1 // tilemgr.cxx -- routines to handle dynamic management of scenery tiles
3 // Written by Curtis Olson, started January 1998.
5 // Copyright (C) 1997 Curtis L. Olson - curt@infoplane.com
7 // This program is free software; you can redistribute it and/or
8 // modify it under the terms of the GNU General Public License as
9 // published by the Free Software Foundation; either version 2 of the
10 // License, or (at your option) any later version.
12 // This program is distributed in the hope that it will be useful, but
13 // WITHOUT ANY WARRANTY; without even the implied warranty of
14 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
15 // General Public License for more details.
17 // You should have received a copy of the GNU General Public License
18 // along with this program; if not, write to the Free Software
19 // Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
36 #include <simgear/constants.h>
37 #include <simgear/debug/logstream.hxx>
38 #include <simgear/math/point3d.hxx>
39 #include <simgear/math/polar3d.hxx>
40 #include <simgear/math/sg_geodesy.hxx>
41 #include <simgear/math/vector.hxx>
43 #include <Main/globals.hxx>
44 #include <Main/viewer.hxx>
45 #include <Objects/obj.hxx>
47 #ifndef FG_OLD_WEATHER
48 # include <WeatherCM/FGLocalWeatherDatabase.h>
50 # include <Weather/weather.hxx>
53 #include "newcache.hxx"
54 #include "scenery.hxx"
55 #include "tilemgr.hxx"
57 #define TEST_LAST_HIT_CACHE
59 extern ssgRoot *scene;
60 extern ssgBranch *terrain;
61 extern ssgBranch *ground;
64 FGTileMgr global_tile_mgr;
68 SGLockedQueue<FGTileEntry *> FGTileMgr::attach_queue;
69 SGLockedQueue<FGDeferredModel *> FGTileMgr::model_queue;
71 queue<FGTileEntry *> FGTileMgr::attach_queue;
72 queue<FGDeferredModel *> FGTileMgr::model_queue;
73 #endif // ENABLE_THREADS
77 FGTileMgr::FGTileMgr():
86 FGTileMgr::~FGTileMgr() {
90 // Initialize the Tile Manager subsystem
91 int FGTileMgr::init() {
92 SG_LOG( SG_TERRAIN, SG_INFO, "Initializing Tile Manager subsystem." );
98 // instead it's just a lot easier to let any pending work flush
99 // through, rather than trying to arrest the queue and nuke all
100 // the various work at all the various stages and get everything
101 // cleaned up properly.
103 while ( ! attach_queue.empty() ) {
107 while ( ! model_queue.empty() ) {
108 #ifdef ENABLE_THREADS
109 FGDeferredModel* dm = model_queue.pop();
111 FGDeferredModel* dm = model_queue.front();
123 previous_bucket.make_bad();
124 current_bucket.make_bad();
126 longitude = latitude = -1000.0;
127 last_longitude = last_latitude = -1000.0;
133 // schedule a tile for loading
134 void FGTileMgr::sched_tile( const SGBucket& b ) {
135 // see if tile already exists in the cache
136 FGTileEntry *t = tile_cache.get_tile( b );
139 // create a new entry
140 FGTileEntry *e = new FGTileEntry( b );
142 // insert the tile into the cache
143 if ( tile_cache.insert_tile( e ) ) {
144 // Schedule tile for loading
147 // insert failed (cache full with no available entries to
148 // delete.) Try again later
155 // schedule a needed buckets for loading
156 void FGTileMgr::schedule_needed() {
157 cout << "scheduling needed tiles for " << longitude << " " << latitude << endl;
158 #ifndef FG_OLD_WEATHER
159 if ( WeatherDatabase != NULL ) {
160 vis = WeatherDatabase->getWeatherVisibility();
165 vis = current_weather.get_visibility();
167 // cout << "visibility = " << vis << endl;
169 double tile_width = current_bucket.get_width_m();
170 double tile_height = current_bucket.get_height_m();
171 // cout << "tile width = " << tile_width << " tile_height = "
172 // << tile_height !<< endl;
174 xrange = (int)(vis / tile_width) + 1;
175 yrange = (int)(vis / tile_height) + 1;
176 if ( xrange < 1 ) { xrange = 1; }
177 if ( yrange < 1 ) { yrange = 1; }
178 // cout << "xrange = " << xrange << " yrange = " << yrange << endl;
180 tile_cache.set_max_cache_size( (2*xrange + 2) * (2*yrange + 2) );
184 // schedule center tile first so it can be loaded first
185 b = sgBucketOffset( longitude, latitude, 0, 0 );
190 // schedule next ring of 8 tiles
191 for ( x = -1; x <= 1; ++x ) {
192 for ( y = -1; y <= 1; ++y ) {
193 if ( x != 0 || y != 0 ) {
194 b = sgBucketOffset( longitude, latitude, x, y );
200 // schedule remaining tiles
201 for ( x = -xrange; x <= xrange; ++x ) {
202 for ( y = -yrange; y <= yrange; ++y ) {
203 if ( x < -1 || x > 1 || y < -1 || y > 1 ) {
204 SGBucket b = sgBucketOffset( longitude, latitude, x, y );
212 void FGTileMgr::initialize_queue()
214 // First time through or we have teleported, initialize the
215 // system and load all relavant tiles
217 SG_LOG( SG_TERRAIN, SG_INFO, "Updating Tile list for " << current_bucket );
218 // cout << "tile cache size = " << tile_cache.get_size() << endl;
220 // wipe/initialize tile cache
221 // tile_cache.init();
222 previous_bucket.make_bad();
224 // build the local area list and schedule tiles for loading
226 // start with the center tile and work out in concentric
231 // do we really want to lose this? CLO
233 // Now force a load of the center tile and inner ring so we
234 // have something to see in our first frame.
236 for ( i = 0; i < 9; ++i ) {
237 if ( load_queue.size() ) {
238 SG_LOG( SG_TERRAIN, SG_DEBUG,
239 "Load queue not empty, loading a tile" );
241 SGBucket pending = load_queue.front();
242 load_queue.pop_front();
243 load_tile( pending );
250 // given the current lon/lat (in degrees), fill in the array of local
251 // chunks. If the chunk isn't already in the cache, then read it from
253 int FGTileMgr::update( double lon, double lat ) {
254 SG_LOG( SG_TERRAIN, SG_DEBUG, "FGTileMgr::update() for "
255 << lon << " " << lat );
259 // SG_LOG( SG_TERRAIN, SG_DEBUG, "lon "<< lonlat[LON] <<
260 // " lat " << lonlat[LAT] );
262 current_bucket.set_bucket( longitude, latitude );
263 // SG_LOG( SG_TERRAIN, SG_DEBUG, "Updating Tile list for " << current_bucket );
265 if ( tile_cache.exists( current_bucket ) ) {
266 current_tile = tile_cache.get_tile( current_bucket );
267 scenery.set_next_center( current_tile->center );
269 SG_LOG( SG_TERRAIN, SG_WARN, "Tile not found (Ok if initializing)" );
272 if ( state == Running ) {
273 SG_LOG( SG_TERRAIN, SG_DEBUG, "State == Running" );
274 if ( !(current_bucket == previous_bucket) ) {
275 // We've moved to a new bucket, we need to schedule any
276 // needed tiles for loading.
279 } else if ( state == Start || state == Inited ) {
280 SG_LOG( SG_TERRAIN, SG_INFO, "State == Start || Inited" );
284 // load the next tile in the load queue (or authorize the next
285 // load in the case of the threaded tile pager)
289 // load the next model in the load queue. Currently this must
290 // happen in the render thread because model loading can trigger
291 // texture loading which involves use of the opengl api.
292 if ( !model_queue.empty() ) {
293 cout << "loading next model ..." << endl;
294 // load the next tile in the queue
295 #ifdef ENABLE_THREADS
296 FGDeferredModel* dm = model_queue.pop();
298 FGDeferredModel* dm = model_queue.front();
302 ssgTexturePath( (char *)(dm->get_texture_path().c_str()) );
304 = ssgLoad( (char *)(dm->get_model_path().c_str()) );
305 if ( obj_model != NULL ) {
306 dm->get_obj_trans()->addKid( obj_model );
308 dm->get_tile()->dec_pending_models();
313 // cout << "current elevation (ssg) == " << scenery.get_cur_elev() << endl;
315 previous_bucket = current_bucket;
316 last_longitude = longitude;
317 last_latitude = latitude;
319 // activate loader thread one out of every 5 frames
320 if ( counter_hack == 0 ) {
321 // Notify the tile loader that it can load another tile
325 counter_hack = (counter_hack + 1) % 5;
327 if ( !attach_queue.empty() ) {
328 #ifdef ENABLE_THREADS
329 FGTileEntry* e = attach_queue.pop();
331 FGTileEntry* e = attach_queue.front();
334 e->add_ssg_nodes( terrain, ground );
335 // cout << "Adding ssg nodes for "
340 scenery.get_center()[0],
341 scenery.get_center()[1],
342 scenery.get_center()[2] );
345 if ( scenery.center == Point3D(0.0) ) {
347 cout << "initializing scenery current elevation ... " << endl;
348 sgdVec3 tmp_abs_view_pos;
350 Point3D geod_pos = Point3D( longitude * SGD_DEGREES_TO_RADIANS,
351 latitude * SGD_DEGREES_TO_RADIANS,
353 Point3D tmp = sgGeodToCart( geod_pos );
354 scenery.center = tmp;
355 sgdSetVec3( tmp_abs_view_pos, tmp.x(), tmp.y(), tmp.z() );
357 // cout << "abs_view_pos = " << tmp_abs_view_pos << endl;
361 if ( fgCurrentElev(tmp_abs_view_pos, sc, &hit_list,
362 &tmp_elev, &scenery.cur_radius, scenery.cur_normal) )
364 scenery.set_cur_elev( tmp_elev );
366 scenery.set_cur_elev( 0.0 );
368 cout << "result = " << scenery.get_cur_elev() << endl;
371 // cout << "abs view pos = " << current_view.abs_view_pos
372 // << " view pos = " << current_view.view_pos << endl;
376 if ( fgCurrentElev(globals->get_current_view()->get_abs_view_pos(),
378 &tmp_elev, &tmp_radius, tmp_normal) )
380 scenery.set_cur_elev( tmp_elev );
381 scenery.set_cur_radius( tmp_radius );
382 scenery.set_cur_normal( tmp_normal );
384 scenery.set_cur_elev( -9999.0 );
386 // cout << "Current elevation = " << scenery.get_cur_elev() << endl;
395 void FGTileMgr::prep_ssg_nodes() {
398 #ifndef FG_OLD_WEATHER
399 if ( WeatherDatabase ) {
400 vis = WeatherDatabase->getWeatherVisibility();
405 vis = current_weather.get_visibility();
407 // cout << "visibility = " << vis << endl;
409 // traverse the potentially viewable tile list and update range
410 // selector and transform
413 tile_cache.reset_traversal();
415 while ( ! tile_cache.at_end() ) {
416 // cout << "processing a tile" << endl;
417 if ( (e = tile_cache.get_current()) ) {
418 e->prep_ssg_node( scenery.get_center(), vis);
420 cout << "warning ... empty tile in cache" << endl;