diff --git a/Simulator/Scenery/Makefile.am b/Simulator/Scenery/Makefile.am index 6e8da5051..699a4442e 100644 --- a/Simulator/Scenery/Makefile.am +++ b/Simulator/Scenery/Makefile.am @@ -2,8 +2,8 @@ noinst_LIBRARIES = libScenery.a libScenery_a_SOURCES = \ scenery.cxx scenery.hxx \ - tile.cxx tile.hxx \ tilecache.cxx tilecache.hxx \ + tileentry.cxx tileentry.hxx \ tilemgr.cxx tilemgr.hxx INCLUDES += \ diff --git a/Simulator/Scenery/tilecache.cxx b/Simulator/Scenery/tilecache.cxx index 0556b9dae..b18d2fab7 100644 --- a/Simulator/Scenery/tilecache.cxx +++ b/Simulator/Scenery/tilecache.cxx @@ -40,44 +40,73 @@ #include #include -#include "tile.hxx" #include "tilecache.hxx" +#include "tileentry.hxx" // the tile cache -fgTILECACHE global_tile_cache; +FGTileCache global_tile_cache; // Constructor -fgTILECACHE::fgTILECACHE( void ) { +FGTileCache::FGTileCache( void ) { + tile_cache.clear(); } // Initialize the tile cache subsystem void -fgTILECACHE::init( void ) +FGTileCache::init( void ) { int i; FG_LOG( FG_TERRAIN, FG_INFO, "Initializing the tile cache." ); - for ( i = 0; i < FG_TILE_CACHE_SIZE; i++ ) { + // expand cache if needed. For best results ... i.e. to avoid + // tile load problems and blank areas: + // + // target_cache_size >= (current.options.tile_diameter + 1) ** 2 + // + int side = current_options.get_tile_diameter() + 1; + int target_cache_size = side * side; + FG_LOG( FG_TERRAIN, FG_DEBUG, " target cache size = " + << target_cache_size ); + FG_LOG( FG_TERRAIN, FG_DEBUG, " current cache size = " + << tile_cache.size() ); + FGTileEntry e; + FG_LOG( FG_TERRAIN, FG_DEBUG, " size of tile = " + << sizeof( e ) ); + if ( target_cache_size > (int)tile_cache.size() ) { + // FGTileEntry e; + e.used = false; + int expansion_amt = target_cache_size - (int)tile_cache.size(); + for ( i = 0; i < expansion_amt; ++i ) { + tile_cache.push_back( e ); + FG_LOG( FG_TERRAIN, FG_DEBUG, " expanding cache size = " + << tile_cache.size() ); + } + } + FG_LOG( FG_TERRAIN, FG_DEBUG, " done expanding cache, size = " + << tile_cache.size() ); + + for ( i = 0; i < (int)tile_cache.size(); i++ ) { if ( tile_cache[i].used ) { entry_free(i); } - tile_cache[i].used = 0; + tile_cache[i].used = false; tile_cache[i].tile_bucket.make_bad(); } + FG_LOG( FG_TERRAIN, FG_DEBUG, " done with init()" ); } // Search for the specified "bucket" in the cache int -fgTILECACHE::exists( const FGBucket& p ) +FGTileCache::exists( const FGBucket& p ) { int i; - for ( i = 0; i < FG_TILE_CACHE_SIZE; i++ ) { + for ( i = 0; i < (int)tile_cache.size(); i++ ) { if ( tile_cache[i].tile_bucket == p ) { FG_LOG( FG_TERRAIN, FG_DEBUG, "TILE EXISTS in cache ... index = " << i ); @@ -91,7 +120,7 @@ fgTILECACHE::exists( const FGBucket& p ) // Fill in a tile cache entry with real data for the specified bucket void -fgTILECACHE::fill_in( int index, FGBucket& p ) +FGTileCache::fill_in( int index, FGBucket& p ) { // Load the appropriate data file and build tile fragment list FGPath tile_path( current_options.get_fg_root() ); @@ -120,7 +149,7 @@ fgTILECACHE::fill_in( int index, FGBucket& p ) // Free a tile cache entry void -fgTILECACHE::entry_free( int index ) +FGTileCache::entry_free( int index ) { tile_cache[index].release_fragments(); } @@ -128,7 +157,7 @@ fgTILECACHE::entry_free( int index ) // Return index of next available slot in tile cache int -fgTILECACHE::next_avail( void ) +FGTileCache::next_avail( void ) { Point3D delta, abs_view_pos; int i; @@ -139,7 +168,7 @@ fgTILECACHE::next_avail( void ) max_dist = 0.0; max_index = 0; - for ( i = 0; i < FG_TILE_CACHE_SIZE; i++ ) { + for ( i = 0; i < (int)tile_cache.size(); i++ ) { if ( ! tile_cache[i].used ) { return(i); } else { @@ -183,7 +212,7 @@ fgTILECACHE::next_avail( void ) // Destructor -fgTILECACHE::~fgTILECACHE( void ) { +FGTileCache::~FGTileCache( void ) { } diff --git a/Simulator/Scenery/tilecache.hxx b/Simulator/Scenery/tilecache.hxx index 02984c6c6..7713584c8 100644 --- a/Simulator/Scenery/tilecache.hxx +++ b/Simulator/Scenery/tilecache.hxx @@ -41,34 +41,26 @@ #include #include +#include + #include #include -#include "tile.hxx" +#include "tileentry.hxx" +FG_USING_STD(vector); -// For best results ... i.e. to avoid tile load problems and blank areas -// -// FG_TILE_CACHE_SIZE >= (o->tile_diameter + 1) ** 2 -#define FG_TILE_CACHE_SIZE 121 // A class to store and manage a pile of tiles -class fgTILECACHE { - -// enum -// { -// // For best results... i.e. to avoid tile load problems and blank areas -// // FG_TILE_CACHE_SIZE >= (o->tile_diameter + 1) ** 2 -// FG_TILE_CACHE_SIZE = 121 -// }; +class FGTileCache { // cache storage space - fgTILE tile_cache[ FG_TILE_CACHE_SIZE ]; + tile_list tile_cache; public: // Constructor - fgTILECACHE( void ); + FGTileCache( void ); // Initialize the tile cache subsystem void init( void ); @@ -86,17 +78,17 @@ public: void fill_in( int index, FGBucket& p ); // Return a pointer to the specified tile cache entry - fgTILE *get_tile( int index ) { + FGTileEntry *get_tile( int index ) { return &tile_cache[index]; } // Destructor - ~fgTILECACHE( void ); + ~FGTileCache( void ); }; // the tile cache -extern fgTILECACHE global_tile_cache; +extern FGTileCache global_tile_cache; #endif // _TILECACHE_HXX diff --git a/Simulator/Scenery/tilemgr.cxx b/Simulator/Scenery/tilemgr.cxx index 5a2705ba8..94be439f9 100644 --- a/Simulator/Scenery/tilemgr.cxx +++ b/Simulator/Scenery/tilemgr.cxx @@ -49,8 +49,8 @@ #include #include "scenery.hxx" -#include "tile.hxx" #include "tilecache.hxx" +#include "tileentry.hxx" #include "tilemgr.hxx" @@ -104,7 +104,7 @@ int fgTileMgrInit( void ) { // load a tile void fgTileMgrLoadTile( FGBucket& p, int *index) { - fgTILECACHE *c; + FGTileCache *c; c = &global_tile_cache; @@ -140,7 +140,7 @@ static double point_line_dist_squared( const Point3D& tc, const Point3D& vp, // Returns result in meters. double fgTileMgrCurElevNEW( const FGBucket& p ) { - fgTILE *t; + FGTileEntry *t; fgFRAGMENT *frag_ptr; Point3D abs_view_pos = current_view.get_abs_view_pos(); Point3D earth_center(0.0); @@ -187,8 +187,8 @@ fgTileMgrCurElevNEW( const FGBucket& p ) { if ( dist < FG_SQUARE(t->bounding_radius) ) { // traverse fragment list for tile - fgTILE::FragmentIterator current = t->begin(); - fgTILE::FragmentIterator last = t->end(); + FGTileEntry::FragmentIterator current = t->begin(); + FGTileEntry::FragmentIterator last = t->end(); for ( ; current != last; ++current ) { frag_ptr = &(*current); @@ -238,8 +238,8 @@ fgTileMgrCurElevNEW( const FGBucket& p ) { // Returns result in meters. double fgTileMgrCurElev( double lon, double lat, const Point3D& abs_view_pos ) { - fgTILECACHE *c; - fgTILE *t; + FGTileCache *c; + FGTileEntry *t; fgFRAGMENT *frag_ptr; Point3D earth_center(0.0); Point3D result; @@ -294,8 +294,8 @@ fgTileMgrCurElev( double lon, double lat, const Point3D& abs_view_pos ) { if ( dist < FG_SQUARE(t->bounding_radius) ) { // traverse fragment list for tile - fgTILE::FragmentIterator current = t->begin(); - fgTILE::FragmentIterator last = t->end(); + FGTileEntry::FragmentIterator current = t->begin(); + FGTileEntry::FragmentIterator last = t->end(); for ( ; current != last; ++current ) { frag_ptr = &(*current); @@ -342,7 +342,7 @@ fgTileMgrCurElev( double lon, double lat, const Point3D& abs_view_pos ) { // given the current lon/lat, fill in the array of local chunks. If // the chunk isn't already in the cache, then read it from disk. int fgTileMgrUpdate( void ) { - fgTILECACHE *c; + FGTileCache *c; FGInterface *f; FGBucket p2; static FGBucket p_last(false); @@ -643,7 +643,7 @@ inrange( const double radius, const Point3D& center, const Point3D& vp, // update this tile's geometry for current view // The Compiler should inline this static void -update_tile_geometry( fgTILE *t, GLdouble *MODEL_VIEW) +update_tile_geometry( FGTileEntry *t, GLdouble *MODEL_VIEW) { GLfloat *m; double x, y, z; @@ -673,8 +673,8 @@ update_tile_geometry( fgTILE *t, GLdouble *MODEL_VIEW) // Render the local tiles void fgTileMgrRender( void ) { FGInterface *f; - fgTILECACHE *c; - fgTILE *t; + FGTileCache *c; + FGTileEntry *t; FGView *v; Point3D frag_offset; fgFRAGMENT *frag_ptr; @@ -715,14 +715,14 @@ void fgTileMgrRender( void ) { // Calculate the model_view transformation matrix for this tile // This is equivalent to doing a glTranslatef(x, y, z); - t->UpdateViewMatrix( v->get_MODEL_VIEW() ); + t->update_view_matrix( v->get_MODEL_VIEW() ); // xglPushMatrix(); // xglTranslatef(t->offset.x, t->offset.y, t->offset.z); // traverse fragment list for tile - fgTILE::FragmentIterator current = t->begin(); - fgTILE::FragmentIterator last = t->end(); + FGTileEntry::FragmentIterator current = t->begin(); + FGTileEntry::FragmentIterator last = t->end(); for ( ; current != last; ++current ) { frag_ptr = &(*current);