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>
42 #include <simgear/misc/exception.hxx>
44 #include <Main/globals.hxx>
45 #include <Main/fg_props.hxx>
46 #include <Main/viewer.hxx>
47 #include <Model/loader.hxx>
48 #include <Objects/obj.hxx>
50 #include "newcache.hxx"
51 #include "scenery.hxx"
52 #include "tilemgr.hxx"
54 #define TEST_LAST_HIT_CACHE
57 SGLockedQueue<FGTileEntry *> FGTileMgr::attach_queue;
58 SGLockedQueue<FGDeferredModel *> FGTileMgr::model_queue;
60 queue<FGTileEntry *> FGTileMgr::attach_queue;
61 queue<FGDeferredModel *> FGTileMgr::model_queue;
62 #endif // ENABLE_THREADS
63 queue<FGTileEntry *> FGTileMgr::delete_queue;
67 FGTileMgr::FGTileMgr():
77 FGTileMgr::~FGTileMgr() {
81 // Initialize the Tile Manager subsystem
82 int FGTileMgr::init() {
83 SG_LOG( SG_TERRAIN, SG_INFO, "Initializing Tile Manager subsystem." );
89 // instead it's just a lot easier to let any pending work flush
90 // through, rather than trying to arrest the queue and nuke all
91 // the various work at all the various stages and get everything
92 // cleaned up properly.
94 while ( ! attach_queue.empty() ) {
98 while ( ! model_queue.empty() ) {
100 FGDeferredModel* dm = model_queue.pop();
102 FGDeferredModel* dm = model_queue.front();
114 previous_bucket.make_bad();
115 current_bucket.make_bad();
117 longitude = latitude = -1000.0;
118 last_longitude = last_latitude = -1000.0;
124 // schedule a tile for loading
125 void FGTileMgr::sched_tile( const SGBucket& b ) {
126 // see if tile already exists in the cache
127 FGTileEntry *t = tile_cache.get_tile( b );
130 // make space in the cache
131 while ( (int)tile_cache.get_size() > tile_cache.get_max_cache_size() ) {
132 long index = tile_cache.get_oldest_tile();
134 FGTileEntry *old = tile_cache.get_tile( index );
135 old->disconnect_ssg_nodes();
136 delete_queue.push( old );
137 tile_cache.clear_entry( index );
139 // nothing to free ?!? forge ahead
144 // create a new entry
145 FGTileEntry *e = new FGTileEntry( b );
147 // insert the tile into the cache
148 if ( tile_cache.insert_tile( e ) ) {
149 // Schedule tile for loading
152 // insert failed (cache full with no available entries to
153 // delete.) Try again later
160 // schedule a needed buckets for loading
161 void FGTileMgr::schedule_needed( double vis, SGBucket curr_bucket) {
162 // sanity check (unfortunately needed!)
163 if ( longitude < -180.0 || longitude > 180.0
164 || latitude < -90.0 || latitude > 90.0 )
166 SG_LOG( SG_TERRAIN, SG_ALERT,
167 "Attempting to schedule tiles for bogus latitude and" );
168 SG_LOG( SG_TERRAIN, SG_ALERT,
169 "longitude. This is a FATAL error. Exiting!" );
173 SG_LOG( SG_TERRAIN, SG_INFO,
174 "scheduling needed tiles for " << longitude << " " << latitude );
176 // vis = fgGetDouble("/environment/visibility-m");
178 double tile_width = curr_bucket.get_width_m();
179 double tile_height = curr_bucket.get_height_m();
180 // cout << "tile width = " << tile_width << " tile_height = "
181 // << tile_height !<< endl;
183 xrange = (int)(vis / tile_width) + 1;
184 yrange = (int)(vis / tile_height) + 1;
185 if ( xrange < 1 ) { xrange /= 1; }
186 if ( yrange < 1 ) { yrange = 1; }
188 // note * 2 at end doubles cache size (for fdm and viewer)
189 tile_cache.set_max_cache_size( (2*xrange + 2) * (2*yrange + 2) * 2 );
192 cout << "xrange = " << xrange << " yrange = " << yrange << endl;
193 cout << "max cache size = " << tile_cache.get_max_cache_size()
194 << " current cache size = " << tile_cache.get_size() << endl;
199 // schedule center tile first so it can be loaded first
200 b = sgBucketOffset( longitude, latitude, 0, 0 );
205 // schedule next ring of 8 tiles
206 for ( x = -1; x <= 1; ++x ) {
207 for ( y = -1; y <= 1; ++y ) {
208 if ( x != 0 || y != 0 ) {
209 b = sgBucketOffset( longitude, latitude, x, y );
215 // schedule remaining tiles
216 for ( x = -xrange; x <= xrange; ++x ) {
217 for ( y = -yrange; y <= yrange; ++y ) {
218 if ( x < -1 || x > 1 || y < -1 || y > 1 ) {
219 SGBucket b = sgBucketOffset( longitude, latitude, x, y );
227 void FGTileMgr::initialize_queue()
229 // First time through or we have teleported, initialize the
230 // system and load all relavant tiles
232 SG_LOG( SG_TERRAIN, SG_INFO, "Updating Tile list for " << current_bucket );
233 // cout << "tile cache size = " << tile_cache.get_size() << endl;
235 // wipe/initialize tile cache
236 // tile_cache.init();
237 previous_bucket.make_bad();
239 // build the local area list and schedule tiles for loading
241 // start with the center tile and work out in concentric
244 double visibility_meters = fgGetDouble("/environment/visibility-m");
245 schedule_needed(visibility_meters, current_bucket);
247 // do we really want to lose this? CLO
249 // Now force a load of the center tile and inner ring so we
250 // have something to see in our first frame.
252 for ( i = 0; i < 9; ++i ) {
253 if ( load_queue.size() ) {
254 SG_LOG( SG_TERRAIN, SG_DEBUG,
255 "Load queue not empty, loading a tile" );
257 SGBucket pending = load_queue.front();
258 load_queue.pop_front();
259 load_tile( pending );
267 * Update the various queues maintained by the tilemagr (private
268 * internal function, do not call directly.)
270 void FGTileMgr::update_queues()
272 // load the next model in the load queue. Currently this must
273 // happen in the render thread because model loading can trigger
274 // texture loading which involves use of the opengl api.
275 if ( !model_queue.empty() ) {
276 // cout << "loading next model ..." << endl;
277 // load the next tile in the queue
278 #ifdef ENABLE_THREADS
279 FGDeferredModel* dm = model_queue.pop();
281 FGDeferredModel* dm = model_queue.front();
285 ssgTexturePath( (char *)(dm->get_texture_path().c_str()) );
288 ssgEntity *obj_model =
289 globals->get_model_loader()->load_model(dm->get_model_path());
290 if ( obj_model != NULL ) {
291 dm->get_obj_trans()->addKid( obj_model );
294 catch (const sg_exception& exc)
296 SG_LOG( SG_ALL, SG_ALERT, exc.getMessage() );
299 dm->get_tile()->dec_pending_models();
303 // cout << "current elevation (ssg) == " << scenery.get_cur_elev() << endl;
305 // activate loader thread one out of every 5 frames
306 if ( counter_hack == 0 ) {
307 // Notify the tile loader that it can load another tile
310 counter_hack = (counter_hack + 1) % 5;
313 if ( !attach_queue.empty() ) {
314 #ifdef ENABLE_THREADS
315 FGTileEntry* e = attach_queue.pop();
317 FGTileEntry* e = attach_queue.front();
320 e->add_ssg_nodes( globals->get_scenery()->get_terrain_branch(),
321 globals->get_scenery()->get_gnd_lights_root(),
322 globals->get_scenery()->get_rwy_lights_root(),
323 globals->get_scenery()->get_taxi_lights_root() );
324 // cout << "Adding ssg nodes for "
327 if ( !delete_queue.empty() ) {
328 // cout << "delete queue = " << delete_queue.size() << endl;
330 while ( delete_queue.size() > 30 ) {
331 // uh oh, delete queue is blowing up, we aren't clearing
332 // it fast enough. Let's just panic, well not panic, but
333 // get real serious and agressively free up some tiles so
334 // we don't explode our memory usage.
336 SG_LOG( SG_TERRAIN, SG_ALERT,
337 "Alert: catching up on tile delete queue" );
339 FGTileEntry* e = delete_queue.front();
340 while ( !e->free_tile() );
345 FGTileEntry* e = delete_queue.front();
346 if ( e->free_tile() ) {
354 // given the current lon/lat (in degrees), fill in the array of local
355 // chunks. If the chunk isn't already in the cache, then read it from
357 int FGTileMgr::update( double visibility_meters )
359 FGLocation *location = globals->get_current_view()->getFGLocation();
360 sgdVec3 abs_pos_vector;
361 sgdCopyVec3( abs_pos_vector,
362 globals->get_current_view()->get_absolute_view_pos() );
363 return update( location, visibility_meters, abs_pos_vector );
367 int FGTileMgr::update( FGLocation *location, double visibility_meters,
368 sgdVec3 abs_pos_vector )
370 longitude = location->getLongitude_deg();
371 latitude = location->getLatitude_deg();
372 // SG_LOG( SG_TERRAIN, SG_DEBUG, "FGTileMgr::update() for "
373 // << longitude << " " << latatitude );
375 current_bucket.set_bucket( longitude, latitude );
376 // SG_LOG( SG_TERRAIN, SG_DEBUG, "Updating tile list for "
377 // << current_bucket );
379 // set global scenery center from current tile center
380 current_tile = tile_cache.get_tile( current_bucket );
381 if ( current_tile != NULL ) {
382 globals->get_scenery()->set_next_center( current_tile->center );
384 SG_LOG( SG_TERRAIN, SG_WARN, "Tile not found (Ok if initializing)" );
385 globals->get_scenery()->set_next_center( Point3D(0.0) );
388 // do tile load scheduling.
389 // Note that we need keep track of both viewer buckets and fdm buckets.
390 if ( state == Running ) {
391 SG_LOG( SG_TERRAIN, SG_DEBUG, "State == Running" );
392 if (!(current_bucket == previous_bucket )) {
393 // We've moved to a new bucket, we need to schedule any
394 // needed tiles for loading.
395 schedule_needed(visibility_meters, current_bucket);
397 } else if ( state == Start || state == Inited ) {
398 SG_LOG( SG_TERRAIN, SG_INFO, "State == Start || Inited" );
402 // load the next tile in the load queue (or authorize the next
403 // load in the case of the threaded tile pager)
410 previous_bucket = current_bucket;
412 // no reason to update this if we haven't moved...
413 if ( longitude != last_longitude || latitude != last_latitude ) {
414 // update current elevation...
415 if ( updateCurrentElevAtPos( abs_pos_vector,
416 globals->get_scenery()->get_center() ) )
418 last_longitude = longitude;
419 last_latitude = latitude;
427 // timer event driven call to scheduler for the purpose of refreshing the tile timestamps
428 void FGTileMgr::refresh_view_timestamps() {
429 SG_LOG( SG_TERRAIN, SG_INFO,
430 "Refreshing timestamps for " << current_bucket.get_center_lon()
431 << " " << current_bucket.get_center_lat() );
432 schedule_needed(fgGetDouble("/environment/visibility-m"), current_bucket);
436 int FGTileMgr::updateCurrentElevAtPos(sgdVec3 abs_pos_vector, Point3D center) {
440 sgdSetVec3( sc, center[0], center[1], center[2]);
442 // overridden with actual values if a terrain intersection is
444 double hit_elev = -9999.0;
445 double hit_radius = 0.0;
446 sgdVec3 hit_normal = { 0.0, 0.0, 0.0 };
449 if ( fabs(sc[0]) > 1.0 || fabs(sc[1]) > 1.0 || fabs(sc[2]) > 1.0 ) {
450 // scenery center has been properly defined so any hit should
451 // be valid (and not just luck)
452 hit = fgCurrentElev(abs_pos_vector,
454 // current_tile->get_terra_transform(),
462 // cout << "elev = " << hit_elev << " " << hit_radius << endl;
463 globals->get_scenery()->set_cur_elev( hit_elev );
464 globals->get_scenery()->set_cur_radius( hit_radius );
465 globals->get_scenery()->set_cur_normal( hit_normal );
467 globals->get_scenery()->set_cur_elev( -9999.0 );
468 globals->get_scenery()->set_cur_radius( 0.0 );
469 globals->get_scenery()->set_cur_normal( hit_normal );
475 void FGTileMgr::prep_ssg_nodes( FGLocation *location, float vis ) {
477 // traverse the potentially viewable tile list and update range
478 // selector and transform
480 Point3D center = location->get_tile_center();
481 float *up = location->get_world_up();
484 tile_cache.reset_traversal();
486 while ( ! tile_cache.at_end() ) {
487 // cout << "processing a tile" << endl;
488 if ( (e = tile_cache.get_current()) ) {
489 e->prep_ssg_node( center, up, vis);
491 SG_LOG(SG_INPUT, SG_ALERT, "warning ... empty tile in cache");