Added releaseGLObjects(..) and resizeGLObjectBuffers(..) to osgShadow::ShadowTechnique's

This commit is contained in:
Robert Osfield 2016-02-04 17:52:44 +00:00
parent f373bcf23d
commit dcadd69c5a
20 changed files with 346 additions and 15 deletions

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@ -77,7 +77,16 @@ class OSGSHADOW_EXPORT DebugShadowMap : public ViewDependentShadowTechnique
/** Set the file name of debuging dump */
void setDebugDump( const std::string & debugDumpFile ) { _debugDump = debugDumpFile; }
protected:
/** Resize any per context GLObject buffers to specified size. */
virtual void resizeGLObjectBuffers(unsigned int maxSize);
/** If State is non-zero, this function releases any associated OpenGL objects for
* the specified graphics context. Otherwise, releases OpenGL objects
* for all graphics contexts. */
virtual void releaseGLObjects(osg::State* = 0) const;
protected:
/** Classic protected OSG destructor */
virtual ~DebugShadowMap();
@ -182,6 +191,11 @@ class OSGSHADOW_EXPORT DebugShadowMap : public ViewDependentShadowTechnique
const ConvexPolyhedron * hull );
void dump( const std::string & filename );
virtual void resizeGLObjectBuffers(unsigned int maxSize);
virtual void releaseGLObjects(osg::State* = 0) const;
};
META_ViewDependentShadowTechniqueData( ThisClass, ViewData )

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@ -76,6 +76,9 @@ class OSGSHADOW_EXPORT MinimalDrawBoundsShadowMap
virtual void performBoundAnalysis( const osg::Camera& camera );
ViewData( void ): _boundAnalysisSize( 64, 64 ) {}
virtual void resizeGLObjectBuffers(unsigned int maxSize);
virtual void releaseGLObjects(osg::State* = 0) const;
};
friend struct ViewData;

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@ -134,6 +134,14 @@ class OSGSHADOW_EXPORT ParallelSplitShadowMap : public ShadowTechnique
inline SplitCalcMode getSplitCalculationMode() const { return _SplitCalcMode; }
/** Resize any per context GLObject buffers to specified size. */
virtual void resizeGLObjectBuffers(unsigned int maxSize);
/** If State is non-zero, this function releases any associated OpenGL objects for
* the specified graphics context. Otherwise, releases OpenGL objects
* for all graphics contexts. */
virtual void releaseGLObjects(osg::State* = 0) const;
protected :
virtual ~ParallelSplitShadowMap() {}
@ -169,7 +177,11 @@ class OSGSHADOW_EXPORT ParallelSplitShadowMap : public ShadowTechnique
unsigned int _splitID;
unsigned int _resolution;
osg::Uniform* _farDistanceSplit;
osg::ref_ptr<osg::Uniform> _farDistanceSplit;
void resizeGLObjectBuffers(unsigned int maxSize);
void releaseGLObjects(osg::State* = 0) const;
};
typedef std::map<unsigned int,PSSMShadowSplitTexture> PSSMShadowSplitTextureMap;

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@ -83,6 +83,16 @@ class OSGSHADOW_EXPORT ShadowMap : public ShadowTechnique
/** Clean scene graph from any shadow technique specific nodes, state and drawables.*/
virtual void cleanSceneGraph();
/** Resize any per context GLObject buffers to specified size. */
virtual void resizeGLObjectBuffers(unsigned int maxSize);
/** If State is non-zero, this function releases any associated OpenGL objects for
* the specified graphics context. Otherwise, releases OpenGL objects
* for all graphics contexts. */
virtual void releaseGLObjects(osg::State* = 0) const;
// debug methods
osg::ref_ptr<osg::Camera> makeDebugHUD();

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@ -35,7 +35,9 @@ class OSGSHADOW_EXPORT ShadowTechnique : public osg::Object
ShadowTechnique(const ShadowTechnique& es, const osg::CopyOp& copyop=osg::CopyOp::SHALLOW_COPY);
META_Object(osgShadow, ShadowTechnique);
virtual bool isSameKindAs(const osg::Object* obj) const { return dynamic_cast<const ShadowTechnique*>(obj)!=NULL; } \
virtual const char* libraryName() const { return "osgShadow"; }\
virtual const char* className() const { return "ShadowTechnique"; }
ShadowedScene* getShadowedScene() { return _shadowedScene; }
@ -58,7 +60,15 @@ class OSGSHADOW_EXPORT ShadowTechnique : public osg::Object
/** Dirty so that cached data structures are updated.*/
virtual void dirty() { _dirty = true; }
protected :
/** Resize any per context GLObject buffers to specified size. */
virtual void resizeGLObjectBuffers(unsigned int maxSize) = 0;
/** If State is non-zero, this function releases any associated OpenGL objects for
* the specified graphics context. Otherwise, releases OpenGL objects
* for all graphics contexts. */
virtual void releaseGLObjects(osg::State* = 0) const = 0;
protected :
class OSGSHADOW_EXPORT CameraCullCallback : public osg::NodeCallback
{

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@ -51,6 +51,14 @@ class OSGSHADOW_EXPORT ShadowTexture : public ShadowTechnique
virtual void cleanSceneGraph();
/** Resize any per context GLObject buffers to specified size. */
virtual void resizeGLObjectBuffers(unsigned int maxSize);
/** If State is non-zero, this function releases any associated OpenGL objects for
* the specified graphics context. Otherwise, releases OpenGL objects
* for all graphics contexts. */
virtual void releaseGLObjects(osg::State* = 0) const;
protected :
virtual ~ShadowTexture() {}

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@ -53,6 +53,14 @@ class OSGSHADOW_EXPORT ShadowVolume : public ShadowTechnique
virtual void cleanSceneGraph();
/** Resize any per context GLObject buffers to specified size. */
virtual void resizeGLObjectBuffers(unsigned int maxSize);
/** If State is non-zero, this function releases any associated OpenGL objects for
* the specified graphics context. Otherwise, releases OpenGL objects
* for all graphics contexts. */
virtual void releaseGLObjects(osg::State* = 0) const;
protected :
virtual ~ShadowVolume();

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@ -124,7 +124,16 @@ class OSGSHADOW_EXPORT StandardShadowMap : public DebugShadowMap
void setMainFragmentShader( osg::Shader * shader )
{ _mainFragmentShader = shader; }
protected:
/** Resize any per context GLObject buffers to specified size. */
virtual void resizeGLObjectBuffers(unsigned int maxSize);
/** If State is non-zero, this function releases any associated OpenGL objects for
* the specified graphics context. Otherwise, releases OpenGL objects
* for all graphics contexts. */
virtual void releaseGLObjects(osg::State* = 0) const;
protected:
/** Classic protected OSG destructor */
virtual ~StandardShadowMap(void);
@ -188,6 +197,9 @@ class OSGSHADOW_EXPORT StandardShadowMap : public DebugShadowMap
const osg::Vec3 &worldLightDir,
const osg::Vec3 &worldLightUp
= osg::Vec3(0,1,0) );
virtual void resizeGLObjectBuffers(unsigned int maxSize);
virtual void releaseGLObjects(osg::State* = 0) const;
};
friend struct ViewData;

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@ -171,7 +171,6 @@ class OSGSHADOW_EXPORT ViewDependentShadowMap : public ShadowTechnique
virtual osg::StateSet* selectStateSetForRenderingShadow(ViewDependentData& vdd) const;
protected:
virtual ~ViewDependentShadowMap();

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@ -17,9 +17,10 @@
#ifndef OSGSHADOW_VIEWDEPENDENTSHADOWTECHINIQUE
#define OSGSHADOW_VIEWDEPENDENTSHADOWTECHINIQUE 1
#include <osg/Identifier>
#include <osgShadow/ShadowTechnique>
#include <map>
#include <osgShadow/Export>
#include <map>
namespace osgShadow {
/**
@ -139,7 +140,16 @@ class OSGSHADOW_EXPORT ViewDependentShadowTechnique
/** Traverse shadow scene graph.*/
virtual void traverse(osg::NodeVisitor& nv);
protected:
/** Resize any per context GLObject buffers to specified size. */
virtual void resizeGLObjectBuffers(unsigned int maxSize);
/** If State is non-zero, this function releases any associated OpenGL objects for
* the specified graphics context. Otherwise, releases OpenGL objects
* for all graphics contexts. */
virtual void releaseGLObjects(osg::State* = 0) const;
protected:
/** Classic protected OSG destructor */
~ViewDependentShadowTechnique( void );
@ -196,6 +206,12 @@ class OSGSHADOW_EXPORT ViewDependentShadowTechnique
*/
osg::observer_ptr< ViewDependentShadowTechnique > _st;
virtual void resizeGLObjectBuffers(unsigned int maxSize) {}
/** If State is non-zero, this function releases any associated OpenGL objects for
* the specified graphics context. Otherwise, releases OpenGL objects
* for all graphics contexts. */
virtual void releaseGLObjects(osg::State* = 0) const {}
};
/**
@ -203,7 +219,7 @@ class OSGSHADOW_EXPORT ViewDependentShadowTechnique
ViewDependentShadowTechnique uses this map to find VieData for each cull vitior
*/
typedef std::map< osg::ref_ptr< osgUtil::CullVisitor >,
typedef std::map< osg::ref_ptr< osg::Identifier >,
osg::ref_ptr< ViewData > > ViewDataMap;
ViewDataMap _viewDataMap;

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@ -123,6 +123,67 @@ DebugShadowMap::~DebugShadowMap()
{
}
void DebugShadowMap::resizeGLObjectBuffers(unsigned int maxSize)
{
osg::resizeGLObjectBuffers(_depthColorFragmentShader, maxSize);
ViewDependentShadowTechnique::resizeGLObjectBuffers(maxSize);
}
void DebugShadowMap::releaseGLObjects(osg::State* state) const
{
osg::releaseGLObjects(_depthColorFragmentShader, state);
ViewDependentShadowTechnique::releaseGLObjects(state);
}
void DebugShadowMap::ViewData::resizeGLObjectBuffers(unsigned int maxSize)
{
BaseClass::ViewData::resizeGLObjectBuffers(maxSize);
osg::resizeGLObjectBuffers(_texture, maxSize);
osg::resizeGLObjectBuffers(_camera, maxSize);
osg::resizeGLObjectBuffers(_depthColorFragmentShader, maxSize);
for(PolytopeGeometryMap::iterator itr = _polytopeGeometryMap.begin();
itr != _polytopeGeometryMap.end();
++itr)
{
osg::resizeGLObjectBuffers(itr->second._geometry[0], maxSize);
osg::resizeGLObjectBuffers(itr->second._geometry[1], maxSize);
}
osg::resizeGLObjectBuffers(_geode[0], maxSize);
osg::resizeGLObjectBuffers(_geode[1], maxSize);
osg::resizeGLObjectBuffers(_transform[0], maxSize);
osg::resizeGLObjectBuffers(_transform[1], maxSize);
osg::resizeGLObjectBuffers(_cameraDebugHUD, maxSize);
}
void DebugShadowMap::ViewData::releaseGLObjects(osg::State* state) const
{
BaseClass::ViewData::releaseGLObjects(state);
osg::releaseGLObjects(_texture, state);
osg::releaseGLObjects(_camera, state);
osg::releaseGLObjects(_depthColorFragmentShader, state);
for(PolytopeGeometryMap::const_iterator itr = _polytopeGeometryMap.begin();
itr != _polytopeGeometryMap.end();
++itr)
{
osg::releaseGLObjects(itr->second._geometry[0], state);
osg::releaseGLObjects(itr->second._geometry[1], state);
}
osg::releaseGLObjects(_geode[0], state);
osg::releaseGLObjects(_geode[1], state);
osg::releaseGLObjects(_transform[0], state);
osg::releaseGLObjects(_transform[1], state);
osg::releaseGLObjects(_cameraDebugHUD, state);
}
void DebugShadowMap::ViewData::cull( void )
{
if( getDebugDraw() && !_cameraDebugHUD.valid() )

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@ -46,6 +46,22 @@ MinimalDrawBoundsShadowMap::~MinimalDrawBoundsShadowMap()
{
}
void MinimalDrawBoundsShadowMap::ViewData::resizeGLObjectBuffers(unsigned int maxSize)
{
BaseClass::ViewData::resizeGLObjectBuffers(maxSize);
_boundAnalysisTexture->resizeGLObjectBuffers(maxSize);
_boundAnalysisCamera->resizeGLObjectBuffers(maxSize);
}
void MinimalDrawBoundsShadowMap::ViewData::releaseGLObjects(osg::State* state) const
{
BaseClass::ViewData::releaseGLObjects(state);
_boundAnalysisTexture->releaseGLObjects(state);
_boundAnalysisCamera->releaseGLObjects(state);
}
void MinimalDrawBoundsShadowMap::ViewData::cullShadowReceivingScene( )
{
BaseClass::ViewData::cullShadowReceivingScene( );

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@ -272,6 +272,47 @@ ParallelSplitShadowMap::ParallelSplitShadowMap(const ParallelSplitShadowMap& cop
{
}
void ParallelSplitShadowMap::resizeGLObjectBuffers(unsigned int maxSize)
{
for(PSSMShadowSplitTextureMap::iterator itr = _PSSMShadowSplitTextureMap.begin();
itr != _PSSMShadowSplitTextureMap.end();
++itr)
{
itr->second.resizeGLObjectBuffers(maxSize);
}
}
void ParallelSplitShadowMap::releaseGLObjects(osg::State* state) const
{
for(PSSMShadowSplitTextureMap::const_iterator itr = _PSSMShadowSplitTextureMap.begin();
itr != _PSSMShadowSplitTextureMap.end();
++itr)
{
itr->second.releaseGLObjects(state);
}
}
void ParallelSplitShadowMap::PSSMShadowSplitTexture::resizeGLObjectBuffers(unsigned int maxSize)
{
osg::resizeGLObjectBuffers(_camera, maxSize);
osg::resizeGLObjectBuffers(_texture, maxSize);
osg::resizeGLObjectBuffers(_stateset, maxSize);
osg::resizeGLObjectBuffers(_debug_camera, maxSize);
osg::resizeGLObjectBuffers(_debug_texture, maxSize);
osg::resizeGLObjectBuffers(_debug_stateset, maxSize);
}
void ParallelSplitShadowMap::PSSMShadowSplitTexture::releaseGLObjects(osg::State* state) const
{
osg::releaseGLObjects(_camera, state);
osg::releaseGLObjects(_texture, state);
osg::releaseGLObjects(_stateset, state);
osg::releaseGLObjects(_debug_camera, state);
osg::releaseGLObjects(_debug_texture, state);
osg::releaseGLObjects(_debug_stateset, state);
}
void ParallelSplitShadowMap::setAmbientBias(const osg::Vec2& ambientBias)
{
_ambientBias = ambientBias;

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@ -89,6 +89,42 @@ ShadowTechnique(copy,copyop),
{
}
void ShadowMap::resizeGLObjectBuffers(unsigned int maxSize)
{
osg::resizeGLObjectBuffers(_camera, maxSize);
osg::resizeGLObjectBuffers(_texgen, maxSize);
osg::resizeGLObjectBuffers(_texture, maxSize);
osg::resizeGLObjectBuffers(_stateset, maxSize);
osg::resizeGLObjectBuffers(_program, maxSize);
osg::resizeGLObjectBuffers(_ls, maxSize);
for(ShaderList::iterator itr = _shaderList.begin();
itr != _shaderList.end();
++itr)
{
osg::resizeGLObjectBuffers(*itr, maxSize);
}
}
void ShadowMap::releaseGLObjects(osg::State* state) const
{
osg::releaseGLObjects(_camera, state);
osg::releaseGLObjects(_texgen, state);
osg::releaseGLObjects(_texture, state);
osg::releaseGLObjects(_stateset, state);
osg::releaseGLObjects(_program, state);
osg::releaseGLObjects(_ls, state);
for(ShaderList::const_iterator itr = _shaderList.begin();
itr != _shaderList.end();
++itr)
{
osg::releaseGLObjects(*itr, state);
}
}
void ShadowMap::setTextureUnit(unsigned int unit)
{
_shadowTextureUnit = unit;

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@ -30,6 +30,20 @@ ShadowTexture::ShadowTexture(const ShadowTexture& copy, const osg::CopyOp& copyo
{
}
void ShadowTexture::resizeGLObjectBuffers(unsigned int maxSize)
{
osg::resizeGLObjectBuffers(_camera, maxSize);
osg::resizeGLObjectBuffers(_texture, maxSize);
osg::resizeGLObjectBuffers(_stateset, maxSize);
}
void ShadowTexture::releaseGLObjects(osg::State* state) const
{
osg::releaseGLObjects(_camera, state);
osg::releaseGLObjects(_texture, state);
osg::releaseGLObjects(_stateset, state);
}
void ShadowTexture::setTextureUnit(unsigned int unit)
{
_textureUnit = unit;

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@ -53,6 +53,26 @@ ShadowVolume::~ShadowVolume()
{
}
void ShadowVolume::resizeGLObjectBuffers(unsigned int maxSize)
{
osg::resizeGLObjectBuffers(_occluder, maxSize);
osg::resizeGLObjectBuffers(_shadowVolume, maxSize);
osg::resizeGLObjectBuffers(_ss1, maxSize);
osg::resizeGLObjectBuffers(_mainShadowStateSet, maxSize);
osg::resizeGLObjectBuffers(_shadowVolumeStateSet, maxSize);
osg::resizeGLObjectBuffers(_shadowedSceneStateSet, maxSize);
}
void ShadowVolume::releaseGLObjects(osg::State* state) const
{
osg::releaseGLObjects(_occluder, state);
osg::releaseGLObjects(_shadowVolume, state);
osg::releaseGLObjects(_ss1, state);
osg::releaseGLObjects(_mainShadowStateSet, state);
osg::releaseGLObjects(_shadowVolumeStateSet, state);
osg::releaseGLObjects(_shadowedSceneStateSet, state);
}
void ShadowVolume::setDrawMode(osgShadow::ShadowVolumeGeometry::DrawMode drawMode)
{
if (_drawMode == drawMode) return;
@ -351,6 +371,5 @@ void ShadowVolume::cull(osgUtil::CullVisitor& cv)
void ShadowVolume::cleanSceneGraph()
{
OSG_NOTICE<<className()<<"::cleanSceneGraph()) not implemented yet, but almost."<<std::endl;
}

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@ -365,6 +365,37 @@ StandardShadowMap::~StandardShadowMap(void)
}
void StandardShadowMap::resizeGLObjectBuffers(unsigned int maxSize)
{
osg::resizeGLObjectBuffers(_mainVertexShader, maxSize);
osg::resizeGLObjectBuffers(_mainFragmentShader, maxSize);
osg::resizeGLObjectBuffers(_shadowVertexShader, maxSize);
osg::resizeGLObjectBuffers(_shadowFragmentShader, maxSize);
DebugShadowMap::resizeGLObjectBuffers(maxSize);
}
void StandardShadowMap::releaseGLObjects(osg::State* state) const
{
osg::releaseGLObjects(_mainVertexShader, state);
osg::releaseGLObjects(_mainFragmentShader, state);
osg::releaseGLObjects(_shadowVertexShader, state);
osg::releaseGLObjects(_shadowFragmentShader, state);
DebugShadowMap::releaseGLObjects(state);
}
void StandardShadowMap::ViewData::resizeGLObjectBuffers(unsigned int maxSize)
{
osg::resizeGLObjectBuffers(_stateset, maxSize);
}
void StandardShadowMap::ViewData::releaseGLObjects(osg::State* state) const
{
osg::releaseGLObjects(_stateset, state);
}
void StandardShadowMap::updateTextureCoordIndices( unsigned int fromTextureCoordIndex, unsigned int toTextureCoordIndex )
{

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@ -37,6 +37,27 @@ ViewDependentShadowTechnique::~ViewDependentShadowTechnique(void)
}
void ViewDependentShadowTechnique::resizeGLObjectBuffers(unsigned int maxSize)
{
for(ViewDataMap::iterator itr = _viewDataMap.begin();
itr != _viewDataMap.end();
++itr)
{
itr->second->resizeGLObjectBuffers(maxSize);
}
}
void ViewDependentShadowTechnique::releaseGLObjects(osg::State* state) const
{
for(ViewDataMap::const_iterator itr = _viewDataMap.begin();
itr != _viewDataMap.end();
++itr)
{
itr->second->releaseGLObjects(state);
}
}
void ViewDependentShadowTechnique::traverse(osg::NodeVisitor& nv)
{
osgShadow::ShadowTechnique::traverse(nv);
@ -96,14 +117,14 @@ ViewDependentShadowTechnique::ViewData *
ViewDependentShadowTechnique::getViewDependentData( osgUtil::CullVisitor * cv )
{
OpenThreads::ScopedLock<OpenThreads::Mutex> lock(_viewDataMapMutex);
return _viewDataMap[ cv ].get();
return _viewDataMap[ osg::Identifier::get(cv) ].get();
}
void ViewDependentShadowTechnique::setViewDependentData
( osgUtil::CullVisitor * cv, ViewData * data )
{
OpenThreads::ScopedLock<OpenThreads::Mutex> lock(_viewDataMapMutex);
_viewDataMap[ cv ] = data;
_viewDataMap[ osg::Identifier::get(cv) ] = data;
}
void ViewDependentShadowTechnique::ViewData::dirty( bool flag )

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@ -17,7 +17,7 @@ bool ShadowTechnique_writeLocalData(const osg::Object &obj, osgDB::Output &fw);
REGISTER_DOTOSGWRAPPER(ShadowTechnique_Proxy)
(
new osgShadow::ShadowTechnique,
0,
"ShadowTechnique",
"Object ShadowTechnique ",
ShadowTechnique_readLocalData,

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@ -4,7 +4,7 @@
#include <osgDB/OutputStream>
REGISTER_OBJECT_WRAPPER( osgShadow_ShadowTechnique,
new osgShadow::ShadowTechnique,
0,
osgShadow::ShadowTechnique,
"osg::Object osgShadow::ShadowTechnique" )
{