/usr/include/osgViewer/ViewerBase is in libopenscenegraph-dev 3.2.3+dfsg1-2+b4.
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1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 | /* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield
*
* This library is open source and may be redistributed and/or modified under
* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
* (at your option) any later version. The full license is in LICENSE file
* included with this distribution, and on the openscenegraph.org website.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* OpenSceneGraph Public License for more details.
*/
#ifndef OSGVIEWER_VIEWERBASE
#define OSGVIEWER_VIEWERBASE 1
#include <osg/Stats>
#include <osgUtil/UpdateVisitor>
#include <osgUtil/IncrementalCompileOperation>
#include <osgGA/EventVisitor>
#include <osgGA/EventQueue>
#include <osgViewer/Scene>
#include <osgViewer/GraphicsWindow>
namespace osgViewer {
#define USE_REFERENCE_TIME DBL_MAX
class View;
/** ViewerBase is the view base class that is inherited by both Viewer and CompositeViewer.*/
class OSGVIEWER_EXPORT ViewerBase : public virtual osg::Object
{
public:
ViewerBase();
ViewerBase(const ViewerBase& vb);
/** Set the Stats object used for collect various frame related timing and scene graph stats.*/
virtual void setViewerStats(osg::Stats* stats) = 0;
/** Get the Viewers Stats object.*/
virtual osg::Stats* getViewerStats() = 0;
/** Get the Viewers Stats object.*/
virtual const osg::Stats* getViewerStats() const = 0;
/** read the viewer configuration from a configuration file.*/
virtual bool readConfiguration(const std::string& filename) = 0;
/** Get whether at least of one of this viewers windows are realized.*/
virtual bool isRealized() const = 0;
/** set up windows and associated threads.*/
virtual void realize() = 0;
enum ThreadingModel
{
SingleThreaded,
CullDrawThreadPerContext,
ThreadPerContext = CullDrawThreadPerContext,
DrawThreadPerContext,
CullThreadPerCameraDrawThreadPerContext,
ThreadPerCamera = CullThreadPerCameraDrawThreadPerContext,
AutomaticSelection
};
/** Set the threading model the rendering traversals will use.*/
virtual void setThreadingModel(ThreadingModel threadingModel);
/** Get the threading model the rendering traversals will use.*/
ThreadingModel getThreadingModel() const { return _threadingModel; }
/** Let the viewer suggest the best threading model for the viewers camera/window setup and the hardware available.*/
virtual ThreadingModel suggestBestThreadingModel();
/** Set up the threading and processor affinity as per the viewers threading model.*/
virtual void setUpThreading();
/** Return true if viewer threads are running. */
bool areThreadsRunning() const { return _threadsRunning; }
/** Stop any threads begin run by viewer.*/
virtual void stopThreading();
/** Start any threads required by the viewer.*/
virtual void startThreading();
enum BarrierPosition
{
BeforeSwapBuffers,
AfterSwapBuffers
};
/** Set the position of the end barrier.
* AfterSwapBuffers may result in slightly higher framerates, but may
* lead to inconsistent swapping between different windows.
* BeforeSwapBuffers may lead to slightly lower framerate, but improve consistency in timing of swap buffers,
* especially important if you are likely to consistently break frame.*/
void setEndBarrierPosition(BarrierPosition bp);
/** Get the end barrier position.*/
BarrierPosition getEndBarrierPosition() const { return _endBarrierPosition; }
/** Set the end barrier operation. \c op may be one of GL_FLUSH, GL_FINISH,
* or NO_OPERATION. NO_OPERATION is the default. Per BarrierOperation::operator()(),
* a glFlush() command, glFinish() command, or no additional OpenGL command will be
* issued before entering the end barrier. */
void setEndBarrierOperation(osg::BarrierOperation::PreBlockOp op);
/** Get the end barrier operation. */
osg::BarrierOperation::PreBlockOp getEndBarrierOperation() const { return _endBarrierOperation; }
/** Set the done flag to signal the viewer's work is done and should exit the frame loop.*/
void setDone(bool done) { _done = done; }
/** Return true if viewer's work is done and should exit the frame loop.*/
bool done() const { return _done; }
/** Set the EventVisitor. */
void setEventVisitor(osgGA::EventVisitor* eventVisitor) { _eventVisitor = eventVisitor; }
/** Get the EventVisitor. */
osgGA::EventVisitor* getEventVisitor() { return _eventVisitor.get(); }
/** Get the const EventVisitor. */
const osgGA::EventVisitor* getEventVisitor() const { return _eventVisitor.get(); }
/** Set the key event that the viewer checks on each frame to see if the viewer's done flag should be set to
* signal end of viewers main loop.
* Default value is Escape (osgGA::GUIEVentAdapter::KEY_Escape).
* Setting to 0 switches off the feature.*/
void setKeyEventSetsDone(int key) { _keyEventSetsDone = key; }
/** get the key event that the viewer checks on each frame to see if the viewer's done flag.*/
int getKeyEventSetsDone() const { return _keyEventSetsDone; }
/** if the flag is true, the viewer set its done flag when a QUIT_APPLICATION is received, false disables this feature */
void setQuitEventSetsDone(bool flag) { _quitEventSetsDone = flag; }
/** @return true if the viewer respond to the QUIT_APPLICATION-event */
bool getQuitEventSetsDone() const { return _quitEventSetsDone; }
/** Hint to tell the renderingTraversals() method whether to call relaseContext() on the last
* context that was made current by the thread calling renderingTraverals(). Note, when
* running multi-threaded viewer no threads will be made current or release current.
* Setting this hint to false can enable the frame loop to be lazy about calling makeCurrent
* and releaseContext on each new frame, helping performance. However, if you frame loop
* is managing multiple graphics context all from the main frame thread then this hint must
* be left on, otherwise the wrong context could be left active, introducing errors in rendering.*/
void setReleaseContextAtEndOfFrameHint(bool hint) { _releaseContextAtEndOfFrameHint = hint; }
/** Hint to tell the renderingTraversals() method whether to call relaseContext().*/
bool getReleaseContextAtEndOfFrameHint() const { return _releaseContextAtEndOfFrameHint; }
/** Set the UpdateVisitor. */
void setUpdateVisitor(osgUtil::UpdateVisitor* updateVisitor) { _updateVisitor = updateVisitor; }
/** Get the UpdateVisitor. */
osgUtil::UpdateVisitor* getUpdateVisitor() { return _updateVisitor.get(); }
/** Get the const UpdateVisitor. */
const osgUtil::UpdateVisitor* getUpdateVisitor() const { return _updateVisitor.get(); }
/** Set the Update OperationQueue. */
void setUpdateOperations(osg::OperationQueue* operations) { _updateOperations = operations; }
/** Get the Update OperationQueue. */
osg::OperationQueue* getUpdateOperations() { return _updateOperations.get(); }
/** Get the const Update OperationQueue. */
const osg::OperationQueue* getUpdateOperations() const { return _updateOperations.get(); }
/** Add an update operation.*/
void addUpdateOperation(osg::Operation* operation);
/** Remove an update operation.*/
void removeUpdateOperation(osg::Operation* operation);
/** Set the graphics operation to call on realization of the viewers graphics windows.*/
void setRealizeOperation(osg::Operation* op) { _realizeOperation = op; }
/** Get the graphics operation to call on realization of the viewers graphics windows.*/
osg::Operation* getRealizeOperation() { return _realizeOperation.get(); }
/** Set the incremental compile operation.
* Used to manage the OpenGL object compilation and merging of subgraphs in a way that avoids overloading
* the rendering of frame with too many new objects in one frame. */
void setIncrementalCompileOperation(osgUtil::IncrementalCompileOperation* ico);
/** Get the incremental compile operation. */
osgUtil::IncrementalCompileOperation* getIncrementalCompileOperation() { return _incrementalCompileOperation.get(); }
enum FrameScheme
{
ON_DEMAND,
CONTINUOUS
};
void setRunFrameScheme(FrameScheme fs) { _runFrameScheme = fs; }
FrameScheme getRunFrameScheme() const { return _runFrameScheme; }
void setRunMaxFrameRate(double frameRate) { _runMaxFrameRate = frameRate; }
double getRunMaxFrameRate() const { return _runMaxFrameRate; }
/** Execute a main frame loop.
* Equivalent to while (!viewer.done()) viewer.frame();
* Also calls realize() if the viewer is not already realized,
* and installs trackball manipulator if one is not already assigned.
*/
virtual int run();
/** check to see if the new frame is required, called by run(..) when FrameScheme is set to ON_DEMAND.*/
virtual bool checkNeedToDoFrame() = 0;
/** check to see if events have been received, return true if events are now available.*/
virtual bool checkEvents() = 0;
/** Render a complete new frame.
* Calls advance(), eventTraversal(), updateTraversal(), renderingTraversals(). */
virtual void frame(double simulationTime=USE_REFERENCE_TIME);
virtual void advance(double simulationTime=USE_REFERENCE_TIME) = 0;
virtual void eventTraversal() = 0;
virtual void updateTraversal() = 0;
virtual void renderingTraversals();
typedef std::vector<osg::Camera*> Cameras;
virtual void getCameras(Cameras& cameras, bool onlyActive=true) = 0;
typedef std::vector<osg::GraphicsContext*> Contexts;
virtual void getContexts(Contexts& contexts, bool onlyValid=true) = 0;
typedef std::vector<osgViewer::GraphicsWindow*> Windows;
virtual void getWindows(Windows& windows, bool onlyValid=true);
typedef std::vector<OpenThreads::Thread*> Threads;
virtual void getAllThreads(Threads& threads, bool onlyActive=true) = 0;
typedef std::vector<osg::OperationThread*> OperationThreads;
virtual void getOperationThreads(OperationThreads& threads, bool onlyActive=true) = 0;
typedef std::vector<osgViewer::Scene*> Scenes;
virtual void getScenes(Scenes& scenes, bool onlyValid=true) = 0;
typedef std::vector<osgViewer::View*> Views;
virtual void getViews(Views& views, bool onlyValid=true) = 0;
/** Check to see if any windows are still open. If not, set viewer done to true. */
void checkWindowStatus();
/** Check to see if windows are still open using the list of contexts given as a parameter.
* If no windows are open, stop rendering threads and set viewer done to true.
* This function is more effective than checkWindowStatus() as it does not query
* the context list and should be used whenever context list is already available in your code.*/
void checkWindowStatus(const Contexts& contexts);
virtual double elapsedTime() = 0;
virtual osg::FrameStamp* getViewerFrameStamp() = 0;
/** Get the keyboard and mouse usage of this viewer.*/
virtual void getUsage(osg::ApplicationUsage& usage) const = 0;
protected:
void viewerBaseInit();
friend class osgViewer::View;
inline void makeCurrent(osg::GraphicsContext* gc)
{
if (_currentContext==gc) return;
releaseContext();
if (gc && gc->valid() && gc->makeCurrent()) _currentContext = gc;
}
inline void releaseContext()
{
if (_currentContext.valid() && _currentContext->valid())
{
_currentContext->releaseContext();
}
_currentContext = 0;
}
virtual void viewerInit() = 0;
bool _firstFrame;
bool _done;
int _keyEventSetsDone;
bool _quitEventSetsDone;
bool _releaseContextAtEndOfFrameHint;
ThreadingModel _threadingModel;
bool _threadsRunning;
bool _requestRedraw;
bool _requestContinousUpdate;
FrameScheme _runFrameScheme;
double _runMaxFrameRate;
BarrierPosition _endBarrierPosition;
osg::BarrierOperation::PreBlockOp _endBarrierOperation;
osg::ref_ptr<osg::BarrierOperation> _startRenderingBarrier;
osg::ref_ptr<osg::BarrierOperation> _endRenderingDispatchBarrier;
osg::ref_ptr<osg::EndOfDynamicDrawBlock> _endDynamicDrawBlock;
osg::ref_ptr<osgGA::EventVisitor> _eventVisitor;
osg::ref_ptr<osg::OperationQueue> _updateOperations;
osg::ref_ptr<osgUtil::UpdateVisitor> _updateVisitor;
osg::ref_ptr<osg::Operation> _realizeOperation;
osg::ref_ptr<osgUtil::IncrementalCompileOperation> _incrementalCompileOperation;
osg::observer_ptr<osg::GraphicsContext> _currentContext;
private:
// Define private copy constructor
// otherwsie VS2015 will construct it's own which will call the private copy operator from osg::Object resulting in an compile error.
ViewerBase& operator = (const ViewerBase&) { return *this; }
};
}
#endif
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