#endif
#include <GL/glut.h>
-#include <XGL/xgl.h>
+#include <simgear/xgl/xgl.h>
-#include <Aircraft/aircraft.hxx>
+#include <simgear/constants.h>
+#include <simgear/debug/logstream.hxx>
+#include <simgear/math/fg_geodesy.hxx>
+#include <simgear/math/mat3.h>
+#include <simgear/math/point3d.hxx>
+#include <simgear/math/polar3d.hxx>
+#include <simgear/math/vector.hxx>
-#include <Debug/logstream.hxx>
-// #include <Bucket/bucketutils.hxx>
-#include <Include/fg_constants.h>
+#include <Aircraft/aircraft.hxx>
#include <Main/options.hxx>
#include <Main/views.hxx>
-#include <Math/fg_geodesy.hxx>
-#include <Math/mat3.h>
-#include <Math/point3d.hxx>
-#include <Math/polar3d.hxx>
-#include <Math/vector.hxx>
#include <Objects/materialmgr.hxx>
#include <Objects/obj.hxx>
-#include <Weather/weather.hxx>
+
+#ifndef FG_OLD_WEATHER
+# include <WeatherCM/FGLocalWeatherDatabase.h>
+#else
+# include <Weather/weather.hxx>
+#endif
#include "scenery.hxx"
#include "tilecache.hxx"
#endif
+extern ssgRoot *scene;
+
+
// the tile manager
FGTileMgr global_tile_mgr;
material_mgr.load_lib();
}
+ global_tile_cache.init();
+
state = Inited;
return 1;
// schedule a tile for loading
-void FGTileMgr::sched_tile( const FGBucket& b, int *index ) {
+static void disable_tile( int cache_index ) {
// see if tile already exists in the cache
- *index = global_tile_cache.exists( b );
- if ( *index < 0 ) {
- // find the next availabel cache entry and mark it as scheduled
- *index = global_tile_cache.next_avail();
- FGTileEntry *t = global_tile_cache.get_tile( *index );
- t->mark_scheduled();
+ // cout << "DISABLING CACHE ENTRY = " << cache_index << endl;
+ FGTileEntry *t = global_tile_cache.get_tile( cache_index );
+ t->ssg_disable();
+}
+
+
+// schedule a tile for loading
+int FGTileMgr::sched_tile( const FGBucket& b ) {
+ // see if tile already exists in the cache
+ int cache_index = global_tile_cache.exists( b );
+
+ if ( cache_index >= 0 ) {
+ // tile exists in cache, reenable it.
+ // cout << "REENABLING DISABLED TILE" << endl;
+ FGTileEntry *t = global_tile_cache.get_tile( cache_index );
+ t->select_ptr->select( 1 );
+ t->mark_loaded();
+ } else {
+ // find the next available cache entry and mark it as
+ // scheduled
+ cache_index = global_tile_cache.next_avail();
+ FGTileEntry *t = global_tile_cache.get_tile( cache_index );
+ t->mark_scheduled_for_use();
// register a load request
FGLoadRec request;
request.b = b;
- request.index = *index;
+ request.cache_index = cache_index;
load_queue.push_back( request );
}
+
+ return cache_index;
}
}
+inline int fg_sign( const double x ) {
+ return x < 0 ? -1 : 1;
+}
+
+inline double fg_min( const double a, const double b ) {
+ return b < a ? b : a;
+}
+
+inline double fg_max( const double a, const double b ) {
+ return a < b ? b : a;
+}
+
+// return the minimum of the three values
+inline double fg_min3( const double a, const double b, const double c ) {
+ return a > b ? fg_min(b, c) : fg_min(a, c);
+}
+
+// return the maximum of the three values
+inline double fg_max3 (const double a, const double b, const double c ) {
+ return a < b ? fg_max(b, c) : fg_max(a, c);
+}
+
+// check for an instersection with the individual triangles of a leaf
+static bool my_ssg_instersect_leaf( string s, ssgLeaf *leaf, sgdMat4 m,
+ const sgdVec3 p, const sgdVec3 dir,
+ sgdVec3 result )
+{
+ sgdVec3 v1, v2, n;
+ sgdVec3 p1, p2, p3;
+ double x, y, z; // temporary holding spot for result
+ double a, b, c, d;
+ double x0, y0, z0, x1, y1, z1, a1, b1, c1;
+ double t1, t2, t3;
+ double xmin, xmax, ymin, ymax, zmin, zmax;
+ double dx, dy, dz, min_dim, x2, y2, x3, y3, rx, ry;
+ sgdVec3 tmp;
+ float *ftmp;
+ int side1, side2;
+ short i1, i2, i3;
+
+ // cout << s << "Intersecting" << endl;
+
+ // traverse the triangle list for this leaf
+ for ( int i = 0; i < leaf->getNumTriangles(); ++i ) {
+ // cout << s << "testing triangle = " << i << endl;
+
+ leaf->getTriangle( i, &i1, &i2, &i3 );
+
+ // get triangle vertex coordinates
+
+ ftmp = leaf->getVertex( i1 );
+ sgdSetVec3( tmp, ftmp );
+ // cout << s << "orig point 1 = " << tmp[0] << " " << tmp[1]
+ // << " " << tmp[2] << endl;
+ sgdXformPnt3( p1, tmp, m ) ;
+
+ ftmp = leaf->getVertex( i2 );
+ sgdSetVec3( tmp, ftmp );
+ // cout << s << "orig point 2 = " << tmp[0] << " " << tmp[1]
+ // << " " << tmp[2] << endl;
+ sgdXformPnt3( p2, tmp, m ) ;
+
+ ftmp = leaf->getVertex( i3 );
+ sgdSetVec3( tmp, ftmp );
+ // cout << s << "orig point 3 = " << tmp[0] << " " << tmp[1]
+ // << " " << tmp[2] << endl;
+ sgdXformPnt3( p3, tmp, m ) ;
+
+ // cout << s << "point 1 = " << p1[0] << " " << p1[1] << " " << p1[2]
+ // << endl;
+ // cout << s << "point 2 = " << p2[0] << " " << p2[1] << " " << p2[2]
+ // << endl;
+ // cout << s << "point 3 = " << p3[0] << " " << p3[1] << " " << p3[2]
+ // << endl;
+
+ // calculate two edge vectors, and the face normal
+ sgdSubVec3(v1, p2, p1);
+ sgdSubVec3(v2, p3, p1);
+ sgdVectorProductVec3(n, v1, v2);
+
+ // calculate the plane coefficients for the plane defined by
+ // this face. If n is the normal vector, n = (a, b, c) and p1
+ // is a point on the plane, p1 = (x0, y0, z0), then the
+ // equation of the line is a(x-x0) + b(y-y0) + c(z-z0) = 0
+ a = n[0];
+ b = n[1];
+ c = n[2];
+ d = a * p1[0] + b * p1[1] + c * p1[2];
+ // printf("a, b, c, d = %.2f %.2f %.2f %.2f\n", a, b, c, d);
+
+ // printf("p1(d) = %.2f\n", a * p1[0] + b * p1[1] + c * p1[2]);
+ // printf("p2(d) = %.2f\n", a * p2[0] + b * p2[1] + c * p2[2]);
+ // printf("p3(d) = %.2f\n", a * p3[0] + b * p3[1] + c * p3[2]);
+
+ // calculate the line coefficients for the specified line
+ x0 = p[0]; x1 = p[0] + dir[0];
+ y0 = p[1]; y1 = p[1] + dir[1];
+ z0 = p[2]; z1 = p[2] + dir[2];
+
+ if ( fabs(x1 - x0) > FG_EPSILON ) {
+ a1 = 1.0 / (x1 - x0);
+ } else {
+ // we got a big divide by zero problem here
+ a1 = 0.0;
+ }
+ b1 = y1 - y0;
+ c1 = z1 - z0;
+
+ // intersect the specified line with this plane
+ t1 = b * b1 * a1;
+ t2 = c * c1 * a1;
+
+ // printf("a = %.2f t1 = %.2f t2 = %.2f\n", a, t1, t2);
+
+ if ( fabs(a + t1 + t2) > FG_EPSILON ) {
+ x = (t1*x0 - b*y0 + t2*x0 - c*z0 + d) / (a + t1 + t2);
+ t3 = a1 * (x - x0);
+ y = b1 * t3 + y0;
+ z = c1 * t3 + z0;
+ // printf("result(d) = %.2f\n", a * x + b * y + c * z);
+ } else {
+ // no intersection point
+ continue;
+ }
+
+#if 0
+ if ( side_flag ) {
+ // check to see if end0 and end1 are on opposite sides of
+ // plane
+ if ( (x - x0) > FG_EPSILON ) {
+ t1 = x;
+ t2 = x0;
+ t3 = x1;
+ } else if ( (y - y0) > FG_EPSILON ) {
+ t1 = y;
+ t2 = y0;
+ t3 = y1;
+ } else if ( (z - z0) > FG_EPSILON ) {
+ t1 = z;
+ t2 = z0;
+ t3 = z1;
+ } else {
+ // everything is too close together to tell the difference
+ // so the current intersection point should work as good
+ // as any
+ sgdSetVec3( result, x, y, z );
+ return true;
+ }
+ side1 = fg_sign (t1 - t2);
+ side2 = fg_sign (t1 - t3);
+ if ( side1 == side2 ) {
+ // same side, punt
+ continue;
+ }
+ }
+#endif
+
+ // check to see if intersection point is in the bounding
+ // cube of the face
+#ifdef XTRA_DEBUG_STUFF
+ xmin = fg_min3 (p1[0], p2[0], p3[0]);
+ xmax = fg_max3 (p1[0], p2[0], p3[0]);
+ ymin = fg_min3 (p1[1], p2[1], p3[1]);
+ ymax = fg_max3 (p1[1], p2[1], p3[1]);
+ zmin = fg_min3 (p1[2], p2[2], p3[2]);
+ zmax = fg_max3 (p1[2], p2[2], p3[2]);
+ printf("bounding cube = %.2f,%.2f,%.2f %.2f,%.2f,%.2f\n",
+ xmin, ymin, zmin, xmax, ymax, zmax);
+#endif
+ // punt if outside bouding cube
+ if ( x < (xmin = fg_min3 (p1[0], p2[0], p3[0])) ) {
+ continue;
+ } else if ( x > (xmax = fg_max3 (p1[0], p2[0], p3[0])) ) {
+ continue;
+ } else if ( y < (ymin = fg_min3 (p1[1], p2[1], p3[1])) ) {
+ continue;
+ } else if ( y > (ymax = fg_max3 (p1[1], p2[1], p3[1])) ) {
+ continue;
+ } else if ( z < (zmin = fg_min3 (p1[2], p2[2], p3[2])) ) {
+ continue;
+ } else if ( z > (zmax = fg_max3 (p1[2], p2[2], p3[2])) ) {
+ continue;
+ }
+
+ // (finally) check to see if the intersection point is
+ // actually inside this face
+
+ //first, drop the smallest dimension so we only have to work
+ //in 2d.
+ dx = xmax - xmin;
+ dy = ymax - ymin;
+ dz = zmax - zmin;
+ min_dim = fg_min3 (dx, dy, dz);
+ if ( fabs(min_dim - dx) <= FG_EPSILON ) {
+ // x is the smallest dimension
+ x1 = p1[1];
+ y1 = p1[2];
+ x2 = p2[1];
+ y2 = p2[2];
+ x3 = p3[1];
+ y3 = p3[2];
+ rx = y;
+ ry = z;
+ } else if ( fabs(min_dim - dy) <= FG_EPSILON ) {
+ // y is the smallest dimension
+ x1 = p1[0];
+ y1 = p1[2];
+ x2 = p2[0];
+ y2 = p2[2];
+ x3 = p3[0];
+ y3 = p3[2];
+ rx = x;
+ ry = z;
+ } else if ( fabs(min_dim - dz) <= FG_EPSILON ) {
+ // z is the smallest dimension
+ x1 = p1[0];
+ y1 = p1[1];
+ x2 = p2[0];
+ y2 = p2[1];
+ x3 = p3[0];
+ y3 = p3[1];
+ rx = x;
+ ry = y;
+ } else {
+ // all dimensions are really small so lets call it close
+ // enough and return a successful match
+ sgdSetVec3( result, x, y, z );
+ return true;
+ }
+
+ // check if intersection point is on the same side of p1 <-> p2 as p3
+ t1 = (y1 - y2) / (x1 - x2);
+ side1 = fg_sign (t1 * ((x3) - x2) + y2 - (y3));
+ side2 = fg_sign (t1 * ((rx) - x2) + y2 - (ry));
+ if ( side1 != side2 ) {
+ // printf("failed side 1 check\n");
+ continue;
+ }
+
+ // check if intersection point is on correct side of p2 <-> p3 as p1
+ t1 = (y2 - y3) / (x2 - x3);
+ side1 = fg_sign (t1 * ((x1) - x3) + y3 - (y1));
+ side2 = fg_sign (t1 * ((rx) - x3) + y3 - (ry));
+ if ( side1 != side2 ) {
+ // printf("failed side 2 check\n");
+ continue;
+ }
+
+ // check if intersection point is on correct side of p1 <-> p3 as p2
+ t1 = (y1 - y3) / (x1 - x3);
+ side1 = fg_sign (t1 * ((x2) - x3) + y3 - (y2));
+ side2 = fg_sign (t1 * ((rx) - x3) + y3 - (ry));
+ if ( side1 != side2 ) {
+ // printf("failed side 3 check\n");
+ continue;
+ }
+
+ // printf( "intersection point = %.2f %.2f %.2f\n", x, y, z);
+ sgdSetVec3( result, x, y, z );
+ return true;
+ }
+
+ // printf("\n");
+
+ return false;
+}
+
+
+void FGTileMgr::my_ssg_los( string s, ssgBranch *branch, sgdMat4 m,
+ const sgdVec3 p, const sgdVec3 dir )
+{
+ sgSphere *bsphere;
+ for ( ssgEntity *kid = branch->getKid( 0 );
+ kid != NULL;
+ kid = branch->getNextKid() )
+ {
+ if ( kid->getTraversalMask() & SSGTRAV_HOT ) {
+ bsphere = kid->getBSphere();
+ sgVec3 fcenter;
+ sgCopyVec3( fcenter, bsphere->getCenter() );
+ sgdVec3 center;
+ center[0] = fcenter[0];
+ center[1] = fcenter[1];
+ center[2] = fcenter[2];
+ sgdXformPnt3( center, m ) ;
+ // cout << s << "entity bounding sphere:" << endl;
+ // cout << s << "center = " << center[0] << " "
+ // << center[1] << " " << center[2] << endl;
+ // cout << s << "radius = " << bsphere->getRadius() << endl;
+ double radius_sqd = bsphere->getRadius() * bsphere->getRadius();
+ if ( sgdPointLineDistSquared( center, p, dir ) < radius_sqd ) {
+ // possible intersections
+ if ( kid->isAKindOf ( ssgTypeBranch() ) ) {
+ sgdMat4 m_new;
+ sgdCopyMat4(m_new, m);
+ if ( kid->isA( ssgTypeTransform() ) ) {
+ sgMat4 fxform;
+ ((ssgTransform *)kid)->getTransform( fxform );
+ sgdMat4 xform;
+ sgdSetMat4( xform, fxform );
+ sgdPreMultMat4( m_new, xform );
+ }
+ my_ssg_los( s + " ", (ssgBranch *)kid, m_new, p, dir );
+ } else if ( kid->isAKindOf ( ssgTypeLeaf() ) ) {
+ sgdVec3 result;
+ if ( my_ssg_instersect_leaf( s, (ssgLeaf *)kid, m, p, dir,
+ result ) )
+ {
+ // cout << "sgLOS hit: " << result[0] << ","
+ // << result[1] << "," << result[2] << endl;
+ for (int i=0; i < 3; i++) {
+ hit_pts[hitcount][i] = result[i];
+ }
+ hitcount++;
+ }
+ }
+ } else {
+ // end of the line for this branch
+ }
+ } else {
+ // branch requested not to be traversed
+ }
+ }
+}
+
+
+// Determine scenery altitude via ssg. Normally this just happens
+// when we render the scene, but we'd also like to be able to do this
+// explicitely. lat & lon are in radians. view_pos in current world
+// coordinate translated near (0,0,0) (in meters.) Returns result in
+// meters.
+double
+FGTileMgr::current_elev_ssg( const Point3D& abs_view_pos,
+ const Point3D& view_pos )
+{
+ hitcount = 0;
+
+ sgdMat4 m;
+ sgdMakeIdentMat4 ( m ) ;
+
+ sgdVec3 sgavp, sgvp;
+ sgdSetVec3(sgavp, abs_view_pos.x(), abs_view_pos.y(), abs_view_pos.z() );
+ sgdSetVec3(sgvp, view_pos.x(), view_pos.y(), view_pos.z() );
+
+ // cout << "starting ssg_los, abs view pos = " << abs_view_pos[0] << " "
+ // << abs_view_pos[1] << " " << abs_view_pos[2] << endl;
+ // cout << "starting ssg_los, view pos = " << view_pos[0] << " "
+ // << view_pos[1] << " " << view_pos[2] << endl;
+ my_ssg_los( "", scene, m, sgvp, sgavp );
+
+ double result = -9999;
+
+ for ( int i = 0; i < hitcount; ++i ) {
+ Point3D rel_cart( hit_pts[i][0], hit_pts[i][1], hit_pts[i][2] );
+ Point3D abs_cart = rel_cart + scenery.center;
+ Point3D pp = fgCartToPolar3d( abs_cart );
+ FG_LOG( FG_TERRAIN, FG_DEBUG, " polar form = " << pp );
+ // convert to geodetic coordinates
+ double lat_geod, alt, sea_level_r;
+ fgGeocToGeod(pp.lat(), pp.radius(), &lat_geod,
+ &alt, &sea_level_r);
+
+ // printf("alt = %.2f\n", alt);
+ // exit since we found an intersection
+ if ( alt > result && alt < 10000 ) {
+ // printf("returning alt\n");
+ result = alt;
+ }
+ }
+
+ if ( result > -9000 ) {
+ return result;
+ } else {
+ FG_LOG( FG_TERRAIN, FG_INFO, "no terrain intersection" );
+ return 0.0;
+ }
+}
+
+
// given the current lon/lat, fill in the array of local chunks. If
// the chunk isn't already in the cache, then read it from disk.
int FGTileMgr::update( void ) {
FGTileCache *c;
FGInterface *f;
- FGBucket p2;
+ FGTileEntry *t;
+ FGBucket p2;
static FGBucket p_last(false);
static double last_lon = -1000.0; // in degrees
static double last_lat = -1000.0; // in degrees
FGBucket p1( f->get_Longitude() * RAD_TO_DEG,
f->get_Latitude() * RAD_TO_DEG );
+
+ long int index = c->exists(p1);
+ if ( index >= 0 ) {
+ t = c->get_tile(index);
+ scenery.next_center = t->center;
+ } else {
+ FG_LOG( FG_TERRAIN, FG_WARN, "Tile not found" );
+ }
+
dw = tile_diameter / 2;
dh = tile_diameter / 2;
} else if ( (state == Start) || (state == Inited) ) {
state = Running;
- // First time through or we have teleporte, initialize the
+ // First time through or we have teleported, initialize the
// system and load all relavant tiles
FG_LOG( FG_TERRAIN, FG_INFO, "Updating Tile list for " << p1 );
p2 = fgBucketOffset( f->get_Longitude() * RAD_TO_DEG,
f->get_Latitude() * RAD_TO_DEG,
0, 0 );
- sched_tile( p2, &tiles[(dh*tile_diameter) + dw]);
+ sched_tile( p2 );
+
+ // prime scenery center calculations
+ Point3D geod_view_center( p2.get_center_lon(),
+ p2.get_center_lat(),
+ cur_fdm_state->get_Altitude()*FEET_TO_METER +
+ 3 );
+ current_view.abs_view_pos = fgGeodToCart( geod_view_center );
+ current_view.view_pos = current_view.abs_view_pos - scenery.next_center;
for ( i = 3; i <= tile_diameter; i = i + 2 ) {
int span = i / 2;
p2 = fgBucketOffset( f->get_Longitude() * RAD_TO_DEG,
f->get_Latitude() * RAD_TO_DEG,
j, -span );
- sched_tile( p2, &tiles[((dh-span)*tile_diameter) + dw+j]);
+ sched_tile( p2 );
}
// top row
p2 = fgBucketOffset( f->get_Longitude() * RAD_TO_DEG,
f->get_Latitude() * RAD_TO_DEG,
j, span );
- sched_tile( p2, &tiles[((dh+span)*tile_diameter) + dw+j]);
+ sched_tile( p2 );
}
// middle rows
p2 = fgBucketOffset( f->get_Longitude() * RAD_TO_DEG,
f->get_Latitude() * RAD_TO_DEG,
-span, j );
- sched_tile( p2, &tiles[((dh+j)*tile_diameter) + dw-span]);
+ sched_tile( p2 );
p2 = fgBucketOffset( f->get_Longitude() * RAD_TO_DEG,
f->get_Latitude() * RAD_TO_DEG,
span, j );
- sched_tile( p2, &tiles[((dh+j)*tile_diameter) + dw+span]);
+ sched_tile( p2 );
}
}
p2 = fgBucketOffset( f->get_Longitude() * RAD_TO_DEG,
f->get_Latitude() * RAD_TO_DEG,
i - dw, j -dh );
- sched_tile( p2, &tiles[(j*tile_diameter) + i]);
+ sched_tile( p2 );
}
} */
// have something to see in our first frame.
for ( i = 0; i < 9; ++i ) {
if ( load_queue.size() ) {
- FG_LOG( FG_TERRAIN, FG_INFO,
+ FG_LOG( FG_TERRAIN, FG_DEBUG,
"Load queue not empty, loading a tile" );
FGLoadRec pending = load_queue.front();
load_queue.pop_front();
- load_tile( pending.b, pending.index );
+ load_tile( pending.b, pending.cache_index );
}
}
// We've moved to a new bucket, we need to scroll our
// structures, and load in the new tiles
+#if 0
+ // make sure load queue is flushed before doing shift
+ while ( load_queue.size() ) {
+ FG_LOG( FG_TERRAIN, FG_DEBUG,
+ "Load queue not empty, flushing queue before tile shift." );
+
+ FGLoadRec pending = load_queue.front();
+ load_queue.pop_front();
+ load_tile( pending.b, pending.index );
+ }
+#endif
+
// CURRENTLY THIS ASSUMES WE CAN ONLY MOVE TO ADJACENT TILES.
// AT ULTRA HIGH SPEEDS THIS ASSUMPTION MAY NOT BE VALID IF
// THE AIRCRAFT CAN SKIP A TILE IN A SINGLE ITERATION.
FG_LOG( FG_TERRAIN, FG_INFO, "Updating Tile list for " << p1 );
if ( (p1.get_lon() > p_last.get_lon()) ||
- ( (p1.get_lon() == p_last.get_lon()) && (p1.get_x() > p_last.get_x()) ) ) {
+ ( (p1.get_lon() == p_last.get_lon()) &&
+ (p1.get_x() > p_last.get_x()) ) ) {
FG_LOG( FG_TERRAIN, FG_INFO,
- " Loading " << tile_diameter << "tiles" );
+ " (East) Loading " << tile_diameter << " tiles" );
for ( j = 0; j < tile_diameter; j++ ) {
// scrolling East
- for ( i = 0; i < tile_diameter - 1; i++ ) {
- tiles[(j*tile_diameter) + i] =
- tiles[(j*tile_diameter) + i + 1];
- }
- // load in new column
- // fgBucketOffset(&p_last, &p2, dw + 1, j - dh);
+ // schedule new column
p2 = fgBucketOffset( last_lon, last_lat, dw + 1, j - dh );
- sched_tile( p2, &tiles[(j*tile_diameter) +
- tile_diameter - 1]);
+ sched_tile( p2 );
}
} else if ( (p1.get_lon() < p_last.get_lon()) ||
- ( (p1.get_lon() == p_last.get_lon()) && (p1.get_x() < p_last.get_x()) ) ) {
+ ( (p1.get_lon() == p_last.get_lon()) &&
+ (p1.get_x() < p_last.get_x()) ) ) {
FG_LOG( FG_TERRAIN, FG_INFO,
- " Loading " << tile_diameter << "tiles" );
+ " (West) Loading " << tile_diameter << " tiles" );
for ( j = 0; j < tile_diameter; j++ ) {
// scrolling West
- for ( i = tile_diameter - 1; i > 0; i-- ) {
- tiles[(j*tile_diameter) + i] =
- tiles[(j*tile_diameter) + i - 1];
- }
- // load in new column
- // fgBucketOffset(&p_last, &p2, -dw - 1, j - dh);
+ // schedule new column
p2 = fgBucketOffset( last_lon, last_lat, -dw - 1, j - dh );
- sched_tile( p2, &tiles[(j*tile_diameter) + 0]);
+ sched_tile( p2 );
}
}
if ( (p1.get_lat() > p_last.get_lat()) ||
- ( (p1.get_lat() == p_last.get_lat()) && (p1.get_y() > p_last.get_y()) ) ) {
+ ( (p1.get_lat() == p_last.get_lat()) &&
+ (p1.get_y() > p_last.get_y()) ) ) {
FG_LOG( FG_TERRAIN, FG_INFO,
- " Loading " << tile_diameter << "tiles" );
+ " (North) Loading " << tile_diameter << " tiles" );
for ( i = 0; i < tile_diameter; i++ ) {
// scrolling North
- for ( j = 0; j < tile_diameter - 1; j++ ) {
- tiles[(j * tile_diameter) + i] =
- tiles[((j+1) * tile_diameter) + i];
- }
- // load in new column
- // fgBucketOffset(&p_last, &p2, i - dw, dh + 1);
+ // schedule new row
p2 = fgBucketOffset( last_lon, last_lat, i - dw, dh + 1);
- sched_tile( p2, &tiles[((tile_diameter-1) *
- tile_diameter) + i]);
+ sched_tile( p2 );
}
} else if ( (p1.get_lat() < p_last.get_lat()) ||
- ( (p1.get_lat() == p_last.get_lat()) && (p1.get_y() < p_last.get_y()) ) ) {
+ ( (p1.get_lat() == p_last.get_lat()) &&
+ (p1.get_y() < p_last.get_y()) ) ) {
FG_LOG( FG_TERRAIN, FG_INFO,
- " Loading " << tile_diameter << "tiles" );
+ " (South) Loading " << tile_diameter << " tiles" );
for ( i = 0; i < tile_diameter; i++ ) {
// scrolling South
- for ( j = tile_diameter - 1; j > 0; j-- ) {
- tiles[(j * tile_diameter) + i] =
- tiles[((j-1) * tile_diameter) + i];
- }
- // load in new column
- // fgBucketOffset(&p_last, &p2, i - dw, -dh - 1);
+ // schedule new row
p2 = fgBucketOffset( last_lon, last_lat, i - dw, -dh - 1);
- sched_tile( p2, &tiles[0 + i]);
+ sched_tile( p2 );
}
}
}
if ( load_queue.size() ) {
- FG_LOG( FG_TERRAIN, FG_INFO, "Load queue not empty, loading a tile" );
+ FG_LOG( FG_TERRAIN, FG_DEBUG, "Load queue not empty, loading a tile" );
FGLoadRec pending = load_queue.front();
load_queue.pop_front();
- load_tile( pending.b, pending.index );
+ load_tile( pending.b, pending.cache_index );
}
// find our current elevation (feed in the current bucket to save work)
Point3D geod_pos = Point3D( f->get_Longitude(), f->get_Latitude(), 0.0);
Point3D tmp_abs_view_pos = fgGeodToCart(geod_pos);
- scenery.cur_elev =
- current_elev( f->get_Longitude(), f->get_Latitude(), tmp_abs_view_pos );
-
+ // cout << "current elevation (old) == "
+ // << current_elev( f->get_Longitude(), f->get_Latitude(),
+ // tmp_abs_view_pos )
+ // << endl;
+ scenery.cur_elev = current_elev_ssg( current_view.abs_view_pos,
+ current_view.view_pos );
+ // cout << "current elevation (ssg) == " << scenery.cur_elev << endl;
+
p_last = p1;
last_lon = f->get_Longitude() * RAD_TO_DEG;
last_lat = f->get_Latitude() * RAD_TO_DEG;
}
-// Calculate if point/radius is inside view frustum
-static int viewable( const Point3D& cp, double radius ) {
- int viewable = 1; // start by assuming it's viewable
- double x1, y1;
-
- /********************************/
-#if defined( USE_FAST_FOV_CLIP ) // views.hxx
- /********************************/
-
- MAT3vec eye;
- double *mat;
- double x, y, z;
-
- x = cp.x();
- y = cp.y();
- z = cp.z();
-
- mat = (double *)(current_view.get_WORLD_TO_EYE());
-
- eye[2] = x*mat[2] + y*mat[6] + z*mat[10] + mat[14];
-
- // Check near and far clip plane
- if( ( eye[2] > radius ) ||
- ( eye[2] + radius + current_weather.get_visibility() < 0) )
- {
- return(0);
- }
-
- eye[0] = (x*mat[0] + y*mat[4] + z*mat[8] + mat[12])
- * current_view.get_slope_x();
-
- // check right and left clip plane (from eye perspective)
- x1 = radius * current_view.get_fov_x_clip();
- if( (eye[2] > -(eye[0]+x1)) || (eye[2] > (eye[0]-x1)) )
- {
- return(0);
- }
-
- eye[1] = (x*mat[1] + y*mat[5] + z*mat[9] + mat[13])
- * current_view.get_slope_y();
-
- // check bottom and top clip plane (from eye perspective)
- y1 = radius * current_view.get_fov_y_clip();
- if( (eye[2] > -(eye[1]+y1)) || (eye[2] > (eye[1]-y1)) )
- {
- return(0);
- }
-
- /********************************/
-#else // DO NOT USE_FAST_FOV_CLIP
- /********************************/
-
- fgVIEW *v;
- MAT3hvec world, eye;
- double x0, slope;
-
- v = ¤t_view;
-
- MAT3_SET_HVEC(world, cp->x, cp->y, cp->z, 1.0);
- // MAT3mult_vec(eye, world, v->WORLD_TO_EYE);
- // printf( "\nworld -> eye = %.2f %.2f %.2f radius = %.2f\n",
- // eye[0], eye[1], eye[2], radius);
-
- // Use lazy evaluation for calculating eye hvec.
-#define vec world
-#define mat v->WORLD_TO_EYE
- eye[2] = vec[0]*mat[0][2]+vec[1]*mat[1][2]+vec[2]*mat[2][2]+mat[3][2];
-
- // Check near clip plane
- if ( eye[2] > radius ) {
- return(0);
- }
-
- // Check far clip plane
- if ( eye[2] + radius < -current_weather.get_visibility() ) {
- return(0);
- }
-
- // check right clip plane (from eye perspective)
- // y = m * (x - x0) = equation of a line intercepting X axis at x0
- x1 = v->cos_fov_x * radius;
- y1 = v->sin_fov_x * radius;
- slope = v->slope_x;
- eye[0] = vec[0]*mat[0][0]+vec[1]*mat[1][0]+vec[2]*mat[2][0]+mat[3][0];
-
- if ( eye[2] > ((slope * (eye[0] - x1)) + y1) ) {
- return( false );
- }
-
- // check left clip plane (from eye perspective)
- if ( eye[2] > -((slope * (eye[0] + x1)) - y1) ) {
- return( false );
- }
-
- // check bottom clip plane (from eye perspective)
- x1 = -(v->cos_fov_y) * radius;
- y1 = v->sin_fov_y * radius;
- slope = v->slope_y;
- eye[1] = vec[0]*mat[0][1]+vec[1]*mat[1][1]+vec[2]*mat[2][1]+mat[3][1];
-#undef vec
-#undef mat
-
- if ( eye[2] > ((slope * (eye[1] - x1)) + y1) ) {
- return( false );
- }
-
- // check top clip plane (from eye perspective)
- if ( eye[2] > -((slope * (eye[1] + x1)) - y1) ) {
- return( false );
- }
-
-#endif // defined( USE_FAST_FOV_CLIP )
-
- return(viewable);
-}
-
-
// NEW
// inrange() IS THIS POINT WITHIN POSSIBLE VIEWING RANGE ?
}
-// Render the local tiles
-void FGTileMgr::render( void ) {
- FGInterface *f;
- FGTileCache *c;
+// Prepare the ssg nodes ... for each tile, set it's proper
+// transform and update it's range selector based on current
+// visibilty
+void FGTileMgr::prep_ssg_nodes( void ) {
FGTileEntry *t;
- FGView *v;
- Point3D frag_offset;
- fgFRAGMENT *frag_ptr;
- FGMaterialSlot *mtl_ptr;
- int i;
- int tile_diameter;
- int index;
- int culled = 0;
- int drawn = 0;
-
- c = &global_tile_cache;
- f = current_aircraft.fdm_state;
- v = ¤t_view;
- tile_diameter = current_options.get_tile_diameter();
+ float ranges[2];
+ ranges[0] = 0.0f;
- // moved to fgTileMgrUpdate, right after we check if we need to
- // load additional tiles:
- // scenery.cur_elev = fgTileMgrCurElev( FG_Longitude, FG_Latitude,
- // v->abs_view_pos );
-
- // initialize the transient per-material fragment lists
- material_mgr.init_transient_material_lists();
-
- // Pass 1
- // traverse the potentially viewable tile list
- for ( i = 0; i < (tile_diameter * tile_diameter); i++ ) {
- index = tiles[i];
- // fgPrintf( FG_TERRAIN, FG_DEBUG, "Index = %d\n", index);
- t = c->get_tile(index);
+ // traverse the potentially viewable tile list and update range
+ // selector and transform
+ for ( int i = 0; i < (int)global_tile_cache.get_size(); i++ ) {
+ t = global_tile_cache.get_tile( i );
if ( t->is_loaded() ) {
+ // set range selector (LOD trick) to be distance to center
+ // of tile + bounding radius
+#ifndef FG_OLD_WEATHER
+ ranges[1] = WeatherDatabase->getWeatherVisibility()
+ + t->bounding_radius;
+#else
+ ranges[1] = current_weather.get_visibility()+t->bounding_radius;
+#endif
+ t->range_ptr->setRanges( ranges, 2 );
// calculate tile offset
t->SetOffset( scenery.center );
- // Course (tile based) culling
- if ( viewable(t->offset, t->bounding_radius) ) {
- // at least a portion of this tile could be viewable
-
- // Calculate the model_view transformation matrix for this tile
- // This is equivalent to doing a glTranslatef(x, y, z);
- t->update_view_matrix( v->get_MODEL_VIEW() );
-
- // xglPushMatrix();
- // xglTranslatef(t->offset.x, t->offset.y, t->offset.z);
-
- // traverse fragment list for tile
- FGTileEntry::FragmentIterator current = t->begin();
- FGTileEntry::FragmentIterator last = t->end();
-
- for ( ; current != last; ++current ) {
- frag_ptr = &(*current);
-
- if ( frag_ptr->display_list >= 0 ) {
- // Fine (fragment based) culling
- frag_offset = frag_ptr->center - scenery.center;
-
- if ( viewable(frag_offset,
- frag_ptr->bounding_radius*2) )
- {
- // add to transient per-material property
- // fragment list
-
- // frag_ptr->tile_offset.x = t->offset.x;
- // frag_ptr->tile_offset.y = t->offset.y;
- // frag_ptr->tile_offset.z = t->offset.z;
-
- mtl_ptr = frag_ptr->material_ptr;
- // printf(" lookup = %s\n", mtl_ptr->texture_name);
- if ( ! mtl_ptr->append_sort_list( frag_ptr ) ) {
- FG_LOG( FG_TERRAIN, FG_ALERT,
- "Overran material sorting array" );
- }
-
- // xglCallList(frag_ptr->display_list);
- drawn++;
- } else {
- // printf("Culled a fragment %.2f %.2f %.2f %.2f\n",
- // frag_ptr->center.x, frag_ptr->center.y,
- // frag_ptr->center.z,
- // frag_ptr->bounding_radius);
- culled++;
- }
- }
- }
-
- // xglPopMatrix();
- } else {
- culled += t->fragment_list.size();
- }
- } else {
- FG_LOG( FG_TERRAIN, FG_DEBUG, "Skipping a not yet loaded tile" );
+ // calculate ssg transform
+ sgCoord sgcoord;
+ sgSetCoord( &sgcoord,
+ t->offset.x(), t->offset.y(), t->offset.z(),
+ 0.0, 0.0, 0.0 );
+ t->transform_ptr->setTransform( &sgcoord );
}
}
-
- if ( (drawn + culled) > 0 ) {
- v->set_vfc_ratio( (double)culled / (double)(drawn + culled) );
- } else {
- v->set_vfc_ratio( 0.0 );
- }
- // printf("drawn = %d culled = %d saved = %.2f\n", drawn, culled,
- // v->vfc_ratio);
-
- // Pass 2
- // traverse the transient per-material fragment lists and render
- // out all fragments for each material property.
- xglPushMatrix();
- material_mgr.render_fragments();
- xglPopMatrix();
}