这节课NeHe课程主要向我们演示了怎么使用OpenGL中的VertexBufferObject,VBO的介绍可以参考另一篇文章VA VAO和VBO API备忘
在OSG中默认绘制Drawable的时候采用了显示列表的方式,另外也可以通过
virtual void | setUseVertexBufferObjects (bool flag) |
本课的实现过程十分简单,从灰度图中读取像素灰度值然后转换成顶点的高度:
int nPos = ( ( nX % image->s() ) + ( ( nY % image->t() ) * image->s() ) ) * 3; float flR = (float) image->data()[ nPos ]; float flG = (float) image->data()[ nPos + 1 ]; float flB = (float) image->data()[ nPos + 2 ]; return ( 0.299f * flR + 0.587f * flG + 0.114f * flB );
osg::Geode* loadHeightmap( char* szPath, float flHeightScale, float flResolution ) { FILE* fTest = fopen( szPath, "r" ); if( !fTest ) return false; fclose( fTest ); osg::Geode *geode = new osg::Geode; osg::Geometry *geometry = new osg::Geometry; osg::Image *image = osgDB::readImageFile("Terrain.bmp"); int nVertexCount = (int)(image->s() * image->t() * 6 / (flResolution * flResolution)); osg::Vec3Array *vertexArray = new osg::Vec3Array; osg::Vec2Array *textureArray = new osg::Vec2Array; int nX, nZ, nTri, nIndex=0; float flX, flZ; for( nZ = 0; nZ < image->t(); nZ += (int) flResolution ) { for( nX = 0; nX < image->s(); nX += (int) flResolution ) { for( nTri = 0; nTri < 6; nTri++ ) { flX = (float) nX + ( ( nTri == 1 || nTri == 2 || nTri == 5 ) ? flResolution : 0.0f ); flZ = (float) nZ + ( ( nTri == 2 || nTri == 4 || nTri == 5 ) ? flResolution : 0.0f ); vertexArray->push_back(osg::Vec3(flX - ( image->s() / 2 ), ptHeight( (int) flX, (int) flZ, image ) * flHeightScale, flZ - ( image->t() / 2 ))); textureArray->push_back(osg::Vec2(flX / image->s(), flZ / image->t())); nIndex++; } } } osg::Texture2D *texture2D = new osg::Texture2D; texture2D->setFilter(osg::Texture::MAG_FILTER, osg::Texture::LINEAR); texture2D->setFilter(osg::Texture::MIN_FILTER, osg::Texture::LINEAR); texture2D->setImage(image); geometry->setVertexArray(vertexArray); geometry->setTexCoordArray(0, textureArray); geometry->getOrCreateStateSet()->setTextureAttributeAndModes(0, texture2D); geometry->getOrCreateStateSet()->setMode(GL_LIGHTING, osg::StateAttribute::OFF); geometry->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::TRIANGLES, 0, vertexArray->size())); geometry->setUseVertexBufferObjects(true); geode->addDrawable(geometry); return geode; }
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/PolygonMode> #include <osg/Image> #include <osg/Texture2D> #include <osg/AnimationPath> #define MESH_RESOLUTION 4.0f #define MESH_HEIGHTSCALE 1.0f ////////////////////////////////////////////////////////////////////////// float ptHeight( int nX, int nY, osg::Image *image) { int nPos = ( ( nX % image->s() ) + ( ( nY % image->t() ) * image->s() ) ) * 3; float flR = (float) image->data()[ nPos ]; float flG = (float) image->data()[ nPos + 1 ]; float flB = (float) image->data()[ nPos + 2 ]; return ( 0.299f * flR + 0.587f * flG + 0.114f * flB ); } osg::Geode* loadHeightmap( char* szPath, float flHeightScale, float flResolution ) { FILE* fTest = fopen( szPath, "r" ); if( !fTest ) return false; fclose( fTest ); osg::Geode *geode = new osg::Geode; osg::Geometry *geometry = new osg::Geometry; osg::Image *image = osgDB::readImageFile("Terrain.bmp"); int nVertexCount = (int)(image->s() * image->t() * 6 / (flResolution * flResolution)); osg::Vec3Array *vertexArray = new osg::Vec3Array; osg::Vec2Array *textureArray = new osg::Vec2Array; int nX, nZ, nTri, nIndex=0; float flX, flZ; for( nZ = 0; nZ < image->t(); nZ += (int) flResolution ) { for( nX = 0; nX < image->s(); nX += (int) flResolution ) { for( nTri = 0; nTri < 6; nTri++ ) { flX = (float) nX + ( ( nTri == 1 || nTri == 2 || nTri == 5 ) ? flResolution : 0.0f ); flZ = (float) nZ + ( ( nTri == 2 || nTri == 4 || nTri == 5 ) ? flResolution : 0.0f ); vertexArray->push_back(osg::Vec3(flX - ( image->s() / 2 ), ptHeight( (int) flX, (int) flZ, image ) * flHeightScale, flZ - ( image->t() / 2 ))); textureArray->push_back(osg::Vec2(flX / image->s(), flZ / image->t())); nIndex++; } } } osg::Texture2D *texture2D = new osg::Texture2D; texture2D->setFilter(osg::Texture::MAG_FILTER, osg::Texture::LINEAR); texture2D->setFilter(osg::Texture::MIN_FILTER, osg::Texture::LINEAR); texture2D->setImage(image); geometry->setVertexArray(vertexArray); geometry->setTexCoordArray(0, textureArray); geometry->getOrCreateStateSet()->setTextureAttributeAndModes(0, texture2D); geometry->getOrCreateStateSet()->setMode(GL_LIGHTING, osg::StateAttribute::OFF); geometry->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::TRIANGLES, 0, vertexArray->size())); geometry->setUseVertexBufferObjects(true); geode->addDrawable(geometry); return geode; } class ViewerWidget : public QWidget, public osgViewer::Viewer { public: ViewerWidget(osg::Node *scene = NULL) { QWidget* renderWidget = getRenderWidget( createGraphicsWindow(0,0,640,480), 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(0.0f, 0.0f, 1.0f), 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 *zoomMT = new osg::MatrixTransform; zoomMT->setMatrix(osg::Matrix::translate(0.0f, -220.0f, 0.0f)); osg::MatrixTransform *rotateSlightMT = new osg::MatrixTransform; rotateSlightMT->setMatrix(osg::Matrix::rotate(osg::DegreesToRadians(10.0), osg::X_AXIS)); osg::MatrixTransform *rotateYMT = new osg::MatrixTransform; rotateYMT->addUpdateCallback(new osg::AnimationPathCallback(osg::Vec3(), osg::Y_AXIS, 0.3)); root->addChild(zoomMT); zoomMT->addChild(rotateSlightMT); rotateSlightMT->addChild(rotateYMT); rotateYMT->addChild(loadHeightmap("terrain.bmp", MESH_HEIGHTSCALE, MESH_RESOLUTION)); 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(); }