#include <simgear/bucket/newbucket.hxx>
#include <simgear/debug/logstream.hxx>
+#include <simgear/math/sg_geodesy.hxx>
+#include <simgear/math/sg_random.h>
#include <simgear/misc/fgstream.hxx>
#include <simgear/misc/fgpath.hxx>
#include <Main/globals.hxx>
+#include <Objects/matlib.hxx>
+#include <Objects/newmat.hxx>
#include <Objects/obj.hxx>
#include <Scenery/scenery.hxx> // for scenery.center
#include "newcache.hxx"
#include "tileentry.hxx"
+#include "tilemgr.hxx" // temp, need to delete later
FG_USING_NAMESPACE(std);
// a cheesy hack (to be fixed later)
extern ssgBranch *terrain;
-extern ssgEntity *penguin;
+extern ssgBranch *ground;
// the tile cache
#endif
+static ssgLeaf *gen_lights( ssgVertexArray *lights, int inc, float bright ) {
+ // generate a repeatable random seed
+ float *p1 = lights->get( 0 );
+ unsigned int *seed = (unsigned int *)p1;
+ sg_srandom( *seed );
+
+ int size = lights->getNum() / inc;
+
+ // Allocate ssg structure
+ ssgVertexArray *vl = new ssgVertexArray( size + 1 );
+ ssgNormalArray *nl = NULL;
+ ssgTexCoordArray *tl = NULL;
+ ssgColourArray *cl = new ssgColourArray( size + 1 );
+
+ sgVec4 color;
+ for ( int i = 0; i < lights->getNum(); ++i ) {
+ // this loop is slightly less efficient than it otherwise
+ // could be, but we want a red light to always be red, and a
+ // yellow light to always be yellow, etc. so we are trying to
+ // preserve the random sequence.
+ float zombie = sg_random();
+ if ( i % inc == 0 ) {
+ vl->add( lights->get(i) );
+
+ // yellow = 1,1,0
+ if ( zombie > 0.5 ) {
+ // 50% chance of yellowish
+ sgSetVec4( color, 0.9, 0.9, 0.3, bright );
+ } else if ( zombie > 0.15 ) {
+ // 35% chance of whitish
+ sgSetVec4( color, 0.9, 0.9, 0.8, bright );
+ } else if ( zombie > 0.05 ) {
+ // 10% chance of orangish
+ sgSetVec4( color, 0.9, 0.6, 0.2, bright );
+ } else {
+ // 5% chance of redish
+ sgSetVec4( color, 0.9, 0.2, 0.2, bright );
+ }
+ cl->add( color );
+ }
+ }
+
+ // create ssg leaf
+ ssgLeaf *leaf =
+ new ssgVtxTable ( GL_POINTS, vl, nl, tl, cl );
+
+ // assign state
+ FGNewMat *newmat = material_lib.find( "LIGHTS" );
+ leaf->setState( newmat->get_state() );
+
+ return leaf;
+}
+
+
// Fill in a tile cache entry with real data for the specified bucket
void FGNewCache::fill_in( const FGBucket& b ) {
FG_LOG( FG_TERRAIN, FG_INFO, "FILL IN CACHE ENTRY = " << b.gen_index() );
exit(-1);
}
- e->select_ptr = new ssgSelector;
- e->transform_ptr = new ssgTransform;
- e->range_ptr = new ssgRangeSelector;
+ e->terra_transform = new ssgTransform;
+ e->terra_range = new ssgRangeSelector;
e->tile_bucket = b;
FGPath tile_path;
}
tile_path.append( b.gen_base_path() );
+ // fgObjLoad will generate ground lighting for us ...
+ ssgVertexArray *light_pts = new ssgVertexArray( 100 );
+
// Load the appropriate data file
FGPath tile_base = tile_path;
tile_base.append( b.gen_index_str() );
- ssgBranch *new_tile = fgObjLoad( tile_base.str(), e, true );
+ ssgBranch *new_tile = fgObjLoad( tile_base.str(), e, light_pts, true );
if ( new_tile != NULL ) {
- e->range_ptr->addKid( new_tile );
+ e->terra_range->addKid( new_tile );
}
// load custom objects
FGPath custom_path = tile_path;
custom_path.append( name );
- ssgBranch *custom_obj = fgObjLoad( custom_path.str(), e, false );
+ ssgBranch *custom_obj =
+ fgObjLoad( custom_path.str(), e, NULL, false );
if ( (new_tile != NULL) && (custom_obj != NULL) ) {
new_tile -> addKid( custom_obj );
}
}
}
- e->transform_ptr->addKid( e->range_ptr );
+ e->terra_transform->addKid( e->terra_range );
// calculate initial tile offset
e->SetOffset( scenery.center );
sgSetCoord( &sgcoord,
e->offset.x(), e->offset.y(), e->offset.z(),
0.0, 0.0, 0.0 );
- e->transform_ptr->setTransform( &sgcoord );
-
- e->select_ptr->addKid( e->transform_ptr );
- terrain->addKid( e->select_ptr );
-
- e->select_ptr->select(1);
+ e->terra_transform->setTransform( &sgcoord );
+ terrain->addKid( e->terra_transform );
+
+ e->lights_transform = NULL;
+ e->lights_range = NULL;
+ /* uncomment this section for testing ground lights */
+ if ( light_pts->getNum() ) {
+ cout << "generating lights" << endl;
+ e->lights_transform = new ssgTransform;
+ e->lights_range = new ssgRangeSelector;
+ e->lights_brightness = new ssgSelector;
+ ssgLeaf *lights;
+
+ lights = gen_lights( light_pts, 4, 0.7 );
+ e->lights_brightness->addKid( lights );
+
+ lights = gen_lights( light_pts, 2, 0.85 );
+ e->lights_brightness->addKid( lights );
+
+ lights = gen_lights( light_pts, 1, 1.0 );
+ e->lights_brightness->addKid( lights );
+
+ e->lights_range->addKid( e->lights_brightness );
+ e->lights_transform->addKid( e->lights_range );
+ e->lights_transform->setTransform( &sgcoord );
+ ground->addKid( e->lights_transform );
+ }
+ /* end of ground light section */
}