X-Git-Url: https://git.mxchange.org/?a=blobdiff_plain;f=src%2FScenery%2Ftilemgr.cxx;h=53d2d6d4eb59e1a210e66305530fc786e1f5baec;hb=048da049f87fe3f543795f3b1b511d774caa2787;hp=912aa2994fa4227a51e3ba2faebb532a32a0b98c;hpb=96b88e539f769c0e0d70d112d7f98f6843760e10;p=flightgear.git diff --git a/src/Scenery/tilemgr.cxx b/src/Scenery/tilemgr.cxx index 912aa2994..53d2d6d4e 100644 --- a/src/Scenery/tilemgr.cxx +++ b/src/Scenery/tilemgr.cxx @@ -41,25 +41,16 @@ #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; -extern ssgBranch *ground; - // the tile manager FGTileMgr global_tile_mgr; @@ -76,6 +67,7 @@ queue FGTileMgr::model_queue; // Constructor FGTileMgr::FGTileMgr(): state( Start ), + current_tile( NULL ), vis( 16000 ), counter_hack(0) { @@ -153,20 +145,25 @@ void FGTileMgr::sched_tile( const SGBucket& b ) { // 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(); + 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; @@ -176,7 +173,8 @@ void FGTileMgr::schedule_needed() { if ( yrange < 1 ) { yrange = 1; } // cout << "xrange = " << xrange << " yrange = " << yrange << endl; - tile_cache.set_max_cache_size( (2*xrange + 2) * (2*yrange + 2) ); + // note * 2 at end doubles cache size (for fdm and viewer) + tile_cache.set_max_cache_size( (2*xrange + 2) * (2*yrange + 2) * 2 ); SGBucket b; @@ -225,7 +223,8 @@ void FGTileMgr::initialize_queue() // start with the center tile and work out in concentric // "rings" - schedule_needed(); + double visibility_meters = fgGetDouble("/environment/visibility-m"); + schedule_needed(visibility_meters, current_bucket); // do we really want to lose this? CLO #if 0 @@ -249,50 +248,58 @@ void FGTileMgr::initialize_queue() // given the current lon/lat (in degrees), fill in the array of local // chunks. If the chunk isn't already in the cache, then read it from // disk. -int FGTileMgr::update( double lon, double lat ) { - SG_LOG( SG_TERRAIN, SG_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() * SGD_RADIANS_TO_DEGREES; - // latitude = f->get_Latitude() * SGD_RADIANS_TO_DEGREES; longitude = lon; latitude = lat; + current_bucket = p_current; + previous_bucket = p_previous; + // SG_LOG( SG_TERRAIN, SG_DEBUG, "lon "<< lonlat[LON] << // " lat " << lonlat[LAT] ); - current_bucket.set_bucket( longitude, latitude ); // SG_LOG( SG_TERRAIN, SG_DEBUG, "Updating Tile list for " << current_bucket ); - if ( tile_cache.exists( current_bucket ) ) { - current_tile = tile_cache.get_tile( current_bucket ); - scenery.next_center = current_tile->center; - } else { - SG_LOG( SG_TERRAIN, SG_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(); + // load the next tile in the load queue (or authorize the next + // load in the case of the threaded tile pager) + loader.update(); + } + // load the next model in the load queue. Currently this must // happen in the render thread because model loading can trigger // texture loading which involves use of the opengl api. if ( !model_queue.empty() ) { - cout << "loading next model ..." << endl; - // load the next tile in the queue + // cout << "loading next model ..." << endl; + // load the next tile in the queue #ifdef ENABLE_THREADS FGDeferredModel* dm = model_queue.pop(); #else @@ -310,88 +317,128 @@ int FGTileMgr::update( double lon, double lat ) { delete dm; } + + // cout << "current elevation (ssg) == " << scenery.get_cur_elev() << endl; - // cout << "current elevation (ssg) == " << scenery.cur_elev << endl; + // save bucket... previous_bucket = current_bucket; - last_longitude = longitude; - last_latitude = latitude; // activate loader thread one out of every 5 frames if ( counter_hack == 0 ) { - // Notify the tile loader that it can load another tile - // loader.update(); + // Notify the tile loader that it can load another tile + loader.update(); + } else { + counter_hack = (counter_hack + 1) % 5; + } - if ( !attach_queue.empty() ) { + if ( !attach_queue.empty() ) { #ifdef ENABLE_THREADS - FGTileEntry* e = attach_queue.pop(); + FGTileEntry* e = attach_queue.pop(); #else - FGTileEntry* e = attach_queue.front(); - attach_queue.pop(); + FGTileEntry* e = attach_queue.front(); + attach_queue.pop(); #endif - e->add_ssg_nodes( terrain, ground ); - // cout << "Adding ssg nodes for " - } + 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 " } - counter_hack = (counter_hack + 1) % 5; - sgdVec3 sc; - sgdSetVec3( sc, scenery.center[0], scenery.center[1], scenery.center[2] ); - - if ( scenery.center == Point3D(0.0) ) { - // initializing - cout << "initializing scenery current elevation ... " << endl; - sgdVec3 tmp_abs_view_pos; - - Point3D geod_pos = Point3D( longitude * SGD_DEGREES_TO_RADIANS, - latitude * SGD_DEGREES_TO_RADIANS, - 0.0); - Point3D tmp = sgGeodToCart( geod_pos ); - scenery.center = tmp; - sgdSetVec3( tmp_abs_view_pos, tmp.x(), tmp.y(), tmp.z() ); - - // cout << "abs_view_pos = " << tmp_abs_view_pos << endl; - prep_ssg_nodes(); - - double tmp_elev; - if ( fgCurrentElev(tmp_abs_view_pos, sc, &hit_list, - &tmp_elev, &scenery.cur_radius, scenery.cur_normal) ) - { - scenery.cur_elev = tmp_elev; - } else { - scenery.cur_elev = 0.0; - } - cout << "result = " << scenery.cur_elev << endl; - } else { - // cout << "abs view pos = " << current_view.abs_view_pos - // << " view pos = " << current_view.view_pos << endl; - double tmp_elev; - if ( fgCurrentElev(globals->get_current_view()->get_abs_view_pos(), - sc, &hit_list, - &tmp_elev, &scenery.cur_radius, scenery.cur_normal) ) - { - scenery.cur_elev = tmp_elev; - } else { - scenery.cur_elev = 0.0; - } + + // 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) ); + } +} + +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); } -#else - vis = current_weather.get_visibility(); -#endif - // cout << "visibility = " << vis << endl; + + 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 @@ -401,11 +448,12 @@ void FGTileMgr::prep_ssg_nodes() { while ( ! tile_cache.at_end() ) { // cout << "processing a tile" << endl; - if ( (e = tile_cache.get_current()) ) { - e->prep_ssg_node( scenery.center, vis); + if ( (e = tile_cache.get_current()) ) { + e->prep_ssg_node( center, up, vis); } else { - cout << "warning ... empty tile in cache" << endl; + SG_LOG(SG_INPUT, SG_ALERT, "warning ... empty tile in cache"); } tile_cache.next(); } } +