利用OSG实现发光的效果(blooming)

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A: osg::Vec3Array* createExplosionGeometry(float size) { // Create an array of vertices osg::Vec3Array* vertices = new osg::Vec3Array; vertices->push_back(osg::Vec3(0.0f, 0.0f, 0.0f)); vertices->push_back(osg::Vec3(size, 0.0f, 0.0f)); vertices->push_back(osg::Vec3(0.0f, size, 0.0f)); vertices->push_back(osg::Vec3(0.0f, 0.0f, size)); vertices->push_back(osg::Vec3(-size, 0.0f, 0.0f)); vertices->push_back(osg::Vec3(0.0f, -size, 0.0f)); vertices->push_back(osg::Vec3(0.0f, 0.0f, -size)); // Create a geometry object from the vertices osg::Geometry* geometry = new osg::Geometry; geometry->setVertexArray(vertices); // Create a color array for the vertices osg::Vec4Array* colors = new osg::Vec4Array; colors->push_back(osg::Vec4(1.0f, 1.0f, 0.0f, 1.0f)); colors->push_back(osg::Vec4(0.0f, 0.0f, 1.0f, 1.0f)); colors->push_back(osg::Vec4(0.0f, 1.0f, 0.0f, 1.0f)); colors->push_back(osg::Vec4(1.0f, 0.0f, 0.0f, 1.0f)); colors->push_back(osg::Vec4(1.0f, 0.0f, 1.0f, 1.0f)); colors->push_back(osg::Vec4(0.0f, 1.0f, 1.0f, 1.0f)); colors->push_back(osg::Vec4(0.5f, 0.5f, 0.5f, 1.0f)); geometry->setColorArray(colors); geometry->setColorBinding(osg::Geometry::BIND_PER_VERTEX); // Create triangle indices for the explosion geometry osg::DrawElementsUInt* indices = new osg::DrawElementsUInt(osg::PrimitiveSet::TRIANGLES, 12); (*indices)[0] = 0; (*indices)[1] = 1; (*indices)[2] = 3; (*indices)[3] = 0; (*indices)[4] = 3; (*indices)[5] = 2; (*indices)[6] = 0; (*indices)[7] = 2; (*indices)[8] = 5; (*indices)[9] = 0; (*indices)[10] = 5; (*indices)[11] = 4; // Add the indices to the geometry object geometry->addPrimitiveSet(indices); // Set the normal array for the geometry object osg::Vec3Array* normals = new osg::Vec3Array; normals->push_back(osg::Vec3(0.0f, 0.0f, 1.0f)); normals->push_back(osg::Vec3(1.0f, 0.0f, 0.0f)); normals->push_back(osg::Vec3(0.0f, 1.0f, 0.0f)); normals->push_back(osg::Vec3(-1.0f, 0.0f, 0.0f)); normals->push_back(osg::Vec3(0.0f, 0.0f, -1.0f)); normals->push_back(osg::Vec3(0.0f, -1.0f, 0.0f)); normals->push_back(osg::Vec3(0.0f, 0.0f, 1.0f)); geometry->setNormalArray(normals); geometry->setNormalBinding(osg::Geometry::BIND_PER_VERTEX); // Return the explosion geometry return vertices; }

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