Hi Robert, Attached is a modified version of prerender.cpp.
Waving flag geometry has commented /*setSupportsDisplayLists( false )*/ to actually allow display list compilation on it. Without display list compilation, race condition existed but did not cause obvious visual problems in this example, because drawable was actually applied in draw phase. It was possible to notice it in Debugger, though.
I modified update callback to set flag color to red at the beginning, wait one second (to see results and yield control to other threads) and set colour to green just before returning from update callback.
In other words if gl compile objects gets called concurently with update it will be possible to see red flag. If everything is fine we should constantly see green flag. (See attached screenhots)
My Testing (Windows XP, NVidia 7800, Athlon x2)Red flag is always shown at application startup on first frame then changes to green in subsequent frames. If one is lucky, red can be also noticed when threading mode gets changed with threading handler (does not happen always).
I hope this test is reproducible at your site ;-) I am going home now, will be back tomorrow. Cheers, Wojtek Lewandowski
Hi Wojtek, On Thu, Apr 24, 2008 at 3:10 PM, Wojciech Lewandowski <[EMAIL PROTECTED]> wrote:I will try to create a simpler example that clearly shows the issue. I hopethis issue its not Windows only and you will be able to repeat it.Thanks for pursuing this. I wouldn't have thought this is a windows specific issue, but.. threading bugs are often hard to reproduce and track down, slight timing differences can mean a crash or not, so slight differences in timing across platforms can make it seem like the problem is platform specific when it isn't really. Distilling an example down to what makes it break, and charaterising when and where it happens is what will lead us to properly characterising the problem, the shortly after this it's likely we'll know how to fix it. FYI, on multi-threading rendering to texture effects on my dual head machine I do see occasional flickers that suggest a threading issue, but I don't see a crash, but there is a least a hint that things aren't quite right. Robert. _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.orghttp://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
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/* OpenSceneGraph example, osgprerender. * * 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 <osg/GLExtensions> #include <osg/Node> #include <osg/Geometry> #include <osg/Notify> #include <osg/MatrixTransform> #include <osg/Texture2D> #include <osg/TextureRectangle> #include <osg/Stencil> #include <osg/ColorMask> #include <osg/Depth> #include <osg/Billboard> #include <osg/Material> #include <osg/AnimationPath> #include <osgGA/TrackballManipulator> #include <osgGA/FlightManipulator> #include <osgGA/DriveManipulator> #include <osgUtil/SmoothingVisitor> #include <osgDB/Registry> #include <osgDB/ReadFile> #include <osgViewer/Viewer> #include <osgViewer/ViewerEventHandlers> #include <iostream> // call back which creates a deformation field to oscillate the model.class MyGeometryCallback : public osg::Drawable::UpdateCallback, public osg::Drawable::AttributeFunctor
{ public:MyGeometryCallback(const osg::Vec3& o,
const osg::Vec3& x,const osg::Vec3& y,const osg::Vec3& z, double period,double xphase,double amplitude): _firstCall(true), _startTime(0.0), _time(0.0), _period(period), _xphase(xphase), _amplitude(amplitude), _origin(o), _xAxis(x), _yAxis(y), _zAxis(z) {}virtual void update(osg::NodeVisitor* nv,osg::Drawable* drawable)
{ const osg::FrameStamp* fs = nv->getFrameStamp(); double simulationTime = fs->getSimulationTime(); if (_firstCall) { _firstCall = false; _startTime = simulationTime; }_time = simulationTime-_startTime; osg::Geometry* geometry = dynamic_cast<osg::Geometry*>(drawable);
// Change flag color to red !!!static_cast<osg::Vec4Array*>( geometry->getColorArray() )->at(0) = osg::Vec4( 1, 0, 0, 1 ); drawable->accept(*this);
drawable->dirtyBound();if (geometry)
{ osgUtil::SmoothingVisitor::smooth(*geometry); } OpenThreads::Thread::microSleep( 1000000 ); // Change flag color to green !!!static_cast<osg::Vec4Array*>( geometry->getColorArray() )->at(0) = osg::Vec4( 0, 1, 0, 1 ); } virtual void apply(osg::Drawable::AttributeType type,unsigned int count,osg::Vec3* begin) {
if (type == osg::Drawable::VERTICES) { const float TwoPI=2.0f*osg::PI; const float phase = -_time/_period;osg::Vec3* end = begin+count;
for (osg::Vec3* itr=begin;itr<end;++itr) { osg::Vec3 dv(*itr-_origin); osg::Vec3 local(dv*_xAxis,dv*_yAxis,dv*_zAxis);local.z() = local.x()*_amplitude* sinf(TwoPI*(phase+local.x()*_xphase)); (*itr) = _origin + _xAxis*local.x()+
_yAxis*local.y()+ _zAxis*local.z(); } } } bool _firstCall; double _startTime; double _time;double _period;
double _xphase; float _amplitude; osg::Vec3 _origin; osg::Vec3 _xAxis; osg::Vec3 _yAxis; osg::Vec3 _zAxis;};
struct MyCameraPostDrawCallback : public osg::Camera::DrawCallback { MyCameraPostDrawCallback(osg::Image* image): _image(image) { } virtual void operator () (const osg::Camera& /*camera*/) const { if (_image && _image->getPixelFormat()==GL_RGBA && _image->getDataType()==GL_UNSIGNED_BYTE) { // we'll pick out the center 1/2 of the whole image, int column_start = _image->s()/4; int column_end = 3*column_start;int row_start = _image->t()/4;
int row_end = 3*row_start;
// and then invert these pixels for(int r=row_start; r<row_end; ++r) { unsigned char* data = _image->data(column_start, r); for(int c=column_start; c<column_end; ++c) { (*data) = 255-(*data); ++data; (*data) = 255-(*data); ++data; (*data) = 255-(*data); ++data; (*data) = 255; ++data; } } // dirty the image (increments the modified count) so that any textures // using the image can be informed that they need to update. _image->dirty(); } else if (_image && _image->getPixelFormat()==GL_RGBA && _image->getDataType()==GL_FLOAT) { // we'll pick out the center 1/2 of the whole image, int column_start = _image->s()/4; int column_end = 3*column_start;int row_start = _image->t()/4;
int row_end = 3*row_start;// and then invert these pixels
for(int r=row_start; r<row_end; ++r) { float* data = (float*)_image->data(column_start, r); for(int c=column_start; c<column_end; ++c) { (*data) = 1.0f-(*data); ++data; (*data) = 1.0f-(*data); ++data; (*data) = 1.0f-(*data); ++data; (*data) = 1.0f; ++data; } } // dirty the image (increments the modified count) so that any textures // using the image can be informed that they need to update. _image->dirty(); }} osg::Image* _image;
}; osg::Node* createPreRenderSubGraph(osg::Node* subgraph, unsigned tex_width, unsigned tex_height, osg::Camera::RenderTargetImplementation renderImplementation, bool useImage, bool useTextureRectangle, bool useHDR) { if (!subgraph) return 0; // create a group to contain the flag and the pre rendering camera. osg::Group* parent = new osg::Group; // texture to render to and to use for rendering of flag. osg::Texture* texture = 0; if (useTextureRectangle) { osg::TextureRectangle* textureRect = new osg::TextureRectangle; textureRect->setTextureSize(tex_width, tex_height); textureRect->setInternalFormat(GL_RGBA); textureRect->setFilter(osg::Texture2D::MIN_FILTER,osg::Texture2D::LINEAR); textureRect->setFilter(osg::Texture2D::MAG_FILTER,osg::Texture2D::LINEAR);texture = textureRect;
} else { osg::Texture2D* texture2D = new osg::Texture2D; texture2D->setTextureSize(tex_width, tex_height); texture2D->setInternalFormat(GL_RGBA); texture2D->setFilter(osg::Texture2D::MIN_FILTER,osg::Texture2D::LINEAR); texture2D->setFilter(osg::Texture2D::MAG_FILTER,osg::Texture2D::LINEAR);texture = texture2D; }
if (useHDR) { texture->setInternalFormat(GL_RGBA16F_ARB); texture->setSourceFormat(GL_RGBA); texture->setSourceType(GL_FLOAT); } // first create the geometry of the flag of which to view.{ // create the to visualize.
osg::Geometry* polyGeom = new osg::Geometry(); polyGeom->setName( "PolyGeom" ); polyGeom->setDataVariance( osg::Object::DYNAMIC ); // polyGeom->setSupportsDisplayList(false); osg::Vec3 origin(0.0f,0.0f,0.0f); osg::Vec3 xAxis(1.0f,0.0f,0.0f); osg::Vec3 yAxis(0.0f,0.0f,1.0f); osg::Vec3 zAxis(0.0f,-1.0f,0.0f); float height = 100.0f; float width = 200.0f; int noSteps = 20; osg::Vec3Array* vertices = new osg::Vec3Array; osg::Vec3 bottom = origin; osg::Vec3 top = origin; top.z()+= height; osg::Vec3 dv = xAxis*(width/((float)(noSteps-1))); osg::Vec2Array* texcoords = new osg::Vec2Array;// note, when we use TextureRectangle we have to scale the tex coords up to compensate.
osg::Vec2 bottom_texcoord(0.0f,0.0f); osg::Vec2 top_texcoord(0.0f, useTextureRectangle ? tex_height : 1.0f); osg::Vec2 dv_texcoord((useTextureRectangle ? tex_width : 1.0f)/(float)(noSteps-1),0.0f); for(int i=0;i<noSteps;++i) { vertices->push_back(top); vertices->push_back(bottom); top+=dv; bottom+=dv; texcoords->push_back(top_texcoord); texcoords->push_back(bottom_texcoord); top_texcoord+=dv_texcoord; bottom_texcoord+=dv_texcoord; } // pass the created vertex array to the points geometry object. polyGeom->setVertexArray(vertices); polyGeom->setTexCoordArray(0,texcoords); osg::Vec4Array* colors = new osg::Vec4Array; colors->push_back(osg::Vec4(1.0f,1.0f,1.0f,1.0f)); polyGeom->setColorArray(colors); polyGeom->setColorBinding(osg::Geometry::BIND_OVERALL); polyGeom->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::QUAD_STRIP,0,vertices->size()));// new we need to add the texture to the Drawable, we do so by creating a // StateSet to contain the Texture StateAttribute.
osg::StateSet* stateset = new osg::StateSet; stateset->setTextureAttributeAndModes(0, texture,osg::StateAttribute::ON); polyGeom->setStateSet(stateset); polyGeom->setUpdateCallback(new MyGeometryCallback(origin,xAxis,yAxis,zAxis,1.0,1.0/width,0.2f)); osg::Geode* geode = new osg::Geode(); geode->addDrawable(polyGeom);parent->addChild(geode);
} // then create the camera node to do the render to texture{ osg::Camera* camera = new osg::Camera;
// set up the background color and clear mask. camera->setClearColor(osg::Vec4(0.1f,0.1f,0.3f,1.0f)); camera->setClearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); const osg::BoundingSphere& bs = subgraph->getBound(); if (!bs.valid()) { return subgraph; } float znear = 1.0f*bs.radius(); float zfar = 3.0f*bs.radius(); // 2:1 aspect ratio as per flag geometry below. float proj_top = 0.25f*znear; float proj_right = 0.5f*znear; znear *= 0.9f; zfar *= 1.1f; // set up projection. camera->setProjectionMatrixAsFrustum(-proj_right,proj_right,-proj_top,proj_top,znear,zfar); // set view camera->setReferenceFrame(osg::Transform::ABSOLUTE_RF); camera->setViewMatrixAsLookAt(bs.center()-osg::Vec3(0.0f,2.0f,0.0f)*bs.radius(),bs.center(),osg::Vec3(0.0f,0.0f,1.0f)); // set viewport camera->setViewport(0,0,tex_width,tex_height); // set the camera to render before the main camera. camera->setRenderOrder(osg::Camera::PRE_RENDER); // tell the camera to use OpenGL frame buffer object where supported. camera->setRenderTargetImplementation(renderImplementation);if (useImage)
{ osg::Image* image = new osg::Image; //image->allocateImage(tex_width, tex_height, 1, GL_RGBA, GL_UNSIGNED_BYTE); image->allocateImage(tex_width, tex_height, 1, GL_RGBA, GL_FLOAT); // attach the image so its copied on each frame. camera->attach(osg::Camera::COLOR_BUFFER, image);camera->setPostDrawCallback(new MyCameraPostDrawCallback(image)); // Rather than attach the texture directly to illustrate the texture's ability to
// detect an image update and to subload the image onto the texture. You needn't // do this when using an Image for copying to, as a separate camera->attach(..) // would suffice as well, but we'll do it the long way round here just for demonstration // purposes (long way round meaning we'll need to copy image to main memory, then // copy it back to the graphics card to the texture in one frame). // The long way round allows us to manually modify the copied image via the callback // and then let this modified image by reloaded back. texture->setImage(0, image); } else { // attach the texture and use it as the color buffer. camera->attach(osg::Camera::COLOR_BUFFER, texture); } // add subgraph to render camera->addChild(subgraph); parent->addChild(camera);}
return parent; } 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()->setDescription(arguments.getApplicationName()+" is the example which demonstrates pre rendering of scene to a texture, and then apply this texture to geometry."); arguments.getApplicationUsage()->setCommandLineUsage(arguments.getApplicationName()+" [options] filename ..."); arguments.getApplicationUsage()->addCommandLineOption("-h or --help","Display this information"); arguments.getApplicationUsage()->addCommandLineOption("--fbo","Use Frame Buffer Object for render to texture, where supported."); arguments.getApplicationUsage()->addCommandLineOption("--fb","Use FrameBuffer for render to texture."); arguments.getApplicationUsage()->addCommandLineOption("--pbuffer","Use Pixel Buffer for render to texture, where supported."); arguments.getApplicationUsage()->addCommandLineOption("--window","Use a separate Window for render to texture."); arguments.getApplicationUsage()->addCommandLineOption("--width","Set the width of the render to texture."); arguments.getApplicationUsage()->addCommandLineOption("--height","Set the height of the render to texture."); arguments.getApplicationUsage()->addCommandLineOption("--image","Render to an image, then apply a post draw callback to it, and use this image to update a texture."); arguments.getApplicationUsage()->addCommandLineOption("--texture-rectangle","Use osg::TextureRectangle for doing the render to texture to.");// construct the viewer.
osgViewer::Viewer viewer(arguments); // add stats viewer.addEventHandler( new osgViewer::StatsHandler() ); // add the record camera path handler viewer.addEventHandler(new osgViewer::RecordCameraPathHandler); // add the record camera path handler viewer.addEventHandler(new osgViewer::RecordCameraPathHandler); // add the threading handler viewer.addEventHandler( new osgViewer::ThreadingHandler() ); // if user request help write it out to cout. if (arguments.read("-h") || arguments.read("--help")) { arguments.getApplicationUsage()->write(std::cout); return 1; } unsigned tex_width = 1024; unsigned tex_height = 512; while (arguments.read("--width", tex_width)) {} while (arguments.read("--height", tex_height)) {} osg::Camera::RenderTargetImplementation renderImplementation = osg::Camera::FRAME_BUFFER_OBJECT;while (arguments.read("--fbo")) { renderImplementation = osg::Camera::FRAME_BUFFER_OBJECT; }
while (arguments.read("--pbuffer")) { renderImplementation = osg::Camera::PIXEL_BUFFER; } while (arguments.read("--pbuffer-rtt")) { renderImplementation = osg::Camera::PIXEL_BUFFER_RTT; } while (arguments.read("--fb")) { renderImplementation = osg::Camera::FRAME_BUFFER; } while (arguments.read("--window")) { renderImplementation = osg::Camera::SEPERATE_WINDOW; } bool useImage = false; while (arguments.read("--image")) { useImage = true; }bool useTextureRectangle = false;
while (arguments.read("--texture-rectangle")) { useTextureRectangle = true; }bool useHDR = false;
while (arguments.read("--hdr")) { useHDR = true; }// load the nodes from the commandline arguments.
osg::Node* loadedModel = osgDB::readNodeFiles(arguments);// if not loaded assume no arguments passed in, try use default mode instead.
if (!loadedModel) loadedModel = osgDB::readNodeFile("cessna.osg");if (!loadedModel)
{ return 1; }// create a transform to spin the model.
osg::MatrixTransform* loadedModelTransform = new osg::MatrixTransform; loadedModelTransform->addChild(loadedModel); osg::NodeCallback* nc = new osg::AnimationPathCallback(loadedModelTransform->getBound().center(),osg::Vec3(0.0f,0.0f,1.0f),osg::inDegrees(45.0f)); loadedModelTransform->setUpdateCallback(nc); osg::Group* rootNode = new osg::Group(); rootNode->addChild(createPreRenderSubGraph(loadedModelTransform,tex_width,tex_height, renderImplementation, useImage, useTextureRectangle, useHDR)); // add model to the viewer. viewer.setSceneData( rootNode ); return viewer.run(); }
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