#endif
#include <GL/glut.h>
-#include <simgear/xgl/xgl.h>
+#include <GL/gl.h>
#include <plib/ssg.h> // plib include
#include <simgear/bucket/newbucket.hxx>
#include <simgear/debug/logstream.hxx>
-#include <simgear/math/sg_geodesy.hxx>
-#include <simgear/math/sg_random.h>
-#include <simgear/misc/fgstream.hxx>
-#include <simgear/misc/fgpath.hxx>
+#include <simgear/misc/sg_path.hxx>
#include <Main/globals.hxx>
-#include <Objects/matlib.hxx>
-#include <Objects/newmat.hxx>
-#include <Objects/obj.hxx>
+#include <Main/viewer.hxx>
#include <Scenery/scenery.hxx> // for scenery.center
#include "newcache.hxx"
#include "tileentry.hxx"
-#include "tilemgr.hxx" // temp, need to delete later
-FG_USING_NAMESPACE(std);
-// a cheesy hack (to be fixed later)
-extern ssgBranch *terrain;
-extern ssgBranch *ground;
-
-
-// the tile cache
-FGNewCache global_tile_cache;
+SG_USING_NAMESPACE(std);
// 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 ) {
- FG_LOG( FG_TERRAIN, FG_INFO, "FREEING CACHE ENTRY = " << cache_index );
- FGTileEntry *e = tile_cache[cache_index];
- e->free_tile();
- delete( e );
+ SG_LOG( SG_TERRAIN, SG_DEBUG, "FREEING CACHE ENTRY = " << cache_index );
+ 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 ) {
- FG_LOG( FG_TERRAIN, FG_INFO, "Initializing the tile cache." );
+ 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
- FG_LOG( FG_TERRAIN, FG_INFO, " max cache size = "
+ SG_LOG( SG_TERRAIN, SG_INFO, " max cache size = "
<< max_cache_size );
- FG_LOG( FG_TERRAIN, FG_INFO, " current 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;
- FG_LOG( FG_TERRAIN, FG_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 right now
+ clear_cache();
+#endif
- FG_LOG( FG_TERRAIN, FG_INFO, " done with init()" );
+ SG_LOG( SG_TERRAIN, SG_INFO, " done with init()" );
}
// Search for the specified "bucket" in the cache
-bool FGNewCache::exists( const SGBucket& b ) {
+bool FGNewCache::exists( const SGBucket& b ) const {
long tile_index = b.gen_index();
- tile_map_iterator it = tile_cache.find( tile_index );
+ const_tile_map_iterator it = tile_cache.find( tile_index );
return ( it != tile_cache.end() );
}
+// depricated for threading
#if 0
-static void print_refs( ssgSelector *sel, ssgTransform *trans,
- ssgRangeSelector *range)
-{
- cout << "selector -> " << sel->getRef()
- << " transform -> " << trans->getRef()
- << " range -> " << range->getRef() << endl;
-}
-#endif
-
-
-static ssgLeaf *gen_lights( ssgVertexArray *lights, int inc, float bright ) {
- // generate a repeatable random seed
- float *p1 = lights->get( 0 );
- unsigned int *seed = (unsigned int *)p1;
- sg_srandom( *seed );
-
- int size = lights->getNum() / inc;
-
- // Allocate ssg structure
- ssgVertexArray *vl = new ssgVertexArray( size + 1 );
- ssgNormalArray *nl = NULL;
- ssgTexCoordArray *tl = NULL;
- ssgColourArray *cl = new ssgColourArray( size + 1 );
-
- sgVec4 color;
- for ( int i = 0; i < lights->getNum(); ++i ) {
- // this loop is slightly less efficient than it otherwise
- // could be, but we want a red light to always be red, and a
- // yellow light to always be yellow, etc. so we are trying to
- // preserve the random sequence.
- float zombie = sg_random();
- if ( i % inc == 0 ) {
- vl->add( lights->get(i) );
-
- // factor = sg_random() ^ 2, range = 0 .. 1 concentrated towards 0
- float factor = sg_random();
- factor *= factor;
-
- if ( zombie > 0.5 ) {
- // 50% chance of yellowish
- sgSetVec4( color, 0.9, 0.9, 0.3, bright - factor * 0.2 );
- } else if ( zombie > 0.15 ) {
- // 35% chance of whitish
- sgSetVec4( color, 0.9, 0.9, 0.8, bright - factor * 0.2 );
- } else if ( zombie > 0.05 ) {
- // 10% chance of orangish
- sgSetVec4( color, 0.9, 0.6, 0.2, bright - factor * 0.2 );
- } else {
- // 5% chance of redish
- sgSetVec4( color, 0.9, 0.2, 0.2, bright - factor * 0.2 );
- }
- cl->add( color );
- }
- }
-
- // create ssg leaf
- ssgLeaf *leaf =
- new ssgVtxTable ( GL_POINTS, vl, nl, tl, cl );
-
- // assign state
- FGNewMat *newmat = material_lib.find( "LIGHTS" );
- leaf->setState( newmat->get_state() );
-
- return leaf;
-}
-
-
// Fill in a tile cache entry with real data for the specified bucket
void FGNewCache::fill_in( const SGBucket& b ) {
- FG_LOG( FG_TERRAIN, FG_INFO, "FILL IN CACHE ENTRY = " << b.gen_index() );
+ 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;
+ FGTileEntry *e = new FGTileEntry( b );
// register it in the cache
long tile_index = b.gen_index();
tile_cache[tile_index] = e;
- // update the contents
- e->center = Point3D( 0.0 );
- if ( e->vec3_ptrs.size() || e->vec2_ptrs.size() || e->index_ptrs.size() ) {
- FG_LOG( FG_TERRAIN, FG_ALERT,
- "Attempting to overwrite existing or"
- << " not properly freed leaf data." );
- exit(-1);
- }
-
- e->terra_transform = new ssgTransform;
- e->terra_range = new ssgRangeSelector;
- e->tile_bucket = b;
-
- FGPath tile_path;
- if ( globals->get_options()->get_fg_scenery() != "" ) {
- tile_path.set( globals->get_options()->get_fg_scenery() );
+ SGPath tile_path;
+ if ( globals->get_fg_scenery() != (string)"" ) {
+ tile_path.set( globals->get_fg_scenery() );
} else {
- tile_path.set( globals->get_options()->get_fg_root() );
+ tile_path.set( globals->get_fg_root() );
tile_path.append( "Scenery" );
}
- tile_path.append( b.gen_base_path() );
- // fgObjLoad will generate ground lighting for us ...
- ssgVertexArray *light_pts = new ssgVertexArray( 100 );
-
// Load the appropriate data file
- FGPath tile_base = tile_path;
- tile_base.append( b.gen_index_str() );
- ssgBranch *new_tile = fgObjLoad( tile_base.str(), e, light_pts, true );
-
- if ( new_tile != NULL ) {
- e->terra_range->addKid( new_tile );
- }
-
- // load custom objects
- FG_LOG( FG_TERRAIN, FG_DEBUG, "CUSTOM OBJECTS" );
-
- FGPath index_path = tile_path;
- index_path.append( b.gen_index_str() );
- index_path.concat( ".ind" );
-
- FG_LOG( FG_TERRAIN, FG_DEBUG, "Looking in " << index_path.str() );
-
- fg_gzifstream in( index_path.str() );
-
- if ( in.is_open() ) {
- string token, name;
-
- while ( ! in.eof() ) {
- in >> token;
- in >> name;
-#if defined ( macintosh ) || defined ( _MSC_VER )
- in >> ::skipws;
-#else
- in >> skipws;
-#endif
- FG_LOG( FG_TERRAIN, FG_DEBUG, "token = " << token
- << " name = " << name );
-
- FGPath custom_path = tile_path;
- custom_path.append( name );
- ssgBranch *custom_obj =
- fgObjLoad( custom_path.str(), e, NULL, false );
- if ( (new_tile != NULL) && (custom_obj != NULL) ) {
- new_tile -> addKid( custom_obj );
- }
- }
- }
-
- e->terra_transform->addKid( e->terra_range );
-
- // calculate initial tile offset
- e->SetOffset( scenery.center );
- sgCoord sgcoord;
- sgSetCoord( &sgcoord,
- e->offset.x(), e->offset.y(), e->offset.z(),
- 0.0, 0.0, 0.0 );
- e->terra_transform->setTransform( &sgcoord );
- terrain->addKid( e->terra_transform );
-
- e->lights_transform = NULL;
- e->lights_range = NULL;
- /* uncomment this section for testing ground lights */
- if ( light_pts->getNum() ) {
- FG_LOG( FG_TERRAIN, FG_DEBUG, "generating lights" );
- e->lights_transform = new ssgTransform;
- e->lights_range = new ssgRangeSelector;
- e->lights_brightness = new ssgSelector;
- ssgLeaf *lights;
-
- lights = gen_lights( light_pts, 4, 0.7 );
- e->lights_brightness->addKid( lights );
-
- lights = gen_lights( light_pts, 2, 0.85 );
- e->lights_brightness->addKid( lights );
-
- lights = gen_lights( light_pts, 1, 1.0 );
- e->lights_brightness->addKid( lights );
-
- e->lights_range->addKid( e->lights_brightness );
- e->lights_transform->addKid( e->lights_range );
- e->lights_transform->setTransform( &sgcoord );
- ground->addKid( e->lights_transform );
- }
- /* end of ground light section */
+ e->load( tile_path, true );
}
+#endif
// Ensure at least one entry is free in the cache
-void FGNewCache::make_space() {
- FG_LOG( FG_TERRAIN, FG_INFO, "Make space in cache" );
-
-
- FG_LOG( FG_TERRAIN, FG_DEBUG, "cache entries = " << tile_cache.size() );
- FG_LOG( FG_TERRAIN, FG_INFO, "max size = " << max_cache_size );
+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;
- // calculate approximate distance from view point
- sgdCopyVec3( abs_view_pos,
- globals->get_current_view()->get_abs_view_pos() );
-
- FG_LOG( FG_TERRAIN, FG_DEBUG, "DIST Abs view pos = "
- << abs_view_pos[0] << ","
- << abs_view_pos[1] << ","
- << abs_view_pos[2] );
- FG_LOG( FG_TERRAIN, FG_DEBUG,
- " ref point = " << e->center );
-
- sgdVec3 center;
- sgdSetVec3( center, e->center.x(), e->center.y(), e->center.z() );
- dist = sgdDistanceVec3( center, abs_view_pos );
-
- FG_LOG( FG_TERRAIN, FG_DEBUG, " distance = " << dist );
-
- if ( dist > max_dist ) {
- max_dist = dist;
- max_index = index;
+ 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() );
+
+ SG_LOG( SG_TERRAIN, SG_DEBUG, "DIST Abs view pos = "
+ << abs_view_pos[0] << ","
+ << abs_view_pos[1] << ","
+ << abs_view_pos[2] );
+ SG_LOG( SG_TERRAIN, SG_DEBUG,
+ " ref point = " << e->center );
+
+ sgdVec3 center;
+ sgdSetVec3( center,
+ e->center.x(), e->center.y(), e->center.z() );
+ dist = sgdDistanceVec3( center, abs_view_pos );
+
+ SG_LOG( SG_TERRAIN, SG_DEBUG, " distance = " << dist );
+
+ if ( dist > max_dist ) {
+ max_dist = dist;
+ max_index = index;
+ }
}
}
// 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
if ( max_index >= 0 ) {
- FG_LOG( FG_TERRAIN, FG_DEBUG, " max_dist = " << max_dist );
- FG_LOG( FG_TERRAIN, FG_DEBUG, " index = " << max_index );
+ 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 {
- FG_LOG( FG_TERRAIN, FG_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 to 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.
+ */
+bool FGNewCache::insert_tile( FGTileEntry *e ) {
+ // clear out a distant entry in the cache if needed.
+ if ( make_space() ) {
+ // 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;
+ }
+}