这节课我们将学习使用环境纹理映射。这种映射方式可以让物体表面看上去像镜子一样反射周围的环境。这节课的代码是在前面第十八节课程的基础上修改的。
本课的实现过程十分的简单,在几何体的生成中添加一个环境纹理osg::TexGen属性即可。
首先创建背景几何体
osg::Group* createBackGroup() { osg::Group *backGroup = new osg::Group; osg::Geode* bgGeode = new osg::Geode; osg::Geometry *bgGeometry = new osg::Geometry; osg::Vec3Array *verticesArray = new osg::Vec3Array; verticesArray->push_back(osg::Vec3(-13.3f, -10.0f, 10.0f)); verticesArray->push_back(osg::Vec3(13.3f, -10.0f, 10.0f)); verticesArray->push_back(osg::Vec3(13.3f, 10.0f, 10.0f)); verticesArray->push_back(osg::Vec3(-13.3f, 10.0f, 10.0f)); osg::Vec3Array *verticesNormal = new osg::Vec3Array; verticesNormal->push_back(osg::Vec3(0.0f, 0.0f, 1.0f)); osg::Vec2Array *texArray = new osg::Vec2Array; texArray->push_back(osg::Vec2(0.0f, 0.0f)); texArray->push_back(osg::Vec2(1.0f, 0.0f)); texArray->push_back(osg::Vec2(1.0f, 1.0f)); texArray->push_back(osg::Vec2(0.0f, 1.0f)); osg::Texture2D *texture = new osg::Texture2D; texture->setImage(osgDB::readImageFile("Data/BG.bmp")); texture->setFilter(osg::Texture::MAG_FILTER, osg::Texture::LINEAR); texture->setFilter(osg::Texture::MIN_FILTER, osg::Texture::LINEAR); bgGeometry->setVertexArray(verticesArray); bgGeometry->setNormalArray(verticesNormal, osg::Array::BIND_OVERALL); bgGeometry->setTexCoordArray(0, texArray); bgGeometry->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::QUADS, 0, 4)); bgGeometry->getOrCreateStateSet()->setTextureAttributeAndModes(0, texture); bgGeode->addDrawable(bgGeometry); osg::MatrixTransform *zoomMT = new osg::MatrixTransform; zoomMT->setMatrix(osg::Matrix::translate(0, 0, -24)); backGroup->addChild(zoomMT); zoomMT->addChild(bgGeode); return backGroup; }接着给几何体添加TexGen的属性,按照NeHe课程中的设置:
osg::TexGen *texGen = new osg::TexGen; texGen->setMode(osg::TexGen::SPHERE_MAP); g_Switch->getOrCreateStateSet()->setTextureAttributeAndModes(0, texGen);
接下来将两个节点添加到场景中:
quadYRotMT->addChild(g_Switch); quadXRotMT->addChild(quadYRotMT); quadMT->addChild(quadXRotMT); root->addChild(quadMT); root->addChild(createBackGroup());编译运行程序:
附:本科源码(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/NodeVisitor> #include <osg/Texture2D> #include <osgGA/GUIEventAdapter> #include <osg/Light> #include <osg/LightModel> #include <osg/LightSource> #include <osg/ShapeDrawable> #include <osg/Switch> #include <osg/TexGen> ////////////////////////////////////////////////////////////////////////// //开关节点 osg::Switch *g_Switch; ////////////////////////////////////////////////////////////////////////// //FindFirstNamedNodeVisitor用来遍历寻找与指定名称相同的节点 class FindFirstNamedNodeVisitor : public osg::NodeVisitor { public: FindFirstNamedNodeVisitor(const std::string& name): osg::NodeVisitor(osg::NodeVisitor::TRAVERSE_ALL_CHILDREN), _name(name), _foundNode(NULL) {} virtual void apply(osg::Node& node) { if (node.getName()==_name) { _foundNode = &node; return; } traverse(node); } std::string _name; osg::Node *_foundNode; }; ////////////////////////////////////////////////////////////////////////// //RotateCallback class RotateCallback : public osg::NodeCallback { public: RotateCallback(osg::Vec3d rotateAxis, double rotateSpeed) : osg::NodeCallback(), _rotateAxis(rotateAxis), _rotateSpeed(rotateSpeed), _rotateAngle(0.0) { //Nop } void setRotateSpeed(double speed) { _rotateSpeed = speed; } double getRotateSpeed() const { return _rotateSpeed; } virtual void operator()(osg::Node* node, osg::NodeVisitor* nv) { osg::MatrixTransform *currentMT = dynamic_cast<osg::MatrixTransform*>(node); if (currentMT) { //获取当前的平移位置 osg::Vec3d currentTranslate = currentMT->getMatrix().getTrans(); osg::Matrix newMatrix = osg::Matrix::rotate(_rotateAngle, _rotateAxis) * osg::Matrix::translate(currentTranslate); currentMT->setMatrix(newMatrix); _rotateAngle += _rotateSpeed; } traverse(node, nv); } private: osg::Vec3d _rotateAxis; //旋转轴 double _rotateSpeed; //旋转速度 double _rotateAngle; //当前旋转的角度 }; ////////////////////////////////////////////////////////////////////////// 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; osg::Group *root = viewer->getSceneData()->asGroup(); switch(ea.getEventType()) { case(osgGA::GUIEventAdapter::KEYDOWN): { if (ea.getKey() == osgGA::GUIEventAdapter::KEY_Left) { FindFirstNamedNodeVisitor fnv("yRotMT"); root->accept(fnv); osg::Node *mtNode = fnv._foundNode; osg::MatrixTransform *yRotMT = dynamic_cast<osg::MatrixTransform*>(mtNode); if (!yRotMT) return false; RotateCallback *rotCallback = dynamic_cast<RotateCallback*>(yRotMT->getUpdateCallback()); if (!rotCallback) return false; double speed = rotCallback->getRotateSpeed(); speed += 0.02; rotCallback->setRotateSpeed(speed); } if (ea.getKey() == osgGA::GUIEventAdapter::KEY_Right) { FindFirstNamedNodeVisitor fnv("yRotMT"); root->accept(fnv); osg::Node *mtNode = fnv._foundNode; osg::MatrixTransform *yRotMT = dynamic_cast<osg::MatrixTransform*>(mtNode); if (!yRotMT) return false; RotateCallback *rotCallback = dynamic_cast<RotateCallback*>(yRotMT->getUpdateCallback()); if (!rotCallback) return false; double speed = rotCallback->getRotateSpeed(); speed -= 0.02; rotCallback->setRotateSpeed(speed); } if (ea.getKey() == osgGA::GUIEventAdapter::KEY_Up) { FindFirstNamedNodeVisitor fnv("xRotMT"); root->accept(fnv); osg::Node *mtNode = fnv._foundNode; osg::MatrixTransform *xRotMT = dynamic_cast<osg::MatrixTransform*>(mtNode); if (!xRotMT) return false; RotateCallback *rotCallback = dynamic_cast<RotateCallback*>(xRotMT->getUpdateCallback()); if (!rotCallback) return false; double speed = rotCallback->getRotateSpeed(); speed += 0.02; rotCallback->setRotateSpeed(speed); } if (ea.getKey()== osgGA::GUIEventAdapter::KEY_Down) { FindFirstNamedNodeVisitor fnv("xRotMT"); root->accept(fnv); osg::Node *mtNode = fnv._foundNode; osg::MatrixTransform *xRotMT = dynamic_cast<osg::MatrixTransform*>(mtNode); if (!xRotMT) return false; RotateCallback *rotCallback = dynamic_cast<RotateCallback*>(xRotMT->getUpdateCallback()); if (!rotCallback) return false; double speed = rotCallback->getRotateSpeed(); speed -= 0.02; rotCallback->setRotateSpeed(speed); } if (ea.getKey()== osgGA::GUIEventAdapter::KEY_Page_Up) { FindFirstNamedNodeVisitor fnv("zoomMT"); root->accept(fnv); osg::Node *mtNode = fnv._foundNode; osg::MatrixTransform *zoomMT = dynamic_cast<osg::MatrixTransform*>(mtNode); if (!zoomMT) return false; osg::Vec3 trans = zoomMT->getMatrix().getTrans(); trans.set(trans.x(), trans.y(), trans.z() + 0.2); zoomMT->setMatrix(osg::Matrix::translate(trans)); } if (ea.getKey()== osgGA::GUIEventAdapter::KEY_Page_Down) { FindFirstNamedNodeVisitor fnv("zoomMT"); root->accept(fnv); osg::Node *mtNode = fnv._foundNode; osg::MatrixTransform *zoomMT = dynamic_cast<osg::MatrixTransform*>(mtNode); if (!zoomMT) return false; osg::Vec3 trans = zoomMT->getMatrix().getTrans(); trans.set(trans.x(), trans.y(), trans.z() - 0.2); zoomMT->setMatrix(osg::Matrix::translate(trans)); } if (ea.getKey()== osgGA::GUIEventAdapter::KEY_L) { static int i = 0; if (i % 2 == 0) { root->getOrCreateStateSet()->setMode(GL_LIGHTING, osg::StateAttribute::OFF); } else { root->getOrCreateStateSet()->setMode(GL_LIGHTING, osg::StateAttribute::ON); } ++i; } if (ea.getKey() == osgGA::GUIEventAdapter::KEY_Space) { static int index = 0; g_Switch->setSingleChildOn(++index % 4); } } 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, 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, 1), osg::Vec3d(0, 0, 0), osg::Vec3d(0, 1, 0)); osg::StateSet* globalStateset = camera->getStateSet(); if (globalStateset) { osg::LightModel* lightModel = new osg::LightModel; lightModel->setAmbientIntensity(osg::Vec4(0,0,0,0)); globalStateset->setAttributeAndModes(lightModel, osg::StateAttribute::ON); } 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::Group* createBackGroup() { osg::Group *backGroup = new osg::Group; osg::Geode* bgGeode = new osg::Geode; osg::Geometry *bgGeometry = new osg::Geometry; osg::Vec3Array *verticesArray = new osg::Vec3Array; verticesArray->push_back(osg::Vec3(-13.3f, -10.0f, 10.0f)); verticesArray->push_back(osg::Vec3(13.3f, -10.0f, 10.0f)); verticesArray->push_back(osg::Vec3(13.3f, 10.0f, 10.0f)); verticesArray->push_back(osg::Vec3(-13.3f, 10.0f, 10.0f)); osg::Vec3Array *verticesNormal = new osg::Vec3Array; verticesNormal->push_back(osg::Vec3(0.0f, 0.0f, 1.0f)); osg::Vec2Array *texArray = new osg::Vec2Array; texArray->push_back(osg::Vec2(0.0f, 0.0f)); texArray->push_back(osg::Vec2(1.0f, 0.0f)); texArray->push_back(osg::Vec2(1.0f, 1.0f)); texArray->push_back(osg::Vec2(0.0f, 1.0f)); osg::Texture2D *texture = new osg::Texture2D; texture->setImage(osgDB::readImageFile("Data/BG.bmp")); texture->setFilter(osg::Texture::MAG_FILTER, osg::Texture::LINEAR); texture->setFilter(osg::Texture::MIN_FILTER, osg::Texture::LINEAR); bgGeometry->setVertexArray(verticesArray); bgGeometry->setNormalArray(verticesNormal, osg::Array::BIND_OVERALL); bgGeometry->setTexCoordArray(0, texArray); bgGeometry->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::QUADS, 0, 4)); bgGeometry->getOrCreateStateSet()->setTextureAttributeAndModes(0, texture); bgGeode->addDrawable(bgGeometry); osg::MatrixTransform *zoomMT = new osg::MatrixTransform; zoomMT->setMatrix(osg::Matrix::translate(0, 0, -24)); backGroup->addChild(zoomMT); zoomMT->addChild(bgGeode); return backGroup; } osg::Node* buildScene() { osg::Group *root = new osg::Group; osg::Light* light = new osg::Light(); light->setLightNum(0); light->setAmbient(osg::Vec4(0.5f, 0.5f, 0.5f, 1.0f)); light->setDiffuse(osg::Vec4(1.0f, 1.0f, 1.0f, 1.0f)); light->setPosition(osg::Vec4(0.0f, 0.0f, 2.0f, 1.0f)); osg::LightSource* lightsource = new osg::LightSource(); lightsource->setLight (light); root->addChild (lightsource); osg::MatrixTransform *quadMT = new osg::MatrixTransform; quadMT->setName("zoomMT"); quadMT->setMatrix(osg::Matrix::translate(0.0, 0.0, -5.0)); osg::MatrixTransform *quadXRotMT = new osg::MatrixTransform; quadXRotMT->setName("xRotMT"); RotateCallback *xRotCallback = new RotateCallback(osg::X_AXIS, 0.0); quadXRotMT->setUpdateCallback(xRotCallback); osg::MatrixTransform *quadYRotMT = new osg::MatrixTransform; quadYRotMT->setName("yRotMT"); RotateCallback *yRotCallback = new RotateCallback(osg::Y_AXIS, 0.0); quadYRotMT->setUpdateCallback(yRotCallback); ////////////////////////////////////////////////////////////////////////// //新增代码,使用开关节点管理 g_Switch = new osg::Switch; //添加立方体 osg::Geode *box = new osg::Geode; osg::ShapeDrawable *boxDrawable = new osg::ShapeDrawable; osg::Box *boxShape = new osg::Box(osg::Vec3(0, 0,0), 2); boxDrawable->setShape(boxShape); box->addDrawable(boxDrawable); g_Switch->addChild(box); //添加圆柱体 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); g_Switch->addChild(cylinder); //添加圆球 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); g_Switch->addChild(sphere); //添加圆锥 osg::Geode *cone = new osg::Geode; osg::ShapeDrawable *coneDrawable = new osg::ShapeDrawable(new osg::Cone(osg::Vec3(0,0,0), 0.5, 2)); cone->addDrawable(coneDrawable); g_Switch->addChild(cone); g_Switch->setSingleChildOn(0); ////////////////////////////////////////////////////////////////////////// osg::Image *textureImage = osgDB::readImageFile("Data/Reflect.bmp"); osg::Texture2D *texture2D = new osg::Texture2D; texture2D->setImage(textureImage); texture2D->setFilter(osg::Texture::MIN_FILTER, osg::Texture::NEAREST); texture2D->setFilter(osg::Texture::MAG_FILTER, osg::Texture::NEAREST); g_Switch->getOrCreateStateSet()->setTextureAttributeAndModes(0, texture2D); osg::TexGen *texGen = new osg::TexGen; texGen->setMode(osg::TexGen::SPHERE_MAP); g_Switch->getOrCreateStateSet()->setTextureAttributeAndModes(0, texGen); quadYRotMT->addChild(g_Switch); quadXRotMT->addChild(quadYRotMT); quadMT->addChild(quadXRotMT); root->addChild(quadMT); root->addChild(createBackGroup()); 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(); }