Use the osgDB::ObjectCache in SceneManager, cleanup

pull/893/head
scrawl 9 years ago
parent 909c4d96b6
commit ea1efaac0c

@ -26,6 +26,9 @@ namespace Resource
class BulletShape;
class BulletShapeInstance;
/// Handles loading, caching and "instancing" of bullet shapes.
/// A shape 'instance' is a clone of another shape, with the goal of setting a different scale on this instance.
/// @note May be used from any thread.
class BulletShapeManager
{
public:

@ -23,6 +23,7 @@ namespace Resource
{
/// @brief Managing of keyframe resources
/// @note May be used from any thread.
class KeyframeManager
{
public:
@ -32,7 +33,6 @@ namespace Resource
void clearCache();
/// Retrieve a read-only keyframe resource by name (case-insensitive).
/// @note This method is safe to call from any thread.
/// @note Throws an exception if the resource is not found.
osg::ref_ptr<const NifOsg::KeyframeHolder> get(const std::string& name);

@ -19,7 +19,7 @@ namespace Resource
{
/// @brief Handles caching of NIFFiles.
/// @note The NifFileManager is completely thread safe.
/// @note May be used from any thread.
class NifFileManager
{
public:

@ -26,10 +26,12 @@
#include "imagemanager.hpp"
#include "niffilemanager.hpp"
#include "objectcache.hpp"
namespace
{
/// @todo Do this in updateCallback so that animations are accounted for.
class InitWorldSpaceParticlesVisitor : public osg::NodeVisitor
{
public:
@ -236,6 +238,7 @@ namespace Resource
, mMaxAnisotropy(1)
, mUnRefImageDataAfterApply(false)
, mParticleSystemMask(~0u)
, mCache(new osgDB::ObjectCache)
{
}
@ -315,8 +318,10 @@ namespace Resource
std::string normalized = name;
mVFS->normalizeFilename(normalized);
Index::iterator it = mIndex.find(normalized);
if (it == mIndex.end())
osg::ref_ptr<osg::Object> obj = mCache->getRefFromObjectCache(normalized);
if (obj)
return osg::ref_ptr<const osg::Node>(static_cast<osg::Node*>(obj.get()));
else
{
osg::ref_ptr<osg::Node> loaded;
try
@ -357,11 +362,9 @@ namespace Resource
if (mIncrementalCompileOperation)
mIncrementalCompileOperation->add(loaded);
mIndex[normalized] = loaded;
mCache->addEntryToObjectCache(normalized, loaded);
return loaded;
}
else
return it->second;
}
osg::ref_ptr<osg::Node> SceneManager::createInstance(const std::string &name)
@ -386,10 +389,7 @@ namespace Resource
void SceneManager::releaseGLObjects(osg::State *state)
{
for (Index::iterator it = mIndex.begin(); it != mIndex.end(); ++it)
{
it->second->releaseGLObjects(state);
}
mCache->releaseGLObjects(state);
}
void SceneManager::setIncrementalCompileOperation(osgUtil::IncrementalCompileOperation *ico)
@ -458,6 +458,8 @@ namespace Resource
mMagFilter = mag;
mMaxAnisotropy = std::max(1, maxAnisotropy);
mCache->clear();
SetFilterSettingsControllerVisitor setFilterSettingsControllerVisitor (mMinFilter, mMagFilter, mMaxAnisotropy);
SetFilterSettingsVisitor setFilterSettingsVisitor (mMinFilter, mMagFilter, mMaxAnisotropy);
if (viewer && viewer->getSceneData())
@ -466,13 +468,6 @@ namespace Resource
viewer->getSceneData()->accept(setFilterSettingsVisitor);
}
for (Index::iterator it = mIndex.begin(); it != mIndex.end(); ++it)
{
osg::Node* node = it->second;
node->accept(setFilterSettingsControllerVisitor);
node->accept(setFilterSettingsVisitor);
}
if(viewer) viewer->startThreading();
}

@ -24,6 +24,11 @@ namespace osgUtil
class IncrementalCompileOperation;
}
namespace osgDB
{
class ObjectCache;
}
namespace osgViewer
{
class Viewer;
@ -32,7 +37,8 @@ namespace osgViewer
namespace Resource
{
/// @brief Handles loading and caching of scenes, e.g. NIF files
/// @brief Handles loading and caching of scenes, e.g. .nif files or .osg files
/// @note Some methods of the scene manager can be used from any thread, see the methods documentation for more details.
class SceneManager
{
public:
@ -42,20 +48,24 @@ namespace Resource
/// Get a read-only copy of this scene "template"
/// @note If the given filename does not exist or fails to load, an error marker mesh will be used instead.
/// If even the error marker mesh can not be found, an exception is thrown.
/// @note Thread safe.
osg::ref_ptr<const osg::Node> getTemplate(const std::string& name);
/// Create an instance of the given scene template
/// @see getTemplate
/// @note Thread safe.
osg::ref_ptr<osg::Node> createInstance(const std::string& name);
/// Create an instance of the given scene template and immediately attach it to a parent node
/// @see getTemplate
/// @note Not thread safe, unless parentNode is not part of the main scene graph yet.
osg::ref_ptr<osg::Node> createInstance(const std::string& name, osg::Group* parentNode);
/// Attach the given scene instance to the given parent node
/// @note You should have the parentNode in its intended position before calling this method,
/// so that world space particles of the \a instance get transformed correctly.
/// @note Assumes the given instance was not attached to any parents before.
/// @note Not thread safe, unless parentNode is not part of the main scene graph yet.
void attachTo(osg::Node* instance, osg::Group* parentNode) const;
/// Manually release created OpenGL objects for the given graphics context. This may be required
@ -75,11 +85,12 @@ namespace Resource
/// @param mask The node mask to apply to loaded particle system nodes.
void setParticleSystemMask(unsigned int mask);
/// @param viewer used to apply the new filter settings to the existing scene graph. If there is no scene yet, you can pass a NULL viewer.
void setFilterSettings(const std::string &magfilter, const std::string &minfilter,
const std::string &mipmap, int maxAnisotropy,
osgViewer::Viewer *viewer);
/// Apply filter settings to the given texture. Note, when loading an object through this scene manager (i.e. calling getTemplate / createInstance)
/// Apply filter settings to the given texture. Note, when loading an object through this scene manager (i.e. calling getTemplate or createInstance)
/// the filter settings are applied automatically. This method is provided for textures that were created outside of the SceneManager.
void applyFilterSettings (osg::Texture* tex);
@ -101,16 +112,10 @@ namespace Resource
unsigned int mParticleSystemMask;
// observer_ptr?
typedef std::map<std::string, osg::ref_ptr<osg::Node> > Index;
Index mIndex;
osg::ref_ptr<osgDB::ObjectCache> mCache;
SceneManager(const SceneManager&);
void operator = (const SceneManager&);
/// @warning It is unsafe to call this function when a draw thread is using the textures. Call stopThreading() first!
void setFilterSettings(osg::Texture::FilterMode minFilter, osg::Texture::FilterMode maxFilter, int maxAnisotropy);
};
}

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