Started experimenting with ground lighting.
#include <simgear/bucket/newbucket.hxx>
#include <simgear/debug/logstream.hxx>
+#include <simgear/math/sg_geodesy.hxx>
+#include <simgear/math/sg_random.h>
#include <simgear/misc/fgstream.hxx>
#include <simgear/misc/fgpath.hxx>
#include <Main/globals.hxx>
+#include <Objects/matlib.hxx>
+#include <Objects/newmat.hxx>
#include <Objects/obj.hxx>
#include <Scenery/scenery.hxx> // for scenery.center
#include "newcache.hxx"
#include "tileentry.hxx"
+#include "tilemgr.hxx" // temp, need to delete later
FG_USING_NAMESPACE(std);
// a cheesy hack (to be fixed later)
extern ssgBranch *terrain;
-extern ssgEntity *penguin;
+extern ssgBranch *ground;
// the tile cache
#endif
+static ssgLeaf *gen_lights( const FGBucket &b ) {
+
+ FGTileEntry *t = global_tile_cache.get_tile( b );
+ Point3D center = t->get_offset() + scenery.center;
+
+ double lon, lat, elev;
+ double w = b.get_width();
+ double h = b.get_height();
+
+ double area = b.get_width_m() * b.get_height_m();
+ int num = (int)(area / 1000000); // number of point lights to create
+ cout << "generating " << num << " lights" << endl;
+
+ if ( num <= 0 ) {
+ return NULL;
+ }
+
+ // Allocate ssg structure
+ ssgVertexArray *vl = new ssgVertexArray( num );
+ ssgNormalArray *nl = NULL;
+ ssgTexCoordArray *tl = NULL;
+ ssgColourArray *cl = new ssgColourArray( 1 );
+
+ // default to white lights for now
+ sgVec4 color;
+ sgSetVec4( color, 1.0, 1.0, 1.0, 1.0 );
+ cl->add( color );
+
+ for ( int i = 0; i < num; ++i ) {
+ lon = b.get_center_lon() - w * 0.5 + sg_random() * w;
+ lat = b.get_center_lat() - h * 0.5 + sg_random() * h;
+
+ Point3D geod = Point3D( lon * DEG_TO_RAD, lat * DEG_TO_RAD, 0.0);
+ Point3D tmp = sgGeodToCart( geod );
+ sgdVec3 cart;
+ sgdSetVec3( cart, tmp.x(), tmp.y(), tmp.z() );
+
+ if ( ! global_tile_mgr.current_elev_ssg( cart, &elev ) ) {
+ elev = 0.0;
+ }
+ // cout << " lon = " << lon << " lat = " << lat << " elev = " << elev
+ // << endl;
+
+ geod.setz( elev + 8.0 + sg_random() * 4);
+ tmp = sgGeodToCart( geod ) - center;
+ sgVec3 p;
+ sgSetVec3( p, tmp.x(), tmp.y(), tmp.z() );
+ // cout << " x = " << cart[0] << " y = " << cart[1]
+ // << " z = " << cart[2] << endl;
+ vl->add( p );
+ }
+
+ // create ssg leaf
+ ssgLeaf *leaf =
+ new ssgVtxTable ( GL_POINTS, vl, nl, tl, cl );
+
+ // assign state
+ FGNewMat *newmat = material_lib.find( "LIGHTS" );
+ leaf->setState( newmat->get_state() );
+
+ return leaf;
+}
+
+
// Fill in a tile cache entry with real data for the specified bucket
void FGNewCache::fill_in( const FGBucket& b ) {
FG_LOG( FG_TERRAIN, FG_INFO, "FILL IN CACHE ENTRY = " << b.gen_index() );
exit(-1);
}
- e->select_ptr = new ssgSelector;
- e->transform_ptr = new ssgTransform;
- e->range_ptr = new ssgRangeSelector;
+ e->terra_transform = new ssgTransform;
+ e->terra_range = new ssgRangeSelector;
+ e->lights_transform = new ssgTransform;
+ e->lights_range = new ssgRangeSelector;
e->tile_bucket = b;
FGPath tile_path;
ssgBranch *new_tile = fgObjLoad( tile_base.str(), e, true );
if ( new_tile != NULL ) {
- e->range_ptr->addKid( new_tile );
+ e->terra_range->addKid( new_tile );
}
// load custom objects
}
}
- e->transform_ptr->addKid( e->range_ptr );
+ e->terra_transform->addKid( e->terra_range );
// calculate initial tile offset
e->SetOffset( scenery.center );
sgSetCoord( &sgcoord,
e->offset.x(), e->offset.y(), e->offset.z(),
0.0, 0.0, 0.0 );
- e->transform_ptr->setTransform( &sgcoord );
-
- e->select_ptr->addKid( e->transform_ptr );
- terrain->addKid( e->select_ptr );
-
- e->select_ptr->select(1);
+ e->terra_transform->setTransform( &sgcoord );
+ terrain->addKid( e->terra_transform );
+
+ e->lights_transform = NULL;
+ /* uncomment this section for testing ground lights
+ ssgLeaf *lights = gen_lights( b );
+ if ( lights ) {
+ e->lights_range->addKid( lights );
+ e->lights_transform->addKid( e->lights_range );
+ e->lights_transform->setTransform( &sgcoord );
+ ground->addKid( e->lights_transform );
+ }
+ */
}
#include <simgear/bucket/newbucket.hxx>
#include <simgear/debug/logstream.hxx>
+#include <Aircraft/aircraft.hxx>
+#include <Main/globals.hxx>
+#include <Scenery/scenery.hxx>
+
#include "tileentry.hxx"
FG_USING_STD(for_each);
: ncount(0)
{
nodes.clear();
- select_ptr = NULL;
}
}
index_ptrs.clear();
- // delete the ssg branch
-
- int pcount = select_ptr->getNumParents();
+ // delete the terrain branch
+ int pcount = terra_transform->getNumParents();
if ( pcount > 0 ) {
// find the first parent (should only be one)
- ssgBranch *parent = select_ptr->getParent( 0 ) ;
+ ssgBranch *parent = terra_transform->getParent( 0 ) ;
if( parent ) {
// my_remove_branch( select_ptr );
- parent->removeKid( select_ptr );
- select_ptr = NULL;
+ parent->removeKid( terra_transform );
+ terra_transform = NULL;
} else {
FG_LOG( FG_TERRAIN, FG_ALERT,
"parent pointer is NULL! Dying" );
"Parent count is zero for an ssg tile! Dying" );
exit(-1);
}
+
+ if ( lights_transform ) {
+ // delete the terrain lighting branch
+ pcount = lights_transform->getNumParents();
+ if ( pcount > 0 ) {
+ // find the first parent (should only be one)
+ ssgBranch *parent = lights_transform->getParent( 0 ) ;
+ if( parent ) {
+ parent->removeKid( lights_transform );
+ lights_transform = NULL;
+ } else {
+ FG_LOG( FG_TERRAIN, FG_ALERT,
+ "parent pointer is NULL! Dying" );
+ exit(-1);
+ }
+ } else {
+ FG_LOG( FG_TERRAIN, FG_ALERT,
+ "Parent count is zero for an ssg light tile! Dying" );
+ exit(-1);
+ }
+ }
}
-// when a tile is still in the cache, but not in the immediate draw
-// list, it can still remain in the scene graph, but we use a range
-// selector to disable it from ever being drawn.
-void FGTileEntry::ssg_disable() {
- select_ptr->select(0);
+// Update the ssg transform node for this tile so it can be
+// properly drawn relative to our (0,0,0) point
+void FGTileEntry::prep_ssg_node( const Point3D& p, float vis) {
+ SetOffset( p );
+
+// #define USE_UP_AND_COMING_PLIB_FEATURE
+#ifdef USE_UP_AND_COMING_PLIB_FEATURE
+ terra_range->setRange( 0, SG_ZERO );
+ terra_range->setRange( 1, vis + bounding_radius );
+ lights_range->setRange( 0, SG_ZERO );
+ lights_range->setRange( 1, vis + bounding_radius );
+#else
+ float ranges[2];
+ ranges[0] = SG_ZERO;
+ ranges[1] = vis + bounding_radius;
+ terra_range->setRanges( ranges, 2 );
+ lights_range->setRanges( ranges, 2 );
+#endif
+ sgVec3 sgTrans;
+ sgSetVec3( sgTrans, offset.x(), offset.y(), offset.z() );
+ terra_transform->setTransform( sgTrans );
+
+ if ( lights_transform ) {
+ // we need to lift the lights above the terrain to avoid
+ // z-buffer fighting. We do this based on our altitude and
+ // the distance this tile is away from scenery center.
+
+ sgVec3 up;
+ sgCopyVec3( up, globals->get_current_view()->get_world_up() );
+
+ double agl;
+ if ( current_aircraft.fdm_state ) {
+ agl = current_aircraft.fdm_state->get_Altitude() * FEET_TO_METER
+ - scenery.cur_elev;
+ } else {
+ agl = 0.0;
+ }
+
+ // 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 to;
+ sgCopyVec3( to, sgTrans );
+ double dist = sgLengthVec3( to );
+
+ sgScaleVec3( up, agl / 20.0 + dist / 10000 );
+ sgAddVec3( sgTrans, up );
+ lights_transform->setTransform( sgTrans );
+ }
}
// ssg tree structure for this tile is as follows:
// ssgRoot(scene)
// - ssgBranch(terrain)
- // - ssgSelector(tile)
// - ssgTransform(tile)
// - ssgRangeSelector(tile)
// - ssgEntity(tile)
// ...
// - kidn(fan)
- // selector (turn tile on/off)
- ssgSelector *select_ptr;
-
// pointer to ssg transform for this tile
- ssgTransform *transform_ptr;
+ ssgTransform *terra_transform;
+ ssgTransform *lights_transform;
// pointer to ssg range selector for this tile
- ssgRangeSelector *range_ptr;
+ ssgRangeSelector *terra_range;
+ ssgRangeSelector *lights_range;
public:
// Update the ssg transform node for this tile so it can be
// properly drawn relative to our (0,0,0) point
- inline void prep_ssg_node( const Point3D& p, float vis) {
- SetOffset( p );
-
-// #define USE_UP_AND_COMING_PLIB_FEATURE
-#ifdef USE_UP_AND_COMING_PLIB_FEATURE
- range_ptr->setRange( 0, SG_ZERO );
- range_ptr->setRange( 1, vis + bounding_radius );
-#else
- float ranges[2];
- ranges[0] = SG_ZERO;
- ranges[1] = vis + bounding_radius;
- range_ptr->setRanges( ranges, 2 );
-#endif
- sgVec3 sgTrans;
- sgSetVec3( sgTrans, offset.x(), offset.y(), offset.z() );
- transform_ptr->setTransform( sgTrans );
- }
-
- // when a tile is still in the cache, but not in the immediate
- // draw l ist, it can still remain in the scene graph, but we use
- // a range selector to disable it from ever being drawn.
- void ssg_disable();
+ void prep_ssg_node( const Point3D& p, float vis);
};
#endif
#include <GL/glut.h>
-#include <simgear/xgl/xgl.h>
+
+#include <plib/ssg.h>
#include <simgear/constants.h>
#include <simgear/debug/logstream.hxx>
// Constructor
FGTileMgr::FGTileMgr():
- state( Start )
+ state( Start ),
+ vis( 16000 )
{
}
// see if tile already exists in the cache
FGTileEntry *t = global_tile_cache.get_tile( b );
- if ( t != NULL ) {
- // tile exists in cache, reenable it.
- // cout << "REENABLING DISABLED TILE" << endl;
- t->select_ptr->select( 1 );
- } else {
+ if ( t == NULL ) {
// register a load request
load_queue.push_back( b );
}
if ( t == NULL ) {
FG_LOG( FG_TERRAIN, FG_DEBUG, "Loading tile " << b );
global_tile_cache.fill_in( b );
+ FGTileEntry *t = global_tile_cache.get_tile( b );
+ t->prep_ssg_node( scenery.center, vis);
} else {
FG_LOG( FG_TERRAIN, FG_DEBUG, "Tile already in cache " << b );
}
// explicitely. lat & lon are in radians. view_pos in current world
// coordinate translated near (0,0,0) (in meters.) Returns result in
// meters.
-bool FGTileMgr::current_elev_ssg( sgdVec3 abs_view_pos, sgVec3 view_pos,
- double *terrain_elev ) {
- sgdVec3 orig, dir;
+bool FGTileMgr::current_elev_ssg( sgdVec3 abs_view_pos, double *terrain_elev ) {
+ sgdVec3 view_pos;
+ sgdVec3 sc;
+ sgdSetVec3( sc, scenery.center.x(), scenery.center.y(), scenery.center.z());
+ sgdSubVec3( view_pos, abs_view_pos, sc );
- sgdSetVec3(orig, view_pos );
+ sgdVec3 orig, dir;
+ sgdCopyVec3(orig, view_pos );
sgdCopyVec3(dir, abs_view_pos );
hit_list.Intersect( terrain, orig, dir );
// schedule a needed buckets for loading
void FGTileMgr::schedule_needed() {
- double vis;
-
#ifndef FG_OLD_WEATHER
if ( WeatherDatabase != NULL ) {
vis = WeatherDatabase->getWeatherVisibility();
#endif
cout << "visibility = " << vis << endl;
- double clat = (int)current_bucket.get_center_lat();
- if ( clat > 0 ) {
- clat = (int)clat + 0.5;
- } else {
- clat = (int)clat - 0.5;
- }
- double clat_rad = clat * DEG_TO_RAD;
- double cos_lat = cos( clat_rad );
- double local_radius = cos_lat * EQUATORIAL_RADIUS_M;
- double local_perimeter = 2.0 * local_radius * FG_PI;
- double degree_width = local_perimeter / 360.0;
-
- // cout << "clat = " << clat << endl;
- // cout << "clat (radians) = " << clat_rad << endl;
- // cout << "cos(lat) = " << cos_lat << endl;
- // cout << "local_radius = " << local_radius << endl;
- // cout << "local_perimeter = " << local_perimeter << endl;
- cout << "degree_width = " << degree_width << endl;
-
- double perimeter = 2.0 * EQUATORIAL_RADIUS_M * FG_PI;
- double degree_height = perimeter / 360.0;
- cout << "degree_height = " << degree_height << endl;
-
- double tile_width = current_bucket.get_width() * degree_width;
- double tile_height = current_bucket.get_height() * degree_height;
+ double tile_width = current_bucket.get_width_m();
+ double tile_height = current_bucket.get_height_m();
cout << "tile width = " << tile_width << " tile_height = " << tile_height
<< endl;
prep_ssg_nodes();
sgSetVec3( tmp_view_pos, 0.0, 0.0, 0.0 );
double tmp_elev;
- if ( current_elev_ssg(tmp_abs_view_pos, tmp_view_pos, &tmp_elev) ) {
+ if ( current_elev_ssg(tmp_abs_view_pos, &tmp_elev) ) {
scenery.cur_elev = tmp_elev;
} else {
scenery.cur_elev = 0.0;
// << " view pos = " << current_view.view_pos << endl;
double tmp_elev;
if ( current_elev_ssg(globals->get_current_view()->get_abs_view_pos(),
- globals->get_current_view()->get_view_pos(),
&tmp_elev) )
{
scenery.cur_elev = tmp_elev;
// selector and transform
FGTileEntry *e;
- Point3D p = scenery.center;
global_tile_cache.reset_traversal();
while ( ! global_tile_cache.at_end() ) {
// cout << "processing a tile" << endl;
if ( (e = global_tile_cache.get_current()) ) {
- e->prep_ssg_node( p, vis);
+ e->prep_ssg_node( scenery.center, vis);
} else {
cout << "warning ... empty tile in cache" << endl;
}
FGTileEntry *current_tile;
// x and y distance of tiles to load/draw
+ float vis;
int xrange, yrange;
// current longitude latitude
const sgdVec3 p, const sgdVec3 dir,
FGHitList *list );
- bool current_elev_ssg( sgdVec3 abs_view_pos,
- sgVec3 view_pos,
- double *terrain_elev );
+ bool current_elev_ssg( sgdVec3 abs_view_pos, double *terrain_elev );
// Prepare the ssg nodes ... for each tile, set it's proper
// transform and update it's range selector based on current