Added support for GrapicsOpeations that are reused each frame, cleaned up

osgcamera example.
This commit is contained in:
Robert Osfield
2005-08-30 22:28:30 +00:00
parent 994192657a
commit c02e91c1b4
5 changed files with 133 additions and 57 deletions

View File

@@ -10,6 +10,7 @@
#include <osgUtil/UpdateVisitor>
#include <osgUtil/CullVisitor>
#include <osgUtil/SceneView>
#include <osgUtil/GLObjectsVisitor>
#include <osgDB/ReadFile>
@@ -29,6 +30,28 @@
///////////////////////////////////////////////////////////////////////////////
struct CompileOperation : public osg::GraphicsThread::Operation
{
CompileOperation(osg::Node* scene):
osg::GraphicsThread::Operation("Compile",false),
_scene(scene)
{
}
virtual void operator () (osg::GraphicsContext* context)
{
std::cout<<"Compile"<<std::endl;
osgUtil::GLObjectsVisitor compileVisitor;
compileVisitor.setState(context->getState());
// do the compile traversal
_scene->accept(compileVisitor);
}
osg::ref_ptr<osg::Node> _scene;
};
struct FrameOperation : public osg::GraphicsThread::Operation
{
FrameOperation(osg::CameraNode* camera, osg::FrameStamp* frameStamp):
@@ -100,6 +123,9 @@ int main( int argc, char **argv )
CameraMap cameraMap;
GraphicsContextSet graphicsContextSet;
bool shareContexts = false;
osg::GraphicsContext* previousContext = 0;
for(unsigned int i=0; i< numberCameras; ++i)
{
osg::ref_ptr<osg::CameraNode> camera = new osg::CameraNode;
@@ -113,7 +139,8 @@ int main( int argc, char **argv )
traits->_height = height;
traits->_windowDecoration = true;
traits->_doubleBuffer = true;
traits->_sharedContext = shareContexts ? previousContext : 0;
xpos += width;
osg::ref_ptr<osg::GraphicsContext> gfxc = osg::GraphicsContext::createGraphicsContext(traits.get());
@@ -139,6 +166,8 @@ int main( int argc, char **argv )
gfxc->createGraphicsThread();
cameraMap[camera] = new FrameOperation(camera.get(), frameStamp.get());
previousContext = gfxc.get();
}
@@ -150,9 +179,12 @@ int main( int argc, char **argv )
graphicsContextSet.insert(const_cast<osg::GraphicsContext*>(citr->first->getGraphicsContext()));
}
osg::ref_ptr<osg::SwapBuffersOperation> swapOp = new osg::SwapBuffersOperation();
osg::ref_ptr<CompileOperation> compileOp = new CompileOperation(loadedModel.get());
osg::ref_ptr<osg::BarrierOperation> frameBeginBarrierOp = new osg::BarrierOperation(graphicsContextSet.size()+1, osg::BarrierOperation::NO_OPERATION);
osg::ref_ptr<osg::BarrierOperation> frameEndBarrierOp = new osg::BarrierOperation(graphicsContextSet.size()+1, osg::BarrierOperation::NO_OPERATION);
osg::ref_ptr<osg::BarrierOperation> preSwapBarrierOp = new osg::BarrierOperation(graphicsContextSet.size(), osg::BarrierOperation::GL_FLUSH);
osg::ref_ptr<osg::SwapBuffersOperation> swapOp = new osg::SwapBuffersOperation();
std::cout<<"nubmer of gfx."<<graphicsContextSet.size()<<std::endl;
@@ -162,7 +194,47 @@ int main( int argc, char **argv )
bool done = false;
// main loop (note, window toolkits which take control over the main loop will require a window redraw callback containing the code below.)
// first the compile of the GL Objects, do it syncronously.
GraphicsContextSet::iterator gitr;
for(gitr = graphicsContextSet.begin();
gitr != graphicsContextSet.end();
++gitr)
{
osg::GraphicsContext* context = *gitr;
context->getGraphicsThread()->add(compileOp.get(), true);
}
// second the begin frame barrier to all graphics threads
for(gitr = graphicsContextSet.begin();
gitr != graphicsContextSet.end();
++gitr)
{
osg::GraphicsContext* context = *gitr;
context->getGraphicsThread()->add(frameBeginBarrierOp.get(), false);
}
// third add the frame for each camera.
for(citr = cameraMap.begin();
citr != cameraMap.end();
++citr)
{
osg::CameraNode* camera = const_cast<osg::CameraNode*>(citr->first.get());
camera->getGraphicsContext()->getGraphicsThread()->add( citr->second.get(), false);
}
// fourth add the frame end barrier, the pre swap barrier and finally the swap buffers to each graphics thread
for(gitr = graphicsContextSet.begin();
gitr != graphicsContextSet.end();
++gitr)
{
osg::GraphicsContext* context = *gitr;
context->getGraphicsThread()->add(frameEndBarrierOp.get(), false);
context->getGraphicsThread()->add(preSwapBarrierOp.get(), false);
context->getGraphicsThread()->add(swapOp.get(), false);
}
// main loop - update scene graph, dispatch frame, wait for frame done.
while( !done )
{
@@ -178,43 +250,11 @@ int main( int argc, char **argv )
// do the update traversal.
loadedModel->accept(updateVisitor);
// issue the frame for each camera.
for(citr = cameraMap.begin();
citr != cameraMap.end();
++citr)
{
osg::CameraNode* camera = const_cast<osg::CameraNode*>(citr->first.get());
camera->getGraphicsContext()->getGraphicsThread()->add( citr->second.get(), false);
}
GraphicsContextSet::iterator gitr;
for(gitr = graphicsContextSet.begin();
gitr != graphicsContextSet.end();
++gitr)
{
osg::GraphicsContext* context = *gitr;
context->getGraphicsThread()->add(frameEndBarrierOp.get(), false);
context->getGraphicsThread()->add(preSwapBarrierOp.get(), false);
}
osg::notify(osg::INFO)<<"Join frameEndBarrierOp block "<<std::endl;
osg::Timer_t before_tick = osg::Timer::instance()->tick();
// dispatch the frame.
frameBeginBarrierOp->block();
// wait till the frame is done.
frameEndBarrierOp->block();
osg::Timer_t after_tick = osg::Timer::instance()->tick();
osg::notify(osg::INFO)<<"Leave frameEndBarrierOp block "<<osg::Timer::instance()->delta_s(before_tick,after_tick)<<std::endl;
osg::notify(osg::INFO)<<"Join preSwapBarrierOp block "<<std::endl;
before_tick = osg::Timer::instance()->tick();
after_tick = osg::Timer::instance()->tick();
osg::notify(osg::INFO)<<"Leave preSwapBarrierOp block "<<osg::Timer::instance()->delta_s(before_tick,after_tick)<<std::endl;
for(gitr = graphicsContextSet.begin();
gitr != graphicsContextSet.end();
++gitr)
{
osg::GraphicsContext* context = *gitr;
context->getGraphicsThread()->add(swapOp.get(), true);
}
// check if any of the windows are closed
for(gitr = graphicsContextSet.begin();
@@ -226,6 +266,5 @@ int main( int argc, char **argv )
}
}
return 0;
}