43df3b90ef
list before they are finished with.
245 lines
9.6 KiB
C++
245 lines
9.6 KiB
C++
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2003 Robert Osfield
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*
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* This library is open source and may be redistributed and/or modified under
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* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
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* (at your option) any later version. The full license is in LICENSE file
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* included with this distribution, and on the openscenegraph.org website.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* OpenSceneGraph Public License for more details.
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*/
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#ifndef OSGDB_DATABASEPAGER
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#define OSGDB_DATABASEPAGER 1
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#include <osg/NodeVisitor>
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#include <osg/Group>
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#include <osg/PagedLOD>
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#include <osg/Drawable>
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#include <OpenThreads/Thread>
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#include <OpenThreads/Mutex>
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#include <OpenThreads/Condition>
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#include <osgDB/SharedStateManager>
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#include <osgDB/Export>
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#include <map>
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#include <set>
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namespace osgDB {
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class Block: public osg::Referenced {
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public:
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Block():_released(false) {}
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void block()
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{
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_mut.lock();
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if( !_released )
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_cond.wait(&_mut);
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_mut.unlock();
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}
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void release()
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{
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_mut.lock();
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if (!_released)
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{
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_released = true;
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_cond.broadcast();
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}
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_mut.unlock();
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}
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void reset()
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{
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_mut.lock();
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_released = false;
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_mut.unlock();
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}
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protected:
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~Block()
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{
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release();
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}
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private:
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OpenThreads::Mutex _mut;
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OpenThreads::Condition _cond;
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bool _released;
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};
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/** Database paging class which manages the loading of files in a background thread,
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* and syncronizing of loaded models with the main scene graph.*/
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class OSGDB_EXPORT DatabasePager : public osg::NodeVisitor::DatabaseRequestHandler, public OpenThreads::Thread
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{
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public :
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DatabasePager();
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/** Add a request to load a node file to end the the database request list.*/
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virtual void requestNodeFile(const std::string& fileName,osg::Group* group, float priority, const osg::FrameStamp* framestamp);
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/** run does the database paging.*/
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virtual void run();
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/** Set the use of the frame block which, if enabled, blocks the DatabasePager
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* from executing which the current frame is being drawn.
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* When a single processor machine is being used it can be useful to block on
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* frame to help prevent the database paging thread from slowing the cull and draw
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* traversals which in turn can cause frame drops.*/
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void setUseFrameBlock(bool useFrameBlock) { _useFrameBlock = useFrameBlock; }
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/** Get the whether UseFrameBlock is on or off.*/
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bool getUseFrameBlock() const { return _useFrameBlock; }
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Block* getFrameBlock() { return _frameBlock.get(); }
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/** Set the priority of the database pager thread during the frame (i.e. while cull and draw are running.)*/
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void setThreadPriorityDuringFrame(ThreadPriority duringFrame) { _threadPriorityDuringFrame = duringFrame; }
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/** Get the priority of the database pager thread during the frame*/
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ThreadPriority getThreadPriorityDuringFrame() const { return _threadPriorityDuringFrame; }
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/** Set the priority of the database pager thread when the frame is not being exectuted (i.e. before or after cull and draw have run.)*/
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void setThreadPriorityOutwithFrame(ThreadPriority outwithFrame) { _threadPriorityOutwithFrame = outwithFrame; }
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/** Get the priority of the database pager thread when the frame is not being exectuted.*/
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ThreadPriority getThreadPriorityOutwithFrame() const { return _threadPriorityOutwithFrame; }
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/** Signal the database thread that the update, cull and draw has begun for a new frame.
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* Note, this is called by the application so that the database pager can go to sleep while the CPU is busy on the main rendering threads. */
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void signalBeginFrame(const osg::FrameStamp* framestamp);
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/** Signal the database thread that the update, cull and draw dispatch has completed.
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* Note, this is called by the application so that the database pager can go to wake back up now the main rendering threads are iddle waiting for the next frame.*/
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void signalEndFrame();
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/** Find all PagedLOD nodes in a subgraph and register them with
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* the DatabasePager so it can keep track of expired nodes.
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* note, should be only be called from the update thread. */
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void registerPagedLODs(osg::Node* subgraph);
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/** Set the amount of time that a subgraph will be kept without being visited in the cull traversal
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* before being removed.*/
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void setExpiryDelay(double expiryDelay) { _expiryDelay = expiryDelay; }
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/** Get the amount of time that a subgraph will be kept without being visited in the cull traversal
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* before being removed.*/
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double getExpiryDelay() const { return _expiryDelay; }
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/** set whether the removed subgraphs should be deleted in the database thread or not.*/
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void setDeleteRemovedSubgraphsInDatabaseThread(bool flag) { _deleteRemovedSubgraphsInDatabaseThread = flag; }
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/** get whether the removed subgraphs should be deleted in the database thread or not.*/
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bool getDeleteRemovedSubgraphsInDatabaseThread() const { return _deleteRemovedSubgraphsInDatabaseThread; }
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/** Iterate through the active PagedLOD nodes children removing
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* children which havn't been visited since specified expiryTime.
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* note, should be only be called from the update thread. */
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void removeExpiredSubgraphs(double currentFrameTime);
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/** Add the loaded data to the scene graph.*/
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void addLoadedDataToSceneGraph(double currentFrameTime);
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/** Merge the changes to the scene graph by calling calling removeExpiredSubgraphs then addLoadedDataToSceneGraph*/
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void updateSceneGraph(double currentFrameTime)
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{
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removeExpiredSubgraphs(currentFrameTime);
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addLoadedDataToSceneGraph(currentFrameTime);
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}
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/** Turn the compilation of rendering objects for specfied graphics context on (true) or off(false).*/
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void setCompileGLObjectsForContexID(unsigned int contextID, bool on);
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/** Get whether the compilation of rendering objects for specfied graphics context on (true) or off(false).*/
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bool getCompileGLObjectsForContexID(unsigned int contextID);
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/** Compile the rendering objects (display lists,texture objects, VBO's) on loaded subgraph.
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* note, should only be called from the draw thread.*/
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void compileGLObjects(osg::State& state,double& availableTime);
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public:
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typedef std::vector< osg::ref_ptr<osg::PagedLOD> > PagedLODList;
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typedef std::vector< osg::ref_ptr<osg::StateSet> > StateSetList;
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typedef std::vector< osg::ref_ptr<osg::Drawable> > DrawableList;
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typedef std::pair<StateSetList,DrawableList> DataToCompile;
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typedef std::map< unsigned int, DataToCompile > DataToCompileMap;
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typedef std::set<unsigned int> ActiveGraphicsContexts;
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struct DatabaseRequest : public osg::Referenced
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{
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DatabaseRequest():
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_numOfRequests(0)
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{}
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std::string _fileName;
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int _frameNumberFirstRequest;
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double _timestampFirstRequest;
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float _priorityFirstRequest;
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int _frameNumberLastRequest;
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double _timestampLastRequest;
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float _priorityLastRequest;
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unsigned int _numOfRequests;
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osg::ref_ptr<osg::Group> _groupForAddingLoadedSubgraph;
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osg::ref_ptr<osg::Node> _loadedModel;
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DataToCompileMap _dataToCompileMap;
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};
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typedef std::vector< osg::ref_ptr<DatabaseRequest> > DatabaseRequestList;
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typedef std::vector< osg::ref_ptr<osg::Object> > ObjectList;
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protected :
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virtual ~DatabasePager();
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bool _useFrameBlock;
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osg::ref_ptr<Block> _frameBlock;
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int _frameNumber;
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ThreadPriority _threadPriorityDuringFrame;
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ThreadPriority _threadPriorityOutwithFrame;
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DatabaseRequestList _fileRequestList;
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OpenThreads::Mutex _fileRequestListMutex;
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osg::ref_ptr<Block> _fileRequestListEmptyBlock;
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DatabaseRequestList _dataToCompileList;
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OpenThreads::Mutex _dataToCompileListMutex;
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bool _deleteRemovedSubgraphsInDatabaseThread;
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ObjectList _childrenToDeleteList;
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OpenThreads::Mutex _childrenToDeleteListMutex;
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DatabaseRequestList _dataToMergeList;
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OpenThreads::Mutex _dataToMergeListMutex;
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PagedLODList _pagedLODList;
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double _expiryDelay;
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ActiveGraphicsContexts _activeGraphicsContexts;
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};
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}
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#endif
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