-/*
- * tilemgr.cxx -- routines to handle dynamic management of scenery tiles
- *
- * Written by Curtis Olson, started January 1998.
- *
- * Copyright (C) 1997 Curtis L. Olson - curt@infoplane.com
- *
- * This program is free software; you can redistribute it and/or
- * modify it under the terms of the GNU General Public License as
- * published by the Free Software Foundation; either version 2 of the
- * License, or (at your option) any later version.
- *
- * This program is distributed in the hope that it will be useful, but
- * WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- * General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with this program; if not, write to the Free Software
- * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
- *
- * $Id$
- * (Log is kept at end of this file)
- **************************************************************************/
+// tilemgr.cxx -- routines to handle dynamic management of scenery tiles
+//
+// Written by Curtis Olson, started January 1998.
+//
+// Copyright (C) 1997 Curtis L. Olson - curt@infoplane.com
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License as
+// published by the Free Software Foundation; either version 2 of the
+// License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful, but
+// WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+// General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
+//
+// $Id$
+// (Log is kept at end of this file)
#ifdef HAVE_CONFIG_H
#include <GL/glut.h>
#include <XGL/xgl.h>
-#include <Scenery/obj.hxx>
-#include <Scenery/scenery.hxx>
-#include <Scenery/tilecache.hxx>
-
#include <Aircraft/aircraft.h>
+
#include <Bucket/bucketutils.h>
#include <Debug/fg_debug.h>
#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/mat3.h>
+#include <Math/polar3d.hxx>
+#include <Math/vector.hxx>
+#include <Weather/weather.h>
+
+#include "material.hxx"
+#include "obj.hxx"
+#include "scenery.hxx"
+#include "tilecache.hxx"
-#define FG_LOCAL_X_Y 81 /* max(o->tile_radius) ** 2 */
+#define FG_LOCAL_X_Y 81 // max(o->tile_diameter) ** 2
+#define FG_SQUARE( X ) ( (X) * (X) )
-/* closest (potentially viewable) tiles, centered on current tile.
- * This is an array of pointers to cache indexes. */
+
+// 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 */
+// Initialize the Tile Manager subsystem
int fgTileMgrInit( void ) {
fgPrintf( FG_TERRAIN, FG_INFO, "Initializing Tile Manager subsystem.\n");
+
+ // load default material library
+ material_mgr.load_lib();
+
return 1;
}
-/* load a tile */
-void fgTileMgrLoadTile( struct fgBUCKET *p, int *index) {
+// load a tile
+void fgTileMgrLoadTile( 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);
- /* if not in cache, load tile into the next available slot */
- if ( (*index = fgTileCacheExists(p)) < 0 ) {
- *index = fgTileCacheNextAvail();
- fgTileCacheEntryFillIn(*index, 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);
}
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. */
+// 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.
int fgTileMgrUpdate( void ) {
+ fgTILECACHE *c;
fgFLIGHT *f;
- fgOPTIONS *o;
- struct fgBUCKET p1, p2;
- static struct fgBUCKET p_last = {-1000, 0, 0, 0};
+ 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;
- o = ¤t_options;
+
+ tile_diameter = current_options.get_tile_diameter();
fgBucketFind(FG_Longitude * RAD_TO_DEG, FG_Latitude * RAD_TO_DEG, &p1);
- dw = o->tile_radius / 2;
- dh = o->tile_radius / 2;
+ 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) ) {
- /* same bucket as last time */
+ // 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 */
+ // 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",
- o->tile_radius * o->tile_radius);
+ tile_diameter * tile_diameter);
- /* wipe tile cache */
- fgTileCacheInit();
+ // wipe/initialize tile cache
+ c->Init();
- /* build the local area list and update cache */
- for ( j = 0; j < o->tile_radius; j++ ) {
- for ( i = 0; i < o->tile_radius; i++ ) {
+ // 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*o->tile_radius) + i]);
+ fgTileMgrLoadTile(&p2, &tiles[(j*tile_diameter) + i]);
}
}
} else {
- /* We've moved to a new bucket, we need to scroll our
- * structures, and load in the new tiles */
+ // We've moved to a new bucket, we need to scroll our
+ // structures, and load in the new tiles
- /* 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. */
+ // 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.
fgPrintf( FG_TERRAIN, FG_INFO, "Updating Tile list for %d,%d %d,%d\n",
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",
- o->tile_radius);
- for ( j = 0; j < o->tile_radius; j++ ) {
- /* scrolling East */
- for ( i = 0; i < o->tile_radius - 1; i++ ) {
- tiles[(j*o->tile_radius) + i] = tiles[(j*o->tile_radius) + i + 1];
+ tile_diameter);
+ for ( j = 0; j < tile_diameter; j++ ) {
+ // scrolling East
+ for ( i = 0; i < tile_diameter - 1; i++ ) {
+ tiles[(j*tile_diameter) + i] =
+ tiles[(j*tile_diameter) + i + 1];
}
- /* load in new column */
+ // load in new column
fgBucketOffset(&p_last, &p2, dw + 1, j - dh);
- fgTileMgrLoadTile(&p2, &tiles[(j*o->tile_radius) + o->tile_radius - 1]);
+ 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",
- o->tile_radius);
- for ( j = 0; j < o->tile_radius; j++ ) {
- /* scrolling West */
- for ( i = o->tile_radius - 1; i > 0; i-- ) {
- tiles[(j*o->tile_radius) + i] = tiles[(j*o->tile_radius) + i - 1];
+ tile_diameter);
+ for ( j = 0; j < tile_diameter; j++ ) {
+ // scrolling West
+ for ( i = tile_diameter - 1; i > 0; i-- ) {
+ tiles[(j*tile_diameter) + i] =
+ tiles[(j*tile_diameter) + i - 1];
}
- /* load in new column */
+ // load in new column
fgBucketOffset(&p_last, &p2, -dw - 1, j - dh);
- fgTileMgrLoadTile(&p2, &tiles[(j*o->tile_radius) + 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",
- o->tile_radius);
- for ( i = 0; i < o->tile_radius; i++ ) {
- /* scrolling North */
- for ( j = 0; j < o->tile_radius - 1; j++ ) {
- tiles[(j * o->tile_radius) + i] =
- tiles[((j+1) * o->tile_radius) + i];
+ tile_diameter);
+ for ( i = 0; i < tile_diameter; i++ ) {
+ // scrolling North
+ for ( j = 0; j < tile_diameter - 1; j++ ) {
+ tiles[(j * tile_diameter) + i] =
+ tiles[((j+1) * tile_diameter) + i];
}
- /* load in new column */
+ // load in new column
fgBucketOffset(&p_last, &p2, i - dw, dh + 1);
- fgTileMgrLoadTile(&p2, &tiles[((o->tile_radius-1)*o->tile_radius) + i]);
+ 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",
- o->tile_radius);
- for ( i = 0; i < o->tile_radius; i++ ) {
- /* scrolling South */
- for ( j = o->tile_radius - 1; j > 0; j-- ) {
- tiles[(j * o->tile_radius) + i] =
- tiles[((j-1) * o->tile_radius) + i];
+ tile_diameter);
+ for ( i = 0; i < tile_diameter; i++ ) {
+ // scrolling South
+ for ( j = tile_diameter - 1; j > 0; j-- ) {
+ tiles[(j * tile_diameter) + i] =
+ tiles[((j-1) * tile_diameter) + i];
}
- /* load in new column */
+ // load in new column
fgBucketOffset(&p_last, &p2, i - dw, -dh - 1);
fgTileMgrLoadTile(&p2, &tiles[0 + i]);
}
}
-/* Render the local tiles */
+// Calculate shortest distance from point to line
+static double point_line_dist_squared( fgPoint3d *tc, fgPoint3d *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);
+
+ // printf("dist = %.2f\n", dist);
+
+ return(dist);
+}
+
+
+// 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;
+
+ v = ¤t_view;
+
+ MAT3_SET_HVEC(world, cp->x, cp->y, cp->z, 1.0);
+ MAT3mult_vec(eye, world, v->WORLD_TO_EYE);
+ // printf( "\nworld -> eye = %.2f %.2f %.2f radius = %.2f\n",
+ // eye[0], eye[1], eye[2], radius);
+
+ // Check near clip plane
+ if ( eye[2] - radius > 0.0 ) {
+ return(0);
+ }
+
+ // Check far clip plane
+ if ( eye[2] + radius < -current_weather.visibility ) {
+ return(0);
+ }
+
+ // check right clip plane (from eye perspective)
+ // y = m * (x - x0) = equation of a line intercepting X axis at x0
+ x1 = v->cos_fov_x * radius;
+ y1 = v->sin_fov_x * radius;
+ slope = v->slope_x;
+ 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);
+ }
+
+ // 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);
+ }
+
+ // 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);
+
+ if ( eye[2] > slope * (eye[1] - x0) ) {
+ return(0);
+ }
+
+ // 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);
+ }
+
+ return(viewable);
+}
+
+
+// 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( double lon, double lat, fgPoint3d *abs_view_pos ) {
+ fgTILECACHE *c;
+ fgTILE *t;
+ // fgVIEW *v;
+ fgFRAGMENT *frag_ptr;
+ fgBUCKET p;
+ fgPoint3d earth_center, result;
+ fgPoint3d 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;
+
+ 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;
+
+ tile_diameter = current_options.get_tile_diameter();
+
+ // 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;
+
+ 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",
+ lon * RAD_TO_DEG, lat * RAD_TO_DEG,
+ p.lon, p.lat, p.x, p.y, fgBucketGenIndex(&p) );
+
+ // 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);
+
+ // 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
+ 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),
+ &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 ) ) {
+ // 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);
+ // exit since we found an intersection
+ return(alt);
+ }
+ }
+ }
+ }
+ }
+
+ printf("no terrain intersection found\n");
+ return(0);
+}
+
+
+// Render the local tiles
void fgTileMgrRender( void ) {
+ fgTILECACHE *c;
fgFLIGHT *f;
- fgOPTIONS *o;
- struct fgBUCKET p;
- fgCartesianPoint3d local_ref;
- GLint display_list;
- int i;
+ fgTILE *t, *last_tile_ptr;
+ fgVIEW *v;
+ fgBUCKET p;
+ fgPoint3d frag_offset, pp;
+ fgPoint3d earth_center, result;
+ 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 index;
+ int culled = 0;
+ int drawn = 0;
+ int total_faces = 0;
+ c = &global_tile_cache;
f = current_aircraft.flight;
- o = ¤t_options;
+ v = ¤t_view;
+
+ tile_diameter = current_options.get_tile_diameter();
+ textures = current_options.get_textures();
- /* Find current translation offset */
+ // Find current translation offset
fgBucketFind(FG_Longitude * RAD_TO_DEG, FG_Latitude * RAD_TO_DEG, &p);
- index = fgTileCacheExists(&p);
- fgTileCacheEntryInfo(index, &display_list, &scenery.next_center );
+ 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) );
- for ( i = 0; i < (o->tile_radius * o->tile_radius); i++ ) {
+ // 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); */
- 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);
- /* xglTranslatef(-scenery.center.x, -scenery.center.y,
- -scenery.center.z); */
- xglCallList(display_list);
- xglPopMatrix();
+ // fgPrintf( FG_TERRAIN, FG_DEBUG, "Index = %d\n", index);
+ t = c->GetTile(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;
+ }
+ }
+ }
+ }
+
+ // Course (tile based) culling
+ if ( viewable(&(t->offset), t->bounding_radius) ) {
+ // at least a portion of this tile could be viewable
+
+ // 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();
+
+ while ( current != last ) {
+ 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;
+
+ 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 = 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" );
+ }
+
+ // xglCallList(frag_ptr->display_list);
+ drawn++;
+ } else {
+ // printf("Culled a fragment %.2f %.2f %.2f %.2f\n",
+ // frag_ptr->center.x, frag_ptr->center.y,
+ // frag_ptr->center.z, frag_ptr->bounding_radius);
+ culled++;
+ }
+ }
+ }
+
+ // xglPopMatrix();
+ } else {
+ culled += t->fragment_list.size();
}
}
-}
+ if ( (drawn + culled) > 0 ) {
+ v->vfc_ratio = (double)culled / (double)(drawn + culled);
+ } else {
+ v->vfc_ratio = 0.0;
+ }
+ // printf("drawn = %d culled = %d saved = %.2f\n", drawn, culled,
+ // v->vfc_ratio);
+
+ // 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];
+
+ // count up the number of polygons we are drawing in
+ // case someone is interested.
+ total_faces += frag_ptr->num_faces;
+
+ 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 = 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 = frag_ptr->tile_ptr;
+ }
+ }
+
+ *mapcurrent++;
+ }
-/* $Log$
-/* Revision 1.8 1998/05/07 23:15:21 curt
-/* Fixed a glTexImage2D() usage bug where width and height were mis-swapped.
-/* Added support for --tile-radius=n option.
-/*
- * Revision 1.7 1998/05/06 03:16:42 curt
- * Added an option to control square tile radius.
- *
- * Revision 1.6 1998/05/02 01:52:18 curt
- * Playing around with texture coordinates.
- *
- * Revision 1.5 1998/04/30 12:35:32 curt
- * Added a command line rendering option specify smooth/flat shading.
- *
- * Revision 1.4 1998/04/27 03:30:14 curt
- * Minor transformation adjustments to try to keep scenery tiles closer to
- * (0, 0, 0) GLfloats run out of precision at the distances we need to model
- * the earth, but we can do a bunch of pre-transformations using double math
- * and then cast to GLfloat once everything is close in where we have less
- * precision problems.
- *
- * Revision 1.3 1998/04/25 22:06:32 curt
- * Edited cvs log messages in source files ... bad bad bad!
- *
- * Revision 1.2 1998/04/24 00:51:09 curt
- * Wrapped "#include <config.h>" in "#ifdef HAVE_CONFIG_H"
- * Tweaked the scenery file extentions to be "file.obj" (uncompressed)
- * or "file.obz" (compressed.)
- *
- * Revision 1.1 1998/04/22 13:22:48 curt
- * C++ - ifing the code a bit.
- *
- * Revision 1.25 1998/04/18 04:14:07 curt
- * Moved fg_debug.c to it's own library.
- *
- * Revision 1.24 1998/04/14 02:23:18 curt
- * Code reorganizations. Added a Lib/ directory for more general libraries.
- *
- * Revision 1.23 1998/04/08 23:30:08 curt
- * Adopted Gnu automake/autoconf system.
- *
- * Revision 1.22 1998/04/03 22:11:38 curt
- * Converting to Gnu autoconf system.
- *
- * Revision 1.21 1998/03/23 21:23:05 curt
- * Debugging output tweaks.
- *
- * Revision 1.20 1998/03/14 00:30:51 curt
- * Beginning initial terrain texturing experiments.
- *
- * Revision 1.19 1998/02/20 00:16:25 curt
- * Thursday's tweaks.
- *
- * Revision 1.18 1998/02/19 13:05:54 curt
- * Incorporated some HUD tweaks from Michelle America.
- * Tweaked the sky's sunset/rise colors.
- * Other misc. tweaks.
- *
- * Revision 1.17 1998/02/16 13:39:46 curt
- * Miscellaneous weekend tweaks. Fixed? a cache problem that caused whole
- * tiles to occasionally be missing.
- *
- * Revision 1.16 1998/02/12 21:59:53 curt
- * Incorporated code changes contributed by Charlie Hotchkiss
- * <chotchkiss@namg.us.anritsu.com>
- *
- * Revision 1.14 1998/02/09 21:30:19 curt
- * Fixed a nagging problem with terrain tiles not "quite" matching up perfectly.
- *
- * 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 <pbleisch@acm.org> 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.
- *
- * Revision 1.3 1998/01/13 00:23:11 curt
- * Initial changes to support loading and management of scenery tiles. Note,
- * there's still a fair amount of work left to be done.
- *
- * Revision 1.2 1998/01/08 02:22:27 curt
- * Continue working on basic features.
- *
- * Revision 1.1 1998/01/07 23:50:51 curt
- * "area" renamed to "tile"
- *
- * Revision 1.2 1998/01/07 03:29:29 curt
- * Given an arbitrary lat/lon, we can now:
- * generate a unique index for the chunk containing the lat/lon
- * generate a path name to the chunk file
- * build a list of the indexes of all the nearby areas.
- *
- * Revision 1.1 1998/01/07 02:05:48 curt
- * Initial revision.
- * */
+ xglPopMatrix();
+
+ fgPrintf( FG_TERRAIN, FG_DEBUG, "Rendered %d polygons this frame.\n",
+ total_faces);
+}
+// $Log$
+// 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.
+// tile.cxx: optimizations by Norman Vine.
+// tilemgr.cxx: optimizations by Norman Vine.
+//
+// Revision 1.26 1998/07/20 12:51:26 curt
+// Added far clip plane to fragment clipping calculations and tie this to
+// weather->visibility. This way you can increase framerates by increasing
+// for and lowering visibility.
+//
+// Revision 1.25 1998/07/13 21:02:01 curt
+// Wrote access functions for current fgOPTIONS.
+//
+// Revision 1.24 1998/07/12 03:18:29 curt
+// Added ground collision detection. This involved:
+// - saving the entire vertex list for each tile with the tile records.
+// - saving the face list for each fragment with the fragment records.
+// - code to intersect the current vertical line with the proper face in
+// an efficient manner as possible.
+// Fixed a bug where the tiles weren't being shifted to "near" (0,0,0)
+//
+// Revision 1.23 1998/07/08 14:47:23 curt
+// Fix GL_MODULATE vs. GL_DECAL problem introduced by splash screen.
+// polare3d.h renamed to polar3d.hxx
+// fg{Cartesian,Polar}Point3d consolodated.
+// Added some initial support for calculating local current ground elevation.
+//
+// Revision 1.22 1998/07/04 00:54:31 curt
+// Added automatic mipmap generation.
+//
+// When rendering fragments, use saved model view matrix from associated tile
+// rather than recalculating it with push() translate() pop().
+//
+// Revision 1.21 1998/06/27 16:54:59 curt
+// Check for GL_VERSION_1_1 or GL_EXT_texture_object to decide whether to use
+// "EXT" versions of texture management routines.
+//
+// Revision 1.20 1998/06/17 21:36:42 curt
+// Load and manage multiple textures defined in the Materials library.
+// Boost max material fagments for each material property to 800.
+// Multiple texture support when rendering.
+//
+// Revision 1.19 1998/06/08 17:57:54 curt
+// Working first pass at material proporty sorting.
+//
+// Revision 1.18 1998/06/06 01:09:32 curt
+// I goofed on the log message in the last commit ... now fixed.
+//
+// Revision 1.17 1998/06/06 01:07:18 curt
+// Increased per material fragment list size from 100 to 400.
+// Now correctly draw viewable fragments in per material order.
+//
+// Revision 1.16 1998/06/05 22:39:55 curt
+// Working on sorting by, and rendering by material properties.
+//
+// Revision 1.15 1998/06/03 00:47:51 curt
+// No .h for STL includes.
+// Minor view culling optimizations.
+//
+// Revision 1.14 1998/06/01 17:56:20 curt
+// Incremental additions to material.cxx (not fully functional)
+// Tweaked vfc_ratio math to avoid divide by zero.
+//
+// Revision 1.13 1998/05/24 02:49:10 curt
+// Implimented fragment level view frustum culling.
+//
+// Revision 1.12 1998/05/23 14:09:23 curt
+// Added tile.cxx and tile.hxx.
+// Working on rewriting the tile management system so a tile is just a list
+// fragments, and the fragment record contains the display list for that fragment.
+//
+// Revision 1.11 1998/05/20 20:53:55 curt
+// Moved global ref point and radius (bounding sphere info, and offset) to
+// data file rather than calculating it on the fly.
+// Fixed polygon winding problem in scenery generation stage rather than
+// compensating for it on the fly.
+// Made a fgTILECACHE class.
+//
+// Revision 1.10 1998/05/17 16:59:34 curt
+// Frist pass at view frustum culling now operational.
+//
+// Revision 1.9 1998/05/16 13:09:58 curt
+// Beginning to add support for view frustum culling.
+// Added some temporary code to calculate bouding radius, until the
+// scenery generation tools and scenery can be updated.
+//
+// Revision 1.8 1998/05/07 23:15:21 curt
+// Fixed a glTexImage2D() usage bug where width and height were mis-swapped.
+// Added support for --tile-radius=n option.
+//
+// Revision 1.7 1998/05/06 03:16:42 curt
+// Added an option to control square tile radius.
+//
+// Revision 1.6 1998/05/02 01:52:18 curt
+// Playing around with texture coordinates.
+//
+// Revision 1.5 1998/04/30 12:35:32 curt
+// Added a command line rendering option specify smooth/flat shading.
+//
+// Revision 1.4 1998/04/27 03:30:14 curt
+// Minor transformation adjustments to try to keep scenery tiles closer to
+// (0, 0, 0) GLfloats run out of precision at the distances we need to model
+// the earth, but we can do a bunch of pre-transformations using double math
+// and then cast to GLfloat once everything is close in where we have less
+// precision problems.
+//
+// Revision 1.3 1998/04/25 22:06:32 curt
+// Edited cvs log messages in source files ... bad bad bad!
+//
+// Revision 1.2 1998/04/24 00:51:09 curt
+// Wrapped "#include <config.h>" in "#ifdef HAVE_CONFIG_H"
+// Tweaked the scenery file extentions to be "file.obj" (uncompressed)
+// or "file.obz" (compressed.)
+//
+// Revision 1.1 1998/04/22 13:22:48 curt
+// C++ - ifing the code a bit.
+//
+// Revision 1.25 1998/04/18 04:14:07 curt
+// Moved fg_debug.c to it's own library.
+//
+// Revision 1.24 1998/04/14 02:23:18 curt
+// Code reorganizations. Added a Lib/ directory for more general libraries.
+//
+// Revision 1.23 1998/04/08 23:30:08 curt
+// Adopted Gnu automake/autoconf system.
+//
+// Revision 1.22 1998/04/03 22:11:38 curt
+// Converting to Gnu autoconf system.
+//
+// Revision 1.21 1998/03/23 21:23:05 curt
+// Debugging output tweaks.
+//
+// Revision 1.20 1998/03/14 00:30:51 curt
+// Beginning initial terrain texturing experiments.
+//
+// Revision 1.19 1998/02/20 00:16:25 curt
+// Thursday's tweaks.
+//
+// Revision 1.18 1998/02/19 13:05:54 curt
+// Incorporated some HUD tweaks from Michelle America.
+// Tweaked the sky's sunset/rise colors.
+// Other misc. tweaks.
+//
+// Revision 1.17 1998/02/16 13:39:46 curt
+// Miscellaneous weekend tweaks. Fixed? a cache problem that caused whole
+// tiles to occasionally be missing.
+//
+// Revision 1.16 1998/02/12 21:59:53 curt
+// Incorporated code changes contributed by Charlie Hotchkiss
+// <chotchkiss@namg.us.anritsu.com>
+//
+// Revision 1.14 1998/02/09 21:30:19 curt
+// Fixed a nagging problem with terrain tiles not "quite" matching up perfectly.
+//
+// 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 <pbleisch@acm.org> 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.
+//
+// Revision 1.3 1998/01/13 00:23:11 curt
+// Initial changes to support loading and management of scenery tiles. Note,
+// there's still a fair amount of work left to be done.
+//
+// Revision 1.2 1998/01/08 02:22:27 curt
+// Continue working on basic features.
+//
+// Revision 1.1 1998/01/07 23:50:51 curt
+// "area" renamed to "tile"
+//
+// Revision 1.2 1998/01/07 03:29:29 curt
+// Given an arbitrary lat/lon, we can now:
+// generate a unique index for the chunk containing the lat/lon
+// generate a path name to the chunk file
+// build a list of the indexes of all the nearby areas.
+//
+// Revision 1.1 1998/01/07 02:05:48 curt
+// Initial revision.