1
0
Fork 0
flightgear/src/Scenery/tilemgr.cxx
david 2e4f836a98 General cleanups to cut cross-dependencies and speed up compilation.
Added two new properties:

  /environment/temperature-sea-level-degc
  /environment/pressure-sea-level-inhg

These are now supported in FGEnvironment as well, though they always
have the same value for now.  They need to be hooked up to the FDMs.
2002-02-22 23:37:45 +00:00

445 lines
12 KiB
C++

// tilemgr.cxx -- routines to handle dynamic management of scenery tiles
//
// 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 <config.h>
#endif
#ifdef HAVE_WINDOWS_H
# include <windows.h>
#endif
#include <GL/glut.h>
#include <plib/ssg.h>
#include <simgear/constants.h>
#include <simgear/debug/logstream.hxx>
#include <simgear/math/point3d.hxx>
#include <simgear/math/polar3d.hxx>
#include <simgear/math/sg_geodesy.hxx>
#include <simgear/math/vector.hxx>
#include <Main/globals.hxx>
#include <Main/fg_props.hxx>
#include <Main/viewer.hxx>
#include <Objects/obj.hxx>
#include "newcache.hxx"
#include "scenery.hxx"
#include "tilemgr.hxx"
#define TEST_LAST_HIT_CACHE
extern ssgRoot *scene;
extern ssgBranch *terrain;
extern ssgBranch *ground;
// the tile manager
FGTileMgr global_tile_mgr;
#ifdef ENABLE_THREADS
SGLockedQueue<FGTileEntry *> FGTileMgr::attach_queue;
SGLockedQueue<FGDeferredModel *> FGTileMgr::model_queue;
#else
queue<FGTileEntry *> FGTileMgr::attach_queue;
queue<FGDeferredModel *> FGTileMgr::model_queue;
#endif // ENABLE_THREADS
// Constructor
FGTileMgr::FGTileMgr():
state( Start ),
current_tile( NULL ),
vis( 16000 ),
counter_hack(0)
{
}
// 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() ) {
#ifdef ENABLE_THREADS
FGDeferredModel* dm = model_queue.pop();
#else
FGDeferredModel* dm = model_queue.front();
model_queue.pop();
#endif
delete dm;
}
loader.reinit();
#endif
hit_list.clear();
state = Inited;
previous_bucket.make_bad();
current_bucket.make_bad();
longitude = latitude = -1000.0;
last_longitude = last_latitude = -1000.0;
return 1;
}
// schedule a tile for loading
void FGTileMgr::sched_tile( const SGBucket& b ) {
// see if tile already exists in the cache
FGTileEntry *t = tile_cache.get_tile( b );
if ( t == NULL ) {
// 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;
}
}
}
// schedule a needed buckets for loading
void FGTileMgr::schedule_needed() {
// 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 latitude and" );
SG_LOG( SG_TERRAIN, SG_ALERT,
"longitude. 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 = current_bucket.get_width_m();
double tile_height = current_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; }
// cout << "xrange = " << xrange << " yrange = " << yrange << endl;
tile_cache.set_max_cache_size( (2*xrange + 2) * (2*yrange + 2) );
SGBucket b;
// schedule center tile first so it can be loaded first
b = sgBucketOffset( longitude, latitude, 0, 0 );
sched_tile( b );
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 );
}
}
}
// 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 );
}
}
}
}
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, "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"
schedule_needed();
// 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
}
// 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 lon, double lat ) {
// SG_LOG( SG_TERRAIN, SG_DEBUG, "FGTileMgr::update() for "
// << lon << " " << lat );
longitude = lon;
latitude = lat;
// SG_LOG( SG_TERRAIN, SG_DEBUG, "lon "<< lonlat[LON] <<
// " lat " << lonlat[LAT] );
current_bucket.set_bucket( longitude, latitude );
// SG_LOG( SG_TERRAIN, SG_DEBUG, "Updating Tile list for " << current_bucket );
if ( tile_cache.exists( current_bucket ) ) {
current_tile = tile_cache.get_tile( current_bucket );
scenery.set_next_center( current_tile->center );
} else {
SG_LOG( SG_TERRAIN, SG_WARN, "Tile not found (Ok if initializing)" );
scenery.set_next_center( Point3D(0.0) );
}
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.
schedule_needed();
}
} 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();
}
// 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.
if ( !model_queue.empty() ) {
cout << "loading next model ..." << endl;
// load the next tile in the queue
#ifdef ENABLE_THREADS
FGDeferredModel* dm = model_queue.pop();
#else
FGDeferredModel* dm = model_queue.front();
model_queue.pop();
#endif
ssgTexturePath( (char *)(dm->get_texture_path().c_str()) );
ssgEntity *obj_model
= ssgLoad( (char *)(dm->get_model_path().c_str()) );
if ( obj_model != NULL ) {
dm->get_obj_trans()->addKid( obj_model );
}
dm->get_tile()->dec_pending_models();
delete dm;
}
// cout << "current elevation (ssg) == " << scenery.get_cur_elev() << endl;
previous_bucket = current_bucket;
last_longitude = longitude;
last_latitude = latitude;
// activate loader thread one out of every 5 frames
if ( counter_hack == 0 ) {
// Notify the tile loader that it can load another tile
loader.update();
}
counter_hack = (counter_hack + 1) % 5;
if ( !attach_queue.empty() ) {
#ifdef ENABLE_THREADS
FGTileEntry* e = attach_queue.pop();
#else
FGTileEntry* e = attach_queue.front();
attach_queue.pop();
#endif
e->add_ssg_nodes( terrain, ground );
// cout << "Adding ssg nodes for "
}
sgdVec3 sc;
sgdSetVec3( sc,
scenery.get_center()[0],
scenery.get_center()[1],
scenery.get_center()[2] );
#if 0
if ( scenery.center == Point3D(0.0) ) {
// initializing
cout << "initializing scenery current elevation ... " << endl;
sgdVec3 tmp_abs_view_pos;
Point3D geod_pos = Point3D( longitude * SGD_DEGREES_TO_RADIANS,
latitude * SGD_DEGREES_TO_RADIANS,
0.0);
Point3D tmp = sgGeodToCart( geod_pos );
scenery.center = tmp;
sgdSetVec3( tmp_abs_view_pos, tmp.x(), tmp.y(), tmp.z() );
// cout << "abs_view_pos = " << tmp_abs_view_pos << endl;
prep_ssg_nodes();
double tmp_elev;
if ( fgCurrentElev(tmp_abs_view_pos, sc, &hit_list,
&tmp_elev, &scenery.cur_radius, scenery.cur_normal) )
{
scenery.set_cur_elev( tmp_elev );
} else {
scenery.set_cur_elev( 0.0 );
}
cout << "result = " << scenery.get_cur_elev() << endl;
} else {
#endif
/*
cout << "abs view pos = "
<< globals->get_current_view()->get_abs_view_pos()[0] << ","
<< globals->get_current_view()->get_abs_view_pos()[1] << ","
<< globals->get_current_view()->get_abs_view_pos()[2]
<< " view pos = "
<< globals->get_current_view()->get_view_pos()[0] << ","
<< globals->get_current_view()->get_view_pos()[1] << ","
<< globals->get_current_view()->get_view_pos()[2]
<< endl;
cout << "current_tile = " << current_tile << endl;
cout << "Scenery center = " << sc[0] << "," << sc[1] << "," << sc[2]
<< endl;
*/
// overridden with actual values if a terrain intersection is
// found
double hit_elev = -9999.0;
double hit_radius = 0.0;
sgdVec3 hit_normal = { 0.0, 0.0, 0.0 };
bool hit = false;
if ( fabs(sc[0]) > 1.0 || fabs(sc[1]) > 1.0 || fabs(sc[2]) > 1.0 ) {
// scenery center has been properly defined so any hit
// should be valid (and not just luck)
hit = fgCurrentElev(globals->get_current_view()->get_abs_view_pos(),
sc,
&hit_list,
&hit_elev,
&hit_radius,
hit_normal);
}
if ( hit ) {
scenery.set_cur_elev( hit_elev );
scenery.set_cur_radius( hit_radius );
scenery.set_cur_normal( hit_normal );
} else {
scenery.set_cur_elev( -9999.0 );
scenery.set_cur_radius( 0.0 );
scenery.set_cur_normal( hit_normal );
}
// cout << "Current elevation = " << scenery.get_cur_elev() << endl;
#if 0
}
#endif
return 1;
}
void FGTileMgr::prep_ssg_nodes() {
float vis = 0.0;
vis = fgGetDouble("/environment/visibility-m");
// traverse the potentially viewable tile list and update range
// selector and transform
FGTileEntry *e;
tile_cache.reset_traversal();
while ( ! tile_cache.at_end() ) {
// cout << "processing a tile" << endl;
if ( (e = tile_cache.get_current()) ) {
e->prep_ssg_node( scenery.get_center(), vis);
} else {
cout << "warning ... empty tile in cache" << endl;
}
tile_cache.next();
}
}