OpenSceneGraph实现的NeHe OpenGL教程 - 第十一课

    xiaoxiao2026-04-12  5

    简介

    这节课我们将创建一个以正弦波方式飘动的旗帜。本课所用到的知识在前面的课程中都有讲解,并没有什么新的内容

    实现

    首先创建我们的场景,关于旗帜的顶点坐标在NeHe教程中已经有非常详细的介绍,本文就不在赘述了。

    [cpp]  view plain  copy   float points[45][45][3];   for(int x=0; x<45; x++)   {       for(int y=0; y<45; y++)       {           points[x][y][0]=float((x/5.0f)-4.5f);           points[x][y][1]=float((y/5.0f)-4.5f);           points[x][y][2]=float(sin((((x/5.0f)*40.0f)/360.0f)*3.141592654*2.0f));       }   }      osg::Group *root = new osg::Group;      osg::MatrixTransform *zoomMT = new osg::MatrixTransform;   zoomMT->setMatrix(osg::Matrix::translate(0.0, 0.0, -12.0));      osg::MatrixTransform *xRotMT = new osg::MatrixTransform;   xRotMT->setUpdateCallback(new XRotCallback);   osg::MatrixTransform *yRotMT = new osg::MatrixTransform;   yRotMT->setUpdateCallback(new YRotCallback);   osg::MatrixTransform *zRotMT = new osg::MatrixTransform;   zRotMT->setUpdateCallback(new ZRotCallback);      osg::Geometry *flagGeometry = new osg::Geometry;   flagGeometry->getOrCreateStateSet()->setMode(GL_LIGHTING, osg::StateAttribute::OFF);      osg::PolygonMode *polygonMode = new osg::PolygonMode(osg::PolygonMode::FRONT, osg::PolygonMode::LINE);   flagGeometry->getOrCreateStateSet()->setAttribute(polygonMode);      osg::Vec3Array *flagVertexArray = new osg::Vec3Array;   osg::Vec2Array *textureArray = new osg::Vec2Array;      for(int x = 0; x < 44; x++ )   {       for(int y = 0; y < 44; y++ )       {           double float_x, float_y, float_xb, float_yb;              float_x = float(x)/44.0f;           float_y = float(y)/44.0f;           float_xb = float(x+1)/44.0f;           float_yb = float(y+1)/44.0f;              textureArray->push_back(osg::Vec2( float_x, float_y));           textureArray->push_back(osg::Vec2( float_x, float_yb ));           textureArray->push_back(osg::Vec2( float_xb, float_yb ));           textureArray->push_back(osg::Vec2( float_xb, float_y ));              flagVertexArray->push_back(osg::Vec3( points[x][y][0], points[x][y][1], points[x][y][2]));           flagVertexArray->push_back(osg::Vec3( points[x][y+1][0], points[x][y+1][1], points[x][y+1][2]));           flagVertexArray->push_back(osg::Vec3( points[x+1][y+1][0], points[x+1][y+1][1], points[x+1][y+1][2]));           flagVertexArray->push_back(osg::Vec3( points[x+1][y][0], points[x+1][y][1], points[x+1][y][2]));          }   }      osg::Image *textureImage = osgDB::readImageFile("Data/Tim.bmp");   osg::Texture2D *texture2D = new osg::Texture2D;   texture2D->setImage(textureImage);   texture2D->setFilter(osg::Texture::MIN_FILTER, osg::Texture::LINEAR);   texture2D->setFilter(osg::Texture::MAG_FILTER, osg::Texture::LINEAR);      flagGeometry->setTexCoordArray(0, textureArray);   flagGeometry->getOrCreateStateSet()->setTextureAttributeAndModes(0, texture2D);   flagGeometry->setVertexArray(flagVertexArray);   flagGeometry->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::QUADS, 0, 7744));   flagGeometry->setUpdateCallback(new GeometryCallback);   flagGeometry->setUseDisplayList(false);   flagGeometry->setUseVertexBufferObjects(true);      osg::Geode *flagGeode = new osg::Geode;   flagGeode->addDrawable(flagGeometry);      root->addChild(zoomMT);   zoomMT->addChild(xRotMT);   xRotMT->addChild(yRotMT);   yRotMT->addChild(zRotMT);   zRotMT->addChild(flagGeode);      return root;   为了实现OpenGL中glPolygonMode的效果(实现旗帜的一面用线框显示), 代码中使用了osg::PolygonMode来完成设置

    为了实现动态的旋转效果,和前面课程一样定义了UpdateCallback

    [cpp]  view plain  copy   class XRotCallback : public osg::NodeCallback   {      public:          XRotCallback() : _angle(0){}          virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)       {              if (dynamic_cast<osg::MatrixTransform*>(node))           {               osg::MatrixTransform *rot = dynamic_cast<osg::MatrixTransform*>(node);               rot->setMatrix(osg::Matrix::rotate(_angle, osg::X_AXIS));                  _angle += osg::DegreesToRadians(0.3);           }              traverse(node, nv);       }          double _angle;   };   为了实现旗帜的飘动效果,与NeHe教程中类似,我们需要时刻去修改顶点数据,通过osg::Drawable的UpdateCallback可以做到,它与osg::Node的UpdateCallback类似,所不同的是需要重载的函数为update函数而不是Node中的operator()函数,在代码中我使用了NeHe的points数组来实现(之前直接修改vertexArray总是失败,希望读者可以给出直接修改vertexArray方式的代码)

    [cpp]  view plain  copy   class GeometryCallback : public osg::Drawable::UpdateCallback   {      public:       virtual void update(osg::NodeVisitor* nv, osg::Drawable* drawable)       {           osg::Geometry *geometry = dynamic_cast<osg::Geometry*>(drawable);           if (!geometry)           {               return;           }              osg::Vec3Array *vertexArray = dynamic_cast<osg::Vec3Array*>(geometry->getVertexArray());           if (vertexArray)           {               float points[45][45][3];               int i = 0;                  for(int x = 0; x < 44; x++ )               {                   for(int y = 0; y < 44; y++ )                   {                       points[x][y][0] = vertexArray->at(i).x();                       points[x][y][1] = vertexArray->at(i).y();                       points[x][y][2] = vertexArray->at(i).z();                          ++i;                       points[x][y+1][0] = vertexArray->at(i).x();                       points[x][y+1][1] = vertexArray->at(i).y();                       points[x][y+1][2] = vertexArray->at(i).z();                          ++i;                       points[x+1][y+1][0] = vertexArray->at(i).x();                       points[x+1][y+1][1] = vertexArray->at(i).y();                       points[x+1][y+1][2] = vertexArray->at(i).z();                          ++i;                       points[x+1][y][0] = vertexArray->at(i).x();                       points[x+1][y][1] = vertexArray->at(i).y();                       points[x+1][y][2] = vertexArray->at(i).z();                          ++i;                   }               }                  static int wiggle_count = 0;               float hold;                  if( wiggle_count == 2 )               {                   for(int y = 0; y < 45; y++ )                   {                       hold=points[0][y][2];                       for(int x = 0; x < 44; x++)                       {                           points[x][y][2] = points[x+1][y][2];                       }                       points[44][y][2]=hold;                   }                   wiggle_count = 0;               }               wiggle_count++;                     vertexArray->clear();               for(int x = 0; x < 44; x++ )               {                   for(int y = 0; y < 44; y++ )                   {                       vertexArray->push_back(osg::Vec3( points[x][y][0], points[x][y][1], points[x][y][2]));                       vertexArray->push_back(osg::Vec3( points[x][y+1][0], points[x][y+1][1], points[x][y+1][2]));                       vertexArray->push_back(osg::Vec3( points[x+1][y+1][0], points[x+1][y+1][1], points[x+1][y+1][2]));                       vertexArray->push_back(osg::Vec3( points[x+1][y][0], points[x+1][y][1], points[x+1][y][2]));                   }               }               vertexArray->dirty();           }       }   };   另外一个需要注意的地方:需要将flagGeomerty的加载方式修改为VBO的方式,不要使用DisplayList,代码中已经设置。

    最后编译运行程序,一个飘动的旗帜出现了

    附:本课源码(源码中可能存在错误和不足,仅供参考)

    [cpp]  view plain  copy   #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 <osgDB/ReadFile>   #include <osg/Texture2D>   #include <osg/PolygonMode>         //   //RotCallback      class XRotCallback : public osg::NodeCallback   {      public:          XRotCallback() : _angle(0){}          virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)        {                       if (dynamic_cast<osg::MatrixTransform*>(node))            {                osg::MatrixTransform *rot = dynamic_cast<osg::MatrixTransform*>(node);                rot->setMatrix(osg::Matrix::rotate(_angle, osg::X_AXIS));                   _angle += osg::DegreesToRadians(0.3);            }                        traverse(node, nv);        }          double _angle;   };         class YRotCallback : public osg::NodeCallback   {   public:          YRotCallback() : _angle(0){}          virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)       {              if (dynamic_cast<osg::MatrixTransform*>(node))           {               osg::MatrixTransform *rot = dynamic_cast<osg::MatrixTransform*>(node);               rot->setMatrix(osg::Matrix::rotate(_angle, osg::Y_AXIS));                  _angle += osg::DegreesToRadians(0.2);           }                 traverse(node, nv);       }          double _angle;   };         class ZRotCallback : public osg::NodeCallback   {   public:          ZRotCallback() : _angle(0){}          virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)       {           if (dynamic_cast<osg::MatrixTransform*>(node))           {               osg::MatrixTransform *rot = dynamic_cast<osg::MatrixTransform*>(node);               rot->setMatrix(osg::Matrix::rotate(_angle, osg::Z_AXIS));                  _angle += osg::DegreesToRadians(0.4);           }           traverse(node, nv);       }          double _angle;   };      //End   //      //   //变换Geometry的顶点      class GeometryCallback : public osg::Drawable::UpdateCallback   {      public:       virtual void update(osg::NodeVisitor* nv, osg::Drawable* drawable)       {           osg::Geometry *geometry = dynamic_cast<osg::Geometry*>(drawable);           if (!geometry)           {               return;           }              osg::Vec3Array *vertexArray = dynamic_cast<osg::Vec3Array*>(geometry->getVertexArray());           if (vertexArray)           {               float points[45][45][3];               int i = 0;                  for(int x = 0; x < 44; x++ )               {                   for(int y = 0; y < 44; y++ )                   {                       points[x][y][0] = vertexArray->at(i).x();                       points[x][y][1] = vertexArray->at(i).y();                       points[x][y][2] = vertexArray->at(i).z();                                              ++i;                       points[x][y+1][0] = vertexArray->at(i).x();                       points[x][y+1][1] = vertexArray->at(i).y();                       points[x][y+1][2] = vertexArray->at(i).z();                                              ++i;                       points[x+1][y+1][0] = vertexArray->at(i).x();                       points[x+1][y+1][1] = vertexArray->at(i).y();                       points[x+1][y+1][2] = vertexArray->at(i).z();                          ++i;                       points[x+1][y][0] = vertexArray->at(i).x();                       points[x+1][y][1] = vertexArray->at(i).y();                       points[x+1][y][2] = vertexArray->at(i).z();                          ++i;                   }               }                  static int wiggle_count = 0;               float hold;                  if( wiggle_count == 2 )               {                   for(int y = 0; y < 45; y++ )                   {                       hold=points[0][y][2];                       for(int x = 0; x < 44; x++)                       {                           points[x][y][2] = points[x+1][y][2];                       }                       points[44][y][2]=hold;                   }                   wiggle_count = 0;               }               wiggle_count++;                     vertexArray->clear();               for(int x = 0; x < 44; x++ )               {                   for(int y = 0; y < 44; y++ )                   {                       vertexArray->push_back(osg::Vec3( points[x][y][0], points[x][y][1], points[x][y][2]));                       vertexArray->push_back(osg::Vec3( points[x][y+1][0], points[x][y+1][1], points[x][y+1][2]));                       vertexArray->push_back(osg::Vec3( points[x+1][y+1][0], points[x+1][y+1][1], points[x+1][y+1][2]));                       vertexArray->push_back(osg::Vec3( points[x+1][y][0], points[x+1][y][1], points[x+1][y][2]));                   }               }               vertexArray->dirty();           }       }   };      //            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 );              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()   {          float points[45][45][3];       for(int x=0; x<45; x++)       {           for(int y=0; y<45; y++)           {               points[x][y][0]=float((x/5.0f)-4.5f);               points[x][y][1]=float((y/5.0f)-4.5f);               points[x][y][2]=float(sin((((x/5.0f)*40.0f)/360.0f)*3.141592654*2.0f));           }       }          osg::Group *root = new osg::Group;          osg::MatrixTransform *zoomMT = new osg::MatrixTransform;       zoomMT->setMatrix(osg::Matrix::translate(0.0, 0.0, -12.0));          osg::MatrixTransform *xRotMT = new osg::MatrixTransform;       xRotMT->setUpdateCallback(new XRotCallback);       osg::MatrixTransform *yRotMT = new osg::MatrixTransform;       yRotMT->setUpdateCallback(new YRotCallback);       osg::MatrixTransform *zRotMT = new osg::MatrixTransform;       zRotMT->setUpdateCallback(new ZRotCallback);          osg::Geometry *flagGeometry = new osg::Geometry;       flagGeometry->getOrCreateStateSet()->setMode(GL_LIGHTING, osg::StateAttribute::OFF);          osg::PolygonMode *polygonMode = new osg::PolygonMode(osg::PolygonMode::FRONT, osg::PolygonMode::LINE);       flagGeometry->getOrCreateStateSet()->setAttribute(polygonMode);          osg::Vec3Array *flagVertexArray = new osg::Vec3Array;       osg::Vec2Array *textureArray = new osg::Vec2Array;          for(int x = 0; x < 44; x++ )       {           for(int y = 0; y < 44; y++ )           {               double float_x, float_y, float_xb, float_yb;                  float_x = float(x)/44.0f;               float_y = float(y)/44.0f;               float_xb = float(x+1)/44.0f;               float_yb = float(y+1)/44.0f;                              textureArray->push_back(osg::Vec2( float_x, float_y));               textureArray->push_back(osg::Vec2( float_x, float_yb ));               textureArray->push_back(osg::Vec2( float_xb, float_yb ));               textureArray->push_back(osg::Vec2( float_xb, float_y ));                  flagVertexArray->push_back(osg::Vec3( points[x][y][0], points[x][y][1], points[x][y][2]));               flagVertexArray->push_back(osg::Vec3( points[x][y+1][0], points[x][y+1][1], points[x][y+1][2]));               flagVertexArray->push_back(osg::Vec3( points[x+1][y+1][0], points[x+1][y+1][1], points[x+1][y+1][2]));               flagVertexArray->push_back(osg::Vec3( points[x+1][y][0], points[x+1][y][1], points[x+1][y][2]));              }       }          osg::Image *textureImage = osgDB::readImageFile("Data/Tim.bmp");       osg::Texture2D *texture2D = new osg::Texture2D;       texture2D->setImage(textureImage);       texture2D->setFilter(osg::Texture::MIN_FILTER, osg::Texture::LINEAR);       texture2D->setFilter(osg::Texture::MAG_FILTER, osg::Texture::LINEAR);          flagGeometry->setTexCoordArray(0, textureArray);       flagGeometry->getOrCreateStateSet()->setTextureAttributeAndModes(0, texture2D);       flagGeometry->setVertexArray(flagVertexArray);       flagGeometry->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::QUADS, 0, 7744));       flagGeometry->setUpdateCallback(new GeometryCallback);       flagGeometry->setUseDisplayList(false);       flagGeometry->setUseVertexBufferObjects(true);          osg::Geode *flagGeode = new osg::Geode;       flagGeode->addDrawable(flagGeometry);          root->addChild(zoomMT);       zoomMT->addChild(xRotMT);       xRotMT->addChild(yRotMT);       yRotMT->addChild(zRotMT);       zRotMT->addChild(flagGeode);          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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