]> git.mxchange.org Git - flightgear.git/commitdiff
Optimization by Norman Vine.
authorcurt <curt>
Tue, 8 Sep 1998 15:05:10 +0000 (15:05 +0000)
committercurt <curt>
Tue, 8 Sep 1998 15:05:10 +0000 (15:05 +0000)
Scenery/tilemgr.cxx

index 51b0c87a7e25a1157fe97f6b9f5cca0ee40ff1a2..3cb010d581f8d5196b61f399cb7feb4a73c12ea2 100644 (file)
 #include "tilecache.hxx"
 
 
+// to test clipping speedup in fgTileMgrRender()
+#if defined ( USE_FAST_FOV_CLIP )
+  // #define TEST_FOV_CLIP
+  // #define TEST_ELEV
+#endif
+
+
 #define FG_LOCAL_X_Y         81  // max(o->tile_diameter) ** 2
 
 #define FG_SQUARE( X ) ( (X) * (X) )
 
+#ifdef WIN32
+#  define FG_MEM_COPY(to,from,n)       memcpy(to, from, n)
+#else
+#  define FG_MEM_COPY(to,from,n)       bcopy(from, to, n)
+#endif
 
 // closest (potentially viewable) tiles, centered on current tile.
 // This is an array of pointers to cache indexes.
@@ -237,10 +249,55 @@ static double point_line_dist_squared( fgPoint3d *tc, fgPoint3d *vp,
 
 // Calculate if point/radius is inside view frustum
 static int viewable( fgPoint3d *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.WORLD_TO_EYE);
+       
+    eye[0] = (x*mat[0] + y*mat[4] + z*mat[8] + mat[12]) * current_view.slope_x;
+    eye[1] = (x*mat[1] + y*mat[5] + z*mat[9] + mat[13]) * current_view.slope_y; 
+    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.visibility < 0) )
+    {
+       return(0);
+    }
+       
+    // check right and left clip plane (from eye perspective)
+    x1 = radius * current_view.fov_x_clip;
+    if( (eye[2] > -(eye[0]+x1)) || (eye[2] > (eye[0]-x1)) )
+    {
+       return(0);
+    }
+       
+    // check bottom and top clip plane (from eye perspective)
+    y1 = radius * current_view.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;
-    int viewable = 1; // start by assuming it's viewable
-    double x0, x1, y1, slope;
+    double x0, slope;
 
     v = &current_view;
 
@@ -318,10 +375,50 @@ static int viewable( fgPoint3d *cp, double radius ) {
        return(0);
     }
 
+#endif // defined( USE_FAST_FOV_CLIP )
+       
     return(viewable);
 }
 
 
+// NEW 
+
+// inrange() IS THIS POINT WITHIN POSSIBLE VIEWING RANGE ?
+//     calculate distance from vertical tangent line at
+//     current position to center of object.
+//     this is equivalent to
+//     dist = point_line_dist_squared( &(t->center), &(v->abs_view_pos), 
+//                                     v->local_up );
+//     if ( dist < FG_SQUARE(t->bounding_radius) ) {
+//
+// the compiler should inline this for us
+
+static int
+inrange( const double radius, const fgPoint3d *center, const fgPoint3d *vp,
+        const MAT3vec up)
+{
+    MAT3vec u, u1, v;
+    // double tmp;
+       
+    // u = p - p0
+    u[0] = center->x - vp->x;
+    u[1] = center->y - vp->y;
+    u[2] = center->z - vp->z;
+       
+    // calculate the projection, u1, of u along d.
+    // u1 = ( dot_prod(u, d) / dot_prod(d, d) ) * d;
+       
+    MAT3_SCALE_VEC(u1, up,
+                  (MAT3_DOT_PRODUCT(u, up) / MAT3_DOT_PRODUCT(up, up)) );
+    
+    // v = u - u1 = vector from closest point on line, p1, to the
+    // original point, p.
+    MAT3_SUB_VEC(v, u, u1);
+       
+    return( FG_SQUARE(radius) >= MAT3_DOT_PRODUCT(v, v));
+}
+
+
 // Determine scenery altitude.  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.  abs_view_pos in meters.
@@ -348,8 +445,6 @@ double fgTileMgrCurElev( double lon, double lat, fgPoint3d *abs_view_pos ) {
     local_up[1] = abs_view_pos->y;
     local_up[2] = abs_view_pos->z;
 
-    tile_diameter = current_options.get_tile_diameter();
-
     // Find current translation offset
     fgBucketFind(lon * RAD_TO_DEG, lat * RAD_TO_DEG, &p);
     index = c->Exists(&p);
@@ -368,55 +463,48 @@ double fgTileMgrCurElev( double lon, double lat, fgPoint3d *abs_view_pos ) {
              lon * RAD_TO_DEG, lat * RAD_TO_DEG,
              p.lon, p.lat, p.x, p.y, fgBucketGenIndex(&p) );
 
-    // 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->GetTile(index);
-
-       // calculate tile offset
-       x = (t->offset.x = t->center.x - scenery.center.x);
-       y = (t->offset.y = t->center.y - scenery.center.y);
-       z = (t->offset.z = t->center.z - scenery.center.z);
+    // calculate tile offset
+    x = (t->offset.x = t->center.x - scenery.center.x);
+    y = (t->offset.y = t->center.y - scenery.center.y);
+    z = (t->offset.z = t->center.z - scenery.center.z);
 
-       // calc current terrain elevation calculate distance from
-       // vertical tangent line at current position to center of
-       // tile.
+    // calc current terrain elevation calculate distance from
+    // vertical tangent line at current position to center of
+    // tile.
        
-       /* printf("distance squared = %.2f, bounding radius = %.2f\n", 
-              point_line_dist_squared(&(t->offset), &(v->view_pos), 
-              v->local_up), t->bounding_radius); */
+    /* printf("distance squared = %.2f, bounding radius = %.2f\n", 
+       point_line_dist_squared(&(t->offset), &(v->view_pos), 
+       v->local_up), t->bounding_radius); */
 
-       dist = point_line_dist_squared( &(t->center), abs_view_pos, 
+    dist = point_line_dist_squared( &(t->center), abs_view_pos, 
                                        local_up );
-       if ( dist < FG_SQUARE(t->bounding_radius) ) {
-
-           // traverse fragment list for tile
-           current = t->fragment_list.begin();
-           last = t->fragment_list.end();
-
-           while ( current != last ) {
-               frag_ptr = &(*current);
-               current++;
-               /* printf("distance squared = %.2f, bounding radius = %.2f\n", 
-                      point_line_dist_squared( &(frag_ptr->center), 
-                                       &abs_view_pos), local_up),
-                      frag_ptr->bounding_radius); */
-
-               dist = point_line_dist_squared( &(frag_ptr->center), 
-                                       abs_view_pos, local_up);
-               if ( dist <= FG_SQUARE(frag_ptr->bounding_radius) ) {
-                   if ( frag_ptr->intersect( abs_view_pos, 
-                                             &earth_center, 0, &result ) ) {
-                       // compute geocentric coordinates of tile center
-                       pp = fgCartToPolar3d(result);
-                       // convert to geodetic coordinates
-                       fgGeocToGeod(pp.lat, pp.radius, &lat_geod, 
-                                    &alt, &sea_level_r);
-                       // printf("alt = %.2f\n", alt);
-                       // exit since we found an intersection
-                       return(alt);
-                   }
+    if ( dist < FG_SQUARE(t->bounding_radius) ) {
+
+       // traverse fragment list for tile
+       current = t->fragment_list.begin();
+       last = t->fragment_list.end();
+
+       while ( current != last ) {
+           frag_ptr = &(*current);
+           current++;
+           /* printf("distance squared = %.2f, bounding radius = %.2f\n", 
+              point_line_dist_squared( &(frag_ptr->center), 
+              &abs_view_pos), local_up),
+              frag_ptr->bounding_radius); */
+
+           dist = point_line_dist_squared( &(frag_ptr->center), 
+                                           abs_view_pos, local_up);
+           if ( dist <= FG_SQUARE(frag_ptr->bounding_radius) ) {
+               if ( frag_ptr->intersect( abs_view_pos, 
+                                         &earth_center, 0, &result ) ) {
+                   // compute geocentric coordinates of tile center
+                   pp = fgCartToPolar3d(result);
+                   // convert to geodetic coordinates
+                   fgGeocToGeod(pp.lat, pp.radius, &lat_geod, 
+                                &alt, &sea_level_r);
+                   // printf("alt = %.2f\n", alt);
+                   // exit since we found an intersection
+                   return(alt);
                }
            }
        }
@@ -427,6 +515,36 @@ double fgTileMgrCurElev( double lon, double lat, fgPoint3d *abs_view_pos ) {
 }
 
 
+// NEW for legibility
+
+// update this tile's geometry for current view
+// The Compiler should inline this
+static void
+update_tile_geometry( fgTILE *t, GLdouble *MODEL_VIEW)
+{
+    GLdouble *m;
+    double x, y, z;
+       
+    // calculate tile offset
+    x = (t->offset.x = t->center.x - scenery.center.x);
+    y = (t->offset.y = t->center.y - scenery.center.y);
+    z = (t->offset.z = t->center.z - scenery.center.z);
+       
+    m = t->model_view;
+       
+    // Calculate the model_view transformation matrix for this tile
+    FG_MEM_COPY( m, MODEL_VIEW, 16*sizeof(GLdouble) );
+    
+    // This is equivalent to doing a glTranslatef(x, y, z);
+    m[12] += (m[0]*x + m[4]*y + m[8] *z);
+    m[13] += (m[1]*x + m[5]*y + m[9] *z);
+    m[14] += (m[2]*x + m[6]*y + m[10]*z);
+    // m[15] += (m[3]*x + m[7]*y + m[11]*z);
+    // m[3] m7[] m[11] are 0.0 see LookAt() in views.cxx
+    // so m[15] is unchanged
+}
+
+
 // Render the local tiles
 void fgTileMgrRender( void ) {
     fgTILECACHE *c;
@@ -479,6 +597,9 @@ void fgTileMgrRender( void ) {
     material_mgr.init_transient_material_lists();
     min_dist = 100000.0;
 
+    scenery.cur_elev = fgTileMgrCurElev( FG_Longitude, FG_Latitude, 
+                                        &(v->abs_view_pos) );
+    
     // Pass 1
     // traverse the potentially viewable tile list
     for ( i = 0; i < (tile_diameter * tile_diameter); i++ ) {
@@ -503,48 +624,14 @@ void fgTileMgrRender( void ) {
        m[14] = m[2] * x + m[6] * y + m[10] * z + m[14];
        m[15] = m[3] * x + m[7] * y + m[11] * z + m[15];
 
-       // temp ... calc current terrain elevation
-       // calculate distance from vertical tangent line at
-       // current position to center of tile.
-       
-       /* printf("distance squared = %.2f, bounding radius = %.2f\n", 
-              point_line_dist_squared(&(t->offset), &(v->view_pos), 
-              v->local_up), t->bounding_radius); */
-
-       dist = point_line_dist_squared( &(t->center), &(v->abs_view_pos), 
-                                       v->local_up );
-       if ( dist < FG_SQUARE(t->bounding_radius) ) {
-
-           // traverse fragment list for tile
-           current = t->fragment_list.begin();
-           last = t->fragment_list.end();
-
-           while ( current != last ) {
-               frag_ptr = &(*current);
-               current++;
-               /* printf("distance squared = %.2f, bounding radius = %.2f\n", 
-                      point_line_dist_squared( &(frag_ptr->center), 
-                                       &(v->abs_view_pos), v->local_up),
-                      frag_ptr->bounding_radius); */
-
-               dist = point_line_dist_squared( &(frag_ptr->center), 
-                                       &(v->abs_view_pos), v->local_up);
-               if ( dist <= FG_SQUARE(frag_ptr->bounding_radius) ) {
-                   if ( frag_ptr->intersect( &(v->abs_view_pos), 
-                                             &earth_center, 0, &result ) ) {
-                       // compute geocentric coordinates of tile center
-                       pp = fgCartToPolar3d(result);
-                       // convert to geodetic coordinates
-                       fgGeocToGeod(pp.lat, pp.radius, &lat_geod, 
-                                    &alt, &sea_level_r);
-                       // printf("alt = %.2f\n", alt);
-                       scenery.cur_elev = alt;
-                       // exit this loop since we found an intersection
-                       break;
-                   }
-               }
-           }
+#if defined( TEST_FOV_CLIP )
+       if( viewable(&(t->offset), t->bounding_radius) !=
+           viewable2(&(t->offset), t->bounding_radius) )
+       {
+           printf("FOV PROBLEM\n");
+           exit(10);
        }
+#endif // defined( TEST_FOV_CLIP )
 
        // Course (tile based) culling
        if ( viewable(&(t->offset), t->bounding_radius) ) {
@@ -567,6 +654,15 @@ void fgTileMgrRender( void ) {
                    frag_offset.y = frag_ptr->center.y - scenery.center.y;
                    frag_offset.z = frag_ptr->center.z - scenery.center.z;
 
+#if defined( TEST_FOV_CLIP )
+                   radius = frag_ptr->bounding_radius*2;
+                   if ( viewable(&frag_offset, radius) !=
+                        viewable2(&frag_offset, radius) ) {
+                       printf("FOV PROBLEM\n");
+                       exit(10);
+                   }
+#endif // defined( TEST_FOV_CLIP )
+
                    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;
@@ -679,6 +775,9 @@ void fgTileMgrRender( void ) {
 
 
 // $Log$
+// Revision 1.33  1998/09/08 15:05:10  curt
+// Optimization by Norman Vine.
+//
 // Revision 1.32  1998/08/25 16:52:44  curt
 // material.cxx material.hxx obj.cxx obj.hxx texload.c texload.h moved to
 //   ../Objects