这节课NeHe课程教我们如何读取一张raw格式的图片,并且对两张raw格式图片进行处理生成了一张纹理图片。整个过程并不是十分复杂,文中大部分内容涉及到图片数据的操作。
首先我们创建需要显示的立方体:
osg::Geode* createCubeGeode(osg::Image *image) { osg::Geometry *quadGeometry = new osg::Geometry; osg::Vec3Array *quadVertexArray = new osg::Vec3Array; for (unsigned i = 0; i < sizeof(QuadVertices); ++i) { quadVertexArray->push_back(osg::Vec3(QuadVertices[i][0], QuadVertices[i][1], QuadVertices[i][2])); } quadGeometry->setVertexArray(quadVertexArray); ...... }接着我们需要创建纹理所需要的image,这里的raw格式图片实际上并不是一种通用的格式,在osg中也并不支持。我们需要将raw格式中的字节数据读取出来并赋值给osg::Image用来作为我们的纹理图片。
首先我们使用NeHe中用到的函数读取图片:(函数代码并不完整,完整代码查看后面的附录中源码)
osg::Image* ReadTextureData ( char *filename, unsigned int width, unsigned int height, unsigned int pixelPerBytes) { //NeHe中使用256x256大小的图片,并且每个像素的字节数是4 //因此这里在分配内存是使用RGBA都是8位的方式(1个字节) //正好是4个字节 osg::Image *buffer = new osg::Image; buffer->allocateImage(width, height, 1, GL_RGBA, GL_UNSIGNED_BYTE); int bytesPerPixel = buffer->getPixelSizeInBits() / 8; FILE *f; int i,j,k,done=0; int stride = buffer->s() * buffer->getPixelSizeInBits() / 8; // Size Of A Row (Width * Bytes Per Pixel) unsigned char *p = NULL; ...... }图片加载之后,我们使用Blit函数来对两张图片中的数据进行一些处理,具体代码参考Blit函数
最后生成我们的256x256的大小的纹理,图片的每个像素占用4个字节:
osg::Image* createTextureImage() { osg::Image *src = ReadTextureData("Data/GL.raw", 256, 256, 32); osg::Image *dst = ReadTextureData("Data/Monitor.raw", 256, 256, 32); Blit(src,dst,127,127,128,128,64,64,1,127); return dst; }
osg::AnimationPathCallback *quadAnimationCallbackX = new osg::AnimationPathCallback(osg::Vec3d(0, 0, 0), osg::Vec3(1, 0, 0), 2.5); osg::AnimationPathCallback *quadAnimationCallbackY = new osg::AnimationPathCallback(osg::Vec3d(0, 0, 0), osg::Vec3(0, 1, 0), 1.5); osg::AnimationPathCallback *quadAnimationCallbackZ = new osg::AnimationPathCallback(osg::Vec3d(0, 0, 0), osg::Vec3(0, 0, 1), 0.5); osg::MatrixTransform *quadXRotMT = new osg::MatrixTransform; quadXRotMT->setUpdateCallback(quadAnimationCallbackX); osg::MatrixTransform *quadYRotMT = new osg::MatrixTransform; quadYRotMT->setUpdateCallback(quadAnimationCallbackY); osg::MatrixTransform *quadZRotMT = new osg::MatrixTransform; quadZRotMT->setUpdateCallback(quadAnimationCallbackZ); quadMT->addChild(quadXRotMT); quadXRotMT->addChild(quadYRotMT); quadYRotMT->addChild(quadZRotMT); osg::Image *image = createTextureImage(); quadZRotMT->addChild(createCubeGeode(image));一般来说,纹理操作很少使用这种方式进行,大部分都是通过加载多重纹理的方式来实现贴多张纹理,并设置其中纹理的作用方式。这种方式相当于先将多张纹理处理成一张再贴到物体上。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/AnimationPath> float textureVertices[][2] = { //Front Face {0.0f, 0.0f}, {1.0f, 0.0f}, {1.0f, 1.0f}, {0.0f, 1.0f}, // Back Face {1.0f, 0.0f}, {1.0f, 1.0f}, {0.0f, 1.0f}, {0.0f, 0.0f}, // Top Face {0.0f, 1.0f}, {0.0f, 0.0f}, {1.0f, 0.0f}, {1.0f, 1.0f}, // Bottom Face {1.0f, 1.0f}, {0.0f, 1.0f}, {0.0f, 0.0f}, {1.0f, 0.0f}, // Right face {1.0f, 0.0f}, {1.0f, 1.0f}, {0.0f, 1.0f}, {0.0f, 0.0f}, // Left Face {0.0f, 0.0f}, {1.0f, 0.0f}, {1.0f, 1.0f}, {0.0f, 1.0f} }; float QuadVertices[][3] = { {-1.0f, -1.0f, 1.0f}, { 1.0f, -1.0f, 1.0f}, { 1.0f, 1.0f, 1.0f}, {-1.0f, 1.0f, 1.0f}, {-1.0f, -1.0f, -1.0f}, {-1.0f, 1.0f, -1.0f}, { 1.0f, 1.0f, -1.0f}, { 1.0f, -1.0f, -1.0f}, {-1.0f, 1.0f, -1.0f}, {-1.0f, 1.0f, 1.0f}, { 1.0f, 1.0f, 1.0f}, { 1.0f, 1.0f, -1.0f}, {-1.0f, -1.0f, -1.0f}, { 1.0f, -1.0f, -1.0f}, { 1.0f, -1.0f, 1.0f}, {-1.0f, -1.0f, 1.0f}, { 1.0f, -1.0f, -1.0f}, { 1.0f, 1.0f, -1.0f}, { 1.0f, 1.0f, 1.0f}, { 1.0f, -1.0f, 1.0f}, {-1.0f, -1.0f, -1.0f}, {-1.0f, -1.0f, 1.0f}, {-1.0f, 1.0f, 1.0f}, {-1.0f, 1.0f, -1.0f} }; float normalsArray[][3] = { {0.0f, 0.0f, 1.0f}, {0.0f, 0.0f,-1.0f}, {0.0f, 1.0f, 0.0f}, {0.0f,-1.0f, 0.0f}, {1.0f, 0.0f, 0.0f}, {-1.0f, 0.0f, 0.0f} }; ////////////////////////////////////////////////////////////////////////// osg::Geode* createCubeGeode(osg::Image *image) { osg::Geometry *quadGeometry = new osg::Geometry; osg::Vec3Array *quadVertexArray = new osg::Vec3Array; for (unsigned i = 0; i < sizeof(QuadVertices); ++i) { quadVertexArray->push_back(osg::Vec3(QuadVertices[i][0], QuadVertices[i][1], QuadVertices[i][2])); } quadGeometry->setVertexArray(quadVertexArray); osg::Vec2Array* texcoords = new osg::Vec2Array; for (unsigned i = 0; i < sizeof(textureVertices); ++i) { texcoords->push_back(osg::Vec2(textureVertices[i][0], textureVertices[i][1])); } quadGeometry->setTexCoordArray(0,texcoords); osg::Vec3Array *normals = new osg::Vec3Array; for (unsigned i = 0; i < sizeof(normals); ++i) { for (int j = 0; j < 4; ++j) { normals->push_back(osg::Vec3(normalsArray[i][0], normalsArray[i][1], normalsArray[i][2])); } } quadGeometry->setNormalArray(normals, osg::Array::BIND_PER_VERTEX); int first = 0; for (unsigned i = 0; i < 6; ++i) { osg::DrawArrays *vertexIndices = new osg::DrawArrays(osg::PrimitiveSet::QUADS, first, 4); first += 4; quadGeometry->addPrimitiveSet(vertexIndices); } osg::Texture2D *texture2D = new osg::Texture2D; texture2D->setImage(image); texture2D->setFilter(osg::Texture::MIN_FILTER, osg::Texture::LINEAR); texture2D->setFilter(osg::Texture::MAG_FILTER, osg::Texture::LINEAR); quadGeometry->getOrCreateStateSet()->setTextureAttributeAndModes(0, texture2D); quadGeometry->getOrCreateStateSet()->setMode(GL_LIGHTING, osg::StateAttribute::OFF); osg::Geode *quadGeode = new osg::Geode; quadGeode->addDrawable(quadGeometry); return quadGeode; } ////////////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////// //操作Raw纹理 osg::Image* ReadTextureData ( char *filename, unsigned int width, unsigned int height, unsigned int pixelPerBytes) { //NeHe中使用256x256大小的图片,并且每个像素的字节数是4 //因此这里在分配内存是使用RGBA都是8位的方式(1个字节) //正好是4个字节 osg::Image *buffer = new osg::Image; buffer->allocateImage(width, height, 1, GL_RGBA, GL_UNSIGNED_BYTE); int bytesPerPixel = buffer->getPixelSizeInBits() / 8; FILE *f; int i,j,k,done=0; int stride = buffer->s() * buffer->getPixelSizeInBits() / 8; // Size Of A Row (Width * Bytes Per Pixel) unsigned char *p = NULL; f = fopen(filename, "rb"); // Open "filename" For Reading Bytes if( f != NULL ) // If File Exists { for( i = buffer->t()-1; i >= 0 ; i-- ) // Loop Through Height (Bottoms Up - Flip Image) { p = buffer->data() + (i * stride ); // for ( j = 0; j < buffer->s() ; j++ ) // Loop Through Width { for ( k = 0 ; k < buffer->getPixelSizeInBits() / 8-1 ; k++, p++, done++ ) { *p = fgetc(f); // Read Value From File And Store In Memory } *p = 255; p++; // Store 255 In Alpha Channel And Increase Pointer } } fclose(f); // Close The File } return buffer; // Returns Number Of Bytes Read In } void Blit( osg::Image *src, osg::Image *dst, int src_xstart, int src_ystart, int src_width, int src_height, int dst_xstart, int dst_ystart, int blend, int alpha) { int i,j,k; unsigned char *s, *d; // Clamp Alpha If Value Is Out Of Range if( alpha > 255 ) alpha = 255; if( alpha < 0 ) alpha = 0; // Check For Incorrect Blend Flag Values if( blend < 0 ) blend = 0; if( blend > 1 ) blend = 1; d = dst->data() + (dst_ystart * dst->s() * dst->getPixelSizeInBits() / 8); // Start Row - dst (Row * Width In Pixels * Bytes Per Pixel) s = src->data() + (src_ystart * src->s() * src->getPixelSizeInBits() / 8); // Start Row - src (Row * Width In Pixels * Bytes Per Pixel) for (i = 0 ; i < src_height ; i++ ) // Height Loop { s = s + (src_xstart * src->getPixelSizeInBits() / 8); // Move Through Src Data By Bytes Per Pixel d = d + (dst_xstart * dst->getPixelSizeInBits() / 8); // Move Through Dst Data By Bytes Per Pixel for (j = 0 ; j < src_width ; j++ ) // Width Loop { for( k = 0 ; k < src->getPixelSizeInBits()/8 ; k++, d++, s++) // "n" Bytes At A Time { if (blend) // If Blending Is On *d = ( (*s * alpha) + (*d * (255-alpha)) ) >> 8; // Multiply Src Data*alpha Add Dst Data*(255-alpha) else // Keep in 0-255 Range With >> 8 *d = *s; // No Blending Just Do A Straight Copy } } d = d + (dst->s() - (src_width + dst_xstart))*dst->getPixelSizeInBits()/8; // Add End Of Row */ s = s + (src->s() - (src_width + src_xstart))*src->getPixelSizeInBits()/8; // Add End Of Row */ } } osg::Image* createTextureImage() { osg::Image *src = ReadTextureData("Data/GL.raw", 256, 256, 32); osg::Image *dst = ReadTextureData("Data/Monitor.raw", 256, 256, 32); Blit(src,dst,127,127,128,128,64,64,1,127); return dst; } ////////////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////// 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)); 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 *quadMT = new osg::MatrixTransform; quadMT->setMatrix(osg::Matrix::translate(0.0, 0.0, -5.0)); osg::AnimationPathCallback *quadAnimationCallbackX = new osg::AnimationPathCallback(osg::Vec3d(0, 0, 0), osg::Vec3(1, 0, 0), 2.5); osg::AnimationPathCallback *quadAnimationCallbackY = new osg::AnimationPathCallback(osg::Vec3d(0, 0, 0), osg::Vec3(0, 1, 0), 1.5); osg::AnimationPathCallback *quadAnimationCallbackZ = new osg::AnimationPathCallback(osg::Vec3d(0, 0, 0), osg::Vec3(0, 0, 1), 0.5); osg::MatrixTransform *quadXRotMT = new osg::MatrixTransform; quadXRotMT->setUpdateCallback(quadAnimationCallbackX); osg::MatrixTransform *quadYRotMT = new osg::MatrixTransform; quadYRotMT->setUpdateCallback(quadAnimationCallbackY); osg::MatrixTransform *quadZRotMT = new osg::MatrixTransform; quadZRotMT->setUpdateCallback(quadAnimationCallbackZ); quadMT->addChild(quadXRotMT); quadXRotMT->addChild(quadYRotMT); quadYRotMT->addChild(quadZRotMT); osg::Image *image = createTextureImage(); quadZRotMT->addChild(createCubeGeode(image)); root->addChild(quadMT); 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(); }