6a67be2e32
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
197 lines
7.0 KiB
C++
197 lines
7.0 KiB
C++
/* OpenSceneGraph example, osgtexture1D.
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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/Notify>
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#include <osg/Texture1D>
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#include <osg/TexGenNode>
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#include <osg/Material>
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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 <iostream>
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// Creates a stateset which contains a 1D texture which is populated by contour banded color,
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// and allows tex gen to override the S texture coordinate
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osg::StateSet* create1DTextureStateToDecorate(osg::Node* loadedModel)
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{
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osg::Image* image = new osg::Image;
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int noPixels = 1024;
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// allocate the image data, noPixels x 1 x 1 with 4 rgba floats - equivalent to a Vec4!
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image->allocateImage(noPixels,1,1,GL_RGBA,GL_FLOAT);
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image->setInternalTextureFormat(GL_RGBA);
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typedef std::vector<osg::Vec4> ColorBands;
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ColorBands colorbands;
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colorbands.push_back(osg::Vec4(0.0f,0.0,0.0,1.0f));
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colorbands.push_back(osg::Vec4(1.0f,0.0,0.0,1.0f));
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colorbands.push_back(osg::Vec4(1.0f,1.0,0.0,1.0f));
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colorbands.push_back(osg::Vec4(0.0f,1.0,0.0,1.0f));
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colorbands.push_back(osg::Vec4(0.0f,1.0,1.0,1.0f));
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colorbands.push_back(osg::Vec4(0.0f,0.0,1.0,1.0f));
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colorbands.push_back(osg::Vec4(1.0f,0.0,1.0,1.0f));
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colorbands.push_back(osg::Vec4(1.0f,1.0,1.0,1.0f));
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float nobands = colorbands.size();
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float delta = nobands/(float)noPixels;
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float pos = 0.0f;
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// fill in the image data.
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osg::Vec4* dataPtr = (osg::Vec4*)image->data();
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for(int i=0;i<noPixels;++i,pos+=delta)
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{
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//float p = floorf(pos);
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//float r = pos-p;
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//osg::Vec4 color = colorbands[(int)p]*(1.0f-r);
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//if (p+1<colorbands.size()) color += colorbands[(int)p+1]*r;
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osg::Vec4 color = colorbands[(int)pos];
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*dataPtr++ = color;
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}
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osg::Texture1D* texture = new osg::Texture1D;
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texture->setWrap(osg::Texture1D::WRAP_S,osg::Texture1D::MIRROR);
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texture->setFilter(osg::Texture1D::MIN_FILTER,osg::Texture1D::LINEAR);
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texture->setImage(image);
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osg::Material* material = new osg::Material;
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osg::StateSet* stateset = new osg::StateSet;
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stateset->setTextureAttribute(0,texture,osg::StateAttribute::OVERRIDE);
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stateset->setTextureMode(0,GL_TEXTURE_1D,osg::StateAttribute::ON|osg::StateAttribute::OVERRIDE);
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stateset->setTextureMode(0,GL_TEXTURE_2D,osg::StateAttribute::OFF|osg::StateAttribute::OVERRIDE);
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stateset->setTextureMode(0,GL_TEXTURE_3D,osg::StateAttribute::OFF|osg::StateAttribute::OVERRIDE);
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stateset->setTextureMode(0,GL_TEXTURE_GEN_S,osg::StateAttribute::ON|osg::StateAttribute::OVERRIDE);
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stateset->setAttribute(material,osg::StateAttribute::OVERRIDE);
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return stateset;
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}
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// An app callback which alternates the tex gen mode between object linear and eye linear to illustrate what differences it makes.
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class AnimateTexGenCallback : public osg::NodeCallback
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{
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public:
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AnimateTexGenCallback() {}
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void animateTexGen(osg::TexGenNode* texgenNode,double time)
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{
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// here we simply get any existing texgen, and then increment its
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// plane, pushing the R coordinate through the texture.
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const double timeInterval = 2.0f;
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static double previousTime = time;
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static bool state = false;
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while (time>previousTime+timeInterval)
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{
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previousTime+=timeInterval;
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state = !state;
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}
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if (state)
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{
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texgenNode->getTexGen()->setMode(osg::TexGen::OBJECT_LINEAR);
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}
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else
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{
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texgenNode->getTexGen()->setMode(osg::TexGen::EYE_LINEAR);
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}
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}
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virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
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{
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osg::TexGenNode* texgenNode = dynamic_cast<osg::TexGenNode*>(node);
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if (texgenNode && nv->getFrameStamp())
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{
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// we have an existing stateset, so lets animate it.
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animateTexGen(texgenNode,nv->getFrameStamp()->getSimulationTime());
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}
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// note, callback is responsible for scenegraph traversal so
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// should always include call the traverse(node,nv) to ensure
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// that the rest of callbacks and the scene graph are traversed.
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traverse(node,nv);
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}
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};
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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 images specified on command line
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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("dumptruck.osgt");
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if (!loadedModel)
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{
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osg::notify(osg::NOTICE)<<arguments.getApplicationUsage()->getCommandLineUsage()<<std::endl;
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return 0;
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}
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osg::ref_ptr<osg::StateSet> stateset = create1DTextureStateToDecorate(loadedModel.get());
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if (!stateset)
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{
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std::cout<<"Error: failed to create 1D texture state."<<std::endl;
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return 1;
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}
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loadedModel->setStateSet(stateset);
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osg::ref_ptr<osg::Group> root = new osg:: Group;
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root -> addChild( loadedModel );
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// The contour banded color texture is used in conjunction with TexGenNode
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// to create contoured models, either in object linear coords - like
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// contours on a map, or eye linear which contour the distance from
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// the eye. An app callback toggles between the two tex gen modes.
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osg::TexGenNode* texgenNode = new osg::TexGenNode;
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texgenNode->setReferenceFrame( osg::TexGenNode::ABSOLUTE_RF );
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texgenNode->getTexGen()->setMode( osg::TexGen::OBJECT_LINEAR );
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const osg::BoundingSphere& bs = loadedModel->getBound();
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float zBase = bs.center().z()-bs.radius();
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float zScale = 2.0f/bs.radius();
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texgenNode->getTexGen()->setPlane(osg::TexGen::S,osg::Plane(0.0f,0.0f,zScale,-zBase));
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texgenNode->setUpdateCallback(new AnimateTexGenCallback());
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root -> addChild( texgenNode );
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viewer.setSceneData( root );
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return viewer.run();
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}
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