#include <simgear/math/vector.hxx>
#include <Main/globals.hxx>
+#include <Main/fg_props.hxx>
+#include <Main/viewer.hxx>
#include <Objects/obj.hxx>
-#ifndef FG_OLD_WEATHER
-# include <WeatherCM/FGLocalWeatherDatabase.h>
-#else
-# include <Weather/weather.hxx>
-#endif
-
#include "newcache.hxx"
#include "scenery.hxx"
#include "tilemgr.hxx"
#define TEST_LAST_HIT_CACHE
-extern ssgRoot *scene;
-extern ssgBranch *terrain;
-
// the tile manager
FGTileMgr global_tile_mgr;
-// a temporary hack until we get everything rewritten with sgdVec3
-static inline Point3D operator + (const Point3D& a, const sgdVec3 b)
-{
- return Point3D(a.x()+b[0], a.y()+b[1], a.z()+b[2]);
-}
+#ifdef ENABLE_THREADS
+SGLockedQueue<FGTileEntry *> FGTileMgr::attach_queue;
+SGLockedQueue<FGDeferredModel *> FGTileMgr::model_queue;
+#else
+queue<FGTileEntry *> FGTileMgr::attach_queue;
+queue<FGDeferredModel *> FGTileMgr::model_queue;
+#endif // ENABLE_THREADS
// Constructor
FGTileMgr::FGTileMgr():
state( Start ),
- vis( 16000 )
+ current_tile( NULL ),
+ vis( 16000 ),
+ counter_hack(0)
{
}
// Initialize the Tile Manager subsystem
int FGTileMgr::init() {
- FG_LOG( FG_TERRAIN, FG_INFO, "Initializing Tile Manager subsystem." );
+ SG_LOG( SG_TERRAIN, SG_INFO, "Initializing Tile Manager subsystem." );
- if ( state != Start ) {
- FG_LOG( FG_TERRAIN, FG_INFO,
- "... Reinitializing." );
- destroy_queue();
- } else {
- FG_LOG( FG_TERRAIN, FG_INFO,
- "... First time through." );
- global_tile_cache.init();
+ tile_cache.init();
+
+#if 0
+
+ // instead it's just a lot easier to let any pending work flush
+ // through, rather than trying to arrest the queue and nuke all
+ // the various work at all the various stages and get everything
+ // cleaned up properly.
+
+ while ( ! attach_queue.empty() ) {
+ attach_queue.pop();
}
+ while ( ! model_queue.empty() ) {
+#ifdef ENABLE_THREADS
+ FGDeferredModel* dm = model_queue.pop();
+#else
+ FGDeferredModel* dm = model_queue.front();
+ model_queue.pop();
+#endif
+ delete dm;
+ }
+ loader.reinit();
+#endif
+
hit_list.clear();
state = Inited;
// schedule a tile for loading
void FGTileMgr::sched_tile( const SGBucket& b ) {
// see if tile already exists in the cache
- FGTileEntry *t = global_tile_cache.get_tile( b );
-
- if ( t == NULL ) {
- // register a load request
- load_queue.push_back( b );
- }
-}
-
-
-// load a tile
-void FGTileMgr::load_tile( const SGBucket& b ) {
- // see if tile already exists in the cache
- FGTileEntry *t = global_tile_cache.get_tile( b );
+ FGTileEntry *t = tile_cache.get_tile( b );
if ( t == NULL ) {
- FG_LOG( FG_TERRAIN, FG_DEBUG, "Loading tile " << b );
- global_tile_cache.fill_in( b );
- t = global_tile_cache.get_tile( b );
- t->prep_ssg_node( scenery.center, vis);
- } else {
- FG_LOG( FG_TERRAIN, FG_DEBUG, "Tile already in cache " << b );
- }
-}
-
-
-static void CurrentNormalInLocalPlane(sgVec3 dst, sgVec3 src) {
- sgVec3 tmp;
- sgSetVec3(tmp, src[0], src[1], src[2] );
- sgMat4 TMP;
- sgTransposeNegateMat4 ( TMP, globals->get_current_view()->get_UP() ) ;
- sgXformVec3(tmp, tmp, TMP);
- sgSetVec3(dst, tmp[2], tmp[1], tmp[0] );
-}
+ // create a new entry
+ FGTileEntry *e = new FGTileEntry( b );
-
-// Determine scenery altitude via ssg. Normally this just happens
-// when we render the scene, but we'd also like to be able to do this
-// explicitely. lat & lon are in radians. view_pos in current world
-// coordinate translated near (0,0,0) (in meters.) Returns result in
-// meters.
-bool FGTileMgr::current_elev_ssg( sgdVec3 abs_view_pos, double *terrain_elev ) {
- sgdVec3 view_pos;
- sgdVec3 sc;
- sgdSetVec3( sc, scenery.center.x(), scenery.center.y(), scenery.center.z());
- sgdSubVec3( view_pos, abs_view_pos, sc );
-
- sgdVec3 orig, dir;
- sgdCopyVec3(orig, view_pos );
- sgdCopyVec3(dir, abs_view_pos );
-
- hit_list.Intersect( terrain, orig, dir );
-
- int this_hit=0;
- Point3D geoc;
- double result = -9999;
-
- int hitcount = hit_list.num_hits();
- for ( int i = 0; i < hitcount; ++i ) {
- geoc = sgCartToPolar3d( scenery.center + hit_list.get_point(i) );
- double lat_geod, alt, sea_level_r;
- sgGeocToGeod(geoc.lat(), geoc.radius(), &lat_geod,
- &alt, &sea_level_r);
- if ( alt > result && alt < 10000 ) {
- result = alt;
- this_hit = i;
+ // insert the tile into the cache
+ if ( tile_cache.insert_tile( e ) ) {
+ // Schedule tile for loading
+ loader.add( e );
+ } else {
+ // insert failed (cache full with no available entries to
+ // delete.) Try again later
+ delete e;
}
}
-
- if ( result > -9000 ) {
- *terrain_elev = result;
- scenery.cur_radius = geoc.radius();
- sgVec3 tmp;
- sgSetVec3(tmp, hit_list.get_normal(this_hit));
- ssgState *IntersectedLeafState =
- ((ssgLeaf*)hit_list.get_entity(this_hit))->getState();
- CurrentNormalInLocalPlane(tmp, tmp);
- sgdSetVec3( scenery.cur_normal, tmp );
- // cout << "NED: " << tmp[0] << " " << tmp[1] << " " << tmp[2] << endl;
- return true;
- } else {
- FG_LOG( FG_TERRAIN, FG_INFO, "no terrain intersection" );
- *terrain_elev = 0.0;
- float *up = globals->get_current_view()->get_world_up();
- sgdSetVec3(scenery.cur_normal, up[0], up[1], up[2]);
- return false;
- }
}
// schedule a needed buckets for loading
-void FGTileMgr::schedule_needed() {
-#ifndef FG_OLD_WEATHER
- if ( WeatherDatabase != NULL ) {
- vis = WeatherDatabase->getWeatherVisibility();
- } else {
- vis = 16000;
+void FGTileMgr::schedule_needed( double vis, SGBucket curr_bucket) {
+ // sanity check (unfortunately needed!)
+ if ( longitude < -180.0 || longitude > 180.0
+ || latitude < -90.0 || latitude > 90.0 )
+ {
+ SG_LOG( SG_TERRAIN, SG_ALERT,
+ "Attempting to schedule tiles for bogus latitude and" );
+ SG_LOG( SG_TERRAIN, SG_ALERT,
+ "longitude. This is a FATAL error. Exiting!" );
+ exit(-1);
}
-#else
- vis = current_weather.get_visibility();
-#endif
- cout << "visibility = " << vis << endl;
- double tile_width = current_bucket.get_width_m();
- double tile_height = current_bucket.get_height_m();
- cout << "tile width = " << tile_width << " tile_height = " << tile_height
- << endl;
+ SG_LOG( SG_TERRAIN, SG_INFO,
+ "scheduling needed tiles for " << longitude << " " << latitude );
+
+// vis = fgGetDouble("/environment/visibility-m");
+
+ double tile_width = curr_bucket.get_width_m();
+ double tile_height = curr_bucket.get_height_m();
+ // cout << "tile width = " << tile_width << " tile_height = "
+ // << tile_height !<< endl;
xrange = (int)(vis / tile_width) + 1;
yrange = (int)(vis / tile_height) + 1;
if ( xrange < 1 ) { xrange = 1; }
if ( yrange < 1 ) { yrange = 1; }
- cout << "xrange = " << xrange << " yrange = " << yrange << endl;
+ // cout << "xrange = " << xrange << " yrange = " << yrange << endl;
- global_tile_cache.set_max_cache_size( (2*xrange + 2) * (2*yrange + 2) );
+ // note * 2 at end doubles cache size (for fdm and viewer)
+ tile_cache.set_max_cache_size( (2*xrange + 2) * (2*yrange + 2) * 2 );
SGBucket b;
b = sgBucketOffset( longitude, latitude, 0, 0 );
sched_tile( b );
+ int x, y;
+
// schedule next ring of 8 tiles
- for ( int x = -1; x <= 1; ++x ) {
- for ( int y = -1; y <= 1; ++y ) {
+ for ( x = -1; x <= 1; ++x ) {
+ for ( y = -1; y <= 1; ++y ) {
if ( x != 0 || y != 0 ) {
b = sgBucketOffset( longitude, latitude, x, y );
- if ( ! global_tile_cache.exists( b ) ) {
- sched_tile( b );
- }
+ sched_tile( b );
}
}
}
// schedule remaining tiles
- for ( int x = -xrange; x <= xrange; ++x ) {
- for ( int y = -yrange; y <= yrange; ++y ) {
+ for ( x = -xrange; x <= xrange; ++x ) {
+ for ( y = -yrange; y <= yrange; ++y ) {
if ( x < -1 || x > 1 || y < -1 || y > 1 ) {
SGBucket b = sgBucketOffset( longitude, latitude, x, y );
- if ( ! global_tile_cache.exists( b ) ) {
- sched_tile( b );
- }
+ sched_tile( b );
}
}
}
// First time through or we have teleported, initialize the
// system and load all relavant tiles
- FG_LOG( FG_TERRAIN, FG_INFO, "Updating Tile list for " << current_bucket );
- cout << "tile cache size = " << global_tile_cache.get_size() << endl;
-
- int i;
+ SG_LOG( SG_TERRAIN, SG_INFO, "Updating Tile list for " << current_bucket );
+ // cout << "tile cache size = " << tile_cache.get_size() << endl;
// wipe/initialize tile cache
- // global_tile_cache.init();
+ // tile_cache.init();
previous_bucket.make_bad();
// build the local area list and schedule tiles for loading
// start with the center tile and work out in concentric
// "rings"
- schedule_needed();
+ double visibility_meters = fgGetDouble("/environment/visibility-m");
+ schedule_needed(visibility_meters, current_bucket);
+ // do we really want to lose this? CLO
+#if 0
// Now force a load of the center tile and inner ring so we
// have something to see in our first frame.
+ int i;
for ( i = 0; i < 9; ++i ) {
if ( load_queue.size() ) {
- FG_LOG( FG_TERRAIN, FG_DEBUG,
+ SG_LOG( SG_TERRAIN, SG_DEBUG,
"Load queue not empty, loading a tile" );
SGBucket pending = load_queue.front();
load_tile( pending );
}
}
-}
-
-
-// forced emptying of the queue
-// This is necessay to keep bookeeping straight for the
-// tile_cache -- which actually handles all the
-// (de)allocations
-void FGTileMgr::destroy_queue() {
- load_queue.clear();
+#endif
}
// given the current lon/lat (in degrees), fill in the array of local
// chunks. If the chunk isn't already in the cache, then read it from
// disk.
-int FGTileMgr::update( double lon, double lat ) {
- FG_LOG( FG_TERRAIN, FG_DEBUG, "FGTileMgr::update()" );
+int FGTileMgr::update( double lon, double lat, double visibility_meters ) {
+ sgdVec3 abs_pos_vector;
+ sgdCopyVec3(abs_pos_vector , globals->get_current_view()->get_absolute_view_pos());
+ return update( lon, lat, visibility_meters, abs_pos_vector,
+ current_bucket, previous_bucket,
+ globals->get_scenery()->get_center() );
+}
- // FGInterface *f = current_aircraft.fdm_state;
+int FGTileMgr::update( double lon, double lat, double visibility_meters,
+ sgdVec3 abs_pos_vector, SGBucket p_current,
+ SGBucket p_previous, Point3D center ) {
+ // SG_LOG( SG_TERRAIN, SG_DEBUG, "FGTileMgr::update() for "
+ // << lon << " " << lat );
- // lonlat for this update
- // longitude = f->get_Longitude() * RAD_TO_DEG;
- // latitude = f->get_Latitude() * RAD_TO_DEG;
longitude = lon;
latitude = lat;
- // FG_LOG( FG_TERRAIN, FG_DEBUG, "lon "<< lonlat[LON] <<
+ current_bucket = p_current;
+ previous_bucket = p_previous;
+
+ // SG_LOG( SG_TERRAIN, SG_DEBUG, "lon "<< lonlat[LON] <<
// " lat " << lonlat[LAT] );
- current_bucket.set_bucket( longitude, latitude );
- // FG_LOG( FG_TERRAIN, FG_DEBUG, "Updating Tile list for " << current_bucket );
+ // SG_LOG( SG_TERRAIN, SG_DEBUG, "Updating Tile list for " << current_bucket );
- if ( global_tile_cache.exists( current_bucket ) ) {
- current_tile = global_tile_cache.get_tile( current_bucket );
- scenery.next_center = current_tile->center;
- } else {
- FG_LOG( FG_TERRAIN, FG_WARN, "Tile not found (Ok if initializing)" );
- }
+ setCurrentTile( longitude, latitude);
+ // do tile load scheduling.
+ // Note that we need keep track of both viewer buckets and fdm buckets.
if ( state == Running ) {
- if ( !(current_bucket == previous_bucket) ) {
- // We've moved to a new bucket, we need to schedule any
- // needed tiles for loading.
- schedule_needed();
- }
+ SG_LOG( SG_TERRAIN, SG_DEBUG, "State == Running" );
+ if (!(current_bucket == previous_bucket )) {
+ // We've moved to a new bucket, we need to schedule any
+ // needed tiles for loading.
+ schedule_needed(visibility_meters, current_bucket);
+ }
} else if ( state == Start || state == Inited ) {
+ SG_LOG( SG_TERRAIN, SG_INFO, "State == Start || Inited" );
initialize_queue();
state = Running;
+
+ // load the next tile in the load queue (or authorize the next
+ // load in the case of the threaded tile pager)
+ loader.update();
}
- if ( load_queue.size() ) {
- FG_LOG( FG_TERRAIN, FG_INFO, "Load queue size = " << load_queue.size()
- << " loading a tile" );
+
+ // load the next model in the load queue. Currently this must
+ // happen in the render thread because model loading can trigger
+ // texture loading which involves use of the opengl api.
+ if ( !model_queue.empty() ) {
+ // cout << "loading next model ..." << endl;
+ // load the next tile in the queue
+#ifdef ENABLE_THREADS
+ FGDeferredModel* dm = model_queue.pop();
+#else
+ FGDeferredModel* dm = model_queue.front();
+ model_queue.pop();
+#endif
+
+ ssgTexturePath( (char *)(dm->get_texture_path().c_str()) );
+ ssgEntity *obj_model
+ = ssgLoad( (char *)(dm->get_model_path().c_str()) );
+ if ( obj_model != NULL ) {
+ dm->get_obj_trans()->addKid( obj_model );
+ }
+ dm->get_tile()->dec_pending_models();
- SGBucket pending = load_queue.front();
- load_queue.pop_front();
- load_tile( pending );
+ delete dm;
}
+
+ // cout << "current elevation (ssg) == " << scenery.get_cur_elev() << endl;
- if ( scenery.center == Point3D(0.0) ) {
- // initializing
- cout << "initializing scenery current elevation ... " << endl;
- sgdVec3 tmp_abs_view_pos;
- sgVec3 tmp_view_pos;
-
- Point3D geod_pos = Point3D( longitude * DEG_TO_RAD,
- latitude * DEG_TO_RAD,
- 0.0);
- Point3D tmp = sgGeodToCart( geod_pos );
- scenery.center = tmp;
- sgdSetVec3( tmp_abs_view_pos, tmp.x(), tmp.y(), tmp.z() );
-
- // cout << "abs_view_pos = " << tmp_abs_view_pos << endl;
- prep_ssg_nodes();
- sgSetVec3( tmp_view_pos, 0.0, 0.0, 0.0 );
- double tmp_elev;
- if ( current_elev_ssg(tmp_abs_view_pos, &tmp_elev) ) {
- scenery.cur_elev = tmp_elev;
- } else {
- scenery.cur_elev = 0.0;
- }
- cout << "result = " << scenery.cur_elev << endl;
+
+ // save bucket...
+ previous_bucket = current_bucket;
+
+ // activate loader thread one out of every 5 frames
+ if ( counter_hack == 0 ) {
+ // Notify the tile loader that it can load another tile
+ loader.update();
} else {
- // cout << "abs view pos = " << current_view.abs_view_pos
- // << " view pos = " << current_view.view_pos << endl;
- double tmp_elev;
- if ( current_elev_ssg(globals->get_current_view()->get_abs_view_pos(),
- &tmp_elev) )
- {
- scenery.cur_elev = tmp_elev;
- } else {
- scenery.cur_elev = 0.0;
- }
+ counter_hack = (counter_hack + 1) % 5;
+ }
+
+ if ( !attach_queue.empty() ) {
+#ifdef ENABLE_THREADS
+ FGTileEntry* e = attach_queue.pop();
+#else
+ FGTileEntry* e = attach_queue.front();
+ attach_queue.pop();
+#endif
+ e->add_ssg_nodes( globals->get_scenery()->get_terrain_branch(),
+ globals->get_scenery()->get_gnd_lights_branch(),
+ globals->get_scenery()->get_rwy_lights_branch() );
+ // cout << "Adding ssg nodes for "
}
- // cout << "current elevation (ssg) == " << scenery.cur_elev << endl;
+ // no reason to update this if we haven't moved...
+ if ( longitude != last_longitude || latitude != last_latitude ) {
+ // update current elevation...
+ if (updateCurrentElevAtPos(abs_pos_vector, center)) {
+ last_longitude = longitude;
+ last_latitude = latitude;
+ }
+ }
- previous_bucket = current_bucket;
- last_longitude = longitude;
- last_latitude = latitude;
+#if 0
+ }
+#endif
return 1;
}
+// timer event driven call to scheduler for the purpose of refreshing the tile timestamps
+void FGTileMgr::refresh_view_timestamps() {
+ SG_LOG( SG_TERRAIN, SG_INFO,
+ "Refreshing timestamps for " << current_bucket.get_center_lon() << " " << current_bucket.get_center_lat() );
+ schedule_needed(fgGetDouble("/environment/visibility-m"), current_bucket);
+}
+
+// check and set current tile and scenery center...
+void FGTileMgr::setCurrentTile(double longitude, double latitude) {
+
+ // check tile cache entry...
+ current_bucket.set_bucket( longitude, latitude );
+ if ( tile_cache.exists( current_bucket ) ) {
+ current_tile = tile_cache.get_tile( current_bucket );
+ globals->get_scenery()->set_next_center( current_tile->center );
+ } else {
+ SG_LOG( SG_TERRAIN, SG_WARN, "Tile not found (Ok if initializing)" );
+ globals->get_scenery()->set_next_center( Point3D(0.0) );
+ }
+}
+
+int FGTileMgr::updateCurrentElevAtPos(sgdVec3 abs_pos_vector, Point3D center) {
-void FGTileMgr::prep_ssg_nodes() {
- float vis = 0.0;
+ sgdVec3 sc;
-#ifndef FG_OLD_WEATHER
- if ( WeatherDatabase ) {
- vis = WeatherDatabase->getWeatherVisibility();
+ sgdSetVec3( sc,
+ center[0],
+ center[1],
+ center[2]);
+
+ // overridden with actual values if a terrain intersection is
+ // found
+ double hit_elev = -9999.0;
+ double hit_radius = 0.0;
+ sgdVec3 hit_normal = { 0.0, 0.0, 0.0 };
+
+ bool hit = false;
+ if ( fabs(sc[0]) > 1.0 || fabs(sc[1]) > 1.0 || fabs(sc[2]) > 1.0 ) {
+ // scenery center has been properly defined so any hit
+ // should be valid (and not just luck)
+ hit = fgCurrentElev(abs_pos_vector,
+ sc,
+ current_tile->get_terra_transform(),
+ &hit_list,
+ &hit_elev,
+ &hit_radius,
+ hit_normal);
+ }
+
+ if ( hit ) {
+ globals->get_scenery()->set_cur_elev( hit_elev );
+ globals->get_scenery()->set_cur_radius( hit_radius );
+ globals->get_scenery()->set_cur_normal( hit_normal );
} else {
- vis = 16000;
+ globals->get_scenery()->set_cur_elev( -9999.0 );
+ globals->get_scenery()->set_cur_radius( 0.0 );
+ globals->get_scenery()->set_cur_normal( hit_normal );
}
-#else
- vis = current_weather.get_visibility();
-#endif
- // cout << "visibility = " << vis << endl;
+ return hit;
+}
+
+void FGTileMgr::prep_ssg_nodes(float vis) {
+
+ // traverse the potentially viewable tile list and update range
+ // selector and transform
+
+ // just setup and call new function...
+
+ sgVec3 up;
+ sgCopyVec3( up, globals->get_current_view()->get_world_up() );
+
+ Point3D center;
+ center = globals->get_scenery()->get_center();
+ prep_ssg_nodes( vis, up, center );
+
+}
+
+void FGTileMgr::prep_ssg_nodes(float vis, sgVec3 up, Point3D center) {
// traverse the potentially viewable tile list and update range
// selector and transform
FGTileEntry *e;
- global_tile_cache.reset_traversal();
+ tile_cache.reset_traversal();
- while ( ! global_tile_cache.at_end() ) {
+ while ( ! tile_cache.at_end() ) {
// cout << "processing a tile" << endl;
- if ( (e = global_tile_cache.get_current()) ) {
- e->prep_ssg_node( scenery.center, vis);
+ if ( (e = tile_cache.get_current()) ) {
+ e->prep_ssg_node( center, up, vis);
} else {
- cout << "warning ... empty tile in cache" << endl;
+ SG_LOG(SG_INPUT, SG_ALERT, "warning ... empty tile in cache");
}
- global_tile_cache.next();
+ tile_cache.next();
}
}
+