye[1]-y1)) )
+ {
+ return(0);
+ }
+/********************************/
+#else // DO NOT USE_FAST_FOV_CLIP
+/********************************/
-// Calculate if point/radius is inside view frustum
-static int viewable( fgPoint3d *cp, double radius ) {
fgVIEW *v;
MAT3hvec world, eye;
- int viewable = 1; // start by assuming it's viewable
- double x0, x1, y1, slope;
+ double x0, slope;
v = ¤t_view;
MAT3_SET_HVEC(world, cp->x, cp->y, cp->z, 1.0);
- MAT3mult_vec(eye, world, v->WORLD_TO_EYE);
+ // MAT3mult_vec(eye, world, v->WORLD_TO_EYE);
// printf( "\nworld -> eye = %.2f %.2f %.2f radius = %.2f\n",
// eye[0], eye[1], eye[2], radius);
+ // Use lazy evaluation for calculating eye hvec.
+#define vec world
+#define mat v->WORLD_TO_EYE
+ eye[2] = vec[0]*mat[0][2]+vec[1]*mat[1][2]+vec[2]*mat[2][2]+mat[3][2];
+
// Check near clip plane
- if ( eye[2] - radius > 0.0 ) {
+ if ( eye[2] > radius ) {
return(0);
}
x1 = v->cos_fov_x * radius;
y1 = v->sin_fov_x * radius;
slope = v->slope_x;
- x0 = x1 - y1 / slope;
+ eye[0] = vec[0]*mat[0][0]+vec[1]*mat[1][0]+vec[2]*mat[2][0]+mat[3][0];
- // printf("(r) x1 = %.2f y1 = %.2f\n", x1, y1);
- // printf("eye[0] = %.2f eye[2] = %.2f\n", eye[0], eye[2]);
- // printf("(r) x0 = %.2f slope_x = %.2f radius = %.2f\n",
- // x0, slope, radius);
-
- if ( eye[2] > slope * (eye[0] - x0) ) {
- return(0);
+ if ( eye[2] > ((slope * (eye[0] - x1)) + y1) ) {
+ return( false );
}
// check left clip plane (from eye perspective)
- x1 = -x1;
- slope = -slope;
- x0 = x1 - y1 / slope;
-
- // printf("(r) x1 = %.2f y1 = %.2f\n", x1, y1);
- // printf("eye[0] = %.2f eye[2] = %.2f\n", eye[0], eye[2]);
- // printf("(r) x0 = %.2f slope_x = %.2f radius = %.2f\n",
- // x0, slope, radius);
-
- if ( eye[2] > slope * (eye[0] - x0) ) {
- return(0);
+ if ( eye[2] > -((slope * (eye[0] + x1)) - y1) ) {
+ return( false );
}
// check bottom clip plane (from eye perspective)
x1 = -(v->cos_fov_y) * radius;
y1 = v->sin_fov_y * radius;
slope = v->slope_y;
- x0 = x1 - y1 / slope;
-
- // printf("(r) x1 = %.2f y1 = %.2f\n", x1, y1);
- // printf("eye[1] = %.2f eye[2] = %.2f\n", eye[1], eye[2]);
- // printf("(r) x0 = %.2f slope_y = %.2f radius = %.2f\n",
- // x0, slope, radius);
+ eye[1] = vec[0]*mat[0][1]+vec[1]*mat[1][1]+vec[2]*mat[2][1]+mat[3][1];
+#undef vec
+#undef mat
- if ( eye[2] > slope * (eye[1] - x0) ) {
- return(0);
+ if ( eye[2] > ((slope * (eye[1] - x1)) + y1) ) {
+ return( false );
}
// check top clip plane (from eye perspective)
- x1 = -x1;
- slope = -slope;
- x0 = x1 - y1 / slope;
-
- // printf("(r) x1 = %.2f y1 = %.2f\n", x1, y1);
- // printf("eye[1] = %.2f eye[2] = %.2f\n", eye[1], eye[2]);
- // printf("(r) x0 = %.2f slope_y = %.2f radius = %.2f\n",
- // x0, slope, radius);
-
- if ( eye[2] > slope * (eye[1] - x0) ) {
- return(0);
+ if ( eye[2] > -((slope * (eye[1] + x1)) - y1) ) {
+ return( false );
}
+#endif // defined( USE_FAST_FOV_CLIP )
+
return(viewable);
}
+// NEW
+
+// inrange() IS THIS POINT WITHIN POSSIBLE VIEWING RANGE ?
+// calculate distance from vertical tangent line at
+// current position to center of object.
+// this is equivalent to
+// dist = point_line_dist_squared( &(t->center), &(v->abs_view_pos),
+// v->local_up );
+// if ( dist < FG_SQUARE(t->bounding_radius) ) {
+//
+// the compiler should inline this for us
+
+static int
+inrange( const double radius, const Point3D& center, const Point3D& vp,
+ const MAT3vec up)
+{
+ MAT3vec u, u1, v;
+ // double tmp;
+
+ // u = p - p0
+ u[0] = center.x() - vp.x();
+ u[1] = center.y() - vp.y();
+ u[2] = center.z() - vp.z();
+
+ // calculate the projection, u1, of u along d.
+ // u1 = ( dot_prod(u, d) / dot_prod(d, d) ) * d;
+
+ MAT3_SCALE_VEC(u1, up,
+ (MAT3_DOT_PRODUCT(u, up) / MAT3_DOT_PRODUCT(up, up)) );
+
+ // v = u - u1 = vector from closest point on line, p1, to the
+ // original point, p.
+ MAT3_SUB_VEC(v, u, u1);
+
+ return( FG_SQUARE(radius) >= MAT3_DOT_PRODUCT(v, v));
+}
+
+
+// NEW for legibility
+
+// update this tile's geometry for current view
+// The Compiler should inline this
+static void
+update_tile_geometry( fgTILE *t, GLdouble *MODEL_VIEW)
+{
+ GLdouble *m;
+ double x, y, z;
+
+ // calculate tile offset
+ t->offset = t->center - scenery.center;
+
+ x = t->offset.x();
+ y = t->offset.y();
+ z = t->offset.z();
+
+ m = t->model_view;
+
+ // Calculate the model_view transformation matrix for this tile
+ FG_MEM_COPY( m, MODEL_VIEW, 16*sizeof(GLdouble) );
+
+ // This is equivalent to doing a glTranslatef(x, y, z);
+ m[12] += (m[0]*x + m[4]*y + m[8] *z);
+ m[13] += (m[1]*x + m[5]*y + m[9] *z);
+ m[14] += (m[2]*x + m[6]*y + m[10]*z);
+ // m[15] += (m[3]*x + m[7]*y + m[11]*z);
+ // m[3] m7[] m[11] are 0.0 see LookAt() in views.cxx
+ // so m[15] is unchanged
+}
+
+
// Render the local tiles
void fgTileMgrRender( void ) {
+ FGState *f;
fgTILECACHE *c;
- fgFLIGHT *f;
- fgTILE *t, *last_tile_ptr;
+ fgTILE *t;
fgVIEW *v;
- fgBUCKET p;
- fgPoint3d frag_offset, pp;
- fgPoint3d earth_center, result;
+ Point3D frag_offset;
fgFRAGMENT *frag_ptr;
fgMATERIAL *mtl_ptr;
- GLdouble *m;
- double dist, min_dist, lat_geod, alt, sea_level_r;
- double x, y, z;
- list < fgFRAGMENT > :: iterator current;
- list < fgFRAGMENT > :: iterator last;
- int i, j, size;
- int tile_diameter, textures;
+ int i;
+ int tile_diameter;
int index;
int culled = 0;
int drawn = 0;
c = &global_tile_cache;
- f = current_aircraft.flight;
+ f = current_aircraft.fdm_state;
v = ¤t_view;
tile_diameter = current_options.get_tile_diameter();
- textures = current_options.get_textures();
-
- // Find current translation offset
- fgBucketFind(FG_Longitude * RAD_TO_DEG, FG_Latitude * RAD_TO_DEG, &p);
- index = c->Exists(&p);
- t = c->GetTile(index);
-
- scenery.next_center.x = t->center.x;
- scenery.next_center.y = t->center.y;
- scenery.next_center.z = t->center.z;
-
- earth_center.x = 0.0;
- earth_center.y = 0.0;
- earth_center.z = 0.0;
-
- fgPrintf( FG_TERRAIN, FG_DEBUG,
- "Pos = (%.2f, %.2f) Current bucket = %d %d %d %d Index = %ld\n",
- FG_Longitude * RAD_TO_DEG, FG_Latitude * RAD_TO_DEG,
- p.lon, p.lat, p.x, p.y, fgBucketGenIndex(&p) );
+ // moved to fgTileMgrUpdate, right after we check if we need to
+ // load additional tiles:
+ // scenery.cur_elev = fgTileMgrCurElev( FG_Longitude, FG_Latitude,
+ // v->abs_view_pos );
+
// initialize the transient per-material fragment lists
material_mgr.init_transient_material_lists();
- min_dist = 100000.0;
-
+
// Pass 1
// traverse the potentially viewable tile list
for ( i = 0; i < (tile_diameter * tile_diameter); i++ ) {
index = tiles[i];
// fgPrintf( FG_TERRAIN, FG_DEBUG, "Index = %d\n", index);
- t = c->GetTile(index);
+ t = c->get_tile(index);
// calculate tile offset
- x = (t->offset.x = t->center.x - scenery.center.x);
- y = (t->offset.y = t->center.y - scenery.center.y);
- z = (t->offset.z = t->center.z - scenery.center.z);
-
- m = t->model_view;
- for ( j = 0; j < 16; j++ ) {
- m[j] = v->MODEL_VIEW[j];
- }
-
- // Calculate the model_view transformation matrix for this tile
- // This is equivalent to doing a glTranslatef(x, y, z);
- m[12] = m[0] * x + m[4] * y + m[8] * z + m[12];
- m[13] = m[1] * x + m[5] * y + m[9] * z + m[13];
- m[14] = m[2] * x + m[6] * y + m[10] * z + m[14];
- m[15] = m[3] * x + m[7] * y + m[11] * z + m[15];
-
- // temp ... calc current terrain elevation
- // calculate distance from vertical tangent line at
- // current position to center of tile.
-
- /* printf("distance squared = %.2f, bounding radius = %.2f\n",
- point_line_dist_squared(&(t->offset), &(v->view_pos),
- v->local_up), t->bounding_radius); */
-
- dist = point_line_dist_squared( &(t->center), &(v->abs_view_pos),
- v->local_up );
- if ( dist < FG_SQUARE(t->bounding_radius) ) {
-
- // traverse fragment list for tile
- current = t->fragment_list.begin();
- last = t->fragment_list.end();
-
- while ( current != last ) {
- frag_ptr = &(*current);
- current++;
- /* printf("distance squared = %.2f, bounding radius = %.2f\n",
- point_line_dist_squared( &(frag_ptr->center),
- &(v->abs_view_pos), v->local_up),
- frag_ptr->bounding_radius); */
-
- dist = point_line_dist_squared( &(frag_ptr->center),
- &(v->abs_view_pos), v->local_up);
- if ( dist <= FG_SQUARE(frag_ptr->bounding_radius) ) {
- if ( frag_ptr->intersect( &(v->abs_view_pos),
- &earth_center, 0, &result ) ) {
- // compute geocentric coordinates of tile center
- pp = fgCartToPolar3d(result);
- // convert to geodetic coordinates
- fgGeocToGeod(pp.lat, pp.radius, &lat_geod,
- &alt, &sea_level_r);
- // printf("alt = %.2f\n", alt);
- scenery.cur_elev = alt;
- // exit this loop since we found an intersection
- break;
- }
- }
- }
- }
+ t->SetOffset( scenery.center );
// Course (tile based) culling
- if ( viewable(&(t->offset), t->bounding_radius) ) {
+ if ( viewable(t->offset, t->bounding_radius) ) {
// at least a portion of this tile could be viewable
+ // Calculate the model_view transformation matrix for this tile
+ // This is equivalent to doing a glTranslatef(x, y, z);
+ t->UpdateViewMatrix( v->MODEL_VIEW );
+
// xglPushMatrix();
// xglTranslatef(t->offset.x, t->offset.y, t->offset.z);
// traverse fragment list for tile
- current = t->fragment_list.begin();
- last = t->fragment_list.end();
+ fgTILE::FragmentIterator current = t->begin();
+ fgTILE::FragmentIterator last = t->end();
- while ( current != last ) {
+ for ( ; current != last; ++current ) {
frag_ptr = &(*current);
- current++;
if ( frag_ptr->display_list >= 0 ) {
// Fine (fragment based) culling
- frag_offset.x = frag_ptr->center.x - scenery.center.x;
- frag_offset.y = frag_ptr->center.y - scenery.center.y;
- frag_offset.z = frag_ptr->center.z - scenery.center.z;
+ frag_offset = frag_ptr->center - scenery.center;
- if ( viewable(&frag_offset, frag_ptr->bounding_radius*2) ) {
+ if ( viewable(frag_offset, frag_ptr->bounding_radius*2) ) {
// add to transient per-material property fragment list
// frag_ptr->tile_offset.x = t->offset.x;
// frag_ptr->tile_offset.y = t->offset.y;
// frag_ptr->tile_offset.z = t->offset.z;
- mtl_ptr = (fgMATERIAL *)(frag_ptr->material_ptr);
+ mtl_ptr = frag_ptr->material_ptr;
// printf(" lookup = %s\n", mtl_ptr->texture_name);
- if ( mtl_ptr->list_size < FG_MAX_MATERIAL_FRAGS ) {
- mtl_ptr->list[mtl_ptr->list_size] = frag_ptr;
- (mtl_ptr->list_size)++;
- } else {
- fgPrintf( FG_TERRAIN, FG_ALERT,
- "Overran material sorting array\n" );
+ if ( ! mtl_ptr->append_sort_list( frag_ptr ) ) {
+ FG_LOG( FG_TERRAIN, FG_ALERT,
+ "Overran material sorting array" );
}
// xglCallList(frag_ptr->display_list);
// Pass 2
// traverse the transient per-material fragment lists and render
// out all fragments for each material property.
- map < string, fgMATERIAL, less<string> > :: iterator mapcurrent =
- material_mgr.material_map.begin();
- map < string, fgMATERIAL, less<string> > :: iterator maplast =
- material_mgr.material_map.end();
-
xglPushMatrix();
-
- while ( mapcurrent != maplast ) {
- // (char *)key = (*mapcurrent).first;
- // (fgMATERIAL)value = (*mapcurrent).second;
- mtl_ptr = &(*mapcurrent).second;
-
- last_tile_ptr = NULL;
-
- size = mtl_ptr->list_size;
- if ( size > 0 ) {
- if ( textures ) {
-#ifdef GL_VERSION_1_1
- xglBindTexture(GL_TEXTURE_2D, mtl_ptr->texture_id);
-#elif GL_EXT_texture_object
- xglBindTextureEXT(GL_TEXTURE_2D, mtl_ptr->texture_id);
-#else
-# error port me
-#endif
- } else {
- xglMaterialfv (GL_FRONT, GL_AMBIENT, mtl_ptr->ambient);
- xglMaterialfv (GL_FRONT, GL_DIFFUSE, mtl_ptr->diffuse);
- }
-
- // printf("traversing = %s, size = %d\n",
- // mtl_ptr->texture_name, size);
- for ( i = 0; i < size; i++ ) {
- frag_ptr = mtl_ptr->list[i];
-
- if ( frag_ptr->tile_ptr == last_tile_ptr ) {
- // same tile as last time, no transform necessary
- } else {
- // new tile, new translate
- // xglLoadMatrixf( frag_ptr->matrix );
- t = (fgTILE *)(frag_ptr->tile_ptr);
- xglLoadMatrixd(t->model_view );
- }
-
- // Woohoo!!! We finally get to draw something!
- // printf(" display_list = %d\n", frag_ptr->display_list);
- xglCallList(frag_ptr->display_list);
-
- last_tile_ptr = (fgTILE *)(frag_ptr->tile_ptr);
- }
- }
-
- *mapcurrent++;
- }
-
+ material_mgr.render_fragments();
xglPopMatrix();
}
// $Log$
+// Revision 1.49 1998/12/05 15:54:26 curt
+// Renamed class fgFLIGHT to class FGState as per request by JSB.
+//
+// Revision 1.48 1998/12/05 14:20:21 curt
+// Looking into a terrain intersection problem.
+//
+// Revision 1.47 1998/12/05 14:11:19 curt
+// Sun portability tweak.
+//
+// Revision 1.46 1998/12/03 14:15:24 curt
+// Actually set the current scenery elevation based on scenery intersection point
+// rather than calculating the intesection point and throwing it away.
+//
+// Revision 1.45 1998/12/03 01:18:18 curt
+// Converted fgFLIGHT to a class.
+// Tweaks for Sun Portability.
+// Tweaked current terrain elevation code as per NHV.
+//
+// Revision 1.44 1998/11/23 21:49:48 curt
+// minor tweaks.
+//
+// Revision 1.43 1998/11/09 23:40:52 curt
+// Bernie Bright <bbright@c031.aone.net.au> writes:
+// I've made some changes to the Scenery handling. Basically just tidy ups.
+// The main difference is in tile.[ch]xx where I've changed list<fgFRAGMENT> to
+// vector<fgFRAGMENT>. Studying our usage patterns this seems reasonable.
+// Lists are good if you need to insert/delete elements randomly but we
+// don't do that. All access seems to be sequential. Two additional
+// benefits are smaller memory usage - each list element requires pointers
+// to the next and previous elements, and faster access - vector iterators
+// are smaller and faster than list iterators. This should also help
+// Charlie Hotchkiss' problem when compiling with Borland and STLport.
+//
+// ./Lib/Bucket/bucketutils.hxx
+// Convenience functions for fgBUCKET.
+//
+// ./Simulator/Scenery/tile.cxx
+// ./Simulator/Scenery/tile.hxx
+// Changed fragment list to a vector.
+// Added some convenience member functions.
+//
+// ./Simulator/Scenery/tilecache.cxx
+// ./Simulator/Scenery/tilecache.hxx
+// use const fgBUCKET& instead of fgBUCKET* where appropriate.
+//
+// ./Simulator/Scenery/tilemgr.cxx
+// ./Simulator/Scenery/tilemgr.hxx
+// uses all the new convenience functions.
+//
+// Revision 1.42 1998/11/06 21:18:23 curt
+// Converted to new logstream debugging facility. This allows release
+// builds with no messages at all (and no performance impact) by using
+// the -DFG_NDEBUG flag.
+//
+// Revision 1.41 1998/10/18 01:17:23 curt
+// Point3D tweaks.
+//
+// Revision 1.40 1998/10/17 01:34:28 curt
+// C++ ifying ...
+//
+// Revision 1.39 1998/10/16 00:55:50 curt
+// Converted to Point3D class.
+//
+// Revision 1.38 1998/09/17 18:36:18 curt
+// Tweaks and optimizations by Norman Vine.
+//
+// Revision 1.37 1998/09/15 01:36:45 curt
+// cleaned up my fragment.num_faces hack :-) to use the STL (no need in
+// duplicating work.)
+// Tweaked fgTileMgrRender() do not calc tile matrix unless necessary.
+// removed some unneeded stuff from fgTileMgrCurElev()
+//
+// Revision 1.36 1998/09/14 12:45:26 curt
+// minor tweaks.
+//
+// Revision 1.35 1998/09/10 19:07:16 curt
+// /Simulator/Objects/fragment.hxx
+// Nested fgFACE inside fgFRAGMENT since its not used anywhere else.
+//
+// ./Simulator/Objects/material.cxx
+// ./Simulator/Objects/material.hxx
+// Made fgMATERIAL and fgMATERIAL_MGR bona fide classes with private
+// data members - that should keep the rabble happy :)
+//
+// ./Simulator/Scenery/tilemgr.cxx
+// In viewable() delay evaluation of eye[0] and eye[1] in until they're
+// actually needed.
+// Change to fgTileMgrRender() to call fgMATERIAL_MGR::render_fragments()
+// method.
+//
+// ./Include/fg_stl_config.h
+// ./Include/auto_ptr.hxx
+// Added support for g++ 2.7.
+// Further changes to other files are forthcoming.
+//
+// Brief summary of changes required for g++ 2.7.
+// operator->() not supported by iterators: use (*i).x instead of i->x
+// default template arguments not supported,
+// <functional> doesn't have mem_fun_ref() needed by callbacks.
+// some std include files have different names.
+// template member functions not supported.
+//
+// Revision 1.34 1998/09/09 20:58:09 curt
+// Tweaks to loop constructs with STL usage.
+//
+// Revision 1.33 1998/09/08 15:05:10 curt
+// Optimization by Norman Vine.
+//
+// Revision 1.32 1998/08/25 16:52:44 curt
+// material.cxx material.hxx obj.cxx obj.hxx texload.c texload.h moved to
+// ../Objects
+//
+// Revision 1.31 1998/08/24 20:11:40 curt
+// Tweaks ...
+//
+// Revision 1.30 1998/08/22 14:49:59 curt
+// Attempting to iron out seg faults and crashes.
+// Did some shuffling to fix a initialization order problem between view
+// position, scenery elevation.
+//
+// Revision 1.29 1998/08/20 15:12:06 curt
+// Used a forward declaration of classes fgTILE and fgMATERIAL to eliminate
+// the need for "void" pointers and casts.
+// Quick hack to count the number of scenery polygons that are being drawn.
+//
+// Revision 1.28 1998/08/12 21:13:06 curt
+// material.cxx: don't load textures if they are disabled
+// obj.cxx: optimizations from Norman Vine
+// tile.cxx: minor tweaks
+// tile.hxx: addition of num_faces
+// tilemgr.cxx: minor tweaks
+//
// Revision 1.27 1998/07/24 21:42:09 curt
// material.cxx: whups, double method declaration with no definition.
// obj.cxx: tweaks to avoid errors in SGI's CC.