NeHe教程在这节课向我们介绍了如何从一个2D的灰度图创建地形。这节课的内容比较简单,只是从一个2D灰度图中读取灰度数据,然后将灰度数据转换成高度数据,最后将这些数据显示出来就可以了。
首先读取raw格式的图片,将里面的灰度值转换成Y值:
void LoadRawFile(LPSTR strName, int nSize, BYTE *pHeightMap) //读取灰度图 { FILE *pFile = NULL; pFile = fopen( strName, "rb" ); if ( pFile == NULL ) { return; } fread( pHeightMap, 1, nSize, pFile ); int result = ferror( pFile ); fclose(pFile); }
int Height(BYTE *pHeightMap, int X, int Y) // This Returns The Height From A Height Map Index { int x = X % MAP_SIZE; // Error Check Our x Value int y = Y % MAP_SIZE; // Error Check Our y Value if(!pHeightMap) return 0; // Make Sure Our Data Is Valid return pHeightMap[x + (y * MAP_SIZE)]; // Index Into Our Height Array And Return The Height }读取完成之后,创建整个网格:
osg::Geode* RenderHeightMap(BYTE pHeightMap[])
case(osgGA::GUIEventAdapter::PUSH): { if (ea.getButtonMask() == osgGA::GUIEventAdapter::LEFT_MOUSE_BUTTON) { if (!g_TerrainGeometry) return false; osg::Vec3Array *vertexArray = dynamic_cast<osg::Vec3Array*>(g_TerrainGeometry->getVertexArray()); if (!vertexArray) return false; static bool flag = true; if (flag){ g_TerrainGeometry->setPrimitiveSet(0, new osg::DrawArrays(osg::PrimitiveSet::LINES, 0, vertexArray->size())); flag = !flag; } else { g_TerrainGeometry->setPrimitiveSet(0, new osg::DrawArrays(osg::PrimitiveSet::QUADS, 0, vertexArray->size())); flag = !flag; } } }将所有部分添加到场景,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)
#include "../osgNeHe.h" #include <QtCore/QTimer> #include <QtGui/QApplication> #include <QtGui/QVBoxLayout> #include <osgViewer/Viewer> #include <osgDB/ReadFile> #include <osgQt/GraphicsWindowQt> #include <osg/MatrixTransform> #define MAP_SIZE 1024 #define STEP_SIZE 16 #define HEIGHT_RATIO 1.5f BYTE g_HeightMap[MAP_SIZE*MAP_SIZE]; float scaleValue = 0.15f; osg::Geometry *g_TerrainGeometry = NULL; void LoadRawFile(LPSTR strName, int nSize, BYTE *pHeightMap) { FILE *pFile = NULL; pFile = fopen( strName, "rb" ); if ( pFile == NULL ) { return; } fread( pHeightMap, 1, nSize, pFile ); int result = ferror( pFile ); fclose(pFile); } int Height(BYTE *pHeightMap, int X, int Y) // This Returns The Height From A Height Map Index { int x = X % MAP_SIZE; // Error Check Our x Value int y = Y % MAP_SIZE; // Error Check Our y Value if(!pHeightMap) return 0; // Make Sure Our Data Is Valid return pHeightMap[x + (y * MAP_SIZE)]; // Index Into Our Height Array And Return The Height } osg::Vec3 SetVertexColor(BYTE *pHeightMap, int x, int y) { float fColor = -0.15f + (Height(pHeightMap, x, y ) / 256.0f); return osg::Vec3(0, 0, fColor ); } osg::Geode* RenderHeightMap(BYTE pHeightMap[]) { int X = 0, Y = 0; int x, y=0, z; osg::Geode *terrainGeode = new osg::Geode; osg::Geometry *terrainGeomety = new osg::Geometry; osg::Vec3Array *vertexArray = new osg::Vec3Array; osg::Vec3Array *colorArray = new osg::Vec3Array; for ( X = 0; X < (MAP_SIZE-STEP_SIZE); X += STEP_SIZE ) for ( Y = 0; Y < (MAP_SIZE-STEP_SIZE); Y += STEP_SIZE ) { //左下点坐标 x = X; y = Height(pHeightMap, X, Y ); z = Y; vertexArray->push_back(osg::Vec3(x, y, z)); osg::Vec3 colorLeftBottom = SetVertexColor(pHeightMap, x, z); colorArray->push_back(colorLeftBottom); //左上点坐标 x = X; y = Height(pHeightMap, X, Y + STEP_SIZE ); z = Y + STEP_SIZE ; vertexArray->push_back(osg::Vec3(x, y, z)); osg::Vec3 colorLeftTop = SetVertexColor(pHeightMap, x, z); colorArray->push_back(colorLeftTop); // 右上点坐标 x = X + STEP_SIZE; y = Height(pHeightMap, X + STEP_SIZE, Y + STEP_SIZE ); z = Y + STEP_SIZE ; vertexArray->push_back(osg::Vec3(x, y, z)); osg::Vec3 colorRightTop = SetVertexColor(pHeightMap, x, z); colorArray->push_back(colorRightTop); // Get The (X, Y, Z) Value For The Bottom Right Vertex x = X + STEP_SIZE; y = Height(pHeightMap, X + STEP_SIZE, Y ); z = Y; vertexArray->push_back(osg::Vec3(x, y, z)); osg::Vec3 colorRightBottom = SetVertexColor(pHeightMap, x, z); colorArray->push_back(colorRightBottom); } terrainGeomety->setVertexArray(vertexArray); terrainGeomety->setColorArray(colorArray, osg::Array::BIND_PER_VERTEX); terrainGeomety->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::QUADS, 0, vertexArray->size())); terrainGeomety->getOrCreateStateSet()->setMode(GL_LIGHTING, osg::StateAttribute::OFF); g_TerrainGeometry = terrainGeomety; terrainGeode->addDrawable(terrainGeomety); return terrainGeode; } ////////////////////////////////////////////////////////////////////////// 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; switch(ea.getEventType()) { case(osgGA::GUIEventAdapter::PUSH): { if (ea.getButtonMask() == osgGA::GUIEventAdapter::LEFT_MOUSE_BUTTON) { if (!g_TerrainGeometry) return false; osg::Vec3Array *vertexArray = dynamic_cast<osg::Vec3Array*>(g_TerrainGeometry->getVertexArray()); if (!vertexArray) return false; static bool flag = true; if (flag){ g_TerrainGeometry->setPrimitiveSet(0, new osg::DrawArrays(osg::PrimitiveSet::LINES, 0, vertexArray->size())); flag = !flag; } else { g_TerrainGeometry->setPrimitiveSet(0, new osg::DrawArrays(osg::PrimitiveSet::QUADS, 0, vertexArray->size())); flag = !flag; } } } default: break; } return false; } }; ////////////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////// /////////////////////osgNeHe框架////////////////////////////////// ////////////////////////////////////////////////////////////////////////// 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(0.0f, 0.0f, 0.0f, 0.5f) ); 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(212, 60, 194), osg::Vec3d(186, 55, 171), 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::Node* buildScene() { LoadRawFile("Data/Terrain.raw", MAP_SIZE * MAP_SIZE, g_HeightMap); osg::Group *root = new osg::Group; osg::MatrixTransform *scaleMT = new osg::MatrixTransform; scaleMT->setMatrix(osg::Matrix::scale(scaleValue, scaleValue * HEIGHT_RATIO, scaleValue)); scaleMT->addChild(RenderHeightMap(g_HeightMap)); root->addChild(scaleMT); 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(); }