X-Git-Url: https://git.mxchange.org/?a=blobdiff_plain;f=src%2FScenery%2Ftilemgr.cxx;h=53d2d6d4eb59e1a210e66305530fc786e1f5baec;hb=048da049f87fe3f543795f3b1b511d774caa2787;hp=0b7b22968667fad54bd5c381fed3e818a6450765;hpb=2e4f836a9883f90690c11a7d0dcebd4cb7e46445;p=flightgear.git diff --git a/src/Scenery/tilemgr.cxx b/src/Scenery/tilemgr.cxx index 0b7b22968..53d2d6d4e 100644 --- a/src/Scenery/tilemgr.cxx +++ b/src/Scenery/tilemgr.cxx @@ -51,10 +51,6 @@ #define TEST_LAST_HIT_CACHE -extern ssgRoot *scene; -extern ssgBranch *terrain; -extern ssgBranch *ground; - // the tile manager FGTileMgr global_tile_mgr; @@ -149,7 +145,7 @@ void FGTileMgr::sched_tile( const SGBucket& b ) { // schedule a needed buckets for loading -void FGTileMgr::schedule_needed() { +void FGTileMgr::schedule_needed( double vis, SGBucket curr_bucket) { // sanity check (unfortunately needed!) if ( longitude < -180.0 || longitude > 180.0 || latitude < -90.0 || latitude > 90.0 ) @@ -164,10 +160,10 @@ void FGTileMgr::schedule_needed() { 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 = current_bucket.get_width_m(); - double tile_height = current_bucket.get_height_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; @@ -177,7 +173,8 @@ void FGTileMgr::schedule_needed() { if ( yrange < 1 ) { yrange = 1; } // cout << "xrange = " << xrange << " yrange = " << yrange << endl; - tile_cache.set_max_cache_size( (2*xrange + 2) * (2*yrange + 2) ); + // note * 2 at end doubles cache size (for fdm and viewer) + tile_cache.set_max_cache_size( (2*xrange + 2) * (2*yrange + 2) * 2 ); SGBucket b; @@ -226,7 +223,8 @@ void FGTileMgr::initialize_queue() // start with the center tile and work out in concentric // "rings" - schedule_needed(); + double visibility_meters = fgGetDouble("/environment/visibility-m"); + schedule_needed(visibility_meters, current_bucket); // do we really want to lose this? CLO #if 0 @@ -250,33 +248,41 @@ void FGTileMgr::initialize_queue() // 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 ) { +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 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] ); - current_bucket.set_bucket( longitude, latitude ); // SG_LOG( SG_TERRAIN, SG_DEBUG, "Updating Tile list for " << current_bucket ); - if ( tile_cache.exists( current_bucket ) ) { - current_tile = tile_cache.get_tile( current_bucket ); - scenery.set_next_center( current_tile->center ); - } else { - SG_LOG( SG_TERRAIN, SG_WARN, "Tile not found (Ok if initializing)" ); - scenery.set_next_center( Point3D(0.0) ); - } + setCurrentTile( longitude, latitude); + // 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(); - } + 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); + } } else if ( state == Start || state == Inited ) { SG_LOG( SG_TERRAIN, SG_INFO, "State == Start || Inited" ); initialize_queue(); @@ -287,12 +293,13 @@ int FGTileMgr::update( double lon, double lat ) { 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 + // cout << "loading next model ..." << endl; + // load the next tile in the queue #ifdef ENABLE_THREADS FGDeferredModel* dm = model_queue.pop(); #else @@ -310,21 +317,20 @@ int FGTileMgr::update( double lon, double lat ) { delete dm; } - + // cout << "current elevation (ssg) == " << scenery.get_cur_elev() << endl; + + // save bucket... previous_bucket = current_bucket; - last_longitude = longitude; - last_latitude = latitude; // 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(); - + // Notify the tile loader that it can load another tile + loader.update(); + } else { + counter_hack = (counter_hack + 1) % 5; } - counter_hack = (counter_hack + 1) % 5; if ( !attach_queue.empty() ) { #ifdef ENABLE_THREADS @@ -333,99 +339,106 @@ int FGTileMgr::update( double lon, double lat ) { FGTileEntry* e = attach_queue.front(); attach_queue.pop(); #endif - e->add_ssg_nodes( terrain, ground ); + 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 " } - sgdVec3 sc; - sgdSetVec3( sc, - scenery.get_center()[0], - scenery.get_center()[1], - scenery.get_center()[2] ); + // 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 - if ( scenery.center == Point3D(0.0) ) { - // initializing - cout << "initializing scenery current elevation ... " << endl; - sgdVec3 tmp_abs_view_pos; - - Point3D geod_pos = Point3D( longitude * SGD_DEGREES_TO_RADIANS, - latitude * SGD_DEGREES_TO_RADIANS, - 0.0); - Point3D tmp = sgGeodToCart( geod_pos ); - scenery.center = tmp; - sgdSetVec3( tmp_abs_view_pos, tmp.x(), tmp.y(), tmp.z() ); - - // cout << "abs_view_pos = " << tmp_abs_view_pos << endl; - prep_ssg_nodes(); - - double tmp_elev; - if ( fgCurrentElev(tmp_abs_view_pos, sc, &hit_list, - &tmp_elev, &scenery.cur_radius, scenery.cur_normal) ) - { - scenery.set_cur_elev( tmp_elev ); - } else { - scenery.set_cur_elev( 0.0 ); - } - cout << "result = " << scenery.get_cur_elev() << endl; - } else { + } #endif - /* - cout << "abs view pos = " - << globals->get_current_view()->get_abs_view_pos()[0] << "," - << globals->get_current_view()->get_abs_view_pos()[1] << "," - << globals->get_current_view()->get_abs_view_pos()[2] - << " view pos = " - << globals->get_current_view()->get_view_pos()[0] << "," - << globals->get_current_view()->get_view_pos()[1] << "," - << globals->get_current_view()->get_view_pos()[2] - << endl; - cout << "current_tile = " << current_tile << endl; - cout << "Scenery center = " << sc[0] << "," << sc[1] << "," << sc[2] - << endl; - */ - - // 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(globals->get_current_view()->get_abs_view_pos(), - sc, - &hit_list, - &hit_elev, - &hit_radius, - hit_normal); - } - if ( hit ) { - scenery.set_cur_elev( hit_elev ); - scenery.set_cur_radius( hit_radius ); - scenery.set_cur_normal( hit_normal ); - } else { - scenery.set_cur_elev( -9999.0 ); - scenery.set_cur_radius( 0.0 ); - scenery.set_cur_normal( hit_normal ); - } + return 1; +} - // cout << "Current elevation = " << scenery.get_cur_elev() << endl; -#if 0 +// 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) ); } -#endif +} - return 1; +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 -void FGTileMgr::prep_ssg_nodes() { - float vis = 0.0; + // just setup and call new function... - vis = fgGetDouble("/environment/visibility-m"); + 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 @@ -435,11 +448,12 @@ void FGTileMgr::prep_ssg_nodes() { while ( ! tile_cache.at_end() ) { // cout << "processing a tile" << endl; - if ( (e = tile_cache.get_current()) ) { - e->prep_ssg_node( scenery.get_center(), vis); + if ( (e = tile_cache.get_current()) ) { + e->prep_ssg_node( center, up, vis); } else { - cout << "warning ... empty tile in cache" << endl; + SG_LOG(SG_INPUT, SG_ALERT, "warning ... empty tile in cache"); } tile_cache.next(); } } +