// tilecache.cxx -- routines to handle scenery tile caching // // 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 "tilecache.hxx" #include "tileentry.hxx" // the tile cache FGTileCache global_tile_cache; // Constructor FGTileCache::FGTileCache( void ) { tile_cache.clear(); } // Initialize the tile cache subsystem void FGTileCache::init( void ) { int i; 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: // // target_cache_size >= (current.options.tile_diameter + 1) ** 2 // int side = current_options.get_tile_diameter() + 2; 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.mark_unused(); 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].is_unused() ) { entry_free(i); } tile_cache[i].mark_unused(); 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 ) { int 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 ); return( i ); } } return( -1 ); } // Fill in a tile cache entry with real data for the specified bucket void FGTileCache::fill_in( int index, const FGBucket& p ) { // Load the appropriate data file and build tile fragment list FGPath tile_path( current_options.get_fg_root() ); tile_path.append( "Scenery" ); tile_path.append( p.gen_base_path() ); tile_path.append( p.gen_index_str() ); tile_cache[index].mark_loaded(); tile_cache[index].tile_bucket = p; fgObjLoad( tile_path.str(), &tile_cache[index] ); // tile_cache[ index ].ObjLoad( tile_path, p ); // cout << " ncount before = " << tile_cache[index].ncount << "\n"; // cout << " fragments before = " << tile_cache[index].fragment_list.size() // << "\n"; string apt_path = tile_path.str(); apt_path += ".apt"; fgAptGenerate( apt_path, &tile_cache[index] ); // cout << " ncount after = " << tile_cache[index].ncount << "\n"; // cout << " fragments after = " << tile_cache[index].fragment_list.size() // << "\n"; } // Free a tile cache entry void FGTileCache::entry_free( int index ) { tile_cache[index].release_fragments(); } // Return index of next available slot in tile cache int FGTileCache::next_avail( void ) { Point3D delta, abs_view_pos; int i; float max, med, min, tmp; float dist, max_dist; int max_index; max_dist = 0.0; max_index = -1; for ( i = 0; i < (int)tile_cache.size(); i++ ) { // only look at freeing NON-scheduled (i.e. ready to load // cache entries. This assumes that the cache is always big // enough for our tile radius! if ( tile_cache[i].is_unused() ) { // favor unused cache slots return(i); } else if ( tile_cache[i].is_loaded() ) { // calculate approximate distance from view point abs_view_pos = current_view.get_abs_view_pos(); FG_LOG( FG_TERRAIN, FG_DEBUG, "DIST Abs view pos = " << abs_view_pos ); FG_LOG( FG_TERRAIN, FG_DEBUG, " ref point = " << tile_cache[i].center ); delta.setx( fabs(tile_cache[i].center.x() - abs_view_pos.x() ) ); delta.sety( fabs(tile_cache[i].center.y() - abs_view_pos.y() ) ); delta.setz( fabs(tile_cache[i].center.z() - abs_view_pos.z() ) ); max = delta.x(); med = delta.y(); min = delta.z(); if ( max < med ) { tmp = max; max = med; med = tmp; } if ( max < min ) { tmp = max; max = min; min = tmp; } dist = max + (med + min) / 4; FG_LOG( FG_TERRAIN, FG_DEBUG, " distance = " << dist ); if ( dist > max_dist ) { max_dist = dist; max_index = i; } } } // 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. entry_free( max_index ); return( max_index ); } // Destructor FGTileCache::~FGTileCache( void ) { }