-
简介
这节课NeHe课程教我们如何读取一张raw格式的图片,并且对两张raw格式图片进行处理生成了一张纹理图片。整个过程并不是十分复杂,文中大部分内容涉及到图片数据的操作。
-
实现
首先我们创建需要显示的立方体:
osg::Geode* createCubeGeode(osg::Image *image)
{
osg::Geometry *quadGeometry = new osg::Geometry;
osg::Vec3Array *quadVertexArray = new osg::Vec3Array;
for (unsigned i = 0; i < sizeof(QuadVertices); ++i)
{
quadVertexArray->push_back(osg::Vec3(QuadVertices[i][0], QuadVertices[i][1], QuadVertices[i][2]));
}
quadGeometry->setVertexArray(quadVertexArray);
......
}
接着我们需要创建纹理所需要的image,这里的raw格式图片实际上并不是一种通用的格式,在osg中也并不支持。我们需要将raw格式中的字节数据读取出来并赋值给osg::Image用来作为我们的纹理图片。
首先我们使用NeHe中用到的函数读取图片:(函数代码并不完整,完整代码查看后面的附录中源码)
osg::Image* ReadTextureData ( char *filename, unsigned int width, unsigned int height, unsigned int pixelPerBytes)
{
//NeHe中使用256x256大小的图片,并且每个像素的字节数是4
//因此这里在分配内存是使用RGBA都是8位的方式(1个字节)
//正好是4个字节
osg::Image *buffer = new osg::Image;
buffer->allocateImage(width, height, 1, GL_RGBA, GL_UNSIGNED_BYTE);
int bytesPerPixel = buffer->getPixelSizeInBits() / 8;
FILE *f;
int i,j,k,done=0;
int stride = buffer->s() * buffer->getPixelSizeInBits() / 8; // Size Of A Row (Width * Bytes Per Pixel)
unsigned char *p = NULL;
......
}
图片加载之后,我们使用Blit函数来对两张图片中的数据进行一些处理,具体代码参考Blit函数
最后生成我们的256x256的大小的纹理,图片的每个像素占用4个字节:
osg::Image* createTextureImage()
{
osg::Image *src = ReadTextureData("Data/GL.raw", 256, 256, 32);
osg::Image *dst = ReadTextureData("Data/Monitor.raw", 256, 256, 32);
Blit(src,dst,127,127,128,128,64,64,1,127);
return dst;
}
将图片设置给立方体纹理,场景中为了简便用AnimationPathCallback来进行旋转:
osg::AnimationPathCallback *quadAnimationCallbackX =
new osg::AnimationPathCallback(osg::Vec3d(0, 0, 0), osg::Vec3(1, 0, 0), 2.5);
osg::AnimationPathCallback *quadAnimationCallbackY =
new osg::AnimationPathCallback(osg::Vec3d(0, 0, 0), osg::Vec3(0, 1, 0), 1.5);
osg::AnimationPathCallback *quadAnimationCallbackZ =
new osg::AnimationPathCallback(osg::Vec3d(0, 0, 0), osg::Vec3(0, 0, 1), 0.5);
osg::MatrixTransform *quadXRotMT = new osg::MatrixTransform;
quadXRotMT->setUpdateCallback(quadAnimationCallbackX);
osg::MatrixTransform *quadYRotMT = new osg::MatrixTransform;
quadYRotMT->setUpdateCallback(quadAnimationCallbackY);
osg::MatrixTransform *quadZRotMT = new osg::MatrixTransform;
quadZRotMT->setUpdateCallback(quadAnimationCallbackZ);
quadMT->addChild(quadXRotMT);
quadXRotMT->addChild(quadYRotMT);
quadYRotMT->addChild(quadZRotMT);
osg::Image *image = createTextureImage();
quadZRotMT->addChild(createCubeGeode(image));
一般来说,纹理操作很少使用这种方式进行,大部分都是通过加载多重纹理的方式来实现贴多张纹理,并设置其中纹理的作用方式。这种方式相当于先将多张纹理处理成一张再贴到物体上。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/Texture2D>
#include <osg/AnimationPath>
float textureVertices[][2] = {
//Front Face
{0.0f, 0.0f},
{1.0f, 0.0f},
{1.0f, 1.0f},
{0.0f, 1.0f},
// Back Face
{1.0f, 0.0f},
{1.0f, 1.0f},
{0.0f, 1.0f},
{0.0f, 0.0f},
// Top Face
{0.0f, 1.0f},
{0.0f, 0.0f},
{1.0f, 0.0f},
{1.0f, 1.0f},
// Bottom Face
{1.0f, 1.0f},
{0.0f, 1.0f},
{0.0f, 0.0f},
{1.0f, 0.0f},
// Right face
{1.0f, 0.0f},
{1.0f, 1.0f},
{0.0f, 1.0f},
{0.0f, 0.0f},
// Left Face
{0.0f, 0.0f},
{1.0f, 0.0f},
{1.0f, 1.0f},
{0.0f, 1.0f}
};
float QuadVertices[][3] = {
{-1.0f, -1.0f, 1.0f},
{ 1.0f, -1.0f, 1.0f},
{ 1.0f, 1.0f, 1.0f},
{-1.0f, 1.0f, 1.0f},
{-1.0f, -1.0f, -1.0f},
{-1.0f, 1.0f, -1.0f},
{ 1.0f, 1.0f, -1.0f},
{ 1.0f, -1.0f, -1.0f},
{-1.0f, 1.0f, -1.0f},
{-1.0f, 1.0f, 1.0f},
{ 1.0f, 1.0f, 1.0f},
{ 1.0f, 1.0f, -1.0f},
{-1.0f, -1.0f, -1.0f},
{ 1.0f, -1.0f, -1.0f},
{ 1.0f, -1.0f, 1.0f},
{-1.0f, -1.0f, 1.0f},
{ 1.0f, -1.0f, -1.0f},
{ 1.0f, 1.0f, -1.0f},
{ 1.0f, 1.0f, 1.0f},
{ 1.0f, -1.0f, 1.0f},
{-1.0f, -1.0f, -1.0f},
{-1.0f, -1.0f, 1.0f},
{-1.0f, 1.0f, 1.0f},
{-1.0f, 1.0f, -1.0f}
};
float normalsArray[][3] = {
{0.0f, 0.0f, 1.0f},
{0.0f, 0.0f,-1.0f},
{0.0f, 1.0f, 0.0f},
{0.0f,-1.0f, 0.0f},
{1.0f, 0.0f, 0.0f},
{-1.0f, 0.0f, 0.0f}
};
//
osg::Geode* createCubeGeode(osg::Image *image)
{
osg::Geometry *quadGeometry = new osg::Geometry;
osg::Vec3Array *quadVertexArray = new osg::Vec3Array;
for (unsigned i = 0; i < sizeof(QuadVertices); ++i)
{
quadVertexArray->push_back(osg::Vec3(QuadVertices[i][0], QuadVertices[i][1], QuadVertices[i][2]));
}
quadGeometry->setVertexArray(quadVertexArray);
osg::Vec2Array* texcoords = new osg::Vec2Array;
for (unsigned i = 0; i < sizeof(textureVertices); ++i)
{
texcoords->push_back(osg::Vec2(textureVertices[i][0], textureVertices[i][1]));
}
quadGeometry->setTexCoordArray(0,texcoords);
osg::Vec3Array *normals = new osg::Vec3Array;
for (unsigned i = 0; i < sizeof(normals); ++i)
{
for (int j = 0; j < 4; ++j)
{
normals->push_back(osg::Vec3(normalsArray[i][0], normalsArray[i][1], normalsArray[i][2]));
}
}
quadGeometry->setNormalArray(normals, osg::Array::BIND_PER_VERTEX);
int first = 0;
for (unsigned i = 0; i < 6; ++i)
{
osg::DrawArrays *vertexIndices = new osg::DrawArrays(osg::PrimitiveSet::QUADS, first, 4);
first += 4;
quadGeometry->addPrimitiveSet(vertexIndices);
}
osg::Texture2D *texture2D = new osg::Texture2D;
texture2D->setImage(image);
texture2D->setFilter(osg::Texture::MIN_FILTER, osg::Texture::LINEAR);
texture2D->setFilter(osg::Texture::MAG_FILTER, osg::Texture::LINEAR);
quadGeometry->getOrCreateStateSet()->setTextureAttributeAndModes(0, texture2D);
quadGeometry->getOrCreateStateSet()->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
osg::Geode *quadGeode = new osg::Geode;
quadGeode->addDrawable(quadGeometry);
return quadGeode;
}
//
//
//操作Raw纹理
osg::Image* ReadTextureData ( char *filename, unsigned int width, unsigned int height, unsigned int pixelPerBytes)
{
//NeHe中使用256x256大小的图片,并且每个像素的字节数是4
//因此这里在分配内存是使用RGBA都是8位的方式(1个字节)
//正好是4个字节
osg::Image *buffer = new osg::Image;
buffer->allocateImage(width, height, 1, GL_RGBA, GL_UNSIGNED_BYTE);
int bytesPerPixel = buffer->getPixelSizeInBits() / 8;
FILE *f;
int i,j,k,done=0;
int stride = buffer->s() * buffer->getPixelSizeInBits() / 8; // Size Of A Row (Width * Bytes Per Pixel)
unsigned char *p = NULL;
f = fopen(filename, "rb"); // Open "filename" For Reading Bytes
if( f != NULL ) // If File Exists
{
for( i = buffer->t()-1; i >= 0 ; i-- ) // Loop Through Height (Bottoms Up - Flip Image)
{
p = buffer->data() + (i * stride ); //
for ( j = 0; j < buffer->s() ; j++ ) // Loop Through Width
{
for ( k = 0 ; k < buffer->getPixelSizeInBits() / 8-1 ; k++, p++, done++ )
{
*p = fgetc(f); // Read Value From File And Store In Memory
}
*p = 255; p++; // Store 255 In Alpha Channel And Increase Pointer
}
}
fclose(f); // Close The File
}
return buffer; // Returns Number Of Bytes Read In
}
void Blit( osg::Image *src, osg::Image *dst,
int src_xstart, int src_ystart, int src_width, int src_height,
int dst_xstart, int dst_ystart, int blend, int alpha)
{
int i,j,k;
unsigned char *s, *d;
// Clamp Alpha If Value Is Out Of Range
if( alpha > 255 ) alpha = 255;
if( alpha < 0 ) alpha = 0;
// Check For Incorrect Blend Flag Values
if( blend < 0 ) blend = 0;
if( blend > 1 ) blend = 1;
d = dst->data() + (dst_ystart * dst->s() * dst->getPixelSizeInBits() / 8); // Start Row - dst (Row * Width In Pixels * Bytes Per Pixel)
s = src->data() + (src_ystart * src->s() * src->getPixelSizeInBits() / 8); // Start Row - src (Row * Width In Pixels * Bytes Per Pixel)
for (i = 0 ; i < src_height ; i++ ) // Height Loop
{
s = s + (src_xstart * src->getPixelSizeInBits() / 8); // Move Through Src Data By Bytes Per Pixel
d = d + (dst_xstart * dst->getPixelSizeInBits() / 8); // Move Through Dst Data By Bytes Per Pixel
for (j = 0 ; j < src_width ; j++ ) // Width Loop
{
for( k = 0 ; k < src->getPixelSizeInBits()/8 ; k++, d++, s++) // "n" Bytes At A Time
{
if (blend) // If Blending Is On
*d = ( (*s * alpha) + (*d * (255-alpha)) ) >> 8; // Multiply Src Data*alpha Add Dst Data*(255-alpha)
else // Keep in 0-255 Range With >> 8
*d = *s; // No Blending Just Do A Straight Copy
}
}
d = d + (dst->s() - (src_width + dst_xstart))*dst->getPixelSizeInBits()/8; // Add End Of Row */
s = s + (src->s() - (src_width + src_xstart))*src->getPixelSizeInBits()/8; // Add End Of Row */
}
}
osg::Image* createTextureImage()
{
osg::Image *src = ReadTextureData("Data/GL.raw", 256, 256, 32);
osg::Image *dst = ReadTextureData("Data/Monitor.raw", 256, 256, 32);
Blit(src,dst,127,127,128,128,64,64,1,127);
return dst;
}
//
//
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 *quadMT = new osg::MatrixTransform;
quadMT->setMatrix(osg::Matrix::translate(0.0, 0.0, -5.0));
osg::AnimationPathCallback *quadAnimationCallbackX =
new osg::AnimationPathCallback(osg::Vec3d(0, 0, 0), osg::Vec3(1, 0, 0), 2.5);
osg::AnimationPathCallback *quadAnimationCallbackY =
new osg::AnimationPathCallback(osg::Vec3d(0, 0, 0), osg::Vec3(0, 1, 0), 1.5);
osg::AnimationPathCallback *quadAnimationCallbackZ =
new osg::AnimationPathCallback(osg::Vec3d(0, 0, 0), osg::Vec3(0, 0, 1), 0.5);
osg::MatrixTransform *quadXRotMT = new osg::MatrixTransform;
quadXRotMT->setUpdateCallback(quadAnimationCallbackX);
osg::MatrixTransform *quadYRotMT = new osg::MatrixTransform;
quadYRotMT->setUpdateCallback(quadAnimationCallbackY);
osg::MatrixTransform *quadZRotMT = new osg::MatrixTransform;
quadZRotMT->setUpdateCallback(quadAnimationCallbackZ);
quadMT->addChild(quadXRotMT);
quadXRotMT->addChild(quadYRotMT);
quadYRotMT->addChild(quadZRotMT);
osg::Image *image = createTextureImage();
quadZRotMT->addChild(createCubeGeode(image));
root->addChild(quadMT);
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();
}