OpenSceneGraph/examples/osgpoints/osgpoints.cpp
Robert Osfield dd996a3289 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/trunk@15164 16af8721-9629-0410-8352-f15c8da7e697
2015-10-22 13:42:19 +00:00

235 lines
7.7 KiB
C++

/* OpenSceneGraph example, osgpoints.
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*/
#include <osgDB/ReadFile>
#include <osgUtil/Optimizer>
#include <osgViewer/Viewer>
#include <osg/Point>
#include <osg/BlendFunc>
#include <osg/Texture2D>
#include <osg/PointSprite>
#include <osg/PolygonMode>
#include <iostream>
class KeyboardEventHandler : public osgGA::GUIEventHandler
{
public:
KeyboardEventHandler(osg::StateSet* stateset):
_stateset(stateset)
{
_point = new osg::Point;
_point->setDistanceAttenuation(osg::Vec3(0.0,0.0000,0.05f));
_stateset->setAttribute(_point.get());
}
virtual bool handle(const osgGA::GUIEventAdapter& ea,osgGA::GUIActionAdapter&)
{
switch(ea.getEventType())
{
case(osgGA::GUIEventAdapter::KEYDOWN):
{
if (ea.getKey()=='+' || ea.getKey()==osgGA::GUIEventAdapter::KEY_KP_Add)
{
changePointSize(1.0f);
return true;
}
else if (ea.getKey()=='-' || ea.getKey()==osgGA::GUIEventAdapter::KEY_KP_Subtract)
{
changePointSize(-1.0f);
return true;
}
else if (ea.getKey()=='<')
{
changePointAttenuation(1.1f);
return true;
}
else if (ea.getKey()=='>')
{
changePointAttenuation(1.0f/1.1f);
return true;
}
break;
}
default:
break;
}
return false;
}
float getPointSize() const
{
return _point->getSize();
}
void setPointSize(float psize)
{
if (psize>0.0)
{
_point->setSize(psize);
}
std::cout<<"Point size "<<psize<<std::endl;
}
void changePointSize(float delta)
{
setPointSize(getPointSize()+delta);
}
void changePointAttenuation(float scale)
{
_point->setDistanceAttenuation(_point->getDistanceAttenuation()*scale);
}
osg::ref_ptr<osg::StateSet> _stateset;
osg::ref_ptr<osg::Point> _point;
};
int main( int argc, char **argv )
{
// use an ArgumentParser object to manage the program arguments.
osg::ArgumentParser arguments(&argc,argv);
// set up the usage document, in case we need to print out how to use this program.
arguments.getApplicationUsage()->setApplicationName(arguments.getApplicationName());
arguments.getApplicationUsage()->setDescription(arguments.getApplicationName()+" example provides an interactive viewer for visualising point clouds..");
arguments.getApplicationUsage()->setCommandLineUsage(arguments.getApplicationName()+" [options] filename ...");
arguments.getApplicationUsage()->addCommandLineOption("-h or --help","Display this information");
arguments.getApplicationUsage()->addCommandLineOption("--sprites","Point sprites.");
arguments.getApplicationUsage()->addCommandLineOption("--points","Sets the polygon mode to GL_POINT for front and back faces.");
// construct the viewer.
osgViewer::Viewer viewer;
bool shader = false;
while (arguments.read("--shader")) shader = true;
// if user request help write it out to cout.
if (arguments.read("-h") || arguments.read("--help"))
{
arguments.getApplicationUsage()->write(std::cout);
return 1;
}
bool usePointSprites = false;
while (arguments.read("--sprites")) { usePointSprites = true; };
bool forcePointMode = false;
while (arguments.read("--points")) { forcePointMode = true; };
if (arguments.argc()<=1)
{
arguments.getApplicationUsage()->write(std::cout,osg::ApplicationUsage::COMMAND_LINE_OPTION);
return 1;
}
// read the scene from the list of file specified commandline args.
osg::ref_ptr<osg::Node> loadedModel = osgDB::readRefNodeFiles(arguments);
// if no model has been successfully loaded report failure.
if (!loadedModel)
{
std::cout << arguments.getApplicationName() <<": No data loaded" << std::endl;
return 1;
}
// optimize the scene graph, remove redundant nodes and state etc.
osgUtil::Optimizer optimizer;
optimizer.optimize(loadedModel.get());
// set the scene to render
viewer.setSceneData(loadedModel.get());
osg::StateSet* stateset = loadedModel->getOrCreateStateSet();
if (usePointSprites)
{
/// Setup cool blending
osg::BlendFunc *fn = new osg::BlendFunc();
stateset->setAttributeAndModes(fn, osg::StateAttribute::ON);
/// Setup the point sprites
osg::PointSprite *sprite = new osg::PointSprite();
stateset->setTextureAttributeAndModes(0, sprite, osg::StateAttribute::ON);
/// The texture for the sprites
osg::Texture2D *tex = new osg::Texture2D();
tex->setImage(osgDB::readRefImageFile("Images/particle.rgb"));
stateset->setTextureAttributeAndModes(0, tex, osg::StateAttribute::ON);
}
if( forcePointMode )
{
/// Set polygon mode to GL_POINT
osg::PolygonMode *pm = new osg::PolygonMode(
osg::PolygonMode::FRONT_AND_BACK, osg::PolygonMode::POINT );
stateset->setAttributeAndModes( pm, osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE);
}
// register the handler for modifying the point size
viewer.addEventHandler(new KeyboardEventHandler(viewer.getCamera()->getOrCreateStateSet()));
if (shader)
{
osg::StateSet* stateset = loadedModel->getOrCreateStateSet();
///////////////////////////////////////////////////////////////////
// vertex shader using just Vec4 coefficients
char vertexShaderSource[] =
"void main(void) \n"
"{ \n"
"\n"
" gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n"
"}\n";
osg::Program* program = new osg::Program;
stateset->setAttribute(program);
osg::Shader* vertex_shader = new osg::Shader(osg::Shader::VERTEX, vertexShaderSource);
program->addShader(vertex_shader);
#if 0
//////////////////////////////////////////////////////////////////
// fragment shader
//
char fragmentShaderSource[] =
"void main(void) \n"
"{ \n"
" gl_FragColor = gl_Color; \n"
"}\n";
osg::Shader* fragment_shader = new osg::Shader(osg::Shader::FRAGMENT, fragmentShaderSource);
program->addShader(fragment_shader);
#endif
}
return viewer.run();
}