#endif
#include <GL/glut.h>
-#include <XGL/xgl.h>
-
-#include <Aircraft/aircraft.hxx>
-
-#include <Debug/logstream.hxx>
-// #include <Bucket/bucketutils.hxx>
-#include <Include/fg_constants.h>
-#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 <plib/ssg.h>
+
+#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 <Main/globals.hxx>
#include <Objects/obj.hxx>
-#ifdef FG_NEW_WEATHER
+#ifndef FG_OLD_WEATHER
# include <WeatherCM/FGLocalWeatherDatabase.h>
#else
# include <Weather/weather.hxx>
#endif
+#include "newcache.hxx"
#include "scenery.hxx"
-#include "tilecache.hxx"
-#include "tileentry.hxx"
#include "tilemgr.hxx"
-
-// to test clipping speedup in fgTileMgrRender()
-#if defined ( USE_FAST_FOV_CLIP )
-// #define TEST_FOV_CLIP
-// #define TEST_ELEV
-#endif
-
+#define TEST_LAST_HIT_CACHE
extern ssgRoot *scene;
-
+extern ssgBranch *terrain;
+extern ssgBranch *ground;
// 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 ( void ):
- state( Start )
+FGTileMgr::FGTileMgr():
+ state( Start ),
+ vis( 16000 ),
+ counter_hack(0)
{
}
// Destructor
-FGTileMgr::~FGTileMgr ( void ) {
+FGTileMgr::~FGTileMgr() {
}
// Initialize the Tile Manager subsystem
-int FGTileMgr::init( void ) {
- FG_LOG( FG_TERRAIN, FG_INFO, "Initializing Tile Manager subsystem." );
+int FGTileMgr::init() {
+ SG_LOG( SG_TERRAIN, SG_INFO, "Initializing Tile Manager subsystem." );
+
+ tile_cache.init();
- // load default material library
- if ( ! material_mgr.loaded() ) {
- material_mgr.load_lib();
+#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();
}
- global_tile_cache.init();
+ 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;
+ previous_bucket.make_bad();
+ current_bucket.make_bad();
+
+ longitude = latitude = -1000.0;
+ last_longitude = last_latitude = -1000.0;
+
return 1;
}
// schedule a tile for loading
-static void disable_tile( int cache_index ) {
+void FGTileMgr::sched_tile( const SGBucket& b ) {
// see if tile already exists in the cache
- // cout << "DISABLING CACHE ENTRY = " << cache_index << endl;
- FGTileEntry *t = global_tile_cache.get_tile( cache_index );
- t->ssg_disable();
-}
+ FGTileEntry *t = tile_cache.get_tile( b );
+ if ( t == NULL ) {
+ // create a new entry
+ FGTileEntry *e = new FGTileEntry( b );
-// 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.cache_index = cache_index;
- load_queue.push_back( request );
- }
+ // insert the tile into the cache
+ tile_cache.insert_tile( e );
- return cache_index;
+ // Schedule tile for loading
+ loader.add( e );
+ }
}
-// load a tile
-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 );
+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] );
}
-// 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();
+// 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;
+ }
+ }
- return fgPointLineSquared(p, p0, d);
+ if ( result > -9000 ) {
+ *terrain_elev = result;
+ scenery.cur_radius = geoc.radius();
+ sgVec3 tmp;
+ sgSetVec3(tmp, hit_list.get_normal(this_hit));
+ // cout << "cur_normal: " << tmp[0] << " " << tmp[1] << " "
+ // << tmp[2] << endl;
+ /* 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 {
+ SG_LOG( SG_TERRAIN, SG_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;
+ }
}
-// 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;
+// schedule a needed buckets for loading
+void FGTileMgr::schedule_needed() {
+#ifndef FG_OLD_WEATHER
+ if ( WeatherDatabase != NULL ) {
+ vis = WeatherDatabase->getWeatherVisibility();
+ } else {
+ vis = 16000;
}
+#else
+ vis = current_weather.get_visibility();
+#endif
+ // cout << "visibility = " << vis << endl;
- 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.
-
- /* 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;
- }
- }
- }
- }
- }
+ 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;
- FG_LOG( FG_TERRAIN, FG_INFO, "(new) no terrain intersection found" );
+ 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;
- return 0.0;
-}
+ tile_cache.set_max_cache_size( (2*xrange + 2) * (2*yrange + 2) );
+ SGBucket b;
-// 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;
- }
+ // schedule center tile first so it can be loaded first
+ b = sgBucketOffset( longitude, latitude, 0, 0 );
+ sched_tile( b );
- t = c->get_tile(index);
+ int x, y;
- 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);
+ // schedule next ring of 8 tiles
+ for ( x = -1; x <= 1; ++x ) {
+ for ( y = -1; y <= 1; ++y ) {
+ if ( x != 0 || y != 0 ) {
+ b = sgBucketOffset( longitude, latitude, x, y );
+ sched_tile( b );
+ }
+ }
+ }
- // calc current terrain elevation calculate distance from
- // vertical tangent line at current position to center of
- // tile.
-
- /* 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;
- }
- }
+ // schedule remaining tiles
+ 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 );
+ sched_tile( b );
}
}
}
-
- FG_LOG( FG_TERRAIN, FG_INFO, "(old) no terrain intersection found" );
-
- return 0.0;
}
-// 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 )
+void FGTileMgr::initialize_queue()
{
- ssgHit *results ;
+ // First time through or we have teleported, initialize the
+ // system and load all relavant tiles
- // cout << "view pos = " << view_pos << endl;
- // cout << "abs view pos = " << abs_view_pos << endl;
+ SG_LOG( SG_TERRAIN, SG_INFO, "Updating Tile list for " << current_bucket );
+ // cout << "tile cache size = " << tile_cache.get_size() << endl;
- sgMat4 m;
- sgMakeTransMat4( m, view_pos.x(), view_pos.y(), view_pos.z() );
+ // wipe/initialize tile cache
+ // tile_cache.init();
+ previous_bucket.make_bad();
- sgVec3 s;
- sgSetVec3(s, -abs_view_pos.x(), -abs_view_pos.y(), -abs_view_pos.z() );
+ // build the local area list and schedule tiles for loading
- int num_hits = ssgLOS ( scene, s, m, &results ) ;
+ // start with the center tile and work out in concentric
+ // "rings"
- for ( int i = 0 ; i < num_hits ; i++ ) {
- ssgHit *h = &(results [ i ]) ;
- // cout << "got a hit!" << endl;
- /* Do something with 'h' */
- }
+ schedule_needed();
- FG_LOG( FG_TERRAIN, FG_INFO, "(ssg) no terrain intersection found" );
+ // 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" );
- return 0.0;
+ SGBucket pending = load_queue.front();
+ load_queue.pop_front();
+ load_tile( pending );
+ }
+ }
+#endif
}
-// 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;
-
- c = &global_tile_cache;
- f = current_aircraft.fdm_state;
-
- tile_diameter = current_options.get_tile_diameter();
-
- FGBucket p1( f->get_Longitude() * RAD_TO_DEG,
- f->get_Latitude() * RAD_TO_DEG );
- dw = tile_diameter / 2;
- dh = tile_diameter / 2;
-
- 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;
-
- // 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 );
- 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();
+// 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 ) {
+ SG_LOG( SG_TERRAIN, SG_DEBUG, "FGTileMgr::update()" );
- // build the local area list and schedule tiles for loading
+ // FGInterface *f = current_aircraft.fdm_state;
- // start with the center tile and work out in concentric
- // "rings"
+ // lonlat for this update
+ // longitude = f->get_Longitude() * SGD_RADIANS_TO_DEGREES;
+ // latitude = f->get_Latitude() * SGD_RADIANS_TO_DEGREES;
+ longitude = lon;
+ latitude = lat;
+ // SG_LOG( SG_TERRAIN, SG_DEBUG, "lon "<< lonlat[LON] <<
+ // " lat " << lonlat[LAT] );
- p2 = fgBucketOffset( f->get_Longitude() * RAD_TO_DEG,
- f->get_Latitude() * RAD_TO_DEG,
- 0, 0 );
- sched_tile( p2 );
+ current_bucket.set_bucket( longitude, latitude );
+ // SG_LOG( SG_TERRAIN, SG_DEBUG, "Updating Tile list for " << current_bucket );
- 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 );
- }
-
- // 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 );
- }
-
- // 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 );
- p2 = fgBucketOffset( f->get_Longitude() * RAD_TO_DEG,
- f->get_Latitude() * RAD_TO_DEG,
- span, j );
- sched_tile( p2 );
- }
-
- }
+ if ( tile_cache.exists( current_bucket ) ) {
+ current_tile = tile_cache.get_tile( current_bucket );
+ scenery.next_center = current_tile->center;
+ } else {
+ SG_LOG( SG_TERRAIN, SG_WARN, "Tile not found (Ok if initializing)" );
+ }
- /* 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 );
- }
- } */
-
- // 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 );
- }
+ 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();
}
+ } else if ( state == Start || state == Inited ) {
+ initialize_queue();
+ state = Running;
+ }
- } else {
- // 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 );
- }
+ // load the next tile in the load queue (or authorize the next
+ // load in the case of the threaded tile pager)
+ loader.update();
+
+ // 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();
+
+ delete dm;
+ }
- // 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,
- " (East) Loading " << tile_diameter << " tiles" );
- for ( j = 0; j < tile_diameter; j++ ) {
- // scrolling East
- // schedule new column
- p2 = fgBucketOffset( last_lon, last_lat, dw + 1, j - dh );
- 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()) ) ) {
- FG_LOG( FG_TERRAIN, FG_INFO,
- " (West) Loading " << tile_diameter << " tiles" );
- for ( j = 0; j < tile_diameter; j++ ) {
- // scrolling West
- // schedule new column
- p2 = fgBucketOffset( last_lon, last_lat, -dw - 1, j - dh );
- 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()) ) ) {
- FG_LOG( FG_TERRAIN, FG_INFO,
- " (North) Loading " << tile_diameter << " tiles" );
- for ( i = 0; i < tile_diameter; i++ ) {
- // scrolling North
- // schedule new row
- p2 = fgBucketOffset( last_lon, last_lat, i - dw, dh + 1);
- 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()) ) ) {
- FG_LOG( FG_TERRAIN, FG_INFO,
- " (South) Loading " << tile_diameter << " tiles" );
- for ( i = 0; i < tile_diameter; i++ ) {
- // scrolling South
- // schedule new row
- p2 = fgBucketOffset( last_lon, last_lat, i - dw, -dh - 1);
- sched_tile( p2 );
- }
+ 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 * SGD_DEGREES_TO_RADIANS,
+ latitude * SGD_DEGREES_TO_RADIANS,
+ 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;
+ } 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;
+ }
}
- if ( load_queue.size() ) {
- FG_LOG( FG_TERRAIN, FG_DEBUG, "Load queue not empty, loading a tile" );
+ // cout << "current elevation (ssg) == " << scenery.cur_elev << endl;
- FGLoadRec pending = load_queue.front();
- load_queue.pop_front();
- load_tile( pending.b, pending.cache_index );
- }
+ previous_bucket = current_bucket;
+ last_longitude = longitude;
+ last_latitude = latitude;
- // 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);
+ // activate loader thread one out of every 5 frames
+ counter_hack = (counter_hack + 1) % 5;
+ if ( !counter_hack ) {
+ // Notify the tile loader that it can load another tile
+ // loader.update();
- 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;
+ 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( terrain, ground );
+ // cout << "Adding ssg nodes for "
+ }
+ }
return 1;
}
-// 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
-
-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));
-}
-
-
-// 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_nodes( void ) {
- FGTileEntry *t;
-
- float ranges[2];
- ranges[0] = 0.0f;
+void FGTileMgr::prep_ssg_nodes() {
+ float vis = 0.0;
- // 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
-#ifdef FG_NEW_WEATHER
- ranges[1] = WeatherDatabase->getWeatherVisibility()
- + t->bounding_radius;
+#ifndef FG_OLD_WEATHER
+ if ( WeatherDatabase ) {
+ vis = WeatherDatabase->getWeatherVisibility();
+ } else {
+ vis = 16000;
+ }
#else
- ranges[1] = current_weather.get_visibility()+t->bounding_radius;
+ vis = current_weather.get_visibility();
#endif
- t->range_ptr->setRanges( ranges, 2 );
+ // cout << "visibility = " << vis << endl;
- // calculate tile offset
- t->SetOffset( scenery.center );
+ // traverse the potentially viewable tile list and update range
+ // selector and transform
- // 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 );
- }
- }
+ FGTileEntry *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( scenery.center, vis);
+ } else {
+ cout << "warning ... empty tile in cache" << endl;
+ }
+ tile_cache.next();
+ }
}