#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 <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 <Objects/material.hxx>
#include <Objects/obj.hxx>
-#include <Weather/weather.h>
+#include <Weather/weather.hxx>
#include "scenery.hxx"
+#include "tile.hxx"
#include "tilecache.hxx"
// 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();
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->lon << " " << p->lat << " " << p->x << " " << p->y );
// if not in cache, load tile into the next available slot
- if ( (*index = c->Exists(p)) < 0 ) {
- *index = c->NextAvail();
- c->EntryFillIn(*index, p);
+ if ( (*index = c->exists(p)) < 0 ) {
+ *index = c->next_avail();
+ c->fill_in(*index, p);
}
- fgPrintf( FG_TERRAIN, FG_DEBUG, "Selected cache index of %d\n", *index);
+ FG_LOG( FG_TERRAIN, FG_DEBUG, "Selected cache index of " << *index);
}
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");
+ 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.lon << "," << p1.lat << " " << p1.x << "," << p1.y );
+ 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++ ) {
// 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.lon << "," << p1.lat << " " << p1.x << "," << p1.y );
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++ ) {
}
} 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-- ) {
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++ ) {
}
} 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-- ) {
// Calculate shortest distance from point to line
-static double point_line_dist_squared( fgPoint3d *tc, fgPoint3d *vp,
+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;
+ 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);
// Calculate if point/radius is inside view frustum
-static int viewable( fgPoint3d *cp, double radius ) {
+static int viewable( const Point3D& cp, double radius ) {
int viewable = 1; // start by assuming it's viewable
double x1, y1;
double *mat;
double x, y, z;
- x = cp->x;
- y = cp->y;
- z = cp->z;
+ x = cp.x();
+ y = cp.y();
+ z = cp.z();
mat = (double *)(current_view.WORLD_TO_EYE);
// the compiler should inline this for us
static int
-inrange( const double radius, const fgPoint3d *center, const fgPoint3d *vp,
+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;
+ 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;
// 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( double lon, double lat, fgPoint3d *abs_view_pos ) {
+double fgTileMgrCurElev( double lon, double lat, const Point3D& abs_view_pos ) {
fgTILECACHE *c;
fgTILE *t;
// fgVIEW *v;
fgFRAGMENT *frag_ptr;
fgBUCKET p;
- fgPoint3d earth_center, result;
- fgPoint3d pp;
+ Point3D earth_center, result;
+ Point3D pp;
MAT3vec local_up;
list < fgFRAGMENT > :: iterator current;
list < fgFRAGMENT > :: iterator last;
- double dist, min_dist, lat_geod, alt, sea_level_r;
- double x, y, z;
- int index, tile_diameter, i;
+ 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;
+ 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);
- 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;
+ index = c->exists(&p);
+ t = c->get_tile(index);
- earth_center.x = 0.0;
- earth_center.y = 0.0;
- earth_center.z = 0.0;
+ scenery.next_center = t->center;
+
+ earth_center = Point3D(0.0, 0.0, 0.0);
- fgPrintf( FG_TERRAIN, FG_DEBUG,
- "Pos = (%.2f, %.2f) Current bucket = %d %d %d %d Index = %ld\n",
- lon * RAD_TO_DEG, lat * RAD_TO_DEG,
- p.lon, p.lat, p.x, p.y, fgBucketGenIndex(&p) );
+ FG_LOG( FG_TERRAIN, FG_DEBUG,
+ "Pos = (" << lon * RAD_TO_DEG << ", " << lat * RAD_TO_DEG
+ << " Current bucket = "
+ << p.lon << " " << p.lat << " " << p.x << " " << p.y
+ << " 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);
-
+ // 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.
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 );
+ dist = point_line_dist_squared( t->center, abs_view_pos, local_up );
if ( dist < FG_SQUARE(t->bounding_radius) ) {
// traverse fragment list for tile
&abs_view_pos), local_up),
frag_ptr->bounding_radius); */
- dist = point_line_dist_squared( &(frag_ptr->center),
- abs_view_pos, local_up);
+ 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 ) ) {
+ earth_center, 0, result ) ) {
// compute geocentric coordinates of tile center
pp = fgCartToPolar3d(result);
// convert to geodetic coordinates
- fgGeocToGeod(pp.lat, pp.radius, &lat_geod,
+ fgGeocToGeod(pp.lat(), pp.radius(), &lat_geod,
&alt, &sea_level_r);
// printf("alt = %.2f\n", alt);
// exit since we found an intersection
double x, y, z;
// 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);
+ t->offset = t->center - scenery.center;
+
+ x = t->offset.x();
+ y = t->offset.y();
+ z = t->offset.z();
m = t->model_view;
// Render the local tiles
void fgTileMgrRender( void ) {
- fgTILECACHE *c;
fgFLIGHT *f;
- fgTILE *t, *last_tile_ptr;
+ fgTILECACHE *c;
+ 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;
- int total_faces = 0;
c = &global_tile_cache;
f = current_aircraft.flight;
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) );
+ 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;
-
- scenery.cur_elev = fgTileMgrCurElev( FG_Longitude, FG_Latitude,
- &(v->abs_view_pos) );
-
+
// 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];
-
-#if defined( TEST_FOV_CLIP )
- if( viewable(&(t->offset), t->bounding_radius) !=
- viewable2(&(t->offset), t->bounding_radius) )
- {
- printf("FOV PROBLEM\n");
- exit(10);
- }
-#endif // defined( TEST_FOV_CLIP )
+ 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);
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;
-
-#if defined( TEST_FOV_CLIP )
- radius = frag_ptr->bounding_radius*2;
- if ( viewable(&frag_offset, radius) !=
- viewable2(&frag_offset, radius) ) {
- printf("FOV PROBLEM\n");
- exit(10);
- }
-#endif // defined( TEST_FOV_CLIP )
+ 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;
mtl_ptr = frag_ptr->material_ptr;
// printf(" lookup = %s\n", mtl_ptr->texture_name);
if ( ! mtl_ptr->append_sort_list( frag_ptr ) ) {
- fgPrintf( FG_TERRAIN, FG_ALERT,
- "Overran material sorting array\n" );
+ FG_LOG( FG_TERRAIN, FG_ALERT,
+ "Overran material sorting array" );
}
// xglCallList(frag_ptr->display_list);
// $Log$
+// 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.