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flightgear/src/Scenery/tilemgr.cxx

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// tilemgr.cxx -- routines to handle dynamic management of scenery tiles
//
// Written by Curtis Olson, started January 1998.
//
// Copyright (C) 1997 Curtis L. Olson - curt@infoplane.com
//
// 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.
//
// $Id$
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#ifdef HAVE_CONFIG_H
# include <config.h>
#endif
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#ifdef HAVE_WINDOWS_H
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# include <windows.h>
#endif
#include <GL/glut.h>
#include <plib/ssg.h>
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#include <simgear/constants.h>
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#include <simgear/debug/logstream.hxx>
#include <simgear/math/point3d.hxx>
#include <simgear/math/polar3d.hxx>
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#include <simgear/math/sg_geodesy.hxx>
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#include <simgear/math/vector.hxx>
#include <Main/globals.hxx>
#include <Objects/obj.hxx>
#ifndef FG_OLD_WEATHER
# include <WeatherCM/FGLocalWeatherDatabase.h>
#else
# include <Weather/weather.hxx>
#endif
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#include "newcache.hxx"
#include "scenery.hxx"
#include "tilemgr.hxx"
#define TEST_LAST_HIT_CACHE
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extern ssgRoot *scene;
extern ssgBranch *terrain;
extern ssgBranch *ground;
// the tile manager
FGTileMgr global_tile_mgr;
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// a temporary hack until we get everything rewritten with sgdVec3
static inline Point3D operator + (const Point3D& a, const sgdVec3 b)
{
return Point3D(a.x()+b[0], a.y()+b[1], a.z()+b[2]);
}
#ifdef ENABLE_THREADS
SGLockedQueue<FGTileEntry *> FGTileMgr::attach_queue;
SGLockedQueue<FGDeferredModel *> FGTileMgr::model_queue;
#else
queue<FGTileEntry *> FGTileMgr::attach_queue;
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queue<FGDeferredModel *> FGTileMgr::model_queue;
#endif // ENABLE_THREADS
// Constructor
FGTileMgr::FGTileMgr():
state( Start ),
vis( 16000 ),
counter_hack(0)
{
}
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// Destructor
FGTileMgr::~FGTileMgr() {
}
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// Initialize the Tile Manager subsystem
int FGTileMgr::init() {
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SG_LOG( SG_TERRAIN, SG_INFO, "Initializing Tile Manager subsystem." );
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tile_cache.init();
#if 0
// instead it's just a lot easier to let any pending work flush
// through, rather than trying to arrest the queue and nuke all
// the various work at all the various stages and get everything
// cleaned up properly.
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while ( ! attach_queue.empty() ) {
attach_queue.pop();
}
while ( ! model_queue.empty() ) {
#ifdef ENABLE_THREADS
FGDeferredModel* dm = model_queue.pop();
#else
FGDeferredModel* dm = model_queue.front();
model_queue.pop();
#endif
delete dm;
}
loader.reinit();
#endif
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hit_list.clear();
state = Inited;
previous_bucket.make_bad();
current_bucket.make_bad();
longitude = latitude = -1000.0;
last_longitude = last_latitude = -1000.0;
return 1;
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}
// schedule a tile for loading
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void FGTileMgr::sched_tile( const SGBucket& b ) {
// see if tile already exists in the cache
FGTileEntry *t = tile_cache.get_tile( b );
if ( t == NULL ) {
// create a new entry
FGTileEntry *e = new FGTileEntry( b );
// insert the tile into the cache
tile_cache.insert_tile( e );
// Schedule tile for loading
loader.add( e );
}
}
static void CurrentNormalInLocalPlane(sgVec3 dst, sgVec3 src) {
sgVec3 tmp;
sgSetVec3(tmp, src[0], src[1], src[2] );
sgMat4 TMP;
sgTransposeNegateMat4 ( TMP, globals->get_current_view()->get_UP() ) ;
sgXformVec3(tmp, tmp, TMP);
sgSetVec3(dst, tmp[2], tmp[1], tmp[0] );
}
// Determine scenery altitude via ssg. 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. 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, 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 );
sgdVec3 orig, dir;
sgdCopyVec3(orig, view_pos );
sgdCopyVec3(dir, abs_view_pos );
hit_list.Intersect( terrain, orig, dir );
int this_hit=0;
Point3D geoc;
double result = -9999;
int hitcount = hit_list.num_hits();
for ( int i = 0; i < hitcount; ++i ) {
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geoc = sgCartToPolar3d( scenery.center + hit_list.get_point(i) );
double lat_geod, alt, sea_level_r;
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sgGeocToGeod(geoc.lat(), geoc.radius(), &lat_geod,
&alt, &sea_level_r);
if ( alt > result && alt < 10000 ) {
result = alt;
this_hit = i;
}
}
if ( result > -9000 ) {
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*terrain_elev = result;
scenery.cur_radius = geoc.radius();
sgVec3 tmp;
sgSetVec3(tmp, hit_list.get_normal(this_hit));
// cout << "cur_normal: " << tmp[0] << " " << tmp[1] << " "
// << tmp[2] << endl;
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ssgState *IntersectedLeafState =
((ssgLeaf*)hit_list.get_entity(this_hit))->getState();
CurrentNormalInLocalPlane(tmp, tmp);
sgdSetVec3( scenery.cur_normal, tmp );
// cout << "NED: " << tmp[0] << " " << tmp[1] << " " << tmp[2] << endl;
return true;
} else {
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SG_LOG( SG_TERRAIN, SG_INFO, "no terrain intersection" );
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*terrain_elev = 0.0;
float *up = globals->get_current_view()->get_world_up();
sgdSetVec3(scenery.cur_normal, up[0], up[1], up[2]);
return false;
}
}
// schedule a needed buckets for loading
void FGTileMgr::schedule_needed() {
#ifndef FG_OLD_WEATHER
if ( WeatherDatabase != NULL ) {
vis = WeatherDatabase->getWeatherVisibility();
} else {
vis = 16000;
}
#else
vis = current_weather.get_visibility();
#endif
// cout << "visibility = " << vis << endl;
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;
xrange = (int)(vis / tile_width) + 1;
yrange = (int)(vis / tile_height) + 1;
if ( xrange < 1 ) { xrange = 1; }
if ( yrange < 1 ) { yrange = 1; }
// cout << "xrange = " << xrange << " yrange = " << yrange << endl;
tile_cache.set_max_cache_size( (2*xrange + 2) * (2*yrange + 2) );
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SGBucket b;
// schedule center tile first so it can be loaded first
b = sgBucketOffset( longitude, latitude, 0, 0 );
sched_tile( b );
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int x, y;
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// schedule next ring of 8 tiles
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for ( x = -1; x <= 1; ++x ) {
for ( y = -1; y <= 1; ++y ) {
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if ( x != 0 || y != 0 ) {
b = sgBucketOffset( longitude, latitude, x, y );
sched_tile( b );
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}
}
}
// schedule remaining tiles
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for ( x = -xrange; x <= xrange; ++x ) {
for ( y = -yrange; y <= yrange; ++y ) {
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if ( x < -1 || x > 1 || y < -1 || y > 1 ) {
SGBucket b = sgBucketOffset( longitude, latitude, x, y );
sched_tile( b );
}
}
}
}
void FGTileMgr::initialize_queue()
{
// First time through or we have teleported, initialize the
// system and load all relavant tiles
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SG_LOG( SG_TERRAIN, SG_INFO, "Updating Tile list for " << current_bucket );
// cout << "tile cache size = " << tile_cache.get_size() << endl;
// wipe/initialize tile cache
// tile_cache.init();
previous_bucket.make_bad();
// build the local area list and schedule tiles for loading
// start with the center tile and work out in concentric
// "rings"
schedule_needed();
// do we really want to lose this? CLO
#if 0
// Now force a load of the center tile and inner ring so we
// have something to see in our first frame.
int i;
for ( i = 0; i < 9; ++i ) {
if ( load_queue.size() ) {
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SG_LOG( SG_TERRAIN, SG_DEBUG,
"Load queue not empty, loading a tile" );
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SGBucket pending = load_queue.front();
load_queue.pop_front();
load_tile( pending );
}
}
#endif
}
// given the current lon/lat (in degrees), fill in the array of local
// chunks. If the chunk isn't already in the cache, then read it from
// disk.
int FGTileMgr::update( double lon, double lat ) {
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SG_LOG( SG_TERRAIN, SG_DEBUG, "FGTileMgr::update()" );
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// FGInterface *f = current_aircraft.fdm_state;
// lonlat for this update
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// longitude = f->get_Longitude() * SGD_RADIANS_TO_DEGREES;
// latitude = f->get_Latitude() * SGD_RADIANS_TO_DEGREES;
longitude = lon;
latitude = lat;
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// SG_LOG( SG_TERRAIN, SG_DEBUG, "lon "<< lonlat[LON] <<
// " lat " << lonlat[LAT] );
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current_bucket.set_bucket( longitude, latitude );
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// SG_LOG( SG_TERRAIN, SG_DEBUG, "Updating Tile list for " << current_bucket );
if ( tile_cache.exists( current_bucket ) ) {
current_tile = tile_cache.get_tile( current_bucket );
scenery.next_center = current_tile->center;
} else {
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SG_LOG( SG_TERRAIN, SG_WARN, "Tile not found (Ok if initializing)" );
}
if ( state == Running ) {
if ( !(current_bucket == previous_bucket) ) {
// We've moved to a new bucket, we need to schedule any
// needed tiles for loading.
schedule_needed();
}
} else if ( state == Start || state == Inited ) {
initialize_queue();
state = Running;
}
// load the next tile in the load queue (or authorize the next
// load in the case of the threaded tile pager)
loader.update();
// load the next model in the load queue. Currently this must
// happen in the render thread because model loading can trigger
// texture loading which involves use of the opengl api.
if ( !model_queue.empty() ) {
cout << "loading next model ..." << endl;
// load the next tile in the queue
#ifdef ENABLE_THREADS
FGDeferredModel* dm = model_queue.pop();
#else
FGDeferredModel* dm = model_queue.front();
model_queue.pop();
#endif
ssgTexturePath( (char *)(dm->get_texture_path().c_str()) );
ssgEntity *obj_model
= ssgLoad( (char *)(dm->get_model_path().c_str()) );
dm->get_obj_trans()->addKid( obj_model );
dm->get_tile()->dec_pending_models();
delete dm;
}
if ( scenery.center == Point3D(0.0) ) {
// initializing
cout << "initializing scenery current elevation ... " << endl;
sgdVec3 tmp_abs_view_pos;
sgVec3 tmp_view_pos;
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Point3D geod_pos = Point3D( longitude * SGD_DEGREES_TO_RADIANS,
latitude * SGD_DEGREES_TO_RADIANS,
0.0);
Point3D tmp = sgGeodToCart( geod_pos );
scenery.center = tmp;
sgdSetVec3( tmp_abs_view_pos, tmp.x(), tmp.y(), tmp.z() );
// cout << "abs_view_pos = " << tmp_abs_view_pos << endl;
prep_ssg_nodes();
sgSetVec3( tmp_view_pos, 0.0, 0.0, 0.0 );
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double tmp_elev;
if ( current_elev_ssg(tmp_abs_view_pos, &tmp_elev) ) {
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scenery.cur_elev = tmp_elev;
} else {
scenery.cur_elev = 0.0;
}
cout << "result = " << scenery.cur_elev << endl;
} else {
// cout << "abs view pos = " << current_view.abs_view_pos
// << " view pos = " << current_view.view_pos << endl;
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double tmp_elev;
if ( current_elev_ssg(globals->get_current_view()->get_abs_view_pos(),
&tmp_elev) )
{
scenery.cur_elev = tmp_elev;
} else {
scenery.cur_elev = 0.0;
}
}
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// cout << "current elevation (ssg) == " << scenery.cur_elev << endl;
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previous_bucket = current_bucket;
last_longitude = longitude;
last_latitude = latitude;
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// activate loader thread one out of every 5 frames
counter_hack = (counter_hack + 1) % 5;
if ( !counter_hack ) {
// Notify the tile loader that it can load another tile
// loader.update();
if ( !attach_queue.empty() ) {
#ifdef ENABLE_THREADS
FGTileEntry* e = attach_queue.pop();
#else
FGTileEntry* e = attach_queue.front();
attach_queue.pop();
#endif
e->add_ssg_nodes( terrain, ground );
// cout << "Adding ssg nodes for "
}
}
return 1;
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}
void FGTileMgr::prep_ssg_nodes() {
float vis = 0.0;
#ifndef FG_OLD_WEATHER
if ( WeatherDatabase ) {
vis = WeatherDatabase->getWeatherVisibility();
} else {
vis = 16000;
}
#else
vis = current_weather.get_visibility();
#endif
// cout << "visibility = " << vis << endl;
// traverse the potentially viewable tile list and update range
// selector and transform
FGTileEntry *e;
tile_cache.reset_traversal();
while ( ! tile_cache.at_end() ) {
// cout << "processing a tile" << endl;
if ( (e = tile_cache.get_current()) ) {
e->prep_ssg_node( scenery.center, vis);
} else {
cout << "warning ... empty tile in cache" << endl;
}
tile_cache.next();
}
}