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简介
这节课NeHe课程主要向我们演示了怎么使用OpenGL中的VertexBufferObject,VBO的介绍可以参考另一篇文章VA VAO和VBO API备忘
在OSG中默认绘制Drawable的时候采用了显示列表的方式,另外也可以通过
virtual void | setUseVertexBufferObjects (bool flag) |
本课的实现过程十分简单,从灰度图中读取像素灰度值然后转换成顶点的高度:
- int nPos = ( ( nX % image->s() ) + ( ( nY % image->t() ) * image->s() ) ) * 3;
- float flR = (float) image->data()[ nPos ];
- float flG = (float) image->data()[ nPos + 1 ];
- float flB = (float) image->data()[ nPos + 2 ];
- return ( 0.299f * flR + 0.587f * flG + 0.114f * flB );
绘制整个地形:
- osg::Geode* loadHeightmap( char* szPath, float flHeightScale, float flResolution )
- {
- FILE* fTest = fopen( szPath, "r" );
- if( !fTest )
- return false;
- fclose( fTest );
- osg::Geode *geode = new osg::Geode;
- osg::Geometry *geometry = new osg::Geometry;
- osg::Image *image = osgDB::readImageFile("Terrain.bmp");
- int nVertexCount = (int)(image->s() * image->t() * 6 / (flResolution * flResolution));
- osg::Vec3Array *vertexArray = new osg::Vec3Array;
- osg::Vec2Array *textureArray = new osg::Vec2Array;
- int nX, nZ, nTri, nIndex=0;
- float flX, flZ;
- for( nZ = 0; nZ < image->t(); nZ += (int) flResolution )
- {
- for( nX = 0; nX < image->s(); nX += (int) flResolution )
- {
- for( nTri = 0; nTri < 6; nTri++ )
- {
- flX = (float) nX + ( ( nTri == 1 || nTri == 2 || nTri == 5 ) ? flResolution : 0.0f );
- flZ = (float) nZ + ( ( nTri == 2 || nTri == 4 || nTri == 5 ) ? flResolution : 0.0f );
- vertexArray->push_back(osg::Vec3(flX - ( image->s() / 2 ), ptHeight( (int) flX, (int) flZ, image ) * flHeightScale, flZ - ( image->t() / 2 )));
- textureArray->push_back(osg::Vec2(flX / image->s(), flZ / image->t()));
- nIndex++;
- }
- }
- }
- osg::Texture2D *texture2D = new osg::Texture2D;
- texture2D->setFilter(osg::Texture::MAG_FILTER, osg::Texture::LINEAR);
- texture2D->setFilter(osg::Texture::MIN_FILTER, osg::Texture::LINEAR);
- texture2D->setImage(image);
- geometry->setVertexArray(vertexArray);
- geometry->setTexCoordArray(0, textureArray);
- geometry->getOrCreateStateSet()->setTextureAttributeAndModes(0, texture2D);
- geometry->getOrCreateStateSet()->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
- geometry->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::TRIANGLES, 0, vertexArray->size()));
- geometry->setUseVertexBufferObjects(true);
- geode->addDrawable(geometry);
- return geode;
- }
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/PolygonMode>
- #include <osg/Image>
- #include <osg/Texture2D>
- #include <osg/AnimationPath>
- #define MESH_RESOLUTION 4.0f
- #define MESH_HEIGHTSCALE 1.0f
- //
- float ptHeight( int nX, int nY, osg::Image *image)
- {
- int nPos = ( ( nX % image->s() ) + ( ( nY % image->t() ) * image->s() ) ) * 3;
- float flR = (float) image->data()[ nPos ];
- float flG = (float) image->data()[ nPos + 1 ];
- float flB = (float) image->data()[ nPos + 2 ];
- return ( 0.299f * flR + 0.587f * flG + 0.114f * flB );
- }
- osg::Geode* loadHeightmap( char* szPath, float flHeightScale, float flResolution )
- {
- FILE* fTest = fopen( szPath, "r" );
- if( !fTest )
- return false;
- fclose( fTest );
- osg::Geode *geode = new osg::Geode;
- osg::Geometry *geometry = new osg::Geometry;
- osg::Image *image = osgDB::readImageFile("Terrain.bmp");
- int nVertexCount = (int)(image->s() * image->t() * 6 / (flResolution * flResolution));
- osg::Vec3Array *vertexArray = new osg::Vec3Array;
- osg::Vec2Array *textureArray = new osg::Vec2Array;
- int nX, nZ, nTri, nIndex=0;
- float flX, flZ;
- for( nZ = 0; nZ < image->t(); nZ += (int) flResolution )
- {
- for( nX = 0; nX < image->s(); nX += (int) flResolution )
- {
- for( nTri = 0; nTri < 6; nTri++ )
- {
- flX = (float) nX + ( ( nTri == 1 || nTri == 2 || nTri == 5 ) ? flResolution : 0.0f );
- flZ = (float) nZ + ( ( nTri == 2 || nTri == 4 || nTri == 5 ) ? flResolution : 0.0f );
- vertexArray->push_back(osg::Vec3(flX - ( image->s() / 2 ), ptHeight( (int) flX, (int) flZ, image ) * flHeightScale, flZ - ( image->t() / 2 )));
- textureArray->push_back(osg::Vec2(flX / image->s(), flZ / image->t()));
- nIndex++;
- }
- }
- }
- osg::Texture2D *texture2D = new osg::Texture2D;
- texture2D->setFilter(osg::Texture::MAG_FILTER, osg::Texture::LINEAR);
- texture2D->setFilter(osg::Texture::MIN_FILTER, osg::Texture::LINEAR);
- texture2D->setImage(image);
- geometry->setVertexArray(vertexArray);
- geometry->setTexCoordArray(0, textureArray);
- geometry->getOrCreateStateSet()->setTextureAttributeAndModes(0, texture2D);
- geometry->getOrCreateStateSet()->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
- geometry->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::TRIANGLES, 0, vertexArray->size()));
- geometry->setUseVertexBufferObjects(true);
- 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, 1.0) );
- 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(0.0f, 0.0f, 1.0f), 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;
- };
- osg::Node* buildScene()
- {
- osg::Group *root = new osg::Group;
- osg::MatrixTransform *zoomMT = new osg::MatrixTransform;
- zoomMT->setMatrix(osg::Matrix::translate(0.0f, -220.0f, 0.0f));
- osg::MatrixTransform *rotateSlightMT = new osg::MatrixTransform;
- rotateSlightMT->setMatrix(osg::Matrix::rotate(osg::DegreesToRadians(10.0), osg::X_AXIS));
- osg::MatrixTransform *rotateYMT = new osg::MatrixTransform;
- rotateYMT->addUpdateCallback(new osg::AnimationPathCallback(osg::Vec3(), osg::Y_AXIS, 0.3));
- root->addChild(zoomMT);
- zoomMT->addChild(rotateSlightMT);
- rotateSlightMT->addChild(rotateYMT);
- rotateYMT->addChild(loadHeightmap("terrain.bmp", MESH_HEIGHTSCALE, MESH_RESOLUTION));
- 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();
- }