//
// Written by Curtis Olson, started May 1998.
//
-// Copyright (C) 1998, 1999 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
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
-// Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
+// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
//
// $Id$
#define _TILEENTRY_HXX
-#ifndef __cplusplus
+#ifndef __cplusplus
# error This library requires C++
-#endif
+#endif
#ifdef HAVE_CONFIG_H
# 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 STL_STRING
-#include <plib/ssg.h> // plib includes
-
#include <simgear/bucket/newbucket.hxx>
#include <simgear/math/point3d.hxx>
+#include <simgear/misc/sg_path.hxx>
+#include <simgear/scene/model/placementtrans.hxx>
+
+#include <osg/ref_ptr>
+#include <osg/Array>
+#include <osg/Group>
+#include <osg/LOD>
+#include <osg/MatrixTransform>
+#include <osg/Switch>
#if defined( sgi )
#include <strings.h>
typedef point_list::const_iterator const_point_list_iterator;
+class FGTileEntry;
+
+
/**
- * A class to encapsulate everything we need to know about a scenery tile.
+ * A class to hold deferred model loading info
*/
-class FGTileEntry {
+class FGDeferredModel {
+
+private:
+
+ string model_path;
+ string texture_path;
+ FGTileEntry *tile;
+ osg::ref_ptr<osg::MatrixTransform> obj_trans;
+ SGBucket bucket;
+ bool cache_obj;
+
public:
- typedef vector < sgVec3 * > free_vec3_list;
- typedef vector < sgVec2 * > free_vec2_list;
- typedef vector < unsigned short * > free_index_list;
+ inline FGDeferredModel() { }
+ inline FGDeferredModel( const string& mp, const string& tp, SGBucket b,
+ FGTileEntry *t, osg::MatrixTransform *ot, bool co )
+ {
+ model_path = mp;
+ texture_path = tp;
+ bucket = b;
+ tile = t;
+ obj_trans = ot;
+ cache_obj = co;
+ }
+ inline ~FGDeferredModel() { }
+ inline const string& get_model_path() const { return model_path; }
+ inline const string& get_texture_path() const { return texture_path; }
+ inline const SGBucket& get_bucket() const { return bucket; }
+ inline const bool get_cache_state() const { return cache_obj; }
+ inline FGTileEntry *get_tile() const { return tile; }
+ inline osg::MatrixTransform *get_obj_trans() const { return obj_trans.get(); }
+};
- // node list
- point_list nodes;
- int ncount;
- // global tile culling data
- Point3D center;
- double bounding_radius;
- Point3D offset;
+/**
+ * A class to encapsulate everything we need to know about a scenery tile.
+ */
+class FGTileEntry {
+public:
// this tile's official location in the world
SGBucket tile_bucket;
- // 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)
- // - ssgTransform(tile)
- // - ssgRangeSelector(tile)
- // - ssgEntity(tile)
- // - kid1(fan)
- // - kid2(fan)
- // ...
- // - kidn(fan)
-
// pointer to ssg transform for this tile
- ssgTransform *terra_transform;
- ssgTransform *lights_transform;
+ osg::ref_ptr<osg::Group> terra_transform;
// pointer to ssg range selector for this tile
- ssgRangeSelector *terra_range;
- ssgRangeSelector *lights_range;
+ osg::ref_ptr<osg::LOD> terra_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;
- ssgBranch* obj_load( const std::string& path,
- ssgVertexArray* lights, bool is_base );
+ /**
+ * 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;
- ssgLeaf* gen_lights( ssgVertexArray *lights, int inc, float bright );
+ bool obj_load( const string& path,
+ osg::Group* geometry,
+ bool is_base );
+
+ 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:
~FGTileEntry();
// 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();
-
- // Calculate this tile's offset
- void SetOffset( const Point3D& p)
- {
- offset = center - p;
- }
-
- // Return this tile's offset
- inline Point3D get_offset() const { return offset; }
+ // 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();
// 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, float vis);
+ void prep_ssg_node(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
+ * random ground light points */
+ void load( const string_list &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
*/
- void load( SGPath& base, bool is_base );
+ inline const SGBucket& get_tile_bucket() const { return tile_bucket; }
+
+ /**
+ * Add terrain mesh and ground lighting to scene graph.
+ */
+ void add_ssg_nodes( osg::Group *terrain_branch);
+
+ /**
+ * disconnect terrain mesh and ground lighting nodes from scene
+ * graph for this tile.
+ */
+ void disconnect_ssg_nodes();
+
+
+ /**
+ * return the SSG Transform node for the terrain
+ */
+ osg::Group *get_terra_transform() const { return terra_transform.get(); }
+
+ inline double get_timestamp() const { return timestamp; }
+ inline void set_timestamp( double time_ms ) { timestamp = time_ms; }
+
+ inline bool get_inner_ring() const { return is_inner_ring; }
+ inline void set_inner_ring( bool val ) { is_inner_ring = val; }
};