X-Git-Url: https://git.mxchange.org/?a=blobdiff_plain;f=src%2FScenery%2Ftilemgr.cxx;h=53d2d6d4eb59e1a210e66305530fc786e1f5baec;hb=048da049f87fe3f543795f3b1b511d774caa2787;hp=3fa403b3561174b3a352a88f7b79ed1e98739c45;hpb=cdd3082998dcd578ec186c03e1f03565e02d2919;p=flightgear.git diff --git a/src/Scenery/tilemgr.cxx b/src/Scenery/tilemgr.cxx index 3fa403b35..53d2d6d4e 100644 --- a/src/Scenery/tilemgr.cxx +++ b/src/Scenery/tilemgr.cxx @@ -41,38 +41,35 @@ #include #include
+#include
+#include
#include -#ifndef FG_OLD_WEATHER -# include -#else -# include -#endif - #include "newcache.hxx" #include "scenery.hxx" #include "tilemgr.hxx" #define TEST_LAST_HIT_CACHE -extern ssgRoot *scene; -extern ssgBranch *terrain; - // the tile manager FGTileMgr global_tile_mgr; -// a temporary hack until we get everything rewritten with sgdVec3 -static inline Point3D operator + (const Point3D& a, const sgdVec3 b) -{ - return Point3D(a.x()+b[0], a.y()+b[1], a.z()+b[2]); -} +#ifdef ENABLE_THREADS +SGLockedQueue FGTileMgr::attach_queue; +SGLockedQueue FGTileMgr::model_queue; +#else +queue FGTileMgr::attach_queue; +queue FGTileMgr::model_queue; +#endif // ENABLE_THREADS // Constructor FGTileMgr::FGTileMgr(): state( Start ), - vis( 16000 ) + current_tile( NULL ), + vis( 16000 ), + counter_hack(0) { } @@ -84,18 +81,33 @@ FGTileMgr::~FGTileMgr() { // Initialize the Tile Manager subsystem int FGTileMgr::init() { - FG_LOG( FG_TERRAIN, FG_INFO, "Initializing Tile Manager subsystem." ); + SG_LOG( SG_TERRAIN, SG_INFO, "Initializing Tile Manager subsystem." ); - if ( state != Start ) { - FG_LOG( FG_TERRAIN, FG_INFO, - "... Reinitializing." ); - destroy_queue(); - } else { - FG_LOG( FG_TERRAIN, FG_INFO, - "... First time through." ); - global_tile_cache.init(); + tile_cache.init(); + +#if 0 + + // 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. + + 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(); state = Inited; @@ -113,122 +125,56 @@ int FGTileMgr::init() { // schedule a tile for loading void FGTileMgr::sched_tile( const SGBucket& b ) { // see if tile already exists in the cache - FGTileEntry *t = global_tile_cache.get_tile( b ); - - if ( t == NULL ) { - // register a load request - load_queue.push_back( b ); - } -} - - -// load a tile -void FGTileMgr::load_tile( const SGBucket& b ) { - // see if tile already exists in the cache - FGTileEntry *t = global_tile_cache.get_tile( b ); + FGTileEntry *t = tile_cache.get_tile( b ); if ( t == NULL ) { - FG_LOG( FG_TERRAIN, FG_DEBUG, "Loading tile " << b ); - global_tile_cache.fill_in( b ); - t = global_tile_cache.get_tile( b ); - t->prep_ssg_node( scenery.center, vis); - } else { - FG_LOG( FG_TERRAIN, FG_DEBUG, "Tile already in cache " << b ); - } -} - - -static void CurrentNormalInLocalPlane(sgVec3 dst, sgVec3 src) { - sgVec3 tmp; - sgSetVec3(tmp, src[0], src[1], src[2] ); - sgMat4 TMP; - sgTransposeNegateMat4 ( TMP, globals->get_current_view()->get_UP() ) ; - sgXformVec3(tmp, tmp, TMP); - sgSetVec3(dst, tmp[2], tmp[1], tmp[0] ); -} + // create a new entry + FGTileEntry *e = new FGTileEntry( b ); - -// Determine scenery altitude via ssg. Normally this just happens -// when we render the scene, but we'd also like to be able to do this -// explicitely. lat & lon are in radians. view_pos in current world -// coordinate translated near (0,0,0) (in meters.) Returns result in -// meters. -bool FGTileMgr::current_elev_ssg( sgdVec3 abs_view_pos, double *terrain_elev ) { - sgdVec3 view_pos; - sgdVec3 sc; - sgdSetVec3( sc, scenery.center.x(), scenery.center.y(), scenery.center.z()); - sgdSubVec3( view_pos, abs_view_pos, sc ); - - sgdVec3 orig, dir; - sgdCopyVec3(orig, view_pos ); - sgdCopyVec3(dir, abs_view_pos ); - - hit_list.Intersect( terrain, orig, dir ); - - int this_hit=0; - Point3D geoc; - double result = -9999; - - int hitcount = hit_list.num_hits(); - for ( int i = 0; i < hitcount; ++i ) { - geoc = sgCartToPolar3d( scenery.center + hit_list.get_point(i) ); - double lat_geod, alt, sea_level_r; - sgGeocToGeod(geoc.lat(), geoc.radius(), &lat_geod, - &alt, &sea_level_r); - if ( alt > result && alt < 10000 ) { - result = alt; - this_hit = i; + // 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 ( result > -9000 ) { - *terrain_elev = result; - scenery.cur_radius = geoc.radius(); - sgVec3 tmp; - sgSetVec3(tmp, hit_list.get_normal(this_hit)); - // cout << "cur_normal: " << tmp[0] << " " << tmp[1] << " " - // << tmp[2] << endl; - ssgState *IntersectedLeafState = - ((ssgLeaf*)hit_list.get_entity(this_hit))->getState(); - CurrentNormalInLocalPlane(tmp, tmp); - sgdSetVec3( scenery.cur_normal, tmp ); - // cout << "NED: " << tmp[0] << " " << tmp[1] << " " << tmp[2] << endl; - return true; - } else { - FG_LOG( FG_TERRAIN, FG_INFO, "no terrain intersection" ); - *terrain_elev = 0.0; - float *up = globals->get_current_view()->get_world_up(); - sgdSetVec3(scenery.cur_normal, up[0], up[1], up[2]); - return false; - } } // schedule a needed buckets for loading -void FGTileMgr::schedule_needed() { -#ifndef FG_OLD_WEATHER - if ( WeatherDatabase != NULL ) { - vis = WeatherDatabase->getWeatherVisibility(); - } else { - vis = 16000; +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 ) + { + SG_LOG( SG_TERRAIN, SG_ALERT, + "Attempting to schedule tiles for bogus latitude and" ); + SG_LOG( SG_TERRAIN, SG_ALERT, + "longitude. This is a FATAL error. Exiting!" ); + exit(-1); } -#else - vis = current_weather.get_visibility(); -#endif - cout << "visibility = " << vis << endl; - double tile_width = current_bucket.get_width_m(); - double tile_height = current_bucket.get_height_m(); - cout << "tile width = " << tile_width << " tile_height = " << tile_height - << endl; + SG_LOG( SG_TERRAIN, SG_INFO, + "scheduling needed tiles for " << longitude << " " << latitude ); + +// 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; xrange = (int)(vis / tile_width) + 1; yrange = (int)(vis / tile_height) + 1; if ( xrange < 1 ) { xrange = 1; } if ( yrange < 1 ) { yrange = 1; } - cout << "xrange = " << xrange << " yrange = " << yrange << endl; + // cout << "xrange = " << xrange << " yrange = " << yrange << endl; - global_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; @@ -243,9 +189,7 @@ void FGTileMgr::schedule_needed() { for ( y = -1; y <= 1; ++y ) { if ( x != 0 || y != 0 ) { b = sgBucketOffset( longitude, latitude, x, y ); - if ( ! global_tile_cache.exists( b ) ) { - sched_tile( b ); - } + sched_tile( b ); } } } @@ -255,9 +199,7 @@ void FGTileMgr::schedule_needed() { for ( y = -yrange; y <= yrange; ++y ) { if ( x < -1 || x > 1 || y < -1 || y > 1 ) { SGBucket b = sgBucketOffset( longitude, latitude, x, y ); - if ( ! global_tile_cache.exists( b ) ) { - sched_tile( b ); - } + sched_tile( b ); } } } @@ -269,13 +211,11 @@ void FGTileMgr::initialize_queue() // First time through or we have teleported, initialize the // system and load all relavant tiles - FG_LOG( FG_TERRAIN, FG_INFO, "Updating Tile list for " << current_bucket ); - cout << "tile cache size = " << global_tile_cache.get_size() << endl; - - int i; + SG_LOG( SG_TERRAIN, SG_INFO, "Updating Tile list for " << current_bucket ); + // cout << "tile cache size = " << tile_cache.get_size() << endl; // wipe/initialize tile cache - // global_tile_cache.init(); + // tile_cache.init(); previous_bucket.make_bad(); // build the local area list and schedule tiles for loading @@ -283,13 +223,17 @@ 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 // 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() ) { - FG_LOG( FG_TERRAIN, FG_DEBUG, + SG_LOG( SG_TERRAIN, SG_DEBUG, "Load queue not empty, loading a tile" ); SGBucket pending = load_queue.front(); @@ -297,137 +241,219 @@ void FGTileMgr::initialize_queue() load_tile( pending ); } } -} - - -// forced emptying of the queue -// This is necessay to keep bookeeping straight for the -// tile_cache -- which actually handles all the -// (de)allocations -void FGTileMgr::destroy_queue() { - load_queue.clear(); +#endif } // 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 ) { - FG_LOG( FG_TERRAIN, FG_DEBUG, "FGTileMgr::update()" ); +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() ); +} - // FGInterface *f = current_aircraft.fdm_state; +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 ); - // lonlat for this update - // longitude = f->get_Longitude() * RAD_TO_DEG; - // latitude = f->get_Latitude() * RAD_TO_DEG; longitude = lon; latitude = lat; - // FG_LOG( FG_TERRAIN, FG_DEBUG, "lon "<< lonlat[LON] << + 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 ); - // FG_LOG( FG_TERRAIN, FG_DEBUG, "Updating Tile list for " << current_bucket ); + // SG_LOG( SG_TERRAIN, SG_DEBUG, "Updating Tile list for " << current_bucket ); - if ( global_tile_cache.exists( current_bucket ) ) { - current_tile = global_tile_cache.get_tile( current_bucket ); - scenery.next_center = current_tile->center; - } else { - FG_LOG( FG_TERRAIN, FG_WARN, "Tile not found (Ok if initializing)" ); - } + setCurrentTile( longitude, latitude); + // do tile load scheduling. + // Note that we need keep track of both viewer buckets and fdm buckets. if ( 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(); 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 ( load_queue.size() ) { - FG_LOG( FG_TERRAIN, FG_INFO, "Load queue size = " << load_queue.size() - << " loading a tile" ); + + // 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 ); + } + dm->get_tile()->dec_pending_models(); - SGBucket pending = load_queue.front(); - load_queue.pop_front(); - load_tile( pending ); + delete dm; } + + // cout << "current elevation (ssg) == " << scenery.get_cur_elev() << endl; - if ( scenery.center == Point3D(0.0) ) { - // initializing - cout << "initializing scenery current elevation ... " << endl; - sgdVec3 tmp_abs_view_pos; - sgVec3 tmp_view_pos; - - Point3D geod_pos = Point3D( longitude * DEG_TO_RAD, - latitude * DEG_TO_RAD, - 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(); - sgSetVec3( tmp_view_pos, 0.0, 0.0, 0.0 ); - double tmp_elev; - if ( current_elev_ssg(tmp_abs_view_pos, &tmp_elev) ) { - scenery.cur_elev = tmp_elev; - } else { - scenery.cur_elev = 0.0; - } - cout << "result = " << scenery.cur_elev << endl; + + // 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 { - // cout << "abs view pos = " << current_view.abs_view_pos - // << " view pos = " << current_view.view_pos << endl; - double tmp_elev; - if ( current_elev_ssg(globals->get_current_view()->get_abs_view_pos(), - &tmp_elev) ) - { - scenery.cur_elev = tmp_elev; - } else { - scenery.cur_elev = 0.0; - } + counter_hack = (counter_hack + 1) % 5; } - // cout << "current elevation (ssg) == " << scenery.cur_elev << endl; + 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 " + } - previous_bucket = current_bucket; - last_longitude = longitude; - last_latitude = latitude; + // 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); +} -void FGTileMgr::prep_ssg_nodes() { - float vis = 0.0; +// check and set current tile and scenery center... +void FGTileMgr::setCurrentTile(double longitude, double latitude) { -#ifndef FG_OLD_WEATHER - if ( WeatherDatabase ) { - vis = WeatherDatabase->getWeatherVisibility(); + // 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 { - vis = 16000; + SG_LOG( SG_TERRAIN, SG_WARN, "Tile not found (Ok if initializing)" ); + globals->get_scenery()->set_next_center( Point3D(0.0) ); } -#else - vis = current_weather.get_visibility(); -#endif - // cout << "visibility = " << vis << endl; +} + +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; - global_tile_cache.reset_traversal(); + tile_cache.reset_traversal(); - while ( ! global_tile_cache.at_end() ) { + while ( ! tile_cache.at_end() ) { // cout << "processing a tile" << endl; - if ( (e = global_tile_cache.get_current()) ) { - e->prep_ssg_node( scenery.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"); } - global_tile_cache.next(); + tile_cache.next(); } } +