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The track layout library came in as a subproject of its own -- its own CMakeLists, its own install and export rules, its own include tree -- which only made the build harder to follow now that everything else is a module. It is part of the editor, so it lives where the editor lives. - editor/plan_*.cppm / plan_*.cpp: the fifteen interface units and twelve implementation units, flat in editor/ beside editorTerrain and orthophoto, with the plan_ prefix keeping them clear of what was already there (editor/turnouts is the preset catalogue, so the geometry is plan_turnout_geometry). - modules are named eu07.editor.plan_*, like every other module in the tree. - namespaces move under the editor's own: editor::plan, editor::plan::geometry, ::io, ::render. The library's old name is gone from the sources and the docs. - every moved file carries the MPL header the rest of the tree carries; it had none. version.hpp went with the subproject: macros only, and unused. - the umbrella header is dropped -- nothing imported it. - the unit tests survive the fold: editor/tests, behind EU07_EDITOR_PLAN_TESTS (off by default), compiles the interfaces a second time into a small library of its own, because a test can only import modules from a target it links and linking the game would drag the whole simulator in. The code under test needs nothing but a compiler. 7/7 pass. - a switch may now be written with two dashes as well: --editor beside -editor. Builds with clang 22 (-DWITH_BETTER_RENDERER=OFF); -editor and --editor both come up in the editor on empty ground.
140 lines
4.8 KiB
C++
140 lines
4.8 KiB
C++
/*
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This Source Code Form is subject to the
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terms of the Mozilla Public License, v.
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2.0. If a copy of the MPL was not
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distributed with this file, You can
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obtain one at
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http://mozilla.org/MPL/2.0/.
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*/
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module;
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#include <atomic>
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#include <condition_variable>
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#include <cstdint>
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#include <deque>
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#include <mutex>
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#include <string>
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#include <thread>
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#include <unordered_map>
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#include <unordered_set>
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#include <vector>
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export module eu07.editor.orthophoto;
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import eu07.editor.plan_tilecache;
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export {
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namespace editor
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{
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// orthophoto backdrop for the plan view. the tiling scheme, the cache and the retry policy come
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// from the track layout library, which already speaks EPSG:2180; this adds what a native build
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// needs and the web one got from the browser - the download itself, the decode and the texture.
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//
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// downloads run on worker threads, but nothing else does: finished transfers are handed back on
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// the thread that calls collect(), so both the library's cache and the graphics API are only ever
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// touched from there.
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class orthophoto_source
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{
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public:
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struct ready_tile
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{
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editor::plan::TileBBox box;
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unsigned int texture{0};
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};
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// default: Geoportal ortophoto on the fine 100 m grid. pass topo config and a coarse
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// grid zoom (e.g. 1000) for the zoomed-out topographic underlay
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explicit orthophoto_source(editor::plan::WmsConfig Config = editor::plan::WmsConfig::geoportal_ortho(), int const Gridzoom = editor::plan::TileGrid::kLevel,
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std::string Cachesubdir = "orto");
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~orthophoto_source();
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orthophoto_source(orthophoto_source const &) = delete;
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orthophoto_source &operator=(orthophoto_source const &) = delete;
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// kicks off fetches for the view (capped) and returns every already-uploaded tile that still
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// intersects it - including ones outside the fetch window, so a zoom cannot blink them away.
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// tiles still on their way simply aren't in the answer yet; call again next frame
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std::vector<ready_tile> collect(editor::plan::TileBBox const &View, int const Maxtiles = 400);
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// how many tiles are still being fetched, for the panel to report
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std::size_t pending() const;
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// how many tiles gave up after exhausting their retries
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std::size_t failed() const;
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private:
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// types
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struct transfer
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{
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std::string url;
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editor::plan::TileService::DoneFn done;
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bool ok{false};
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std::vector<std::uint8_t> bytes;
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std::string content_type;
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};
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// methods
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void worker();
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// decodes the cached bytes of a tile and uploads them; returns 0 when the image is unusable
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unsigned int upload(editor::plan::TileKey const &Key);
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// imagery of a given piece of ground never changes, so a fetched tile is kept on disk and the
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// next session starts with it instead of going back to a service that is slow and flaky
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std::string tile_path(editor::plan::TileKey const &Key) const;
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bool load_from_disk(editor::plan::TileKey const &Key);
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void save_to_disk(editor::plan::TileKey const &Key);
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// members
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editor::plan::TileService m_service;
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int m_gridzoom{editor::plan::TileGrid::kLevel};
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std::string m_cachesubdir{"orto"};
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std::unordered_map<editor::plan::TileKey, unsigned int, editor::plan::TileKeyHash> m_textures;
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mutable std::mutex m_mutex;
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std::condition_variable m_wakeup;
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std::deque<transfer> m_queued;
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std::deque<transfer> m_finished;
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std::vector<std::thread> m_workers;
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std::atomic<bool> m_quitting{false};
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std::atomic<std::size_t> m_inflight{0};
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std::unordered_set<editor::plan::TileKey, editor::plan::TileKeyHash> m_failedkeys;
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};
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// a single WMS image covering an arbitrary box, for views too coarse for the tile grid - the whole
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// country will not fit into 100 m cells. one request is in flight at a time: asking for a different
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// box supersedes whatever was being fetched
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class wms_image
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{
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public:
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explicit wms_image(editor::plan::WmsConfig Config);
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~wms_image();
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wms_image(wms_image const &) = delete;
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wms_image &operator=(wms_image const &) = delete;
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// asks for the given box at the given size and returns the texture currently available, which
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// may still be the previous box's until the new one arrives; 0 when there is nothing to show yet
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unsigned int texture_for(editor::plan::TileBBox const &Box, int const Pixels);
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// the box the returned texture actually covers
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editor::plan::TileBBox const &covered() const { return m_covered; }
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bool loading() const { return m_loading.load(); }
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private:
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void worker();
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editor::plan::WmsConfig m_config;
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editor::plan::TileBBox m_requested{};
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editor::plan::TileBBox m_inflightbox{};
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editor::plan::TileBBox m_covered{};
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unsigned int m_texture{0};
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mutable std::mutex m_mutex;
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std::condition_variable m_wakeup;
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std::string m_url;
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bool m_haswork{false};
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std::vector<std::uint8_t> m_bytes;
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bool m_hasresult{false};
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std::thread m_worker;
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std::atomic<bool> m_quitting{false};
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std::atomic<bool> m_loading{false};
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};
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} // namespace editor
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} // export
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