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
120 lines
4.8 KiB
C++
120 lines
4.8 KiB
C++
/* OpenSceneGraph example, osgscribe.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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* THE SOFTWARE.
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*/
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#include <osg/Geode>
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#include <osg/Group>
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#include <osg/Notify>
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#include <osg/Material>
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#include <osg/PolygonOffset>
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#include <osg/PolygonMode>
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#include <osg/LineStipple>
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#include <osgDB/Registry>
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#include <osgDB/ReadFile>
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#include <osgViewer/Viewer>
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#include <osgUtil/Optimizer>
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int main( int argc, char **argv )
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{
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// use an ArgumentParser object to manage the program arguments.
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osg::ArgumentParser arguments(&argc,argv);
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// construct the viewer.
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osgViewer::Viewer viewer;
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// load the nodes from the commandline arguments.
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osg::ref_ptr<osg::Node> loadedModel = osgDB::readRefNodeFiles(arguments);
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// if not loaded assume no arguments passed in, try use default mode instead.
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if (!loadedModel) loadedModel = osgDB::readRefNodeFile("cow.osgt");
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if (!loadedModel)
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{
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osg::notify(osg::NOTICE)<<"Please specify a model filename on the command line."<<std::endl;
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return 1;
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}
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// to do scribe mode we create a top most group to contain the
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// original model, and then a second group contains the same model
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// but overrides various state attributes, so that the second instance
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// is rendered as wireframe.
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osg::ref_ptr<osg::Group> rootnode = new osg::Group;
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osg::ref_ptr<osg::Group> decorator = new osg::Group;
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rootnode->addChild(loadedModel);
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rootnode->addChild(decorator);
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decorator->addChild(loadedModel);
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// set up the state so that the underlying color is not seen through
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// and that the drawing mode is changed to wireframe, and a polygon offset
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// is added to ensure that we see the wireframe itself, and turn off
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// so texturing too.
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osg::ref_ptr<osg::StateSet> stateset = new osg::StateSet;
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osg::ref_ptr<osg::PolygonOffset> polyoffset = new osg::PolygonOffset;
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polyoffset->setFactor(-1.0f);
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polyoffset->setUnits(-1.0f);
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osg::ref_ptr<osg::PolygonMode> polymode = new osg::PolygonMode;
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polymode->setMode(osg::PolygonMode::FRONT_AND_BACK,osg::PolygonMode::LINE);
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stateset->setAttributeAndModes(polyoffset,osg::StateAttribute::OVERRIDE|osg::StateAttribute::ON);
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stateset->setAttributeAndModes(polymode,osg::StateAttribute::OVERRIDE|osg::StateAttribute::ON);
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#if 1
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osg::ref_ptr<osg::Material> material = new osg::Material;
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stateset->setAttributeAndModes(material,osg::StateAttribute::OVERRIDE|osg::StateAttribute::ON);
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stateset->setMode(GL_LIGHTING,osg::StateAttribute::OVERRIDE|osg::StateAttribute::OFF);
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#else
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// version which sets the color of the wireframe.
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osg::Material* material = new osg::Material;
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material->setColorMode(osg::Material::OFF); // switch glColor usage off
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// turn all lighting off
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material->setAmbient(osg::Material::FRONT_AND_BACK, osg::Vec4(0.0,0.0f,0.0f,1.0f));
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material->setDiffuse(osg::Material::FRONT_AND_BACK, osg::Vec4(0.0,0.0f,0.0f,1.0f));
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material->setSpecular(osg::Material::FRONT_AND_BACK, osg::Vec4(0.0,0.0f,0.0f,1.0f));
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// except emission... in which we set the color we desire
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material->setEmission(osg::Material::FRONT_AND_BACK, osg::Vec4(0.0,1.0f,0.0f,1.0f));
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stateset->setAttributeAndModes(material,osg::StateAttribute::OVERRIDE|osg::StateAttribute::ON);
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stateset->setMode(GL_LIGHTING,osg::StateAttribute::OVERRIDE|osg::StateAttribute::ON);
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#endif
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stateset->setTextureMode(0,GL_TEXTURE_2D,osg::StateAttribute::OVERRIDE|osg::StateAttribute::OFF);
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// osg::LineStipple* linestipple = new osg::LineStipple;
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// linestipple->setFactor(1);
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// linestipple->setPattern(0xf0f0);
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// stateset->setAttributeAndModes(linestipple,osg::StateAttribute::OVERRIDE_ON);
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decorator->setStateSet(stateset);
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// run optimization over the scene graph
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osgUtil::Optimizer optimzer;
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optimzer.optimize(rootnode);
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// add a viewport to the viewer and attach the scene graph.
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viewer.setSceneData( rootnode );
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return viewer.run();
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}
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