2e4f836a98
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.
445 lines
12 KiB
C++
445 lines
12 KiB
C++
// tilemgr.cxx -- 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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#ifdef HAVE_CONFIG_H
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# include <config.h>
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#endif
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#ifdef HAVE_WINDOWS_H
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# include <windows.h>
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#endif
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#include <GL/glut.h>
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#include <plib/ssg.h>
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#include <simgear/constants.h>
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#include <simgear/debug/logstream.hxx>
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#include <simgear/math/point3d.hxx>
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#include <simgear/math/polar3d.hxx>
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#include <simgear/math/sg_geodesy.hxx>
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#include <simgear/math/vector.hxx>
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#include <Main/globals.hxx>
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#include <Main/fg_props.hxx>
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#include <Main/viewer.hxx>
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#include <Objects/obj.hxx>
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#include "newcache.hxx"
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#include "scenery.hxx"
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#include "tilemgr.hxx"
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#define TEST_LAST_HIT_CACHE
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extern ssgRoot *scene;
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extern ssgBranch *terrain;
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extern ssgBranch *ground;
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// the tile manager
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FGTileMgr global_tile_mgr;
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#ifdef ENABLE_THREADS
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SGLockedQueue<FGTileEntry *> FGTileMgr::attach_queue;
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SGLockedQueue<FGDeferredModel *> FGTileMgr::model_queue;
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#else
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queue<FGTileEntry *> FGTileMgr::attach_queue;
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queue<FGDeferredModel *> FGTileMgr::model_queue;
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#endif // ENABLE_THREADS
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// Constructor
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FGTileMgr::FGTileMgr():
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state( Start ),
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current_tile( NULL ),
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vis( 16000 ),
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counter_hack(0)
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{
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}
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// Destructor
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FGTileMgr::~FGTileMgr() {
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}
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// Initialize the Tile Manager subsystem
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int FGTileMgr::init() {
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SG_LOG( SG_TERRAIN, SG_INFO, "Initializing Tile Manager subsystem." );
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tile_cache.init();
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#if 0
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// instead it's just a lot easier to let any pending work flush
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// through, rather than trying to arrest the queue and nuke all
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// the various work at all the various stages and get everything
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// cleaned up properly.
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while ( ! attach_queue.empty() ) {
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attach_queue.pop();
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}
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while ( ! model_queue.empty() ) {
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#ifdef ENABLE_THREADS
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FGDeferredModel* dm = model_queue.pop();
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#else
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FGDeferredModel* dm = model_queue.front();
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model_queue.pop();
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#endif
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delete dm;
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}
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loader.reinit();
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#endif
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hit_list.clear();
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state = Inited;
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previous_bucket.make_bad();
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current_bucket.make_bad();
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longitude = latitude = -1000.0;
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last_longitude = last_latitude = -1000.0;
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return 1;
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}
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// schedule a tile for loading
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void FGTileMgr::sched_tile( const SGBucket& b ) {
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// see if tile already exists in the cache
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FGTileEntry *t = tile_cache.get_tile( b );
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if ( t == NULL ) {
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// create a new entry
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FGTileEntry *e = new FGTileEntry( b );
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// insert the tile into the cache
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if ( tile_cache.insert_tile( e ) ) {
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// Schedule tile for loading
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loader.add( e );
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} else {
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// insert failed (cache full with no available entries to
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// delete.) Try again later
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delete e;
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}
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}
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}
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// schedule a needed buckets for loading
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void FGTileMgr::schedule_needed() {
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// sanity check (unfortunately needed!)
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if ( longitude < -180.0 || longitude > 180.0
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|| latitude < -90.0 || latitude > 90.0 )
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{
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SG_LOG( SG_TERRAIN, SG_ALERT,
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"Attempting to schedule tiles for bogus latitude and" );
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SG_LOG( SG_TERRAIN, SG_ALERT,
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"longitude. This is a FATAL error. Exiting!" );
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exit(-1);
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}
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SG_LOG( SG_TERRAIN, SG_INFO,
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"scheduling needed tiles for " << longitude << " " << latitude );
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vis = fgGetDouble("/environment/visibility-m");
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double tile_width = current_bucket.get_width_m();
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double tile_height = current_bucket.get_height_m();
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// cout << "tile width = " << tile_width << " tile_height = "
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// << tile_height !<< endl;
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xrange = (int)(vis / tile_width) + 1;
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yrange = (int)(vis / tile_height) + 1;
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if ( xrange < 1 ) { xrange = 1; }
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if ( yrange < 1 ) { yrange = 1; }
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// cout << "xrange = " << xrange << " yrange = " << yrange << endl;
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tile_cache.set_max_cache_size( (2*xrange + 2) * (2*yrange + 2) );
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SGBucket b;
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// schedule center tile first so it can be loaded first
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b = sgBucketOffset( longitude, latitude, 0, 0 );
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sched_tile( b );
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int x, y;
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// schedule next ring of 8 tiles
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for ( x = -1; x <= 1; ++x ) {
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for ( y = -1; y <= 1; ++y ) {
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if ( x != 0 || y != 0 ) {
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b = sgBucketOffset( longitude, latitude, x, y );
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sched_tile( b );
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}
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}
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}
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// schedule remaining tiles
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for ( x = -xrange; x <= xrange; ++x ) {
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for ( y = -yrange; y <= yrange; ++y ) {
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if ( x < -1 || x > 1 || y < -1 || y > 1 ) {
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SGBucket b = sgBucketOffset( longitude, latitude, x, y );
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sched_tile( b );
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}
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}
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}
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}
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void FGTileMgr::initialize_queue()
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{
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// First time through or we have teleported, initialize the
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// system and load all relavant tiles
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SG_LOG( SG_TERRAIN, SG_INFO, "Updating Tile list for " << current_bucket );
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// cout << "tile cache size = " << tile_cache.get_size() << endl;
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// wipe/initialize tile cache
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// tile_cache.init();
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previous_bucket.make_bad();
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// build the local area list and schedule tiles for loading
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// start with the center tile and work out in concentric
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// "rings"
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schedule_needed();
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// do we really want to lose this? CLO
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#if 0
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// Now force a load of the center tile and inner ring so we
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// have something to see in our first frame.
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int i;
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for ( i = 0; i < 9; ++i ) {
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if ( load_queue.size() ) {
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SG_LOG( SG_TERRAIN, SG_DEBUG,
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"Load queue not empty, loading a tile" );
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SGBucket pending = load_queue.front();
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load_queue.pop_front();
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load_tile( pending );
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}
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}
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#endif
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}
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// given the current lon/lat (in degrees), fill in the array of local
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// chunks. If the chunk isn't already in the cache, then read it from
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// disk.
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int FGTileMgr::update( double lon, double lat ) {
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// SG_LOG( SG_TERRAIN, SG_DEBUG, "FGTileMgr::update() for "
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// << lon << " " << lat );
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longitude = lon;
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latitude = lat;
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// SG_LOG( SG_TERRAIN, SG_DEBUG, "lon "<< lonlat[LON] <<
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// " lat " << lonlat[LAT] );
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current_bucket.set_bucket( longitude, latitude );
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// SG_LOG( SG_TERRAIN, SG_DEBUG, "Updating Tile list for " << current_bucket );
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if ( tile_cache.exists( current_bucket ) ) {
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current_tile = tile_cache.get_tile( current_bucket );
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scenery.set_next_center( current_tile->center );
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} else {
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SG_LOG( SG_TERRAIN, SG_WARN, "Tile not found (Ok if initializing)" );
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scenery.set_next_center( Point3D(0.0) );
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}
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if ( state == Running ) {
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SG_LOG( SG_TERRAIN, SG_DEBUG, "State == Running" );
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if ( !(current_bucket == previous_bucket) ) {
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// We've moved to a new bucket, we need to schedule any
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// needed tiles for loading.
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schedule_needed();
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}
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} else if ( state == Start || state == Inited ) {
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SG_LOG( SG_TERRAIN, SG_INFO, "State == Start || Inited" );
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initialize_queue();
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state = Running;
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// load the next tile in the load queue (or authorize the next
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// load in the case of the threaded tile pager)
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loader.update();
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}
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// load the next model in the load queue. Currently this must
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// happen in the render thread because model loading can trigger
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// texture loading which involves use of the opengl api.
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if ( !model_queue.empty() ) {
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cout << "loading next model ..." << endl;
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// load the next tile in the queue
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#ifdef ENABLE_THREADS
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FGDeferredModel* dm = model_queue.pop();
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#else
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FGDeferredModel* dm = model_queue.front();
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model_queue.pop();
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#endif
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ssgTexturePath( (char *)(dm->get_texture_path().c_str()) );
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ssgEntity *obj_model
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= ssgLoad( (char *)(dm->get_model_path().c_str()) );
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if ( obj_model != NULL ) {
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dm->get_obj_trans()->addKid( obj_model );
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}
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dm->get_tile()->dec_pending_models();
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delete dm;
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}
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// cout << "current elevation (ssg) == " << scenery.get_cur_elev() << endl;
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previous_bucket = current_bucket;
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last_longitude = longitude;
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last_latitude = latitude;
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// activate loader thread one out of every 5 frames
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if ( counter_hack == 0 ) {
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// Notify the tile loader that it can load another tile
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loader.update();
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}
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counter_hack = (counter_hack + 1) % 5;
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if ( !attach_queue.empty() ) {
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#ifdef ENABLE_THREADS
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FGTileEntry* e = attach_queue.pop();
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#else
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FGTileEntry* e = attach_queue.front();
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attach_queue.pop();
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#endif
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e->add_ssg_nodes( terrain, ground );
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// cout << "Adding ssg nodes for "
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}
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sgdVec3 sc;
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sgdSetVec3( sc,
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scenery.get_center()[0],
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scenery.get_center()[1],
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scenery.get_center()[2] );
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#if 0
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if ( scenery.center == Point3D(0.0) ) {
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// initializing
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cout << "initializing scenery current elevation ... " << endl;
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sgdVec3 tmp_abs_view_pos;
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Point3D geod_pos = Point3D( longitude * SGD_DEGREES_TO_RADIANS,
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latitude * SGD_DEGREES_TO_RADIANS,
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0.0);
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Point3D tmp = sgGeodToCart( geod_pos );
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scenery.center = tmp;
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sgdSetVec3( tmp_abs_view_pos, tmp.x(), tmp.y(), tmp.z() );
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// cout << "abs_view_pos = " << tmp_abs_view_pos << endl;
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prep_ssg_nodes();
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double tmp_elev;
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if ( fgCurrentElev(tmp_abs_view_pos, sc, &hit_list,
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&tmp_elev, &scenery.cur_radius, scenery.cur_normal) )
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{
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scenery.set_cur_elev( tmp_elev );
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} else {
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scenery.set_cur_elev( 0.0 );
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}
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cout << "result = " << scenery.get_cur_elev() << endl;
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} else {
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#endif
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/*
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cout << "abs view pos = "
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<< globals->get_current_view()->get_abs_view_pos()[0] << ","
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<< globals->get_current_view()->get_abs_view_pos()[1] << ","
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<< globals->get_current_view()->get_abs_view_pos()[2]
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<< " view pos = "
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<< globals->get_current_view()->get_view_pos()[0] << ","
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<< globals->get_current_view()->get_view_pos()[1] << ","
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<< globals->get_current_view()->get_view_pos()[2]
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<< endl;
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cout << "current_tile = " << current_tile << endl;
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cout << "Scenery center = " << sc[0] << "," << sc[1] << "," << sc[2]
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<< endl;
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*/
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// overridden with actual values if a terrain intersection is
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// found
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double hit_elev = -9999.0;
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double hit_radius = 0.0;
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sgdVec3 hit_normal = { 0.0, 0.0, 0.0 };
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bool hit = false;
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if ( fabs(sc[0]) > 1.0 || fabs(sc[1]) > 1.0 || fabs(sc[2]) > 1.0 ) {
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// scenery center has been properly defined so any hit
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// should be valid (and not just luck)
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hit = fgCurrentElev(globals->get_current_view()->get_abs_view_pos(),
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sc,
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&hit_list,
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&hit_elev,
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&hit_radius,
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hit_normal);
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}
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if ( hit ) {
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scenery.set_cur_elev( hit_elev );
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scenery.set_cur_radius( hit_radius );
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scenery.set_cur_normal( hit_normal );
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} else {
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scenery.set_cur_elev( -9999.0 );
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scenery.set_cur_radius( 0.0 );
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scenery.set_cur_normal( hit_normal );
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}
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// cout << "Current elevation = " << scenery.get_cur_elev() << endl;
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#if 0
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}
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#endif
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return 1;
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}
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void FGTileMgr::prep_ssg_nodes() {
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float vis = 0.0;
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vis = fgGetDouble("/environment/visibility-m");
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// traverse the potentially viewable tile list and update range
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// selector and transform
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FGTileEntry *e;
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tile_cache.reset_traversal();
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while ( ! tile_cache.at_end() ) {
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// cout << "processing a tile" << endl;
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if ( (e = tile_cache.get_current()) ) {
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e->prep_ssg_node( scenery.get_center(), vis);
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} else {
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cout << "warning ... empty tile in cache" << endl;
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}
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tile_cache.next();
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}
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}
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