#endif
#include <simgear/compiler.h>
+#include <simgear/math/point3d.hxx>
+#include <simgear/scene/model/location.hxx>
-#include <list>
+#include <queue>
#include <plib/ssg.h>
#include <simgear/bucket/newbucket.hxx>
+#ifdef ENABLE_THREADS
+# include <simgear/threads/SGQueue.hxx>
+#endif // ENABLE_THREADS
+#include "FGTileLoader.hxx"
#include "hitlist.hxx"
-
-FG_USING_STD(list);
-
-
-#define FG_LOCAL_X_Y 81 // max(o->tile_diameter) ** 2
-
-#define FG_SQUARE( X ) ( (X) * (X) )
+#include "newcache.hxx"
#if defined(USE_MEM) || defined(WIN32)
# define FG_MEM_COPY(to,from,n) memcpy(to, from, n)
# define FG_MEM_COPY(to,from,n) bcopy(from, to, n)
#endif
+SG_USING_STD( queue );
+
// forward declaration
class FGTileEntry;
-
-
-class FGLoadRec {
-
-public:
-
- FGBucket b;
- int cache_index;
-};
+class FGDeferredModel;
class FGTileMgr {
load_state state;
- enum SCROLL_DIRECTION {
- SCROLL_INIT = -1,
- SCROLL_NONE = 0,
- SCROLL_NORTH,
- SCROLL_EAST,
- SCROLL_SOUTH,
- SCROLL_WEST,
- };
-
- SCROLL_DIRECTION scroll_direction;
-
- // pending tile load queue
- list < FGLoadRec > load_queue;
-
// 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();
-
- FGBucket BucketOffset( int dx, int dy );
-
// schedule a tile for loading
- int sched_tile( const FGBucket& b );
-
- // load a tile
- void load_tile( const FGBucket& b, int cache_index );
+ void sched_tile( const SGBucket& b, const bool is_inner_ring );
- // schedule a tile row(column) for loading
- void scroll( void );
-
- // see comment at prep_ssg_nodes()
- void prep_ssg_node( int idx );
-
- // int hitcount;
- // sgdVec3 hit_pts [ MAX_HITS ] ;
+ // schedule a needed buckets for loading
+ void schedule_needed(double visibility_meters, SGBucket curr_bucket);
- // ssgEntity *last_hit;
FGHitList hit_list;
- FGBucket previous_bucket;
- FGBucket current_bucket;
- FGBucket pending;
+ SGBucket previous_bucket;
+ SGBucket current_bucket;
+ SGBucket pending;
FGTileEntry *current_tile;
- // index of current tile in tile cache;
- long int tile_index;
- int tile_diameter;
+ // x and y distance of tiles to load/draw
+ float vis;
+ int xrange, yrange;
// current longitude latitude
double longitude;
double latitude;
- double last_longitude;
- double last_latitude;
+ double altitude_m;
+
+ /**
+ * tile cache
+ */
+ FGNewCache tile_cache;
+
+ /**
+ * Queue tiles for loading.
+ */
+ FGTileLoader loader;
+ int counter_hack;
+
+ /**
+ * 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 *> attach_queue;
+ static SGLockedQueue<FGDeferredModel *> model_queue;
+#else
+ static queue<FGTileEntry *> attach_queue;
+ static queue<FGDeferredModel *> model_queue;
+#endif // ENABLE_THREADS
+ static queue<FGTileEntry *> delete_queue;
+
+public:
+
+ /**
+ * Add a loaded tile to the 'attach to the scene graph' queue.
+ */
+ static void ready_to_attach( FGTileEntry *t ) { attach_queue.push( t ); }
+
+ /**
+ * Add a pending model to the 'deferred model load' queue
+ */
+ static void model_ready( FGDeferredModel *dm ) { model_queue.push( dm ); }
public:
// Constructor
- FGTileMgr ( void );
+ FGTileMgr();
// Destructor
- ~FGTileMgr ( void );
+ ~FGTileMgr();
// Initialize the Tile Manager subsystem
- int init( void );
+ int init();
+
+ // Update the various queues maintained by the tilemagr (private
+ // internal function, do not call directly.)
+ void update_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 update( double lon, double lat );
+ int update( double visibility_meters );
+ int update( SGLocation *location, double visibility_meters,
+ sgdVec3 abs_pos_vector );
+
+ int updateCurrentElevAtPos( sgdVec3 abs_pos_vector, double altitude_m,
+ Point3D center );
// Determine scenery altitude. Normally this just happens when we
// render the scene, but we'd also like to be able to do this
const sgdVec3 p, const sgdVec3 dir,
FGHitList *list );
- bool current_elev_ssg( sgdVec3 abs_view_pos,
- sgVec3 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
- // visibilty
- void prep_ssg_nodes( void );
-
- inline int queue_size() const { return load_queue.size(); }
-};
+ // Prepare the ssg nodes corresponding to each tile. For each
+ // tile, set the ssg transform and update it's range selector
+ // based on current visibilty void prep_ssg_nodes( float
+ // visibility_meters );
+ void prep_ssg_nodes( SGLocation *location, float visibility_meters );
+ // Set flag with event manager so that non-moving view refreshes
+ // tiles...
+ void refresh_view_timestamps();
-// the tile manager
-extern FGTileMgr global_tile_mgr;
+ inline SGBucket get_current_bucket () { return current_bucket; }
+ inline SGBucket get_previous_bucket () { return previous_bucket; }
+};
#endif // _TILEMGR_HXX