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简介
在OSG中支持动态纹理,因此不需要我们对视频文件进行大量的解析工作,这些内容都已经在osgPlugins中完成了,在OSG中通过纹理osg::Image的派生类支持这一特性
有了以上内容,在OSG中实现就十分简单了,使用过程类似于我们常见的添加osgTexture2D的过程:
osg::Texture2D *texture2D = new osg::Texture2D;
texture2D = new osg::Texture2D;
texture2D->setFilter(osg::Texture::MAG_FILTER, osg::Texture::NEAREST);
texture2D->setFilter(osg::Texture::MIN_FILTER, osg::Texture::NEAREST);
osg::ImageStream *imageStream = dynamic_cast<osg::ImageStream*>(osgDB::readImageFile("Data/Child.gif"));
if(imageStream)
imageStream->play();
texture2D->setImage(imageStream);
root->getOrCreateStateSet()->setTextureAttributeAndModes(0, texture2D);
其他部分与之前的课程介绍中一样。
由于我并没有编译支持AVI的插件,因此此处以已经编译好的GIF插件做参考,读者可以自行编译AVI的插件来支持AVI格式的文件。
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/ImageStream>
#include <osg/ShapeDrawable>
#include <osg/Switch>
#include <osg/AnimationPath>
#include <osg/TexGen>
#include <osg/TexGenNode>
osg::Switch *g_SwitchNode = NULL;
//
///绘制几何体/
//
osg::Geode* createBackGroundGeode()
{
osg::Geode *geode = new osg::Geode;
osg::Geometry *geometry = new osg::Geometry;
osg::Vec3Array *vertexArray = new osg::Vec3Array;
osg::Vec2Array *textureArray = new osg::Vec2Array;
vertexArray->push_back(osg::Vec3(11.0f, 8.3f, -20.0f));
vertexArray->push_back(osg::Vec3(-11.0f, 8.3f, -20.0f));
vertexArray->push_back(osg::Vec3(-11.0f, -8.3f, -20.0f));
vertexArray->push_back(osg::Vec3(11.0f, -8.3f, -20.0f));
textureArray->push_back(osg::Vec2(1.0f, 1.0f));
textureArray->push_back(osg::Vec2(0.0f, 1.0f));
textureArray->push_back(osg::Vec2(0.0f, 0.0f));
textureArray->push_back(osg::Vec2(1.0f, 0.0f));
geometry->setVertexArray(vertexArray);
geometry->setTexCoordArray(0, textureArray, osg::Array::BIND_PER_VERTEX);
geometry->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::QUADS, 0, vertexArray->size()));
geometry->getOrCreateStateSet()->setMode(GL_LIGHTING, false);
geode->addDrawable(geometry);
return geode;
}
osg::Node* createBox()
{
osg::MatrixTransform *mtX = new osg::MatrixTransform;
mtX->addUpdateCallback(new osg::AnimationPathCallback(osg::Vec3(), osg::X_AXIS, 1.5));
osg::MatrixTransform *mtY = new osg::MatrixTransform;
mtY->addUpdateCallback(new osg::AnimationPathCallback(osg::Vec3(), osg::Y_AXIS, 2.5));
osg::MatrixTransform *mtZ = new osg::MatrixTransform;
mtZ->addUpdateCallback(new osg::AnimationPathCallback(osg::Vec3(), osg::Z_AXIS, 3.5));
osg::Geode *geode = new osg::Geode;
osg::Geometry *geometry = new osg::Geometry;
osg::Vec3Array *vertexArray = new osg::Vec3Array;
osg::Vec2Array *textureArray = new osg::Vec2Array;
osg::Vec3Array *normalArray = new osg::Vec3Array;
for (int i = 0; i < 4; ++i)
normalArray->push_back(osg::Vec3(0.0f, 0.0f, 0.5f));
textureArray->push_back(osg::Vec2(0.0f, 0.0f));
textureArray->push_back(osg::Vec2(1.0f, 0.0f));
textureArray->push_back(osg::Vec2(1.0f, 1.0f));
textureArray->push_back(osg::Vec2(0.0f, 1.0f));
vertexArray->push_back(osg::Vec3(-1.0f, -1.0f, 1.0f));
vertexArray->push_back(osg::Vec3(1.0f, -1.0f, 1.0f));
vertexArray->push_back(osg::Vec3(1.0f, 1.0f, 1.0f));
vertexArray->push_back(osg::Vec3(-1.0f, 1.0f, 1.0f));
for (int i = 0; i < 4; ++i)
normalArray->push_back(osg::Vec3(0.0f, 0.0f,-0.5f));
textureArray->push_back(osg::Vec2(1.0f, 0.0f));
textureArray->push_back(osg::Vec2(1.0f, 1.0f));
textureArray->push_back(osg::Vec2(0.0f, 1.0f));
textureArray->push_back(osg::Vec2(0.0f, 0.0f));
vertexArray->push_back(osg::Vec3(-1.0f, -1.0f, -1.0f));
vertexArray->push_back(osg::Vec3(-1.0f, 1.0f, -1.0f));
vertexArray->push_back(osg::Vec3(1.0f, 1.0f, - 1.0f));
vertexArray->push_back(osg::Vec3(1.0f, -1.0f, -1.0f));
for (int i = 0; i < 4; ++i)
normalArray->push_back(osg::Vec3(0.0f, 0.5f,0.0f));
textureArray->push_back(osg::Vec2(0.0f, 1.0f));
textureArray->push_back(osg::Vec2(0.0f, 0.0f));
textureArray->push_back(osg::Vec2(1.0f, 0.0f));
textureArray->push_back(osg::Vec2(1.0f, 1.0f));
vertexArray->push_back(osg::Vec3(-1.0f, 1.0f, -1.0f));
vertexArray->push_back(osg::Vec3(-1.0f, 1.0f, 1.0f));
vertexArray->push_back(osg::Vec3(1.0f, 1.0f, 1.0f));
vertexArray->push_back(osg::Vec3(1.0f, 1.0f, -1.0f));
for (int i = 0; i < 4; ++i)
normalArray->push_back(osg::Vec3(0.0f, -0.5f,0.0f));
textureArray->push_back(osg::Vec2(1.0f, 1.0f));
textureArray->push_back(osg::Vec2(0.0f, 1.0f));
textureArray->push_back(osg::Vec2(0.0f, 0.0f));
textureArray->push_back(osg::Vec2(1.0f, 0.0f));
vertexArray->push_back(osg::Vec3(-1.0f, -1.0f, -1.0f));
vertexArray->push_back(osg::Vec3(1.0f, -1.0f, -1.0f));
vertexArray->push_back(osg::Vec3(1.0f, -1.0f, 1.0f));
vertexArray->push_back(osg::Vec3(-1.0f, -1.0f, 1.0f));
for (int i = 0; i < 4; ++i)
normalArray->push_back(osg::Vec3(0.5f, 0.0f,0.0f));
textureArray->push_back(osg::Vec2(1.0f, 0.0f));
textureArray->push_back(osg::Vec2(1.0f, 1.0f));
textureArray->push_back(osg::Vec2(0.0f, 1.0f));
textureArray->push_back(osg::Vec2(0.0f, 0.0f));
vertexArray->push_back(osg::Vec3(1.0f, -1.0f, -1.0f));
vertexArray->push_back(osg::Vec3(1.0f, 1.0f, -1.0f));
vertexArray->push_back(osg::Vec3(1.0f, 1.0f, 1.0f));
vertexArray->push_back(osg::Vec3(1.0f, -1.0f, 1.0f));
for (int i = 0; i < 4; ++i)
normalArray->push_back(osg::Vec3(-0.5f, 0.0f,0.0f));
textureArray->push_back(osg::Vec2(0.0f, 0.0f));
textureArray->push_back(osg::Vec2(1.0f, 0.0f));
textureArray->push_back(osg::Vec2(1.0f, 1.0f));
textureArray->push_back(osg::Vec2(0.0f, 1.0f));
vertexArray->push_back(osg::Vec3(-1.0f, -1.0f, -1.0f));
vertexArray->push_back(osg::Vec3(-1.0f, -1.0f, 1.0f));
vertexArray->push_back(osg::Vec3(-1.0f, 1.0f, 1.0f));
vertexArray->push_back(osg::Vec3(-1.0f, 1.0f, -1.0f));
geometry->setVertexArray(vertexArray);
geometry->setNormalArray(normalArray, osg::Array::BIND_PER_VERTEX);
geometry->setTexCoordArray(0, textureArray, osg::Array::BIND_PER_VERTEX);
geometry->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::QUADS, 0, vertexArray->size()));
geometry->getOrCreateStateSet()->setMode(GL_LIGHTING, false);
geode->addDrawable(geometry);
mtX->addChild(mtY);
mtY->addChild(mtZ);
mtZ->addChild(geode);
return mtX;
}
osg::Node* createSphere()
{
osg::MatrixTransform *mtX = new osg::MatrixTransform;
mtX->addUpdateCallback(new osg::AnimationPathCallback(osg::Vec3(), osg::X_AXIS, 1.5));
osg::MatrixTransform *mtY = new osg::MatrixTransform;
mtY->addUpdateCallback(new osg::AnimationPathCallback(osg::Vec3(), osg::Y_AXIS, 2.5));
osg::MatrixTransform *mtZ = new osg::MatrixTransform;
mtZ->addUpdateCallback(new osg::AnimationPathCallback(osg::Vec3(), osg::Z_AXIS, 3.5));
osg::Geode *sphere = new osg::Geode;
osg::ShapeDrawable *sphereDrawable = new osg::ShapeDrawable(new osg::Sphere(osg::Vec3(0,0,0), 1.3));
sphere->addDrawable(sphereDrawable);
mtX->addChild(mtY);
mtY->addChild(mtZ);
mtZ->addChild(sphere);
return mtX;
}
osg::Node* createCylinder()
{
osg::MatrixTransform *mtX = new osg::MatrixTransform;
mtX->addUpdateCallback(new osg::AnimationPathCallback(osg::Vec3(), osg::X_AXIS, 1.5));
osg::MatrixTransform *mtY = new osg::MatrixTransform;
mtY->addUpdateCallback(new osg::AnimationPathCallback(osg::Vec3(), osg::Y_AXIS, 2.5));
osg::MatrixTransform *mtZ = new osg::MatrixTransform;
mtZ->addUpdateCallback(new osg::AnimationPathCallback(osg::Vec3(), osg::Z_AXIS, 3.5));
osg::Geode *cylinder = new osg::Geode;
osg::ShapeDrawable *cylinderDrawable = new osg::ShapeDrawable(new osg::Cylinder(osg::Vec3(0,0,0), 0.5, 2.0));
cylinder->addDrawable(cylinderDrawable);
mtX->addChild(mtY);
mtY->addChild(mtZ);
mtZ->addChild(cylinder);
return mtX;
}
//
/场景交互//
//
class ManipulatorSceneHandler : public osgGA::GUIEventHandler
{
public:
ManipulatorSceneHandler()
{
}
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_Space)
{
if (!g_SwitchNode)
return false;
static int i = 0;
++i;
if (i > 2)
i = 0;
g_SwitchNode->setSingleChildOn(i);
}
if (ea.getKey() == osgGA::GUIEventAdapter::KEY_E)
{
static bool flag = true;
if(flag){
g_SwitchNode->getOrCreateStateSet()->setTextureMode(0, GL_TEXTURE_GEN_S, osg::StateAttribute::OFF);
g_SwitchNode->getOrCreateStateSet()->setTextureMode(0, GL_TEXTURE_GEN_T, osg::StateAttribute::OFF);
}else{
g_SwitchNode->getOrCreateStateSet()->setTextureMode(0, GL_TEXTURE_GEN_S, osg::StateAttribute::ON);
g_SwitchNode->getOrCreateStateSet()->setTextureMode(0, GL_TEXTURE_GEN_T, osg::StateAttribute::ON);
}
flag = !flag;
}
}
default: break;
}
return false;
}
};
//
//
//osgNeHe框架
//
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, 0), osg::Vec3d(0, 0, -1), 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 = 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::Texture2D *texture2D = new osg::Texture2D;
texture2D = new osg::Texture2D;
texture2D->setFilter(osg::Texture::MAG_FILTER, osg::Texture::NEAREST);
texture2D->setFilter(osg::Texture::MIN_FILTER, osg::Texture::NEAREST);
osg::ImageStream *imageStream = dynamic_cast<osg::ImageStream*>(osgDB::readImageFile("Data/Child.gif"));
if(imageStream)
imageStream->play();
texture2D->setImage(imageStream);
root->getOrCreateStateSet()->setTextureAttributeAndModes(0, texture2D);
osg::Switch *switchNode = new osg::Switch;
g_SwitchNode = switchNode;
switchNode->addChild(createBox());
switchNode->addChild(createCylinder());
switchNode->addChild(createSphere());
switchNode->setSingleChildOn(0);
osg::TexGen *texGen = new osg::TexGen;
texGen->setMode(osg::TexGen::SPHERE_MAP);
switchNode->getOrCreateStateSet()->setTextureAttributeAndModes(0, texGen);
osg::MatrixTransform *zoomMT = new osg::MatrixTransform;
zoomMT->setMatrix(osg::Matrix::translate(0.0f, 0.0f, -10.0f));
zoomMT->addChild(switchNode);
root->addChild(createBackGroundGeode());
root->addChild(zoomMT);
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();
}