528 lines
17 KiB
C++
528 lines
17 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 - http://www.flightgear.org/~curt
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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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, 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/structure/exception.hxx>
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#include <simgear/scene/model/modellib.hxx>
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#include <simgear/scene/model/shadowvolume.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 <Scripting/NasalSys.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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#if defined(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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bool FGTileMgr::tile_filter = true;
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extern SGShadowVolume *shadows;
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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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{
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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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#if defined(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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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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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, const bool is_inner_ring ) {
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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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shadows->deleteOccluderFromTile( (ssgBranch *) old->get_terra_transform() );
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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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} else {
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t->set_inner_ring( is_inner_ring );
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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, const 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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// 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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// clear the inner ring flags so we can set them below. This
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// prevents us from having "true" entries we aren't able to find
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// to get rid of if we teleport a long ways away from the current
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// location.
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tile_cache.clear_inner_ring_flags();
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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, true );
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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, true );
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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, false );
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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, "Initialize_queue(): Updating Tile list for "
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<< 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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* return current status of queues
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*
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*/
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bool FGTileMgr::all_queues_empty() {
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return attach_queue.empty() && model_queue.empty();
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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. Skip any
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// models belonging to not loaded tiles (i.e. the tile was removed
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// before we were able to load some of the associated models.)
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if ( !model_queue.empty() ) {
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bool processed_one = false;
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while ( model_queue.size() > 200 || processed_one == false ) {
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processed_one = true;
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if ( model_queue.size() > 200 ) {
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SG_LOG( SG_TERRAIN, SG_INFO,
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"Alert: catching up on model load queue" );
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}
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// cout << "loading next model ..." << endl;
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// load the next tile in the queue
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#if defined(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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// only load the model if the tile still exists in the
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// tile cache
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FGTileEntry *t = tile_cache.get_tile( dm->get_bucket() );
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if ( t != NULL ) {
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ssgTexturePath( (char *)(dm->get_texture_path().c_str()) );
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try {
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ssgEntity *obj_model =
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globals->get_model_lib()->load_model( ".",
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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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dm->get_cache_state(),
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new FGNasalModelData );
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if ( obj_model != NULL ) {
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dm->get_obj_trans()->addKid( obj_model );
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shadows->addOccluder( (ssgBranch *) obj_model->getParent(0),
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SGShadowVolume::occluderTypeTileObject,
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(ssgBranch *) dm->get_tile()->get_terra_transform());
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}
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} catch (const sg_io_exception& exc) {
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string m(exc.getMessage());
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m += " ";
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m += exc.getLocation().asString();
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SG_LOG( SG_ALL, SG_ALERT, m );
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} catch (const sg_exception& exc) { // XXX may be redundant
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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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}
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delete dm;
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}
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}
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// Notify the tile loader that it can load another tile
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loader.update();
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if ( !attach_queue.empty() ) {
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#if defined(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_vasi_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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bool processed_one = false;
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while ( delete_queue.size() > 30 || processed_one == false ) {
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processed_one = true;
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if ( 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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"Warning: catching up on tile delete queue" );
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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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}
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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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SGLocation *location = globals->get_current_view()->getSGLocation();
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return update( location, visibility_meters );
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}
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int FGTileMgr::update( SGLocation *location, double visibility_meters )
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{
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SG_LOG( SG_TERRAIN, SG_DEBUG, "FGTileMgr::update()" );
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longitude = location->getLongitude_deg();
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latitude = location->getLatitude_deg();
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// add 1.0m to the max altitude to give a little leeway to the
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// ground reaction code.
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altitude_m = location->getAltitudeASL_ft() * SG_FEET_TO_METER + 1.0;
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// if current altitude is apparently not initialized, set max
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// altitude to something big.
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if ( altitude_m < -1000 ) {
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altitude_m = 10000;
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}
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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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fgSetInt( "/environment/current-tile-id", current_bucket.gen_index() );
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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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SG_LOG( SG_TERRAIN, SG_INFO, "FGTileMgr::update()" );
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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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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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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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schedule_needed(fgGetDouble("/environment/visibility-m"), current_bucket);
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}
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}
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void FGTileMgr::prep_ssg_nodes( SGLocation *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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float *up = location->get_world_up();
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FGTileEntry *e;
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tile_cache.reset_traversal();
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const double *vp = location->get_absolute_view_pos();
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Point3D viewpos(vp[0], vp[1], vp[2]);
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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( viewpos, 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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bool FGTileMgr::set_tile_filter( bool f ) {
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bool old = tile_filter;
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tile_filter = f;
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return old;
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}
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int FGTileMgr::tile_filter_cb( ssgEntity *, int )
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{
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return tile_filter ? 1 : 0;
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}
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bool FGTileMgr::scenery_available(double lat, double lon, double range_m)
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{
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// sanity check (unfortunately needed!)
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if ( lon <= -180.0 || lon >= 180.0 || lat <= -90.0 || lat >= 90.0 )
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return false;
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SGBucket bucket(lon, lat);
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FGTileEntry *te = tile_cache.get_tile(bucket);
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if (!te || !te->is_loaded())
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return false;
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// Traverse all tiles required to be there for the given visibility.
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// This uses exactly the same algorithm like the tile scheduler.
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double tile_width = bucket.get_width_m();
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double tile_height = bucket.get_height_m();
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int xrange = (int)fabs(range_m / tile_width) + 1;
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int yrange = (int)fabs(range_m / tile_height) + 1;
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|
|
for ( int x = -xrange; x <= xrange; ++x ) {
|
|
for ( int y = -yrange; y <= yrange; ++y ) {
|
|
// We have already checked for the center tile.
|
|
if ( x != 0 || y != 0 ) {
|
|
SGBucket b = sgBucketOffset( lon, lat, x, y );
|
|
FGTileEntry *te = tile_cache.get_tile(b);
|
|
if (!te || !te->is_loaded())
|
|
return false;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Survived all tests.
|
|
return true;
|
|
}
|