//
// Copyright (C) 1999 Curtis L. Olson - curt@flightgear.org
//
-// 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 library is free software; you can redistribute it and/or
+// modify it under the terms of the GNU Library 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
+// This library 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.
+// Library 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.
+// You should have received a copy of the GNU Library General Public
+// License along with this library; if not, write to the
+// Free Software Foundation, Inc., 59 Temple Place - Suite 330,
+// Boston, MA 02111-1307, USA.
//
// $Id$
+/* The following is an explanation of our somewhat conveluted and
+ tricky texture scaling/offset scheme:
+
+MAX_TEX_COORD is a value I arrived at by trial and error for my
+voodoo2/3 video card. If you use texture coordinates that are too
+big, you quickly start getting into round off problems and the texture
+jumps and moves relative to the polygon.
+
+The point of all of this code is that I wanted to be able to define
+this size in meters of a texture and have it be applied seamlessly to
+the terrain. I wanted to be able to change the defined size (in
+meters) of textures at run time. In other words I want to be able to
+scale the textures at run time and still have them seamlessly tile
+together across fans.
+
+The problem is that I have to pregenerate all the texture coordinates
+when I create the scenery, and I didn't want to burn CPU doing this
+again when I load the scenery at run time.
+
+It ended up taking me a lot of thought, a lot of trial and error, and
+a lot of fiddling around to come up with a scheme that worked.
+
+----------
+
+Ok, so think about what needs to be done to have the texture tile
+across a series of triangles and fans ...
+
+Basically you want to use some function of lon/lat mod your max
+texture coordinate size to calculate the texture coordinate of each
+vertex. This should result in nice tiling across distinct triangles
+and fans.
+
+Pretend our MAX_TEX_COORD = 4.0 and half of this is 2.0
+
+Imagine the following two adjacent polygons with the "X" component of
+the initial texture coordinate based on longitude (Note they are drawn
+spaced apart, but in reality the two polygons are adjacent):
+
+ 7.0 8.6 8.6 9.0
+ *-----* *------*
+ | | | |
+
+Now, this exceeds our MAX_TEX_COORD of 4.0 so we have to scale these
+texture coordinates by some integer value. Let's say we always want
+to minimize the tex coordinates to minimize rounding error so we will
+offset the first polygon by 7.0 and the second by 8.0:
+
+ 0.0 --- 1.6 and 0.6 --- 1.0
+
+Our tiling is maintianed becuase the coordinates are continous (mod
+1.0) and we still get the double repeat across both polygons.
+
+We want to be able to scale these values by an arbitrary constant and
+still have proper tiling.
+
+Let's try doubling the coordinates:
+
+ 0.0 --- 3.2 and 1.2 --- 2.0
+
+Everything still tiles nicely (because the coordinates are continuous
+mod 1.0) and the texture is now repeated 4x across the two polygons.
+Before it was repeated 2x.
+
+Let's try halving the coordinates:
+
+ 0.0 --- 0.8 and 0.3 --- 0.5
+
+Ooop! We lost continuity in texture coordinate space ... no we will
+have a visual discontinuity in the texture tiling!
+
+Ok, so we need some other scheme to keep our texture coordinates
+smaller than MAX_TEX_COORD that preserves continuity in texture
+space. <Deep breath> let's try the scheme that I have coded up that
+you are asking about ... <fingers crossed> :-)
+
+Going way back to the top before we shifted the texture coordinates.
+tmin for the first polygon is 7.0, this is then adjusted to:
+
+ (int)(tmin.x() / HALF_MAX_TEX_COORD) ) * HALF_MAX_TEX_COORD
+
+ = (int)(7.0/2.0) * 2.0 = 3.0 * 2.0 = 6.0
+
+The two texture coordinates are offset by 6.0 which yields 1.0 -- 2.6
+
+tmin for the second polygon is 8.6 which is adjusted to:
+
+ (int)(tmin.x() / HALF_MAX_TEX_COORD) ) * HALF_MAX_TEX_COORD
+ = (int)( 8.6 / 2.0 ) * 2.0 = 4.0 * 2.0 = 8.0
+
+The offset for the second polygon is 8.0 which yields 0.6 --- 1.0
+
+So now we have:
+
+ 1.0 --- 2.6 and 0.6 --- 1.0
+
+This still tiles nicely and strethes our texture across completely, so
+far we haven't done any damage.
+
+Now let's double the coordinates:
+
+ 2.0 --- 5.2 and 1.2 --- 2.0
+
+The texture is repeated 4x as it should be and is still continuous.
+
+How about halfing the coordinates. This is where the first scheme
+broke down. Halving the coordinates yields
+
+ 0.5 --- 1.3 and 0.3 --- 0.5
+
+Woohoo, we still have texture space continuity (mod 1.0) and the
+texture is repeated 1x.
+
+Note, it took me almost as long to re-figure this out and write this
+explanation as it did to figure out the scheme originally. I better
+enter this in the official comments in case I forget again. :-)
+
+*/
+
#include "texcoord.hxx"
#define FG_STANDARD_TEXTURE_DIMENSION 1000.0 // meters
#define MAX_TEX_COORD 8.0
-#define HALF_MAX_TEX_COORD ( MAX_TEX_COORD / 2.0 )
+#define HALF_MAX_TEX_COORD ( MAX_TEX_COORD * 0.5 )
// return the basic unshifted/unmoded texture coordinate for a lat/lon
{
return Point3D( p.x() * ( degree_width * scale /
FG_STANDARD_TEXTURE_DIMENSION ),
- p.y() * ( degree_width * scale /
+ p.y() * ( degree_height * scale /
FG_STANDARD_TEXTURE_DIMENSION ),
0.0 );
}
// traverse the specified fan/strip/list of vertices and attempt to
// calculate "none stretching" texture coordinates
-point_list calc_tex_coords( const FGBucket& b, const point_list& geod_nodes,
+point_list calc_tex_coords( const SGBucket& b, const point_list& geod_nodes,
const int_list& fan, double scale )
{
// cout << "calculating texture coordinates for a specific fan of size = "
double dy = fabs( tmax.y() - tmin.y() );
// cout << "dx = " << dx << " dy = " << dy << endl;
- bool do_shift = false;
// Point3D mod_shift;
if ( (dx > HALF_MAX_TEX_COORD) || (dy > HALF_MAX_TEX_COORD) ) {
// structure is too big, we'll just have to shift it so that
// tmin = (0,0). This messes up subsequent texture scaling,
// but is the best we can do.
// cout << "SHIFTING" << endl;
- do_shift = true;
if ( tmin.x() < 0 ) {
tmin.setx( (double)( (int)tmin.x() - 1 ) );
} else {
t = basic_tex_coord( p, degree_width, degree_height, scale );
// cout << "second t = " << t << endl;
- // if ( do_shift ) {
adjusted_t = t - tmin;
#if 0
} else {