X-Git-Url: https://git.mxchange.org/?a=blobdiff_plain;f=src%2FScenery%2Ftilemgr.cxx;h=41093a26ceb87f87dd8650bbe983bccf0982fa8f;hb=a99ea1c7b5fb0ba69810bbad9b6aca8b4cdc116b;hp=c9b335249f04545697df4d3b278b436994b6c5de;hpb=b3c5a8fb95335de6bef4f4a814c1e9e3c611d781;p=flightgear.git diff --git a/src/Scenery/tilemgr.cxx b/src/Scenery/tilemgr.cxx index c9b335249..41093a26c 100644 --- a/src/Scenery/tilemgr.cxx +++ b/src/Scenery/tilemgr.cxx @@ -2,7 +2,7 @@ // // 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 @@ -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. // // $Id$ @@ -25,59 +25,45 @@ # include #endif -#ifdef HAVE_WINDOWS_H -# include -#endif - -#include +#include +#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 - -// the tile manager -FGTileMgr global_tile_mgr; - +using std::for_each; +using flightgear::SceneryPager; +using simgear::SGModelLib; +using simgear::TileEntry; +using simgear::TileCache; -#ifdef 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; - - -// Constructor FGTileMgr::FGTileMgr(): state( Start ), - current_tile( NULL ), - vis( 16000 ), - max_cache_size(100), - counter_hack(0) + 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()); } @@ -85,32 +71,18 @@ 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() ) { -#ifdef 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; @@ -118,26 +90,29 @@ int FGTileMgr::init() { 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 ); + TileEntry *t = tile_cache.get_tile( b ); - if ( t == NULL ) { + if ( !t ) { // make space in the cache - while ( (int)tile_cache.get_size() > max_cache_size ) { + 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; @@ -145,79 +120,93 @@ void FGTileMgr::sched_tile( const SGBucket& b ) { } // 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 ); - } else { - // insert failed (cache full with no available entries to - // delete.) Try again later - delete e; - } + if ( tile_cache.insert_tile( 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 ); } } // 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; } + + // 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() + // << " current cache size = " << tile_cache.get_size() << endl; - // note * 2 at end doubles cache size (for fdm and viewer) - max_cache_size = (2*xrange + 2) * (2*yrange + 2) * 2; + // 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 ); + } + } } } @@ -227,7 +216,8 @@ void FGTileMgr::initialize_queue() // 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 @@ -241,266 +231,215 @@ 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()); } + return result; +} + +// 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) {} + + 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 + * internal function, do not call directly.) + */ +void FGTileMgr::update_queues() +{ + 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())); } // 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() ); +int FGTileMgr::update( double visibility_meters ) +{ + SGVec3d viewPos = globals->get_current_view()->get_view_pos(); + return update(SGGeod::fromCart(viewPos), visibility_meters); } +int FGTileMgr::update( const SGGeod& location, double visibility_meters) +{ + SG_LOG( SG_TERRAIN, SG_DEBUG, "FGTileMgr::update()" ); -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] ); + longitude = location.getLongitudeDeg(); + latitude = location.getLatitudeDeg(); - // SG_LOG( SG_TERRAIN, SG_DEBUG, "Updating Tile list for " << current_bucket ); + // SG_LOG( SG_TERRAIN, SG_DEBUG, "FGTileMgr::update() for " + // << longitude << " " << latatitude ); - setCurrentTile( 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() ); // 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); - } + 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; - - // load the next tile in the load queue (or authorize the next - // load in the case of the threaded tile pager) - loader.update(); - } - - - // 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. - 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 ); + SG_LOG( SG_TERRAIN, SG_INFO, "State == Start || Inited" ); +// initialize_queue(); + state = Running; + 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); } - dm->get_tile()->dec_pending_models(); - - delete dm; } - - // cout << "current elevation (ssg) == " << scenery.get_cur_elev() << endl; + update_queues(); // save bucket... previous_bucket = current_bucket; - // 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; - } - - if ( !attach_queue.empty() ) { -#ifdef 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_branch(), - globals->get_scenery()->get_rwy_lights_branch() ); - // cout << "Adding ssg nodes for " - } - - if ( !delete_queue.empty() ) { - // cout << "delete queue = " << delete_queue.size() << endl; - - while ( 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(); - while ( !e->free_tile() ); - delete_queue.pop(); - delete e; - } - - FGTileEntry* e = delete_queue.front(); - if ( e->free_tile() ) { - delete_queue.pop(); - delete e; - } - } - - // 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 0 - } -#endif - 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); -} - - -// check and set current tile and scenery center... -void FGTileMgr::setCurrentTile(double longitude, double latitude) { - - // 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) ); - } -} - - -int FGTileMgr::updateCurrentElevAtPos(sgdVec3 abs_pos_vector, 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, - sc, - current_tile->get_terra_transform(), - &hit_list, - &hit_elev, - &hit_radius, - hit_normal); - } - - 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; -} - - void FGTileMgr::prep_ssg_nodes(float vis) { // traverse the potentially viewable tile list and update range // selector and transform - // just setup and call new function... - - sgVec3 up; - sgCopyVec3( up, globals->get_current_view()->get_world_up() ); - - Point3D center; - center = globals->get_scenery()->get_center(); - prep_ssg_nodes( vis, up, center ); - -} - - -void FGTileMgr::prep_ssg_nodes(float vis, sgVec3 up, Point3D center) { - - // traverse the potentially viewable tile list and update range - // selector and transform - - 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); + if ( (e = tile_cache.get_current()) ) { + e->prep_ssg_node(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::scenery_available(const SGGeod& position, double range_m) +{ + // sanity check (unfortunately needed!) + if (position.getLongitudeDeg() < -180 || position.getLongitudeDeg() > 180 || + position.getLatitudeDeg() < -90 || position.getLatitudeDeg() > 90) + return false; + + SGBucket bucket(position); + TileEntry *te = tile_cache.get_tile(bucket); + if (!te || !te->is_loaded()) + return false; + + SGVec3d cartPos = SGVec3d::fromGeod(position); + + // 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(); + double tile_r = 0.5*sqrt(tile_width*tile_width + tile_height*tile_height); + double max_dist = tile_r + range_m; + double max_dist2 = max_dist*max_dist; + + 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( position.getLongitudeDeg(), + position.getLatitudeDeg(), x, y ); + // Do not ask if it is just the next tile but way out of range. + if (max_dist2 < distSqr(cartPos, SGVec3d::fromGeod(b.get_center()))) + continue; + 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(); + } +}; +} + +bool FGTileMgr::isSceneryLoaded() +{ + return (std::find_if(tile_cache.begin(), tile_cache.end(), + std::not1(IsTileLoaded())) + == tile_cache.end()); +}