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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/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 ssgBranch *ground;
// the tile cache
FGNewCache global_tile_cache;
// Constructor
FGNewCache::FGNewCache( void ) {
tile_cache.clear();
}
// Destructor
FGNewCache::~FGNewCache( void ) {
}
// Free a tile cache entry
void FGNewCache::entry_free( long cache_index ) {
FG_LOG( FG_TERRAIN, FG_INFO, "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 ) {
FG_LOG( FG_TERRAIN, FG_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
FG_LOG( FG_TERRAIN, FG_INFO, " max cache size = "
<< max_cache_size );
FG_LOG( FG_TERRAIN, FG_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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FG_LOG( FG_TERRAIN, FG_DEBUG, "clearing " << index );
FGTileEntry *e = current->second;
e->tile_bucket.make_bad();
entry_free(index);
}
// and ... just in case we missed something ...
terrain->removeAllKids();
FG_LOG( FG_TERRAIN, FG_INFO, " done with init()" );
}
// Search for the specified "bucket" in the cache
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bool FGNewCache::exists( const SGBucket& b ) {
long tile_index = b.gen_index();
tile_map_iterator it = tile_cache.find( tile_index );
return ( it != tile_cache.end() );
}
#if 0
static void print_refs( ssgSelector *sel, ssgTransform *trans,
ssgRangeSelector *range)
{
cout << "selector -> " << sel->getRef()
<< " transform -> " << trans->getRef()
<< " range -> " << range->getRef() << endl;
}
#endif
static ssgLeaf *gen_lights( ssgVertexArray *lights, int inc, float bright ) {
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// generate a repeatable random seed
float *p1 = lights->get( 0 );
unsigned int *seed = (unsigned int *)p1;
sg_srandom( *seed );
int size = lights->getNum() / inc;
// Allocate ssg structure
ssgVertexArray *vl = new ssgVertexArray( size + 1 );
ssgNormalArray *nl = NULL;
ssgTexCoordArray *tl = NULL;
ssgColourArray *cl = new ssgColourArray( size + 1 );
sgVec4 color;
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for ( int i = 0; i < lights->getNum(); ++i ) {
// this loop is slightly less efficient than it otherwise
// could be, but we want a red light to always be red, and a
// yellow light to always be yellow, etc. so we are trying to
// preserve the random sequence.
float zombie = sg_random();
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if ( i % inc == 0 ) {
vl->add( lights->get(i) );
// factor = sg_random() ^ 2, range = 0 .. 1 concentrated towards 0
float factor = sg_random();
factor *= factor;
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if ( zombie > 0.5 ) {
// 50% chance of yellowish
sgSetVec4( color, 0.9, 0.9, 0.3, bright - factor * 0.2 );
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} else if ( zombie > 0.15 ) {
// 35% chance of whitish
sgSetVec4( color, 0.9, 0.9, 0.8, bright - factor * 0.2 );
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} else if ( zombie > 0.05 ) {
// 10% chance of orangish
sgSetVec4( color, 0.9, 0.6, 0.2, bright - factor * 0.2 );
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} else {
// 5% chance of redish
sgSetVec4( color, 0.9, 0.2, 0.2, bright - factor * 0.2 );
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}
cl->add( color );
}
}
// 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
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void FGNewCache::fill_in( const SGBucket& b ) {
FG_LOG( FG_TERRAIN, FG_INFO, "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;
// register it in the cache
long tile_index = b.gen_index();
tile_cache[tile_index] = e;
// update the contents
e->center = Point3D( 0.0 );
if ( e->vec3_ptrs.size() || e->vec2_ptrs.size() || e->index_ptrs.size() ) {
FG_LOG( FG_TERRAIN, FG_ALERT,
"Attempting to overwrite existing or"
<< " not properly freed leaf data." );
exit(-1);
}
e->terra_transform = new ssgTransform;
e->terra_range = new ssgRangeSelector;
e->tile_bucket = b;
FGPath tile_path;
if ( globals->get_fg_scenery() != "" ) {
tile_path.set( globals->get_fg_scenery() );
} else {
tile_path.set( globals->get_fg_root() );
tile_path.append( "Scenery" );
}
tile_path.append( b.gen_base_path() );
// fgObjLoad will generate ground lighting for us ...
ssgVertexArray *light_pts = new ssgVertexArray( 100 );
// Load the appropriate data file
FGPath tile_base = tile_path;
tile_base.append( b.gen_index_str() );
ssgBranch *new_tile = fgObjLoad( tile_base.str(), e, light_pts, true );
if ( new_tile != NULL ) {
e->terra_range->addKid( new_tile );
}
// load custom objects
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FG_LOG( FG_TERRAIN, FG_DEBUG, "CUSTOM OBJECTS" );
FGPath index_path = tile_path;
index_path.append( b.gen_index_str() );
index_path.concat( ".ind" );
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FG_LOG( FG_TERRAIN, FG_DEBUG, "Looking in " << index_path.str() );
fg_gzifstream in( index_path.str() );
if ( in.is_open() ) {
string token, name;
while ( ! in.eof() ) {
in >> token;
in >> name;
#if defined ( macintosh ) || defined ( _MSC_VER )
in >> ::skipws;
#else
in >> skipws;
#endif
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FG_LOG( FG_TERRAIN, FG_DEBUG, "token = " << token
<< " name = " << name );
FGPath custom_path = tile_path;
custom_path.append( name );
ssgBranch *custom_obj =
fgObjLoad( custom_path.str(), e, NULL, false );
if ( (new_tile != NULL) && (custom_obj != NULL) ) {
new_tile -> addKid( custom_obj );
}
}
}
e->terra_transform->addKid( e->terra_range );
// calculate initial tile offset
e->SetOffset( scenery.center );
sgCoord sgcoord;
sgSetCoord( &sgcoord,
e->offset.x(), e->offset.y(), e->offset.z(),
0.0, 0.0, 0.0 );
e->terra_transform->setTransform( &sgcoord );
terrain->addKid( e->terra_transform );
e->lights_transform = NULL;
e->lights_range = NULL;
/* uncomment this section for testing ground lights */
if ( light_pts->getNum() ) {
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FG_LOG( FG_TERRAIN, FG_DEBUG, "generating lights" );
e->lights_transform = new ssgTransform;
e->lights_range = new ssgRangeSelector;
e->lights_brightness = new ssgSelector;
ssgLeaf *lights;
lights = gen_lights( light_pts, 4, 0.7 );
e->lights_brightness->addKid( lights );
lights = gen_lights( light_pts, 2, 0.85 );
e->lights_brightness->addKid( lights );
lights = gen_lights( light_pts, 1, 1.0 );
e->lights_brightness->addKid( lights );
e->lights_range->addKid( e->lights_brightness );
e->lights_transform->addKid( e->lights_range );
e->lights_transform->setTransform( &sgcoord );
ground->addKid( e->lights_transform );
}
/* end of ground light section */
}
// Ensure at least one entry is free in the cache
void FGNewCache::make_space() {
FG_LOG( FG_TERRAIN, FG_INFO, "Make space in cache" );
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FG_LOG( FG_TERRAIN, FG_DEBUG, "cache entries = " << tile_cache.size() );
FG_LOG( FG_TERRAIN, FG_INFO, "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;
// calculate approximate distance from view point
sgdCopyVec3( abs_view_pos,
globals->get_current_view()->get_abs_view_pos() );
FG_LOG( FG_TERRAIN, FG_DEBUG, "DIST Abs view pos = "
<< abs_view_pos[0] << ","
<< abs_view_pos[1] << ","
<< abs_view_pos[2] );
FG_LOG( FG_TERRAIN, FG_DEBUG,
" ref point = " << e->center );
sgdVec3 center;
sgdSetVec3( center, e->center.x(), e->center.y(), e->center.z() );
dist = sgdDistanceVec3( center, abs_view_pos );
FG_LOG( FG_TERRAIN, FG_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 ) {
FG_LOG( FG_TERRAIN, FG_DEBUG, " max_dist = " << max_dist );
FG_LOG( FG_TERRAIN, FG_DEBUG, " index = " << max_index );
entry_free( max_index );
} else {
FG_LOG( FG_TERRAIN, FG_ALERT, "WHOOPS!!! Dying in next_avail()" );
exit( -1 );
}
}
}