//
// Written by Curtis Olson, started May 1998.
//
-// Copyright (C) 1998, 1999 Curtis L. Olson - curt@flightgear.org
+// Copyright (C) 1998 - 2001 Curtis L. Olson - curt@flightgear.org
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License as
# include <config.h>
#endif
-#ifdef HAVE_WINDOWS_H
-# include <windows.h>
-#endif
-
-#include <GL/glut.h>
-#include <simgear/xgl/xgl.h>
-
#include <simgear/compiler.h>
#include <vector>
#include <simgear/bucket/newbucket.hxx>
#include <simgear/math/point3d.hxx>
-
-#include <Objects/fragment.hxx>
+#include <simgear/misc/sg_path.hxx>
#if defined( sgi )
#include <strings.h>
#endif
-FG_USING_STD(string);
-FG_USING_STD(vector);
+SG_USING_STD(string);
+SG_USING_STD(vector);
typedef vector < Point3D > point_list;
typedef point_list::iterator point_list_iterator;
typedef point_list::const_iterator const_point_list_iterator;
+class FGTileEntry;
-// Scenery tile class
-class FGTileEntry {
+
+/**
+ * A class to hold deferred model loading info
+ */
+class FGDeferredModel {
private:
- // Tile state
- enum tile_state {
- Unused = 0,
- Scheduled_for_use = 1,
- Scheduled_for_cache = 2,
- Loaded = 3,
- Cached = 4
- };
+ string model_path;
+ string texture_path;
+ FGTileEntry *tile;
+ ssgTransform *obj_trans;
public:
- typedef vector < fgFRAGMENT > container;
- typedef container::iterator FragmentIterator;
- typedef container::const_iterator FragmentConstIterator;
+ inline FGDeferredModel() { }
+ inline FGDeferredModel( const string mp, const string tp,
+ FGTileEntry *t, ssgTransform *ot )
+ {
+ model_path = mp;
+ texture_path = tp;
+ tile = t;
+ obj_trans = ot;
+ }
+ inline ~FGDeferredModel() { }
+ inline string get_model_path() const { return model_path; }
+ inline string get_texture_path() const { return texture_path; }
+ inline FGTileEntry *get_tile() const { return tile; }
+ inline ssgTransform *get_obj_trans() const { return obj_trans; }
+};
+
- typedef vector < sgVec3 * > free_vec3_list;
- typedef vector < sgVec2 * > free_vec2_list;
- typedef vector < unsigned short * > free_index_list;
+/**
+ * A class to encapsulate everything we need to know about a scenery tile.
+ */
+class FGTileEntry {
public:
- // node list (the per fragment face lists reference this node list)
- point_list nodes;
- int ncount;
// global tile culling data
Point3D center;
double bounding_radius;
Point3D offset;
- // model view matrix for this tile
- GLfloat model_view[16];
-
// this tile's official location in the world
- FGBucket tile_bucket;
-
- // the tile cache will keep track here if the tile is being used
- tile_state state;
+ SGBucket tile_bucket;
- container fragment_list;
-
- // ssg related structures
- // sgVec3 *vtlist;
- // sgVec3 *vnlist;
- // sgVec2 *tclist;
-
- // list of pointers to memory chunks that need to be freed when
- // tile entry goes away
- free_vec3_list vec3_ptrs;
- free_vec2_list vec2_ptrs;
- free_index_list index_ptrs;
+private:
// ssg tree structure for this tile is as follows:
// ssgRoot(scene)
// - ssgBranch(terrain)
- // - ssgSelector(tile)
// - ssgTransform(tile)
// - ssgRangeSelector(tile)
// - ssgEntity(tile)
// ...
// - kidn(fan)
- // selector (turn tile on/off)
- ssgSelector *select_ptr;
-
// pointer to ssg transform for this tile
- ssgTransform *transform_ptr;
+ ssgTransform *terra_transform;
+ ssgTransform *vasi_lights_transform;
+ ssgTransform *rwy_lights_transform;
+ ssgTransform *taxi_lights_transform;
+ ssgTransform *gnd_lights_transform;
// pointer to ssg range selector for this tile
- ssgRangeSelector *range_ptr;
+ ssgRangeSelector *terra_range;
+ ssgRangeSelector *gnd_lights_range;
+
+ // we create several preset brightness and can choose which one we
+ // want based on lighting conditions.
+ ssgSelector *gnd_lights_brightness;
+
+ // we need to be able to turn runway lights on or off (doing this
+ // via a call back would be nifty, but then the call back needs to
+ // know about the higher level application's global state which is
+ // a problem if we move the code into simgear.)
+ ssgSelector *vasi_lights_selector;
+ ssgSelector *rwy_lights_selector;
+ ssgSelector *taxi_lights_selector;
+
+ /**
+ * Indicates this tile has been loaded from a file and connected
+ * into the scene graph. Note that this may be set asynchronously
+ * by another thread.
+ */
+ volatile bool loaded;
+
+ /**
+ * Count of pending models to load for this tile. This tile
+ * cannot be removed until this number reaches zero (i.e. no
+ * pending models to load for this tile.)
+ */
+ volatile int pending_models;
+
+ bool obj_load( const string& path,
+ ssgBranch* geometry,
+ ssgBranch* vasi_lights,
+ ssgBranch* rwy_lights,
+ ssgBranch* taxi_lights,
+ ssgVertexArray* gound_lights,
+ bool is_base );
+
+ ssgLeaf* gen_lights( SGMaterialLib *matlib, ssgVertexArray *lights,
+ int inc, float bright );
+
+ double timestamp;
+
+ /**
+ * this value is used by the tile scheduler/loader to mark which
+ * tiles are in the primary ring (i.e. the current tile or the
+ * surrounding eight.) Other routines then can use this as an
+ * optimization and not do some operation to tiles outside of this
+ * inner ring. (For instance vasi color updating)
+ */
+ bool is_inner_ring;
+
+ /**
+ * this variable tracks the status of the incremental memory
+ * freeing.
+ */
+ enum {
+ NODES = 0x01,
+ VEC_PTRS = 0x02,
+ TERRA_NODE = 0x04,
+ GROUND_LIGHTS = 0x08,
+ VASI_LIGHTS = 0x10,
+ RWY_LIGHTS = 0x20,
+ TAXI_LIGHTS = 0x40,
+ LIGHTMAPS = 0x80
+ };
+ int free_tracker;
public:
// Constructor
- FGTileEntry ( void );
+ FGTileEntry( const SGBucket& b );
// Destructor
- ~FGTileEntry ( void );
-
- FragmentIterator begin() { return fragment_list.begin(); }
- FragmentConstIterator begin() const { return fragment_list.begin(); }
+ ~FGTileEntry();
- FragmentIterator end() { return fragment_list.end(); }
- FragmentConstIterator end() const { return fragment_list.end(); }
-
- void add_fragment( fgFRAGMENT& frag ) {
- frag.tile_ptr = this;
- fragment_list.push_back( frag );
- }
-
- size_t num_fragments() const {
- return fragment_list.size();
- }
-
- // Step through the fragment list, deleting the display list, then
- // the fragment, until the list is empty. Also delete the arrays
- // used by ssg as well as the whole ssg branch
- void free_tile();
+ // Clean up the memory used by this tile and delete the arrays
+ // used by ssg as well as the whole ssg branch. This does a
+ // partial clean up and exits so we can spread the load across
+ // multiple frames. Returns false if work remaining to be done,
+ // true if dynamically allocated memory used by this tile is
+ // completely freed.
+ bool free_tile();
// Calculate this tile's offset
void SetOffset( const Point3D& p)
}
// Return this tile's offset
- inline Point3D get_offset( void ) const { return offset; }
-
- // Calculate the model_view transformation matrix for this tile
- inline void update_view_matrix(GLfloat *MODEL_VIEW)
- {
+ inline Point3D get_offset() const { return offset; }
+
+ // Update the ssg transform node for this tile so it can be
+ // properly drawn relative to our (0,0,0) point
+ void prep_ssg_node( const Point3D& p, sgVec3 up, float vis);
+
+ /**
+ * Load tile data from a file.
+ * @param base name of directory containing tile data file.
+ * @param is_base is this a base terrain object for which we should generate
+ * random ground light points */
+ void load( const string &base_path, bool is_base );
+
+ /**
+ * Return true if the tile entry is loaded, otherwise return false
+ * indicating that the loading thread is still working on this.
+ */
+ inline bool is_loaded() const { return loaded; }
+
+ /**
+ * decrement the pending models count
+ */
+ inline void dec_pending_models() { pending_models--; }
+
+ /**
+ * return the number of remaining pending models for this tile
+ */
+ inline int get_pending_models() const { return pending_models; }
+
+ /**
+ * Return the "bucket" for this tile
+ */
+ inline SGBucket get_tile_bucket() const { return tile_bucket; }
+
+ /**
+ * Add terrain mesh and ground lighting to scene graph.
+ */
+ void add_ssg_nodes( ssgBranch *terrain_branch,
+ ssgBranch *gnd_lights_branch,
+ ssgBranch *vasi_lights_branch,
+ ssgBranch *rwy_lights_branch,
+ ssgBranch *taxi_lights_branch );
+
+ /**
+ * disconnect terrain mesh and ground lighting nodes from scene
+ * graph for this tile.
+ */
+ void disconnect_ssg_nodes();
-#if defined( USE_MEM ) || defined( WIN32 )
- memcpy( model_view, MODEL_VIEW, 16*sizeof(GLfloat) );
-#else
- bcopy( MODEL_VIEW, model_view, 16*sizeof(GLfloat) );
-#endif
- // This is equivalent to doing a glTranslatef(x, y, z);
- model_view[12] += (model_view[0]*offset.x() +
- model_view[4]*offset.y() +
- model_view[8]*offset.z());
- model_view[13] += (model_view[1]*offset.x() +
- model_view[5]*offset.y() +
- model_view[9]*offset.z());
- model_view[14] += (model_view[2]*offset.x() +
- model_view[6]*offset.y() +
- model_view[10]*offset.z() );
- // m[15] += (m[3]*x + m[7]*y + m[11]*z);
- // m[3] m7[] m[11] are 0.0 see LookAt() in views.cxx
- // so m[15] is unchanged
- }
-
- inline bool is_unused() const { return state == Unused; }
- inline bool is_scheduled_for_use() const {
- return state == Scheduled_for_use;
- }
- inline bool is_scheduled_for_cache() const {
- return state == Scheduled_for_cache;
- }
- inline bool is_loaded() const { return state == Loaded; }
- inline bool is_cached() const { return state == Cached; }
-
- inline void mark_unused() { state = Unused; }
- inline void mark_scheduled_for_use() { state = Scheduled_for_use; }
- inline void mark_scheduled_for_cache() { state = Scheduled_for_use; }
- inline void mark_loaded() { state = Loaded; }
+ /**
+ * return the SSG Transform node for the terrain
+ */
+ inline ssgTransform *get_terra_transform() { return terra_transform; }
+ inline double get_timestamp() const { return timestamp; }
+ inline void set_timestamp( double time_ms ) { timestamp = time_ms; }
- // when a tile is still in the cache, but not in the immediate
- // draw l ist, it can still remain in the scene graph, but we use
- // a range selector to disable it from ever being drawn.
- void ssg_disable();
+ inline bool get_inner_ring() const { return is_inner_ring; }
+ inline void set_inner_ring( bool val ) { is_inner_ring = val; }
};
-typedef vector < FGTileEntry > tile_list;
-typedef tile_list::iterator tile_list_iterator;
-typedef tile_list::const_iterator const_tile_list_iterator;
-
-
#endif // _TILEENTRY_HXX