在很多时候,直接指定纹理坐标是非常不方便的,如曲面纹理坐标,只有少数的曲面(如圆锥、圆柱等)可以在不产生扭曲的情况下映射到平面上,其他的曲面在映射到表面时都会产生一定程度的扭曲。一般而言,曲面表面的曲率越大,纹理所需要的扭曲度就越大。这时,直接指定纹理坐标可能是一件非常困难的事情了。
下面的示例,通过一个纹理坐标生成器(继承自osg::NodeVisitor访问器)遍历模型的所有顶点及法线,然后根据顶点、法线及一定的比例来确定纹理坐标。
#include <osgViewer/Viewer>
#include <osg/Node>
#include <osg/Geode>
#include <osg/Geometry>
#include <osg/Group>
#include <osg/Camera>
#include <osg/MatrixTransform>
#include <osg/PositionAttitudeTransform>
#include <osg/TexGen>
#include <osg/TexEnv>
#include <osg/NodeVisitor>
#include <osgDB/ReadFile>
#include <osgDB/WriteFile>
#include <osgUtil/Optimizer>
#include <iostream>
//纹理坐标生成器,继承自NodeVisitor
class TexCoordGenerator: public osg::NodeVisitor
{
public:
//遍历所有的子节点
TexCoordGenerator(): NodeVisitor(NodeVisitor::TRAVERSE_ALL_CHILDREN)
{
//
}
void apply(osg::Geode& geode)
{
//通过包围盒来确定合适的比例
const osg::BoundingSphere &bsphere = geode.getBound();
float scale = 10;
if (bsphere.radius() != 0)
{
scale = 5 / bsphere.radius();
}
//遍历所有几何体,并设置纹理坐标
for (unsigned i=0; i<geode.getNumDrawables(); ++i)
{
osg::Geometry* geo = dynamic_cast<osg::Geometry* >(geode.getDrawable(i));
if (geo)
{
osg::Vec2Array* tc = generate_coords(geo->getVertexArray(), geo->getNormalArray(), scale);
geo->setTexCoordArray(0, tc);
}
}
NodeVisitor::apply(geode);
}
protected:
//计算纹理坐标
osg::Vec2Array* generate_coords(osg::Array* vx, osg::Array* nx, float scale)
{
osg::Vec2Array* v2a = dynamic_cast<osg::Vec2Array*>(vx);
osg::Vec3Array* v3a = dynamic_cast<osg::Vec3Array*>(vx);
osg::Vec4Array* v4a = dynamic_cast<osg::Vec4Array*>(vx);
osg::Vec2Array* n2a = dynamic_cast<osg::Vec2Array*>(nx);
osg::Vec3Array* n3a = dynamic_cast<osg::Vec3Array*>(nx);
osg::Vec4Array* n4a = dynamic_cast<osg::Vec4Array*>(nx);
osg::ref_ptr<osg::Vec2Array> tc = new osg::Vec2Array;
for (unsigned i=0; i<vx->getNumElements(); ++i) {
osg::Vec3 P;
if (v2a) P.set((*v2a)[i].x(), (*v2a)[i].y(), 0);
if (v3a) P.set((*v3a)[i].x(), (*v3a)[i].y(), (*v3a)[i].z());
if (v4a) P.set((*v4a)[i].x(), (*v4a)[i].y(), (*v4a)[i].z());
osg::Vec3 N(0, 0, 1);
if (n2a) N.set((*n2a)[i].x(), (*n2a)[i].y(), 0);
if (n3a) N.set((*n3a)[i].x(), (*n3a)[i].y(), (*n3a)[i].z());
if (n4a) N.set((*n4a)[i].x(), (*n4a)[i].y(), (*n4a)[i].z());
int axis = 0;
if (N.y() > N.x() && N.y() > N.z()) axis = 1;
if (-N.y() > N.x() && -N.y() > N.z()) axis = 1;
if (N.z() > N.x() && N.z() > N.y()) axis = 2;
if (-N.z() > N.x() && -N.z() > N.y()) axis = 2;
osg::Vec2 uv;
switch (axis) {
case 0: uv.set(P.y(), P.z()); break;
case 1: uv.set(P.x(), P.z()); break;
case 2: uv.set(P.x(), P.y()); break;
default: ;
}
tc->push_back(uv * scale);
}
return tc.release();
}
};
//创建二维纹理状态对象
osg::ref_ptr<osg::StateSet> createTexture2DState(osg::ref_ptr<osg::Image> image)
{
//创建状态集对象
osg::ref_ptr<osg::StateSet> stateset = new osg::StateSet();
//创建二维纹理对象
osg::ref_ptr<osg::Texture2D> texture = new osg::Texture2D();
texture->setDataVariance(osg::Object::DYNAMIC);
//设置贴图
texture->setImage(image.get());
texture->setFilter(osg::Texture::MIN_FILTER, osg::Texture::LINEAR_MIPMAP_LINEAR);
texture->setFilter(osg::Texture::MAG_FILTER, osg::Texture::LINEAR);
texture->setWrap(osg::Texture::WRAP_S, osg::Texture::REPEAT);
texture->setWrap(osg::Texture::WRAP_T, osg::Texture::REPEAT);
stateset->setTextureAttributeAndModes(0,texture.get(),osg::StateAttribute::ON);
return stateset.get() ;
}
int main()
{
osg::ref_ptr<osgViewer::Viewer> viewer = new osgViewer::Viewer();
osg::ref_ptr<osg::Group> root = new osg::Group();
//读取贴图文件
osg::ref_ptr<osg::Image> image = osgDB::readImageFile("Images/primitives.gif");
osg::ref_ptr<osg::Node> node = osgDB::readNodeFile("dumptruck.osg");
//计算纹理坐标
TexCoordGenerator tcg ;
node->accept(tcg);
//创建状态集对象
osg::ref_ptr<osg::StateSet> stateset = new osg::StateSet();
stateset = createTexture2DState(image.get());
//使用二维纹理
node->setStateSet(stateset.get());
root->addChild(node.get());
//优化场景数据
osgUtil::Optimizer optimizer ;
optimizer.optimize(root.get()) ;
viewer->setSceneData(root.get());
viewer->realize();
viewer->run();
return 0 ;
}