for ( ; current != end; ++current ) {
long index = current->first;
- cout << "clearing " << index << endl;
+ FG_LOG( FG_TERRAIN, FG_DEBUG, "clearing " << index );
FGTileEntry *e = current->second;
e->tile_bucket.make_bad();
entry_free(index);
// Search for the specified "bucket" in the cache
-bool FGNewCache::exists( const FGBucket& b ) {
+bool FGNewCache::exists( const SGBucket& b ) {
long tile_index = b.gen_index();
tile_map_iterator it = tile_cache.find( tile_index );
#endif
-static ssgLeaf *gen_lights( ssgVertexArray *lights, float bright ) {
+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( 1 );
+ ssgColourArray *cl = new ssgColourArray( size + 1 );
- // default to slightly yellow lights for now
sgVec4 color;
- sgSetVec4( color, 1.0 * bright, 1.0 * bright, 0.7 * bright, 1.0 );
- cl->add( 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) );
+
+ // factor = sg_random() ^ 2, range = 0 .. 1 concentrated towards 0
+ float factor = sg_random();
+ factor *= factor;
+
+ if ( zombie > 0.5 ) {
+ // 50% chance of yellowish
+ sgSetVec4( color, 0.9, 0.9, 0.3, bright - factor * 0.2 );
+ } else if ( zombie > 0.15 ) {
+ // 35% chance of whitish
+ sgSetVec4( color, 0.9, 0.9, 0.8, bright - factor * 0.2 );
+ } else if ( zombie > 0.05 ) {
+ // 10% chance of orangish
+ sgSetVec4( color, 0.9, 0.6, 0.2, bright - factor * 0.2 );
+ } else {
+ // 5% chance of redish
+ sgSetVec4( color, 0.9, 0.2, 0.2, bright - factor * 0.2 );
+ }
+ cl->add( color );
+ }
+ }
// create ssg leaf
ssgLeaf *leaf =
- new ssgVtxTable ( GL_POINTS, lights, nl, tl, cl );
+ new ssgVtxTable ( GL_POINTS, vl, nl, tl, cl );
// assign state
FGNewMat *newmat = material_lib.find( "LIGHTS" );
// Fill in a tile cache entry with real data for the specified bucket
-void FGNewCache::fill_in( const FGBucket& b ) {
+void FGNewCache::fill_in( const SGBucket& b ) {
FG_LOG( FG_TERRAIN, FG_INFO, "FILL IN CACHE ENTRY = " << b.gen_index() );
// clear out a distant entry in the cache if needed.
}
// load custom objects
- cout << "CUSTOM OBJECTS" << endl;
+ FG_LOG( FG_TERRAIN, FG_DEBUG, "CUSTOM OBJECTS" );
FGPath index_path = tile_path;
index_path.append( b.gen_index_str() );
index_path.concat( ".ind" );
- cout << "Looking in " << index_path.str() << endl;
+ FG_LOG( FG_TERRAIN, FG_DEBUG, "Looking in " << index_path.str() );
fg_gzifstream in( index_path.str() );
#else
in >> skipws;
#endif
- cout << "token = " << token << " name = " << name << endl;
+ FG_LOG( FG_TERRAIN, FG_DEBUG, "token = " << token
+ << " name = " << name );
FGPath custom_path = tile_path;
custom_path.append( name );
e->lights_range = NULL;
/* uncomment this section for testing ground lights */
if ( light_pts->getNum() ) {
- cout << "generating lights" << endl;
+ FG_LOG( FG_TERRAIN, FG_DEBUG, "generating lights" );
e->lights_transform = new ssgTransform;
e->lights_range = new ssgRangeSelector;
e->lights_brightness = new ssgSelector;
ssgLeaf *lights;
- lights = gen_lights( light_pts, 0.6 );
+ lights = gen_lights( light_pts, 4, 0.7 );
e->lights_brightness->addKid( lights );
- lights = gen_lights( light_pts, 0.8 );
+ lights = gen_lights( light_pts, 2, 0.85 );
e->lights_brightness->addKid( lights );
- lights = gen_lights( light_pts, 1.0 );
+ lights = gen_lights( light_pts, 1, 1.0 );
e->lights_brightness->addKid( lights );
e->lights_range->addKid( e->lights_brightness );
FG_LOG( FG_TERRAIN, FG_INFO, "Make space in cache" );
- cout << "cache size = " << tile_cache.size() << endl;
- cout << "max size = " << max_cache_size << endl;
+ FG_LOG( FG_TERRAIN, FG_DEBUG, "cache entries = " << tile_cache.size() );
+ FG_LOG( FG_TERRAIN, FG_INFO, "max size = " << max_cache_size );
if ( (int)tile_cache.size() < max_cache_size ) {
// space in the cache, return