-
简介
NeHe教程在这节课向我们介绍了OpenGL的扩展(ARB_MULTISAMPLE)多重采样技术。利用这种技术可以实现全屏反走样。这样可以使图形看起来更美观。
在OSG中多重采样是作为节点的StateSet来开启和关闭的,实现过程十分简单。
首先添加四边形到场景中,这一过程前面已经重复很多遍了,代码如下:
- for(int i=-10;i<10;i++)
- {
- for(int j=-10;j<10;j++)
- {
- osg::MatrixTransform *transMT = new osg::MatrixTransform;
- transMT->addUpdateCallback(new TransCallback(i, j));
- osg::MatrixTransform *rotMT = new osg::MatrixTransform;
- rotMT->addUpdateCallback(new RotCallback);
- osg::Geode *geode = new osg::Geode;
- osg::Geometry *geometry = new osg::Geometry;
- osg::Vec3Array *vertexArray = new osg::Vec3Array;
- osg::Vec3Array *colorArray = new osg::Vec3Array;
- colorArray->push_back(osg::Vec3(1, 0, 0));
- vertexArray->push_back(osg::Vec3(i, j, 0.0));
- colorArray->push_back(osg::Vec3(0, 1, 0));
- vertexArray->push_back(osg::Vec3(i + 2.0f,j,0.0f));
- colorArray->push_back(osg::Vec3(0,0,1));
- vertexArray->push_back(osg::Vec3(i + 2.0f,j + 2.0f,0.0f));
- colorArray->push_back(osg::Vec3(1,1,1));
- vertexArray->push_back(osg::Vec3(i,j + 2.0f,0.0f));
- geometry->setVertexArray(vertexArray);
- geometry->setColorArray(colorArray, osg::Array::BIND_PER_VERTEX);
- geometry->getOrCreateStateSet()->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
- geometry->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::QUADS, 0, vertexArray->size()));
- geode->addDrawable(geometry);
- transMT->addChild(rotMT);
- rotMT->addChild(geode);
- root->addChild(transMT);
- }
- }
在创建窗口Traits的时候需要将窗口采样值设置为4,这样才能开启多重采样:
- traits->sampleBuffers = ds->getMultiSamples();
- traits->samples = 4/*ds->getNumMultiSamples()*/;
之后为了让这些四边形旋转和移动,在节点中添加若干的回调:
- class TransCallback : public osg::NodeCallback
- {
- public:
- TransCallback(float i, float j) : _i(i), _j(j){}
- virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
- {
- osg::MatrixTransform *mt = dynamic_cast<osg::MatrixTransform*>(node);
- if(!mt)
- return;
- mt->setMatrix(osg::Matrix::translate(_i*2.0f,_j*2.0f,-5.0f));
- traverse(node, nv);
- }
- float _i;
- float _j;
- };
对节点启用多重采样:
- osg::Multisample *ms = new osg::Multisample;
- ms->setHint(osg::Multisample::NICEST);
- root->getOrCreateStateSet()->setAttributeAndModes(ms, osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE);
与键盘交互中切换多重采样的开启和关闭模式:
- if (ea.getKey() == osgGA::GUIEventAdapter::KEY_Space)
- {
- if(!g_Root)
- return false;
- static bool flag = true;
- if (flag){
- g_Root->getOrCreateStateSet()->setMode(GL_MULTISAMPLE_ARB, false);
- }else{
- g_Root->getOrCreateStateSet()->setMode(GL_MULTISAMPLE_ARB, true);
- }
- flag = !flag;
- }
编译运行程序,可以看到在按下空格的时候四边形的边缘锯齿感有明显的变化:
附:本课源码(源码中可能存在错误和不足之处,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/Multisample>
- osg::Group *g_Root = NULL;
- class ManipulatorSceneHandler : public osgGA::GUIEventHandler
- {
- public:
- ManipulatorSceneHandler()
- {
- }
- public:
- 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_Space)
- {
- if(!g_Root)
- return false;
- static bool flag = true;
- if (flag){
- g_Root->getOrCreateStateSet()->setMode(GL_MULTISAMPLE_ARB, false);
- }else{
- g_Root->getOrCreateStateSet()->setMode(GL_MULTISAMPLE_ARB, true);
- }
- flag = !flag;
- }
- }
- break;
- 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, 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, 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 = 4/*ds->getNumMultiSamples()*/;
- return new osgQt::GraphicsWindowQt(traits.get());
- }
- virtual void paintEvent( QPaintEvent* event )
- {
- frame();
- }
- protected:
- QTimer _timer;
- };
- class TransCallback : public osg::NodeCallback
- {
- public:
- TransCallback(float i, float j) : _i(i), _j(j){}
- virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
- {
- osg::MatrixTransform *mt = dynamic_cast<osg::MatrixTransform*>(node);
- if(!mt)
- return;
- mt->setMatrix(osg::Matrix::translate(_i*2.0f,_j*2.0f,-5.0f));
- traverse(node, nv);
- }
- float _i;
- float _j;
- };
- class RotCallback : public osg::NodeCallback
- {
- public:
- virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
- {
- static float angle = 0.0;
- osg::MatrixTransform *mt = dynamic_cast<osg::MatrixTransform*>(node);
- if(!mt)
- return;
- mt->setMatrix(osg::Matrix::rotate(angle, osg::Z_AXIS));
- angle += osg::DegreesToRadians(0.001f);
- traverse(node, nv);
- }
- };
- osg::Node* buildScene()
- {
- osg::Group *root = new osg::Group;
- g_Root = root;
- osg::Multisample *ms = new osg::Multisample;
- ms->setHint(osg::Multisample::NICEST);
- root->getOrCreateStateSet()->setAttributeAndModes(ms, osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE);
- for(int i=-10;i<10;i++)
- {
- for(int j=-10;j<10;j++)
- {
- osg::MatrixTransform *transMT = new osg::MatrixTransform;
- transMT->addUpdateCallback(new TransCallback(i, j));
- osg::MatrixTransform *rotMT = new osg::MatrixTransform;
- rotMT->addUpdateCallback(new RotCallback);
- osg::Geode *geode = new osg::Geode;
- osg::Geometry *geometry = new osg::Geometry;
- osg::Vec3Array *vertexArray = new osg::Vec3Array;
- osg::Vec3Array *colorArray = new osg::Vec3Array;
- colorArray->push_back(osg::Vec3(1, 0, 0));
- vertexArray->push_back(osg::Vec3(i, j, 0.0));
- colorArray->push_back(osg::Vec3(0, 1, 0));
- vertexArray->push_back(osg::Vec3(i + 2.0f,j,0.0f));
- colorArray->push_back(osg::Vec3(0,0,1));
- vertexArray->push_back(osg::Vec3(i + 2.0f,j + 2.0f,0.0f));
- colorArray->push_back(osg::Vec3(1,1,1));
- vertexArray->push_back(osg::Vec3(i,j + 2.0f,0.0f));
- geometry->setVertexArray(vertexArray);
- geometry->setColorArray(colorArray, osg::Array::BIND_PER_VERTEX);
- geometry->getOrCreateStateSet()->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
- geometry->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::QUADS, 0, vertexArray->size()));
- geode->addDrawable(geometry);
- transMT->addChild(rotMT);
- rotMT->addChild(geode);
- root->addChild(transMT);
- }
- }
- 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();
- }