X-Git-Url: https://git.mxchange.org/?a=blobdiff_plain;f=src%2FScenery%2Ftilemgr.cxx;h=53d2d6d4eb59e1a210e66305530fc786e1f5baec;hb=048da049f87fe3f543795f3b1b511d774caa2787;hp=4a07fc7b1260fecbf22e4ec6640880506742f273;hpb=8d58f642575718f4e5b7ddd480a8c1e86333cfab;p=flightgear.git diff --git a/src/Scenery/tilemgr.cxx b/src/Scenery/tilemgr.cxx index 4a07fc7b1..53d2d6d4e 100644 --- a/src/Scenery/tilemgr.cxx +++ b/src/Scenery/tilemgr.cxx @@ -30,931 +30,430 @@ #endif #include -#include - -#include - -#include -// #include -#include -#include
-#include
-#include -#include -#include -#include -#include -#include -#include -#include -#include "scenery.hxx" -#include "tilecache.hxx" -#include "tileentry.hxx" -#include "tilemgr.hxx" +#include +#include +#include +#include +#include +#include +#include -// to test clipping speedup in fgTileMgrRender() -#if defined ( USE_FAST_FOV_CLIP ) -// #define TEST_FOV_CLIP -// #define TEST_ELEV -#endif - +#include
+#include
+#include
+#include -extern ssgRoot *scene; +#include "newcache.hxx" +#include "scenery.hxx" +#include "tilemgr.hxx" +#define TEST_LAST_HIT_CACHE // the tile manager FGTileMgr global_tile_mgr; +#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 ( void ): - state( Start ) +FGTileMgr::FGTileMgr(): + state( Start ), + current_tile( NULL ), + vis( 16000 ), + counter_hack(0) { } // Destructor -FGTileMgr::~FGTileMgr ( void ) { +FGTileMgr::~FGTileMgr() { } // Initialize the Tile Manager subsystem -int FGTileMgr::init( void ) { - FG_LOG( FG_TERRAIN, FG_INFO, "Initializing Tile Manager subsystem." ); +int FGTileMgr::init() { + SG_LOG( SG_TERRAIN, SG_INFO, "Initializing Tile Manager subsystem." ); - // load default material library - if ( ! material_mgr.loaded() ) { - material_mgr.load_lib(); + 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; + previous_bucket.make_bad(); + current_bucket.make_bad(); + + longitude = latitude = -1000.0; + last_longitude = last_latitude = -1000.0; + return 1; } // schedule a tile for loading -static void disable_tile( int cache_index ) { +void FGTileMgr::sched_tile( const SGBucket& b ) { // see if tile already exists in the cache - cout << "DISABLING CACHE ENTRY = " << cache_index << endl; - FGTileEntry *t = global_tile_cache.get_tile( cache_index ); - t->ssg_disable(); -} + FGTileEntry *t = tile_cache.get_tile( b ); + if ( t == NULL ) { + // create a new entry + FGTileEntry *e = new FGTileEntry( b ); -// schedule a tile for loading -int FGTileMgr::sched_tile( const FGBucket& b ) { - // see if tile already exists in the cache - int cache_index = global_tile_cache.exists( b ); - - if ( cache_index >= 0 ) { - // tile exists in cache, reenable it. - cout << "REENABLING DISABLED TILE" << endl; - FGTileEntry *t = global_tile_cache.get_tile( cache_index ); - t->select_ptr->select( 1 ); - t->mark_loaded(); - } else { - // find the next available cache entry and mark it as - // scheduled - cache_index = global_tile_cache.next_avail(); - FGTileEntry *t = global_tile_cache.get_tile( cache_index ); - t->mark_scheduled_for_use(); - - // register a load request - FGLoadRec request; - request.b = b; - request.cache_index = cache_index; - load_queue.push_back( request ); + // 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; + } } - - return cache_index; } -// load a tile -void FGTileMgr::load_tile( const FGBucket& b, int cache_index) { - - FG_LOG( FG_TERRAIN, FG_DEBUG, "Loading tile " << b ); - - global_tile_cache.fill_in(cache_index, b); +// schedule a needed buckets for loading +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); + } - FG_LOG( FG_TERRAIN, FG_DEBUG, "Loaded for cache index: " << cache_index ); -} + SG_LOG( SG_TERRAIN, SG_INFO, + "scheduling needed tiles for " << longitude << " " << latitude ); +// vis = fgGetDouble("/environment/visibility-m"); -// Calculate shortest distance from point to line -static double point_line_dist_squared( const Point3D& tc, const Point3D& vp, - MAT3vec d ) -{ - MAT3vec p, p0; + 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; - p[0] = tc.x(); p[1] = tc.y(); p[2] = tc.z(); - p0[0] = vp.x(); p0[1] = vp.y(); p0[2] = vp.z(); + 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; - return fgPointLineSquared(p, p0, d); -} + // 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; -// Determine scenery altitude. 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. abs_view_pos in meters. -// Returns result in meters. -double -FGTileMgr::current_elev_new( const FGBucket& p ) { - FGTileEntry *t; - fgFRAGMENT *frag_ptr; - Point3D abs_view_pos = current_view.get_abs_view_pos(); - Point3D earth_center(0.0); - Point3D result; - MAT3vec local_up; - double dist, lat_geod, alt, sea_level_r; - int index; - - local_up[0] = abs_view_pos.x(); - local_up[1] = abs_view_pos.y(); - local_up[2] = abs_view_pos.z(); - - // Find current translation offset - // fgBucketFind(lon * RAD_TO_DEG, lat * RAD_TO_DEG, &p); - index = global_tile_cache.exists(p); - if ( index < 0 ) { - FG_LOG( FG_TERRAIN, FG_WARN, "Tile not found" ); - return 0.0; - } + // schedule center tile first so it can be loaded first + b = sgBucketOffset( longitude, latitude, 0, 0 ); + sched_tile( b ); - t = global_tile_cache.get_tile(index); + int x, y; - scenery.next_center = t->center; - - FG_LOG( FG_TERRAIN, FG_DEBUG, - "Current bucket = " << p << " Index = " << p.gen_index_str() ); - FG_LOG( FG_TERRAIN, FG_DEBUG, - "abs_view_pos = " << abs_view_pos ); - - // calculate tile offset - // x = (t->offset.x = t->center.x - scenery.center.x); - // y = (t->offset.y = t->center.y - scenery.center.y); - // z = (t->offset.z = t->center.z - scenery.center.z); - - // calc current terrain elevation calculate distance from - // vertical tangent line at current position to center of - // tile. - - /* printf("distance squared = %.2f, bounding radius = %.2f\n", - point_line_dist_squared(&(t->offset), &(v->view_pos), - v->local_up), t->bounding_radius); */ - - dist = point_line_dist_squared( t->center, abs_view_pos, local_up ); - if ( dist < FG_SQUARE(t->bounding_radius) ) { - - // traverse fragment list for tile - FGTileEntry::FragmentIterator current = t->begin(); - FGTileEntry::FragmentIterator last = t->end(); - - for ( ; current != last; ++current ) { - frag_ptr = &(*current); - /* printf("distance squared = %.2f, bounding radius = %.2f\n", - point_line_dist_squared( &(frag_ptr->center), - &abs_view_pos), local_up), - frag_ptr->bounding_radius); */ - - dist = point_line_dist_squared( frag_ptr->center, - abs_view_pos, - local_up); - if ( dist <= FG_SQUARE(frag_ptr->bounding_radius) ) { - if ( frag_ptr->intersect( abs_view_pos, - earth_center, 0, result ) ) { - FG_LOG( FG_TERRAIN, FG_DEBUG, "intersection point " << - result ); - // compute geocentric coordinates of tile center - Point3D pp = fgCartToPolar3d(result); - FG_LOG( FG_TERRAIN, FG_DEBUG, " polar form = " << pp ); - // convert to geodetic coordinates - fgGeocToGeod(pp.lat(), pp.radius(), &lat_geod, - &alt, &sea_level_r); - - // printf("alt = %.2f\n", alt); - // exit since we found an intersection - if ( alt > -9999.0 ) { - // printf("returning alt\n"); - return alt; - } else { - // printf("returning 0\n"); - return 0.0; - } - } + // 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 ); } } } - - FG_LOG( FG_TERRAIN, FG_INFO, "(new) no terrain intersection found" ); - - return 0.0; -} - - -// Determine scenery altitude. 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. abs_view_pos in meters. -// Returns result in meters. -double -FGTileMgr::current_elev( double lon, double lat, const Point3D& abs_view_pos ) { - FGTileCache *c; - FGTileEntry *t; - fgFRAGMENT *frag_ptr; - Point3D earth_center(0.0); - Point3D result; - MAT3vec local_up; - double dist, lat_geod, alt, sea_level_r; - int index; - - c = &global_tile_cache; - - local_up[0] = abs_view_pos.x(); - local_up[1] = abs_view_pos.y(); - local_up[2] = abs_view_pos.z(); - - FG_LOG( FG_TERRAIN, FG_DEBUG, "Absolute view pos = " << abs_view_pos ); - - // Find current translation offset - FGBucket p( lon * RAD_TO_DEG, lat * RAD_TO_DEG ); - index = c->exists(p); - if ( index < 0 ) { - FG_LOG( FG_TERRAIN, FG_WARN, "Tile not found" ); - return 0.0; - } - - t = c->get_tile(index); - - scenery.next_center = t->center; - - FG_LOG( FG_TERRAIN, FG_DEBUG, - "Pos = (" << lon * RAD_TO_DEG << ", " << lat * RAD_TO_DEG - << ") Current bucket = " << p - << " Index = " << p.gen_index_str() ); - - FG_LOG( FG_TERRAIN, FG_DEBUG, "Tile center " << t->center - << " bounding radius = " << t->bounding_radius ); - - // calculate tile offset - // x = (t->offset.x = t->center.x - scenery.center.x); - // y = (t->offset.y = t->center.y - scenery.center.y); - // z = (t->offset.z = t->center.z - scenery.center.z); - // calc current terrain elevation calculate distance from - // vertical tangent line at current position to center of - // tile. - - /* printf("distance squared = %.2f, bounding radius = %.2f\n", - point_line_dist_squared(&(t->offset), &(v->view_pos), - v->local_up), t->bounding_radius); */ - - dist = point_line_dist_squared( t->center, abs_view_pos, local_up ); - FG_LOG( FG_TERRAIN, FG_DEBUG, "(gross check) dist squared = " << dist ); - - if ( dist < FG_SQUARE(t->bounding_radius) ) { - - // traverse fragment list for tile - FGTileEntry::FragmentIterator current = t->begin(); - FGTileEntry::FragmentIterator last = t->end(); - - for ( ; current != last; ++current ) { - frag_ptr = &(*current); - /* printf("distance squared = %.2f, bounding radius = %.2f\n", - point_line_dist_squared( &(frag_ptr->center), - &abs_view_pos), local_up), - frag_ptr->bounding_radius); */ - - dist = point_line_dist_squared( frag_ptr->center, - abs_view_pos, - local_up); - if ( dist <= FG_SQUARE(frag_ptr->bounding_radius) ) { - if ( frag_ptr->intersect( abs_view_pos, - earth_center, 0, result ) ) { - FG_LOG( FG_TERRAIN, FG_DEBUG, "intersection point " << - result ); - // compute geocentric coordinates of tile center - Point3D pp = fgCartToPolar3d(result); - FG_LOG( FG_TERRAIN, FG_DEBUG, " polar form = " << pp ); - // convert to geodetic coordinates - fgGeocToGeod(pp.lat(), pp.radius(), &lat_geod, - &alt, &sea_level_r); - - // printf("alt = %.2f\n", alt); - // exit since we found an intersection - if ( alt > -9999.0 ) { - // printf("returning alt\n"); - return alt; - } else { - // printf("returning 0\n"); - return 0.0; - } - } + // 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 ); } } } - - FG_LOG( FG_TERRAIN, FG_INFO, "(old) no terrain intersection found" ); - - return 0.0; } -// 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. -double -FGTileMgr::current_elev_ssg( const Point3D& abs_view_pos, - const Point3D& view_pos ) +void FGTileMgr::initialize_queue() { - ssgHit *results ; + // 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 ); + // cout << "tile cache size = " << tile_cache.get_size() << endl; - // cout << "view pos = " << view_pos << endl; - // cout << "abs view pos = " << abs_view_pos << endl; + // wipe/initialize tile cache + // tile_cache.init(); + previous_bucket.make_bad(); - sgMat4 m; - sgMakeTransMat4( m, view_pos.x(), view_pos.y(), view_pos.z() ); + // build the local area list and schedule tiles for loading - sgVec3 s; - sgSetVec3(s, -abs_view_pos.x(), -abs_view_pos.y(), -abs_view_pos.z() ); + // start with the center tile and work out in concentric + // "rings" - int num_hits = ssgLOS ( scene, s, m, &results ) ; + double visibility_meters = fgGetDouble("/environment/visibility-m"); + schedule_needed(visibility_meters, current_bucket); - for ( int i = 0 ; i < num_hits ; i++ ) { - ssgHit *h = &(results [ i ]) ; - cout << "got a hit!" << endl; - /* Do something with 'h' */ + // 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 ); + } } +#endif +} - FG_LOG( FG_TERRAIN, FG_INFO, "(ssg) no terrain intersection found" ); - return 0.0; +// 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() ); } - -// given the current lon/lat, fill in the array of local chunks. If -// the chunk isn't already in the cache, then read it from disk. -int FGTileMgr::update( void ) { - FGTileCache *c; - FGInterface *f; - FGBucket p2; - static FGBucket p_last(false); - static double last_lon = -1000.0; // in degrees - static double last_lat = -1000.0; // in degrees - int tile_diameter; - int i, j, dw, dh; - - c = &global_tile_cache; - f = current_aircraft.fdm_state; - - tile_diameter = current_options.get_tile_diameter(); - - FGBucket p1( f->get_Longitude() * RAD_TO_DEG, - f->get_Latitude() * RAD_TO_DEG ); - dw = tile_diameter / 2; - dh = tile_diameter / 2; - - if ( (p1 == p_last) && (state == Running) ) { - // same bucket as last time - FG_LOG( FG_TERRAIN, FG_DEBUG, "Same bucket as last time" ); - } else if ( (state == Start) || (state == Inited) ) { +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] ); + + // SG_LOG( SG_TERRAIN, SG_DEBUG, "Updating Tile list for " << current_bucket ); + + 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(visibility_meters, current_bucket); + } + } else if ( state == Start || state == Inited ) { + SG_LOG( SG_TERRAIN, SG_INFO, "State == Start || Inited" ); + initialize_queue(); state = Running; - // 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 " << p1 ); - FG_LOG( FG_TERRAIN, FG_INFO, " First time through ... " ); - FG_LOG( FG_TERRAIN, FG_INFO, " Updating Tile list for " << p1 ); - FG_LOG( FG_TERRAIN, FG_INFO, " Loading " - << tile_diameter * tile_diameter << " tiles" ); - - // wipe/initialize tile cache - c->init(); - p_last.make_bad(); - - // build the local area list and schedule tiles for loading - - // start with the center tile and work out in concentric - // "rings" - - p2 = fgBucketOffset( f->get_Longitude() * RAD_TO_DEG, - f->get_Latitude() * RAD_TO_DEG, - 0, 0 ); - tiles[(dh*tile_diameter) + dw] = sched_tile( p2 ); - - for ( i = 3; i <= tile_diameter; i = i + 2 ) { - int span = i / 2; - - // bottom row - for ( j = -span; j <= span; ++j ) { - p2 = fgBucketOffset( f->get_Longitude() * RAD_TO_DEG, - f->get_Latitude() * RAD_TO_DEG, - j, -span ); - tiles[((dh-span)*tile_diameter) + dw+j] = sched_tile( p2 ); - } - - // top row - for ( j = -span; j <= span; ++j ) { - p2 = fgBucketOffset( f->get_Longitude() * RAD_TO_DEG, - f->get_Latitude() * RAD_TO_DEG, - j, span ); - tiles[((dh+span)*tile_diameter) + dw+j] = sched_tile( p2 ); - } + // load the next tile in the load queue (or authorize the next + // load in the case of the threaded tile pager) + loader.update(); + } - // middle rows - for ( j = -span + 1; j <= span - 1; ++j ) { - p2 = fgBucketOffset( f->get_Longitude() * RAD_TO_DEG, - f->get_Latitude() * RAD_TO_DEG, - -span, j ); - tiles[((dh+j)*tile_diameter) + dw-span] = sched_tile( p2 ); - p2 = fgBucketOffset( f->get_Longitude() * RAD_TO_DEG, - f->get_Latitude() * RAD_TO_DEG, - span, j ); - tiles[((dh+j)*tile_diameter) + dw+span] = sched_tile( p2 ); - } + + // 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(); + + delete dm; + } + + // cout << "current elevation (ssg) == " << scenery.get_cur_elev() << endl; - } - /* for ( j = 0; j < tile_diameter; j++ ) { - for ( i = 0; i < tile_diameter; i++ ) { - // fgBucketOffset(&p1, &p2, i - dw, j - dh); - p2 = fgBucketOffset( f->get_Longitude() * RAD_TO_DEG, - f->get_Latitude() * RAD_TO_DEG, - i - dw, j -dh ); - tiles[(j*tile_diameter) + i] = sched_tile( p2 ); - } - } */ - - // Now force a load of the center tile and inner ring so we - // have something to see in our first frame. - for ( i = 0; i < 9; ++i ) { - if ( load_queue.size() ) { - FG_LOG( FG_TERRAIN, FG_INFO, - "Load queue not empty, loading a tile" ); - - FGLoadRec pending = load_queue.front(); - load_queue.pop_front(); - load_tile( pending.b, pending.cache_index ); - } - } + // 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 { - // We've moved to a new bucket, we need to scroll our - // structures, and load in the new tiles - -#if 0 - // make sure load queue is flushed before doing shift - while ( load_queue.size() ) { - FG_LOG( FG_TERRAIN, FG_INFO, - "Load queue not empty, flushing queue before tile shift." ); - - FGLoadRec pending = load_queue.front(); - load_queue.pop_front(); - load_tile( pending.b, pending.index ); - } -#endif - - // CURRENTLY THIS ASSUMES WE CAN ONLY MOVE TO ADJACENT TILES. - // AT ULTRA HIGH SPEEDS THIS ASSUMPTION MAY NOT BE VALID IF - // THE AIRCRAFT CAN SKIP A TILE IN A SINGLE ITERATION. - - FG_LOG( FG_TERRAIN, FG_INFO, "Updating Tile list for " << p1 ); - - if ( (p1.get_lon() > p_last.get_lon()) || - ( (p1.get_lon() == p_last.get_lon()) && (p1.get_x() > p_last.get_x()) ) ) { - FG_LOG( FG_TERRAIN, FG_INFO, - " (East) Loading " << tile_diameter << " tiles" ); - for ( j = 0; j < tile_diameter; j++ ) { - // scrolling East - disable_tile( tiles[(j*tile_diameter) + 0] ); - for ( i = 0; i < tile_diameter - 1; i++ ) { - tiles[(j*tile_diameter) + i] = - tiles[(j*tile_diameter) + i + 1]; - } - // load in new column - p2 = fgBucketOffset( last_lon, last_lat, dw + 1, j - dh ); - tiles[(j*tile_diameter) + tile_diameter - 1] = sched_tile( p2 ); - } - } else if ( (p1.get_lon() < p_last.get_lon()) || - ( (p1.get_lon() == p_last.get_lon()) && - (p1.get_x() < p_last.get_x()) ) ) { - FG_LOG( FG_TERRAIN, FG_INFO, - " (West) Loading " << tile_diameter << " tiles" ); - for ( j = 0; j < tile_diameter; j++ ) { - // scrolling West - disable_tile( tiles[(j*tile_diameter) + tile_diameter - 1] ); - for ( i = tile_diameter - 1; i > 0; i-- ) { - tiles[(j*tile_diameter) + i] = - tiles[(j*tile_diameter) + i - 1]; - } - // load in new column - p2 = fgBucketOffset( last_lon, last_lat, -dw - 1, j - dh ); - tiles[(j*tile_diameter) + 0] = sched_tile( p2 ); - } - } - - if ( (p1.get_lat() > p_last.get_lat()) || - ( (p1.get_lat() == p_last.get_lat()) && (p1.get_y() > p_last.get_y()) ) ) { - FG_LOG( FG_TERRAIN, FG_INFO, - " (North) Loading " << tile_diameter << " tiles" ); - for ( i = 0; i < tile_diameter; i++ ) { - // scrolling North - disable_tile( tiles[0 + i] ); - for ( j = 0; j < tile_diameter - 1; j++ ) { - tiles[(j * tile_diameter) + i] = - tiles[((j+1) * tile_diameter) + i]; - } - // load in new column - p2 = fgBucketOffset( last_lon, last_lat, i - dw, dh + 1); - tiles[((tile_diameter-1) * tile_diameter) + i] = - sched_tile( p2 ); - } - } else if ( (p1.get_lat() < p_last.get_lat()) || - ( (p1.get_lat() == p_last.get_lat()) && (p1.get_y() < p_last.get_y()) ) ) { - FG_LOG( FG_TERRAIN, FG_INFO, - " (South) Loading " << tile_diameter << " tiles" ); - for ( i = 0; i < tile_diameter; i++ ) { - // scrolling South - disable_tile( tiles[((tile_diameter-1) * tile_diameter) + i] ); - for ( j = tile_diameter - 1; j > 0; j-- ) { - tiles[(j * tile_diameter) + i] = - tiles[((j-1) * tile_diameter) + i]; - } - // load in new column - p2 = fgBucketOffset( last_lon, last_lat, i - dw, -dh - 1); - tiles[0 + i] = sched_tile( p2 ); - } - } + counter_hack = (counter_hack + 1) % 5; } - if ( load_queue.size() ) { - FG_LOG( FG_TERRAIN, FG_INFO, "Load queue not empty, loading a tile" ); - - FGLoadRec pending = load_queue.front(); - load_queue.pop_front(); - load_tile( pending.b, pending.cache_index ); + 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 " } - // find our current elevation (feed in the current bucket to save work) - Point3D geod_pos = Point3D( f->get_Longitude(), f->get_Latitude(), 0.0); - Point3D tmp_abs_view_pos = fgGeodToCart(geod_pos); + // 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; + } + } - scenery.cur_elev = - current_elev( f->get_Longitude(), f->get_Latitude(), tmp_abs_view_pos ); - // cout << "current elevation == " << scenery.cur_elev << endl; - // double junk = current_elev_ssg( current_view.abs_view_pos, - // current_view.view_pos ); - // cout << "current elevation (ssg) == " << - - p_last = p1; - last_lon = f->get_Longitude() * RAD_TO_DEG; - last_lat = f->get_Latitude() * RAD_TO_DEG; +#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); +} -// Calculate if point/radius is inside view frustum -static int viewable( const Point3D& cp, double radius ) { - int viewable = 1; // start by assuming it's viewable - double x1, y1; - - /********************************/ -#if defined( USE_FAST_FOV_CLIP ) // views.hxx - /********************************/ - - MAT3vec eye; - double *mat; - double x, y, z; - - x = cp.x(); - y = cp.y(); - z = cp.z(); - - mat = (double *)(current_view.get_WORLD_TO_EYE()); - - eye[2] = x*mat[2] + y*mat[6] + z*mat[10] + mat[14]; - - // Check near and far clip plane - if( ( eye[2] > radius ) || - ( eye[2] + radius + current_weather.get_visibility() < 0) ) - { - return(0); - } - - eye[0] = (x*mat[0] + y*mat[4] + z*mat[8] + mat[12]) - * current_view.get_slope_x(); - - // check right and left clip plane (from eye perspective) - x1 = radius * current_view.get_fov_x_clip(); - if( (eye[2] > -(eye[0]+x1)) || (eye[2] > (eye[0]-x1)) ) - { - return(0); - } - - eye[1] = (x*mat[1] + y*mat[5] + z*mat[9] + mat[13]) - * current_view.get_slope_y(); - - // check bottom and top clip plane (from eye perspective) - y1 = radius * current_view.get_fov_y_clip(); - if( (eye[2] > -(eye[1]+y1)) || (eye[2] > (eye[1]-y1)) ) - { - return(0); - } - - /********************************/ -#else // DO NOT USE_FAST_FOV_CLIP - /********************************/ - - fgVIEW *v; - MAT3hvec world, eye; - double x0, slope; - - v = ¤t_view; - - MAT3_SET_HVEC(world, cp->x, cp->y, cp->z, 1.0); - // MAT3mult_vec(eye, world, v->WORLD_TO_EYE); - // printf( "\nworld -> eye = %.2f %.2f %.2f radius = %.2f\n", - // eye[0], eye[1], eye[2], radius); - - // Use lazy evaluation for calculating eye hvec. -#define vec world -#define mat v->WORLD_TO_EYE - eye[2] = vec[0]*mat[0][2]+vec[1]*mat[1][2]+vec[2]*mat[2][2]+mat[3][2]; - - // Check near clip plane - if ( eye[2] > radius ) { - return(0); - } +// check and set current tile and scenery center... +void FGTileMgr::setCurrentTile(double longitude, double latitude) { - // Check far clip plane - if ( eye[2] + radius < -current_weather.get_visibility() ) { - return(0); + // 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) ); } +} - // check right clip plane (from eye perspective) - // y = m * (x - x0) = equation of a line intercepting X axis at x0 - x1 = v->cos_fov_x * radius; - y1 = v->sin_fov_x * radius; - slope = v->slope_x; - eye[0] = vec[0]*mat[0][0]+vec[1]*mat[1][0]+vec[2]*mat[2][0]+mat[3][0]; - - if ( eye[2] > ((slope * (eye[0] - x1)) + y1) ) { - return( false ); - } +int FGTileMgr::updateCurrentElevAtPos(sgdVec3 abs_pos_vector, Point3D center) { - // check left clip plane (from eye perspective) - if ( eye[2] > -((slope * (eye[0] + x1)) - y1) ) { - return( false ); - } + sgdVec3 sc; - // check bottom clip plane (from eye perspective) - x1 = -(v->cos_fov_y) * radius; - y1 = v->sin_fov_y * radius; - slope = v->slope_y; - eye[1] = vec[0]*mat[0][1]+vec[1]*mat[1][1]+vec[2]*mat[2][1]+mat[3][1]; -#undef vec -#undef mat + sgdSetVec3( sc, + center[0], + center[1], + center[2]); - if ( eye[2] > ((slope * (eye[1] - x1)) + y1) ) { - return( false ); + // 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); } - // check top clip plane (from eye perspective) - if ( eye[2] > -((slope * (eye[1] + x1)) - y1) ) { - return( false ); + 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 ); } - -#endif // defined( USE_FAST_FOV_CLIP ) - - return(viewable); + return hit; } +void FGTileMgr::prep_ssg_nodes(float vis) { -// NEW - -// inrange() IS THIS POINT WITHIN POSSIBLE VIEWING RANGE ? -// calculate distance from vertical tangent line at -// current position to center of object. -// this is equivalent to -// dist = point_line_dist_squared( &(t->center), &(v->abs_view_pos), -// v->local_up ); -// if ( dist < FG_SQUARE(t->bounding_radius) ) { -// -// the compiler should inline this for us - -static int -inrange( const double radius, const Point3D& center, const Point3D& vp, - const MAT3vec up) -{ - MAT3vec u, u1, v; - // double tmp; - - // u = p - p0 - u[0] = center.x() - vp.x(); - u[1] = center.y() - vp.y(); - u[2] = center.z() - vp.z(); - - // calculate the projection, u1, of u along d. - // u1 = ( dot_prod(u, d) / dot_prod(d, d) ) * d; - - MAT3_SCALE_VEC(u1, up, - (MAT3_DOT_PRODUCT(u, up) / MAT3_DOT_PRODUCT(up, up)) ); - - // v = u - u1 = vector from closest point on line, p1, to the - // original point, p. - MAT3_SUB_VEC(v, u, u1); - - return( FG_SQUARE(radius) >= MAT3_DOT_PRODUCT(v, v)); -} + // traverse the potentially viewable tile list and update range + // selector and transform + // just setup and call new function... -// NEW for legibility + sgVec3 up; + sgCopyVec3( up, globals->get_current_view()->get_world_up() ); -// update this tile's geometry for current view -// The Compiler should inline this -static void -update_tile_geometry( FGTileEntry *t, GLdouble *MODEL_VIEW) -{ - GLfloat *m; - double x, y, z; - - // calculate tile offset - t->offset = t->center - scenery.center; + Point3D center; + center = globals->get_scenery()->get_center(); + prep_ssg_nodes( vis, up, center ); - x = t->offset.x(); - y = t->offset.y(); - z = t->offset.z(); - - m = t->model_view; - - // Calculate the model_view transformation matrix for this tile - FG_MEM_COPY( m, MODEL_VIEW, 16*sizeof(GLdouble) ); - - // This is equivalent to doing a glTranslatef(x, y, z); - m[12] += (m[0]*x + m[4]*y + m[8] *z); - m[13] += (m[1]*x + m[5]*y + m[9] *z); - m[14] += (m[2]*x + m[6]*y + m[10]*z); - // m[15] += (m[3]*x + m[7]*y + m[11]*z); - // m[3] m7[] m[11] are 0.0 see LookAt() in views.cxx - // so m[15] is unchanged } - -// Prepare the ssg nodes ... for each tile, set it's proper -// transform and update it's range selector based on current -// visibilty -void FGTileMgr::prep_ssg_nodes( void ) { - FGTileEntry *t; - - int tile_diameter = current_options.get_tile_diameter(); - - float ranges[2]; - ranges[0] = 0.0f; +void FGTileMgr::prep_ssg_nodes(float vis, sgVec3 up, Point3D center) { // traverse the potentially viewable tile list and update range // selector and transform - for ( int i = 0; i < (tile_diameter * tile_diameter); i++ ) { - int index = tiles[i]; - t = global_tile_cache.get_tile(index); - - if ( t->is_loaded() ) { - // set range selector (LOD trick) to be distance to center - // of tile + bounding radius - ranges[1] = current_weather.get_visibility() + t->bounding_radius; - t->range_ptr->setRanges( ranges, 2 ); - - // calculate tile offset - t->SetOffset( scenery.center ); - - // calculate ssg transform - sgCoord sgcoord; - sgSetCoord( &sgcoord, - t->offset.x(), t->offset.y(), t->offset.z(), - 0.0, 0.0, 0.0 ); - t->transform_ptr->setTransform( &sgcoord ); - } - } -} - -// Render the local tiles -void FGTileMgr::render( void ) { - FGInterface *f; - FGTileCache *c; - FGTileEntry *t; - FGView *v; - Point3D frag_offset; - fgFRAGMENT *frag_ptr; - FGMaterialSlot *mtl_ptr; - int i; - int index; - int culled = 0; - int drawn = 0; - - c = &global_tile_cache; - f = current_aircraft.fdm_state; - v = ¤t_view; - - int tile_diameter = current_options.get_tile_diameter(); - - // moved to fgTileMgrUpdate, right after we check if we need to - // load additional tiles: - // scenery.cur_elev = fgTileMgrCurElev( FG_Longitude, FG_Latitude, - // v->abs_view_pos ); - - // initialize the transient per-material fragment lists - material_mgr.init_transient_material_lists(); - - // Pass 1 - // traverse the potentially viewable tile list - for ( i = 0; i < (tile_diameter * tile_diameter); i++ ) { - index = tiles[i]; - // fgPrintf( FG_TERRAIN, FG_DEBUG, "Index = %d\n", index); - t = c->get_tile(index); - - if ( t->is_loaded() ) { - - // calculate tile offset - t->SetOffset( scenery.center ); - - // Course (tile based) culling - if ( viewable(t->offset, t->bounding_radius) ) { - // at least a portion of this tile could be viewable - - // Calculate the model_view transformation matrix for this tile - // This is equivalent to doing a glTranslatef(x, y, z); - t->update_view_matrix( v->get_MODEL_VIEW() ); - - // xglPushMatrix(); - // xglTranslatef(t->offset.x, t->offset.y, t->offset.z); - - // traverse fragment list for tile - FGTileEntry::FragmentIterator current = t->begin(); - FGTileEntry::FragmentIterator last = t->end(); - - for ( ; current != last; ++current ) { - frag_ptr = &(*current); - - if ( frag_ptr->display_list >= 0 ) { - // Fine (fragment based) culling - frag_offset = frag_ptr->center - scenery.center; - - if ( viewable(frag_offset, - frag_ptr->bounding_radius*2) ) - { - // add to transient per-material property - // fragment list - - // frag_ptr->tile_offset.x = t->offset.x; - // frag_ptr->tile_offset.y = t->offset.y; - // frag_ptr->tile_offset.z = t->offset.z; - - mtl_ptr = frag_ptr->material_ptr; - // printf(" lookup = %s\n", mtl_ptr->texture_name); - if ( ! mtl_ptr->append_sort_list( frag_ptr ) ) { - FG_LOG( FG_TERRAIN, FG_ALERT, - "Overran material sorting array" ); - } - - // xglCallList(frag_ptr->display_list); - drawn++; - } else { - // printf("Culled a fragment %.2f %.2f %.2f %.2f\n", - // frag_ptr->center.x, frag_ptr->center.y, - // frag_ptr->center.z, - // frag_ptr->bounding_radius); - culled++; - } - } - } - - // xglPopMatrix(); - } else { - culled += t->fragment_list.size(); - } - } else { - FG_LOG( FG_TERRAIN, FG_DEBUG, "Skipping a not yet loaded tile" ); - } - } - - if ( (drawn + culled) > 0 ) { - v->set_vfc_ratio( (double)culled / (double)(drawn + culled) ); - } else { - v->set_vfc_ratio( 0.0 ); - } - // printf("drawn = %d culled = %d saved = %.2f\n", drawn, culled, - // v->vfc_ratio); - - // Pass 2 - // traverse the transient per-material fragment lists and render - // out all fragments for each material property. - xglPushMatrix(); - material_mgr.render_fragments(); - xglPopMatrix(); + FGTileEntry *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); + } else { + SG_LOG(SG_INPUT, SG_ALERT, "warning ... empty tile in cache"); + } + tile_cache.next(); + } } +