• 四,立方体贴图


    Pbr的间接光用到立方体贴图,所以,先用shader进行立方体贴图。
    立方体贴图很简单,就是用方向向量(不一定是单位向量)采样cubeMap的颜色。
    也就是在片元着色器中传递。

    "float x = outPos.r;\n"
    "float y = outPos.g;\n"
    "float z = outPos.b;\n"
    "vec3 dir = vec3(x,y,z);\n"
    "gl_FragColor = texture(tex0,dir);\n"
    
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    也就是需要把位置数组传递到shader中,可以用个NodeVisitor
    class MyNodeVisitor : public osg::NodeVisitor
    {
    public:
    MyNodeVisitor() : osg::NodeVisitor(osg::NodeVisitor::TRAVERSE_ALL_CHILDREN)
    {

    }
    void apply(osg::Geode& geode)
    {
    	int count = geode.getNumDrawables();
    	for (int i = 0; i < count; i++)
    	{
    		osg::ref_ptr geometry = geode.getDrawable(i)->asGeometry();
    		if (!geometry.valid())
    		{
    			continue;
    		}
    		osg::Array* vertexArray = geometry->getVertexArray();
    		geometry->setVertexAttribArray(1, vertexArray);//这里传递位置数组。
    
    	}
    	traverse(geode);
    }
    
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    };

    cubeMap需要把六个面的图片都加上,即。
    osg::ref_ptrosg::TextureCubeMap tcm = new osg::TextureCubeMap;
    tcm->setImage(osg::TextureCubeMap::POSITIVE_X, imagePosX);
    tcm->setImage(osg::TextureCubeMap::NEGATIVE_X, imageNegX);
    tcm->setImage(osg::TextureCubeMap::POSITIVE_Y, imagePosY);
    tcm->setImage(osg::TextureCubeMap::NEGATIVE_Y, imageNegY);
    tcm->setImage(osg::TextureCubeMap::POSITIVE_Z, imagePosZ);
    tcm->setImage(osg::TextureCubeMap::NEGATIVE_Z, imageNegZ);

    随便贴到一个Osg::box就行。

    osg::ref_ptr stateset = geode->getOrCreateStateSet();
    stateset->setTextureAttributeAndModes(0, tcm, osg::StateAttribute::OVERRIDE | osg::StateAttribute::ON);
    
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    接下来在shader的c++端传递位置数组和纹理

    program1->addBindAttribLocation("aPos", 1);
    
    osg::ref_ptr tex0Uniform = new osg::Uniform("tex0", 0);
    stateset->addUniform(tex0Uniform);
    
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    如下图所示
    在这里插入图片描述
    完整代码如下:
    #include
    #include
    #include
    #include
    #include
    #include
    #include
    #include

    static const char * vertexShader =
    {
    “in vec3 aPos;\n”
    “varying vec3 outPos;”
    “void main(void)\n”
    “{\n”
    “outPos = aPos;\n”
    " gl_Position = ftransform();\n"
    “}\n”
    };

    static const char *psShader =
    {
    “varying vec3 outPos;”
    “uniform samplerCube tex0;”
    “void main(void)\n”
    “{\n”
    “float x = outPos.r;\n”
    “float y = outPos.g;\n”
    “float z = outPos.b;\n”
    “vec3 dir = vec3(x,y,z);\n”
    “gl_FragColor = texture(tex0,dir);\n”
    “}\n”
    };
    class MyNodeVisitor : public osg::NodeVisitor
    {
    public:
    MyNodeVisitor() : osg::NodeVisitor(osg::NodeVisitor::TRAVERSE_ALL_CHILDREN)
    {

    }
    void apply(osg::Geode& geode)
    {
    	int count = geode.getNumDrawables();
    	for (int i = 0; i < count; i++)
    	{
    		osg::ref_ptr geometry = geode.getDrawable(i)->asGeometry();
    		if (!geometry.valid())
    		{
    			continue;
    		}
    		osg::Array* vertexArray = geometry->getVertexArray();
    		geometry->setVertexAttribArray(1, vertexArray);
    
    	}
    	traverse(geode);
    }
    
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    };

    int main()
    {
    osg::ref_ptrosg::TextureCubeMap tcm = new osg::TextureCubeMap;
    tcm->setWrap(osg::Texture::WRAP_S, osg::Texture::CLAMP);
    tcm->setWrap(osg::Texture::WRAP_T, osg::Texture::CLAMP);
    tcm->setWrap(osg::Texture::WRAP_R, osg::Texture::CLAMP);

    std::string strImagePosX = "D:/OpenSceneGraph-master/OpenSceneGraph-Data-master/Cubemap_axis/posx.bmp";
    osg::ref_ptr imagePosX = osgDB::readImageFile(strImagePosX);
    tcm->setImage(osg::TextureCubeMap::POSITIVE_X, imagePosX);
    std::string strImageNegX = "D:/OpenSceneGraph-master/OpenSceneGraph-Data-master/Cubemap_axis/negx.bmp";
    osg::ref_ptr imageNegX = osgDB::readImageFile(strImageNegX);
    tcm->setImage(osg::TextureCubeMap::NEGATIVE_X, imageNegX);
    
    std::string strImagePosY = "D:/OpenSceneGraph-master/OpenSceneGraph-Data-master/Cubemap_axis/posy.bmp";
    osg::ref_ptr imagePosY = osgDB::readImageFile(strImagePosY);
    tcm->setImage(osg::TextureCubeMap::POSITIVE_Y, imagePosY);
    std::string strImageNegY = "D:/OpenSceneGraph-master/OpenSceneGraph-Data-master/Cubemap_axis/negY.bmp";
    osg::ref_ptr imageNegY = osgDB::readImageFile(strImageNegY);
    tcm->setImage(osg::TextureCubeMap::NEGATIVE_Y, imageNegY);
    
    std::string strImagePosZ = "D:/OpenSceneGraph-master/OpenSceneGraph-Data-master/Cubemap_axis/posZ.bmp";
    osg::ref_ptr imagePosZ = osgDB::readImageFile(strImagePosZ);
    tcm->setImage(osg::TextureCubeMap::POSITIVE_Z, imagePosZ);
    std::string strImageNegZ = "D:/OpenSceneGraph-master/OpenSceneGraph-Data-master/Cubemap_axis/negZ.bmp";
    osg::ref_ptr imageNegZ = osgDB::readImageFile(strImageNegZ);
    tcm->setImage(osg::TextureCubeMap::NEGATIVE_Z, imageNegZ);
    
    osg::ref_ptr box = new osg::Box(osg::Vec3(0, 0, 0), 1);
    osg::ref_ptr drawable = new osg::ShapeDrawable(box);
    osg::ref_ptr geode = new osg::Geode;
    geode->addDrawable(drawable);
    MyNodeVisitor nv;
    geode->accept(nv);
    osg::ref_ptr stateset = geode->getOrCreateStateSet();
    stateset->setTextureAttributeAndModes(0, tcm, osg::StateAttribute::OVERRIDE | osg::StateAttribute::ON);
    
    //shader
    
    osg::ref_ptr vs1 = new osg::Shader(osg::Shader::VERTEX, vertexShader);
    osg::ref_ptr ps1 = new osg::Shader(osg::Shader::FRAGMENT, psShader);
    osg::ref_ptr program1 = new osg::Program;
    program1->addShader(vs1);
    program1->addShader(ps1);
    program1->addBindAttribLocation("aPos", 1);
    
    osg::ref_ptr tex0Uniform = new osg::Uniform("tex0", 0);
    stateset->addUniform(tex0Uniform);
    stateset->setAttribute(program1, osg::StateAttribute::ON);
    
    osg::ref_ptr viewer = new osgViewer::Viewer;
    viewer->setSceneData(geode);
    viewer->realize();
    return viewer->run();
    
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    }

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  • 原文地址:https://blog.csdn.net/directx3d_beginner/article/details/133143241