//
// Written by Curtis Olson, started January 1998.
//
-// Copyright (C) 1997 Curtis L. Olson - curt@infoplane.com
+// Copyright (C) 1997 Curtis L. Olson - http://www.flightgear.org/~curt
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License as
//
// 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
-#ifdef HAVE_WINDOWS_H
-# include <windows.h>
-#endif
-
-#include <GL/glut.h>
-
-#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 <simgear/structure/exception.hxx>
+#include <simgear/scene/model/modellib.hxx>
#include <Main/globals.hxx>
#include <Main/fg_props.hxx>
#include <Main/viewer.hxx>
-#include <Objects/obj.hxx>
+#include <Scripting/NasalSys.hxx>
#include "newcache.hxx"
#include "scenery.hxx"
#define TEST_LAST_HIT_CACHE
-// the tile manager
-FGTileMgr global_tile_mgr;
-
-
-#ifdef ENABLE_THREADS
+#if defined(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;
// Constructor
FGTileMgr::FGTileMgr():
state( Start ),
current_tile( NULL ),
- vis( 16000 ),
- counter_hack(0)
+ vis( 16000 )
{
}
}
while ( ! model_queue.empty() ) {
-#ifdef ENABLE_THREADS
- FGDeferredModel* dm = model_queue.pop();
+#if defined(ENABLE_THREADS)
+ FGDeferredModel* dm = model_queue.pop();
#else
FGDeferredModel* dm = model_queue.front();
model_queue.pop();
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
-void FGTileMgr::sched_tile( const SGBucket& b ) {
+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 );
if ( t == NULL ) {
+ // make space in the cache
+ 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 );
+ // OSGFIXME
+// shadows->deleteOccluderFromTile( (ssgBranch *) old->get_terra_transform() );
+ old->disconnect_ssg_nodes();
+ delete_queue.push( old );
+ tile_cache.clear_entry( index );
+ } else {
+ // nothing to free ?!? forge ahead
+ break;
+ }
+ }
+
// create a new entry
FGTileEntry *e = new FGTileEntry( b );
// insert the tile into the cache
- if ( tile_cache.insert_tile( e ) ) {
- // Schedule tile for loading
- loader.add( e );
- } else {
- // insert failed (cache full with no available entries to
- // delete.) Try again later
- delete e;
- }
+ if ( tile_cache.insert_tile( e ) ) {
+ // Schedule tile for loading
+ loader.add( e );
+ } else {
+ // insert failed (cache full with no available entries to
+ // delete.) Try again later
+ delete e;
+ }
+ } 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 latitude and" );
+ "Attempting to schedule tiles for bogus lon and lat = ("
+ << longitude << "," << latitude << ")" );
+ return; // FIXME
SG_LOG( SG_TERRAIN, SG_ALERT,
- "longitude. This is a FATAL error. Exiting!" );
- exit(-1);
+ "This is a FATAL error. Exiting!" );
+ exit(-1);
}
- SG_LOG( SG_TERRAIN, SG_INFO,
- "scheduling needed tiles for " << longitude << " " << latitude );
+ SG_LOG( SG_TERRAIN, SG_INFO,
+ "scheduling needed tiles for " << longitude << " " << latitude );
-// vis = fgGetDouble("/environment/visibility-m");
+ // vis = fgGetDouble("/environment/visibility-m");
double tile_width = curr_bucket.get_width_m();
double tile_height = curr_bucket.get_height_m();
// cout << "tile width = " << tile_width << " tile_height = "
- // << tile_height !<< endl;
+ // << tile_height << endl;
xrange = (int)(vis / tile_width) + 1;
yrange = (int)(vis / tile_height) + 1;
if ( xrange < 1 ) { xrange = 1; }
if ( yrange < 1 ) { yrange = 1; }
- // cout << "xrange = " << xrange << " yrange = " << yrange << endl;
// note * 2 at end doubles cache size (for fdm and viewer)
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()
+ // << " current cache size = " << tile_cache.get_size() << endl;
+
+ // clear the inner ring flags so we can set them below. This
+ // prevents us from having "true" entries we aren't able to find
+ // to get rid of if we teleport a long ways away from the current
+ // location.
+ tile_cache.clear_inner_ring_flags();
SGBucket b;
// schedule center tile first so it can be loaded first
b = sgBucketOffset( longitude, latitude, 0, 0 );
- sched_tile( b );
+ sched_tile( b, true );
int x, y;
// 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 );
- }
- }
+ for ( y = -1; y <= 1; ++y ) {
+ if ( x != 0 || y != 0 ) {
+ b = sgBucketOffset( longitude, latitude, x, y );
+ sched_tile( b, true );
+ }
+ }
}
-
+
// 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 );
- }
- }
+ 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, false );
+ }
+ }
}
}
// First time through or we have teleported, initialize the
// system and load all relavant tiles
- SG_LOG( SG_TERRAIN, SG_INFO, "Updating Tile list for " << current_bucket );
+ SG_LOG( SG_TERRAIN, SG_INFO, "Initialize_queue(): Updating Tile list for "
+ << current_bucket );
// cout << "tile cache size = " << tile_cache.get_size() << endl;
// wipe/initialize tile cache
#endif
}
+/**
+ * return current status of queues
+ *
+ */
-// 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, double visibility_meters ) {
- sgdVec3 abs_pos_vector;
- sgdCopyVec3(abs_pos_vector , globals->get_current_view()->get_absolute_view_pos());
- return update( lon, lat, visibility_meters, abs_pos_vector,
- current_bucket, previous_bucket,
- globals->get_scenery()->get_center() );
+bool FGTileMgr::all_queues_empty() {
+ return attach_queue.empty() && model_queue.empty();
}
-int FGTileMgr::update( double lon, double lat, double visibility_meters,
- sgdVec3 abs_pos_vector, SGBucket p_current,
- SGBucket p_previous, Point3D center ) {
- // SG_LOG( SG_TERRAIN, SG_DEBUG, "FGTileMgr::update() for "
- // << lon << " " << lat );
-
- longitude = lon;
- latitude = lat;
- current_bucket = p_current;
- previous_bucket = p_previous;
-
- // SG_LOG( SG_TERRAIN, SG_DEBUG, "lon "<< lonlat[LON] <<
- // " lat " << lonlat[LAT] );
-
- // SG_LOG( SG_TERRAIN, SG_DEBUG, "Updating Tile list for " << current_bucket );
- setCurrentTile( longitude, latitude);
-
- // do tile load scheduling.
- // 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 )) {
- // We've moved to a new bucket, we need to schedule any
- // needed tiles for loading.
- schedule_needed(visibility_meters, current_bucket);
- }
- } else if ( state == Start || state == Inited ) {
- SG_LOG( SG_TERRAIN, SG_INFO, "State == Start || Inited" );
- initialize_queue();
- state = Running;
-
- // load the next tile in the load queue (or authorize the next
- // load in the case of the threaded tile pager)
- loader.update();
- }
-
-
+/**
+ * Update the various queues maintained by the tilemagr (private
+ * internal function, do not call directly.)
+ */
+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.
+ // 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() ) {
- // 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();
+ bool processed_one = false;
- delete dm;
- }
-
- // cout << "current elevation (ssg) == " << scenery.get_cur_elev() << endl;
+ 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" );
+ }
- // save bucket...
- previous_bucket = current_bucket;
+ // cout << "loading next model ..." << endl;
+ // load the next tile in the queue
+#if defined(ENABLE_THREADS)
+ FGDeferredModel* dm = model_queue.pop();
+#else
+ FGDeferredModel* dm = model_queue.front();
+ model_queue.pop();
+#endif
- // activate loader thread one out of every 5 frames
- if ( counter_hack == 0 ) {
- // Notify the tile loader that it can load another tile
- loader.update();
- } else {
- counter_hack = (counter_hack + 1) % 5;
+ // 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 ) {
+ //OSGFIXME
+// ssgTexturePath( (char *)(dm->get_texture_path().c_str()) );
+ try {
+ osg::Node *obj_model =
+ globals->get_model_lib()->load_model( ".",
+ dm->get_model_path(),
+ globals->get_props(),
+ globals->get_sim_time_sec(),
+ dm->get_cache_state(),
+ new FGNasalModelData );
+ if ( obj_model != NULL ) {
+ dm->get_obj_trans()->addChild( obj_model );
+ //OSGFIXME
+// shadows->addOccluder( (ssgBranch *) obj_model->getParent(0),
+// SGShadowVolume::occluderTypeTileObject,
+// (ssgBranch *) dm->get_tile()->get_terra_transform());
+ }
+ } 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());
+ }
+
+ dm->get_tile()->dec_pending_models();
+ }
+ delete dm;
+ }
}
+
+ // Notify the tile loader that it can load another tile
+ loader.update();
if ( !attach_queue.empty() ) {
-#ifdef ENABLE_THREADS
- FGTileEntry* e = attach_queue.pop();
+#if defined(ENABLE_THREADS)
+ FGTileEntry* e = attach_queue.pop();
#else
- FGTileEntry* e = attach_queue.front();
- attach_queue.pop();
+ FGTileEntry* e = attach_queue.front();
+ attach_queue.pop();
#endif
- e->add_ssg_nodes( globals->get_scenery()->get_terrain_branch(),
- globals->get_scenery()->get_gnd_lights_branch(),
- globals->get_scenery()->get_rwy_lights_branch() );
- // cout << "Adding ssg nodes for "
+ 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 "
}
- // no reason to update this if we haven't moved...
- if ( longitude != last_longitude || latitude != last_latitude ) {
- // update current elevation...
- if (updateCurrentElevAtPos(abs_pos_vector, center)) {
- last_longitude = longitude;
- last_latitude = latitude;
- }
- }
+ if ( !delete_queue.empty() ) {
+ // cout << "delete queue = " << delete_queue.size() << endl;
+ bool processed_one = false;
-#if 0
- }
-#endif
+ while ( delete_queue.size() > 30 || processed_one == false ) {
+ processed_one = true;
- return 1;
-}
-
-// timer event driven call to scheduler for the purpose of refreshing the tile timestamps
-void FGTileMgr::refresh_view_timestamps() {
- SG_LOG( SG_TERRAIN, SG_INFO,
- "Refreshing timestamps for " << current_bucket.get_center_lon() << " " << current_bucket.get_center_lat() );
- schedule_needed(fgGetDouble("/environment/visibility-m"), current_bucket);
-}
+ 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.
-// check and set current tile and scenery center...
-void FGTileMgr::setCurrentTile(double longitude, double latitude) {
+ SG_LOG( SG_TERRAIN, SG_ALERT,
+ "Warning: catching up on tile delete queue" );
+ }
- // check tile cache entry...
- current_bucket.set_bucket( longitude, latitude );
- if ( tile_cache.exists( current_bucket ) ) {
- current_tile = tile_cache.get_tile( current_bucket );
- globals->get_scenery()->set_next_center( current_tile->center );
- } else {
- SG_LOG( SG_TERRAIN, SG_WARN, "Tile not found (Ok if initializing)" );
- globals->get_scenery()->set_next_center( Point3D(0.0) );
+ FGTileEntry* e = delete_queue.front();
+ if ( e->free_tile() ) {
+ delete_queue.pop();
+ delete e;
+ }
+ }
}
}
-int FGTileMgr::updateCurrentElevAtPos(sgdVec3 abs_pos_vector, Point3D center) {
- sgdVec3 sc;
+// 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 visibility_meters )
+{
+ SGLocation *location = globals->get_current_view()->getSGLocation();
+ return update( location, visibility_meters );
+}
- sgdSetVec3( sc,
- center[0],
- center[1],
- center[2]);
- // overridden with actual values if a terrain intersection is
- // found
- double hit_elev = -9999.0;
- double hit_radius = 0.0;
- sgdVec3 hit_normal = { 0.0, 0.0, 0.0 };
-
- bool hit = false;
- if ( fabs(sc[0]) > 1.0 || fabs(sc[1]) > 1.0 || fabs(sc[2]) > 1.0 ) {
- // scenery center has been properly defined so any hit
- // should be valid (and not just luck)
- hit = fgCurrentElev(abs_pos_vector,
- sc,
- current_tile->get_terra_transform(),
- &hit_list,
- &hit_elev,
- &hit_radius,
- hit_normal);
+int FGTileMgr::update( SGLocation *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;
+
+ // 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 );
- if ( hit ) {
- globals->get_scenery()->set_cur_elev( hit_elev );
- globals->get_scenery()->set_cur_radius( hit_radius );
- globals->get_scenery()->set_cur_normal( hit_normal );
- } else {
- 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;
-}
+ current_bucket.set_bucket( longitude, latitude );
+ // SG_LOG( SG_TERRAIN, SG_DEBUG, "Updating tile list for "
+ // << current_bucket );
+ fgSetInt( "/environment/current-tile-id", current_bucket.gen_index() );
-void FGTileMgr::prep_ssg_nodes(float vis) {
+ // do tile load scheduling.
+ // 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 )) {
+ // We've moved to a new bucket, we need to schedule any
+ // needed tiles for loading.
+ SG_LOG( SG_TERRAIN, SG_INFO, "FGTileMgr::update()" );
+ schedule_needed(visibility_meters, current_bucket);
+ }
+ } else if ( state == Start || state == Inited ) {
+ SG_LOG( SG_TERRAIN, SG_INFO, "State == Start || Inited" );
+// initialize_queue();
+ state = Running;
- // traverse the potentially viewable tile list and update range
- // selector and transform
+ // load the next tile in the load queue (or authorize the next
+ // load in the case of the threaded tile pager)
+ loader.update();
+ }
- // just setup and call new function...
+ update_queues();
- sgVec3 up;
- sgCopyVec3( up, globals->get_current_view()->get_world_up() );
+ // save bucket...
+ previous_bucket = current_bucket;
+
+ return 1;
+}
- Point3D center;
- center = globals->get_scenery()->get_center();
- prep_ssg_nodes( vis, up, center );
+// 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);
+ }
}
-void FGTileMgr::prep_ssg_nodes(float vis, sgVec3 up, Point3D center) {
+void FGTileMgr::prep_ssg_nodes( SGLocation *location, float vis ) {
// traverse the potentially viewable tile list and update range
// selector and transform
+ float *up = location->get_world_up();
+
FGTileEntry *e;
tile_cache.reset_traversal();
+ const double *vp = location->get_absolute_view_pos();
+ Point3D viewpos(vp[0], vp[1], vp[2]);
while ( ! tile_cache.at_end() ) {
// cout << "processing a tile" << endl;
- if ( (e = tile_cache.get_current()) ) {
- e->prep_ssg_node( center, up, vis);
+ if ( (e = tile_cache.get_current()) ) {
+ e->prep_ssg_node( viewpos, up, vis);
} else {
- SG_LOG(SG_INPUT, SG_ALERT, "warning ... empty tile in cache");
+ SG_LOG(SG_INPUT, SG_ALERT, "warning ... empty tile in cache");
}
- tile_cache.next();
- }
+ tile_cache.next();
+ }
}
+bool FGTileMgr::set_tile_filter( bool f ) {
+ bool old = tile_filter;
+ tile_filter = f;
+ return old;
+}
+
+int FGTileMgr::tile_filter_cb( ssgEntity *, int )
+{
+ return tile_filter ? 1 : 0;
+}
+
+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);
+ FGTileEntry *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 );
+ FGTileEntry *te = tile_cache.get_tile(b);
+ if (!te || !te->is_loaded())
+ return false;
+ }
+ }
+ }
+
+ // Survived all tests.
+ return true;
+}