#ifdef _WIN32 #include <Windows.h> #endif // _WIN32 #include<iostream> #include <osgViewer/Viewer> #include <osgViewer/ViewerEventHandlers> #include <osgViewer/CompositeViewer> #include <osgDB/ReadFile> #include <osg/Geode> #include <osg/Node> #include <osg/Geometry> #include <osg/GraphicsContext> #include <osg/ShapeDrawable> #include <osg/Material> #include <osg/Image> #include <osg/Texture2D> #include <osg/TexEnv> #include <osg/TexGen> #include <osg/NodeVisitor> #include <osg/MatrixTransform> #include <osg/PositionAttitudeTransform> #include <osg/AnimationPath> #include <osg/Matrixd> #include <osg/PagedLOD> #include <osg/Camera> #include <osgText/Text> #include <osgGA/TrackballManipulator> #include <osgGA/GUIEventHandler> #include <osgGA/CameraManipulator> #include <osgGA/StandardManipulator> #include <osgGA/OrbitManipulator> #include <osgGA/TrackballManipulator> #include <osgUtil/IntersectionVisitor> #include <osgUtil/LineSegmentIntersector> osg::Node* createCircle() { //osg::ref_ptr<osg::Geode> geode1 = new osg::Geode; //osg::ref_ptr<osg::StateSet> stateSet1 = geode1->getOrCreateStateSet(); osg::Geode *geode1 = new osg::Geode; osg::StateSet *stateSet1 = geode1->getOrCreateStateSet(); osg::ref_ptr<osg::Image> image1 = osgDB::readImageFile("D:\参考手册\OSG\mzj.jpg"); if (!image1.valid()) { return geode1; } osg::ref_ptr<osg::Texture2D> texture2d1 = new osg::Texture2D; texture2d1->setImage(0, image1); stateSet1->setTextureAttributeAndModes(0, texture2d1, osg::StateAttribute::ON); stateSet1->setMode(GL_LIGHTING, osg::StateAttribute::OFF); osg::TessellationHints *hits = new osg::TessellationHints; hits->setDetailRatio(0.8f); geode1->addDrawable(new osg::ShapeDrawable(new osg::Cylinder(osg::Vec3(400.0, 300.0, 0.0), 250, 0.1), hits)); return geode1; } osg::Node* createCircle1(osg::Texture2D *texture2dParam) { //osg::ref_ptr<osg::Geode> geode1 = new osg::Geode; //osg::ref_ptr<osg::StateSet> stateSet1 = geode1->getOrCreateStateSet(); osg::Geode *geode1 = new osg::Geode; osg::StateSet *stateSet1 = geode1->getOrCreateStateSet(); stateSet1->setTextureAttributeAndModes(0, texture2dParam, osg::StateAttribute::ON); stateSet1->setMode(GL_LIGHTING, osg::StateAttribute::OFF); osg::TessellationHints *hits = new osg::TessellationHints; hits->setDetailRatio(0.8f); geode1->addDrawable(new osg::ShapeDrawable(new osg::Cylinder(osg::Vec3(400.0, 300.0, 0.0), 250, 0.1), hits)); return geode1; } osg::Camera* createBackground(std::string strImg) { osg::ref_ptr<osg::Geode> geode1 = new osg::Geode; osg::ref_ptr<osg::Geometry> geometry1 = new osg::Geometry; osg::ref_ptr<osg::Camera> camera1 = new osg::Camera; camera1->setAllowEventFocus(false); camera1->setProjectionMatrixAsOrtho2D(0, 960, 0, 600); camera1->setViewport(0, 0, 960, 600); camera1->setReferenceFrame(osg::Transform::ABSOLUTE_RF); camera1->setRenderOrder(osg::Camera::PRE_RENDER); camera1->setClearMask(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT); //camera1->setClearColor(osg::Vec4()); camera1->setViewMatrix(osg::Matrix::identity()); //压入顶点 osg::ref_ptr<osg::Vec3Array> vertex = new osg::Vec3Array; vertex->push_back(osg::Vec3(0.0, 0.0, 0.0)); vertex->push_back(osg::Vec3(960.0, 0.0, 0.0)); vertex->push_back(osg::Vec3(960.0, 600.0, 0.0)); vertex->push_back(osg::Vec3(0.0, 600.0, 0.0)); geometry1->setVertexArray(vertex); //压入法线 osg::ref_ptr<osg::Vec3Array> norml = new osg::Vec3Array; norml->push_back(osg::Vec3(0.0, 0.0, 1.0)); geometry1->setNormalArray(norml); geometry1->setNormalBinding(osg::Geometry::BIND_OVERALL); //纹理坐标 osg::ref_ptr<osg::Vec2Array> coord = new osg::Vec2Array; coord->push_back(osg::Vec2(0.0, 0.0)); coord->push_back(osg::Vec2(1.0, 0.0)); coord->push_back(osg::Vec2(1.0, 1.0)); coord->push_back(osg::Vec2(0.0, 1.0)); geometry1->setTexCoordArray(0, coord); geometry1->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::QUADS, 0, 4)); osg::ref_ptr<osg::Image> img1 = osgDB::readImageFile(strImg); if (!img1.valid()) { std::cout << "" << std::endl; } osg::ref_ptr<osg::Texture2D> texture2d = new osg::Texture2D; texture2d->setImage(0, img1); geometry1->getOrCreateStateSet()->setTextureAttributeAndModes(0, texture2d, osg::StateAttribute::ON); camera1->addChild(geode1); geode1->getOrCreateStateSet()->setMode(GL_LIGHTING, osg::StateAttribute::OFF); geode1->addDrawable(geometry1); return camera1.release(); } //创建hud osg::Camera* createCamera() { osg::ref_ptr<osg::Camera> camera1 = new osg::Camera; camera1->setViewMatrix(osg::Matrix::identity()); camera1->setAllowEventFocus(false); camera1->setReferenceFrame(osg::Transform::ABSOLUTE_RF); camera1->setViewport(0, 0, 800, 600); camera1->setProjectionMatrixAsOrtho2D(0, 800, 0, 600); camera1->setClearMask(GL_DEPTH_BUFFER_BIT); camera1->setRenderOrder(osg::Camera::POST_RENDER); camera1->addChild(createCircle()); return camera1.release(); } osg::Camera* createHUD(osg::Texture2D *texture2d) { osg::ref_ptr<osg::Camera> camera1 = new osg::Camera; camera1->setViewMatrix(osg::Matrix::identity()); camera1->setAllowEventFocus(false); camera1->setReferenceFrame(osg::Transform::ABSOLUTE_RF); camera1->setViewport(0, 0, 800, 600); camera1->setProjectionMatrixAsOrtho2D(0, 800, 0, 600); camera1->setClearMask(GL_DEPTH_BUFFER_BIT); camera1->setRenderOrder(osg::Camera::POST_RENDER); camera1->addChild(createCircle1(texture2d)); return camera1.release(); } //烘焙纹理 void createRTT(osgViewer::Viewer *viewerParam) { osg::ref_ptr<osg::Group> group1 = new osg::Group; osg::ref_ptr<osg::Node> node1 = osgDB::readNodeFile("D:\参考手册\BIM\osg\build20190628.osgb"); group1->addChild(node1.get()); if (!viewerParam) { return; } unsigned int width, height; //获取系统分辨率 osg::GraphicsContext::WindowingSystemInterface *wsInterface = osg::GraphicsContext::getWindowingSystemInterface(); if (!wsInterface) { return; } wsInterface->getScreenResolution(osg::GraphicsContext::ScreenIdentifier(0), width, height); osg::ref_ptr<osg::GraphicsContext::Traits> traits1 = new osg::GraphicsContext::Traits; //width = 800; //height = 600; traits1->x = 0; traits1->y = 0; traits1->width = width; traits1->height = height; traits1->windowDecoration = false; traits1->doubleBuffer = true; traits1->sharedContext = 0; osg::ref_ptr<osg::GraphicsContext> graphicsContext1 = osg::GraphicsContext::createGraphicsContext(traits1); if (!graphicsContext1.valid()) { return; } //创建主相机 osg::ref_ptr<osg::Camera> masterCamera = new osg::Camera; masterCamera->setGraphicsContext(graphicsContext1); masterCamera->setViewport(0, 0, width, height); //osg::Camera *masterCamera = createBackground("D:\参考手册\images\104.jpg"); //masterCamera->setViewport(0, 0, width, height); viewerParam->addSlave(masterCamera); //烘焙RTT相机 osg::ref_ptr<osg::Camera> rttCamera = new osg::Camera; rttCamera->setRenderOrder(osg::Camera::PRE_RENDER); rttCamera->setGraphicsContext(graphicsContext1); rttCamera->setViewport(0, 0, width, height); rttCamera->addChild(node1); viewerParam->addSlave(rttCamera, osg::Matrix::scale(1,1,1),osg::Matrix::identity(),false); //替换 osg::Texture2D *texture2d1 = new osg::Texture2D; texture2d1->setInternalFormat(GL_RGBA); rttCamera->attach(osg::Camera::COLOR_BUFFER, texture2d1); group1->addChild(createHUD(texture2d1)); viewerParam->setSceneData(group1); //viewerParam->setUpViewInWindow(200, 200, 800, 600, 0); } int main() { osg::ref_ptr<osgViewer::Viewer> viewer1 = new osgViewer::Viewer; osg::ref_ptr<osg::Group> group1 = new osg::Group; osg::ref_ptr<osg::Node> node1 = osgDB::readNodeFile(""); //group1->addChild(node1.get()); group1->addChild(createCamera()); createRTT(viewer1); //viewer1->setSceneData(group1.get()); //viewer1->setUpViewInWindow(200, 200, 800, 600, 0); return viewer1->run(); }