// Constructor
FGTileEntry::FGTileEntry ( const SGBucket& b )
- : ncount( 0 ),
+ : /* ncount( 0 ), */
center( Point3D( 0.0 ) ),
tile_bucket( b ),
terra_transform( new ssgTransform ),
pending_models(0),
free_tracker(0)
{
- nodes.clear();
-
// update the contents
// if ( vec3_ptrs.size() || vec2_ptrs.size() || index_ptrs.size() ) {
// SG_LOG( SG_TERRAIN, SG_ALERT,
}
}
-// ADA
-#define TEXRES_X 256
-#define TEXRES_Y 256
-unsigned char env_map[TEXRES_X][TEXRES_Y][4];
-// SetColor & SetColor2 functions were provided by Christian Mayer (26 April 2001) - used without change
-void setColor(float x, float y, float z, float angular_size, float r,
-float g, float b, float a)
-{
- //normalize
- float inv_length = 1.0 / sqrt(x*x + y*y + z*z);
- x *= inv_length; y *= inv_length; z *= inv_length;
-
- float cos_angular_size = cos(angular_size*SG_DEGREES_TO_RADIANS);
-
- for( int s = 0; s < TEXRES_X; s++) {
- for( int t = 0; t < TEXRES_Y; t++) {
-
- float s_2 = (float)s/TEXRES_X - 0.5; // centre of texture 0,0
- float t_2 = (float)t/TEXRES_Y - 0.5; // elev
-
- float rx, ry, rz;
-
- if ((1.0 - 4.0*s_2*s_2 - 4.0*t_2*t_2) >= 0.0) {
- // sphere
- float m = 4.0 * sqrt(1.0 - 4.0*s_2*s_2 - 4.0*t_2*t_2);
- rx = m * s_2;
- ry = m * t_2;
- rz = m*m / 8.0 - 1.0;
- } else {
- // singularity
- rx = 0.0;
- ry = 0.0;
- rz = -1.0;
- }
-
- float tx = rx; //mirroring on the z=0 plane
- float ty = ry; //assumes that the normal is allways
- float tz = -rz; //n(0.0, 0.0, 1.0)
-
- if ( cos_angular_size < (x*tx + y*ty + z*tz) ) {
- env_map[s][t][0] = (unsigned char) r * 255;
- env_map[s][t][1] = (unsigned char) g * 255;
- env_map[s][t][2] = (unsigned char) b * 255;
- env_map[s][t][3] = (unsigned char) a * 255;
- }
- }
- }
-}
-
-// elevation_size, float azimuth_size are the *total* angular size of the light
-void setColor2(float elevation_size,float azimuth_size, float r, float g, float b, float a)
-{
- for( int s = 0; s < TEXRES_X; s++) {
- for( int t = 0; t < TEXRES_Y; t++) {
- float s_2 = (float)s/TEXRES_X - 0.5;
- float t_2 = (float)t/TEXRES_Y - 0.5;
-
- float rx, ry, rz;
-
- if ((1.0 - 4.0*s_2*s_2 - 4.0*t_2*t_2) >= 0.0) {
-
- float m = 4.0 * sqrt(1.0 - 4.0*s_2*s_2 - 4.0*t_2*t_2);
- rx = m * s_2;
- ry = m * t_2;
- rz = m*m / 8.0 - 1.0;
- } else {
- rx = 0.0;
- ry = 0.0;
- rz = -1.0;
- }
-
- float tx = rx; //mirroring on the z=0 plane to reverse
- float ty = ry; //OpenGLs automatic mirroring
- float tz = -rz;
-
- //get elevation => project t onto the x-z-plane
- float tz_proj1 = tz / sqrt(tx*tx + tz*tz);
- float televation = acos( -tz_proj1 ) * SG_RADIANS_TO_DEGREES;
-
- //get azi => project t onto the y-z-plane
- float tz_proj2 = tz / sqrt(ty*ty + tz*tz);
- float tazimuth = acos( -tz_proj2 ) * SG_RADIANS_TO_DEGREES;
-
- //note televation and tazimuth are the angles *between* the
- //temporary vector and the normal (0,0,-1). They are *NOT*
- //the elevation and azimuth angles
-
- //square:
- //if (((elevation_size > televation) || (elevation_size < -televation)) &&
- // ((azimuth_size > tazimuth ) || (azimuth_size < -tazimuth )))
- //elliptical
- if (((televation*televation) / (elevation_size*elevation_size / 4.0) +
- (tazimuth *tazimuth ) / (azimuth_size *azimuth_size / 4.0)) <= 1.0)
- {
- env_map[s][t][0] = (unsigned char) r * 255;
- env_map[s][t][1] = (unsigned char) g * 255;
- env_map[s][t][2] = (unsigned char) b * 255;
- env_map[s][t][3] = (unsigned char) a * 255;
- }
- }
- }
-}
-
-// 23 March 2001
-// This function performs billboarding of polygons drawn using the UP and RIGHT vectors obtained
-// from the transpose of the MODEL_VIEW_MATRIX of the ssg_current_context. Each polygon is drawn
-// at the coordinate array and material state as passed thro arguments.
-void *fgBillboard( ssgBranch *lightmaps, ssgVertexArray *light_maps, ssgSimpleState *lightmap_state, float size) {
- sgMat4 tmat;
- sgVec3 rt, up, nrt, nup, pt, quads[4], lmaps[4];
-
- ssgGetModelviewMatrix ( tmat );
- sgSetVec3 (rt, tmat[0][0], tmat[1][0], tmat[2][0]);
- sgSetVec3 (up, tmat[0][1], tmat[1][1], tmat[2][1]);
- sgSetVec3 (nrt, tmat[0][0], tmat[1][0], tmat[2][0]);
- sgSetVec3 (nup, tmat[0][1], tmat[1][1], tmat[2][1]);
- sgNegateVec3 (nrt);
- sgNegateVec3 (nup);
-
- sgAddVec3 (quads[0], nrt, nup);
- sgAddVec3 (quads[1], rt, nup);
- sgAddVec3 (quads[2], rt, up);
- sgAddVec3 (quads[3], nrt, up);
-
- sgScaleVec3 (quads[0], size);
- sgScaleVec3 (quads[1], size);
- sgScaleVec3 (quads[2], size);
- sgScaleVec3 (quads[3], size);
-
- sgVec4 color;
- sgSetVec4( color, 1.0, 1.0, 0.0, 1.0 );
-
- sgVec2 texcoords[4];
- sgSetVec2( texcoords[0], 1.0, 1.0 );
- sgSetVec2( texcoords[1], 0.0, 1.0 );
- sgSetVec2( texcoords[2], 0.0, 0.0 );
- sgSetVec2( texcoords[3], 1.0, 0.0 );
-
- for (int j = 0; j < 4; j++ ) {
- sgCopyVec3(lmaps[j] ,quads[j]);
- }
-
- for ( int i = 0; i < light_maps->getNum(); ++i ) {
- // Allocate ssg structure
- ssgVertexArray *vl = new ssgVertexArray( 1 );
- ssgTexCoordArray *tl = new ssgTexCoordArray( 1 );
- ssgColourArray *cl = new ssgColourArray( 1 );
-
- float *temp = light_maps->get(i);
- sgSetVec3(pt,temp[0],temp[1],temp[2]);
-
- for (int k=0; k<4; k++) {
- sgAddVec3( quads[k],lmaps[k], pt );
- vl->add(quads[k]);
- tl->add(texcoords[k]);
- cl->add(color);
- }
-
- ssgLeaf *leaf = NULL;
- leaf = new ssgVtxTable ( GL_TRIANGLE_FAN, vl, NULL, tl, cl );
- leaf->setState( lightmap_state );
- lightmaps->addKid( leaf );
- }
-
- return NULL;
-}
-
-ssgBranch* FGTileEntry::gen_runway_lights( ssgVertexArray *points,ssgVertexArray *normal,
- ssgVertexArray *dir, int type[])
-{
-
- //************** HARD CODED RUNWAY LIGHT TEXTURES BEGIN ************************
- GLuint texEdge, texTaxi, texTouchdown;
- GLuint texThreshold;
- GLuint texVasi, texWhite, texRed, texGreen, texYellow;
-
- //VASI lights
- setColor(0.0,0.0,1.0,360.0, 0, 0, 0, 0);
- setColor2(10.0, 40.0, 1, 1, 1, 1);
- setColor2(6.0, 40.0, 1, 0.5, 0.5, 1);
- setColor2(5.0, 40.0, 1, 0, 0, 1);
- glGenTextures(1, &texVasi);
- glBindTexture(GL_TEXTURE_2D, texVasi);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, TEXRES_X, TEXRES_Y, 0, GL_RGBA, GL_UNSIGNED_BYTE, env_map);
- ssgSimpleState *vasi_state;
- vasi_state = new ssgSimpleState();
- vasi_state->ref();
- vasi_state->setTexture( texVasi );
- vasi_state->disable( GL_LIGHTING );
- vasi_state->enable( GL_TEXTURE_2D );
- vasi_state->setShadeModel( GL_SMOOTH );
-
- //EDGE
- setColor(0.0,0.0,-1.0,180.0, 1, 1, 0.5, 1);
- glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
- glGenTextures(1, &texEdge);
- glBindTexture(GL_TEXTURE_2D, texEdge);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, TEXRES_X, TEXRES_Y, 0, GL_RGBA, GL_UNSIGNED_BYTE, env_map);
- ssgSimpleState *edge_state;
- edge_state = new ssgSimpleState();
- edge_state->ref();
- edge_state->setTexture( texEdge );
- edge_state->disable( GL_LIGHTING );
- edge_state->enable( GL_TEXTURE_2D );
- edge_state->setShadeModel( GL_SMOOTH );
-
- //TOUCHDOWN
- setColor(0.0,0.0,-1.0,180.0, 0, 1, 0, 1);
- glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
- glGenTextures(1, &texTouchdown);
- glBindTexture(GL_TEXTURE_2D, texTouchdown);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, TEXRES_X, TEXRES_Y, 0, GL_RGBA, GL_UNSIGNED_BYTE, env_map);
- ssgSimpleState *touchdown_state;
- touchdown_state = new ssgSimpleState();
- touchdown_state->ref();
- touchdown_state->setTexture( texTouchdown );
- touchdown_state->disable( GL_LIGHTING );
- touchdown_state->enable( GL_TEXTURE_2D );
- touchdown_state->setShadeModel( GL_SMOOTH );
-
- //THRESHOLD
- setColor(0.0,0.0,-1.0,180.0, 1, 0, 0, 1);
- glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
- glGenTextures(1, &texThreshold);
- glBindTexture(GL_TEXTURE_2D, texThreshold);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, TEXRES_X, TEXRES_Y, 0, GL_RGBA, GL_UNSIGNED_BYTE, env_map);
- ssgSimpleState *threshold_state;
- threshold_state = new ssgSimpleState();
- threshold_state->ref();
- threshold_state->setTexture( texThreshold );
- threshold_state->disable( GL_LIGHTING );
- threshold_state->enable( GL_TEXTURE_2D );
- threshold_state->setShadeModel( GL_SMOOTH );
-
- //TAXI
- setColor(0.0,0.0,-1.0,180.0, 0, 0, 1, 1);
- glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
- glGenTextures(1, &texTaxi);
- glBindTexture(GL_TEXTURE_2D, texTaxi);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, TEXRES_X, TEXRES_Y, 0, GL_RGBA, GL_UNSIGNED_BYTE, env_map);
- ssgSimpleState *taxi_state;
- taxi_state = new ssgSimpleState();
- taxi_state->ref();
- taxi_state->setTexture( texTaxi );
- taxi_state->disable( GL_LIGHTING );
- taxi_state->enable( GL_TEXTURE_2D );
- taxi_state->setShadeModel( GL_SMOOTH );
-
- //WHITE
- setColor(0.0,0.0,-1.0,180.0, 1, 1, 1, 1);
- glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
- glGenTextures(1, &texWhite);
- glBindTexture(GL_TEXTURE_2D, texWhite);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, TEXRES_X, TEXRES_Y, 0, GL_RGBA, GL_UNSIGNED_BYTE, env_map);
- ssgSimpleState *white_state;
- white_state = new ssgSimpleState();
- white_state->ref();
- white_state->setTexture( texWhite );
- white_state->disable( GL_LIGHTING );
- white_state->enable( GL_TEXTURE_2D );
- white_state->setShadeModel( GL_SMOOTH );
-
- //RED
- setColor(0.0,0.0,-1.0,180.0, 1, 0, 0, 1);
- glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
- glGenTextures(1, &texRed);
- glBindTexture(GL_TEXTURE_2D, texRed);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, TEXRES_X, TEXRES_Y, 0, GL_RGBA, GL_UNSIGNED_BYTE, env_map);
- ssgSimpleState *red_state;
- red_state = new ssgSimpleState();
- red_state->ref();
- red_state->setTexture( texRed );
- red_state->disable( GL_LIGHTING );
- red_state->enable( GL_TEXTURE_2D );
- red_state->setShadeModel( GL_SMOOTH );
-
- //GREEN
- setColor(0.0,0.0,-1.0,180.0, 0, 1, 0, 1);
- glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
- glGenTextures(1, &texGreen);
- glBindTexture(GL_TEXTURE_2D, texGreen);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, TEXRES_X, TEXRES_Y, 0, GL_RGBA, GL_UNSIGNED_BYTE, env_map);
- ssgSimpleState *green_state;
- green_state = new ssgSimpleState();
- green_state->ref();
- green_state->setTexture( texGreen );
- green_state->disable( GL_LIGHTING );
- green_state->enable( GL_TEXTURE_2D );
- green_state->setShadeModel( GL_SMOOTH );
-
- //YELLOW
- setColor(0.0,0.0,-1.0,180.0, 1, 1, 0, 1);
- glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
- glGenTextures(1, &texYellow);
- glBindTexture(GL_TEXTURE_2D, texYellow);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, TEXRES_X, TEXRES_Y, 0, GL_RGBA, GL_UNSIGNED_BYTE, env_map);
- ssgSimpleState *yellow_state;
- yellow_state = new ssgSimpleState();
- yellow_state->ref();
- yellow_state->setTexture( texYellow );
- yellow_state->disable( GL_LIGHTING );
- yellow_state->enable( GL_TEXTURE_2D );
- yellow_state->setShadeModel( GL_SMOOTH );
-//************** HARD CODED RUNWAY LIGHT TEXTURES END ************************
-
- ssgBranch *runway_lights = new ssgBranch;
- sgVec3 v2,v3,inf,side;
-
- ssgLeaf *leaf1 = NULL;
- ssgLeaf *leaf2 = NULL;
- ssgLeaf *leaf7 = NULL;
- ssgLeaf *leaf8 = NULL;
- ssgLeaf *leaf9 = NULL;
-
- ssgVertexArray *vlw = new ssgVertexArray( 1 );
- ssgNormalArray *nlw = new ssgNormalArray( 1 );
- ssgVertexArray *vlt = new ssgVertexArray( 1 );
- ssgNormalArray *nlt = new ssgNormalArray( 1 );
- ssgVertexArray *vlr = new ssgVertexArray( 1 );
- ssgNormalArray *nlr = new ssgNormalArray( 1 );
- ssgVertexArray *vlg = new ssgVertexArray( 1 );
- ssgNormalArray *nlg = new ssgNormalArray( 1 );
- ssgVertexArray *vly = new ssgVertexArray( 1 );
- ssgNormalArray *nly = new ssgNormalArray( 1 );
-
- for ( int i = 0; i < points->getNum()-1; i=i++ ) {
-
- // Allocate ssg structure
- ssgVertexArray *vl = new ssgVertexArray( 1 );
- ssgNormalArray *nl = new ssgNormalArray( 1 );
- ssgVertexArray *vl1 = new ssgVertexArray( 1 );
- ssgNormalArray *nl1 = new ssgNormalArray( 1 );
-
- float *n1 = normal->get(i);
- float *d1 = dir->get(i);
-
- /* TEMPORARY CODE BEGIN
- // calculate normal using 1st, 2nd & last vertices of the group
- sgVec3 n1;
- sgMakeNormal (n1, points->get(0), points->get(1), points->get(points->getNum()-1) );
- sgVec3 d1;
- sgSubVec3(d1,points->get(1),points->get(0));
- printf("%f %f %f\n",n1[0],n1[1],n1[2]);
- printf("%f %f %f\n",d1[0],d1[1],d1[2]);
- type[i] = 2;
- ----TEMPORARY CODE END */
-
-
- sgNormaliseVec3 ( n1 );
- sgNormaliseVec3 ( d1 );
- sgVec3 d2;
- d2[0] = -d1[0];
- d2[1] = -d1[1];
- d2[2] = -d1[2];
-
- sgVectorProductVec3(side,n1,d1);
- sgScaleVec3 (inf,n1,-50);
- sgScaleVec3 (side,5);
-
- float *v1 = points->get(i);
- sgAddVec3(v2,v1,inf);
- sgAddVec3(v3,v2,side);
-
- if ( type[i] == 1) { //POINT,WHITE
-
- vlw->add(v1);
- nlw->add(d1);
-
- } else if (type[i] == 2) { //POINT,TAXI
-
- vlt->add(v1);
- nlt->add(d1);
-
- } else if (type[i] == 3) { //SINGLE POLYGON,VASI
-
- vl->add(v1);
- nl->add(d1);
- vl->add(v3);
- nl->add(d1);
- vl->add(v2);
- nl->add(d1);
-
- ssgLeaf *leaf3 = NULL;
- leaf3 = new ssgVtxTable ( GL_POLYGON, vl, nl, NULL, NULL );
- leaf3->setState( vasi_state );
- runway_lights->addKid( leaf3 );
-
- } else if (type[i] == 4) { //BACK-TO-BACK POLYGONS,TOUCHDOWN/THRESHOLD
-
- vl->add(v1);
- nl->add(d1);
- vl->add(v3);
- nl->add(d1);
- vl->add(v2);
- nl->add(d1);
-
- vl1->add(v3);
- nl1->add(d2);
- vl1->add(v1);
- nl1->add(d2);
- vl1->add(v2);
- nl1->add(d2);
-
- ssgLeaf *leaf41 = NULL;
- leaf41 = new ssgVtxTable ( GL_POLYGON, vl, nl, NULL, NULL );
- leaf41->setState( touchdown_state );
- runway_lights->addKid( leaf41 );
-
- ssgLeaf *leaf42 = NULL;
- leaf42 = new ssgVtxTable ( GL_POLYGON, vl1, nl1, NULL, NULL );
- leaf42->setState( threshold_state );
- runway_lights->addKid( leaf42 );
-
- } else if ( type[i] == 5) { //POINT,WHITE, SEQUENCE LIGHTS (RABBIT)
-
- vl->add(v1);
- nl->add(d1);
- ssgLeaf *leaf5 = NULL;
- leaf5 = new ssgVtxTable ( GL_POINTS, vl, nl, NULL, NULL );
- leaf5->setState( white_state );
- lightmaps_sequence->addKid (leaf5);
-
- } else if ( type[i] == 6) { //POINT,WHITE, SEQUENCE LIGHTS (RABBIT)
-
- vl->add(v1);
- nl->add(d1);
- ssgLeaf *leaf6 = NULL;
- leaf6 = new ssgVtxTable ( GL_POINTS, vl, nl, NULL, NULL );
- leaf6->setState( yellow_state );
- ols_transform->addKid (leaf6);
- // DO NOT DELETE THIS CODE - This is to compare a discrete FLOLS (without LOD) with analog FLOLS
- // lightmaps_sequence->addKid (leaf6);
- // DO NOT DELETE THIS CODE - This is to compare a discrete FLOLS (without LOD) with analog FLOLS
-
- } else if (type[i] == 7) { //POINT,RED
-
- vlr->add(v1);
- nlr->add(d1);
-
- } else if (type[i] == 8) { //POINT,GREEN
-
- vlg->add(v1);
- nlg->add(d1);
-
- } else if (type[i] == 9) { //POINT,YELLOW
-
- vly->add(v1);
- nly->add(d1);
-
- }
-
- }
-
- leaf1 = new ssgVtxTable ( GL_POINTS, vlw, nlw, NULL, NULL );
- leaf1->setState( white_state );
- runway_lights->addKid( leaf1 );
-
- leaf2 = new ssgVtxTable ( GL_POINTS, vlt, nlt, NULL, NULL );
- leaf2->setState( taxi_state );
- runway_lights->addKid( leaf2 );
-
- leaf7 = new ssgVtxTable ( GL_POINTS, vlr, nlr, NULL, NULL );
- leaf7->setState( red_state );
- runway_lights->addKid( leaf7 );
-
- leaf8 = new ssgVtxTable ( GL_POINTS, vlg, nlg, NULL, NULL );
- leaf8->setState( green_state );
- // DO NOT DELETE THIS CODE - This is to compare a discrete FLOLS (without LOD) with analog FLOLS
- ols_transform->ref();
- lightmaps_sequence->addKid (ols_transform);
- // DO NOT DELETE THIS CODE - This is to compare a discrete FLOLS (without LOD) with analog FLOLS
- lightmaps_sequence->addKid (leaf8);
-
- leaf9 = new ssgVtxTable ( GL_POINTS, vly, nly, NULL, NULL );
- leaf9->setState( yellow_state );
- runway_lights->addKid( leaf9 );
-
- lightmaps_sequence->select(0xFFFFFF);
- return runway_lights;
-}
-// ADA
-
// Free "n" leaf elements of an ssg tree. returns the number of
// elements freed. An empty branch node is considered a leaf. This
// is intended to spread the load of freeing a complex tile out over
// several frames.
static int fgPartialFreeSSGtree( ssgBranch *b, int n ) {
+
#if 0
// for testing: we could call the following two lines and replace
// the functionality of this entire function and everything will
// Clean up the memory used by this tile and delete the arrays used by
// ssg as well as the whole ssg branch
bool FGTileEntry::free_tile() {
- int i;
int delete_size = 100;
SG_LOG( SG_TERRAIN, SG_DEBUG,
"FREEING TILE = (" << tile_bucket << ")" );
SG_LOG( SG_TERRAIN, SG_DEBUG, "(start) free_tracker = " << free_tracker );
if ( !(free_tracker & NODES) ) {
- SG_LOG( SG_TERRAIN, SG_DEBUG,
- " deleting " << nodes.size() << " nodes" );
- nodes.clear();
-
free_tracker |= NODES;
} else if ( !(free_tracker & VEC_PTRS) ) {
- // delete the vector pointers
- SG_LOG( SG_TERRAIN, SG_DEBUG,
- " deleting (leaf data) vertex, normal, and "
- << " texture coordinate arrays" );
-
- for ( i = 0; i < (int)vec3_ptrs.size(); ++i ) {
- delete [] vec3_ptrs[i];
- }
- vec3_ptrs.clear();
-
- for ( i = 0; i < (int)vec2_ptrs.size(); ++i ) {
- delete [] vec2_ptrs[i];
- }
- vec2_ptrs.clear();
-
- for ( i = 0; i < (int)index_ptrs.size(); ++i ) {
- delete index_ptrs[i];
- }
- index_ptrs.clear();
-
free_tracker |= VEC_PTRS;
} else if ( !(free_tracker & TERRA_NODE) ) {
// delete the terrain branch (this should already have been
ssgDeRefDelete( taxi_lights_transform );
free_tracker |= TAXI_LIGHTS;
}
- } else if ( !(free_tracker & LIGHTMAPS) && lightmaps_transform ) {
- // ADA
- // delete the terrain lighting branch (this should already have been
- // disconnected from the scene graph)
- SG_LOG( SG_TERRAIN, SG_DEBUG, "FREEING lightmaps_transform" );
- if ( fgPartialFreeSSGtree( lightmaps_transform, delete_size ) == 0 ) {
- ssgDeRefDelete( lightmaps_transform );
- free_tracker |= LIGHTMAPS;
- }
+ } else if ( !(free_tracker & LIGHTMAPS) ) {
+ free_tracker |= LIGHTMAPS;
} else {
return true;
}
// gnd_lights_brightness->select(0x00);
// }
}
-
- // ADA
- // Transform & Render runway lights - 23 Mar 2001
- sgSetVec3( sgTrans, offset.x(), offset.y(), offset.z() );
- if ( lightmaps_transform ) {
- static unsigned int selectnode = 0;
- // Run-time extension check.
- if (!glutExtensionSupported("GL_EXT_point_parameters")) {
- //use lightmaps on billboarded polygons
- } else {
- // using GL_EXT_point_parameters
-
- // This part is same as ground-lights code above by Curt
- sgVec3 lift_vec;
- sgCopyVec3( lift_vec, up );
-
- double agl1;
- agl1 = globals->get_current_view()->getAltitudeASL_ft()
- * SG_FEET_TO_METER - globals->get_scenery()->get_cur_elev();
-
- // sgTrans just happens to be the
- // vector from scenery center to the center of this tile which
- // is what we want to calculate the distance of
- sgVec3 to1;
- sgCopyVec3( to1, sgTrans );
- double dist1 = sgLengthVec3( to1 );
-
- if ( general.get_glDepthBits() > 16 ) {
- sgScaleVec3( lift_vec, 0.0 + agl1 / 2000.0 + dist1 / 10000 );
- } else {
- sgScaleVec3( lift_vec, 0.0 + agl1 / 20.0 + dist1 / 5000 );
- }
- sgAddVec3( sgTrans, lift_vec );
- lightmaps_transform->setTransform( sgTrans );
-
- float sun_angle1 = cur_light_params.sun_angle * SGD_RADIANS_TO_DEGREES;
- if ( (sun_angle1 > 89) ) {
- lightmaps_brightness->select(0x01);
- selectnode *=2;
- selectnode = selectnode | 0x000001;
- if (selectnode > 0xFFFFFF) selectnode = 1;
- lightmaps_sequence->select(selectnode);
- } else {
- lightmaps_brightness->select(0x00);
- lightmaps_sequence->select(0x000000);
- }
- } // end of GL_EXT_point_parameters section
-
- } // end of runway lights section
- // ADA
-
}
// obj_load() will generate ground lighting for us ...
ssgVertexArray *light_pts = new ssgVertexArray( 100 );
- // ADA
- ssgVertexArray *lights_rway = new ssgVertexArray( 100 );
- ssgVertexArray *lights_dir = new ssgVertexArray( 100 );
- ssgVertexArray *lights_normal = new ssgVertexArray( 100 );
- int lights_type[FG_MAX_LIGHTS];
- // ADA
-
ssgBranch* new_tile = new ssgBranch;
// Check for master .stg (scene terra gear) file
SG_LOG( SG_TERRAIN, SG_DEBUG, "adding taxi lights" );
taxi_lights_transform->setTransform( &sgcoord );
}
-
- // ADA
- // Create runway lights - 23 Mar 2001
- lightmaps_transform = NULL;
- lightmaps_sequence = NULL;
- ols_transform = NULL;
- // lightmaps_range = NULL;
-
- if ( lights_rway->getNum() ) {
- SG_LOG( SG_TERRAIN, SG_DEBUG, "generating airport lights" );
- lightmaps_transform = new ssgTransform;
- // lightmaps_range = new ssgRangeSelector;
- lightmaps_brightness = new ssgSelector;
- lightmaps_sequence = new ssgSelector;
- ols_transform = new ssgTransform;
- ssgBranch *lightmaps_branch;
-
- // call function to generate the runway lights
- lightmaps_branch = gen_runway_lights( lights_rway,
- lights_normal, lights_dir, lights_type);
- lightmaps_brightness->addKid( lightmaps_branch );
-
- // build the runway lights' scene
- // lightmaps_range->addKid( lightmaps_brightness ); //dont know why this doesnt work !!
- // lightmaps_transform->addKid( lightmaps_range ); //dont know why this doesnt work !!
- lightmaps_transform->addKid( lightmaps_brightness );
- lightmaps_sequence->setTraversalMaskBits( SSGTRAV_HOT );
- lightmaps_transform->addKid( lightmaps_sequence );
- lightmaps_transform->setTransform( &sgcoord );
- }
- // ADA
}
taxi_lights_branch->addKid( taxi_lights_transform );
}
- // ADA
- if ( lightmaps_transform != 0 ) {
- // bump up the ref count so we can remove this later without
- // having ssg try to free the memory.
- lightmaps_transform->ref();
- gnd_lights_branch->addKid( lightmaps_transform );
- }
- // ADA
-
loaded = true;
}
exit(-1);
}
}
-
- // ADA
- //runway lights - 23 Mar 2001
- // Delete runway lights and free memory
- if ( lightmaps_transform ) {
- // delete the runway lighting branch
- pcount = lightmaps_transform->getNumParents();
- if ( pcount > 0 ) {
- // find the first parent (should only be one)
- ssgBranch *parent = lightmaps_transform->getParent( 0 ) ;
- if( parent ) {
- parent->removeKid( lightmaps_transform );
- lightmaps_transform = NULL;
- } else {
- SG_LOG( SG_TERRAIN, SG_ALERT,
- "lightmaps parent pointer is NULL! Dying" );
- exit(-1);
- }
- } else {
- SG_LOG( SG_TERRAIN, SG_ALERT,
- "Parent count is zero for an ssg lightmap tile! Dying" );
- exit(-1);
- }
- }
- // ADA
}