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 hope
 this 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.
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<<attachment: bad.JPG>>

<<attachment: good.JPG>>

/* 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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