dd996a3289
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
90 lines
3.0 KiB
C++
90 lines
3.0 KiB
C++
// -*-c++-*-
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/*
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* Draw an outline around a model.
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*/
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#include <osg/Group>
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#include <osg/PositionAttitudeTransform>
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#include <osgDB/ReadFile>
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#include <osgViewer/Viewer>
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#include <osgFX/Outline>
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int main(int argc, char** argv)
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{
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osg::ArgumentParser arguments(&argc,argv);
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arguments.getApplicationUsage()->setCommandLineUsage(arguments.getApplicationName()+" [options] <file>");
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arguments.getApplicationUsage()->addCommandLineOption("--testOcclusion","Test occlusion by other objects");
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arguments.getApplicationUsage()->addCommandLineOption("-h or --help","Display this information");
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bool testOcclusion = false;
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while (arguments.read("--testOcclusion")) { testOcclusion = true; }
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// load outlined object
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std::string modelFilename = arguments.argc() > 1 ? arguments[1] : "dumptruck.osgt";
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osg::ref_ptr<osg::Node> outlineModel = osgDB::readRefNodeFile(modelFilename);
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if (!outlineModel)
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{
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osg::notify(osg::FATAL) << "Unable to load model '" << modelFilename << "'\n";
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return -1;
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}
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// create scene
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osg::ref_ptr<osg::Group> root = new osg::Group;
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{
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// create outline effect
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osg::ref_ptr<osgFX::Outline> outline = new osgFX::Outline;
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root->addChild(outline);
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outline->setWidth(8);
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outline->setColor(osg::Vec4(1,1,0,1));
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outline->addChild(outlineModel);
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}
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if (testOcclusion)
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{
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// load occluder
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std::string occludedModelFilename = "cow.osgt";
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osg::ref_ptr<osg::Node> occludedModel = osgDB::readRefNodeFile(occludedModelFilename);
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if (!occludedModel)
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{
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osg::notify(osg::FATAL) << "Unable to load model '" << occludedModelFilename << "'\n";
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return -1;
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}
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// occluder offset
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const osg::BoundingSphere& bsphere = outlineModel->getBound();
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const osg::Vec3 occluderOffset = osg::Vec3(0,1,0) * bsphere.radius() * 1.2f;
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// occluder behind outlined model
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osg::ref_ptr<osg::PositionAttitudeTransform> modelTransform0 = new osg::PositionAttitudeTransform;
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modelTransform0->setPosition(bsphere.center() + occluderOffset);
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modelTransform0->addChild(occludedModel);
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root->addChild(modelTransform0);
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// occluder in front of outlined model
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osg::ref_ptr<osg::PositionAttitudeTransform> modelTransform1 = new osg::PositionAttitudeTransform;
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modelTransform1->setPosition(bsphere.center() - occluderOffset);
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modelTransform1->addChild(occludedModel);
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root->addChild(modelTransform1);
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}
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// must have stencil buffer...
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osg::DisplaySettings::instance()->setMinimumNumStencilBits(1);
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// construct the viewer
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osgViewer::Viewer viewer;
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viewer.setSceneData(root);
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// must clear stencil buffer...
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unsigned int clearMask = viewer.getCamera()->getClearMask();
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viewer.getCamera()->setClearMask(clearMask | GL_STENCIL_BUFFER_BIT);
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viewer.getCamera()->setClearStencil(0);
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return viewer.run();
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}
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