]> git.mxchange.org Git - flightgear.git/blobdiff - src/Scenery/tileentry.hxx
Start of code to load, manage, and query the navaid database.
[flightgear.git] / src / Scenery / tileentry.hxx
index 719536110b167e19f8dd4334b991b9c39e5f23a2..3ccd50f819e0d9fc3cf190faa5f8271cba3609be 100644 (file)
 #endif
 
 #include <GL/glut.h>
-#include <XGL/xgl.h>
+#include <simgear/xgl/xgl.h>
 
-#include <Include/compiler.h>
+#include <simgear/compiler.h>
 
 #include <vector>
 #include STL_STRING
 
-#include <ssg.h>               // plib includes
+#include <plib/ssg.h>          // plib includes
+
+#include <simgear/bucket/newbucket.hxx>
+#include <simgear/math/point3d.hxx>
 
-#include <Bucket/newbucket.hxx>
-#include <Math/mat3.h>
-#include <Math/point3d.hxx>
 #include <Objects/fragment.hxx>
 
-#ifdef FG_HAVE_NATIVE_SGI_COMPILERS
+#if defined( sgi )
 #include <strings.h>
 #endif
 
@@ -73,8 +73,10 @@ private:
     // Tile state
     enum tile_state {
        Unused = 0,
-       Scheduled = 1,
-       Loaded = 2
+       Scheduled_for_use = 1,
+       Scheduled_for_cache = 2,
+       Loaded = 3,
+       Cached = 4
     };
 
 public:
@@ -83,6 +85,10 @@ public:
     typedef container::iterator FragmentIterator;
     typedef container::const_iterator FragmentConstIterator;
 
+    typedef vector < sgVec3 * > free_vec3_list;
+    typedef vector < sgVec2 * > free_vec2_list;
+    typedef vector < unsigned short * > free_index_list;
+
 public:
     // node list (the per fragment face lists reference this node list)
     point_list nodes;
@@ -105,12 +111,36 @@ public:
     container fragment_list;
 
     // ssg related structures
-    sgVec3 *vtlist;
-    sgVec3 *vnlist;
-    sgVec2 *tclist;
-
-    // pointer to ssg branch;
-    ssgTransform *branch_ptr;
+    // 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;
+
+    // ssg tree structure for this tile is as follows:
+    // ssgRoot(scene)
+    //     - ssgBranch(terrain)
+    //      - ssgSelector(tile)
+    //        - ssgTransform(tile)
+    //           - ssgRangeSelector(tile)
+    //              - ssgEntity(tile)
+    //                 - kid1(fan)
+    //                 - kid2(fan)
+    //                   ...
+    //                 - kidn(fan)
+
+    // selector (turn tile on/off)
+    ssgSelector *select_ptr;
+
+    // pointer to ssg transform for this tile
+    ssgTransform *transform_ptr;
+
+    // pointer to ssg range selector for this tile
+    ssgRangeSelector *range_ptr;
 
 public:
 
@@ -136,13 +166,14 @@ public:
     }
 
     // Step through the fragment list, deleting the display list, then
-    // the fragment, until the list is empty.
-    void release_fragments();
+    // the fragment, until the list is empty.  Also delete the arrays
+    // used by ssg as well as the whole ssg branch
+    void free_tile();
 
     // Calculate this tile's offset
-    void SetOffset( const Point3D& off)
+    void SetOffset( const Point3D& p)
     {
-       offset = center - off;
+       offset = center - p;
     }
 
     // Return this tile's offset
@@ -174,11 +205,25 @@ public:
     }
 
     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() { state = Scheduled; }
+    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; }
+
+
+    // 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();
 };