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flightgear/src/Scenery/newcache.cxx

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// newcache.cxx -- routines to handle scenery tile caching
//
// Written by Curtis Olson, started December 2000.
//
// Copyright (C) 2000 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
// published by the Free Software Foundation; either version 2 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful, but
// WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
// General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
//
// $Id$
#ifdef HAVE_CONFIG_H
# include <config.h>
#endif
#ifdef HAVE_WINDOWS_H
# include <windows.h>
#endif
#include <GL/glut.h>
#include <simgear/xgl/xgl.h>
#include <plib/ssg.h> // plib include
#include <simgear/bucket/newbucket.hxx>
#include <simgear/debug/logstream.hxx>
#include <simgear/misc/sg_path.hxx>
#include <Main/globals.hxx>
#include <Scenery/scenery.hxx> // for scenery.center
#include "newcache.hxx"
#include "tileentry.hxx"
SG_USING_NAMESPACE(std);
// Constructor
FGNewCache::FGNewCache( void ) {
tile_cache.clear();
}
// Destructor
FGNewCache::~FGNewCache( void ) {
}
// Free a tile cache entry
void FGNewCache::entry_free( long cache_index ) {
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SG_LOG( SG_TERRAIN, SG_DEBUG, "FREEING CACHE ENTRY = " << cache_index );
FGTileEntry *e = tile_cache[cache_index];
e->free_tile();
delete e;
tile_cache.erase( cache_index );
}
// Initialize the tile cache subsystem
void FGNewCache::init( void ) {
// This is a hack that should really get cleaned up at some point
extern ssgBranch *terrain;
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SG_LOG( SG_TERRAIN, SG_INFO, "Initializing the tile cache." );
// expand cache if needed. For best results ... i.e. to avoid
// tile load problems and blank areas:
max_cache_size = 50; // a random number to start with
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SG_LOG( SG_TERRAIN, SG_INFO, " max cache size = "
<< max_cache_size );
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SG_LOG( SG_TERRAIN, SG_INFO, " current cache size = "
<< tile_cache.size() );
tile_map_iterator current = tile_cache.begin();
tile_map_iterator end = tile_cache.end();
for ( ; current != end; ++current ) {
long index = current->first;
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SG_LOG( SG_TERRAIN, SG_DEBUG, "clearing " << index );
FGTileEntry *e = current->second;
e->tile_bucket.make_bad();
entry_free(index);
}
// and ... just in case we missed something ...
terrain->removeAllKids();
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SG_LOG( SG_TERRAIN, SG_INFO, " done with init()" );
}
// Search for the specified "bucket" in the cache
bool FGNewCache::exists( const SGBucket& b ) const {
long tile_index = b.gen_index();
const_tile_map_iterator it = tile_cache.find( tile_index );
return ( it != tile_cache.end() );
}
// depricated for threading
#if 0
// Fill in a tile cache entry with real data for the specified bucket
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void FGNewCache::fill_in( const SGBucket& b ) {
SG_LOG( SG_TERRAIN, SG_DEBUG, "FILL IN CACHE ENTRY = " << b.gen_index() );
// clear out a distant entry in the cache if needed.
make_space();
// create the entry
FGTileEntry *e = new FGTileEntry( b );
// register it in the cache
long tile_index = b.gen_index();
tile_cache[tile_index] = e;
SGPath tile_path;
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if ( globals->get_fg_scenery() != (string)"" ) {
tile_path.set( globals->get_fg_scenery() );
} else {
tile_path.set( globals->get_fg_root() );
tile_path.append( "Scenery" );
}
// Load the appropriate data file
e->load( tile_path, true );
}
#endif
// Ensure at least one entry is free in the cache
void FGNewCache::make_space() {
SG_LOG( SG_TERRAIN, SG_DEBUG, "Make space in cache" );
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SG_LOG( SG_TERRAIN, SG_DEBUG, "cache entries = " << tile_cache.size() );
SG_LOG( SG_TERRAIN, SG_DEBUG, "max size = " << max_cache_size );
if ( (int)tile_cache.size() < max_cache_size ) {
// space in the cache, return
return;
}
while ( (int)tile_cache.size() >= max_cache_size ) {
sgdVec3 abs_view_pos;
float dist;
float max_dist = 0.0;
int max_index = -1;
// we need to free the furthest entry
tile_map_iterator current = tile_cache.begin();
tile_map_iterator end = tile_cache.end();
for ( ; current != end; ++current ) {
long index = current->first;
FGTileEntry *e = current->second;
if ( e->is_loaded() ) {
// calculate approximate distance from view point
sgdCopyVec3( abs_view_pos,
globals->get_current_view()->get_abs_view_pos() );
SG_LOG( SG_TERRAIN, SG_DEBUG, "DIST Abs view pos = "
<< abs_view_pos[0] << ","
<< abs_view_pos[1] << ","
<< abs_view_pos[2] );
SG_LOG( SG_TERRAIN, SG_DEBUG,
" ref point = " << e->center );
sgdVec3 center;
sgdSetVec3( center,
e->center.x(), e->center.y(), e->center.z() );
dist = sgdDistanceVec3( center, abs_view_pos );
SG_LOG( SG_TERRAIN, SG_DEBUG, " distance = " << dist );
if ( dist > max_dist ) {
max_dist = dist;
max_index = index;
}
}
}
// If we made it this far, then there were no open cache entries.
// We will instead free the furthest cache entry and return it's
// index.
if ( max_index >= 0 ) {
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SG_LOG( SG_TERRAIN, SG_DEBUG, " max_dist = " << max_dist );
SG_LOG( SG_TERRAIN, SG_DEBUG, " index = " << max_index );
entry_free( max_index );
} else {
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SG_LOG( SG_TERRAIN, SG_ALERT, "WHOOPS!!! Dying in next_avail()" );
exit( -1 );
}
}
}
/**
* Create a new tile and schedule it for loading.
*/
void
FGNewCache::insert_tile( FGTileEntry *e )
{
// clear out a distant entry in the cache if needed.
make_space();
// register it in the cache
long tile_index = e->get_tile_bucket().gen_index();
tile_cache[tile_index] = e;
}