-
简介
本课实现在场景中绘制旋转的星星,主要的内容包括使用Blend方式设置纹理图片的颜色,在场景中操作物体实现简单的动画效果。
本课中描述的内容在前面的课程中已经有比较详细的介绍,本课综合运用了前面课程所学内容。
首先同NeHe教程中设置的一样,我们先创建50颗星星,代码如下
- osg::Group *starGroup = new osg::Group;
- for (unsigned i = 0; i < StarNumber; ++i)
- {
- float dist=(float(i)/StarNumber)*5.0f;
- float angle= float(i)/(StarNumber * 30);
- osg::Group *star = new osg::Group;
- //设置变换节点抵消对整个场景的倾斜
- osg::MatrixTransform *antiTileMT = new osg::MatrixTransform;
- antiTileMT->setUpdateCallback(new AntiTiltCallback);
- //设置变换节点抵消每颗星星的旋转
- osg::MatrixTransform *antiDirectMT = new osg::MatrixTransform;
- antiDirectMT->setUpdateCallback(new RotateCallback(osg::Z_AXIS, -angle));
- osg::MatrixTransform *directionMT = new osg::MatrixTransform;
- directionMT->setUpdateCallback(new RotateCallback(osg::Z_AXIS, angle));
- osg::MatrixTransform *moveMT = new osg::MatrixTransform;
- moveMT->setMatrix(osg::Matrix::translate(dist, 0, 0));
- moveMT->setUpdateCallback(new TranslateCallback);
- osg::MatrixTransform *spinMT = new osg::MatrixTransform;
- spinMT->setUpdateCallback(new RotateCallback(osg::Z_AXIS, 0.02));
- star->addChild(directionMT);
- directionMT->addChild(moveMT);
- //星星叶节点
- osg::Geode *starQuad = new osg::Geode;
- osg::Geometry *starGeometry = new osg::Geometry;
- osg::Texture2D *texture = new osg::Texture2D;
- texture->setImage(osgDB::readImageFile("Data/Star.bmp"));
- texture->setFilter(osg::Texture::MIN_FILTER, osg::Texture::LINEAR);
- texture->setFilter(osg::Texture::MAG_FILTER, osg::Texture::LINEAR);
- osg::Vec3Array *coords = new osg::Vec3Array;
- coords->push_back(osg::Vec3(-1.0f,-1.0f, 0.0f));
- coords->push_back(osg::Vec3(1.0f,-1.0f, 0.0f));
- coords->push_back(osg::Vec3(1.0f,1.0f, 0.0f));
- coords->push_back(osg::Vec3(-1.0f,1.0f, 0.0f));
- starGeometry->setVertexArray(coords);
- osg::Vec4Array *colors = new osg::Vec4Array;
- colors->push_back(osg::Vec4(rand() % 256 / 255.0f, rand() % 256 / 255.0f, rand() % 256 / 255.0f, 1.0));
- starGeometry->setColorArray(colors);
- starGeometry->setColorBinding(osg::Geometry::BIND_OVERALL);
- starGeometry->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::QUADS, 0, 4));
- osg::Vec2Array *textureArray = new osg::Vec2Array;
- textureArray->push_back(osg::Vec2(0.0f, 0.0f));
- textureArray->push_back(osg::Vec2(1.0f, 0.0f));
- textureArray->push_back(osg::Vec2(1.0f, 1.0f));
- textureArray->push_back(osg::Vec2(0.0f, 1.0f));
- starGeometry->setTexCoordArray(0, textureArray);
- starGeometry->getOrCreateStateSet()->setTextureAttributeAndModes(0, texture);
- starGeometry->getOrCreateStateSet()->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
- starGeometry->getOrCreateStateSet()->setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF);
- osg::BlendFunc *blendFunc = new osg::BlendFunc(GL_SRC_ALPHA, GL_ONE, 0.5, 0.5);
- starGeometry->getOrCreateStateSet()->setAttributeAndModes(blendFunc,osg::StateAttribute::ON);
- starGeometry->setUseVertexBufferObjects(true);
- starGeometry->setUseDisplayList(false);
- starGeometry->setUpdateCallback(new ColorCallback);
- starQuad->addDrawable(starGeometry);
- moveMT->addChild(antiDirectMT);
- antiDirectMT->addChild(antiTileMT);
- antiTileMT->addChild(spinMT);
- spinMT->addChild(starQuad);
- starGroup->addChild(star);
我们将每一颗星星设置为一个osg::Group的节点,和NeHe教程中一样对每颗星星设置了旋转和平移,并将所有的星星添加到starGroup这个组节点下面。
为了实现每一帧对场景进行更新实现动画效果,我们定义了一系列的更新回调
实现星星颜色的变化,我们定义了ColorCallback(继承于osg::Drawable::UpdateCallback)
- class ColorCallback : public osg::Drawable::UpdateCallback
- {
- virtual void update(osg::NodeVisitor* nv, osg::Drawable* drawable)
- {
- osg::Geometry *geometry = dynamic_cast<osg::Geometry*>(drawable);
- if (!geometry)
- {
- return;
- }
- osg::Vec4Array *colorArray = dynamic_cast<osg::Vec4Array*>(geometry->getColorArray());
- if (colorArray)
- {
- osg::Vec4 color;
- color.set(rand() % 256 / 255.0f, rand() % 256 / 255.0f, rand() % 256 / 255.0f, 1.0);
- colorArray->clear();
- colorArray->push_back(color);
- colorArray->dirty();
- }
- }
- };
- class RotateCallback : public osg::NodeCallback
- {
- public:
- RotateCallback(osg::Vec3d rotateAxis, double rotateSpeed) :
- osg::NodeCallback(),
- _rotateAxis(rotateAxis),
- _rotateSpeed(rotateSpeed),
- _rotateAngle(0.0)
- {
- //Nop
- }
- void setRotateSpeed(double speed)
- {
- _rotateSpeed = speed;
- }
- double getRotateSpeed() const
- {
- return _rotateSpeed;
- }
- virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
- {
- osg::MatrixTransform *currentMT = dynamic_cast<osg::MatrixTransform*>(node);
- if (currentMT)
- {
- //获取当前的平移位置
- osg::Vec3d currentTranslate = currentMT->getMatrix().getTrans();
- osg::Matrix newMatrix = osg::Matrix::rotate(_rotateAngle, _rotateAxis) * osg::Matrix::translate(currentTranslate);
- currentMT->setMatrix(newMatrix);
- _rotateAngle += _rotateSpeed;
- }
- traverse(node, nv);
- }
- private:
- osg::Vec3d _rotateAxis; //旋转轴
- double _rotateSpeed; //旋转速度
- double _rotateAngle; //当前旋转的角度
- };
同样实现平移操作也定义了更新回调
- class TranslateCallback : public osg::NodeCallback
- {
- public:
- virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
- {
- osg::MatrixTransform *currentMT = dynamic_cast<osg::MatrixTransform*>(node);
- if (currentMT)
- {
- osg::Vec3d dist = currentMT->getMatrix().getTrans();
- double x = dist.x();
- x -= 0.01;
- if(x < 0.0f)
- x += 5.0;
- osg::Vec3d newDist = osg::Vec3d(x, 0, 0);
- currentMT->setMatrix(osg::Matrix::translate(newDist));
- }
- traverse(node, nv);
- }
- };
- class ManipulatorSceneHandler : public osgGA::GUIEventHandler
最后将创建的星星节点添加到根节点下
- osg::Node* buildScene()
- {
- createStars();
- osg::Group *root = new osg::Group;
- osg::MatrixTransform *zoomMT = new osg::MatrixTransform;
- zoomMT->setName("zoomMT");
- zoomMT->setMatrix(osg::Matrix::translate(0, 0, -15.0f));
- root->addChild(zoomMT);
- osg::MatrixTransform *tiltMT = new osg::MatrixTransform;
- tiltMT->setName("tiltMT");
- tiltMT->setMatrix(osg::Matrix::rotate(0, osg::X_AXIS));
- zoomMT->addChild(tiltMT);
- tiltMT->addChild(createStars());
- return root;
- }
需要注意的是在星星叶节点创建的时候开启Blend,同时关闭深度测试和光照(OSG中默认开启这点和OpenGL中不一致)
编译运行程序,一个漂亮的场景就出现了。
附:本课源码(源码中可能存在错误和不足,仅供参考)
- #include "../osgNeHe.h"
- #include <QtCore/QTimer>
- #include <QtGui/QApplication>
- #include <QtGui/QVBoxLayout>
- #include <osgViewer/Viewer>
- #include <osgDB/ReadFile>
- #include <osgQt/GraphicsWindowQt>
- #include <osg/MatrixTransform>
- #include <osg/Texture2D>
- #include <osgGA/GUIEventAdapter>
- #include <osg/BlendFunc>
- #include <osg/Drawable>
- const int StarNumber = 50;
- double tilt = 0.0;
- //
- //FindFirstNamedNodeVisitor用来遍历寻找与指定名称相同的节点
- class FindFirstNamedNodeVisitor : public osg::NodeVisitor
- {
- public:
- FindFirstNamedNodeVisitor(const std::string& name):
- osg::NodeVisitor(osg::NodeVisitor::TRAVERSE_ALL_CHILDREN),
- _name(name), _foundNode(NULL) {}
- virtual void apply(osg::Node& node)
- {
- if (node.getName()==_name)
- {
- _foundNode = &node;
- return;
- }
- traverse(node);
- }
- std::string _name;
- osg::Node *_foundNode;
- };
- //
- //ColorCallback
- class ColorCallback : public osg::Drawable::UpdateCallback
- {
- virtual void update(osg::NodeVisitor* nv, osg::Drawable* drawable)
- {
- osg::Geometry *geometry = dynamic_cast<osg::Geometry*>(drawable);
- if (!geometry)
- {
- return;
- }
- osg::Vec4Array *colorArray = dynamic_cast<osg::Vec4Array*>(geometry->getColorArray());
- if (colorArray)
- {
- osg::Vec4 color;
- color.set(rand() % 256 / 255.0f, rand() % 256 / 255.0f, rand() % 256 / 255.0f, 1.0);
- colorArray->clear();
- colorArray->push_back(color);
- colorArray->dirty();
- }
- }
- };
- //
- //RotateCallback
- class RotateCallback : public osg::NodeCallback
- {
- public:
- RotateCallback(osg::Vec3d rotateAxis, double rotateSpeed) :
- osg::NodeCallback(),
- _rotateAxis(rotateAxis),
- _rotateSpeed(rotateSpeed),
- _rotateAngle(0.0)
- {
- //Nop
- }
- void setRotateSpeed(double speed)
- {
- _rotateSpeed = speed;
- }
- double getRotateSpeed() const
- {
- return _rotateSpeed;
- }
- virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
- {
- osg::MatrixTransform *currentMT = dynamic_cast<osg::MatrixTransform*>(node);
- if (currentMT)
- {
- //获取当前的平移位置
- osg::Vec3d currentTranslate = currentMT->getMatrix().getTrans();
- osg::Matrix newMatrix = osg::Matrix::rotate(_rotateAngle, _rotateAxis) * osg::Matrix::translate(currentTranslate);
- currentMT->setMatrix(newMatrix);
- _rotateAngle += _rotateSpeed;
- }
- traverse(node, nv);
- }
- private:
- osg::Vec3d _rotateAxis; //旋转轴
- double _rotateSpeed; //旋转速度
- double _rotateAngle; //当前旋转的角度
- };
- //
- //AntiTIltCallback
- class AntiTiltCallback : public osg::NodeCallback
- {
- public:
- virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
- {
- osg::MatrixTransform *currentMT = dynamic_cast<osg::MatrixTransform*>(node);
- if (currentMT)
- {
- currentMT->setMatrix(osg::Matrix::rotate(-tilt, osg::X_AXIS));
- }
- traverse(node, nv);
- }
- };
- //
- //TranslateCallback
- class TranslateCallback : public osg::NodeCallback
- {
- public:
- virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
- {
- osg::MatrixTransform *currentMT = dynamic_cast<osg::MatrixTransform*>(node);
- if (currentMT)
- {
- osg::Vec3d dist = currentMT->getMatrix().getTrans();
- double x = dist.x();
- x -= 0.01;
- if(x < 0.0f)
- x += 5.0;
- osg::Vec3d newDist = osg::Vec3d(x, 0, 0);
- currentMT->setMatrix(osg::Matrix::translate(newDist));
- }
- traverse(node, nv);
- }
- };
- //
- class ManipulatorSceneHandler : public osgGA::GUIEventHandler
- {
- public:
- ManipulatorSceneHandler()
- {
- }
- virtual bool handle(const osgGA::GUIEventAdapter& ea, osgGA::GUIActionAdapter& aa)
- {
- osgViewer::Viewer *viewer = dynamic_cast<osgViewer::Viewer*>(&aa);
- if (!viewer)
- return false;
- if (!viewer->getSceneData())
- return false;
- if (ea.getHandled())
- return false;
- osg::Group *root = viewer->getSceneData()->asGroup();
- switch(ea.getEventType())
- {
- case(osgGA::GUIEventAdapter::KEYDOWN):
- {
- if (ea.getKey() == osgGA::GUIEventAdapter::KEY_Page_Up)
- {
- FindFirstNamedNodeVisitor fnv("tiltMT");
- root->accept(fnv);
- osg::Node *mtNode = fnv._foundNode;
- osg::MatrixTransform *tiltMT = dynamic_cast<osg::MatrixTransform*>(mtNode);
- if (!tiltMT)
- return false;
- osg::Matrix tiltMatrix = tiltMT->getMatrix();
- osg::Quat original = tiltMatrix.getRotate();
- double angle;
- osg::Vec3 vec;
- original.getRotate(angle, vec);
- angle += 0.03;
- tiltMT->setMatrix(osg::Matrix::rotate(angle, osg::X_AXIS));
- tilt = angle;
- }
- if (ea.getKey() == osgGA::GUIEventAdapter::KEY_Page_Down)
- {
- FindFirstNamedNodeVisitor fnv("tiltMT");
- root->accept(fnv);
- osg::Node *mtNode = fnv._foundNode;
- osg::MatrixTransform *tiltMT = dynamic_cast<osg::MatrixTransform*>(mtNode);
- if (!tiltMT)
- return false;
- osg::Matrix tiltMatrix = tiltMT->getMatrix();
- osg::Quat original = tiltMatrix.getRotate();
- double angle;
- osg::Vec3 vec;
- original.getRotate(angle, vec);
- angle -= 0.03;
- tiltMT->setMatrix(osg::Matrix::rotate(angle, osg::X_AXIS));
- tilt = angle;
- }
- if (ea.getKey() == osgGA::GUIEventAdapter::KEY_Up)
- {
- FindFirstNamedNodeVisitor fnv("zoomMT");
- root->accept(fnv);
- osg::Node *mtNode = fnv._foundNode;
- osg::MatrixTransform *zoomMT = dynamic_cast<osg::MatrixTransform*>(mtNode);
- if (!zoomMT)
- return false;
- zoomMT->setMatrix(osg::Matrix::translate(zoomMT->getMatrix().getTrans() + osg::Vec3(0, 0, 0.5)));
- }
- if (ea.getKey()== osgGA::GUIEventAdapter::KEY_Down)
- {
- FindFirstNamedNodeVisitor fnv("zoomMT");
- root->accept(fnv);
- osg::Node *mtNode = fnv._foundNode;
- osg::MatrixTransform *zoomMT = dynamic_cast<osg::MatrixTransform*>(mtNode);
- if (!zoomMT)
- return false;
- zoomMT->setMatrix(osg::Matrix::translate(zoomMT->getMatrix().getTrans() + osg::Vec3(0, 0, -0.5)));
- }
- }
- default: break;
- }
- return false;
- }
- };
- //
- class ViewerWidget : public QWidget, public osgViewer::Viewer
- {
- public:
- ViewerWidget(osg::Node *scene = NULL)
- {
- QWidget* renderWidget = getRenderWidget( createGraphicsWindow(0,0,100,100), scene);
- QVBoxLayout* layout = new QVBoxLayout;
- layout->addWidget(renderWidget);
- layout->setContentsMargins(0, 0, 0, 1);
- setLayout( layout );
- connect( &_timer, SIGNAL(timeout()), this, SLOT(update()) );
- _timer.start( 10 );
- }
- QWidget* getRenderWidget( osgQt::GraphicsWindowQt* gw, osg::Node* scene )
- {
- osg::Camera* camera = this->getCamera();
- camera->setGraphicsContext( gw );
- const osg::GraphicsContext::Traits* traits = gw->getTraits();
- camera->setClearColor( osg::Vec4(0.0, 0.0, 0.0, 0.5) );
- camera->setViewport( new osg::Viewport(0, 0, traits->width, traits->height) );
- camera->setProjectionMatrixAsPerspective(45.0f, static_cast<double>(traits->width)/static_cast<double>(traits->height), 0.1f, 100.0f );
- camera->setViewMatrixAsLookAt(osg::Vec3d(0, 0, 1), osg::Vec3d(0, 0, 0), osg::Vec3d(0, 1, 0));
- this->setSceneData( scene );
- this->addEventHandler(new ManipulatorSceneHandler());
- return gw->getGLWidget();
- }
- osgQt::GraphicsWindowQt* createGraphicsWindow( int x, int y, int w, int h, const std::string& name="", bool windowDecoration=false )
- {
- osg::DisplaySettings* ds = osg::DisplaySettings::instance().get();
- osg::ref_ptr<osg::GraphicsContext::Traits> traits = new osg::GraphicsContext::Traits;
- traits->windowName = name;
- traits->windowDecoration = windowDecoration;
- traits->x = x;
- traits->y = y;
- traits->width = w;
- traits->height = h;
- traits->doubleBuffer = true;
- traits->alpha = ds->getMinimumNumAlphaBits();
- traits->stencil = ds->getMinimumNumStencilBits();
- traits->sampleBuffers = ds->getMultiSamples();
- traits->samples = ds->getNumMultiSamples();
- return new osgQt::GraphicsWindowQt(traits.get());
- }
- virtual void paintEvent( QPaintEvent* event )
- {
- frame();
- }
- protected:
- QTimer _timer;
- };
- osg::Group* createStars()
- {
- osg::Group *starGroup = new osg::Group;
- for (unsigned i = 0; i < StarNumber; ++i)
- {
- float dist=(float(i)/StarNumber)*5.0f;
- float angle= float(i)/(StarNumber * 30);
- osg::Group *star = new osg::Group;
- osg::MatrixTransform *antiTileMT = new osg::MatrixTransform;
- antiTileMT->setUpdateCallback(new AntiTiltCallback);
- osg::MatrixTransform *antiDirectMT = new osg::MatrixTransform;
- antiDirectMT->setUpdateCallback(new RotateCallback(osg::Z_AXIS, -angle));
- osg::MatrixTransform *directionMT = new osg::MatrixTransform;
- directionMT->setUpdateCallback(new RotateCallback(osg::Z_AXIS, angle));
- osg::MatrixTransform *moveMT = new osg::MatrixTransform;
- moveMT->setMatrix(osg::Matrix::translate(dist, 0, 0));
- moveMT->setUpdateCallback(new TranslateCallback);
- osg::MatrixTransform *spinMT = new osg::MatrixTransform;
- spinMT->setUpdateCallback(new RotateCallback(osg::Z_AXIS, 0.02));
- star->addChild(directionMT);
- directionMT->addChild(moveMT);
- //星星叶节点
- osg::Geode *starQuad = new osg::Geode;
- osg::Geometry *starGeometry = new osg::Geometry;
- osg::Texture2D *texture = new osg::Texture2D;
- texture->setImage(osgDB::readImageFile("Data/Star.bmp"));
- texture->setFilter(osg::Texture::MIN_FILTER, osg::Texture::LINEAR);
- texture->setFilter(osg::Texture::MAG_FILTER, osg::Texture::LINEAR);
- osg::Vec3Array *coords = new osg::Vec3Array;
- coords->push_back(osg::Vec3(-1.0f,-1.0f, 0.0f));
- coords->push_back(osg::Vec3(1.0f,-1.0f, 0.0f));
- coords->push_back(osg::Vec3(1.0f,1.0f, 0.0f));
- coords->push_back(osg::Vec3(-1.0f,1.0f, 0.0f));
- starGeometry->setVertexArray(coords);
- osg::Vec4Array *colors = new osg::Vec4Array;
- colors->push_back(osg::Vec4(rand() % 256 / 255.0f, rand() % 256 / 255.0f, rand() % 256 / 255.0f, 1.0));
- starGeometry->setColorArray(colors);
- starGeometry->setColorBinding(osg::Geometry::BIND_OVERALL);
- starGeometry->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::QUADS, 0, 4));
- osg::Vec2Array *textureArray = new osg::Vec2Array;
- textureArray->push_back(osg::Vec2(0.0f, 0.0f));
- textureArray->push_back(osg::Vec2(1.0f, 0.0f));
- textureArray->push_back(osg::Vec2(1.0f, 1.0f));
- textureArray->push_back(osg::Vec2(0.0f, 1.0f));
- starGeometry->setTexCoordArray(0, textureArray);
- starGeometry->getOrCreateStateSet()->setTextureAttributeAndModes(0, texture);
- starGeometry->getOrCreateStateSet()->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
- starGeometry->getOrCreateStateSet()->setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF);
- osg::BlendFunc *blendFunc = new osg::BlendFunc(GL_SRC_ALPHA, GL_ONE, 0.5, 0.5);
- starGeometry->getOrCreateStateSet()->setAttributeAndModes(blendFunc,osg::StateAttribute::ON);
- starGeometry->setUseVertexBufferObjects(true);
- starGeometry->setUseDisplayList(false);
- starGeometry->setUpdateCallback(new ColorCallback);
- starQuad->addDrawable(starGeometry);
- moveMT->addChild(antiDirectMT);
- antiDirectMT->addChild(antiTileMT);
- antiTileMT->addChild(spinMT);
- spinMT->addChild(starQuad);
- starGroup->addChild(star);
- }
- return starGroup;
- }
- osg::Node* buildScene()
- {
- createStars();
- osg::Group *root = new osg::Group;
- osg::MatrixTransform *zoomMT = new osg::MatrixTransform;
- zoomMT->setName("zoomMT");
- zoomMT->setMatrix(osg::Matrix::translate(0, 0, -15.0f));
- root->addChild(zoomMT);
- osg::MatrixTransform *tiltMT = new osg::MatrixTransform;
- tiltMT->setName("tiltMT");
- tiltMT->setMatrix(osg::Matrix::rotate(0, osg::X_AXIS));
- zoomMT->addChild(tiltMT);
- tiltMT->addChild(createStars());
- return root;
- }
- int main( int argc, char** argv )
- {
- QApplication app(argc, argv);
- ViewerWidget* viewWidget = new ViewerWidget(buildScene());
- viewWidget->setGeometry( 100, 100, 640, 480 );
- viewWidget->show();
- return app.exec();
- }