-
简介
这节课NeHe课程向我们介绍了如何读取帧缓存中的像素值,并把 它作为场景中的纹理加载到几何体上。也就是我们常说的渲染到纹理(Render To Texture)功能,也称纹理烘培。这一功能主要有两个作用:第一是实现场景离屏渲染之后的后置处理;第二是实现多种不同场景的融合显示效果。
首先创建我们场景中需要显示的Helix模型,代码如下:
- osg::Geode* createHelix()
接下来我们需要将这个模型加载的场景写到纹理中去,在OSG中可以通过创建渲染到纹理的相机完成这样的操作:
- osg::Camera* createRenderToTextureCamera(int w, int h)
- {
- osg::Camera *rtt = new osg::Camera;
- rtt->setClearColor(osg::Vec4(0.0f, 0.0f, 0.5f, 0.5));
- rtt->setClearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
- rtt->setReferenceFrame(osg::Transform::ABSOLUTE_RF);
- rtt->setViewport(0, 0, w, h);
- rtt->setRenderOrder(osg::Camera::PRE_RENDER);
- rtt->setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT);
- rtt->setProjectionMatrixAsPerspective(45.0f, static_cast<double>(640)/static_cast<double>(480), 0.1f, 100.0f );
- rtt->setViewMatrixAsLookAt(osg::Vec3d(0, 5, 50), osg::Vec3d(0, 0, 0), osg::Vec3d(0, 1, 0));
- osg::MatrixTransform *zoomMT = new osg::MatrixTransform;
- zoomMT->setMatrix(osg::Matrix::translate(0,0,-50));
- osg::MatrixTransform *xRotMT = new osg::MatrixTransform;
- xRotMT->addUpdateCallback(new RotAxisCallback(osg::X_AXIS, 0.02));
- osg::MatrixTransform *yRotMT = new osg::MatrixTransform;
- yRotMT->addUpdateCallback(new RotAxisCallback(osg::Y_AXIS, 0.01));
- zoomMT->addChild(xRotMT);
- xRotMT->addChild(yRotMT);
- yRotMT->addChild(createHelix());
- rtt->addChild(zoomMT);
- return rtt;
- }
- g_Texture = createTexture(128,128);
- osg::Camera *rttCamera = createRenderToTextureCamera(128, 128);
- rttCamera->attach(osg::Camera::COLOR_BUFFER, g_Texture);
接下来加载使用纹理的几何体:
- osg::Node* createBlur(int times, float inc)
- class BlurGeometryUpdateCallback : public osg::Drawable::UpdateCallback
最后把所有这些部分添加到场景根节点中,编译运行程序:
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/AnimationPath>
- #include <osg/Material>
- #include <osg/LightSource>
- #include <osg/BlendFunc>
- #include <osg/Texture2D>
- #include <osg/State>
- float angle;
- float vertexes[4][3];
- float normal[3];
- osg::Texture2D *g_Texture;
- //
- //
- //
- void ReduceToUnit(float vector[3]) // Reduces A Normal Vector (3 Coordinates)
- { // To A Unit Normal Vector With A Length Of One.
- float length; // Holds Unit Length
- // Calculates The Length Of The Vector
- length = (float)sqrt((vector[0]*vector[0]) + (vector[1]*vector[1]) + (vector[2]*vector[2]));
- if(length == 0.0f) // Prevents Divide By 0 Error By Providing
- length = 1.0f; // An Acceptable Value For Vectors To Close To 0.
- vector[0] /= length; // Dividing Each Element By
- vector[1] /= length; // The Length Results In A
- vector[2] /= length; // Unit Normal Vector.
- }
- void calcNormal(float v[3][3], float out[3]) // Calculates Normal For A Quad Using 3 Points
- {
- float v1[3],v2[3]; // Vector 1 (x,y,z) & Vector 2 (x,y,z)
- static const int x = 0; // Define X Coord
- static const int y = 1; // Define Y Coord
- static const int z = 2; // Define Z Coord
- // Finds The Vector Between 2 Points By Subtracting
- // The x,y,z Coordinates From One Point To Another.
- // Calculate The Vector From Point 1 To Point 0
- v1[x] = v[0][x] - v[1][x]; // Vector 1.x=Vertex[0].x-Vertex[1].x
- v1[y] = v[0][y] - v[1][y]; // Vector 1.y=Vertex[0].y-Vertex[1].y
- v1[z] = v[0][z] - v[1][z]; // Vector 1.z=Vertex[0].y-Vertex[1].z
- // Calculate The Vector From Point 2 To Point 1
- v2[x] = v[1][x] - v[2][x]; // Vector 2.x=Vertex[0].x-Vertex[1].x
- v2[y] = v[1][y] - v[2][y]; // Vector 2.y=Vertex[0].y-Vertex[1].y
- v2[z] = v[1][z] - v[2][z]; // Vector 2.z=Vertex[0].z-Vertex[1].z
- // Compute The Cross Product To Give Us A Surface Normal
- out[x] = v1[y]*v2[z] - v1[z]*v2[y]; // Cross Product For Y - Z
- out[y] = v1[z]*v2[x] - v1[x]*v2[z]; // Cross Product For X - Z
- out[z] = v1[x]*v2[y] - v1[y]*v2[x]; // Cross Product For X - Y
- ReduceToUnit(out); // Normalize The Vectors
- }
- class RotAxisCallback : public osg::NodeCallback
- {
- public:
- RotAxisCallback(const osg::Vec3& axis, double rotSpeed = 0.0, double currentAngle = 0.0)
- : _rotAxis(axis), _rotSpeed(rotSpeed), _currentAngle(currentAngle){ }
- virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
- {
- osg::MatrixTransform *rotMT = dynamic_cast<osg::MatrixTransform*>(node);
- if (!rotMT)
- return;
- _currentAngle += _rotSpeed;
- rotMT->setMatrix(osg::Matrix::rotate(_currentAngle, _rotAxis));
- traverse(node, nv);
- }
- void setRotateSpeed(double speed)
- {
- _rotSpeed = speed;
- }
- double getRotateSpeed() const
- {
- return _rotSpeed;
- }
- double getCurrentAngle() const
- {
- return _currentAngle;
- }
- private:
- osg::Vec3 _rotAxis;
- double _currentAngle;
- double _rotSpeed;
- };
- osg::Geode* createHelix()
- {
- GLfloat x; // Helix x Coordinate
- GLfloat y; // Helix y Coordinate
- GLfloat z; // Helix z Coordinate
- GLfloat phi; // Angle
- GLfloat theta; // Angle
- GLfloat v,u; // Angles
- GLfloat r = 1.5f; // Radius Of Twist
- int twists = 5; // 5 Twists
- osg::Geode *geode = new osg::Geode;
- osg::Geometry *geometry = new osg::Geometry;
- osg::Vec3Array *vertexArray = new osg::Vec3Array;
- osg::Vec3Array *normalArray = new osg::Vec3Array;
- //
- for(int phi=0; phi <= 360; phi+=20.0) // 360 Degrees In Steps Of 20
- {
- for(int theta=0; theta<=360*twists; theta+=20.0) // 360 Degrees * Number Of Twists In Steps Of 20
- {
- v=(phi/180.0f*3.142f); // Calculate Angle Of First Point ( 0 )
- u=(theta/180.0f*3.142f); // Calculate Angle Of First Point ( 0 )
- x=float(cos(u)*(2.0f+cos(v) ))*r; // Calculate x Position (1st Point)
- y=float(sin(u)*(2.0f+cos(v) ))*r; // Calculate y Position (1st Point)
- z=float((( u-(2.0f*3.142f)) + sin(v) ) * r); // Calculate z Position (1st Point)
- vertexes[0][0]=x; // Set x Value Of First Vertex
- vertexes[0][1]=y; // Set y Value Of First Vertex
- vertexes[0][2]=z; // Set z Value Of First Vertex
- v=(phi/180.0f*3.142f); // Calculate Angle Of Second Point ( 0 )
- u=((theta+20)/180.0f*3.142f); // Calculate Angle Of Second Point ( 20 )
- x=float(cos(u)*(2.0f+cos(v) ))*r; // Calculate x Position (2nd Point)
- y=float(sin(u)*(2.0f+cos(v) ))*r; // Calculate y Position (2nd Point)
- z=float((( u-(2.0f*3.142f)) + sin(v) ) * r); // Calculate z Position (2nd Point)
- vertexes[1][0]=x; // Set x Value Of Second Vertex
- vertexes[1][1]=y; // Set y Value Of Second Vertex
- vertexes[1][2]=z; // Set z Value Of Second Vertex
- v=((phi+20)/180.0f*3.142f); // Calculate Angle Of Third Point ( 20 )
- u=((theta+20)/180.0f*3.142f); // Calculate Angle Of Third Point ( 20 )
- x=float(cos(u)*(2.0f+cos(v) ))*r; // Calculate x Position (3rd Point)
- y=float(sin(u)*(2.0f+cos(v) ))*r; // Calculate y Position (3rd Point)
- z=float((( u-(2.0f*3.142f)) + sin(v) ) * r); // Calculate z Position (3rd Point)
- vertexes[2][0]=x; // Set x Value Of Third Vertex
- vertexes[2][1]=y; // Set y Value Of Third Vertex
- vertexes[2][2]=z; // Set z Value Of Third Vertex
- v=((phi+20)/180.0f*3.142f); // Calculate Angle Of Fourth Point ( 20 )
- u=((theta)/180.0f*3.142f); // Calculate Angle Of Fourth Point ( 0 )
- x=float(cos(u)*(2.0f+cos(v) ))*r; // Calculate x Position (4th Point)
- y=float(sin(u)*(2.0f+cos(v) ))*r; // Calculate y Position (4th Point)
- z=float((( u-(2.0f*3.142f)) + sin(v) ) * r); // Calculate z Position (4th Point)
- vertexes[3][0]=x; // Set x Value Of Fourth Vertex
- vertexes[3][1]=y; // Set y Value Of Fourth Vertex
- vertexes[3][2]=z; // Set z Value Of Fourth Vertex
- calcNormal(vertexes,normal); // Calculate The Quad Normal
- normalArray->push_back(osg::Vec3(normal[0],normal[1],normal[2]));
- normalArray->push_back(osg::Vec3(normal[0],normal[1],normal[2]));
- normalArray->push_back(osg::Vec3(normal[0],normal[1],normal[2]));
- normalArray->push_back(osg::Vec3(normal[0],normal[1],normal[2]));
- // Render The Quad
- vertexArray->push_back(osg::Vec3(vertexes[0][0],vertexes[0][1],vertexes[0][2]));
- vertexArray->push_back(osg::Vec3(vertexes[1][0],vertexes[1][1],vertexes[1][2]));
- vertexArray->push_back(osg::Vec3(vertexes[2][0],vertexes[2][1],vertexes[2][2]));
- vertexArray->push_back(osg::Vec3(vertexes[3][0],vertexes[3][1],vertexes[3][2]));
- }
- }
- //
- geometry->setVertexArray(vertexArray);
- geometry->setNormalArray(normalArray, osg::Array::BIND_PER_VERTEX);
- geometry->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::QUADS, 0, vertexArray->size()));
- osg::Material *helixMat = new osg::Material;
- helixMat->setAmbient(osg::Material::FRONT_AND_BACK, osg::Vec4(0.4f,0.2f,0.8f,1.0f));
- helixMat->setDiffuse(osg::Material::FRONT_AND_BACK, osg::Vec4(0.4f,0.2f,0.8f,1.0f));
- helixMat->setSpecular(osg::Material::FRONT_AND_BACK, osg::Vec4(1.0f,1.0f,1.0f,1.0f));
- helixMat->setShininess(osg::Material::FRONT, 128.0f);
- geometry->getOrCreateStateSet()->setAttributeAndModes(helixMat);
- geometry->getOrCreateStateSet()->setMode(GL_LIGHT0, osg::StateAttribute::ON);
- geode->addDrawable(geometry);
- return geode;
- }
- class ViewerWidget : public QWidget, public osgViewer::Viewer
- {
- public:
- ViewerWidget(osg::Node *scene = NULL)
- {
- QWidget* renderWidget = getRenderWidget( createGraphicsWindow(0,0,640,480), 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, 5, 50), osg::Vec3d(0, 0, 0), osg::Vec3d(0, 1, 0));
- this->setSceneData( scene );
- 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;
- };
- class BlurGeometryUpdateCallback : public osg::Drawable::UpdateCallback
- {
- public:
- BlurGeometryUpdateCallback(int renderTimes, float inc) : _times(renderTimes), _inc(inc){ }
- void update(osg::NodeVisitor*, osg::Drawable* d)
- {
- osg::Geometry *geometry = dynamic_cast<osg::Geometry*>(d);
- if (!geometry)
- return;
- osg::Vec2Array *texArray = dynamic_cast<osg::Vec2Array*>(geometry->getTexCoordArray(0));
- if(!texArray)
- return;
- osg::Vec4Array *colorArray = dynamic_cast<osg::Vec4Array*>(geometry->getColorArray());
- if(!colorArray)
- return;
- float spost = 0.0f;
- float alphainc = 0.9f / _times;
- float alpha = 0.2f;
- alphainc = alpha / _times;
- texArray->clear();
- colorArray->clear();
- for (int num = 0;num < _times;num++)
- {
- colorArray->push_back(osg::Vec4(1.0f, 1.0f, 1.0f, alpha));
- texArray->push_back(osg::Vec2(0+spost,1-spost));
- colorArray->push_back(osg::Vec4(1.0f, 1.0f, 1.0f, alpha));
- texArray->push_back(osg::Vec2(0+spost,0+spost));
- colorArray->push_back(osg::Vec4(1.0f, 1.0f, 1.0f, alpha));
- texArray->push_back(osg::Vec2(1-spost,0+spost));
- colorArray->push_back(osg::Vec4(1.0f, 1.0f, 1.0f, alpha));
- texArray->push_back(osg::Vec2(1-spost,1-spost));
- spost += _inc;
- alpha = alpha - alphainc;
- }
- texArray->dirty();
- colorArray->dirty();
- }
- int _times;
- float _inc;
- };
- osg::Node* createBlur(int times, float inc)
- {
- float spost = 0.0f;
- float alphainc = 0.9f / times;
- float alpha = 0.2f;
- alphainc = alpha / times;
- osg::BlendFunc *blendFunc = new osg::BlendFunc(osg::BlendFunc::SRC_ALPHA, osg::BlendFunc::ONE);
- osg::Geode *geode = new osg::Geode;
- osg::Geometry *geometry = new osg::Geometry;
- geometry->setUpdateCallback(new BlurGeometryUpdateCallback(times, inc));
- osg::Vec2Array *vertexArray = new osg::Vec2Array;
- osg::Vec2Array *texArray = new osg::Vec2Array;
- osg::Vec4Array *colorArray = new osg::Vec4Array;
- for (int num = 0;num < times;num++)
- {
- colorArray->push_back(osg::Vec4(1.0f, 1.0f, 1.0f, alpha));
- vertexArray->push_back(osg::Vec2(0,0));
- texArray->push_back(osg::Vec2(0+spost,1-spost));
- colorArray->push_back(osg::Vec4(1.0f, 1.0f, 1.0f, alpha));
- vertexArray->push_back(osg::Vec2(0,480));
- texArray->push_back(osg::Vec2(0+spost,0+spost));
- colorArray->push_back(osg::Vec4(1.0f, 1.0f, 1.0f, alpha));
- vertexArray->push_back(osg::Vec2(640,480));
- texArray->push_back(osg::Vec2(1-spost,0+spost));
- colorArray->push_back(osg::Vec4(1.0f, 1.0f, 1.0f, alpha));
- vertexArray->push_back(osg::Vec2(640,0));
- texArray->push_back(osg::Vec2(1-spost,1-spost));
- }
- geometry->setVertexArray(vertexArray);
- geometry->setTexCoordArray(0, texArray, osg::Array::BIND_PER_VERTEX);
- geometry->setColorArray(colorArray, osg::Array::BIND_PER_VERTEX);
- geometry->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::QUADS, 0, vertexArray->size()));
- geometry->getOrCreateStateSet()->setAttributeAndModes(blendFunc);
- geometry->getOrCreateStateSet()->setTextureAttributeAndModes(0, g_Texture);
- geometry->getOrCreateStateSet()->setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF);
- geometry->getOrCreateStateSet()->setMode(GL_LIGHT0, osg::StateAttribute::ON);
- geode->addDrawable(geometry);
- return geode;
- }
- osg::Camera* createBlurHUD()
- {
- osg::Camera* camera = new osg::Camera;
- camera->setProjectionMatrix(osg::Matrix::ortho2D(0,640,0,480));
- camera->setReferenceFrame(osg::Transform::ABSOLUTE_RF);
- camera->setViewMatrix(osg::Matrix::identity());
- camera->setRenderOrder(osg::Camera::POST_RENDER);
- camera->setAllowEventFocus(false);
- camera->addChild(createBlur(25, 0.02f));
- return camera;
- }
- osg::Texture2D* createTexture(int w, int h)
- {
- osg::Texture2D *texture = new osg::Texture2D;
- texture->setInternalFormat(GL_RGBA);
- texture->setFilter(osg::Texture::MIN_FILTER, osg::Texture::LINEAR);
- texture->setFilter(osg::Texture::MAG_FILTER, osg::Texture::LINEAR);
- texture->setTextureSize(w,h);
- return texture;
- }
- osg::Camera* createRenderToTextureCamera(int w, int h)
- {
- osg::Camera *rtt = new osg::Camera;
- rtt->setClearColor(osg::Vec4(0.0f, 0.0f, 0.5f, 0.5));
- rtt->setClearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
- rtt->setReferenceFrame(osg::Transform::ABSOLUTE_RF);
- rtt->setViewport(0, 0, w, h);
- rtt->setRenderOrder(osg::Camera::PRE_RENDER);
- rtt->setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT);
- rtt->setProjectionMatrixAsPerspective(45.0f, static_cast<double>(640)/static_cast<double>(480), 0.1f, 100.0f );
- rtt->setViewMatrixAsLookAt(osg::Vec3d(0, 5, 50), osg::Vec3d(0, 0, 0), osg::Vec3d(0, 1, 0));
- osg::MatrixTransform *zoomMT = new osg::MatrixTransform;
- zoomMT->setMatrix(osg::Matrix::translate(0,0,-50));
- osg::MatrixTransform *xRotMT = new osg::MatrixTransform;
- xRotMT->addUpdateCallback(new RotAxisCallback(osg::X_AXIS, 0.02));
- osg::MatrixTransform *yRotMT = new osg::MatrixTransform;
- yRotMT->addUpdateCallback(new RotAxisCallback(osg::Y_AXIS, 0.01));
- zoomMT->addChild(xRotMT);
- xRotMT->addChild(yRotMT);
- yRotMT->addChild(createHelix());
- rtt->addChild(zoomMT);
- return rtt;
- }
- osg::Node* buildScene()
- {
- GLfloat light0pos[4]= {0.0f, 5.0f, 10.0f, 1.0f};
- GLfloat light0ambient[4]= {0.2f, 0.2f, 0.2f, 1.0f};
- GLfloat light0diffuse[4]= {0.3f, 0.3f, 0.3f, 1.0f};
- GLfloat light0specular[4]={0.8f, 0.8f, 0.8f, 1.0f};
- osg::Group *root = new osg::Group;
- osg::Light *light = new osg::Light;
- light->setLightNum(0);
- light->setAmbient(osg::Vec4(light0ambient[0],light0ambient[1],light0ambient[2],light0ambient[3]));
- light->setDiffuse(osg::Vec4(light0diffuse[0],light0diffuse[1],light0diffuse[2],light0diffuse[3]));
- light->setPosition(osg::Vec4(light0pos[0], light0pos[1],light0pos[2],light0pos[3]));
- light->setSpecular(osg::Vec4(light0specular[0],light0specular[1],light0specular[2],light0specular[3]));
- osg::LightSource *lightSource = new osg::LightSource;
- lightSource->setLight(light);
- root->addChild(lightSource);
- osg::MatrixTransform *zoomMT = new osg::MatrixTransform;
- zoomMT->setMatrix(osg::Matrix::translate(0,0,-50));
- osg::MatrixTransform *xRotMT = new osg::MatrixTransform;
- xRotMT->addUpdateCallback(new RotAxisCallback(osg::X_AXIS, 0.02));
- osg::MatrixTransform *yRotMT = new osg::MatrixTransform;
- yRotMT->addUpdateCallback(new RotAxisCallback(osg::Y_AXIS, 0.01));
- zoomMT->addChild(xRotMT);
- xRotMT->addChild(yRotMT);
- yRotMT->addChild(createHelix());
- g_Texture = createTexture(128,128);
- osg::Camera *rttCamera = createRenderToTextureCamera(128, 128);
- rttCamera->attach(osg::Camera::COLOR_BUFFER, g_Texture);
- root->addChild(rttCamera);
- root->addChild(zoomMT);
- root->addChild(createBlurHUD());
- 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();
- }