#endif
#include <GL/glut.h>
-#include <XGL/xgl.h>
+#include <simgear/xgl/xgl.h>
-#include <Aircraft/aircraft.hxx>
+#include <simgear/constants.h>
+#include <simgear/debug/logstream.hxx>
+#include <simgear/math/fg_geodesy.hxx>
+#include <simgear/math/point3d.hxx>
+#include <simgear/math/polar3d.hxx>
+#include <simgear/math/vector.hxx>
-#include <Debug/logstream.hxx>
-// #include <Bucket/bucketutils.hxx>
-#include <Include/fg_constants.h>
+// #include <Aircraft/aircraft.hxx>
#include <Main/options.hxx>
#include <Main/views.hxx>
-#include <Math/fg_geodesy.hxx>
-#include <Math/mat3.h>
-#include <Math/point3d.hxx>
-#include <Math/polar3d.hxx>
-#include <Math/vector.hxx>
-#include <Objects/materialmgr.hxx>
#include <Objects/obj.hxx>
-#include <Weather/weather.hxx>
+
+#ifndef FG_OLD_WEATHER
+# include <WeatherCM/FGLocalWeatherDatabase.h>
+#else
+# include <Weather/weather.hxx>
+#endif
#include "scenery.hxx"
#include "tilecache.hxx"
-#include "tileentry.hxx"
#include "tilemgr.hxx"
+#define TEST_LAST_HIT_CACHE
-// to test clipping speedup in fgTileMgrRender()
-#if defined ( USE_FAST_FOV_CLIP )
-// #define TEST_FOV_CLIP
-// #define TEST_ELEV
-#endif
-
+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]);
+}
+
+
// Constructor
FGTileMgr::FGTileMgr ( void ):
state( Start )
int FGTileMgr::init( void ) {
FG_LOG( FG_TERRAIN, FG_INFO, "Initializing Tile Manager subsystem." );
- // load default material library
- if ( ! material_mgr.loaded() ) {
- material_mgr.load_lib();
+ 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();
+ hit_list.clear();
+
state = Inited;
+ tile_diameter = current_options.get_tile_diameter();
+ FG_LOG( FG_TERRAIN, FG_INFO, "Tile Diameter = " << tile_diameter);
+
+ previous_bucket.make_bad();
+ current_bucket.make_bad();
+
+ scroll_direction = SCROLL_INIT;
+ tile_index = -9999;
+
+ longitude = latitude = -1000.0;
+ last_longitude = last_latitude = -1000.0;
+
return 1;
}
// schedule a tile for loading
-void FGTileMgr::sched_tile( const FGBucket& b, int *index ) {
+int FGTileMgr::sched_tile( const FGBucket& b ) {
// see if tile already exists in the cache
- *index = global_tile_cache.exists( b );
- if ( *index < 0 ) {
- // find the next availabel cache entry and mark it as scheduled
- *index = global_tile_cache.next_avail();
- FGTileEntry *t = global_tile_cache.get_tile( *index );
- t->mark_scheduled();
-
- // register a load request
- FGLoadRec request;
- request.b = b;
- request.index = *index;
- load_queue.push_back( request );
+ int cache_index = global_tile_cache.exists( b );
+
+ if ( cache_index >= 0 ) {
+ // tile exists in cache, reenable it.
+ // cout << "REENABLING DISABLED TILE" << endl;
+ FGTileEntry *t = global_tile_cache.get_tile( cache_index );
+ t->select_ptr->select( 1 );
+ t->mark_loaded();
+ } else {
+ // find the next available cache entry and mark it as
+ // scheduled
+ cache_index = global_tile_cache.next_avail();
+ FGTileEntry *t = global_tile_cache.get_tile( cache_index );
+ t->mark_scheduled_for_use();
+
+ // register a load request
+ FGLoadRec request;
+ request.b = b;
+ request.cache_index = cache_index;
+ load_queue.push_back( request );
}
+
+ return cache_index;
}
void FGTileMgr::load_tile( const FGBucket& b, int cache_index) {
FG_LOG( FG_TERRAIN, FG_DEBUG, "Loading tile " << b );
-
global_tile_cache.fill_in(cache_index, b);
-
FG_LOG( FG_TERRAIN, FG_DEBUG, "Loaded for cache index: " << cache_index );
}
-// Calculate shortest distance from point to line
-static double point_line_dist_squared( const Point3D& tc, const Point3D& vp,
- MAT3vec d )
-{
- MAT3vec p, p0;
-
- p[0] = tc.x(); p[1] = tc.y(); p[2] = tc.z();
- p0[0] = vp.x(); p0[1] = vp.y(); p0[2] = vp.z();
-
- return fgPointLineSquared(p, p0, d);
-}
+// 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( const Point3D& abs_view_pos,
+ const Point3D& view_pos )
+{
+ sgdVec3 orig, dir;
+
+ sgdSetVec3(orig, view_pos.x(), view_pos.y(), view_pos.z() );
+ sgdSetVec3(dir, abs_view_pos.x(), abs_view_pos.y(), abs_view_pos.z() );
+
+ 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 = fgCartToPolar3d( scenery.center + hit_list.get_point(i) );
+ double lat_geod, alt, sea_level_r;
+ fgGeocToGeod(geoc.lat(), geoc.radius(), &lat_geod,
+ &alt, &sea_level_r);
+ if ( alt > result && alt < 10000 ) {
+ result = alt;
+ this_hit = i;
+ }
+ }
-// Determine scenery altitude. 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. abs_view_pos in meters.
-// Returns result in meters.
-double
-FGTileMgr::current_elev_new( const FGBucket& p ) {
- FGTileEntry *t;
- fgFRAGMENT *frag_ptr;
- Point3D abs_view_pos = current_view.get_abs_view_pos();
- Point3D earth_center(0.0);
- Point3D result;
- MAT3vec local_up;
- double dist, lat_geod, alt, sea_level_r;
- int index;
-
- local_up[0] = abs_view_pos.x();
- local_up[1] = abs_view_pos.y();
- local_up[2] = abs_view_pos.z();
-
- // Find current translation offset
- // fgBucketFind(lon * RAD_TO_DEG, lat * RAD_TO_DEG, &p);
- index = global_tile_cache.exists(p);
- if ( index < 0 ) {
- FG_LOG( FG_TERRAIN, FG_WARN, "Tile not found" );
- return 0.0;
+ if ( result > -9000 ) {
+ scenery.cur_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();
+ current_view.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" );
+ scenery.cur_elev = 0.0;
+ float *up = current_view.local_up;
+ sgdSetVec3(scenery.cur_normal, up[0], up[1], up[2]);
+ return false;
}
+}
- t = global_tile_cache.get_tile(index);
- scenery.next_center = t->center;
-
- FG_LOG( FG_TERRAIN, FG_DEBUG,
- "Current bucket = " << p << " Index = " << p.gen_index_str() );
- FG_LOG( FG_TERRAIN, FG_DEBUG,
- "abs_view_pos = " << abs_view_pos );
-
- // calculate tile offset
- // x = (t->offset.x = t->center.x - scenery.center.x);
- // y = (t->offset.y = t->center.y - scenery.center.y);
- // z = (t->offset.z = t->center.z - scenery.center.z);
-
- // calc current terrain elevation calculate distance from
- // vertical tangent line at current position to center of
- // tile.
+FGBucket FGTileMgr::BucketOffset( int dx, int dy )
+{
+ double clat, clon, span;
+ if( scroll_direction == SCROLL_INIT ) {
+ // use current latitude and longitude
+ // walk dy units in the lat direction
+ clat = current_bucket.get_center_lat() + dy * FG_BUCKET_SPAN;
+
+ // find the lon span for the new latitude
+ span = bucket_span( clat );
- /* printf("distance squared = %.2f, bounding radius = %.2f\n",
- point_line_dist_squared(&(t->offset), &(v->view_pos),
- v->local_up), t->bounding_radius); */
-
- dist = point_line_dist_squared( t->center, abs_view_pos, local_up );
- if ( dist < FG_SQUARE(t->bounding_radius) ) {
-
- // traverse fragment list for tile
- FGTileEntry::FragmentIterator current = t->begin();
- FGTileEntry::FragmentIterator last = t->end();
-
- for ( ; current != last; ++current ) {
- frag_ptr = &(*current);
- /* printf("distance squared = %.2f, bounding radius = %.2f\n",
- point_line_dist_squared( &(frag_ptr->center),
- &abs_view_pos), local_up),
- frag_ptr->bounding_radius); */
-
- dist = point_line_dist_squared( frag_ptr->center,
- abs_view_pos,
- local_up);
- if ( dist <= FG_SQUARE(frag_ptr->bounding_radius) ) {
- if ( frag_ptr->intersect( abs_view_pos,
- earth_center, 0, result ) ) {
- FG_LOG( FG_TERRAIN, FG_DEBUG, "intersection point " <<
- result );
- // compute geocentric coordinates of tile center
- Point3D pp = fgCartToPolar3d(result);
- FG_LOG( FG_TERRAIN, FG_DEBUG, " polar form = " << pp );
- // convert to geodetic coordinates
- fgGeocToGeod(pp.lat(), pp.radius(), &lat_geod,
- &alt, &sea_level_r);
-
- // printf("alt = %.2f\n", alt);
- // exit since we found an intersection
- if ( alt > -9999.0 ) {
- // printf("returning alt\n");
- return alt;
- } else {
- // printf("returning 0\n");
- return 0.0;
- }
- }
- }
- }
- }
-
- FG_LOG( FG_TERRAIN, FG_INFO, "(new) no terrain intersection found" );
+ // walk dx units in the lon direction
+ clon = longitude + dx * span;
+ } else {
+ // use previous latitude and longitude
+ // walk dy units in the lat direction
+ clat = previous_bucket.get_center_lat() + dy * FG_BUCKET_SPAN;
+
+ // find the lon span for the new latitude
+ span = bucket_span( clat );
+
+ // walk dx units in the lon direction
+ clon = last_longitude + dx * span;
+ }
+
+ while ( clon < -180.0 ) clon += 360.0;
+ while ( clon >= 180.0 ) clon -= 360.0;
+ pending.set_bucket( clon, clat );
- return 0.0;
+ FG_LOG( FG_TERRAIN, FG_DEBUG, " fgBucketOffset " << pending );
+ return pending;
}
-// Determine scenery altitude. 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. abs_view_pos in meters.
-// Returns result in meters.
-double
-FGTileMgr::current_elev( double lon, double lat, const Point3D& abs_view_pos ) {
- FGTileCache *c;
- FGTileEntry *t;
- fgFRAGMENT *frag_ptr;
- Point3D earth_center(0.0);
- Point3D result;
- MAT3vec local_up;
- double dist, lat_geod, alt, sea_level_r;
- int index;
-
- c = &global_tile_cache;
-
- local_up[0] = abs_view_pos.x();
- local_up[1] = abs_view_pos.y();
- local_up[2] = abs_view_pos.z();
-
- FG_LOG( FG_TERRAIN, FG_DEBUG, "Absolute view pos = " << abs_view_pos );
-
- // Find current translation offset
- FGBucket p( lon * RAD_TO_DEG, lat * RAD_TO_DEG );
- index = c->exists(p);
- if ( index < 0 ) {
- FG_LOG( FG_TERRAIN, FG_WARN, "Tile not found" );
- return 0.0;
- }
-
- t = c->get_tile(index);
+// schedule a tile row(column) for loading
+void FGTileMgr::scroll( void )
+{
+ FG_LOG( FG_TERRAIN, FG_DEBUG, "schedule_row: Scrolling" );
- scenery.next_center = t->center;
-
- FG_LOG( FG_TERRAIN, FG_DEBUG,
- "Pos = (" << lon * RAD_TO_DEG << ", " << lat * RAD_TO_DEG
- << ") Current bucket = " << p
- << " Index = " << p.gen_index_str() );
-
- FG_LOG( FG_TERRAIN, FG_DEBUG, "Tile center " << t->center
- << " bounding radius = " << t->bounding_radius );
-
- // calculate tile offset
- // x = (t->offset.x = t->center.x - scenery.center.x);
- // y = (t->offset.y = t->center.y - scenery.center.y);
- // z = (t->offset.z = t->center.z - scenery.center.z);
-
- // calc current terrain elevation calculate distance from
- // vertical tangent line at current position to center of
- // tile.
+ int i, dw, dh;
- /* printf("distance squared = %.2f, bounding radius = %.2f\n",
- point_line_dist_squared(&(t->offset), &(v->view_pos),
- v->local_up), t->bounding_radius); */
-
- dist = point_line_dist_squared( t->center, abs_view_pos, local_up );
- FG_LOG( FG_TERRAIN, FG_DEBUG, "(gross check) dist squared = " << dist );
-
- if ( dist < FG_SQUARE(t->bounding_radius) ) {
-
- // traverse fragment list for tile
- FGTileEntry::FragmentIterator current = t->begin();
- FGTileEntry::FragmentIterator last = t->end();
-
- for ( ; current != last; ++current ) {
- frag_ptr = &(*current);
- /* printf("distance squared = %.2f, bounding radius = %.2f\n",
- point_line_dist_squared( &(frag_ptr->center),
- &abs_view_pos), local_up),
- frag_ptr->bounding_radius); */
-
- dist = point_line_dist_squared( frag_ptr->center,
- abs_view_pos,
- local_up);
- if ( dist <= FG_SQUARE(frag_ptr->bounding_radius) ) {
- if ( frag_ptr->intersect( abs_view_pos,
- earth_center, 0, result ) ) {
- FG_LOG( FG_TERRAIN, FG_DEBUG, "intersection point " <<
- result );
- // compute geocentric coordinates of tile center
- Point3D pp = fgCartToPolar3d(result);
- FG_LOG( FG_TERRAIN, FG_DEBUG, " polar form = " << pp );
- // convert to geodetic coordinates
- fgGeocToGeod(pp.lat(), pp.radius(), &lat_geod,
- &alt, &sea_level_r);
-
- // printf("alt = %.2f\n", alt);
- // exit since we found an intersection
- if ( alt > -9999.0 ) {
- // printf("returning alt\n");
- return alt;
- } else {
- // printf("returning 0\n");
- return 0.0;
- }
- }
- }
+ switch( scroll_direction ) {
+ case SCROLL_NORTH:
+ FG_LOG( FG_TERRAIN, FG_DEBUG,
+ " (North) Loading " << tile_diameter << " tiles" );
+ dw = tile_diameter / 2;
+ dh = dw + 1;
+ for ( i = 0; i < tile_diameter; i++ ) {
+ sched_tile( BucketOffset( i - dw, dh ) );
+ }
+ break;
+ case SCROLL_EAST:
+ FG_LOG( FG_TERRAIN, FG_DEBUG,
+ " (East) Loading " << tile_diameter << " tiles" );
+ dh = tile_diameter / 2;
+ dw = dh + 1;
+ for ( i = 0; i < tile_diameter; i++ ) {
+ sched_tile( BucketOffset( dw, i - dh ) );
}
+ break;
+ case SCROLL_SOUTH:
+ FG_LOG( FG_TERRAIN, FG_DEBUG,
+ " (South) Loading " << tile_diameter << " tiles" );
+ dw = tile_diameter / 2;
+ dh = -dw - 1;
+ for ( i = 0; i < tile_diameter; i++ ) {
+ sched_tile( BucketOffset( i - dw, dh ) );
+ }
+ break;
+ case SCROLL_WEST:
+ FG_LOG( FG_TERRAIN, FG_DEBUG,
+ " (West) Loading " << tile_diameter << " tiles" );
+ dh = tile_diameter / 2;
+ dw = -dh - 1;
+ for ( i = 0; i < tile_diameter; i++ ) {
+ sched_tile( BucketOffset( dw, i - dh ) );
+ }
+ break;
+ default:
+ FG_LOG( FG_TERRAIN, FG_WARN, "UNKNOWN SCROLL DIRECTION in schedule_row" );
+ ;
}
+ FG_LOG( FG_TERRAIN, FG_DEBUG, "\tschedule_row returns" );
+}
- FG_LOG( FG_TERRAIN, FG_INFO, "(old) no terrain intersection found" );
- return 0.0;
-}
+void FGTileMgr::initialize_queue()
+{
+ // 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 );
+ FG_LOG( FG_TERRAIN, FG_INFO, " Updating Tile list for " << current_bucket );
+ FG_LOG( FG_TERRAIN, FG_INFO, " Loading "
+ << tile_diameter * tile_diameter << " tiles" );
-// given the current lon/lat, fill in the array of local chunks. If
-// the chunk isn't already in the cache, then read it from disk.
-int FGTileMgr::update( void ) {
- FGTileCache *c;
- FGInterface *f;
- FGBucket p2;
- static FGBucket p_last(false);
- static double last_lon = -1000.0; // in degrees
- static double last_lat = -1000.0; // in degrees
- int tile_diameter;
- int i, j, dw, dh;
+ int i;
+ scroll_direction = SCROLL_INIT;
- c = &global_tile_cache;
- f = current_aircraft.fdm_state;
+ // wipe/initialize tile cache
+ global_tile_cache.init();
+ previous_bucket.make_bad();
- tile_diameter = current_options.get_tile_diameter();
+ // build the local area list and schedule tiles for loading
- FGBucket p1( f->get_Longitude() * RAD_TO_DEG,
- f->get_Latitude() * RAD_TO_DEG );
- dw = tile_diameter / 2;
- dh = tile_diameter / 2;
+ // start with the center tile and work out in concentric
+ // "rings"
- if ( (p1 == p_last) && (state == Running) ) {
- // same bucket as last time
- FG_LOG( FG_TERRAIN, FG_DEBUG, "Same bucket as last time" );
- } else if ( (state == Start) || (state == Inited) ) {
- state = Running;
+ sched_tile( current_bucket );
- // First time through or we have teleporte, initialize the
- // system and load all relavant tiles
-
- FG_LOG( FG_TERRAIN, FG_INFO, "Updating Tile list for " << p1 );
- FG_LOG( FG_TERRAIN, FG_INFO, " First time through ... " );
- FG_LOG( FG_TERRAIN, FG_INFO, " Updating Tile list for " << p1 );
- FG_LOG( FG_TERRAIN, FG_INFO, " Loading "
- << tile_diameter * tile_diameter << " tiles" );
-
- // wipe/initialize tile cache
- c->init();
- p_last.make_bad();
-
- // build the local area list and schedule tiles for loading
-
- // start with the center tile and work out in concentric
- // "rings"
-
- p2 = fgBucketOffset( f->get_Longitude() * RAD_TO_DEG,
- f->get_Latitude() * RAD_TO_DEG,
- 0, 0 );
- sched_tile( p2, &tiles[(dh*tile_diameter) + dw]);
-
- for ( i = 3; i <= tile_diameter; i = i + 2 ) {
- int span = i / 2;
-
- // bottom row
- for ( j = -span; j <= span; ++j ) {
- p2 = fgBucketOffset( f->get_Longitude() * RAD_TO_DEG,
- f->get_Latitude() * RAD_TO_DEG,
- j, -span );
- sched_tile( p2, &tiles[((dh-span)*tile_diameter) + dw+j]);
- }
-
- // top row
- for ( j = -span; j <= span; ++j ) {
- p2 = fgBucketOffset( f->get_Longitude() * RAD_TO_DEG,
- f->get_Latitude() * RAD_TO_DEG,
- j, span );
- sched_tile( p2, &tiles[((dh+span)*tile_diameter) + dw+j]);
- }
-
- // middle rows
- for ( j = -span + 1; j <= span - 1; ++j ) {
- p2 = fgBucketOffset( f->get_Longitude() * RAD_TO_DEG,
- f->get_Latitude() * RAD_TO_DEG,
- -span, j );
- sched_tile( p2, &tiles[((dh+j)*tile_diameter) + dw-span]);
- p2 = fgBucketOffset( f->get_Longitude() * RAD_TO_DEG,
- f->get_Latitude() * RAD_TO_DEG,
- span, j );
- sched_tile( p2, &tiles[((dh+j)*tile_diameter) + dw+span]);
- }
+ for ( i = 3; i <= tile_diameter; i = i + 2 ) {
+ int j;
+ int span = i / 2;
- }
+ // bottom row
+ for ( j = -span; j <= span; ++j ) {
+ sched_tile( BucketOffset( j, -span ) );
+ }
- /* for ( j = 0; j < tile_diameter; j++ ) {
- for ( i = 0; i < tile_diameter; i++ ) {
- // fgBucketOffset(&p1, &p2, i - dw, j - dh);
- p2 = fgBucketOffset( f->get_Longitude() * RAD_TO_DEG,
- f->get_Latitude() * RAD_TO_DEG,
- i - dw, j -dh );
- sched_tile( p2, &tiles[(j*tile_diameter) + i]);
- }
- } */
-
- // Now force a load of the center tile and inner ring so we
- // have something to see in our first frame.
- for ( i = 0; i < 9; ++i ) {
- if ( load_queue.size() ) {
- FG_LOG( FG_TERRAIN, FG_INFO,
- "Load queue not empty, loading a tile" );
-
- FGLoadRec pending = load_queue.front();
- load_queue.pop_front();
- load_tile( pending.b, pending.index );
- }
- }
+ // top row
+ for ( j = -span; j <= span; ++j ) {
+ sched_tile( BucketOffset( j, span ) );
+ }
- } else {
- // We've moved to a new bucket, we need to scroll our
- // structures, and load in the new tiles
-
- // CURRENTLY THIS ASSUMES WE CAN ONLY MOVE TO ADJACENT TILES.
- // AT ULTRA HIGH SPEEDS THIS ASSUMPTION MAY NOT BE VALID IF
- // THE AIRCRAFT CAN SKIP A TILE IN A SINGLE ITERATION.
-
- FG_LOG( FG_TERRAIN, FG_INFO, "Updating Tile list for " << p1 );
-
- if ( (p1.get_lon() > p_last.get_lon()) ||
- ( (p1.get_lon() == p_last.get_lon()) && (p1.get_x() > p_last.get_x()) ) ) {
- FG_LOG( FG_TERRAIN, FG_INFO,
- " Loading " << tile_diameter << "tiles" );
- for ( j = 0; j < tile_diameter; j++ ) {
- // scrolling East
- for ( i = 0; i < tile_diameter - 1; i++ ) {
- tiles[(j*tile_diameter) + i] =
- tiles[(j*tile_diameter) + i + 1];
- }
- // load in new column
- // fgBucketOffset(&p_last, &p2, dw + 1, j - dh);
- p2 = fgBucketOffset( last_lon, last_lat, dw + 1, j - dh );
- sched_tile( p2, &tiles[(j*tile_diameter) +
- tile_diameter - 1]);
- }
- } else if ( (p1.get_lon() < p_last.get_lon()) ||
- ( (p1.get_lon() == p_last.get_lon()) && (p1.get_x() < p_last.get_x()) ) ) {
- FG_LOG( FG_TERRAIN, FG_INFO,
- " Loading " << tile_diameter << "tiles" );
- for ( j = 0; j < tile_diameter; j++ ) {
- // scrolling West
- for ( i = tile_diameter - 1; i > 0; i-- ) {
- tiles[(j*tile_diameter) + i] =
- tiles[(j*tile_diameter) + i - 1];
- }
- // load in new column
- // fgBucketOffset(&p_last, &p2, -dw - 1, j - dh);
- p2 = fgBucketOffset( last_lon, last_lat, -dw - 1, j - dh );
- sched_tile( p2, &tiles[(j*tile_diameter) + 0]);
- }
- }
+ // middle rows
+ for ( j = -span + 1; j <= span - 1; ++j ) {
+ sched_tile( BucketOffset( -span, j ) );
+ sched_tile( BucketOffset( span, j ) );
+ }
- if ( (p1.get_lat() > p_last.get_lat()) ||
- ( (p1.get_lat() == p_last.get_lat()) && (p1.get_y() > p_last.get_y()) ) ) {
- FG_LOG( FG_TERRAIN, FG_INFO,
- " Loading " << tile_diameter << "tiles" );
- for ( i = 0; i < tile_diameter; i++ ) {
- // scrolling North
- for ( j = 0; j < tile_diameter - 1; j++ ) {
- tiles[(j * tile_diameter) + i] =
- tiles[((j+1) * tile_diameter) + i];
- }
- // load in new column
- // fgBucketOffset(&p_last, &p2, i - dw, dh + 1);
- p2 = fgBucketOffset( last_lon, last_lat, i - dw, dh + 1);
- sched_tile( p2, &tiles[((tile_diameter-1) *
- tile_diameter) + i]);
- }
- } else if ( (p1.get_lat() < p_last.get_lat()) ||
- ( (p1.get_lat() == p_last.get_lat()) && (p1.get_y() < p_last.get_y()) ) ) {
- FG_LOG( FG_TERRAIN, FG_INFO,
- " Loading " << tile_diameter << "tiles" );
- for ( i = 0; i < tile_diameter; i++ ) {
- // scrolling South
- for ( j = tile_diameter - 1; j > 0; j-- ) {
- tiles[(j * tile_diameter) + i] =
- tiles[((j-1) * tile_diameter) + i];
- }
- // load in new column
- // fgBucketOffset(&p_last, &p2, i - dw, -dh - 1);
- p2 = fgBucketOffset( last_lon, last_lat, i - dw, -dh - 1);
- sched_tile( p2, &tiles[0 + i]);
- }
- }
}
- if ( load_queue.size() ) {
- FG_LOG( FG_TERRAIN, FG_INFO, "Load queue not empty, loading a tile" );
+ // Now force a load of the center tile and inner ring so we
+ // have something to see in our first frame.
+ for ( i = 0; i < 9; ++i ) {
+ if ( load_queue.size() ) {
+ FG_LOG( FG_TERRAIN, FG_DEBUG,
+ "Load queue not empty, loading a tile" );
+
+ FGLoadRec pending = load_queue.front();
+ load_queue.pop_front();
+ load_tile( pending.b, pending.cache_index );
+ }
+ }
+}
+
+// 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() {
+ while( load_queue.size() ) {
+ FG_LOG( FG_TERRAIN, FG_INFO,
+ "Load queue not empty, popping a tile" );
FGLoadRec pending = load_queue.front();
load_queue.pop_front();
- load_tile( pending.b, pending.index );
+ FGTileEntry *t = global_tile_cache.get_tile( pending.cache_index );
+ // just t->mark_unused() should be enough
+ // but a little paranoia doesn't hurt us here
+ if(t->is_scheduled_for_use())
+ t->mark_unused();
+ else
+ load_tile( pending.b, pending.cache_index );
}
-
- // find our current elevation (feed in the current bucket to save work)
- Point3D geod_pos = Point3D( f->get_Longitude(), f->get_Latitude(), 0.0);
- Point3D tmp_abs_view_pos = fgGeodToCart(geod_pos);
-
- scenery.cur_elev =
- current_elev( f->get_Longitude(), f->get_Latitude(), tmp_abs_view_pos );
-
- p_last = p1;
- last_lon = f->get_Longitude() * RAD_TO_DEG;
- last_lat = f->get_Latitude() * RAD_TO_DEG;
-
- return 1;
}
-// Calculate if point/radius is inside view frustum
-static int viewable( const Point3D& cp, double radius ) {
- int viewable = 1; // start by assuming it's viewable
- double x1, y1;
-
- /********************************/
-#if defined( USE_FAST_FOV_CLIP ) // views.hxx
- /********************************/
-
- MAT3vec eye;
- double *mat;
- double x, y, z;
-
- x = cp.x();
- y = cp.y();
- z = cp.z();
-
- mat = (double *)(current_view.get_WORLD_TO_EYE());
-
- eye[2] = x*mat[2] + y*mat[6] + z*mat[10] + mat[14];
-
- // Check near and far clip plane
- if( ( eye[2] > radius ) ||
- ( eye[2] + radius + current_weather.get_visibility() < 0) )
- {
- return(0);
- }
-
- eye[0] = (x*mat[0] + y*mat[4] + z*mat[8] + mat[12])
- * current_view.get_slope_x();
-
- // check right and left clip plane (from eye perspective)
- x1 = radius * current_view.get_fov_x_clip();
- if( (eye[2] > -(eye[0]+x1)) || (eye[2] > (eye[0]-x1)) )
- {
- return(0);
- }
-
- eye[1] = (x*mat[1] + y*mat[5] + z*mat[9] + mat[13])
- * current_view.get_slope_y();
-
- // check bottom and top clip plane (from eye perspective)
- y1 = radius * current_view.get_fov_y_clip();
- if( (eye[2] > -(eye[1]+y1)) || (eye[2] > (eye[1]-y1)) )
- {
- return(0);
- }
+// 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()" );
- /********************************/
-#else // DO NOT USE_FAST_FOV_CLIP
- /********************************/
+ // FGInterface *f = current_aircraft.fdm_state;
- fgVIEW *v;
- MAT3hvec world, eye;
- double x0, slope;
+ // 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] <<
+ // " lat " << lonlat[LAT] );
- v = ¤t_view;
+ current_bucket.set_bucket( longitude, latitude );
+ // FG_LOG( FG_TERRAIN, FG_DEBUG, "Updating Tile list for " << current_bucket );
- MAT3_SET_HVEC(world, cp->x, cp->y, cp->z, 1.0);
- // MAT3mult_vec(eye, world, v->WORLD_TO_EYE);
- // printf( "\nworld -> eye = %.2f %.2f %.2f radius = %.2f\n",
- // eye[0], eye[1], eye[2], radius);
+ tile_index = global_tile_cache.exists(current_bucket);
+ // FG_LOG( FG_TERRAIN, FG_DEBUG, "tile index " << tile_index );
- // Use lazy evaluation for calculating eye hvec.
-#define vec world
-#define mat v->WORLD_TO_EYE
- eye[2] = vec[0]*mat[0][2]+vec[1]*mat[1][2]+vec[2]*mat[2][2]+mat[3][2];
-
- // Check near clip plane
- if ( eye[2] > radius ) {
- return(0);
- }
-
- // Check far clip plane
- if ( eye[2] + radius < -current_weather.get_visibility() ) {
- return(0);
+ if ( tile_index >= 0 ) {
+ current_tile = global_tile_cache.get_tile(tile_index);
+ scenery.next_center = current_tile->center;
+ } else {
+ FG_LOG( FG_TERRAIN, FG_WARN, "Tile not found (Ok if initializing)" );
}
- // check right clip plane (from eye perspective)
- // y = m * (x - x0) = equation of a line intercepting X axis at x0
- x1 = v->cos_fov_x * radius;
- y1 = v->sin_fov_x * radius;
- slope = v->slope_x;
- eye[0] = vec[0]*mat[0][0]+vec[1]*mat[1][0]+vec[2]*mat[2][0]+mat[3][0];
+ if ( state == Running ) {
+ if( current_bucket == previous_bucket) {
+ FG_LOG( FG_TERRAIN, FG_DEBUG, "Same bucket as last time" );
+ scroll_direction = SCROLL_NONE;
+ } else {
+ // We've moved to a new bucket, we need to scroll our
+ // structures, and load in the new tiles
+ // CURRENTLY THIS ASSUMES WE CAN ONLY MOVE TO ADJACENT TILES.
+ // AT ULTRA HIGH SPEEDS THIS ASSUMPTION MAY NOT BE VALID IF
+ // THE AIRCRAFT CAN SKIP A TILE IN A SINGLE ITERATION.
+
+ if ( (current_bucket.get_lon() > previous_bucket.get_lon()) ||
+ ( (current_bucket.get_lon() == previous_bucket.get_lon()) &&
+ (current_bucket.get_x() > previous_bucket.get_x()) ) )
+ {
+ scroll_direction = SCROLL_EAST;
+ }
+ else if ( (current_bucket.get_lon() < previous_bucket.get_lon()) ||
+ ( (current_bucket.get_lon() == previous_bucket.get_lon()) &&
+ (current_bucket.get_x() < previous_bucket.get_x()) ) )
+ {
+ scroll_direction = SCROLL_WEST;
+ }
+
+ if ( (current_bucket.get_lat() > previous_bucket.get_lat()) ||
+ ( (current_bucket.get_lat() == previous_bucket.get_lat()) &&
+ (current_bucket.get_y() > previous_bucket.get_y()) ) )
+ {
+ scroll_direction = SCROLL_NORTH;
+ }
+ else if ( (current_bucket.get_lat() < previous_bucket.get_lat()) ||
+ ( (current_bucket.get_lat() == previous_bucket.get_lat()) &&
+ (current_bucket.get_y() < previous_bucket.get_y()) ) )
+ {
+ scroll_direction = SCROLL_SOUTH;
+ }
- if ( eye[2] > ((slope * (eye[0] - x1)) + y1) ) {
- return( false );
- }
+ scroll();
+ }
- // check left clip plane (from eye perspective)
- if ( eye[2] > -((slope * (eye[0] + x1)) - y1) ) {
- return( false );
+ } else if ( state == Start || state == Inited ) {
+ initialize_queue();
+ state = Running;
}
- // check bottom clip plane (from eye perspective)
- x1 = -(v->cos_fov_y) * radius;
- y1 = v->sin_fov_y * radius;
- slope = v->slope_y;
- eye[1] = vec[0]*mat[0][1]+vec[1]*mat[1][1]+vec[2]*mat[2][1]+mat[3][1];
-#undef vec
-#undef mat
+ if ( load_queue.size() ) {
+ FG_LOG( FG_TERRAIN, FG_DEBUG, "Load queue not empty, loading a tile" );
- if ( eye[2] > ((slope * (eye[1] - x1)) + y1) ) {
- return( false );
+ FGLoadRec pending = load_queue.front();
+ load_queue.pop_front();
+ load_tile( pending.b, pending.cache_index );
}
- // check top clip plane (from eye perspective)
- if ( eye[2] > -((slope * (eye[1] + x1)) - y1) ) {
- return( false );
+ if ( scenery.center == Point3D(0.0) ) {
+ // initializing
+ // cout << "initializing ... " << endl;
+ Point3D geod_pos = Point3D( longitude * DEG_TO_RAD,
+ latitude * DEG_TO_RAD,
+ 0.0);
+ Point3D tmp_abs_view_pos = fgGeodToCart( geod_pos );
+ scenery.center = tmp_abs_view_pos;
+ // cout << "abs_view_pos = " << tmp_abs_view_pos << endl;
+ prep_ssg_nodes();
+ current_elev_ssg( tmp_abs_view_pos,
+ Point3D( 0.0 ) );
+ } else {
+ // cout << "abs view pos = " << current_view.abs_view_pos
+ // << " view pos = " << current_view.view_pos << endl;
+ current_elev_ssg( current_view.abs_view_pos,
+ current_view.view_pos );
}
-#endif // defined( USE_FAST_FOV_CLIP )
-
- return(viewable);
-}
-
+ // cout << "current elevation (ssg) == " << scenery.cur_elev << endl;
-// NEW
-
-// inrange() IS THIS POINT WITHIN POSSIBLE VIEWING RANGE ?
-// calculate distance from vertical tangent line at
-// current position to center of object.
-// this is equivalent to
-// dist = point_line_dist_squared( &(t->center), &(v->abs_view_pos),
-// v->local_up );
-// if ( dist < FG_SQUARE(t->bounding_radius) ) {
-//
-// the compiler should inline this for us
+ previous_bucket = current_bucket;
+ last_longitude = longitude;
+ last_latitude = latitude;
-static int
-inrange( const double radius, const Point3D& center, const Point3D& vp,
- const MAT3vec up)
-{
- MAT3vec u, u1, v;
- // double tmp;
-
- // u = p - p0
- u[0] = center.x() - vp.x();
- u[1] = center.y() - vp.y();
- u[2] = center.z() - vp.z();
-
- // calculate the projection, u1, of u along d.
- // u1 = ( dot_prod(u, d) / dot_prod(d, d) ) * d;
-
- MAT3_SCALE_VEC(u1, up,
- (MAT3_DOT_PRODUCT(u, up) / MAT3_DOT_PRODUCT(up, up)) );
-
- // v = u - u1 = vector from closest point on line, p1, to the
- // original point, p.
- MAT3_SUB_VEC(v, u, u1);
-
- return( FG_SQUARE(radius) >= MAT3_DOT_PRODUCT(v, v));
+ return 1;
}
-
-// NEW for legibility
-
-// update this tile's geometry for current view
-// The Compiler should inline this
-static void
-update_tile_geometry( FGTileEntry *t, GLdouble *MODEL_VIEW)
-{
- GLfloat *m;
- double x, y, z;
-
- // calculate tile offset
- t->offset = t->center - scenery.center;
-
- x = t->offset.x();
- y = t->offset.y();
- z = t->offset.z();
-
- m = t->model_view;
-
- // Calculate the model_view transformation matrix for this tile
- FG_MEM_COPY( m, MODEL_VIEW, 16*sizeof(GLdouble) );
-
- // This is equivalent to doing a glTranslatef(x, y, z);
- m[12] += (m[0]*x + m[4]*y + m[8] *z);
- m[13] += (m[1]*x + m[5]*y + m[9] *z);
- m[14] += (m[2]*x + m[6]*y + m[10]*z);
- // m[15] += (m[3]*x + m[7]*y + m[11]*z);
- // m[3] m7[] m[11] are 0.0 see LookAt() in views.cxx
- // so m[15] is unchanged
+// Prepare the ssg nodes ... for each tile, set it's proper
+// transform and update it's range selector based on current
+// visibilty
+void FGTileMgr::prep_ssg_node( int idx ) {
}
-
-// Render the local tiles
-void FGTileMgr::render( void ) {
- FGInterface *f;
- FGTileCache *c;
+void FGTileMgr::prep_ssg_nodes( void ) {
FGTileEntry *t;
- FGView *v;
- Point3D frag_offset;
- fgFRAGMENT *frag_ptr;
- FGMaterialSlot *mtl_ptr;
- int i;
- int tile_diameter;
- int index;
- int culled = 0;
- int drawn = 0;
-
- c = &global_tile_cache;
- f = current_aircraft.fdm_state;
- v = ¤t_view;
-
- tile_diameter = current_options.get_tile_diameter();
+ float ranges[2];
+ ranges[0] = 0.0f;
+ double vis = 0.0;
- // moved to fgTileMgrUpdate, right after we check if we need to
- // load additional tiles:
- // scenery.cur_elev = fgTileMgrCurElev( FG_Longitude, FG_Latitude,
- // v->abs_view_pos );
-
- // initialize the transient per-material fragment lists
- material_mgr.init_transient_material_lists();
-
- // Pass 1
- // traverse the potentially viewable tile list
- for ( i = 0; i < (tile_diameter * tile_diameter); i++ ) {
- index = tiles[i];
- // fgPrintf( FG_TERRAIN, FG_DEBUG, "Index = %d\n", index);
- t = c->get_tile(index);
-
- if ( t->is_loaded() ) {
-
- // calculate tile offset
- t->SetOffset( scenery.center );
-
- // Course (tile based) culling
- if ( viewable(t->offset, t->bounding_radius) ) {
- // at least a portion of this tile could be viewable
-
- // Calculate the model_view transformation matrix for this tile
- // This is equivalent to doing a glTranslatef(x, y, z);
- t->update_view_matrix( v->get_MODEL_VIEW() );
-
- // xglPushMatrix();
- // xglTranslatef(t->offset.x, t->offset.y, t->offset.z);
-
- // traverse fragment list for tile
- FGTileEntry::FragmentIterator current = t->begin();
- FGTileEntry::FragmentIterator last = t->end();
-
- for ( ; current != last; ++current ) {
- frag_ptr = &(*current);
-
- if ( frag_ptr->display_list >= 0 ) {
- // Fine (fragment based) culling
- frag_offset = frag_ptr->center - scenery.center;
-
- if ( viewable(frag_offset,
- frag_ptr->bounding_radius*2) )
- {
- // add to transient per-material property
- // fragment list
-
- // frag_ptr->tile_offset.x = t->offset.x;
- // frag_ptr->tile_offset.y = t->offset.y;
- // frag_ptr->tile_offset.z = t->offset.z;
-
- mtl_ptr = frag_ptr->material_ptr;
- // printf(" lookup = %s\n", mtl_ptr->texture_name);
- if ( ! mtl_ptr->append_sort_list( frag_ptr ) ) {
- FG_LOG( FG_TERRAIN, FG_ALERT,
- "Overran material sorting array" );
- }
-
- // xglCallList(frag_ptr->display_list);
- drawn++;
- } else {
- // printf("Culled a fragment %.2f %.2f %.2f %.2f\n",
- // frag_ptr->center.x, frag_ptr->center.y,
- // frag_ptr->center.z,
- // frag_ptr->bounding_radius);
- culled++;
- }
- }
- }
-
- // xglPopMatrix();
- } else {
- culled += t->fragment_list.size();
- }
- } else {
- FG_LOG( FG_TERRAIN, FG_DEBUG, "Skipping a not yet loaded tile" );
- }
- }
-
- if ( (drawn + culled) > 0 ) {
- v->set_vfc_ratio( (double)culled / (double)(drawn + culled) );
+#ifndef FG_OLD_WEATHER
+ if ( WeatherDatabase != NULL ) {
+ vis = WeatherDatabase->getWeatherVisibility();
} else {
- v->set_vfc_ratio( 0.0 );
+ vis = 16000;
+ }
+#else
+ vis = current_weather.get_visibility();
+#endif
+ // cout << "visibility = " << vis << endl;
+
+ // traverse the potentially viewable tile list and update range
+ // selector and transform
+ for ( int i = 0; i < (int)global_tile_cache.get_size(); i++ ) {
+ t = global_tile_cache.get_tile( i );
+
+ if ( t->is_loaded() ) {
+ // set range selector (LOD trick) to be distance to center
+ // of tile + bounding radius
+
+ ranges[1] = vis + t->bounding_radius;
+ t->range_ptr->setRanges( ranges, 2 );
+
+ // calculate tile offset
+ t->SetOffset( scenery.center );
+
+ // calculate ssg transform
+ sgCoord sgcoord;
+ sgSetCoord( &sgcoord,
+ t->offset.x(), t->offset.y(), t->offset.z(),
+ 0.0, 0.0, 0.0 );
+ t->transform_ptr->setTransform( &sgcoord );
+ }
}
- // printf("drawn = %d culled = %d saved = %.2f\n", drawn, culled,
- // v->vfc_ratio);
-
- // Pass 2
- // traverse the transient per-material fragment lists and render
- // out all fragments for each material property.
- xglPushMatrix();
- material_mgr.render_fragments();
- xglPopMatrix();
}