// 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 // for scenery.center #include "newcache.hxx" #include "tileentry.hxx" SG_USING_NAMESPACE(std); // Constructor FGNewCache::FGNewCache( void ) { tile_cache.clear(); } // Destructor FGNewCache::~FGNewCache( void ) { } // Free a tile cache entry void FGNewCache::entry_free( long cache_index ) { SG_LOG( SG_TERRAIN, SG_DEBUG, "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 ) { // This is a hack that should really get cleaned up at some point extern ssgBranch *terrain; SG_LOG( SG_TERRAIN, SG_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 SG_LOG( SG_TERRAIN, SG_INFO, " max cache size = " << max_cache_size ); SG_LOG( SG_TERRAIN, SG_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; SG_LOG( SG_TERRAIN, SG_DEBUG, "clearing " << index ); FGTileEntry *e = current->second; e->tile_bucket.make_bad(); entry_free(index); } // and ... just in case we missed something ... terrain->removeAllKids(); SG_LOG( SG_TERRAIN, SG_INFO, " done with init()" ); } // Search for the specified "bucket" in the cache bool FGNewCache::exists( const SGBucket& b ) const { long tile_index = b.gen_index(); const_tile_map_iterator it = tile_cache.find( tile_index ); return ( it != tile_cache.end() ); } // depricated for threading #if 0 // Fill in a tile cache entry with real data for the specified bucket void FGNewCache::fill_in( const SGBucket& b ) { SG_LOG( SG_TERRAIN, SG_DEBUG, "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( b ); // register it in the cache long tile_index = b.gen_index(); tile_cache[tile_index] = e; SGPath tile_path; if ( globals->get_fg_scenery() != (string)"" ) { tile_path.set( globals->get_fg_scenery() ); } else { tile_path.set( globals->get_fg_root() ); tile_path.append( "Scenery" ); } // Load the appropriate data file e->load( tile_path, true ); } #endif // Ensure at least one entry is free in the cache void FGNewCache::make_space() { SG_LOG( SG_TERRAIN, SG_DEBUG, "Make space in cache" ); SG_LOG( SG_TERRAIN, SG_DEBUG, "cache entries = " << tile_cache.size() ); SG_LOG( SG_TERRAIN, SG_DEBUG, "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; if ( e->is_loaded() ) { // calculate approximate distance from view point sgdCopyVec3( abs_view_pos, globals->get_current_view()->get_abs_view_pos() ); SG_LOG( SG_TERRAIN, SG_DEBUG, "DIST Abs view pos = " << abs_view_pos[0] << "," << abs_view_pos[1] << "," << abs_view_pos[2] ); SG_LOG( SG_TERRAIN, SG_DEBUG, " ref point = " << e->center ); sgdVec3 center; sgdSetVec3( center, e->center.x(), e->center.y(), e->center.z() ); dist = sgdDistanceVec3( center, abs_view_pos ); SG_LOG( SG_TERRAIN, SG_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 ) { SG_LOG( SG_TERRAIN, SG_DEBUG, " max_dist = " << max_dist ); SG_LOG( SG_TERRAIN, SG_DEBUG, " index = " << max_index ); entry_free( max_index ); } else { SG_LOG( SG_TERRAIN, SG_ALERT, "WHOOPS!!! Dying in next_avail()" ); exit( -1 ); } } } /** * Create a new tile and schedule it for loading. */ void FGNewCache::insert_tile( FGTileEntry *e ) { // clear out a distant entry in the cache if needed. make_space(); // register it in the cache long tile_index = e->get_tile_bucket().gen_index(); tile_cache[tile_index] = e; }