// 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 #endif #ifdef HAVE_WINDOWS_H # include #endif #include #include #include // plib include #include #include #include #include #include #include #include
#include #include #include #include // 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; cout << "clearing " << index << endl; 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 bool FGNewCache::exists( const FGBucket& 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 ) { // 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; 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(); if ( i % inc == 0 ) { vl->add( lights->get(i) ); // yellow = 1,1,0 if ( zombie > 0.5 ) { // 50% chance of yellowish sgSetVec4( color, 0.9, 0.9, 0.3, bright ); } else if ( zombie > 0.15 ) { // 35% chance of whitish sgSetVec4( color, 0.9, 0.9, 0.8, bright ); } else if ( zombie > 0.05 ) { // 10% chance of orangish sgSetVec4( color, 0.9, 0.6, 0.2, bright ); } else { // 5% chance of redish sgSetVec4( color, 0.9, 0.2, 0.2, bright ); } 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 void FGNewCache::fill_in( const FGBucket& 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_options()->get_fg_scenery() != "" ) { tile_path.set( globals->get_options()->get_fg_scenery() ); } else { tile_path.set( globals->get_options()->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 cout << "CUSTOM OBJECTS" << endl; FGPath index_path = tile_path; index_path.append( b.gen_index_str() ); index_path.concat( ".ind" ); cout << "Looking in " << index_path.str() << endl; 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 cout << "token = " << token << " name = " << name << endl; 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() ) { cout << "generating lights" << endl; 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" ); cout << "cache size = " << tile_cache.size() << endl; cout << "max size = " << max_cache_size << endl; 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 ); } } }