在OSG中支持动态纹理,因此不需要我们对视频文件进行大量的解析工作,这些内容都已经在osgPlugins中完成了,在OSG中通过纹理osg::Image的派生类支持这一特性
有了以上内容,在OSG中实现就十分简单了,使用过程类似于我们常见的添加osgTexture2D的过程:
osg::Texture2D *texture2D = new osg::Texture2D; texture2D = new osg::Texture2D; texture2D->setFilter(osg::Texture::MAG_FILTER, osg::Texture::NEAREST); texture2D->setFilter(osg::Texture::MIN_FILTER, osg::Texture::NEAREST); osg::ImageStream *imageStream = dynamic_cast<osg::ImageStream*>(osgDB::readImageFile("Data/Child.gif")); if(imageStream) imageStream->play(); texture2D->setImage(imageStream); root->getOrCreateStateSet()->setTextureAttributeAndModes(0, texture2D);
由于我并没有编译支持AVI的插件,因此此处以已经编译好的GIF插件做参考,读者可以自行编译AVI的插件来支持AVI格式的文件。
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> #include <osg/Texture2D> #include <osg/ImageStream> #include <osg/ShapeDrawable> #include <osg/Switch> #include <osg/AnimationPath> #include <osg/TexGen> #include <osg/TexGenNode> osg::Switch *g_SwitchNode = NULL; ////////////////////////////////////////////////////////////////////////// ///////////////////////绘制几何体///////////////////////////////// ////////////////////////////////////////////////////////////////////////// osg::Geode* createBackGroundGeode() { osg::Geode *geode = new osg::Geode; osg::Geometry *geometry = new osg::Geometry; osg::Vec3Array *vertexArray = new osg::Vec3Array; osg::Vec2Array *textureArray = new osg::Vec2Array; vertexArray->push_back(osg::Vec3(11.0f, 8.3f, -20.0f)); vertexArray->push_back(osg::Vec3(-11.0f, 8.3f, -20.0f)); vertexArray->push_back(osg::Vec3(-11.0f, -8.3f, -20.0f)); vertexArray->push_back(osg::Vec3(11.0f, -8.3f, -20.0f)); textureArray->push_back(osg::Vec2(1.0f, 1.0f)); textureArray->push_back(osg::Vec2(0.0f, 1.0f)); textureArray->push_back(osg::Vec2(0.0f, 0.0f)); textureArray->push_back(osg::Vec2(1.0f, 0.0f)); geometry->setVertexArray(vertexArray); geometry->setTexCoordArray(0, textureArray, osg::Array::BIND_PER_VERTEX); geometry->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::QUADS, 0, vertexArray->size())); geometry->getOrCreateStateSet()->setMode(GL_LIGHTING, false); geode->addDrawable(geometry); return geode; } osg::Node* createBox() { osg::MatrixTransform *mtX = new osg::MatrixTransform; mtX->addUpdateCallback(new osg::AnimationPathCallback(osg::Vec3(), osg::X_AXIS, 1.5)); osg::MatrixTransform *mtY = new osg::MatrixTransform; mtY->addUpdateCallback(new osg::AnimationPathCallback(osg::Vec3(), osg::Y_AXIS, 2.5)); osg::MatrixTransform *mtZ = new osg::MatrixTransform; mtZ->addUpdateCallback(new osg::AnimationPathCallback(osg::Vec3(), osg::Z_AXIS, 3.5)); osg::Geode *geode = new osg::Geode; osg::Geometry *geometry = new osg::Geometry; osg::Vec3Array *vertexArray = new osg::Vec3Array; osg::Vec2Array *textureArray = new osg::Vec2Array; osg::Vec3Array *normalArray = new osg::Vec3Array; for (int i = 0; i < 4; ++i) normalArray->push_back(osg::Vec3(0.0f, 0.0f, 0.5f)); 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)); vertexArray->push_back(osg::Vec3(-1.0f, -1.0f, 1.0f)); vertexArray->push_back(osg::Vec3(1.0f, -1.0f, 1.0f)); vertexArray->push_back(osg::Vec3(1.0f, 1.0f, 1.0f)); vertexArray->push_back(osg::Vec3(-1.0f, 1.0f, 1.0f)); for (int i = 0; i < 4; ++i) normalArray->push_back(osg::Vec3(0.0f, 0.0f,-0.5f)); 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)); textureArray->push_back(osg::Vec2(0.0f, 0.0f)); vertexArray->push_back(osg::Vec3(-1.0f, -1.0f, -1.0f)); vertexArray->push_back(osg::Vec3(-1.0f, 1.0f, -1.0f)); vertexArray->push_back(osg::Vec3(1.0f, 1.0f, - 1.0f)); vertexArray->push_back(osg::Vec3(1.0f, -1.0f, -1.0f)); for (int i = 0; i < 4; ++i) normalArray->push_back(osg::Vec3(0.0f, 0.5f,0.0f)); textureArray->push_back(osg::Vec2(0.0f, 1.0f)); 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)); vertexArray->push_back(osg::Vec3(-1.0f, 1.0f, -1.0f)); vertexArray->push_back(osg::Vec3(-1.0f, 1.0f, 1.0f)); vertexArray->push_back(osg::Vec3(1.0f, 1.0f, 1.0f)); vertexArray->push_back(osg::Vec3(1.0f, 1.0f, -1.0f)); for (int i = 0; i < 4; ++i) normalArray->push_back(osg::Vec3(0.0f, -0.5f,0.0f)); textureArray->push_back(osg::Vec2(1.0f, 1.0f)); textureArray->push_back(osg::Vec2(0.0f, 1.0f)); textureArray->push_back(osg::Vec2(0.0f, 0.0f)); textureArray->push_back(osg::Vec2(1.0f, 0.0f)); vertexArray->push_back(osg::Vec3(-1.0f, -1.0f, -1.0f)); vertexArray->push_back(osg::Vec3(1.0f, -1.0f, -1.0f)); vertexArray->push_back(osg::Vec3(1.0f, -1.0f, 1.0f)); vertexArray->push_back(osg::Vec3(-1.0f, -1.0f, 1.0f)); for (int i = 0; i < 4; ++i) normalArray->push_back(osg::Vec3(0.5f, 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)); textureArray->push_back(osg::Vec2(0.0f, 0.0f)); vertexArray->push_back(osg::Vec3(1.0f, -1.0f, -1.0f)); vertexArray->push_back(osg::Vec3(1.0f, 1.0f, -1.0f)); vertexArray->push_back(osg::Vec3(1.0f, 1.0f, 1.0f)); vertexArray->push_back(osg::Vec3(1.0f, -1.0f, 1.0f)); for (int i = 0; i < 4; ++i) normalArray->push_back(osg::Vec3(-0.5f, 0.0f,0.0f)); 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)); vertexArray->push_back(osg::Vec3(-1.0f, -1.0f, -1.0f)); vertexArray->push_back(osg::Vec3(-1.0f, -1.0f, 1.0f)); vertexArray->push_back(osg::Vec3(-1.0f, 1.0f, 1.0f)); vertexArray->push_back(osg::Vec3(-1.0f, 1.0f, -1.0f)); geometry->setVertexArray(vertexArray); geometry->setNormalArray(normalArray, osg::Array::BIND_PER_VERTEX); geometry->setTexCoordArray(0, textureArray, osg::Array::BIND_PER_VERTEX); geometry->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::QUADS, 0, vertexArray->size())); geometry->getOrCreateStateSet()->setMode(GL_LIGHTING, false); geode->addDrawable(geometry); mtX->addChild(mtY); mtY->addChild(mtZ); mtZ->addChild(geode); return mtX; } osg::Node* createSphere() { osg::MatrixTransform *mtX = new osg::MatrixTransform; mtX->addUpdateCallback(new osg::AnimationPathCallback(osg::Vec3(), osg::X_AXIS, 1.5)); osg::MatrixTransform *mtY = new osg::MatrixTransform; mtY->addUpdateCallback(new osg::AnimationPathCallback(osg::Vec3(), osg::Y_AXIS, 2.5)); osg::MatrixTransform *mtZ = new osg::MatrixTransform; mtZ->addUpdateCallback(new osg::AnimationPathCallback(osg::Vec3(), osg::Z_AXIS, 3.5)); osg::Geode *sphere = new osg::Geode; osg::ShapeDrawable *sphereDrawable = new osg::ShapeDrawable(new osg::Sphere(osg::Vec3(0,0,0), 1.3)); sphere->addDrawable(sphereDrawable); mtX->addChild(mtY); mtY->addChild(mtZ); mtZ->addChild(sphere); return mtX; } osg::Node* createCylinder() { osg::MatrixTransform *mtX = new osg::MatrixTransform; mtX->addUpdateCallback(new osg::AnimationPathCallback(osg::Vec3(), osg::X_AXIS, 1.5)); osg::MatrixTransform *mtY = new osg::MatrixTransform; mtY->addUpdateCallback(new osg::AnimationPathCallback(osg::Vec3(), osg::Y_AXIS, 2.5)); osg::MatrixTransform *mtZ = new osg::MatrixTransform; mtZ->addUpdateCallback(new osg::AnimationPathCallback(osg::Vec3(), osg::Z_AXIS, 3.5)); osg::Geode *cylinder = new osg::Geode; osg::ShapeDrawable *cylinderDrawable = new osg::ShapeDrawable(new osg::Cylinder(osg::Vec3(0,0,0), 0.5, 2.0)); cylinder->addDrawable(cylinderDrawable); mtX->addChild(mtY); mtY->addChild(mtZ); mtZ->addChild(cylinder); return mtX; } ////////////////////////////////////////////////////////////////////////// /////////////////////////////场景交互////////////////////////////// ////////////////////////////////////////////////////////////////////////// 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::KEYDOWN): { if (ea.getKey() == osgGA::GUIEventAdapter::KEY_Space) { if (!g_SwitchNode) return false; static int i = 0; ++i; if (i > 2) i = 0; g_SwitchNode->setSingleChildOn(i); } if (ea.getKey() == osgGA::GUIEventAdapter::KEY_E) { static bool flag = true; if(flag){ g_SwitchNode->getOrCreateStateSet()->setTextureMode(0, GL_TEXTURE_GEN_S, osg::StateAttribute::OFF); g_SwitchNode->getOrCreateStateSet()->setTextureMode(0, GL_TEXTURE_GEN_T, osg::StateAttribute::OFF); }else{ g_SwitchNode->getOrCreateStateSet()->setTextureMode(0, GL_TEXTURE_GEN_S, osg::StateAttribute::ON); g_SwitchNode->getOrCreateStateSet()->setTextureMode(0, GL_TEXTURE_GEN_T, osg::StateAttribute::ON); } 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(0.0, 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, 0), osg::Vec3d(0, 0, -1), 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() { osg::Group *root = new osg::Group; osg::Texture2D *texture2D = new osg::Texture2D; texture2D = new osg::Texture2D; texture2D->setFilter(osg::Texture::MAG_FILTER, osg::Texture::NEAREST); texture2D->setFilter(osg::Texture::MIN_FILTER, osg::Texture::NEAREST); osg::ImageStream *imageStream = dynamic_cast<osg::ImageStream*>(osgDB::readImageFile("Data/Child.gif")); if(imageStream) imageStream->play(); texture2D->setImage(imageStream); root->getOrCreateStateSet()->setTextureAttributeAndModes(0, texture2D); osg::Switch *switchNode = new osg::Switch; g_SwitchNode = switchNode; switchNode->addChild(createBox()); switchNode->addChild(createCylinder()); switchNode->addChild(createSphere()); switchNode->setSingleChildOn(0); osg::TexGen *texGen = new osg::TexGen; texGen->setMode(osg::TexGen::SPHERE_MAP); switchNode->getOrCreateStateSet()->setTextureAttributeAndModes(0, texGen); osg::MatrixTransform *zoomMT = new osg::MatrixTransform; zoomMT->setMatrix(osg::Matrix::translate(0.0f, 0.0f, -10.0f)); zoomMT->addChild(switchNode); root->addChild(createBackGroundGeode()); root->addChild(zoomMT); 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(); }