#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);
+SG_USING_NAMESPACE(std);
// a cheesy hack (to be fixed later)
extern ssgBranch *terrain;
-extern ssgEntity *penguin;
+extern ssgBranch *ground;
// the tile cache
// 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 );
#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) );
+
+ // 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, 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() );
+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->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;
- 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() );
+ // 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
- 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 );
- 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() ) {
+ SG_LOG( SG_TERRAIN, SG_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, 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 */
}
// 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 );
}
}