#include <Math/vector.hxx>
#include <Objects/materialmgr.hxx>
#include <Objects/obj.hxx>
-#include <Weather/weather.hxx>
+
+#ifdef FG_NEW_WEATHER
+# include <WeatherCM/FGLocalWeatherDatabase.h>
+#else
+# include <Weather/weather.hxx>
+#endif
#include "scenery.hxx"
#include "tilecache.hxx"
#endif
+extern ssgRoot *scene;
+
+
// the tile manager
FGTileMgr global_tile_mgr;
material_mgr.load_lib();
}
+ global_tile_cache.init();
+
state = Inited;
return 1;
// schedule a tile for loading
-void FGTileMgr::sched_tile( const FGBucket& b, int *index ) {
+static void disable_tile( int cache_index ) {
// 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();
+ // cout << "DISABLING CACHE ENTRY = " << cache_index << endl;
+ FGTileEntry *t = global_tile_cache.get_tile( cache_index );
+ t->ssg_disable();
+}
+
+
+// schedule a tile for loading
+int FGTileMgr::sched_tile( const FGBucket& b ) {
+ // see if tile already exists in the cache
+ 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.index = *index;
+ request.cache_index = cache_index;
load_queue.push_back( request );
}
+
+ return cache_index;
}
}
+// 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.
+double
+FGTileMgr::current_elev_ssg( const Point3D& abs_view_pos,
+ const Point3D& view_pos )
+{
+ ssgHit *results ;
+
+ // cout << "view pos = " << view_pos << endl;
+ // cout << "abs view pos = " << abs_view_pos << endl;
+
+ sgMat4 m;
+ sgMakeTransMat4( m, view_pos.x(), view_pos.y(), view_pos.z() );
+
+ sgVec3 s;
+ sgSetVec3(s, -abs_view_pos.x(), -abs_view_pos.y(), -abs_view_pos.z() );
+
+ int num_hits = ssgLOS ( scene, s, m, &results ) ;
+
+ for ( int i = 0 ; i < num_hits ; i++ ) {
+ ssgHit *h = &(results [ i ]) ;
+ // cout << "got a hit!" << endl;
+ /* Do something with 'h' */
+ }
+
+ FG_LOG( FG_TERRAIN, FG_INFO, "(ssg) no terrain intersection found" );
+
+ return 0.0;
+}
+
+
// 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 ) {
} else if ( (state == Start) || (state == Inited) ) {
state = Running;
- // First time through or we have teleporte, initialize the
+ // 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 " << p1 );
p2 = fgBucketOffset( f->get_Longitude() * RAD_TO_DEG,
f->get_Latitude() * RAD_TO_DEG,
0, 0 );
- sched_tile( p2, &tiles[(dh*tile_diameter) + dw]);
+ sched_tile( p2 );
for ( i = 3; i <= tile_diameter; i = i + 2 ) {
int span = i / 2;
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]);
+ sched_tile( p2 );
}
// top row
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]);
+ sched_tile( p2 );
}
// middle rows
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]);
+ sched_tile( p2 );
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]);
+ sched_tile( p2 );
}
}
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]);
+ sched_tile( p2 );
}
} */
// have something to see in our first frame.
for ( i = 0; i < 9; ++i ) {
if ( load_queue.size() ) {
- FG_LOG( FG_TERRAIN, FG_INFO,
+ 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.index );
+ load_tile( pending.b, pending.cache_index );
}
}
// We've moved to a new bucket, we need to scroll our
// structures, and load in the new tiles
+#if 0
+ // make sure load queue is flushed before doing shift
+ while ( load_queue.size() ) {
+ FG_LOG( FG_TERRAIN, FG_DEBUG,
+ "Load queue not empty, flushing queue before tile shift." );
+
+ FGLoadRec pending = load_queue.front();
+ load_queue.pop_front();
+ load_tile( pending.b, pending.index );
+ }
+#endif
+
// 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()) ) ) {
+ ( (p1.get_lon() == p_last.get_lon()) &&
+ (p1.get_x() > p_last.get_x()) ) ) {
FG_LOG( FG_TERRAIN, FG_INFO,
- " Loading " << tile_diameter << "tiles" );
+ " (East) 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);
+ // schedule new column
p2 = fgBucketOffset( last_lon, last_lat, dw + 1, j - dh );
- sched_tile( p2, &tiles[(j*tile_diameter) +
- tile_diameter - 1]);
+ sched_tile( p2 );
}
} else if ( (p1.get_lon() < p_last.get_lon()) ||
- ( (p1.get_lon() == p_last.get_lon()) && (p1.get_x() < p_last.get_x()) ) ) {
+ ( (p1.get_lon() == p_last.get_lon()) &&
+ (p1.get_x() < p_last.get_x()) ) ) {
FG_LOG( FG_TERRAIN, FG_INFO,
- " Loading " << tile_diameter << "tiles" );
+ " (West) 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);
+ // schedule new column
p2 = fgBucketOffset( last_lon, last_lat, -dw - 1, j - dh );
- sched_tile( p2, &tiles[(j*tile_diameter) + 0]);
+ sched_tile( p2 );
}
}
if ( (p1.get_lat() > p_last.get_lat()) ||
- ( (p1.get_lat() == p_last.get_lat()) && (p1.get_y() > p_last.get_y()) ) ) {
+ ( (p1.get_lat() == p_last.get_lat()) &&
+ (p1.get_y() > p_last.get_y()) ) ) {
FG_LOG( FG_TERRAIN, FG_INFO,
- " Loading " << tile_diameter << "tiles" );
+ " (North) 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);
+ // schedule new row
p2 = fgBucketOffset( last_lon, last_lat, i - dw, dh + 1);
- sched_tile( p2, &tiles[((tile_diameter-1) *
- tile_diameter) + i]);
+ sched_tile( p2 );
}
} else if ( (p1.get_lat() < p_last.get_lat()) ||
- ( (p1.get_lat() == p_last.get_lat()) && (p1.get_y() < p_last.get_y()) ) ) {
+ ( (p1.get_lat() == p_last.get_lat()) &&
+ (p1.get_y() < p_last.get_y()) ) ) {
FG_LOG( FG_TERRAIN, FG_INFO,
- " Loading " << tile_diameter << "tiles" );
+ " (South) 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);
+ // schedule new row
p2 = fgBucketOffset( last_lon, last_lat, i - dw, -dh - 1);
- sched_tile( p2, &tiles[0 + i]);
+ sched_tile( p2 );
}
}
}
if ( load_queue.size() ) {
- FG_LOG( FG_TERRAIN, FG_INFO, "Load queue not empty, loading a tile" );
+ 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.index );
+ load_tile( pending.b, pending.cache_index );
}
// find our current elevation (feed in the current bucket to save work)
scenery.cur_elev =
current_elev( f->get_Longitude(), f->get_Latitude(), tmp_abs_view_pos );
-
+ // cout << "current elevation == " << scenery.cur_elev << endl;
+ // double junk = current_elev_ssg( current_view.abs_view_pos,
+ // current_view.view_pos );
+ // cout << "current elevation (ssg) == " <<
+
p_last = p1;
last_lon = f->get_Longitude() * RAD_TO_DEG;
last_lat = f->get_Latitude() * RAD_TO_DEG;
}
-// 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);
- }
-
- /********************************/
-#else // DO NOT USE_FAST_FOV_CLIP
- /********************************/
-
- fgVIEW *v;
- MAT3hvec world, eye;
- double x0, slope;
-
- v = ¤t_view;
-
- 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);
-
- // 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);
- }
-
- // 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 ( eye[2] > ((slope * (eye[0] - x1)) + y1) ) {
- return( false );
- }
-
- // check left clip plane (from eye perspective)
- if ( eye[2] > -((slope * (eye[0] + x1)) - y1) ) {
- return( false );
- }
-
- // 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 ( eye[2] > ((slope * (eye[1] - x1)) + y1) ) {
- return( false );
- }
-
- // check top clip plane (from eye perspective)
- if ( eye[2] > -((slope * (eye[1] + x1)) - y1) ) {
- return( false );
- }
-
-#endif // defined( USE_FAST_FOV_CLIP )
-
- return(viewable);
-}
-
-
// NEW
// inrange() IS THIS POINT WITHIN POSSIBLE VIEWING RANGE ?
void FGTileMgr::prep_ssg_nodes( void ) {
FGTileEntry *t;
- int tile_diameter = current_options.get_tile_diameter();
-
float ranges[2];
ranges[0] = 0.0f;
- ranges[1] = current_weather.get_visibility();
// traverse the potentially viewable tile list and update range
// selector and transform
- for ( int i = 0; i < (tile_diameter * tile_diameter); i++ ) {
- int index = tiles[i];
- t = global_tile_cache.get_tile(index);
+ 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)
+ // set range selector (LOD trick) to be distance to center
+ // of tile + bounding radius
+#ifdef FG_NEW_WEATHER
+ ranges[1] = WeatherDatabase->getWeatherVisibility()
+ + t->bounding_radius;
+#else
+ ranges[1] = current_weather.get_visibility()+t->bounding_radius;
+#endif
t->range_ptr->setRanges( ranges, 2 );
// calculate tile offset
sgSetCoord( &sgcoord,
t->offset.x(), t->offset.y(), t->offset.z(),
0.0, 0.0, 0.0 );
- t->branch_ptr->setTransform( &sgcoord );
- }
- }
-}
-
-
-// Render the local tiles
-void FGTileMgr::render( void ) {
- FGInterface *f;
- FGTileCache *c;
- FGTileEntry *t;
- FGView *v;
- Point3D frag_offset;
- fgFRAGMENT *frag_ptr;
- FGMaterialSlot *mtl_ptr;
- int i;
- int index;
- int culled = 0;
- int drawn = 0;
-
- c = &global_tile_cache;
- f = current_aircraft.fdm_state;
- v = ¤t_view;
-
- int tile_diameter = current_options.get_tile_diameter();
-
- // 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" );
+ t->transform_ptr->setTransform( &sgcoord );
}
}
-
- if ( (drawn + culled) > 0 ) {
- v->set_vfc_ratio( (double)culled / (double)(drawn + culled) );
- } else {
- v->set_vfc_ratio( 0.0 );
- }
- // 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();
}