OpenSceneGraph实现的NeHe OpenGL教程 - 第五课

    xiaoxiao2026-04-21  4

    简介

    这节课将在第四课的基础上进行扩展,创建3D物体。我们将三角形变为3D的三棱锥形,把四边形变为立方体。同时三棱锥沿Y轴旋转,四边形沿着(1,1,1)方向旋转。

    实现

    本课与第二课十分类似,只需要多绘制几个面即可,三棱锥的绘制代码如下

    [cpp]  view plain  copy   osg::Geometry *triangleGeometry = new osg::Geometry;   osg::Vec3Array *triangleVertexArray = new osg::Vec3Array;   for (unsigned i = 0; i < sizeof(TriangleVertices); ++i)   {       triangleVertexArray->push_back(osg::Vec3(TriangleVertices[i][0], TriangleVertices[i][1], TriangleVertices[i][2]));   }   triangleGeometry->setVertexArray(triangleVertexArray);   osg::Vec4Array *triangleColorArray = new osg::Vec4Array;   for (unsigned i = 0; i < sizeof(TriangleColors); ++i)   {       triangleColorArray->push_back(osg::Vec4(TriangleColors[i][0], TriangleColors[i][1], TriangleColors[i][2], 1.0f));   }   triangleGeometry->setColorArray(triangleColorArray);   triangleGeometry->setColorBinding(osg::Geometry::BIND_PER_VERTEX);   triangleGeometry->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::TRIANGLES, 0, 12));   在这里需要注意在DrawArrays类的构造函数需要将第三个参数修改为所有Vertex的总数,即12个

    以下是立方体的绘制代码

    [cpp]  view plain  copy   osg::Geometry *quadGeometry = new osg::Geometry;   osg::Vec3Array *quadVertexArray = new osg::Vec3Array;   for (unsigned i = 0; i < sizeof(QuadVertices); ++i)   {       quadVertexArray->push_back(osg::Vec3(QuadVertices[i][0], QuadVertices[i][1], QuadVertices[i][2]));   }   quadGeometry->setVertexArray(quadVertexArray);      int first = 0;   for (unsigned i = 0; i < 6; ++i)   {       osg::DrawArrays *vertexIndices = new osg::DrawArrays(osg::PrimitiveSet::QUADS, first, 4);       first += 4;       quadGeometry->addPrimitiveSet(vertexIndices);   }   [cpp]  view plain  copy   osg::Vec4Array *quadColorArray = new osg::Vec4Array;   for (unsigned i = 0; i < sizeof(QuadColors); ++i)   {       quadColorArray->push_back(osg::Vec4(QuadColors[i][0], QuadColors[i][1], QuadColors[i][2], 1.0f));   }   quadGeometry->setColorArray(quadColorArray);   quadGeometry->setColorBinding(osg::Geometry::BIND_PER_PRIMITIVE_SET);   注意到颜色绑定的方式是每个PrimitiveSet绑定一次,总共需要6个颜色值。

    此处如果使用DrawArrayLengths那么绑定的方式不能设置为BIND_PER_PRIMITIVE_SET,因为它只是一个PrimitiveSet,只会绑定第一个颜色值。

    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 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 <osg/NodeVisitor>   #include <osg/AnimationPath>          float TriangleVertices[][3] = {  {0.0f, 1.0f, 0.0f}, {-1.0f,-1.0f, 1.0f}, { 1.0f,-1.0f, 1.0f},   {0.0f, 1.0f, 0.0f}, {1.0f,-1.0f, 1.0f}, { 1.0f,-1.0f, -1.0f},    {0.0f, 1.0f, 0.0f},{1.0f,-1.0f, -1.0f},{ -1.0f,-1.0f, -1.0f},   {0.0f, 1.0f, 0.0f}, {-1.0f,-1.0f, -1.0f}, { -1.0f,-1.0f, 1.0f} };       float TriangleColors[][3] = {  { 1.0f, 0.0f, 0.0f}, { 0.0f,1.0f,0.0f}, { 0.0f,0.0f,1.0f},    { 1.0f, 0.0f, 0.0f}, { 0.0f,0.0f,1.0f}, { 0.0f,1.0f,0.0f},   { 1.0f, 0.0f, 0.0f}, { 0.0f,1.0f,0.0f}, { 0.0f,0.0f,1.0f},     { 1.0f,0.0f,0.0f}, { 0.0f,0.0f,1.0f},{ 0.0f,1.0f,0.0f} };          float QuadVertices[][3] = {         {1.0f, 1.0f,-1.0f},                    // Top Right Of The Quad (Top)        {-1.0f, 1.0f,-1.0f},                   // Top Left Of The Quad (Top)        {-1.0f, 1.0f, 1.0f},                   // Bottom Left Of The Quad (Top)        { 1.0f, 1.0f, 1.0f},                   // Bottom Right Of The Quad (Top)};        { 1.0f,-1.0f, 1.0f},               // Top Right Of The Quad {Bottom}        {-1.0f,-1.0f, 1.0f},                   // Top Left Of The Quad {Bottom}        {-1.0f,-1.0f,-1.0f},                   // Bottom Left Of The Quad {Bottom}        { 1.0f,-1.0f,-1.0f},                   // Bottom Right Of The Quad {Bottom}           { 1.0f, 1.0f, 1.0f},                   // Top Right Of The Quad {Front}        {-1.0f, 1.0f, 1.0f},                   // Top Left Of The Quad {Front}        {-1.0f,-1.0f, 1.0f},                   // Bottom Left Of The Quad {Front}        { 1.0f,-1.0f, 1.0f},                   // Bottom Right Of The Quad {Front}           { 1.0f,-1.0f,-1.0f},                   // Top Right Of The Quad {Back}        {-1.0f,-1.0f,-1.0f},                   // Top Left Of The Quad {Back}        {-1.0f, 1.0f,-1.0f},                   // Bottom Left Of The Quad {Back}        { 1.0f, 1.0f,-1.0f},                   // Bottom Right Of The Quad {Back}           {-1.0f, 1.0f, 1.0f},                   // Top Right Of The Quad {Left}        {-1.0f, 1.0f,-1.0f},                   // Top Left Of The Quad {Left}        {-1.0f,-1.0f,-1.0f},                   // Bottom Left Of The Quad {Left}        {-1.0f,-1.0f, 1.0f},                   // Bottom Right Of The Quad {Left}           { 1.0f, 1.0f,-1.0f},                   // Top Right Of The Quad {Right}        { 1.0f, 1.0f, 1.0f},                   // Top Left Of The Quad {Right}        { 1.0f,-1.0f, 1.0f},                   // Bottom Left Of The Quad {Right}        { 1.0f,-1.0f,-1.0f}                    // Bottom Right Of The Quad {Right}       };       const float QuadColors[][3] ={{ 0.0f,1.0f,0.0f },{ 1.0f,0.5f,0.0f },{ 1.0f, 0.0f, 0.0f },    { 1.0f, 1.0f, 0.0f },{ 0.0f, 0.0f, 1.0f }, { 1.0f, 0.0f, 1.0f } };         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()   {       osg::Group *root = new osg::Group;          osg::MatrixTransform *triangleMT = new osg::MatrixTransform;       triangleMT->setMatrix(osg::Matrix::translate(-1.5, 0.0, -6.0));          osg::AnimationPathCallback *triangleAnimationCallback =            new osg::AnimationPathCallback(osg::Vec3d(0, 0, 0), osg::Y_AXIS, 2);       osg::MatrixTransform *triangleRotMT = new osg::MatrixTransform;       triangleRotMT->setUpdateCallback(triangleAnimationCallback);          osg::Geometry *triangleGeometry = new osg::Geometry;       osg::Vec3Array *triangleVertexArray = new osg::Vec3Array;       for (unsigned i = 0; i < sizeof(TriangleVertices); ++i)       {           triangleVertexArray->push_back(osg::Vec3(TriangleVertices[i][0], TriangleVertices[i][1], TriangleVertices[i][2]));       }       triangleGeometry->setVertexArray(triangleVertexArray);       osg::Vec4Array *triangleColorArray = new osg::Vec4Array;       for (unsigned i = 0; i < sizeof(TriangleColors); ++i)       {           triangleColorArray->push_back(osg::Vec4(TriangleColors[i][0], TriangleColors[i][1], TriangleColors[i][2], 1.0f));       }       triangleGeometry->setColorArray(triangleColorArray);       triangleGeometry->setColorBinding(osg::Geometry::BIND_PER_VERTEX);       triangleGeometry->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::TRIANGLES, 0, 12));       osg::Geode *triangleGeode = new osg::Geode;          triangleGeode->getOrCreateStateSet()->setMode(GL_LIGHTING, osg::StateAttribute::OFF);       triangleGeode->addDrawable(triangleGeometry);       triangleRotMT->addChild(triangleGeode);       triangleMT->addChild(triangleRotMT);          //四边形部分       osg::MatrixTransform *quadMT = new osg::MatrixTransform;       quadMT->setMatrix(osg::Matrix::translate(1.5, 0.0, -6.0));          osg::AnimationPathCallback *quadAnimationCallback =            new osg::AnimationPathCallback(osg::Vec3d(0, 0, 0), osg::Vec3(1, 1, 1), 2.5);       osg::MatrixTransform *quadRotMT = new osg::MatrixTransform;       quadRotMT->setUpdateCallback(quadAnimationCallback);          osg::Geometry *quadGeometry = new osg::Geometry;       osg::Vec3Array *quadVertexArray = new osg::Vec3Array;       for (unsigned i = 0; i < sizeof(QuadVertices); ++i)       {           quadVertexArray->push_back(osg::Vec3(QuadVertices[i][0], QuadVertices[i][1], QuadVertices[i][2]));       }       quadGeometry->setVertexArray(quadVertexArray);          int first = 0;       for (unsigned i = 0; i < 6; ++i)       {           osg::DrawArrays *vertexIndices = new osg::DrawArrays(osg::PrimitiveSet::QUADS, first, 4);           first += 4;           quadGeometry->addPrimitiveSet(vertexIndices);       }       //       //osg::DrawArrayLengths是一个PrimitiveSet,绑定颜色方式为BIND_PER_PRIMITIVE_SET       //会出失败,只能显示为一种颜色       //osg::DrawArrayLengths *v = new osg::DrawArrayLengths(osg::PrimitiveSet::QUADS, 0);       //for (unsigned i = 0; i < 6; ++i)       //{       //  v->push_back(4);       //}       //quadGeometry->addPrimitiveSet(v);              osg::Vec4Array *quadColorArray = new osg::Vec4Array;       for (unsigned i = 0; i < sizeof(QuadColors); ++i)       {           quadColorArray->push_back(osg::Vec4(QuadColors[i][0], QuadColors[i][1], QuadColors[i][2], 1.0f));       }       quadGeometry->setColorArray(quadColorArray);       quadGeometry->setColorBinding(osg::Geometry::BIND_PER_PRIMITIVE_SET);          osg::Geode *quadGeode = new osg::Geode;       quadGeode->getOrCreateStateSet()->setMode(GL_LIGHTING, osg::StateAttribute::OFF);       quadGeode->addDrawable(quadGeometry);       quadRotMT->addChild(quadGeode);       quadMT->addChild(quadRotMT);          root->addChild(triangleMT);       root->addChild(quadMT);          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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