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简介
在第十九课中我们使用NeHe教程中的方式实现了一个简单的粒子效果,在osg中也提供了一个专门处理粒子系统的库---osgParticle,下面我们就用osgParticle库来实现同样的效果。
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实现
在具体实现之前,我们先了解一下osgParticle,osgParticle的粒子系统主要的模块包括如下部分:
- ParticleSystem粒子系统类,继承自osg::Drawable可绘制对象,用来管理粒子的绘制,它包含一个Particle的数组,Particle可以理解为很多粒子中其中的一个。
ParticleSystem利用粒子的模板来产生大量的粒子
- Particle类,刚才已经解释了,Particle可以看做ParticleSystem的一个模板,ParticleSystem依据它产生大量的粒子
- Emitter类:它包含三个部分(一个组合类):即Shooter(发射器:发射出粒子的速度和方向),Counter(计数器:每帧发射多少粒子)以及Placer(放置器:决定粒子初始位置在哪儿)
- Program类:Program类里面包含一个Operator类的数组,用来存放一系列的操作,在对粒子进行渲染之前、渲染中以及渲染后都可以进行一些设置,包括粒子的方方面面(颜色、位置、生命、加速度等等),非常的灵活。我们需要自定义粒子的一些操作实际上是继承Operator类并重写里面的operator函数来完成粒子的一些自定义操作
粒子系统的基本操作过程可以参考osg示例解析之osgParticle,里面对粒子系统的设置过程进行了说明。
同样我们还是需要定义粒子结构体用来更新数据:
struct Particle
{
bool active;
float life;
float fade;
float r;
float g;
float b;
float x;
float y;
float z;
float xi;
float yi;
float zi;
float xg;
float yg;
float zg;
};
设置particles的初始值与之前的代码一样
for (int i=0; i<MaxParticles; i++)
{
particles[i].active=true;
particles[i].life=1.0f;
particles[i].fade=float(rand()%100)/1000.0f+0.003f;
particles[i].r=colors[int(i*(12.0/MaxParticles))][0];
particles[i].g=colors[int(i*(12.0/MaxParticles))][1];
particles[i].b=colors[int(i*(12.0/MaxParticles))][2];
particles[i].xi=float((rand()%50)-26.0f)*10.0f;
particles[i].yi=float((rand()%50)-25.0f)*10.0f;
particles[i].zi=float((rand()%50)-25.0f)*10.0f;
particles[i].xg=0.0f;
particles[i].yg=-0.8f;
particles[i].zg=0.0f;
}
因为我们需要控制粒子的整个运行过程(产生的1000个粒子需要一直让我们来操作,这些粒子不会增加也不会减少,因此我把粒子的生命设置为永远"存活",并且当粒子数量达到1000个之后,就不在发射粒子(Counter设置为0)),这与
osgParticle示例中的方式不一样,osgParticle会一直产生粒子。
//设置粒子模板
osgParticle::Particle particleTemplate;
particleTemplate.setShape(osgParticle::Particle::QUAD_TRIANGLESTRIP);
//负值表示粒子永远不会"死亡"
particleTemplate.setLifeTime(-1);
particleTemplate.setPosition(osg::Vec3(0.0, 0.0, 0.0));
particleTemplate.setRadius(1.0f);
//设置粒子系统的光照,纹理等(与普通的Drawable设置一样)
osgParticle::ParticleSystem *particleSystem = new osgParticle::ParticleSystem();
particleSystem->setDefaultAttributes("Data/Particle.bmp", false, false);
osg::BlendFunc *blendFunc = new osg::BlendFunc(GL_SRC_ALPHA, GL_ONE);
particleSystem->getOrCreateStateSet()->setAttributeAndModes(blendFunc,osg::StateAttribute::ON);
particleSystem->getOrCreateStateSet()->setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF);
particleSystem->setDefaultParticleTemplate(particleTemplate);
设置Emitter的各个参数:
osgParticle::ModularEmitter *emitter = new osgParticle::ModularEmitter;
emitter->setParticleSystem(particleSystem);
osgParticle::PointPlacer *placer = new osgParticle::PointPlacer;
placer->setCenter(0, 0, 0);
emitter->setPlacer(placer);
osgParticle::RandomRateCounter *counter = new osgParticle::RandomRateCounter;
counter->setRateRange(1000, 1000);
emitter->setCounter(counter);
g_counter = counter; //为了设置1000个粒子之后停止发射
osgParticle::RadialShooter *shooter = new osgParticle::RadialShooter;
emitter->setShooter(shooter);
设置Program来定义自定义的操作
osgParticle::ModularProgram *program = new osgParticle::ModularProgram;
program->setParticleSystem(particleSystem);
ColorOption *co = new ColorOption;
program->addOperator(co);
在ColorOption中完成了对所有粒子的位置和颜色的更新:(更新方式使用NeHe教程中的方式)
void beginOperate(osgParticle::Program *pro)
最后把粒子系统添加到一个Group节点中并设置到场景里面:
osg::Geode *particleGeode = new osg::Geode;
particleGeode->addDrawable(particleSystem);
osg::Group *particleEffect = new osg::Group;
particleEffect->addChild(emitter);
particleEffect->addChild(particleGeode);
particleEffect->addChild(program);
particleEffect->addChild(psu);
当场景中的粒子数量到达1000之后,停止产生新的粒子:
osgParticle::ParticleSystem *ps = pro->getParticleSystem();
if (ps->numParticles() >= MaxParticles)
{
g_counter->setRateRange(0,0);
}
键盘的交互部分和第十九课中的代码类似,详细部分参看本课的完整代码。
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/BlendFunc>
// osgParticle Related Header Files
#include <osgParticle/Particle>
#include <osgParticle/ParticleSystem>
#include <osgParticle/ParticleSystemUpdater>
#include <osgParticle/ModularEmitter>
#include <osgParticle/ModularProgram>
#include <osgParticle/RandomRateCounter>
#include <osgParticle/PointPlacer>
#include <osgParticle/SectorPlacer>
#include <osgParticle/RadialShooter>
#include <osgParticle/AccelOperator>
#include <osgParticle/FluidFrictionOperator>
//
//
//
const int MaxParticles = 1000;
float slowdown = 2.0f;
float xspeed;
float yspeed;
float zoom = -40.0f;
GLuint delay;
int col;
bool g_restart = false;
struct Particle
{
bool active;
float life;
float fade;
float r;
float g;
float b;
float x;
float y;
float z;
float xi;
float yi;
float zi;
float xg;
float yg;
float zg;
};
Particle particles[MaxParticles];
static GLfloat colors[12][4] =
{
{1.0f,0.5f,0.5f, 1.0f},{1.0f,0.75f,0.5f, 1.0f},{1.0f,1.0f,0.5f, 1.0f},{0.75f,1.0f,0.5f, 1.0f},
{0.5f,1.0f,0.5f, 1.0f},{0.5f,1.0f,0.75f, 1.0f},{0.5f,1.0f,1.0f, 1.0f},{0.5f,0.75f,1.0f, 1.0f},
{0.5f,0.5f,1.0f, 1.0f},{0.75f,0.5f,1.0f,1.0f},{1.0f,0.5f,1.0f, 1.0f},{1.0f,0.5f,0.75f, 1.0f}
};
//
//
//Particle Manipulator
class ParticleEventHandler : public osgGA::GUIEventHandler
{
public:
ParticleEventHandler(){}
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;
switch(ea.getEventType())
{
case(osgGA::GUIEventAdapter::KEYDOWN):
{
if (ea.getKey()== osgGA::GUIEventAdapter::KEY_Tab)
{
g_restart = true;
}
if (ea.getKey()== osgGA::GUIEventAdapter::KEY_Up)
{
if ((yspeed<200))
yspeed+=1.0f;
}
if (ea.getKey()== osgGA::GUIEventAdapter::KEY_Down)
{
if ((yspeed>-200))
yspeed-=1.0f;
}
if (ea.getKey()== osgGA::GUIEventAdapter::KEY_Left)
{
if ((xspeed>-200))
xspeed-=1.0f;
}
if (ea.getKey()== osgGA::GUIEventAdapter::KEY_Right)
{
if ((xspeed<200))
xspeed+=1.0f;
}
}
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, 0.0) );
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 );
addEventHandler(new ParticleEventHandler);
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;
};
osgParticle::RandomRateCounter *g_counter = NULL;
//
class ColorOption : public osgParticle::Operator
{
public:
ColorOption()
: osgParticle::Operator(){}
ColorOption(const ColorOption ©, const osg::CopyOp ©op = osg::CopyOp::SHALLOW_COPY)
: osgParticle::Operator(copy, copyop){}
META_Object(osgParticle, ColorOption);
void beginOperate(osgParticle::Program *pro)
{
osgParticle::ParticleSystem *ps = pro->getParticleSystem();
if(!ps)
return;
if (ps->numParticles() >= MaxParticles)
{
g_counter->setRateRange(0,0);
}
//如果按下Tab键
if (g_restart) {
osgParticle::ParticleSystem *ps = pro->getParticleSystem();
if (!ps)
return;
for (unsigned i = 0; i < ps->numParticles(); ++i)
{
particles[i].x=0.0f;
particles[i].y=0.0f;
particles[i].z=0.0f;
particles[i].xi=float((rand()%50)-26.0f)*10.0f;
particles[i].yi=float((rand()%50)-25.0f)*10.0f;
particles[i].zi=float((rand()%50)-25.0f)*10.0f;
}
g_restart = false;
} else {
for (int i = 0; i < ps->numParticles(); ++i)
{
float x=particles[i].x;
float y=particles[i].y;
float z=particles[i].z+zoom;
ps->getParticle(i)->setPosition(osg::Vec3(x,y,z));
osg::Vec4 color(particles[i].r,particles[i].g,particles[i].b,particles[i].life);
ps->getParticle(i)->setColorRange(osgParticle::rangev4(color, color));
particles[i].x+=particles[i].xi/(slowdown*1000);
particles[i].y+=particles[i].yi/(slowdown*1000);
particles[i].z+=particles[i].zi/(slowdown*1000);
particles[i].xi+=particles[i].xg;
particles[i].yi+=particles[i].yg;
particles[i].zi+=particles[i].zg;
particles[i].life-=particles[i].fade;
if (particles[i].life<0.0f)
{
particles[i].life=1.0f;
particles[i].fade=float(rand()%100)/1000.0f+0.003f;
particles[i].x=0.0f;
particles[i].y=0.0f;
particles[i].z=0.0f;
particles[i].xi=xspeed+float((rand()%60)-32.0f);
particles[i].yi=yspeed+float((rand()%60)-30.0f);
particles[i].zi=float((rand()%60)-30.0f);
particles[i].r=colors[col][0];
particles[i].g=colors[col][1];
particles[i].b=colors[col][2];
}
}
}
}
void operate (osgParticle::Particle *P, double dt)
{
}
};
osg::Node* buildScene()
{
//
for (int i=0; i<MaxParticles; i++)
{
particles[i].active=true;
particles[i].life=1.0f;
particles[i].fade=float(rand()%100)/1000.0f+0.003f;
particles[i].r=colors[int(i*(12.0/MaxParticles))][0];
particles[i].g=colors[int(i*(12.0/MaxParticles))][1];
particles[i].b=colors[int(i*(12.0/MaxParticles))][2];
particles[i].xi=float((rand()%50)-26.0f)*10.0f;
particles[i].yi=float((rand()%50)-25.0f)*10.0f;
particles[i].zi=float((rand()%50)-25.0f)*10.0f;
particles[i].xg=0.0f;
particles[i].yg=-0.8f;
particles[i].zg=0.0f;
}
//
//设置粒子模板
osgParticle::Particle particleTemplate;
particleTemplate.setShape(osgParticle::Particle::QUAD_TRIANGLESTRIP);
//负值表示粒子永远不会"死亡"
particleTemplate.setLifeTime(-1);
particleTemplate.setPosition(osg::Vec3(0.0, 0.0, 0.0));
particleTemplate.setRadius(1.0f);
//设置粒子系统
osgParticle::ParticleSystem *particleSystem = new osgParticle::ParticleSystem();
particleSystem->setDefaultAttributes("Data/Particle.bmp", false, false);
osg::BlendFunc *blendFunc = new osg::BlendFunc(GL_SRC_ALPHA, GL_ONE);
particleSystem->getOrCreateStateSet()->setAttributeAndModes(blendFunc,osg::StateAttribute::ON);
particleSystem->getOrCreateStateSet()->setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF);
particleSystem->setDefaultParticleTemplate(particleTemplate);
osgParticle::ModularEmitter *emitter = new osgParticle::ModularEmitter;
emitter->setParticleSystem(particleSystem);
osgParticle::PointPlacer *placer = new osgParticle::PointPlacer;
placer->setCenter(0, 0, 0);
emitter->setPlacer(placer);
osgParticle::RandomRateCounter *counter = new osgParticle::RandomRateCounter;
counter->setRateRange(1000, 1000);
emitter->setCounter(counter);
g_counter = counter;
osgParticle::RadialShooter *shooter = new osgParticle::RadialShooter;
emitter->setShooter(shooter);
osgParticle::ModularProgram *program = new osgParticle::ModularProgram;
program->setParticleSystem(particleSystem);
ColorOption *co = new ColorOption;
program->addOperator(co);
osgParticle::ParticleSystemUpdater *psu = new osgParticle::ParticleSystemUpdater;
psu->addParticleSystem(particleSystem);
osg::Geode *particleGeode = new osg::Geode;
particleGeode->addDrawable(particleSystem);
osg::Group *particleEffect = new osg::Group;
particleEffect->addChild(emitter);
particleEffect->addChild(particleGeode);
particleEffect->addChild(program);
particleEffect->addChild(psu);
osg::Group *root = new osg::Group;
root->addChild(particleEffect);
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();
}