X-Git-Url: https://git.mxchange.org/?a=blobdiff_plain;f=src%2FScenery%2Ftilemgr.cxx;h=53d2d6d4eb59e1a210e66305530fc786e1f5baec;hb=048da049f87fe3f543795f3b1b511d774caa2787;hp=4fb3b8b232bd194c622b9cfa005f7629771c5c7c;hpb=afcf4d4324dc89474fc56b3b725f56d03e5c1bb5;p=flightgear.git diff --git a/src/Scenery/tilemgr.cxx b/src/Scenery/tilemgr.cxx index 4fb3b8b23..53d2d6d4e 100644 --- a/src/Scenery/tilemgr.cxx +++ b/src/Scenery/tilemgr.cxx @@ -30,1050 +30,430 @@ #endif #include -#include + +#include #include #include -#include #include #include +#include #include -#include -#include
-#include
-#include +#include
+#include
+#include
#include -#ifndef FG_OLD_WEATHER -# include -#else -# include -#endif - +#include "newcache.hxx" #include "scenery.hxx" -#include "tilecache.hxx" -#include "tileentry.hxx" #include "tilemgr.hxx" - -// to test clipping speedup in fgTileMgrRender() -#if defined ( USE_FAST_FOV_CLIP ) -// #define TEST_FOV_CLIP -// #define TEST_ELEV -#endif - - -extern ssgRoot *scene; - +#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." ); + + 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. - // load default material library - if ( ! material_mgr.loaded() ) { - material_mgr.load_lib(); + while ( ! attach_queue.empty() ) { + attach_queue.pop(); } - global_tile_cache.init(); + 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, - sgVec3 d ) -{ - sgVec3 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; - sgSetVec3( p, tc.x(), tc.y(), tc.z() ); - sgSetVec3( p0, vp.x(), vp.y(), 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 sgPointLineDistSquared(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; - sgVec3 local_up; - double dist, lat_geod, alt, sea_level_r; - int index; - - sgSetVec3( local_up, abs_view_pos.x(), abs_view_pos.y(), 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; - sgVec3 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; -} - - -inline int fg_sign( const double x ) { - return x < 0 ? -1 : 1; -} - -inline double fg_min( const double a, const double b ) { - return b < a ? b : a; } -inline double fg_max( const double a, const double b ) { - return a < b ? b : a; -} -// return the minimum of the three values -inline double fg_min3( const double a, const double b, const double c ) { - return a > b ? fg_min(b, c) : fg_min(a, c); -} - -// return the maximum of the three values -inline double fg_max3 (const double a, const double b, const double c ) { - return a < b ? fg_max(b, c) : fg_max(a, c); -} - -// check for an instersection with the individual triangles of a leaf -static bool my_ssg_instersect_leaf( string s, ssgLeaf *leaf, sgdMat4 m, - const sgdVec3 p, const sgdVec3 dir, - sgdVec3 result ) +void FGTileMgr::initialize_queue() { - sgdVec3 v1, v2, n; - sgdVec3 p1, p2, p3; - double x, y, z; // temporary holding spot for result - double a, b, c, d; - double x0, y0, z0, x1, y1, z1, a1, b1, c1; - double t1, t2, t3; - double xmin, xmax, ymin, ymax, zmin, zmax; - double dx, dy, dz, min_dim, x2, y2, x3, y3, rx, ry; - sgdVec3 tmp; - float *ftmp; - int side1, side2; - short i1, i2, i3; - - // cout << s << "Intersecting" << endl; - - // traverse the triangle list for this leaf - for ( int i = 0; i < leaf->getNumTriangles(); ++i ) { - // cout << s << "testing triangle = " << i << endl; - - leaf->getTriangle( i, &i1, &i2, &i3 ); - - // get triangle vertex coordinates - - ftmp = leaf->getVertex( i1 ); - sgdSetVec3( tmp, ftmp ); - // cout << s << "orig point 1 = " << tmp[0] << " " << tmp[1] - // << " " << tmp[2] << endl; - sgdXformPnt3( p1, tmp, m ) ; - - ftmp = leaf->getVertex( i2 ); - sgdSetVec3( tmp, ftmp ); - // cout << s << "orig point 2 = " << tmp[0] << " " << tmp[1] - // << " " << tmp[2] << endl; - sgdXformPnt3( p2, tmp, m ) ; - - ftmp = leaf->getVertex( i3 ); - sgdSetVec3( tmp, ftmp ); - // cout << s << "orig point 3 = " << tmp[0] << " " << tmp[1] - // << " " << tmp[2] << endl; - sgdXformPnt3( p3, tmp, m ) ; - - // cout << s << "point 1 = " << p1[0] << " " << p1[1] << " " << p1[2] - // << endl; - // cout << s << "point 2 = " << p2[0] << " " << p2[1] << " " << p2[2] - // << endl; - // cout << s << "point 3 = " << p3[0] << " " << p3[1] << " " << p3[2] - // << endl; - - // calculate two edge vectors, and the face normal - sgdSubVec3(v1, p2, p1); - sgdSubVec3(v2, p3, p1); - sgdVectorProductVec3(n, v1, v2); - - // calculate the plane coefficients for the plane defined by - // this face. If n is the normal vector, n = (a, b, c) and p1 - // is a point on the plane, p1 = (x0, y0, z0), then the - // equation of the line is a(x-x0) + b(y-y0) + c(z-z0) = 0 - a = n[0]; - b = n[1]; - c = n[2]; - d = a * p1[0] + b * p1[1] + c * p1[2]; - // printf("a, b, c, d = %.2f %.2f %.2f %.2f\n", a, b, c, d); - - // printf("p1(d) = %.2f\n", a * p1[0] + b * p1[1] + c * p1[2]); - // printf("p2(d) = %.2f\n", a * p2[0] + b * p2[1] + c * p2[2]); - // printf("p3(d) = %.2f\n", a * p3[0] + b * p3[1] + c * p3[2]); - - // calculate the line coefficients for the specified line - x0 = p[0]; x1 = p[0] + dir[0]; - y0 = p[1]; y1 = p[1] + dir[1]; - z0 = p[2]; z1 = p[2] + dir[2]; - - if ( fabs(x1 - x0) > FG_EPSILON ) { - a1 = 1.0 / (x1 - x0); - } else { - // we got a big divide by zero problem here - a1 = 0.0; - } - b1 = y1 - y0; - c1 = z1 - z0; + // First time through or we have teleported, initialize the + // system and load all relavant tiles - // intersect the specified line with this plane - t1 = b * b1 * a1; - t2 = c * c1 * a1; + SG_LOG( SG_TERRAIN, SG_INFO, "Updating Tile list for " << current_bucket ); + // cout << "tile cache size = " << tile_cache.get_size() << endl; - // printf("a = %.2f t1 = %.2f t2 = %.2f\n", a, t1, t2); + // wipe/initialize tile cache + // tile_cache.init(); + previous_bucket.make_bad(); - if ( fabs(a + t1 + t2) > FG_EPSILON ) { - x = (t1*x0 - b*y0 + t2*x0 - c*z0 + d) / (a + t1 + t2); - t3 = a1 * (x - x0); - y = b1 * t3 + y0; - z = c1 * t3 + z0; - // printf("result(d) = %.2f\n", a * x + b * y + c * z); - } else { - // no intersection point - continue; - } + // build the local area list and schedule tiles for loading -#if 0 - if ( side_flag ) { - // check to see if end0 and end1 are on opposite sides of - // plane - if ( (x - x0) > FG_EPSILON ) { - t1 = x; - t2 = x0; - t3 = x1; - } else if ( (y - y0) > FG_EPSILON ) { - t1 = y; - t2 = y0; - t3 = y1; - } else if ( (z - z0) > FG_EPSILON ) { - t1 = z; - t2 = z0; - t3 = z1; - } else { - // everything is too close together to tell the difference - // so the current intersection point should work as good - // as any - sgdSetVec3( result, x, y, z ); - return true; - } - side1 = fg_sign (t1 - t2); - side2 = fg_sign (t1 - t3); - if ( side1 == side2 ) { - // same side, punt - continue; - } - } -#endif + // start with the center tile and work out in concentric + // "rings" - // check to see if intersection point is in the bounding - // cube of the face -#ifdef XTRA_DEBUG_STUFF - xmin = fg_min3 (p1[0], p2[0], p3[0]); - xmax = fg_max3 (p1[0], p2[0], p3[0]); - ymin = fg_min3 (p1[1], p2[1], p3[1]); - ymax = fg_max3 (p1[1], p2[1], p3[1]); - zmin = fg_min3 (p1[2], p2[2], p3[2]); - zmax = fg_max3 (p1[2], p2[2], p3[2]); - printf("bounding cube = %.2f,%.2f,%.2f %.2f,%.2f,%.2f\n", - xmin, ymin, zmin, xmax, ymax, zmax); -#endif - // punt if outside bouding cube - if ( x < (xmin = fg_min3 (p1[0], p2[0], p3[0])) ) { - continue; - } else if ( x > (xmax = fg_max3 (p1[0], p2[0], p3[0])) ) { - continue; - } else if ( y < (ymin = fg_min3 (p1[1], p2[1], p3[1])) ) { - continue; - } else if ( y > (ymax = fg_max3 (p1[1], p2[1], p3[1])) ) { - continue; - } else if ( z < (zmin = fg_min3 (p1[2], p2[2], p3[2])) ) { - continue; - } else if ( z > (zmax = fg_max3 (p1[2], p2[2], p3[2])) ) { - continue; - } + double visibility_meters = fgGetDouble("/environment/visibility-m"); + schedule_needed(visibility_meters, current_bucket); - // (finally) check to see if the intersection point is - // actually inside this face - - //first, drop the smallest dimension so we only have to work - //in 2d. - dx = xmax - xmin; - dy = ymax - ymin; - dz = zmax - zmin; - min_dim = fg_min3 (dx, dy, dz); - if ( fabs(min_dim - dx) <= FG_EPSILON ) { - // x is the smallest dimension - x1 = p1[1]; - y1 = p1[2]; - x2 = p2[1]; - y2 = p2[2]; - x3 = p3[1]; - y3 = p3[2]; - rx = y; - ry = z; - } else if ( fabs(min_dim - dy) <= FG_EPSILON ) { - // y is the smallest dimension - x1 = p1[0]; - y1 = p1[2]; - x2 = p2[0]; - y2 = p2[2]; - x3 = p3[0]; - y3 = p3[2]; - rx = x; - ry = z; - } else if ( fabs(min_dim - dz) <= FG_EPSILON ) { - // z is the smallest dimension - x1 = p1[0]; - y1 = p1[1]; - x2 = p2[0]; - y2 = p2[1]; - x3 = p3[0]; - y3 = p3[1]; - rx = x; - ry = y; - } else { - // all dimensions are really small so lets call it close - // enough and return a successful match - sgdSetVec3( result, x, y, z ); - return true; - } - - // check if intersection point is on the same side of p1 <-> p2 as p3 - t1 = (y1 - y2) / (x1 - x2); - side1 = fg_sign (t1 * ((x3) - x2) + y2 - (y3)); - side2 = fg_sign (t1 * ((rx) - x2) + y2 - (ry)); - if ( side1 != side2 ) { - // printf("failed side 1 check\n"); - continue; - } - - // check if intersection point is on correct side of p2 <-> p3 as p1 - t1 = (y2 - y3) / (x2 - x3); - side1 = fg_sign (t1 * ((x1) - x3) + y3 - (y1)); - side2 = fg_sign (t1 * ((rx) - x3) + y3 - (ry)); - if ( side1 != side2 ) { - // printf("failed side 2 check\n"); - continue; - } - - // check if intersection point is on correct side of p1 <-> p3 as p2 - t1 = (y1 - y3) / (x1 - x3); - side1 = fg_sign (t1 * ((x2) - x3) + y3 - (y2)); - side2 = fg_sign (t1 * ((rx) - x3) + y3 - (ry)); - if ( side1 != side2 ) { - // printf("failed side 3 check\n"); - continue; - } - - // printf( "intersection point = %.2f %.2f %.2f\n", x, y, z); - sgdSetVec3( result, x, y, z ); - return true; + // 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 ); + } } - - // printf("\n"); - - return false; +#endif } -void FGTileMgr::my_ssg_los( string s, ssgBranch *branch, sgdMat4 m, - const sgdVec3 p, const sgdVec3 dir ) -{ - sgSphere *bsphere; - for ( ssgEntity *kid = branch->getKid( 0 ); - kid != NULL; - kid = branch->getNextKid() ) - { - if ( kid->getTraversalMask() & SSGTRAV_HOT ) { - bsphere = kid->getBSphere(); - sgVec3 fcenter; - sgCopyVec3( fcenter, bsphere->getCenter() ); - sgdVec3 center; - center[0] = fcenter[0]; - center[1] = fcenter[1]; - center[2] = fcenter[2]; - sgdXformPnt3( center, m ) ; - // cout << s << "entity bounding sphere:" << endl; - // cout << s << "center = " << center[0] << " " - // << center[1] << " " << center[2] << endl; - // cout << s << "radius = " << bsphere->getRadius() << endl; - double radius_sqd = bsphere->getRadius() * bsphere->getRadius(); - if ( sgdPointLineDistSquared( center, p, dir ) < radius_sqd ) { - // possible intersections - if ( kid->isAKindOf ( ssgTypeBranch() ) ) { - sgdMat4 m_new; - sgdCopyMat4(m_new, m); - if ( kid->isA( ssgTypeTransform() ) ) { - sgMat4 fxform; - ((ssgTransform *)kid)->getTransform( fxform ); - sgdMat4 xform; - sgdSetMat4( xform, fxform ); - sgdPreMultMat4( m_new, xform ); - } - my_ssg_los( s + " ", (ssgBranch *)kid, m_new, p, dir ); - } else if ( kid->isAKindOf ( ssgTypeLeaf() ) ) { - sgdVec3 result; - if ( my_ssg_instersect_leaf( s, (ssgLeaf *)kid, m, p, dir, - result ) ) - { - // cout << "sgLOS hit: " << result[0] << "," - // << result[1] << "," << result[2] << endl; - for (int i=0; i < 3; i++) { - hit_pts[hitcount][i] = result[i]; - } - hitcount++; - } - } - } else { - // end of the line for this branch - } - } else { - // branch requested not to be traversed - } - } +// 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 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; -// 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 ) -{ - hitcount = 0; - - sgdMat4 m; - sgdMakeIdentMat4 ( m ) ; - - sgdVec3 sgavp, sgvp; - sgdSetVec3(sgavp, abs_view_pos.x(), abs_view_pos.y(), abs_view_pos.z() ); - sgdSetVec3(sgvp, view_pos.x(), view_pos.y(), view_pos.z() ); - - FG_LOG( FG_TERRAIN, FG_DEBUG, "starting ssg_los, abs view pos = " - << abs_view_pos[0] << " " << abs_view_pos[1] << " " - << abs_view_pos[2] ); - FG_LOG( FG_TERRAIN, FG_DEBUG, "starting ssg_los, view pos = " - << view_pos[0] << " " << view_pos[1] << " " << view_pos[2] ); - my_ssg_los( "", scene, m, sgvp, sgavp ); - - double result = -9999; - - for ( int i = 0; i < hitcount; ++i ) { - Point3D rel_cart( hit_pts[i][0], hit_pts[i][1], hit_pts[i][2] ); - Point3D abs_cart = rel_cart + scenery.center; - Point3D pp = fgCartToPolar3d( abs_cart ); - FG_LOG( FG_TERRAIN, FG_DEBUG, " polar form = " << pp ); - // convert to geodetic coordinates - double lat_geod, alt, sea_level_r; - fgGeocToGeod(pp.lat(), pp.radius(), &lat_geod, - &alt, &sea_level_r); - FG_LOG( FG_TERRAIN, FG_DEBUG, " alt (meters) = " << alt ); - - // printf("alt = %.2f\n", alt); - // exit since we found an intersection - if ( alt > result && alt < 10000 ) { - // printf("returning alt\n"); - result = alt; - } + // load the next tile in the load queue (or authorize the next + // load in the case of the threaded tile pager) + loader.update(); } - if ( result > -9000 ) { - return result; - } else { - FG_LOG( FG_TERRAIN, FG_INFO, "no terrain intersection" ); - return 0.0; + + // 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; } -} - - -// 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; - FGTileEntry *t; - 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; + + // cout << "current elevation (ssg) == " << scenery.get_cur_elev() << endl; - tile_diameter = current_options.get_tile_diameter(); - FGBucket p1( f->get_Longitude() * RAD_TO_DEG, - f->get_Latitude() * RAD_TO_DEG ); + // save bucket... + previous_bucket = current_bucket; - long int index = c->exists(p1); - if ( index >= 0 ) { - t = c->get_tile(index); - scenery.next_center = t->center; + // 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 { - FG_LOG( FG_TERRAIN, FG_WARN, "Tile not found" ); + counter_hack = (counter_hack + 1) % 5; } - 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) ) { - 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 ); - sched_tile( p2 ); - - // prime scenery center calculations - Point3D geod_view_center( p2.get_center_lon(), - p2.get_center_lat(), - cur_fdm_state->get_Altitude()*FEET_TO_METER + - 3 ); - current_view.abs_view_pos = fgGeodToCart( geod_view_center ); - current_view.view_pos = current_view.abs_view_pos - scenery.next_center; - - 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 ); - 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 ); - sched_tile( p2 ); - } - - // 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 ); - sched_tile( p2 ); - p2 = fgBucketOffset( f->get_Longitude() * RAD_TO_DEG, - f->get_Latitude() * RAD_TO_DEG, - span, j ); - sched_tile( p2 ); - } - - } - - /* 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 ); - 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_DEBUG, - "Load queue not empty, loading a tile" ); - - FGLoadRec pending = load_queue.front(); - load_queue.pop_front(); - load_tile( pending.b, pending.cache_index ); - } - } - - } 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_DEBUG, - "Load queue not empty, flushing queue before tile shift." ); - - FGLoadRec pending = load_queue.front(); - load_queue.pop_front(); - load_tile( pending.b, pending.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 " + } - // 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 - // schedule new column - p2 = fgBucketOffset( last_lon, last_lat, dw + 1, j - dh ); - 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 - // schedule new column - p2 = fgBucketOffset( last_lon, last_lat, -dw - 1, j - dh ); - sched_tile( p2 ); - } - } + // 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 ( (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 - // schedule new row - p2 = fgBucketOffset( last_lon, last_lat, i - dw, dh + 1); - 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 - // schedule new row - p2 = fgBucketOffset( last_lon, last_lat, i - dw, -dh - 1); - sched_tile( p2 ); - } - } +#if 0 } +#endif - if ( load_queue.size() ) { - FG_LOG( FG_TERRAIN, FG_DEBUG, "Load queue not empty, loading a tile" ); + return 1; +} - FGLoadRec pending = load_queue.front(); - load_queue.pop_front(); - load_tile( pending.b, pending.cache_index ); - } +// 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); +} - // 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); - - // cout << "current elevation (old) == " - // << current_elev( f->get_Longitude(), f->get_Latitude(), - // tmp_abs_view_pos ) - // << endl; - scenery.cur_elev = current_elev_ssg( current_view.abs_view_pos, - current_view.view_pos ); - // cout << "current elevation (ssg) == " << scenery.cur_elev << endl; - - p_last = p1; - last_lon = f->get_Longitude() * RAD_TO_DEG; - last_lat = f->get_Latitude() * RAD_TO_DEG; +// check and set current tile and scenery center... +void FGTileMgr::setCurrentTile(double longitude, double latitude) { - return 1; + // 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) { -// NEW + sgdVec3 sc; -// 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 + sgdSetVec3( sc, + center[0], + center[1], + center[2]); -static int -inrange( const double radius, const Point3D& center, const Point3D& vp, - const sgVec3 up) -{ - sgVec3 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; - - sgScaleVec3( u1, up, - (sgScalarProductVec3(u, up) / sgScalarProductVec3(up, up)) ); + // 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 }; - // v = u - u1 = vector from closest point on line, p1, to the - // original point, p. - sgSubVec3( v, u, u1 ); - - return( FG_SQUARE(radius) >= sgScalarProductVec3(v, v)); + 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) { -// NEW for legibility + // traverse the potentially viewable tile list and update range + // selector and transform -// 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; + // just setup and call new function... - 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 -} + 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 ); -// 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; +} - 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 < (int)global_tile_cache.get_size(); i++ ) { - t = global_tile_cache.get_tile( i ); - - if ( t->is_loaded() ) { - // set range selector (LOD trick) to be distance to center - // of tile + bounding radius -#ifndef FG_OLD_WEATHER - ranges[1] = WeatherDatabase->getWeatherVisibility() - + t->bounding_radius; -#else - ranges[1] = current_weather.get_visibility()+t->bounding_radius; -#endif - 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 ); - } - } + 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(); + } } +