56db994994
simgear/scene/model/
494 lines
15 KiB
C++
494 lines
15 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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#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 <simgear/misc/exception.hxx>
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#include <simgear/scene/model/loader.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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#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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queue<FGTileEntry *> FGTileMgr::delete_queue;
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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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// make space in the cache
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while ( (int)tile_cache.get_size() > tile_cache.get_max_cache_size() ) {
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long index = tile_cache.get_oldest_tile();
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if ( index >= 0 ) {
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FGTileEntry *old = tile_cache.get_tile( index );
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old->disconnect_ssg_nodes();
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delete_queue.push( old );
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tile_cache.clear_entry( index );
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} else {
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// nothing to free ?!? forge ahead
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break;
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}
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}
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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( double vis, SGBucket curr_bucket) {
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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 lon and lat = ("
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<< longitude << "," << latitude << ")" );
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SG_LOG( SG_TERRAIN, SG_ALERT,
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"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 = curr_bucket.get_width_m();
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double tile_height = curr_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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// note * 2 at end doubles cache size (for fdm and viewer)
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tile_cache.set_max_cache_size( (2*xrange + 2) * (2*yrange + 2) * 2 );
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/*
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cout << "xrange = " << xrange << " yrange = " << yrange << endl;
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cout << "max cache size = " << tile_cache.get_max_cache_size()
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<< " current cache size = " << tile_cache.get_size() << endl;
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*/
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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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double visibility_meters = fgGetDouble("/environment/visibility-m");
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schedule_needed(visibility_meters, current_bucket);
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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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/**
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* Update the various queues maintained by the tilemagr (private
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* internal function, do not call directly.)
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*/
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void FGTileMgr::update_queues()
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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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try
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{
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ssgEntity *obj_model =
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globals->get_model_loader()->load_model( globals->get_fg_root(),
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dm->get_model_path(),
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globals->get_props(),
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globals->get_sim_time_sec() );
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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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}
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catch (const sg_exception& exc)
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{
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SG_LOG( SG_ALL, SG_ALERT, exc.getMessage() );
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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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// 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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} else {
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counter_hack = (counter_hack + 1) % 5;
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}
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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( globals->get_scenery()->get_terrain_branch(),
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globals->get_scenery()->get_gnd_lights_root(),
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globals->get_scenery()->get_rwy_lights_root(),
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globals->get_scenery()->get_taxi_lights_root() );
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// cout << "Adding ssg nodes for "
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}
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if ( !delete_queue.empty() ) {
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// cout << "delete queue = " << delete_queue.size() << endl;
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while ( delete_queue.size() > 30 ) {
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// uh oh, delete queue is blowing up, we aren't clearing
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// it fast enough. Let's just panic, well not panic, but
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// get real serious and agressively free up some tiles so
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// we don't explode our memory usage.
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SG_LOG( SG_TERRAIN, SG_ALERT,
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"Alert: catching up on tile delete queue" );
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FGTileEntry* e = delete_queue.front();
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while ( !e->free_tile() );
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delete_queue.pop();
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delete e;
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}
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FGTileEntry* e = delete_queue.front();
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if ( e->free_tile() ) {
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delete_queue.pop();
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delete e;
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}
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}
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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 visibility_meters )
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{
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FGLocation *location = globals->get_current_view()->getFGLocation();
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sgdVec3 abs_pos_vector;
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sgdCopyVec3( abs_pos_vector,
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globals->get_current_view()->get_absolute_view_pos() );
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return update( location, visibility_meters, abs_pos_vector );
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}
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int FGTileMgr::update( FGLocation *location, double visibility_meters,
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sgdVec3 abs_pos_vector )
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{
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longitude = location->getLongitude_deg();
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latitude = location->getLatitude_deg();
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// SG_LOG( SG_TERRAIN, SG_DEBUG, "FGTileMgr::update() for "
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// << longitude << " " << latatitude );
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current_bucket.set_bucket( longitude, latitude );
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// SG_LOG( SG_TERRAIN, SG_DEBUG, "Updating tile list for "
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// << current_bucket );
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// set global scenery center from current tile center
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current_tile = tile_cache.get_tile( current_bucket );
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if ( current_tile != NULL ) {
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globals->get_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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globals->get_scenery()->set_next_center( Point3D(0.0) );
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}
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// do tile load scheduling.
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// Note that we need keep track of both viewer buckets and fdm buckets.
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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(visibility_meters, current_bucket);
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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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update_queues();
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// save bucket...
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previous_bucket = current_bucket;
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// no reason to update this if we haven't moved...
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if ( longitude != last_longitude || latitude != last_latitude ) {
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// update current elevation...
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if ( updateCurrentElevAtPos( abs_pos_vector,
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location->get_tile_center() ) )
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{
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last_longitude = longitude;
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last_latitude = latitude;
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}
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}
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return 1;
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}
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// timer event driven call to scheduler for the purpose of refreshing the tile timestamps
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void FGTileMgr::refresh_view_timestamps() {
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SG_LOG( SG_TERRAIN, SG_INFO,
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"Refreshing timestamps for " << current_bucket.get_center_lon()
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<< " " << current_bucket.get_center_lat() );
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schedule_needed(fgGetDouble("/environment/visibility-m"), current_bucket);
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}
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int FGTileMgr::updateCurrentElevAtPos(sgdVec3 abs_pos_vector, Point3D center) {
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sgdVec3 sc;
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sgdSetVec3( sc, center[0], center[1], center[2]);
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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 should
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// be valid (and not just luck)
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hit = fgCurrentElev(abs_pos_vector,
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sc,
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// current_tile->get_terra_transform(),
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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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// cout << "elev = " << hit_elev << " " << hit_radius << endl;
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globals->get_scenery()->set_cur_elev( hit_elev );
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globals->get_scenery()->set_cur_radius( hit_radius );
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globals->get_scenery()->set_cur_normal( hit_normal );
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} else {
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globals->get_scenery()->set_cur_elev( -9999.0 );
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globals->get_scenery()->set_cur_radius( 0.0 );
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globals->get_scenery()->set_cur_normal( hit_normal );
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}
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return hit;
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}
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void FGTileMgr::prep_ssg_nodes( FGLocation *location, float vis ) {
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// traverse the potentially viewable tile list and update range
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// selector and transform
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Point3D center = location->get_tile_center();
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float *up = location->get_world_up();
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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( center, up, vis);
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} else {
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SG_LOG(SG_INPUT, SG_ALERT, "warning ... empty tile in cache");
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}
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tile_cache.next();
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}
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}
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