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简介
本课实现在场景中绘制旋转的星星,主要的内容包括使用Blend方式设置纹理图片的颜色,在场景中操作物体实现简单的动画效果。
本课中描述的内容在前面的课程中已经有比较详细的介绍,本课综合运用了前面课程所学内容。
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实现
首先同NeHe教程中设置的一样,我们先创建50颗星星,代码如下
osg::Group *starGroup = new osg::Group;
for (unsigned i = 0; i < StarNumber; ++i)
{
float dist=(float(i)/StarNumber)*5.0f;
float angle= float(i)/(StarNumber * 30);
osg::Group *star = new osg::Group;
//设置变换节点抵消对整个场景的倾斜
osg::MatrixTransform *antiTileMT = new osg::MatrixTransform;
antiTileMT->setUpdateCallback(new AntiTiltCallback);
//设置变换节点抵消每颗星星的旋转
osg::MatrixTransform *antiDirectMT = new osg::MatrixTransform;
antiDirectMT->setUpdateCallback(new RotateCallback(osg::Z_AXIS, -angle));
osg::MatrixTransform *directionMT = new osg::MatrixTransform;
directionMT->setUpdateCallback(new RotateCallback(osg::Z_AXIS, angle));
osg::MatrixTransform *moveMT = new osg::MatrixTransform;
moveMT->setMatrix(osg::Matrix::translate(dist, 0, 0));
moveMT->setUpdateCallback(new TranslateCallback);
osg::MatrixTransform *spinMT = new osg::MatrixTransform;
spinMT->setUpdateCallback(new RotateCallback(osg::Z_AXIS, 0.02));
star->addChild(directionMT);
directionMT->addChild(moveMT);
//星星叶节点
osg::Geode *starQuad = new osg::Geode;
osg::Geometry *starGeometry = new osg::Geometry;
osg::Texture2D *texture = new osg::Texture2D;
texture->setImage(osgDB::readImageFile("Data/Star.bmp"));
texture->setFilter(osg::Texture::MIN_FILTER, osg::Texture::LINEAR);
texture->setFilter(osg::Texture::MAG_FILTER, osg::Texture::LINEAR);
osg::Vec3Array *coords = new osg::Vec3Array;
coords->push_back(osg::Vec3(-1.0f,-1.0f, 0.0f));
coords->push_back(osg::Vec3(1.0f,-1.0f, 0.0f));
coords->push_back(osg::Vec3(1.0f,1.0f, 0.0f));
coords->push_back(osg::Vec3(-1.0f,1.0f, 0.0f));
starGeometry->setVertexArray(coords);
osg::Vec4Array *colors = new osg::Vec4Array;
colors->push_back(osg::Vec4(rand() % 256 / 255.0f, rand() % 256 / 255.0f, rand() % 256 / 255.0f, 1.0));
starGeometry->setColorArray(colors);
starGeometry->setColorBinding(osg::Geometry::BIND_OVERALL);
starGeometry->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::QUADS, 0, 4));
osg::Vec2Array *textureArray = new osg::Vec2Array;
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));
starGeometry->setTexCoordArray(0, textureArray);
starGeometry->getOrCreateStateSet()->setTextureAttributeAndModes(0, texture);
starGeometry->getOrCreateStateSet()->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
starGeometry->getOrCreateStateSet()->setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF);
osg::BlendFunc *blendFunc = new osg::BlendFunc(GL_SRC_ALPHA, GL_ONE, 0.5, 0.5);
starGeometry->getOrCreateStateSet()->setAttributeAndModes(blendFunc,osg::StateAttribute::ON);
starGeometry->setUseVertexBufferObjects(true);
starGeometry->setUseDisplayList(false);
starGeometry->setUpdateCallback(new ColorCallback);
starQuad->addDrawable(starGeometry);
moveMT->addChild(antiDirectMT);
antiDirectMT->addChild(antiTileMT);
antiTileMT->addChild(spinMT);
spinMT->addChild(starQuad);
starGroup->addChild(star);我们将每一颗星星设置为一个osg::Group的节点,和NeHe教程中一样对每颗星星设置了旋转和平移,并将所有的星星添加到starGroup这个组节点下面。
为了实现每一帧对场景进行更新实现动画效果,我们定义了一系列的更新回调
实现星星颜色的变化,我们定义了ColorCallback(继承于osg::Drawable::UpdateCallback)
class ColorCallback : public osg::Drawable::UpdateCallback
{
virtual void update(osg::NodeVisitor* nv, osg::Drawable* drawable)
{
osg::Geometry *geometry = dynamic_cast<osg::Geometry*>(drawable);
if (!geometry)
{
return;
}
osg::Vec4Array *colorArray = dynamic_cast<osg::Vec4Array*>(geometry->getColorArray());
if (colorArray)
{
osg::Vec4 color;
color.set(rand() % 256 / 255.0f, rand() % 256 / 255.0f, rand() % 256 / 255.0f, 1.0);
colorArray->clear();
colorArray->push_back(color);
colorArray->dirty();
}
}
};为了实现星星的旋转我们定义了旋转更新回调(与前面课程中一样)
class RotateCallback : public osg::NodeCallback
{
public:
RotateCallback(osg::Vec3d rotateAxis, double rotateSpeed) :
osg::NodeCallback(),
_rotateAxis(rotateAxis),
_rotateSpeed(rotateSpeed),
_rotateAngle(0.0)
{
//Nop
}
void setRotateSpeed(double speed)
{
_rotateSpeed = speed;
}
double getRotateSpeed() const
{
return _rotateSpeed;
}
virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
{
osg::MatrixTransform *currentMT = dynamic_cast<osg::MatrixTransform*>(node);
if (currentMT)
{
//获取当前的平移位置
osg::Vec3d currentTranslate = currentMT->getMatrix().getTrans();
osg::Matrix newMatrix = osg::Matrix::rotate(_rotateAngle, _rotateAxis) * osg::Matrix::translate(currentTranslate);
currentMT->setMatrix(newMatrix);
_rotateAngle += _rotateSpeed;
}
traverse(node, nv);
}
private:
osg::Vec3d _rotateAxis; //旋转轴
double _rotateSpeed; //旋转速度
double _rotateAngle; //当前旋转的角度
};同样实现平移操作也定义了更新回调
class TranslateCallback : public osg::NodeCallback
{
public:
virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
{
osg::MatrixTransform *currentMT = dynamic_cast<osg::MatrixTransform*>(node);
if (currentMT)
{
osg::Vec3d dist = currentMT->getMatrix().getTrans();
double x = dist.x();
x -= 0.01;
if(x < 0.0f)
x += 5.0;
osg::Vec3d newDist = osg::Vec3d(x, 0, 0);
currentMT->setMatrix(osg::Matrix::translate(newDist));
}
traverse(node, nv);
}
};
响应键盘操作定义在MainpulatorSceneHandler
class ManipulatorSceneHandler : public osgGA::GUIEventHandler该类在第八课中已有介绍
最后将创建的星星节点添加到根节点下
osg::Node* buildScene()
{
createStars();
osg::Group *root = new osg::Group;
osg::MatrixTransform *zoomMT = new osg::MatrixTransform;
zoomMT->setName("zoomMT");
zoomMT->setMatrix(osg::Matrix::translate(0, 0, -15.0f));
root->addChild(zoomMT);
osg::MatrixTransform *tiltMT = new osg::MatrixTransform;
tiltMT->setName("tiltMT");
tiltMT->setMatrix(osg::Matrix::rotate(0, osg::X_AXIS));
zoomMT->addChild(tiltMT);
tiltMT->addChild(createStars());
return root;
}需要注意的是在星星叶节点创建的时候开启Blend,同时关闭深度测试和光照(OSG中默认开启这点和OpenGL中不一致)
编译运行程序,一个漂亮的场景就出现了。
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 <osgGA/GUIEventAdapter>
#include <osg/BlendFunc>
#include <osg/Drawable>
const int StarNumber = 50;
double tilt = 0.0;
//////////////////////////////////////////////////////////////////////////
//FindFirstNamedNodeVisitor用来遍历寻找与指定名称相同的节点
class FindFirstNamedNodeVisitor : public osg::NodeVisitor
{
public:
FindFirstNamedNodeVisitor(const std::string& name):
osg::NodeVisitor(osg::NodeVisitor::TRAVERSE_ALL_CHILDREN),
_name(name), _foundNode(NULL) {}
virtual void apply(osg::Node& node)
{
if (node.getName()==_name)
{
_foundNode = &node;
return;
}
traverse(node);
}
std::string _name;
osg::Node *_foundNode;
};
//////////////////////////////////////////////////////////////////////////
//ColorCallback
class ColorCallback : public osg::Drawable::UpdateCallback
{
virtual void update(osg::NodeVisitor* nv, osg::Drawable* drawable)
{
osg::Geometry *geometry = dynamic_cast<osg::Geometry*>(drawable);
if (!geometry)
{
return;
}
osg::Vec4Array *colorArray = dynamic_cast<osg::Vec4Array*>(geometry->getColorArray());
if (colorArray)
{
osg::Vec4 color;
color.set(rand() % 256 / 255.0f, rand() % 256 / 255.0f, rand() % 256 / 255.0f, 1.0);
colorArray->clear();
colorArray->push_back(color);
colorArray->dirty();
}
}
};
//////////////////////////////////////////////////////////////////////////
//RotateCallback
class RotateCallback : public osg::NodeCallback
{
public:
RotateCallback(osg::Vec3d rotateAxis, double rotateSpeed) :
osg::NodeCallback(),
_rotateAxis(rotateAxis),
_rotateSpeed(rotateSpeed),
_rotateAngle(0.0)
{
//Nop
}
void setRotateSpeed(double speed)
{
_rotateSpeed = speed;
}
double getRotateSpeed() const
{
return _rotateSpeed;
}
virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
{
osg::MatrixTransform *currentMT = dynamic_cast<osg::MatrixTransform*>(node);
if (currentMT)
{
//获取当前的平移位置
osg::Vec3d currentTranslate = currentMT->getMatrix().getTrans();
osg::Matrix newMatrix = osg::Matrix::rotate(_rotateAngle, _rotateAxis) * osg::Matrix::translate(currentTranslate);
currentMT->setMatrix(newMatrix);
_rotateAngle += _rotateSpeed;
}
traverse(node, nv);
}
private:
osg::Vec3d _rotateAxis; //旋转轴
double _rotateSpeed; //旋转速度
double _rotateAngle; //当前旋转的角度
};
//////////////////////////////////////////////////////////////////////////
//AntiTIltCallback
class AntiTiltCallback : public osg::NodeCallback
{
public:
virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
{
osg::MatrixTransform *currentMT = dynamic_cast<osg::MatrixTransform*>(node);
if (currentMT)
{
currentMT->setMatrix(osg::Matrix::rotate(-tilt, osg::X_AXIS));
}
traverse(node, nv);
}
};
//////////////////////////////////////////////////////////////////////////
//TranslateCallback
class TranslateCallback : public osg::NodeCallback
{
public:
virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
{
osg::MatrixTransform *currentMT = dynamic_cast<osg::MatrixTransform*>(node);
if (currentMT)
{
osg::Vec3d dist = currentMT->getMatrix().getTrans();
double x = dist.x();
x -= 0.01;
if(x < 0.0f)
x += 5.0;
osg::Vec3d newDist = osg::Vec3d(x, 0, 0);
currentMT->setMatrix(osg::Matrix::translate(newDist));
}
traverse(node, nv);
}
};
//////////////////////////////////////////////////////////////////////////
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;
osg::Group *root = viewer->getSceneData()->asGroup();
switch(ea.getEventType())
{
case(osgGA::GUIEventAdapter::KEYDOWN):
{
if (ea.getKey() == osgGA::GUIEventAdapter::KEY_Page_Up)
{
FindFirstNamedNodeVisitor fnv("tiltMT");
root->accept(fnv);
osg::Node *mtNode = fnv._foundNode;
osg::MatrixTransform *tiltMT = dynamic_cast<osg::MatrixTransform*>(mtNode);
if (!tiltMT)
return false;
osg::Matrix tiltMatrix = tiltMT->getMatrix();
osg::Quat original = tiltMatrix.getRotate();
double angle;
osg::Vec3 vec;
original.getRotate(angle, vec);
angle += 0.03;
tiltMT->setMatrix(osg::Matrix::rotate(angle, osg::X_AXIS));
tilt = angle;
}
if (ea.getKey() == osgGA::GUIEventAdapter::KEY_Page_Down)
{
FindFirstNamedNodeVisitor fnv("tiltMT");
root->accept(fnv);
osg::Node *mtNode = fnv._foundNode;
osg::MatrixTransform *tiltMT = dynamic_cast<osg::MatrixTransform*>(mtNode);
if (!tiltMT)
return false;
osg::Matrix tiltMatrix = tiltMT->getMatrix();
osg::Quat original = tiltMatrix.getRotate();
double angle;
osg::Vec3 vec;
original.getRotate(angle, vec);
angle -= 0.03;
tiltMT->setMatrix(osg::Matrix::rotate(angle, osg::X_AXIS));
tilt = angle;
}
if (ea.getKey() == osgGA::GUIEventAdapter::KEY_Up)
{
FindFirstNamedNodeVisitor fnv("zoomMT");
root->accept(fnv);
osg::Node *mtNode = fnv._foundNode;
osg::MatrixTransform *zoomMT = dynamic_cast<osg::MatrixTransform*>(mtNode);
if (!zoomMT)
return false;
zoomMT->setMatrix(osg::Matrix::translate(zoomMT->getMatrix().getTrans() + osg::Vec3(0, 0, 0.5)));
}
if (ea.getKey()== osgGA::GUIEventAdapter::KEY_Down)
{
FindFirstNamedNodeVisitor fnv("zoomMT");
root->accept(fnv);
osg::Node *mtNode = fnv._foundNode;
osg::MatrixTransform *zoomMT = dynamic_cast<osg::MatrixTransform*>(mtNode);
if (!zoomMT)
return false;
zoomMT->setMatrix(osg::Matrix::translate(zoomMT->getMatrix().getTrans() + osg::Vec3(0, 0, -0.5)));
}
}
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, 0.5) );
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, 0, 1), osg::Vec3d(0, 0, 0), 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::Group* createStars()
{
osg::Group *starGroup = new osg::Group;
for (unsigned i = 0; i < StarNumber; ++i)
{
float dist=(float(i)/StarNumber)*5.0f;
float angle= float(i)/(StarNumber * 30);
osg::Group *star = new osg::Group;
osg::MatrixTransform *antiTileMT = new osg::MatrixTransform;
antiTileMT->setUpdateCallback(new AntiTiltCallback);
osg::MatrixTransform *antiDirectMT = new osg::MatrixTransform;
antiDirectMT->setUpdateCallback(new RotateCallback(osg::Z_AXIS, -angle));
osg::MatrixTransform *directionMT = new osg::MatrixTransform;
directionMT->setUpdateCallback(new RotateCallback(osg::Z_AXIS, angle));
osg::MatrixTransform *moveMT = new osg::MatrixTransform;
moveMT->setMatrix(osg::Matrix::translate(dist, 0, 0));
moveMT->setUpdateCallback(new TranslateCallback);
osg::MatrixTransform *spinMT = new osg::MatrixTransform;
spinMT->setUpdateCallback(new RotateCallback(osg::Z_AXIS, 0.02));
star->addChild(directionMT);
directionMT->addChild(moveMT);
//星星叶节点
osg::Geode *starQuad = new osg::Geode;
osg::Geometry *starGeometry = new osg::Geometry;
osg::Texture2D *texture = new osg::Texture2D;
texture->setImage(osgDB::readImageFile("Data/Star.bmp"));
texture->setFilter(osg::Texture::MIN_FILTER, osg::Texture::LINEAR);
texture->setFilter(osg::Texture::MAG_FILTER, osg::Texture::LINEAR);
osg::Vec3Array *coords = new osg::Vec3Array;
coords->push_back(osg::Vec3(-1.0f,-1.0f, 0.0f));
coords->push_back(osg::Vec3(1.0f,-1.0f, 0.0f));
coords->push_back(osg::Vec3(1.0f,1.0f, 0.0f));
coords->push_back(osg::Vec3(-1.0f,1.0f, 0.0f));
starGeometry->setVertexArray(coords);
osg::Vec4Array *colors = new osg::Vec4Array;
colors->push_back(osg::Vec4(rand() % 256 / 255.0f, rand() % 256 / 255.0f, rand() % 256 / 255.0f, 1.0));
starGeometry->setColorArray(colors);
starGeometry->setColorBinding(osg::Geometry::BIND_OVERALL);
starGeometry->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::QUADS, 0, 4));
osg::Vec2Array *textureArray = new osg::Vec2Array;
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));
starGeometry->setTexCoordArray(0, textureArray);
starGeometry->getOrCreateStateSet()->setTextureAttributeAndModes(0, texture);
starGeometry->getOrCreateStateSet()->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
starGeometry->getOrCreateStateSet()->setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF);
osg::BlendFunc *blendFunc = new osg::BlendFunc(GL_SRC_ALPHA, GL_ONE, 0.5, 0.5);
starGeometry->getOrCreateStateSet()->setAttributeAndModes(blendFunc,osg::StateAttribute::ON);
starGeometry->setUseVertexBufferObjects(true);
starGeometry->setUseDisplayList(false);
starGeometry->setUpdateCallback(new ColorCallback);
starQuad->addDrawable(starGeometry);
moveMT->addChild(antiDirectMT);
antiDirectMT->addChild(antiTileMT);
antiTileMT->addChild(spinMT);
spinMT->addChild(starQuad);
starGroup->addChild(star);
}
return starGroup;
}
osg::Node* buildScene()
{
createStars();
osg::Group *root = new osg::Group;
osg::MatrixTransform *zoomMT = new osg::MatrixTransform;
zoomMT->setName("zoomMT");
zoomMT->setMatrix(osg::Matrix::translate(0, 0, -15.0f));
root->addChild(zoomMT);
osg::MatrixTransform *tiltMT = new osg::MatrixTransform;
tiltMT->setName("tiltMT");
tiltMT->setMatrix(osg::Matrix::rotate(0, osg::X_AXIS));
zoomMT->addChild(tiltMT);
tiltMT->addChild(createStars());
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();
}

本课程实现了一种在场景中绘制旋转星星的方法,通过设置纹理图片颜色、操作物体实现简单动画,结合更新回调实现星星颜色变化、旋转和平移。详细介绍了如何创建星星节点、设置纹理、颜色变换及旋转动画,最终生成动态旋转的星星场景。
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