//
// Written by Curtis Olson, started May 1998.
//
-// Copyright (C) 1998 - 2001 Curtis L. Olson - curt@flightgear.org
+// Copyright (C) 1998 - 2001 Curtis L. Olson - http://www.flightgear.org/~curt
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License as
#endif
#include <simgear/compiler.h>
+#include <plib/ul.h>
+#include <Main/main.hxx>
-#ifdef SG_MATH_EXCEPTION_CLASH
-# include <math.h>
-#endif
-#include STL_FUNCTIONAL
-#include STL_ALGORITHM
#include STL_STRING
#include <simgear/bucket/newbucket.hxx>
#include <simgear/debug/logstream.hxx>
+#include <simgear/math/polar3d.hxx>
#include <simgear/math/sg_geodesy.hxx>
#include <simgear/math/sg_random.h>
#include <simgear/misc/sgstream.hxx>
+#include <simgear/scene/material/mat.hxx>
+#include <simgear/scene/material/matlib.hxx>
+#include <simgear/scene/tgdb/apt_signs.hxx>
+#include <simgear/scene/tgdb/obj.hxx>
+#include <simgear/scene/tgdb/vasi.hxx>
+#include <simgear/scene/model/placementtrans.hxx>
#include <Aircraft/aircraft.hxx>
#include <Include/general.hxx>
+#include <Main/fg_props.hxx>
#include <Main/globals.hxx>
+#include <Main/viewer.hxx>
#include <Scenery/scenery.hxx>
#include <Time/light.hxx>
-#include <Objects/matlib.hxx>
-#include <Objects/newmat.hxx>
-#include <Objects/obj.hxx>
#include "tileentry.hxx"
#include "tilemgr.hxx"
-SG_USING_STD(for_each);
-SG_USING_STD(mem_fun_ref);
SG_USING_STD(string);
// Constructor
FGTileEntry::FGTileEntry ( const SGBucket& b )
- : ncount( 0 ),
- center( Point3D( 0.0 ) ),
+ : center( Point3D( 0.0 ) ),
tile_bucket( b ),
- terra_transform( new ssgTransform ),
+ terra_transform( new ssgPlacementTransform ),
+ vasi_lights_transform( new ssgPlacementTransform ),
+ rwy_lights_transform( new ssgPlacementTransform ),
+ taxi_lights_transform( new ssgPlacementTransform ),
terra_range( new ssgRangeSelector ),
+ vasi_lights_selector( new ssgSelector ),
+ rwy_lights_selector( new ssgSelector ),
+ taxi_lights_selector( new ssgSelector ),
loaded(false),
- pending_models(0)
+ pending_models(0),
+ is_inner_ring(false),
+ free_tracker(0)
{
- nodes.clear();
-
// update the contents
// if ( vec3_ptrs.size() || vec2_ptrs.size() || index_ptrs.size() ) {
// SG_LOG( SG_TERRAIN, SG_ALERT,
}
+#if 0
+// Please keep this for reference. We use Norman's optimized routine,
+// but here is what the routine really is doing.
+void
+FGTileEntry::WorldCoordinate( sgCoord *obj_pos, Point3D center,
+ double lat, double lon, double elev, double hdg)
+{
+ // setup transforms
+ Point3D geod( lon * SGD_DEGREES_TO_RADIANS,
+ lat * SGD_DEGREES_TO_RADIANS,
+ elev );
+
+ Point3D world_pos = sgGeodToCart( geod );
+ Point3D offset = world_pos - center;
+
+ sgMat4 POS;
+ sgMakeTransMat4( POS, offset.x(), offset.y(), offset.z() );
+
+ sgVec3 obj_rt, obj_up;
+ sgSetVec3( obj_rt, 0.0, 1.0, 0.0); // Y axis
+ sgSetVec3( obj_up, 0.0, 0.0, 1.0); // Z axis
+
+ sgMat4 ROT_lon, ROT_lat, ROT_hdg;
+ sgMakeRotMat4( ROT_lon, lon, obj_up );
+ sgMakeRotMat4( ROT_lat, 90 - lat, obj_rt );
+ sgMakeRotMat4( ROT_hdg, hdg, obj_up );
+
+ sgMat4 TUX;
+ sgCopyMat4( TUX, ROT_hdg );
+ sgPostMultMat4( TUX, ROT_lat );
+ sgPostMultMat4( TUX, ROT_lon );
+ sgPostMultMat4( TUX, POS );
+
+ sgSetCoord( obj_pos, TUX );
+}
+#endif
+
+
+// Norman's 'fast hack' for above
+static void WorldCoordinate( sgCoord *obj_pos, Point3D center, double lat,
+ double lon, double elev, double hdg )
+{
+ double lon_rad = lon * SGD_DEGREES_TO_RADIANS;
+ double lat_rad = lat * SGD_DEGREES_TO_RADIANS;
+ double hdg_rad = hdg * SGD_DEGREES_TO_RADIANS;
+
+ // setup transforms
+ Point3D geod( lon_rad, lat_rad, elev );
+
+ Point3D world_pos = sgGeodToCart( geod );
+ Point3D offset = world_pos - center;
+
+ sgMat4 mat;
+
+ SGfloat sin_lat = (SGfloat)sin( lat_rad );
+ SGfloat cos_lat = (SGfloat)cos( lat_rad );
+ SGfloat cos_lon = (SGfloat)cos( lon_rad );
+ SGfloat sin_lon = (SGfloat)sin( lon_rad );
+ SGfloat sin_hdg = (SGfloat)sin( hdg_rad ) ;
+ SGfloat cos_hdg = (SGfloat)cos( hdg_rad ) ;
+
+ mat[0][0] = cos_hdg * (SGfloat)sin_lat * (SGfloat)cos_lon - sin_hdg * (SGfloat)sin_lon;
+ mat[0][1] = cos_hdg * (SGfloat)sin_lat * (SGfloat)sin_lon + sin_hdg * (SGfloat)cos_lon;
+ mat[0][2] = -cos_hdg * (SGfloat)cos_lat;
+ mat[0][3] = SG_ZERO;
+
+ mat[1][0] = -sin_hdg * (SGfloat)sin_lat * (SGfloat)cos_lon - cos_hdg * (SGfloat)sin_lon;
+ mat[1][1] = -sin_hdg * (SGfloat)sin_lat * (SGfloat)sin_lon + cos_hdg * (SGfloat)cos_lon;
+ mat[1][2] = sin_hdg * (SGfloat)cos_lat;
+ mat[1][3] = SG_ZERO;
+
+ mat[2][0] = (SGfloat)cos_lat * (SGfloat)cos_lon;
+ mat[2][1] = (SGfloat)cos_lat * (SGfloat)sin_lon;
+ mat[2][2] = (SGfloat)sin_lat;
+ mat[2][3] = SG_ZERO;
+
+ mat[3][0] = offset.x();
+ mat[3][1] = offset.y();
+ mat[3][2] = offset.z();
+ mat[3][3] = SG_ONE ;
+
+ sgSetCoord( obj_pos, mat );
+}
+
+
// recurse an ssg tree and call removeKid() on every node from the
// bottom up. Leaves the original branch in existance, but empty so
// it can be removed by the calling routine.
static void my_remove_branch( ssgBranch * branch ) {
for ( ssgEntity *k = branch->getKid( 0 );
- k != NULL;
- k = branch->getNextKid() )
+ k != NULL;
+ k = branch->getNextKid() )
{
- if ( k -> isAKindOf ( ssgTypeBranch() ) ) {
- my_remove_branch( (ssgBranch *)k );
- branch -> removeKid ( k );
- } else if ( k -> isAKindOf ( ssgTypeLeaf() ) ) {
- branch -> removeKid ( k ) ;
- }
+ if ( k -> isAKindOf ( ssgTypeBranch() ) ) {
+ my_remove_branch( (ssgBranch *)k );
+ branch -> removeKid ( k );
+ } else if ( k -> isAKindOf ( ssgTypeLeaf() ) ) {
+ branch -> removeKid ( k ) ;
+ }
}
}
-#ifdef WISH_PLIB_WAS_THREADED // but it isn't
-
-// Schedule tile to be freed/removed
-void FGTileEntry::sched_removal() {
- global_tile_mgr.ready_to_delete( this );
-}
+// Free "n" leaf elements of an ssg tree. returns the number of
+// elements freed. An empty branch node is considered a leaf. This
+// is intended to spread the load of freeing a complex tile out over
+// several frames.
+static int fgPartialFreeSSGtree( ssgBranch *b, int n ) {
+#if 0
+ // for testing: we could call the following two lines and replace
+ // the functionality of this entire function and everything will
+ // get properly freed, but it will happen all at once and could
+ // cause a huge frame rate hit.
+ ssgDeRefDelete( b );
+ return 0;
#endif
+ int num_deletes = 0;
+
+ if ( n > 0 ) {
+ // we still have some delete budget left
+ // if ( b->getNumKids() > 100 ) {
+ // cout << "large family = " << b->getNumKids() << endl;
+ // }
+ // deleting in reverse would help if my plib patch get's
+ // applied, but for now it will make things slower.
+ // for ( int i = b->getNumKids() - 1; i >= 0 ; --i ) {
+ for ( int i = 0; i < b->getNumKids(); ++i ) {
+ ssgEntity *kid = b->getKid(i);
+ if ( kid->isAKindOf( ssgTypeBranch() ) && kid->getRef() <= 1 ) {
+ int result = fgPartialFreeSSGtree( (ssgBranch *)kid, n );
+ num_deletes += result;
+ n -= result;
+ if ( n < 0 ) {
+ break;
+ }
+ }
+ // remove the kid if (a) it is now empty -or- (b) it's ref
+ // count is > zero at which point we don't care if it's
+ // empty, we don't want to touch it's contents.
+ if ( kid->getNumKids() == 0 || kid->getRef() > 1 ) {
+ b->removeKid( kid );
+ num_deletes++;
+ n--;
+ }
+ }
+ }
+
+ return num_deletes;
+}
+
// Clean up the memory used by this tile and delete the arrays used by
// ssg as well as the whole ssg branch
-void FGTileEntry::free_tile() {
- int i;
- SG_LOG( SG_TERRAIN, SG_INFO,
- "FREEING TILE = (" << tile_bucket << ")" );
-
+bool FGTileEntry::free_tile() {
+ int delete_size = 100;
SG_LOG( SG_TERRAIN, SG_DEBUG,
- " deleting " << nodes.size() << " nodes" );
- nodes.clear();
+ "FREEING TILE = (" << tile_bucket << ")" );
+
+ SG_LOG( SG_TERRAIN, SG_DEBUG, "(start) free_tracker = " << free_tracker );
+
+ if ( !(free_tracker & NODES) ) {
+ free_tracker |= NODES;
+ } else if ( !(free_tracker & VEC_PTRS) ) {
+ free_tracker |= VEC_PTRS;
+ } else if ( !(free_tracker & TERRA_NODE) ) {
+ // delete the terrain branch (this should already have been
+ // disconnected from the scene graph)
+ SG_LOG( SG_TERRAIN, SG_DEBUG, "FREEING terra_transform" );
+ if ( fgPartialFreeSSGtree( terra_transform, delete_size ) == 0 ) {
+ ssgDeRefDelete( terra_transform );
+ free_tracker |= TERRA_NODE;
+ }
+ } else if ( !(free_tracker & GROUND_LIGHTS) && gnd_lights_transform ) {
+ // delete the terrain lighting branch (this should already have been
+ // disconnected from the scene graph)
+ SG_LOG( SG_TERRAIN, SG_DEBUG, "FREEING gnd_lights_transform" );
+ if ( fgPartialFreeSSGtree( gnd_lights_transform, delete_size ) == 0 ) {
+ ssgDeRefDelete( gnd_lights_transform );
+ free_tracker |= GROUND_LIGHTS;
+ }
+ } else if ( !(free_tracker & VASI_LIGHTS) && vasi_lights_selector ) {
+ // delete the runway lighting branch (this should already have
+ // been disconnected from the scene graph)
+ SG_LOG( SG_TERRAIN, SG_DEBUG, "FREEING vasi_lights_selector" );
+ if ( fgPartialFreeSSGtree( vasi_lights_selector, delete_size ) == 0 ) {
+ ssgDeRefDelete( vasi_lights_selector );
+ free_tracker |= VASI_LIGHTS;
+ }
+ } else if ( !(free_tracker & RWY_LIGHTS) && rwy_lights_selector ) {
+ // delete the runway lighting branch (this should already have
+ // been disconnected from the scene graph)
+ SG_LOG( SG_TERRAIN, SG_DEBUG, "FREEING rwy_lights_selector" );
+ if ( fgPartialFreeSSGtree( rwy_lights_selector, delete_size ) == 0 ) {
+ ssgDeRefDelete( rwy_lights_selector );
+ free_tracker |= RWY_LIGHTS;
+ }
+ } else if ( !(free_tracker & TAXI_LIGHTS) && taxi_lights_selector ) {
+ // delete the taxi lighting branch (this should already have been
+ // disconnected from the scene graph)
+ SG_LOG( SG_TERRAIN, SG_DEBUG, "FREEING taxi_lights_selector" );
+ if ( fgPartialFreeSSGtree( taxi_lights_selector, delete_size ) == 0 ) {
+ ssgDeRefDelete( taxi_lights_selector );
+ free_tracker |= TAXI_LIGHTS;
+ }
+ } else if ( !(free_tracker & LIGHTMAPS) ) {
+ free_tracker |= LIGHTMAPS;
+ } else {
+ return true;
+ }
- // delete the ssg structures
- SG_LOG( SG_TERRAIN, SG_DEBUG,
- " deleting (leaf data) vertex, normal, and "
- << " texture coordinate arrays" );
+ SG_LOG( SG_TERRAIN, SG_DEBUG, "(end) free_tracker = " << free_tracker );
+
+ // if we fall down to here, we still have work todo, return false
+ return false;
+}
- for ( i = 0; i < (int)vec3_ptrs.size(); ++i ) {
- delete [] vec3_ptrs[i];
- }
- vec3_ptrs.clear();
- for ( i = 0; i < (int)vec2_ptrs.size(); ++i ) {
- delete [] vec2_ptrs[i];
+// Update the ssg transform node for this tile so it can be
+// properly drawn relative to our (0,0,0) point
+void FGTileEntry::prep_ssg_node( const Point3D& p, sgVec3 up, float vis) {
+ if ( !loaded ) return;
+
+ // visibility can change from frame to frame so we update the
+ // range selector cutoff's each time.
+ terra_range->setRange( 0, SG_ZERO );
+ terra_range->setRange( 1, vis + bounding_radius );
+
+ if ( gnd_lights_range ) {
+ gnd_lights_range->setRange( 0, SG_ZERO );
+ gnd_lights_range->setRange( 1, vis * 1.5 + bounding_radius );
}
- vec2_ptrs.clear();
- for ( i = 0; i < (int)index_ptrs.size(); ++i ) {
- delete index_ptrs[i];
+ sgdVec3 sgdTrans;
+ sgdSetVec3( sgdTrans, center.x(), center.y(), center.z() );
+
+ FGLight *l = (FGLight *)(globals->get_subsystem("lighting"));
+ if ( gnd_lights_transform ) {
+ // we need to lift the lights above the terrain to avoid
+ // z-buffer fighting. We do this based on our altitude and
+ // the distance this tile is away from scenery center.
+
+ // we expect 'up' to be a unit vector coming in, but since we
+ // modify the value of lift_vec, we need to create a local
+ // copy.
+ sgVec3 lift_vec;
+ sgCopyVec3( lift_vec, up );
+
+ double agl;
+ agl = globals->get_current_view()->getAltitudeASL_ft()*SG_FEET_TO_METER
+ - globals->get_current_view()->getSGLocation()->get_cur_elev_m();
+
+ // Compute the distance of the scenery center from the view position.
+ double dist = center.distance3D(p);
+
+ if ( general.get_glDepthBits() > 16 ) {
+ sgScaleVec3( lift_vec, 10.0 + agl / 100.0 + dist / 10000 );
+ } else {
+ sgScaleVec3( lift_vec, 10.0 + agl / 20.0 + dist / 5000 );
+ }
+
+ sgdVec3 dlt_trans;
+ sgdCopyVec3( dlt_trans, sgdTrans );
+ sgdVec3 dlift_vec;
+ sgdSetVec3( dlift_vec, lift_vec );
+ sgdAddVec3( dlt_trans, dlift_vec );
+ gnd_lights_transform->setTransform( dlt_trans );
+
+ // select which set of lights based on sun angle
+ float sun_angle = l->get_sun_angle() * SGD_RADIANS_TO_DEGREES;
+ if ( sun_angle > 95 ) {
+ gnd_lights_brightness->select(0x04);
+ } else if ( sun_angle > 92 ) {
+ gnd_lights_brightness->select(0x02);
+ } else if ( sun_angle > 89 ) {
+ gnd_lights_brightness->select(0x01);
+ } else {
+ gnd_lights_brightness->select(0x00);
+ }
}
- index_ptrs.clear();
- // delete the terrain branch (this should already have been
- // disconnected from the scene graph)
- ssgDeRefDelete( terra_transform );
+ if ( vasi_lights_transform ) {
+ // we need to lift the lights above the terrain to avoid
+ // z-buffer fighting. We do this based on our altitude and
+ // the distance this tile is away from scenery center.
+
+ sgVec3 lift_vec;
+ sgCopyVec3( lift_vec, up );
+
+ // we fudge agl by 30 meters so that the lifting function
+ // doesn't phase in until we are > 30m agl.
+ double agl;
+ agl = globals->get_current_view()->getAltitudeASL_ft()*SG_FEET_TO_METER
+ - globals->get_current_view()->getSGLocation()->get_cur_elev_m()
+ - 30.0;
+ if ( agl < 0.0 ) {
+ agl = 0.0;
+ }
+
+ if ( general.get_glDepthBits() > 16 ) {
+ sgScaleVec3( lift_vec, 0.25 + agl / 400.0 + agl*agl / 5000000.0 );
+ } else {
+ sgScaleVec3( lift_vec, 0.25 + agl / 150.0 );
+ }
+
+ sgdVec3 dlt_trans;
+ sgdCopyVec3( dlt_trans, sgdTrans );
+ sgdVec3 dlift_vec;
+ sgdSetVec3( dlift_vec, lift_vec );
+ sgdAddVec3( dlt_trans, dlift_vec );
+ vasi_lights_transform->setTransform( dlt_trans );
+
+ // generally, vasi lights are always on
+ vasi_lights_selector->select(0x01);
+ }
- if ( lights_transform ) {
- // delete the terrain lighting branch (this should already have been
- // disconnected from the scene graph)
- ssgDeRefDelete( lights_transform );
+ if ( rwy_lights_transform ) {
+ // we need to lift the lights above the terrain to avoid
+ // z-buffer fighting. We do this based on our altitude and
+ // the distance this tile is away from scenery center.
+
+ sgVec3 lift_vec;
+ sgCopyVec3( lift_vec, up );
+
+ // we fudge agl by 30 meters so that the lifting function
+ // doesn't phase in until we are > 30m agl.
+ double agl;
+ agl = globals->get_current_view()->getAltitudeASL_ft()*SG_FEET_TO_METER
+ - globals->get_current_view()->getSGLocation()->get_cur_elev_m()
+ - 30.0;
+ if ( agl < 0.0 ) {
+ agl = 0.0;
+ }
+
+ if ( general.get_glDepthBits() > 16 ) {
+ sgScaleVec3( lift_vec, 0.01 + agl / 400.0 + agl*agl / 5000000.0 );
+ } else {
+ sgScaleVec3( lift_vec, 0.25 + agl / 150.0 );
+ }
+
+ sgdVec3 dlt_trans;
+ sgdCopyVec3( dlt_trans, sgdTrans );
+ sgdVec3 dlift_vec;
+ sgdSetVec3( dlift_vec, lift_vec );
+ sgdAddVec3( dlt_trans, dlift_vec );
+ rwy_lights_transform->setTransform( dlt_trans );
+
+ // turn runway lights on/off based on sun angle and visibility
+ float sun_angle = l->get_sun_angle() * SGD_RADIANS_TO_DEGREES;
+ if ( sun_angle > 85 ||
+ (fgGetDouble("/environment/visibility-m") < 5000.0) ) {
+ rwy_lights_selector->select(0x01);
+ } else {
+ rwy_lights_selector->select(0x00);
+ }
}
-}
+ if ( taxi_lights_transform ) {
+ // we need to lift the lights above the terrain to avoid
+ // z-buffer fighting. We do this based on our altitude and
+ // the distance this tile is away from scenery center.
+
+ sgVec3 lift_vec;
+ sgCopyVec3( lift_vec, up );
+
+ // we fudge agl by 30 meters so that the lifting function
+ // doesn't phase in until we are > 30m agl.
+ double agl;
+ agl = globals->get_current_view()->getAltitudeASL_ft()*SG_FEET_TO_METER
+ - globals->get_current_view()->getSGLocation()->get_cur_elev_m()
+ - 30.0;
+ if ( agl < 0.0 ) {
+ agl = 0.0;
+ }
+
+ if ( general.get_glDepthBits() > 16 ) {
+ sgScaleVec3( lift_vec, 0.01 + agl / 400.0 + agl*agl / 5000000.0 );
+ } else {
+ sgScaleVec3( lift_vec, 0.25 + agl / 150.0 );
+ }
+
+ sgdVec3 dlt_trans;
+ sgdCopyVec3( dlt_trans, sgdTrans );
+ sgdVec3 dlift_vec;
+ sgdSetVec3( dlift_vec, lift_vec );
+ sgdAddVec3( dlt_trans, dlift_vec );
+ taxi_lights_transform->setTransform( dlt_trans );
+
+ // turn taxi lights on/off based on sun angle and visibility
+ float sun_angle = l->get_sun_angle() * SGD_RADIANS_TO_DEGREES;
+ if ( sun_angle > 85 ||
+ (fgGetDouble("/environment/visibility-m") < 5000.0) ) {
+ taxi_lights_selector->select(0x01);
+ } else {
+ taxi_lights_selector->select(0x00);
+ }
+ }
-// Update the ssg transform node for this tile so it can be
-// properly drawn relative to our (0,0,0) point
-void FGTileEntry::prep_ssg_node( const Point3D& p, float vis) {
- if ( !loaded ) return;
+ if ( vasi_lights_transform && is_inner_ring ) {
+ // now we need to traverse the list of vasi lights and update
+ // their coloring (but only for the inner ring, no point in
+ // doing this extra work for tiles that are relatively far
+ // away.)
+ for ( int i = 0; i < vasi_lights_transform->getNumKids(); ++i ) {
+ // cout << "vasi root = " << i << endl;
+ ssgBranch *v = (ssgBranch *)vasi_lights_transform->getKid(i);
+ for ( int j = 0; j < v->getNumKids(); ++j ) {
+ // cout << " vasi branch = " << j << endl;
+ ssgTransform *kid = (ssgTransform *)v->getKid(j);
+ SGVASIUserData *vasi = (SGVASIUserData *)kid->getUserData();
+
+ if ( vasi != NULL ) {
+ sgdVec3 s;
+ sgdCopyVec3( s, vasi->get_abs_pos() );
+ Point3D start(s[0], s[1], s[2]);
+
+ sgdVec3 d;
+ sgdCopyVec3( d, globals->get_current_view()->get_absolute_view_pos() );
+
+ double dist = sgdDistanceVec3( s, d );
+
+ if ( dist < 10000 ) {
+ double cur_alt
+ = globals->get_current_view()->getAltitudeASL_ft()
+ * SG_FEET_TO_METER;
+
+ double y = cur_alt - vasi->get_alt_m();
+
+ double angle;
+ if ( dist != 0 ) {
+ angle = asin( y / dist );
+ } else {
+ angle = 0.0;
+ }
+
+ vasi->set_color(angle * SG_RADIANS_TO_DEGREES);
+ }
+ // cout << " dist = " << dist
+ // << " angle = " << angle * SG_RADIANS_TO_DEGREES
+ // << endl;
+ } else {
+ SG_LOG( SG_TERRAIN, SG_ALERT, "no vasi data!" );
+ }
+ }
+ }
+ }
+}
- SetOffset( p );
-// #define USE_UP_AND_COMING_PLIB_FEATURE
-#ifdef USE_UP_AND_COMING_PLIB_FEATURE
- terra_range->setRange( 0, SG_ZERO );
- terra_range->setRange( 1, vis + bounding_radius );
- lights_range->setRange( 0, SG_ZERO );
- lights_range->setRange( 1, vis * 1.5 + bounding_radius );
-#else
- float ranges[2];
- ranges[0] = SG_ZERO;
- ranges[1] = vis + bounding_radius;
- terra_range->setRanges( ranges, 2 );
- if ( lights_range ) {
- ranges[1] = vis * 1.5 + bounding_radius;
- lights_range->setRanges( ranges, 2 );
+// Set up lights rendering call backs
+static int fgLightsPredraw( ssgEntity *e ) {
+#if 0
+ if (glPointParameterIsSupported) {
+ static float quadratic[3] = {1.0, 0.01, 0.0001};
+ glPointParameterfvProc(GL_DISTANCE_ATTENUATION_EXT, quadratic);
+ glPointParameterfProc(GL_POINT_SIZE_MIN_EXT, 1.0);
+ glPointSize(4.0);
}
#endif
- sgVec3 sgTrans;
- sgSetVec3( sgTrans, offset.x(), offset.y(), offset.z() );
- terra_transform->setTransform( sgTrans );
-
- if ( lights_transform ) {
- // we need to lift the lights above the terrain to avoid
- // z-buffer fighting. We do this based on our altitude and
- // the distance this tile is away from scenery center.
-
- sgVec3 up;
- sgCopyVec3( up, globals->get_current_view()->get_world_up() );
-
- double agl;
- if ( current_aircraft.fdm_state ) {
- agl = current_aircraft.fdm_state->get_Altitude() * SG_FEET_TO_METER
- - scenery.cur_elev;
- } else {
- agl = 0.0;
- }
-
- // sgTrans just happens to be the
- // vector from scenery center to the center of this tile which
- // is what we want to calculate the distance of
- sgVec3 to;
- sgCopyVec3( to, sgTrans );
- double dist = sgLengthVec3( to );
-
- if ( general.get_glDepthBits() > 16 ) {
- sgScaleVec3( up, 10.0 + agl / 100.0 + dist / 10000 );
- } else {
- sgScaleVec3( up, 10.0 + agl / 20.0 + dist / 5000 );
- }
- sgAddVec3( sgTrans, up );
- lights_transform->setTransform( sgTrans );
-
- // select which set of lights based on sun angle
- float sun_angle = cur_light_params.sun_angle * SGD_RADIANS_TO_DEGREES;
- if ( sun_angle > 95 ) {
- lights_brightness->select(0x04);
- } else if ( sun_angle > 92 ) {
- lights_brightness->select(0x02);
- } else if ( sun_angle > 89 ) {
- lights_brightness->select(0x01);
- } else {
- lights_brightness->select(0x00);
- }
+ return true;
+}
+
+static int fgLightsPostdraw( ssgEntity *e ) {
+#if 0
+ if (glPointParameterIsSupported) {
+ static float default_attenuation[3] = {1.0, 0.0, 0.0};
+ glPointParameterfvProc(GL_DISTANCE_ATTENUATION_EXT,
+ default_attenuation);
+ glPointSize(1.0);
}
+#endif
+ return true;
}
-ssgLeaf* FGTileEntry::gen_lights( ssgVertexArray *lights, int inc, float bright ) {
+ssgLeaf* FGTileEntry::gen_lights( SGMaterialLib *matlib, ssgVertexArray *lights,
+ int inc, float bright )
+{
// generate a repeatable random seed
float *p1 = lights->get( 0 );
unsigned int *seed = (unsigned int *)p1;
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 );
- }
+ // 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 );
+ new ssgVtxTable ( GL_POINTS, vl, nl, tl, cl );
// assign state
- FGNewMat *newmat = material_lib.find( "LIGHTS" );
- leaf->setState( newmat->get_state() );
+ SGMaterial *mat = matlib->find( "GROUND_LIGHTS" );
+ leaf->setState( mat->get_state() );
+ leaf->setCallback( SSG_CALLBACK_PREDRAW, fgLightsPredraw );
+ leaf->setCallback( SSG_CALLBACK_POSTDRAW, fgLightsPostdraw );
return leaf;
}
-ssgBranch*
-FGTileEntry::obj_load( const std::string& path,
- ssgVertexArray* lights, bool is_base )
+bool FGTileEntry::obj_load( const string& path,
+ ssgBranch *geometry,
+ ssgBranch *vasi_lights,
+ ssgBranch *rwy_lights,
+ ssgBranch *taxi_lights,
+ ssgVertexArray *ground_lights, bool is_base )
{
- ssgBranch* result = 0;
+ Point3D c; // returned center point
+ double br; // returned bounding radius
+
+ bool use_random_objects =
+ fgGetBool("/sim/rendering/random-objects", true);
// try loading binary format
- result = fgBinObjLoad( path, this, lights, is_base );
- if ( result == NULL ) {
- // next try the older ascii format
- result = fgAsciiObjLoad( path, this, lights, is_base );
- if ( result == NULL ) {
- // default to an ocean tile
- result = fgGenTile( path, this );
- }
+ if ( sgBinObjLoad( path, is_base,
+ &c, &br, globals->get_matlib(), use_random_objects,
+ geometry, vasi_lights, rwy_lights, taxi_lights,
+ ground_lights ) )
+ {
+ if ( is_base ) {
+ center = c;
+ bounding_radius = br;
+ }
}
- return result;
+ return (geometry != NULL);
}
void
-FGTileEntry::load( const SGPath& base, bool is_base )
+FGTileEntry::load( const string_list &path_list, bool is_base )
{
- string index_str = tile_bucket.gen_index_str();
+ bool found_tile_base = false;
- SGPath tile_path = base;
- // Generate name of file to load.
- tile_path.append( tile_bucket.gen_base_path() );
- SGPath basename = tile_path;
- basename.append( index_str );
- string path = basename.str();
+ // obj_load() will generate ground lighting for us ...
+ ssgVertexArray *light_pts = new ssgVertexArray( 100 );
- SG_LOG( SG_TERRAIN, SG_INFO, "Loading tile " << path );
+ ssgBranch* new_tile = new ssgBranch;
+
+ unsigned int i = 0;
+ while ( i < path_list.size() ) {
+
+ bool has_base = false;
+
+ // Generate names for later use
+ string index_str = tile_bucket.gen_index_str();
+
+ SGPath tile_path = path_list[i];
+ tile_path.append( tile_bucket.gen_base_path() );
+
+ SGPath basename = tile_path;
+ basename.append( index_str );
+ // string path = basename.str();
+
+ SG_LOG( SG_TERRAIN, SG_INFO, "Loading tile " << basename.str() );
+
+#define FG_MAX_LIGHTS 1000
+
+ // Check for master .stg (scene terra gear) file
+ SGPath stg_name = basename;
+ stg_name.concat( ".stg" );
+
+ sg_gzifstream in( stg_name.str() );
+
+ if ( in.is_open() ) {
+ string token, name;
+
+ while ( ! in.eof() ) {
+ in >> token;
+
+ if ( token[0] == '#' ) {
+ in >> ::skipeol;
+ continue;
+ }
+ // Load only once (first found)
+ if ( token == "OBJECT_BASE" ) {
+ in >> name >> ::skipws;
+ SG_LOG( SG_TERRAIN, SG_INFO, "token = " << token
+ << " name = " << name );
+
+ if (!found_tile_base) {
+ found_tile_base = true;
+ has_base = true;
+
+ SGPath custom_path = tile_path;
+ custom_path.append( name );
+
+ ssgBranch *geometry = new ssgBranch;
+ if ( obj_load( custom_path.str(),
+ geometry, NULL, NULL, NULL, light_pts,
+ true ) )
+ {
+ geometry->getKid( 0 )->setTravCallback(
+ SSG_CALLBACK_PRETRAV,
+ &FGTileMgr::tile_filter_cb );
+ new_tile -> addKid( geometry );
+ } else {
+ delete geometry;
+ }
+ } else {
+ SG_LOG( SG_TERRAIN, SG_INFO, " (skipped)" );
+ }
+
+ // Load only if base is not in another file
+ } else if ( token == "OBJECT" ) {
+ if (!found_tile_base || has_base) {
+ in >> name >> ::skipws;
+ SG_LOG( SG_TERRAIN, SG_INFO, "token = " << token
+ << " name = " << name );
+
+ SGPath custom_path = tile_path;
+ custom_path.append( name );
+
+ ssgBranch *geometry = new ssgBranch;
+ ssgBranch *vasi_lights = new ssgBranch;
+ ssgBranch *rwy_lights = new ssgBranch;
+ ssgBranch *taxi_lights = new ssgBranch;
+ if ( obj_load( custom_path.str(),
+ geometry, vasi_lights, rwy_lights,
+ taxi_lights, NULL, false ) )
+ {
+ if ( geometry -> getNumKids() > 0 ) {
+ geometry->getKid( 0 )->setTravCallback(
+ SSG_CALLBACK_PRETRAV,
+ &FGTileMgr::tile_filter_cb );
+ new_tile -> addKid( geometry );
+ } else {
+ delete geometry;
+ }
+ if ( vasi_lights -> getNumKids() > 0 ) {
+ vasi_lights_transform -> addKid( vasi_lights );
+ } else {
+ delete vasi_lights;
+ }
+ if ( rwy_lights -> getNumKids() > 0 ) {
+ rwy_lights_transform -> addKid( rwy_lights );
+ } else {
+ delete rwy_lights;
+ }
+ if ( taxi_lights -> getNumKids() > 0 ) {
+ taxi_lights_transform -> addKid( taxi_lights );
+ } else {
+ delete taxi_lights;
+ }
+ } else {
+ delete geometry;
+ delete vasi_lights;
+ delete rwy_lights;
+ delete taxi_lights;
+ }
+ }
+
+ // Always OK to load
+ } else if ( token == "OBJECT_STATIC" ||
+ token == "OBJECT_SHARED" ) {
+ // load object info
+ double lon, lat, elev, hdg;
+ in >> name >> lon >> lat >> elev >> hdg >> ::skipws;
+ SG_LOG( SG_TERRAIN, SG_INFO, "token = " << token
+ << " name = " << name
+ << " pos = " << lon << ", " << lat
+ << " elevation = " << elev
+ << " heading = " << hdg );
+
+ // object loading is deferred to main render thread,
+ // but lets figure out the paths right now.
+ SGPath custom_path;
+ if ( token == "OBJECT_STATIC" ) {
+ custom_path= tile_path;
+ } else {
+ custom_path = globals->get_fg_root();
+ }
+ custom_path.append( name );
+
+ sgCoord obj_pos;
+ WorldCoordinate( &obj_pos, center, lat, lon, elev, hdg );
+
+ ssgTransform *obj_trans = new ssgTransform;
+ obj_trans->setTransform( &obj_pos );
+
+ // wire as much of the scene graph together as we can
+ new_tile->addKid( obj_trans );
+
+ // bump up the pending models count
+ pending_models++;
+
+ // push an entry onto the model load queue
+ FGDeferredModel *dm
+ = new FGDeferredModel( custom_path.str(),
+ tile_path.str(),
+ tile_bucket,
+ this, obj_trans );
+ FGTileMgr::model_ready( dm );
+
+ // Do we even use this one?
+ } else if ( token == "OBJECT_TAXI_SIGN" ) {
+ // load object info
+ double lon, lat, elev, hdg;
+ in >> name >> lon >> lat >> elev >> hdg >> ::skipws;
+ SG_LOG( SG_TERRAIN, SG_INFO, "token = " << token
+ << " name = " << name
+ << " pos = " << lon << ", " << lat
+ << " elevation = " << elev
+ << " heading = " << hdg );
+
+ // load the object itself
+ SGPath custom_path = tile_path;
+ custom_path.append( name );
+
+ sgCoord obj_pos;
+ WorldCoordinate( &obj_pos, center, lat, lon, elev, hdg );
+
+ ssgTransform *obj_trans = new ssgTransform;
+ obj_trans->setTransform( &obj_pos );
+
+ ssgBranch *custom_obj
+ = sgMakeTaxiSign( globals->get_matlib(),
+ custom_path.str(), name );
+
+ // wire the pieces together
+ if ( custom_obj != NULL ) {
+ obj_trans -> addKid( custom_obj );
+ }
+ new_tile->addKid( obj_trans );
+
+ // Do we even use this one?
+ } else if ( token == "OBJECT_RUNWAY_SIGN" ) {
+ // load object info
+ double lon, lat, elev, hdg;
+ in >> name >> lon >> lat >> elev >> hdg >> ::skipws;
+ SG_LOG( SG_TERRAIN, SG_INFO, "token = " << token
+ << " name = " << name
+ << " pos = " << lon << ", " << lat
+ << " elevation = " << elev
+ << " heading = " << hdg );
+
+ // load the object itself
+ SGPath custom_path = tile_path;
+ custom_path.append( name );
+
+ sgCoord obj_pos;
+ WorldCoordinate( &obj_pos, center, lat, lon, elev, hdg );
+
+ ssgTransform *obj_trans = new ssgTransform;
+ obj_trans->setTransform( &obj_pos );
+
+ ssgBranch *custom_obj
+ = sgMakeRunwaySign( globals->get_matlib(),
+ custom_path.str(), name );
+
+ // wire the pieces together
+ if ( custom_obj != NULL ) {
+ obj_trans -> addKid( custom_obj );
+ }
+ new_tile->addKid( obj_trans );
+
+ // I don't think we use this, either
+ } else if ( token == "RWY_LIGHTS" ) {
+ double lon, lat, hdg, len, width;
+ string common, end1, end2;
+ in >> lon >> lat >> hdg >> len >> width
+ >> common >> end1 >> end2;
+ SG_LOG( SG_TERRAIN, SG_INFO, "token = " << token
+ << " pos = " << lon << ", " << lat
+ << " hdg = " << hdg
+ << " size = " << len << ", " << width
+ << " codes = " << common << " "
+ << end1 << " " << end2 );
+ } else {
+ SG_LOG( SG_TERRAIN, SG_DEBUG,
+ "Unknown token " << token << " in "
+ << stg_name.str() );
+ in >> ::skipws;
+ }
+ }
+ }
+
+ i++;
+ }
- // fgObjLoad will generate ground lighting for us ...
- ssgVertexArray *light_pts = new ssgVertexArray( 100 );
+ if ( !found_tile_base ) {
+ // no tile base found, generate an ocean tile on the fly for
+ // this area
+ ssgBranch *geometry = new ssgBranch;
+ Point3D c;
+ double br;
+ if ( sgGenTile( path_list[0], tile_bucket, &c, &br,
+ globals->get_matlib(), geometry ) )
+ {
+ center = c;
+ bounding_radius = br;
+ new_tile -> addKid( geometry );
+ } else {
+ delete geometry;
+ SG_LOG( SG_TERRAIN, SG_ALERT,
+ "Warning: failed to generate ocean tile!" );
+ }
+ }
- ssgBranch* new_tile = obj_load( path, light_pts, is_base );
if ( new_tile != NULL ) {
- terra_range->addKid( new_tile );
- }
-
- // load custom objects
- SG_LOG( SG_TERRAIN, SG_DEBUG, "Checking for custom objects ..." );
-
- SGPath index_path = tile_path;
- index_path.append( index_str );
- index_path.concat( ".ind" );
-
- SG_LOG( SG_TERRAIN, SG_DEBUG, "Looking in " << index_path.str() );
-
- sg_gzifstream in( index_path.str() );
-
- if ( in.is_open() ) {
- string token, name;
-
- while ( ! in.eof() ) {
- in >> token;
-
- if ( token == "OBJECT" ) {
- in >> name >> ::skipws;
- SG_LOG( SG_TERRAIN, SG_DEBUG, "token = " << token
- << " name = " << name );
-
- SGPath custom_path = tile_path;
- custom_path.append( name );
- ssgBranch *custom_obj
- = obj_load( custom_path.str(), NULL, false );
- if ( (new_tile != NULL) && (custom_obj != NULL) ) {
- new_tile -> addKid( custom_obj );
- }
- } else if ( token == "OBJECT_STATIC" ) {
- // load object info
- double lon, lat, elev, hdg;
- in >> name >> lon >> lat >> elev >> hdg >> ::skipws;
- SG_LOG( SG_TERRAIN, SG_INFO, "token = " << token
- << " name = " << name
- << " pos = " << lon << ", " << lat
- << " elevation = " << elev
- << " heading = " << hdg );
-
- // object loading is deferred to main render thread,
- // but lets figure out the paths right now.
- SGPath custom_path = tile_path;
- custom_path.append( name );
-
- // setup transforms
- Point3D geod( lon * SGD_DEGREES_TO_RADIANS,
- lat * SGD_DEGREES_TO_RADIANS,
- elev );
- Point3D world_pos = sgGeodToCart( geod );
- Point3D offset = world_pos - center;
- sgMat4 POS;
- sgMakeTransMat4( POS, offset.x(), offset.y(), offset.z() );
-
- sgVec3 obj_rt, obj_up;
- sgSetVec3( obj_rt, 0.0, 1.0, 0.0); // Y axis
- sgSetVec3( obj_up, 0.0, 0.0, 1.0); // Z axis
-
- sgMat4 ROT_lon, ROT_lat, ROT_hdg;
- sgMakeRotMat4( ROT_lon, lon, obj_up );
- sgMakeRotMat4( ROT_lat, 90 - lat, obj_rt );
- sgMakeRotMat4( ROT_hdg, hdg, obj_up );
-
- sgMat4 TUX;
- sgCopyMat4( TUX, ROT_hdg );
- sgPostMultMat4( TUX, ROT_lat );
- sgPostMultMat4( TUX, ROT_lon );
- sgPostMultMat4( TUX, POS );
-
- sgCoord obj_pos;
- sgSetCoord( &obj_pos, TUX );
- ssgTransform *obj_trans = new ssgTransform;
- obj_trans->setTransform( &obj_pos );
-
- // wire as much of the scene graph together as we can
- new_tile->addKid( obj_trans );
-
- // bump up the pending models count
- pending_models++;
-
- // push an entry onto the model load queue
- FGDeferredModel *dm
- = new FGDeferredModel( custom_path.str(), tile_path.str(),
- this, obj_trans );
- FGTileMgr::model_ready( dm );
- } else if ( token == "OBJECT_TAXI_SIGN" ) {
- // load object info
- double lon, lat, elev, hdg;
- in >> name >> lon >> lat >> elev >> hdg >> ::skipws;
- SG_LOG( SG_TERRAIN, SG_INFO, "token = " << token
- << " name = " << name
- << " pos = " << lon << ", " << lat
- << " elevation = " << elev
- << " heading = " << hdg );
-
- // load the object itself
- SGPath custom_path = tile_path;
- custom_path.append( name );
-
- // setup transforms
- Point3D geod( lon * SGD_DEGREES_TO_RADIANS,
- lat * SGD_DEGREES_TO_RADIANS,
- elev );
- Point3D world_pos = sgGeodToCart( geod );
- Point3D offset = world_pos - center;
- sgMat4 POS;
- sgMakeTransMat4( POS, offset.x(), offset.y(), offset.z() );
-
- sgVec3 obj_rt, obj_up;
- sgSetVec3( obj_rt, 0.0, 1.0, 0.0); // Y axis
- sgSetVec3( obj_up, 0.0, 0.0, 1.0); // Z axis
-
- sgMat4 ROT_lon, ROT_lat, ROT_hdg;
- sgMakeRotMat4( ROT_lon, lon, obj_up );
- sgMakeRotMat4( ROT_lat, 90 - lat, obj_rt );
- sgMakeRotMat4( ROT_hdg, hdg, obj_up );
-
- sgMat4 TUX;
- sgCopyMat4( TUX, ROT_hdg );
- sgPostMultMat4( TUX, ROT_lat );
- sgPostMultMat4( TUX, ROT_lon );
- sgPostMultMat4( TUX, POS );
-
- sgCoord obj_pos;
- sgSetCoord( &obj_pos, TUX );
- ssgTransform *obj_trans = new ssgTransform;
- obj_trans->setTransform( &obj_pos );
-
- ssgBranch *custom_obj
- = gen_taxi_sign( custom_path.str(), name );
-
- // wire the pieces together
- if ( (new_tile != NULL) && (custom_obj != NULL) ) {
- obj_trans -> addKid( custom_obj );
- }
- new_tile->addKid( obj_trans );
- } else if ( token == "OBJECT_RUNWAY_SIGN" ) {
- // load object info
- double lon, lat, elev, hdg;
- in >> name >> lon >> lat >> elev >> hdg >> ::skipws;
- SG_LOG( SG_TERRAIN, SG_INFO, "token = " << token
- << " name = " << name
- << " pos = " << lon << ", " << lat
- << " elevation = " << elev
- << " heading = " << hdg );
-
- // load the object itself
- SGPath custom_path = tile_path;
- custom_path.append( name );
-
- // setup transforms
- Point3D geod( lon * SGD_DEGREES_TO_RADIANS,
- lat * SGD_DEGREES_TO_RADIANS,
- elev );
- Point3D world_pos = sgGeodToCart( geod );
- Point3D offset = world_pos - center;
- sgMat4 POS;
- sgMakeTransMat4( POS, offset.x(), offset.y(), offset.z() );
-
- sgVec3 obj_rt, obj_up;
- sgSetVec3( obj_rt, 0.0, 1.0, 0.0); // Y axis
- sgSetVec3( obj_up, 0.0, 0.0, 1.0); // Z axis
-
- sgMat4 ROT_lon, ROT_lat, ROT_hdg;
- sgMakeRotMat4( ROT_lon, lon, obj_up );
- sgMakeRotMat4( ROT_lat, 90 - lat, obj_rt );
- sgMakeRotMat4( ROT_hdg, hdg, obj_up );
-
- sgMat4 TUX;
- sgCopyMat4( TUX, ROT_hdg );
- sgPostMultMat4( TUX, ROT_lat );
- sgPostMultMat4( TUX, ROT_lon );
- sgPostMultMat4( TUX, POS );
-
- sgCoord obj_pos;
- sgSetCoord( &obj_pos, TUX );
- ssgTransform *obj_trans = new ssgTransform;
- obj_trans->setTransform( &obj_pos );
-
- ssgBranch *custom_obj
- = gen_runway_sign( custom_path.str(), name );
-
- // wire the pieces together
- if ( (new_tile != NULL) && (custom_obj != NULL) ) {
- obj_trans -> addKid( custom_obj );
- }
- new_tile->addKid( obj_trans );
- } else {
- SG_LOG( SG_TERRAIN, SG_ALERT,
- "Unknown token " << token << " in "
- << index_path.str() );
- in >> ::skipws;
- }
- }
+ terra_range->addKid( new_tile );
}
terra_transform->addKid( terra_range );
// calculate initial tile offset
- SetOffset( scenery.center );
- sgCoord sgcoord;
- sgSetCoord( &sgcoord,
- offset.x(), offset.y(), offset.z(),
- 0.0, 0.0, 0.0 );
- terra_transform->setTransform( &sgcoord );
- // terrain->addKid( terra_transform );
-
- lights_transform = NULL;
- lights_range = NULL;
- /* uncomment this section for testing ground lights */
+ sgdVec3 sgdTrans;
+ sgdSetVec3( sgdTrans, center.x(), center.y(), center.z() );
+ terra_transform->setTransform( sgdTrans );
+
+ // Add ground lights to scene graph if any exist
+ gnd_lights_transform = NULL;
+ gnd_lights_range = NULL;
if ( light_pts->getNum() ) {
- SG_LOG( SG_TERRAIN, SG_DEBUG, "generating lights" );
- lights_transform = new ssgTransform;
- lights_range = new ssgRangeSelector;
- lights_brightness = new ssgSelector;
- ssgLeaf *lights;
+ SG_LOG( SG_TERRAIN, SG_DEBUG, "generating lights" );
+ gnd_lights_transform = new ssgPlacementTransform;
+ gnd_lights_range = new ssgRangeSelector;
+ gnd_lights_brightness = new ssgSelector;
+ ssgLeaf *lights;
- lights = gen_lights( light_pts, 4, 0.7 );
- lights_brightness->addKid( lights );
+ lights = gen_lights( globals->get_matlib(), light_pts, 4, 0.7 );
+ gnd_lights_brightness->addKid( lights );
- lights = gen_lights( light_pts, 2, 0.85 );
- lights_brightness->addKid( lights );
+ lights = gen_lights( globals->get_matlib(), light_pts, 2, 0.85 );
+ gnd_lights_brightness->addKid( lights );
- lights = gen_lights( light_pts, 1, 1.0 );
- lights_brightness->addKid( lights );
+ lights = gen_lights( globals->get_matlib(), light_pts, 1, 1.0 );
+ gnd_lights_brightness->addKid( lights );
- lights_range->addKid( lights_brightness );
- lights_transform->addKid( lights_range );
- lights_transform->setTransform( &sgcoord );
- // ground->addKid( lights_transform );
+ gnd_lights_range->addKid( gnd_lights_brightness );
+ gnd_lights_transform->addKid( gnd_lights_range );
+ gnd_lights_transform->setTransform( sgdTrans );
}
- /* end of ground light section */
+
+ // Update vasi lights transform
+ if ( vasi_lights_transform->getNumKids() > 0 ) {
+ vasi_lights_transform->setTransform( sgdTrans );
+ }
+
+ // Update runway lights transform
+ if ( rwy_lights_transform->getNumKids() > 0 ) {
+ rwy_lights_transform->setTransform( sgdTrans );
+ }
+
+ // Update taxi lights transform
+ if ( taxi_lights_transform->getNumKids() > 0 ) {
+ taxi_lights_transform->setTransform( sgdTrans );
+ }
+
+ delete light_pts;
}
+void
+FGTileEntry::makeDList( ssgBranch *b )
+{
+ int nb = b->getNumKids();
+ for (int i = 0; i<nb; i++) {
+ ssgEntity *e = b->getKid(i);
+ if (e->isAKindOf(ssgTypeLeaf())) {
+ ((ssgLeaf*)e)->makeDList();
+ } else if (e->isAKindOf(ssgTypeBranch())) {
+ makeDList( (ssgBranch*)e );
+ }
+ }
+}
void
-FGTileEntry::add_ssg_nodes( ssgBranch* terrain, ssgBranch* ground )
+FGTileEntry::add_ssg_nodes( ssgBranch *terrain_branch,
+ ssgBranch *gnd_lights_branch,
+ ssgBranch *vasi_lights_branch,
+ ssgBranch *rwy_lights_branch,
+ ssgBranch *taxi_lights_branch )
{
// bump up the ref count so we can remove this later without
// having ssg try to free the memory.
+#if PLIB_VERSION > 183
+ if ( fgGetBool( "/sim/rendering/use-display-list", true ) ) {
+ makeDList( terra_transform );
+ }
+#endif
+
terra_transform->ref();
- terrain->addKid( terra_transform );
+ terrain_branch->addKid( terra_transform );
+ globals->get_scenery()->register_placement_transform(terra_transform);
+
+ SG_LOG( SG_TERRAIN, SG_DEBUG,
+ "connected a tile into scene graph. terra_transform = "
+ << terra_transform );
+ SG_LOG( SG_TERRAIN, SG_DEBUG, "num parents now = "
+ << terra_transform->getNumParents() );
+
+ if ( gnd_lights_transform != NULL ) {
+ // bump up the ref count so we can remove this later without
+ // having ssg try to free the memory.
+ gnd_lights_transform->ref();
+ gnd_lights_branch->addKid( gnd_lights_transform );
+ globals->get_scenery()->register_placement_transform(gnd_lights_transform);
+ }
- if ( lights_transform != 0 ) {
- // bump up the ref count so we can remove this later without
- // having ssg try to free the memory.
- lights_transform->ref();
- ground->addKid( lights_transform );
+ if ( vasi_lights_transform != NULL ) {
+ // bump up the ref count so we can remove this later without
+ // having ssg try to free the memory.
+ vasi_lights_selector->ref();
+ vasi_lights_selector->addKid( vasi_lights_transform );
+ globals->get_scenery()->register_placement_transform(vasi_lights_transform);
+ vasi_lights_branch->addKid( vasi_lights_selector );
+ }
+
+ if ( rwy_lights_transform != NULL ) {
+ // bump up the ref count so we can remove this later without
+ // having ssg try to free the memory.
+ rwy_lights_selector->ref();
+ rwy_lights_selector->addKid( rwy_lights_transform );
+ globals->get_scenery()->register_placement_transform(rwy_lights_transform);
+ rwy_lights_branch->addKid( rwy_lights_selector );
+ }
+
+ if ( taxi_lights_transform != NULL ) {
+ // bump up the ref count so we can remove this later without
+ // having ssg try to free the memory.
+ taxi_lights_selector->ref();
+ taxi_lights_selector->addKid( taxi_lights_transform );
+ globals->get_scenery()->register_placement_transform(taxi_lights_transform);
+ taxi_lights_branch->addKid( taxi_lights_selector );
}
loaded = true;
void
FGTileEntry::disconnect_ssg_nodes()
{
- cout << "disconnecting ssg nodes" << endl;
+ SG_LOG( SG_TERRAIN, SG_DEBUG, "disconnecting ssg nodes" );
+
+ if ( ! loaded ) {
+ SG_LOG( SG_TERRAIN, SG_DEBUG, "removing a not-fully loaded tile!" );
+ } else {
+ SG_LOG( SG_TERRAIN, SG_DEBUG, "removing a fully loaded tile! terra_transform = " << terra_transform );
+ }
+
+ // Unregister that one at the scenery manager
+ globals->get_scenery()->unregister_placement_transform(terra_transform);
// find the terrain branch parent
int pcount = terra_transform->getNumParents();
if ( pcount > 0 ) {
- // find the first parent (should only be one)
- ssgBranch *parent = terra_transform->getParent( 0 ) ;
- if( parent ) {
- // disconnect the tile (we previously ref()'d it so it
- // won't get freed now)
- parent->removeKid( terra_transform );
- } else {
- SG_LOG( SG_TERRAIN, SG_ALERT,
- "parent pointer is NULL! Dying" );
- exit(-1);
- }
+ // find the first parent (should only be one)
+ ssgBranch *parent = terra_transform->getParent( 0 ) ;
+ if( parent ) {
+ // disconnect the tile (we previously ref()'d it so it
+ // won't get freed now)
+ parent->removeKid( terra_transform );
+ } else {
+ SG_LOG( SG_TERRAIN, SG_ALERT,
+ "parent pointer is NULL! Dying" );
+ exit(-1);
+ }
} else {
- SG_LOG( SG_TERRAIN, SG_ALERT,
- "Parent count is zero for an ssg tile! Dying" );
- exit(-1);
- }
-
- // find the terrain lighting branch
- if ( lights_transform ) {
- pcount = lights_transform->getNumParents();
- if ( pcount > 0 ) {
- // find the first parent (should only be one)
- ssgBranch *parent = lights_transform->getParent( 0 ) ;
- if( parent ) {
- // disconnect the light branch (we previously ref()'d
- // it so it won't get freed now)
- parent->removeKid( lights_transform );
- } else {
- SG_LOG( SG_TERRAIN, SG_ALERT,
- "parent pointer is NULL! Dying" );
- exit(-1);
- }
- } else {
- SG_LOG( SG_TERRAIN, SG_ALERT,
- "Parent count is zero for an ssg light tile! Dying" );
- exit(-1);
- }
+ SG_LOG( SG_TERRAIN, SG_ALERT,
+ "Parent count is zero for an ssg tile! Dying" );
+ exit(-1);
+ }
+
+ // find the ground lighting branch
+ if ( gnd_lights_transform ) {
+ // Unregister that one at the scenery manager
+ globals->get_scenery()->unregister_placement_transform(gnd_lights_transform);
+ pcount = gnd_lights_transform->getNumParents();
+ if ( pcount > 0 ) {
+ // find the first parent (should only be one)
+ ssgBranch *parent = gnd_lights_transform->getParent( 0 ) ;
+ if( parent ) {
+ // disconnect the light branch (we previously ref()'d
+ // it so it won't get freed now)
+ parent->removeKid( gnd_lights_transform );
+ } else {
+ SG_LOG( SG_TERRAIN, SG_ALERT,
+ "parent pointer is NULL! Dying" );
+ exit(-1);
+ }
+ } else {
+ SG_LOG( SG_TERRAIN, SG_ALERT,
+ "Parent count is zero for an ssg light tile! Dying" );
+ exit(-1);
+ }
+ }
+
+ // find the vasi lighting branch
+ if ( vasi_lights_transform ) {
+ // Unregister that one at the scenery manager
+ globals->get_scenery()->unregister_placement_transform(vasi_lights_transform);
+ pcount = vasi_lights_transform->getNumParents();
+ if ( pcount > 0 ) {
+ // find the first parent (should only be one)
+ ssgBranch *parent = vasi_lights_transform->getParent( 0 ) ;
+ if( parent ) {
+ // disconnect the light branch (we previously ref()'d
+ // it so it won't get freed now)
+ parent->removeKid( vasi_lights_transform );
+ } else {
+ SG_LOG( SG_TERRAIN, SG_ALERT,
+ "parent pointer is NULL! Dying" );
+ exit(-1);
+ }
+ } else {
+ SG_LOG( SG_TERRAIN, SG_ALERT,
+ "Parent count is zero for an ssg light tile! Dying" );
+ exit(-1);
+ }
+ }
+
+ // find the runway lighting branch
+ if ( rwy_lights_transform ) {
+ // Unregister that one at the scenery manager
+ globals->get_scenery()->unregister_placement_transform(rwy_lights_transform);
+ pcount = rwy_lights_transform->getNumParents();
+ if ( pcount > 0 ) {
+ // find the first parent (should only be one)
+ ssgBranch *parent = rwy_lights_transform->getParent( 0 ) ;
+ if( parent ) {
+ // disconnect the light branch (we previously ref()'d
+ // it so it won't get freed now)
+ parent->removeKid( rwy_lights_transform );
+ } else {
+ SG_LOG( SG_TERRAIN, SG_ALERT,
+ "parent pointer is NULL! Dying" );
+ exit(-1);
+ }
+ } else {
+ SG_LOG( SG_TERRAIN, SG_ALERT,
+ "Parent count is zero for an ssg light tile! Dying" );
+ exit(-1);
+ }
+ }
+
+ // find the taxi lighting branch
+ if ( taxi_lights_transform ) {
+ // Unregister that one at the scenery manager
+ globals->get_scenery()->unregister_placement_transform(taxi_lights_transform);
+ pcount = taxi_lights_transform->getNumParents();
+ if ( pcount > 0 ) {
+ // find the first parent (should only be one)
+ ssgBranch *parent = taxi_lights_transform->getParent( 0 ) ;
+ if( parent ) {
+ // disconnect the light branch (we previously ref()'d
+ // it so it won't get freed now)
+ parent->removeKid( taxi_lights_transform );
+ } else {
+ SG_LOG( SG_TERRAIN, SG_ALERT,
+ "parent pointer is NULL! Dying" );
+ exit(-1);
+ }
+ } else {
+ SG_LOG( SG_TERRAIN, SG_ALERT,
+ "Parent count is zero for an ssg light tile! Dying" );
+ exit(-1);
+ }
}
}