X-Git-Url: https://git.mxchange.org/?a=blobdiff_plain;f=src%2FScenery%2Fnewcache.cxx;h=b83d3a3aabbbe718abd9c1f6839b3b4952937573;hb=45390e0655fffa45a16cba77fafdd9421ed7d6e2;hp=53e0af00e9183e8f8f8d33f4bf67c1b5518ffc28;hpb=95d6d93bed500dd2548dd1ee75d5693ee46accde;p=flightgear.git diff --git a/src/Scenery/newcache.cxx b/src/Scenery/newcache.cxx index 53e0af00e..b83d3a3aa 100644 --- a/src/Scenery/newcache.cxx +++ b/src/Scenery/newcache.cxx @@ -30,40 +30,29 @@ #endif #include -#include +#include #include // plib include #include #include -#include -#include -#include -#include +#include #include
-#include -#include -#include +#include
#include // for scenery.center #include "newcache.hxx" #include "tileentry.hxx" -#include "tilemgr.hxx" // temp, need to delete later -FG_USING_NAMESPACE(std); -// a cheesy hack (to be fixed later) -extern ssgBranch *terrain; -extern ssgBranch *ground; - - -// the tile cache -FGNewCache global_tile_cache; +SG_USING_NAMESPACE(std); // Constructor -FGNewCache::FGNewCache( void ) { +FGNewCache::FGNewCache( void ) : + max_cache_size(50) +{ tile_cache.clear(); } @@ -75,254 +64,86 @@ FGNewCache::~FGNewCache( void ) { // Free a tile cache entry void FGNewCache::entry_free( long cache_index ) { - FG_LOG( FG_TERRAIN, FG_INFO, "FREEING CACHE ENTRY = " << cache_index ); - FGTileEntry *e = tile_cache[cache_index]; - e->free_tile(); - delete( e ); + SG_LOG( SG_TERRAIN, SG_DEBUG, "FREEING CACHE ENTRY = " << cache_index ); + FGTileEntry *tile = tile_cache[cache_index]; + tile->disconnect_ssg_nodes(); + +#ifdef WISH_PLIB_WAS_THREADED // but it isn't + tile->sched_removal(); +#else + tile->free_tile(); + delete tile; +#endif + tile_cache.erase( cache_index ); } // Initialize the tile cache subsystem void FGNewCache::init( void ) { - FG_LOG( FG_TERRAIN, FG_INFO, "Initializing the tile cache." ); + SG_LOG( SG_TERRAIN, SG_INFO, "Initializing the tile cache." ); - // expand cache if needed. For best results ... i.e. to avoid - // tile load problems and blank areas: - max_cache_size = 50; // a random number to start with - FG_LOG( FG_TERRAIN, FG_INFO, " max cache size = " + SG_LOG( SG_TERRAIN, SG_INFO, " max cache size = " << max_cache_size ); - FG_LOG( FG_TERRAIN, FG_INFO, " current cache size = " + SG_LOG( SG_TERRAIN, SG_INFO, " current cache size = " << tile_cache.size() ); - - tile_map_iterator current = tile_cache.begin(); - tile_map_iterator end = tile_cache.end(); - - for ( ; current != end; ++current ) { - long index = current->first; - FG_LOG( FG_TERRAIN, FG_DEBUG, "clearing " << index ); - FGTileEntry *e = current->second; - e->tile_bucket.make_bad(); - entry_free(index); - } - // and ... just in case we missed something ... - terrain->removeAllKids(); +#if 0 // don't clear the cache right now + clear_cache(); +#endif - FG_LOG( FG_TERRAIN, FG_INFO, " done with init()" ); + SG_LOG( SG_TERRAIN, SG_INFO, " done with init()" ); } // Search for the specified "bucket" in the cache -bool FGNewCache::exists( const SGBucket& b ) { +bool FGNewCache::exists( const SGBucket& b ) const { long tile_index = b.gen_index(); - tile_map_iterator it = tile_cache.find( tile_index ); + const_tile_map_iterator it = tile_cache.find( tile_index ); return ( it != tile_cache.end() ); } +// depricated for threading #if 0 -static void print_refs( ssgSelector *sel, ssgTransform *trans, - ssgRangeSelector *range) -{ - cout << "selector -> " << sel->getRef() - << " transform -> " << trans->getRef() - << " range -> " << range->getRef() << endl; -} -#endif - - -static ssgLeaf *gen_lights( ssgVertexArray *lights, int inc, float bright ) { - // generate a repeatable random seed - float *p1 = lights->get( 0 ); - unsigned int *seed = (unsigned int *)p1; - sg_srandom( *seed ); - - int size = lights->getNum() / inc; - - // Allocate ssg structure - ssgVertexArray *vl = new ssgVertexArray( size + 1 ); - ssgNormalArray *nl = NULL; - ssgTexCoordArray *tl = NULL; - ssgColourArray *cl = new ssgColourArray( size + 1 ); - - sgVec4 color; - for ( int i = 0; i < lights->getNum(); ++i ) { - // this loop is slightly less efficient than it otherwise - // could be, but we want a red light to always be red, and a - // yellow light to always be yellow, etc. so we are trying to - // preserve the random sequence. - float zombie = sg_random(); - if ( i % inc == 0 ) { - vl->add( lights->get(i) ); - - // factor = sg_random() ^ 2, range = 0 .. 1 concentrated towards 0 - float factor = sg_random(); - factor *= factor; - - if ( zombie > 0.5 ) { - // 50% chance of yellowish - sgSetVec4( color, 0.9, 0.9, 0.3, bright - factor * 0.2 ); - } else if ( zombie > 0.15 ) { - // 35% chance of whitish - sgSetVec4( color, 0.9, 0.9, 0.8, bright - factor * 0.2 ); - } else if ( zombie > 0.05 ) { - // 10% chance of orangish - sgSetVec4( color, 0.9, 0.6, 0.2, bright - factor * 0.2 ); - } else { - // 5% chance of redish - sgSetVec4( color, 0.9, 0.2, 0.2, bright - factor * 0.2 ); - } - cl->add( color ); - } - } - - // create ssg leaf - ssgLeaf *leaf = - new ssgVtxTable ( GL_POINTS, vl, nl, tl, cl ); - - // assign state - FGNewMat *newmat = material_lib.find( "LIGHTS" ); - leaf->setState( newmat->get_state() ); - - return leaf; -} - - // Fill in a tile cache entry with real data for the specified bucket void FGNewCache::fill_in( const SGBucket& b ) { - FG_LOG( FG_TERRAIN, FG_INFO, "FILL IN CACHE ENTRY = " << b.gen_index() ); + SG_LOG( SG_TERRAIN, SG_DEBUG, "FILL IN CACHE ENTRY = " << b.gen_index() ); // clear out a distant entry in the cache if needed. make_space(); // create the entry - FGTileEntry *e = new FGTileEntry; + FGTileEntry *e = new FGTileEntry( b ); // register it in the cache long tile_index = b.gen_index(); tile_cache[tile_index] = e; - // update the contents - e->center = Point3D( 0.0 ); - if ( e->vec3_ptrs.size() || e->vec2_ptrs.size() || e->index_ptrs.size() ) { - FG_LOG( FG_TERRAIN, FG_ALERT, - "Attempting to overwrite existing or" - << " not properly freed leaf data." ); - exit(-1); - } - - e->terra_transform = new ssgTransform; - e->terra_range = new ssgRangeSelector; - e->tile_bucket = b; - - FGPath tile_path; - if ( globals->get_options()->get_fg_scenery() != "" ) { - tile_path.set( globals->get_options()->get_fg_scenery() ); + SGPath tile_path; + if ( globals->get_fg_scenery() != (string)"" ) { + tile_path.set( globals->get_fg_scenery() ); } else { - tile_path.set( globals->get_options()->get_fg_root() ); + tile_path.set( globals->get_fg_root() ); tile_path.append( "Scenery" ); } - tile_path.append( b.gen_base_path() ); - // fgObjLoad will generate ground lighting for us ... - ssgVertexArray *light_pts = new ssgVertexArray( 100 ); - // Load the appropriate data file - FGPath tile_base = tile_path; - tile_base.append( b.gen_index_str() ); - ssgBranch *new_tile = fgObjLoad( tile_base.str(), e, light_pts, true ); - - if ( new_tile != NULL ) { - e->terra_range->addKid( new_tile ); - } - - // load custom objects - FG_LOG( FG_TERRAIN, FG_DEBUG, "CUSTOM OBJECTS" ); - - FGPath index_path = tile_path; - index_path.append( b.gen_index_str() ); - index_path.concat( ".ind" ); - - FG_LOG( FG_TERRAIN, FG_DEBUG, "Looking in " << index_path.str() ); - - fg_gzifstream in( index_path.str() ); - - if ( in.is_open() ) { - string token, name; - - while ( ! in.eof() ) { - in >> token; - in >> name; -#if defined ( macintosh ) || defined ( _MSC_VER ) - in >> ::skipws; -#else - in >> skipws; -#endif - FG_LOG( FG_TERRAIN, FG_DEBUG, "token = " << token - << " name = " << name ); - - FGPath custom_path = tile_path; - custom_path.append( name ); - ssgBranch *custom_obj = - fgObjLoad( custom_path.str(), e, NULL, false ); - if ( (new_tile != NULL) && (custom_obj != NULL) ) { - new_tile -> addKid( custom_obj ); - } - } - } - - e->terra_transform->addKid( e->terra_range ); - - // calculate initial tile offset - e->SetOffset( scenery.center ); - sgCoord sgcoord; - sgSetCoord( &sgcoord, - e->offset.x(), e->offset.y(), e->offset.z(), - 0.0, 0.0, 0.0 ); - e->terra_transform->setTransform( &sgcoord ); - terrain->addKid( e->terra_transform ); - - e->lights_transform = NULL; - e->lights_range = NULL; - /* uncomment this section for testing ground lights */ - if ( light_pts->getNum() ) { - FG_LOG( FG_TERRAIN, FG_DEBUG, "generating lights" ); - e->lights_transform = new ssgTransform; - e->lights_range = new ssgRangeSelector; - e->lights_brightness = new ssgSelector; - ssgLeaf *lights; - - lights = gen_lights( light_pts, 4, 0.7 ); - e->lights_brightness->addKid( lights ); - - lights = gen_lights( light_pts, 2, 0.85 ); - e->lights_brightness->addKid( lights ); - - lights = gen_lights( light_pts, 1, 1.0 ); - e->lights_brightness->addKid( lights ); - - e->lights_range->addKid( e->lights_brightness ); - e->lights_transform->addKid( e->lights_range ); - e->lights_transform->setTransform( &sgcoord ); - ground->addKid( e->lights_transform ); - } - /* end of ground light section */ + e->load( tile_path, true ); } +#endif // Ensure at least one entry is free in the cache -void FGNewCache::make_space() { - FG_LOG( FG_TERRAIN, FG_INFO, "Make space in cache" ); - - - FG_LOG( FG_TERRAIN, FG_DEBUG, "cache entries = " << tile_cache.size() ); - FG_LOG( FG_TERRAIN, FG_INFO, "max size = " << max_cache_size ); +bool FGNewCache::make_space() { + SG_LOG( SG_TERRAIN, SG_DEBUG, "Make space in cache" ); + SG_LOG( SG_TERRAIN, SG_DEBUG, "cache entries = " << tile_cache.size() ); + SG_LOG( SG_TERRAIN, SG_DEBUG, "max size = " << max_cache_size ); if ( (int)tile_cache.size() < max_cache_size ) { // space in the cache, return - return; + return true; } while ( (int)tile_cache.size() >= max_cache_size ) { @@ -339,40 +160,86 @@ void FGNewCache::make_space() { long index = current->first; FGTileEntry *e = current->second; - // calculate approximate distance from view point - sgdCopyVec3( abs_view_pos, - globals->get_current_view()->get_abs_view_pos() ); - - FG_LOG( FG_TERRAIN, FG_DEBUG, "DIST Abs view pos = " - << abs_view_pos[0] << "," - << abs_view_pos[1] << "," - << abs_view_pos[2] ); - FG_LOG( FG_TERRAIN, FG_DEBUG, - " ref point = " << e->center ); - - sgdVec3 center; - sgdSetVec3( center, e->center.x(), e->center.y(), e->center.z() ); - dist = sgdDistanceVec3( center, abs_view_pos ); - - FG_LOG( FG_TERRAIN, FG_DEBUG, " distance = " << dist ); - - if ( dist > max_dist ) { - max_dist = dist; - max_index = index; + if ( e->is_loaded() && e->get_pending_models() == 0 ) { + // calculate approximate distance from view point + sgdCopyVec3( abs_view_pos, + globals->get_current_view()->get_abs_view_pos() ); + + SG_LOG( SG_TERRAIN, SG_DEBUG, "DIST Abs view pos = " + << abs_view_pos[0] << "," + << abs_view_pos[1] << "," + << abs_view_pos[2] ); + SG_LOG( SG_TERRAIN, SG_DEBUG, + " ref point = " << e->center ); + + sgdVec3 center; + sgdSetVec3( center, + e->center.x(), e->center.y(), e->center.z() ); + dist = sgdDistanceVec3( center, abs_view_pos ); + + SG_LOG( SG_TERRAIN, SG_DEBUG, " distance = " << dist ); + + if ( dist > max_dist ) { + max_dist = dist; + max_index = index; + } } } // If we made it this far, then there were no open cache entries. - // We will instead free the furthest cache entry and return it's - // index. + // We will instead free the furthest cache entry and return true if ( max_index >= 0 ) { - FG_LOG( FG_TERRAIN, FG_DEBUG, " max_dist = " << max_dist ); - FG_LOG( FG_TERRAIN, FG_DEBUG, " index = " << max_index ); + SG_LOG( SG_TERRAIN, SG_DEBUG, " max_dist = " << max_dist ); + SG_LOG( SG_TERRAIN, SG_DEBUG, " index = " << max_index ); entry_free( max_index ); + return true; } else { - FG_LOG( FG_TERRAIN, FG_ALERT, "WHOOPS!!! Dying in next_avail()" ); - exit( -1 ); + SG_LOG( SG_TERRAIN, SG_ALERT, "WHOOPS!!! can't make_space(), tile " + "cache is full, but no entries available to removal." ); + return false; } } } + + +// Clear all completely loaded tiles (ignores partially loaded tiles) +void FGNewCache::clear_cache() { + // This is a hack that should really get cleaned up at some point + extern ssgBranch *terrain; + + tile_map_iterator current = tile_cache.begin(); + tile_map_iterator end = tile_cache.end(); + + for ( ; current != end; ++current ) { + long index = current->first; + SG_LOG( SG_TERRAIN, SG_DEBUG, "clearing " << index ); + FGTileEntry *e = current->second; + if ( e->is_loaded() && e->get_pending_models() == 0 ) { + e->tile_bucket.make_bad(); + entry_free(index); + } + } + + // and ... just in case we missed something ... + terrain->removeAllKids(); +} + + +/** + * Create a new tile and schedule it for loading. + */ +bool FGNewCache::insert_tile( FGTileEntry *e ) { + // clear out a distant entry in the cache if needed. + if ( make_space() ) { + // register it in the cache + long tile_index = e->get_tile_bucket().gen_index(); + tile_cache[tile_index] = e; + + return true; + } else { + // failed to find cache space + + return false; + } +}