X-Git-Url: https://git.mxchange.org/?a=blobdiff_plain;ds=sidebyside;f=src%2FScenery%2Ftilemgr.cxx;h=6066ebd0a8afa1a50b9ed628d86c5f8f7c42d8f5;hb=b125315e5067b9cb2ed6c800106b9c520afb4cf1;hp=c0676ad7078ac0ef3dcbf934e06a298549e2c106;hpb=4c10ef139c109c80ba6a17ee669c6feaacc26a95;p=flightgear.git diff --git a/src/Scenery/tilemgr.cxx b/src/Scenery/tilemgr.cxx index c0676ad70..6066ebd0a 100644 --- a/src/Scenery/tilemgr.cxx +++ b/src/Scenery/tilemgr.cxx @@ -16,7 +16,7 @@ // // 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. // // $Id$ @@ -25,49 +25,47 @@ # include #endif -#include +#include +#include + +#include #include #include -#include #include #include #include #include #include +#include #include
#include
+#include
#include
+#include -#include "newcache.hxx" #include "scenery.hxx" +#include "SceneryPager.hxx" #include "tilemgr.hxx" -#define TEST_LAST_HIT_CACHE - -#if defined(ENABLE_THREADS) && ENABLE_THREADS -SGLockedQueue FGTileMgr::attach_queue; -SGLockedQueue FGTileMgr::model_queue; -#else -queue FGTileMgr::attach_queue; -queue FGTileMgr::model_queue; -#endif // ENABLE_THREADS -queue FGTileMgr::delete_queue; - -bool FGTileMgr::tile_filter = true; +using std::for_each; +using flightgear::SceneryPager; +using simgear::SGModelLib; +using simgear::TileEntry; +using simgear::TileCache; -// Constructor FGTileMgr::FGTileMgr(): state( Start ), - current_tile( NULL ), vis( 16000 ) { } -// Destructor FGTileMgr::~FGTileMgr() { + // remove all nodes we might have left behind + osg::Group* group = globals->get_scenery()->get_terrain_branch(); + group->removeChildren(0, group->getNumChildren()); } @@ -75,32 +73,18 @@ FGTileMgr::~FGTileMgr() { int FGTileMgr::init() { SG_LOG( SG_TERRAIN, SG_INFO, "Initializing Tile Manager subsystem." ); - tile_cache.init(); - -#if 0 + _options = new SGReaderWriterBTGOptions; + _options->setMatlib(globals->get_matlib()); + _options->setUseRandomObjects(fgGetBool("/sim/rendering/random-objects", true)); + _options->setUseRandomVegetation(fgGetBool("/sim/rendering/random-vegetation", true)); + osgDB::FilePathList &fp = _options->getDatabasePathList(); + const string_list &sc = globals->get_fg_scenery(); + fp.clear(); + std::copy(sc.begin(), sc.end(), back_inserter(fp)); - // 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. + TileEntry::setModelLoadHelper(this); - while ( ! attach_queue.empty() ) { - attach_queue.pop(); - } - - while ( ! model_queue.empty() ) { -#if defined(ENABLE_THREADS) && 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(); + tile_cache.init(); state = Inited; @@ -112,21 +96,25 @@ int FGTileMgr::init() { return 1; } - // schedule a tile for loading 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 ); + TileEntry *t = tile_cache.get_tile( b ); - if ( t == NULL ) { + if ( !t ) { // make space in the cache + SceneryPager* pager = FGScenery::getPagerSingleton(); 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 ); - old->disconnect_ssg_nodes(); - delete_queue.push( old ); + TileEntry *old = tile_cache.get_tile( index ); tile_cache.clear_entry( index ); + osg::ref_ptr subgraph = old->getNode(); + old->removeFromSceneGraph(); + delete old; + // zeros out subgraph ref_ptr, so subgraph is owned by + // the pager and will be deleted in the pager thread. + pager->queueDeleteRequest(subgraph); } else { // nothing to free ?!? forge ahead break; @@ -134,17 +122,18 @@ void FGTileMgr::sched_tile( const SGBucket& b, const bool is_inner_ring ) { } // create a new entry - FGTileEntry *e = new FGTileEntry( b ); + TileEntry *e = new TileEntry( b ); // insert the tile into the cache if ( tile_cache.insert_tile( e ) ) { - // Schedule tile for loading - loader.add( e ); + // update_queues will generate load request } else { // insert failed (cache full with no available entries to // delete.) Try again later delete e; } + // Attach to scene graph + e->addToSceneGraph(globals->get_scenery()->get_terrain_branch()); } else { t->set_inner_ring( is_inner_ring ); } @@ -152,7 +141,7 @@ void FGTileMgr::sched_tile( const SGBucket& b, const bool 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 ) @@ -160,9 +149,10 @@ void FGTileMgr::schedule_needed( double vis, SGBucket curr_bucket) { SG_LOG( SG_TERRAIN, SG_ALERT, "Attempting to schedule tiles for bogus lon and lat = (" << longitude << "," << latitude << ")" ); + return; // FIXME SG_LOG( SG_TERRAIN, SG_ALERT, "This is a FATAL error. Exiting!" ); - exit(-1); + exit(-1); } SG_LOG( SG_TERRAIN, SG_INFO, @@ -180,7 +170,8 @@ void FGTileMgr::schedule_needed( double vis, SGBucket curr_bucket) { if ( xrange < 1 ) { xrange = 1; } if ( yrange < 1 ) { yrange = 1; } - // note * 2 at end doubles cache size (for fdm and viewer) + // make the cache twice as large to avoid losing terrain when switching + // between aircraft and tower views 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() @@ -242,34 +233,65 @@ void FGTileMgr::initialize_queue() double visibility_meters = fgGetDouble("/environment/visibility-m"); schedule_needed(visibility_meters, current_bucket); +} - // 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" ); - - SGBucket pending = load_queue.front(); - load_queue.pop_front(); - load_tile( pending ); - } +osg::Node* +FGTileMgr::loadTileModel(const string& modelPath, bool cacheModel) +{ + osg::Node* result = 0; + try { + if(cacheModel) + result = + SGModelLib::loadModel(modelPath, globals->get_props(), + new FGNasalModelData); + + else + result= + SGModelLib::loadPagedModel(modelPath, globals->get_props(), + new FGNasalModelData); + } 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()); } -#endif + return result; } -/** - * return current status of queues - * - */ +// Helper class for STL fun +class TileLoad : public std::unary_function +{ +public: + TileLoad(SceneryPager *pager, osg::FrameStamp* framestamp, + osg::Group* terrainBranch, osgDB::ReaderWriter::Options* options) : + _pager(pager), _framestamp(framestamp), _options(options) {} -bool FGTileMgr::all_queues_empty() { - return attach_queue.empty() && model_queue.empty(); -} + TileLoad(const TileLoad& rhs) : + _pager(rhs._pager), _framestamp(rhs._framestamp), + _options(rhs._options) {} + void operator()(TileCache::tile_map::value_type& tilePair) + { + TileEntry* entry = tilePair.second; + if (entry->getNode()->getNumChildren() == 0) { + _pager->queueRequest(entry->tileFileName, + entry->getNode(), + entry->get_inner_ring() ? 10.0f : 1.0f, + _framestamp, +#ifdef FGOSGPAGER25 + entry->getDatabaseRequest(), +#endif + _options); + } + } +private: + SceneryPager* _pager; + osg::FrameStamp* _framestamp; + osgDB::ReaderWriter::Options* _options; +}; /** * Update the various queues maintained by the tilemagr (private @@ -277,99 +299,14 @@ bool FGTileMgr::all_queues_empty() { */ 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. 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() ) { - bool processed_one = false; - - 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" ); - } - - // cout << "loading next model ..." << endl; - // load the next tile in the queue -#if defined(ENABLE_THREADS) && ENABLE_THREADS - FGDeferredModel* dm = model_queue.pop(); -#else - FGDeferredModel* dm = model_queue.front(); - model_queue.pop(); -#endif - - // 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 ) { - ssgTexturePath( (char *)(dm->get_texture_path().c_str()) ); - try { - ssgEntity *obj_model = - globals->get_model_lib()->load_model( ".", - dm->get_model_path(), - globals->get_props(), - globals->get_sim_time_sec() ); - if ( obj_model != NULL ) { - dm->get_obj_trans()->addKid( obj_model ); - } - } catch (const sg_exception& exc) { - SG_LOG( SG_ALL, SG_ALERT, exc.getMessage() ); - } - - dm->get_tile()->dec_pending_models(); - } - delete dm; - } - } - - // cout << "current elevation (ssg) == " << scenery.get_cur_elev() << endl; - - // Notify the tile loader that it can load another tile - loader.update(); - - if ( !attach_queue.empty() ) { -#if defined(ENABLE_THREADS) && ENABLE_THREADS - FGTileEntry* e = attach_queue.pop(); -#else - 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_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 " - } - - if ( !delete_queue.empty() ) { - // cout << "delete queue = " << delete_queue.size() << endl; - bool processed_one = false; - - while ( delete_queue.size() > 30 || processed_one == false ) { - processed_one = true; - - 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. - - SG_LOG( SG_TERRAIN, SG_ALERT, - "Alert: catching up on tile delete queue" ); - } - - FGTileEntry* e = delete_queue.front(); - if ( e->free_tile() ) { - delete_queue.pop(); - delete e; - } - } - } + SceneryPager* pager = FGScenery::getPagerSingleton(); + osg::FrameStamp* framestamp + = globals->get_renderer()->getViewer()->getFrameStamp(); + tile_cache.set_current_time(framestamp->getReferenceTime()); + for_each(tile_cache.begin(), tile_cache.end(), + TileLoad(pager, + framestamp, + globals->get_scenery()->get_terrain_branch(), _options.get())); } @@ -378,34 +315,21 @@ void FGTileMgr::update_queues() // disk. int FGTileMgr::update( double visibility_meters ) { - SGLocation *location = globals->get_current_view()->getSGLocation(); - sgdVec3 abs_pos_vector; - sgdCopyVec3( abs_pos_vector, - globals->get_current_view()->get_absolute_view_pos() ); - return update( location, visibility_meters, abs_pos_vector ); + SGVec3d viewPos = globals->get_current_view()->get_view_pos(); + return update(SGGeod::fromCart(viewPos), visibility_meters); } - -int FGTileMgr::update( SGLocation *location, double visibility_meters, - sgdVec3 abs_pos_vector ) +int FGTileMgr::update( const SGGeod& 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; + longitude = location.getLongitudeDeg(); + latitude = location.getLatitudeDeg(); - // 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 ); - current_bucket.set_bucket( longitude, latitude ); + current_bucket.set_bucket( location ); // SG_LOG( SG_TERRAIN, SG_DEBUG, "Updating tile list for " // << current_bucket ); fgSetInt( "/environment/current-tile-id", current_bucket.gen_index() ); @@ -414,7 +338,7 @@ int FGTileMgr::update( SGLocation *location, double visibility_meters, // 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 )) { + 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()" ); @@ -424,10 +348,11 @@ int FGTileMgr::update( SGLocation *location, double visibility_meters, 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(); + if (current_bucket != previous_bucket + && current_bucket.get_chunk_lon() != -1000) { + SG_LOG( SG_TERRAIN, SG_INFO, "FGTileMgr::update()" ); + schedule_needed(visibility_meters, current_bucket); + } } update_queues(); @@ -435,88 +360,21 @@ int FGTileMgr::update( SGLocation *location, double visibility_meters, // save bucket... previous_bucket = current_bucket; - updateCurrentElevAtPos( abs_pos_vector, altitude_m, - location->get_tile_center() ); - 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() ); - if ( longitude >= -180.0 && longitude <= 180.0 - && latitude >= -90.0 && latitude <= 90.0 ) - { - schedule_needed(fgGetDouble("/environment/visibility-m"), current_bucket); - } -} - - -int FGTileMgr::updateCurrentElevAtPos( sgdVec3 abs_pos_vector, - double max_alt_m, - Point3D center) -{ - sgdVec3 sc; - - 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, - max_alt_m, - sc, - // uncomment next paramater to fly under - // bridges and a slightly faster algorithm - // but you won't be able to land on aircraft carriers - // current_tile->get_terra_transform(), - &hit_list, - &hit_elev, - &hit_radius, - hit_normal); - } - - if ( hit ) { - // cout << "elev = " << hit_elev << " " << hit_radius << endl; - 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; -} - - -void FGTileMgr::prep_ssg_nodes( SGLocation *location, float vis ) { +void FGTileMgr::prep_ssg_nodes(float vis) { // traverse the potentially viewable tile list and update range // selector and transform - Point3D center = location->get_tile_center(); - if (center == Point3D(0.0)) - return; - float *up = location->get_world_up(); - - FGTileEntry *e; + TileEntry *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( center, up, vis); + e->prep_ssg_node(vis); } else { SG_LOG(SG_INPUT, SG_ALERT, "warning ... empty tile in cache"); } @@ -524,13 +382,62 @@ void FGTileMgr::prep_ssg_nodes( SGLocation *location, float vis ) { } } -bool FGTileMgr::set_tile_filter( bool f ) { - bool old = tile_filter; - tile_filter = f; - return old; +bool FGTileMgr::scenery_available(const SGGeod& position, double range_m) +{ + return scenery_available(position.getLatitudeDeg(), + position.getLongitudeDeg(), range_m); +} + +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); + TileEntry *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 ); + TileEntry *te = tile_cache.get_tile(b); + if (!te || !te->is_loaded()) + return false; + } + } + } + + // Survived all tests. + return true; +} + +namespace +{ +struct IsTileLoaded : + public std::unary_function +{ + bool operator()(const TileCache::tile_map::value_type& tilePair) const + { + return tilePair.second->is_loaded(); + } +}; } -int FGTileMgr::tile_filter_cb( ssgEntity *, int ) +bool FGTileMgr::isSceneryLoaded() { - return tile_filter ? 1 : 0; + return (std::find_if(tile_cache.begin(), tile_cache.end(), + std::not1(IsTileLoaded())) + == tile_cache.end()); }