# include <config.h>
#endif
-#ifdef FG_MATH_EXCEPTION_CLASH
+#ifdef SG_MATH_EXCEPTION_CLASH
# include <math.h>
#endif
-#ifdef HAVE_WINDOWS_H
-# include <windows.h>
-#endif
-
#include <stdio.h>
#include <string.h>
-#include <GL/glut.h>
-#include <XGL/xgl.h>
-// #if defined ( __sun__ )
-// extern "C" void *memmove(void *, const void *, size_t);
-// extern "C" void *memset(void *, int, size_t);
-// #endif
-
-#include <Include/compiler.h>
+#include <simgear/compiler.h>
+#include <simgear/io/sg_binobj.hxx>
#include STL_STRING
#include <map> // STL
#include <vector> // STL
#include <ctype.h> // isdigit()
-#include <Debug/logstream.hxx>
-#include <Misc/fgstream.hxx>
-#include <Include/fg_constants.h>
-#include <Main/options.hxx>
-#include <Math/mat3.h>
-#include <Math/fg_random.h>
-#include <Math/point3d.hxx>
-#include <Math/polar3d.hxx>
-#include <Misc/stopwatch.hxx>
+#include <simgear/constants.h>
+#include <simgear/debug/logstream.hxx>
+#include <simgear/math/point3d.hxx>
+#include <simgear/math/polar3d.hxx>
+#include <simgear/math/sg_geodesy.hxx>
+#include <simgear/math/sg_random.h>
+#include <simgear/misc/sgstream.hxx>
+#include <simgear/misc/stopwatch.hxx>
+#include <simgear/misc/texcoord.hxx>
+
+#include <Main/globals.hxx>
+#include <Main/fg_props.hxx>
#include <Scenery/tileentry.hxx>
-#include "materialmgr.hxx"
+#include "matlib.hxx"
#include "obj.hxx"
-FG_USING_STD(string);
-FG_USING_STD(vector);
+SG_USING_STD(string);
+SG_USING_STD(vector);
typedef vector < int > int_list;
static double tex_coords[FG_MAX_NODES*3][3];
-// given three points defining a triangle, calculate the normal
-static void calc_normal(Point3D p1, Point3D p2,
- Point3D p3, double normal[3])
-{
- double v1[3], v2[3];
- double temp;
-
- v1[0] = p2[0] - p1[0]; v1[1] = p2[1] - p1[1]; v1[2] = p2[2] - p1[2];
- v2[0] = p3[0] - p1[0]; v2[1] = p3[1] - p1[1]; v2[2] = p3[2] - p1[2];
-
- MAT3cross_product(normal, v1, v2);
- MAT3_NORMALIZE_VEC(normal,temp);
-
- // fgPrintf( FG_TERRAIN, FG_DEBUG, " Normal = %.2f %.2f %.2f\n",
- // normal[0], normal[1], normal[2]);
-}
-
-
#define FG_TEX_CONSTANT 69.0
-
// Calculate texture coordinates for a given point.
-static Point3D calc_tex_coords(const Point3D& node, const Point3D& ref) {
+static Point3D local_calc_tex_coords(const Point3D& node, const Point3D& ref) {
Point3D cp;
Point3D pp;
// double tmplon, tmplat;
node[1] + ref.y(),
node[2] + ref.z() );
- pp = fgCartToPolar3d(cp);
+ pp = sgCartToPolar3d(cp);
- // tmplon = pp.lon() * RAD_TO_DEG;
- // tmplat = pp.lat() * RAD_TO_DEG;
+ // tmplon = pp.lon() * SGD_RADIANS_TO_DEGREES;
+ // tmplat = pp.lat() * SGD_RADIANS_TO_DEGREES;
// cout << tmplon << " " << tmplat << endl;
- pp.setx( fmod(RAD_TO_DEG * FG_TEX_CONSTANT * pp.x(), 11.0) );
- pp.sety( fmod(RAD_TO_DEG * FG_TEX_CONSTANT * pp.y(), 11.0) );
+ pp.setx( fmod(SGD_RADIANS_TO_DEGREES * FG_TEX_CONSTANT * pp.x(), 11.0) );
+ pp.sety( fmod(SGD_RADIANS_TO_DEGREES * FG_TEX_CONSTANT * pp.y(), 11.0) );
if ( pp.x() < 0.0 ) {
pp.setx( pp.x() + 11.0 );
}
-// Load a .obj file and build the GL fragment list
-ssgBranch *fgObjLoad( const string& path, FGTileEntry *t) {
- fgFRAGMENT fragment;
+// Generate a generic ocean tile on the fly
+ssgBranch *fgGenTile( const string& path, FGTileEntry *t) {
+ FGNewMat *newmat;
+
+ ssgSimpleState *state = NULL;
+
+ ssgBranch *tile = new ssgBranch () ;
+ if ( !tile ) {
+ SG_LOG( SG_TERRAIN, SG_ALERT, "fgGenTile(): NO MEMORY" );
+ return NULL;
+ }
+
+ tile -> setName ( (char *)path.c_str() ) ;
+
+ double tex_width = 1000.0;
+ // double tex_height;
+
+ // find Ocean material in the properties list
+ newmat = material_lib.find( "Ocean" );
+ if ( newmat != NULL ) {
+ // set the texture width and height values for this
+ // material
+ tex_width = newmat->get_xsize();
+ // tex_height = newmat->get_ysize();
+
+ // set ssgState
+ state = newmat->get_state();
+ } else {
+ SG_LOG( SG_TERRAIN, SG_ALERT,
+ "Ack! unknown usemtl name = " << "Ocean"
+ << " in " << path );
+ }
+
+ // Calculate center point
+ SGBucket b = t->tile_bucket;
+ double clon = b.get_center_lon();
+ double clat = b.get_center_lat();
+ double height = b.get_height();
+ double width = b.get_width();
+
+ Point3D center = sgGeodToCart(Point3D(clon*SGD_DEGREES_TO_RADIANS,clat*SGD_DEGREES_TO_RADIANS,0.0));
+ t->center = center;
+ // cout << "center = " << center << endl;;
+
+ // Caculate corner vertices
+ Point3D geod[4];
+ geod[0] = Point3D( clon - width/2.0, clat - height/2.0, 0.0 );
+ geod[1] = Point3D( clon + width/2.0, clat - height/2.0, 0.0 );
+ geod[2] = Point3D( clon + width/2.0, clat + height/2.0, 0.0 );
+ geod[3] = Point3D( clon - width/2.0, clat + height/2.0, 0.0 );
+
+ Point3D rad[4];
+ int i;
+ for ( i = 0; i < 4; ++i ) {
+ rad[i] = Point3D( geod[i].x() * SGD_DEGREES_TO_RADIANS,
+ geod[i].y() * SGD_DEGREES_TO_RADIANS,
+ geod[i].z() );
+ }
+
+ Point3D cart[4], rel[4];
+ t->nodes.clear();
+ for ( i = 0; i < 4; ++i ) {
+ cart[i] = sgGeodToCart(rad[i]);
+ rel[i] = cart[i] - center;
+ t->nodes.push_back( rel[i] );
+ // cout << "corner " << i << " = " << cart[i] << endl;
+ }
+
+ t->ncount = 4;
+
+ // Calculate bounding radius
+ t->bounding_radius = center.distance3D( cart[0] );
+ // cout << "bounding radius = " << t->bounding_radius << endl;
+
+ // Calculate normals
+ Point3D normals[4];
+ for ( i = 0; i < 4; ++i ) {
+ double length = cart[i].distance3D( Point3D(0.0) );
+ normals[i] = cart[i] / length;
+ // cout << "normal = " << normals[i] << endl;
+ }
+
+ // Calculate texture coordinates
+ point_list geod_nodes;
+ geod_nodes.clear();
+ int_list rectangle;
+ rectangle.clear();
+ for ( i = 0; i < 4; ++i ) {
+ geod_nodes.push_back( geod[i] );
+ rectangle.push_back( i );
+ }
+ point_list texs = calc_tex_coords( b, geod_nodes, rectangle,
+ 1000.0 / tex_width );
+
+ // Allocate ssg structure
+ ssgVertexArray *vl = new ssgVertexArray( 4 );
+ ssgNormalArray *nl = new ssgNormalArray( 4 );
+ ssgTexCoordArray *tl = new ssgTexCoordArray( 4 );
+ ssgColourArray *cl = new ssgColourArray( 1 );
+
+ sgVec4 color;
+ sgSetVec4( color, 1.0, 1.0, 1.0, 1.0 );
+ cl->add( color );
+
+ // sgVec3 *vtlist = new sgVec3 [ 4 ];
+ // t->vec3_ptrs.push_back( vtlist );
+ // sgVec3 *vnlist = new sgVec3 [ 4 ];
+ // t->vec3_ptrs.push_back( vnlist );
+ // sgVec2 *tclist = new sgVec2 [ 4 ];
+ // t->vec2_ptrs.push_back( tclist );
+
+ sgVec2 tmp2;
+ sgVec3 tmp3;
+ for ( i = 0; i < 4; ++i ) {
+ sgSetVec3( tmp3,
+ rel[i].x(), rel[i].y(), rel[i].z() );
+ vl->add( tmp3 );
+
+ sgSetVec3( tmp3,
+ normals[i].x(), normals[i].y(), normals[i].z() );
+ nl->add( tmp3 );
+
+ sgSetVec2( tmp2, texs[i].x(), texs[i].y());
+ tl->add( tmp2 );
+ }
+
+ ssgLeaf *leaf =
+ new ssgVtxTable ( GL_TRIANGLE_FAN, vl, nl, tl, cl );
+
+ leaf->setState( state );
+
+ tile->addKid( leaf );
+
+ return tile;
+}
+
+
+static void random_pt_inside_tri( float *res,
+ float *n1, float *n2, float *n3 )
+{
+ sgVec3 p1, p2, p3;
+
+ double a = sg_random();
+ double b = sg_random();
+ if ( a + b > 1.0 ) {
+ a = 1.0 - a;
+ b = 1.0 - b;
+ }
+ double c = 1 - a - b;
+
+ sgScaleVec3( p1, n1, a );
+ sgScaleVec3( p2, n2, b );
+ sgScaleVec3( p3, n3, c );
+
+ sgAddVec3( res, p1, p2 );
+ sgAddVec3( res, p3 );
+}
+
+
+static void gen_random_surface_points( ssgLeaf *leaf, ssgVertexArray *lights,
+ double factor ) {
+ int num = leaf->getNumTriangles();
+ if ( num > 0 ) {
+ short int n1, n2, n3;
+ float *p1, *p2, *p3;
+ sgVec3 result;
+
+ // generate a repeatable random seed
+ p1 = leaf->getVertex( 0 );
+ unsigned int seed = (unsigned int)p1[0];
+ sg_srandom( seed );
+
+ for ( int i = 0; i < num; ++i ) {
+ leaf->getTriangle( i, &n1, &n2, &n3 );
+ p1 = leaf->getVertex(n1);
+ p2 = leaf->getVertex(n2);
+ p3 = leaf->getVertex(n3);
+ double area = sgTriArea( p1, p2, p3 );
+ double num = area / factor;
+
+ // generate a light point for each unit of area
+ while ( num > 1.0 ) {
+ random_pt_inside_tri( result, p1, p2, p3 );
+ lights->add( result );
+ num -= 1.0;
+ }
+ // for partial units of area, use a zombie door method to
+ // create the proper random chance of a light being created
+ // for this triangle
+ if ( num > 0.0 ) {
+ if ( sg_random() <= num ) {
+ // a zombie made it through our door
+ random_pt_inside_tri( result, p1, p2, p3 );
+ lights->add( result );
+ }
+ }
+ }
+ }
+}
+
+
+// Load an Ascii obj file
+ssgBranch *fgAsciiObjLoad( const string& path, FGTileEntry *t,
+ ssgVertexArray *lights, const bool is_base)
+{
+ FGNewMat *newmat = NULL;
+ string material;
+ float coverage = -1;
Point3D pp;
- double approx_normal[3], normal[3] /*, scale = 0.0 */;
+ // sgVec3 approx_normal;
+ // double normal[3], scale = 0.0;
// double x, y, z, xmax, xmin, ymax, ymin, zmax, zmin;
// GLfloat sgenparams[] = { 1.0, 0.0, 0.0, 0.0 };
- GLint display_list = 0;
+ // GLint display_list = 0;
int shading;
- bool in_fragment = false, in_faces = false;
+ bool in_faces = false;
int vncount, vtcount;
- int n1 = 0, n2 = 0, n3 = 0, n4 = 0;
+ int n1 = 0, n2 = 0, n3 = 0;
int tex;
- int last1 = 0, last2 = 0, odd = 0;
+ // int last1 = 0, last2 = 0;
+ bool odd = false;
point_list nodes;
Point3D node;
Point3D center;
+ double scenery_version = 0.0;
double tex_width = 1000.0, tex_height = 1000.0;
bool shared_done = false;
int_list fan_vertices;
int_list fan_tex_coords;
int i;
ssgSimpleState *state = NULL;
+ sgVec3 *vtlist, *vnlist;
+ sgVec2 *tclist;
ssgBranch *tile = new ssgBranch () ;
- tile -> setName ( path.c_str() ) ;
+
+ tile -> setName ( (char *)path.c_str() ) ;
// Attempt to open "path.gz" or "path"
- fg_gzifstream in( path );
+ sg_gzifstream in( path );
if ( ! in.is_open() ) {
- FG_LOG( FG_TERRAIN, FG_ALERT, "Cannot open file: " << path );
+ SG_LOG( SG_TERRAIN, SG_DEBUG, "Cannot open file: " << path );
+ SG_LOG( SG_TERRAIN, SG_DEBUG, "default to ocean tile: " << path );
+
+ delete tile;
+
return NULL;
}
- shading = current_options.get_shading();
+ shading = fgGetBool("/sim/rendering/shading");
- in_fragment = false;
- t->ncount = 0;
+ if ( is_base ) {
+ t->ncount = 0;
+ }
vncount = 0;
vtcount = 0;
- t->bounding_radius = 0.0;
+ if ( is_base ) {
+ t->bounding_radius = 0.0;
+ }
center = t->center;
- StopWatch stopwatch;
- stopwatch.start();
+ // StopWatch stopwatch;
+ // stopwatch.start();
// ignore initial comments and blank lines. (priming the pump)
// in >> skipcomment;
while ( ! in.eof() ) {
#endif
-#if defined( MACOS )
in >> ::skipws;
-#else
- in >> skipws;
-#endif
if ( in.get( c ) && c == '#' ) {
// process a comment line
in >> token;
- if ( token == "gbs" ) {
+ if ( token == "Version" ) {
+ // read scenery versions number
+ in >> scenery_version;
+ // cout << "scenery_version = " << scenery_version << endl;
+ if ( scenery_version > 0.4 ) {
+ SG_LOG( SG_TERRAIN, SG_ALERT,
+ "\nYou are attempting to load a tile format that\n"
+ << "is newer than this version of flightgear can\n"
+ << "handle. You should upgrade your copy of\n"
+ << "FlightGear to the newest version. For\n"
+ << "details, please see:\n"
+ << "\n http://www.flightgear.org\n" );
+ exit(-1);
+ }
+ } else if ( token == "gbs" ) {
// reference point (center offset)
- in >> t->center >> t->bounding_radius;
+ if ( is_base ) {
+ in >> t->center >> t->bounding_radius;
+ } else {
+ Point3D junk1;
+ double junk2;
+ in >> junk1 >> junk2;
+ }
center = t->center;
// cout << "center = " << center
// << " radius = " << t->bounding_radius << endl;
} else if ( token == "bs" ) {
// reference point (center offset)
- in >> fragment.center;
- in >> fragment.bounding_radius;
-
- // cout << "center = " << fragment.center
- // << " radius = " << fragment.bounding_radius << endl;
+ // (skip past this)
+ Point3D junk1;
+ double junk2;
+ in >> junk1 >> junk2;
} else if ( token == "usemtl" ) {
// material property specification
// shared_done true and build the ssg shared lists
if ( ! shared_done ) {
// sanity check
- if ( nodes.size() != vncount ) {
- FG_LOG( FG_TERRAIN, FG_ALERT,
- "Tile has mismatched nodes and normals: "
+ if ( (int)nodes.size() != vncount ) {
+ SG_LOG( SG_TERRAIN, SG_ALERT,
+ "Tile has mismatched nodes = " << nodes.size()
+ << " and normals = " << vncount << " : "
<< path );
// exit(-1);
}
shared_done = true;
- t->vtlist = new sgVec3 [ nodes.size() ];
- t->vnlist = new sgVec3 [ vncount ];
- t->tclist = new sgVec2 [ vtcount ];
+ vtlist = new sgVec3 [ nodes.size() ];
+ t->vec3_ptrs.push_back( vtlist );
+ vnlist = new sgVec3 [ vncount ];
+ t->vec3_ptrs.push_back( vnlist );
+ tclist = new sgVec2 [ vtcount ];
+ t->vec2_ptrs.push_back( tclist );
for ( i = 0; i < (int)nodes.size(); ++i ) {
- sgSetVec3( t->vtlist[i],
+ sgSetVec3( vtlist[i],
nodes[i][0], nodes[i][1], nodes[i][2] );
}
for ( i = 0; i < vncount; ++i ) {
- sgSetVec3( t->vnlist[i],
+ sgSetVec3( vnlist[i],
normals[i][0],
normals[i][1],
normals[i][2] );
}
for ( i = 0; i < vtcount; ++i ) {
- sgSetVec2( t->tclist[i],
- tex_coords[i][0], tex_coords[i][1] );
+ sgSetVec2( tclist[i],
+ tex_coords[i][0],
+ tex_coords[i][1] );
}
}
- // series of individual triangles
- if ( in_faces ) {
- xglEnd();
- }
-
- // this also signals the start of a new fragment
- if ( in_fragment ) {
- // close out the previous structure and start the next
- xglEndList();
- // printf("xglEnd(); xglEndList();\n");
-
- // update fragment
- fragment.display_list = display_list;
-
- // push this fragment onto the tile's object list
- t->fragment_list.push_back(fragment);
- } else {
- in_fragment = true;
- }
-
- // printf("start of fragment (usemtl)\n");
-
- display_list = xglGenLists(1);
- xglNewList(display_list, GL_COMPILE);
+ // display_list = xglGenLists(1);
+ // xglNewList(display_list, GL_COMPILE);
// printf("xglGenLists(); xglNewList();\n");
in_faces = false;
- // reset the existing face list
- // printf("cleaning a fragment with %d faces\n",
- // fragment.faces.size());
- fragment.init();
-
// scan the material line
- string material;
in >> material;
- fragment.tile_ptr = t;
// find this material in the properties list
- if ( ! material_mgr.find( material, fragment.material_ptr )) {
- FG_LOG( FG_TERRAIN, FG_ALERT,
- "Ack! unknown usemtl name = " << material
- << " in " << path );
+
+ newmat = material_lib.find( material );
+ if ( newmat == NULL ) {
+ // see if this is an on the fly texture
+ string file = path;
+ int pos = file.rfind( "/" );
+ file = file.substr( 0, pos );
+ cout << "current file = " << file << endl;
+ file += "/";
+ file += material;
+ cout << "current file = " << file << endl;
+ if ( ! material_lib.add_item( file ) ) {
+ SG_LOG( SG_TERRAIN, SG_ALERT,
+ "Ack! unknown usemtl name = " << material
+ << " in " << path );
+ } else {
+ // locate our newly created material
+ newmat = material_lib.find( material );
+ if ( newmat == NULL ) {
+ SG_LOG( SG_TERRAIN, SG_ALERT,
+ "Ack! bad on the fly materia create = "
+ << material << " in " << path );
+ }
+ }
}
- // set the texture width and height values for this
- // material
- FGMaterial m = fragment.material_ptr->get_m();
- tex_width = m.get_xsize();
- tex_height = m.get_ysize();
- state = fragment.material_ptr->get_state();
- // cout << "(w) = " << tex_width << " (h) = "
- // << tex_width << endl;
-
- // initialize the fragment transformation matrix
- /*
- for ( i = 0; i < 16; i++ ) {
- fragment.matrix[i] = 0.0;
- }
- fragment.matrix[0] = fragment.matrix[5] =
- fragment.matrix[10] = fragment.matrix[15] = 1.0;
- */
+ if ( newmat != NULL ) {
+ // set the texture width and height values for this
+ // material
+ tex_width = newmat->get_xsize();
+ tex_height = newmat->get_ysize();
+ state = newmat->get_state();
+ coverage = newmat->get_light_coverage();
+ // cout << "(w) = " << tex_width << " (h) = "
+ // << tex_width << endl;
+ } else {
+ coverage = -1;
+ }
} else {
- // unknown comment, just gobble the input untill the
+ // unknown comment, just gobble the input until the
// end of line
in >> skipeol;
>> normals[vncount][2];
vncount++;
} else {
- FG_LOG( FG_TERRAIN, FG_ALERT,
+ SG_LOG( SG_TERRAIN, SG_ALERT,
"Read too many vertex normals in " << path
<< " ... dying :-(" );
exit(-1);
>> tex_coords[vtcount][1];
vtcount++;
} else {
- FG_LOG( FG_TERRAIN, FG_ALERT,
+ SG_LOG( SG_TERRAIN, SG_ALERT,
"Read too many vertex texture coords in " << path
<< " ... dying :-("
);
>> nodes[t->ncount][2]; */
in >> node;
nodes.push_back(node);
- t->ncount++;
+ if ( is_base ) {
+ t->ncount++;
+ }
} else {
- FG_LOG( FG_TERRAIN, FG_ALERT,
+ SG_LOG( SG_TERRAIN, SG_ALERT,
"Read too many nodes in " << path
<< " ... dying :-(");
exit(-1);
}
- } else if ( token == "t" ) {
- // start a new triangle strip
-
- n1 = n2 = n3 = n4 = 0;
-
- // fgPrintf( FG_TERRAIN, FG_DEBUG,
- // " new tri strip = %s", line);
- in >> n1 >> n2 >> n3;
- fragment.add_face(n1, n2, n3);
-
- // fgPrintf( FG_TERRAIN, FG_DEBUG, "(t) = ");
-
- xglBegin(GL_TRIANGLE_STRIP);
- // printf("xglBegin(tristrip) %d %d %d\n", n1, n2, n3);
-
- odd = 1;
- // scale = 1.0;
-
- if ( shading ) {
- // Shading model is "GL_SMOOTH" so use precalculated
- // (averaged) normals
- // MAT3_SCALE_VEC(normal, normals[n1], scale);
- xglNormal3dv(normal);
- pp = calc_tex_coords(nodes[n1], center);
- xglTexCoord2f(pp.lon(), pp.lat());
- xglVertex3dv(nodes[n1].get_n());
-
- // MAT3_SCALE_VEC(normal, normals[n2], scale);
- xglNormal3dv(normal);
- pp = calc_tex_coords(nodes[n2], center);
- xglTexCoord2f(pp.lon(), pp.lat());
- xglVertex3dv(nodes[n2].get_n());
-
- // MAT3_SCALE_VEC(normal, normals[n3], scale);
- xglNormal3dv(normal);
- pp = calc_tex_coords(nodes[n3], center);
- xglTexCoord2f(pp.lon(), pp.lat());
- xglVertex3dv(nodes[n3].get_n());
- } else {
- // Shading model is "GL_FLAT" so calculate per face
- // normals on the fly.
- if ( odd ) {
- calc_normal(nodes[n1], nodes[n2],
- nodes[n3], approx_normal);
- } else {
- calc_normal(nodes[n2], nodes[n1],
- nodes[n3], approx_normal);
- }
- // MAT3_SCALE_VEC(normal, approx_normal, scale);
- xglNormal3dv(normal);
-
- pp = calc_tex_coords(nodes[n1], center);
- xglTexCoord2f(pp.lon(), pp.lat());
- xglVertex3dv(nodes[n1].get_n());
-
- pp = calc_tex_coords(nodes[n2], center);
- xglTexCoord2f(pp.lon(), pp.lat());
- xglVertex3dv(nodes[n2].get_n());
-
- pp = calc_tex_coords(nodes[n3], center);
- xglTexCoord2f(pp.lon(), pp.lat());
- xglVertex3dv(nodes[n3].get_n());
- }
- // printf("some normals, texcoords, and vertices\n");
-
- odd = 1 - odd;
- last1 = n2;
- last2 = n3;
-
- // There can be three or four values
- char c;
- while ( in.get(c) ) {
- if ( c == '\n' ) {
- break; // only the one
- }
- if ( isdigit(c) ){
- in.putback(c);
- in >> n4;
- break;
- }
- }
-
- if ( n4 > 0 ) {
- fragment.add_face(n3, n2, n4);
-
- if ( shading ) {
- // Shading model is "GL_SMOOTH"
- // MAT3_SCALE_VEC(normal, normals[n4], scale);
- } else {
- // Shading model is "GL_FLAT"
- calc_normal(nodes[n3], nodes[n2], nodes[n4],
- approx_normal);
- // MAT3_SCALE_VEC(normal, approx_normal, scale);
- }
- xglNormal3dv(normal);
- pp = calc_tex_coords(nodes[n4], center);
- xglTexCoord2f(pp.lon(), pp.lat());
- xglVertex3dv(nodes[n4].get_n());
-
- odd = 1 - odd;
- last1 = n3;
- last2 = n4;
- // printf("a normal, texcoord, and vertex (4th)\n");
- }
- } else if ( token == "tf" ) {
- // triangle fan
- // fgPrintf( FG_TERRAIN, FG_DEBUG, "new fan");
+ } else if ( (token == "tf") || (token == "ts") || (token == "f") ) {
+ // triangle fan, strip, or individual face
+ // SG_LOG( SG_TERRAIN, SG_INFO, "new fan or strip");
fan_vertices.clear();
fan_tex_coords.clear();
+ odd = true;
- xglBegin(GL_TRIANGLE_FAN);
+ // xglBegin(GL_TRIANGLE_FAN);
in >> n1;
fan_vertices.push_back( n1 );
- xglNormal3dv(normals[n1]);
+ // xglNormal3dv(normals[n1]);
if ( in.get( c ) && c == '/' ) {
in >> tex;
fan_tex_coords.push_back( tex );
+ if ( scenery_version >= 0.4 ) {
+ if ( tex_width > 0 ) {
+ tclist[tex][0] *= (1000.0 / tex_width);
+ }
+ if ( tex_height > 0 ) {
+ tclist[tex][1] *= (1000.0 / tex_height);
+ }
+ }
pp.setx( tex_coords[tex][0] * (1000.0 / tex_width) );
pp.sety( tex_coords[tex][1] * (1000.0 / tex_height) );
} else {
in.putback( c );
- pp = calc_tex_coords(nodes[n1], center);
+ pp = local_calc_tex_coords(nodes[n1], center);
}
- xglTexCoord2f(pp.x(), pp.y());
- xglVertex3dv(nodes[n1].get_n());
+ // xglTexCoord2f(pp.x(), pp.y());
+ // xglVertex3dv(nodes[n1].get_n());
in >> n2;
fan_vertices.push_back( n2 );
- xglNormal3dv(normals[n2]);
+ // xglNormal3dv(normals[n2]);
if ( in.get( c ) && c == '/' ) {
in >> tex;
fan_tex_coords.push_back( tex );
+ if ( scenery_version >= 0.4 ) {
+ if ( tex_width > 0 ) {
+ tclist[tex][0] *= (1000.0 / tex_width);
+ }
+ if ( tex_height > 0 ) {
+ tclist[tex][1] *= (1000.0 / tex_height);
+ }
+ }
pp.setx( tex_coords[tex][0] * (1000.0 / tex_width) );
pp.sety( tex_coords[tex][1] * (1000.0 / tex_height) );
} else {
in.putback( c );
- pp = calc_tex_coords(nodes[n2], center);
+ pp = local_calc_tex_coords(nodes[n2], center);
}
- xglTexCoord2f(pp.x(), pp.y());
- xglVertex3dv(nodes[n2].get_n());
+ // xglTexCoord2f(pp.x(), pp.y());
+ // xglVertex3dv(nodes[n2].get_n());
// read all subsequent numbers until next thing isn't a number
while ( true ) {
-#if defined( MACOS )
in >> ::skipws;
-#else
- in >> skipws;
-#endif
char c;
in.get(c);
// cout << " triangle = "
// << n1 << "," << n2 << "," << n3
// << endl;
- xglNormal3dv(normals[n3]);
+ // xglNormal3dv(normals[n3]);
if ( in.get( c ) && c == '/' ) {
in >> tex;
fan_tex_coords.push_back( tex );
+ if ( scenery_version >= 0.4 ) {
+ if ( tex_width > 0 ) {
+ tclist[tex][0] *= (1000.0 / tex_width);
+ }
+ if ( tex_height > 0 ) {
+ tclist[tex][1] *= (1000.0 / tex_height);
+ }
+ }
pp.setx( tex_coords[tex][0] * (1000.0 / tex_width) );
pp.sety( tex_coords[tex][1] * (1000.0 / tex_height) );
} else {
in.putback( c );
- pp = calc_tex_coords(nodes[n3], center);
+ pp = local_calc_tex_coords(nodes[n3], center);
}
- xglTexCoord2f(pp.x(), pp.y());
- xglVertex3dv(nodes[n3].get_n());
+ // xglTexCoord2f(pp.x(), pp.y());
+ // xglVertex3dv(nodes[n3].get_n());
- fragment.add_face(n1, n2, n3);
- n2 = n3;
+ if ( (token == "tf") || (token == "f") ) {
+ // triangle fan
+ n2 = n3;
+ } else {
+ // triangle strip
+ odd = !odd;
+ n1 = n2;
+ n2 = n3;
+ }
}
- xglEnd();
+ // xglEnd();
// build the ssg entity
- unsigned short *vindex =
- new unsigned short [ fan_vertices.size() ];
- unsigned short *tindex =
- new unsigned short [ fan_tex_coords.size() ];
- for ( i = 0; i < (int)fan_vertices.size(); ++i ) {
- vindex[i] = fan_vertices[i];
+ int size = (int)fan_vertices.size();
+ ssgVertexArray *vl = new ssgVertexArray( size );
+ ssgNormalArray *nl = new ssgNormalArray( size );
+ ssgTexCoordArray *tl = new ssgTexCoordArray( size );
+ ssgColourArray *cl = new ssgColourArray( 1 );
+
+ sgVec4 color;
+ sgSetVec4( color, 1.0, 1.0, 1.0, 1.0 );
+ cl->add( color );
+
+ sgVec2 tmp2;
+ sgVec3 tmp3;
+ for ( i = 0; i < size; ++i ) {
+ sgCopyVec3( tmp3, vtlist[ fan_vertices[i] ] );
+ vl -> add( tmp3 );
+
+ sgCopyVec3( tmp3, vnlist[ fan_vertices[i] ] );
+ nl -> add( tmp3 );
+
+ sgCopyVec2( tmp2, tclist[ fan_tex_coords[i] ] );
+ tl -> add( tmp2 );
}
- for ( i = 0; i < (int)fan_tex_coords.size(); ++i ) {
- tindex[i] = fan_tex_coords[i];
+
+ ssgLeaf *leaf = NULL;
+ if ( token == "tf" ) {
+ // triangle fan
+ leaf =
+ new ssgVtxTable ( GL_TRIANGLE_FAN, vl, nl, tl, cl );
+ } else if ( token == "ts" ) {
+ // triangle strip
+ leaf =
+ new ssgVtxTable ( GL_TRIANGLE_STRIP, vl, nl, tl, cl );
+ } else if ( token == "f" ) {
+ // triangle
+ leaf =
+ new ssgVtxTable ( GL_TRIANGLES, vl, nl, tl, cl );
}
- ssgLeaf *leaf =
- new ssgVTable ( GL_TRIANGLE_FAN,
- fan_vertices.size(), vindex, t->vtlist,
- fan_vertices.size(), vindex, t->vnlist,
- fan_tex_coords.size(), tindex, t->tclist,
- 0, NULL, NULL ) ;
+ // leaf->makeDList();
leaf->setState( state );
tile->addKid( leaf );
- } else if ( token == "f" ) {
- // unoptimized face
-
- if ( !in_faces ) {
- xglBegin(GL_TRIANGLES);
- // printf("xglBegin(triangles)\n");
- in_faces = true;
+ if ( is_base ) {
+ if ( coverage > 0.0 ) {
+ if ( coverage < 10000.0 ) {
+ SG_LOG(SG_INPUT, SG_ALERT, "Light coverage is "
+ << coverage << ", pushing up to 10000");
+ coverage = 10000;
+ }
+ gen_random_surface_points(leaf, lights, coverage);
+ }
}
+ } else {
+ SG_LOG( SG_TERRAIN, SG_WARN, "Unknown token in "
+ << path << " = " << token );
+ }
- // fgPrintf( FG_TERRAIN, FG_DEBUG, "new triangle = %s", line);*/
- in >> n1 >> n2 >> n3;
- fragment.add_face(n1, n2, n3);
+ // eat white space before start of while loop so if we are
+ // done with useful input it is noticed before hand.
+ in >> ::skipws;
+ }
+ }
- // xglNormal3d(normals[n1][0], normals[n1][1], normals[n1][2]);
- xglNormal3dv(normals[n1]);
- pp = calc_tex_coords(nodes[n1], center);
- xglTexCoord2f(pp.lon(), pp.lat());
- xglVertex3dv(nodes[n1].get_n());
+ if ( is_base ) {
+ t->nodes = nodes;
+ }
- xglNormal3dv(normals[n2]);
- pp = calc_tex_coords(nodes[n2], center);
- xglTexCoord2f(pp.lon(), pp.lat());
- xglVertex3dv(nodes[n2].get_n());
-
- xglNormal3dv(normals[n3]);
- pp = calc_tex_coords(nodes[n3], center);
- xglTexCoord2f(pp.lon(), pp.lat());
- xglVertex3dv(nodes[n3].get_n());
- // printf("some normals, texcoords, and vertices (tris)\n");
- } else if ( token == "q" ) {
- // continue a triangle strip
- n1 = n2 = 0;
-
- // fgPrintf( FG_TERRAIN, FG_DEBUG, "continued tri strip = %s ",
- // line);
- in >> n1;
+ // stopwatch.stop();
+ // SG_LOG( SG_TERRAIN, SG_DEBUG,
+ // "Loaded " << path << " in "
+ // << stopwatch.elapsedSeconds() << " seconds" );
- // There can be one or two values
- char c;
- while ( in.get(c) ) {
- if ( c == '\n' ) {
- break; // only the one
- }
+ return tile;
+}
- if ( isdigit(c) ) {
- in.putback(c);
- in >> n2;
- break;
- }
- }
- // fgPrintf( FG_TERRAIN, FG_DEBUG, "read %d %d\n", n1, n2);
- if ( odd ) {
- fragment.add_face(last1, last2, n1);
- } else {
- fragment.add_face(last2, last1, n1);
- }
+ssgLeaf *gen_leaf( const string& path,
+ const GLenum ty, const string& material,
+ const point_list& nodes, const point_list& normals,
+ const point_list& texcoords,
+ const int_list node_index,
+ const int_list& tex_index,
+ const bool calc_lights, ssgVertexArray *lights )
+{
+ double tex_width = 1000.0, tex_height = 1000.0;
+ ssgSimpleState *state = NULL;
+ float coverage = -1;
+
+ FGNewMat *newmat = material_lib.find( material );
+ if ( newmat == NULL ) {
+ // see if this is an on the fly texture
+ string file = path;
+ int pos = file.rfind( "/" );
+ file = file.substr( 0, pos );
+ cout << "current file = " << file << endl;
+ file += "/";
+ file += material;
+ cout << "current file = " << file << endl;
+ if ( ! material_lib.add_item( file ) ) {
+ SG_LOG( SG_TERRAIN, SG_ALERT,
+ "Ack! unknown usemtl name = " << material
+ << " in " << path );
+ } else {
+ // locate our newly created material
+ newmat = material_lib.find( material );
+ if ( newmat == NULL ) {
+ SG_LOG( SG_TERRAIN, SG_ALERT,
+ "Ack! bad on the fly material create = "
+ << material << " in " << path );
+ }
+ }
+ }
- if ( shading ) {
- // Shading model is "GL_SMOOTH"
- // MAT3_SCALE_VEC(normal, normals[n1], scale);
- } else {
- // Shading model is "GL_FLAT"
- if ( odd ) {
- calc_normal(nodes[last1], nodes[last2],
- nodes[n1], approx_normal);
- } else {
- calc_normal(nodes[last2], nodes[last1],
- nodes[n1], approx_normal);
- }
- // MAT3_SCALE_VEC(normal, approx_normal, scale);
- }
- xglNormal3dv(normal);
+ if ( newmat != NULL ) {
+ // set the texture width and height values for this
+ // material
+ tex_width = newmat->get_xsize();
+ tex_height = newmat->get_ysize();
+ state = newmat->get_state();
+ coverage = newmat->get_light_coverage();
+ // cout << "(w) = " << tex_width << " (h) = "
+ // << tex_width << endl;
+ } else {
+ coverage = -1;
+ }
- pp = calc_tex_coords(nodes[n1], center);
- xglTexCoord2f(pp.lon(), pp.lat());
- xglVertex3dv(nodes[n1].get_n());
- // printf("a normal, texcoord, and vertex (4th)\n");
-
- odd = 1 - odd;
- last1 = last2;
- last2 = n1;
+ // cout << "before list allocs" << endl;
- if ( n2 > 0 ) {
- // fgPrintf( FG_TERRAIN, FG_DEBUG, " (cont)\n");
+ // cout << "before vl, size = " << size << endl;
+ // cout << "before nl" << endl;
+ // cout << "before tl" << endl;
+ // cout << "before cl" << endl;
- if ( odd ) {
- fragment.add_face(last1, last2, n2);
- } else {
- fragment.add_face(last2, last1, n2);
- }
+ sgVec2 tmp2;
+ sgVec3 tmp3;
+ sgVec4 tmp4;
+ int i;
- if ( shading ) {
- // Shading model is "GL_SMOOTH"
- // MAT3_SCALE_VEC(normal, normals[n2], scale);
- } else {
- // Shading model is "GL_FLAT"
- if ( odd ) {
- calc_normal(nodes[last1], nodes[last2],
- nodes[n2], approx_normal);
- } else {
- calc_normal(nodes[last2], nodes[last1],
- nodes[n2], approx_normal);
- }
- // MAT3_SCALE_VEC(normal, approx_normal, scale);
- }
- xglNormal3dv(normal);
-
- pp = calc_tex_coords(nodes[n2], center);
- xglTexCoord2f(pp.lon(), pp.lat());
- xglVertex3dv(nodes[n2].get_n());
- // printf("a normal, texcoord, and vertex (4th)\n");
-
- odd = 1 -odd;
- last1 = last2;
- last2 = n2;
- }
- } else {
- FG_LOG( FG_TERRAIN, FG_WARN, "Unknown token in "
- << path << " = " << token );
- }
+ // vertices
+ int size = node_index.size();
+ if ( size < 1 ) {
+ SG_LOG( SG_TERRAIN, SG_ALERT, "Woh! node list size < 1" );
+ exit(-1);
+ }
+ ssgVertexArray *vl = new ssgVertexArray( size );
+ Point3D node;
+ for ( i = 0; i < size; ++i ) {
+ node = nodes[ node_index[i] ];
+ sgSetVec3( tmp3, node[0], node[1], node[2] );
+ vl -> add( tmp3 );
+ }
- // eat white space before start of while loop so if we are
- // done with useful input it is noticed before hand.
-#if defined( MACOS )
- in >> ::skipws;
-#else
- in >> skipws;
-#endif
- }
+ // colors
+ ssgColourArray *cl = new ssgColourArray( 1 );
+ sgSetVec4( tmp4, 1.0, 1.0, 1.0, 1.0 );
+ cl->add( tmp4 );
+
+ // normals
+ Point3D normal;
+ ssgNormalArray *nl = new ssgNormalArray( size );
+ if ( normals.size() == 1 ) {
+ normal = normals[ 0 ];
+ sgSetVec3( tmp3, normal[0], normal[1], normal[2] );
+ nl -> add( tmp3 );
+ } else if ( normals.size() > 1 ) {
+ for ( i = 0; i < size; ++i ) {
+ normal = normals[ node_index[i] ];
+ sgSetVec3( tmp3, normal[0], normal[1], normal[2] );
+ nl -> add( tmp3 );
+ }
}
- if ( in_fragment ) {
- // close out the previous structure and start the next
- xglEnd();
- xglEndList();
- // printf("xglEnd(); xglEndList();\n");
-
- // update fragment
- fragment.display_list = display_list;
-
- // push this fragment onto the tile's object list
- t->fragment_list.push_back(fragment);
+ // texture coordinates
+ size = tex_index.size();
+ Point3D texcoord;
+ ssgTexCoordArray *tl = new ssgTexCoordArray( size );
+ if ( size == 1 ) {
+ texcoord = texcoords[ tex_index[0] ];
+ sgSetVec2( tmp2, texcoord[0], texcoord[1] );
+ sgSetVec2( tmp2, texcoord[0], texcoord[1] );
+ if ( tex_width > 0 ) {
+ tmp2[0] *= (1000.0 / tex_width);
+ }
+ if ( tex_height > 0 ) {
+ tmp2[1] *= (1000.0 / tex_height);
+ }
+ tl -> add( tmp2 );
+ } else if ( size > 1 ) {
+ for ( i = 0; i < size; ++i ) {
+ texcoord = texcoords[ tex_index[i] ];
+ sgSetVec2( tmp2, texcoord[0], texcoord[1] );
+ if ( tex_width > 0 ) {
+ tmp2[0] *= (1000.0 / tex_width);
+ }
+ if ( tex_height > 0 ) {
+ tmp2[1] *= (1000.0 / tex_height);
+ }
+ tl -> add( tmp2 );
+ }
}
-#if 0
- // Draw normal vectors (for visually verifying normals)
- xglBegin(GL_LINES);
- xglColor3f(0.0, 0.0, 0.0);
- for ( i = 0; i < t->ncount; i++ ) {
- xglVertex3d(nodes[i][0],
- nodes[i][1] ,
- nodes[i][2]);
- xglVertex3d(nodes[i][0] + 500*normals[i][0],
- nodes[i][1] + 500*normals[i][1],
- nodes[i][2] + 500*normals[i][2]);
- }
- xglEnd();
-#endif
+ // cout << "before leaf create" << endl;
+ ssgLeaf *leaf = new ssgVtxTable ( ty, vl, nl, tl, cl );
+ // cout << "after leaf create" << endl;
- t->nodes = nodes;
+ // lookup the state record
+ // cout << "looking up material = " << endl;
+ // cout << material << endl;
+ // cout << "'" << endl;
- stopwatch.stop();
- FG_LOG( FG_TERRAIN, FG_INFO,
- "Loaded " << path << " in "
- << stopwatch.elapsedSeconds() << " seconds" );
-
- return tile;
+ leaf->setState( state );
+
+ if ( calc_lights ) {
+ if ( coverage > 0.0 ) {
+ if ( coverage < 10000.0 ) {
+ SG_LOG(SG_INPUT, SG_ALERT, "Light coverage is "
+ << coverage << ", pushing up to 10000");
+ coverage = 10000;
+ }
+ gen_random_surface_points(leaf, lights, coverage);
+ }
+ }
+
+ return leaf;
}
+// Load an Binary obj file
+ssgBranch *fgBinObjLoad( const string& path, FGTileEntry *t,
+ ssgVertexArray *lights, const bool is_base)
+{
+ int i;
+
+ SGBinObject obj;
+ bool result = obj.read_bin( path );
+
+ if ( !result ) {
+ return NULL;
+ }
+
+ // cout << "fans size = " << obj.get_fans_v().size()
+ // << " fan_mats size = " << obj.get_fan_materials().size() << endl;
+
+ ssgBranch *object = new ssgBranch();
+ object->setName( (char *)path.c_str() );
+
+ if ( is_base && t != NULL ) {
+ // reference point (center offset/bounding sphere)
+ t->center = obj.get_gbs_center();
+ t->bounding_radius = obj.get_gbs_radius();
+ }
+
+ point_list nodes = obj.get_wgs84_nodes();
+ point_list colors = obj.get_colors();
+ point_list normals = obj.get_normals();
+ point_list texcoords = obj.get_texcoords();
+
+ string material;
+ int_list vertex_index;
+ int_list tex_index;
+
+ // generate points
+ string_list pt_materials = obj.get_pt_materials();
+ group_list pts_v = obj.get_pts_v();
+ for ( i = 0; i < (int)pts_v.size(); ++i ) {
+ cout << "pts_v.size() = " << pts_v.size() << endl;
+ material = pt_materials[i];
+ vertex_index = pts_v[i];
+ tex_index.clear();
+ ssgLeaf *leaf = gen_leaf( path, GL_POINTS, material,
+ nodes, normals, texcoords,
+ vertex_index, tex_index,
+ false, lights );
+
+ object->addKid( leaf );
+ }
+
+ // generate triangles
+ string_list tri_materials = obj.get_tri_materials();
+ group_list tris_v = obj.get_tris_v();
+ group_list tris_tc = obj.get_tris_tc();
+ for ( i = 0; i < (int)tris_v.size(); ++i ) {
+ material = tri_materials[i];
+ vertex_index = tris_v[i];
+ tex_index = tris_tc[i];
+ ssgLeaf *leaf = gen_leaf( path, GL_TRIANGLES, material,
+ nodes, normals, texcoords,
+ vertex_index, tex_index,
+ is_base, lights );
+
+ object->addKid( leaf );
+ }
+
+ // generate strips
+ string_list strip_materials = obj.get_strip_materials();
+ group_list strips_v = obj.get_strips_v();
+ group_list strips_tc = obj.get_strips_tc();
+ for ( i = 0; i < (int)strips_v.size(); ++i ) {
+ material = strip_materials[i];
+ vertex_index = strips_v[i];
+ tex_index = strips_tc[i];
+ ssgLeaf *leaf = gen_leaf( path, GL_TRIANGLE_STRIP, material,
+ nodes, normals, texcoords,
+ vertex_index, tex_index,
+ is_base, lights );
+
+ object->addKid( leaf );
+ }
+
+ // generate fans
+ string_list fan_materials = obj.get_fan_materials();
+ group_list fans_v = obj.get_fans_v();
+ group_list fans_tc = obj.get_fans_tc();
+ for ( i = 0; i < (int)fans_v.size(); ++i ) {
+ material = fan_materials[i];
+ vertex_index = fans_v[i];
+ tex_index = fans_tc[i];
+ ssgLeaf *leaf = gen_leaf( path, GL_TRIANGLE_FAN, material,
+ nodes, normals, texcoords,
+ vertex_index, tex_index,
+ is_base, lights );
+
+ object->addKid( leaf );
+ }
+
+ return object;
+}