#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( const FGBucket &b ) {
+
+ FGTileEntry *t = global_tile_cache.get_tile( b );
+ Point3D center = t->get_offset() + scenery.center;
+
+ double lon, lat, elev;
+ double w = b.get_width();
+ double h = b.get_height();
+
+ double area = b.get_width_m() * b.get_height_m();
+ int num = (int)(area / 1000000); // number of point lights to create
+ cout << "generating " << num << " lights" << endl;
+
+ if ( num <= 0 ) {
+ return NULL;
+ }
+
+ // Allocate ssg structure
+ ssgVertexArray *vl = new ssgVertexArray( num );
+ ssgNormalArray *nl = NULL;
+ ssgTexCoordArray *tl = NULL;
+ ssgColourArray *cl = new ssgColourArray( 1 );
+
+ // default to white lights for now
+ sgVec4 color;
+ sgSetVec4( color, 1.0, 1.0, 1.0, 1.0 );
+ cl->add( color );
+
+ for ( int i = 0; i < num; ++i ) {
+ lon = b.get_center_lon() - w * 0.5 + sg_random() * w;
+ lat = b.get_center_lat() - h * 0.5 + sg_random() * h;
+
+ Point3D geod = Point3D( lon * DEG_TO_RAD, lat * DEG_TO_RAD, 0.0);
+ Point3D tmp = sgGeodToCart( geod );
+ sgdVec3 cart;
+ sgdSetVec3( cart, tmp.x(), tmp.y(), tmp.z() );
+
+ if ( ! global_tile_mgr.current_elev_ssg( cart, &elev ) ) {
+ elev = 0.0;
+ }
+ // cout << " lon = " << lon << " lat = " << lat << " elev = " << elev
+ // << endl;
+
+ geod.setz( elev + 8.0 + sg_random() * 4);
+ tmp = sgGeodToCart( geod ) - center;
+ sgVec3 p;
+ sgSetVec3( p, tmp.x(), tmp.y(), tmp.z() );
+ // cout << " x = " << cart[0] << " y = " << cart[1]
+ // << " z = " << cart[2] << endl;
+ vl->add( p );
+ }
+
+ // 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->lights_transform = new ssgTransform;
+ e->lights_range = new ssgRangeSelector;
e->tile_bucket = b;
FGPath tile_path;
ssgBranch *new_tile = fgObjLoad( tile_base.str(), e, true );
if ( new_tile != NULL ) {
- e->range_ptr->addKid( new_tile );
+ e->terra_range->addKid( new_tile );
}
// load custom objects
}
}
- 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;
+ /* uncomment this section for testing ground lights
+ ssgLeaf *lights = gen_lights( b );
+ if ( lights ) {
+ e->lights_range->addKid( lights );
+ e->lights_transform->addKid( e->lights_range );
+ e->lights_transform->setTransform( &sgcoord );
+ ground->addKid( e->lights_transform );
+ }
+ */
}