-
简介
NeHe教程在这节课向我们介绍了Cg编程技术。Gg是nVidio公司面向GPU的语言,类似的语言还有微软的HLSL,OpenGL的GLSL,ATI的shaderMonker。关于可编程的着色语言可以在网络上找到很多的学习资源,这也是新式OpenGL的特点之一。可以预见未来随着GPU的发展,越来越多的固定管线部分可以被可编程的部分所替代。考虑到在OSG中使用GLSL比较方便,本课使用GLSL来实现。
在OSG中可编程的Shader部分是通过osg::Program和osg::Shader进行了封装,同时把osg::Progarm作为一种StateAttribute添加到节点之中。
首先创建网状的场景
- osg::Geode* createFlagGeode()
- {
- osg::Geode* geode = new osg::Geode;
- osg::Geometry *geometry = new osg::Geometry;
- osg::Vec3Array *vertexArray = new osg::Vec3Array;
- for (int x = 0; x < SIZE - 1; x++)
- {
- for (int z = 0; z < SIZE - 1; z++)
- {
- vertexArray->push_back(osg::Vec3(mesh[x][z][0], mesh[x][z][1], mesh[x][z][2]));
- vertexArray->push_back(osg::Vec3(mesh[x+1][z][0], mesh[x+1][z][1], mesh[x+1][z][2]));
- wave_movement += 0.00001f;
- if (wave_movement > TWO_PI)
- wave_movement = 0.0f;
- }
- }
- geometry->setVertexArray(vertexArray);
- osg::PolygonMode *pm = new osg::PolygonMode(osg::PolygonMode::FRONT_AND_BACK, osg::PolygonMode::LINE);
- geometry->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::TRIANGLE_STRIP, 0, vertexArray->size()));
- geometry->getOrCreateStateSet()->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
- geometry->getOrCreateStateSet()->setAttributeAndModes(pm);
- osg::Uniform *uniform = new osg::Uniform("animStep", wave_movement);
- uniform->setUpdateCallback(new MoveUpdateCallback);
- geometry->getStateSet()->addUniform(uniform);
- osg::Shader *vertexShader = new osg::Shader(osg::Shader::VERTEX, vShader);
- osg::Shader *fragmentShader = new osg::Shader(osg::Shader::FRAGMENT, fShader);
- osg::Program *program = new osg::Program();
- program->addShader(vertexShader);
- program->addShader(fragmentShader);
- geometry->getOrCreateStateSet()->setAttributeAndModes(program);
- geode->addDrawable(geometry);
- return geode;
- }
在OSG中Shader可以写到单独的文件中,使用osgDB::readShaderFile来读取,对于简单的shader可以直接写到字符串中:
VertexShader:
- static const char* vShader = {
- "#version 330\n"
- "in vec4 inVertex;\n"
- "uniform float animStep;\n"
- "void main(){\n"
- "vec4 tmp = inVertex;\n"
- "tmp.y = ( sin(animStep + (tmp.x / 5.0) ) + sin(animStep + (tmp.z / 4.0) ) ) * 2.5;\n"
- "gl_Position = gl_ModelViewProjectionMatrix * tmp;\n"
- "}\n"
- };
FragmentShader:
- static const char* fShader = {
- "#version 330\n"
- "out vec4 fragColor;\n"
- "void main(){\n"
- "fragColor = vec4(0.5, 1.0, 0.5, 1.0);\n"
- "}\n"
- };
在顶点Shader中不断的修改网状几何体的y值,形成一种类似于正弦波的效果,带代码中需要我们修改Uniform的值,让模型呈现动态的效果。
可以在Uniform的回调中完成:
- class MoveUpdateCallback : public osg::Uniform::Callback
- {
- virtual void operator()(osg::Uniform *uniform, osg::NodeVisitor *nv)
- {
- if(!uniform)
- return;
- float animStep;
- uniform->get(animStep);
- //按照NeHe课程中方式每帧改变64*64*0.00001
- for (int x = 0; x < SIZE - 1; x++)
- {
- for (int z = 0; z < SIZE - 1; z++)
- {
- wave_movement += 0.00001f;
- if (wave_movement > TWO_PI)
- wave_movement = 0.0f;
- }
- }
- animStep = wave_movement;
- uniform->set(animStep);
- }
- };
把节点添加到根节点下,编译运行程序:
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/PolygonMode>
- #include <osg/Shader>
- #include <osg/Uniform>
- #include <osg/Program>
- //
- #define TWO_PI 6.2831853071
- #define SIZE 64
- GLfloat mesh[SIZE][SIZE][3];
- GLfloat wave_movement = 0.0f;
- //
- static const char* vShader = {
- "#version 330\n"
- "in vec4 inVertex;\n"
- "uniform float animStep;\n"
- "void main(){\n"
- "vec4 tmp = inVertex;\n"
- "tmp.y = ( sin(animStep + (tmp.x / 5.0) ) + sin(animStep + (tmp.z / 4.0) ) ) * 2.5;\n"
- "gl_Position = gl_ModelViewProjectionMatrix * tmp;\n"
- "}\n"
- };
- static const char* fShader = {
- "#version 330\n"
- "out vec4 fragColor;\n"
- "void main(){\n"
- "fragColor = vec4(0.5, 1.0, 0.5, 1.0);\n"
- "}\n"
- };
- class MoveUpdateCallback : public osg::Uniform::Callback
- {
- virtual void operator()(osg::Uniform *uniform, osg::NodeVisitor *nv)
- {
- if(!uniform)
- return;
- float animStep;
- uniform->get(animStep);
- //按照NeHe课程中方式每帧改变64*64*0.00001
- for (int x = 0; x < SIZE - 1; x++)
- {
- for (int z = 0; z < SIZE - 1; z++)
- {
- wave_movement += 0.00001f;
- if (wave_movement > TWO_PI)
- wave_movement = 0.0f;
- }
- }
- animStep = wave_movement;
- uniform->set(animStep);
- }
- };
- void initialize()
- {
- for (int x = 0; x < SIZE; x++)
- {
- for (int z = 0; z < SIZE; z++)
- {
- mesh[x][z][0] = (float) (SIZE / 2) - x;
- mesh[x][z][1] = 0.0f;
- mesh[x][z][2] = (float) (SIZE / 2) - z;
- }
- }
- }
- osg::Geode* createFlagGeode()
- {
- osg::Geode* geode = new osg::Geode;
- osg::Geometry *geometry = new osg::Geometry;
- osg::Vec3Array *vertexArray = new osg::Vec3Array;
- for (int x = 0; x < SIZE - 1; x++)
- {
- for (int z = 0; z < SIZE - 1; z++)
- {
- vertexArray->push_back(osg::Vec3(mesh[x][z][0], mesh[x][z][1], mesh[x][z][2]));
- vertexArray->push_back(osg::Vec3(mesh[x+1][z][0], mesh[x+1][z][1], mesh[x+1][z][2]));
- wave_movement += 0.00001f;
- if (wave_movement > TWO_PI)
- wave_movement = 0.0f;
- }
- }
- geometry->setVertexArray(vertexArray);
- osg::PolygonMode *pm = new osg::PolygonMode(osg::PolygonMode::FRONT_AND_BACK, osg::PolygonMode::LINE);
- geometry->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::TRIANGLE_STRIP, 0, vertexArray->size()));
- geometry->getOrCreateStateSet()->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
- geometry->getOrCreateStateSet()->setAttributeAndModes(pm);
- osg::Uniform *uniform = new osg::Uniform("animStep", wave_movement);
- uniform->setUpdateCallback(new MoveUpdateCallback);
- geometry->getStateSet()->addUniform(uniform);
- osg::Shader *vertexShader = new osg::Shader(osg::Shader::VERTEX, vShader);
- osg::Shader *fragmentShader = new osg::Shader(osg::Shader::FRAGMENT, fShader);
- osg::Program *program = new osg::Program();
- program->addShader(vertexShader);
- program->addShader(fragmentShader);
- geometry->getOrCreateStateSet()->setAttributeAndModes(program);
- 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, 25.0f, -45.0f), 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()
- {
- initialize();
- osg::Group *root = new osg::Group;
- root->addChild(createFlagGeode());
- 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();
- }