Commit Graph

3391 Commits

Author SHA1 Message Date
Robert Osfield
f91944fbbf Added paging support to osganalysis example 2010-10-22 12:19:22 +00:00
Robert Osfield
1a292ad8e3 Integrated IncementalCompileOperation into DatabasePager.
Improved various facilities in IncrementalCompileOperation.
2010-10-21 16:29:23 +00:00
Robert Osfield
6ed74470b2 Introduction of IncrementalCompileOperation support to DatabasePager. 2010-10-14 18:16:03 +00:00
Robert Osfield
00fe3c0417 Introduced SubloadCallback::generatdTextureObject() method. 2010-10-14 13:35:36 +00:00
Robert Osfield
8640929a2e From Brad Christiansen, fix function entry points under Windows to address crash 2010-10-14 11:10:16 +00:00
Robert Osfield
b55f75111e Added support for using a custom osg::Geometry that attempts to force the OpenGL driver
to download the texture object to graphics card.

Calling IncrementalCompileOperation::assignForceTextureDownloadGeometry() assigns a geometry
to the job.
2010-10-13 15:03:02 +00:00
Robert Osfield
a9dd08c3ba Removed redudent set up of GL_ cubemap defines as these are now also in include/osg/Texture 2010-10-09 11:27:45 +00:00
Robert Osfield
9984281553 Refactored the Texture3D extension setup in osg::Texture3D and gluBuild3DMipmaps and gluBuild3DMipmapLevels. 2010-10-08 11:20:56 +00:00
Robert Osfield
d23ce985a1 Introduced osg namespace to new local GLU functions 2010-10-07 11:53:28 +00:00
Robert Osfield
12e6a23451 Introduced new gluScaleImage function that uses a PixelStorageModes structure to pass in details on image packing,
rather than relying upon glGet's to get the values.
2010-10-07 10:51:22 +00:00
Robert Osfield
6a00d7d356 Added #define for Windows build 2010-10-06 18:29:23 +00:00
Robert Osfield
29bc5995e7 Added #define's and local include<osg/Image> to fix Windows GL 1.1 build against 2010-10-06 16:36:30 +00:00
Robert Osfield
8a6b0f0cef From Jean-Sebasien Guay, fix windows compile error 2010-10-06 16:29:16 +00:00
Robert Osfield
89f7726383 Copied libutil and libtess implementations in form Mesa 7.9/src/glu into the src/osg/glu,
changed extensions from .c to .cpp and got compiling as C files as part of the osg core library.

Updated and cleaned up the rest of the OSG to use the new internal GLU.
2010-10-06 14:44:52 +00:00
Robert Osfield
6df7dbf626 Improved the handling of matrices in serialization so that it's more reliable,
change was to use doubles for reading and writing matrices regardless of type of Matrix
being serialized.

Change does break backwards compatibility though, so code
path supporting original format has been left in for the
time being.  However, this code is not reliable enough and
is over complicated compared to the simplified handling.   Once
the new code has been bedded down for a while I'll remove this code block.
2010-10-04 15:23:19 +00:00
Robert Osfield
c294814e95 2010-10-01 17:07:27 +00:00
Robert Osfield
8f2497e21d From Wojciech Lewandowski,"These are our changes to DatabasePager. To check if parent PLOD is registered, I resurrected PagedLODList::containsPagedLOD() method. This method was available some time ago, but got removed and was not currently present in trunk. To add this method I had to also modify the DatabasePager header. " 2010-10-01 15:37:35 +00:00
Robert Osfield
e5bc43f04c From Magnus Kessler, "After a closer look at this particular issue, I used some grep and sed magic
to fix all occurrences of "macro's" and "paramter".
"
2010-09-30 16:57:02 +00:00
Robert Osfield
34fa992ff5 From Chuck Seberino, "Here is a small optimization in osgDB/Serializer that only uses a single accessor call when retrieving serializable values during writing. This is a sizable win for some of my code since the getter() methods are non-trivial. I also removed some explicit namespace qualifiers to be consistent with the rest of the codebase." 2010-09-30 16:03:04 +00:00
Robert Osfield
0eded3efbe From WojciechLewandowski, Added DispaySettings::SwapMethod and support for it in GraphicsContext::Traits 2010-09-30 14:25:27 +00:00
Robert Osfield
ab1920c427 From Wang Rui, "I've fixed the problem that osgx format doesn't read the Font property and wrapped string correctly. The first problem happened because the matchString() made a mistake in comparing two strings with the same start but different size. The second just needs complete rewriting of writeWrappedString() and readWrappedString() in src/osgPlugins/osg/XmlStreamOperator.h
I also fixed a possible bug in osgDB::XmlParser that doesn't handle control characters (like &quot; to ") when reading node attributes, because the writeWrappedString() and readWrappedString() now depend heavily on control characters. An additional improvement is that osgx now supports comments."
2010-09-30 09:34:41 +00:00
Robert Osfield
dab1c79127 Moved handling of character aspect ratio into osgText::Style. 2010-09-29 12:45:35 +00:00
Robert Osfield
b40acacf53 Moved set/getFont from Text/Text3D into TextBase 2010-09-29 11:34:55 +00:00
Robert Osfield
e942cc770a Removed getScale() parameter from osgText::Font 2010-09-29 11:09:32 +00:00
Robert Osfield
5af4884558 Moved Text3D across to using Style for character thickness.
Quitened down debug messages in 3D text geometry creation.
Improved the Text3D implementation of the new 3D text geometry.
2010-09-27 17:11:12 +00:00
Robert Osfield
f8b44c3b33 Added support for osgText::Style into osgText::Text3D.
Refactored Text3D implementation to use new GlyphGeometry class.
Implemented GlyphGeometry backend and cleaned up Glyph3D interface.
2010-09-27 16:18:20 +00:00
Robert Osfield
fdfad4848b Added include<osg/Geode> to fix compile error 2010-09-26 11:02:03 +00:00
Robert Osfield
f6517d2f8b From Alexander Wiebel, "I did some spell checking in my spare time. Here come 20 files." 2010-09-24 14:53:10 +00:00
Robert Osfield
73a4e775c0 From Jean-Sebastien Guay, "Changeset 10833 renames discardAllDeletedGLObjects() to discardAllGLObjects() in src/osg/GLObjects.cpp, but the declaration of the function in include/osg/GLObjects remained. So an app using an old version of OSG that called this function would now fail with a linker error instead of a compile error as it should.
Removed the declaration. Also fixed a small typo in the following doxygen comment."
2010-09-24 14:40:56 +00:00
Robert Osfield
eb3d76f291 From Mikhail Izmestev, "This patch fixes operator >> used with std::istream without std::ios::skipws flag. This allow using boost::lexical_cast with osg vectors types, because boost's lexical_cast disable std::ios::skipws flag of std::istream before using operator >>.
"
2010-09-24 14:38:01 +00:00
Robert Osfield
c006c75615 Moved Style and Bevel classes out into their own include/osgText/Style header.
Introduced GlyphGeometry class for handling the geometry data for rendering 3D text
2010-09-24 12:57:55 +00:00
Robert Osfield
d9a133476a Refactored the handling of readImage/writeImage/readObject/writeObject to avoid double setting of unique ID's, fixing the problem in reading/writing files with images 2010-09-23 16:12:05 +00:00
Robert Osfield
915b38dc25 Added deprecated notices. 2010-09-22 09:50:07 +00:00
Robert Osfield
0d347352cf From David Guthrie, "The cocoa version of the window for Mac OS X doesn't implement the requestWarpPointer function, but it turns out that the code from the Carbon version of the window is the same because it uses the windowing interface, so it this version, based on 2.8.3 GraphicsWindowCocoa, I copied the function over. The trunk version it also missing the function and the code looks to be very similar, so I assume it will transfer simply enough.
"
2010-09-21 10:28:50 +00:00
Robert Osfield
5ecc2b9880 From Wang Rui, reverted changes to osgPartcile that caused problems with osgparticleeffects. 2010-09-20 11:50:24 +00:00
Robert Osfield
fc82c9cde8 Add clamping of the maximum number of particles per frame to avoid too many particles being introduced at once when the particle system comes back on screen. 2010-09-17 15:39:53 +00:00
Robert Osfield
b0db0382f5 Reverted changes from Vivien Delage as there were some regressions discovered. Will need to revist this code to deal with bugs that Vivien was tackling. 2010-09-17 13:09:23 +00:00
Robert Osfield
93ad63405f From Alexander Wiebel, "I came across some functions in Vec* that I thought could benefit from some
doxygen documentation. Additionally, I made the comment on value_type more
meaningful (in my opinion)."
2010-09-16 10:33:51 +00:00
Robert Osfield
c6a1b7e97f From Magnus Kessler, "I'm resubmitting a slightly different version of the changes you left out for
osg/Camera. The ::glName issue masked the fact that the "(..)" isn't handled
well in doxygen and leads to "(." in the generated files.

I'm also submitting a minor documentation fix to osgGA/DriveManipulator to get
it out of my patch queue ;)"
2010-09-16 09:49:22 +00:00
Robert Osfield
b4fda3a6da From March Sciabica, "Here is the solution I coded up over the weekend. For improved
performance option, I added a flag to control whether the depth writing
pass is performed.

Since text is alpha-blended when rendering, it is placed in the
transparent bin and rendered back to front. Writing to the depth buffer
should therefore be unnecessary. Indeed, rendering something behind text
(or any blended object) after that object is drawn will give incorrect
results whether the depth buffer is written or not. I therefore think it
is safe to keep this option off by default. Users can turn it on for any
special needs they have.

I did not fix the existing backdrop implementations to work with the new
code since this new method of rendering intrinsically handles backdrops
correctly. Its results are more accurate than all of the existing
backdrop implementations. Its only downside is that it requires two
passes if depth buffer updates are desired, whereas DEPTH_RANGE and
POLYGON_OFFSET achieve their (less accurate) results in one pass. The
NO_DEPTH_BUFFER method also only uses one pass, but it disables depth
tests and not depth writes so will have serious problems if anything is
drawn in front of the text before OR after the text is drawn.

Given the better all-around behavior of the new method, I believe the
other backdrop implementations can be safely removed. Code that adjusts
the backdrop implementation will of course be broken if the member
functions are removed. For this reason I left them in, but set the new
rendering method as the default backdrop implementation. At the very
least I think the old backdrop implementations should be deprecated and
removed at a later date.
"

Note from Robert Osfield, testing this submission with osgtext I found that the
text would not render correctly when different text labels were overlapping
in deth and screen space.  I change _enableDepthWrites to default to true and
found the that which artifacts still occurred around the alpha blended edges
the artifacts where better than issue with occlusion of nearer pixels that was
happening with _enableDepthWrites set to false.I therefore set the
_enableDepthWrites to true as I feel it's the lesser of the two artefacts.
2010-09-16 09:09:43 +00:00
Robert Osfield
cc471b1103 From Magnus Kessler, "Attached are a number of files where I have tried to fix up some of the
documentation. I have accumulated them over some time, but rebased onto the
subversion trunk."
2010-09-15 12:00:12 +00:00
Robert Osfield
df7df0739a From Lukasz Izdebski, "I made some changes in OcclusionQueryNode file.
I move declaration of classes TestResult, QueryGeometry from cpp to header file and made a void createSupportNodes() a virtual method.

Now is possible to inherit from class OcclusionQueryNode."
2010-09-15 11:27:31 +00:00
Robert Osfield
d044d135f5 From Jan Peciva, "please, find attached improved Stencil and StencilTwoSided classes.
Goals:
- to handle INCR_WRAP values nicely if not supported by OpenGL (old hardware)
- to support two side stenciling of OpenGL 2.0. Current implementation does not work on ATI as it uses Nvidia extension.

Ready for commit:
- Stencil and Stencil.cpp - please, review them

Ready with "hack":
- StencilTwoSided.cpp: please, see the line 113 in apply():

      glEnable(GL_STENCIL_TEST_TWO_SIDE);

This line used to be in getModeUsage() as

      usage.usesMode(GL_STENCIL_TEST_TWO_SIDE);

but it produces OpenGL errors on ATI as it is unknown value there (it is Nvidia extension).
Problems with my "glEnable" solution:
- it enables two side stenciling forever, and it will disturb any other single-side stenciling in the scene graph.
"
2010-09-15 09:56:16 +00:00
Robert Osfield
0259a340fd From Wang Rui, "I've changed it back to _alive, _current_size and _current_alpha, and placed them one by one for setTexCoordPointer() to use.
All size() methods are now renamed to volume(). At present only the CompositePlacer will use it for randomly choose a place according to the volumes of all children.
 "
2010-09-15 09:24:45 +00:00
Robert Osfield
b4789863ac Form Wang Rui, "An initial GLSL shader support of rendering particles. Only the POINT
type is supported at present. The attached osgparticleshader.cpp will
show how it works. It can also be placed in the examples folder. But I
just wonder how this example co-exists with another two (osgparticle
and osgparticleeffect)?

Member variables in Particle, including _alive, _current_size and
_current_alpha, are now merged into one Vec3 variable. Then we can
make use of the set...Pointer() methods to treat them as vertex
attribtues in GLSL. User interfaces are not changed.

Additional methods of ParticleSystem are introduced, including
setDefaultAttributesUsingShaders(), setSortMode() and
setVisibilityDistance(). You can see how they work in
osgparticleshader.cpp.

Additional user-defined particle type is introduced. Set the particle
type to USER and attach a drawable to the template. Be careful because
of possible huge memory consumption. It is highly suggested to use
display lists here.

The ParticleSystemUpdater can accepts ParticleSystem objects as child
drawables now. I myself think it is a little simpler in structure,
than creating a new geode for each particle system. Of course, the
latter is still compatible, and can be used to transform entire
particles in the world.

New particle operators: bounce, sink, damping, orbit and explosion.
The bounce and sink opeartors both use a concept of domains, and can
simulate a very basic collision of particles and objects.

New composite placer. It contains a set of placers and emit particles
from them randomly. The added virtual method size() of each placer
will help determine the probability of generating.

New virtual method operateParticles() for the Operator class. It
actually calls operate() for each particle, but can be overrode to use
speedup techniques like SSE, or even shaders in the future.

Partly fix a floating error of 'delta time' in emitter, program and
updaters. Previously they keep the _t0 variable seperately and compute
different copies of dt by themseleves, which makes some operators,
especially the BounceOperator, work incorrectly (because the dt in
operators and updaters are slightly different). Now a getDeltaTime()
method is maintained in ParticleSystem, and will return the unique dt
value (passing by reference) for use. This makes thing better, but
still very few unexpected behavours at present...

All dotosg and serialzier wrappers for functionalities above are provided.

...

According to some simple tests, the new shader support is slightly
efficient than ordinary glBegin()/end(). That means, I haven't got a
big improvement at present. I think the bottlenack here seems to be
the cull traversal time. Because operators go through the particle
list again and again (for example, the fountain in the shader example
requires 4 operators working all the time).

A really ideal solution here is to implement the particle operators in
shaders, too, and copy the results back to particle attributes. The
concept of GPGPU is good for implementing this. But in my opinion, the
Camera class seems to be too heavy for realizing such functionality in
a particle system. Myabe a light-weight ComputeDrawable class is
enough for receiving data as textures and outputting the results to
the FBO render buffer. What do you think then?

The floating error of emitters
(http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org/2009-May/028435.html)
is not solved this time. But what I think is worth testing is that we
could directly compute the node path from the emitter to the particle
system rather than multiplying the worldToLocal and LocalToWorld
matrices. I'll try this idea later.
"
2010-09-14 15:47:29 +00:00
Robert Osfield
551d2b6479 From Ulrich Hertlein, "not sure how severe this is but I believe there's a bug in
Texture.cpp:applyTexImage2D_subload:

<code>
unsigned char* data = = (unsigned char*)image->data();
if (needImageRescale) {
 // allocates rescale buffer
 data = new unsigned char[newTotalSize];

 // calls gluScaleImage into the data buffer
}

const unsigned char* dataPtr = image->data();
// subloads 'dataPtr'

// deletes 'data'
</code>

In effect, the scaled data would never be used.

I've also replaced bits of duplicate code in Texture1D/2D/2DArray/3D/Cubemap/Rectangle
that checks if the texture image can/should be unref'd with common functionality in
Texture.cpp.

"
2010-09-14 13:19:55 +00:00
Robert Osfield
d55ada3790 Moved GL_RED and associated GL defines that aren't defined by GLES into the include/osg/Image to aid portability. 2010-09-14 13:19:12 +00:00
Robert Osfield
687fd9362f From Jean-Sebastien Guay, "osgWidget::WindowManager did nothing in its keyUp event, and in particular didn't call any callbacks. Since I wanted to have callbacks on keyUp, I copied what it does on keyDown, which works for me. I could have just used keyDown and saved myself the trouble, but you know me... :-)
osgWidget::Input:

[Functional changes]
- Previously, the field would be filled with spaces up to its max length, and typing would just replace the spaces. Also, there was a _textLength variable that kept track of the real length of text in the field, since the osgText::Text's length just reflected the length of spaces+text entered. This was not great, as you could still select the spaces with the mouse and it just feels hacky. So I changed it to only contain the text entered, no spaces, and _textLength was removed since it's now redundant (the osgText::Text's length is used instead).
- Fixed the selection size which (visually only) showed one more character selected than what was really selected.
- Fixed selection by dragging the mouse, it would sometimes not select the last character of the string.
- Cursor will now accurately reflect whether insert mode is activated (block cursor) or we're in normal mode (line cursor) like in most editors.
- Implemented Ctrl-X (cut)
- Added a new clear() method that allows the field to be emptied correctly. Useful for a command line interface, for example (hint, hint).
- Mouse and keyboard event handler methods would always return false, which meant selecting with the mouse would also rotate the trackball, and typing an 's' would turn on stats.

[Code cleanup]
- Renamed the (local) _selectionMin and _selectionMax variables which are used in a lot of places, as the underscores would lead to think they were members. Either I called them selection{Min|Max} or delete{Min|Max} where it made more sense.
- Fixed some indenting which was at 3 spaces (inconsistently), I'm sure I didn't catch all the lines where this was the case though.
- Put spaces between variable, operator and value where missing, especially in for()s. Again I only did this where I made changes, there are probably others left.

The result is that delete, backspace, Ctrl-X, Ctrl-C, Ctrl-V, and typing behaviour should now be consistent with text editor conventions, whether insert mode is enabled or not. I hope. :-)

Note, there's a nasty const_cast in there. Why isn't osgText::Font::getGlyph() declared const?

Also, as a note, the current implementation of cut, copy and paste (in addition to being Windows only, yuck) gets and puts the data into an std::string, thus if the osgText::String in the field contains unicode characters I think it won't work correctly. Perhaps someone could implement a proper clipboard class that would be cross-platform and support osgText::String (more precisely other languages like Chinese) correctly? Cut, copy and paste are not critical to what I'm doing so I won't invest the time to do that, but I just thought I'd mention it.
"
2010-09-09 16:49:10 +00:00
Robert Osfield
78cb15fdf8 From Torben Dannhauer, "I extended the attached CMAKE module to search for the collada libraries of my VS2008 3rdParty package if no other library is found.
No CMAKE should recognize all libraries of the VS2008 3rdParty Package."
2010-09-09 10:44:11 +00:00
Robert Osfield
cbc43841e1 From Roland Smeenk, "this submission adds a "Fast Drawable" line to the camera scene statistics.
It shows the total number of sorted and unsorted drawables that use the fastpath for rendering."
2010-09-09 10:03:58 +00:00