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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
164 lines
6.1 KiB
C++
164 lines
6.1 KiB
C++
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 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 OSG_TEXTURERECTANGLE
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#define OSG_TEXTURERECTANGLE 1
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#include <osg/Texture>
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#ifndef GL_TEXTURE_RECTANGLE_NV
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#define GL_TEXTURE_RECTANGLE_NV 0x84F5
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#endif
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#ifndef GL_TEXTURE_RECTANGLE
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#define GL_TEXTURE_RECTANGLE GL_TEXTURE_RECTANGLE_NV
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#endif
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namespace osg {
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/** Texture state class which encapsulates OpenGL texture functionality. */
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class OSG_EXPORT TextureRectangle : public Texture
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{
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public :
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TextureRectangle();
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TextureRectangle(Image* image);
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template<class T> TextureRectangle(const osg::ref_ptr<T>& image):
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_textureWidth(0),
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_textureHeight(0)
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{
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setWrap(WRAP_S, CLAMP);
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setWrap(WRAP_T, CLAMP);
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setFilter(MIN_FILTER, LINEAR);
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setFilter(MAG_FILTER, LINEAR);
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setImage(image.get());
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}
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/** Copy constructor using CopyOp to manage deep vs shallow copy. */
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TextureRectangle(const TextureRectangle& text,const CopyOp& copyop=CopyOp::SHALLOW_COPY);
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META_StateAttribute(osg, TextureRectangle, TEXTURE);
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/** Return -1 if *this < *rhs, 0 if *this==*rhs, 1 if *this>*rhs. */
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virtual int compare(const StateAttribute& rhs) const;
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virtual GLenum getTextureTarget() const { return GL_TEXTURE_RECTANGLE; }
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/** Set the texture image. */
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void setImage(Image* image);
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template<class T> void setImage(const ref_ptr<T>& image) { setImage(image.get()); }
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/** Get the texture image. */
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Image* getImage() { return _image.get(); }
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/** Get the const texture image. */
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inline const Image* getImage() const { return _image.get(); }
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inline unsigned int& getModifiedCount(unsigned int contextID) const
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{
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// get the modified count for the current contextID.
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return _modifiedCount[contextID];
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}
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/** Set the texture image, ignoring face value as there is only one image. */
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virtual void setImage(unsigned int, Image* image) { setImage(image); }
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/** Get the texture image, ignoring face value as there is only one image. */
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virtual Image* getImage(unsigned int) { return _image.get(); }
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/** Get the const texture image, ignoring face value as there is only one image. */
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virtual const Image* getImage(unsigned int) const { return _image.get(); }
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/** Get the number of images that can be assigned to the Texture. */
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virtual unsigned int getNumImages() const { return 1; }
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/** Set the texture width and height. If width or height are zero then
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* the respective size value is calculated from the source image sizes.
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*/
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inline void setTextureSize(int width, int height) const
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{
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_textureWidth = width;
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_textureHeight = height;
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}
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void setTextureWidth(int width) { _textureWidth=width; }
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void setTextureHeight(int height) { _textureHeight=height; }
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virtual int getTextureWidth() const { return _textureWidth; }
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virtual int getTextureHeight() const { return _textureHeight; }
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virtual int getTextureDepth() const { return 1; }
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class SubloadCallback : public Referenced
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{
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public:
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virtual void load(const TextureRectangle&, State&) const = 0;
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virtual void subload(const TextureRectangle&, State&) const = 0;
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};
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void setSubloadCallback(SubloadCallback* cb) { _subloadCallback = cb;; }
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SubloadCallback* getSubloadCallback() { return _subloadCallback.get(); }
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const SubloadCallback* getSubloadCallback() const { return _subloadCallback.get(); }
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/** Copies pixels into a 2D texture image, as per glCopyTexImage2D.
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* Creates an OpenGL texture object from the current OpenGL background
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* framebuffer contents at position \a x, \a y with width \a width and
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* height \a height. \a width and \a height must be a power of two. */
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void copyTexImage2D(State& state, int x, int y, int width, int height );
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/** Copies a two-dimensional texture subimage, as per
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* glCopyTexSubImage2D. Updates a portion of an existing OpenGL
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* texture object from the current OpenGL background framebuffer
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* contents at position \a x, \a y with width \a width and height
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* \a height. Loads framebuffer data into the texture using offsets
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* \a xoffset and \a yoffset. \a width and \a height must be powers
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* of two. */
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void copyTexSubImage2D(State& state, int xoffset, int yoffset, int x, int y, int width, int height );
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/** On first apply (unless already compiled), create and bind the
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* texture, subsequent apply will simply bind to texture.
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*/
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virtual void apply(State& state) const;
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protected :
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virtual ~TextureRectangle();
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virtual void computeInternalFormat() const;
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void allocateMipmap(State& state) const;
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void applyTexImage_load(GLenum target, Image* image, State& state, GLsizei& inwidth, GLsizei& inheight) const;
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void applyTexImage_subload(GLenum target, Image* image, State& state, GLsizei& inwidth, GLsizei& inheight, GLint& inInternalFormat) const;
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ref_ptr<Image> _image;
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// subloaded images can have different texture and image sizes.
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mutable GLsizei _textureWidth, _textureHeight;
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ref_ptr<SubloadCallback> _subloadCallback;
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typedef buffered_value<unsigned int> ImageModifiedCount;
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mutable ImageModifiedCount _modifiedCount;
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};
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}
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#endif
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