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
This commit is contained in:
Robert Osfield
2015-10-22 14:14:53 +00:00
parent 74f1838960
commit 6a67be2e32
281 changed files with 2443 additions and 2050 deletions

View File

@@ -43,8 +43,8 @@ osg::Image* createSpotLightImage(const osg::Vec4& centerColour, const osg::Vec4&
osg::Image* image = new osg::Image;
image->allocateImage(size,size,1,
GL_RGBA,GL_UNSIGNED_BYTE);
float mid = (float(size)-1)*0.5f;
float div = 2.0f/float(size);
for(unsigned int r=0;r<size;++r)
@@ -71,11 +71,11 @@ osg::Image* createSpotLightImage(const osg::Vec4& centerColour, const osg::Vec4&
osg::StateSet* createSpotLightDecoratorState(unsigned int lightNum, unsigned int textureUnit)
{
osg::StateSet* stateset = new osg::StateSet;
stateset->setMode(GL_LIGHT0+lightNum, osg::StateAttribute::ON);
osg::Vec4 centerColour(1.0f,1.0f,1.0f,1.0f);
osg::Vec4 ambientColour(0.05f,0.05f,0.05f,1.0f);
osg::Vec4 ambientColour(0.05f,0.05f,0.05f,1.0f);
// set up spot light texture
osg::Texture2D* texture = new osg::Texture2D();
@@ -84,15 +84,15 @@ osg::StateSet* createSpotLightDecoratorState(unsigned int lightNum, unsigned int
texture->setWrap(osg::Texture::WRAP_S,osg::Texture::CLAMP_TO_BORDER);
texture->setWrap(osg::Texture::WRAP_T,osg::Texture::CLAMP_TO_BORDER);
texture->setWrap(osg::Texture::WRAP_R,osg::Texture::CLAMP_TO_BORDER);
stateset->setTextureAttributeAndModes(textureUnit, texture, osg::StateAttribute::ON);
// set up tex gens
stateset->setTextureMode(textureUnit, GL_TEXTURE_GEN_S, osg::StateAttribute::ON);
stateset->setTextureMode(textureUnit, GL_TEXTURE_GEN_T, osg::StateAttribute::ON);
stateset->setTextureMode(textureUnit, GL_TEXTURE_GEN_R, osg::StateAttribute::ON);
stateset->setTextureMode(textureUnit, GL_TEXTURE_GEN_Q, osg::StateAttribute::ON);
return stateset;
}
@@ -100,7 +100,7 @@ osg::StateSet* createSpotLightDecoratorState(unsigned int lightNum, unsigned int
osg::Node* createSpotLightNode(const osg::Vec3& position, const osg::Vec3& direction, float angle, unsigned int lightNum, unsigned int textureUnit)
{
osg::Group* group = new osg::Group;
// create light source.
osg::LightSource* lightsource = new osg::LightSource;
osg::Light* light = lightsource->getLight();
@@ -109,13 +109,13 @@ osg::Node* createSpotLightNode(const osg::Vec3& position, const osg::Vec3& direc
light->setAmbient(osg::Vec4(0.00f,0.00f,0.05f,1.0f));
light->setDiffuse(osg::Vec4(1.0f,1.0f,1.0f,1.0f));
group->addChild(lightsource);
// create tex gen.
osg::Vec3 up(0.0f,0.0f,1.0f);
up = (direction ^ up) ^ direction;
up.normalize();
osg::TexGenNode* texgenNode = new osg::TexGenNode;
texgenNode->setTextureUnit(textureUnit);
osg::TexGen* texgen = texgenNode->getTexGen();
@@ -125,56 +125,56 @@ osg::Node* createSpotLightNode(const osg::Vec3& position, const osg::Vec3& direc
osg::Matrixd::translate(1.0,1.0,1.0)*
osg::Matrixd::scale(0.5,0.5,0.5));
group->addChild(texgenNode);
return group;
}
osg::AnimationPath* createAnimationPath(const osg::Vec3& center,float radius,double looptime)
{
// set up the animation path
// set up the animation path
osg::AnimationPath* animationPath = new osg::AnimationPath;
animationPath->setLoopMode(osg::AnimationPath::LOOP);
int numSamples = 40;
float yaw = 0.0f;
float yaw_delta = 2.0f*osg::PI/((float)numSamples-1.0f);
float roll = osg::inDegrees(30.0f);
double time=0.0f;
double time_delta = looptime/(double)numSamples;
for(int i=0;i<numSamples;++i)
{
osg::Vec3 position(center+osg::Vec3(sinf(yaw)*radius,cosf(yaw)*radius,0.0f));
osg::Quat rotation(osg::Quat(roll,osg::Vec3(0.0,1.0,0.0))*osg::Quat(-(yaw+osg::inDegrees(90.0f)),osg::Vec3(0.0,0.0,1.0)));
animationPath->insert(time,osg::AnimationPath::ControlPoint(position,rotation));
yaw += yaw_delta;
time += time_delta;
}
return animationPath;
return animationPath;
}
osg::Node* createBase(const osg::Vec3& center,float radius)
{
osg::Geode* geode = new osg::Geode;
// set up the texture of the base.
osg::StateSet* stateset = new osg::StateSet();
osg::Image* image = osgDB::readImageFile("Images/lz.rgb");
osg::ref_ptr<osg::Image> image = osgDB::readRefImageFile("Images/lz.rgb");
if (image)
{
osg::Texture2D* texture = new osg::Texture2D;
texture->setImage(image);
stateset->setTextureAttributeAndModes(0,texture,osg::StateAttribute::ON);
}
geode->setStateSet( stateset );
@@ -183,7 +183,7 @@ osg::Node* createBase(const osg::Vec3& center,float radius)
grid->setOrigin(center+osg::Vec3(-radius,-radius,0.0f));
grid->setXInterval(radius*2.0f/(float)(38-1));
grid->setYInterval(radius*2.0f/(float)(39-1));
float minHeight = FLT_MAX;
float maxHeight = -FLT_MAX;
@@ -198,7 +198,7 @@ osg::Node* createBase(const osg::Vec3& center,float radius)
if (h<minHeight) minHeight=h;
}
}
float hieghtScale = radius*0.5f/(maxHeight-minHeight);
float hieghtOffset = -(minHeight+maxHeight)*0.5f;
@@ -210,12 +210,12 @@ osg::Node* createBase(const osg::Vec3& center,float radius)
grid->setHeight(c,r,(h+hieghtOffset)*hieghtScale);
}
}
geode->addDrawable(new osg::ShapeDrawable(grid));
osg::Group* group = new osg::Group;
group->addChild(geode);
return group;
}
@@ -227,8 +227,8 @@ osg::Node* createMovingModel(const osg::Vec3& center, float radius)
osg::AnimationPath* animationPath = createAnimationPath(center,radius,animationLength);
osg::Group* model = new osg::Group;
osg::Node* cessna = osgDB::readNodeFile("cessna.osgt");
osg::ref_ptr<osg::Node> cessna = osgDB::readRefNodeFile("cessna.osgt");
if (cessna)
{
const osg::BoundingSphere& bs = cessna->getBound();
@@ -239,9 +239,9 @@ osg::Node* createMovingModel(const osg::Vec3& center, float radius)
positioned->setMatrix(osg::Matrix::translate(-bs.center())*
osg::Matrix::scale(size,size,size)*
osg::Matrix::rotate(osg::inDegrees(180.0f),0.0f,0.0f,2.0f));
positioned->addChild(cessna);
osg::MatrixTransform* xform = new osg::MatrixTransform;
xform->setUpdateCallback(new osg::AnimationPathCallback(animationPath,0.0f,2.0));
xform->addChild(positioned);
@@ -250,7 +250,7 @@ osg::Node* createMovingModel(const osg::Vec3& center, float radius)
model->addChild(xform);
}
return model;
}
@@ -270,7 +270,7 @@ osg::Node* createModel()
// combine the models together to create one which has the shadower and the shadowed with the required callback.
osg::Group* root = new osg::Group;
root->setStateSet(createSpotLightDecoratorState(0,1));
root->addChild(shadower);
@@ -284,10 +284,10 @@ int main(int, char **)
{
// construct the viewer.
osgViewer::Viewer viewer;
// add the spoit light model to the viewer
viewer.setSceneData( createModel() );
// run the viewer main frame loop.
return viewer.run();
}