OpenSceneGraph实现的NeHe OpenGL教程 - 第三十六课
2016-08-17 14:18
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简介
这节课NeHe课程向我们介绍了如何读取帧缓存中的像素值,并把 它作为场景中的纹理加载到几何体上。也就是我们常说的渲染到纹理(Render To Texture)功能,也称纹理烘培。这一功能主要有两个作用:第一是实现场景离屏渲染之后的后置处理;第二是实现多种不同场景的融合显示效果。实现
首先创建我们场景中需要显示的Helix模型,代码如下:[cpp] view
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osg::Geode* createHelix()
接下来我们需要将这个模型加载的场景写到纹理中去,在OSG中可以通过创建渲染到纹理的相机完成这样的操作:
[cpp] view
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osg::Camera* createRenderToTextureCamera(int w, int h)
{
osg::Camera *rtt = new osg::Camera;
rtt->setClearColor(osg::Vec4(0.0f, 0.0f, 0.5f, 0.5));
rtt->setClearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
rtt->setReferenceFrame(osg::Transform::ABSOLUTE_RF);
rtt->setViewport(0, 0, w, h);
rtt->setRenderOrder(osg::Camera::PRE_RENDER);
rtt->setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT);
rtt->setProjectionMatrixAsPerspective(45.0f, static_cast<double>(640)/static_cast<double>(480), 0.1f, 100.0f );
rtt->setViewMatrixAsLookAt(osg::Vec3d(0, 5, 50), osg::Vec3d(0, 0, 0), osg::Vec3d(0, 1, 0));
osg::MatrixTransform *zoomMT = new osg::MatrixTransform;
zoomMT->setMatrix(osg::Matrix::translate(0,0,-50));
osg::MatrixTransform *xRotMT = new osg::MatrixTransform;
xRotMT->addUpdateCallback(new RotAxisCallback(osg::X_AXIS, 0.02));
osg::MatrixTransform *yRotMT = new osg::MatrixTransform;
yRotMT->addUpdateCallback(new RotAxisCallback(osg::Y_AXIS, 0.01));
zoomMT->addChild(xRotMT);
xRotMT->addChild(yRotMT);
yRotMT->addChild(createHelix());
rtt->addChild(zoomMT);
return rtt;
}
通过设置相机渲染方式是PRE_RENDER可以保证在渲染其他场景之前先渲染这个相机中的场景,并通过下面的操作将其保存到纹理之中:
[cpp] view
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g_Texture = createTexture(128,128);
osg::Camera *rttCamera = createRenderToTextureCamera(128, 128);
rttCamera->attach(osg::Camera::COLOR_BUFFER, g_Texture);
这样我们需要的纹理就创建好了。
接下来加载使用纹理的几何体:
[cpp] view
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osg::Node* createBlur(int times, float inc)
同时在几何体的更新中不断修改纹理坐标的位置,实现微小的偏移,整个场景看起来像一种运动模糊的效果:
[cpp] view
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class BlurGeometryUpdateCallback : public osg::Drawable::UpdateCallback
最后把所有这些部分添加到场景根节点中,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)
[cpp] view
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#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/AnimationPath>
#include <osg/Material>
#include <osg/LightSource>
#include <osg/BlendFunc>
#include <osg/Texture2D>
#include <osg/State>
float angle;
float vertexes[4][3];
float normal[3];
osg::Texture2D *g_Texture;
//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
void ReduceToUnit(float vector[3]) // Reduces A Normal Vector (3 Coordinates)
{ // To A Unit Normal Vector With A Length Of One.
float length; // Holds Unit Length
// Calculates The Length Of The Vector
length = (float)sqrt((vector[0]*vector[0]) + (vector[1]*vector[1]) + (vector[2]*vector[2]));
if(length == 0.0f) // Prevents Divide By 0 Error By Providing
length = 1.0f; // An Acceptable Value For Vectors To Close To 0.
vector[0] /= length; // Dividing Each Element By
vector[1] /= length; // The Length Results In A
vector[2] /= length; // Unit Normal Vector.
}
void calcNormal(float v[3][3], float out[3]) // Calculates Normal For A Quad Using 3 Points
{
float v1[3],v2[3]; // Vector 1 (x,y,z) & Vector 2 (x,y,z)
static const int x = 0; // Define X Coord
static const int y = 1; // Define Y Coord
static const int z = 2; // Define Z Coord
// Finds The Vector Between 2 Points By Subtracting
// The x,y,z Coordinates From One Point To Another.
// Calculate The Vector From Point 1 To Point 0
v1[x] = v[0][x] - v[1][x]; // Vector 1.x=Vertex[0].x-Vertex[1].x
v1[y] = v[0][y] - v[1][y]; // Vector 1.y=Vertex[0].y-Vertex[1].y
v1[z] = v[0][z] - v[1][z]; // Vector 1.z=Vertex[0].y-Vertex[1].z
// Calculate The Vector From Point 2 To Point 1
v2[x] = v[1][x] - v[2][x]; // Vector 2.x=Vertex[0].x-Vertex[1].x
v2[y] = v[1][y] - v[2][y]; // Vector 2.y=Vertex[0].y-Vertex[1].y
v2[z] = v[1][z] - v[2][z]; // Vector 2.z=Vertex[0].z-Vertex[1].z
// Compute The Cross Product To Give Us A Surface Normal
out[x] = v1[y]*v2[z] - v1[z]*v2[y]; // Cross Product For Y - Z
out[y] = v1[z]*v2[x] - v1[x]*v2[z]; // Cross Product For X - Z
out[z] = v1[x]*v2[y] - v1[y]*v2[x]; // Cross Product For X - Y
ReduceToUnit(out); // Normalize The Vectors
}
class RotAxisCallback : public osg::NodeCallback
{
public:
RotAxisCallback(const osg::Vec3& axis, double rotSpeed = 0.0, double currentAngle = 0.0)
: _rotAxis(axis), _rotSpeed(rotSpeed), _currentAngle(currentAngle){ }
virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
{
osg::MatrixTransform *rotMT = dynamic_cast<osg::MatrixTransform*>(node);
if (!rotMT)
return;
_currentAngle += _rotSpeed;
rotMT->setMatrix(osg::Matrix::rotate(_currentAngle, _rotAxis));
traverse(node, nv);
}
void setRotateSpeed(double speed)
{
_rotSpeed = speed;
}
double getRotateSpeed() const
{
return _rotSpeed;
}
double getCurrentAngle() const
{
return _currentAngle;
}
private:
osg::Vec3 _rotAxis;
double _currentAngle;
double _rotSpeed;
};
osg::Geode* createHelix()
{
GLfloat x; // Helix x Coordinate
GLfloat y; // Helix y Coordinate
GLfloat z; // Helix z Coordinate
GLfloat phi; // Angle
GLfloat theta; // Angle
GLfloat v,u; // Angles
GLfloat r = 1.5f; // Radius Of Twist
int twists = 5; // 5 Twists
osg::Geode *geode = new osg::Geode;
osg::Geometry *geometry = new osg::Geometry;
osg::Vec3Array *vertexArray = new osg::Vec3Array;
osg::Vec3Array *normalArray = new osg::Vec3Array;
//////////////////////////////////////////////////////////////////////////
for(int phi=0; phi <= 360; phi+=20.0) // 360 Degrees In Steps Of 20
{
for(int theta=0; theta<=360*twists; theta+=20.0) // 360 Degrees * Number Of Twists In Steps Of 20
{
v=(phi/180.0f*3.142f); // Calculate Angle Of First Point ( 0 )
u=(theta/180.0f*3.142f); // Calculate Angle Of First Point ( 0 )
x=float(cos(u)*(2.0f+cos(v) ))*r; // Calculate x Position (1st Point)
y=float(sin(u)*(2.0f+cos(v) ))*r; // Calculate y Position (1st Point)
z=float((( u-(2.0f*3.142f)) + sin(v) ) * r); // Calculate z Position (1st Point)
vertexes[0][0]=x; // Set x Value Of First Vertex
vertexes[0][1]=y; // Set y Value Of First Vertex
vertexes[0][2]=z; // Set z Value Of First Vertex
v=(phi/180.0f*3.142f); // Calculate Angle Of Second Point ( 0 )
u=((theta+20)/180.0f*3.142f); // Calculate Angle Of Second Point ( 20 )
x=float(cos(u)*(2.0f+cos(v) ))*r; // Calculate x Position (2nd Point)
y=float(sin(u)*(2.0f+cos(v) ))*r; // Calculate y Position (2nd Point)
z=float((( u-(2.0f*3.142f)) + sin(v) ) * r); // Calculate z Position (2nd Point)
vertexes[1][0]=x; // Set x Value Of Second Vertex
vertexes[1][1]=y; // Set y Value Of Second Vertex
vertexes[1][2]=z; // Set z Value Of Second Vertex
v=((phi+20)/180.0f*3.142f); // Calculate Angle Of Third Point ( 20 )
u=((theta+20)/180.0f*3.142f); // Calculate Angle Of Third Point ( 20 )
x=float(cos(u)*(2.0f+cos(v) ))*r; // Calculate x Position (3rd Point)
y=float(sin(u)*(2.0f+cos(v) ))*r; // Calculate y Position (3rd Point)
z=float((( u-(2.0f*3.142f)) + sin(v) ) * r); // Calculate z Position (3rd Point)
vertexes[2][0]=x; // Set x Value Of Third Vertex
vertexes[2][1]=y; // Set y Value Of Third Vertex
vertexes[2][2]=z; // Set z Value Of Third Vertex
v=((phi+20)/180.0f*3.142f); // Calculate Angle Of Fourth Point ( 20 )
u=((theta)/180.0f*3.142f); // Calculate Angle Of Fourth Point ( 0 )
x=float(cos(u)*(2.0f+cos(v) ))*r; // Calculate x Position (4th Point)
y=float(sin(u)*(2.0f+cos(v) ))*r; // Calculate y Position (4th Point)
z=float((( u-(2.0f*3.142f)) + sin(v) ) * r); // Calculate z Position (4th Point)
vertexes[3][0]=x; // Set x Value Of Fourth Vertex
vertexes[3][1]=y; // Set y Value Of Fourth Vertex
vertexes[3][2]=z; // Set z Value Of Fourth Vertex
calcNormal(vertexes,normal); // Calculate The Quad Normal
normalArray->push_back(osg::Vec3(normal[0],normal[1],normal[2]));
normalArray->push_back(osg::Vec3(normal[0],normal[1],normal[2]));
normalArray->push_back(osg::Vec3(normal[0],normal[1],normal[2]));
normalArray->push_back(osg::Vec3(normal[0],normal[1],normal[2]));
// Render The Quad
vertexArray->push_back(osg::Vec3(vertexes[0][0],vertexes[0][1],vertexes[0][2]));
vertexArray->push_back(osg::Vec3(vertexes[1][0],vertexes[1][1],vertexes[1][2]));
vertexArray->push_back(osg::Vec3(vertexes[2][0],vertexes[2][1],vertexes[2][2]));
vertexArray->push_back(osg::Vec3(vertexes[3][0],vertexes[3][1],vertexes[3][2]));
}
}
//////////////////////////////////////////////////////////////////////////
geometry->setVertexArray(vertexArray);
geometry->setNormalArray(normalArray, osg::Array::BIND_PER_VERTEX);
geometry->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::QUADS, 0, vertexArray->size()));
osg::Material *helixMat = new osg::Material;
helixMat->setAmbient(osg::Material::FRONT_AND_BACK, osg::Vec4(0.4f,0.2f,0.8f,1.0f));
helixMat->setDiffuse(osg::Material::FRONT_AND_BACK, osg::Vec4(0.4f,0.2f,0.8f,1.0f));
helixMat->setSpecular(osg::Material::FRONT_AND_BACK, osg::Vec4(1.0f,1.0f,1.0f,1.0f));
helixMat->setShininess(osg::Material::FRONT, 128.0f);
geometry->getOrCreateStateSet()->setAttributeAndModes(helixMat);
geometry->getOrCreateStateSet()->setMode(GL_LIGHT0, osg::StateAttribute::ON);
geode->addDrawable(geometry);
return geode;
}
class ViewerWidget : public QWidget, public osgViewer::Viewer
{
public:
ViewerWidget(osg::Node *scene = NULL)
{
QWidget* renderWidget = getRenderWidget( createGraphicsWindow(0,0,640,480), 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, 0.5) );
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, 5, 50), 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;
};
class BlurGeometryUpdateCallback : public osg::Drawable::UpdateCallback
{
public:
BlurGeometryUpdateCallback(int renderTimes, float inc) : _times(renderTimes), _inc(inc){ }
void update(osg::NodeVisitor*, osg::Drawable* d)
{
osg::Geometry *geometry = dynamic_cast<osg::Geometry*>(d);
if (!geometry)
return;
osg::Vec2Array *texArray = dynamic_cast<osg::Vec2Array*>(geometry->getTexCoordArray(0));
if(!texArray)
return;
osg::Vec4Array *colorArray = dynamic_cast<osg::Vec4Array*>(geometry->getColorArray());
if(!colorArray)
return;
float spost = 0.0f;
float alphainc = 0.9f / _times;
float alpha = 0.2f;
alphainc = alpha / _times;
texArray->clear();
colorArray->clear();
for (int num = 0;num < _times;num++)
{
colorArray->push_back(osg::Vec4(1.0f, 1.0f, 1.0f, alpha));
texArray->push_back(osg::Vec2(0+spost,1-spost));
colorArray->push_back(osg::Vec4(1.0f, 1.0f, 1.0f, alpha));
texArray->push_back(osg::Vec2(0+spost,0+spost));
colorArray->push_back(osg::Vec4(1.0f, 1.0f, 1.0f, alpha));
texArray->push_back(osg::Vec2(1-spost,0+spost));
colorArray->push_back(osg::Vec4(1.0f, 1.0f, 1.0f, alpha));
texArray->push_back(osg::Vec2(1-spost,1-spost));
spost += _inc;
alpha = alpha - alphainc;
}
texArray->dirty();
colorArray->dirty();
}
int _times;
float _inc;
};
osg::Node* createBlur(int times, float inc)
{
float spost = 0.0f;
float alphainc = 0.9f / times;
float alpha = 0.2f;
alphainc = alpha / times;
osg::BlendFunc *blendFunc = new osg::BlendFunc(osg::BlendFunc::SRC_ALPHA, osg::BlendFunc::ONE);
osg::Geode *geode = new osg::Geode;
osg::Geometry *geometry = new osg::Geometry;
geometry->setUpdateCallback(new BlurGeometryUpdateCallback(times, inc));
osg::Vec2Array *vertexArray = new osg::Vec2Array;
osg::Vec2Array *texArray = new osg::Vec2Array;
osg::Vec4Array *colorArray = new osg::Vec4Array;
for (int num = 0;num < times;num++)
{
colorArray->push_back(osg::Vec4(1.0f, 1.0f, 1.0f, alpha));
vertexArray->push_back(osg::Vec2(0,0));
texArray->push_back(osg::Vec2(0+spost,1-spost));
colorArray->push_back(osg::Vec4(1.0f, 1.0f, 1.0f, alpha));
vertexArray->push_back(osg::Vec2(0,480));
texArray->push_back(osg::Vec2(0+spost,0+spost));
colorArray->push_back(osg::Vec4(1.0f, 1.0f, 1.0f, alpha));
vertexArray->push_back(osg::Vec2(640,480));
texArray->push_back(osg::Vec2(1-spost,0+spost));
colorArray->push_back(osg::Vec4(1.0f, 1.0f, 1.0f, alpha));
vertexArray->push_back(osg::Vec2(640,0));
texArray->push_back(osg::Vec2(1-spost,1-spost));
}
geometry->setVertexArray(vertexArray);
geometry->setTexCoordArray(0, texArray, osg::Array::BIND_PER_VERTEX);
geometry->setColorArray(colorArray, osg::Array::BIND_PER_VERTEX);
geometry->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::QUADS, 0, vertexArray->size()));
geometry->getOrCreateStateSet()->setAttributeAndModes(blendFunc);
geometry->getOrCreateStateSet()->setTextureAttributeAndModes(0, g_Texture);
geometry->getOrCreateStateSet()->setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF);
geometry->getOrCreateStateSet()->setMode(GL_LIGHT0, osg::StateAttribute::ON);
geode->addDrawable(geometry);
return geode;
}
osg::Camera* createBlurHUD()
{
osg::Camera* camera = new osg::Camera;
camera->setProjectionMatrix(osg::Matrix::ortho2D(0,640,0,480));
camera->setReferenceFrame(osg::Transform::ABSOLUTE_RF);
camera->setViewMatrix(osg::Matrix::identity());
camera->setRenderOrder(osg::Camera::POST_RENDER);
camera->setAllowEventFocus(false);
camera->addChild(createBlur(25, 0.02f));
return camera;
}
osg::Texture2D* createTexture(int w, int h)
{
osg::Texture2D *texture = new osg::Texture2D;
texture->setInternalFormat(GL_RGBA);
texture->setFilter(osg::Texture::MIN_FILTER, osg::Texture::LINEAR);
texture->setFilter(osg::Texture::MAG_FILTER, osg::Texture::LINEAR);
texture->setTextureSize(w,h);
return texture;
}
osg::Camera* createRenderToTextureCamera(int w, int h)
{
osg::Camera *rtt = new osg::Camera;
rtt->setClearColor(osg::Vec4(0.0f, 0.0f, 0.5f, 0.5));
rtt->setClearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
rtt->setReferenceFrame(osg::Transform::ABSOLUTE_RF);
rtt->setViewport(0, 0, w, h);
rtt->setRenderOrder(osg::Camera::PRE_RENDER);
rtt->setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT);
rtt->setProjectionMatrixAsPerspective(45.0f, static_cast<double>(640)/static_cast<double>(480), 0.1f, 100.0f );
rtt->setViewMatrixAsLookAt(osg::Vec3d(0, 5, 50), osg::Vec3d(0, 0, 0), osg::Vec3d(0, 1, 0));
osg::MatrixTransform *zoomMT = new osg::MatrixTransform;
zoomMT->setMatrix(osg::Matrix::translate(0,0,-50));
osg::MatrixTransform *xRotMT = new osg::MatrixTransform;
xRotMT->addUpdateCallback(new RotAxisCallback(osg::X_AXIS, 0.02));
osg::MatrixTransform *yRotMT = new osg::MatrixTransform;
yRotMT->addUpdateCallback(new RotAxisCallback(osg::Y_AXIS, 0.01));
zoomMT->addChild(xRotMT);
xRotMT->addChild(yRotMT);
yRotMT->addChild(createHelix());
rtt->addChild(zoomMT);
return rtt;
}
osg::Node* buildScene()
{
GLfloat light0pos[4]= {0.0f, 5.0f, 10.0f, 1.0f};
GLfloat light0ambient[4]= {0.2f, 0.2f, 0.2f, 1.0f};
GLfloat light0diffuse[4]= {0.3f, 0.3f, 0.3f, 1.0f};
GLfloat light0specular[4]={0.8f, 0.8f, 0.8f, 1.0f};
osg::Group *root = new osg::Group;
osg::Light *light = new osg::Light;
light->setLightNum(0);
light->setAmbient(osg::Vec4(light0ambient[0],light0ambient[1],light0ambient[2],light0ambient[3]));
light->setDiffuse(osg::Vec4(light0diffuse[0],light0diffuse[1],light0diffuse[2],light0diffuse[3]));
light->setPosition(osg::Vec4(light0pos[0], light0pos[1],light0pos[2],light0pos[3]));
light->setSpecular(osg::Vec4(light0specular[0],light0specular[1],light0specular[2],light0specular[3]));
osg::LightSource *lightSource = new osg::LightSource;
lightSource->setLight(light);
root->addChild(lightSource);
osg::MatrixTransform *zoomMT = new osg::MatrixTransform;
zoomMT->setMatrix(osg::Matrix::translate(0,0,-50));
osg::MatrixTransform *xRotMT = new osg::MatrixTransform;
xRotMT->addUpdateCallback(new RotAxisCallback(osg::X_AXIS, 0.02));
osg::MatrixTransform *yRotMT = new osg::MatrixTransform;
yRotMT->addUpdateCallback(new RotAxisCallback(osg::Y_AXIS, 0.01));
zoomMT->addChild(xRotMT);
xRotMT->addChild(yRotMT);
yRotMT->addChild(createHelix());
g_Texture = createTexture(128,128);
osg::Camera *rttCamera = createRenderToTextureCamera(128, 128);
rttCamera->attach(osg::Camera::COLOR_BUFFER, g_Texture);
root->addChild(rttCamera);
root->addChild(zoomMT);
root->addChild(createBlurHUD());
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();
}
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