# define FG_MEM_COPY(to,from,n) bcopy(from, to, n)
#endif
+SG_USING_STD( queue );
+
// forward declaration
class FGTileEntry;
+class FGDeferredModel;
class FGTileMgr {
// initialize the cache
void initialize_queue();
- // forced emptying of the queue. This is necessay to keep
- // bookeeping straight for the tile_cache -- which actually
- // handles all the (de)allocations
- void destroy_queue();
-
// schedule a tile for loading
void sched_tile( const SGBucket& b );
// see comment at prep_ssg_nodes()
void prep_ssg_node( int idx );
- // int hitcount;
- // sgdVec3 hit_pts [ MAX_HITS ] ;
-
- // ssgEntity *last_hit;
FGHitList hit_list;
SGBucket previous_bucket;
int counter_hack;
/**
- * Tiles to add to scene graph.
+ * Work queues.
+ *
+ * attach_queue is the tiles that have been loaded [by the pager]
+ * that can be attached to the scene graph by the render thread.
+ *
+ * model_queue is the set of models that need to be loaded by the
+ * primary render thread.
*/
#ifdef ENABLE_THREADS
- static SGLockedQueue<FGTileEntry*> loaded_queue;
+ static SGLockedQueue<FGTileEntry *> attach_queue;
+ static SGLockedQueue<FGDeferredModel *> model_queue;
#else
- static queue<FGTileEntry*> loaded_queue;
+ static queue<FGTileEntry *> attach_queue;
+ static queue<FGDeferredModel *> model_queue;
#endif // ENABLE_THREADS
public:
/**
- * Add a loaded tile to the scene graph queue.
+ * Add a loaded tile to the 'attach to the scene graph' queue.
+ */
+ static void ready_to_attach( FGTileEntry *t ) { attach_queue.push( t ); }
+
+#ifdef WISH_PLIB_WAS_THREADED // but it isn't
+ /**
+ * Tile is detatched from scene graph and is ready to delete
+ */
+ inline void ready_to_delete( FGTileEntry *t ) { loader.remove( t ); }
+#endif
+
+ /**
+ * Add a pending model to the 'deferred model load' queue
*/
- static void loaded( FGTileEntry* t ) { loaded_queue.push(t); }
+ static void model_ready( FGDeferredModel *dm ) { model_queue.push( dm ); }
public:
const sgdVec3 p, const sgdVec3 dir,
FGHitList *list );
- bool current_elev_ssg( sgdVec3 abs_view_pos, double *terrain_elev );
// Prepare the ssg nodes ... for each tile, set it's proper
// transform and update it's range selector based on current