OpenSceneGraph/examples/osgcamera/osgcamera.cpp

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// C++ source file - (C) 2003 Robert Osfield, released under the OSGPL.
//
// Simple example of use of Producer::RenderSurface to create an OpenGL
// graphics window, and OSG for rendering.
#include <osg/Timer>
#include <osg/GraphicsContext>
#include <osg/GraphicsThread>
#include <osgUtil/UpdateVisitor>
#include <osgUtil/CullVisitor>
#include <osgUtil/SceneView>
#include <osgUtil/GLObjectsVisitor>
#include <osgDB/ReadFile>
#include <osgDB/DynamicLibrary>
#include <osgDB/Registry>
#include <map>
#include <list>
#include <iostream>
////////////////////////////////////////////////////////////////////////////////
//
//
// **************** THIS IS AN EXPERIMENTAL IMPLEMENTATION ***************
// ************************** PLEASE DO NOT COPY ************************
//
//
///////////////////////////////////////////////////////////////////////////////
// Compile operation, that compile OpenGL objects.
struct CompileOperation : public osg::GraphicsThread::Operation
{
CompileOperation(osg::Node* scene):
osg::GraphicsThread::Operation("Compile",false),
_scene(scene)
{
}
virtual void operator () (osg::GraphicsContext* context)
{
std::cout<<"Compile"<<std::endl;
osgUtil::GLObjectsVisitor compileVisitor;
compileVisitor.setState(context->getState());
// do the compile traversal
_scene->accept(compileVisitor);
}
osg::ref_ptr<osg::Node> _scene;
};
// Cull operation, that does a cull on the scene graph.
struct CullOperation : public osg::GraphicsThread::Operation
{
CullOperation(osgUtil::SceneView* sceneView):
osg::GraphicsThread::Operation("Cull",true),
_sceneView(sceneView)
{
}
virtual void operator () (osg::GraphicsContext* context)
{
_sceneView->setState(context->getState());
_sceneView->cull();
}
osg::ref_ptr<osgUtil::SceneView> _sceneView;
};
// Draw operation, that does a draw on the scene graph.
struct DrawOperation : public osg::GraphicsThread::Operation
{
DrawOperation(osgUtil::SceneView* sceneView):
osg::GraphicsThread::Operation("Draw",true),
_sceneView(sceneView)
{
}
virtual void operator () (osg::GraphicsContext*)
{
_sceneView->draw();
}
osg::ref_ptr<osgUtil::SceneView> _sceneView;
};
struct CleanUpOperation : public osg::GraphicsThread::Operation
{
CleanUpOperation(osgUtil::SceneView* sceneView):
osg::GraphicsThread::Operation("CleanUp",false),
_sceneView(sceneView)
{
}
virtual void operator () (osg::GraphicsContext*)
{
_sceneView->releaseAllGLObjects();
_sceneView->flushAllDeletedGLObjects();
}
osg::ref_ptr<osgUtil::SceneView> _sceneView;
};
// main does the following steps to create a multi-thread, multiple camera/graphics context view of a scene graph.
//
// 1) load the scene graph
//
// 2) create a list of camera, each with their own graphis context, with a graphics thread for each context.
//
// 3) set up the graphic threads so that the do an initial compile OpenGL objects operation, this is done once, and then this compile op is disgarded
//
// 4) set up the graphics thread so that it has all the graphics ops required for the main loop, these ops are:
// 4.a) frame begin barrair, syncronizes all the waiting graphic threads so they don't run while update is occuring
// 4.b) frame operation - the cull and draw for each camera
// 4.c) frame end barrier, releases the update thread once all graphic threads have dispatched all their OpenGL commands
// 4.d) pre swap barrier, barrier which ensures that all graphics threads have sent their data down to the gfx card.
// 4.e) swap buffers, do the swap buffers on all the graphics contexts.
//
// 5. The main loop:
// 5.a) update
// 5.b) join the frame begin barrrier, releasing all the graphics threads to do their stuff
// 5.c) block on the frame end barrier, waiting till all the graphics threads have done their cull/draws.
// 5.d) check to see if any of the windows has been closed.
//
int main( int argc, char **argv )
{
osg::Referenced::setThreadSafeReferenceCounting(true);
// use an ArgumentParser object to manage the program arguments.
osg::ArgumentParser arguments(&argc,argv);
std::string windowingLibrary("osgProducer");
while (arguments.read("--windowing",windowingLibrary)) {}
// load the osgProducer library manually.
osg::ref_ptr<osgDB::DynamicLibrary> windowingLib =
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osgDB::DynamicLibrary::loadLibrary(osgDB::Registry::instance()->createLibraryNameForNodeKit(windowingLibrary));
if (!windowingLib)
{
std::cout<<"Error: failed to loading windowing library: "<<windowingLibrary<<std::endl;
}
unsigned int numberCameras = 3;
while (arguments.read("--cameras",numberCameras)) {}
unsigned int xpos = 0;
unsigned int ypos = 400;
unsigned int width = 400;
unsigned int height = 400;
while (arguments.read("--xpos",xpos)) {}
while (arguments.read("--ypos",ypos)) {}
while (arguments.read("--height",height)) {}
while (arguments.read("--width",width)) {}
unsigned int maxNumFrames = 1000;
while (arguments.read("--max-num-frames",maxNumFrames)) {}
// load the scene.
osg::ref_ptr<osg::Node> loadedModel = osgDB::readNodeFiles(arguments);
if (!loadedModel)
{
std::cout << argv[0] <<": No data loaded." << std::endl;
return 1;
}
// set up the frame stamp for current frame to record the current time and frame number so that animtion code can advance correctly
osg::ref_ptr<osg::FrameStamp> frameStamp = new osg::FrameStamp;
unsigned int frameNum = 0;
osgUtil::UpdateVisitor updateVisitor;
updateVisitor.setFrameStamp(frameStamp.get());
typedef std::list< osg::ref_ptr<osg::CameraNode> > CameraList;
typedef std::set< osg::GraphicsContext* > GraphicsContextSet;
CameraList cameraList;
GraphicsContextSet graphicsContextSet;
// create the cameras, graphic contexts and graphic threads.
bool shareContexts = false;
osg::GraphicsContext* previousContext = 0;
for(unsigned int i=0; i< numberCameras; ++i)
{
osg::ref_ptr<osg::CameraNode> camera = new osg::CameraNode;
camera->addChild(loadedModel.get());
osg::ref_ptr<osg::GraphicsContext::Traits> traits = new osg::GraphicsContext::Traits;
traits->_windowName = "osgcamera";
traits->_x = xpos;
traits->_y = ypos;
traits->_width = width;
traits->_height = height;
traits->_windowDecoration = true;
traits->_doubleBuffer = true;
traits->_sharedContext = shareContexts ? previousContext : 0;
xpos += width;
osg::ref_ptr<osg::GraphicsContext> gfxc = osg::GraphicsContext::createGraphicsContext(traits.get());
if (!gfxc)
{
std::cout<<"Unable to create window."<<std::endl;
return 1;
}
camera->setGraphicsContext(gfxc.get());
// initialize the view to look at the center of the scene graph
const osg::BoundingSphere& bs = loadedModel->getBound();
osg::Matrix viewMatrix;
viewMatrix.makeLookAt(bs.center()-osg::Vec3(0.0,2.0f*bs.radius(),0.0),bs.center(),osg::Vec3(0.0f,0.0f,1.0f));
camera->setViewport(0,0,traits->_width,traits->_height);
camera->setProjectionMatrixAsPerspective(50.0f,1.4f,1.0f,10000.0f);
camera->setViewMatrix(viewMatrix);
// graphics thread will realize the window.
gfxc->createGraphicsThread();
cameraList.push_back(camera);
previousContext = gfxc.get();
}
// build the list of unique graphics contexts.
CameraList::iterator citr;
for(citr = cameraList.begin();
citr != cameraList.end();
++citr)
{
graphicsContextSet.insert(const_cast<osg::GraphicsContext*>((*citr)->getGraphicsContext()));
}
std::cout<<"Number of cameras = "<<cameraList.size()<<std::endl;
std::cout<<"Number of graphics contexts = "<<graphicsContextSet.size()<<std::endl;
// first the compile of the GL Objects, do it syncronously.
GraphicsContextSet::iterator gitr;
osg::ref_ptr<CompileOperation> compileOp = new CompileOperation(loadedModel.get());
for(gitr = graphicsContextSet.begin();
gitr != graphicsContextSet.end();
++gitr)
{
osg::GraphicsContext* context = *gitr;
context->getGraphicsThread()->add(compileOp.get(), false);
}
// second the begin frame barrier to all graphics threads
osg::ref_ptr<osg::BarrierOperation> frameBeginBarrierOp = new osg::BarrierOperation(graphicsContextSet.size()+1, osg::BarrierOperation::NO_OPERATION);
for(gitr = graphicsContextSet.begin();
gitr != graphicsContextSet.end();
++gitr)
{
osg::GraphicsContext* context = *gitr;
context->getGraphicsThread()->add(frameBeginBarrierOp.get(), false);
}
osg::ref_ptr<osg::BarrierOperation> glFinishBarrierOp = new osg::BarrierOperation(graphicsContextSet.size(), osg::BarrierOperation::GL_FINISH);
// we can put a finish in to gate rendering throughput, so that each new frame starts with a clean sheet.
// you should only enable one of these, doFinishBeforeNewDraw will allow for the better parallism of the two finish approaches
// note, both are disabled right now, as glFinish is spin locking the CPU, not something that we want...
bool doFinishBeforeNewDraw = false;
bool doFinishAfterSwap = false;
// third add the frame for each camera.
for(citr = cameraList.begin();
citr != cameraList.end();
++citr)
{
osg::CameraNode* camera = citr->get();
osg::GraphicsThread* graphicsThread = camera->getGraphicsContext()->getGraphicsThread();
// create a scene view to do the cull and draw
osgUtil::SceneView* sceneView = new osgUtil::SceneView;
sceneView->setDefaults();
sceneView->setFrameStamp(frameStamp.get());
sceneView->setCamera(camera);
// cull traversal operation
graphicsThread->add( new CullOperation(sceneView), false);
// optionally add glFinish barrier to ensure that all OpenGL commands are completed before we start dispatching a new frame
if (doFinishBeforeNewDraw) graphicsThread->add( glFinishBarrierOp.get(), false);
// draw traversal operation.
graphicsThread->add( new DrawOperation(sceneView), false);
}
// fourth add the frame end barrier, the pre swap barrier and finally the swap buffers to each graphics thread.
// The frame end barrier tells the main thead that the draw dispatch/read phase of the scene graph is complete.
// The pre swap barrier is an optional extra, which does a flush before joining the barrier, using this all graphics threads
// are held back until they have all dispatched their fifo to the graphics hardware.
// The swapOp just issues a swap buffers for each of the graphics contexts.
osg::ref_ptr<osg::BarrierOperation> frameEndBarrierOp = new osg::BarrierOperation(graphicsContextSet.size()+1, osg::BarrierOperation::NO_OPERATION);
osg::ref_ptr<osg::BarrierOperation> preSwapBarrierOp = new osg::BarrierOperation(graphicsContextSet.size(), osg::BarrierOperation::GL_FLUSH);
osg::ref_ptr<osg::SwapBuffersOperation> swapOp = new osg::SwapBuffersOperation();
for(gitr = graphicsContextSet.begin();
gitr != graphicsContextSet.end();
++gitr)
{
osg::GraphicsContext* context = *gitr;
context->getGraphicsThread()->add(frameEndBarrierOp.get(), false);
// context->getGraphicsThread()->add(preSwapBarrierOp.get(), false);
context->getGraphicsThread()->add(swapOp.get(), false);
// optionally add finish barrier to ensure that we don't do any other graphics work till the current OpenGL commands are complete.
if (doFinishAfterSwap) context->getGraphicsThread()->add(glFinishBarrierOp.get(), false);
}
// record the timer tick at the start of rendering.
osg::Timer_t start_tick = osg::Timer::instance()->tick();
osg::Timer_t previous_tick = start_tick;
bool done = false;
// main loop - update scene graph, dispatch frame, wait for frame done.
while( !done && frameNum<maxNumFrames)
{
osg::Timer_t current_tick = osg::Timer::instance()->tick();
frameStamp->setReferenceTime(osg::Timer::instance()->delta_s(start_tick,current_tick));
frameStamp->setFrameNumber(frameNum++);
//std::cout<<"Frame rate "<<1.0/osg::Timer::instance()->delta_s(previous_tick,current_tick)<<std::endl;
previous_tick = current_tick;
// do the update traversal.
loadedModel->accept(updateVisitor);
// dispatch the frame.
frameBeginBarrierOp->block();
// wait till the frame is done.
frameEndBarrierOp->block();
// check if any of the windows are closed
for(gitr = graphicsContextSet.begin();
gitr != graphicsContextSet.end();
++gitr)
{
osg::GraphicsContext* context = *gitr;
if (!context->isRealized()) done = true;
}
}
std::cout<<"Exiting application"<<std::endl;
// start clean up.
for(gitr = graphicsContextSet.begin();
gitr != graphicsContextSet.end();
++gitr)
{
osg::GraphicsContext* context = *gitr;
osg::GraphicsThread* thread = context->getGraphicsThread();
if (thread)
{
thread->removeAllOperations();
thread->setDone(true);
}
}
std::cout<<"Removed all operations"<<std::endl;
return 0;
}