Objects with the same filename may be different from others based on the provided
plugin options. Using filename *and* the provided options as object cache key
helps to avoid fetching the wrong object.
implementations being registered at the same time.
One usage case for this functionality to support usage of Wayland and X11 in the same version of the osgViewer.
As part of the new functionality there is now a osg::GraphicsContext::Traits::windowingSystemPreferrence string
that default to empty, but if defined will ensure that a specific WindowingSystemInterface is utilized when
you do a generic call like osg::createGraphicsContext().
Also implemented is standard proxy object for registering the new contexts and removing them automatically, and
declaration of standard graphicswindow_name() C entry point to help with static build linking.
The file osg-OpenSceneGraph-3.4.0\include\osg\Types
typedefs int8_t, int16_t, int32_t and int64_t
These are typedefed as signed __intX in several other places.
With VS2008, this causes an error "int8_t redifined, different basic types"
Explicitly declaring them signed fixes the error."
The change I made is to check GL_QUERY_RESULT_AVAILABLE before retrieving the query, to ensure that there won't be a stall. If the query result is not available yet, we'll leave it alone and try again in the next frame.
Had to make a few more changes than I'd liked, mostly because the TestResult mechanism wasn't designed for holding on to query objects for more than one frame. As well, I'm thinking that RetrieveQueriesCallback and ClearQueriesCallback could be merged together, if we wanted to go for more refactoring. For though now my strategy is to make as little changes as possible. Let me know what you think of the patch."
In OSG 3.4, osgText::Text( ::_quadIndices) uses DrawElementsUInt that will fail on these devices and no text will appear - tested on Samsung Galaxy Trend 2 SM-G313HN.
When DrawElementsUInt is replaced with DrawElementsUShort it works, although I'm not sure if this can cause other problems with some fonts.
Fix:
- In include\osgText\Text, line 316:
replace: "osg::ref_ptr< osg::DrawElementsUInt > _quadIndices;"
with: "osg::ref_ptr< osg::DrawElementsUShort > _quadIndices;"
- In src\osgText\Text.cpp, line 2094:
replace: "_quadIndices = new DrawElementsUInt(PrimitiveSet::TRIANGLES);"
with: "_quadIndices = new DrawElementsUShort(PrimitiveSet::TRIANGLES);"
"
Font::getKerning(...), Font::getGlyph3D(...) doesn't ask for a font resolution so it uses the last font resolution requested by Font:: getGlyph(...).
This can leads to different results depending of the precedent call to Font::getGlyph(...).
See http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org/2016-January/271952.html for more infos.
This fix adds a font resolution parameter to Font::getKerning(...), Font::getGlyph3D(...) and to the font implementations.
This was made under the base revision r15182."
"E:\osg\osgSvnGit\OpenSceneGraph\include\osg/Callback(286): warning C4099: 'osg::DrawableUpdateCallback' : type name first seen using 'class' now seen using 'struct' (E:\osg\osgSvnGit\OpenSceneGraph\src\osgUtil\RenderBin.cpp)
E:\osg\osgSvnGit\OpenSceneGraph\include\osg/Callback(27) : see declaration of 'osg::DrawableUpdateCallback'
attached is a modified version of include/osg/Callback:
changing
- struct OSG_EXPORT DrawableUpdateCallback : public virtual Callback
- {
to
+ class OSG_EXPORT DrawableUpdateCallback : public virtual Callback
+ {
+ public:
and the same changes for DrawableEventCallback and DrawableCullCallback"
Simplfifer::ContinueSimplificationCallback to be able to decide whether up or downsampling is required,
removing the previous hardwards reliance on getSampleRatio<1.0.
forcing users to use osgDB::readRef*File() methods. The later is preferable as it closes a potential threading bug when using paging databases in conjunction
with the osgDB::Registry Object Cache. This threading bug occurs when one thread gets an object from the Cache via an osgDB::read*File() call where only
a pointer to the object is passed back, so taking a reference to the object is delayed till it gets reassigned to a ref_ptr<>, but at the same time another
thread calls a flush of the Object Cache deleting this object as it's referenceCount is now zero. Using osgDB::readREf*File() makes sure the a ref_ptr<> is
passed back and the referenceCount never goes to zero.
To ensure the OSG builds when OSG_PROVIDE_READFILE is to OFF the many cases of osgDB::read*File() usage had to be replaced with a ref_ptr<> osgDB::readRef*File()
usage. The avoid this change causing lots of other client code to be rewritten to handle the use of ref_ptr<> in place of C pointer I introduced a serious of
templte methods in various class to adapt ref_ptr<> to the underly C pointer to be passed to old OSG API's, example of this is found in include/osg/Group:
bool addChild(Node* child); // old method which can only be used with a Node*
tempalte<class T> bool addChild(const osg::ref_ptr<T>& child) { return addChild(child.get()); } // adapter template method
These changes together cover 149 modified files, so it's a large submission. This extent of changes are warrent to make use of the Object Cache
and multi-threaded loaded more robust.
git-svn-id: http://svn.openscenegraph.org/osg/OpenSceneGraph/trunk@15164 16af8721-9629-0410-8352-f15c8da7e697
This approach unifies much of the code handling the clean up of OpenGL graphics data, avoids lots of local mutexes and static variables that were previously required,
and enables the clean up scheme to be easily extended by users providing their own GraphicsObjectManager subclasses.
git-svn-id: http://svn.openscenegraph.org/osg/OpenSceneGraph/trunk@15130 16af8721-9629-0410-8352-f15c8da7e697
It should stop and wait for a signal on either of those two. Due to a few logical inversions it boils down to replacing || with &&
OLD _block->set((!_requestList.empty() || !_pager->_databasePagerThreadPaused));
NEW _block->set((!_requestList.empty() && !_pager->_databasePagerThreadPaused));//release the threads to run IF (work_to_be_done && not_paused)
This bug is present since svn rev 8663 (just before 2.6.0 release)
attached is a zip with the files:
OpenSceneGraph\include\osgDB\ImagePager
This file is valid for svn branch and stable 3.2 and 3.4
branches 2.6 - 3.0 have the same bug, but other differences in the file."
git-svn-id: http://svn.openscenegraph.org/osg/OpenSceneGraph/trunk@15125 16af8721-9629-0410-8352-f15c8da7e697
I used osgSetGLExtensionsFuncPtr to remove the symbols. I don't know how to test this path, but it did remove the symbols from libosgViewer.so. I have also not been able yet to see if that was sufficient for our customer.
I did this by looking at other cases, and I tried to follow some of the same practices in PixelBufferX11, like using _useSGIX in a similar way to the previous _useGLX1_3."
git-svn-id: http://svn.openscenegraph.org/osg/OpenSceneGraph/trunk@15041 16af8721-9629-0410-8352-f15c8da7e697
When an application is built with Qt4, but osgQt was built with Qt5 (or vice versa), upon #includeing osgQt users will receive an #error aborting the build.
This at least provides a proper error message rather than a crash, while we are working on better fixes for the problem."
git-svn-id: http://svn.openscenegraph.org/osg/OpenSceneGraph/trunk@14918 16af8721-9629-0410-8352-f15c8da7e697
osg::UniformCallback inherits osg::Callback now.
I don't really now if this class should be inside osgWrappers/serializers
because StateAttributeCallback is not presented there, but i've included it in the patch.
Please see archive in the attachment.
PS
DEEP_COPY_UNIFORMS works for me.
"
Note from Robert Osfield, added typedef UniformCallback Callback for backwards compatibility.
git-svn-id: http://svn.openscenegraph.org/osg/OpenSceneGraph/trunk@14885 16af8721-9629-0410-8352-f15c8da7e697
I have left the Texture::generateTextureObject functions intact as I'm not sure if/how it's used outside the core OSG. If you feel that compatibility isn't important in that area feel free to drop it.
While testing the build with OSG_USE_REF_PTR_IMPLICIT_OUTPUT_CONVERSION=OFF I found a compile error in GlyphGeometry.cpp that was entirely unrelated to the changes I've made. The fix is included in the patch.
There is one thing left to fix and that is Texture2D::SubloadCallback:
class OSG_EXPORT SubloadCallback : public Referenced
{
public:
....
virtual TextureObject* generateTextureObject(const Texture2D& texture, State& state) const
{
return osg::Texture::generateTextureObject(&texture, state.getContextID(), GL_TEXTURE_2D);
}
...
}"
git-svn-id: http://svn.openscenegraph.org/osg/OpenSceneGraph/trunk@14879 16af8721-9629-0410-8352-f15c8da7e697
Added osgText::Bevel::s/getRoundedConcaveJunctions(bool) to control how the bevel should be tessellated around concave junctions on the glyph boundary.
git-svn-id: http://svn.openscenegraph.org/osg/OpenSceneGraph/trunk@14871 16af8721-9629-0410-8352-f15c8da7e697
the old intersect(BoundingBox&, float/double&, float/double&) method as it was inconsitent with the rest of the OSG including the intersect(BoundingSphere) method in how the ratio for the
second intersection was measure from - original from the end point, but now made consistent with other places in the OSG so be based on ration from start to end of segment.
git-svn-id: http://svn.openscenegraph.org/osg/OpenSceneGraph/trunk@14859 16af8721-9629-0410-8352-f15c8da7e697
to compute the required matrix rather than using the NodePath provided by the NodeVistor. This is required
as in osg::computeLocalToWorld() usage case the NodeVisitor pointer is NULL, so the correct matrix isn't possible to compute.
git-svn-id: http://svn.openscenegraph.org/osg/OpenSceneGraph/trunk@14828 16af8721-9629-0410-8352-f15c8da7e697
enum ResizeMask
{
RESIZE_VIEWPORT=1,
RESIZE_ATTACHMENTS=2,
RESIZE_PROJECTIONMATRIX=4,
RESIZE_DEFAULT=RESIZE_VIEWPORT|RESIZE_ATTACHMENTS
};
/** Resize, to the specified width and height, the viewport, attachments and projection matrix according to the resizeMask provided.
* Note, the adjustment of the projection matrix is done if the RESIZE_PROJECTIONMATRIX mask to set and according to the rules specified in the ProjectionResizePolicy. */
void resize(int width, int height, int resizeMask=RESIZE_DEFAULT);
git-svn-id: http://svn.openscenegraph.org/osg/OpenSceneGraph/trunk@14811 16af8721-9629-0410-8352-f15c8da7e697
//GLbitfield mask = GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT;
This line was problematic since it produced incorrect result when let's say COLOR flag is serialized
it should be null as in Camera serializer or in a proposed BitFlagsSerializer
This line of code caused that whenever only GL_COLOR_BUFFER_BIT bit was written and on value read GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT was restored instead of GL_COLOR_BUFFER_BIT only.
//GLbitfield mask = 0; //this resolves the issue same as in camera
Also same bit-wise comparison bug was also present in write method.
-------------------------------------------------------------------------------------
As you can see there are total 3 bit mask serializers in OSG and all 3 had bugs so I decided to add ADD_BITFLAGS_SERIALIZER and replace USER serializers in osg::Camera, osg::ClearNode and osgText::TextBase. I have made sure that bitflags serializer does not break backwards-compatibility since it uses same code as user serializer does in all 3 cases. (see tester.cpp on how compatibility test was performed)"
git-svn-id: http://svn.openscenegraph.org/osg/OpenSceneGraph/trunk@14752 16af8721-9629-0410-8352-f15c8da7e697
geometry is clipped as soon as it is tessellated. The clipping is
probably caused by rounding errors because it is only in one spot. The
clipping disappears when the camera is moved, and reappears when it is
moved back. Expanding the the bounding box fixed the clipping bug."
Tweaked by Robert Osfield to expand it to a -1 to 1 unit box.
Actual clipping bug is not due to rounding errors but the shaders creating vertices outside the bounding box of the original input vertices
git-svn-id: http://svn.openscenegraph.org/osg/OpenSceneGraph/trunk@14747 16af8721-9629-0410-8352-f15c8da7e697
This submission adds shared array duplication (and moves the SharedArrayOptimizer declaration in MeshOptimizer to make it callable from the SmoothingVisitor)."
Submitted by Marc Helbling.
Edited by Robet Osfield to retain the usual OSG coding style.
git-svn-id: http://svn.openscenegraph.org/osg/OpenSceneGraph/trunk@14639 16af8721-9629-0410-8352-f15c8da7e697
* it sorts primitives to keep "more complex" primitives first; maybe you'll prefer to have this as an option (but usually it should make more sense to pre-transform triangles before e.g. lines)
* currently, the visitor rely on TriangleIndexFunctor and does not take care of points and lines (see https://github.com/openscenegraph/osg/blob/master/include/osg/TriangleIndexFunctor#L124-130). This can lead to issues e.g. if you store the wireframe lines along with some triangles: the triangles will be reindexed but not the line. I've therefore added osg/include/TriangleLinePointIndexFunctor to index triangles, lines and points and derived VertexReorder from this class.
* to avoid issues, shared arrays are duplicated. However, in some cases (e.g. an UV channel shared in the geometry only) this is not required. I'm adding a SharedArrayOptimizer to optimize this: it looks for duplicated UVs before the array duplication and deduplicate arrays after.
"
git-svn-id: http://svn.openscenegraph.org/osg/OpenSceneGraph/trunk@14603 16af8721-9629-0410-8352-f15c8da7e697
I've removed the references to DrawArrays as we should no longer produce any.
Note that:
* as the name suggest, it only works for triangle strips but could probably be easily extended to quads
* the resulting primitive is not highly optimized; we could probably sort the strips in order to minimize the number of primitive restart
* as we may merge DrawElementsUInt and DrawElementUShort, the code will only generate DrawElementsUInt"
git-svn-id: http://svn.openscenegraph.org/osg/OpenSceneGraph/trunk@14602 16af8721-9629-0410-8352-f15c8da7e697
algorithm consisting of two consequent phases :
- first phase is a GLSL shader performing object culling and LOD picking ( a culling shader ).
Every culled object is represented as GL_POINT in the input osg::Geometry.
The output of the culling shader is a set of object LODs that need to be rendered.
The output is stored in texture buffer objects. No pixel is drawn to the screen
because GL_RASTERIZER_DISCARD mode is used.
- second phase draws osg::Geometry containing merged LODs using glDrawArraysIndirect()
function. Information about quantity of instances to render, its positions and other
parameters is sourced from texture buffer objects filled in the first phase.
The example uses various OpenGL 4.2 features such as texture buffer objects,
atomic counters, image units and functions defined in GL_ARB_shader_image_load_store
extension to achieve its goal and thus will not work on graphic cards with older OpenGL
versions.
The example was tested on Linux and Windows with NVidia 570 and 580 cards.
The tests on AMD cards were not conducted ( due to lack of it ).
The tests were performed using OSG revision 14088.
The main advantages of this rendering method :
- instanced rendering capable of drawing thousands of different objects with
almost no CPU intervention ( cull and draw times are close to 0 ms ).
- input objects may be sourced from any OSG graph ( for example - information about
object points may be stored in a PagedLOD graph. This way we may cover the whole
countries with trees, buildings and other objects ).
Furthermore if we create osgDB plugins that generate data on the fly, we may
generate information for every grass blade for that country.
- every object may have its own parameters and thus may be distinct from other objects
of the same type.
- relatively low memory footprint ( single object information is stored in a few
vertex attributes ).
- no GPU->CPU roundtrip typical for such methods ( method uses atomic counters
and glDrawArraysIndirect() function instead of OpenGL queries. This way
information about quantity of rendered objects never goes back to CPU.
The typical GPU->CPU roundtrip cost is about 2 ms ).
- this example also shows how to render dynamic objects ( objects that may change
its position ) with moving parts ( like car wheels or airplane propellers ) .
The obvious extension to that dynamic method would be the animated crowd rendering.
- rendered objects may be easily replaced ( there is no need to process the whole
OSG graphs, because these graphs store only positional information ).
The main disadvantages of a method :
- the maximum quantity of objects to render must be known beforehand
( because texture buffer objects holding data between phases have constant size ).
- OSG statistics are flawed ( they don't know anymore how many objects are drawn ).
- osgUtil::Intersection does not work
Example application may be used to make some performance tests, so below you
will find some extended parameter description :
--skip-dynamic - skip rendering of dynamic objects if you only want to
observe static object statistics
--skip-static - the same for static objects
--dynamic-area-size - size of the area for dynamic rendering. Default = 1000 meters
( square 1000m x 1000m ). Along with density defines
how many dynamic objects is there in the example.
--static-area-size - the same for static objects. Default = 2000 meters
( square 2000m x 2000m ).
Example application defines some parameters (density, LOD ranges, object's triangle count).
You may manipulate its values using below described modifiers:
--density-modifier - density modifier in percent. Default = 100%.
Density ( along with LOD ranges ) defines maximum
quantity of rendered objects. registerType() function
accepts maximum density ( in objects per square kilometer )
as its parameter.
--lod-modifier - defines the LOD ranges. Default = 100%.
--triangle-modifier - defines the number of triangles in finally rendered objects.
Default = 100 %.
--instances-per-cell - for static rendering the application builds OSG graph using
InstanceCell class ( this class is a modified version of Cell class
from osgforest example - it builds simple quadtree from a list
of static instances ). This parameter defines maximum number
of instances in a single osg::Group in quadtree.
If, for example, you modify it to value=100, you will see
really big cull time in OSG statistics ( because resulting
tree generated by InstanceCell will be very deep ).
Default value = 4096 .
--export-objects - write object geometries and quadtree of instances to osgt files
for later analysis.
--use-multi-draw - use glMultiDrawArraysIndirect() instead of glDrawArraysIndirect() in a
draw shader. Thanks to this we may render all ( different ) objects
using only one draw call. Requires OpenGL version 4.3 and some more
work from me, because now it does not work ( probably I implemented
it wrong, or Windows NVidia driver has errors, because it hangs
the apllication at the moment ).
This application is inspired by Daniel Rákos work : "GPU based dynamic geometry LOD" that
may be found under this address : http://rastergrid.com/blog/2010/10/gpu-based-dynamic-geometry-lod/
There are however some differences :
- Daniel Rákos uses GL queries to count objects to render, while this example
uses atomic counters ( no GPU->CPU roundtrip )
- this example does not use transform feedback buffers to store intermediate data
( it uses texture buffer objects instead ).
- I use only the vertex shader to cull objects, whereas Daniel Rákos uses vertex shader
and geometry shader ( because only geometry shader can send more than one primitive
to transform feedback buffers ).
- objects in the example are drawn using glDrawArraysIndirect() function,
instead of glDrawElementsInstanced().
Finally there are some things to consider/discuss :
- the whole algorithm exploits nice OpenGL feature that any GL buffer
may be bound as any type of buffer ( in our example a buffer is once bound
as a texture buffer object, and later is bound as GL_DRAW_INDIRECT_BUFFER ).
osg::TextureBuffer class has one handy method to do that trick ( bindBufferAs() ),
and new primitive sets use osg::TextureBuffer as input.
For now I added new primitive sets to example ( DrawArraysIndirect and
MultiDrawArraysIndirect defined in examples/osggpucull/DrawIndirectPrimitiveSet.h ),
but if Robert will accept its current implementations ( I mean - primitive
sets that have osg::TextureBuffer in constructor ), I may add it to
osg/include/PrimitiveSet header.
- I used BufferTemplate class writen and published by Aurelien in submission forum
some time ago. For some reason this class never got into osg/include, but is
really needed during creation of UBOs, TBOs, and possibly SSBOs in the future.
I added std::vector specialization to that template class.
- I needed to create similar osg::Geometries with variable number of vertices
( to create different LODs in my example ). For this reason I've written
some code allowing me to create osg::Geometries from osg::Shape descendants.
This code may be found in ShapeToGeometry.* files. Examples of use are in
osggpucull.cpp . The question is : should this code stay in example, or should
it be moved to osgUtil ?
- this remark is important for NVidia cards on Linux and Windows : if
you have "Sync to VBlank" turned ON in nvidia-settings and you want to see
real GPU times in OSG statistics window, you must set the power management
settings to "Prefer maximum performance", because when "Adaptive mode" is used,
the graphic card's clock may be slowed down by the driver during program execution
( On Linux when OpenGL application starts in adaptive mode, clock should work
as fast as possible, but after one minute of program execution, the clock slows down ).
This happens when GPU time in OSG statistics window is shorter than 3 ms.
"
git-svn-id: http://svn.openscenegraph.org/osg/OpenSceneGraph/trunk@14531 16af8721-9629-0410-8352-f15c8da7e697
lists when drawing lots of batches and noticed that my program
generated a lot of unneeded glClientActiveTexture calls. Digging
deeper I found out it came from State::disableTexCoordPointer where
the function would call glClientActiveTexture but not
glDisableClientState because the geometry didn't have texture
coordinates for that channel. This is because in our scene there are
some geometries that have move than one uv channels making
State::_texCoordArrayList grow. Then the method
State::applyDisablingOfVertexAttributes() will call
disableTexCoordPointer multiple times.
I rearrange the method a little to combat this. Now the logic has the
same ordering as disableTexCoordPointersAboveAndIncluding which
already combats this."
git-svn-id: http://svn.openscenegraph.org/osg/OpenSceneGraph/trunk@14508 16af8721-9629-0410-8352-f15c8da7e697
To enable the sync of swap buffers set the env var OSG_SYNC_SWAP_BUFFERS to ON or 1, to switch off set to OFF or 0.
One can also use the --sync command line option for application that pass on command line options to the osg::DisplaySettings::instance().
git-svn-id: http://svn.openscenegraph.org/osg/OpenSceneGraph/trunk@14456 16af8721-9629-0410-8352-f15c8da7e697
Introduced a new Widget::computeExtentsPositionInLocalCoordinates() method that intersects with a ray through mouse pointer and the extents of the widget.
git-svn-id: http://svn.openscenegraph.org/osg/OpenSceneGraph/trunk@14429 16af8721-9629-0410-8352-f15c8da7e697