OpenSceneGraph/include/osgShadow/ShadowedScene
Robert Osfield 6a67be2e32 Introduced CMake option OSG_PROVIDE_READFILE option that defaults to ON, but when switched to OFF disables the building of the osgDB::read*File() methods,
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/branches/OpenSceneGraph-3.4@15165 16af8721-9629-0410-8352-f15c8da7e697
2015-10-22 14:14:53 +00:00

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/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield
*
* This library is open source and may be redistributed and/or modified under
* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
* (at your option) any later version. The full license is in LICENSE file
* included with this distribution, and on the openscenegraph.org website.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* OpenSceneGraph Public License for more details.
*/
#ifndef OSGSHADOW_SHADOWEDSCENE
#define OSGSHADOW_SHADOWEDSCENE 1
#include <osg/buffered_value>
#include <osg/Camera>
#include <osg/Texture2D>
#include <osg/TexGenNode>
#include <osgShadow/ShadowTechnique>
#include <osgShadow/ShadowSettings>
namespace osgShadow {
/** ShadowedScene provides a mechansim for decorating a scene that the needs to have shadows cast upon it.*/
class OSGSHADOW_EXPORT ShadowedScene : public osg::Group
{
public:
ShadowedScene(ShadowTechnique* st=0);
ShadowedScene(const ShadowedScene& es, const osg::CopyOp& copyop=osg::CopyOp::SHALLOW_COPY);
META_Node(osgShadow, ShadowedScene);
virtual void traverse(osg::NodeVisitor& nv);
void setShadowSettings(ShadowSettings* ss);
template<class T> void setShadowSettings(const osg::ref_ptr<T>& ss) { setShadowSettings(ss.get()); }
ShadowSettings* getShadowSettings() { return _shadowSettings.get(); }
const ShadowSettings* getShadowSettings() const { return _shadowSettings.get(); }
void setShadowTechnique(ShadowTechnique* technique);
template<class T> void setShadowTechnique(const osg::ref_ptr<T>& ss) { setShadowTechnique(ss.get()); }
ShadowTechnique* getShadowTechnique() { return _shadowTechnique.get(); }
const ShadowTechnique* getShadowTechnique() const { return _shadowTechnique.get(); }
/** Clean scene graph from any shadow technique specific nodes, state and drawables.*/
void cleanSceneGraph();
/** Dirty any cache data structures held in the attached ShadowTechnqiue.*/
void dirty();
/** 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;
public:
/** deprecated, moved to ShadowSettings.*/
void setReceivesShadowTraversalMask(unsigned int mask) { if (_shadowSettings.valid()) _shadowSettings->setReceivesShadowTraversalMask(mask); }
/** deprecated, moved to ShadowSettings.*/
unsigned int getReceivesShadowTraversalMask() const { return _shadowSettings.valid() ? _shadowSettings->getReceivesShadowTraversalMask() : 0xffffffff; }
/** deprecated, moved to ShadowSettings.*/
void setCastsShadowTraversalMask(unsigned int mask) { if (_shadowSettings.valid()) _shadowSettings->setCastsShadowTraversalMask(mask); }
/** deprecated, moved to ShadowSettings.*/
unsigned int getCastsShadowTraversalMask() const { return _shadowSettings.valid() ? _shadowSettings->getCastsShadowTraversalMask() : 0xffffffff; }
protected:
virtual ~ShadowedScene();
osg::ref_ptr<ShadowSettings> _shadowSettings;
osg::ref_ptr<ShadowTechnique> _shadowTechnique;
};
}
#endif