#endif
#include <GL/glut.h>
-#include <simgear/xgl/xgl.h>
+#include <GL/gl.h>
#include <plib/ssg.h> // plib include
#include <simgear/misc/sg_path.hxx>
#include <Main/globals.hxx>
+#include <Main/viewer.hxx>
#include <Scenery/scenery.hxx> // for scenery.center
#include "newcache.hxx"
// Constructor
-FGNewCache::FGNewCache( void ) {
+FGNewCache::FGNewCache( void ) :
+ max_cache_size(50)
+{
tile_cache.clear();
}
// Free a tile cache entry
void FGNewCache::entry_free( long cache_index ) {
SG_LOG( SG_TERRAIN, SG_DEBUG, "FREEING CACHE ENTRY = " << cache_index );
- FGTileEntry *e = tile_cache[cache_index];
- e->free_tile();
- delete e;
+ FGTileEntry *tile = tile_cache[cache_index];
+ tile->disconnect_ssg_nodes();
+
+#ifdef WISH_PLIB_WAS_THREADED // but it isn't
+ tile->sched_removal();
+#else
+ tile->free_tile();
+ delete tile;
+#endif
+
tile_cache.erase( cache_index );
}
// Initialize the tile cache subsystem
void FGNewCache::init( void ) {
- // This is a hack that should really get cleaned up at some point
- extern ssgBranch *terrain;
-
SG_LOG( SG_TERRAIN, SG_INFO, "Initializing the tile cache." );
- // expand cache if needed. For best results ... i.e. to avoid
- // tile load problems and blank areas:
- max_cache_size = 50; // a random number to start with
SG_LOG( SG_TERRAIN, SG_INFO, " max cache size = "
<< max_cache_size );
SG_LOG( SG_TERRAIN, SG_INFO, " current cache size = "
<< tile_cache.size() );
-
- tile_map_iterator current = tile_cache.begin();
- tile_map_iterator end = tile_cache.end();
-
- for ( ; current != end; ++current ) {
- long index = current->first;
- SG_LOG( SG_TERRAIN, SG_DEBUG, "clearing " << index );
- FGTileEntry *e = current->second;
- e->tile_bucket.make_bad();
- entry_free(index);
- }
- // and ... just in case we missed something ...
- terrain->removeAllKids();
+#if 0 // don't clear the cache
+ clear_cache();
+#endif
SG_LOG( SG_TERRAIN, SG_INFO, " done with init()" );
}
}
-// depricated for threading
-#if 0
-// Fill in a tile cache entry with real data for the specified bucket
-void FGNewCache::fill_in( const SGBucket& b ) {
- SG_LOG( SG_TERRAIN, SG_DEBUG, "FILL IN CACHE ENTRY = " << b.gen_index() );
-
- // clear out a distant entry in the cache if needed.
- make_space();
-
- // create the entry
- FGTileEntry *e = new FGTileEntry( b );
-
- // register it in the cache
- long tile_index = b.gen_index();
- tile_cache[tile_index] = e;
-
- SGPath tile_path;
- if ( globals->get_fg_scenery() != (string)"" ) {
- tile_path.set( globals->get_fg_scenery() );
- } else {
- tile_path.set( globals->get_fg_root() );
- tile_path.append( "Scenery" );
- }
-
- // Load the appropriate data file
- e->load( tile_path, true );
-}
-#endif
-
-
// Ensure at least one entry is free in the cache
-void FGNewCache::make_space() {
+bool FGNewCache::make_space() {
SG_LOG( SG_TERRAIN, SG_DEBUG, "Make space in cache" );
SG_LOG( SG_TERRAIN, SG_DEBUG, "cache entries = " << tile_cache.size() );
SG_LOG( SG_TERRAIN, SG_DEBUG, "max size = " << max_cache_size );
if ( (int)tile_cache.size() < max_cache_size ) {
// space in the cache, return
- return;
+ return true;
}
while ( (int)tile_cache.size() >= max_cache_size ) {
long index = current->first;
FGTileEntry *e = current->second;
- if ( e->is_loaded() ) {
+ if ( e->is_loaded() && (e->get_pending_models() == 0) ) {
// calculate approximate distance from view point
sgdCopyVec3( abs_view_pos,
globals->get_current_view()->get_abs_view_pos() );
max_dist = dist;
max_index = index;
}
- }
+ } else {
+ SG_LOG( SG_TERRAIN, SG_INFO, "loaded = " << e->is_loaded()
+ << " pending models = " << e->get_pending_models() );
+ }
}
// If we made it this far, then there were no open cache entries.
- // We will instead free the furthest cache entry and return it's
- // index.
-
+ // We will instead free the furthest cache entry and return true
+
+ SG_LOG( SG_TERRAIN, SG_INFO, " max_dist = " << max_dist );
+ SG_LOG( SG_TERRAIN, SG_INFO, " index = " << max_index );
if ( max_index >= 0 ) {
- SG_LOG( SG_TERRAIN, SG_DEBUG, " max_dist = " << max_dist );
- SG_LOG( SG_TERRAIN, SG_DEBUG, " index = " << max_index );
entry_free( max_index );
+ return true;
} else {
- SG_LOG( SG_TERRAIN, SG_ALERT, "WHOOPS!!! Dying in next_avail()" );
- exit( -1 );
+ SG_LOG( SG_TERRAIN, SG_ALERT, "WHOOPS!!! can't make_space(), tile "
+ "cache is full, but no entries available for removal." );
+ return false;
}
}
}
+// Clear all completely loaded tiles (ignores partially loaded tiles)
+void FGNewCache::clear_cache() {
+ // This is a hack that should really get cleaned up at some point
+ extern ssgBranch *terrain;
+
+ tile_map_iterator current = tile_cache.begin();
+ tile_map_iterator end = tile_cache.end();
+
+ for ( ; current != end; ++current ) {
+ long index = current->first;
+ SG_LOG( SG_TERRAIN, SG_DEBUG, "clearing " << index );
+ FGTileEntry *e = current->second;
+ if ( e->is_loaded() && (e->get_pending_models() == 0) ) {
+ e->tile_bucket.make_bad();
+ entry_free(index);
+ }
+ }
+
+ // and ... just in case we missed something ...
+ terrain->removeAllKids();
+}
+
+
/**
* Create a new tile and schedule it for loading.
*/
-void
-FGNewCache::insert_tile( FGTileEntry *e )
-{
+bool FGNewCache::insert_tile( FGTileEntry *e ) {
// clear out a distant entry in the cache if needed.
- make_space();
+ if ( make_space() ) {
+ // register it in the cache
+ long tile_index = e->get_tile_bucket().gen_index();
+ tile_cache[tile_index] = e;
- // register it in the cache
- long tile_index = e->get_tile_bucket().gen_index();
- tile_cache[tile_index] = e;
+ return true;
+ } else {
+ // failed to find cache space
+ return false;
+ }
}