//
// 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
#endif
#include <GL/glut.h>
-#include <simgear/xgl/xgl.h>
+#include <GL/gl.h>
#include <simgear/compiler.h>
#include <simgear/bucket/newbucket.hxx>
#include <simgear/math/point3d.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
+
+/**
+ * A class to hold deferred model loading info
+ */
+class FGDeferredModel {
+
+private:
+
+ string model_path;
+ string texture_path;
+ FGTileEntry *tile;
+ ssgTransform *obj_trans;
+
+public:
+
+ 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; }
+};
+
+
+/**
+ * A class to encapsulate everything we need to know about a scenery tile.
+ */
class FGTileEntry {
public:
Point3D offset;
// this tile's official location in the world
- FGBucket tile_bucket;
+ SGBucket tile_bucket;
// list of pointers to memory chunks that need to be freed when
// tile entry goes away
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 *lights_transform;
// pointer to ssg range selector for this tile
- ssgRangeSelector *range_ptr;
+ ssgRangeSelector *terra_range;
+ ssgRangeSelector *lights_range;
+
+ // we create several preset brightness and can choose which one we
+ // want based on lighting conditions.
+ ssgSelector *lights_brightness;
+
+ /**
+ * 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;
+
+ ssgBranch* obj_load( const std::string& path,
+ ssgVertexArray* lights, bool is_base );
+
+ ssgLeaf* gen_lights( ssgVertexArray *lights, int inc, float bright );
public:
// Constructor
- FGTileEntry();
+ FGTileEntry( const SGBucket& b );
// Destructor
~FGTileEntry();
+#ifdef WISH_PLIB_WAS_THREADED // but it isn't
+ // Schedule tile to be freed/removed
+ void sched_removal();
+#endif
+
// Clean up the memory used by this tile and delete the arrays
// used by ssg as well as the whole ssg branch
void free_tile();
// Update the ssg transform node for this tile so it can be
// properly drawn relative to our (0,0,0) point
- inline void prep_ssg_node( const Point3D& p, float vis) {
- SetOffset( p );
-
-// #define USE_UP_AND_COMING_PLIB_FEATURE
-#ifdef USE_UP_AND_COMING_PLIB_FEATURE
- range_ptr->setRange( 0, SG_ZERO );
- range_ptr->setRange( 1, vis + bounding_radius );
-#else
- float ranges[2];
- ranges[0] = SG_ZERO;
- ranges[1] = vis + bounding_radius;
- range_ptr->setRanges( ranges, 2 );
-#endif
- sgVec3 sgTrans;
- sgSetVec3( sgTrans, offset.x(), offset.y(), offset.z() );
- transform_ptr->setTransform( sgTrans );
- }
-
- // 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();
+ void prep_ssg_node( const Point3D& p, 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 SGPath& base, 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, ssgBranch* ground );
+
+ /**
+ * disconnect terrain mesh and ground lighting nodes from scene
+ * graph for this tile.
+ */
+ void disconnect_ssg_nodes();
};