// 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. // // $Id$ #ifdef HAVE_CONFIG_H # include #endif #ifdef HAVE_WINDOWS_H # include #endif #include #include #include #include #include #include #include #include #include
#include #ifndef FG_OLD_WEATHER # include #else # include #endif #include "newcache.hxx" #include "scenery.hxx" #include "tilemgr.hxx" #define TEST_LAST_HIT_CACHE extern ssgRoot *scene; extern ssgBranch *terrain; extern ssgBranch *ground; // the tile manager FGTileMgr global_tile_mgr; // 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 FGTileMgr::attach_queue; SGLockedQueue FGTileMgr::model_queue; #else queue FGTileMgr::attach_queue; queue FGTileMgr::model_queue; #endif // ENABLE_THREADS // Constructor FGTileMgr::FGTileMgr(): state( Start ), vis( 16000 ), counter_hack(0) { } // Destructor FGTileMgr::~FGTileMgr() { } // Initialize the Tile Manager subsystem int FGTileMgr::init() { SG_LOG( SG_TERRAIN, SG_INFO, "Initializing Tile Manager subsystem." ); tile_cache.init(); destroy_queue(); 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(); #if 0 if ( state != Start ) { SG_LOG( SG_TERRAIN, SG_INFO, "... Reinitializing." ); destroy_queue(); } else { SG_LOG( SG_TERRAIN, SG_INFO, "... First time through." ); tile_cache.init(); } #endif 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; } // schedule a tile for loading 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 ) { geoc = sgCartToPolar3d( scenery.center + hit_list.get_point(i) ); double lat_geod, alt, sea_level_r; sgGeocToGeod(geoc.lat(), geoc.radius(), &lat_geod, &alt, &sea_level_r); if ( alt > result && alt < 10000 ) { result = alt; this_hit = i; } } if ( result > -9000 ) { *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; 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 { SG_LOG( SG_TERRAIN, SG_INFO, "no terrain intersection" ); *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) ); SGBucket b; // schedule center tile first so it can be loaded first b = sgBucketOffset( longitude, latitude, 0, 0 ); sched_tile( b ); int x, y; // schedule next ring of 8 tiles for ( x = -1; x <= 1; ++x ) { for ( y = -1; y <= 1; ++y ) { if ( x != 0 || y != 0 ) { b = sgBucketOffset( longitude, latitude, x, y ); sched_tile( b ); } } } // schedule remaining tiles for ( x = -xrange; x <= xrange; ++x ) { for ( y = -yrange; y <= yrange; ++y ) { 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 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() ) { SG_LOG( SG_TERRAIN, SG_DEBUG, "Load queue not empty, loading a tile" ); SGBucket pending = load_queue.front(); load_queue.pop_front(); load_tile( pending ); } } #endif } // forced emptying of the queue // This is necessay to keep bookeeping straight for the // tile_cache -- which actually handles all the // (de)allocations void FGTileMgr::destroy_queue() { // load_queue.clear(); } // 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 ) { SG_LOG( SG_TERRAIN, SG_DEBUG, "FGTileMgr::update()" ); // FGInterface *f = current_aircraft.fdm_state; // lonlat for this update // longitude = f->get_Longitude() * SGD_RADIANS_TO_DEGREES; // latitude = f->get_Latitude() * SGD_RADIANS_TO_DEGREES; longitude = lon; latitude = lat; // SG_LOG( SG_TERRAIN, SG_DEBUG, "lon "<< lonlat[LON] << // " lat " << lonlat[LAT] ); current_bucket.set_bucket( longitude, latitude ); // 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 { 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; 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 ); double tmp_elev; if ( current_elev_ssg(tmp_abs_view_pos, &tmp_elev) ) { 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; 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; } } // cout << "current elevation (ssg) == " << scenery.cur_elev << endl; previous_bucket = current_bucket; last_longitude = longitude; last_latitude = latitude; // 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; } 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(); } }