//
// 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>
typedef point_list::iterator point_list_iterator;
typedef point_list::const_iterator const_point_list_iterator;
+class FGTileEntry;
+
+
+/**
+ * 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.
public:
+ /* CLO123 FROM HERE TO THE CORRESPONDING MARKER ARE THINGS THAT
+ CAN BE DELETED AFTER WE DROP THE ASCII SCENERY FORMAT */
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;
+ /* CLO123 MARKER */
// global tile culling data
Point3D center;
// pointer to ssg transform for this tile
ssgTransform *terra_transform;
- ssgTransform *lights_transform;
+ ssgTransform *rwy_lights_transform;
+ ssgTransform *gnd_lights_transform;
// pointer to ssg range selector for this tile
ssgRangeSelector *terra_range;
- ssgRangeSelector *lights_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 *lights_brightness;
+ 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
/**
- * Indicates this tile has been loaded from a file.
- * Note that this may be set asynchronously by another thread.
+ * 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;
+
+ bool obj_load( const std::string& path,
+ ssgBranch* geometry,
+ ssgBranch* rwy_lights,
+ ssgVertexArray* gound_lights,
+ bool is_base );
ssgLeaf* gen_lights( ssgVertexArray *lights, int inc, float bright );
+ double timestamp;
+
public:
+ // 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
+
// 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();
// 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
- */
+ * 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_branch,
+ ssgBranch* gnd_lights_branch,
+ ssgBranch* rwy_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; }
+
+ void set_timestamp(double time_ms) { timestamp = time_ms; }
+
+ inline double get_timestamp() const { return timestamp; }
+
};