// tilemgr.cxx -- routines to handle dynamic management of scenery tiles // // Written by Curtis Olson, started January 1998. // // Copyright (C) 1997 Curtis L. Olson - http://www.flightgear.org/~curt // // 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. // // $Id$ #ifdef HAVE_CONFIG_H # include #endif #include #include #include #include #include #include #include #include #include #include #include
#include
#include
#include #include "newcache.hxx" #include "scenery.hxx" #include "tilemgr.hxx" #define TEST_LAST_HIT_CACHE #if defined(ENABLE_THREADS) SGLockedQueue FGTileMgr::attach_queue; SGLockedQueue FGTileMgr::model_queue; #else queue FGTileMgr::attach_queue; queue FGTileMgr::model_queue; #endif // ENABLE_THREADS queue FGTileMgr::delete_queue; bool FGTileMgr::tile_filter = true; extern SGShadowVolume *shadows; // Constructor FGTileMgr::FGTileMgr(): state( Start ), current_tile( NULL ), vis( 16000 ) { } // Destructor FGTileMgr::~FGTileMgr() { } // Initialize the Tile Manager subsystem int FGTileMgr::init() { SG_LOG( SG_TERRAIN, SG_INFO, "Initializing Tile Manager subsystem." ); tile_cache.init(); #if 0 // instead it's just a lot easier to let any pending work flush // through, rather than trying to arrest the queue and nuke all // the various work at all the various stages and get everything // cleaned up properly. while ( ! attach_queue.empty() ) { attach_queue.pop(); } while ( ! model_queue.empty() ) { #if defined(ENABLE_THREADS) FGDeferredModel* dm = model_queue.pop(); #else FGDeferredModel* dm = model_queue.front(); model_queue.pop(); #endif delete dm; } loader.reinit(); #endif state = Inited; previous_bucket.make_bad(); current_bucket.make_bad(); longitude = latitude = -1000.0; return 1; } // schedule a tile for loading void FGTileMgr::sched_tile( const SGBucket& b, const bool is_inner_ring ) { // see if tile already exists in the cache FGTileEntry *t = tile_cache.get_tile( b ); if ( t == NULL ) { // make space in the cache while ( (int)tile_cache.get_size() > tile_cache.get_max_cache_size() ) { long index = tile_cache.get_oldest_tile(); if ( index >= 0 ) { FGTileEntry *old = tile_cache.get_tile( index ); shadows->deleteOccluderFromTile( (ssgBranch *) old->get_terra_transform() ); old->disconnect_ssg_nodes(); delete_queue.push( old ); tile_cache.clear_entry( index ); } else { // nothing to free ?!? forge ahead break; } } // create a new entry FGTileEntry *e = new FGTileEntry( b ); // insert the tile into the cache if ( tile_cache.insert_tile( e ) ) { // Schedule tile for loading loader.add( e ); } else { // insert failed (cache full with no available entries to // delete.) Try again later delete e; } } else { t->set_inner_ring( is_inner_ring ); } } // schedule a needed buckets for loading void FGTileMgr::schedule_needed( double vis, const SGBucket& curr_bucket) { // sanity check (unfortunately needed!) if ( longitude < -180.0 || longitude > 180.0 || latitude < -90.0 || latitude > 90.0 ) { SG_LOG( SG_TERRAIN, SG_ALERT, "Attempting to schedule tiles for bogus lon and lat = (" << longitude << "," << latitude << ")" ); SG_LOG( SG_TERRAIN, SG_ALERT, "This is a FATAL error. Exiting!" ); exit(-1); } SG_LOG( SG_TERRAIN, SG_INFO, "scheduling needed tiles for " << longitude << " " << latitude ); // vis = fgGetDouble("/environment/visibility-m"); double tile_width = curr_bucket.get_width_m(); double tile_height = curr_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; } // note * 2 at end doubles cache size (for fdm and viewer) tile_cache.set_max_cache_size( (2*xrange + 2) * (2*yrange + 2) * 2 ); // cout << "xrange = " << xrange << " yrange = " << yrange << endl; // cout << "max cache size = " << tile_cache.get_max_cache_size() // << " current cache size = " << tile_cache.get_size() << endl; // clear the inner ring flags so we can set them below. This // prevents us from having "true" entries we aren't able to find // to get rid of if we teleport a long ways away from the current // location. tile_cache.clear_inner_ring_flags(); SGBucket b; // schedule center tile first so it can be loaded first b = sgBucketOffset( longitude, latitude, 0, 0 ); sched_tile( b, true ); 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, true ); } } } // 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, false ); } } } } 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, "Initialize_queue(): 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" double visibility_meters = fgGetDouble("/environment/visibility-m"); schedule_needed(visibility_meters, current_bucket); // 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 } /** * return current status of queues * */ bool FGTileMgr::all_queues_empty() { return attach_queue.empty() && model_queue.empty(); } /** * Update the various queues maintained by the tilemagr (private * internal function, do not call directly.) */ void FGTileMgr::update_queues() { // 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. Skip any // models belonging to not loaded tiles (i.e. the tile was removed // before we were able to load some of the associated models.) if ( !model_queue.empty() ) { bool processed_one = false; while ( model_queue.size() > 200 || processed_one == false ) { processed_one = true; if ( model_queue.size() > 200 ) { SG_LOG( SG_TERRAIN, SG_INFO, "Alert: catching up on model load queue" ); } // cout << "loading next model ..." << endl; // load the next tile in the queue #if defined(ENABLE_THREADS) FGDeferredModel* dm = model_queue.pop(); #else FGDeferredModel* dm = model_queue.front(); model_queue.pop(); #endif // only load the model if the tile still exists in the // tile cache FGTileEntry *t = tile_cache.get_tile( dm->get_bucket() ); if ( t != NULL ) { ssgTexturePath( (char *)(dm->get_texture_path().c_str()) ); try { ssgEntity *obj_model = globals->get_model_lib()->load_model( ".", dm->get_model_path(), globals->get_props(), globals->get_sim_time_sec(), dm->get_cache_state(), new FGNasalModelData ); if ( obj_model != NULL ) { dm->get_obj_trans()->addKid( obj_model ); shadows->addOccluder( (ssgBranch *) obj_model->getParent(0), SGShadowVolume::occluderTypeTileObject, (ssgBranch *) dm->get_tile()->get_terra_transform()); } } catch (const sg_io_exception& exc) { string m(exc.getMessage()); m += " "; m += exc.getLocation().asString(); SG_LOG( SG_ALL, SG_ALERT, m ); } catch (const sg_exception& exc) { // XXX may be redundant SG_LOG( SG_ALL, SG_ALERT, exc.getMessage()); } dm->get_tile()->dec_pending_models(); } delete dm; } } // Notify the tile loader that it can load another tile loader.update(); if ( !attach_queue.empty() ) { #if defined(ENABLE_THREADS) FGTileEntry* e = attach_queue.pop(); #else FGTileEntry* e = attach_queue.front(); attach_queue.pop(); #endif e->add_ssg_nodes( globals->get_scenery()->get_terrain_branch(), globals->get_scenery()->get_gnd_lights_root(), globals->get_scenery()->get_vasi_lights_root(), globals->get_scenery()->get_rwy_lights_root(), globals->get_scenery()->get_taxi_lights_root() ); // cout << "Adding ssg nodes for " } if ( !delete_queue.empty() ) { // cout << "delete queue = " << delete_queue.size() << endl; bool processed_one = false; while ( delete_queue.size() > 30 || processed_one == false ) { processed_one = true; if ( delete_queue.size() > 30 ) { // uh oh, delete queue is blowing up, we aren't clearing // it fast enough. Let's just panic, well not panic, but // get real serious and agressively free up some tiles so // we don't explode our memory usage. SG_LOG( SG_TERRAIN, SG_ALERT, "Warning: catching up on tile delete queue" ); } FGTileEntry* e = delete_queue.front(); if ( e->free_tile() ) { delete_queue.pop(); delete e; } } } } // 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 visibility_meters ) { SGLocation *location = globals->get_current_view()->getSGLocation(); return update( location, visibility_meters ); } int FGTileMgr::update( SGLocation *location, double visibility_meters ) { SG_LOG( SG_TERRAIN, SG_DEBUG, "FGTileMgr::update()" ); longitude = location->getLongitude_deg(); latitude = location->getLatitude_deg(); // add 1.0m to the max altitude to give a little leeway to the // ground reaction code. altitude_m = location->getAltitudeASL_ft() * SG_FEET_TO_METER + 1.0; // if current altitude is apparently not initialized, set max // altitude to something big. if ( altitude_m < -1000 ) { altitude_m = 10000; } // SG_LOG( SG_TERRAIN, SG_DEBUG, "FGTileMgr::update() for " // << longitude << " " << latatitude ); current_bucket.set_bucket( longitude, latitude ); // SG_LOG( SG_TERRAIN, SG_DEBUG, "Updating tile list for " // << current_bucket ); fgSetInt( "/environment/current-tile-id", current_bucket.gen_index() ); // do tile load scheduling. // Note that we need keep track of both viewer buckets and fdm buckets. if ( state == Running ) { SG_LOG( SG_TERRAIN, SG_DEBUG, "State == Running" ); if (!(current_bucket == previous_bucket )) { // We've moved to a new bucket, we need to schedule any // needed tiles for loading. SG_LOG( SG_TERRAIN, SG_INFO, "FGTileMgr::update()" ); schedule_needed(visibility_meters, current_bucket); } } else if ( state == Start || state == Inited ) { SG_LOG( SG_TERRAIN, SG_INFO, "State == Start || 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(); } update_queues(); // save bucket... previous_bucket = current_bucket; return 1; } // timer event driven call to scheduler for the purpose of refreshing the tile timestamps void FGTileMgr::refresh_view_timestamps() { SG_LOG( SG_TERRAIN, SG_INFO, "Refreshing timestamps for " << current_bucket.get_center_lon() << " " << current_bucket.get_center_lat() ); if ( longitude >= -180.0 && longitude <= 180.0 && latitude >= -90.0 && latitude <= 90.0 ) { schedule_needed(fgGetDouble("/environment/visibility-m"), current_bucket); } } void FGTileMgr::prep_ssg_nodes( SGLocation *location, float vis ) { // traverse the potentially viewable tile list and update range // selector and transform float *up = location->get_world_up(); FGTileEntry *e; tile_cache.reset_traversal(); const double *vp = location->get_absolute_view_pos(); Point3D viewpos(vp[0], vp[1], vp[2]); while ( ! tile_cache.at_end() ) { // cout << "processing a tile" << endl; if ( (e = tile_cache.get_current()) ) { e->prep_ssg_node( viewpos, up, vis); } else { SG_LOG(SG_INPUT, SG_ALERT, "warning ... empty tile in cache"); } tile_cache.next(); } } bool FGTileMgr::set_tile_filter( bool f ) { bool old = tile_filter; tile_filter = f; return old; } int FGTileMgr::tile_filter_cb( ssgEntity *, int ) { return tile_filter ? 1 : 0; } bool FGTileMgr::scenery_available(double lat, double lon, double range_m) { // sanity check (unfortunately needed!) if ( lon <= -180.0 || lon >= 180.0 || lat <= -90.0 || lat >= 90.0 ) return false; SGBucket bucket(lon, lat); FGTileEntry *te = tile_cache.get_tile(bucket); if (!te || !te->is_loaded()) return false; // Traverse all tiles required to be there for the given visibility. // This uses exactly the same algorithm like the tile scheduler. double tile_width = bucket.get_width_m(); double tile_height = bucket.get_height_m(); int xrange = (int)fabs(range_m / tile_width) + 1; int yrange = (int)fabs(range_m / tile_height) + 1; for ( int x = -xrange; x <= xrange; ++x ) { for ( int y = -yrange; y <= yrange; ++y ) { // We have already checked for the center tile. if ( x != 0 || y != 0 ) { SGBucket b = sgBucketOffset( lon, lat, x, y ); FGTileEntry *te = tile_cache.get_tile(b); if (!te || !te->is_loaded()) return false; } } } // Survived all tests. return true; }