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简介
NeHe教程在这节课向我们介绍了OpenGL的扩展(ARB_MULTISAMPLE)多重采样技术。利用这种技术可以实现全屏反走样。这样可以使图形看起来更美观。
在OSG中多重采样是作为节点的StateSet来开启和关闭的,实现过程十分简单。
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实现
首先添加四边形到场景中,这一过程前面已经重复很多遍了,代码如下:
for(int i=-10;i<10;i++)
{
for(int j=-10;j<10;j++)
{
osg::MatrixTransform *transMT = new osg::MatrixTransform;
transMT->addUpdateCallback(new TransCallback(i, j));
osg::MatrixTransform *rotMT = new osg::MatrixTransform;
rotMT->addUpdateCallback(new RotCallback);
osg::Geode *geode = new osg::Geode;
osg::Geometry *geometry = new osg::Geometry;
osg::Vec3Array *vertexArray = new osg::Vec3Array;
osg::Vec3Array *colorArray = new osg::Vec3Array;
colorArray->push_back(osg::Vec3(1, 0, 0));
vertexArray->push_back(osg::Vec3(i, j, 0.0));
colorArray->push_back(osg::Vec3(0, 1, 0));
vertexArray->push_back(osg::Vec3(i + 2.0f,j,0.0f));
colorArray->push_back(osg::Vec3(0,0,1));
vertexArray->push_back(osg::Vec3(i + 2.0f,j + 2.0f,0.0f));
colorArray->push_back(osg::Vec3(1,1,1));
vertexArray->push_back(osg::Vec3(i,j + 2.0f,0.0f));
geometry->setVertexArray(vertexArray);
geometry->setColorArray(colorArray, osg::Array::BIND_PER_VERTEX);
geometry->getOrCreateStateSet()->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
geometry->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::QUADS, 0, vertexArray->size()));
geode->addDrawable(geometry);
transMT->addChild(rotMT);
rotMT->addChild(geode);
root->addChild(transMT);
}
}
在创建窗口Traits的时候需要将窗口采样值设置为4,这样才能开启多重采样:
traits->sampleBuffers = ds->getMultiSamples();
traits->samples = 4/*ds->getNumMultiSamples()*/;
之后为了让这些四边形旋转和移动,在节点中添加若干的回调:
class TransCallback : public osg::NodeCallback
{
public:
TransCallback(float i, float j) : _i(i), _j(j){}
virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
{
osg::MatrixTransform *mt = dynamic_cast<osg::MatrixTransform*>(node);
if(!mt)
return;
mt->setMatrix(osg::Matrix::translate(_i*2.0f,_j*2.0f,-5.0f));
traverse(node, nv);
}
float _i;
float _j;
};
对节点启用多重采样:
osg::Multisample *ms = new osg::Multisample;
ms->setHint(osg::Multisample::NICEST);
root->getOrCreateStateSet()->setAttributeAndModes(ms, osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE);
与键盘交互中切换多重采样的开启和关闭模式:
if (ea.getKey() == osgGA::GUIEventAdapter::KEY_Space)
{
if(!g_Root)
return false;
static bool flag = true;
if (flag){
g_Root->getOrCreateStateSet()->setMode(GL_MULTISAMPLE_ARB, false);
}else{
g_Root->getOrCreateStateSet()->setMode(GL_MULTISAMPLE_ARB, true);
}
flag = !flag;
}
编译运行程序,可以看到在按下空格的时候四边形的边缘锯齿感有明显的变化:
附:本课源码(源码中可能存在错误和不足之处,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/Multisample>
osg::Group *g_Root = NULL;
class ManipulatorSceneHandler : public osgGA::GUIEventHandler
{
public:
ManipulatorSceneHandler()
{
}
public:
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_Space)
{
if(!g_Root)
return false;
static bool flag = true;
if (flag){
g_Root->getOrCreateStateSet()->setMode(GL_MULTISAMPLE_ARB, false);
}else{
g_Root->getOrCreateStateSet()->setMode(GL_MULTISAMPLE_ARB, true);
}
flag = !flag;
}
}
break;
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, 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 );
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 = 4/*ds->getNumMultiSamples()*/;
return new osgQt::GraphicsWindowQt(traits.get());
}
virtual void paintEvent( QPaintEvent* event )
{
frame();
}
protected:
QTimer _timer;
};
class TransCallback : public osg::NodeCallback
{
public:
TransCallback(float i, float j) : _i(i), _j(j){}
virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
{
osg::MatrixTransform *mt = dynamic_cast<osg::MatrixTransform*>(node);
if(!mt)
return;
mt->setMatrix(osg::Matrix::translate(_i*2.0f,_j*2.0f,-5.0f));
traverse(node, nv);
}
float _i;
float _j;
};
class RotCallback : public osg::NodeCallback
{
public:
virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
{
static float angle = 0.0;
osg::MatrixTransform *mt = dynamic_cast<osg::MatrixTransform*>(node);
if(!mt)
return;
mt->setMatrix(osg::Matrix::rotate(angle, osg::Z_AXIS));
angle += osg::DegreesToRadians(0.001f);
traverse(node, nv);
}
};
osg::Node* buildScene()
{
osg::Group *root = new osg::Group;
g_Root = root;
osg::Multisample *ms = new osg::Multisample;
ms->setHint(osg::Multisample::NICEST);
root->getOrCreateStateSet()->setAttributeAndModes(ms, osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE);
for(int i=-10;i<10;i++)
{
for(int j=-10;j<10;j++)
{
osg::MatrixTransform *transMT = new osg::MatrixTransform;
transMT->addUpdateCallback(new TransCallback(i, j));
osg::MatrixTransform *rotMT = new osg::MatrixTransform;
rotMT->addUpdateCallback(new RotCallback);
osg::Geode *geode = new osg::Geode;
osg::Geometry *geometry = new osg::Geometry;
osg::Vec3Array *vertexArray = new osg::Vec3Array;
osg::Vec3Array *colorArray = new osg::Vec3Array;
colorArray->push_back(osg::Vec3(1, 0, 0));
vertexArray->push_back(osg::Vec3(i, j, 0.0));
colorArray->push_back(osg::Vec3(0, 1, 0));
vertexArray->push_back(osg::Vec3(i + 2.0f,j,0.0f));
colorArray->push_back(osg::Vec3(0,0,1));
vertexArray->push_back(osg::Vec3(i + 2.0f,j + 2.0f,0.0f));
colorArray->push_back(osg::Vec3(1,1,1));
vertexArray->push_back(osg::Vec3(i,j + 2.0f,0.0f));
geometry->setVertexArray(vertexArray);
geometry->setColorArray(colorArray, osg::Array::BIND_PER_VERTEX);
geometry->getOrCreateStateSet()->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
geometry->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::QUADS, 0, vertexArray->size()));
geode->addDrawable(geometry);
transMT->addChild(rotMT);
rotMT->addChild(geode);
root->addChild(transMT);
}
}
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();
}