1
0
Fork 0
flightgear/src/Scenery/tilemgr.cxx
ehofman b34f0711c4 Frederic Bouvier:
Add a static function that will be installed as a callback to
  cull or not the terrain leaves in tiles.
  Add a function to set the filter.
2004-04-02 14:42:42 +00:00

525 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;
bool FGTileMgr::tile_filter = true;
// 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, const bool is_inner_ring ) {
// 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;
}
} else {
t->set_inner_ring( is_inner_ring );
}
}
// 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;
// clear the inner ring flags so we can set them below. This
// prevents us from having "true" entries we aren't able to find
// to get rid of if we teleport a long ways away from the current
// location.
tile_cache.clear_inner_ring_flags();
SGBucket b;
// schedule center tile first so it can be loaded first
b = sgBucketOffset( longitude, latitude, 0, 0 );
sched_tile( b, true );
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, true );
}
}
}
// 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, false );
}
}
}
}
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, "Initialize_queue(): 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_vasi_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 )
{
SG_LOG( SG_TERRAIN, SG_DEBUG, "FGTileMgr::update()" );
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.
SG_LOG( SG_TERRAIN, SG_INFO, "FGTileMgr::update()" );
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() );
if ( longitude >= -180.0 && longitude <= 180.0
&& latitude >= -90.0 && latitude <= 90.0 )
{
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();
}
}
bool FGTileMgr::set_tile_filter( bool f ) {
bool old = tile_filter;
tile_filter = f;
return old;
}
int FGTileMgr::tile_filter_cb( ssgEntity *, int )
{
return tile_filter;
}