//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
-// Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
+// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
//
// $Id$
# include <config.h>
#endif
-#include <plib/ssg.h>
+#include <algorithm>
+#include <functional>
+
+#include <osgViewer/Viewer>
#include <simgear/constants.h>
#include <simgear/debug/logstream.hxx>
-#include <simgear/math/point3d.hxx>
#include <simgear/math/polar3d.hxx>
#include <simgear/math/sg_geodesy.hxx>
#include <simgear/math/vector.hxx>
#include <simgear/structure/exception.hxx>
#include <simgear/scene/model/modellib.hxx>
+#include <simgear/scene/tgdb/SGReaderWriterBTGOptions.hxx>
#include <Main/globals.hxx>
#include <Main/fg_props.hxx>
+#include <Main/renderer.hxx>
#include <Main/viewer.hxx>
+#include <Scripting/NasalSys.hxx>
-#include "newcache.hxx"
#include "scenery.hxx"
+#include "SceneryPager.hxx"
#include "tilemgr.hxx"
-#define TEST_LAST_HIT_CACHE
-
-#if defined(ENABLE_THREADS) && 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
-queue<FGTileEntry *> FGTileMgr::delete_queue;
-
-bool FGTileMgr::tile_filter = true;
+using std::for_each;
+using flightgear::SceneryPager;
+using simgear::SGModelLib;
+using simgear::TileEntry;
+using simgear::TileCache;
-// Constructor
FGTileMgr::FGTileMgr():
state( Start ),
- current_tile( NULL ),
vis( 16000 )
{
}
-// Destructor
FGTileMgr::~FGTileMgr() {
+ // remove all nodes we might have left behind
+ osg::Group* group = globals->get_scenery()->get_terrain_branch();
+ group->removeChildren(0, group->getNumChildren());
}
int FGTileMgr::init() {
SG_LOG( SG_TERRAIN, SG_INFO, "Initializing Tile Manager subsystem." );
- tile_cache.init();
-
-#if 0
+ _options = new SGReaderWriterBTGOptions;
+ _options->setMatlib(globals->get_matlib());
+ _options->setUseRandomObjects(fgGetBool("/sim/rendering/random-objects", true));
+ _options->setUseRandomVegetation(fgGetBool("/sim/rendering/random-vegetation", true));
+ osgDB::FilePathList &fp = _options->getDatabasePathList();
+ const string_list &sc = globals->get_fg_scenery();
+ fp.clear();
+ std::copy(sc.begin(), sc.end(), back_inserter(fp));
- // 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.
+ TileEntry::setModelLoadHelper(this);
- while ( ! attach_queue.empty() ) {
- attach_queue.pop();
- }
-
- while ( ! model_queue.empty() ) {
-#if defined(ENABLE_THREADS) && 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();
+ tile_cache.init();
state = Inited;
return 1;
}
-
// schedule a tile for loading
void FGTileMgr::sched_tile( const SGBucket& b, const bool is_inner_ring ) {
// see if tile already exists in the cache
- FGTileEntry *t = tile_cache.get_tile( b );
+ TileEntry *t = tile_cache.get_tile( b );
- if ( t == NULL ) {
+ if ( !t ) {
// make space in the cache
+ SceneryPager* pager = FGScenery::getPagerSingleton();
while ( (int)tile_cache.get_size() > tile_cache.get_max_cache_size() ) {
long index = tile_cache.get_oldest_tile();
if ( index >= 0 ) {
- FGTileEntry *old = tile_cache.get_tile( index );
- old->disconnect_ssg_nodes();
- delete_queue.push( old );
+ TileEntry *old = tile_cache.get_tile( index );
tile_cache.clear_entry( index );
+ osg::ref_ptr<osg::Object> subgraph = old->getNode();
+ old->removeFromSceneGraph();
+ delete old;
+ // zeros out subgraph ref_ptr, so subgraph is owned by
+ // the pager and will be deleted in the pager thread.
+ pager->queueDeleteRequest(subgraph);
} else {
// nothing to free ?!? forge ahead
break;
}
// create a new entry
- FGTileEntry *e = new FGTileEntry( b );
+ TileEntry *e = new TileEntry( b );
// insert the tile into the cache
if ( tile_cache.insert_tile( e ) ) {
- // Schedule tile for loading
- loader.add( e );
+ // update_queues will generate load request
} else {
// insert failed (cache full with no available entries to
// delete.) Try again later
delete e;
}
+ // Attach to scene graph
+ e->addToSceneGraph(globals->get_scenery()->get_terrain_branch());
} else {
t->set_inner_ring( is_inner_ring );
}
// schedule a needed buckets for loading
-void FGTileMgr::schedule_needed( double vis, SGBucket curr_bucket) {
+void FGTileMgr::schedule_needed( double vis, const 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 lon and lat = ("
<< longitude << "," << latitude << ")" );
+ return; // FIXME
SG_LOG( SG_TERRAIN, SG_ALERT,
"This is a FATAL error. Exiting!" );
- exit(-1);
+ exit(-1);
}
SG_LOG( SG_TERRAIN, SG_INFO,
if ( xrange < 1 ) { xrange = 1; }
if ( yrange < 1 ) { yrange = 1; }
- // note * 2 at end doubles cache size (for fdm and viewer)
+ // make the cache twice as large to avoid losing terrain when switching
+ // between aircraft and tower views
tile_cache.set_max_cache_size( (2*xrange + 2) * (2*yrange + 2) * 2 );
// cout << "xrange = " << xrange << " yrange = " << yrange << endl;
// cout << "max cache size = " << tile_cache.get_max_cache_size()
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() ) {
- SG_LOG( SG_TERRAIN, SG_DEBUG,
- "Load queue not empty, loading a tile" );
-
- SGBucket pending = load_queue.front();
- load_queue.pop_front();
- load_tile( pending );
- }
+osg::Node*
+FGTileMgr::loadTileModel(const string& modelPath, bool cacheModel)
+{
+ osg::Node* result = 0;
+ try {
+ if(cacheModel)
+ result =
+ SGModelLib::loadModel(modelPath, globals->get_props(),
+ new FGNasalModelData);
+
+ else
+ result=
+ SGModelLib::loadPagedModel(modelPath, globals->get_props(),
+ new FGNasalModelData);
+ } catch (const sg_io_exception& exc) {
+ string m(exc.getMessage());
+ m += " ";
+ m += exc.getLocation().asString();
+ SG_LOG( SG_ALL, SG_ALERT, m );
+ } catch (const sg_exception& exc) { // XXX may be redundant
+ SG_LOG( SG_ALL, SG_ALERT, exc.getMessage());
}
-#endif
+ return result;
}
-/**
- * return current status of queues
- *
- */
+// Helper class for STL fun
+class TileLoad : public std::unary_function<TileCache::tile_map::value_type,
+ void>
+{
+public:
+ TileLoad(SceneryPager *pager, osg::FrameStamp* framestamp,
+ osg::Group* terrainBranch, osgDB::ReaderWriter::Options* options) :
+ _pager(pager), _framestamp(framestamp), _options(options) {}
-bool FGTileMgr::all_queues_empty() {
- return attach_queue.empty() && model_queue.empty();
-}
+ TileLoad(const TileLoad& rhs) :
+ _pager(rhs._pager), _framestamp(rhs._framestamp),
+ _options(rhs._options) {}
+ void operator()(TileCache::tile_map::value_type& tilePair)
+ {
+ TileEntry* entry = tilePair.second;
+ if (entry->getNode()->getNumChildren() == 0) {
+ _pager->queueRequest(entry->tileFileName,
+ entry->getNode(),
+ entry->get_inner_ring() ? 10.0f : 1.0f,
+ _framestamp,
+#ifdef FGOSGPAGER25
+ entry->getDatabaseRequest(),
+#endif
+ _options);
+ }
+ }
+private:
+ SceneryPager* _pager;
+ osg::FrameStamp* _framestamp;
+ osgDB::ReaderWriter::Options* _options;
+};
/**
* Update the various queues maintained by the tilemagr (private
*/
void FGTileMgr::update_queues()
{
- // 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. Skip any
- // models belonging to not loaded tiles (i.e. the tile was removed
- // before we were able to load some of the associated models.)
- if ( !model_queue.empty() ) {
- bool processed_one = false;
-
- while ( model_queue.size() > 200 || processed_one == false ) {
- processed_one = true;
-
- if ( model_queue.size() > 200 ) {
- SG_LOG( SG_TERRAIN, SG_INFO,
- "Alert: catching up on model load queue" );
- }
-
- // cout << "loading next model ..." << endl;
- // load the next tile in the queue
-#if defined(ENABLE_THREADS) && ENABLE_THREADS
- FGDeferredModel* dm = model_queue.pop();
-#else
- FGDeferredModel* dm = model_queue.front();
- model_queue.pop();
-#endif
-
- // only load the model if the tile still exists in the
- // tile cache
- FGTileEntry *t = tile_cache.get_tile( dm->get_bucket() );
- if ( t != NULL ) {
- ssgTexturePath( (char *)(dm->get_texture_path().c_str()) );
- try {
- ssgEntity *obj_model =
- globals->get_model_lib()->load_model( ".",
- dm->get_model_path(),
- globals->get_props(),
- globals->get_sim_time_sec() );
- if ( obj_model != NULL ) {
- dm->get_obj_trans()->addKid( obj_model );
- }
- } catch (const sg_exception& exc) {
- SG_LOG( SG_ALL, SG_ALERT, exc.getMessage() );
- }
-
- dm->get_tile()->dec_pending_models();
- }
- delete dm;
- }
- }
-
- // cout << "current elevation (ssg) == " << scenery.get_cur_elev() << endl;
-
- // Notify the tile loader that it can load another tile
- loader.update();
-
- if ( !attach_queue.empty() ) {
-#if defined(ENABLE_THREADS) && 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_root(),
- globals->get_scenery()->get_vasi_lights_root(),
- globals->get_scenery()->get_rwy_lights_root(),
- globals->get_scenery()->get_taxi_lights_root() );
- // cout << "Adding ssg nodes for "
- }
-
- if ( !delete_queue.empty() ) {
- // cout << "delete queue = " << delete_queue.size() << endl;
- bool processed_one = false;
-
- while ( delete_queue.size() > 30 || processed_one == false ) {
- processed_one = true;
-
- if ( delete_queue.size() > 30 ) {
- // uh oh, delete queue is blowing up, we aren't clearing
- // it fast enough. Let's just panic, well not panic, but
- // get real serious and agressively free up some tiles so
- // we don't explode our memory usage.
-
- SG_LOG( SG_TERRAIN, SG_ALERT,
- "Alert: catching up on tile delete queue" );
- }
-
- FGTileEntry* e = delete_queue.front();
- if ( e->free_tile() ) {
- delete_queue.pop();
- delete e;
- }
- }
- }
+ SceneryPager* pager = FGScenery::getPagerSingleton();
+ osg::FrameStamp* framestamp
+ = globals->get_renderer()->getViewer()->getFrameStamp();
+ tile_cache.set_current_time(framestamp->getReferenceTime());
+ for_each(tile_cache.begin(), tile_cache.end(),
+ TileLoad(pager,
+ framestamp,
+ globals->get_scenery()->get_terrain_branch(), _options.get()));
}
// disk.
int FGTileMgr::update( double visibility_meters )
{
- SGLocation *location = globals->get_current_view()->getSGLocation();
- sgdVec3 abs_pos_vector;
- sgdCopyVec3( abs_pos_vector,
- globals->get_current_view()->get_absolute_view_pos() );
- return update( location, visibility_meters, abs_pos_vector );
+ SGVec3d viewPos = globals->get_current_view()->get_view_pos();
+ return update(SGGeod::fromCart(viewPos), visibility_meters);
}
-
-int FGTileMgr::update( SGLocation *location, double visibility_meters,
- sgdVec3 abs_pos_vector )
+int FGTileMgr::update( const SGGeod& location, double visibility_meters)
{
SG_LOG( SG_TERRAIN, SG_DEBUG, "FGTileMgr::update()" );
- longitude = location->getLongitude_deg();
- latitude = location->getLatitude_deg();
- // add 1.0m to the max altitude to give a little leeway to the
- // ground reaction code.
- altitude_m = location->getAltitudeASL_ft() * SG_FEET_TO_METER + 1.0;
+ longitude = location.getLongitudeDeg();
+ latitude = location.getLatitudeDeg();
- // if current altitude is apparently not initialized, set max
- // altitude to something big.
- if ( altitude_m < -1000 ) {
- altitude_m = 10000;
- }
// SG_LOG( SG_TERRAIN, SG_DEBUG, "FGTileMgr::update() for "
// << longitude << " " << latatitude );
- current_bucket.set_bucket( longitude, latitude );
+ current_bucket.set_bucket( location );
// SG_LOG( SG_TERRAIN, SG_DEBUG, "Updating tile list for "
// << current_bucket );
fgSetInt( "/environment/current-tile-id", current_bucket.gen_index() );
// Note that we need keep track of both viewer buckets and fdm buckets.
if ( state == Running ) {
SG_LOG( SG_TERRAIN, SG_DEBUG, "State == Running" );
- if (!(current_bucket == previous_bucket )) {
+ if (current_bucket != previous_bucket) {
// We've moved to a new bucket, we need to schedule any
// needed tiles for loading.
SG_LOG( SG_TERRAIN, SG_INFO, "FGTileMgr::update()" );
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 (current_bucket != previous_bucket
+ && current_bucket.get_chunk_lon() != -1000) {
+ SG_LOG( SG_TERRAIN, SG_INFO, "FGTileMgr::update()" );
+ schedule_needed(visibility_meters, current_bucket);
+ }
}
update_queues();
// save bucket...
previous_bucket = current_bucket;
- updateCurrentElevAtPos( abs_pos_vector, altitude_m,
- location->get_tile_center() );
-
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() );
- if ( longitude >= -180.0 && longitude <= 180.0
- && latitude >= -90.0 && latitude <= 90.0 )
- {
- schedule_needed(fgGetDouble("/environment/visibility-m"), current_bucket);
- }
-}
-
-
-int FGTileMgr::updateCurrentElevAtPos( sgdVec3 abs_pos_vector,
- double max_alt_m,
- Point3D center)
-{
- sgdVec3 sc;
-
- 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,
- max_alt_m,
- sc,
- // uncomment next paramater to fly under
- // bridges and a slightly faster algorithm
- // but you won't be able to land on aircraft carriers
- // current_tile->get_terra_transform(),
- &hit_list,
- &hit_elev,
- &hit_radius,
- hit_normal);
- }
-
- if ( hit ) {
- // cout << "elev = " << hit_elev << " " << hit_radius << endl;
- 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 {
- globals->get_scenery()->set_cur_elev( -9999.0 );
- globals->get_scenery()->set_cur_radius( 0.0 );
- globals->get_scenery()->set_cur_normal( hit_normal );
- }
- return hit;
-}
-
-
-void FGTileMgr::prep_ssg_nodes( SGLocation *location, float vis ) {
+void FGTileMgr::prep_ssg_nodes(float vis) {
// traverse the potentially viewable tile list and update range
// selector and transform
- Point3D center = location->get_tile_center();
- if (center == Point3D(0.0))
- return;
- float *up = location->get_world_up();
-
- FGTileEntry *e;
+ TileEntry *e;
tile_cache.reset_traversal();
while ( ! tile_cache.at_end() ) {
// cout << "processing a tile" << endl;
if ( (e = tile_cache.get_current()) ) {
- e->prep_ssg_node( center, up, vis);
+ e->prep_ssg_node(vis);
} else {
SG_LOG(SG_INPUT, SG_ALERT, "warning ... empty tile in cache");
}
}
}
-bool FGTileMgr::set_tile_filter( bool f ) {
- bool old = tile_filter;
- tile_filter = f;
- return old;
+bool FGTileMgr::scenery_available(const SGGeod& position, double range_m)
+{
+ return scenery_available(position.getLatitudeDeg(),
+ position.getLongitudeDeg(), range_m);
+}
+
+bool FGTileMgr::scenery_available(double lat, double lon, double range_m)
+{
+ // sanity check (unfortunately needed!)
+ if ( lon <= -180.0 || lon >= 180.0 || lat <= -90.0 || lat >= 90.0 )
+ return false;
+
+ SGBucket bucket(lon, lat);
+ TileEntry *te = tile_cache.get_tile(bucket);
+ if (!te || !te->is_loaded())
+ return false;
+
+ // Traverse all tiles required to be there for the given visibility.
+ // This uses exactly the same algorithm like the tile scheduler.
+ double tile_width = bucket.get_width_m();
+ double tile_height = bucket.get_height_m();
+
+ int xrange = (int)fabs(range_m / tile_width) + 1;
+ int yrange = (int)fabs(range_m / tile_height) + 1;
+
+ for ( int x = -xrange; x <= xrange; ++x ) {
+ for ( int y = -yrange; y <= yrange; ++y ) {
+ // We have already checked for the center tile.
+ if ( x != 0 || y != 0 ) {
+ SGBucket b = sgBucketOffset( lon, lat, x, y );
+ TileEntry *te = tile_cache.get_tile(b);
+ if (!te || !te->is_loaded())
+ return false;
+ }
+ }
+ }
+
+ // Survived all tests.
+ return true;
+}
+
+namespace
+{
+struct IsTileLoaded :
+ public std::unary_function<TileCache::tile_map::value_type, bool>
+{
+ bool operator()(const TileCache::tile_map::value_type& tilePair) const
+ {
+ return tilePair.second->is_loaded();
+ }
+};
}
-int FGTileMgr::tile_filter_cb( ssgEntity *, int )
+bool FGTileMgr::isSceneryLoaded()
{
- return tile_filter ? 1 : 0;
+ return (std::find_if(tile_cache.begin(), tile_cache.end(),
+ std::not1(IsTileLoaded()))
+ == tile_cache.end());
}