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/fg_props.hxx>
45 #include <Main/viewer.hxx>
46 #include <Objects/obj.hxx>
48 #include "newcache.hxx"
49 #include "scenery.hxx"
50 #include "tilemgr.hxx"
52 #define TEST_LAST_HIT_CACHE
54 extern ssgRoot *scene;
55 extern ssgBranch *terrain;
56 extern ssgBranch *ground;
59 FGTileMgr global_tile_mgr;
63 SGLockedQueue<FGTileEntry *> FGTileMgr::attach_queue;
64 SGLockedQueue<FGDeferredModel *> FGTileMgr::model_queue;
66 queue<FGTileEntry *> FGTileMgr::attach_queue;
67 queue<FGDeferredModel *> FGTileMgr::model_queue;
68 #endif // ENABLE_THREADS
72 FGTileMgr::FGTileMgr():
82 FGTileMgr::~FGTileMgr() {
86 // Initialize the Tile Manager subsystem
87 int FGTileMgr::init() {
88 SG_LOG( SG_TERRAIN, SG_INFO, "Initializing Tile Manager subsystem." );
94 // instead it's just a lot easier to let any pending work flush
95 // through, rather than trying to arrest the queue and nuke all
96 // the various work at all the various stages and get everything
97 // cleaned up properly.
99 while ( ! attach_queue.empty() ) {
103 while ( ! model_queue.empty() ) {
104 #ifdef ENABLE_THREADS
105 FGDeferredModel* dm = model_queue.pop();
107 FGDeferredModel* dm = model_queue.front();
119 previous_bucket.make_bad();
120 current_bucket.make_bad();
122 longitude = latitude = -1000.0;
123 last_longitude = last_latitude = -1000.0;
129 // schedule a tile for loading
130 void FGTileMgr::sched_tile( const SGBucket& b ) {
131 // see if tile already exists in the cache
132 FGTileEntry *t = tile_cache.get_tile( b );
135 // create a new entry
136 FGTileEntry *e = new FGTileEntry( b );
138 // insert the tile into the cache
139 if ( tile_cache.insert_tile( e ) ) {
140 // Schedule tile for loading
143 // insert failed (cache full with no available entries to
144 // delete.) Try again later
151 // schedule a needed buckets for loading
152 void FGTileMgr::schedule_needed() {
153 // sanity check (unfortunately needed!)
154 if ( longitude < -180.0 || longitude > 180.0
155 || latitude < -90.0 || latitude > 90.0 )
157 SG_LOG( SG_TERRAIN, SG_ALERT,
158 "Attempting to schedule tiles for bogus latitude and" );
159 SG_LOG( SG_TERRAIN, SG_ALERT,
160 "longitude. This is a FATAL error. Exiting!" );
164 SG_LOG( SG_TERRAIN, SG_INFO,
165 "scheduling needed tiles for " << longitude << " " << latitude );
167 vis = fgGetDouble("/environment/visibility-m");
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)" );
270 scenery.set_next_center( Point3D(0.0) );
273 if ( state == Running ) {
274 SG_LOG( SG_TERRAIN, SG_DEBUG, "State == Running" );
275 if ( !(current_bucket == previous_bucket) ) {
276 // We've moved to a new bucket, we need to schedule any
277 // needed tiles for loading.
280 } else if ( state == Start || state == Inited ) {
281 SG_LOG( SG_TERRAIN, SG_INFO, "State == Start || Inited" );
285 // load the next tile in the load queue (or authorize the next
286 // load in the case of the threaded tile pager)
290 // load the next model in the load queue. Currently this must
291 // happen in the render thread because model loading can trigger
292 // texture loading which involves use of the opengl api.
293 if ( !model_queue.empty() ) {
294 cout << "loading next model ..." << endl;
295 // load the next tile in the queue
296 #ifdef ENABLE_THREADS
297 FGDeferredModel* dm = model_queue.pop();
299 FGDeferredModel* dm = model_queue.front();
303 ssgTexturePath( (char *)(dm->get_texture_path().c_str()) );
305 = ssgLoad( (char *)(dm->get_model_path().c_str()) );
306 if ( obj_model != NULL ) {
307 dm->get_obj_trans()->addKid( obj_model );
309 dm->get_tile()->dec_pending_models();
314 // cout << "current elevation (ssg) == " << scenery.get_cur_elev() << endl;
316 previous_bucket = current_bucket;
317 last_longitude = longitude;
318 last_latitude = latitude;
320 // activate loader thread one out of every 5 frames
321 if ( counter_hack == 0 ) {
322 // Notify the tile loader that it can load another tile
327 counter_hack = (counter_hack + 1) % 5;
329 if ( !attach_queue.empty() ) {
330 #ifdef ENABLE_THREADS
331 FGTileEntry* e = attach_queue.pop();
333 FGTileEntry* e = attach_queue.front();
336 e->add_ssg_nodes( terrain, ground );
337 // cout << "Adding ssg nodes for "
342 scenery.get_center()[0],
343 scenery.get_center()[1],
344 scenery.get_center()[2] );
347 if ( scenery.center == Point3D(0.0) ) {
349 cout << "initializing scenery current elevation ... " << endl;
350 sgdVec3 tmp_abs_view_pos;
352 Point3D geod_pos = Point3D( longitude * SGD_DEGREES_TO_RADIANS,
353 latitude * SGD_DEGREES_TO_RADIANS,
355 Point3D tmp = sgGeodToCart( geod_pos );
356 scenery.center = tmp;
357 sgdSetVec3( tmp_abs_view_pos, tmp.x(), tmp.y(), tmp.z() );
359 // cout << "abs_view_pos = " << tmp_abs_view_pos << endl;
363 if ( fgCurrentElev(tmp_abs_view_pos, sc, &hit_list,
364 &tmp_elev, &scenery.cur_radius, scenery.cur_normal) )
366 scenery.set_cur_elev( tmp_elev );
368 scenery.set_cur_elev( 0.0 );
370 cout << "result = " << scenery.get_cur_elev() << endl;
374 cout << "abs view pos = "
375 << globals->get_current_view()->get_abs_view_pos()[0] << ","
376 << globals->get_current_view()->get_abs_view_pos()[1] << ","
377 << globals->get_current_view()->get_abs_view_pos()[2]
379 << globals->get_current_view()->get_view_pos()[0] << ","
380 << globals->get_current_view()->get_view_pos()[1] << ","
381 << globals->get_current_view()->get_view_pos()[2]
383 cout << "current_tile = " << current_tile << endl;
384 cout << "Scenery center = " << sc[0] << "," << sc[1] << "," << sc[2]
388 // overridden with actual values if a terrain intersection is
390 double hit_elev = -9999.0;
391 double hit_radius = 0.0;
392 sgdVec3 hit_normal = { 0.0, 0.0, 0.0 };
395 if ( fabs(sc[0]) > 1.0 || fabs(sc[1]) > 1.0 || fabs(sc[2]) > 1.0 ) {
396 // scenery center has been properly defined so any hit
397 // should be valid (and not just luck)
398 hit = fgCurrentElev(globals->get_current_view()->get_abs_view_pos(),
407 scenery.set_cur_elev( hit_elev );
408 scenery.set_cur_radius( hit_radius );
409 scenery.set_cur_normal( hit_normal );
411 scenery.set_cur_elev( -9999.0 );
412 scenery.set_cur_radius( 0.0 );
413 scenery.set_cur_normal( hit_normal );
416 // cout << "Current elevation = " << scenery.get_cur_elev() << endl;
425 void FGTileMgr::prep_ssg_nodes() {
428 vis = fgGetDouble("/environment/visibility-m");
430 // traverse the potentially viewable tile list and update range
431 // selector and transform
434 tile_cache.reset_traversal();
436 while ( ! tile_cache.at_end() ) {
437 // cout << "processing a tile" << endl;
438 if ( (e = tile_cache.get_current()) ) {
439 e->prep_ssg_node( scenery.get_center(), vis);
441 cout << "warning ... empty tile in cache" << endl;