# 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);
#include <Include/fg_constants.h>
#include <Main/options.hxx>
#include <Math/mat3.h>
+#include <Math/fg_geodesy.hxx>
#include <Math/fg_random.h>
#include <Math/point3d.hxx>
#include <Math/polar3d.hxx>
}
-// Load a .obj file and build the GL fragment list
+// Generate a generic ocean tile on the fly
+ssgBranch *fgGenTile( const string& path, FGTileEntry *t) {
+ fgFRAGMENT fragment;
+ fragment.init();
+ fragment.tile_ptr = t;
+
+ ssgSimpleState *state = NULL;
+
+ ssgBranch *tile = new ssgBranch () ;
+ tile -> setName ( (char *)path.c_str() ) ;
+
+ // find Ocean material in the properties list
+ if ( ! material_mgr.find( "Ocean", fragment.material_ptr )) {
+ FG_LOG( FG_TERRAIN, FG_ALERT,
+ "Ack! unknown usemtl name = " << "Ocean"
+ << " in " << path );
+ }
+
+ // set the texture width and height values for this
+ // material
+ FGMaterial m = fragment.material_ptr->get_m();
+ // double tex_width = m.get_xsize();
+ // double tex_height = m.get_ysize();
+
+ // set ssgState
+ state = fragment.material_ptr->get_state();
+
+ // Calculate center point
+ FGBucket 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 = fgGeodToCart(Point3D(clon*DEG_TO_RAD,clat*DEG_TO_RAD,0.0));
+ t->center = center;
+ fragment.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() * DEG_TO_RAD, geod[i].y() * DEG_TO_RAD,
+ geod[i].z() );
+ }
+
+ Point3D cart[4], rel[4];
+ t->nodes.clear();
+ for ( i = 0; i < 4; ++i ) {
+ cart[i] = fgGeodToCart(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] );
+ fragment.bounding_radius = t->bounding_radius;
+ // cout << "bounding radius = " << t->bounding_radius << endl;
+
+ // Calculate normals
+ Point3D normals[4];
+ for ( i = 0; i < 4; ++i ) {
+ normals[i] = cart[i];
+ double length = normals[i].distance3D( Point3D(0.0) );
+ normals[i] /= length;
+ // cout << "normal = " << normals[i] << endl;
+ }
+
+ // Calculate texture coordinates
+ Point3D texs[4];
+ for ( i = 0; i < 4; ++i ) {
+ texs[i] = calc_tex_coords( rel[i], center );
+ // cout << "texture coordinate = " << texs[i] << endl;
+ }
+
+ // Build flight gear structure
+ fragment.add_face(0, 1, 2);
+ fragment.add_face(0, 2, 3);
+ t->fragment_list.push_back(fragment);
+
+ // Build ssg structure
+ t->vtlist = new sgVec3 [ 4 ];
+ t->vnlist = new sgVec3 [ 4 ];
+ t->tclist = new sgVec2 [ 4 ];
+
+ for ( i = 0; i < 4; ++i ) {
+ sgSetVec3( t->vtlist[i],
+ rel[i].x(), rel[i].y(), rel[i].z() );
+ sgSetVec3( t->vnlist[i],
+ normals[i].x(), normals[i].y(), normals[i].z() );
+ sgSetVec2( t->tclist[i], texs[i].x(), texs[i].y() );
+ }
+
+ unsigned short *vindex = new unsigned short [ 4 ];
+ unsigned short *tindex = new unsigned short [ 4 ];
+ for ( i = 0; i < 4; ++i ) {
+ vindex[i] = i;
+ tindex[i] = i;
+ }
+
+ ssgLeaf *leaf =
+ new ssgVTable ( GL_TRIANGLE_FAN,
+ 4, vindex, t->vtlist,
+ 4, vindex, t->vnlist,
+ 4, tindex, t->tclist,
+ 0, NULL, NULL ) ;
+ leaf->setState( state );
+
+ tile->addKid( leaf );
+
+ return tile;
+}
+
+
+// Load a .obj file and build the fragment list
ssgBranch *fgObjLoad( const string& path, FGTileEntry *t) {
fgFRAGMENT fragment;
Point3D pp;
- double approx_normal[3], normal[3] /*, scale = 0.0 */;
+ double approx_normal[3] /*, 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;
int vncount, vtcount;
int n1 = 0, n2 = 0, n3 = 0, n4 = 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;
ssgSimpleState *state = NULL;
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 );
if ( ! in.is_open() ) {
FG_LOG( FG_TERRAIN, FG_ALERT, "Cannot open file: " << path );
- return NULL;
+ FG_LOG( FG_TERRAIN, FG_ALERT, "default to ocean tile: " << path );
+
+ return fgGenTile( path, t );
}
shading = current_options.get_shading();
// ignore initial comments and blank lines. (priming the pump)
// in >> skipcomment;
- string line;
+ // string line;
+
+ string token;
+ char c;
+#ifdef __MWERKS__
+ while ( in.get(c) && c != '\0' ) {
+ in.putback(c);
+#else
while ( ! in.eof() ) {
- string token;
- char c;
+#endif
#if defined( MACOS )
in >> ::skipws;
in >> token;
- if ( token == "gbs" ) {
+ if ( token == "Version" ) {
+ // read scenery versions number
+ in >> scenery_version;
+ // cout << "scenery_version = " << scenery_version << endl;
+ } else if ( token == "gbs" ) {
// reference point (center offset)
in >> t->center >> t->bounding_radius;
center = t->center;
// if first usemtl with shared_done = false, then set
// shared_done true and build the ssg shared lists
if ( ! shared_done ) {
+ // sanity check
+ if ( (int)nodes.size() != vncount ) {
+ FG_LOG( FG_TERRAIN, FG_ALERT,
+ "Tile has mismatched nodes and normals: "
+ << path );
+ // exit(-1);
+ }
shared_done = true;
t->vtlist = new sgVec3 [ nodes.size() ];
}
for ( i = 0; i < vtcount; ++i ) {
sgSetVec2( t->tclist[i],
- tex_coords[i][0], tex_coords[i][1] );
+ tex_coords[i][0],
+ tex_coords[i][1] );
}
}
// series of individual triangles
- if ( in_faces ) {
- xglEnd();
- }
+ // 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();
+ // xglEndList();
// printf("xglEnd(); xglEndList();\n");
// update fragment
- fragment.display_list = display_list;
+ // fragment.display_list = display_list;
// push this fragment onto the tile's object list
t->fragment_list.push_back(fragment);
// 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;
// fgPrintf( FG_TERRAIN, FG_DEBUG, "(t) = ");
- xglBegin(GL_TRIANGLE_STRIP);
+ // xglBegin(GL_TRIANGLE_STRIP);
// printf("xglBegin(tristrip) %d %d %d\n", n1, n2, n3);
- odd = 1;
+ odd = true;
// scale = 1.0;
if ( shading ) {
// Shading model is "GL_SMOOTH" so use precalculated
// (averaged) normals
// MAT3_SCALE_VEC(normal, normals[n1], scale);
- xglNormal3dv(normal);
+ // xglNormal3dv(normal);
pp = calc_tex_coords(nodes[n1], center);
- xglTexCoord2f(pp.lon(), pp.lat());
- xglVertex3dv(nodes[n1].get_n());
+ // xglTexCoord2f(pp.lon(), pp.lat());
+ // xglVertex3dv(nodes[n1].get_n());
// MAT3_SCALE_VEC(normal, normals[n2], scale);
- xglNormal3dv(normal);
+ // xglNormal3dv(normal);
pp = calc_tex_coords(nodes[n2], center);
- xglTexCoord2f(pp.lon(), pp.lat());
- xglVertex3dv(nodes[n2].get_n());
+ // xglTexCoord2f(pp.lon(), pp.lat());
+ // xglVertex3dv(nodes[n2].get_n());
// MAT3_SCALE_VEC(normal, normals[n3], scale);
- xglNormal3dv(normal);
+ // xglNormal3dv(normal);
pp = calc_tex_coords(nodes[n3], center);
- xglTexCoord2f(pp.lon(), pp.lat());
- xglVertex3dv(nodes[n3].get_n());
+ // xglTexCoord2f(pp.lon(), pp.lat());
+ // xglVertex3dv(nodes[n3].get_n());
} else {
// Shading model is "GL_FLAT" so calculate per face
// normals on the fly.
nodes[n3], approx_normal);
}
// MAT3_SCALE_VEC(normal, approx_normal, scale);
- xglNormal3dv(normal);
+ // xglNormal3dv(normal);
pp = calc_tex_coords(nodes[n1], center);
- xglTexCoord2f(pp.lon(), pp.lat());
- xglVertex3dv(nodes[n1].get_n());
+ // 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());
+ // 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());
+ // xglTexCoord2f(pp.lon(), pp.lat());
+ // xglVertex3dv(nodes[n3].get_n());
}
// printf("some normals, texcoords, and vertices\n");
- odd = 1 - odd;
+ odd = !odd;
last1 = n2;
last2 = n3;
if ( n4 > 0 ) {
fragment.add_face(n3, n2, n4);
-
+
if ( shading ) {
// Shading model is "GL_SMOOTH"
// MAT3_SCALE_VEC(normal, normals[n4], scale);
approx_normal);
// MAT3_SCALE_VEC(normal, approx_normal, scale);
}
- xglNormal3dv(normal);
+ // xglNormal3dv(normal);
pp = calc_tex_coords(nodes[n4], center);
- xglTexCoord2f(pp.lon(), pp.lat());
- xglVertex3dv(nodes[n4].get_n());
+ // xglTexCoord2f(pp.lon(), pp.lat());
+ // xglVertex3dv(nodes[n4].get_n());
- odd = 1 - odd;
+ odd = !odd;
last1 = n3;
last2 = n4;
// printf("a normal, texcoord, and vertex (4th)\n");
}
- } else if ( token == "tf" ) {
+ } else if ( (token == "tf") || (token == "ts") ) {
// triangle fan
// fgPrintf( FG_TERRAIN, FG_DEBUG, "new fan");
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 ) {
+ t->tclist[tex][0] *= (1000.0 / tex_width);
+ }
+ if ( tex_height > 0 ) {
+ t->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);
}
- 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 ) {
+ t->tclist[tex][0] *= (1000.0 / tex_width);
+ }
+ if ( tex_height > 0 ) {
+ t->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);
}
- 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 ) {
// 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 ) {
+ t->tclist[tex][0] *= (1000.0 / tex_width);
+ }
+ if ( tex_height > 0 ) {
+ t->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);
}
- 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" ) {
+ // triangle fan
+ fragment.add_face(n1, n2, n3);
+ n2 = n3;
+ } else {
+ // triangle strip
+ if ( odd ) {
+ fragment.add_face(n1, n2, n3);
+ } else {
+ fragment.add_face(n2, n1, n3);
+ }
+ odd = !odd;
+ n1 = n2;
+ n2 = n3;
+ }
}
- xglEnd();
+ // xglEnd();
// build the ssg entity
unsigned short *vindex =
for ( i = 0; i < (int)fan_tex_coords.size(); ++i ) {
tindex[i] = fan_tex_coords[i];
}
- 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 ) ;
+ ssgLeaf *leaf;
+ if ( token == "tf" ) {
+ // triangle fan
+ 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 ) ;
+ } else {
+ // triangle strip
+ leaf =
+ new ssgVTable ( GL_TRIANGLE_STRIP,
+ fan_vertices.size(), vindex, t->vtlist,
+ fan_vertices.size(), vindex, t->vnlist,
+ fan_tex_coords.size(), tindex,t->tclist,
+ 0, NULL, NULL ) ;
+ }
leaf->setState( state );
tile->addKid( leaf );
// unoptimized face
if ( !in_faces ) {
- xglBegin(GL_TRIANGLES);
+ // xglBegin(GL_TRIANGLES);
// printf("xglBegin(triangles)\n");
in_faces = true;
}
fragment.add_face(n1, n2, n3);
// xglNormal3d(normals[n1][0], normals[n1][1], normals[n1][2]);
- xglNormal3dv(normals[n1]);
+ // xglNormal3dv(normals[n1]);
pp = calc_tex_coords(nodes[n1], center);
- xglTexCoord2f(pp.lon(), pp.lat());
- xglVertex3dv(nodes[n1].get_n());
+ // xglTexCoord2f(pp.lon(), pp.lat());
+ // xglVertex3dv(nodes[n1].get_n());
- xglNormal3dv(normals[n2]);
+ // xglNormal3dv(normals[n2]);
pp = calc_tex_coords(nodes[n2], center);
- xglTexCoord2f(pp.lon(), pp.lat());
- xglVertex3dv(nodes[n2].get_n());
+ // xglTexCoord2f(pp.lon(), pp.lat());
+ // xglVertex3dv(nodes[n2].get_n());
- xglNormal3dv(normals[n3]);
+ // xglNormal3dv(normals[n3]);
pp = calc_tex_coords(nodes[n3], center);
- xglTexCoord2f(pp.lon(), pp.lat());
- xglVertex3dv(nodes[n3].get_n());
+ // 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
}
// MAT3_SCALE_VEC(normal, approx_normal, scale);
}
- xglNormal3dv(normal);
+ // xglNormal3dv(normal);
pp = calc_tex_coords(nodes[n1], center);
- xglTexCoord2f(pp.lon(), pp.lat());
- xglVertex3dv(nodes[n1].get_n());
+ // xglTexCoord2f(pp.lon(), pp.lat());
+ // xglVertex3dv(nodes[n1].get_n());
// printf("a normal, texcoord, and vertex (4th)\n");
- odd = 1 - odd;
+ odd = !odd;
last1 = last2;
last2 = n1;
}
// MAT3_SCALE_VEC(normal, approx_normal, scale);
}
- xglNormal3dv(normal);
+ // xglNormal3dv(normal);
pp = calc_tex_coords(nodes[n2], center);
- xglTexCoord2f(pp.lon(), pp.lat());
- xglVertex3dv(nodes[n2].get_n());
+ // xglTexCoord2f(pp.lon(), pp.lat());
+ // xglVertex3dv(nodes[n2].get_n());
// printf("a normal, texcoord, and vertex (4th)\n");
- odd = 1 -odd;
+ odd = !odd;
last1 = last2;
last2 = n2;
}
if ( in_fragment ) {
// close out the previous structure and start the next
- xglEnd();
- xglEndList();
+ // xglEnd();
+ // xglEndList();
// printf("xglEnd(); xglEndList();\n");
// update fragment
- fragment.display_list = display_list;
+ // fragment.display_list = display_list;
// push this fragment onto the tile's object list
t->fragment_list.push_back(fragment);
t->nodes = nodes;
stopwatch.stop();
- FG_LOG( FG_TERRAIN, FG_INFO,
+ FG_LOG( FG_TERRAIN, FG_DEBUG,
"Loaded " << path << " in "
<< stopwatch.elapsedSeconds() << " seconds" );