NeHe教程在这节课向我们介绍了Cg编程技术。Gg是nVidio公司面向GPU的语言,类似的语言还有微软的HLSL,OpenGL的GLSL,ATI的shaderMonker。关于可编程的着色语言可以在网络上找到很多的学习资源,这也是新式OpenGL的特点之一。可以预见未来随着GPU的发展,越来越多的固定管线部分可以被可编程的部分所替代。考虑到在OSG中使用GLSL比较方便,本课使用GLSL来实现。
在OSG中可编程的Shader部分是通过osg::Program和osg::Shader进行了封装,同时把osg::Progarm作为一种StateAttribute添加到节点之中。
首先创建网状的场景
osg::Geode* createFlagGeode() { osg::Geode* geode = new osg::Geode; osg::Geometry *geometry = new osg::Geometry; osg::Vec3Array *vertexArray = new osg::Vec3Array; for (int x = 0; x < SIZE - 1; x++) { for (int z = 0; z < SIZE - 1; z++) { vertexArray->push_back(osg::Vec3(mesh[x][z][0], mesh[x][z][1], mesh[x][z][2])); vertexArray->push_back(osg::Vec3(mesh[x+1][z][0], mesh[x+1][z][1], mesh[x+1][z][2])); wave_movement += 0.00001f; if (wave_movement > TWO_PI) wave_movement = 0.0f; } } geometry->setVertexArray(vertexArray); osg::PolygonMode *pm = new osg::PolygonMode(osg::PolygonMode::FRONT_AND_BACK, osg::PolygonMode::LINE); geometry->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::TRIANGLE_STRIP, 0, vertexArray->size())); geometry->getOrCreateStateSet()->setMode(GL_LIGHTING, osg::StateAttribute::OFF); geometry->getOrCreateStateSet()->setAttributeAndModes(pm); osg::Uniform *uniform = new osg::Uniform("animStep", wave_movement); uniform->setUpdateCallback(new MoveUpdateCallback); geometry->getStateSet()->addUniform(uniform); osg::Shader *vertexShader = new osg::Shader(osg::Shader::VERTEX, vShader); osg::Shader *fragmentShader = new osg::Shader(osg::Shader::FRAGMENT, fShader); osg::Program *program = new osg::Program(); program->addShader(vertexShader); program->addShader(fragmentShader); geometry->getOrCreateStateSet()->setAttributeAndModes(program); geode->addDrawable(geometry); return geode; }
VertexShader:
static const char* vShader = { "#version 330\n" "in vec4 inVertex;\n" "uniform float animStep;\n" "void main(){\n" "vec4 tmp = inVertex;\n" "tmp.y = ( sin(animStep + (tmp.x / 5.0) ) + sin(animStep + (tmp.z / 4.0) ) ) * 2.5;\n" "gl_Position = gl_ModelViewProjectionMatrix * tmp;\n" "}\n" };
static const char* fShader = { "#version 330\n" "out vec4 fragColor;\n" "void main(){\n" "fragColor = vec4(0.5, 1.0, 0.5, 1.0);\n" "}\n" };
可以在Uniform的回调中完成:
class MoveUpdateCallback : public osg::Uniform::Callback { virtual void operator()(osg::Uniform *uniform, osg::NodeVisitor *nv) { if(!uniform) return; float animStep; uniform->get(animStep); //按照NeHe课程中方式每帧改变64*64*0.00001 for (int x = 0; x < SIZE - 1; x++) { for (int z = 0; z < SIZE - 1; z++) { wave_movement += 0.00001f; if (wave_movement > TWO_PI) wave_movement = 0.0f; } } animStep = wave_movement; uniform->set(animStep); } };
附:本课源码(源码中可能存在错误和不足之处,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/Shader> #include <osg/Uniform> #include <osg/Program> ////////////////////////////////////////////////////////////////////////// #define TWO_PI 6.2831853071 #define SIZE 64 GLfloat mesh[SIZE][SIZE][3]; GLfloat wave_movement = 0.0f; ////////////////////////////////////////////////////////////////////////// static const char* vShader = { "#version 330\n" "in vec4 inVertex;\n" "uniform float animStep;\n" "void main(){\n" "vec4 tmp = inVertex;\n" "tmp.y = ( sin(animStep + (tmp.x / 5.0) ) + sin(animStep + (tmp.z / 4.0) ) ) * 2.5;\n" "gl_Position = gl_ModelViewProjectionMatrix * tmp;\n" "}\n" }; static const char* fShader = { "#version 330\n" "out vec4 fragColor;\n" "void main(){\n" "fragColor = vec4(0.5, 1.0, 0.5, 1.0);\n" "}\n" }; class MoveUpdateCallback : public osg::Uniform::Callback { virtual void operator()(osg::Uniform *uniform, osg::NodeVisitor *nv) { if(!uniform) return; float animStep; uniform->get(animStep); //按照NeHe课程中方式每帧改变64*64*0.00001 for (int x = 0; x < SIZE - 1; x++) { for (int z = 0; z < SIZE - 1; z++) { wave_movement += 0.00001f; if (wave_movement > TWO_PI) wave_movement = 0.0f; } } animStep = wave_movement; uniform->set(animStep); } }; void initialize() { for (int x = 0; x < SIZE; x++) { for (int z = 0; z < SIZE; z++) { mesh[x][z][0] = (float) (SIZE / 2) - x; mesh[x][z][1] = 0.0f; mesh[x][z][2] = (float) (SIZE / 2) - z; } } } osg::Geode* createFlagGeode() { osg::Geode* geode = new osg::Geode; osg::Geometry *geometry = new osg::Geometry; osg::Vec3Array *vertexArray = new osg::Vec3Array; for (int x = 0; x < SIZE - 1; x++) { for (int z = 0; z < SIZE - 1; z++) { vertexArray->push_back(osg::Vec3(mesh[x][z][0], mesh[x][z][1], mesh[x][z][2])); vertexArray->push_back(osg::Vec3(mesh[x+1][z][0], mesh[x+1][z][1], mesh[x+1][z][2])); wave_movement += 0.00001f; if (wave_movement > TWO_PI) wave_movement = 0.0f; } } geometry->setVertexArray(vertexArray); osg::PolygonMode *pm = new osg::PolygonMode(osg::PolygonMode::FRONT_AND_BACK, osg::PolygonMode::LINE); geometry->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::TRIANGLE_STRIP, 0, vertexArray->size())); geometry->getOrCreateStateSet()->setMode(GL_LIGHTING, osg::StateAttribute::OFF); geometry->getOrCreateStateSet()->setAttributeAndModes(pm); osg::Uniform *uniform = new osg::Uniform("animStep", wave_movement); uniform->setUpdateCallback(new MoveUpdateCallback); geometry->getStateSet()->addUniform(uniform); osg::Shader *vertexShader = new osg::Shader(osg::Shader::VERTEX, vShader); osg::Shader *fragmentShader = new osg::Shader(osg::Shader::FRAGMENT, fShader); osg::Program *program = new osg::Program(); program->addShader(vertexShader); program->addShader(fragmentShader); geometry->getOrCreateStateSet()->setAttributeAndModes(program); 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, 25.0f, -45.0f), 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() { initialize(); osg::Group *root = new osg::Group; root->addChild(createFlagGeode()); 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(); }