2c6db0ec35
tasks. Created a tile load queue. When we init, or cross a tile boundary, we stuff the new tiles to be loaded on a load queue, and then only load one tile per frame. This will need further refinement, but it is better than what we had.
122 lines
2.9 KiB
C++
122 lines
2.9 KiB
C++
// tilemgr.hxx -- routines to handle dynamic management of scenery tiles
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//
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// Written by Curtis Olson, started January 1998.
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//
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// Copyright (C) 1997 Curtis L. Olson - curt@infoplane.com
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//
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// This program is free software; you can redistribute it and/or
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// modify it under the terms of the GNU General Public License as
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// published by the Free Software Foundation; either version 2 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful, but
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// WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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// General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program; if not, write to the Free Software
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// Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
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//
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// $Id$
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#ifndef _TILEMGR_HXX
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#define _TILEMGR_HXX
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#ifndef __cplusplus
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# error This library requires C++
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#endif
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#include <Include/compiler.h>
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#include <list>
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#include <Bucket/newbucket.hxx>
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FG_USING_STD(list);
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#define FG_LOCAL_X_Y 81 // max(o->tile_diameter) ** 2
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#define FG_SQUARE( X ) ( (X) * (X) )
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#if defined(USE_MEM) || defined(WIN32)
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# define FG_MEM_COPY(to,from,n) memcpy(to, from, n)
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#else
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# define FG_MEM_COPY(to,from,n) bcopy(from, to, n)
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#endif
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class FGLoadRec {
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public:
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FGBucket b;
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int index;
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};
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class FGTileMgr {
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private:
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// closest (potentially viewable) tiles, centered on current tile.
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// This is an array of pointers to cache indexes.
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int tiles[FG_LOCAL_X_Y];
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// Tile loading state
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enum load_state {
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Start = 0,
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Inited = 1,
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Running = 2
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};
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load_state state;
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// pending tile load queue
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list < FGLoadRec > load_queue;
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// schedule a tile for loading
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void sched_tile( const FGBucket& b, int *index );
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// load a tile
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void load_tile( const FGBucket& b, int cache_index );
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public:
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// Constructor
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FGTileMgr ( void );
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// Destructor
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~FGTileMgr ( void );
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// Initialize the Tile Manager subsystem
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int init( void );
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// given the current lon/lat, fill in the array of local chunks.
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// If the chunk isn't already in the cache, then read it from
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// disk.
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int update( void );
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// Determine scenery altitude. Normally this just happens when we
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// render the scene, but we'd also like to be able to do this
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// explicitely. lat & lon are in radians. abs_view_pos in
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// meters. Returns result in meters.
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double current_elev_new( const FGBucket& p );
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double current_elev( double lon, double lat, const Point3D& abs_view_pos );
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// Render the local tiles --- hack, hack, hack
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void render( void );
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};
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// the tile manager
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extern FGTileMgr global_tile_mgr;
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#endif // _TILEMGR_HXX
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