在第十九课中我们使用NeHe教程中的方式实现了一个简单的粒子效果,在osg中也提供了一个专门处理粒子系统的库---osgParticle,下面我们就用osgParticle库来实现同样的效果。
在具体实现之前,我们先了解一下osgParticle,osgParticle的粒子系统主要的模块包括如下部分:
- ParticleSystem粒子系统类,继承自osg::Drawable可绘制对象,用来管理粒子的绘制,它包含一个Particle的数组,Particle可以理解为很多粒子中其中的一个。
ParticleSystem利用粒子的模板来产生大量的粒子
- Particle类,刚才已经解释了,Particle可以看做ParticleSystem的一个模板,ParticleSystem依据它产生大量的粒子
- Emitter类:它包含三个部分(一个组合类):即Shooter(发射器:发射出粒子的速度和方向),Counter(计数器:每帧发射多少粒子)以及Placer(放置器:决定粒子初始位置在哪儿)
- Program类:Program类里面包含一个Operator类的数组,用来存放一系列的操作,在对粒子进行渲染之前、渲染中以及渲染后都可以进行一些设置,包括粒子的方方面面(颜色、位置、生命、加速度等等),非常的灵活。我们需要自定义粒子的一些操作实际上是继承Operator类并重写里面的operator函数来完成粒子的一些自定义操作
粒子系统的基本操作过程可以参考osg示例解析之osgParticle,里面对粒子系统的设置过程进行了说明。
同样我们还是需要定义粒子结构体用来更新数据:
struct Particle { bool active; float life; float fade; float r; float g; float b; float x; float y; float z; float xi; float yi; float zi; float xg; float yg; float zg; };设置particles的初始值与之前的代码一样
for (int i=0; i<MaxParticles; i++) { particles[i].active=true; particles[i].life=1.0f; particles[i].fade=float(rand()%100)/1000.0f+0.003f; particles[i].r=colors[int(i*(12.0/MaxParticles))][0]; particles[i].g=colors[int(i*(12.0/MaxParticles))][1]; particles[i].b=colors[int(i*(12.0/MaxParticles))][2]; particles[i].xi=float((rand()%50)-26.0f)*10.0f; particles[i].yi=float((rand()%50)-25.0f)*10.0f; particles[i].zi=float((rand()%50)-25.0f)*10.0f; particles[i].xg=0.0f; particles[i].yg=-0.8f; particles[i].zg=0.0f; }因为我们需要控制粒子的整个运行过程(产生的1000个粒子需要一直让我们来操作,这些粒子不会增加也不会减少,因此我把粒子的生命设置为永远"存活",并且当粒子数量达到1000个之后,就不在发射粒子(Counter设置为0)),这与 osgParticle示例中的方式不一样,osgParticle会一直产生粒子。
//设置粒子模板 osgParticle::Particle particleTemplate; particleTemplate.setShape(osgParticle::Particle::QUAD_TRIANGLESTRIP); //负值表示粒子永远不会"死亡" particleTemplate.setLifeTime(-1); particleTemplate.setPosition(osg::Vec3(0.0, 0.0, 0.0)); particleTemplate.setRadius(1.0f);
//设置粒子系统的光照,纹理等(与普通的Drawable设置一样) osgParticle::ParticleSystem *particleSystem = new osgParticle::ParticleSystem(); particleSystem->setDefaultAttributes("Data/Particle.bmp", false, false); osg::BlendFunc *blendFunc = new osg::BlendFunc(GL_SRC_ALPHA, GL_ONE); particleSystem->getOrCreateStateSet()->setAttributeAndModes(blendFunc,osg::StateAttribute::ON); particleSystem->getOrCreateStateSet()->setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF); particleSystem->setDefaultParticleTemplate(particleTemplate);设置Emitter的各个参数:
osgParticle::ModularEmitter *emitter = new osgParticle::ModularEmitter; emitter->setParticleSystem(particleSystem); osgParticle::PointPlacer *placer = new osgParticle::PointPlacer; placer->setCenter(0, 0, 0); emitter->setPlacer(placer); osgParticle::RandomRateCounter *counter = new osgParticle::RandomRateCounter; counter->setRateRange(1000, 1000); emitter->setCounter(counter); g_counter = counter; //为了设置1000个粒子之后停止发射 osgParticle::RadialShooter *shooter = new osgParticle::RadialShooter; emitter->setShooter(shooter);设置Program来定义自定义的操作
osgParticle::ModularProgram *program = new osgParticle::ModularProgram; program->setParticleSystem(particleSystem); ColorOption *co = new ColorOption; program->addOperator(co);在ColorOption中完成了对所有粒子的位置和颜色的更新:(更新方式使用NeHe教程中的方式)
void beginOperate(osgParticle::Program *pro)最后把粒子系统添加到一个Group节点中并设置到场景里面:
osg::Geode *particleGeode = new osg::Geode; particleGeode->addDrawable(particleSystem); osg::Group *particleEffect = new osg::Group; particleEffect->addChild(emitter); particleEffect->addChild(particleGeode); particleEffect->addChild(program); particleEffect->addChild(psu);当场景中的粒子数量到达1000之后,停止产生新的粒子:
osgParticle::ParticleSystem *ps = pro->getParticleSystem(); if (ps->numParticles() >= MaxParticles) { g_counter->setRateRange(0,0); }
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/BlendFunc> // osgParticle Related Header Files #include <osgParticle/Particle> #include <osgParticle/ParticleSystem> #include <osgParticle/ParticleSystemUpdater> #include <osgParticle/ModularEmitter> #include <osgParticle/ModularProgram> #include <osgParticle/RandomRateCounter> #include <osgParticle/PointPlacer> #include <osgParticle/SectorPlacer> #include <osgParticle/RadialShooter> #include <osgParticle/AccelOperator> #include <osgParticle/FluidFrictionOperator> ////////////////////////////////////////////////////////////////////////// // ////////////////////////////////////////////////////////////////////////// const int MaxParticles = 1000; float slowdown = 2.0f; float xspeed; float yspeed; float zoom = -40.0f; GLuint delay; int col; bool g_restart = false; struct Particle { bool active; float life; float fade; float r; float g; float b; float x; float y; float z; float xi; float yi; float zi; float xg; float yg; float zg; }; Particle particles[MaxParticles]; static GLfloat colors[12][4] = { {1.0f,0.5f,0.5f, 1.0f},{1.0f,0.75f,0.5f, 1.0f},{1.0f,1.0f,0.5f, 1.0f},{0.75f,1.0f,0.5f, 1.0f}, {0.5f,1.0f,0.5f, 1.0f},{0.5f,1.0f,0.75f, 1.0f},{0.5f,1.0f,1.0f, 1.0f},{0.5f,0.75f,1.0f, 1.0f}, {0.5f,0.5f,1.0f, 1.0f},{0.75f,0.5f,1.0f,1.0f},{1.0f,0.5f,1.0f, 1.0f},{1.0f,0.5f,0.75f, 1.0f} }; ////////////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////// //Particle Manipulator class ParticleEventHandler : public osgGA::GUIEventHandler { public: ParticleEventHandler(){} 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_Tab) { g_restart = true; } if (ea.getKey()== osgGA::GUIEventAdapter::KEY_Up) { if ((yspeed<200)) yspeed+=1.0f; } if (ea.getKey()== osgGA::GUIEventAdapter::KEY_Down) { if ((yspeed>-200)) yspeed-=1.0f; } if (ea.getKey()== osgGA::GUIEventAdapter::KEY_Left) { if ((xspeed>-200)) xspeed-=1.0f; } if (ea.getKey()== osgGA::GUIEventAdapter::KEY_Right) { if ((xspeed<200)) xspeed+=1.0f; } } default: break; } return false; } }; 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, 0.0) ); 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 ); addEventHandler(new ParticleEventHandler); 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; }; osgParticle::RandomRateCounter *g_counter = NULL; ////////////////////////////////////////////////////////////////////////// class ColorOption : public osgParticle::Operator { public: ColorOption() : osgParticle::Operator(){} ColorOption(const ColorOption ©, const osg::CopyOp ©op = osg::CopyOp::SHALLOW_COPY) : osgParticle::Operator(copy, copyop){} META_Object(osgParticle, ColorOption); void beginOperate(osgParticle::Program *pro) { osgParticle::ParticleSystem *ps = pro->getParticleSystem(); if(!ps) return; if (ps->numParticles() >= MaxParticles) { g_counter->setRateRange(0,0); } //如果按下Tab键 if (g_restart) { osgParticle::ParticleSystem *ps = pro->getParticleSystem(); if (!ps) return; for (unsigned i = 0; i < ps->numParticles(); ++i) { particles[i].x=0.0f; particles[i].y=0.0f; particles[i].z=0.0f; particles[i].xi=float((rand()%50)-26.0f)*10.0f; particles[i].yi=float((rand()%50)-25.0f)*10.0f; particles[i].zi=float((rand()%50)-25.0f)*10.0f; } g_restart = false; } else { for (int i = 0; i < ps->numParticles(); ++i) { float x=particles[i].x; float y=particles[i].y; float z=particles[i].z+zoom; ps->getParticle(i)->setPosition(osg::Vec3(x,y,z)); osg::Vec4 color(particles[i].r,particles[i].g,particles[i].b,particles[i].life); ps->getParticle(i)->setColorRange(osgParticle::rangev4(color, color)); particles[i].x+=particles[i].xi/(slowdown*1000); particles[i].y+=particles[i].yi/(slowdown*1000); particles[i].z+=particles[i].zi/(slowdown*1000); particles[i].xi+=particles[i].xg; particles[i].yi+=particles[i].yg; particles[i].zi+=particles[i].zg; particles[i].life-=particles[i].fade; if (particles[i].life<0.0f) { particles[i].life=1.0f; particles[i].fade=float(rand()%100)/1000.0f+0.003f; particles[i].x=0.0f; particles[i].y=0.0f; particles[i].z=0.0f; particles[i].xi=xspeed+float((rand()%60)-32.0f); particles[i].yi=yspeed+float((rand()%60)-30.0f); particles[i].zi=float((rand()%60)-30.0f); particles[i].r=colors[col][0]; particles[i].g=colors[col][1]; particles[i].b=colors[col][2]; } } } } void operate (osgParticle::Particle *P, double dt) { } }; osg::Node* buildScene() { ////////////////////////////////////////////////////////////////////////// for (int i=0; i<MaxParticles; i++) { particles[i].active=true; particles[i].life=1.0f; particles[i].fade=float(rand()%100)/1000.0f+0.003f; particles[i].r=colors[int(i*(12.0/MaxParticles))][0]; particles[i].g=colors[int(i*(12.0/MaxParticles))][1]; particles[i].b=colors[int(i*(12.0/MaxParticles))][2]; particles[i].xi=float((rand()%50)-26.0f)*10.0f; particles[i].yi=float((rand()%50)-25.0f)*10.0f; particles[i].zi=float((rand()%50)-25.0f)*10.0f; particles[i].xg=0.0f; particles[i].yg=-0.8f; particles[i].zg=0.0f; } ////////////////////////////////////////////////////////////////////////// //设置粒子模板 osgParticle::Particle particleTemplate; particleTemplate.setShape(osgParticle::Particle::QUAD_TRIANGLESTRIP); //负值表示粒子永远不会"死亡" particleTemplate.setLifeTime(-1); particleTemplate.setPosition(osg::Vec3(0.0, 0.0, 0.0)); particleTemplate.setRadius(1.0f); //设置粒子系统 osgParticle::ParticleSystem *particleSystem = new osgParticle::ParticleSystem(); particleSystem->setDefaultAttributes("Data/Particle.bmp", false, false); osg::BlendFunc *blendFunc = new osg::BlendFunc(GL_SRC_ALPHA, GL_ONE); particleSystem->getOrCreateStateSet()->setAttributeAndModes(blendFunc,osg::StateAttribute::ON); particleSystem->getOrCreateStateSet()->setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF); particleSystem->setDefaultParticleTemplate(particleTemplate); osgParticle::ModularEmitter *emitter = new osgParticle::ModularEmitter; emitter->setParticleSystem(particleSystem); osgParticle::PointPlacer *placer = new osgParticle::PointPlacer; placer->setCenter(0, 0, 0); emitter->setPlacer(placer); osgParticle::RandomRateCounter *counter = new osgParticle::RandomRateCounter; counter->setRateRange(1000, 1000); emitter->setCounter(counter); g_counter = counter; osgParticle::RadialShooter *shooter = new osgParticle::RadialShooter; emitter->setShooter(shooter); osgParticle::ModularProgram *program = new osgParticle::ModularProgram; program->setParticleSystem(particleSystem); ColorOption *co = new ColorOption; program->addOperator(co); osgParticle::ParticleSystemUpdater *psu = new osgParticle::ParticleSystemUpdater; psu->addParticleSystem(particleSystem); osg::Geode *particleGeode = new osg::Geode; particleGeode->addDrawable(particleSystem); osg::Group *particleEffect = new osg::Group; particleEffect->addChild(emitter); particleEffect->addChild(particleGeode); particleEffect->addChild(program); particleEffect->addChild(psu); osg::Group *root = new osg::Group; root->addChild(particleEffect); 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(); }