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 - http://www.flightgear.org/~curt
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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
30 #include <simgear/constants.h>
31 #include <simgear/debug/logstream.hxx>
32 #include <simgear/math/point3d.hxx>
33 #include <simgear/math/polar3d.hxx>
34 #include <simgear/math/sg_geodesy.hxx>
35 #include <simgear/math/vector.hxx>
36 #include <simgear/structure/exception.hxx>
37 #include <simgear/scene/model/modellib.hxx>
38 #include <simgear/scene/model/shadowvolume.hxx>
40 #include <Main/globals.hxx>
41 #include <Main/fg_props.hxx>
42 #include <Main/viewer.hxx>
43 #include <Scripting/NasalSys.hxx>
45 #include "newcache.hxx"
46 #include "scenery.hxx"
47 #include "tilemgr.hxx"
49 #define TEST_LAST_HIT_CACHE
51 #if defined(ENABLE_THREADS)
52 SGLockedQueue<FGTileEntry *> FGTileMgr::attach_queue;
53 SGLockedQueue<FGDeferredModel *> FGTileMgr::model_queue;
55 queue<FGTileEntry *> FGTileMgr::attach_queue;
56 queue<FGDeferredModel *> FGTileMgr::model_queue;
57 #endif // ENABLE_THREADS
58 queue<FGTileEntry *> FGTileMgr::delete_queue;
60 bool FGTileMgr::tile_filter = true;
62 extern SGShadowVolume *shadows;
65 FGTileMgr::FGTileMgr():
74 FGTileMgr::~FGTileMgr() {
78 // Initialize the Tile Manager subsystem
79 int FGTileMgr::init() {
80 SG_LOG( SG_TERRAIN, SG_INFO, "Initializing Tile Manager subsystem." );
86 // instead it's just a lot easier to let any pending work flush
87 // through, rather than trying to arrest the queue and nuke all
88 // the various work at all the various stages and get everything
89 // cleaned up properly.
91 while ( ! attach_queue.empty() ) {
95 while ( ! model_queue.empty() ) {
96 #if defined(ENABLE_THREADS)
97 FGDeferredModel* dm = model_queue.pop();
99 FGDeferredModel* dm = model_queue.front();
109 previous_bucket.make_bad();
110 current_bucket.make_bad();
112 longitude = latitude = -1000.0;
118 // schedule a tile for loading
119 void FGTileMgr::sched_tile( const SGBucket& b, const bool is_inner_ring ) {
120 // see if tile already exists in the cache
121 FGTileEntry *t = tile_cache.get_tile( b );
124 // make space in the cache
125 while ( (int)tile_cache.get_size() > tile_cache.get_max_cache_size() ) {
126 long index = tile_cache.get_oldest_tile();
128 FGTileEntry *old = tile_cache.get_tile( index );
129 shadows->deleteOccluderFromTile( (ssgBranch *) old->get_terra_transform() );
130 old->disconnect_ssg_nodes();
131 delete_queue.push( old );
132 tile_cache.clear_entry( index );
134 // nothing to free ?!? forge ahead
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
152 t->set_inner_ring( is_inner_ring );
157 // schedule a needed buckets for loading
158 void FGTileMgr::schedule_needed( double vis, const SGBucket& curr_bucket) {
159 // sanity check (unfortunately needed!)
160 if ( longitude < -180.0 || longitude > 180.0
161 || latitude < -90.0 || latitude > 90.0 )
163 SG_LOG( SG_TERRAIN, SG_ALERT,
164 "Attempting to schedule tiles for bogus lon and lat = ("
165 << longitude << "," << latitude << ")" );
166 SG_LOG( SG_TERRAIN, SG_ALERT,
167 "This is a FATAL error. Exiting!" );
171 SG_LOG( SG_TERRAIN, SG_INFO,
172 "scheduling needed tiles for " << longitude << " " << latitude );
174 // vis = fgGetDouble("/environment/visibility-m");
176 double tile_width = curr_bucket.get_width_m();
177 double tile_height = curr_bucket.get_height_m();
178 // cout << "tile width = " << tile_width << " tile_height = "
179 // << tile_height << endl;
181 xrange = (int)(vis / tile_width) + 1;
182 yrange = (int)(vis / tile_height) + 1;
183 if ( xrange < 1 ) { xrange = 1; }
184 if ( yrange < 1 ) { yrange = 1; }
186 // note * 2 at end doubles cache size (for fdm and viewer)
187 tile_cache.set_max_cache_size( (2*xrange + 2) * (2*yrange + 2) * 2 );
188 // cout << "xrange = " << xrange << " yrange = " << yrange << endl;
189 // cout << "max cache size = " << tile_cache.get_max_cache_size()
190 // << " current cache size = " << tile_cache.get_size() << endl;
192 // clear the inner ring flags so we can set them below. This
193 // prevents us from having "true" entries we aren't able to find
194 // to get rid of if we teleport a long ways away from the current
196 tile_cache.clear_inner_ring_flags();
200 // schedule center tile first so it can be loaded first
201 b = sgBucketOffset( longitude, latitude, 0, 0 );
202 sched_tile( b, true );
206 // schedule next ring of 8 tiles
207 for ( x = -1; x <= 1; ++x ) {
208 for ( y = -1; y <= 1; ++y ) {
209 if ( x != 0 || y != 0 ) {
210 b = sgBucketOffset( longitude, latitude, x, y );
211 sched_tile( b, true );
216 // schedule remaining tiles
217 for ( x = -xrange; x <= xrange; ++x ) {
218 for ( y = -yrange; y <= yrange; ++y ) {
219 if ( x < -1 || x > 1 || y < -1 || y > 1 ) {
220 SGBucket b = sgBucketOffset( longitude, latitude, x, y );
221 sched_tile( b, false );
228 void FGTileMgr::initialize_queue()
230 // First time through or we have teleported, initialize the
231 // system and load all relavant tiles
233 SG_LOG( SG_TERRAIN, SG_INFO, "Initialize_queue(): Updating Tile list for "
235 // cout << "tile cache size = " << tile_cache.get_size() << endl;
237 // wipe/initialize tile cache
238 // tile_cache.init();
239 previous_bucket.make_bad();
241 // build the local area list and schedule tiles for loading
243 // start with the center tile and work out in concentric
246 double visibility_meters = fgGetDouble("/environment/visibility-m");
247 schedule_needed(visibility_meters, current_bucket);
249 // do we really want to lose this? CLO
251 // Now force a load of the center tile and inner ring so we
252 // have something to see in our first frame.
254 for ( i = 0; i < 9; ++i ) {
255 if ( load_queue.size() ) {
256 SG_LOG( SG_TERRAIN, SG_DEBUG,
257 "Load queue not empty, loading a tile" );
259 SGBucket pending = load_queue.front();
260 load_queue.pop_front();
261 load_tile( pending );
268 * return current status of queues
272 bool FGTileMgr::all_queues_empty() {
273 return attach_queue.empty() && model_queue.empty();
278 * Update the various queues maintained by the tilemagr (private
279 * internal function, do not call directly.)
281 void FGTileMgr::update_queues()
283 // load the next model in the load queue. Currently this must
284 // happen in the render thread because model loading can trigger
285 // texture loading which involves use of the opengl api. Skip any
286 // models belonging to not loaded tiles (i.e. the tile was removed
287 // before we were able to load some of the associated models.)
288 if ( !model_queue.empty() ) {
289 bool processed_one = false;
291 while ( model_queue.size() > 200 || processed_one == false ) {
292 processed_one = true;
294 if ( model_queue.size() > 200 ) {
295 SG_LOG( SG_TERRAIN, SG_INFO,
296 "Alert: catching up on model load queue" );
299 // cout << "loading next model ..." << endl;
300 // load the next tile in the queue
301 #if defined(ENABLE_THREADS)
302 FGDeferredModel* dm = model_queue.pop();
304 FGDeferredModel* dm = model_queue.front();
308 // only load the model if the tile still exists in the
310 FGTileEntry *t = tile_cache.get_tile( dm->get_bucket() );
312 ssgTexturePath( (char *)(dm->get_texture_path().c_str()) );
314 ssgEntity *obj_model =
315 globals->get_model_lib()->load_model( ".",
316 dm->get_model_path(),
317 globals->get_props(),
318 globals->get_sim_time_sec(),
319 dm->get_cache_state(),
320 new FGNasalModelData );
321 if ( obj_model != NULL ) {
322 dm->get_obj_trans()->addKid( obj_model );
323 shadows->addOccluder( (ssgBranch *) obj_model->getParent(0),
324 SGShadowVolume::occluderTypeTileObject,
325 (ssgBranch *) dm->get_tile()->get_terra_transform());
327 } catch (const sg_io_exception& exc) {
328 string m(exc.getMessage());
330 m += exc.getLocation().asString();
331 SG_LOG( SG_ALL, SG_ALERT, m );
332 } catch (const sg_exception& exc) { // XXX may be redundant
333 SG_LOG( SG_ALL, SG_ALERT, exc.getMessage());
336 dm->get_tile()->dec_pending_models();
342 // Notify the tile loader that it can load another tile
345 if ( !attach_queue.empty() ) {
346 #if defined(ENABLE_THREADS)
347 FGTileEntry* e = attach_queue.pop();
349 FGTileEntry* e = attach_queue.front();
352 e->add_ssg_nodes( globals->get_scenery()->get_terrain_branch(),
353 globals->get_scenery()->get_gnd_lights_root(),
354 globals->get_scenery()->get_vasi_lights_root(),
355 globals->get_scenery()->get_rwy_lights_root(),
356 globals->get_scenery()->get_taxi_lights_root() );
357 // cout << "Adding ssg nodes for "
360 if ( !delete_queue.empty() ) {
361 // cout << "delete queue = " << delete_queue.size() << endl;
362 bool processed_one = false;
364 while ( delete_queue.size() > 30 || processed_one == false ) {
365 processed_one = true;
367 if ( delete_queue.size() > 30 ) {
368 // uh oh, delete queue is blowing up, we aren't clearing
369 // it fast enough. Let's just panic, well not panic, but
370 // get real serious and agressively free up some tiles so
371 // we don't explode our memory usage.
373 SG_LOG( SG_TERRAIN, SG_ALERT,
374 "Warning: catching up on tile delete queue" );
377 FGTileEntry* e = delete_queue.front();
378 if ( e->free_tile() ) {
387 // given the current lon/lat (in degrees), fill in the array of local
388 // chunks. If the chunk isn't already in the cache, then read it from
390 int FGTileMgr::update( double visibility_meters )
392 SGLocation *location = globals->get_current_view()->getSGLocation();
393 return update( location, visibility_meters );
397 int FGTileMgr::update( SGLocation *location, double visibility_meters )
399 SG_LOG( SG_TERRAIN, SG_DEBUG, "FGTileMgr::update()" );
401 longitude = location->getLongitude_deg();
402 latitude = location->getLatitude_deg();
403 // add 1.0m to the max altitude to give a little leeway to the
404 // ground reaction code.
405 altitude_m = location->getAltitudeASL_ft() * SG_FEET_TO_METER + 1.0;
407 // if current altitude is apparently not initialized, set max
408 // altitude to something big.
409 if ( altitude_m < -1000 ) {
412 // SG_LOG( SG_TERRAIN, SG_DEBUG, "FGTileMgr::update() for "
413 // << longitude << " " << latatitude );
415 current_bucket.set_bucket( longitude, latitude );
416 // SG_LOG( SG_TERRAIN, SG_DEBUG, "Updating tile list for "
417 // << current_bucket );
418 fgSetInt( "/environment/current-tile-id", current_bucket.gen_index() );
420 // do tile load scheduling.
421 // Note that we need keep track of both viewer buckets and fdm buckets.
422 if ( state == Running ) {
423 SG_LOG( SG_TERRAIN, SG_DEBUG, "State == Running" );
424 if (!(current_bucket == previous_bucket )) {
425 // We've moved to a new bucket, we need to schedule any
426 // needed tiles for loading.
427 SG_LOG( SG_TERRAIN, SG_INFO, "FGTileMgr::update()" );
428 schedule_needed(visibility_meters, current_bucket);
430 } else if ( state == Start || state == Inited ) {
431 SG_LOG( SG_TERRAIN, SG_INFO, "State == Start || Inited" );
432 // initialize_queue();
435 // load the next tile in the load queue (or authorize the next
436 // load in the case of the threaded tile pager)
443 previous_bucket = current_bucket;
449 // timer event driven call to scheduler for the purpose of refreshing the tile timestamps
450 void FGTileMgr::refresh_view_timestamps() {
451 SG_LOG( SG_TERRAIN, SG_INFO,
452 "Refreshing timestamps for " << current_bucket.get_center_lon()
453 << " " << current_bucket.get_center_lat() );
454 if ( longitude >= -180.0 && longitude <= 180.0
455 && latitude >= -90.0 && latitude <= 90.0 )
457 schedule_needed(fgGetDouble("/environment/visibility-m"), current_bucket);
461 void FGTileMgr::prep_ssg_nodes( SGLocation *location, float vis ) {
463 // traverse the potentially viewable tile list and update range
464 // selector and transform
466 float *up = location->get_world_up();
469 tile_cache.reset_traversal();
471 const double *vp = location->get_absolute_view_pos();
472 Point3D viewpos(vp[0], vp[1], vp[2]);
473 while ( ! tile_cache.at_end() ) {
474 // cout << "processing a tile" << endl;
475 if ( (e = tile_cache.get_current()) ) {
476 e->prep_ssg_node( viewpos, up, vis);
478 SG_LOG(SG_INPUT, SG_ALERT, "warning ... empty tile in cache");
484 bool FGTileMgr::set_tile_filter( bool f ) {
485 bool old = tile_filter;
490 int FGTileMgr::tile_filter_cb( ssgEntity *, int )
492 return tile_filter ? 1 : 0;
495 bool FGTileMgr::scenery_available(double lat, double lon, double range_m)
497 // sanity check (unfortunately needed!)
498 if ( lon < -180.0 || lon > 180.0 || lat < -90.0 || lat > 90.0 )
501 SGBucket bucket(lon, lat);
502 FGTileEntry *te = tile_cache.get_tile(bucket);
503 if (!te || !te->is_loaded())
506 // Traverse all tiles required to be there for the given visibility.
507 // This uses exactly the same algorithm like the tile scheduler.
508 double tile_width = bucket.get_width_m();
509 double tile_height = bucket.get_height_m();
511 int xrange = (int)fabs(range_m / tile_width) + 1;
512 int yrange = (int)fabs(range_m / tile_height) + 1;
514 for ( int x = -xrange; x <= xrange; ++x ) {
515 for ( int y = -yrange; y <= yrange; ++y ) {
516 // We have already checked for the center tile.
517 if ( x != 0 || y != 0 ) {
518 SGBucket b = sgBucketOffset( lon, lat, x, y );
519 FGTileEntry *te = tile_cache.get_tile(b);
520 if (!te || !te->is_loaded())
526 // Survived all tests.