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简介
NeHe这节课主要讨论OpenGL怎样给文字赋予纹理贴图。OpenGL使用glTexGen函数给文字自动生成纹理坐标。在OSG中,使用osg::TexGen这个继承自StateAttribute的类来实现相同的效果
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实现
首先将创建3D的字体,代码如下:
osg::Geode *fontGeode = new osg::Geode;
osg::Image *textureImage = osgDB::readImageFile("Data/Lights.bmp");
osg::Texture2D *texture2D = new osg::Texture2D;
texture2D->setImage(textureImage);
texture2D->setFilter(osg::Texture::MIN_FILTER, osg::Texture::NEAREST);
texture2D->setFilter(osg::Texture::MAG_FILTER, osg::Texture::NEAREST);
osg::TexGen *texGen = new osg::TexGen;
texGen->setMode(osg::TexGen::OBJECT_LINEAR);
osgText::Text3D *text = new osgText::Text3D;
text->setCharacterSize(3.0f);
text->setCharacterDepth(0.5f);
text->setText("N");
text->setFont("fonts/Wingding.ttf");
text->getOrCreateStateSet()->setTextureAttributeAndModes(0, texture2D);
fontGeode->getOrCreateStateSet()->setTextureAttributeAndModes(0, texGen);
fontGeode->addDrawable(text);
设置字体为系统中的Wingding.tff字体,就可以实现骷髅头的效果。
可以看到我们按照NeHe教程中的实现方式,将texGen状态属性添加到字体Drawable之中,实现了纹理的自动计算
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 <osgDB/ReadFile>
#include <osgText/Text>
#include <osgText/Text3D>
#include <osg/AnimationPath>
#include <iostream>
#include <sstream>
#include <osg/TexGen>
float rot = 0.0;
class FontColorCallback : public osg::Drawable::UpdateCallback
{
public:
virtual void update(osg::NodeVisitor*, osg::Drawable* drawable)
{
if (dynamic_cast<osgText::Text3D*>(drawable))
{
osgText::Text3D *text = dynamic_cast<osgText::Text3D*>(drawable);
text->setText("N");
rot+=0.5f;
}
}
};
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 );
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 *moveMT = new osg::MatrixTransform;
moveMT->setMatrix(osg::Matrix::translate(0, 0, -10));
root->addChild(moveMT);
osg::MatrixTransform *rotX = new osg::MatrixTransform;
rotX->setUpdateCallback(new osg::AnimationPathCallback(osg::Vec3d(0, 0, 0), osg::X_AXIS, 0.5));
osg::MatrixTransform *rotY = new osg::MatrixTransform;
rotY->setUpdateCallback(new osg::AnimationPathCallback(osg::Vec3d(0, 0, 0), osg::Y_AXIS, 0.4));
osg::MatrixTransform *rotZ = new osg::MatrixTransform;
rotZ->setUpdateCallback(new osg::AnimationPathCallback(osg::Vec3d(0, 0, 0), osg::Z_AXIS, 0.3));
moveMT->addChild(rotX);
rotX->addChild(rotY);
rotY->addChild(rotZ);
osg::Geode *fontGeode = new osg::Geode;
osg::Image *textureImage = osgDB::readImageFile("Data/Lights.bmp");
osg::Texture2D *texture2D = new osg::Texture2D;
texture2D->setImage(textureImage);
texture2D->setFilter(osg::Texture::MIN_FILTER, osg::Texture::NEAREST);
texture2D->setFilter(osg::Texture::MAG_FILTER, osg::Texture::NEAREST);
osg::TexGen *texGen = new osg::TexGen;
texGen->setMode(osg::TexGen::OBJECT_LINEAR);
osgText::Text3D *text = new osgText::Text3D;
text->setCharacterSize(3.0f);
text->setCharacterDepth(0.5f);
text->setText("N");
text->setFont("fonts/Wingding.ttf");
text->getOrCreateStateSet()->setTextureAttributeAndModes(0, texture2D);
fontGeode->getOrCreateStateSet()->setTextureAttributeAndModes(0, texGen);
fontGeode->addDrawable(text);
rotZ->addChild(fontGeode);
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();
}