#include "tileentry.hxx"
#include "tilemgr.hxx" // temp, need to delete later
-FG_USING_NAMESPACE(std);
+SG_USING_NAMESPACE(std);
// a cheesy hack (to be fixed later)
extern ssgBranch *terrain;
// Free a tile cache entry
void FGNewCache::entry_free( long cache_index ) {
- FG_LOG( FG_TERRAIN, FG_INFO, "FREEING CACHE ENTRY = " << cache_index );
+ SG_LOG( SG_TERRAIN, SG_INFO, "FREEING CACHE ENTRY = " << cache_index );
FGTileEntry *e = tile_cache[cache_index];
e->free_tile();
delete( e );
// Initialize the tile cache subsystem
void FGNewCache::init( void ) {
- FG_LOG( FG_TERRAIN, FG_INFO, "Initializing the tile cache." );
+ SG_LOG( SG_TERRAIN, SG_INFO, "Initializing the tile cache." );
// expand cache if needed. For best results ... i.e. to avoid
// tile load problems and blank areas:
max_cache_size = 50; // a random number to start with
- FG_LOG( FG_TERRAIN, FG_INFO, " max cache size = "
+ SG_LOG( SG_TERRAIN, SG_INFO, " max cache size = "
<< max_cache_size );
- FG_LOG( FG_TERRAIN, FG_INFO, " current cache size = "
+ SG_LOG( SG_TERRAIN, SG_INFO, " current cache size = "
<< tile_cache.size() );
tile_map_iterator current = tile_cache.begin();
for ( ; current != end; ++current ) {
long index = current->first;
- cout << "clearing " << index << endl;
+ SG_LOG( SG_TERRAIN, SG_DEBUG, "clearing " << index );
FGTileEntry *e = current->second;
e->tile_bucket.make_bad();
entry_free(index);
// and ... just in case we missed something ...
terrain->removeAllKids();
- FG_LOG( FG_TERRAIN, FG_INFO, " done with init()" );
+ SG_LOG( SG_TERRAIN, SG_INFO, " done with init()" );
}
// 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 );
if ( i % inc == 0 ) {
vl->add( lights->get(i) );
- // yellow = 1,1,0
+ // 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 );
+ 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 );
+ 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 );
+ 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 );
+ sgSetVec4( color, 0.9, 0.2, 0.2, bright - factor * 0.2 );
}
cl->add( color );
}
// 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() );
+void FGNewCache::fill_in( const SGBucket& b ) {
+ SG_LOG( SG_TERRAIN, SG_INFO, "FILL IN CACHE ENTRY = " << b.gen_index() );
// clear out a distant entry in the cache if needed.
make_space();
// update the contents
e->center = Point3D( 0.0 );
if ( e->vec3_ptrs.size() || e->vec2_ptrs.size() || e->index_ptrs.size() ) {
- FG_LOG( FG_TERRAIN, FG_ALERT,
+ SG_LOG( SG_TERRAIN, SG_ALERT,
"Attempting to overwrite existing or"
<< " not properly freed leaf data." );
exit(-1);
e->tile_bucket = b;
FGPath tile_path;
- if ( globals->get_options()->get_fg_scenery() != "" ) {
- tile_path.set( globals->get_options()->get_fg_scenery() );
+ if ( globals->get_fg_scenery() != "" ) {
+ tile_path.set( globals->get_fg_scenery() );
} else {
- tile_path.set( globals->get_options()->get_fg_root() );
+ tile_path.set( globals->get_fg_root() );
tile_path.append( "Scenery" );
}
tile_path.append( b.gen_base_path() );
}
// load custom objects
- cout << "CUSTOM OBJECTS" << endl;
+ SG_LOG( SG_TERRAIN, SG_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;
+ SG_LOG( SG_TERRAIN, SG_DEBUG, "Looking in " << index_path.str() );
fg_gzifstream in( index_path.str() );
#else
in >> skipws;
#endif
- cout << "token = " << token << " name = " << name << endl;
+ SG_LOG( SG_TERRAIN, SG_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;
+ SG_LOG( SG_TERRAIN, SG_DEBUG, "generating lights" );
e->lights_transform = new ssgTransform;
e->lights_range = new ssgRangeSelector;
e->lights_brightness = new ssgSelector;
// Ensure at least one entry is free in the cache
void FGNewCache::make_space() {
- FG_LOG( FG_TERRAIN, FG_INFO, "Make space in cache" );
+ SG_LOG( SG_TERRAIN, SG_INFO, "Make space in cache" );
- cout << "cache size = " << tile_cache.size() << endl;
- cout << "max size = " << max_cache_size << endl;
+ SG_LOG( SG_TERRAIN, SG_DEBUG, "cache entries = " << tile_cache.size() );
+ SG_LOG( SG_TERRAIN, SG_INFO, "max size = " << max_cache_size );
if ( (int)tile_cache.size() < max_cache_size ) {
// space in the cache, return
sgdCopyVec3( abs_view_pos,
globals->get_current_view()->get_abs_view_pos() );
- FG_LOG( FG_TERRAIN, FG_DEBUG, "DIST Abs view pos = "
+ SG_LOG( SG_TERRAIN, SG_DEBUG, "DIST Abs view pos = "
<< abs_view_pos[0] << ","
<< abs_view_pos[1] << ","
<< abs_view_pos[2] );
- FG_LOG( FG_TERRAIN, FG_DEBUG,
+ SG_LOG( SG_TERRAIN, SG_DEBUG,
" ref point = " << e->center );
sgdVec3 center;
sgdSetVec3( center, e->center.x(), e->center.y(), e->center.z() );
dist = sgdDistanceVec3( center, abs_view_pos );
- FG_LOG( FG_TERRAIN, FG_DEBUG, " distance = " << dist );
+ SG_LOG( SG_TERRAIN, SG_DEBUG, " distance = " << dist );
if ( dist > max_dist ) {
max_dist = dist;
// index.
if ( max_index >= 0 ) {
- FG_LOG( FG_TERRAIN, FG_DEBUG, " max_dist = " << max_dist );
- FG_LOG( FG_TERRAIN, FG_DEBUG, " index = " << max_index );
+ SG_LOG( SG_TERRAIN, SG_DEBUG, " max_dist = " << max_dist );
+ SG_LOG( SG_TERRAIN, SG_DEBUG, " index = " << max_index );
entry_free( max_index );
} else {
- FG_LOG( FG_TERRAIN, FG_ALERT, "WHOOPS!!! Dying in next_avail()" );
+ SG_LOG( SG_TERRAIN, SG_ALERT, "WHOOPS!!! Dying in next_avail()" );
exit( -1 );
}
}