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_branch; // branch that holds world geometry
56 extern ssgBranch *gnd_lights_branch; // branch that holds ground lighting
57 extern ssgBranch *rwy_lights_branch; // branch that holds runway lighting
60 FGTileMgr global_tile_mgr;
64 SGLockedQueue<FGTileEntry *> FGTileMgr::attach_queue;
65 SGLockedQueue<FGDeferredModel *> FGTileMgr::model_queue;
67 queue<FGTileEntry *> FGTileMgr::attach_queue;
68 queue<FGDeferredModel *> FGTileMgr::model_queue;
69 #endif // ENABLE_THREADS
73 FGTileMgr::FGTileMgr():
83 FGTileMgr::~FGTileMgr() {
87 // Initialize the Tile Manager subsystem
88 int FGTileMgr::init() {
89 SG_LOG( SG_TERRAIN, SG_INFO, "Initializing Tile Manager subsystem." );
95 // instead it's just a lot easier to let any pending work flush
96 // through, rather than trying to arrest the queue and nuke all
97 // the various work at all the various stages and get everything
98 // cleaned up properly.
100 while ( ! attach_queue.empty() ) {
104 while ( ! model_queue.empty() ) {
105 #ifdef ENABLE_THREADS
106 FGDeferredModel* dm = model_queue.pop();
108 FGDeferredModel* dm = model_queue.front();
120 previous_bucket.make_bad();
121 current_bucket.make_bad();
123 longitude = latitude = -1000.0;
124 last_longitude = last_latitude = -1000.0;
130 // schedule a tile for loading
131 void FGTileMgr::sched_tile( const SGBucket& b ) {
132 // see if tile already exists in the cache
133 FGTileEntry *t = tile_cache.get_tile( b );
136 // create a new entry
137 FGTileEntry *e = new FGTileEntry( b );
139 // insert the tile into the cache
140 if ( tile_cache.insert_tile( e ) ) {
141 // Schedule tile for loading
144 // insert failed (cache full with no available entries to
145 // delete.) Try again later
152 // schedule a needed buckets for loading
153 void FGTileMgr::schedule_needed() {
154 // sanity check (unfortunately needed!)
155 if ( longitude < -180.0 || longitude > 180.0
156 || latitude < -90.0 || latitude > 90.0 )
158 SG_LOG( SG_TERRAIN, SG_ALERT,
159 "Attempting to schedule tiles for bogus latitude and" );
160 SG_LOG( SG_TERRAIN, SG_ALERT,
161 "longitude. This is a FATAL error. Exiting!" );
165 SG_LOG( SG_TERRAIN, SG_INFO,
166 "scheduling needed tiles for " << longitude << " " << latitude );
168 vis = fgGetDouble("/environment/visibility-m");
170 double tile_width = current_bucket.get_width_m();
171 double tile_height = current_bucket.get_height_m();
172 // cout << "tile width = " << tile_width << " tile_height = "
173 // << tile_height !<< endl;
175 xrange = (int)(vis / tile_width) + 1;
176 yrange = (int)(vis / tile_height) + 1;
177 if ( xrange < 1 ) { xrange = 1; }
178 if ( yrange < 1 ) { yrange = 1; }
179 // cout << "xrange = " << xrange << " yrange = " << yrange << endl;
181 tile_cache.set_max_cache_size( (2*xrange + 2) * (2*yrange + 2) );
185 // schedule center tile first so it can be loaded first
186 b = sgBucketOffset( longitude, latitude, 0, 0 );
191 // schedule next ring of 8 tiles
192 for ( x = -1; x <= 1; ++x ) {
193 for ( y = -1; y <= 1; ++y ) {
194 if ( x != 0 || y != 0 ) {
195 b = sgBucketOffset( longitude, latitude, x, y );
201 // schedule remaining tiles
202 for ( x = -xrange; x <= xrange; ++x ) {
203 for ( y = -yrange; y <= yrange; ++y ) {
204 if ( x < -1 || x > 1 || y < -1 || y > 1 ) {
205 SGBucket b = sgBucketOffset( longitude, latitude, x, y );
213 void FGTileMgr::initialize_queue()
215 // First time through or we have teleported, initialize the
216 // system and load all relavant tiles
218 SG_LOG( SG_TERRAIN, SG_INFO, "Updating Tile list for " << current_bucket );
219 // cout << "tile cache size = " << tile_cache.get_size() << endl;
221 // wipe/initialize tile cache
222 // tile_cache.init();
223 previous_bucket.make_bad();
225 // build the local area list and schedule tiles for loading
227 // start with the center tile and work out in concentric
232 // do we really want to lose this? CLO
234 // Now force a load of the center tile and inner ring so we
235 // have something to see in our first frame.
237 for ( i = 0; i < 9; ++i ) {
238 if ( load_queue.size() ) {
239 SG_LOG( SG_TERRAIN, SG_DEBUG,
240 "Load queue not empty, loading a tile" );
242 SGBucket pending = load_queue.front();
243 load_queue.pop_front();
244 load_tile( pending );
251 // given the current lon/lat (in degrees), fill in the array of local
252 // chunks. If the chunk isn't already in the cache, then read it from
254 int FGTileMgr::update( double lon, double lat ) {
255 // SG_LOG( SG_TERRAIN, SG_DEBUG, "FGTileMgr::update() for "
256 // << lon << " " << lat );
260 // SG_LOG( SG_TERRAIN, SG_DEBUG, "lon "<< lonlat[LON] <<
261 // " lat " << lonlat[LAT] );
263 current_bucket.set_bucket( longitude, latitude );
264 // SG_LOG( SG_TERRAIN, SG_DEBUG, "Updating Tile list for " << current_bucket );
266 if ( tile_cache.exists( current_bucket ) ) {
267 current_tile = tile_cache.get_tile( current_bucket );
268 scenery.set_next_center( current_tile->center );
270 SG_LOG( SG_TERRAIN, SG_WARN, "Tile not found (Ok if initializing)" );
271 scenery.set_next_center( Point3D(0.0) );
274 if ( state == Running ) {
275 SG_LOG( SG_TERRAIN, SG_DEBUG, "State == Running" );
276 if ( !(current_bucket == previous_bucket) ) {
277 // We've moved to a new bucket, we need to schedule any
278 // needed tiles for loading.
281 } else if ( state == Start || state == Inited ) {
282 SG_LOG( SG_TERRAIN, SG_INFO, "State == Start || Inited" );
286 // load the next tile in the load queue (or authorize the next
287 // load in the case of the threaded tile pager)
291 // load the next model in the load queue. Currently this must
292 // happen in the render thread because model loading can trigger
293 // texture loading which involves use of the opengl api.
294 if ( !model_queue.empty() ) {
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 previous_bucket = current_bucket;
315 last_longitude = longitude;
316 last_latitude = latitude;
318 // activate loader thread one out of every 5 frames
319 if ( counter_hack == 0 ) {
320 // 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_branch,
341 scenery.get_center()[0],
342 scenery.get_center()[1],
343 scenery.get_center()[2] );
346 if ( scenery.center == Point3D(0.0) ) {
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() );
360 if ( fgCurrentElev(tmp_abs_view_pos, sc, &hit_list,
361 &tmp_elev, &scenery.cur_radius, scenery.cur_normal) )
363 scenery.set_cur_elev( tmp_elev );
365 scenery.set_cur_elev( 0.0 );
369 // overridden with actual values if a terrain intersection is
371 double hit_elev = -9999.0;
372 double hit_radius = 0.0;
373 sgdVec3 hit_normal = { 0.0, 0.0, 0.0 };
376 if ( fabs(sc[0]) > 1.0 || fabs(sc[1]) > 1.0 || fabs(sc[2]) > 1.0 ) {
377 // scenery center has been properly defined so any hit
378 // should be valid (and not just luck)
379 hit = fgCurrentElev(globals->get_current_view()->get_abs_view_pos(),
388 scenery.set_cur_elev( hit_elev );
389 scenery.set_cur_radius( hit_radius );
390 scenery.set_cur_normal( hit_normal );
392 scenery.set_cur_elev( -9999.0 );
393 scenery.set_cur_radius( 0.0 );
394 scenery.set_cur_normal( hit_normal );
404 void FGTileMgr::prep_ssg_nodes() {
407 vis = fgGetDouble("/environment/visibility-m");
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 if ( (e = tile_cache.get_current()) ) {
417 e->prep_ssg_node( scenery.get_center(), vis);
419 SG_LOG(SG_INPUT, SG_ALERT, "warning ... empty tile in cache");