# include <config.h>
#endif
-#ifdef HAVE_WINDOWS_H
-# include <windows.h>
-#endif
-
-#include <GL/glut.h>
-#include <GL/gl.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>
typedef point_list::iterator point_list_iterator;
typedef point_list::const_iterator const_point_list_iterator;
+
+class ssgLeaf;
+class ssgBranch;
+class ssgTransform;
+class ssgSelector;
+class ssgRangeSelector;
+class ssgVertexArray;
class FGTileEntry;
string texture_path;
FGTileEntry *tile;
ssgTransform *obj_trans;
+ SGBucket bucket;
+
public:
inline FGDeferredModel() { }
- inline FGDeferredModel( const string mp, const string tp,
+ inline FGDeferredModel( const string mp, const string tp, SGBucket b,
FGTileEntry *t, ssgTransform *ot )
{
model_path = mp;
texture_path = tp;
+ bucket = b;
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 SGBucket get_bucket() const { return bucket; }
inline FGTileEntry *get_tile() const { return tile; }
inline ssgTransform *get_obj_trans() const { return obj_trans; }
};
public:
- typedef vector < sgVec3 * > free_vec3_list;
- typedef vector < sgVec2 * > free_vec2_list;
- typedef vector < unsigned short * > free_index_list;
-
- // node list
- point_list nodes;
- int ncount;
-
// global tile culling data
Point3D center;
double bounding_radius;
// 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:
// pointer to ssg transform for this tile
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 *terra_range;
- ssgRangeSelector *rwy_lights_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;
- // ADA --->
- // Runway centre coords.
- Point3D rway_center; // Reqd. for switching as function of distance from runway center
- //pointers for Runway lights
- ssgTransform *lightmaps_transform; // branch for runway lights
- ssgRangeSelector *lightmaps_range; // tried to maintain same structure as Curt's ground
- ssgSelector *lightmaps_brightness; // selector node for points/ lightmaps
-
- ssgSimpleState *lightmap_state; // OpenGL state of the polygons that make up runway lights
- ssgVertexArray *light_points; // array of runway light coords.
- // <--- ADA
+ // 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
*/
volatile int pending_models;
- ssgBranch* obj_load( const std::string& path,
- ssgVertexArray* lights, bool is_base );
+ 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( ssgVertexArray *lights, int inc, float bright );
+ ssgLeaf* gen_lights( SGMaterialLib *matlib, ssgVertexArray *lights,
+ int inc, float bright );
-public:
+ 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;
- // ADA --->
- ssgTransform *ols_transform; // transform node for flols simulation
- ssgSelector *lightmaps_sequence; // selector node for points/ lightmaps
- ssgBranch* gen_runway_lights(ssgVertexArray *points,ssgVertexArray *normal, ssgVertexArray *dir, int *type);
- // <--- ADA
+ /**
+ * 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( 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();
+ // 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)
// 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( 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 SGPath& base, bool is_base );
+ void load( const string_list &base_path, bool is_base );
/**
* Return true if the tile entry is loaded, otherwise return false
*/
inline SGBucket get_tile_bucket() const { return tile_bucket; }
+ /**
+ * Apply ssgLeaf::makeDList to all leaf of a branch
+ */
+ void makeDList( ssgBranch *b );
+
/**
* Add terrain mesh and ground lighting to scene graph.
*/
- void add_ssg_nodes( ssgBranch* terrain, ssgBranch* ground );
+ 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();
+
+
+ /**
+ * 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; }
+
+ inline bool get_inner_ring() const { return is_inner_ring; }
+ inline void set_inner_ring( bool val ) { is_inner_ring = val; }
};