3d7f467c61
account for variation in lighting alignment, but it's more useful than the previous attempt which was based on a misunderstanding of how environment mapping worked.
501 lines
16 KiB
C++
501 lines
16 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
|
|
|
|
#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 <simgear/structure/exception.hxx>
|
|
#include <simgear/scene/model/modellib.hxx>
|
|
|
|
#include <Main/globals.hxx>
|
|
#include <Main/fg_props.hxx>
|
|
#include <Main/viewer.hxx>
|
|
|
|
#include "newcache.hxx"
|
|
#include "scenery.hxx"
|
|
#include "tilemgr.hxx"
|
|
|
|
#define TEST_LAST_HIT_CACHE
|
|
|
|
#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
|
|
queue<FGTileEntry *> FGTileMgr::delete_queue;
|
|
|
|
|
|
// 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;
|
|
|
|
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 ) {
|
|
// 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 );
|
|
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;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
// schedule a needed buckets for loading
|
|
void FGTileMgr::schedule_needed( double vis, 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;
|
|
*/
|
|
|
|
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"
|
|
|
|
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
|
|
}
|
|
|
|
|
|
/**
|
|
* 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.
|
|
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()) );
|
|
try
|
|
{
|
|
ssgEntity *obj_model =
|
|
globals->get_model_lib()->load_model( ".",
|
|
dm->get_model_path(),
|
|
globals->get_props(),
|
|
globals->get_sim_time_sec() );
|
|
if ( obj_model != NULL ) {
|
|
dm->get_obj_trans()->addKid( obj_model );
|
|
}
|
|
}
|
|
catch (const sg_exception& exc)
|
|
{
|
|
SG_LOG( SG_ALL, SG_ALERT, exc.getMessage() );
|
|
}
|
|
|
|
dm->get_tile()->dec_pending_models();
|
|
delete dm;
|
|
}
|
|
|
|
// cout << "current elevation (ssg) == " << scenery.get_cur_elev() << endl;
|
|
|
|
// 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();
|
|
} else {
|
|
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( globals->get_scenery()->get_terrain_branch(),
|
|
globals->get_scenery()->get_gnd_lights_root(),
|
|
globals->get_scenery()->get_taxi_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;
|
|
|
|
while ( 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,
|
|
"Alert: catching up on tile delete queue" );
|
|
|
|
FGTileEntry* e = delete_queue.front();
|
|
while ( !e->free_tile() );
|
|
delete_queue.pop();
|
|
delete e;
|
|
}
|
|
|
|
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();
|
|
sgdVec3 abs_pos_vector;
|
|
sgdCopyVec3( abs_pos_vector,
|
|
globals->get_current_view()->get_absolute_view_pos() );
|
|
return update( location, visibility_meters, abs_pos_vector );
|
|
}
|
|
|
|
|
|
int FGTileMgr::update( SGLocation *location, double visibility_meters,
|
|
sgdVec3 abs_pos_vector )
|
|
{
|
|
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() );
|
|
|
|
// set global scenery center from current tile center
|
|
current_tile = tile_cache.get_tile( current_bucket );
|
|
if ( current_tile != NULL ) {
|
|
globals->get_scenery()->set_next_center( current_tile->center );
|
|
} else {
|
|
SG_LOG( SG_TERRAIN, SG_WARN, "Tile not found (Ok if initializing)" );
|
|
globals->get_scenery()->set_next_center( Point3D(0.0) );
|
|
}
|
|
|
|
// 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.
|
|
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;
|
|
|
|
updateCurrentElevAtPos( abs_pos_vector, altitude_m,
|
|
location->get_tile_center() );
|
|
|
|
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() );
|
|
schedule_needed(fgGetDouble("/environment/visibility-m"), current_bucket);
|
|
}
|
|
|
|
|
|
int FGTileMgr::updateCurrentElevAtPos( sgdVec3 abs_pos_vector,
|
|
double max_alt_m,
|
|
Point3D center)
|
|
{
|
|
sgdVec3 sc;
|
|
|
|
sgdSetVec3( sc, center[0], center[1], center[2]);
|
|
|
|
// 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(abs_pos_vector,
|
|
max_alt_m,
|
|
sc,
|
|
// uncomment next paramater to fly under
|
|
// bridges and a slightly faster algorithm
|
|
// but you won't be able to land on aircraft carriers
|
|
// current_tile->get_terra_transform(),
|
|
&hit_list,
|
|
&hit_elev,
|
|
&hit_radius,
|
|
hit_normal);
|
|
}
|
|
|
|
if ( hit ) {
|
|
// cout << "elev = " << hit_elev << " " << hit_radius << endl;
|
|
globals->get_scenery()->set_cur_elev( hit_elev );
|
|
globals->get_scenery()->set_cur_radius( hit_radius );
|
|
globals->get_scenery()->set_cur_normal( hit_normal );
|
|
} else {
|
|
globals->get_scenery()->set_cur_elev( -9999.0 );
|
|
globals->get_scenery()->set_cur_radius( 0.0 );
|
|
globals->get_scenery()->set_cur_normal( hit_normal );
|
|
}
|
|
return hit;
|
|
}
|
|
|
|
|
|
void FGTileMgr::prep_ssg_nodes( SGLocation *location, float vis ) {
|
|
|
|
// traverse the potentially viewable tile list and update range
|
|
// selector and transform
|
|
|
|
Point3D center = location->get_tile_center();
|
|
float *up = location->get_world_up();
|
|
|
|
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( center, up, vis);
|
|
} else {
|
|
SG_LOG(SG_INPUT, SG_ALERT, "warning ... empty tile in cache");
|
|
}
|
|
tile_cache.next();
|
|
}
|
|
}
|
|
|