以下内容来自:
1、《OpenSceneGraph三维渲染引擎编程指南》肖鹏 刘更代 徐明亮 清华大学出版社2、《OpenSceneGraph三维渲染引擎设计与实践》王锐 钱学雷 清华大学出版社
3、自己的总结
创建C++项目后,首先需要配置OSG环境,具体步骤看OSG学习:WIN10系统下OSG+VS2017编译及运行第六步:新建OSG项目测试。
在OSG学习:纹理映射(六)——灯光中分析了简单的灯光实现步骤。本篇博文主要来分析聚光灯的用法:
// stdafx.h
#include <osg/Node>
#include <osg/Geode>
#include <osg/Geometry>
#include <osg/Group>
#include <osg/Camera>
#include <osg/MatrixTransform> //移动节点的矩阵类,最常用的移动节点的类。可随动、旋转控制节点。
#include <osg/PositionAttitudeTransform>
#include <osg/Light> //继承自osg::StateAttribute,保存灯光的模式与属性参数信息
#include <osg/LightSource> //继承自osg::Group,灯光管理类,继承了osg::Group类的管理节点的接口,将灯光作为一个节点加入到场景图中进行渲染
#include <osg/ShapeDrawable>
#include <osg/TexGen>
#include <osg/Texture2D>
#include <osg/TexGenNode>
#include <osgDB/ReadFile>
#include <osgDB/WriteFile>
#include <osgUtil/Optimizer>
#include <osgViewer/Viewer>
// .cpp
/*
*创建聚光灯纹理贴图
*创建聚光灯状态属性(前面的纹理贴图也是渲染状态属性之一)
*创建聚光灯节点
*创建路径动画
*创建地形平面(变量vertex报错,注释掉这个类,在场景中将之直接设置为模型牛)
*创建动画模型(路径为前面设置好的路径动画),将聚光灯节点添加添加到其中,则聚光灯是动态的(飞机)
*创建场景:创建动画模型和地形平面(地形平面出错,此处设为飞机),动画模型为聚光灯位置,地形平面(牛)为聚光灯照射的地方;将状态属性添加到组节点
*则飞机飞到哪个地方(即聚光灯在哪里),牛的哪个地方就照亮
*/
//创建聚光灯纹理的mipmap贴图
osg::ref_ptr<osg::Image> createSpotLightImage(const osg::Vec4 ¢erColour, const osg::Vec4 &backgroudColour, unsigned int size, float power)
{
//创建Image对象
osg::ref_ptr<osg::Image> image = new osg::Image();
//动态分配一个size*size大小的image
image->allocateImage(size, size, 1, GL_RGBA, GL_UNSIGNED_BYTE);
//填充image
//以中心为原点,颜色逐渐向四周衰减
float mid = (float(size) - 1)*0.5f;
float div = 2.0f / float(size);
for (unsigned int r = 0; r < size; ++r)
{
unsigned char *ptr = image->data(0, r, 0);
for (unsigned int c = 0; c < size; ++c)
{
float dx = (float(c) - mid) * div;
float dy = (float(r) - mid) * div;
float r = powf(1.0f - sqrtf(dx * dx + dy * dy), power);
if (r < 0.0f)
r = 0.0f;
osg::Vec4 color = centerColour * r + backgroudColour * (1.0f - r);
*ptr++ = (unsigned char)((color[0]) * 255.0f);
*ptr++ = (unsigned char)((color[1]) * 255.0f);
*ptr++ = (unsigned char)((color[2]) * 255.0f);
*ptr++ = (unsigned char)((color[3]) * 255.0f);
}
}
return image.release();
}
//创建聚光灯状态属性
osg::ref_ptr<osg::StateSet> createSpotLightDecoratorState(unsigned int lightNum, unsigned int textureUnit)
{
//设置中心的颜色和环境光的颜色
osg::Vec4 centerColour(1.0f, 1.0f, 1.0f, 1.0f);
osg::Vec4 ambientColour(0.5f, 0.5f, 0.5f, 1.0f);
//创建聚光灯纹理
osg::ref_ptr<osg::Texture2D> texture = new osg::Texture2D();
texture->setImage(createSpotLightImage(centerColour, ambientColour, 64, 1.0));
texture->setBorderColor(osg::Vec4(ambientColour));
texture->setWrap(osg::Texture::WRAP_S, osg::Texture::CLAMP_TO_BORDER);
texture->setWrap(osg::Texture::WRAP_T, osg::Texture::CLAMP_TO_BORDER);
texture->setWrap(osg::Texture::WRAP_R, osg::Texture::CLAMP_TO_BORDER);
osg::ref_ptr<osg::StateSet> stateset = new osg::StateSet();
//开启ID为lightNum的光照
stateset->setMode(GL_LIGHT0 + lightNum, osg::StateAttribute::ON);
//设置自动生成纹理坐标
stateset->setTextureMode(textureUnit, GL_TEXTURE_GEN_S, osg::StateAttribute::ON);
stateset->setTextureMode(textureUnit, GL_TEXTURE_GEN_T, osg::StateAttribute::ON);
stateset->setTextureMode(textureUnit, GL_TEXTURE_GEN_R, osg::StateAttribute::ON);
stateset->setTextureMode(textureUnit, GL_TEXTURE_GEN_Q, osg::StateAttribute::ON);
//打开纹理单元
stateset->setTextureAttributeAndModes(textureUnit, texture.get(), osg::StateAttribute::ON);
return stateset.release();
}
//创建聚光灯节点
osg::ref_ptr<osg::Node> createSpotLightNode(const osg::Vec3 &position, const osg::Vec3 &direction, float angle, unsigned int lightNum, unsigned int textureUnit)
{
//创建光源
osg::ref_ptr<osg::LightSource> lightsource = new osg::LightSource();
osg::ref_ptr<osg::Light> light = lightsource->getLight();
light->setLightNum(lightNum);
light->setPosition(osg::Vec4(position, 1.0f));
light->setAmbient(osg::Vec4(0.00f, 0.00f, 0.05f, 1.0f));
light->setDiffuse(osg::Vec4(1.0f, 1.0f, 1.0f, 1.0f));
//计算法向量
osg::Vec3 up(0.0f, 0.0f, 1.0f);
up = (direction ^ up) ^ direction;
up.normalize();
//创建自动生成纹理坐标节点
osg::ref_ptr<osg::TexGenNode> texgenNode = new osg::TexGenNode();
//关联纹理单元
texgenNode->setTextureUnit(textureUnit);
//设置纹理坐标生成器
osg::ref_ptr<osg::TexGen> texgen = texgenNode->getTexGen();
//设置模式为视觉线性
texgen->setMode(osg::TexGen::EYE_LINEAR);
//从视图中指定参考平面
texgen->setPlanesFromMatrix(osg::Matrixd::lookAt(position, position + direction, up) * osg::Matrixd::perspective(angle, 1.0, 0.1, 100));
osg::ref_ptr<osg::Group> group = new osg::Group();
group->addChild(lightsource);
group->addChild(texgenNode.get());
return group.release();
}
//创建动画路径
osg::ref_ptr<osg::AnimationPath> createAnimationPath(const osg::Vec3 ¢er, float radius, double looptime)
{
osg::ref_ptr<osg::AnimationPath> animationPath = new osg::AnimationPath();
animationPath->setLoopMode(osg::AnimationPath::LOOP);
int numSamples = 40;
float yaw = 0.0f;
float yaw_delta = 2.0f * osg::PI / ((float)numSamples - 1.0f);
float roll = osg::inDegrees(30.0f);
double time = 0.0f;
double time_delta = looptime / (double)numSamples;
for (int i = 0; i < numSamples; ++i)
{
osg::Vec3 position(center + osg::Vec3(sinf(yaw) * radius, cosf(yaw) * radius, 0.0f));
osg::Quat rotation(osg::Quat(roll, osg::Vec3(0.0, 1.0, 0.0)) * osg::Quat(-(yaw + osg::inDegrees(90.0f)), osg::Vec3(0.0, 0.0, 1.0)));
animationPath->insert(time, osg::AnimationPath::ControlPoint(position, rotation));
yaw += yaw_delta;
time += time_delta;
}
return animationPath.release();
}
//创建地形平面
/*osg::ref_ptr<osg::Node> createBase(const osg::Vec3 ¢er, float radius)
{
osg::ref_ptr<osg::StateSet> stateset = new osg::StateSet();
osg::ref_ptr<osg::Image> image = osgDB::readImageFile("Images/lz.rgb");
if (image.get())
{
osg::ref_ptr<osg::Texture2D> texture = new osg::Texture2D();
texture->setImage(image.get());
stateset->setTextureAttributeAndModes(0, texture.get(), osg::StateAttribute::ON);
}
osg::ref_ptr<osg::HeightField> grid = new osg::HeightField();
grid->allocate(38, 39);
grid->setOrigin(center + osg::Vec3(-radius, -radius, 0.0f));
grid->setXInterval(radius * 2.0f / (float)(38 - 1));
grid->setYInterval(radius * 2.0f / (float)(39 - 1));
float minHeight = FLT_MAX;
float maxHeight = -FLT_MAX;
unsigned int r;
for (r = 0; r < 39; ++r)
{
for (unsigned int c = 0; c < 38; ++c)
{
//error:vertex未定义
float h = vertex[r + c * 39][2];
if (h > maxHeight)
maxHeight = h;
if (h < minHeight)
minHeight = h;
}
}
float heightScale = radius * 0.5f / (maxHeight - minHeight);
float heightOffset = -(minHeight + maxHeight) * 0.5f;
for (r = 0; r < 39; ++r)
{
for (unsigned int c = 0; c < 38; ++c)
{
//error:vertex未定义
float h = vertex[r + c * 39][2];
grid->setHeight(c, r, (h + heightOffset) * heightScale);
}
}
osg::ref_ptr<osg::Geode> geode = new osg::Geode();
geode->setStateSet(stateset.get());
geode->addDrawable(new osg::ShapeDrawable(grid.get()));
osg::ref_ptr<osg::Group> group = new osg::Group();
group->addChild(geode.get());
return group.get();
}*/
//创建动画模型
osg::ref_ptr<osg::Node> createMovingModel(const osg::Vec3 ¢er, float radius)
{
osg::ref_ptr<osg::Group> model = new osg::Group();
osg::ref_ptr<osg::Node> cessna = osgDB::readNodeFile("cessna.osg");
if (cessna.get())
{
const osg::BoundingSphere &bs = cessna->getBound();
float size = radius / bs.radius() * 0.3f;
osg::ref_ptr<osg::MatrixTransform> positioned = new osg::MatrixTransform();
positioned->setDataVariance(osg::Object::STATIC);
positioned->setMatrix(osg::Matrix::translate(-bs.center()) * osg::Matrix::scale(size, size, size) * osg::Matrix::rotate(osg::inDegrees(180.0f), 0.0f, 0.0f, 2.0f));
positioned->addChild(cessna.get());
float animationLength = 10.0f;
osg::ref_ptr<osg::AnimationPath> animationPath = createAnimationPath(center, radius, animationLength);
osg::ref_ptr<osg::MatrixTransform> xform = new osg::MatrixTransform();
xform->setUpdateCallback(new osg::AnimationPathCallback(animationPath, 0.0f, 2.0));
xform->addChild(positioned);
//添加聚光灯节点
xform->addChild(createSpotLightNode(osg::Vec3(0.0f, 0.0f, 0.0f), osg::Vec3(0.0f, 1.0f, -1.0f), 60.0f, 0, 1));
model->addChild(xform.get());
}
return model.release();
}
//创建场景
osg::ref_ptr<osg::Node> createModel()
{
osg::Vec3 center(0.0f, 0.0f, 0.0f);
float radius = 100.0f;
//创建动画模型
osg::ref_ptr<osg::Node> shadower = createMovingModel(center, radius * 0.5f);
//创建地形平面
osg::ref_ptr<osg::Node> shadowed = osgDB::readNodeFile("cow.osg");
//osg::ref_ptr<osg::Node> shadowed = createBase(center - osg::Vec3(0.0f, 0.0f, radius * 0.1), radius);
//创建场景组节点
osg::ref_ptr<osg::Group> root = new osg::Group();
//设置状态属性
root->setStateSet(createSpotLightDecoratorState(0, 1));
//添加子节点
root->addChild(shadower.get());
root->addChild(shadowed.get());
return root.release();
}
int main()
{
osg::ref_ptr<osg::Group> root = new osg::Group();
root->addChild(createModel());
//优化场景数据
osgUtil::Optimizer optimizer;
optimizer.optimize(root.get());
osg::ref_ptr<osgViewer::Viewer> viewer = new osgViewer::Viewer();
viewer->setSceneData(root.get());
viewer->realize();
return viewer->run();
}
在以上的代码中,创建地形平面的vertex报错了:vertex未定义。我不知道该怎么修改,因为第二个循环的结果生成了格网,不能简单对其进行赋值。注释掉该类,在场景中将地形平面的节点改为模型牛的节点,则飞机绕着牛转,飞机为聚光灯的灯源,牛为被照射物体,飞机飞到哪里,找到的牛的对应部位亮起。